TEXT: Advanced Feats: Visions of the Oracle
  
  1
  Advanced Feats: Visions of the Oracle
  Designer  Sigfried Trent
  Editors  Scott Gable, Wolfgang Baur
  Cover Artist  Christophe Swal
  Interior Artists  Christophe Swal, Stanislav, and Anne 
  Trent
  Graphic Designer  Anne Trent
  Publisher  Wolfgang Baur
  ©2011 Open Design LLC. All rights reserved.
  Open Design and Advanced Feats 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
  Stanislov images used by permission and available at 
  http://all-silhouettes.com/
  The feats in the "30 New Feats for Oracles" 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.
  Contents
  Introduction ......................................................................2
  Examining the Oracle .....................................................2
  30 New Feats for the Oracle ........................................3
  Character Builds.............................................................11
  Visionary Healer  ...........................................................11
  The Phoenix .....................................................................12
  Savage Seer .....................................................................13
  
  2
  Introduction
  More than just a list of feats, Advanced Feats: 
  Visions of the Oracle scries the depths of the oracle class, 
  examining its many mysteries. With a class breakdown, 
  30 new feats, and character builds showing you how to put 
  it all together, the Advanced Feats series takes character 
  building to a higher level.
  For the advanced player, we hope to spark your 
  imagination. For the casual player, we hope to show 
  you the path to making fun characters. For the GM, 
  Advanced Feats provides feats your players can use 
  without slowing down or unbalancing your 
  adventures.
  Advanced 
  Feats draws 
  heavily 
  on the 
  Netbook 
  of Feats, an 
  Open Gaming 
  License (OGL) 
  publication for feats 
  in the d20 system. 
  As its chief editor, I 
  have more than 10 
  years of experience 
  crafting and editing 
  feats for playability, 
  accuracy, and balance. 
  Before publication, 
  feats in the Netbook of 
  Feats are reviewed by 
  a panel of experienced 
  rules experts, and 
  only a select number 
  are accepted for 
  publication. 
  Advanced Feats takes 
  this a step further by 
  selecting the best and 
  most applicable feats 
  for the class highlighted. 
  Each feat in this book has been 
  either carefully re-worked to be fully 
  compatible with the Pathfinder Roleplaying 
  Game or created specifically for this book based on 
  the new Advanced Player’s Guide classes.
  Expanded Options and Builds
  for the Oracle
  Examining the Oracle
  The oracle stands at the crossroads of sorcerer and cleric 
  as a spontaneous divine caster. While that paints the 
  class in broad strokes, the details of the mysteries give 
  each oracle a distinctive feel and roleplaying hook.
  Spellcasting
  At their heart, oracles are divine spell casters. They are 
  spontaneous casters with full spell levels and progression 
  similar to the sorcerer. Their spell selection is drawn 
  from the cleric list and they receive additional 
  spells from their choice of mystery. 
  Like the sorcerer, the oracle’s choices 
  are limited in that wider range. 
  Charisma is their primary casting 
  statistic, which makes them good 
  social characters as well as 
  casters.
  Oracle’s Curse
  Each curse brings both a 
  penalty and a benefit, both of 
  which are great roleplaying 
  hooks for your character. 
  They won’t typically have a 
  huge build impact, but they 
  can be very challenging to 
  life outside of combat.
  Mystery
  Picking a mystery 
  really defines your 
  oracle. Each one 
  feels a bit like its 
  own variant class 
  with a list of special 
  abilities (revelations) you 
  can choose from as well as 
  additional class skills and 
  available spells. While many 
  mysteries share common abilities 
  —such as granting magical armor—
  each by and large they each have a 
  strong roleplaying and mechanical flavor. 
  Selecting a mystery is likely your first choice 
  when creating a new oracle.
  Battle—This mystery offers combat bonuses and feat 
  trees that can turn your oracle into quite the 
  warrior without weakening their spellcasting.
  
  3
  Advanced Feats: Visions of the Oracle
  Multiclassing
  Oracles really don’t have much multiclassing potential 
  beyond prestige classes designed for spontaneous divine 
  casters. Like any spontaneous caster, its spells come 
  slowly, and spellcasting is very level dependent. 
  Most often, the oracle’s class abilities are tied up in the 
  revelations, and those are also very level dependent. 
  Beyond that, there simply isn’t much it needs from other 
  classes. The mysteries offer a range of specializations 
  similar to what you would get from other classes.
  Summary
  What kind of character you make depends a lot on the 
  mystery you choose. An oracle of battle is a formidable 
  fighter, an oracle of fire a powerful damage caster, and 
  an oracle of life is a peerless healer. With great casting 
  power, decent base attack bonus, and few restrictions, 
  you can build in nearly any direction.
  30 New Feats for the Oracle
  While the following feats are especially useful for oracle, 
  most can be chosen by any PC. The exceptions are, 
  of course, those that have a oracle class features as a 
  requirement.
  Armed Touch Casting
  You deliver touch spells using a melee weapon.
  Prerequisites: Combat Casting, 9 ranks in Spellcraft, 
  BAB +6
  Benefit: When casting a spell with a range of touch, 
  you may deliver the spell using a melee weapon or 
  unarmed attack as a free action during the same turn.
  Special: Though there is only one attack roll, the spell 
  does not share the weapon’s critical range or multiplier. 
  Instead, the spell uses the standard profile (critical range 
  20, ×2 damage). If both spell and weapon threaten a 
  critical, roll each confirmation separately.
  Commentary—I felt that this is very much like having 
  an additional attack, so I’ve given it a prerequisite of 
  BAB +6. This makes it similar to Battlecaster (found 
  later in this document), but the two have different 
  advantages and can also be combined to good effect.
  Battlecaster
  You can cast a spell as part of a full attack.
  Prerequisite: Combat Casting, BAB +6
  Benefit: As a full attack action, after making your 
  first attack, you may cast a spell with a casting time of a 
  standard action or less instead of taking any additional 
  attacks.
  Bones—This dark mystery is great for oracles who want 
  point-and-kill spells or undead followers.
  Flame—The flame mystery gives your oracle a wealth of 
  damage spells and supernatural powers to burn 
  enemies.
  Heavens—This mystery is a mixed bag of divination, 
  madness, mobility, and damage powers.
  Life—The life mystery is pure healing power 
  personified, both highly focused and very 
  potent.
  Lore—This mystery is all about gathering information—
  both magical and mundane—but it offers little 
  in the way of combat prowess.
  Nature—The nature mystery offers many druid-like 
  powers, including an animal companion 
  mount.
  Stone—The mystery of stone includes many defensive 
  powers, and you can turn the earth into a 
  weapon against your foes.
  Waves—This mystery includes defensive physical 
  transformations and cold-based damage 
  powers.
  Wind—The last of the mysteries offers enhanced 
  mobility as well as lightning damage effects.
  Many of the revelations you can gain are very 
  powerful, granting multiple feats or supernatural 
  abilities. Because you can pick up more of them with the 
  Extra Revelation feat, you can really leverage them early 
  in your build.
  Skills
  The oracle skill list is pretty typical for a caster, and the 
  4 skill points per level are enough to cover the basics you 
  might need. Intelligence doesn’t do a lot for an oracle, so 
  it’s unlikely that any given oracle is heavy with skills.
  Defensive potential
  With shields and medium armor, an oracle is decently 
  protected, and nearly every mystery offers further 
  defensive options. Their hit points are not spectacular 
  nor are their saving throws, but the cleric spell list has 
  a remedy for nearly any defensive challenge. An oracle 
  who chooses to make defense a priority should have little 
  difficulty doing so.
  Offensive potential
  Oracles can either focus on a strong casting offense by 
  taking one of the elemental mysteries or they can opt for 
  some weapon prowess by taking the battle mystery and 
  augmenting themselves with divine buffs. While not 
  quite specialized for dealing damage, each offers tools 
  to expand beyond the divine caster’s traditional support 
  role.
  
