The Zen Mystery
Class Skills: An oracle with the zen mystery adds acrobatics, perception, and stealth to their list of class skills.
Bonus Spells: (2nd) feather fall (4th) spider climb (6th) haste
(8th) resilient sphere (10th) break enchantment(12th) heroism greater
(14th) ethereal jaunt (16th) mind blank (18th) mage’s disjunction
Revelations: An oracle with the zen mystery can choose from any of the following revelations.
Zen Fists: Your fists harden into living weapons. You gain two slam attacks. At 1st level they deal 1d6 damage. At 5th level they deal 1d8 damage and are treated at magical. At 10th level they deal 1d10 and are treated as lawfully aligned, even if the oracle is not awful. At 15th level they deal 2d6 and count as adamantine. At 20th level they deal 2d8 and the oracle may add their Cha mod in place of strength when adding damage. Oracles can use the ability a number of minutes per day equal to their oracle level in one minute increments.
Zen Aloofness: You gain a better sense of surrounding danger. When not wearing any armor an oracle may add their Cha Mod to their AC as a dodge bonus. This bonus increases by +1 every fourth level after 1st level. An oracle can use this ability for 10 minutes equal to their oracle level and can use it in 10 minute increments. An oracle that has levels in monk may not select this revelation.
Zen Tread: The oracle gains an increase in speed equal to a monk of her oracle level. She can use this ability a number of minutes per day equal to their Cha Mod in one minute increments.
Zen Grace: A number of times per day equal to their oracle level, and oracle can grant themselves a +20 divine bonus to acrobatics checks for one round. This bonus cannot stack with bonuses granted by spending ki points.
Zen Maneuvers: An oracle with this revelation may add their Cha Mod to all CMB checks. They can use this ability a number of rounds per day equal to their oracle level.
Cleansing Bloodflow: The oracle’s vital fluids are able to fight off poisons. At 1st level they receive a +2 divine bonus on saves vs poison. At 4th level this bonus increase to +4. At 8th level it increases to +6. And at 12th level the oracle gains immunity to all poisons.
One Finger Zen: With a single touch you can stun a foe. You make a single melee touch attack. If successful, the target gains the stunned condition for one round. The target is allowed a Fort save DC 10 + Cha Mod + Half the oracle’s level. A successful save negates the effect. An oracle can use this ability a number of times per day equal to half their oracle level.
Zen Spirit: The oracle gains Spell Resistance 10 +1 for every oracle level they possess. They can use this ability for 10 minutes per day for every level of oracle they possess in 10 minute increments.
Zen Weaponry: The oracle gains proficiency with one monk weapon of their choice. This revelation can be selected multiple times.
Zen Agelessness: You no longer suffer the negative effects of natural aging. However, if you are magically aged, you still take penalties, but they are halved.
Zen Fortune: When making a fortitude, reflex, or will save, an oracle may replace the normal ability modifier with her Charisma Modifier. An oracle can use this ability a number of times per day equal to their oracle level.
Enlightened Perfection: Upon reaching 20th level, the oracle becomes a zen master. Free from the constraints of reality, they become immune to compulsions and mind-influencing effects.
|Irnk, Dead-Eye's Prodigal|
Agelessness may be a little too abusable if you make it available from level 1 - no mechanical reason not to be venerable from the start for free plusses to all mental stats. Maybe delay access to it, and make it start by removing penalties from middle age, then old at higher levels, and venerable at very high levels. Similar to how the Age Resistance spells do it.