zenanarchist
2010-08-07, 09:08 AM
Child of Kharak-Stain
http://th00.deviantart.net/fs47/300W/f/2009/198/b/9/Scary_Larry_by_Sellers.jpg
Stories are often told of the children of Kharak-Stain to scare young ones into behaving properly. The “children” are mentally insane, violent, telekinetic and telepathic horrors. Their visage in combat is unsettling. Their innocent smiling features as they send their mentally-wielded bladed chains to hack apart their foe is an image straight out of a nightmare. If one ever looks close enough their eyes seem to be murderous orbs of barely contained rage, ready to snap at any moment.
They are constantly surrounded by a swirling mass of sharp bladed chains that were once used to imprison them.
Kharak-Stain
Kharak-Stain is a floating hell. It is a blight on whatever landscape its wardens force the prisoners to take it to. Its spiked towers and chained walls, smeared with the blood of its tortured inhabitants, speak a thousand words of the atrocities committed inside. Kharak-Stain imprisons refuse children, those children whose parents have either given up, ran in terror, or been slaughtered by the child itself.
The children inside are tortured with varied magics, tested painfully and filled with then emptied of psychic energy. Many, many die within the walls of Kharak-Stain and those that escape, should never, ever be released upon any world.
Child of Kharak-Stain
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+1|+2|Bladed Chains
2nd|+1|+0|+1|+3|Mentality, Dreaded Knowledge
3rd|+2|+1|+2|+3|Nightmare Companion
4th|+3|+1|+2|+4|Scorn Earth
5th|+3|+1|+3|+4|Wardens Command
6th|+4|+2|+3|+5|Flickering Movement
7th|+5|+2|+3|+5|Spell Sink
8th|+6/+1|+2|+4|+6|Ghostly Presence
9th|+6/+1|+3|+4|+6|Childlike Innocence
10th|+7/+2|+3|+5|+7|Catch
11th|+8/+3|+3|+5|+7|Bladed Adept
12th|+9/+4|+4|+6|+8|Bladed Constrict
13th|+9/+4|+4|+6|+8|Frightful Presence
14th|+10/+5|+4|+6|+9|Wailing Scream
15th|+11/+6/+1|+5|+7|+9|
16th|+12/+7/+2|+5|+7|+10|Prison Break
17th|+12/+7/+2|+5|+8|+10|Rip from reality
18th|+13/+8/+3|+6|+8|+11|Bladed Immunity
19th|+14/+9/+4|+6|+8|+11|Chained Apocolypse, Summon Kin
20th|+15/+10/+5|+6|+9|+12|
[/table]
Alignment: Must be non good, usually chaotic.
Hit Die: d6
The child's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), , Knowledge (Prisons) (Int), Knowledge (Dungeons) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), and Sense Motive (Wis).
Class Skills:
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armour proficiencies:
The children of Kharak-Stain are proficient with only simple weapons and light armour.
Special:
Mummy told me not to
A child may never wield bladed weapons in their hands. Bludgeoning weapons, however, are fine.
Class Features
Bladed Chains (Ex)
{table="head"]Level|Amount|Damage|Enhancement|Properties
1|2|1d6|+1|-
4|3|1d8|+2|-
8|4|1d10|+3|Adamantine
12|5|2d6|+4|Silver
15|5|2d8|+5|Cold Iron
[/table]
The children of Kharak-Stain are bound in chains that cut deep into their skin; these chains are razor sharp and bite deep into flesh. Upon escaping most of the children, developing a sick fondness for the pain and comfort of their bonds, mentally wield these in combat. Their psychic connection with these weapons begins strong and only gets stronger.
The children always use their intelligence modifier in place of strength or dexterity when wielding the chains to determine attack bonuses and extra damage. Additionally they may use their intelligence modifier in place of strength while attempting to grapple, trip or bull rush with the chains.
The child may attack with as many chains per round as they possess and may direct one chain to attack and another to perform another action such as grapple or trip. However, the child may not move while performing another action with the blades. For example a child could move and attack with all their chains, but not move and then use their chains to grapple. A child does not attack with these chains for each attack they usually posses per round. For example, if a character has +15/+10/+5 to hit at level twenty, they do not gain 5 chain attacks at +15, 5 chain attacks at +10 and 5 chain attacks at +5, they simple gain 5 chain attacks in one round. The chains have a critical multiplier of x2 on 19-20.