  Advanced Feats: Visions of the Oracle
  4
  Feat Name
  Prerequisites
  Benefit
  Armed Touch Casting
  Combat Casting, 9 ranks in 
  Spellcraft, BAB +6
  Deliver touch spells using a melee weapon
  Battlecaster
  Combat Casting, BAB +6
  Cast spells as part of a full attack
  Charmed
  —
  Add +5 bonus to a single dice roll
  Concentration Spell 
  (Metamagic)
  —
  Extend the duration of your spells through concentration
  Conditional Curse
  Curse class feature
  Your curse hinders you only about half of the time
  Divine Resistance
  —
  Gain resistance to divine magic
  Dormant Spell (Metamagic)
  —
  Cast helpful spells that remain dormant until activated
  Elemental Boost
  Spell Focus (evocation)
  Spells of your chosen element are infused with extra power
  Extra use
  —
  Use any class ability an extra 1/day
  Magic Sense
  —
  Sense magic energies and identify spells you save against
  Meta Spell
  Ability to cast spells without 
  preparation
  Learn metamagic versions of spells
  Mystic Retribution
  —
  Zap enemies who interrupt your spellcasting using residual 
  magic
  Penetrating Spell 
  (Metamagic)
  —
  Your spells overcome energy resistance
  Potent Ability
  —
  Add +1 bonus to the DC of your supernatural and spell-like 
  abilities
  Potent Divination
  Ability to cast detection spell
  Your detection spells are faster and stronger than normal
  Preserve Scroll
  Scroll Mastery, 9 ranks in Spellcraft
  Cast a spell from a scroll without destroying it
  Prophetic Dreamer
  GM’s permission
  Your dreams sometimes echo the future
  Quick Healing
  1 rank in Heal
  Provide first aid and treat wounds and poison as a move action
  Savage Critical
  —
  Your critical hits strike harder on a natural 20
  Scroll Mastery
  —
  Gain a +4 bonus to CL and Use Magic Device checks to activate 
  scrolls
  Scroll Metamagic
  5 ranks in Spellcraft
  Add metamagic effects to spells read from scrolls
  Somatic Weapon
  Weapon Focus, 1 rank in Spellcraft
  Satisfy somatic components using a chosen weapon
  Spell Retention
  —
  Never lose your spell when interrupted
  Spiritual Armaments Spell 
  (Metamagic)
  5 ranks in Spellcraft
  Create spectral equipment when you summon or animate the 
  dead
  Strange Revelation
  Mystery class feature, 5 ranks in 
  Knowledge (religion)
  Learn a revelation from a mystery other than your own
  Tactical Spellcasting
  Dex 13, Dodge, Mobility, 1 rank in 
  Spellcraft
  Move before and after spellcasting
  Touch Spell Control
  1 rank in Spellcraft
  You are less restricted in how you hold a charge from touch 
  spells
  Transfer Spell (Metamagic)
  —
  Change the range of a spell from personal to touch
  Two Wand Technique
  Dex 15, 5 ranks in Spellcraft
  Activate one wand in each hand as a single action
  Wand Casting
  Dex 13, 3 ranks in Spellcraft
  Cast spells with a wand in your hand, augmenting spells of the 
  same school
  
