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View Full Version : "Some times to be stronger you have to give up Humanity" [Mythos] [3.5] [PF]



Lanth Sor
2016-01-11, 06:39 PM
Daonna'Feabhsaithe
Pounced Hee-na Fee-ya-os-ee
Made by Lanth Sor with Editorial Assistance of EdinoiZ


Personality: As humans however their line of work and the rigors leading them to power often destroy any innocence or drive them to madness.

Physical Description: As human only with hair and eyes of an unusual coloration often even bestial in nature.

Relations: They tend to be part of secret or secluded organizations focused on protecting surrounding populace as monster hunters or the like.

Alignment: Due to their lean toward structure lawful is the most common alignment but depending on reason for gaining the power alignments can vary as much as humans.

Lands: Only the lands they build the keeps and guild halls. As they are made and not born their reproduction occurs almost exclusively through induction of new members leading to little need for more than a small keep.

Religion: Religious practices can be wide and varied just like normal humans, its not uncommon to have one organization be a sub set of the church while another is the filled with grizzled men that damn the gods.

Language: What ever language they spoke before the transformation.


Racial Traits:
Ability Scores: +2 Str, +2 Dex, +2 Con, -2 Cha
Type Aberration (Augmented, Human)
Sharp Senses: +2 perception(Spot and Listen for 3.5) and low-light vision
The Anathema: A Daonna'Feabhsaithe counts a Humanoid (augmented, human) and an Aberration for all effects that are related to race or type.
Slayer of Monsters: You take a -4 penalty to charisma based checks against and checks to interact peacefully with creatures of the following types: Aberration, Magical Beast, Monstrous Humanoid, Outsiders(excluding Native subtype), and Undead. These creatures also have a tendency to single you out, gaining a +2 bonus to hit and damage against you as the very core of their being rails against the Anathema.These penalties do not apply to other Daonna'Feabhsaithe regardless of path.
Lesser Regeneration: For every hour spent resting a Daonna'Feabhsaithe heals as if it had spent an entire night resting. This is a special form of Fast Healing that only activates upon resting. If a body part is cut off it can be held in place long enough for the damage to heal the limb will reattach.
Metabolism on Overdrive: You require twice the amount of daily food for a creature of your size and begin to feel the effects of starvation in half the time a normal creature would. As a natural consequence of this you count as two people when using the Survival skill to try and "live of the land" and any Ring of Sustenance or similar magic item requires a magic seal or something similar that augments the effect of such items. This increases the gp cost of such items by +35%.
Level Adjustment: +0(human only, the traits repalce human traits)(+2 as template for nonhumans)


Forged in the Sins of the Few [Source]
Prerequisite: Daonna'Feabhsaithe, One Mythos, Path of the Aberration
Benefit: After preforming the final "heresy", implantation of alien biomass in your form. Unlocking the potential of the mutation they started.

Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class.

The eternal scar of their power. A massive scar from the surgery reaching from groin to neck that will never heal and is held shut by sutures. The sudden reveal provides a +2 to a demoralize check as the pure evil of the mark sets in. The scar provides a -2 penalty to all charisma based skill checks toward anyone who is aware of it. Additionally upon implantation they chooses one of the following representing the strongest will present in them.

Will to Survive(Defensive Type): The will to Survive is the will to defend oneself to survive. This is one of the most common types next to Will to Destroy.
Will to Destroy(Offensive Type): The will to destroy is found in the will to kill or defeat the enemy to survive. This is one of the most common types next to Will to Survive.
Will to Discover(Utility Type): The will to discover represents the will to find and know all of the enemy. This is the most uncommon will to be the strongest, very few Daonna'Feabhsaithe exist that fall into this category.

Special: You may not have any other Source feat.



Breaking Bread With Insanity
Prerequisite: The Monster Inside

As a swift action you can partial release into a specific body part granting that body part alone the full benefit of release at a reduced threat of awakening. The mutation point accrual is the same as a normal Surge but the DC to end a partial release is 5+1/8 mutation points. Each basic manifestation represents mastery of infusing a single body part.

