TEXT: ™
  ™
  �  Divine  Favor  �
  �  Divine  Favor  �
  the Oracle
  Oracle
  Oracle
  Oracle
  the 
  the 
  the 
  By Stefen Styrsky 
  
  Credits 
  Designer: Stefen Styrsky 
  Additional Design: Wolfgang Baur 
  Cover Artist: Christophe Swal 
  Graphic Design & Layout: Timothy K. Wickham 
  Editor: Miranda Horner 
  Publisher: Wolfgang Baur
  ©2011 Open Design LLC. All rights reserved. 
   
  Open Design and Divine Favor are trademarks of Open Design, LLC Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
   
  www.koboldquarterly.com 
   
  The feats in the “New Feats” section and the new revelations and mystery rules in the “New Mysteries” section are open content. All other  
  material — including commentary, descriptions, proper names, characters, story elements, designer’s notes, setting material, flavor text, and 
  society information — is product identity
   
  .Table of Contents
  3 • INTRODUCTION 
   
   
  New Curses: Coward, Drunkard, Echo, Grotesque, Illiterate, Mute, Souless, Unstable Form, Wanderer 
  5 • NEW MYSTERIES 
   
   
  Clockwork, Moon, Old Gods, Plague, Snakes, Wine 
  16 • NEW FEATS
  �  DiviNE  FAvor  �
  the Oracle
  Oracle
  Oracle
  Oracle
  the 
  the 
  the 
  ™
  ™
  
  3
  The Oracle
  Unlike other classes, an oracle’s combination 
  of curse and mystery makes each character 
  unique and versatile. To help bolster this 
  versatility, we present several new iconic curses 
  and mysteries inspired by real world myths, 
  legends and stories below. A few new feats can 
  give your oracle more benefits from her patron 
  deity as well as enhance her abilities.
  New Curses
  An oracle must pick a curse upon taking her 
  first level of oracle. Once made, this choice 
  cannot be changed. The oracle’s curse cannot be 
  removed or dispelled without the aid of a deity, 
  and her curse is based upon her oracle level plus 
  1 for every 2 levels or Hit Dice she has.
  Coward: You are fearful. Fear effects count 
  as one step greater when they affect you, and 
  you take a –2 penalty to saving throws to resist 
  fear effects and spells. If such an effect panics 
  you, its duration lasts 50% longer. You are also 
  more wary than a normal person. You receive 
  a +2 insight bonus to initiative checks and 
  to Perception and Sense Motive skill checks. 
  At 5th level, you gain uncanny dodge (as the 
  barbarian ability of the same name). At 10th 
  level, you gain improved uncanny dodge. At 
  15th level you gain a +4 insight bonus to 
  initiative checks and can take a move action 
  or a standard action during the surprise round 
  even if you are surprised.
  Drunkard: You have a weakness for alcohol 
  in all its forms. At the start of each day, you 
  are staggered until you consume at least one 
  alcoholic drink. If you do not consume at 
  least one drink per hour, you become shaken 
  until you drink again. As long as you are not 
  staggered or shaken, you gain a +2 bonus to 
  saving throws against fear and temporary hit 
  points equal to your oracle level. You cannot 
  regain temporary hit points that you have lost 
  until 24 hours have passed. Once per day, you 
  can consume an alcoholic drink as a swift 
  action to grant yourself a saving throw against 
  an enchantment or fear effect.
  Echo: You cannot speak except to repeat 
  words and sentences spoken to you, and you 
  cast all your spells as if they were modified 
  by the Silent Spell feat. This does not increase 
  their level or casting time. At 5th level you 
  can cast a spell that has verbal components 
  another caster has cast in the previous round. 
  You must be able to hear the spellcaster and 
  the spell must be of a level you can cast. You 
  can do this once per day. At 10th level, this 
  spell can be one you heard cast within the past 
  24 hours. At 15th level, you can do this twice 
  per day. You can cast these spells even if they 
  have other components. However, you cannot 
  cast spells with this ability if the spell requires 
  expensive components or a focus.
  Grotesque: You are horribly deformed or 
  just incredibly ugly. The condition worsens as 
  your power grows. All Charisma-based skill 
  checks you make take a –5 penalty, and all 
  creatures you encounter are considered 
  unfriendly. The penalty 
  to Charisma-based skills 
  