  5
  Advanced Feats: Visions of the Oracle
  are at compensating for it. I think some players may go 
  for this feat simply for the roleplaying opportunities it 
  presents. If your game world is in endless night or takes 
  place underground, I recommend against using this feat 
  as written and suggest you substitute another condition 
  with roughly equal likelihood of being true or not.
  Divine Resistance
  You are more resistant to divine magic.
  Benefit: You get a +4 bonus on all saving throws to 
  resist divine spells and spell-like abilities of creatures 
  with divine caster levels.
  Commentary—I tend to feel the base saving throw 
  feats are a bit underwhelming at only a +2 bonus since 
  they are very reactive. The more specialized the bonus, 
  the larger it can be and the more flavor it adds to the 
  character. This feat only works on about half of all spells.
  Dormant Spell (Metamagic)
  You can cast helpful spells that remain dormant until 
  activated.
  Benefit: A dormant spell can only be cast on a willing 
  target. Dormant Spell cannot be used with area of effect 
  spells. When a dormant spell is cast, the effects upon the 
  targets are suppressed until a later time when the spell is 
  activated.
  Special: If the spell results in an attack roll, that roll 
  suffers a −5 penalty to hit.
  Commentary—I’ve always been partial to characters 
  who can both cast and fight, and the oracle does that 
  quite nicely with the battle mystery. Keep in mind, you 
  need to have a free hand or somehow avoid the need 
  for somatic components to make this work naturally. A 
  buckler is a good shield for casters because, while you 
  lose the shield bonus in a round you cast a spell, you 
  don’t need to juggle weapons to do it.
  Charmed
  You may boost a single dice roll.
  Benefit: You may add a +5 bonus to any single die roll 
  after it is made (1/day).
  Commentary—This is one of the simplest feats 
  possible, and I think it does a good job simulating a 
  character who has unusually good luck that gets him 
  or her out of a situation where disaster might otherwise 
  occur. It also gives players some dramatic control over 
  their moments of success and failure.
  Concentration Spell (Metamagic)
  You can extend the duration of your spells through 
  concentration.
  Benefit: When the duration of a spell enhanced by 
  the Concentration Spell feat (called a concentration 
  spell) is set to expire, you may instead concentrate to 
  maintain it. When your concentration ends, so does 
  the spell. Concentration Spell may not be used on 
  spells with an instantaneous or 1 round duration. A 
  concentration spell uses up a spell slot 1 level higher 
  than the spell's normal level.
  Commentary—While it is not especially powerful 
  on its face, this feat can be used to overcome normal 
  limitations. A short buff could be cast before a fight, a 
  powerful spell could be maintained for an entire battle, 
  or it could help milk the last few spell slots for extra 
  value.
  Conditional Curse
  Your curse hinders you only about half of the time.
  Prerequisites: Curse class feature
  Benefit: When you take the Conditional Curse feat, 
  choose one of the following pairs of conditions: night 
  and day, inside and outside. Then choose one of the two 
  conditions in the pair. When that condition is true, you 
  suffer from your curse; when the other is in effect, you 
  do not suffer from the curse. You retain the benefits from 
  your curse at all times.
  Commentary—How good this feat is depends on 
  how much you dislike your curse and how good you 
  Oracles in History
  The most famous 
  of all oracles 
  was the oracle at 
  Delphi in ancient 
  Greece, called the 
  Pythia. This was a 
  position rather than 
  a single woman, 
  and many took 
  the title and were 
  served—or some say 
  controlled—by priests of the temple. While famous 
  for divining the future, many of her prophesies 
  were carefully worded such that no matter the 
  outcome, the prophecy could be seen in a light that 
  made it true. Even in ancient times, some were true 
  believers and others were doubters in the power of 
  the gods and the Pythia. 
  An oracle in a Pathfinder RPG could certainly be 
  a visionary divining the future, a charlatan fooling 
  the gullible, or a clever manipulator driving rather 
  than divining the threads of destiny. In every case, 
  opportunities for great stories abound.
  Oracles in History
  The most famous 
  of all oracles 
  was the oracle at 
  Delphi in ancient 
  Greece, called the 
  Pythia. This was a 
  position rather than 
  a single woman, 
  and many took 
  the title and were 
  served—or some say 
  controlled—by priests of the temple. While famous 
  for divining the future, many of her prophesies 
  were carefully worded such that no matter the 
  outcome, the prophecy could be seen in a light that 
  made it true. Even in ancient times, some were true 
  believers and others were doubters in the power of 
  the gods and the Pythia. 
  An oracle in a Pathfinder RPG could certainly be 
  a visionary divining the future, a charlatan fooling 
  the gullible, or a clever manipulator driving rather 
  than divining the threads of destiny. In every case, 
  opportunities for great stories abound.
  
  Advanced Feats: Visions of the Oracle
  6
  wildly compared to weapon mechanics, it is a bit trickier 
  to guard against excessive combos and to make the 
  mechanics simple and widely applicable at the same 
  time. The restriction by energy type is a way to contain 
  the feat while still keeping it simple.
  Extra Use
  You can use any class ability an extra 1/day.
  Benefit: 1/day, you may use one of your class abilities 
  without that use counting towards its daily limit of uses.
  Commentary—When working on feats for a new 
  class, one of the first things I look for are abilities that 
  grant extra or extended uses. The oracle is chock full of 
  limited abilities, but they are choices buried in choices, 
  so addressing them individually would give you a feat 
  with narrow appeal and utility. When faced with such a 
  choice, I look for the broadest application possible.
  Magic Sense
  You can sense magic energies and identify spells you save 
  against.
  Benefit: You can sense the presence of enchanted 
  items or spell effects within 30 ft., identifying which 
  items or areas are magical. In addition, whenever 
  you succeed at a saving throw against a spell, spell-
  like ability, or supernatural ability, you know what 
  would have happened had you failed your save. This is 
  considered an extraordinary ability. 
  Special: This ability to sense enchanted items or spell 
  effects does not allow you to bypass or reduce the effects 
  of blindness or concealment in combat.
  Normal: A creature that successfully saves against a 
  spell without an obvious physical effects feels a hostile 
  force or tingle but cannot deduce the exact nature of the 
  attack.
  Commentary—I like the notion that, if magic were 
  a real thing, creatures could sense it without the use 
  of other magics. I can see this being of great use to an 
  investigator or scout.
  Meta Spell
  You can learn metamagic versions of spells.
  Prerequisite: Ability to cast spells without 
  preparation.
  Benefit: When you gain new spells, you may learn 
  a metamagic-enhanced spell. You must have the 
  appropriate metamagic feat, and the enhanced spell 
  counts as a spell of the level it would be cast at using the 
  metamagic. 
  You can cast this metamagic-enhanced spell without 
  increasing its casting time but may not cast it without 
  the metamagic it was learned with unless you also learn 
  a version of the spell without metamagic. Adding any 
  Activating a dormant spell requires a standard action 
  by its caster (which provokes an attack of opportunity 
  but is not considered spellcasting), at which time the 
  spell effects take place on its original targets even if they 
  are no longer in the normal range of the spell. Once 
  activated, the effects persist as if the spell had just been 
  cast. 
  When you replenish spells, any dormant spells you 
  have cast are lost. A dormant spell uses a spell slot 1 
  level higher than the spell's actual level.
  Example: Tom the wizard casts a dormant haste 
  on his four companions while in camp. No effect takes 
  place at this time. Later in a pitched battle, Tom takes 
  a standard action to activate the haste spell. Tom and 
  his four companions are now hasted for the normal 
  duration of the spell no matter where they may be when 
  Tom activates the spell. Even if a new fifth companion 
  happens to be standing near Tom, the new companion 
  would not be affected since he was not a target of the 
  spell when it was cast.
  Commentary—This feat pushes my boundaries for 
  complexity as it requires a lot of caveats to avoid rules 
  ambiguities. Even so, questions can spring to mind and 
  prompt a second reading to adjudicate. The basic intent is 
  to allow characters to cast spells that ignore the normal 
  range limitations in exchange for some forethought and 
  committing the spell to predetermined targets. 
  I made the activation a generic standard action 
  to avoid additional complexity (though at the cost of 
  a little ambiguity). There is some potential to take 
  advantage of this strategically since activation cannot be 
  counterspelled or interrupted.
  Elemental Boost
  Spells of your chosen element are infused with extra 
  power.
  Prerequisite: Spell Focus (evocation)
  Benefit: Choose one of the energy descriptors (acid, 
  cold, electricity, fire, force, light, negative, positive, 
  or sonic). When casting spells or using supernatural 
  abilities with your chosen descriptor, you inflict +1 
  damage/die rolled.
  Special: With the GM’s agreement, you can choose a 
  descriptor not in this list. Elemental Boost may be taken 
  multiple times, each time choosing a different energy 
  descriptor. The damage bonus can only be applied 1/dice 
  of damage even if the damage is of multiple energy types 
  for which you have Elemental Boost.
  Commentary—While characters have many ways 
  to boost their weapon damage with feats, there are 
  surprisingly few to enhance spell damage, especially 
  for spontaneous casters. Because spell mechanics vary 
  