A child may command the chains to meld into their skin as a full round action. This grants a +4 natural armor bonus and causes the child’s skin to writhe as if with a mind of its own. The child gains a +2 to intimidate when using the chains in this way but suffer a -4 to diplomacy.
They may choose to make their chains invisible as a swift action, however may not use them for any purpose when utilizing this action.
A child may utilize the chains to trip, grapple, bull rush or overrun at range (utilising the child's intelligence modifier instead of strength or dexterity where applicable). The chains may be wielded anywhere up to 15 foot per every level of the child (150ft maximum). Note that this does not increase the child’s reach nor may these chains act of their own accord. Upon hitting an enemy they instantly retract back to the child.
Additionally a number of special actions may be taken with the blades. They may be mentally commanded as a swift action to provide a barrier against being charged or bullrushed thus utilising their Int bonus in place of their strength or dexterity. They may be commanded to swirl around the child to provide a +2 armour bonus per chain. However, they may not be used to attack in a round where they were used in this manner. They may be commanded to form a ladder of 15 feet in length per chain that adds +8 to the childs climb modifier.
The chains have a hardness of 15 and have 40 hit points. At level 5 this becomes hardness of 20. At tenth a hardness of 25. It takes two full round actions to manifest another chain into existence if a prior one is destroyed.
Mentality (Ex)
The children of Kharak-Stain are natural telepaths and telekinetics, their time spent in Kharak-Stain amplified this to no small end. They utilize their talents to confuse, horrify and in some cases kill. At second level a child gains telepathy out to 20ft+20ft per class level. They may communicate with anyone they can see or know the exact location of.
At this level they also gain the psionic power Control Object, except they may control one object for every fourth level they possess. Each object may weigh up to 100Ibs.
Dreaded Knowledge
The child has spent years avoiding the blows of guards and wardens in the prison, they are surprisingly knowledgeable when it comes to hand to hand combat despite being very physically weak. The child always adds their intelligence modifier to their Armour Class as an untyped bonus whenever they wear light or no armour against manufactured weapons. Against natural weapons they lose this bonus.
Nightmare Companion (Ex)
From third level on a child gains a nightmare companion (Similar to the druid ability animal companion, but more restricted). The creature is more powerful as the child increases in power.
At third level this creature is a Medium Monstrous Spider
At fifth level this creature is an Pseudo Dragon
At seventh level this creature is a Displacer Beast or an Owlbear
At ninth level this creature is a Hellhound or a Manticore
At eleventh level this creature is a Digester or a Wyvern
At fifteenth level this creature is a Gray Render or an 8 headed Hydra
If the child’s Nightmare companion is ever killed or destroyed it takes a 24 hour uninterrupted ritual to re-summon it.
Scorn Earth (Su)
At 1st level, an elocater’s feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.
While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the psionic levitate power.
Wardens Command (Su)
Children of Kharak-Stain have learned to imitate the powerful abilities of their wardens. Prisoners live in fear of these powerful authority figures, their powerful eyes scanning the masses and causing a child to run in fear with but a look. At fifth level the child gains a stare attack as a swift action that may be used in conjunction with their chains. This stare attack gains a number of abilities as the child grows in power. If any enemy succeeds on their saving throw they are immune to any gaze attack or visage abilities from the child for a twenty four hour period. The victim may shut their eyes to avoid the attack and all stare attacks do not work on any character who cannot see.
At fifth level the child may make a stare attack upon a single foe they can make eye contact with who must make a will save (DC10+1/2 child level+Cha) or be shaken.
At tenth level the child may make a stare attack upon a single foe who must make a will save (DC10+1/2 child level+Cha) or be Frightened.
At fifteenth level the child may make a stare attack upon every single enemy within 30ft who all must make a Will save (DC10+1/2 child level+Cha modifier) or be held as per the spell Hold Person, as if cast by a wizard of equivalent level.