Basic
Arm Release: When preforming actions with arms they gain full effects of the release. This includes all changes applied by the increased ability scores, this does not provide the benefit to actions preformed by the rest of the body. Releasing a single arm halves the accrual of mutation points.
Leg Release: When preforming actions with legs they gain full effects of the release. This includes all changes applied by the increased ability scores, this does not provide the benefit to actions preformed by the rest of the body. Releasing a single leg halves the accrual of mutation points.
Senses: When preforming actions with eyes or ears they gain full effects of the release. This includes all changes applied by the increased ability scores, this does not provide the benefit to actions preformed by the rest of the body. Releasing a single only eyes or only ears halves the accrual of mutation points.

Master Self; Master Monster
Prerequisite: The Monster Inside

Through training and focus you unlock hidden potential in your new form.
Will to Survive(Defensive Type): Gain Toughness, Improved Toughness and Roll With It as bonus feats. You no longer require 20 con to take the Roll With It feat. Roll With It can be found in Savage Species.Additionally every Mythos Tier past exceptional they gain an iteration of the Roll With It.
Will to Destroy(Offensive Type): Gains +1 to hit and +10ft base speed to all modes of movement. And increases by 1 and 10 respectively per Mythos Tier of the class, IE Fantastic +2 and +20ft, legendary +3 and +30ft.
Will to Discover(Utility Type): Gain the knowledge devotion feat only for the purpose of the feet you may preform a sense essence check to determine the benefits of the knowledge devotion.

The Monster Inside
Prerequisite: Thing From Beyond Inside

The Anathema inside a Daonna'Feabhsaithe is the source of their abilities, a biological system that grants many abilities. And as many such systems it can surge at highly elevated levels for a short time, though it comes at a risk. Activating the surge as a swift action they increase their Racial Bonus to all Ability Scores by +4, gain a +2 Racial Bonus to Natural Armor, a benefit based on Chosen Will(shown below) and Fast Healing X where X is equal to one half (1/2) of their Constitution Modifier. The risk of surging the Anathema is that it begins to grow in strength and once strong enough it will attempt to gain complete control of the body. You have a pool of Mutation Points and while surging you accrue mutation points at a rate of (26 - character level) per round. Ending the surge is another Swift Action (or Standard Action if you are somehow prevented from taking Swift Actions) that requires a successful Will Save of DC 5 + 1/4th of the accrued mutation points. If a Daonna'Feabhsaithe's pool of mutation points ever reach a total of 80 or more they lose control and begin transforming into an Awakened Being. Those beginning the process of transforming into Awakened Beings can attempt a Will Save DC 10+Awakened Beings CR to halt the transformation. On the round following the transformation you may make a will save to revert. After ending a surge you lose a number of mutation points per minute equal to one half (1/2) your character level or the highest of your Mental Ability Score Modifiers, whichever is higher. Should you Surge again before your pool of mutation points reaches 0 you gain a Mutation Marker; a visible but minor physical change that makes you look more bestial or alien. For each Mutation Marker the rate at which you accrue mutation points increases by +1 and decrease the rate at which you lose mutation points by -1 (to a minimum of 0). You lose all accrued Mutation Markers after your pool of mutation points reaches 0 or after a number of hours of rest equal to your accrued Mutation Markers, whichever comes first.

Will to Survive(Defensive Type): While surging Defensive Types, do not gain fast healing but instead gain Regeneration X where X is equal to their Constitution Modifier while surging, this regeneration cannot be overcome. Any limbs that started to regenerate while in this mode continue to do so at (20/con mod) times the normal time it would take to regenerate the limb.
Will to Destroy(Offensive Type): While surging their melee attacks gain a +4 to hit and when ever they attack they add 2d6 to their strength modifier bonus damage before multipying and take 1d6 damage from the rending of their muscles due to the power of their attacks.
Will to Discover(Utility Type): While surging they gain a +10 bonus to checks tied to the Sense Essence feat, and base ranges for Essence abilities are multiplied by five instead of doubled, and all effects that normally require swift actions now require a free action, and anything requiring an action greater than swift requires a swift action.

Should someone with whom you have a significant connection attempt to pull you out of an awakened state you make remake the save. The DC increases by 1 for evey day spent in an awakened state.

Thing From Beyond Inside
Prerequisite: -

Gain Powerful Build and Sense Essence Feat, +4 to detect any creature listed under Monster Slayer, and an additional enhancement based on their Chosen Will.