  7
  Advanced Feats: Visions of the Oracle
  Commentary—This can be a nice feat if you are really 
  dedicated to a particular damage type as spontaneous 
  casters sometimes are. Outright immunity, however, still 
  remains an issue.
  Potent Ability
  You add a +1 bonus to the DC of your supernatural and 
  spell-like abilities.
  Benefit: Add a +1 bonus to the DC to save against all 
  of your spell-like and supernatural abilities.
  Commentary—I really wanted to have a feat that 
  allowed you to use metamagic to amplify supernatural 
  and spell-like abilities, but the mechanics were just too 
  complicated to cover all the dangling rules problems, 
  and it was difficult to cost it appropriately. Instead, I 
  created another broad feat to cover the vast array of 
  revelations—one that could be used by just about every 
  magical class or race in the game.
  Potent Divination
  Your detection spells are faster and stronger than 
  normal.
  Prerequisite: Ability to cast a detection spell
  Benefit: When you cast a detection spell (any spell 
  beginning with the word detect), you learn in 1 round 
  what you would normally learn in 3 rounds, the range 
  extends to 120 ft., and the area extends 180 degrees in 
  the direction you are facing.
  Commentary—While the detection spells are 
  commonly used, they are impractical in combat 
  situations. Since they are already weak spells in many 
  respects, I didn’t want this to work as metamagic, which 
  would impose further costs, and I also wanted to give 
  it as much potency as possible without cheapening the 
  casting of the spell.
  metamagic beyond what the spell was learned with 
  increases the casting time for the spell. 
  This does not allow you to apply a given metamagic 
  feat more than once to a spell.
  Example: Sue the oracle becomes 10th level and gains 
  a new 5th-level spell. Instead of learning a standard 
  5th-level spell, she could learn empowered searing light 
  (3rd-level spell +2 spell levels for the Empower Spell 
  feat), which she could then cast spontaneously without 
  increasing its casting time.
  Commentary—With Meta Spell, the character is 
  giving up the versatility of spell selection for different 
  options for delivering a given spell. Advanced Feats: The 
  Summoner’s Circle describes another feat, Fast Spell, that 
  offers a different solution to the spontaneous metamagic 
  challenge, letting you cast as a standard action in 
  exchange for an additional spell level.
  Mystic Retribution
  You can zap enemies who interrupt your spellcasting, 
  using residual magic.
  Benefit: If your spellcasting is interrupted by a melee 
  attack and your spell is lost, you may make a touch 
  attack (considered armed) as an attack of opportunity 
  against the attacker. This attack deals 1d6 hp force 
  damage/level of the spell lost.
  Commentary—While this is mostly a defensive 
  measure, you could lure an opponent into striking you in 
  order to damage them with an otherwise harmless spell. 
  To do so, you must be hit, fail your concentration, and 
  land the touch attack.
  Penetrating Spell (Metamagic)
  Your spells can overcome energy resistance.
  Benefit: A penetrating spell ignores all energy 
  resistance when dealing damage. A penetrating spell 
  takes up a spell slot 1 level higher than the spell's actual 
  level.
  Roleplaying Feats
  As editor of the Netbook of Feats, I would sometimes get submissions or come up with ideas 
  for feats that simply didn’t fit well into the rules of the game yet spoke to some real world 
  phenomenon or trope from fantasy stories. It was obvious such a feat could enrich a game 
  and give life to a character, but without some cooperation and adjudication from the GM, 
  they just couldn’t work. In time, we came up with a category for such feats, calling them 
  Roleplaying Feats.
  While I would never put such a feat in a set of core rules, as a GM, I feel they can be 
  the most fun and rewarding feats of all. Several of them have made their way into the Advanced Feats series 
  although I try to limit myself to one per book — Prophetic Dreamer in this installment. I don’t expect every GM 
  to like them or allow them in their games, but I do expect and have found that some GMs pick them out as their 
  favorites.
  Roleplaying Feats
  As editor of the Netbook of Feats, I would sometimes get submissions or come up with ideas 
  for feats that simply didn’t fit well into the rules of the game yet spoke to some real world 
  phenomenon or trope from fantasy stories. It was obvious such a feat could enrich a game 
  and give life to a character, but without some cooperation and adjudication from the GM, 
  they just couldn’t work. In time, we came up with a category for such feats, calling them 
  Roleplaying Feats.
  While I would never put such a feat in a set of core rules, as a GM, I feel they can be 
  the most fun and rewarding feats of all. Several of them have made their way into the Advanced Feats series 
  although I try to limit myself to one per book — Prophetic Dreamer in this installment. I don’t expect every GM 
  to like them or allow them in their games, but I do expect and have found that some GMs pick them out as their 
  favorites.
  