At twentieth level the child may make a stareattack upon one foe who must make a charisma based fortitude save (DC10+1/2 child level+Cha modifier) or be turned to stone for four rounds.
Flickering Movement (Su)
At sixth level the child’s mental forays into the realm of nightmares and their experience with the abnormal have left their mark. The child’s body shifts in and out of reality as they move, the world struggles to retain its grasp on the character. In every round where the child moves more than 5 feet all attacks against the child have a 50% miss chance until the child’s next turn.
Spell Sink (Ex)
Kharak-Stain is a prison for powerful children. It has its defenses and over the years those defenses take a permanent toll on the child. As spells are triggered and activated near the child reality bends and warps around their person. The child gains spell resistance 10+Child class levels+Int Modifier. This affects the child in another way as well. For each level the child possesses he gains a 5% spell failure chance, this includes future levels gained.
Ghostly Presence (Su)
At eighth level the child is learning to manifest their abilities more, able to shift the composition of their own bodies with their own mental abilities. The child learns to become like a ghost and for one round equal to their class levels they may, as a standard action, become Ethereal.
Childlike Innocence (Ex)
The child has become so adept at perfecting their innocent façade that enemies struggle to strike. Even evil characters find the thought of striking something so innocent, so pure, absolutely disturbing. At ninth level every character attempting to strike the child must succeed on a Will save (DC10+1/2 child levels) or turn their weapon aside at the last moment. Once a creature succeeds on this will save they are immune to its effects for a twenty four hour period.
Catch (Ex)
The blades spin out in confusing patterned circles, grabbing at the legs of all foes in a small area, tripping them up and slowing them. The child designates an area within 50ft of their person, every foe within 30ft of this area must undertake a Reflex save (DC10+1/2 child level+Int) or be caught. When caught a targets base movement speed is halved and they suffer a 50% spell failure chance. It is a standard action to use this ability.
Bladed Adept (Ex)
The child, after years of toying with their mentally commanded chains has suffered and endured numerous cuts and abrasions and their skin has developed a hardened exterior. At eleventh level the child gains Natural Armour +3 and also gains Damage Resistance 10 to all slashing and piercing weapons.
Bladed Constrict (Ex)
The child directs their blades to enter and then burst from the ground, spitting from the earth to grab every foe that the child can see and constrict, using their blades to cut their flesh and use their blood to feed the earth. At twelfth level as a full round action the child may attempt a ranged grapple attack on a number of foes equal to the amount of blades they have multiplied by two. Any grapple checks that are successful deal 2d6 damage immediately. After this each foe gains a reflex save (DC10+1/2 child levels+Intelligence modifier) to escape the chains. For every round the foe remains in the chains they take a further 2d6 damage. No other chains abilities or attacks may be used during this ability.
Frightful Presence (Su)
The child is a sight to behold in combat. The vision of a tiny innocent child tearing their comrades to shreds is enough to unsettle any individual. The child gains the ability Frightful Presence whenever she attacks, charges, moves more than 30ft, leaps at an enemy, attacks with all her chains within 10ft of her person or performs any similar dramatic actions. An affected opponent can resist the effects with a successful Will save (DC 10 + ½ Child Class level + Cha modifier). Any opponent who makes the saving throw is immune to the effects for a 24 hour period.
Wailing Scream (Ex)
The child lets out an ear piercing scream that harms all within range of its high pitched tones. This is a standard action. This deals 6d8 sonic damage to all in a 30ft radius. At fifteenth level the child may, once per day, designate two characters who take damage from this attack and force them to make a fortitude save (DC10+1/2 Child levels+Cha Modifier) or die. Any who witness a death occuring in this way must succeed on a Will Save (DC10+1/2 child levels+Cha) or be shaken.
Prison Break (Su)
Prison mates from Kharak-Stain flood from it's gates to aid the child in a time of need. Upon activating this ability four children appear. Three of which possess blades at a level equal to the child's current blade power but none of their abilities. One of which is identical to the child activating the ability in every way, even hit points and charges used from abilities but without any armour or items. This ability lasts for 4 rounds and is a standard action to activate.
