TEXT: BOOK
  ONE
  domains & devotions
  B e t h  J o n e s
  
  CREDITS
  AUTHOR
  Beth Jones
  EDITORS
  Kim Frandsen
  John Reyst
  LAYOUT
  David Clingerman
  ILLUSTRATORS
  David Clingerman
  Jack Holliday
  Dean Spencer
  2
  
  CONTENTS
  INTRODUCTION
  4
  DOMAINS
  5
  Predator
  Retribution 
  Subterfuge
  5
  5
  5
  NEW SUBDOMAINS
  6
  Acid
  Communication
  Guile
  Misfortune
  Poison
  6
  6
  6
  7
  7
  NEW MYSTERIES
  7
  Emotion
  Fellowship
  Mischief
  Movement
  Raptor
  Seasons
  Sound
  7
  9
  10
  12
  13
  15
  16
  NEW ARCHETYPES
  19
  Arm of Retribution
  Botanist
  Faithful Fist
  Focused Fang
  Nature Sentry
  19
  19
  21
  22
  23 
  NEW SPELLS
  25
  Blessing of the Fey
  Hamstring Infidel
  Mule Mind
  Scathing Sermon
  Scourge of Summer
  25
  25
  25
  25
  25
  3
  
  INTRODUCTION
  Greetings fellow gamers. I have been playing  
  Dungeons and Dragons since its original 
  inception so many years ago. Since then, I’ve  
  seen the emergence of multiple editions, and  
  through them all, my fondness for divinely  
  oriented characters has never flagged. In these 
  pages you’ll find options to infuse non-caster 
  classes with a bit of the divine, as well as options 
  that will lend a stealthier or more martial bent 
  to your divine character. I’m hoping there’s a  
  little something in here for everyone.  Enjoy! 
  In the following, you’ll find reference to  
  various books. These are as follows:
  ACG Pathfinder Roleplaying Game: 
  Advanced Class Guide
  APG Pathfinder Roleplaying Game: 
  Advanced Player’s Guide
  ARG Pathfinder Roleplaying Game: 
  Advanced Race Guide
  HA   Pathfinder Roleplaying Game: 
  Horror Adventures
  OA   Pathfinder Roleplaying Game: 
  Occult Adventures
  UC   Pathfinder Roleplaying Game: 
  Ultimate Combat
  UE  Pathfinder Roleplaying Game: 
  Ultimate Equipment
  UI    Pathfinder Roleplaying Game: 
  Ultimate Intrigue
  UM  Pathfinder Roleplaying Game: 
  Ultimate Magic
  UW  Pathfinder Roleplaying Game: 
  Ultimate Wildernes
  4
  
  DOMAINS
  Below is a series of new domains for use in 
  your campaign, subject to your Game Master’s  
  approval.
  PREDATOR
  Granted Powers: Your exceptional speed, acute 
  senses, and ability to augment your physical 
  prowess makes you an expert at tracking down 
  and dispatching the enemies of your faith.
  Swift Dispatch (Su): As a swift action, you can 
  flood your system with adrenaline. You gain a 
  +2 bonus on your Initiative roll and a bonus 
  on damage rolls equal to 1/2 your cleric level  
  (minimum +1) for 1 round. You can use this 
  ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Precise Kill (Sp): At 8th level, as a standard  
  action, you can give a weapon touched the 
  bane special weapon quality for a number of 
  rounds equal to 1/2 your cleric level. You can 
  use this ability once per day at 8th level, and an  
  additional time per day for every four levels  
  beyond 8th.
  Domain Spells: 1st-deadeye’s loreUC, 2nd- 
  acute sensesUM, 3rd-burst of speedUC, 4th-
  find quarryUC, 5th-monstrous physique lllUM, 
  6th-monstrous physique lVUM, 7th-finger of 
  death, 8th-frightful aspectUC, 9th-summon 
  froghemothUM.
  Special: This domain is available to druids 
  through their Nature Bond class feature.
   
  RETRIBUTION
  Granted Powers: You can stun, poison, and 
  brutally carve up enemies who dare to cause  
  you harm.
  Avenging Touch (Sp): As a standard action, you 
  can touch a creature to give it a bonus equal to 
  your Wisdom modifier on a single melee attack 
  roll. This attack roll can only be made against a 
  creature that has damaged the recipient of your 
  avenging touch. This ability lasts for 1 hour or 
  until your target successfully hits the creature 
  that previously damaged it. You can use this 
  ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Retaliatory Blow (Su): At 8th level, as an  
  immediate action, in response to being struck 
  by a melee attack, you can cause your attacker 
  to take the same amount of damage that you 
  just received, unless it succeeds on a Reflex save, 
  in which case the damage it sustains is halved. 
  Additionally, if the damage inflicted upon you 
  was elemental damage (acid, cold, electric, fire, 
  or sonic), the damage you return upon your  
  attacker 
  is 
  considered 
  force 
  damage  
  instead. Furthermore, this retaliatory damage  
  automatically overcomes any damage reduction 
  your attacker has. You can use this ability once 
  per day at 8th level, and an additional time per 
  day for every four levels beyond 8th.
  Domain Spells: 1st-stunning barrierACG, 
  2nd-defensive shockUM, 3rd-stunning  
  barrier, greaterACG, 4th-eruptive pustulesUM, 
  5th-hostile juxtapositionUC, 6th-blade  
  barrier, 7th-jolting portentUC, 8th-fire storm, 
  9th-transmute blood to acidUM.
   SUBTERFUGE
  Granted Powers: You allow no hindrance, be 
  it poor illumination, hidden entry points, or  
  vigilant guards to stand in the way of pursuing 
  your divine goals; you are perfectly equipped to 
  gather whatever intelligence necessary to make 
  your missions successful.
  Entry Expert (Sp): You can cast detect secret 
  doors, for a number of rounds per day equal to 
  3 + your cleric level. These rounds do not need 
  to be consecutive.
  Stake Out (Sp): At 8th level, as a standard  
  action, you can create an illusion that masks 
  your presence and that of your allies for a  
  number of rounds equal to 1/2 your cleric level. 
  DOMAINS
  5
  
  In all other respects, this ability functions like 
  invisibility sphere. You can use this ability once 
  per day at 8th level, and an additional time per 
  day for every four levels beyond 8th.
  Domain Spells: 1st-keen sensesAPG, 2nd- 
  vanishAPG, 3rd-climbing beanstalkACG, 
  4th-darkvision, communalUC, 5th-astral  
  projection, lesserUM, 6th-passwall, 7th-  
  stonetell, 8th-insect spies, greaterUI,  
  9th-etherealness
  NEW SUBDOMAINS
  Below is a series of new subdomains for use in 
  your campaign, subject to your Game Master’s 
  approval.
  ACID
  Associated Domain: Destruction
  Replacement Power: The following granted 
  power replaces the destructive aura power of 
  the Destruction domain.
  Acrid Stench (Su): At 8th level, as a standard 
  action, you can exude a caustic smell from your 
  body that affects all creatures within a 10-feet 
  radius. Acrid stench deals 2d4 + 1 point of acid 
  damage per cleric level you possess. This acid 
  damages a creature for 2 rounds. The damage 
  inflicted is halved on the second round, i.e. for a 
  8th level cleric it does 2d4+12 on the first round 
  and 1d4+6 on the second round. . A successful 
  Fortitude save (DC10 + 1/2 your cleric level 
  + your Wisdom modifier) on the first round, 
  halves the damage for that round, and negates 
  the damage for the second round. You can use 
  this ability once per day at 8th level, and an  
  additional time per day for every four levels  
  beyond 8th.
  Replacement Domain Spells: 1st-corrosive 
  touchUM, 3rd-burst of nettlesUM, 5th- 
  corrosive consumptionUM, 8th-caustic  
  eruptionUM.
   COMMUNICATION
  Associated Domain: Nobility
  Replacement Power: The following granted  
  power replaces the leadership power of the  
  Nobility domain.
  Aura of Dominance (Su): At 8th level, with 
  a standard action, you can emit an aura of  
  dominance with a 20-foot radius around  
  yourself which communicates your alpha  
  position with body language and domineering 
  non-verbal cues. All adversaries within this 
  area of effect suffer the cowering condition for a  
  number of rounds equal to your Charisma  
  modifier. Adversaries who make a successful  
  Will save are shaken instead. You can use 
  this ability once per day at 8th level, and an  
  additional time per day for every four levels  
  beyond 8th.
  Replacement Domain Spells: 1st-command, 
  3rd-confessAPG, 9th-mind blank, communalUM.
  GUILE
  Associated Domain: Trickery
  Replacement Power: The following granted 
  power replaces the master’s illusion power of 
  the Trickery domain.
  Divine Duplicity (Ex): At 8th level, as a standard  
  action, you can declare that a single creature 
  is your mark. You add 1/2 your cleric level as 
  a bonus on all attack rolls and Disguise and 
  Bluff skill checks made against your mark for a  
  number of rounds equal to the number of cleric 
  levels you possess. You can use this ability once 
  per day at 8th level, and an additional time per 
  day for every four levels beyond 8th.
   Replacement Domain Spells: 3rd-blessing  
  of the moleUM, 5th-deceitful veneerUI, 7th- 
  deflectionAPG. 
  6
  