  Advanced Feats: Visions of the Oracle
  8
  at healers, yet a strong healer can turn an average 
  adventuring party into an unbeatable team. The 
  main advantage of this feat is that it lets you tend to 
  fallen comrades without slowing down your combat 
  momentum.
  Savage Critical
  You critical hits strike harder on a natural 20.
  Benefit: If you roll a natural 20 to hit and confirm 
  a critical (or you otherwise score a critical hit 
  automatically), treat your weapon’s critical multiplier as 
  if it were 1 point higher.
  Commentary—As with any effect modifying critical 
  hits, the stronger your base weapon damage, the better 
  this feat becomes. It is especially good for a character 
  designed to set up and deliver a coup de grace.
  Scroll Mastery
  You gain a +4 bonus to CL and Use Magic Device 
  checks to activate scrolls.
  Benefit: You gain a +4 bonus on CL and Use Magic 
  Device checks to activate scrolls. You also gain a +4 
  bonus to Spellcraft checks to record a spell from a scroll 
  into your spellbook. 
  Commentary—I came to appreciate using scrolls 
  mostly by playing video games based on 3E and 3.5E 
  rules. When facing a tough challenge, over-level scrolls 
  let you reach up and win through. Honestly, this feat 
  is most useful in the hands of a wizard, but the ability 
  to use a raise dead spell 4 levels early is quite literally a 
  lifesaver.
  Scroll Metamagic
  You can add metamagic effects to spells read from 
  scrolls.
  Prerequisite: 5 ranks in Spellcraft
  Benefit: When casting a spell from a scroll, you may 
  apply one metamagic effect you know to the spell. If the 
  metamagic increases the spell’s level over that of a spell 
  you could normally cast, you must make a CL check to 
  successfully cast the spell.
  Commentary—Along with Scribe Scroll, this is an 
  interesting way to extend your spellcasting ability, 
  applying metamagic to higher-level spells than you 
  normally could cast. While not as powerful as a 
  metamagic rod, it is slightly more accessible and 
  versatile.
  Somatic Weapon
  You can satisfy a somatic component using a chosen 
  weapon.
  Prerequisite: Weapon Focus, 1 rank in Spellcraft
  Benefit: Choose a weapon for which you have taken 
  Weapon Focus. When casting a spell with a somatic 
  Preserve Scroll
  You can cast a spell from a scroll without expending it; 
  the writing of the activated spell does not disappear.
  Prerequisite: Scroll Mastery, 9 ranks in Spellcraft
  Benefit: When activating a scroll, you may choose to 
  lose two prepared spells or spell slots of the same level to 
  preserve the scroll, so it may be used again in the future.
  Special: If the spell normally requires material 
  components with a listed cost, you must also provide and 
  use those components to preserve the scroll.
  Commentary—This can be a powerful means to 
  expand your available spell list, but it does have two 
  straightforward costs: You must acquire the scrolls and, 
  when in battle, ready them for use. 
  Its power varies depending on scroll availability. If 
  such scrolls can be bought, then this feat is primarily a 
  money savings since you need buy it only once. If scrolls 
  are rare treasures, this feat offers a powerful means to re-
  use a limited resource, but your scroll choices are going 
  to be limited to what you can discover in treasure.
  Prophetic Dreamer
  Your dreams sometimes echo the future.
  Prerequisite: GM’s permission
  Benefit: Once per session after resting, your GM 
  should inform you of a dream you have had that 
  portends an event that may be in your future. Ideally, 
  this dream could warn you of a possible danger or 
  guide you to a good decision. The dream need not come 
  true but should be a possible or likely moment in your 
  future. These dreams could be symbolic, literal, or a 
  combination of both.
  Commentary—This feat breaks a lot of the usual rules 
  for feat design and implementation, but I think it has 
  great potential for fun and storytelling while offering a 
  practical benefit for the character. It is important that, 
  as a GM, you are providing some benefit to the player 
  with the visions, helping him or her avoid danger or 
  find treasure. You should, however, avoid making it feel 
  like you are pulling their strings or handholding them 
  through every challenge. This could be a feat a GM 
  bestows on a player temporarily as part of a campaign. 
  Of course, I also included it because it just about screams 
  “Oracle!”
  Quick Healing
  You can provide first aid and treat wounds and poison 
  more quickly.
  Prerequisite: 1 rank in Heal
  Benefit: You can provide first aid, treat wounds, or 
  treat poison as a move action.
  Commentary—There aren’t very many feats aimed 
  
  9
  Advanced Feats: Visions of the Oracle
  component, you can satisfy the component as if the 
  hand holding it were free. You cannot use this feat while 
  grappled unless the weapon you are holding is light.
  Note: Spellcasting this way does not prevent attacks 
  of opportunity triggered by spellcasting.
  Commentary—I’ve played a lot of video games based 
  on our beloved rules over the years, and the requirement 
  to have a free hand to cast spells is typically ignored. 
  This happens in a lot of tabletop games as well. This feat 
  lets you play the same way and be rules legal, and it is 
  quite handy for an oracle of battle.
  Spell Retention
  You do not lose your spell when interrupted.
  Benefit: If you fail a concentration check that would 
  result in the loss of a spell, you do not lose the spell, but 
  it is not successfully cast.
  Commentary—Some feats make you more powerful, 
  others are a bit like adventuring insurance; you won’t 
  notice it most of the time, but when you use it, you feel 
  pretty clever for having taken it. This is one of those 
  feats that, once I thought of it, I was surprised I hadn’t 
  thought of it a long time ago.
  Spiritual Armaments Spell (Metamagic)
  You create spectral equipment when you summon or 
  animate the dead.
  Prerequisite: 5 ranks in Spellcraft
  Benefit: Spiritual Armaments Spell can be used with 
  any spell that summons or animates undead. A Spiritual 
  Armaments Spell creates ghostly weapons and armor 
  for the undead you summon. The undead are considered 
  proficient with weapons and armor created in this way. 
  The equipment vanishes when the undead are slain 
  or if taken from the undead, but in other respects, it 
  acts as a non-magical item of the same name. Each 
  undead must be equipped identically as determined at 
  the time of casting. A Spiritual Armaments Spell takes 
  up a spell slot a number of levels higher than the spell’s 
  normal level as determined by the sum of the following 
  modifiers:
  Spell Slot
  Effect
  +0 
  purely decorative equipment
  +1 
  non-exotic weapons or shields (including 
  unlimited ammunition)
  +1 
  light armor
  +2 
  medium armor
  +3 
  heavy armor
  +2 
  one ballista or catapult
  +3 
  one ram or siege tower
  Special: Incorporeal undead cannot be equipped 
  using Spiritual Armaments Spell. 
  Commentary—This feat requires some work to prepare 
  the statistics for undead monsters with armor and 
  weapons, so I strongly recommend you work out the 
  details ahead of time rather than doing it at the table 
  in the middle of combat. This is, in fact, a good rule of 
  thumb for any summoning spell or any feat that requires 
  some math.
  Strange Revelation
  You can learn a revelation from a mystery other than 
  your own.
  Prerequisite: Mystery class feature, 5 ranks in 
  Knowledge (religion)
  Benefit: The next time you select a revelation or take 
  the Extra Revelation feat (including if chosen at the 
  same level you take Strange Revelation), you may select a 
  revelation from another mystery instead of your own.
  Special: This feat cannot be used with final 
  revelations.
  Commentary—I agonized a bit over including this 
  one. Extra Revelation is extremely powerful in that 
  most revelations are far stronger than normal feats. I 
  couldn’t justify simply adding a revelation from outside 
  the mystery; however, allowing you to pick one seemed 
  about the right balance. Oracles are already religious 
  dabblers to some extent, so I didn’t find it too out of 
  character that they might cross lines a little.
  Tactical Spellcasting
  You can move before and after spellcasting.
  Prerequisite: Dex 13, Dodge, Mobility, 1 rank in 
  Spellcraft
  Benefit: When casting a spell that requires a standard 
  action, you may move both before and after your spell is 
  cast if the total distance moved is not greater than your 
  current speed.
  Commentary—The prerequisites are here mostly out of 
  the tradition established by Spring Attack and Shot on 
  the Run. The feat cost is somewhat high for the benefit 
  in my opinion, especially for casters not especially 
  concerned with their AC. I think the primary use of this 
  feat is to pop out from behind full cover, throw a spell, 
  and then get back to safety by the end of your turn.
  Touch Spell Control
  You are less restricted in how you hold a charge from 
  touch spells.
  Prerequisite: 1 rank in Spellcraft
  Benefit: When holding a charge from a touch spell, 
  