Rip from Reality (Su)
The child's powers are becoming more nightmare like, they are now able to tear an individual directly from reality and stuff them into a horrible nightmare landscape. This dreadful place sickens and weakens any individual spending more than a second or two inside.
Any time a child successfully grapples a foe with at least three chains, they may force the victim to undergo a Will save (DC15+1/2 child class levels+Cha modifier) which, if failed tears the victim from reality and forces them into a nightmare world of the child's own sick mental creation. This world deals one point of constitution damage every round the foe is stuck inside. This damage lasts for one hour after exiting the world. This ability lasts for five rounds plus the child's intelligence modifier. The child may rip any number of foes from the battle field equal to 3/4 their class level, rounded up per encounter.
Bladed Immunity (Ex)
After years of being surrounded by swirling bladed chains and years spent accepting harsh blows at the hands of the wardens. The child is now completely immune to any weapon that deals slashing damage, the wounds immediately close over upon attack. However, magical damage or elemental damage still takes place.
Chained Apocalypse(Su)
The child stands amidst what seems to be Armageddon. Sharp bladed shrapnel flits through the area, cutting apart foes and shredding skin. Metal rains down from the sky in huge chunks and bladed chains rip through the area, tearing apart the enemies of the child.
A number of effects occur upon activating this ability as a standard action. First the child designates an area. In a 50ft radius surrounding this area every hostile foe makes a Reflex save (DC10+1/2 class levels+Int modifier) or take 12d12 damage. If the reflex save is made the enemies still take 6d6 damage.
Any foes who do not take the maximum damage from this ability must make a second reflex save DC19 or be held completely immobile for 1d3 rounds.
Summon Kin (Su)
The child, understanding the need for like minded allies, brings aid to bear in the form of murderous chained demons. As a full round action the child may summon up to three 16HD chained devils into existence. These devils last until killed or mentally dismissed by the child. The child does not require a check to control the demons and they will go to any means to protect the child.
AUTHOR: Class almost finished. I'm trying to think of horror related abilities. Any suggestions welcome. Think creepy. Think sadistic.
http://th00.deviantart.net/fs47/300W/f/2009/198/b/9/Scary_Larry_by_Sellers.jpg
Stories are often told of the children of Kharak-Stain to scare young ones into behaving properly. The “children” are mentally insane, violent, telekinetic and telepathic horrors. Their visage in combat is unsettling. Their innocent smiling features as they send their mentally-wielded bladed chains to hack apart their foe is an image straight out of a nightmare. If one ever looks close enough their eyes seem to be murderous orbs of barely contained rage, ready to snap at any moment.
They are constantly surrounded by a swirling mass of sharp bladed chains that were once used to imprison them.
Kharak-Stain
Kharak-Stain is a floating hell. It is a blight on whatever landscape its wardens force the prisoners to take it to. Its spiked towers and chained walls, smeared with the blood of its tortured inhabitants, speak a thousand words of the atrocities committed inside. Kharak-Stain imprisons refuse children, those children whose parents have either given up, ran in terror, or been slaughtered by the child itself.
The children inside are tortured with varied magics, tested painfully and filled with then emptied of psychic energy. Many, many die within the walls of Kharak-Stain and those that escape, should never, ever be released upon any world.
Child of Kharak-Stain
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+1|+2|Bladed Chains
2nd|+1|+0|+1|+3|Mentality, Dreaded Knowledge
3rd|+2|+1|+2|+3|Nightmare Companion
4th|+3|+1|+2|+4|Scorn Earth
5th|+3|+1|+3|+4|Wardens Command
6th|+4|+2|+3|+5|Flickering Movement
7th|+5|+2|+3|+5|Spell Sink
8th|+6/+1|+2|+4|+6|Ghostly Presence
9th|+6/+1|+3|+4|+6|Childlike Innocence
10th|+7/+2|+3|+5|+7|Catch
11th|+8/+3|+3|+5|+7|Bladed Adept
12th|+9/+4|+4|+6|+8|Bladed Constrict
13th|+9/+4|+4|+6|+8|Frightful Presence
14th|+10/+5|+4|+6|+9|Wailing Scream
15th|+11/+6/+1|+5|+7|+9|
16th|+12/+7/+2|+5|+7|+10|Prison Break
17th|+12/+7/+2|+5|+8|+10|Rip from reality
18th|+13/+8/+3|+6|+8|+11|Bladed Immunity
19th|+14/+9/+4|+6|+8|+11|Chained Apocolypse, Summon Kin
20th|+15/+10/+5|+6|+9|+12|
[/table]
Alignment: Must be non good, usually chaotic.
