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Daemon Bloodline

A daemon lurks somewhere along your family tree. Your powers derive from these soul-devouring fiends, who take pleasure and gain power from manipulating mortal frailties like aging, pestilence, famine, and the horrors of war. Your lineage gives you great insight into how to exploit the weaknesses of living beings and how to use leeched soul energy to enhance your wicked abilities.

Bloodline Skill: Heal

Destroy Life

Requirements: BaB or CL 1, Heal 3, 10 EXP

Whenever you kill one or more living creatures with an Intelligence score of 3 or higher and a Hit Dice of at least 1/2 your CL/BaB, you gain a +1 temporary bonus to your Primary Attribute per creature killed for the duration of combat.


Waste Away (Sp)

Requirements: Destroy Life, BaB or CL 3, Heal 5, 15 EXP

As a Half Action, you can spend 4 MP/TP impose miserable starvation and thirst upon a living creature you can see within 30 feet. This requires the creature to make a Constitution check each round (DC 10 + 1/2 your CL/BaB + your Primary Attribute modifier) to avoid progressive penalties.

On the first round of failure, the creature is staggered. On the second round, it is nauseated. On the third round, it is unconscious. Succeeding on a saving throw against this effect lowers the condition tier, to a minimum level of staggered. The creature must continue to make these checks until, as a Full Action, it quenches its thirst or sates its hunger (if it has the supplies to do so). You can can only apply this effect once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect.


Daemonic Toxicity (Ex)

Requirements: Waste Away, BaB or CL 5, Heal 7, 20 EXP

You gain immunity to all ingested poisons.


Age Out (Su)

Requirements: Daemonic Toxicity, BaB or CL 9, Heal 10, 25 EXP

You gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a Half Action, you can shift your effective age to the next highest aging step (for example, from adulthood to middle age). Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends. When you age yourself in this way, you take the normal penalties associated with growing older but gain none of the benefits. You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate. You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed.


Wound Warp (Sp)

Requirements: Age Out, BaB or CL 12, Heal 15, 35 EXP

You gain the ability to travel across the battlefield by literally erupting from the fatal wounds of deceased creatures. As a Half Action, you can teleport to an unoccupied square adjacent to any dead creature within 10 feet per CL/BaB by spending 2 MP/TP. Any creatures adjacent to the square you teleport to take 1d6 points of acid damage per CL/BaB as you burst into being and shower them with acidic bile. Creatures that make successful Reflex saves (DC 10 + 1/2 your CL/BaB + your Primary Attribute modifier) take half damage. This ability otherwise functions like Dimension Door.


One With Abaddon (Ex)

Requirements: Wound Warp, BaB or CL 15, Heal 20, 50 EXP

Your body embraces the unspeakable power of your daemon lineage. You gain immunity to acid and death effects. You also gain DR 10/good and resistance to cold 10, electricity 10, and fire 10. You may now use Wound Warp at no MP/TP cost.