  Advanced Feats: Visions of the Oracle
  10
  you can choose not to have the spell take effect when 
  you touch someone or something. You can cast other 
  spells while holding a charge. If you cast another touch 
  spell, you cannot hold the charge on the newly cast 
  spell beyond the end of your turn, but you may deliver 
  both that spell and the held touch spell in a single touch 
  attack. 
  You lose the held charge if you become unconscious 
  or when you normally replenish your spells.
  Normal: A held charge is discharged the next time 
  you touch anything or anyone, and you may not cast 
  other spells while holding the charge.
  Commentary—Holding touch spells is a pretty niche 
  rule. It allows some flexibility in how you deliver the 
  spell, but it comes with some serious limitations in 
  the name of making it harder to simply hold a charge 
  indefinitely. Touch Spell Control lets you hold a charge 
  for at least a full day, but unless you use the double 
  touch, it isn’t really granting you any extra actions, and 
  its benefits are subtle.
  Transfer Spell (Metamagic)
  You can change the range of a spell from personal to 
  touch.
  Benefit: You can use Transfer Spell with any spell 
  that has a range of personal to change its range to touch. 
  The target of the spell must accept the spell voluntarily 
  or it has no effect. A transfer spell takes up a spell slot 1 
  level higher than the spell's actual level.
  Commentary—I spent a bit of time considering the 
  balance of this feat, and in the end, I felt it was not much 
  of an issue. While powerful personal spells can become 
  more powerful when cast on noncasters, items already 
  provide several ways for this to happen. Ultimately, the 
  opportunity cost of casting a spell that buffs only one 
  member of the party is often a pretty steep cost in and of 
  itself.
  Two-Wand Technique
  You can activate one wand in each hand as a single 
  action.
  Prerequisite: Dex 15, 5 ranks in Spellcraft
  Benefit: You may activate up to two wands with 
  a single standard action provided you hold each in a 
  different hand. 
  Special: If one of the wands casts a spell with a 
  casting time longer than 1 action, you activate both 
  wands in the time needed for the longest casting time of 
  the two wands.
  Commentary—Keep in mind it takes some actions to 
  get those wands into your hands in the first place, and 
  with your hands full, you cannot cast spells with somatic 
  components.
  Wand Casting
  You can cast spells with a wand in your hand, 
  augmenting spells of the same school.
  Prerequisite: Dex 13, 3 ranks in Spellcraft
  Benefit: You may perform somatic components with 
  a hand holding a wand. In addition, if you cast a spell of 
  the same school as the wand, you may expend a charge 
  from the wand to add a +1 bonus to the DC of the spell 
  cast.
  Commentary—I’ve always been fond of the notion that 
  staffs and wands could aid casting or even be a means 
  of casting. I felt the convenience of casting with a wand 
  in hand was not quite worth a feat, so I added the more 
  powerful DC bonus option to round it out.
  Magic Wands
  While working on the wand feats, I became 
  curious as to where the idea of magic wands 
  originated. I was surprised to learn that their 
  history goes back a very long way indeed, with 
  many cave paintings showing figures of obvious 
  power holding sticks in a ceremonial fashion 
  rather than using them as weapons. 
  Both Greek and Egyptian mythology feature 
  rods and wands with magical powers, and even 
  Christianity has its share of magical staffs. In short, 
  the stick is power.
  Magic Wands
  While working on the wand feats, I became 
  curious as to where the idea of magic wands 
  originated. I was surprised to learn that their 
  history goes back a very long way indeed, with 
  many cave paintings showing figures of obvious 
  power holding sticks in a ceremonial fashion 
  rather than using them as weapons. 
  Both Greek and Egyptian mythology feature 
  rods and wands with magical powers, and even 
  Christianity has its share of magical staffs. In short, 
  the stick is power.
  
  11
  Advanced Feats: Visions of the Oracle
  Character Builds
  Planning out a character can be a lot of fun, and you 
  avoid finding yourself at a loss for what to take at your 
  next level or unable to take what you want because a 
  prerequisite is missing from your build. These builds are 
  handy for players who may not know all the ins and outs 
  of the rules but still want to create a powerful and well-
  thought-out character.
  These character builds were created using the 
  Pathfinder Roleplaying Game Core Rulebook and Advanced 
  Players Guide, and Open Design’s Advanced Feats series 
  as source material. Ability scores were purchased using 
  15 points (standard fantasy). I list only those elements 
  of the character where you are making build choices. In 
  the leveling charts, only those levels where such choices 
  occur are shown.
  Visionary Healer 
  Once a small town cook and innkeeper known for his pies, ale, 
  and considerable waistline, the visionary healer found himself 
  touched by the gods when his sleepy village came under attack 
  and his lifelong friends lay wounded and dying. His newfound 
  healing powers turned the tide and secured peace for his people, 
  but not before many died, their spirits haunting him to this 
  day. Since that time, he has journeyed to aid those who defend 
  the common folk against savagery and violence, vowing never 
  to let another in his care fall to anything other than old age.
  An adventuring party with a truly powerful healer 
  can be extremely formidable. The visionary healer takes 
  every opportunity to augment the power and depth of 
  his or her healing abilities. An oracle of life has more 
  spells per day than a cleric and can make better use 
  of channeling thanks to Charisma being the primary 
  casting statistic. The safe curing and combat healer 
  revelations both offer an easy means to deliver aid safely 
  in the thick of combat. Energy body offers even more 
  non-spell healing and allows other characters to spend 
  actions for heals.
  This build goes even further using wands to greatly 
  extend the pool of available low-level magic for both 
  healing and offense. Scroll Mastery allows for the use 
  of healing magic normally beyond the character’s reach, 
  and Preserve Scroll can greatly expand the oracle’s 
  normally limited repertoire of available spells. 
  At higher levels, Empower Spell combines with spirit 
  boost to really pad out a large pool of temporary hp 
  on mass cures, while Quicken Spell lets you throw hot 
  and heavy healing magic to counter the most powerful 
  assaults. Dormant Spell lets you queue up powerful heals 
  and buffs and deliver them to allies no matter where 
  they are on the battlefield. With Use Magic Device and 
  a healthy Charisma at higher levels, the wand and scroll 
  feats give the oracle access to an even wider range of 
  magic to protect and aid allies.
  But there is more to this jolly character than just 
  healing. With a good, strong casting stat and so many 
  non-spell healing options, the visionary healer has lots of 
  room for a little offensive casting, buffing, and control. 
  His ghostly friends also lend a hand with a larger list 
  of spell powers, although they can get in the way when 
  trying to fish out all those wands and scrolls in the thick 
  of a fight.
  Visionary Healer Build Details
  Race: halfling
  Stats: Str 8, Dex 15, Con 14, Int 12, Wis 11, Cha 16
  Skills: Diplomacy, Heal, Spellcraft, Survival, Use 
  Magic Device 
  Favored Class Bonus: +1 hp/level
  Mystery: Life
  Curse: Haunted
  Leveling Guide (class features, feats, and ability 
  increase choices per level):
  1—Channel revelation, Scroll Mastery feat* 
  3—Safe curing revelation, Wand Casting feat*
  4—Dex +1
  5—Craft Wand feat
  7—Enhanced cures revelation, Two-Wand Technique
  Feat*
  8—Cha +1
  9—Preserve Scroll feat*
  11—Spirit Boost revelation, Elemental Boost (positive)
  Feat*
  12—Cha +1
  13—Dormant Spell feat*
  15—Energy body revelation, Quicken Spell feat
  16—Cha +1
  17—Scroll Metamagic feat*
  19—Combat healer revelation
  20—Cha +1
  * Indicates a feat from Advanced Feats: Visions of the Oracle
  Spells Known:
  0—create water, detect magic, detect poison, guidance, light, 
  mending, purify food and drink, read magic, stabilize
  1st—bless, cure minor wounds*, command, detect undead*, 
  ghost sound*, mage hand*, magic weapon, obscuring 
  mist, sanctuary
  2nd—bulls strength, cure moderate wounds*, eagle’s 
  splendor, grace, hold person, remove paralysis, lesser 
  restoration*, levitate*
  3rd—cure serious wounds*, neutralize poison*, protection 
  