  MISFORTUNE
  Associated Domain: Madness
  Replacement Power: The following granted 
  power replaces the vision of madness power of 
  the Madness domain.
  Taint of Misfortune (Sp): You can make a 
  ranged touch attack against a creature within 30 
  feet to give it a taint of misfortune. The target  
  receives a -1 penalty to attack rolls, saving 
  throws, and AC for 3 rounds. This penalty  
  increases by 1 for every five cleric levels you  
  possess. You can use this ability a number 
  of times per day equal to 3 + your Wisdom  
  modifier.
  Replacement Domain Spells: 3rd-debilitat-
  ing portentUC, 5th-curse, majorUM, 6th-spell-
  crashACG.
   POISON
  Associated Domain: Death
  Replacement Power: The following granted 
  power replaces the death’s embrace power of the 
  Death domain.
  Poison Boils (Su): At 8th level, as a move  
  action, you can cause your skin to blister with 
  poisonous blood boils until you are either 
  struck with a melee weapon or for a number of 
  rounds equal to 1/2 your cleric level, whichever 
  comes first. While poison boils is in effect, the 
  first successful melee strike against you causes 
  the boils to erupt, sending a spray of poisonous  
  blood striking the opponent who inflicted 
  the wound. The poison inflicts the nauseated  
  condition for a number of rounds equal to your 
  Charisma modifier unless the affected creature 
  succeeds on a Fortitude save (DC10 + 1/2 your 
  caster level + your Wisdom modifier), in which 
  case, it suffers the sickened condition instead. 
  This ability can be used once per day at 8th 
  level, and an additional time per day for every 
  four levels beyond 8th. 
  Replacement Domain Spells: 3rd-rain of  
  frogsUM, 4th-spit venomUM, 8th-undead  
  anatomy lV UM.
  NEW MYSTERIES
  Below is a series of new mysteries for use in 
  your campaign, subject to your Game Master’s 
  approval.
  EMOTION
  Class Skills: An oracle with the emotion  
  mystery adds Intimidate, Knowledge (history), 
  Knowledge (local), and Perception, to her list of 
  class skills.
  Bonus Spells: blessing of courage and lifeAPG 
  (2nd), blistering invectiveUC (4th),  
  contagious zealOA (6th), terrible remorseUM 
  (8th), serenityUM (10th), castigate, massAPG 
  (12th), unshakable zeal OA (14th),  
  euphoric tranquilityAPG (16th), maze of  
  madness and sufferingHA (18th).
  Revelations: An oracle with the emotion  
  mystery can choose from any of the following 
  revelations.
  Aura of Anticipation and Determination (Su): 
  You radiate a 30 foot aura of divine energy that 
  bolsters you and your allies before undertaking 
  difficult tasks or avoiding hazardous situations. 
  Once per day, as a standard action, you can grant 
  yourself and a number of allies equal to 1/2 
  your oracle level, a divine bonus equal to your  
  Charisma modifier on all ability checks, skill 
  checks, and saving throw rolls for a number of 
  rounds equal to your oracle level. At 11th level, 
  once per day, as an immediate action in response 
  to a failed saving throw by you or an ally, you (or 
  the ally) can immediately re-roll the save. You 
  must be at least 7th level to select this revelation.
  Change of Heart (Su): As a standard action, 
  you can cause all enemies in a 30 foot radius  
  to question their loyalty and change sides 
  SUBDOMAINS
  MYSTERIES
  7
  
  during a combat. On its turn, any opponent in 
  the area of effect that fails its Will save, must  
  immediately change sides and attack the  
  nearest former teammate. Affected creatures 
  move towards their new targets with no regard 
  for provoking attacks of opportunity, and they 
  use the most lethal means at their disposal to  
  attack the new target. This effect lasts for 2 
  rounds + 1 additional round for every 3 levels 
  of oracle that you possess beyond 7th. Affected 
  creatures get a saving throw each round to end 
  the effect. You can use this ability once per day, 
  and one additional time at 13th level. You must 
  be at least 7th level to select this revelation.
  Channel Apathy (Su): As a swift action, in  
  addition to dealing damage as normal with 
  your melee attack, you cause a creature struck 
  by your attack to suffer a penalty equal to your 
  Charisma modifier on its next single attack roll 
  if it does not succeed on a Will save (DC10 + 1/2 
  your oracle level + your Charisma modifier).  
  Good aligned oracles produce a sacred  
  penalty, while evil oracles produce a profane 
  penalty. A neutral oracle must choose which 
  type this produces, and once chosen, it can 
  never be changed.You can use this ability a 
  number of times per day equal to your 
  Charisma modifier. You must be at 
  least 7th level to select this revelation.
  Gut Instinct (Su): You are highly  
  aware of your body’s internal feelings  
  of unease and have learned to 
  heed its warnings of impending  
  danger. You gain the Improved  
  Initiative feat and can add 1 point 
  of your Charisma modifier for 
   every 4 oracle levels you possess 
  as a dodge bonus to your AC.
  Holy Fury (Ex and Sp): You 
  gain a sacred bonus equal to 
  1/2 your oracle level on  
  Intimidate skill checks, and 
  can cast wrathAPG as a spell-
  like ability once per day. At 7th level,  
  you can use the Intimidate skill to  
  demoralize opponents as a move action.
  Hope and Despair (Su): You instantly affect 
  the morale of all sentient creatures within a 30-ft. 
  radius of yourself; you grant all allies (including 
  you) a +2 morale bonus on attack rolls, damage 
  rolls, and Will saves, while inflicting a -2 penalty  
  on enemy attack, damage, and Will save rolls. 
  This ability lasts for a number of rounds equal to 
  your Charisma modifier. You can use this ability 
  once per day, plus one additional time at 11th 
  level and every four levels thereafter. You must 
  be at least 7th level to select this revelation.
  Menacing Countenance (Su): You can cause 
  an enemy within 30-ft. of you to become  
  paralyzed with fear. If the enemy fails its Will 
  save (DC 10 +1/2 oracle level + Charisma  
  modifier), it cannot move or take any actions 
  (including purely mental ones) and is considered  
  helpless. This is a mind-affecting fear effect, and 
  it lasts 1 round. You can use this ability once per 
  day. This effect lasts for one additional round at 
  7th level and every four levels thereafter. You 
  must be at least 3rd level to select this revelation.
  Powerful Influence (Ex): When you cast 
  spells with the emotion descriptor, your 
  targets suffer a -1 penalty on their 
  saving throw rolls, and if your  
  target fails such a saving  
  throw, the duration of the 
  spell is extended for 1  
  additional round.
  Shame Infidel (Su): 
  As 
  a 
  standard 
  action, 
  you can target a sighted  
  creature within 60 feet 
  of yourself with a ranged 
  touch attack. If you succeed 
  on your attack, the target 
  experiences a flood of tears 
  pouring from its eyes, obscuring  
  its vision, and imparting a -4 
  penalty on its Perception checks 
  and a 20% miss chance on its  
  attack rolls for a number of 
  8
  
  rounds equal to your Charisma modifier. This 
  ability does not affect creatures without eyes 
  (as adjudicated by the Game Master). You can 
  use this ability once per day, plus one additional 
  time per day at 5th level and for every five levels 
  thereafter.
  Tranquil Touch (Su): You gain Touch of SerenityAPG 
  as a bonus feat, without needing to meet the 
  prerequisites. Additionally, you use your 
  Charisma modifier for the saving throw DC 
  rather than your Wisdom modifier. You must be 
  at least 11th level to select this revelation.
  Final Revelation: Upon reaching 20th level, 
  your confidence in yourself is unparalleled; you 
  firmly believe you can accomplish anything, and 
  your determination is so palpable as to cow your 
  enemies before you. You become immune to all 
  spells and abilities with the [emotion] descriptor, 
   and anytime you succeed on a critical hit, your 
  target must succeed on a Will save (DC 10 +1/2 
  oracle level + Charisma modifier) or gain the 
  cowering condition for a number of rounds 
  equal to your Charisma modifier. Once per day, 
  when a target gains the shaken or frightened 
  condition as a result of a spell you cast upon 
  it, you can, as a swift action, cause the target to 
  gain the panicked condition instead.
  FELLOWSHIP
  Class Skills: An oracle with the fellowship  
  mystery adds Handle Animal, Knowledge  
  (local), Linguistics, and Perception to her list of 
  class skills.
  Bonus Spells: life pactACG (2nd), path of  
  gloryACG (4th), guardian of faithACG (6th),  
  spiritual ally APG (8th), shared wrathACG 
  (10th), King’s castleAPG (12th), brilliant  
  inspirationAPG (14th), stoneskin, communalUC 
  (16th), shambler (18th)
  Revelations: An oracle with the fellowship  
  mystery can choose from any of the following 
  revelations.
  Bond of Brotherhood (Su): As a standard  
  action, you can touch a number of allies equal 
  to your Charisma modifier (minimum 1), and  
  create a connection between you and each 
  one of them. When one of the recipients of 
  your touch drops below 1/4 of their standard  
  complement of hit points, you can, as an  
  immediate action, sacrifice a spell of up to 3rd 
  level, in exchange for granting a single ally a 
  dodge bonus to AC equal to the level of the spell 
  that you sacrificed. This bonus to AC persists 
  for a number of rounds equal to your Charisma 
  modifier (minimum 1). You can use this ability 
  once per day, and one additional time per day at 
  10th level, although you can only have one bond 
  of brotherhood active at a time.
  Distance Healer (Su): You gain Reach Spell as 
  a bonus feat.
  Exceptional Ally (Ex): When you use the aid 
  another action the bonuses received by your ally 
  are doubled.  At 7th level, whenever you flank 
  an opponent with an ally, you gain a +4 bonus 
  on your attack rolls rather than the standard +2 
  bonus.
  Faithful Friend (Ex): Whenever you cast a 
  spell that grants a morale bonus to allies, the  
  bonus increases by +1. At 7th level, add good 
  hope to your list of spells known. This does not 
  count against your limit of spells known.
  Guardian Angel (Su): You can summon a 
  protective spirit whose psychic energy forms a 
  protective shell around you, granting you a +1 
  deflection bonus to your armor class. At 7th  
  level, and every four levels thereafter, this bonus 
  increases by +1. This spirit can protect you for 1 
  hour per day per oracle level you possess. This 
  duration does not need to be consecutive, but it 
  must be spent in 1-hour increments.
  Insightful Comrade (Su): As a standard  
  action, you grant all allies within a 30 foot radius 
  a +1 insight bonus on the next attack roll or skill 
  check that they make on their next turn. This 
  bonus increases by +1 at 5th level, and every five 
  levels thereafter. You can use this ability once 
  MYSTERIES
  9
  
