Matar
2010-10-09, 07:01 PM
The Transcendent Scion
Eldan gave me permission to use his fluff and some of his crunch for this class. So, no, I did not steal it. Please don't flog me alive D: I class needs alot of work and isn't finished yet. I'd like some feedback with what I have finished already, however. I really would.
And so, The Witness of Forlorn Memories was intrigued. The disturbance was neglectable in size, and infinitely fragile, and yet it held many secrets. There were laws inside the tiny bubble that none of the Elder Minds had ever dreamt up, causes following effects, linear time, three dimensions of space closely intertwined.
The Witness of Forlorn Memories extended a fine tendril of his essence towards the disturbance carefully peeling apart it's outer layers and reaching for it's core.
But suddenly, as he touched the strange reality within, the tendril was severed from him by an unknown force, because, unbeknownst to him, the powers of that reality had felt and dreaded his incursion, and trapped his essence in a mortal shell, forever to be bound in that little creature's descendants.
The Witness of Forlorn Memories pondered this for a grand cycle and a half, until he felt something new, a bright and tiny spark of his own essence had freed itself from the disturbance inside him. He parted his layers and studied the spark, and he knew it.
And so, the seed of a new Elder Mind was born.
-The Codex of Forbidden Dreams
Outside reality, beyond the boundaries of Time, Space and logic, lies the Far Realm, home to entities vast and powerful, perhaps more so than even the gods. Few ever notice the tiny bubble of reality, but those that do sometimes invest a tiny spark of their own essence in it, to grow and mature. This spark attaches itself to the consciousness of a newborn or weak-minded creature, displacing it's soul in the process.
Scions are those born with such a spark, manifesting most often as an unusually powerful talent for Xenotheurgy. (http://www.giantitp.com/forums/showthread.php?t=122103) The feeling of not belonging in this world never entirely leaves them, and some of them seek to return to the place calling to them, the Far Realms. These become Transcendent Scions, developing their talents and seeking their "True Form (http://www.giantitp.com/forums/showthread.php?t=153536)".
Prerequisites:
Feats: Twisted Incursion or Rift Walker (http://www.giantitp.com/forums/showpost.php?p=12280523&postcount=2), Decentralized Body
Skills: Knowledge: the Planes 8 ranks, Knowledge: Dungeoneering 8 ranks
Special: Must know at least four murmurs, one of which must be Endless Evolution. Must be able to form the Tentacle feature.
NOTE: SAVES
Unless otherwise noted, when an ability calls for a save the DC is 10+1/2 Your Xenotheurgy level + stat added to your will save.
The Transcendent Scion
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Mind of Madness, Feature (Cosmic Protoplasm)
2nd|
+1|
+3|
+0|
+3|Puppeteer of Insanity, Seeping Through
3rd|
+2|
+3|
+1|
+3|Murmur, Conscious Incursion
4th|
+3|
+4|
+1|
+4| Feature (Impossible Shapes)
5th|
+3|
+4|
+1|
+4|Aberrant Adaption
6th|
+4|
+5|
+2|
+5|Murmur, Broken Form
7th|
+5|
+5|
+2|
+5| Feature (Ozodrin)
8th|
+6|
+6|
+2|
+6| Feature (Madness)
9th|
+6|
+6|
+3|
+6|Murmur, Shattered Limitations
10th|
+7|
+7|
+3|
+7|Realization of the Perfected Form [/table]
Class Skills: Autohypnosis (Wis), Bluff (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (the planes), Listen (Wis) Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill points per level: 4+intelligence modifier
Hit Die: d8
Mind of Madness (Ex): From now on, the madness of your mind and body are always on equal grounds. Your feature points, feature augmentations and the level of your Ozodrin abilities (Such as Manifest Form) are now based upon your Xenotheurgy level, instead of your Ozodrin level. Instead of adding your Charisma Modifier to your Ozodrin Features and class features you instead add whichever modifier is added to your willsave.
Feature (Cosmic Protoplasm) (Ex): As your connection to the Far-Realms grows stronger, so does your ability to tap into its power. You are now able to utilize the liquid-like substance that opposes reality itself: The Cosmic Protoplasm of the Far-Realms.
Cosmic Protoplasm: Cost - 4
Appearance: A reflective silver liquid that drips and oozes off your body. The sight of which is oddly disturbing.
Benefits: As a standard action you make a single melee touch attack. If it hits you deal 1d4 force damage.
Endless River: Additional cost 4
Your Cosmic Protoplasm deals 1d4 more force damage. You may take this feature multiple times, each time increasing the amount of damage by 1d4.
Silver Spittle: Additional cost 4
This feature is added to either your mouth feature or natural bite attack. Your bite attack now deals force damage. This feature costs 2 more points for every size category higher your mouth is then medium (Large=6 Huge=8)
See the Taint: Additional cost 1
This feature is added to your Eye features or natural eyes. You are capable of seeing any creature within 10 feet that have touched your Cosmic Protoplasm. This allows you to see them through walls, in darkness, while blind, etc. This feature may be added multiple time, each time increasing the range of See the Taint by 10 feet.
