You can summon a simple or martial weapon from your family's history that is appropriate for your current size.
Revelations
An Oracle's Revelations are granted by her Mystery — one talent-pool family, grouped by which Mystery unlocks each one.
As a move action, you can call upon your ancestors to grant you extra bravery in battle.
As a standard action, you can perform a melee touch attack that causes a living creature to become shaken.
As a move action, you can call upon your ancestors to provide council.
You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus.
You can become incorporeal and invisible.
You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself.
You can summon the spirits of your ancestors to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area.
You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level.
Once per day, you can enter a trance in which you commune with the spirits of your ancestors.
As a standard action, you can unleash an inspiring battlecry.
Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stu...
Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spe...
Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine.
Select one type of combat maneuver.
You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points.
You gain proficiency in all martial weapons and heavy armor.
Once per day, you can move up to your speed as an immediate action.
Whenever you roll for initiative, you can roll twice and take either result.
Select one weapon with which you are proficient.
You can conjure armor made of bones that grants you a +4 armor bonus.
Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death's touch rev...
You can cause terrible wounds to appear on a creature with a melee touch attack.
You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons.
As a standard action, you can summon a single skeleton or zombie to serve you.
You are treated as an undead creature when you are targeted by positive or negative energy.
As a ranged touch attack, you can unleash a ray that causes a target to gain one negative level.
As a standard action, you can become incorporeal and invisible.
You gain Command Undead as a bonus feat.
You can speak with dead, as per the spell, for a number of rounds per day equal to your oracle level.
You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet.
You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks.
Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being.
You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round.
You call upon the frigid depths of outer space to bring a terrible chill to your enemies.
As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell.
Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness.
Once per day, you can spend 10 minutes meditating on the mysteries of the Dark Tapestry to send your mind to another plane and communicate with the strange o...
As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess.
:As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability.
Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire.
Your base speed increases by 10 feet.
As a standard action, you can unleash a 15-foot cone of flame from your mouth.
As a standard action, you can cause fire to erupt around you.
As a standard action, you can assume the form of a Small fire elemental, as elemental body I.
You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally.
As a swift action, you can cause waves of heat to radiate from your body.
You gain resist fire 5.
As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess.
As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability.
Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them.
You conjure a coat of starry radiance that grants you a +4 armor bonus.
Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being.
Whenever you can see the open sky at night, you can determine your precise location.
You call upon the frigid depths of outer space to bring a terrible chill to your enemies.
Your connection to the skies above is so strong that your feet barely touch the ground.
Your innate understanding of the moon renders you immune to lycanthropy.
You summon a bridge of shimmering moonlight.
As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level.
Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae.
You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused...
As the battle mystery revelation.
Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level.
As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental.
Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell.
You gain a +4 bonus on Heal checks.
As a standard action, you may create a bond between yourself and another creature.
You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability.
Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a max...
Your experience with lore-filled tomes has granted you the ability to cast arcane spells as if they were on your spell list.
Once per day, you can spend a full hour in uninterrupted meditation.
You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet.
You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory.
Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems.
Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter.
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second.
Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality.
Once per day, the oracle of lore can re-attempt any previously failed Knowledge check.
You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a ...
You become more maneuverable while wearing armor.
Your base speed increases by 10 feet.
You gain a +1 bonus on Fortitude saves.
Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine.
You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess.
Your sacred bond with metal gives you insight into its form and function.
Once per day as a standard action, you can perform a melee touch attack that rusts iron, as the rusting grasp spell.
You gain proficiency in all martial weapons and heavy armor.
As a swift action, you can harden a scarf, sleeve, cloak, or other piece of your clothing into something as hard as steel that stretches out to be up to 30 f...
You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying.
You gain the service of an unusually intelligent, strong, and loyal mount.
As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs.
Add all summon nature's ally spells to your spell list.
You can draw life force from the bodies of enemies and channel it into yourself.
You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw.
You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constan...
Choose a specific kind of animal (eagle, fox, dog, and so on).
When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize.
You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies.
At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a...
You gain resist acid 5.
Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may immediately attempt to trip your opponent as a swift...
You can see through stone, earth, or sand as easily as if it were transparent crystal.
You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water.
As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack.
You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks.
As a swift action, you can cause jagged pieces of stone to explode outward from your body.
As a standard action, you can harden your flesh so that weapons that strike you are damaged or destroyed.
You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
As a standard action, you can perform a melee touch attack that deals 1d6 points of acid damage +1 point for every two oracle levels you possess.
Your touch ages living creatures and objects.
As a melee touch attack, you can temporarily remove a creature from time altogether.
You can search through time to recall some bit of forgotten lore or information.
Once per day, you can gain a glimpse into your immediate future.
Once per day as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed.
As a standard action, you can speed up or slow down time, as either the haste or slow spell.
Whenever you roll for initiative, you can roll twice and take either result.
As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell).
As a move action, you can teleport up to 10 feet per oracle level that you possess per day.
You can peer through the mists of time to see things as they truly are, as if using the true seeing spell.
As a standard action, you can create a blizzard of snow and ice.
You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts.
You can walk on liquid as if it were a solid surface.
Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round.
You can conjure armor of ice that grants you a +4 armor bonus.
You gain resist cold 5.
You can transform an opponent into a harmless animal as if using baleful polymorph.
As a standard action, you can assume the form of a Small water elemental, as elemental body I.
You can see through fog and mist without penalty as long as there is enough light to allow you to see normal.
As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess.
You can create an invisible shell of air that grants you a +4 armor bonus.
As a standard action, you can assume gaseous form (as the spell).
As a standard action, you can become invisible (as per the invisibility spell).
As a standard action, you can breathe a 30-foot line of electricity.
You gain resist electricity 5.
As a standard action, you can create a blast of air accompanied by a loud peal of thunder.
As a standard action, you can perform a melee touch attack that deals 1d6 points of electricity damage +1 point for every two oracle levels you possess.
Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round.
You ignore penalties on Perception checks based on wind and the first 100 feet of distance.
As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet with good maneuverability.
Once per day as a standard action, you can shape or warp wooden objects.
Once per day, you can turn a creature into wood.
You can talk to wood and learn what it knows.
As a swift action, you can cause sharp splinters of wood to explode outward from your body.
As a standard action, you can assume the form of a Large living or dead tree or shrub, as tree shape.
You can conjure wooden armor around yourself, which grants you a +4 armor bonus.
Your mystical bond with wood is such that your weapons become an extension of your body.
As a move action, you can alter your vision to see through underbrush and plant growth that would normally grant concealment, up to a range of 60 feet (thoug...
You can create a wooden club, quarterstaff, longspear, shortspear, or spear that lasts for 1 minute for every oracle level you possess.
You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking d...