  4
  increases by 1 for every 
  5 levels you gain. You 
  gain an equal bonus 
  to Intimidate skill 
  checks, however. At 
  5th level, you gain Skill 
  Focus (Intimidate) as 
  a bonus feat. At 10th 
  level, opponents you 
  demoralize are shaken 
  for 1 additional round.
  Illiterate: You cannot 
  read, not because you 
  lack the intelligence, 
  but because words 
  and letters dance in 
  front of your eyes like 
  insects on paper. You 
  cannot consult books 
  or cast spells from 
  written sources such as scrolls. To offset these 
  drawbacks, you have a prodigious memory and 
  gain a +4 bonus to all Knowledge skill checks 
  and can make such checks untrained.
  Mute: You cannot speak. You take a –8 
  penalty to Bluff, Diplomacy, and Intimidate 
  checks, and you cast all of your spells as if 
  they were modified by the Silent Spell feat. 
  This does not increase the spell’s level or 
  casting time. At 5th level, you can use detect 
  thoughts as an at-will spell-like ability. At 10th 
  level, detect thoughts becomes a constant spell-
  like ability. At 15th level, you gain telepathy 
  100 ft.
  Soulless: You possess no soul. A god has 
  taken it as punishment for a misdeed you 
  committed or as payment for a service the 
  deity rendered. You cannot be raised from the 
  dead or resurrected. You gain a +4 bonus to 
  saving throws against necromancy spells and 
  are immune to spells that affect the soul such 
  as magic jar or soul bind.
  Unstable Form: The 
  gods have cursed you 
  with a mutating shape. 
  You take a –4 penalty 
  against all transmutation 
  effects and spells. At 
  the beginning of each 
  day you must roll on the 
  reincarnation spell table to 
  determine how you have 
  changed overnight. You 
  retain all your memories, 
  class abilities, feats, skill 
  ranks, base attack bonus, 
  base bonuses, and 
  hit points (except for 
  Constitution modifiers) 
  in your new form but 
  must recalculate your 
  Strength, Constitution, 
  and Dexterity. Nothing, 
  not even wish or miracle, can change this effect. 
  At 5th level, you gain some modicum of 
  control over your form and can cast alter self  as 
  a spell-like ability three times per day. At 10th 
  level, this spell-like ability becomes polymorph 
  instead. At 15th level this spell-like ability 
  becomes greater polymorph.
  Wanderer: You never stay in the same place 
  for long. After a week in a general area, you 
  must travel at least 50 miles. You can never 
  return to any place you have visited before. 
  If  you do so, you immediately lose all oracle 
  spells and class abilities. Also, Knowledge 
  (local) can never be a class skill for you, and 
  you take a –10 penalty on all such checks. 
  Such wandering has made you skilled at 
  understanding and influencing strangers. 
  Add perceive cues and share language to your list 
  of  known spells. At 5th level, add enthrall to 
  your list of  spells known. At 10th level, add 
  charm monster to your list of  spells known. At 
  15th level, add mass suggestion to your list of 
  spells known.
  
  5
  New Mysteries
  Oracles can add the following new mysteries 
  to their options. An oracle must pick one mys-
  tery upon taking her first level of oracle. Once 
  made, this choice cannot be changed. Unless 
  otherwise noted, the DC to saving throws 
  against these revelations is equal to 10 +1/2 
  the oracle’s class level + the oracle’s Charisma 
  modifier. Effects that duplicate spells use the 
  oracle’s class level as her caster level. Spells 
  marked with (UM) are from Ultimate Magic.
  ClOCkWORk
  As clockwork discoveries enter the world, the gods who 
  oversee invention and artifice grow in power. An oracle 
  of  clockwork can alter the workings of  machines and 
  construct items out of  thin air.
  Class Skills: An oracle with the 
  clockwork mystery adds Craft, Disable 
  Device, Knowledge (arcana), and Knowledge 
  (engineering) to her list of class skills.
  Bonus Spells: crafter’s fortune (2nd), make 
  whole (4th), enter image (6th), malfunction (UM) 
  (8th), fabricate (10th), wall of  iron (12th), 
  control construct (UM) (14th), iron body (16th), 
  time stop (18th)
  Spells: At 1st level, an oracle with the 
  clockwork mystery gains access to spells with 
  the word “cure” or “inflict” in their title as 
  usual. However, these spells heal or harm 
  only constructs.
  Revelations: An oracle with the clockwork 
  mystery can choose from any of the 
  following revelations.
  Automatic Control (Su): At 1st level, you gain 
  a +4 bonus to Diplomacy and Intimidate 
  checks made against intelligent constructs. 
  Enchantment and mind-affecting spells you 
  cast also affect constructs. At 7th level, you 
  can cast dominate monster on a construct once 
  per day. This effect lasts 1 round per oracle 
  level. You can use this twice per day at 13th 
  level and three times per day at 17th level.
  Binding Chains (Su): As a standard action 
  you can cause a 20-ft. radius of  iron chains 
  to burst from the floor and wrap around 
  any creature in the area. This acts as black 
  tentacles except the chains are made of  iron 
  and have a hardness of  10, 10 hit points, 
  and a break DC equal to 10 + the chain’s 
  CMB. You can use this ability once per day 
  at 7th level and an additional time per day 
  