  per day, and one additional time per day at 7th 
  and 13th levels.
  Mind Bond (Su): Once per day, as a standard 
  action, you can designate a number of creatures 
  up to your Charisma modifier (minimum 1 
  plus yourself) as mind bond participants. Each  
  creature in the bond is telepathically linked 
  to all of the others, and there is no need to 
  share a common language to understand each  
  other. Once the bond is formed, it works over 
  any distance, though not across planes. This 
  ability lasts for 10 minutes per oracle level you 
  possess. You can use this ability one additional 
  time per day at 11th level.
  Readied Rescuer (Su): Once per day, as an 
  immediate action, you can call a helpless ally to 
  your side as soon as the ally gains the helpless 
  condition. You must be able to see the ally to 
  use this ability (senses other than vision such as 
  tremorsense or blindsight qualify as seeing for 
  the purpose of this ability). You must be at least 
  11th level to select this revelation.
  Safe CuringAPG (Su): As per the life mystery 
  revelation of the same name.
  TacticianAPG (Ex): You gain the cavalier ability 
  of the same name, though the ability is usable 
  once per day, and one additional time per day 
  at 10th level. At 17th level, you gain greater tac-
  tician as the cavalier ability of the same name.
  Final Revelation: Upon reaching 20th level,  
  you become the embodiment of reliability 
  and cooperation; you are steadfast to the end,  
  protecting your teammates at all cost. Anytime 
  you are attacking the same foe in melee as one 
  of your allies, you are considered to be flanking, 
  regardless of which square you are actually in. 
  Once per day, when an ally fails a saving throw, 
  you can, as an immediate action, grant that ally 
  another saving throw roll using your modifier 
  in place of your ally’s. You can act as the eyes, 
  ears, and hands of an ally. Once per day, as an 
  immediate action, when an ally that is casting a 
  spell, of no higher than 6th level, with an area of 
  “line” or “cone-shaped burst”, you can cause the 
  exact same spell effect to issue forth from you  
  immediately after your ally’s attack is resolved. 
  In all ways, your attack functions exactly as 
  though your ally had cast the spell from your 
  spot as far as calculating the save DC, damage, 
  etc. You do not incur an attack of opportunity 
  when you use this ability.
   
  MISCHIEF
  Class Skills: An oracle with the mischief  
  mystery adds Bluff, Disguise, Sleight of Hand, 
  and Stealth to her list of class skills.
  Bonus Spells: pilfering handUM (2nd),  
  oppressive boredomUM (4th), mad monkeysUM  
  (6th), undetectable trapUI (8th), symbol of 
  laughterACG (10th), smug narcissismUM (12th), 
  suggestion, mass (14th), life of crimeUI (16th), 
  maze (18th).
  Revelations: An oracle with the mischief  
  mystery can choose from any of the following 
  revelations.
  Aura of Mischief (Su): You cause your enemies  
  to experience minor miscalculations and  
  mishaps in battle. As an immediate action, you 
  can radiate an aura of mischief; any enemy  
  engaged in melee with you incurs a -2 penalty to 
  its AC for as long as it is engaged in melee with 
  you or until the duration of your aura expires, 
  whichever comes first. You can use this aura for 
  1 round per day per point of Charisma bonus 
  you have. This duration does not need to be 
  consecutive. At 16th level, any creature making 
  an attack roll to hit you must roll two dice and 
  use the lower of the two rolls. You must be at 
  least 7th level to select this revelation.
  Bungling Buffoon (Su): Targets of this ability  
  become socially inept, appearing ignorant 
  and ridiculous rather than menacing. As an  
  immediate action, you can cause a creature you 
  can see, that is attempting to use Intimidate 
  or Diplomacy, to mumble incoherently and 
  spew nonsense; the creature’s DC for the check  
  increases by an amount equal to your Charisma 
  10
  
  MYSTERIES
  modifier. You can use this aspect of bungling 
  buffoon a number of times per day equal to your 
  Charisma modifier. At 9th level, you can target 
  one creature with feeblemind (as per the spell), 
  with a caster level equal to your oracle level. You 
  can use this aspect of bungling buffoon once  
  per day.
  Boogeyman (Su): You can duplicate the effect  
  of any 5th level spell or lower with the fear  
  descriptor from any class’s spell list with a caster 
  level equal to your oracle level. You can use this 
  ability once per day and must be at least 11th 
  level to select this revelation.
  Hide and Seek (Su): You gain a bonus equal to 
  1/2 your oracle level (minimum +1) on Stealth 
  skill checks. At 3rd level, you can become  
  invisible (as per invisibility). You can remain 
  invisible 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. At 
  7th level, you can use the Stealth skill even while 
  being observed. At 13th level, each time you  
  activate this ability you can treat it as greater  
  invisibility, though each round spent this  
  way counts as 1 minute of your normal  
  invisibility duration.
  Jester (Su): You can target one creature you 
  can see with uncontrollable bouts of laughter. 
  While a target is under this effect, it can take no 
  actions other than laughing, and it falls prone. 
  A target who makes a successful Will save is 
  merely reduced to fits of giggling, and is not 
  prevented from taking actions. Instead, it incurs 
  a -4 penalty on attack rolls, weapon damage 
  rolls, skill checks, and AC, while also suffering 
  a 30% chance of spell failure when attempting 
  to cast a spell with a verbal component. This is a 
  mind-affecting effect. The duration of this effect 
  is a number of rounds equal to your Charisma 
  modifier. You can use this ability once per day, 
  and gain one additional use at 7th level. You 
  must be at least 3rd level to select this revelation.
  Jinx (Su): You gain one of the following witch 
  hexesAPG of your choice: disguise, evil eye, 
  misfortune, or slumber. At 6th level, you gain 
  a second hex from the choices above. At 12th 
  level, you gain your choice of either the hag’s eye 
  or waxen image major hexes. In all ways, these 
  hexes function exactly as the witch hexes of the 
  same name, including using Intelligence as your 
  base for the abilities. You must be at least 3rd 
  level to select this revelation.
  Mayhem Mastery: You gain a +3 bonus on 
  Bluff and Disguise skill checks, and you add 
  the following spells to your list of spells known 
  (which do not count against your total known 
  spells) as soon as you are capable of casting 
  them: (1st) bungleUM, (2nd) hideous laughter, 
  (3rd) suggestion, (4th) confusion, (5th) mind 
  fog, (6th) mislead, (7th) invisibility, mass, (8th) 
  irresistible dance, (9th) screen. At 9th level, as 
  a swift action, you can cast lesser confusion as a 
  spell-like ability once per day, with a caster level 
  equal to your oracle level.
  Monkey Business (Ex and Sp): Once per day, 
  you can fill the minds of all enemies that you are 
  aware of with distracting thoughts imposing a 
  -2 penalty to their Initiative checks. (This does 
  not require an action.) At 3rd level, you can cast 
  grease as a spell-like ability once per day, with 
  a caster level equal to your oracle level. At 5th 
  level, when performing the trip maneuver, you 
  treat your oracle level as your base attack bonus 
  when determining your CMB. At 7th level, you 
  gain the Improved Trip feat. At 11th level, you 
  gain the Greater Trip feat. You do not need to 
  meet the prerequisites to receive these feats.
  Practiced Pilferer (Ex and Sp): You gain a 
  bonus equal to 1/2 (minimum +1) your oracle  
  level on Sleight of Hand skill checks. At 3rd  
  level, you can cast mage hand as a spell-like 
  ability once per day, with a caster level equal to 
  your oracle level. At 5th level, when performing  
  the disarm maneuver, you treat your oracle  
  level as your base attack bonus when determining 
  your CMB. At 7th level, you gain the Improved 
  Disarm feat. At 11th level, you gain the Greater  
  Disarm feat. You do not need to meet the  
  prerequisites to receive these feats.
  11
  
  Undaunted and Unbowed (Ex): You gain a +2 
  bonus on all Reflex saves. This bonus increases  
  to +4 at 7th level. At 13th level, you gain the  
  advanced rogue talent slippery mind. At 17th 
  level, you gain immunity to fear.
  Final Revelation: Upon reaching 20th  
  level, you become a mind-game savant, and your 
  ability to wreck havoc grows to epic proportions. 
  Once per day, you can apply the Quicken Spell 
  feat to any enchantment or illusion spell that you 
  know, using a spell slot only one level higher.  
  Additionally, once per day, as a standard action, 
  you can unleash a wave of bedlam that affects all 
  enemies in a 60 foot. radius. This is a supernatural 
  ability that does not grant a saving throw. Roll 
  1d4 for each individual creature in the area 
  of effect to determine how it will be affected.  
  Apply the conditions below to the target creatures 
  based on the following rolls: 1-blinded, 2- 
  confused, 3-nauseated, and 4-panicked. This  
  effect lasts for 3 rounds.
   