  Advanced Feats: Visions of the Oracle
  12
  from energy, remove curse, sacred bond, searing light
  4th—blessing of fervor, cure critical wounds*, death ward, 
  freedom of movement, restoration*, tongues
  5th—breath of life*, command greater, cure light wounds 
  mass*, flame strike, raise dead, telekinesis*, spell 
  resistance
  6th—blade barrier, cure moderate wounds mass*, heal*, 
  hero’s feast, symbol of persuasion
  7th—cure serious wounds mass*, greater restoration*, 
  regeneration, repulsion, reverse gravity*, symbol of 
  stunning 
  8th—cure critical wounds mass*, euphoric tranquility, holy 
  aura, planar ally greater
  * Indicates a bonus spell granted by a class feature
  The Phoenix
  Bearing no true name, the phoenix is born to her station—
  beautiful, elegant, and terrible in her anger. Some seek her out 
  for guidance, some to marvel at her beauty, and some to lay 
  waste to their enemies. Whereever she walks, a trail of ashen 
  ruin follows in which new life springs forth. It is said she is born 
  deaf, so she does not hear the sound of her screaming victims. 
  When one phoenix falls, another will be born that same day.
  An oracle of fire is unique in being a divine healer 
  with a full range of elemental damage spells that can be 
  cast without the worries of arcane spell failure. A wizard 
  or sorcerer would need to work hard to achieve such a 
  build—for the oracle of fire, it is simply a starting point.
  The phoenix is heavily focused on laying out massive 
  fire damage and ensuring it can strike at nearly any foe. 
  Elemental Boost, Empower Spell, and Intensified Spell 
  all work together to create massively damaging blasts. 
  Penetrating Spell and Ectoplasmic Spell ensure that 
  even normally difficult to burn foes feel the heat, and the 
  build’s high Charisma and evocation focus ensure DC 
  values are no joke.
  Meta Spell is put to full effect memorizing metamagic 
  versions of the best damage spells, so every spell slot can 
  bring flaming death without full round actions. This 
  does limit spell selection, but the phoenix still has room 
  for strong healing, defense, and the occasional utility 
  spell. And of course, the metamagic that creates massive 
  damage spells can also deliver massive healing spells 
  when needed.
  The phoenix even has a nice range of social skills, 
  making for a character who has a lot to do when not 
  burning things to the ground. Being deaf, a phoenix’s 
  style of negotiation is likely a bit one-sided, leaving little 
  means for others to bargain with this legendary figure’s 
  demands.
  The Phoenix Build Details
  Race: human
  Stats: Str 8, Dex 12, Con 14, Int 12, Wis 8, Cha 18
  Skills: Acrobatics, Diplomacy, Intimidate, Knowledge 
  (planes), Perform (dance), Profession (fortuneteller), 
  Spellcraft
  Favored Class Bonus:+1 hp/level
  Mystery: Flame
  Curse: Deaf
  Leveling Guide (class features, feats, and ability 
  increase choices per level):
  1— Touch of flame revelation, Elemental Boost (fire) 
  feat*, Spell Focus (evocation) feat
  3—Burning magic revelation, Penetrating Spell feat*
  4—Cha +1
  Fortunetelling
  I am somewhat enamored of fortunetellers. 
  While I don’t believe they have supernatural 
  powers, the good ones do have great intuition and 
  understanding of human nature such that they 
  can seem to have an uncanny ability to understand 
  you. To practice their art well, they must listen 
  and observe carefully, something that happens all 
  too infrequently in most social circles.
  I really wanted a feat that captures the spirit 
  of professional fortunetelling, but I was at a loss 
  to encircle the mechanics. Sense Motive is a 
  key skill needed, but Bluff is clearly at play as is 
  Perform. Many fortunetellers have been rumored 
  to be the secret masters of their powerful clients, 
  manipulating them into war or disastrous quests 
  with the fate of nations in the balance, and that 
  speaks to Diplomacy. You can simply call it a 
  profession, but in game, that is just a background 
  activity that earns you cash. The roleplaying 
  potential is so rich that this seems to sell it far 
  short.
  Fortunetelling
  I am somewhat enamored of fortunetellers. 
  While I don’t believe they have supernatural 
  powers, the good ones do have great intuition and 
  understanding of human nature such that they 
  can seem to have an uncanny ability to understand 
  you. To practice their art well, they must listen 
  and observe carefully, something that happens all 
  too infrequently in most social circles.
  I really wanted a feat that captures the spirit 
  of professional fortunetelling, but I was at a loss 
  to encircle the mechanics. Sense Motive is a 
  key skill needed, but Bluff is clearly at play as is 
  Perform. Many fortunetellers have been rumored 
  to be the secret masters of their powerful clients, 
  manipulating them into war or disastrous quests 
  with the fate of nations in the balance, and that 
  speaks to Diplomacy. You can simply call it a 
  profession, but in game, that is just a background 
  activity that earns you cash. The roleplaying 
  potential is so rich that this seems to sell it far 
  short.
  
