Black Pyramid Mystery

In the oldest parts of Chante in the shadow of the Royal Plateau is an ancient pyramid, shorter than the others, but running much deeper under ground, this half-buried pyramid is shrouded in mystery. No one went there as it was taboo, and those who did often were never heard from again. But some time after the Fall of Nethys, anubian creatures started to spring forth from the ancient dungeon, it was studied and often from afar, and at first the people of Chante feared these creatures but they soon discovered the area they were coming from, and named it the 'Foundry'. These anubian creatures came to be known as the Ghemboldian Sentinels. At first they were often hunted and killed. Eventually, they were just banned from the city. But it wasn't long before the people of Chante realized they only had one goal, to defend the province of Ghembold from evil. They slowly began to be accepted into society and with them came knowledge never known before. Some of these sentinels take this a bit further and are given subtle messages from some unknown entity deep within the pyramid. Often ,these particular sentinels are oracles and delve into this mystery, the mystery of the Black Pyramid, a mystery that goes into the very roots of the origin of ghemboldian sentinels.

Class Skills: An oracle with the Black Pyramid mystery adds Knowledge (engineering), Knowledge (arcana), Disable Device, and Stealth to their list of class skills.

Bonus Spells: sculpt corpse (2nd), command undead (4th), speak with dead (6th), remove curse (8th), ghoul army (10th), create undead (12th), create variant mummy (14th), create demi-plane (16th), and canopic conversion (18th).

Revelations
Apprehend (Su):  As a move action, you can appropriate one ongoing beneficial effect from a touched creature by making a melee touch attack against the creature. Upon successfully making the touch attack you instantly know what ongoing effects the creature has and can then target one to take. Upon taking the beneficial effect the touched creature loses any benefits that it had. Only effects with a duration can be taken this way. Constant and Passive spells and effects and special abilities of monsters cannot be targeted (such as effects cast with a permanency or the water mastery ability of water elementals.). The effect lasts for the rest of its duration that it had upon being pilfered.

Maker's Inspiration (Su): As a move action, you can call upon the essence of your origin to grant all allies within 10-feet of you the racial ability score modifiers of your kind, but not the penalties, this also applies to the oracle, effectively doubling their racial bonuses. This effect can be used a number of minutes per day equal to your oracle level, these minutes need not be consecutive, but must be used in 1-minute increments. At 11th level, the affected creatures other than the oracle are also granted the ankh-struck stone racial ability. At 15th level affected creatures also gain the effects of the maker's fortitude racial ability.

Maker's Mummy (Su): This revelation grants the oracle the ability to summon forth a guardian mummy. Summoning this mummy takes a full-round action, and it remains for one minute per oracle level. The mummy has the same statistics as the Anubian Mummy. Also, the mummy is considered to be permanently under the effects of the undeath inversion spell. At 8th level and every other level thereafter, the mummy's Hit Dice increases by 1 and it gains a permanent +2 bonus to it's base value for one Ability score of the oracle's choice. Otherwise this mummy follows the commands of the oracle as if it were permanently under a domination effect. The oracle must be at least 7th level to take this revelation. This revelation can be used a number of times per day equal to 3 + the oracle's charisma modifier, and at 11th level it can be used an additional 2 times per day.

Sacred Shield (Su): You can call upon the makers to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2, At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield 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.

Sacred Soul (Ex): Upon taking this revelation, the oracle gains immunity to the effects of necromancy spells both in life and after death. This includes beneficial ones such as false life, however they can still use necromancy spells that do not specifically target them such as create undead. The oracle must be at least 11th level to take this revelation.

Skin-Runed Spell (Su): Upon taking this revelation, the oracle gains two necromancy spell of their choice from any class spell list as known spells providing they are high enough level to know and cast a spell of the level of the spell selected. This rune is permanently carved into the oracles skin and the spells granted by it cannot be changed like normal spells known by the oracle. This revelation can be taken multiple times.

Touch of the Styx (Su): As a standard action, you can perform a melee touch attack that causes one undead creature to become dazed as the visions of the afterlife invade their mind. This creature is dazed for 1 round. At 11th level this ability can also be used against constructs. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Weapon of the Makers (Su): You can summon a simple or martial weapon that glows black with the energy of the creators, this weapon must be appropriate for your current size. At 3rd the weapon is considered masterwork, and at 7th, 15th, and 19th level, the weapon gains a cumulative +1 enhancement bonus. Starting at 11th level this weapon gains the holy or unholy special ability, depending on the alignment of the oracle. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapons disappears after 1 round if it leaves your grasp.

Word of Reforming (Su): As a standard action, you can speak one of the origin words of the makers to reinforce constructs, objects and undead within a 30-foot-radius burst. Undead and constructs or creatures with the constructed racial ability are healed for 1d8 hit points of damage for each oracle level you possess, and objects have any broken conditions instantly removed. You must be at least 7th level to select this revelation. You can use this ability once per day plus one additional time per day at 10th, 13th, 16th, and 18th level.

Word of Unmaking (Su): As a standard action, you can speak one of the origin words of the makers to unravel the geometry used to create any constructs and undead within a 20-foot-radius burst. These creatures take 1d8 hit points of damage for every oracle level you possess unless they make a successful Will save, the DC for this save is equal to 10 + 1/2 of your oracle level + your Charisma modifier. Creatures who do make a successful Will save do not take damage, but are stunned for 1 round. You must be at least 11th level to select this revelation. You can use this ability once per day plus one additional time per day at 14th, 17th, and 20th level.

Final Revelation
Upon reaching 20th level, you are fully illuminated by the process in which your race was created, and know the darkest secrets of the black pyramid. You gain a bonus on Fortitude saving throws equal to your Charisma modifier, your effective oracle level is increased by 2 for the purposes of revelations and their effects, you gain immunity to Level Drain, Ability Drain and Ability Damage, a +4 bonus to all crafting skill checks and you can de-assimilate one assimilated creature per day.