  MOVEMENT
  Class Skills: An oracle with the movement  
  mystery adds Acrobatics, Climb, Fly and Swim 
  to her list of class skills.
  Bonus Spells: adhesive spittleACG (2nd), 
  graceAPG (4th), iron stakeUW (6th),  
  longstrider, greaterACG (8th), ball lightningACG 
  (10th), dust formUC (12th), hostile  
  juxtaposition, greaterUC (14th), hold person, 
  mass (16th), interplanetary teleportUM (18th).
  Revelations: An oracle with the movement 
  mystery can choose from any of the following 
  revelations.
  Accelerated Pace (Su): Your base speed  
  increases by 10 feet, and you can hustle for  
  twice as long as normal before incurring  
  nonlethal damage. At 5th level you gain Run 
  as a bonus feat. At 10th level your base speed  
  increased by another 10 feet.
  Accomplished Acrobat (Ex and Su): You 
  gain a +2 bonus on Acrobatics skill checks. At 
  3rd level, when you fall any distance (whether  
  intentionally or not), you can ignore the first 20 
  feet fallen with a successful Acrobatics check 
  DC 10. If your roll exceeds the DC by 5 or more, 
  you can land on your feet rather than prone 
  even if you take damage from the fall. At 11th 
  level, you can create a feather fall effect upon 
  yourself once per day with a duration equal to 
  your oracle level.
  Malady of the Seafarer (Su): As a standard 
  action, you can make an enemy within 60 feet 
  of you believe that the ground beneath its feet is 
  rising and swelling like the waves beneath a boat. 
  This is a mind-affecting effect that requires your 
  target to make a successful Will save (DC10 + 
  ½ your oracle level + your Charisma modifier) 
  or gain the nauseated condition for a number 
  of rounds equal to your Charisma modifier. On 
  a successful save, the target gains the sickened 
  condition for 1 round instead, after which time 
  the effect ends. You can use this ability once per 
  day, and one additional time at 11th level. You 
  must be at least 7th level to select this revelation.
  From Sea to Sky (Ex): Your spells allow you to 
  move through air and across water with ease. 
  You add the following spells to your list of spells 
  known at the specified levels: air step (4th), ride 
  the wavesUM, (8th) air walk, communalUC (8th), 
  and damnation strideARG (12th). These spells 
  do not count against your allotted number of 
  known spells.
  Nimble Combatant (Su):You receive the  
  bonus feat Dodge. At 7th level you gain uncanny  
  dodge as the rogue ability of the same name.
  Perfect Escape (Su and Sp): You receive Skill 
  Focus (Escape Artist) as a bonus feat. At 3rd 
  level, you gain a +4 circumstance bonus to your 
  CMD against grapple attempts. At 11th level, 
  as a spell-like ability, you can cast liberating  
  commandUC once per day. At 16th level, as a 
  spell-like ability, you can cast litany of escapeUC 
  once per day.
  12
  
  MYSTERIES
  Rain of Destruction (Su): You gain proficiency 
  with with all martial thrown weapons. At 4th 
  level, when you gain access to your mystery 
  spell, you can choose to exchange the standard  
  spell grace for fiery shurikenUC. Once this 
  choice is made, it is permanent, and cannot be 
  changed. At 11th level, any thrown weapon that 
  you throw is treated as a returning weapon.
  Propel Pellet (Su): As a standard action, you 
  can conjure a pellet in your palm that hurtles 
  toward a target within 50 feet. If you succeed 
  on a ranged attack, the pellet deals 1d4 points 
  of bludgeoning damage +1 point for every 
  two oracle levels you possess. You can use this  
  ability a number of times per day equal to 3 + 
  your Charisma modifier. At 9th level, you can 
  cause your pellet to ricochet from your first  
  target to a second target, which must be within  
  30 feet of the first target. If the attack against your 
  primary target is successful, you make an attack 
  roll against your secondary target at the same 
  base attack bonus. If this attack is successful,  
  the pellet deals the same amount of damage to 
  the secondary target as it did to the first target. 
  At 16th level, your pellet can ricochet a third 
  time. The third target must be within 30 feet of 
  the second target (it can even be the original, 
  first target). In all other respects, the mechanics 
  for hitting and damaging the third target are the 
  same as for hitting the secondary target.
  Slow Opponent (Su): You can slow the  
  movements of a single creature within 30 
  feet of you. If your target does not make a  
  successful Will save, it suffers the same effects 
  as if you had cast slow, for a number of rounds 
  equal to your Charisma modifier. You can use 
  this ability once per day. At 10th level, you can 
  affect two creatures at once with your slow  
  opponent ability (both must be within 30 feet of 
  you). At 13th level, you can use this ability one 
  additional time per day. You must be at least 7th 
  level to select this ability.
  Final Revelation: Upon reaching 20th level, 
  movement is your constant ally granting you 
  tactical advantage on the battlefield. As a swift 
  action, you can teleport up to 60 feet to an  
  unoccupied space that you can see. (This  
  movement does not provoke attacks of  
  opportunity.)  Once you arrive at your 
  destination, you can act normally. You can use 
  this ability 3 times per day. You can choose to 
  take up to two allies (which can include animal  
  companions, familiars, mounts, and spirit  
  animals) that you are touching, but the distance 
  traveled is reduced by 10 feet for each ally you 
  take with you. You gain the supernatural ability 
  to conduct a dance of death as a standard action 
  once per day. All living creatures within 30 feet 
  of you must make a successful Fortitude save or 
  take 15d6 points of damage. A successful save 
  halves the damage. You can choose to shield a 
  number of creatures (equal to your Charisma 
  modifier) in the area of effect from this ability.
   
  RAPTOR
  Class Skills: An oracle with the raptor mystery 
  adds Fly, Knowledge (nature), Perception, and 
  Stealth to her list of class skills.
  Bonus Spells: aspect of the falconAPG (2nd), 
  eagle eyeAPG (4th), screechAPG (6th), haste 
  (8th), bloody clawsAPG (10th), eagle aerieUM 
  (12th), eagle’s splendor, mass (14th), fly, mass 
  (16th), moment of prescience (18th).
  Revelations: An oracle with the raptor mystery  
  can choose from any of the following  
  revelations.
  Cloak of Feathers (Su): You can conjure  
  armor of feathers that grants you a +4 armor  
  bonus. At 7th level, and every four levels  
  thereafter, this bonus increases by +2. At 13th 
  level, this armor protects you from extremes 
  of temperature and weather; while in effect, it 
  grants you the benefits of the endure elements 
  spell. 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.
  Evasive Maneuvers (Ex): You gain evasion. 
  13
  
  If you succeed at a Reflex saving throw against 
  an attack that deals half damage on a successful  
  save, you instead take no damage. At 13 level, 
  you gain improved evasion; you still take no 
  damage on a successful Reflex saving throw 
  against an attack, but henceforth you take only 
  half damage on a failed save. You can not benefit 
  from evasive maneuvers if you are helpless. You 
  must be at least 3rd level to select this revelation.
  Falcon Form (Su): As a standard action, you 
  can take the form of a falcon which functions 
  like the beast shape l spell. You can remain 
  in this form for 1 minute per oracle level you  
  possess. At 11th level, you can remain in falcon 
  form for 10 minutes per oracle level you possess.  
  You can use this ability once per day. At 7th  
  level and 15th level, you can use this ability one  
  additional time per day. You must be at least 3rd 
  level to select this revelation.
  Harrier (Ex): You frequently work as part 
  of a team when going on the attack; you gain 
  a +1 bonus to your melee attack rolls for every 
  ally that is fighting the same target as you. (This  
  bonus is in addition to the +2 bonus you receive 
  if you are flanking.) At 16th level, this bonus  
  increases to +2 per ally.
  Silent Attacker (Ex): You gain a +3 bonus 
  to Stealth skill checks. At 7th level, you can 
  move at full speed while using the Stealth skill  
  without penalty. At 10th level, your bonus on 
  Stealth skill checks increases to +6. At 17th  
  level, if you’ve already successfully used the 
  Stealth skill at least 10 feet from your target,  
  you can make one ranged attack and then  
  immediately use Stealth again at a -10 penalty  
  (rather than the standard -20 penalty for  
  sniping) to maintain your obscured location.
  Snatch (Ex): You gain the Improved Disarm 
  feat without needing to meet the prerequisites. 
  Additionally, you do not incur a penalty on 
  your attack when attempting to disarm a foe 
  unarmed.
  Superior Sight (Ex): You gain a bonus 
  equal to 1/2 your oracle level on Perception 
  checks (minimum +1). At 3rd level, you gain  
  darkvision, allowing you to see in the dark for 
  up to 30 feet. (If you already have darkvision, 
  you add an additional 30 feet to your range.) At 
  9th level, your darkvision increases to 60 feet, 
  and at 13th level, it increases to 90 feet.
  Swift Pursuit (Ex): You gain Improved 
  Initiative as a bonus feat. At 3rd level, your base 
  speed increases by 10 feet. At 10th level, your 
  base speed increases an additional 10 feet.
  Talons (Su): As a move action, you can grow 
  a pair of talons which can be used as natural 
  primary attacks that deal 1d4 bludgeoning 
  and slashing damage (1d3 damage for a Small  
  oracle). Both talon attacks are made using 
  your full attack bonus and you add your full 
  Strength bonus on damage rolls. (You do not 
  receive additional attacks with your talons for 
  a high base attack bonus.) At 5th level, your 
  talons are considered magic for the purpose of 
  bypassing damage reduction. At 6th level, and 
  every six levels thereafter, your talons gain a +1  
  enhancement bonus, to a maximum of +3 at 
  18th level. At 11th level, you can activate this 
  ability as a swift action, and your talon damage 
  increases to 1d6 (1d4 if you’re Small). You can 
  use this ability a number of rounds per day equal 
  to 3 + 1/2 your oracle level (rounded down). 
  These rounds do not need to be consecutive.
  Wings (Su): As a swift action, you can  
  manifest a pair of feathered wings that grant 
  you a fly speed of 60 feet (or 40 feet if wearing  
  medium or heavy armor, or if carrying a medium 
  or heavy load). with good maneuverability. At 
  10th level, your speed increases by 30 feet and 
  your maneuverability increases to perfect. 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 to  
  select this revelation.
  Final Revelation: Upon reaching 20th level,  
  you become the embodiment of the perfect 
  predator, balancing agility, cunning, ferocity, 
  14
  
