Auras
Anathematic Presence:
An Outcast with this Blemish exudes an aura out to 5' per Warp (minimum 5'); any living creature that enters that aura must make a Fortitude save or take damage equal half of the Outcast's Warp (minimum 1). Plant creatures do not receive a save.
Aura of Alienation:
The starting attitude of any mortal creature that meets an Outcast with this Blemish is lowered by one level; in addition, any creature of the Fey, Animal, Magical Beast, or Vermin type that goes within 5' per Warp of the Outcast must make a Will save or be Frightened for 1d4 rounds.
Aura of Hateful Energies:
An Outcast with this Blemish constantly generates an aura out to 5' per Warp (minimum 5'); within this aura, all food and drink is unsafe to consume. Any creature consuming food tainted by the aura must make a Fortitude save or be nauseated for 1d4 rounds and gain no nutritional benefit, and any creature drinking liquid tainted by this aura must make a Fortitude save or take 1d4 Strength damage and gain no nutritional benefits; a liquid is only considered to be tainted if the entirety of the body of water was within the Outcast's aura.
In addition, spells and effects that channel positive or negative damage to inflict or heal damage are only half as effective within the aura.
Finally, all creatures within the aura take a -2 penalty to saves and cannot naturally stabilize. The Outcast is immune to the effects of their aura, and may eat the food and drink the liquids that are tainted by their aura with no ill effects.
Defensive
Alien Mentality:
An Outcast with this Blemish inflicts damage to any creature attempting to read their mind equal to their Warp; in addition, any creature attempting to read the Outcast's mind must make a Will save or be confused for 1d4 rounds. Even if they succeed, the mind-reader is still staggered for one round.
Finally, the Outcast receives a single power point, sufficient to become a Psionic creature, and is considered to be able to use powers of a level up to one half of their Warp (minimum 1) for the purpose of prerequisites.
Apostacy Incarnate:
An Outcast with this Blemish receives a morale bonus on all saves vs. Divine spells equal to their Warp. In addition, the Outcast receives a Will save to negate any Divine spell that targets them that does not normally allow a save.
Cast from Morality:
An Outcast with this Blemish has unbeatable spell resistance against all spells with an Alignment descriptor that have a spell level equal to or less than half their Warp (minimum 1).
Chitinous Armor:
An Outcast with this Blemish gains DR/Byeshk equal to half of their Warp (minimum 1).
Dense Flesh:
An Outcast with this Blemish gains a number of Temporary Hit Points whenever they activate their Blemishes equal to twice their Warp. Any other Blemishes that grant Temporary Hit Points instead restore an equivalent number of Temporary Hit Points lost from this pool.
Fury is Freedom:
An Outcast with this Blemish may enter a rage equivalent to that of a Barbarian with level equal to their Warp a number of times per day equal to a Barbarian of that level; in this state, they do not receive the normal bonus to Strength and Constitution that a Barbarian would receive, instead increasing the bonus to Will saves from their rage by half of their Warp, and are treated as if they were under an Ex Freedom of Movement effect for the duration of their Rage. This ability counts as if it were a Barbarian's actual Rage for the purpose of prerequisites and effects that alter Rage.
Is Not Dead Which Can Eternal Lie:
An Outcast with this Blemish automatically stabilizes when below 0 HP, ignoring any effect that would stop them from doing so. In addition, as long as they are below 0 HP, Deathwatch treats them as if they were dead, and a DC 20 Heal check is required to tell that the Outcast is still alive. Finally, the Outcast is immune to the extra damage from a Coup de Grace, and always succeeds on the Fortitude save to not die.
Mutation is Stability:
An Outcast with this Blemish gains the [Shapechanger] subtype, and receives a bonus on all saves against Petrification, Paralysis, Stunning, and Transmutation effects equal to their Warp; if they would normally not be allowed a save against one of the above effects, they receive a Will Save, without adding their bonus from this ability to that given save.
