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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)
No Breath (Ex)
Requirements: CST 2, Knowledge Dungeoneering 3, 10 EXP
Your innards begin to change in unforeseen ways, granting you a new adaptability to your environment. You no longer breathe, and thus are immune to effects which require breathing.
Long Limbed (Su)
Requirements: No Breath, CST 5, Knowledge Dungeoneering 7, 15 EXP
Your warping flesh begins to emulate the creatures of elder, foreign worlds. You may 2 MP/TP to increase your reach for a number of minutes equal to your Primary Attribute Modifier. The reach gained is a number of feet equal to your CST, rounded down to the nearest increment of 5.
Angled Entry (Sp)
Requirements: Long Limbed, CST 10, Knowledge Dungeoneering 12, 20 EXP
By learning from the hounds, you may likewise relentlessly pursue your prey through all space and time. By spending 4 MP/TP as a Swift Action, you may teleport into a space adjacent to an angle of 90º (or more acute) in the structure or environment around you. For example, you could teleport to a space adjacent to a wall, or the corner of a room, but not to a flat plane, or a room of only curved corners and edges. This ability otherwise functions as Dimension Door.
Abhorrent Migration (Sp)
Requirements: Angled Entry, CST 15, Knowledge (Dungeoneering) 15, 25 EXP
You may liquefy yourself into a pool of noxious acid as a Swift Action by spending 6 MP/TP. This acts as Gaseous Form, with the following changes:
- You do not gain a fly speed unless you already possessed one. However, you normal speed remains, and you gain a Swim speed equal to your base land speed.
- You may freely cast spells or use supernatural abilities in this form as normal, though you cannot attack.
- Your DR/Magic is equal to your CST divided by 2.
Incoherent Biological Reconfiguration (Ex)
Requirements: Abhorrent Migration, CST 20, Knowledge (Dungeoneering) 20, 35 EXP
You may spend 1 Full Action to adapt to your surroundings, as your forebears would. The process is both slightly painful and horrifying to watch (creatures who are not aberrations must make a Will save (DC 10 + your CST) or go insane if they see this process (physically or via Divination magic), even for a moment. This Talent allows you to change what body parts you possess - you can swap a Leg for a second Head, an Arm for a third Leg, and so on. Your Body counts as two Limbs for this purpose. When you swap out a body part, you lose all the benefits of that part. This means that removing your head entirely removes your Head Wounds, though you also may not make Perception checks without some way around this.
On account of your now alien biology, removing the Body is a common choice. You still die if all of your Wound pools reach zero, whether you possess a Body or not. It is inadvisable to remove all of your Legs or Arms, if you still use those. Additional Arms are fully functional as your original two.