Will to Survive(Defensive Type): All forms of healing the Daonna'Feabhsaithe receives are doubled including racial fast healing.
Will to Destroy(Offensive Type): The Daonna'Feabhsaithe gains Improved Unarmed Strike at the 1st level and Superior Unarmed Strike at 3rd level, additionally strength bonus to light and off hand weapons becomes equal to strength mod, when wielding a 1 handed weapon it uses 1.5 x strength mod for damage, and while wielding a weapon 2 handed it deals 2 x strength mod damage.
Will to Discover(Utility Type): They gain Suppress Essence and Imposing Essence once they meet the respective skill requirements, Additionally all ranges of Essence abilities are doubled.

Upon reaching the 6th level Daonna'Feabhsaithe cease to age they retain any age penalties and bonuses they already acquired however they never advanced past their current age category, and forever appear the age they were when they reached level 6.




Taming Madness is a Two Way Street
Perquisite: The Monster Inside

Unlock more new benefit based on your first will.
Will to Survive(Defensive Type): Lesser Regeneration becomes Fast Healing equal to Con Mod, with the ability to regrow limbs as true regeneration. While Surging the regen becomes 1/2 con score.
Will to Destroy(Offensive Type): All modes of attack that benefit form strength mod increase by one size category for determining damage dice. IE a medium claymore swinging a large bastard sword would deal 3d8 damage, or their unarmed strike damage would be that of a huge creature. While Surging increase the strength damage die to 1d6/2 class level and damage taken to 1d6/4 class levels, rounded up.
Will to Discover(Utility Type): You may always take 10 on skill checks related to Essence feats. Additionally by making a DC 30 sense motive check you may use detect thoughts as a supernatural ability. While Surging for all distances related to essence feats replace Feet increment with Miles.

Advanced
Realization of Sameness: Unlock the effects of another Will from the "Things From Beyond Inside" mythos.
Actualization of Sameness: Unlock the effects of the Will chosen for "Realization of Sameness" gaining the benefit from "The Monster Inside" for the chosen will. Requires: Realization of Sameness

Awakening-Ascended
Prerequisite: Successfully reverted to normal from being an Awakened being.

The Daonna'Feabhsaithe gains the ability to control the void creature within. By preforming a partial release they are able to tap the unbridled power their bodies remember. This causes markers to accumulated each turn and at the start of each turn must make a will save vs corruption. DC 10 plus number of markers. DC 35+markers to stop transformation to awakened one. Will save DC 5+makers+1/4th Mutation points to end.



Release %
Ability Score Increase
Nat Armor
Fast Healing
Penalty to Will Save
Markers per Round
Mutation points on failed Save
Release %
Ability Score Increase
Nat Armor
Fast Healing
Penalty to Will Save
Markers per Round
Mutation points on failed Save


5%
+2
+1
normal
-1
1
2
45%
+10
+6
2 x normal
-9
5
22


10%
+4
+2
normal
-2
1
5
50%
+12
+6
2.5 x normal
-10
5
25


15%
+4
+3
normal
-3
2
7
55%
+12
+7
2.5 x normal
-11
6
27


20%
+6
+3
1.5 x normal
-4
2
10
60%
+14
+7
2.5 x normal
-12
6
30


25%
+6
+4
1.5 x normal
-5
3
12
65%
+14
+8
3 x normal
-13
7
32


30%
+8
+4
1.5 x normal
-6
3
15
70%
+16
+8
3 x normal
-14
7
35


35%
+8
+5
2 x normal
-7
4
17
75%
+16
+9
3 x normal
-15
8
37


40%
+10
+5
2 x normal
-8
4
20
80%
+18
+9
3.5 x normal
-16
8
40



Releasing beyond 80% is possible but results in the immediate transformation to awakened state at the start of the next turn on failed save.

Advanced
Understanding of Sameness: Unlock the effects of another Will from the "Things From Beyond Inside" mythos.
Actualization of Sameness: Unlock the effects of the Will chosen for "Understanding of Sameness" gaining the benefit from The Monster Inside for the chosen will. Requires: Understanding of Sameness.