Weeping Infection: Additional cost 1
This feature is added to an Eye feature or natural eye. This eye becomes blind and loses any gaze attacks it may posses. As a full-round action you may sacrifice 1 feature point to ‘weep’ out 8 ounces of Cosmic Protoplasm, which may then be collected. Cosmic Protoplasm collected in this manner deals no damage but may be used in various ways. 8 ounces of Cosmic protoplasm can taint 25 square feet worth of material.
Cosmic protoplasm dissipates after 24 hours. Feature points spent in this fashon may not be spent on anything else for 24, as they are effectively “lost”.
Aphrodisiac of Insanity: Additional cost 4
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Dazed for one round. Furthermore, anyone who failed there save will attempt to come into contact with more Cosmic Protoplasm at almost any cost. Self destructive actions allows the target to roll another will save with a +5 modifier to the roll. This second feature lasts for 24 hours.
Elder Bile: Additional cost 4
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Sickened for three rounds. Furthermore, if the target attempts to interact with the source of Cosmic Protoplasm they take an additional -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This second aspect of Elder Bile lasts for 24 hours.
Thinking Ooze: Additional cost 2
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm are capable of communicating telepathically with you and may see what you see, so long as you are within ten feet of them.
Silver Thread: Additional cost 1
This Feature is added to a Thinking Ooze feature. The distance you may communicate is increased by ten feet. You may select this feature multiple times, each time increasing the range by an additional ten feet.
Perfect Injection: Additional cost 4
This feature is added to a tentacle feature or natural tentacle attack. When you grappling a target you may choose to inject them with an extremely unstable form of Cosmic Protoplasm from your tentacle. This is considered to be part of the grapple (Instead of attacking your foe, escaping, moving, etc you choose to do this) and is made as a melee touch attack. After three rounds of being constantly injected with Cosmic Protoplasm the target rolls a fortitude save. If they fail they explode and are reduced below -10 HP, dead. This feature may be added to multiple tentacles, but doing so does not speed up the time it takes to make a target explode.
Enchanted Silver: Additional cost
This feature is added to an Eye with the Weeping Infection feature. Upon adding this feature to the Eye you pick one none area-of-effect Breach. Anyone who consumes the Cosmic Protoplasm (Either via taint or simply drinking it, contact is not sufficient) is effected by the Breach, although saves still apply if necessary. This is good for one use; if you taint a large amount of food and several people eat it only the first one to consume it is effected. Enchanted silver does not stack on the same substance, instead the old one is removed and the new one is added. The effects of this feature last for 24 hours, after which the Cosmic Protoplasm dissipates as normal and the Breach is wasted. You do not regain form points spent in this fashion for 24 hours, even if the potion is consumed. Using this feature is treated as if casting a Breach and you must save as normal or risk Murmur escalation. You do this when you create the Cosmic Protoplasm, not when the potion is consumed.
Puppeteer of Insanity (Ex): You pull on the strings of madness like the greatest of puppeteers. One per day you may active any of the following effects as an immediate action. You gain an additional use of this ability for every four levels, to a maximum of three times per day at level 10.
Alter Gray-Matter: You twist and pull at your mind, replacing one active murmur with an inactive one. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.
Close/Open the Gate: You may choose to gain or lose two warp points.
Break the Walls: You may active another Incursion from an active Murmur the same round you use this ability as an immediate action. This Incursion then lasts its normal amount of time. This stacks with any other active Incursion you have.
Seeping Through (Ex): Remnants and traces of their far realm origin manifest all around the character. They can no longer suppress the disturbances gained from any of their murmurs.
Murmur (Su): At third level, and every three levels thereafter, the Scion gains access to another murmur, though they may still only have there normal amount of murmurs active at a time.
Conscious Incursion (Ex): At third level, the Scion no longer takes any penalties to your wisdom and charisma-based skill and ability checks when using an incursion.
Feature (Impossible Shapes) (Ex): It is said that the geography of the Far-Realms is like that of a dream, following impossible rules and having Non-Euclidean shapes. Nothing could further from the truth. What one must understand about the Far-Realms is that it has no shape. It is an impossible nothingness given form, and it is in this contradiction that you draw your power from.
Impossible Shape: Cost - 6
[B]Appearance: Parts of your body appear different to all who see it. Some may see it as a bright light that shines only when looking at. Others may see it has a hole in reality itself. Others still may see it as a mass of unblinking eyes.
Benefits:
You gain a 10% miss-chance against piercing damage. The weapon simply passes right though the cracks in your body.
Augments:
Countless Cracks: Additional cost 2
The chance to avoid a piercing attack is increased by 5%. You may take this feature several times, each time increasing your chance to avoid piercing damage by 5%.
Pathway: Additional cost 2
Creatures no more then one size category larger then you may now enter your square. When they do so they may teleport to any location within five feet of your square. You have no control over where they teleport (they pick the location), nor may you limit who can use you to teleport, although enemies entering your square draw AoO’s as normal. You may take this feature several times, increasing the range of the teleport by five feet each time.