  6
  for every 4 levels thereafter. You must be at 
  least 7th level to select this revelation.
  Clockwork Engine (Su): Once per day at 11th 
  level, you can imbue inanimate objects with 
  life as animate objects for a number of rounds 
  equal to your oracle level. These animated 
  objects gain 1 additional CP. You can do this 
  twice per day at 15th level. At 15th level, these 
  animated objects gain 2 additional CPs. You 
  must be 11th level to select this revelation.
  Clockwork Incorporation (Ex): Your knowledge 
  of steam and brass allows you to replace body 
  parts with mechanical devices. Choose one 
  of the following options whenever you can 
  select a new revelation. You can select each 
  option only once, but you can select a different 
  option each time you are able to choose a 
  new revelation. Mechanical Legs: You increase 
  your base speed by 10 ft., and you are always 
  considered to have had a running start when 
  making jump checks. At 11th level, your speed 
  is never reduced by armor. Oracles with the 
  lame oracle curse cannot select this revelation. 
  Mechanical Arms: You gain a +2 inherent bonus 
  to Strength and a +4 racial bonus to all skills 
  and checks based on Strength as well as your 
  CMB. At 11th level, your inherent bonus to 
  Strength increases to +4. Steel Skin: You gain 
  a +2 natural armor bonus and resist fire and 
  cold 5. This increases to a +4 natural armor 
  bonus and resist fire and cold 10 at 11th 
  level. Mechanical Eyes: You gain a +4 bonus to 
  Perception checks and darkvision 60 ft. If you 
  already have darkvision, the range increases 
  by 30 ft. At 11th level you gain a +2 bonus to 
  saving throws against blindness. Oracles with 
  the clouded vision oracle curse cannot select 
  this revelation.
  Clockwork Messenger (Su): You gain a 
  clockwork familiar as per the wizard’s arcane 
  bond class ability. Your effective wizard level 
  is equal to your oracle level. The familiar 
  possesses all the abilities of the animal it 
  mimics but is considered a construct instead 
  of an animal. Your oracle levels stack 
  with any wizard levels you possess when 
  determining the powers of your familiar. 
  This ability does not allow you to have two 
  familiars at one time.
  Construct Expert (Ex): You gain a +4 bonus 
  to monster knowledge checks regarding 
  constructs. As long as you are of the requisite 
  caster level, you can build a construct even if 
  you do not meet the other prerequisites or can 
  cast the spells necessary to create a construct. 
  You must possess the necessary material 
  components and still must succeed on the 
  Craft DC to successfully build a construct.
  Instant Fortress (Su): You can conjure a 
  structure of iron and steel as a full-round 
  action for a number of hours per day equal 
  to one-half your oracle level. This ability 
  otherwise acts as an instant fortress. You must be 
  at least 13th level to choose this revelation.
  Soul of  the Machine (Su): Once per day at 
  11th level, you may move your soul from your 
  
  7
  body into a construct or mechanical object 
  as the spell magic jar. Intelligent constructs 
  receive a Will saving throw to resist this 
  effect. Since constructs and machines 
  have no soul to replace, you do not need a 
  receptacle to house the displaced soul. Once 
  in the machine, you may control it as if it 
  were your own body. You may use any special, 
  supernatural, or spell-like ability the machine 
  or construct possesses. You must be at least 
  11th level to select this revelation.
  Steam Jet (Su): As a standard action, you can 
  breathe a 15-foot cone of steam. This cone 
  deals 1d4 points of fire damage per oracle 
  level. A Reflex save halves this damage. You 
  can use this ability once per day, plus one 
  additional time per day at 5th level and every 
  five levels thereafter.
  Final Revelation: Upon reaching 20th 
  level, you become a clockwork creature. You 
  gain immunity to bleed, disease, death effects, 
  necromancy effects, paralysis, poison, sleep 
  effects, and stunning. You are also immune 
  to fatigue, exhaustion and nonlethal damage. 
  Once per day, you can cast resurrection but only 
  to return a construct to life.
  MOON
  The night-time orb has always possessed a link to 
  the powers of  magic and transformation. Many gods 
  take the moon as their symbol and through it work 
  their will upon the world. As a bringer of  light to the 
  darkness and an occasional dark body in the heavens, 
  the moon’s power shines with a terrible luminescence to 
  addle the wits of  those who glimpse it, or it obscures 
  vision and produces powerful illusions and dreams.
  Class Skills: An oracle with the moon 
  mystery adds Bluff, Knowledge (arcana), 
  Perception, and Stealth to her list of class skills.
  Bonus Spells: sleep (2nd), mad hallucination (UM) 
  (4th), twilight knife (6th), moonstruck (8th), dream 
  (10th), cloak of  dreams (UM) (12th), lunar veil 
  (UM) (14th), orb of  the void (UM), discern location 
  (16th), polar midnight (UM), etherealness (18th)
  Baleful Orb (Su): The maddening glow of 
  the nocturnal orb is yours to control. You call 
  down a 10-ft. burst of moonlight within 60 
  feet. Creatures caught in the burst take 1d6 cold 
  and electricity damage per two oracle levels. A 
  successful Reflex save halves the damage. 
  At 10th level, the light is so bright that 
  creatures in the burst are confused for 1 round. 
  At 15th level, creatures that fail their saving 
  throw are stunned for 1 round. You may use 
  this ability once per day plus one additional 
  time per day at 10th level.
  Dark Side of  the Moon (Su): You can afflict 
  other creatures with the darkness that is the 
  moon’s other aspect. You call down a 10-
  ft. burst of darkness within 60 ft. Creatures 
  caught in the burst take 1d6 negative energy 
  and cold damage per two oracle levels. A 
  successful Reflex save halves the damage. 
  At 10th level, the darkness is so palpable 
  that creatures that fail their saving throws 
  are entangled for 1 round. At 15th level, the 
  burst area also comes under the effect of a 
  deeper darkness spell. The deeper darkness effect 
  persists for a number of rounds equal to your 
  Charisma modifier. You may use this ability 
  
