Table of Contents

Abyssal Bloodline

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. Your lust for power over others is strong, and almost too easy to manifest.

Bloodline Skill: Knowledge (Planes)

Demonic Rampage (Su)

Requirements: CST 2, Knowledge (Planes) 3, 10 EXP

You tend towards not only causing destruction, but thriving in it. You may now ignore the adverse effects of difficult terrain of magical or mundane nature.

Additionally, you may leave a trail of destruction in your wake - by spending 2 MP/TP, every square you step upon warps and corrupts, becoming permanently altered into difficult terrain. This effect lasts for a number of rounds equal to your CST.


Thrall (Su)

Requirements: Demonic Rampage, CST 5, Knowledge (Planes) 7, 15 EXP

You have learned to provide power to those who would serve you. By spending 1 hour conducting a ritual between yourself and a willing creature, you may bestow that creature with the ability to use any spell or Talent which you know, and that they otherwise qualify for.

When you do this, you must permanently reserve the MP or TP cost of the spell or Talent (if any), by decreasing your own maximum reserves by that amount (so for example, if you provided your Thrall with the ability to cast Chaos Hammer, you would lose 4MP from your maximum Mana). This reduction stays in place until your revoke it, which may be done at any time of your choosing as a non-action. Abilities which provide a specific number of uses reserves one such use from yourself, with the Thrall gaining that use on the same cooldown period.

You may only have one Thrall at a time, and you may only provide one power at a time, but by deliberately sacrificing an innocent and sentient humanoid, you may get another Thrall or increase your powers of bestowal by one. Your Thralls may help you do this, but you must be the one conducting the sacrifice. You may repeat this process indefinitely.


Flames of the Deep (Ex)

Requirements: Thrall, CST 10, Knowledge (Planes) 12, 20 EXP

Your body begins to take demonic form: you can sprout leathery wings and fly at will, with a speed of twice your land speed, and good maneuverability.


Whips of Hell (Ex)

Requirements: Flames of the Deep, CST 15, Knowledge (Planes) 15, 25 EXP

The wrath of the demon lords swells within you - you may now sprout two vicious tentacles from anywhere on your body as a Swift Action. These are treated as primary natural weapons, though they do not inhibit you from making Unarmed Strikes or wielding weapons with them, if you wish.

These tentacles deal 1d10 slashing damage each (or 1d6 if you are small), plus your Strength modifier. In addition, the tentacles possess the Reach I Weapon Trait.

You may spend 5 MP/TP as a Swift Action to attack with both tentacles, as if you had spent a Half Action on each. This only works with the tentacles themselves, and does not apply if they are wielding weaponry.

You may have your tentacles active for as long as you wish (though you are unlikely to be looked upon favorably by most individuals, at GM discretion).


Flame and Shadow (Su)

Requirements: Whips of Hell, CST 20, [priority:skills:knowledge|Knowledge]] (Planes) 20, 35 EXP

Your flame burns hotter than any other, and your wicked form seems to herald darkness. First, you half any Fire resistance a creature possesses against you, treating immunity as Resistance 40 for this purpose. This may be superseded only by divine intervention greater than yourself.

Secondly, you become one with the darkness of the world - you are never adversely affected by darkness effects, whether they are supernatural, magical, or natural. This means you ignore concealment from darkness, and any bonuses a creature may gain against you from darkness effects by means of spells, Talents, or other abilities.

In addition, you gain half concealment in low light conditions, and full concealment in total darkness. Lastly, any area you can physically see which is in a condition of low light or less is treated as adjacent to you for all purposes. This means you may move into, attack to, and otherwise treat such squares as if they were right next to you, ignoring your “true” position.