Internal Walkway: Additional cost 2
This feature may be added to either to your natural mouth or an Mouth feature. You may use that Mouth to swallow a creature whole, as per the Swallow Whole ability of the Ozodrin. Furthermore, instead of putting the creature inside your stomach you may instead teleport them to a location of your choosing, with a range no more then that allowed by your Pathway feature.
Piercing Sight: Additional cost 2
This feature may be added to either to your natural eye or an eye feature. This eye is now capable of seeing through up to five feet of solid material. This allows you to see through a wall, clothing, or the cover of a book. Although this does not grant you the ability to see in fog or darkness you may ‘look past’ it, in order to see creatures or objects on the other side.
Greater Gaze: Additional cost 2
This feature may be added to an eye with the Piercing Sight feature. The range of your piercing sight is increased by five feet. You may take this feature several times, increasing the range of the Piercing Sight each time.
Broken Tentacle: Additional cost 4
This feature may be added to either to your natural tentacle or an tentacle feature. Your tentacle may now ‘phase through’ ten feet of matter (limited to your tentacles length). This allows you to attack creatures, grapple, or interact with anything in the tentacles reach. Doing this does no damage to what you’re phasing through.
Grand Fracture: Additional cost 2
This feature may be added to a tentacle with the Broken Tentacle feature. The range it may phase through matter is increased by five feet. This is still limited to the tentacles natural length.
Twisted Artery: Additional cost - 6
This feature allows you to slightly alter the shape of any area-of-effect Breach that you cast. You may ‘move’ 5x5x5 foot square of the Breaches area-of-effect to anywhere within the Breaches normal range. An example of this is casting an Area-of-effect Breach at a group of enemies surrounding an ally and shaping it to not effect your allies square, whilst moving the displaced effect to an enemy behind you.
You may not displace any of the area-of-effect that is outside of the Breaches casting range, such as if you cast the Breach at the edge of the Breaches range and part of the area-of-effect extended past it. You may not move a Breaches area-of-effect on top of a square already containing it.
Displace Aorta: Additional cost - 2
This feature is added to the Twisted Artery feature. You may now move an additional 5x5x5 square of a Breaches area-of-effect. This feature may be added multiple times, increasing the amount you may shape. This feature may never increase the size of a Breaches area of effect and follows all of the same rules as Twisted Artery.
Aberrant Adaption (Ex): You gain a single aberrant feat of your choice, so long as you meet the requirements. Once every 24 hours, after at least 8 hours of rest, you may change this aberrant feat to any other aberrant feat, so long as you meet the requirements.
Broken Form (Ex): The line between you and your aberrant form grows far narrower. You may have a number of features active in your normal form so long as the feature points do not exceed your character level. These points count against your form point total and do not work in your manifested form. For example, if you have four extra eyes in your normal form you lose four feature points and when you manifest form you lose these eyes until you transform back. Finally, you gain the Conservative Form (http://www.giantitp.com/forums/showthread.php?p=8551543#post8551543) feat as a bonus feat.
This ability makes you easily recognizable, however. You take a penalty to disguise checks equal to double the amount of feature points you add/remove from your normal body.
Feature: Ozodrin (Ex): You choose one of the following Ozodrin features and add it to your list of available features. The available features you may pick are as follows: Flesh, Limb, Spike, Stomach, Special Eyes and Fin. You may not alter your choice once chosen.
Feature (Madness) (Ex): You are capable of letting the madness of your mind grow to hideous proportions, making it merge with and taint the very world around you, much like the realm from which you draw your power.
Madness: Cost - 6
Appearance: Everything within 60 feet of yourself becomes warped and twisted. Lights ripple, colors shift, strange sounds are heard, and everything generally seems wrong.
Benefits:
All creatures within 60 feet of you take a -2 penalty to all Wisdom based skill checks. If they are also in the area of an incursion this penalty increases to -4.
Augments:
The Insane Reality: Additional cost 4
If the target of one of your Breaches fails to pass their save they must immediately roll a will-save. If they fail they are treated as if having activated a single Incursion that you know. This Incursion is chosen by you, from either your inactive or active murmur list. The effects of this Incursion are based upon your Breach level. The target takes all penalties associated with using an Incursion, for all intents and purposes they’re the one who used it. You may take this feature multiple times, each time effecting a different mouth.
Mental Feast: Additional cost 2
This feature may be applied to either a Mouth feature or a normal mouth. If the mouth is used to Devour a creature the mouth deals Wisdom damage instead of Constitution damage. If the targets Wisdom is reduced to 0 they are driven Insane, as per the spell. The effects of this feature only work on creatures inside the area of your Madness feature, if the mouth with this feature devours a creature outside of it devour does its normal constitution damage.