  8
  once per day, plus one 
  additional time per 
  day at 10th level.
  Ill Met by 
  Moonlight (Su): 
  You radiate 
  the maddening 
  aura of the 
  midnight orb. 
  As a standard 
  action, you can 
  inflict 1d4+1 points 
  of Wisdom and 
  Charisma damage on 
  a single creature within 
  30 ft. who can see you. A 
  Will save halves the ability 
  damage. A creature reduced to 0 Wisdom 
  or Charisma goes insane and acts as if affected 
  by the insanity and rage spells. At 11th level, 
  the ability damage increases to 1d6+1. You 
  may use this ability once per day at 7th level 
  and 1 additional time per day every 4 levels 
  thereafter. You must be at least 7th level to 
  select this revelation.
  Mantle of  Moonlight (Su): Your innate 
  understanding of the moon renders you 
  immune to lycanthropy. Additionally, you 
  may disrupt a lycanthrope’s connection to the 
  moon with a successful touch attack. This 
  action automatically forces the lycanthrope 
  into its humanoid form, which it must retain 
  for a number of rounds equal to your oracle 
  level. Upon reaching 5th level, you can use this 
  ability to force others into a rage, as per the 
  spell. Using this ability is a melee touch attack. 
  You can use this ability once per day at 5th 
  level plus one additional time per day for every 
  5 levels above 5th.
  Moonlight Bridge (Su): You summon a bridge 
  of shimmering moonlight. The 10-ft.-wide 
  span touches the ground at a point adjacent to 
  your position. From this point it can extend 
  in any direction for 10 
  ft. per oracle level. 
  The path persists 
  until you have 
  crossed over the 
  bridge or for 24 
  hours, whichever 
  is shorter. You 
  may summon a 
  moonlight bridge 
  a number of times 
  per day equal to your 
  Charisma bonus. If 
  the bridge is attacked, 
  treat it as a wall of  force.
  Night Vision (Ex): Your 
  eyes grow more sensitive in 
  darkness. You gain low-light vision. If you 
  possess low-light vision, you instead gain 
  darkvision 60 ft.
  Somnolent Light (Su): Your connection to 
  the night allows you to force other creatures 
  into a magical slumber. You can cast sleep on 
  a number of creatures with Hit Dice equal 
  to your oracle level. At 7th level, a creature 
  that saves against this effect is confused for 
  1 round. You may use this ability once per 
  day, plus 1 additional time per day for every 7 
  oracle levels you possess.
  World Between Worlds (Su): You can achieve 
  a state that exists between worlds, when the 
  barriers separating realities grows thin, as 
  represented by the new moon. As a standard 
  action, you can become hard to see as per the 
  blur spell. You can remain in this state for 1 
  minute per day per oracle level. This duration 
  does not need to be consecutive, but it must 
  be spent in 1-minute increments. Starting at 
  7th level, each time you activate this ability you 
  can treat it as blink, though each round spent 
  this way counts as 1 minute of your normal 
  blur duration. At 11th level, any weapon you 
  wield is treated as a ghost touch weapon.
  
  9
  Final Revelation: Upon reaching 20th level, 
  you become the moon’s handmaiden. You 
  become immune to confusion, fear, insanity, 
  and sleep. You can become incorporeal at will 
  as a free action for a number of minutes equal 
  to your oracle level. Once per day you can cast 
  insanity on all opponents within 60 ft. of you 
  who can see you. 
  OlD GODS
  You worship the world’s forgotten deities, who are 
  creatures slumbering in temples beneath the ocean or 
  atop frigid peaks in the world’s remote mountain ranges. 
  These looming beings are said to be unlike the more 
  palatable, anthropomorphic gods now reigning above 
  the world. Some say the Old Gods are not even truly of  
  this universe and possess bizarre anatomies and horribly 
  alien intellects.
  Class Skills: An oracle with the Old Gods 
  mystery adds Bluff, Intimidate, Knowledge 
  (arcana), and Use Magic Device to her list of 
  class skills.
  Bonus Spells: bane (2nd), darkness (4th), bestow 
  curse (6th), lesser planar ally (8th), contact other 
  plane (10th), planar ally (12th), destruction (14th), 
  summon monster VIII (16th), gate (18th)
  Revelations: An oracle with the Old 
  Gods mystery can choose from any of the 
  following revelations.
  Aberrant Lord (Su): You can channel negative 
  energy a number of times per day equal to 3 
  + your Charisma modifier, but only to affect 
  aberrations as if they were undead and you 
  possessed the Command Undead feat. You can 
  take other feats to add to this ability, such as 
  Improved Channeling, but not feats that alter 
  this ability, such as Alignment Channel.
  By My Name You Shall Call Me (Su): As a 
  creature attuned to the eldritch corridors of 
  power, you can hear your name spoken aloud, 
  even over great distances. If another creature 
  speaks your name, you may observe it as if 
  you had cast scrying. At 15th level you may also 
  choose to move to the speaker’s location as if 
  through greater teleport. You can detect creatures 
  speaking your name to a range of 100 miles 
  per oracle level. You must be at least 7th level 
  to select this revelation.
  Dimensional Shift (Su): You can open a 
  doorway that traverses the home of the Old 
  Gods, forcing a creature to experience horrible 
  vistas and strange dimensions. As a standard 
  action you may target one creature within 30 
  feet of you that you can see. If the creature 
  fails a Will saving throw, it is teleported 1d3 
  squares in a random direction and takes 1d6 
  damage per two oracle levels from the warping 
  it must endure to travel through non-Euclidean 
  space. A Fortitude save halves the damage.
  At 10th level the target is also shaken for 
  1 round if it fails the Fortitude saving throw. 
  At 15th level the target is both shaken and 
  sickened if it fails its Fortitude saving throw. 
  You may use this ability once per day plus one 
  additional time per day at 10th level.
  
