By John Belliston and Frank Gori
The Thousand and One nights is a compelling combination of
stories. Ones that dance and interweave into one of the true classics. There is
so much to draw from inside that collection that at first glance I don’t even
know where to start.
So I thought about what I knew of the story. Of the feelings
and aesthetic that those stories conjured. Long stretches of lonely sand.
Cities built around oasis’s bustling with people in flowing robes.
Sand Mystery:
Bonus Spells: 2nd: Dazzling Blade 4th:
Glitterdust 6th: Diamond
Spray 8th: Stoneskin 10th:
Mirage Arcana 12th Cloak of Dreams 14th: Scouring Winds 16th: Horrid Wilting 18th: Time Stop
Revelations:
Crystal Sight
(Ex): You can see through
stone, earth, or sand as easily as if it were transparent crystal. Your gaze
can penetrate a number of feet equal to your oracle level, or 1/12th this
thickness of metal. You can use this ability a number of rounds per day equal
to your oracle level, but these rounds do not need to be consecutive.
Dream Sands: Using a ranged touch attack a sand oracle can cause a creature within 30
feet to fall into a deep, magical sleep, as per the spell sleep. The
creature receives a Will save to negate the effect, with a penalty of -1 for
every four levels the sand oracle has beyond the first. If the save fails, the
creature falls asleep for a number of rounds equal to the oracle’s level. This mystery
can affect a creature of any HD. The creature will not wake due to noise or
light, but others can rouse it with a standard action. This sleep ends
immediately if the creature takes damage.
Dusty Spells
(Ex): Whenever you score
a critical hit against an opponent with an attack spell, the target is blinded for 1 round. At 11th level, the duration
increases to 1d4 rounds.
Earth Glide
(Su): You can pass
through stone, dirt, or almost any other sort of earth except worked stone and
metal as easily as a fish swims through water. If protected against fire
damage, you can even glide through lava. You glide at your base land speed.
While gliding, you breathe stone as if it were air (you do not need to hold
your breath). Your burrowing leaves behind no tunnel or hole, nor does it
create any ripple or sign of your presence. A move earth spell cast on an area where you are flings
you back 30 feet, stunning you for 1
round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for 1 minute per day per oracle level. This
duration does not need to be consecutive, but it must be spent in 1-minute
increments. You must be at least 7th level to select this revelation. You can
bring other creatures with you when you glide, but each passenger costs an
additional minute per minute of travel.
Quicksand Missile: Calling on earth and water elements you
summon orbs of quicksand that unerringly fly toward foes in you line of sight.
These orbs deal 1d3 of bludgeoning damage and on striking they quickly harden
weighing foes down and inhibiting movement (lowering dexterity by 2.) The
effects stack on multiple strikes, you get 1 missile at 1st level
and an additional missile every odd level.
Read the
Ripples (Su): Once
per day, you can gain a glimpse into your immediate future. On the round after
you use this ability, you gain a +2 insight bonus on a single attack roll, saving
throw, or skill check or to your Armor Class until the start of your next turn. At 5th level, and every
four levels thereafter, you can use this ability one additional time per day.
Sand Barrier
(Ex): You can create a
swirling shell of sand that grants you a +4 armor bonus. When hit with
fire damage exceeding three times your oracle level four pounds of glass is
created around you. At 7th level, and every four levels thereafter, this bonus
increases by +2. At 13th level, this barrier causes incoming arrows, rays, and
other ranged attacks requiring an attack
roll against you to have a 50% miss chance. You can use this
barrier for 1 hour per day per oracle level. This duration does not need to be
consecutive, but it must be spent in 1-hour increments.
Sand form: You can transform into living moving sand.
Gain DR 1(Fire/Bludgeoning) this bonus increases by one for every three oracle
levels you possess. You can pass through any space that something Fine size
would. Last for ½ oracle level rounds 3+ Cha Mod times per day.
Scimitar of
Sand: Calling on the elements you conjure a
scimitar made of sand which you are proficient with regardless of your weapon
proficiencies. It acts as a normal scimitar with one notable exception on a
critical hit it deals damage and turn into shards of glass that will blind the
target for 1 round per oracle level. At 4th level treat the scimitar
as a +1 scimitar, at 8th level and every four levels after add an
additional +1 to hit and damage.
Wear Away: You conjure sand to wear down what you
touch. Functions as “Erosion Touch” Revelation from the Nature mystery.
Final Revelation: On Reaching 20th level sand in all
its forms becomes your window into the world. At any point in the day you can
scry as per the scry spell but with an unlimited range within your plane and
using any surface made from glass or sand.
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