  MYSTERIES
  precision, and speed to kill swiftly and efficiently.  
  Once per day, you can move up to twice your 
  speed, and then perform a full-round attack. 
  Once per day, as a swift action, you can designate  
  a creature within line of sight as your prey. 
  Against your prey, until its death or 24 hours has 
  passed, you can use your oracle level in place of 
  your base attack bonus, gaining a higher attack 
  bonus as well as an extra attack.
   
  SEASONS
  Class Skills: An oracle with the seasons mystery 
  adds Climb, Knowledge (nature), Swim, and 
  Survival to her list of class skills.
  Bonus Spells: mudballARG (2nd), snapdragon  
  fireworksUM (4th), sickening entanglementACG 
  (6th), explosion of rotUW  (8th), pillar of lifeAPG 
  (10th), cold ice strikeUM (12th), scouring 
  windsUM (14th), ice bodyUM (16th), ride the 
  lightningUM (18th).
  Revelations: An oracle with the seasons  
  mystery can choose from any of the following 
  revelations.
  Bountiful Harvest (Sp): At 1st level, you can 
  cast goodberry, except you always create the 
  maximum number of goodberries. At 6th level, 
  you can cast create food and water. At 12th level, 
  you can cast heroes’ feast. You can cast each of 
  these spells once per day.
  Cloak of Comfort (Ex): You are constantly under  
  the effects of endure elements. At 3rd level, 
  you gain energy resistance 5 to your choice of 
  either cold, fire, or electricity. At 7th level, you 
  can increase your resistance to your previously 
  chosen element by 5, or you can elect to gain  
  resistance 5 to one of the other elements. At 11th 
  level, you can increase your resistance to any  
  element you already have resistance to by 5, or 
  you can gain resistance 5 to a different element. 
  At 15th level, you repeat the process again,  
  adding 5 more points of resistance to whichever 
  element you choose.
  Leaf Mantle (Su): You can conjure a cloak 
  of swirling leaves that 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 concealment 20% 
  in forested areas and a +4 circumstance bonus 
  to Stealth checks. 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. 
  Onslaught of Insects (Su): As a standard action,  
  you can summon a swarm of flying, crawling, 
  and biting insects that coalesces around one 
  target within 30 feet. They immediately begin 
  biting and stinging the target for 1d4 points 
  of bleed damage (minimum 1) for every three  
  oracle levels you possess. A successful Reflex 
  save (DC 10 + 1/2 your oracle level + your  
  Charisma modifier) halves the damage. The  
  insects disappear at the end of the round. At 7th 
  level, you can target 2 creatures, who must be 
  within 30 feet of each other. You can use this 
  ability once per day, and one additional time per 
  day at 11th level. You must be at least 3rd level 
  to select this revelation.
  Promise of Renewal (Su): As a standard  
  action, you can send out tendrils of life giving  
  energy to a maximum number of willing  
  recipients equal to your Charisma modifier  
  (minimum 1) that are within 30 feet of you. 
  This energy heals 1d6 points of damage  
  + your Charisma modifier for every 3 oracle  
  levels you possess (i.e. 1d6+ Charisma modifier  
  at level 3, 2d6+Charisma modifier at level  
  6, etc.). At 10th level, you can choose to extend  
  only 1 tendril, that instead, confers the effects 
  of breath of life upon the recipient. You can use 
  this ability once per day. You must be at least 3rd 
  level to select this revelation.
  Resist Autumn’s Call:  You gain a +2 bonus 
  on all saves against spells with the death  
  descriptor. At 3rd level, you gain the bonus feat  
  Diehard without needing to meet the prerequisite. 
  At 11th level, you are not considered dead until 
  you have a number of negative hit points equal 
  15
  
  to 2 times your Constitution score.
  Scourge of the Seasons (Su): As a swift action,  
  after successfully striking a target in melee, 
  you can infuse your strike with the scourge of 
  the seasons, afflicting your target with either  
  heatstroke or frostbite like injuries. Your target 
  suffers an additional 1d6 points of fire damage 
  if you select heatstroke, while selecting frostbite 
  causes an additional 1d6 points of cold damage. 
  Regardless of the option chosen, the target must 
  make a successful Fortitude save (DC 10 + 1/2 
  your oracle level + your Charisma modifier) or 
  become fatigued for 1 round. You can use this 
  ability a number of times per day equal to 1/2 
  your oracle level, rounded down (minimum 1).
  Seasonal Specialization: One of the four seasons 
  exerts a stronger influence on your magic than 
  the others. When you select this revelation, 
  choose which season’s spells you will add to 
  your list of known spells at the designated levels; 
  these spells do not count against your total limit 
  of spells known. This choice is final and cannot 
  be changed.
  • 
  Winter- icicle daggerUM (1st), chill metal 
  (2nd), frost fallUC (3rd), creeping iceACG (4th)
  • 
  Spring- windy escapeARG (1st), restoration,  
  lesser (2nd), gusting sphereARG (3rd),  
  slowing mudACG (4th) 
  • 
  Summer- sun metalUC (1st), burning 
  gazeAPG (2nd), campfire wallAPG  (3rd),  
  unbearable brightnessACG (4th)
  • 
  Autumn- decompose corpse UM (1st), 
  warp wood (2nd), fungal infestation UM 
  (3rd), bloatbomb ACG(4th).
  Wind at Your Back (Ex): You cast all spells 
  with the air descriptor at +1 caster level. At 3rd 
  level, your base speed increases by 10 feet. At 
  10th level, you become immune to the effects of 
  severe wind, whether it is natural or magically 
  generated. In anything less than a windstorm, 
  your movement is unhindered, and you do not 
  suffer penalties to your ranged attack rolls or 
  your Perception checks.
  Wither and Bloom (Su): Your touch can alter a 
  creature’s stage of development, either infusing 
  it with the vivacity of new life or the onslaught 
  of decay. As a standard action, you can touch 
  a creature to create either a bloom or wither  
  effect. A bloom effect greatly enhances the  
  target’s metabolism and response time,  
  granting it a +1 dodge bonus to AC and a +2  
  circumstance bonus on Reflex saves. The target 
  also gains one extra attack per round (which 
  uses the creature’s full base attack bonus) when 
  using a full attack action. 
  A wither effect requires you to make a successful 
  melee touch attack against your target. A  
  successful attack inflicts 2 points of temporary 
  ability damage to the target’s Strength, Dexterity,  
  and Constitution scores; this damage is  
  immediately healed once the duration of the 
  ability’s effect expires. The effects of your wither 
  and bloom ability lasts for a number of rounds 
  equal to your Charisma modifier. You can use 
  this ability once per day, and one additional time 
  per day at 13th level. At 11th level, the bonuses 
  and penalties incurred increase by +2. You must 
  be at least 7th level to select this revelation.
  Final Revelation: Upon reaching 20th level, 
  you have become one with the cycles of life and 
  the natural passage of time. Whenever you are 
  killed, you automatically return to life 24 hours 
  later in a new body, as though you were the  
  recipient of the spell reincarnate, except no  
  material components are necessary for this  
  ability to trigger. Furthermore, when rolling to 
  determine what race you will return as, you can 
  choose to return as either your previous race, or  
  the one you rolled on the table. You can cast 
  storm of vengeance as a supernatural ability once 
  per day.
  SOUND
  Class Skills: An oracle with the sound mystery 
  adds Knowledge (local), Knowledge (nature),  
  Linguistics, and Perception to her list of  
  class skills.
  16
  
