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Impossible Bloodline

You can see beyond the mundane, and are capable of visualizing the improbable, and even the impossible. If this expanded perception doesn’t drive you mad, you may learn to make the impossible into reality.

Bloodline Skill: Knowledge (Esoteric)

Bloodline Arcana

Requirements: BaB or CL 1, Knowledge (Esoteric) 3, 10 EXP

Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting. In addition, Constructs are treated as living creatures for the purposes of determining which of your spells or Talents affect them.

Overwhelming Psyche (Sp)

Requirements: BaB or CL 3, Knowledge (Esoteric) 5, 15 EXP

As a melee touch attack, you may spend 2 MP/TP to cause a creature to doubt its sense of depth and direction. The target is nauseated for 1d6+1 rounds. Multiple touches do not stack, but they do add to the duration.

Spontaneous Creation (Ex)

Requirements: BaB or CL 5, Knowledge (Esoteric) 7, 20 EXP

You may instantaneously convert Crafting Goods of any type to Magical Crafting Goods, provided that their TU value is equivalent. You may only convert up to a TU value equal to your CL/BaB each day.

Barely Here (Su)

Requirements: BaB or CL 9, Knowledge (Esoteric) 10, 25 EXP

You begin to transcend to a higher plane of existence. At will, you may enter this transcendent state, which grants you a bonus on Stealth checks equal to your CL/BaB, and a 20% miss chance versus attacks against you.

Relativity (Su)

Requirements: BaB or CL 15, Knowledge (Esoteric) 15, 35 EXP

You can traverse vertical surfaces as easily as you walk on the ground. When climbing, you move at your normal land speed and take none of the penalties associated with climbing. The surface must be able to support your weight, and difficult terrain affects your speed as normal. You are also immune to Reverse Gravity and similar effects.

Living Paradox (Ex)

Requirements: BaB or CL 20, Knowledge (Esoteric) 20, 50 EXP

Your outward appearance remains the same, but beneath your skin lies not flesh and blood but clockwork gears, miniature galaxies, or something equally uncanny. You gain immunity to disease and poison. You take no additional damage from bleed effects, critical hits, and sneak attacks, and you cease to age. Whenever a time altering spell is cast within your line of sight, you may join the caster in their relative distortion of time, acting normally for the same number of rounds (For example, if you witness a spellcaster use the Time Stop Talent, and they gain 2 rounds of actions, you do as well. This Talent usually works for similar time-altering effects as well, at GM discretion).