Astrology

The following new mystery may be selected by an oracle upon taking her first level, and complements the Star Speaker multiclass archetype.

Class Skills: An oracle with the astrology mystery adds Knowledge (nature), Knowledge (planes), Perception, and Survival to her list of class skills.

Bonus Spells: embrace destiny (2nd), augury (4th), blood biography (6th), divination (8th), ancestral memory (10th), legend lore (12th), scrying (greater) (14th), vision (16th), time stop (18th).

Revelations: An oracle with the astrology mystery can choose from any of the following revelations.

Celestial Insight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Coat of Many Stars (Su): You conjure a coat of starry radiance 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 DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Eyes of the Stars (Su): Your connection to the stars makes you supernaturally perceptive. You gain darkvision to a range of 60 feet. At 11th level, as a standard action, you can focus on a specific object or area (the size of which can be no greater than a 10-foot-by-10-foot square) and see it as though with true seeing as long as starlight are shining on it. Cloudy skies, starless nights, and shadows interfere with this ability.

Fate of the Stars (Sp): You can use augury as a spell-like ability, once per day. At 5th level, when you use this ability, you also gain a benefit that lasts until the end of your next combat. If the result was “weal,” all curing effects used on you cure an additional +1d10 hit points. If the result was “woe,” your melee attacks deal an additional +1d6 points of damage. If the result is “weal and woe” or “nothing,” you gain a +2 insight bonus to your Armor Class. At 10th level, these effects increase to +2d6 hit points, +1d8 points of damage, and +4 insight bonus to your Armor Class.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.

Improved Divination (Su): You become more adept at divination magic. When you casts the augury spell, your chance for an accurate answer is automatically the maximum of 90%. Likewise, when you cast divination, you have the maximum 90% chance of an accurate answer. Finally, you can prepare scrying as a 4th-level spell, and it requires only 1 minute to cast. You also have a 10% chance per caster level to cast the spells listed in the scrying spell description, instead of 5% per caster level (to a maximum of 100%). You must still know these spells to receive these benefits. You must be at least 7th level to select this revelation.

Knowledge of the Stars (Su): You can listen to the stars to learn some forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number of times per day equal to your Charisma modifier.

Signs in the Heavens (Sp): You can draw upon the signs in the heavens above to gain a portion of their power. Choose one of the following astrological signs. You can cast one of the listed spells once per day as a spell-like ability. Your caster level is equal to your oracle level.

Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Final Revelation: Upon achieving 20th level, your long journey with the stars allow your destiny severed and protected from the flow others follow. You receive a bonus on all saving throws equal to your Charisma modifier. You gain immunity to death effects, and you cannot be detected or targeted by any divination spell or spell-like abilities. In addition, you can always take 20 on all Perception and Sense Motive checks even if you normally cannot.