Damage:Apathy *
1Resistance:Poison *
2Discipline: Rising SpiritSkills: Spot, Bluff
Exotic Weapons:*
1creatures struck by apathy must succeed on a fortitude save and a will save or become helpless for 1 round for every 2 dice of damage your breath weapon would normally do.
*
2Instead of energy resistance you gain an equal bonus on saves against poison.
Ideal Powers:Aura of Gloom(I, Su): By spending a use of your ideal powers you may project an aura of gloom that saps the will of those nearby for 3 rounds. Any living creature than ends its turn within 30' of you must succeed on a will save or become shaken. Once a creature has made a save against this ability (pass or fail) they can not be affected by it for 24 hours.
Deep Slumber(II, Su): By spending a use of your ideal powers you may cast Deep Slumber as a spell like ability.
Wasting Strike(III, Su): Whenever you successfully hit with a melee attack the struck enemy must take a fortitude save or contract Gray Wasting. Gray wasting has an incubation time of 1 day and inflicts 1d4 points of charisma drain.
Etherial Bindings(IV, Su): Whenever you strike the killing blow on a living opponent you seal a part of their soul within yourself in the form of a tattoo that bears their name, date and place of birth and date and place of death. Only a carefully worded wish or miracle followed by a
resurrection may return the creature to life and only after you have been slain.
Mass Hold Monster(V, Sp): Once a day you may cast a special version of mass hold person that ignores the normal type restriction of humanoid only.