  13
  Advanced Feats: Visions of the Oracle
  5—Empower Spell feat
  7—Wings of fire revelation, Meta Spell feat*
  8—Cha +1
  9—Extra Revelation (Form of flame) feat
  11—Firestorm revelation, Extra Use feat*
  12—Cha +1
  13—Ectoplasmic Spell feat*
  15—Fire breath revelation, Intensified Spell feat
  16—Cha +1
  17—Quicken Spell feat
  19—Heat aura revelation, Extra Revelation (gaze of 
  flames) feat
  20—Cha +1
  * Indicates a feat from Advanced Feats: Visions of the Oracle
  Spells Known:
  0—create water, detect magic, detect poison, guidance, light, 
  mending, purify food and drink, read magic, stabilize
  1st—burning hands*, cure minor wounds*, command, divine 
  favor, obscuring mist, sanctuary, shield of faith
  2nd—augury, burning hands (penetrating), cure moderate 
  wounds*, eagle’s splendor, enthrall, hold person, resist 
  energy*
  3rd—blindness/deafness, cure serious wounds*, dispel magic, 
  fireball*, meld into stone, searing light
  4th—cure critical wounds*, death ward, freedom of 
  movement, restoration, spell immunity, wall of fire*
  5th—command greater, cure light wounds mass*, flame 
  strike, raise dead, summon monster V (fire elemental 
  only)*, wall of stone
  6th—blade barrier, cure moderate wounds mass*, fire seeds*, 
  flame strike (intensified), heal
  7th—cure serious wounds mass*, destruction, fire storm*, 
  flame strike (empowered), repulsion 
  8th—cure critical wounds mass*, earthquake, flame strike 
  (empowered, intensified), holy aura, Incendiary 
  cloud*
  9th—blade barrier (empowered, intensified), fiery body*, 
  heal mass, summon monster IX
  * Indicates a bonus spell granted by a class feature
  Savage Seer
  Battle is where destiny is forged. Amid the crucible of chaos 
  and slaughter, lifelines are cut and dynasties are born. In the 
  sprays of blood, the scarlet course of the future is shaped into 
  tragedy and triumph –sometimes both at the same time. The 
  savage seer connects the threads of fate, weaving history into 
  destiny with the stroke of a sword and the power of divine 
  magic.
  Oracles of battle do an amazing job of melding 
  casting prowess with martial ability. The revelations 
  grant abilities that a cleric would have to use a majority 
  of their feats to achieve while maintaining a strong 
  spellcasting ability for healing, buffing, and damaging 
  spells. In the savage seer, I’ve put together a strong 
  offensive lineup, combining a potent weapon, the the 
  falcate from the APG, with damage from touch spells.
  Well protected in heavy armor, shield, iron skin, and 
  the ability to layer on multiple defensive buffs while self-
  healing, the savage seer is perfectly comfortable in the 
  heat of battle. Mystic Retribution ensures that anyone 
  trying to interrupt spellcasting suffers for the attempt, 
  and Combat Casting allows casting in relative safety, if 
  so desired.
  At lower levels, the savage seer can either use inflict 
  spells or strike with the falcata and—beginning at 
  7th level—can do both in the same round. Woe to 
  the opponent caught by hold person, for the falcata 
  with Power Attack and Savage Critical makes for a 
  devastating coup de grace.
  At higher levels, Quicken Spell and Empower Spell 
  augment casting options while Maneuver Mastery 
  (sunder) and Sundering Strike continue to build melee 
  versatility. While not as stalwart as a fighter or as 
  specialized for casting as the other oracle builds, the 
  savage seer combines martial and casting prowess in a 
  seamless fashion. 
  Savage Seer Build Details
  Race: human
  Stats: Str 16, Dex 12, Con 14, Int 8, Wis 8, Cha 15
  Skills: Diplomacy, Intimidate, Ride, Spellcraft
  Favored Class Bonus: +1 hp/level
  Mystery: Battle
  Curse: Tongues
  Leveling Guide (class features, feats, and ability 
  increase choices per level): 
  1— Skill at arms revelation, Combat Casting feat, 
  Mystic Retribution feat*
  3— Weapon mastery (falcata) revelation, Exotic 
  Weapon Proficiency (falcata) feat
  4—Cha +1
  5—Somatic Weapon (falcata) feat*
  
  Advanced Feats: Visions of the Oracle
  14
  7—Combat healer revelation, Power Attack feat
  8—Cha +1
  9—Battlecaster feat*
  11—Iron skin revelation, Armed Touch Casting feat*
  12—Cha +1
  13—Savage Critical feat*
  15—Maneuver mastery (sunder) revelation, Quicken
  Spell feat
  16—Cha +1
  17—Sundering Strike feat
  19—Battlefield clarity revelation, Empower Spell feat
  20—Cha +1
  * Indicates a feat from Advanced Feats: Visions of the Oracle
  Spells Known:
  0—create water, detect magic, detect poison, guidance, light, 
  mending, read magic, spark, stabilize
  1st—command, cure light wounds, divine favor, enlarge 
  person*, inflict light wounds*, shield of faith
  2nd—cure moderate wounds, eagles splendor, fog cloud*, 
  hold person, inflict moderate wounds*, resist energy, 
  spiritual weapon
  3rd—cure serious wounds, inflict serious wounds*, magic 
  vestments*, remove curse, water breathing, wind wall
  4th—air walk, divine power, freedom of movement, inflict 
  critical wounds*, spiritual ally, wall of fire*
  5th—cleanse, disrupting weapon, inflict light wounds mass*, 
  raise dead, righteous might*, slay living
  6th—blade barrier, harm, heal, inflict moderate wound 
  mass*, bull’s strength mass*
  7th—control weather*, cure serious wounds mass, 
  destruction, inflict serious wounds mass*, holy word
  8th—earthquake*, holy aura, inflict critical wounds mass*, 
  planar ally greater, stormbolts
  9th—energy drain, heal mass, implosion, storm of 
  vengeance*
  * Indicates a bonus spell granted by a class feature
  
  15
  Advanced Feats: Visions of the Oracle
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  to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royaltyfree, non-exclusive license with the exact terms of this License 
  to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
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  6. Notice of License Copyright: You must update the COPYRIGHT 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
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  8. Identification: If you distribute Open Game Content You must 
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  9. Updating the License: Wizards or its designated Agents may 
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  10. Copy of this License: You MUST include a copy of this License with 
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  12. Inability to Comply: If it is impossible for You to comply with any of 
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  13. Termination: This License will terminate automatically if You fail 
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  14. Reformation: If any provision of this License is held to be 
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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 on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Netbook of Feats, Authors:  Rafael Arrais, Carl Cramér, Eric D. Harry, 
  John O. Lamping, Sébastien Adhikari, Jonathan D. Woolley, Jason D. 
  Kemp, Jerry M. Chaney II, Bradley H. Bemis Jr.
  Advanced Feats: Visions of the Oracle. Author: Sigfried Trent Copyright 
  2011, Open Design LLC, www.koboldquarterly.com. All rights 
  reserved.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Advanced Feats/Advanced Feats - Visions of the Oracle.pdf