  10
  Dweller in Darkness (Sp): Once per day, you 
  cast your psyche into the void of space to 
  attract the attention of a terrible otherworldly 
  being. The dweller in darkness behaves in all 
  ways as if you had cast phantasmal killer. At 
  17th level, the dweller in darkness can be 
  perceived by more than one creature, as if you 
  had cast weird. You must be at least 11th level 
  to choose this revelation.
  Eldritch Knowledge (Su): The Old Gods 
  possess magical knowledge that extends 
  beyond the division between the divine 
  and the arcane. At 7th level and every three 
  levels thereafter, you may add one spell to 
  your list of  known spells from the sorcerer/
  wizard spell list, provided you can cast a 
  spell of  that level. This is in addition to the 
  spells you would gain from normal level 
  advancement. Once chosen, these spells 
  cannot be changed. You must be at least 7th 
  level to take this revelation.
  Festival of  Servants (Sp): The servitors of 
  the Old Gods are always nearby, watching. 
  Once per day at 7th level, you may cast lesser 
  planar ally as a full-round action. You do not 
  need to bargain for the creature’s service. At 
  11th level, the ability mimics planar ally, and 
  at 15th level this ability mimics greater planar 
  ally. You must be at least 7th level to select 
  this revelation.
  From Beyond (Ex): Your internal organs 
  are not where they should be in a creature 
  of your type. This may result from frequent 
  extra-dimensional travel or long association 
  with the bizarre Old Gods. You have a 25% 
  chance of negating a critical hit scored 
  against you. This increase to 50% at 10th 
  level and 75% at 15th level. You must be at 
  least 3rd level to take this revelation.
  Through Ancient Doorways (Su): You can move 
  through the use of dimensional step, as the spell, 
  for a number of rounds per day equal to your 
  oracle level. These rounds do not need to be 
  consecutive. You must be at least 7th level to 
  select this revelation.
  Final Revelation: Upon reaching 20th level 
  you become a full servitor of the Old Gods. 
  Your type changes to outsider (native) and 
  you become immune to critical hits, poison, 
  disease, stunning, sleep, and fear. You emanate 
  a fear aura of 30 ft. As an outsider you cannot 
  be resurrected.
  
  11
  PlaGUE
  Random and devastating—striking down young and 
  old, poor and rich—disease is the providence of  the 
  divine. Pestilence courses through your flesh, and the 
  living wither at your touch. Through suffering and pain, 
  you pierce the veils of  mundane reality to reveal the 
  transcendental truth: all creatures die.
  Class Skills: An oracle with the plague 
  mystery adds Fly, Intimidate, Knowledge 
  (nature), and Stealth to her list of class skills.
  Bonus Spells: ray of  sickness (UM) (2nd), 
  pox pustules (4th), fungal infestation (UM) (6th), 
  fleshworm infestation (UM) (8th), insect plague 
  (10th), greater contagion (UM) (12th), plague storm 
  (UM) (14th), finger of  death (16th), cursed earth 
  (UM) (18th)
  Black Winds (Su): Once per day, you can 
  spew forth the foul air of pestilence in a 30-
  ft. cone. This acts as gust of  wind. Creatures 
  in the area must also save against disease or 
  contract red ache with an immediate onset 
  rather than 1d3 days. The save DC of the 
  disease equals 10 + 1/2 your oracle level + 
  your Charisma modifier. You may use this 
  ability twice per day at 9th level and three 
  times per day at 15th level.
  Boils and Pustules (Sp): As a standard action, 
  you can make a melee touch attack that causes 
  a creature’s flesh to erupt with painful, oozing 
  sores. This deals 1d6 damage + 1 damage 
  for every 2 oracle levels you possess. Half of 
  this damage is acid damage. You can use boils 
  and pustules a number of times per day equal 
  to 3 + your Charisma modifier. At 11th level, 
  the creature is also sickened for a number of 
  rounds equal to your Charisma modifier.
  Carrier (Ex): By making a successful melee 
  touch attack, you can infect a creature with 
  filth fever. You may do this a number of 
  times per day equal to 3 + your Charisma 
  modifier. The onset of this disease is 
  immediate rather than 1d3 days. Whenever 
  you save against a disease, you may replace 
  filth fever with that disease and infect targets 
  with melee touch attacks.
  Corrupt Food and Water (Su): With a touch you 
  can infect a day’s rations or a flask of liquid 
  with filth fever. Creatures consuming the food 
  or drink must save or contract the disease. If 
  you carry a disease other than filth fever, the 
  material instead becomes infected with that 
  disease. You may do this once per day for 
  every 4 oracle levels you possess (minimum 1). 
  At 5th level, a creature infected this way also 
  spreads the disease as per the epidemic spell.
  Living Infection (Su): Once per day you can 
  assume the substance of a disease, turning 
  into vapor as per the gaseous form spell. This 
  condition lasts for a number of rounds equal 
  to your oracle level. 
  