  MYSTERIES
  Bonus Spells: distressing toneUM (2nd), sound 
  burst (4th), distracting cacophonyUM (6th), 
  discordant blastAPG (8th), cacophonous call, 
  massAPG (10th), resounding blowAPG (12th), 
  ki shout UM(14th), resonating wordUM (16th), 
  shout, greater (18th).
  Revelations: An oracle with the sound mystery  
  can choose from any of the following  
  revelations.
  Body Harmonics (Su): You utilize the  
  knowledge of sound and its physical effects 
  to create harmony in your bodily systems.  
  Whenever you cast a cure spell on yourself, you 
  add 1/2 of your oracle level (minimum +1) as 
  additional points of healing. For the purpose of 
  this ability, a cure spell consists of any spell with 
  the word “cure” in its title.
  Concussive Spells (Su): You gain Concussive 
  SpellUM as a bonus feat. At 11th level, once per 
  day, when you apply the Concussive SpellUM 
  feat to one of your spells, you do not need to 
  use up a spell slot higher than the spell’s actual  
  level. You must be at least 7th level to select  
  this revelation.
   Echoing Spell (Su): You gain Echoing SpellUM 
  as a bonus feat. At 17th level, once per day, 
  when you apply the Echoing SpellUM feat to 
  one of your spells, you use up a spell slot only 
  one level higher than the spell’s actual level.  
  You must be at least 11th level to select  
  this revelation.
  Modulate Sound (Su): You gain a +2 circumstance 
  bonus on saving throw rolls against all spells 
  with the sonic descriptor, as do all of your  
  allies within 10 feet of you. At 3rd level, you 
  add an extra 1d6 damage to all spells you 
  cast that cause sonic damage. At 5th level,  
  you gain resist sonic 10. This resistance  
  increases to 20 at 11th level. At 17th level, you 
  gain immunity to sonic damage.
  Mourning Doves (Su): You cause the melancholy 
  sound of hundreds of mourning doves to erupt 
  in the mind of each of your enemies within  
  a 10-ft. radius of yourself, making it difficult  
  for them to focus on the task at hand. 
  Affected creatures must make a concentration  
  check (DC 15 + the level of the spell being  
  cast) in order to cast a spell or use a spell-like 
  ability, and all attack rolls made by the affected 
  creatures suffer a -2 penalty. At 7th level, the  
  radius increases to 20 feet, and the penalty  
  increases to -3. At 11th level, the radius increases 
  to 30 feet, and the penalty increases to -4. This  
  is a sonic effect that lasts for a number of rounds 
  equal to your Charisma modifier, and can be 
  used once per day. It can be used one additional 
  time per day at 12th-level. You must be at least 
  3rd level to select this revelation.
  Reverberating Body (Su): You cause bludgeoning  
  attacks made against you to recoil back upon 
  your attackers. When a creature strikes you 
  with a bludgeoning melee weapon, an unarmed  
  strike, or a natural slam attack, you can, as 
  an immediate action, inflict an amount of  
  damage equal to ½ your oracle level (rounded 
  up) back upon your attacker. You can use this 
  ability a number of times per day equal to 3 + 
  your Charisma modifier, but no more than once 
  per round.
  Sonic Body (Su): You can cause your body to 
  become semisolid sound as sonic formACG. You 
  can use this ability once per day at 11th level, 
  and one additional time per day for every four 
  levels thereafter. You must be at least 11th level 
  to select this revelation.
  Sonic Barrier (Ex): You can create a shell 
  of sheer sonic disruption that grants you a +4  
  armor bonus. At 7th level, and every four levels  
  thereafter, this bonus increases by +2. At 13th level, 
  this barrier causes incoming arrows, rays, and 
  other ranged attacks requiring an attack roll 
  against you to have a 50 % miss chance. You can 
  use this barrier for 10 minutes per day per oracle 
  level. This duration does not need to be consecu-
  tive, but it must be spent in 10-minute increments.
  Sonic Sling Stones (Su): As a standard action,  
  you can create a stone sized mass of pure, 
  ear-splitting sound and hurl it at a target within  
  17
  
  30 feet as a ranged touch attack. If you hit 
  the target, the stone deals 1d6 points of sonic  
  damage + 1 point for every two cleric levels 
  you possess. You can use this ability a number 
  of times per day equal to 3 + your Charisma  
  modifier. At 11th level, any weapon that you 
  wield is treated as a thundering weapon.
  Spells of Soothing (Su): You can ease the  
  burden of many types of maladies, including 
  physical damage, mental distress, deafness, 
  and fear. You gain the following bonus spells as 
  spells known, which do not count against your 
  maximum number of known spells, as soon 
  as you are able to cast spells of the designated  
  levels: remove fear (1st), restoration, lesser 
  (2nd), remove blindness/deafness (3rd), res-
  toration (4th), breath of life (5th), heal (6th), 
  restoration, greater (7th), cure critical wounds, 
  mass (8th), heal, mass (9th). You can cast these 
  spells as normal just as you can any other spell 
  that appears on your list of spells known. 
  Final Revelation: Upon reaching 20th level, 
  the power of sound infuses your entire body; 
  it has become even more reliable to you than 
  sight. You gain blindsight 60 feet. You can cast 
  all of your spells as though you had applied the 
  Silent Spell feat to them without using a higher 
  level spell slot. Once per day, as a move action, 
  with a stomp of your foot, you can cause a 5-foot 
  wide wave of sound to move away from you in 
  a straight line out to 60 feet, at which point it 
  explodes in a 15 foot radius burst of concussive 
  sound. All creatures in the line must make a 
  successful Reflex save or be knocked prone. All 
  creatures in the blast radius incur 15d6 points 
  of sonic damage, and become stunned and 
  deafened for a number of rounds equal to your 
  Charisma modifier. A successful Fortitude save 
  halves the damage, and reduces the stunned and 
  deafened conditions to 1 round. The DC for 
  these two saves is 10 + 1/2 oracle level + your 
  Charisma modifier.
  18
  
  ARCHETYPES
   ARCHETYPES
  Below is a series of new class archetypes for use 
  in your games, subject to your Game Master’s 
  approval.
  ARM OF RETRIBUTION
  SLAYER ARCHETYPE
  An arm of retribution comes to the church by 
  experiencing an epiphany of faith. Though the 
  experience itself varies for each individual,  
  its magnitude is always of epic proportion 
  such that the arm of retribution becomes an  
  unwavering servant of his deity. Blending  
  martial prowess with the power of his faith to 
  mete out punishment and to heal his injuries, 
  an arm of retribution tirelessly pursues the 
  goal of removing opposition that would dare to  
  question the existence or potency of his god.
  An arm of retribution has the following  
  class features.
  Special
  An arm of retribution must worship a single  
  deity, and may not select any slayer talents that 
  grant, enhance, or interact in any way with 
  sneak attack.
   
  Class Skills
  An arm of retribution exchanges Disguise for 
  Knowledge (religion).  This alters class skills.
  This alters the following class feature.
  Ardor (Su): At 3rd level, an arm of retribution 
  can draw upon the power of his faith to heal 
  wounds or augment his abilities. This ability can 
  be used a number of times per day equal to 1/2 
  his arm of retribution level + his Intelligence 
  modifier. By expending one use of this ability,  
  an arm of retribution can touch a creature  
  to heal it of 1d6 points of damage, plus an  
  additional 1d6 points of damage for every 3 arm 
  of retribution levels he possesses beyond 3rd. 
  Using this ability is a standard action, unless 
  the arm of retribution targets himself, in which 
  case it’s a swift action. Additionally an arm of  
  retribution selects one warpriest blessingACG 
  from among those granted by his deity. (If an 
  arm of retribution also has levels in a class that 
  grants cleric domains, the blessing selected 
  must match the domain chosen by that class.) 
  An arm of retribution can expend one use of 
  his ardor ability to activate a blessing using the 
  same type of action described in the blessing’s 
  description (if none is specified, a standard  
  action is the default action type). An arm of  
  retribution can activate minor blessings at 3rd 
  level, and major blessings at 10th level. The 
  save DC for these blessings is equal to 10 + 
  1/2 the arm of retribution’s level + the arm of  
  retribution’s Intelligence modifier. Starting 
  at 4th level, an arm of retribution can forgo  
  selecting a slayer talent at any level he gains  
  access to one in exchange for gaining an  
  additional 2 daily uses of ardor and adding 
  an additional 1d6 to the amount of healing  
  administered with his ardor ability. Once this 
  choice is made it is permanent, and cannot  
  be changed. 
  This ability replaces sneak attack and all of  
  its iterations.
  BOTANIST 
  INQUISITOR ARCHETYPE
  Botanists come from varied backgrounds; those 
  that revere deities of nature are naturally drawn 
  to the healing power of herbs, while those that 
  live in remote areas where clerics are few, take 
  up the yoke of tribal healer using the plants 
  and herbs that nature provides as tools of the 
  trade. Botanists specialize in creating herbal  
  concoctions; balms with curative properties and 
  tonics which bolster the body.
  A botanist has the following class features.
  Plant Magic: At 1st level, a botanist gains one 
  domain spell slot for each level of botanist spell 
  19
  
