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Accursed Bloodline
Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage.
Bloodline Skill: Perception
Dread Gaze (Su)
Requirements: CST 2, Perception 3, 10 EXP
Your evil eye brings down the most determined enemies. As a Half Action, you may spend 2 MP/TP to fix your gaze on any one creature within 60 feet. The target is Hindered and Staggered for that round, and every round afterwards that you spend a Half Action to maintain it. Maintaining the Dread Gaze costs no additional MP/TP, but if interrupted you must pay MP/TP to begin anew.
Horrifying Visage (Su)
Requirements: Hag-like, CST 5, Perception 5, 15 EXP
You can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a Half Action, you can spend 4 MP/TP to force one target within Close range to make a Will save or be Panicked for 1 round for every 2 CST you possess (minimum 1 round). A creature who saves is Terrified for the duration instead. This is a mind-affecting, fear-based ability.
This fear does not stack with other fear effects.
Hag's Jealousy (Su)
Requirements: Horrifying Visage, CST 10, Perception 7, 20 EXP
Hags are known for their covetous nature, and you are no different - you freely steal what belongs to another. By sacrificing 4 MP/TP as a Half Action, you may touch a target creature to steal from their Ability Scores. Choose one of the six Ability Scores, and roll 1d4 for every 5 CST you possess - the target creature loses that number of points from the chosen Ability Score, and you gain it. This effect is permanent, unless ended by Break Enchantment or the creature's death.
You may only actively steal from one creature at a time, though you may use this ability on a single creature as many times as you wish (though they may become comatose or die from the results of losing all of their Ability Scores). Sacrificing the MP/TP for this Talent means that your total MP/TP pool is reduced by that amount for the duration of the Talent's effect.
Crone's Gift (Su)
Requirements: Wretched Endurance, CST 15, Perception 10, 25 EXP
You may infuse a single food or drink with a wicked purpose. To create a Crone's Gift, select any food, drink, or cheer-food and sacrifice 5 MP/TP. You may then choose to do the following with it:
- Infuse with Poison, as the spell.
- Infuse with an eternal slumber
- Infuse with any Spell you know
If you choose an eternal slumber, the Gift requires a Will save on any creature who possesses more Hit Dice than your CST. If a creature possesses an equal or lesser amount, they fall into an eternal rest that may only be removed by powerful magic such as Limited Wish. Your death does not remove this effect, if it were to occur.
Infusing with a Spell that you know sacrifices the MP/TP required for the Spell, in addition to the cost of this Talent. A spell so infused only targets the creature which consumes the Gift, even if it normally would not.
A Crone's Gift appears benign under all but the most thorough magic - normal means such as Detect Poison, Detect Magic, and Identify fail to discern the nature of the Gift. Only an analyze_dweomer or greater effect is capable of seeing through this trick. You may make as many Gifts as you desire, as long as you sacrifice the MP/TP for each.
Dream Walker (Sp)
Requirements: Dread Gaze, CST 20, Perception 15, 35 EXP
You can now enter the ethereal plane. This functions like Ethereal Jaunt, but with a duration of 1 minute for every 2 CST you possess.
During this trip, you may cast Nightmare as a spell-like ability on a creature you see on the Material Plane by spending 5 MP/TP (This is an exception to the normal rule that ethereal creatures cannot affect targets on the Material Plane).
Fearsome Resilience (Su)
Requirements: Dream Walker, CST 25, Perception 20, 50 EXP
You are certainly your mother’s child. You gain DR 10/magic, immunity to one standard element of your choice (cold, fire, acid, sonic, or electricity), and spell resistance equal to your CST + 10.
You may attempt to exert control over a creature, as Dominate Monster, by spending 9 MP/TP. A creature under the effect of your Crone's Gift receives no saving throw against this effect.
