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Starsoul Bloodline
You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds.
Bloodline Skill: Knowledge (Esoteric)
Choking Void
Requirements: BaB or CL 1, Knowledge (Esoteric) 3, 10 EXP
Whenever you inflict Hit Point damage upon a creature (or creatures), affected targets suffer the choking airlessness of the void, silencing them (as Silence) for 1 round. This is a supernatural ability.
Voidwalker (Ex)
Requirements: Choking Void, BaB or CL 3, Knowledge (Esoteric) 5, 15 EXP
You gain low-light vision and resistance to cold and fire equal to 1/2 your Hit Dice. In addition, you no longer need to breathe - this grants you immunity to drowning as well as the vacuum of space.
Voidfield (Sp)
Requirements: Voidwalker, BaB or CL 5, Knowledge (Esoteric) 7, 20 EXP
You can create an area influenced by the black void by spending 2 MP/TP as a Standard Action. This ability acts as an Ice Storm, except the area is also subject to Deeper Darkness, and lasts for 1 round per CL/BaB. You are completely unaffected by this ability, meaning you may see and move through it unimpeded.
Void-Jump (Sp)
Requirements: Voidfield, BaB or CL 9, Knowledge (Esoteric) 10, 25 EXP
You freely phase in and out of this world at your whim. You may spend 5 MP/TP to cast Portal Jump as a spell-like ability.
Breach the Gulf (Sp)
Requirements: Void-Jump, BaB or CL 15, Knowledge (Esoteric) 15, 35 EXP
Your caster level is considered doubled when casting spells of the teleportation subschool, utilizing Talents which act as spells of this subschool, or when using an item with such an effect.
In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your CL/BaB + your Primary Attribute modifier. If the target cannot teleport back to the surface, they cannot escape. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
Starborn (Ex)
Requirements: BaB or CL 20, Knowledge (Esoteric) 20, 50 EXP
You gain immunity to cold and blindness, and you can see perfectly in natural or magical darkness. In addition, you gain fast healing 1 when you are outdoors at night. Lastly, you may cast Greater Teleport at will, treating your CL/BaB as your CL, whichever is higher. Additionally, this usage of Greater Teleport allows you to traverse between planets, if available in the campaign setting.