Traitorous Flesh: Additional cost 2
This feature may be applied to any Tentacle feature or natural Tentacle. As a free action you may plant the tentacle on any creature within the area of the Madness feature. This tentacle may be used to attack or grapple and acts on your turn. The tentacle is considered an object and has HP equal to double your HD and a hardness equal to one-half your HD. You may use this tentacle as part of your full-round attack. If the tentacle is destroyed you take damage equal to its hardness and may not redistribute the points spent on it for one minuet. You may take this feature multiple times, each time affecting a different tentacle.
The Eye: Additional cost 2
This feature may only be applied to an eye feature or natural eye. Any creature that the eye looks at that is Confused is instead treated as being Charmed. They do not act randomly (and as such do not roll to determine what they do). A single eye may only watch a single creature at a time. This only affects creatures who are inside the area of the Madness feature. You may take this feature multiple times, each time affecting a different eye.
Shattered Limitations (Ex):
You surpass the limitations of even the most alien beings. All Aberrations and creatures native to the Far-Realms must roll a will-save or treat you as Friendly. Even if they pass their will-save they treat you as Indifferent if they would normally be Unfriendly or Hostile.
Creatures that are Indifferent to you because of this ability treat you an oddity. Although they sub-consciously recognize you as there “better” they are still able to contain themselves, or simply reject the thought as a brief moment of madness. An example of this would be a Beholder that speaks with you in order to try to understand what you are. If it doesn’t like your answers it may still attack, and chances are it won’t like your answers.
Creatures that treat you as Friendly because of this ability believe you to be perfect. A paragon of madness and everything they want to be. An Illithid under the effects of this ability would treat with a great deal of hospitality and respect, while a Beholder might simply wander off in confusion over the very idea that anything might have a greater form then themselves.
Regardless of the save you also gain a +4 to all social skills when dealing with Aberrations and native Far-Realm beings.
Realization of the Perfected Form (Ex):
You realize your perfect form and become one with the madness. Reality itself shatters under your power as you take control of what it once held.
You may activate this ability only when one of your Incursions is active and centered upon you. Doing so takes a full-round action and overlaps with your active Incursion. Ending this effect takes longer, requiring a full hour of uninterrupted concentration where you may not partake in any stressful actions. If you have multiple active incursions you must select which one you wish to use to activate this ability.
The area of Realization of the Perfected Form is equal to that of the Incursion used to active it. It has three sections, a Peripheral, a Marrow and a Heart. The Peripheral is equal in size to the Peripheral of the Incursion used. The Marrow is equal in size to the Marrow of the Incursion used. The Heart occupies the area you do when you shift.
Movement while shifted is impossible. Vast as you are your body is contained by the crushing weight of reality. Although “parts” of your new form may be moved around, taking them outside of the area only reverts them back to there normal form, dealing no damage to you. Any features on these objects instantly dissolve and you do not regain those feature points for 24 hours. Any attempts to move the Incursion (such as with the Displace Incursion feat) automatically fail.
The abilities of each “section” of Realization of the Perfected Form are as follows.
The Heart: The Heart is the beating center of your new form. All of your equipped items are merged into this new form and rendered inert. You lose your Dodge AC, although you gain a bonus to your natural AC equal to half your HD. You are treated as an Aberration or Construct for the purpose of spells; which ever is more beneficial for the Scion at the moment. Your new form is completely helpless without any features added upon it. It lacks a head and has no eyes or ears, limbs, neck, or even a proper body to equip even basic armor; in essence you are treated as having no item slots. Although called “The Heart” you may take any shape that fits your aesthetic desire, such as a pulsating brain or mass of worms, so long as it fits the previous criteria. Once your shape is chosen however it may not be changed for the duration of the effect.
The Marrow: The Marrow is a massive area that becomes your new body. You may sense all creatures in its area as if you possessed Tremorsense. You may form and remove features in this area as a free action, but you may only do so for a specific feature once per round. You may not, for example, form a feature, attack with it, and remove it all in one round. In order to use a Breach you must have a feature within 60 feet of the target, which must have been formed for at least one round.
All features in this form have, unless otherwise stated, an AC value equal to yours along with five HP. For every feature killed you take a quarter of the damage. The features saves are equal to yours. If a feature is reduced to 0 HP it is destroyed and you instantly regain half the feature points spent on it, the other half of which you regain after 24 hours.
Teleportation and Plane-Shifting in the area of a Marrow is difficult. The Marrow is treated as if effected by Dimensional Lock, which has a caster level equal to your HD and can not be dispelled or suppressed.
The Peripheral: The Peripheral is treated like the Marrow but with the following exceptions: You do not have Tremorsense in its area of effect. Features take a move action to form or remove. A feature must be within 30 feet in order to use a Breach. Teleportation and Plane-Shifting is not barred. Note: This only applies to the area of the Peripheral –outside- of the Marrow.
----
Twisted Incursion
Your incursions make the abhorrent natural.
Prerequisites:Access to at least one incursion
Benefits: All breaches, murmers, and disturbances within the area of one of your incursion are treated as extraordinary abilities (they still function against incorporeal creatures as if supernatural).
All cerebrotic spells cast within the area of one of your incursions gain a +1 bonus to their caster levels.