Void Monster Assimilation
Prerequisite: Awakening-Ascended manifestation Actualization of Sameness, Taming Madness is a Two Way Street manifestation Actualization of Sameness

Gain the benefit of all Wills granted by "Taming Madness is a Two Way Street"

Gain +2 Nat armor, +4 to all ability scores, and a new benefit base on your primary will.

Will to Survive(Defensive Type): Lesser Regeneration becomes Fast Healing equal to 1/2 Con Score, with the ability to regrow limbs in half the time true regeneration. While Surging the regeneration becomes con score, and limbs regrow in 1 round.
Will to Destroy(Offensive Type): Gain a +4 to hit and when ever they attack they add 2d6 to their damage bonus from strength. While Surging increase bonus to hit to +1/2 class level, and the strength damage die to 1d6 per class level and damage taken to 1d6/8 class levels, rounded up.
Will to Discover(Utility Type): Gain Blind Sense 5ft/Wis mod. While surging blind-sense becomes blind sight, with blind sense 10ft/wis mod.




Racial Traits:
Ability Scores: +2 Str, +2 Dex, +2 Con, -2 Cha
Type Monsterous Humanoid (Augmented, Human)
Sharp Senses: +2 perception(Spot and Listen for 3.5) and low-light vision
The Anathema: A Daonna'Feabhsaithe counts a Humanoid (augmented, human) and an Monstrous Humanoid for all effects that are related to race or type.
Slayer of Monsters: You take a -4 penalty to charisma based checks against and checks to interact peacefully with creatures of the following types: Aberration, Magical Beast, Monstrous Humanoid, Outsiders(excluding Native subtype), and Undead. These creatures also have a tendency to single you out, gaining a +2 bonus to hit and damage against you as the very core of their being rails against the Anathema. These penalties do not apply to other Daonna'Feabhsaithe regardless of path.
Lesser Regeneration: For every hour spent resting a Daonna'Feabhsaithe heals as if it had spent an entire night resting. This is a special form of Fast Healing that only activates upon resting. If a body part is cut off it can be held in place long enough for the damage to heal the limb will reattach.
Metabolism on Overdrive: You require twice the amount of daily food for a creature of your size and begin to feel the effects of starvation in half the time a normal creature would. As a natural consequence of this you count as two people when using the Survival skill to try and "live of the land" and any Ring of Sustenance or similar magic item requires a magic seal or something similar that augments the effect of such items. This increases the gp cost of such items by +35%.
Level Adjustment: +0(human only)(+2 as template for nonhumans)



Evolved in the Crucible of Necessity
Prerequisite: Daonna'Feabhsaithe, One Mythos
Benefit: Through imbibing a special alchemical concoction that takes 8 hours to craft and a ingredients worth 1000g. Unlocking the potential of the mutation they started.

Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class.

Your eyes go yellow like a beast and form slits. Gain or increase alchemical toxicity resistance by 5.

Special:You may not have any other Source feat.




Blood Black With Death, Veins Rampant With Life
Prerequisite: Mixing Madness into Bottles

The Daonna'Feabhsaithe gains poison immunity, but each poison increase their toxicity by 1 for twice the normal interval of the poison.

Advanced
Disease Riddled: Now the immunity extends to disease, but the toxicity increases by 2 for 24 hours.
Life from Death: The Daonna'Feabhsaithe now gains fast healing equal to their toxicity, up to half max HP.
Death from Life: The blood of the Daonna'Feabhsaithe becomes a virulent poison they can coat their weapons with. Their blood is an injury poison that inflicts 1/5 level + 1 toxicity per 5 toxicity they are currently suffering. If injested it instead inflicts toxicity equal to their level + 1/2 their current toxicity.

Mixing Madness into Bottles
Prerequisite: -

The Daonna'Feabhsaithe learns how to make rudimentary vials of healing herb that are good for you, but very taxing. The Daonna'Feabhsaithe gains Basic Alchymistry and Mastercraft Alchymistry as bonus feats Additionally the Daonna'Feabhsaithe adds their level to their toxicity threshold.

Advanced
Dire Blood: The jäger's toxicity threshold increases by 5. This can be taken once per mythos tier.
Wild Concoctions: The jäger learns a 2 masterwork alchymical items. This manifestation can be taken multiple times learning new concoctions each time.