  12
  While in this form, you may move into the 
  square of  another creature and attempt to 
  infect it with filth fever with an immediate 
  onset rather than 1d3 days. The DC to 
  resist this disease is equal to 10 + 1/2 your 
  oracle level + your Charisma modifier. At 
  11th level, you may attempt to inhabit the 
  body of  a creature instead of  giving it filth 
  fever. To do so you must enter the target’s 
  square as a gaseous living infection. On a 
  failed Fortitude saving throw, you infect the 
  victim. On your turn, the target takes 1d6+1 
  Constitution damage each round you are 
  in its body. It can make a Fortitude saving 
  throw each round to attempt to expel you. 
  While inside the victim, you cannot be 
  attacked or affected by special abilities or 
  spells, but cure disease forces you to make 
  a Will saving throw. A failed saving throw 
  expels you from the victim. When expelled 
  from the target, you enter an empty square 
  adjacent to the victim or the nearest empty 
  square, whichever is closer.
  Master of  Plagues (Sp): You gain a 
  +4 bonus to Heal checks to treat 
  disease. At 5th level you may 
  cast cure disease once per day 
  for every 5 oracle levels 
  you possess. When 
  you cure a creature of 
  disease either through 
  the Heal skill or cure disease, 
  the target immediately regains 
  1d3 ability damage that the 
  infection caused.
  On Dark Wings (Su): As a 
  swift action, you can manifest 
  a pair of black feathery wings 
  that smell of carrion. 
  The wings grant you 
  a fly speed of 60 
  feet with average 
  maneuverability. 
  You can use these wings for 1 minute per 
  day per oracle level. This duration does not 
  need to be consecutive, but it must be spent 
  in 1-minute increments. You must be at least 
  7th level before selecting this revelation.
  Plague Bearers (Su): When you summon a 
  vermin creature with a summoning spell you 
  summon one extra creature of that type. In 
  the case of summon swarm, you summon one 
  additional swarm. These creatures carry filth 
  fever and infect other creatures they damage. 
  The save DC for the disease is 10 + 1/2 your 
  oracle level + your Charisma modifier.
  Smite Living (Sp): As a standard action once 
  per day, you can bring down sudden death 
  upon a single creature within 60 ft. of you. 
  The ability otherwise acts as finger of  death. 
  You must be at least 11th level to select this 
  revelation. This is a disease effect.
  Final Revelation: You become the bearer 
  of plague and sickness. You are immune to 
  disease, including magical disease. Creatures 
  infected with disease that come within 30 
  ft. of you take damage as if they had failed 
  a saving throw against that disease 
  and also automatically fail their next 
  saving throw against the infection. 
  Once per day you may exude an aura 
  of pestilence to 100 ft. This area 
  receives all effects of a cursed earth 
  spell.
  
  13
  SNakES
  Legends say the first oracles were priestesses of  snake 
  gods. The serpent, with its unblinking eyes and 
  penetrating stare, was said to possess knowledge of  the 
  universe hidden from most other creatures.
  Class Skills: An oracle with the 
  snakes mystery adds Acrobatics, 
  Escape Artist, Knowledge 
  (nature), and Stealth to her list 
  of class skills.
  Bonus Spells: pass without 
  trace (2nd), skin send (UM) 
  (4th), poison (6th), spit venom 
  (UM) (8th), snake staff  
  (10th), beast shape IV (snakes 
  and reptiles) (12th), creeping doom 
  (snakes) (14th), animal shapes (snakes 
  and reptiles) (16th), summon elder worm  
  (UM) (18th)
  Armor of  Scales (Su): You can conjure armor 
  made from scales, and it grants you a +4 
  armor bonus. At 7th level, and every four 
  levels thereafter, this bonus increases by +2. 
  At 13th level, this armor grants you DR 5/
  bludgeoning. You can use this armor for 1 
  hour per day per oracle level. This duration 
  does not need to be consecutive, but it must 
  be spent in 1-hour increments.
  Coils (Ex): You gain Improved Unarmed 
  Strike as a bonus feat. Whenever you hit with 
  an unarmed melee attack, you can make a 
  grapple check without provoking an attack 
  of opportunity, and you gain a +4 racial 
  bonus to such checks. When making grapple 
  checks, you use your oracle level as your base 
  attack bonus plus your Charisma modifier to 
  calculate your CMB. On a successful grapple, 
  you can constrict an opponent and deal 1d8 + 
  1/2 oracle level + Charisma modifier damage 
  each round you maintain the grapple.
  Command Snakes (Su): You can command 
  snakes at-will as per command animals. Creatures 
  with the reptilian subtype are also susceptible to 
  this ability. You must choose speak with snakes 
  (below) before choosing command snakes.
  Crawl (Ex): You can crawl at your speed 
  for 1 round without provoking an 
  attack of opportunity. You may 
  use this revelation a number 
  of rounds per day equal to 
  3 + your Charisma modifier. 
  When standing up from 
  crawling after using this 
  ability, you do not provoke 
  an attack of opportunity.
  Fangs (Ex): You can make 
  a bite attack as a standard action. 
  This bite is considered a natural weapon, 
  meaning that you are always considered armed 
  and you do not gain additional attacks for a 
  high base attack bonus. This attack deals 1d6 
  damage plus your Strength-modifier (1d4 if 
  you are Small).
  At 5th level, this bite is considered a magic 
  weapon for the purposes of overcoming 
  DR, and any creature you hit with the attack 
  must make a saving throw against black adder 
  venom. The save DC equals 10 + 1/2 your 
  oracle level + your Charisma modifier. At 11th 
  level, the damage increases to 1d8 (or 1d6 if 
  you are Small).
  Serpent Companion (Ex): You gain an animal 
  companion as a druid equal to your level. The 
  animal companion must either be a constrictor 
  snake or a venomous snake. Your oracle 
  levels stack with any druid levels you possess 
  when determining the powers of your animal 
  companion. This ability does not allow you to 
  have two animal companions at one time.
  Snake Body (Ex): Your senses become more 
  acute, and your form becomes lithe and sinewy. 
  