Eldan gave me permission to use his fluff and some of his crunch for this class. So, no, I did not steal it. Please don't flog me alive D: I class needs alot of work and isn't finished yet. I'd like some feedback with what I have finished already, however. I really would.
And so, The Witness of Forlorn Memories was intrigued. The disturbance was neglectable in size, and infinitely fragile, and yet it held many secrets. There were laws inside the tiny bubble that none of the Elder Minds had ever dreamt up, causes following effects, linear time, three dimensions of space closely intertwined.
The Witness of Forlorn Memories extended a fine tendril of his essence towards the disturbance carefully peeling apart it's outer layers and reaching for it's core.
But suddenly, as he touched the strange reality within, the tendril was severed from him by an unknown force, because, unbeknownst to him, the powers of that reality had felt and dreaded his incursion, and trapped his essence in a mortal shell, forever to be bound in that little creature's descendants.
The Witness of Forlorn Memories pondered this for a grand cycle and a half, until he felt something new, a bright and tiny spark of his own essence had freed itself from the disturbance inside him. He parted his layers and studied the spark, and he knew it.
And so, the seed of a new Elder Mind was born.
-The Codex of Forbidden Dreams
Outside reality, beyond the boundaries of Time, Space and logic, lies the Far Realm, home to entities vast and powerful, perhaps more so than even the gods. Few ever notice the tiny bubble of reality, but those that do sometimes invest a tiny spark of their own essence in it, to grow and mature. This spark attaches itself to the consciousness of a newborn or weak-minded creature, displacing it's soul in the process.
Scions are those born with such a spark, manifesting most often as an unusually powerful talent for Xenotheurgy. (http://www.giantitp.com/forums/showthread.php?t=122103) The feeling of not belonging in this world never entirely leaves them, and some of them seek to return to the place calling to them, the Far Realms. These become Transcendent Scions, developing their talents and seeking their "True Form (http://www.giantitp.com/forums/showthread.php?t=153536)".
Prerequisites:
Feats: Twisted Incursion or Rift Walker (http://www.giantitp.com/forums/showpost.php?p=12280523&postcount=2), Decentralized Body
Skills: Knowledge: the Planes 8 ranks, Knowledge: Dungeoneering 8 ranks
Special: Must know at least four murmurs, one of which must be Endless Evolution. Must be able to form the Tentacle feature.
NOTE: SAVES
Unless otherwise noted, when an ability calls for a save the DC is 10+1/2 Your Xenotheurgy level + stat added to your will save.
The Transcendent Scion
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Mind of Madness, Feature (Cosmic Protoplasm)
2nd|
+1|
+3|
+0|
+3|Puppeteer of Insanity, Seeping Through
3rd|
+2|
+3|
+1|
+3|Murmur, Conscious Incursion
4th|
+3|
+4|
+1|
+4| Feature (Impossible Shapes)
5th|
+3|
+4|
+1|
+4|Aberrant Adaption
6th|
+4|
+5|
+2|
+5|Murmur, Broken Form
7th|
+5|
+5|
+2|
+5| Feature (Ozodrin)
8th|
+6|
+6|
+2|
+6| Feature (Madness)
9th|
+6|
+6|
+3|
+6|Murmur, Shattered Limitations
10th|
+7|
+7|
+3|
+7|Realization of the Perfected Form [/table]
Class Skills: Autohypnosis (Wis), Bluff (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (the planes), Listen (Wis) Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill points per level: 4+intelligence modifier
Hit Die: d8
Mind of Madness (Ex): From now on, the madness of your mind and body are always on equal grounds. Your feature points, feature augmentations and the level of your Ozodrin abilities (Such as Manifest Form) are now based upon your Xenotheurgy level, instead of your Ozodrin level. Instead of adding your Charisma Modifier to your Ozodrin Features and class features you instead add whichever modifier is added to your willsave.
Feature (Cosmic Protoplasm) (Ex): As your connection to the Far-Realms grows stronger, so does your ability to tap into its power. You are now able to utilize the liquid-like substance that opposes reality itself: The Cosmic Protoplasm of the Far-Realms.
Cosmic Protoplasm: Cost - 4
Appearance: A reflective silver liquid that drips and oozes off your body. The sight of which is oddly disturbing.
Benefits: As a standard action you make a single melee touch attack. If it hits you deal 1d4 force damage.
Endless River: Additional cost 4
Your Cosmic Protoplasm deals 1d4 more force damage. You may take this feature multiple times, each time increasing the amount of damage by 1d4.
Silver Spittle: Additional cost 4
This feature is added to either your mouth feature or natural bite attack. Your bite attack now deals force damage. This feature costs 2 more points for every size category higher your mouth is then medium (Large=6 Huge=8)
See the Taint: Additional cost 1
This feature is added to your Eye features or natural eyes. You are capable of seeing any creature within 10 feet that have touched your Cosmic Protoplasm. This allows you to see them through walls, in darkness, while blind, etc. This feature may be added multiple time, each time increasing the range of See the Taint by 10 feet.
