You do not need to meet the prerequisites to receive these feats. At 15th level, you gain Lightning Stance as a bonus feat. At 8th level, you gain Wind Stance as a bonus feat. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 7th level, you can also knock an opponent back, treating the blast as a bull rush combat maneuver that uses your caster level + your Charisma modifier in place of your CMB. Your solar wind deals 1d6 points of fire damage + 1 for every 2 oracle levels you possess. You can unleash a blast of searing wind at a single target within 30 feet as a ranged touch attack with no range increment. You lose these benefits if you fail to spend at least 4 hours in sunlight in a 24-hour period. At 10th level, you become immune to magical diseases, gain a +2 bonus on saving throws against poisons, and only need to sleep half as long to rest or recover from fatigue or exhaustion.Īt 15th level, you become immune to poison and fatigue. So long as you are exposed to at least 4 hours of sunlight per day, you no longer need to eat to survive and you gain +2 bonus on saves against diseases.Īt 5th level, you become immune to non-magical diseases and no longer need to drink water to survive. Further, you learn to speak and read three languages in addition to those you already know. You gain an insight bonus on Fly and Survival checks equal to 1/2 your oracle level. You can forgo the blur and blinding aspects of this ability to instead simply shed light as a torch, though this still counts against the ability’s duration for the day. You can maintain your luminous form for up to 1 minute per day per oracle level this duration need not be continuous, but it must be used in 1-minute increments. At 18th level, your luminescence is as bright as natural sunlight, and creatures affected by natural sunlight are so affected if they end their turn adjacent to your luminous form. At 13th level, creatures that end their turn adjacent to your luminous form are blinded for 1d4 rounds ( Fortitude reduces to 1 round). At 7th level, creatures that end their turn adjacent to your luminous form become blinded for 1 round ( Fort negates). You can transform your body into churning light, granting you the effects of blur and causing your body to shed light as a sunrod. You can use this ability once per day plus one additional time per day at 10th level. At 15th level, your touch is so intense that a creature that fails its save is also staggered for 1d6 rounds. At 7th level, a creature that fails its save against this revelation becomes sickened for 1d4 hours in addition to taking fire damage. This is a melee touch attack that deals 1d8 points of fire damage per 2 oracle levels ( Fortitude half ).Īgainst a plant creature, this touch heals or damages the creature (your choice) for 1d6 points of fire damage per oracle level. You can channel the hostile, unforgiving heat of the sun into your touch. This duration need not be continuous, but it must be spent in 1-hour increments. You can travel for up to 1 hour per day per oracle level. You can’t travel fully into the Astral Plane or any of the other planes it borders, but while using this ability you can cover incredible distances, traversing 50 miles per hour, as per the shadow walk spell. As a full-round action, you can step into the planar border where the Astral Plane abuts the Material Plane, pulling up to one additional person per class level with you.
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