Ascension Mystery

Ascension Mystery
Faiths:
Your body changes and grows to become divine as you follow your vision. You become less and less like a normal humanoid, exchanging your earthly aspect for that of an outsider.
Skills: You add Knowledge (geography), Knowledge (planes), and Intimidate (Cha) to you list of class skills.

Bonus Spells: Illusion of calm (2nd), attune weapon (4th), channel vigor (6th), combat power (8th), righteous might (10th), takisha’s transformation (12th), greater teleport (14th), divine vessel (16th), overwhelming presence (18th).

Revelations: You can choose from any of the following revelations.
Damage Resistance (Su) You gain DR 5/magic. This damage resistance increases to 10/magic, 10/hellstone, or 10/cold iron (your choice) at level 14. You must be at least level 7 to take this revelation.

  • Darkvision (Su) You gain darkvision. At 7th level, you gain scent. At 14th level, you gain see in blackness.
  • Energy Attack (Su) You can fire a ray of energy. This is a ranged caster check with a range of 10 ft./level that inflicts 1d10 damage + your Charisma modifier. If you have either the primary or secondary resistance revelation, you can choose to inflict any of the energy types you have resistance against, decided each time you use this ability. If not, you do fire damage. You can use this attack once per day per class level. At level 7, you can use it at will.
  • Health (Su) You gain a +4 bonus on all saving throws against poison and disease. At level 7, this increases to a +8 bonus. At level 14, you become immune to poison and disease.
  • Natural Weapons (Su) You gain 2 primary claw attacks for 1d4 damage and one primary bite attack for 1d6 (d3/d4 for a Small oracle). At 7th level, this damage increases to 1d6 (claw) and 1d8 (bite) (d4/d6 for a Small oracle). At level 14, it increases again to 1d8 (claw) and 2d6 (bite) (d6/d8 for a Small oracle). If used along with weapons, these natural attacks are all secondary attacks. Your hands must be free to use claw attacks. These natural weapons are treated as both manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  • Physical Revelation (Su) Your body permanently changes to look more like that of a divine servant. Typical examples is an animal-headed humanoid or a statue-like shape of stone or metal. Any resistances you have affect your shape, making you appear imbued with the elements you are resistant against. The exact details are up to you, but you certainly stand out in a crowd. Your physical revelation grants you a +4 armor bonus. At 5th level, and every two 4 levels thereafter, this bonus increases by +1. At 13th level, you gain wings and a fly speed of 40 ft.
  • Primary Resistance (Su; varies)* Choose one type of elemental energy (acid, cold, electricity, fire, radiant, or sonic). You gain energy resistance 5 against this kind of damage. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to the chosen type of elemental energy. If you select a damage type you already have secondary resistance to, primary resistance takes priority and you get to select a new type of energy for your secondary resistance.
  • Raptor Vision (Su)** You are immune to blinding light and the dazzled condition. At level 7, reduce the DC increase due to range on visual Perception checks to -1 per 30 ft. At level 14, reduce the DC increase to -1 per 100 ft.
  • Secondary Resistance (Su) Choose two types of energy (acid, cold, electricity, fire, radiant, or sonic). If you have primary resistance, you cannot choose the same type of energy again. You gain energy resistance 2 against both the selected types of energy. At level 5, this resistance increased to 5. At level 10, this resistance increases to 10. At level 15, this resistance increases to 15.
  • Telepathy (Su) You can converse with creatures within 30 ft. using non-verbal means, but you must still share a language with them to communicate more than base emotions. At level 7, the range is 100 ft. At level 14 this transcends language barriers, allowing you to communicate with any creature that has a language.
  • Wings (Su) You can grow or remove wings as a swift action and use them to levitate, rising or lowering yourself by 20 feet as a move action. At 7th level, you can use the wings to fly at a rate of 60 feet, but you can only maintain this flight for 1 minute per day per point of Constitution you possess. The duration does not need to be consecutive, but it must be spent in 1-minute increments. At 14th level, you gain fly 90 ft. with no time limit.

Final Ascension Revelation (Sp): You can use greater teleport at will as a spell-like ability.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.