Weeping Infection: Additional cost 1
This feature is added to an Eye feature or natural eye. This eye becomes blind and loses any gaze attacks it may posses. As a full-round action you may sacrifice 1 feature point to ‘weep’ out 8 ounces of Cosmic Protoplasm, which may then be collected. Cosmic Protoplasm collected in this manner deals no damage but may be used in various ways. 8 ounces of Cosmic protoplasm can taint 25 square feet worth of material.
Cosmic protoplasm dissipates after 24 hours. Feature points spent in this fashon may not be spent on anything else for 24, as they are effectively “lost”.
Aphrodisiac of Insanity: Additional cost 4
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Dazed for one round. Furthermore, anyone who failed there save will attempt to come into contact with more Cosmic Protoplasm at almost any cost. Self destructive actions allows the target to roll another will save with a +5 modifier to the roll. This second feature lasts for 24 hours.
Elder Bile: Additional cost 4
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Sickened for three rounds. Furthermore, if the target attempts to interact with the source of Cosmic Protoplasm they take an additional -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This second aspect of Elder Bile lasts for 24 hours.
Thinking Ooze: Additional cost 2
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm are capable of communicating telepathically with you and may see what you see, so long as you are within ten feet of them.
Silver Thread: Additional cost 1
This Feature is added to a Thinking Ooze feature. The distance you may communicate is increased by ten feet. You may select this feature multiple times, each time increasing the range by an additional ten feet.
Perfect Injection: Additional cost 4
This feature is added to a tentacle feature or natural tentacle attack. When you grappling a target you may choose to inject them with an extremely unstable form of Cosmic Protoplasm from your tentacle. This is considered to be part of the grapple (Instead of attacking your foe, escaping, moving, etc you choose to do this) and is made as a melee touch attack. After three rounds of being constantly injected with Cosmic Protoplasm the target rolls a fortitude save. If they fail they explode and are reduced below -10 HP, dead. This feature may be added to multiple tentacles, but doing so does not speed up the time it takes to make a target explode.
Enchanted Silver: Additional cost
This feature is added to an Eye with the Weeping Infection feature. Upon adding this feature to the Eye you pick one none area-of-effect Breach. Anyone who consumes the Cosmic Protoplasm (Either via taint or simply drinking it, contact is not sufficient) is effected by the Breach, although saves still apply if necessary. This is good for one use; if you taint a large amount of food and several people eat it only the first one to consume it is effected. Enchanted silver does not stack on the same substance, instead the old one is removed and the new one is added. The effects of this feature last for 24 hours, after which the Cosmic Protoplasm dissipates as normal and the Breach is wasted. You do not regain form points spent in this fashion for 24 hours, even if the potion is consumed. Using this feature is treated as if casting a Breach and you must save as normal or risk Murmur escalation. You do this when you create the Cosmic Protoplasm, not when the potion is consumed.
Puppeteer of Insanity (Ex): You pull on the strings of madness like the greatest of puppeteers. One per day you may active any of the following effects as an immediate action. You gain an additional use of this ability for every four levels, to a maximum of three times per day at level 10.
Alter Gray-Matter: You twist and pull at your mind, replacing one active murmur with an inactive one. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.
Close/Open the Gate: You may choose to gain or lose two warp points.
Break the Walls: You may active another Incursion from an active Murmur the same round you use this ability as an immediate action. This Incursion then lasts its normal amount of time. This stacks with any other active Incursion you have.
Seeping Through (Ex): Remnants and traces of their far realm origin manifest all around the character. They can no longer suppress the disturbances gained from any of their murmurs.
Murmur (Su): At third level, and every three levels thereafter, the Scion gains access to another murmur, though they may still only have there normal amount of murmurs active at a time.
Conscious Incursion (Ex): At third level, the Scion no longer takes any penalties to your wisdom and charisma-based skill and ability checks when using an incursion.
Feature (Impossible Shapes) (Ex): It is said that the geography of the Far-Realms is like that of a dream, following impossible rules and having Non-Euclidean shapes. Nothing could further from the truth. What one must understand about the Far-Realms is that it has no shape. It is an impossible nothingness given form, and it is in this contradiction that you draw your power from.
Impossible Shape: Cost - 6
[B]Appearance: Parts of your body appear different to all who see it. Some may see it as a bright light that shines only when looking at. Others may see it has a hole in reality itself. Others still may see it as a mass of unblinking eyes.
Benefits:
You gain a 10% miss-chance against piercing damage. The weapon simply passes right though the cracks in your body.
Augments:
Countless Cracks: Additional cost 2
The chance to avoid a piercing attack is increased by 5%. You may take this feature several times, each time increasing your chance to avoid piercing damage by 5%.
Pathway: Additional cost 2
Creatures no more then one size category larger then you may now enter your square. When they do so they may teleport to any location within five feet of your square. You have no control over where they teleport (they pick the location), nor may you limit who can use you to teleport, although enemies entering your square draw AoO’s as normal. You may take this feature several times, increasing the range of the teleport by five feet each time.