Hit Die: d6
The child's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), , Knowledge (Prisons) (Int), Knowledge (Dungeons) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), and Sense Motive (Wis).
Class Skills:
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armour proficiencies:
The children of Kharak-Stain are proficient with only simple weapons and light armour.
Special:
Mummy told me not to
A child may never wield bladed weapons in their hands. Bludgeoning weapons, however, are fine.
Class Features
Bladed Chains (Ex)
{table="head"]Level|Amount|Damage|Enhancement|Properties
1|2|1d6|+1|-
4|3|1d8|+2|-
8|4|1d10|+3|Adamantine
12|5|2d6|+4|Silver
15|5|2d8|+5|Cold Iron
[/table]
The children of Kharak-Stain are bound in chains that cut deep into their skin; these chains are razor sharp and bite deep into flesh. Upon escaping most of the children, developing a sick fondness for the pain and comfort of their bonds, mentally wield these in combat. Their psychic connection with these weapons begins strong and only gets stronger.
The children always use their intelligence modifier in place of strength or dexterity when wielding the chains to determine attack bonuses and extra damage. Additionally they may use their intelligence modifier in place of strength while attempting to grapple, trip or bull rush with the chains.
The child may attack with as many chains per round as they possess and may direct one chain to attack and another to perform another action such as grapple or trip. However, the child may not move while performing another action with the blades. For example a child could move and attack with all their chains, but not move and then use their chains to grapple. A child does not attack with these chains for each attack they usually posses per round. For example, if a character has +15/+10/+5 to hit at level twenty, they do not gain 5 chain attacks at +15, 5 chain attacks at +10 and 5 chain attacks at +5, they simple gain 5 chain attacks in one round. The chains have a critical multiplier of x2 on 19-20.
A child may command the chains to meld into their skin as a full round action. This grants a +4 natural armor bonus and causes the child’s skin to writhe as if with a mind of its own. The child gains a +2 to intimidate when using the chains in this way but suffer a -4 to diplomacy.
They may choose to make their chains invisible as a swift action, however may not use them for any purpose when utilizing this action.
A child may utilize the chains to trip, grapple, bull rush or overrun at range (utilising the child's intelligence modifier instead of strength or dexterity where applicable). The chains may be wielded anywhere up to 15 foot per every level of the child (150ft maximum). Note that this does not increase the child’s reach nor may these chains act of their own accord. Upon hitting an enemy they instantly retract back to the child.
Additionally a number of special actions may be taken with the blades. They may be mentally commanded as a swift action to provide a barrier against being charged or bullrushed thus utilising their Int bonus in place of their strength or dexterity. They may be commanded to swirl around the child to provide a +2 armour bonus per chain. However, they may not be used to attack in a round where they were used in this manner. They may be commanded to form a ladder of 15 feet in length per chain that adds +8 to the childs climb modifier.
The chains have a hardness of 15 and have 40 hit points. At level 5 this becomes hardness of 20. At tenth a hardness of 25. It takes two full round actions to manifest another chain into existence if a prior one is destroyed.
Mentality (Ex)
The children of Kharak-Stain are natural telepaths and telekinetics, their time spent in Kharak-Stain amplified this to no small end. They utilize their talents to confuse, horrify and in some cases kill. At second level a child gains telepathy out to 20ft+20ft per class level. They may communicate with anyone they can see or know the exact location of.
At this level they also gain the psionic power Control Object, except they may control one object for every fourth level they possess. Each object may weigh up to 100Ibs.