Words That Hold Fate at Bay
Prerequisite: -

The Daonna'Feabhsaithe has an inherent understanding of the runes that make up the universe. They gain Truename Training as a bonus feat, and learn a 1st level utterance from the Lexicon of the Evolving Mind. Their effective Truenamer level is equal to their character level. They gain ranks in Truespeak equal to level + 3(PF +0). Unlike normal utterances, utterances gained through this mythos only require a skill check if opposed or feat calls for it, and they cannot use the same utterance for 30 seconds(5 rounds) after the utterance is used.

Advanced
Evolution of Mind: Gain a 1st level Lexicon of the Evolving Mind utterance.
Evolution of Mind: Gain a 2nd level Lexicon of the Evolving Mind utterance. You must have learned 2 1st level utterances.
Evolution of Mind: Gain a 3rd level Lexicon of the Evolving Mind utterance. You must have access to Fantastic Mythos.
Evolution of Mind: Gain a 4th level Lexicon of the Evolving Mind utterance. You must have access to Legendary Mythos.
Evolution of Mind: Gain a 5th level Lexicon of the Evolving Mind utterance. You must have access to Legendary Mythos.
Evolution of Mind: Gain a 6th level Lexicon of the Evolving Mind utterance. You must have access to Exalted Mythos.





Jaded Master of Hated Kin
Prerequisite: Blood Black With Death, Veins Rampant With Life, Mixing Madness into Bottles, halfway from adult to middle aged for your race.

The Daonna'Feabhsaithe has lived long enough to see hatred in others and will live long enough to see much more. Your lifespan increases by 5x, this apples to all age categories. You gain a bonus feat that may be changed with 1 hour training. You must meet all the prerequisites for that feat, and you may not use the feat to qualify for permanent changes such as prestige classes or feats gained by leveling up. Your level for meeting feat requirements is 2 level lower than normal, if there is a class level requirement and you do not have that class but you have all other features the feat requires you count as your level - 5 for qualifying for feats.

Advanced
Jaded Eyes: You add your maximum toxicity to your Sense Motive skill as a alchemical bonus.
Lessons Hard Learned: You gain an additional bonus feat that may be changed with separate 1 hour training. You may take this three times per mythos tier.
Paranoid Eyes: You add your maximum toxicity to your Spot, Search, Listen (Perception) skill as a alchemical bonus.
Skill over Fortune: You 1/encounter you may take 10 on any skill check you have ranks in. You may take this once per mythic tier.


Master Tricks Fated to be Forgotten
Prerequisite: Words That Hold Fate at Bay, Mixing Madness into Bottles

LORE

The Daonna'Feabhsaithe learns how to make legendary vials of alchemy wonders. They learn how to make the Elixir of Savagery and learn 4 + intelligence modifier(if positive) legendcraft alchemical concoctions. Making basic and mastercraft concoctions takes half the normal time and they cost 1/10 their market value to craft. Additionally applying alchemical concoctions is a swift action, two alchemical concoctions can be applied in one action.

Advanced
Primordial Concoctions: You learns a 2 legendcraft alchemical concoctions. This manifestation can be taken multiple times learning new concoctions each time.
Bile Blood Accommodation: Your alchemical toxicity resistance increases by 5.
Eldritch Bane Blood: Gain Spell Resistance equal to your current toxicity. Each resisted Spell increases your toxicity by the spell level. This resistance only applies while conscious, and may be lowered as a free action.
Wrack of Tortured Blood: Gain Power Resistance equal to your current toxicity. Each resisted Power increases your toxicity by the power level. This resistance only applies while conscious, and may be lowered as a free action.





Eternal Beast Returned
Prerequisite: Dead, Succeeded on a toxicity save while above twice toxicity threshold.

The beast blood in the Daonna'Feabhsaithe refuses to allow their passing into the afterlife. The returns to life with Fast Healing equal to their current toxicity. They no longer can die from reaching twice their toxicity threshold. Any Alchemystry concoction they imbibe with a duration may last 24 hours, unless modified by a manifestation. Only one manifestation can effect a concoction imbibed. Concoctions no longer have limitations on how much they can increase an attribute.