Old-Home Comfort:
An Outcast with this Blemish is immune to all targeted Mind-affecting abilities, but suffers a -4 penalty to their Wisdom ability score. However, once per minute, they may add their Warp to a single will save as an Insight bonus.
Parasite-Riddled Flesh:
An Outcast with this Blemish may, as an Immediate action at will, choose to become Staggered until the end of their next round to either automatically succeed on a saving throw against Poison or Disease, or to remove a pre-existing Poison or Disease that is affecting them.
If their Warp is equal to at least 4, they heal HP and ability damage at three times the normal rate; if their Warp is at least 7, they gain Fast Healing equal to half of their Warp.
Resist the Pull:
An Outcast with this Blemish may, when they are reduced below -10 HP, survive for a single additional round, during which time they can only either move up to their speed or make a single melee attack. If they kill a creature with their attack, they gain another additional round, which follows the same rules and restrictions. If the Outcast receives any amount of magical healing that would bring them above 0 HP, they leave this state.
Scabrous Hide:
An Outcast with this Blemish gains an increase to their Natural Armor bonus to AC equal to half of their Warp (minimum 1).
Offensive
Brush Across Security:
An Outcast with this Blemish may, as an attack action once per round, make a touch attack. If they are successful, the creature touched must make a Will save or become Shaken for 1d4+1 rounds; the Outcast may apply the effects of this Blemish to an attack they make with one of their natural weapons, as if it were a spell with a range of Touch.
Cornered-Monster Understanding:
An Outcast with this Blemish receives a cumulative +1 Morale bonus on all d20 rolls until the end of whatever encounter they are in whenever they reduce a mortal creature's hit points below 0, capped at their Warp. If they kill a mortal creature with a Coup de Grace, they instead gain a +2 morale bonus that stacks as normal for this ability.
Fractal-Blade Claws:
An Outcast with this Blemish gains two Claw attacks, which may be used as either Primary attacks or as Secondary attacks if they are used with any other weapon, natural or otherwise. These claws deal 1d6 damage for a medium sized Outcast; however, the Outcast is treated as if they were a number of size categories larger for the purpose of the damage for their claws equal to 1/3 their Warp, up to a maximum of Colossal.
Heretical Alien-Knight:
An Outcast with this Blemish gains a Fighter feat that they qualify for, chosen when they ready this Blemish; treat them as if they had a Fighter level equal to 3/4 of their Warp.
They may ready this Blemish a number of additional times equal to 1/2 their Warp; each time they ready this Blemish, they gain one additional Fighter feat that they qualify for.
If they ready this Blemish multiple times, they are able to take feats that they qualify for due to Feats that they would gain through this ability.
Hunger's Purest Expression:
An Outcast with this Blemish gains a stacking +2 bonus on all damage rolls, attack rolls, and critical confirmation rolls for each time they successfully attacked that creature this round; this bonus cannot exceed their Warp.
Long-Awaited Release of Violence:
An Outcast with this Blemish may perform a Coup de Grace as a standard action; in addition, whenever they Coup de Grace a mortal creature, they heal a number of hit-points equal to twice the slain creature's HD, up to a maximum of their Warp. If there is any excess healing, the Outcast gains an equal amount of Temporary Hit Points, which last for 1 hour.
If their Warp is at least 8, any creature slain by the Outcast with a Coup de Grace cannot be resurrected by any spell or ability less potent than a True Resurrection unless the Outcast is killed first.
Plague-Carrier's Breath:
An Outcast with this Blemish becomes infected by a disease that duplicates the effects of a single
Poison that a creature with a number of craft ranks equal to their Warp (minimum 2); the Outcast does not receive any ill effects from carrying this disease, and cannot be cured of it by any means.