  14
  You gain +2 bonus to Acrobatics, Escape 
  Artist, and Perception checks. This bonus 
  increases to +4 at 11th level. At 7th level you 
  also gain tremorsense 30 ft. This increases to 
  60 ft. at 11th level.
  Snake Summoner (Su): You add all summon 
  monster and summon nature’s ally spells to your 
  list of known spells but may use these spells 
  only to summon a snake or a reptilian creature. 
  If you cast a summon monster or summon nature’s 
  ally spell gained through this revelation to 
  summon a snake or reptilian creature, you 
  summon one extra monster of that type, and 
  the creatures gain the benefit of the Augment 
  Summoning feat.
  Speak with Snakes (Su): You can speak with 
  snakes as per speak with animals as an at-will 
  spell-like ability. You gain a +4 bonus to 
  Diplomacy and Intimidate checks made 
  to influence snakes or creatures with the 
  reptilian subtype.
  Final Revelation: Upon reaching 20th 
  level, the serpent infuses your body and soul. 
  You count as reptilian and your original race 
  for effects related to race. You can crawl at 
  your speed without provoking attacks of 
  opportunity, and you can squeeze into areas 
  two sizes smaller than you without suffering 
  any penalties for squeezing. You can escape 
  a grapple or pin without making a combat 
  maneuver check.
  WINE
  The great mysteries are revealed through altered states. 
  Your special connection to the inebriated gods comes 
  through the view of  reality perceived through the haze 
  and stupor of  wine.
  Class Skills: An oracle with the wine 
  mystery adds Acrobatics, Bluff, Perform, and 
  Sleight of Hand to her list of class skills.
  Bonus Spells: remove fear (2nd), bear’s 
  endurance (4th), glibness (6th), restoration (8th), 
  raise dead (10th), joyful rapture (UM) (12th), waves 
  of  ecstasy (UM) (14th), euphoric tranquility (16th), 
  freedom (18th)
  Courage in a Flask (Ex): A drink calms 
  your nerves and imbues you with a steely 
  demeanor. As a swift action you may imbibe 
  an alcoholic drink to gain a morale bonus 
  on Bluff checks and saving throws against 
  fear effects equal to your Charisma bonus. If 
  under the effects of fear, you may instead 
  gain a new saving throw to negate the effect 
  if the effect originally allowed a saving throw. 
  You may use this ability once per day at 1st 
  level, and one additional time per day for 
  every 4 levels you possess.
  Good for What Ails You (Su): You may touch 
  a creature as a swift action to grant it a new 
  saving throw against one of the following 
  conditions that may be affecting it: blinded, 
  confused, dazzled, deafened, exhausted, 
  fatigued, frightened, nauseated, panicked, 
  shaken, or sickened. If the saving throw 
  succeeds, the effect is suppressed for a number 
  of rounds equal to your Charisma modifier. 
  You may also grant the creature a new saving 
  throw if it is poisoned; a successful save 
  
  15
  counts against those required for a cure, but 
  a failed saving throw has no ill effect. You 
  may use this ability a number of times per day 
  equal to 3 + your Charisma modifier.
  Inebriate’s Wisdom (Ex): You gain a +2 
  bonus to saving throws against charm and 
  illusion spells and a +2 bonus to Diplomacy, 
  Perception, and Sense Motive checks. These 
  bonuses increase to +4 at 11th level.
  Insensate (Ex): Frequent drunkenness and the 
  mystery of wine have rendered you unfeeling 
  to physical harm. You gain the Diehard feat 
  and DR 2/—. This increases to DR 5/— at 
  11th level. You must be at least 7th level to 
  select this revelation. Once per day you may 
  also ignore the first 10 damage from acid, cold, 
  electricity, or fire.
  Invigorating Spirits (Su): You can imbue 
  an alcoholic beverage with life-enhancing 
  properties. Once per day, you may turn a 
  single alcoholic drink into a curative tonic that 
  heals 1d6 damage for every 2 oracle levels you 
  possess. At 7th level, the drink also confers the 
  benefit of a restoration spell. At l1th level, you 
  may create two such drinks a day. This number 
  increases to three at 15th level and also confers 
  the qualities of greater restoration.
  Lucky Drunk (Ex): Once per day as a free 
  action, you may gain a +8 bonus to a Strength- 
  or Dexterity-based check or your CMB. You 
  may use this ability one extra time per day for 
  every 3 oracle levels you possess.
  The Next Day (Su): You possess the ability 
  to make a creature suffer the after-affects of 
  a serious hangover. As a standard action, you 
  may target one creature within 30 ft. of you. 
  It takes 1d6 nonlethal damage per level and 
  is also sickened. A Fortitude save halves the 
  damage and negates the sickened condition. 
  You also change its memory of past events as 
  modify memory except you cannot make it recall 
  an event with perfect clarity and the memory 
  modification is instantaneous. A Will save 
  negates this effect. At 10th level, creatures that 
  fail their Fortitude saving throw are fatigued 
  and sickened. At 15th level, creatures that fail 
  their Fortitude saving throw are exhausted and 
  sickened. You can use this ability once per day 
  plus one additional time per day at 10th level.
  Wild Nights (Su): You call upon the ecstatic 
  revelries of the gods of wine to affect you and 
  your allies. You gain a +1 dodge bonus to AC, 
  a +1 morale bonus to attack rolls and damage 
  rolls with melee weapons, and a +4 bonus to 
  Constitution. The bonuses to AC, attack rolls 
  and damage rolls increase by +1 for every 5 
  levels you possess. Allies within 60 feet of you 
  who can hear or see you may spend a move 
  action to gain the same bonuses to AC and 
  attack and damage rolls. At 7th level, allies need 
  only spend a swift action to gain these bonuses. 
  The bonuses last for a number of rounds 
  equal to your Charisma modifier. You may use 
  this ability once per day at 1st level and one 
  additional time per day for every 5 levels you 
  possess. This is a mind-affecting effect.
  Final Revelation: Upon reaching 20th 
  level, you become a master of wine, revelry, 
  and dissipation. You are immune to poison, 
  fatigue, exhaustion, ability damage, and 
  nonlethal damage. You can consume any drug 
  or narcotic without ill effect or the possibility 
  of addiction.
  