Advanced
Empowered Concoction: When they imbibe a Alchemystry concoction they may choose to double its effect and Toxicity.
Maximized Concoction: When they imbibe a Alchemystry concoction they may choose to have any rolled die be their maximum result, and Toxicity.
Innate Concoction: When they imbibe a Alchemystry concoction they may choose to make the effect permanent until they choose a new concoction to make permanent the concoction inflicts no Toxicity. They may only have one Innate Concoction at a time. This may be taken multiple times increasing the number of Innate Concoctions by 1.








Racial Traits:
Ability Scores: +2 Str, +2 Con, -2 Wis, +2 Cha
Type Outsider (Native, Augmented, Human)
Darkvision: +2 perception(Spot and Listen for 3.5) and low-light vision
The Anathema: A Daonna'Feabhsaithe counts a Humanoid (augmented, human) and an Outsider(Native) for all effects that are related to race or type.
Slayer of Monsters: You take a -4 penalty to charisma based checks against and checks to interact peacefully with creatures of the following types: Aberration, Magical Beast, Monstrous Humanoid, Outsiders(excluding Native subtype), and Undead. These creatures also have a tendency to single you out, gaining a +2 bonus to hit and damage against you as the very core of their being rails against the Anathema.These penalties do not apply to other Daonna'Feabhsaithe regardless of path.
Lesser Regeneration: For every hour spent resting a Daonna'Feabhsaithe heals as if it had spent an entire night resting. This is a special form of Fast Healing that only activates upon resting. If a body part is cut off it can be held in place long enough for the damage to heal the limb will reattach.
Eldritch Addiction: You require magical essence equal to a 1st level spell each day and begin to feel the effects of withdrawal, progressing one step per day since last succumbed. This effect can be and any Ring of Sustenance or similar magic item requires a magic seal or something similar that augments the effect of such items. This increases the gp cost of such items by +35%.
Level Adjustment: +0(human only)(+2 as template for nonhumans)



Lust of Blood Older Than Souls
Prerequisite: Daonna'Feabhsaithe, One Mythos
Benefit: Through imbibing eldritch elixers and arcane rituals you have tainted your soul. Unlocking the potential of the mutation they started.

Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class.

You gain cosmetic physical features akin to evil outsiders. Additionally you now qualify as though you had made a pact with an evil outsider, this feat taking the place of such entry feats, such as the Infernal Pact Feat(AEG Feats pg. 93).

Special:You may not have any other Source feat.



Warding Tattoos
Prerequisite: -

The Fiendish taint

Ritual of Domination and Damnation
Prerequisite: -






Void Monster Assimilation
Prerequisite:




Immortal Demon Soul
Prerequisite:






Essence Subtype: This simply means you are attuned to essences, can recognize essences, and present an essence yourself. Certain essence based effects depend on their target having this subtype. By default you can sense others with the essence subtype, you can passively sense someones essence if you are with in 5ft times their effective level. This detection simply identifies their presence not any information about their location. If someone is actively hiding you must still beat their Stealth(Hide for 3.5) check.
DM Note*: The DM may decide not to use this subtype and define all creatures as being able to sense essences in which case just ignore any instance where the subtype is required for effect.


Sense Essence
Prerequisite: Wis 13, 3 ranks Sense Motive
Benefit: Unlock new uses of the Sense Motive skill.
Special: Becomes Sensitive to creature's essences, Gaining the Essence Subtype.

Sense Motive (Wis)
Sense Motive can now be used for the following functions.

Sense Power Level
Action: Standard Action, or part of a initiative roll.
Range: To find the max range a creature can be detected reference chart below.
Effect: Make a Sense Motive check DC 15 to know the enemy with the highest power level and what category it falls into.
Concentration: You can continue to concentrate as a standard action and define the power levels of the next 5 highest additional creatures per round.
Note: If unsure of a creatures effective character level add 1 to its CR and that would be the Character Level.