Internal Walkway: Additional cost 2
This feature may be added to either to your natural mouth or an Mouth feature. You may use that Mouth to swallow a creature whole, as per the Swallow Whole ability of the Ozodrin. Furthermore, instead of putting the creature inside your stomach you may instead teleport them to a location of your choosing, with a range no more then that allowed by your Pathway feature.
Piercing Sight: Additional cost 2
This feature may be added to either to your natural eye or an eye feature. This eye is now capable of seeing through up to five feet of solid material. This allows you to see through a wall, clothing, or the cover of a book. Although this does not grant you the ability to see in fog or darkness you may ‘look past’ it, in order to see creatures or objects on the other side.
Greater Gaze: Additional cost 2
This feature may be added to an eye with the Piercing Sight feature. The range of your piercing sight is increased by five feet. You may take this feature several times, increasing the range of the Piercing Sight each time.
Broken Tentacle: Additional cost 4
This feature may be added to either to your natural tentacle or an tentacle feature. Your tentacle may now ‘phase through’ ten feet of matter (limited to your tentacles length). This allows you to attack creatures, grapple, or interact with anything in the tentacles reach. Doing this does no damage to what you’re phasing through.
Grand Fracture: Additional cost 2
This feature may be added to a tentacle with the Broken Tentacle feature. The range it may phase through matter is increased by five feet. This is still limited to the tentacles natural length.
Twisted Artery: Additional cost - 6
This feature allows you to slightly alter the shape of any area-of-effect Breach that you cast. You may ‘move’ 5x5x5 foot square of the Breaches area-of-effect to anywhere within the Breaches normal range. An example of this is casting an Area-of-effect Breach at a group of enemies surrounding an ally and shaping it to not effect your allies square, whilst moving the displaced effect to an enemy behind you.
You may not displace any of the area-of-effect that is outside of the Breaches casting range, such as if you cast the Breach at the edge of the Breaches range and part of the area-of-effect extended past it. You may not move a Breaches area-of-effect on top of a square already containing it.
Displace Aorta: Additional cost - 2
This feature is added to the Twisted Artery feature. You may now move an additional 5x5x5 square of a Breaches area-of-effect. This feature may be added multiple times, increasing the amount you may shape. This feature may never increase the size of a Breaches area of effect and follows all of the same rules as Twisted Artery.
Aberrant Adaption (Ex): You gain a single aberrant feat of your choice, so long as you meet the requirements. Once every 24 hours, after at least 8 hours of rest, you may change this aberrant feat to any other aberrant feat, so long as you meet the requirements.
Broken Form (Ex): The line between you and your aberrant form grows far narrower. You may have a number of features active in your normal form so long as the feature points do not exceed your character level. These points count against your form point total and do not work in your manifested form. For example, if you have four extra eyes in your normal form you lose four feature points and when you manifest form you lose these eyes until you transform back. Finally, you gain the Conservative Form (http://www.giantitp.com/forums/showthread.php?p=8551543#post8551543) feat as a bonus feat.
This ability makes you easily recognizable, however. You take a penalty to disguise checks equal to double the amount of feature points you add/remove from your normal body.
Feature: Ozodrin (Ex): You choose one of the following Ozodrin features and add it to your list of available features. The available features you may pick are as follows: Flesh, Limb, Spike, Stomach, Special Eyes and Fin. You may not alter your choice once chosen.
Feature (Madness) (Ex): You are capable of letting the madness of your mind grow to hideous proportions, making it merge with and taint the very world around you, much like the realm from which you draw your power.
Madness: Cost - 6
Appearance: Everything within 60 feet of yourself becomes warped and twisted. Lights ripple, colors shift, strange sounds are heard, and everything generally seems wrong.
Benefits:
All creatures within 60 feet of you take a -2 penalty to all Wisdom based skill checks. If they are also in the area of an incursion this penalty increases to -4.
Augments:
The Insane Reality: Additional cost 4
If the target of one of your Breaches fails to pass their save they must immediately roll a will-save. If they fail they are treated as if having activated a single Incursion that you know. This Incursion is chosen by you, from either your inactive or active murmur list. The effects of this Incursion are based upon your Breach level. The target takes all penalties associated with using an Incursion, for all intents and purposes they’re the one who used it. You may take this feature multiple times, each time effecting a different mouth.
Mental Feast: Additional cost 2
This feature may be applied to either a Mouth feature or a normal mouth. If the mouth is used to Devour a creature the mouth deals Wisdom damage instead of Constitution damage. If the targets Wisdom is reduced to 0 they are driven Insane, as per the spell. The effects of this feature only work on creatures inside the area of your Madness feature, if the mouth with this feature devours a creature outside of it devour does its normal constitution damage.