An Outcast may attempt to infect a creature by hitting them with a touch attack; the targeted creature receives a Fortitude save to resist infection. If the creature fails their save, they go through the course of that Poison as normal. An Outcast may also spread the disease through exposing another creature to any of their bodily fluids; a creature still receives a Fortitude save, as normal.
An Outcast that is currently suppressing their Blemishes or who does not have this Blemish prepared is still infected by the disease, they just are incapable of acting as a vector. An Outcast may elect to change which Poison they are "infected" with whenever they reach a level where their Warp becomes even.
Razor-Barb Smile:
An Outcast with this Blemish gains a Primary Bite attack that deals 1d6 damage, with a 19-20 critical. If their Warp is at least 4, the critical multiplier for their Bite attack increases to x3; if their Warp is at least 8, the threat range for their Bite increases to 18-20.
Rippling Reach:
An Outcast with this Blemish increases their reach by a number of feet equal to their Warp, rounded up to the nearest 5' increment.
Spines of Bone:
An Outcast with this Blemish is treated as if they were always wearing armor that had Fine-sized Armor Spikes; they are proficient in these spikes, though not in actual armor spikes; the Armor Spikes are considered to be a number of sizes larger than Fine equal to a third of the Outcast's Warp, rounded down (minimum 1).
Tentacular Scion:
An Outcast with this Blemish gains a pair of primary tentacle attacks with a natural 10' reach that deal 1d4 damage for a Medium Outcast. In addition, they gain a racial bonus on all grapple checks equal to twice their Warp, and may enter a grapple with creatures of any size.
An Outcast may prepare this Blemish multiple times; each time they do so, they gain another set of tentacles. Any pair beyond the first must be secondary natural weapons.
Third-Hand Tongue:
An Outcast with this Blemish gains a Secondary natural tongue attack, which deals 1d4 damage for a medium Outcast. In addition, they are treated as if they had a third hand for the purpose of carrying objects, and may use any skills or feats that can only be performed if at least one hand is free even if both of their hands are full, as long as they are not carrying anything with their tongue.
Violent Urges:
An Outcast with this Blemish receives a bonus on all their damage rolls equal to their Warp. In addition, their natural weapons are treated as if they are magic for the purpose of piercing DR and determining whether or not they would be able to hit Incorporeal creatures.
Utility
A Thousand Reaching Hands:
An Outcast with this Blemish can use Mage Hand, and Open/Close at will as spell-like abilities; their caster level is equal to their Warp. In addition, as long as their Warp is at least 7, they may use their Mage Hand ability to deal their base Unarmed Damage as Force damage to any creature within the radius as a Ranged Touch Attack.
Become as Scenery:
An Outcast with this Blemish cannot be sensed in any way by a mindless creature; they do not receive a save vs. this effect. In addition, the Outcast gains an Insight bonus to all Hide and Move Silently checks equal to their Warp.
Cosmic Horror's Presence:
An Outcast with this Blemish may completely ignore any immunity to fear that a creature with HD equal to or less than their Warp has, and may intimidate a creature with that many HD as if they weren't immune to fear. A creature that is immune to fear through another means other than explicitly being immune to fear, such as being Mindless or immune to Mind-affecting abilities, are not affected by this Blemish.
Curious Eldritch-Being:
Upon first selecting this Blemish, the Outcast must select a gender. As long as they have this Blemish prepared, they do not receive a penalty on their skill checks used on creatures of that gender due to Unnatural Form. In addition, they may
Seduce creatures of that gender, and all creatures of that gender begin one category friendlier towards them, to a maximum of Friendly.
Deep-One Antecedent:
An Outcast with this Blemish receives a Swim speed equal to their base land speed, a +8 to all Swim checks, the ability to take 10 on all Swim checks, and the ability to use the run action while swimming. Finally, they may breath in water and air with equal ease.
Disguise the Flesh:
An Outcast with this Blemish gains the Minor Shapechange racial ability of a Changeling, allowing them to use Disguise Self at-will as a Supernatural ability that is not an illusion and does not affect their clothing. In addition, the Outcast may now qualify for any Changeling racial feat.
