The Zen mystery complements the Open Eyed Oracle multiclass archetype. (Original Concept by Arcanemuses & +5 Toaster)

Class Skills: An oracle with the zen mystery adds Acrobatics, Perception, and Stealth to her list of class skills. 

Bonus Spells: feather fall (2nd), spider climb (4th), haste (6th), resilient sphere (8th), break enchantment (10th), heroism (greater) (12th), ethereal jaunt (14th), mind blank (16th), mage’s disjunction (18th). 

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

Cleansing Blood: Your very lifeblood grants you the ability to resist the effects of toxins and poisons. At 1st level, you gains a +2 bonus on all saving throws against poisons. This bonus increases to +4 at 4th level, and then again to +6 at 8th level. At 12th level, you gain immunity to all poisons. 

Meridian Strike: With a single touch you can stun a foe. You make a single melee touch attack. If successful, the target gains the stunned condition for one round. The target is allowed a Fortitude saving throw (DC 10 + your Charisma modifier + 1/2 your oracle level). A successful save negates the effect. You can use this ability a number of times per day equal to 1/2 your level. 

Zen Aloofness: You gain a better sense of surrounding danger. You may add your Charisma modifier instead of your Dexterity modifier when determining your Armor Class and CMD. If you gain any conditions that would cause you to lose your Dexterity modifier to your Armor Class, you lose your Charisma modifier to your Armor Class. 

Zen Fists: Your fists harden into living weapons. You gain the monk's Unarmed Strike class feature and have an effective monk level equal to your level –4 (minimum 1) when determining your Unarmed strike damage. 

Zen Fortune: When making a Fortitude, Reflex, or Will save, you may replace the normal ability modifier with your Charisma Modifier. You can use this ability a number of times per day equal to your oracle level. 

Zen Grace: As a swift action, you can grant yourself a +20 bonus to all Acrobatic’s skill checks made to jump for 1 round. If you have the ki pool class feature, this bonus does not stack with any bonus to Acrobatics skill checks granted by the pool. You can use this ability a number of times per day equal to your Charisma modifier. 

Zen Maneuvers: You add your Charisma modifier to all CMB checks. 

Zen Spirit: You gain spell resistance equal to 5 + your oracle level. You can use this ability for 10 minutes per day for every oracle level you possess. These minutes do not need to be consecutive but must be used in 10–minute increments. 

Zen Tread: Your land speed increases by +10 feet. Your land speed increases by an additional +5 feet at 8th level, and again at 16th level, up to a maximum of +20 feet. This benefit applies only when you are wearing no armor, light armor, and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your land speed. 

Zen Weaponry: You gain proficiency with all weapons with the monk weapon quality. 

Final Revelation: Upon reaching 20th level, you become a zen master. Free from the constraints of reality, you become immune to compulsion and mind-influencing spells and effects. In addition, you become immune to fatigue and exhaustion effects.