Traitorous Flesh: Additional cost 2
This feature may be applied to any Tentacle feature or natural Tentacle. As a free action you may plant the tentacle on any creature within the area of the Madness feature. This tentacle may be used to attack or grapple and acts on your turn. The tentacle is considered an object and has HP equal to double your HD and a hardness equal to one-half your HD. You may use this tentacle as part of your full-round attack. If the tentacle is destroyed you take damage equal to its hardness and may not redistribute the points spent on it for one minuet. You may take this feature multiple times, each time affecting a different tentacle.
The Eye: Additional cost 2
This feature may only be applied to an eye feature or natural eye. Any creature that the eye looks at that is Confused is instead treated as being Charmed. They do not act randomly (and as such do not roll to determine what they do). A single eye may only watch a single creature at a time. This only affects creatures who are inside the area of the Madness feature. You may take this feature multiple times, each time affecting a different eye.
Shattered Limitations (Ex):
You surpass the limitations of even the most alien beings. All Aberrations and creatures native to the Far-Realms must roll a will-save or treat you as Friendly. Even if they pass their will-save they treat you as Indifferent if they would normally be Unfriendly or Hostile.
Creatures that are Indifferent to you because of this ability treat you an oddity. Although they sub-consciously recognize you as there “better” they are still able to contain themselves, or simply reject the thought as a brief moment of madness. An example of this would be a Beholder that speaks with you in order to try to understand what you are. If it doesn’t like your answers it may still attack, and chances are it won’t like your answers.
Creatures that treat you as Friendly because of this ability believe you to be perfect. A paragon of madness and everything they want to be. An Illithid under the effects of this ability would treat with a great deal of hospitality and respect, while a Beholder might simply wander off in confusion over the very idea that anything might have a greater form then themselves.
Regardless of the save you also gain a +4 to all social skills when dealing with Aberrations and native Far-Realm beings.
Realization of the Perfected Form (Ex):
You realize your perfect form and become one with the madness. Reality itself shatters under your power as you take control of what it once held.
You may activate this ability only when one of your Incursions is active and centered upon you. Doing so takes a full-round action and overlaps with your active Incursion. Ending this effect takes longer, requiring a full hour of uninterrupted concentration where you may not partake in any stressful actions. If you have multiple active incursions you must select which one you wish to use to activate this ability.
The area of Realization of the Perfected Form is equal to that of the Incursion used to active it. It has three sections, a Peripheral, a Marrow and a Heart. The Peripheral is equal in size to the Peripheral of the Incursion used. The Marrow is equal in size to the Marrow of the Incursion used. The Heart occupies the area you do when you shift.
Movement while shifted is impossible. Vast as you are your body is contained by the crushing weight of reality. Although “parts” of your new form may be moved around, taking them outside of the area only reverts them back to there normal form, dealing no damage to you. Any features on these objects instantly dissolve and you do not regain those feature points for 24 hours. Any attempts to move the Incursion (such as with the Displace Incursion feat) automatically fail.
The abilities of each “section” of Realization of the Perfected Form are as follows.
The Heart: The Heart is the beating center of your new form. All of your equipped items are merged into this new form and rendered inert. You lose your Dodge AC, although you gain a bonus to your natural AC equal to half your HD. You are treated as an Aberration or Construct for the purpose of spells; which ever is more beneficial for the Scion at the moment. Your new form is completely helpless without any features added upon it. It lacks a head and has no eyes or ears, limbs, neck, or even a proper body to equip even basic armor; in essence you are treated as having no item slots. Although called “The Heart” you may take any shape that fits your aesthetic desire, such as a pulsating brain or mass of worms, so long as it fits the previous criteria. Once your shape is chosen however it may not be changed for the duration of the effect.
The Marrow: The Marrow is a massive area that becomes your new body. You may sense all creatures in its area as if you possessed Tremorsense. You may form and remove features in this area as a free action, but you may only do so for a specific feature once per round. You may not, for example, form a feature, attack with it, and remove it all in one round. In order to use a Breach you must have a feature within 60 feet of the target, which must have been formed for at least one round.
All features in this form have, unless otherwise stated, an AC value equal to yours along with five HP. For every feature killed you take a quarter of the damage. The features saves are equal to yours. If a feature is reduced to 0 HP it is destroyed and you instantly regain half the feature points spent on it, the other half of which you regain after 24 hours.
Teleportation and Plane-Shifting in the area of a Marrow is difficult. The Marrow is treated as if effected by Dimensional Lock, which has a caster level equal to your HD and can not be dispelled or suppressed.
The Peripheral: The Peripheral is treated like the Marrow but with the following exceptions: You do not have Tremorsense in its area of effect. Features take a move action to form or remove. A feature must be within 30 feet in order to use a Breach. Teleportation and Plane-Shifting is not barred. Note: This only applies to the area of the Peripheral –outside- of the Marrow.
----
Twisted Incursion
Your incursions make the abhorrent natural.
Prerequisites:Access to at least one incursion
Benefits: All breaches, murmers, and disturbances within the area of one of your incursion are treated as extraordinary abilities (they still function against incorporeal creatures as if supernatural).
All cerebrotic spells cast within the area of one of your incursions gain a +1 bonus to their caster levels.