Oracle
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Mystery (Battle)
Bonus Class Skills: Intimidate, Knowledge (engineering), Perception, and Ride
Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Selected Revelations:
War Sight: 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.
Curse (Shadowbound):
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet. At 5th level, the range of your darkvision increases by 30 feet. At 10th level, add shadow conjuration to your list of 4th-level oracle spells known and shadow evocation to your list of 5th-level oracle spells known. At 15th level, add shadow walk to your list of 6th-level oracle spells known.
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Racial Traits
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+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Charisma)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Military Tradition (Alternate Racial Trait): Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Chosen weapons: Fauchard, Composite Longbow)