Power Level
Target's Level
Range of Detection


Negligible
Less than 1/4th your Level
25ft


Faint
Less than 1/2 your Level
25ft + 5ft/2 Level


Weak
Less than 3/4ths your Level
50ft + 5ft/Level


Moderate
Between .75 x your level and 1.25 x your level
100ft + 10ft/Level


Strong
Over 1.25 x your level(Minimum 4)
200ft + 20ft/Level


Powerful
Over 1.5 x your level(Minimum CR 7)
400ft + 40ft/Level


Overwelming
Over 1.75 x your level(Minimum CR 10)
1000ft + 100ft/Level



Focus Search
Action: Full Round Action
Range: When Performing this action ranges you can detect a creature are doubled.
Effect: Make a Sense Motive check DC 15 to know the creature with the highest power level and what category it falls into and what direction it is and how far. For every 50ft between you and the target you get less precise and the location gains a 5ft margin of error.
Concentration: You can continue to concentrate as a Full Round Action and define the power levels of the next 10 highest additional creatures per round.
Special: At any point you can opt to ignore all other essences for a single essence and concentration becomes a standard action.

Detect True CR
Action: No action
Range: Line of sight
Effect: Make a Sense Motive check opposed to their Bluff or Intimidate check.
Success: Know their true power level.
Fail: Know their modified power level.



Suppress Essence
Prerequisite: Cha 13, 3 ranks Bluff, Essence Subtype
Benefit: Unlock new uses of the Bluff skill.

Bluff
Bluff can now be used for the following functions.

Suppress Level
Action: Full Round Action
Effect: Make a Bluff check, for every 4 beyond 20 your bluff check made reduce your perceived level by 1. This also sets the DC to detect you changed your power level. If your effective power level is 0 you do not detect as having Essence subtype.
Concentration: You can continue to concentrate as a Swift Action each round maintaining the reduction.

Disguise Essence
Action: Full Round Action
Effect: Make a Bluff check using all the normal DC for a disguise check to make your essence appear to be some one or thing else's. This functions in all other ways as Disguise only providing protection from identifying as what you are through Essence feats.
Concentration: You can continue to concentrate as a Swift Action each round maintaining the Disguise.




Imposing Essence
Prerequisite: Cha 13, 3 ranks Intimidate, Essence Subtype
Benefit: Unlock new uses of the Intimidate skill.

Intimidate
Intimidate can now be used for the following functions.

Enhance Level
Action: Full Round Action
Effect: Make an Intimidate check, for every 4 beyond 20 your Intimidate check made increase your perceived level by 1. This also sets the DC to detect you changed your power level.
Concentration: You can continue to concentrate as a Swift Action each round maintaining the increase.

Demoralize Viewer
Action: Full Round Action
Effect: Make an Intimidate check as per the normal Demoralize against someone with the Sense Essence Feat.
Special: Using the targets scale for every category you are above them you gain a +4 to the check. Use your current Effective level vs the targets true level for determining what rating you are to the target. The target can opt to use their perceived level or actual level to determine how they should respond, and if option for not their actual level may preform a bluff check to attempt to respond correctly to the stimuli. For every two categories above the target you are increase the fear effect by 1 step.




Awakened Beings are unique and varied based on the individual. An awakened being at the vary minimum should have a CR equal to Character level +15, but no less then CR 25. Awakened Beings loose their original type and subtypes and become pure aberrations. Their abilities spawn from both the Daonna'Feabhsaithe own abilities which must be included in the final product and their ambitions. Some time the major desires that lead them to taking up the path become the very things they destroy first as they descend into madness. Other times vengeance is the first thing on the awakened beings mind. Their is no precedent for these monsters save the horrifying fact that their awakening almost assuredly ends in all their companions death.




Currently Working on the Witcher based stuff
Plan content for Demon hunter stuff as well

nikkoli
2016-01-11, 08:17 PM
Suuuuuuuuuuuper helpful to specify where non core and home brew feats come from a long with the essence system if this uses it like the other version of this does.

Lanth Sor
2016-01-12, 02:50 AM
Updated for clarifications now for the remaining mythos.

EdinoiZ
2016-01-12, 09:40 AM
Some input on the awakened beings, they should lose the human subtype upon transforming.

Lanth Sor
2016-01-14, 01:55 PM
Ok so I think I have it almost done the last part I'm struggling with is a way to emulate their strange techniques. But I debate on if I should leave that to classes like Epifovian and Bellator.

EdinoiZ
2016-01-15, 01:42 AM
Their techniques should probably be gotten through those classes, yes.

EDIT: Though I do believe that the Will to Destroy should get a racial bonus to their movement speed at some point?

Lanth Sor
2016-01-18, 12:14 PM
OK Aberrant Path is Complete just, balancing left. Peach