Seersworn

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

Deities: Any

Class Skills: An oracle with the seersworn mystery adds Bluff, Disguise, Diplomacy and Sense motive to her list of class skills.

Bonus Spells: eagle eye* (2nd), seeming (4th), invisibility purge (6th), sending (8th), wandering star motes* (10th), owl's wisdom, mass (12th), sequester (14th), scintillating pattern (16th), euphoric tranquility* (18th), wall of suppression* (20th). (*Advanced Player’s Guide)

Revelations: An oracle with the seersworn mystery may choose from the following revelations:

Aura of Insight (Su): As a standard action, you can give a small amount of your insight to your allies. The aura affects one ally plus one additional ally within 30 feet of you for every three oracle levels you possess. You may confer this bonus upon yourself in place of one ally. Affected allies gain a +2 insight bonus on attack rolls, AC, and skill checks for 1 round. This is a mind-affecting effect. You may use this ability a number of times per day equal to your Wis modifier.

Foreseeable Future (Su): At the beginning of your turn, you can peer 1 round into the future, foreseeing the probable outcome future actions made during that round. At the beginning of the next round, you select either yourself or an ally as a free action. Anytime during that round, you or your ally can reroll any single die roll, but must take the second roll regardless of the result. If the reroll is not used before you or your ally's next turn, it is lost. This ability can be used once per day.

Ovate's Hauberk (Su): You can conjure a coat of shimmering mail that confuses foes and grants you a +4 bonus to Armor. At 7th level and every 4 levels thereafter, this bonus increases by +2. At 13th level, the hauberk provides you with DR 5/slashing. 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. This ability is similar to the armor of bones, coat of many stars, and ice armor abilities described in the Bones, Heavens, and Waves mysteries respectively, except that ovate’s hauberk has half the duration.

Precognitive Trance (Su): You gain great insight into the future as a free action. Beginning at 3rd level, this trance grants you a +1 insight bonus on initiative checks, and an additional +1 bonus every 4 levels thereafter. You can enter this trance for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive.

Prescient Insight (Su): As a standard action, you gain insight into the future sequence of events, granting you a bonus to your initiative during the next round equal to your fellseer level. If your initiative roll exceeds all others made during that round by 10 or more, you gain a surprise round as an immediate action. This ability can only be used once per encounter. You must be at least 7th level to use this revelation.

Prescient Step (Su): Your preternatural senses allow you to add your Intelligence modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saves. Your armor's maximum Dexterity bonus applies to your Intelligence instead of your Dexterity. This is the same as the sidestep secret from the Lore mystery, except that it uses Intelligence instead of Charisma.

Second Sight (Ex): You gain a racial bonus on Perception checks equal to 1/2 your oracle level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative checks.

Spirit Trance (Su): As a standard action, you can ask one question of a dead creature as speak with dead. The dead creature does not gain a Will save if it's alignment is different from yours. You can use this ability a number of times per day equal to your oracle level.

Trance of Clarity (Su): This trance grants you and your familiar immunity to confusion spells, and a +4 bonus on all saving throws made against mind-affecting effects for 1 minute. If your familiar fails its saving throw against a mind-affecting effect while under this trance, it loses its immunity to confusion spells and immediately becomes confused for 1 round. While your familiar is confused, you may not use your revelations or mystery spells. You can use this ability a number of times per day equal to 3 + your Wis modifier.