  she can cast, from 1st on up, just as a cleric does. 
  Each day, a botanist prepares the domain spell 
  from the Plant domain in this slot. (The botanist 
  does not gain the domain powers of the plant 
  domain, however.) 
  This replaces stern gaze.
  Tonics (Su): At 2nd level, a botanist can create 
  1 tonic each morning at dawn, which requires 
  10 minutes of uninterrupted preparation, after 
  which time, she ingests the tonic to receive its 
  benefit for the next 24 hours. A tonic can only 
  affect the botanist herself; it has no potency if 
  imbibed by another individual or if it is not 
  consumed immediately upon being concocted. 
  A botanist knows how to concoct three types 
  of tonics, and can choose the type she wishes 
  to create each morning when she begins her 
  preparations. Her choices are:
  • 
  Augmenter-  This tonic enhances muscle 
  mass and stamina. Upon imbibing it, a 
  botanist gains a +1 circumstance bonus on 
  Climb, Jump, and Swim skill checks.
  • 
  Detoxicant- This tonic disperses poisonous 
  substances. Upon imbibing it, a botanist 
  gains a +1 circumstance bonus on Fortitude 
  saves against poison.
  • 
  Stimulant- This tonic improves reaction 
  time and mental clarity. Upon imbibing  
  it, a botanist gains a +1 circumstance 
  bonus on concentration checks and  
  cannot be caught flat-footed. These bonuses 
  increase by +1 at 5th level, and every five 
  botanist levels thereafter, to a maximum 
  of +5 at 20th level. This ability replaces  
  solo tactics.
  Balms (Su): By combining healing herbs (which 
  can be found in any natural setting, along the 
  side of roads, or even in backyards) and a bit  
  of divine energy, a botanist can create a  
  healing salve.
  Balms are prepared in conjunction with tonics  
  each morning at dawn, retain their efficacy for 
  24 hours, and are activated when a botanist  
  simultaneously anoints a creature with the balm 
  (this requires one free hand) and speaks a word 
  of blessing. Employing a balm is a standard  
  action that provokes an attack of opportunity. If 
  a botanist wants to use a balm without provoking  
  any attacks of opportunity, she must make a 
  concentration check (DC 15 + 1/healing dice 
  of the balm) to succeed. If she fails, she can not 
  empower the balm and loses the use of that 
  balm for the day.
  At 2nd level, a botanist can create a number  
  of balms equal to 1/2 her botanist level + 
  her Wisdom modifier. Each balm a botanist  
  administers heals a number of hit point damage  
  equal to 1d8 + her Wisdom modifier. At 6th  
  level, and every three levels thereafter, a balm 
  heals +1d8 additional points of damage, to a 
  maximum of 6d8 + her Wisdom modifier at 
  18th level. 
  Each balm also has the power to remove c 
  ertain conditions at various levels in addition 
  to curing hit points; these additional curative  
  properties are cumulative. At 9th level, a  
  botanist’s balm removes the fatigued and  
  sickened conditions. At 15th level, a botanist’s 
  balm removes the nauseated and stunned  
  conditions. 
  This ability replaces detect alignment and all 
  teamwork feats.
  Psychotropic Spittle (Su): At 5th level, as a 
  standard action that does not provoke an attack 
  of opportunity, a botanist can launch a globule 
  of spittle as a ranged touch attack against one 
  creature within 15 feet. If the attack is successful, 
  the target suffers a plethora of sensations, one 
  after the other, including ecstasy, fear, mirth, 
  and paranoia. This sensory overload causes the 
  target to suffer a -2 penalty on concentration 
  checks, attack rolls, and Reflex and Will saves 
  for 1 round. A botanist can use this ability a 
  number of times per day equal to her Wisdom 
  modifier. At 14th level, the penalty increases 
  to -4. At 17th level, a botanist can activate this  
  ability as a swift action, and the penalty  
  increases to -6. This is a mind-affecting effect. 
  This ability replaces discern lies, exploit  
  weakness, and slayer.
  20
  
  FAITHFUL FIST 
  MONK ARCHETYPE
  Faithful fists are elite warriors who aspire to 
  achieve perfection of mind and body through 
  unparalleled obedience and dedication to  
  following the tenets of their god. In an effort 
  to emulate their god, a faithful fist tirelessly  
  seeks greater enlightenment through the  
  gathering of knowledge in its many forms 
  to better combat the enemies of his god. As a  
  reward for their strict adherence to worship  
  regimens and unfaltering devotion, faithful fists 
  are gifted with enhanced healing and devastating 
  blows infused with divine power.
  A faithful fist has the following class features. 
   
  Special
  A faithful fist must worship a single deity,  
  and his alignment must exactly match that of  
  his deity. This alters the monk’s alignment  
  restriction.
   
  Class Skills
  A faithful fist loses Perform and Ride, but gains 
  Knowledge (arcana), Knowledge (nature), and 
  Knowledge (planes), and receives 6 skill points 
  per level. 
  This alters class skills.
   
  Deific Healing (Su): Beginning at 1st level, a 
  faithful fist can heal himself of an amount of 
  damage equal to 1d8 + his faithful fist level.  
  Each day he can use this ability a number 
  of times equal to 1/2 his level (minimum 1) 
  plus his Wisdom modifier. Using this ability  
  is a standard action, unless the faithful fist  
  expends three uses of deific healing, in which 
  case it is a swift action. At levels five, nine,  
  thirteen, and seventeen, the amount of healing  
  increases by 1d8 to a maximum of 5d8 + his 
  faithful fist level at 17th level. At 6th level, a 
  faithful fist can heal certain conditions with 
  deific healing. By expending one use of this  
  ability, a faithful fist can either restore 1d4 
  points of ability damage to any combination of 
  his affected ability scores, or remove any one 
  of the following conditions from which he is  
  suffering: blinded, dazzled, deafened, exhausted, 
  fatigued, shaken, sickened, or staggered. This 
  ability either restores HP, heals ability damage, 
  or removes an affliction; it does not serve more 
  than one function at a time per use. 
  This ability replaces the bonus feat at first level,  
  and all subsequent bonus feats.
  Ki Powers (Su): A faithful fist can never choose 
  wholeness of body as a ki power. 
  This alters ki powers.
  Inspired Insight (Ex): At 3rd level,  
  when gaining ki pool, in 
  addition to being able 
  to spend 1 ki point 
  to gain an  
  extra 
  attack, 
  a 
  faithful 
  fist can
  also choose 
  to spend 1 
  ki point as a 
  free action to add 
  1/2 his faithful fist 
  level as an insight bonus 
  to a single Knowledge 
  skill check, which he 
  can make even if he is  
  untrained. If this check  
  is successfully made  
  to determine the 
  abilities and weak-
  nesses of a creature 
  in an encounter,  
  the faithful fist can 
  add his Wisdom 
  modifier as a sacred 
  bonus to all damage 
  rolls against that creature  
  type for the duration
  ARCHETYPES
  21
  
   of the encounter. 
  This ability alters ki pool.
  Disciplined Disciple: At 5th level, a faithful fist 
  can choose to gain an additional use of deific 
  healing, and add an additional 1d8 hit points to 
  the amount of hit points healed with the deific 
  healing ability in lieu of selecting a style strike. 
  Once made, this choice is permanent, and can 
  not be changed. A faithful fist can make this 
  substitution at any level he would normally gain 
  a style strike. 
  This ability alters style strike.
  FOCUSED FANG
  DRUID ARCHETYPE
  Vigilant protectors, focused fangs are highly 
  specialized members of the Druids of the Fang 
  order who dedicate themselves to eradicating  
  creatures that threaten nature with arson, 
  overhunting, or wasteful tree felling. Eschewing  
  variation, these focused individuals choose 
  to emulate the cougar in its purest form, and 
  thus become true masters of the night hunt,  
  removing threats with grace, power, precision, 
  and swiftness. 
  A focused fang has the following class features.
  Class Skills
  A focused fang exchanges Handle Animal and 
  Ride for Acrobatics and Stealth. This alters a 
  druid’s class skills.
  Spontaneous Casting: A focused fang can 
  channel stored spell energy into domain spells 
  that she has not prepared ahead of time. She 
  can “lose” a prepared spell in order to cast 
  any domain spell of the same level or lower.  
  A focused fang cannot spontaneously cast  
  summon nature’s ally spells. 
  This alters spontaneous casting.
  Predatory Instinct: A focused fang must choose 
  the predator* domain as her nature bond. She 
  may not choose an animal companion or any 
  other domain. A focused fang can never gain an 
  animal companion from another class, feat, or 
  any other circumstance. 
  This alters nature bond.
  Feline Agility (Ex): At 1st level, a focused fang 
  gains a +2 bonus on Acrobatics and Stealth 
  checks. 
  This ability replaces nature sense.
  Predatory Stride (Ex): At 1st level, a focused 
  fang gains a +10 foot enhancement bonus to her 
  land speed, which increases to +20 feet at 9th 
  level, and +30 feet at 15th level. 
  This ability replaces wild empathy, venom  
  immunity, and timeless body.
  Night Prowler (Ex): At 3rd level, a focused 
  fang gains track as the ranger ability of the same 
  name. 
  This ability replaces trackless step.
  Bestial Strike (Su): At 4th level, at will, a  
  focused fang can extend her canines as a swift 
  action to gain a primary bite attack which deals 
  1d6 points of bludgeoning, piercing and slashing  
  damage (1d4 if she is Small). If she uses this 
  attack in concert with a manufactured weapon  
  attack, the bite acts as a secondary natural  
  attack instead. At 6th level, a focused fang’s  
  natural attacks made with this ability are  
  considered magic for the purpose of bypass-
  ing damage reduction. At 10th level, a focused 
  fang’s natural attacks from this ability gain a +1  
  enhancement bonus on attack and damage rolls, 
  which increases to +2 at 14th level, and +3 at 
  18th level. At 12th level, a focused fang can  
  extend her nails in the same manner as her  
  canines to gain two natural secondary claw  
  attacks which deal 1d4 points of piercing and 
  slashing damage (1d3 if she is Small). (These  
  attacks gain the same enhancement bonus as 
  her bite attack.) At 16th level, a focused fang’s 
  bestial strikes are considered adamantine for 
  the purpose of bypassing damage reduction, 
  and the critical multiplier becomes x3. At 20th 
  level, a focused fang is so precise with her bestial 
  22
  
