Racial
Darkvision 60 feet
Swim - Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Powerful Swimmer - Members of this race receive a +10 foot bonus to their swim speed.
Claws - Members of this race receive two 1d4 claw attacks. These are primary natural attacks.
Water Sense - Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Amphibious - Members of this race are amphibious and can breathe both air and water.
Feat and Skill Racial Traits
Weapon Familiarity (Trident & Harpoon)
Class
Class Skills - The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). An oracle with the waves mystery adds Acrobatics, Escape Artist, Knowledge (nature), and Swim to her list of class skills.
Cure or Inflict?Cure
Curse
Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
Mystery
Waves - Bonus Spells: touch of the sea (2nd), slipstream (4th), water breathing (6th), wall of ice (8th), geyser (10th), fluid form (12th), vortex (14th), seamantle (16th), tsunami (18th).
Revelations
Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Weapon and Armor Proficiency
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Spells Known
Orisons - mage hand, ghost sound, stabilize, light, create water, guidance
1st - cure light wounds, obscuring mist, bless
Spells per Day
1st- 4