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Trade Mystery

Your magic moves through the flow of goods and currency across the world. Your blessed trade invigorates local economies and failing belief in the great divine.
Class Skills: An oracle with the Trade mystery adds Handle Animal, Knowledge (geography), Perception and Survival to her list of class skills.

Bonus Spells: fairness (2nd), communal mount (4th), stone shape (6th), trade items (8th), overland flight (10th), shadow walk (12th), hardening (14th), true creation (16th), teleportation circle (18th).

Revelations: An oracle with the Trade mystery can choose from any of the following revelations.

Trader’s Tongue: You gain an insight bonus on Diplomacy and Profession (merchant) checks equal to 1/2 your oracle level. Further, you can sell items for 55% of their listed price, instead of 50%.

Cache of Goods (Su): Once per day you can spend a standard action to conjure an object with a maximum gp value of up to 50 gp × your oracle level. At 20th level, you can conjure objects worth up to 5,000 gp. Objects conjured in this manner disappear after 24 hours, if not already used up or otherwise destroyed before then. You must be at least 7th level to select this revelation.

Astral Caravan (Sp): This functions as the solar revelation of the same name.

Holding Dock (Su): You create an extra-dimensional holding dock for your trade goods. This functions as secret chest, except that the effect is permanent and the 60 days after which the chest is imperiled is reset each time you summon the chest. If you lose the chest replica, you may create a new one by spending 50 gold pieces as part of an 8 hour ritual.

Cultured Magic (Sp): Your magics grant you a number of abilities which allow you to navigate trade negotiations. You gain the following spells as spell-like abilities at the listed levels: 1st-true appraisal, 3rd-cultural adaptation, 7th-comprehend languages, 11th-tongues, 15th-whispering lore, 19th-ears of the city. Your caster level is equal to your oracle levels for each of these abilities. You can gain the effects of your cultured magic for a number of hours per day equal to your Oracle level. These hours need not be consecutive but must be spent in one-hour increments.

Faith Trader (Su): In your travels you spread the holy word of the deities who give you power. The DC of language-dependant spells you cast is increased by +1. The DC is increased by +2 instead if your target is a member of your faith.

Prized Goods (Su): One of your most prized possessions becomes a bonded object. This functions as a wizard’s arcane bond, except that it can be used a cast any spell from the oracle spell list of a spell level you can cast, instead of a spell from your spellbook.

Pack Animal (Su): You gain a mount, as the cavalier mount class feature, using you oracle level in place of your cavalier level.

Prestigious Influence (Ex): You can trade information, favors and mundane goods for services. You gain the prestigious influence class feature of a noble scion of your level -5.

Road-Ready (Ex): You are armored against the dangers of the road. You are proficient with medium armor and gain Endurance as a bonus feat. At 11th level you are proficient with heavy armor and may sleep in heavy armor without becoming fatigued.

Final Revelation (Sp)
Upon reaching 20th level, your travels and trade bear the greatest of fruit. You gain 400,000 gold pieces worth of money, goods or services. These goods and the purveyors of these services arrive over the course of one week, with the most expensive item arriving within 24 hours.


Additionally, you may make a single Profession (merchant) skill check to earn a living each week without needing to spend time to do so. When you succeed on a Profession (merchant) skill check to earn a living, you receive twice the result of your check in platinum pieces instead of 1/2 the result of your check in gold pieces.
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      • Tongvaidu
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      • Yatsuo
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