Dreaded Knowledge
The child has spent years avoiding the blows of guards and wardens in the prison, they are surprisingly knowledgeable when it comes to hand to hand combat despite being very physically weak. The child always adds their intelligence modifier to their Armour Class as an untyped bonus whenever they wear light or no armour against manufactured weapons. Against natural weapons they lose this bonus.
Nightmare Companion (Ex)
From third level on a child gains a nightmare companion (Similar to the druid ability animal companion, but more restricted). The creature is more powerful as the child increases in power.
At third level this creature is a Medium Monstrous Spider
At fifth level this creature is an Pseudo Dragon
At seventh level this creature is a Displacer Beast or an Owlbear
At ninth level this creature is a Hellhound or a Manticore
At eleventh level this creature is a Digester or a Wyvern
At fifteenth level this creature is a Gray Render or an 8 headed Hydra
If the child’s Nightmare companion is ever killed or destroyed it takes a 24 hour uninterrupted ritual to re-summon it.
Scorn Earth (Su)
At 1st level, an elocater’s feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.
While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the psionic levitate power.
Wardens Command (Su)
Children of Kharak-Stain have learned to imitate the powerful abilities of their wardens. Prisoners live in fear of these powerful authority figures, their powerful eyes scanning the masses and causing a child to run in fear with but a look. At fifth level the child gains a stare attack as a swift action that may be used in conjunction with their chains. This stare attack gains a number of abilities as the child grows in power. If any enemy succeeds on their saving throw they are immune to any gaze attack or visage abilities from the child for a twenty four hour period. The victim may shut their eyes to avoid the attack and all stare attacks do not work on any character who cannot see.
At fifth level the child may make a stare attack upon a single foe they can make eye contact with who must make a will save (DC10+1/2 child level+Cha) or be shaken.
At tenth level the child may make a stare attack upon a single foe who must make a will save (DC10+1/2 child level+Cha) or be Frightened.
At fifteenth level the child may make a stare attack upon every single enemy within 30ft who all must make a Will save (DC10+1/2 child level+Cha modifier) or be held as per the spell Hold Person, as if cast by a wizard of equivalent level.
At twentieth level the child may make a stareattack upon one foe who must make a charisma based fortitude save (DC10+1/2 child level+Cha modifier) or be turned to stone for four rounds.
Flickering Movement (Su)
At sixth level the child’s mental forays into the realm of nightmares and their experience with the abnormal have left their mark. The child’s body shifts in and out of reality as they move, the world struggles to retain its grasp on the character. In every round where the child moves more than 5 feet all attacks against the child have a 50% miss chance until the child’s next turn.
Spell Sink (Ex)
Kharak-Stain is a prison for powerful children. It has its defenses and over the years those defenses take a permanent toll on the child. As spells are triggered and activated near the child reality bends and warps around their person. The child gains spell resistance 10+Child class levels+Int Modifier. This affects the child in another way as well. For each level the child possesses he gains a 5% spell failure chance, this includes future levels gained.
Ghostly Presence (Su)
At eighth level the child is learning to manifest their abilities more, able to shift the composition of their own bodies with their own mental abilities. The child learns to become like a ghost and for one round equal to their class levels they may, as a standard action, become Ethereal.
Childlike Innocence (Ex)
The child has become so adept at perfecting their innocent façade that enemies struggle to strike. Even evil characters find the thought of striking something so innocent, so pure, absolutely disturbing. At ninth level every character attempting to strike the child must succeed on a Will save (DC10+1/2 child levels) or turn their weapon aside at the last moment. Once a creature succeeds on this will save they are immune to its effects for a twenty four hour period.
Catch (Ex)
The blades spin out in confusing patterned circles, grabbing at the legs of all foes in a small area, tripping them up and slowing them. The child designates an area within 50ft of their person, every foe within 30ft of this area must undertake a Reflex save (DC10+1/2 child level+Int) or be caught. When caught a targets base movement speed is halved and they suffer a 50% spell failure chance. It is a standard action to use this ability.
Bladed Adept (Ex)
The child, after years of toying with their mentally commanded chains has suffered and endured numerous cuts and abrasions and their skin has developed a hardened exterior. At eleventh level the child gains Natural Armour +3 and also gains Damage Resistance 10 to all slashing and piercing weapons.
