A planar oracle has an affinity with one of the Outer Planes. She is at home on the multiple planes of the Great Beyond, and can eventually become an outsider herself.
These bonus spells replace the oracle’s mystery bonus spells at these levels: endure elements (2nd), elemental speech (4th), tongues (6th), planar adaptation (8th), plane shift (10th), mass planar adaptation (12th), shadow walk (14th), etherealness (16th), gate (18th).
At 1st level, you must choose one Outer Plane with which you have an affinity. This choice cannot be changed. A planar oracle must take the following revelation at 3rd level.
At 20th level, you become an extraplanar creature. Choose one outer plane, such as Heaven or the Abyss. You gain superficial physical characteristics as appropriate to natives of your chosen outer plane. For example, if your chosen plane is Heaven, you gain angelic features such as a halo and metallic skin. This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Your type changes to “outsider (extraplanar),” except on your associated plane, where your type is “outsider (native).” In addition, you gain immunity to your associated energy type and gain damage reduction 10/magic. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.
This replaces the final revelation of the oracle’s mystery.
Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.