  ARCHETYPES
  strike that she uses her druid level in place of 
  her base attack bonus on attack rolls when using 
  this ability. 
  This ability replaces wild shape and all of its 
  iterations.
  Empowered Strikes (Sp): At 9th level, a  
  focused fang can cast strong jawAPG as a  
  spell-like ability as per the spell, with the  
  following modifications; its casting time is a 
  swift action, with a target of self only. A focused 
  fang can use this spell-like ability a number of 
  times per day equal to her Wisdom modifier.
  This ability replaces venom immunity and 
  timeless body.
  Scent (Ex): At 13th level, a focused fang gains 
  the scent ability. 
  This ability replaces a thousand faces.
  NATURE SENTRY
  CLERIC ARCHETYPE
  Nature sentries are part of a small, lesser known 
  sect of clerics, that rather than revere a specific 
  deity, instead dedicate themselves to the tenet  
  that nature provides the sustenance which  
  allows all creatures to thrive, and therefore must 
  be protected, preserved, and cherished. When 
  it becomes necessary to unearth and remove a 
  pernicious threat to nature’s design, the nature 
  sentry wastes no time employing her divinely 
  gifted spells and abilities to eradicate the threat. 
  A nature sentry has the following class features.
  Class Skills
  A nature sentry adds Climb, Knowledge  
  (geography), Stealth, and Survival to her list of 
  class skills, and deletes Knowledge (nobility). In 
  addition, a nature sentry receives 4 skill ranks 
  per level. 
  This alters class skills.
  Weapon Proficiency: Nature sentries are 
  proficient with all simple weapons. They are 
  not proficient with a deity’s favored weapon;  
  instead, they can add either longbow or scythe 
  to their weapons of proficiency. This alters 
  weapon proficiency.
  Domains: A nature sentry receives only one 
  domain which she must select from among the 
  druid animal and terrainUM domains, as well 
  as the air, animal, earth, plant, predator, water, 
  and weather domains rather than the typical  
  domains available to clerics. This alters domains.
  Nature Affinity: At 1st level, a nature sentry 
  adds all 0-level spells from the druid spell list to 
  her cleric spell list. In addition, she selects two 
  1st level spells from the druid spell list and adds 
  them to her cleric spell list. At 5th level, and  
  every odd-numbered level thereafter, a nature 
  sentry selects two additional spells from the 
  druid spell list which must be at least one  
  level lower than the highest level cleric spell 
  she is able to cast (with the exception of 19th 
  level, at which time she may select ninth level  
  druid spells). 
  This alters spells.
  Green Casting: A nature sentry has two  
  options for channeling stored spell energy; she 
  can channel stored spell energy into healing 
  spells of the appropriate level that she has not 
  prepared ahead of time, as well as into any of 
  the druid spells gained from her nature affinity 
  ability. This alters spontaneous casting.
  Seasonal Channeling (Su): At 3rd level, a  
  nature sentry learns how to use channel energy  
  in additional ways; she gains the ability to  
  channel the blistering heat of summer or the 
  frigid cold of winter. She can choose either  
  option each time she uses the ability. By  
  expending three uses of channel energy, a  
  nature sentry can inflict either fire or cold  
  damage (equal to the amount of healing she 
  would normally produce with channel energy)  
  upon her targets in lieu of healing hit point  
  damage.  Creatures in the area of effect can make 
  23
  
  a Fortitude save (DC = 10 + 1/2 nature sentry 
  level + Wisdom modifier) to halve the damage. 
  This alters channel energy.
  NEW SPELLS
  24
  
  NEW SPELLS
  NEW SPELLS
  Below are a series of new spells for use in your 
  campaigns, subject to your Game Master’s  
  approval.
  School abjuration; Level druid 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 mins./level
  Saving Throw Will negates; Spell Resistance yes (harmless)
  You gain DR 5/cold iron.
  BLESSING OF THE FEY
  School enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 creature with one or more legs
  Duration 1 round/level
  Saving Throw Will none; Spell Resistance yes
  If you succeed on a ranged touch attack, the affected creature 
  believes its calf has been  
  severed and experiences extreme pain which  
  inhibits its ability to function and ambulate properly; it moves at 
  half speed (round down to the next 5-foot  
  increment), takes a -1 penalty on attack rolls and Reflex saves, 
  and loses all dodge bonuses to AC.
  HAMSTRING INFIDEL
  School abjuration; Level cleric 2, druid 2, inquisitor 2, ranger 
  1, shaman 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (shaving from a mule’s hoof)
  Range touch
  Target creature touched
  Duration 10 mins./level
  Saving Throw Will negates; Spell Resistance yes (harmless)
  This spell grants the recipient a +2 morale bonus on Will saves, 
  as well as a +4 bonus on its CMD verses bull rush or overrun 
  maneuvers.
  MULE MIND
  School enchantment (compulsion); Level cleric 5, inquisitor 4 
  Casting Time 1 standard action
  Components V, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target creature touched
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance yes
  You cause your target to remember every improper deed they 
  have ever committed, from minor slights and fibs to the most 
  heinous of transgressions, causing it extreme mental anguish. 
  Your target must succeed on a Will save or gain the stunned 
  condition. A successful save causes the target to be staggered 
  for 1 round instead. Each round on its turn, the subject may at-
  tempt a new saving throw to end the effect. This is a full-round 
  action that does not provoke attacks of opportunity.
  SCATHING SERMON
  School transmutation; Level druid 1, shaman 1, sorcerer/wizard 
  1, witch 1 
  Casting Time 1 standard action
  Components V, S, M (bit of dried up corn husk)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will none; Spell Resistance no
  A successful ranged touch attack causes the target to experi-
  ence a blast of intense heat, imparting the fatigued condition as 
  though suffering from heatstroke for the duration of the spell. 
  This spell has no effect on a creature that is already fatigued. 
  Unlike with normal fatigue, the effect ends as soon as the 
  spell’s duration expires.
  SCOURGE OF SUMMER
  25
  
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  12. Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13. Termination: This License will terminate automat-
  ically if You fail to comply with all terms herein and fail 
  to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc.
  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 Roleplaying Game Reference Document. © 
  2011, Paizo Publishing, LLC; Author: Paizo Publishing, 
  LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip  
  Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide 
  © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim 
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, 
  Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. 
  © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 
  2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, 
  Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Horror Adventures, © 
  2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer,  
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross 
  Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric 
  Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, 
  Alex Riggs, David N. Ross, F. Wesley Schneider, David 
  Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Occult Adventures. © 
  2015, Paizo Inc.; Authors: John Bennett, Logan Bonner,  
  Robert Brookes, Jason Bulmahn, Ross Byers, John  
  Compton, Adam Daigle, Jim Groves, Thurston Hillman, 
  Eric Hindley, Brandon Hodge, Ben McFarland, Erik  
  Mona, Jason Nelson, Tom Phillips, Stephen Radney- 
  MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb,  
  Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Intrigue, ©  
  2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross 
  Byers, Robert N. Emerson, Amanda Hamon Kunz,  
  Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko  
  Kallio, Rob McCreary, Jason Nelson, Tom Phillips,  
  Stephen Radney-MacFarland, Thomas M. Reid, Alexander  
  Riggs, David N. Ross, David Schwartz, Mark Seifter,  
  Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 
  2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. ©  
  2011, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, 
  Colin McComb, Jason Nelson, Tom Phillips, Patrick  
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. 
  © 2012 Paizo Publishing, LLC; Authors: Dennis Baker,  
  Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. 
  Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, 
  Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, 
  Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Wilderness, 
   © 2017, Paizo Inc.; Authors: Alexander Augunas, 
  John Bennett, Robert Brookes, John Compton, Dan  
  Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley,  
  Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, 
  Stephen Radney-MacFarland, Alex Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Jeffery Swank, and Linda 
  Zayas-Palmer.
  Manifest Destiny, Book 1 - Domains & Devotions © 
  2018, d20pfsrd.com Publishing; Author: Beth Jones.
  27
  
  BOOK
  ONE
  domains & devotions
  Welcome to Manifest Destiny, Book 1: Domains & Devotions!
  Fame and fortune await the bold and 
  the devoted. Oblivion awaits the meek 
  and unfaithful.
  Inside this book, you’ll find new 
  domains, new mysteries, and  
  new archetypes for use in your  
  campaigns. Perhaps you want to 
  be a feral cleric, roaming the wilds, 
  hunting down the weak? The Predator 
  domain has you covered. Perhaps you’re 
  a peaceful sort, picking flowers, distilling them, 
  and healing the wounded? The Botanist  
  archetype can sort you out. Or perhaps you’re  
  a trickster, delighting in the misfortune of  
  others and then the Mischief mystery might 
  just be for you.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/d20PFSRD/Manifest Destiny Book 1 - Domains & Devotions.pdf