Bladed Constrict (Ex)
The child directs their blades to enter and then burst from the ground, spitting from the earth to grab every foe that the child can see and constrict, using their blades to cut their flesh and use their blood to feed the earth. At twelfth level as a full round action the child may attempt a ranged grapple attack on a number of foes equal to the amount of blades they have multiplied by two. Any grapple checks that are successful deal 2d6 damage immediately. After this each foe gains a reflex save (DC10+1/2 child levels+Intelligence modifier) to escape the chains. For every round the foe remains in the chains they take a further 2d6 damage. No other chains abilities or attacks may be used during this ability.
Frightful Presence (Su)
The child is a sight to behold in combat. The vision of a tiny innocent child tearing their comrades to shreds is enough to unsettle any individual. The child gains the ability Frightful Presence whenever she attacks, charges, moves more than 30ft, leaps at an enemy, attacks with all her chains within 10ft of her person or performs any similar dramatic actions. An affected opponent can resist the effects with a successful Will save (DC 10 + ½ Child Class level + Cha modifier). Any opponent who makes the saving throw is immune to the effects for a 24 hour period.
Wailing Scream (Ex)
The child lets out an ear piercing scream that harms all within range of its high pitched tones. This is a standard action. This deals 6d8 sonic damage to all in a 30ft radius. At fifteenth level the child may, once per day, designate two characters who take damage from this attack and force them to make a fortitude save (DC10+1/2 Child levels+Cha Modifier) or die. Any who witness a death occuring in this way must succeed on a Will Save (DC10+1/2 child levels+Cha) or be shaken.
Prison Break (Su)
Prison mates from Kharak-Stain flood from it's gates to aid the child in a time of need. Upon activating this ability four children appear. Three of which possess blades at a level equal to the child's current blade power but none of their abilities. One of which is identical to the child activating the ability in every way, even hit points and charges used from abilities but without any armour or items. This ability lasts for 4 rounds and is a standard action to activate.
Rip from Reality (Su)
The child's powers are becoming more nightmare like, they are now able to tear an individual directly from reality and stuff them into a horrible nightmare landscape. This dreadful place sickens and weakens any individual spending more than a second or two inside.
Any time a child successfully grapples a foe with at least three chains, they may force the victim to undergo a Will save (DC15+1/2 child class levels+Cha modifier) which, if failed tears the victim from reality and forces them into a nightmare world of the child's own sick mental creation. This world deals one point of constitution damage every round the foe is stuck inside. This damage lasts for one hour after exiting the world. This ability lasts for five rounds plus the child's intelligence modifier. The child may rip any number of foes from the battle field equal to 3/4 their class level, rounded up per encounter.
Bladed Immunity (Ex)
After years of being surrounded by swirling bladed chains and years spent accepting harsh blows at the hands of the wardens. The child is now completely immune to any weapon that deals slashing damage, the wounds immediately close over upon attack. However, magical damage or elemental damage still takes place.
Chained Apocalypse(Su)
The child stands amidst what seems to be Armageddon. Sharp bladed shrapnel flits through the area, cutting apart foes and shredding skin. Metal rains down from the sky in huge chunks and bladed chains rip through the area, tearing apart the enemies of the child.
A number of effects occur upon activating this ability as a standard action. First the child designates an area. In a 50ft radius surrounding this area every hostile foe makes a Reflex save (DC10+1/2 class levels+Int modifier) or take 12d12 damage. If the reflex save is made the enemies still take 6d6 damage.
Any foes who do not take the maximum damage from this ability must make a second reflex save DC19 or be held completely immobile for 1d3 rounds.
Summon Kin (Su)
The child, understanding the need for like minded allies, brings aid to bear in the form of murderous chained demons. As a full round action the child may summon up to three 16HD chained devils into existence. These devils last until killed or mentally dismissed by the child. The child does not require a check to control the demons and they will go to any means to protect the child.
AUTHOR: Class almost finished. I'm trying to think of horror related abilities. Any suggestions welcome. Think creepy. Think sadistic.