  16
  New Feats
  Divine Intervention
  You can call on your patron to intervene on 
  your behalf.
  Prerequisites: Oracle.
  Benefit: As a swift action, you may expend 
  the use of one spell to gain a bonus to a saving 
  throw equal to the level of the spell used. You 
  may do this after you have rolled the saving 
  throw but before the result of the roll is known.
  Empowered Mystery
  Your mystery spells are harder to resist. 
  Prerequisites: Oracle mystery. 
  Benefit: The save DC of the bonus spells 
  granted by your mystery increases by +2. This 
  feat stacks with the Spell Focus feat.
  Forbidden Knowledge
  You are allowed to employ forbidden  
  knowledge in the service of your deity.
  Prerequisites: Oracle.
  Benefit: Once per day you may choose to cast 
  a cure or inflict spell even if the spell is not on 
  your list of known spells. You must have an 
  unused spell slot available and be a high enough 
  level to cast the spell.
  Mystery’s Alignment
  Your mystery spells take on your alignment. 
  Prerequisites: Oracle. 
  Benefit: If a bonus spell you know through 
  your mystery has an alignment descriptor, that 
  descriptor changes to match your alignment.
  Summon Avatar
  Servants you conjure arrive directly from the 
  god you worship. 
  Prerequisites: Oracle mystery. 
  Benefit: When you summon a creature with a 
  summon monster spell, it gains a benefit based on 
  your mystery. 
   
  Battle: Choose one type of attack of your sum-
  moned creature. The critical threat range of 
  this attack increases by 1. 
   
  Bones: Your summoned creatures arrive 
  wrapped in a thick carapace of bone. They gain 
  a +1 bonus to natural AC. This bonus increases 
  by +1 for every 4 oracle levels you possess. 
   
  Clockwork: Your summoned creatures are  
  immune to charm spells and effects.
   
  Flame: Your summoned creature inflicts +1d6 
  fire damage with each successful melee attack.
   
  Heaven: Your summoned creature inflicts +1d6 
  cold damage with each successful melee attack.
   
  Life: Your summoned creatures possess  
  temporary hit points equal to your oracle level 
  plus your Charisma modifier.
   
  Lore: Your summoned creatures gain a +1 
  dodge bonus to AC and Reflex saving throws. 
  These bonuses increase by +1 for every 5 
  oracle levels.
   
  
  Moon: Your summoned creatures gain a +2 
  bonus to Will saving throws, and you gain a 
  +2 bonus to caster level checks to prevent your 
  summoned creatures from being dispelled.
   
  Nature: Your summoned creatures gain fast 
  healing 2.
   
  Old Gods: You gain a +4 bonus to caster level 
  checks to prevent your summoned creatures 
  from being dispelled.
   
  Plague: Creatures you summon gain a +2  
  bonus to Fortitude saving throws and are  
  immune to disease.
   
  Snakes: Your summoned creatures arrive cov-
  ered in serpent scales. They gain a +1 bonus 
  to natural AC. This bonus increases by +1 for 
  every 4 oracle levels you possess.
   
  Stone: Your summoned creature inflicts +1d6 
  acid damage with each successful melee attack.
  Waves: Your summoned creature inflicts +1d6 
  cold damage with each successful melee attack.
   
  Wind: Your summoned creature inflicts 
  +1d6 electricity damage with each successful 
  melee attack.
   
  Wine: Creatures you summon arrive with  
  temporary hit points equal to 1/4 your oracle 
  level (minimum 1) plus your Charisma modifier.
  Swift Mystery
  You can cast spells from your mystery more 
  quickly than normal. 
  Prerequisites: Oracle, 7th level. 
  Benefit: You may cast a bonus mystery spell 
  as a swift action without increasing the spell’s 
  level. You cannot cast any other spell on the 
  round you cast a spell using swift mystery.
  
  OPEN GAME LICENSE 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Advanced Player’s Guide.
  Copyright 2011 Paizo Publishing, LLC; Author: Jason Bulmahn.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. 
  Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
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