Sorcerers are living weapons, carefully refined after years of slow and subtle mutation coalesce into a being of pure magic. Oracles are kind of like that, except instead of a slow and complicated crystallization of form it’s more like a hammer bashing a fistful of magic and mutation into a cricket. Oracles, like Sorcerers, are beings of pure magic and mutation, except the magic is overflowing, hard to control and has left the Oracle broken in one way or another. Few people choose to become Oracles, instead it’s something that happens to you, usually after being caught outside in mutation rain all night, or taking a nap in a mutagenic fog. There are those in fanatical cults who see mutation as a blessing and (the few who live), become non-humans, and sometimes Oracles. Most people who choose to become Oracles however, do so because they have no hope, and braving a bit of mutation in return for great power seems like a good idea when you’re under the thumb of bandits or killer monsters. Especially if you’d be killed by a wild beast anyway.
The Divine Power Source
Oracles are similar to Druids in that they have access to Divine powers, but only because of their closeness to mutation and the powers of life, instead of the specialized factional powers most other Divines have. For the Oracle, this means her powers and abilities are a mix of all magical sources. She’s a little like a Psionic, and slightly like Divine and an Arcane casters. Oracles have visions and out of body experiences like the Psionics, with the healing power and spells of the Divine and being a living spell herself, like a Sorcerer.
Skills (Knowledge: Factions)
Inquisitors replace the skill Knowledge: Religion with Knowledge: Factions, which covers general knowledge of all factions. Inquisitors also gain the feat “Knowledge Factions Specific” for whatever faction they choose. This feat confers a +5 power bonus to all Knowledge: Faction rolls pertaining to the Cleric’s specific faction.