You have an esoteric connection to physical, divine, natural and occult voices. When others speak, you understand. When you speak, others listen.
Class Skills: An oracle with the Voices mystery adds Appraise, Bluff, Intimidate, and Knowledge (Nobility) to her list of class skills.
Bonus Spells: ear-piercing scream (2nd), silence (4th), speak with plants (6th), primal scream (8th), truespeak (10th), stone tell (12th), resonating word (14th), power word stun (16th), power word kill (18th).
Revelations: An oracle with the Voices mystery can choose from any of the following revelations.
Armor of Vibrations (Su): You conjure armor of vibrations which grants you a +4 armor bonus and a +2 circumstance bonus on saving throws against sonic spells. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Voice of the Mind: You can use raw emotions, the true voice of the mind, in place simple gestures when casting spells. Your oracle spells use emotion components in place of somatic components. These spells are still considered to be divine spells, as opposed to psychic spells.
Whispers of the World (Sp): You can interpret the songs of the stars, the calls of birds, and the soft whisper of the clouds into meaningful messages from the spirits of the world. You may spend 1 hour to search for such, and interpret, a natural divination. This functions as legend lore, though it only returns information about natural locations, objects, or creatures. You must be at least 11th level to select this revelation.
Vocal Training: You gain an additional spell slot and spell known of each spell level you can cast. These additional spells known must require only vocal components. When selecting these additional spells known, you may choose spells with the word litany in their name and spells from the bard spell list as though they were on your spell list.
Double Entendre (Su): When you speak, you can use linguistic cues to relay messages to your allies. As long as you are speaking, you may communicate telepathically with any creature who can hear you. This telepathic communication is blocked by effects which block coherent speech as well as areas of silence (such as the silence spell).
Quaking Shouts (Su): When you deal sonic damage to a creature with a spell, that creature is knocked prone. If the spell allows a saving throw, a successful save negates this effect as well. If the spell does not allow a save, the target can make a Fortitude save to negate this effect. You must be at least 3rd level to select this revelation.
Disarming Enchantments (Su): You gain Improved Disarm as a bonus feat, even if you do not meet the prerequisites. Additionally, you may end an ongoing spell of the Charm subschool as a standard action in order to attempt a Disarm check against a single affected creature within 30 feet. You use your oracle level in place of your base attack bonus and your Charisma in place of your Strength modifier on your combat maneuver check.
Questing Call (Sp): You may impart a quest upon a helpless, conscious creature as a full-round action. This functions as dominate person, though you may not issue new commands to the creature. You may only have a single questing call active at a time. As a standard action, you may close your eyes and perceive the world through the questing creature’s senses. You are blind and helpless while doing so. You must be at least 11th level to select this revelation.
Speak With Animals (Ex): As per the Nature mystery revelation of the same name.
Speak the Truth: You may spend a standard action to create a hazy white aura of truth. This functions as zone of truth, centered on you. You may conjure your aura of truth for a number of minutes per day equal to your oracle level. These minutes need not be consecutive, but they must be spend in one minute increments. Beginning at 7th level, you may activate this ability as an immediate action, taking place for a specific comment is made.
Final Revelation (Sp)
Your voice carries a divine authority. The DC of your revelations and of your spells which require vocal components is increased by +2. Additionally, you may voice a ringing cry at-will as a standard action, dealing 20d6 points of sonic damage to a creature or object within 30 feet. A Fortitude saving throw halves this effect (DC = 22 + your Charisma modifier, this includes the +2 bonus from your final revelation).
Bonus Spells: ear-piercing scream (2nd), silence (4th), speak with plants (6th), primal scream (8th), truespeak (10th), stone tell (12th), resonating word (14th), power word stun (16th), power word kill (18th).
Revelations: An oracle with the Voices mystery can choose from any of the following revelations.
Armor of Vibrations (Su): You conjure armor of vibrations which grants you a +4 armor bonus and a +2 circumstance bonus on saving throws against sonic spells. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Voice of the Mind: You can use raw emotions, the true voice of the mind, in place simple gestures when casting spells. Your oracle spells use emotion components in place of somatic components. These spells are still considered to be divine spells, as opposed to psychic spells.
Whispers of the World (Sp): You can interpret the songs of the stars, the calls of birds, and the soft whisper of the clouds into meaningful messages from the spirits of the world. You may spend 1 hour to search for such, and interpret, a natural divination. This functions as legend lore, though it only returns information about natural locations, objects, or creatures. You must be at least 11th level to select this revelation.
Vocal Training: You gain an additional spell slot and spell known of each spell level you can cast. These additional spells known must require only vocal components. When selecting these additional spells known, you may choose spells with the word litany in their name and spells from the bard spell list as though they were on your spell list.
Double Entendre (Su): When you speak, you can use linguistic cues to relay messages to your allies. As long as you are speaking, you may communicate telepathically with any creature who can hear you. This telepathic communication is blocked by effects which block coherent speech as well as areas of silence (such as the silence spell).
Quaking Shouts (Su): When you deal sonic damage to a creature with a spell, that creature is knocked prone. If the spell allows a saving throw, a successful save negates this effect as well. If the spell does not allow a save, the target can make a Fortitude save to negate this effect. You must be at least 3rd level to select this revelation.
Disarming Enchantments (Su): You gain Improved Disarm as a bonus feat, even if you do not meet the prerequisites. Additionally, you may end an ongoing spell of the Charm subschool as a standard action in order to attempt a Disarm check against a single affected creature within 30 feet. You use your oracle level in place of your base attack bonus and your Charisma in place of your Strength modifier on your combat maneuver check.
Questing Call (Sp): You may impart a quest upon a helpless, conscious creature as a full-round action. This functions as dominate person, though you may not issue new commands to the creature. You may only have a single questing call active at a time. As a standard action, you may close your eyes and perceive the world through the questing creature’s senses. You are blind and helpless while doing so. You must be at least 11th level to select this revelation.
Speak With Animals (Ex): As per the Nature mystery revelation of the same name.
Speak the Truth: You may spend a standard action to create a hazy white aura of truth. This functions as zone of truth, centered on you. You may conjure your aura of truth for a number of minutes per day equal to your oracle level. These minutes need not be consecutive, but they must be spend in one minute increments. Beginning at 7th level, you may activate this ability as an immediate action, taking place for a specific comment is made.
Final Revelation (Sp)
Your voice carries a divine authority. The DC of your revelations and of your spells which require vocal components is increased by +2. Additionally, you may voice a ringing cry at-will as a standard action, dealing 20d6 points of sonic damage to a creature or object within 30 feet. A Fortitude saving throw halves this effect (DC = 22 + your Charisma modifier, this includes the +2 bonus from your final revelation).