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Aberrant Bloodline

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (Dungeoneering)

Bloodline Arcana

Requirements: BaB or CL 1, Knowledge Dungeoneering 3, 5 EXP

Whenever you cast a spell of the polymorph subschool or use a Shifter Talent, increase the duration of the effect by 50% (minimum increase of 1 round).

Warp The Material (Sp)

Requirements: BaB or CL 3, Knowledge Dungeoneering 5, 9 EXP

You may create brief, disorienting changes in a creature’s physical form by spending 2 MP/TP as a Swift Action. This ability affects one creature within 30 feet, who is then dazed for 1 round (Fortitude negates; DC 10 + 1/2 your CL/BaB + your Primary Attribute).

Long Limbed (Sp)

Requirements: BaB or CL 5, Knowledge Dungeoneering 7, 15 EXP

You may spend MP/TP equal to the number of feet to increase your reach for a number of minutes equal to your Primary Attribute. In order for this ability to have an effect, you must spend a minimum of 5 TP or MP (to grant 5 ft of additional reach).

Unusual Anatomy (Su)

Requirements: BaB or CL 9, Knowledge Dungeoneering 10, 27 EXP

Your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. You may spend 3 MP/TP to increase this chance to 100% until the beginning of your next turn, as an immediate action (You must make this choice before the results of the roll are revealed).

Alien Resistances (Ex)

Requirements: BaB or CL 15, Knowledge Dungeoneering 15, 45 EXP

You gain Spell Resistance equal to your Hit Dice + 10.

Form of the Aberrant (Su)

Requirements: BaB or CL 20, Knowledge Dungeoneering 20, 60 EXP

Your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain constant True Sight with a range of 60 feet, and damage reduction 5/—.