Earth-born Burrower:
An Outcast with this Blemish receives a Burrow speed equal to half their base land speed, and also receives Tremorsense out to a range of 5' per Warp. They cannot burrow through stone or other solid materials using the burrow speed granted by this Blemish.
If the Outcast has a Warp of at least 5, their Burrowing speed increases to equal their base land speed, they gain the Earth Glide special ability of an Earth Elemental, and they may choose whether or not they leave behind a usable tunnel.
Ever-Ascending Horror:
An Outcast with this Blemish receives a climb speed equal to their base land speed, a +8 to all Climb checks, the ability to take 10 on all Climb checks, and the ability to use the run action while climbing.
Feathered Nostrils:
An Outcast with this Blemish gains the Scent special quality; in addition, they may take a Standard action to discover what information a Deathwatch spell would return concerning a creature within the range of their scent (so they could smell how healthy it was, and whether or not it was alive or not.)
Innocence of the Mad:
An Outcast with this Blemish is immune to any effect that would determine their alignment, and any class feature or ability that has varying effect based off of alignment treats the Outcast as if they had the same alignment as the one using the effect.
Last-Ditch Spasm:
An Outcast with this Blemish may, as an Immediate action, take damage equal to their Warp to receive a bonus equal to their Warp on any one d20 roll. This damage is not reduced by DR, is always lethal, and cannot be redirected by a Shield Other spell or similar effect.
Madspawn Servant:
An Outcast with this Blemish gains a Familiar as if they had a CL equal to their Warp; however, instead of gaining the ability to share spells and deliver touch spells, the Familiar instead gains the benefits of all of the Outcast's active Blemishes except for Madspawn Servant. Any Blemishes that have a limited number of uses, or which can only be used a limited amount of times in a given time frame, have their uses shared between the Outcast and their Familiar.
If An Outcast is suppressing their Blemishes or does not have this Blemish prepared, their Familiar does not disappear; instead, it does not gain the benefits of any of the Outcast's active Blemishes.
Madthing Initiative:
An Outcast with this Blemish receives an Insight bonus on their Initiative and all Knowledge checks equal to their Warp. In addition, they may make Knowledge checks untrained.
Membranous Wings:
An Outcast with this Blemish gains a Fly speed with Average maneuverability equal to half of their base land speed. They may only fly for a number of consecutive rounds equal to half of their Warp, and are unable to fly for one round after they stop flying. They are also immune to all the negative effects of altitude.
If the Outcast has a Warp of at least 5, their Fly Speed increases to equal their base land speed, their maneuvereability increases by one category, and they no longer have a limit to when they can fly.
Nightmare Form Infusion:
An Outcast with this Blemish may select a single ability score when activating this Blemish; they may use half of their Warp instead of their ability modifier for that ability score for all purposes if it would be higher. If their Warp is at least 7, they may select 2 ability scores instead of just one.
Other-Race Mask:
An Outcast with this Blemish may, upon readying it, select a single LA +0 Template or Race; if they choose a Race, they lose all of their own Racial traits, and gain all of the traits of the selected race.
If they select a Template, they gain the benefits and penalties of that Template for as long as this Blemish is readied; they still lose the benefits of this Blemish when they Suppress their Blemishes.
Parent-Worshipping Cultist:
An Outcast with this Blemish gains the granted ability of a single Cleric domain of their choice, using their Warp as their effective Cleric level; in addition, they gain the ability to rebuke Aberrations, which works exactly like how a normal Cleric turns Undead, except that they may use a number of times per day equal to two-thirds of their Warp, and they use their Warp as their effective turning level.
This Blemish counts as being able to Turn Undead for the purpose of prerequisites; uses of the Aberration-rebuking ability may be used to fuel class features and feats that normally require Turn Undead.
Shaped-like-Pontypool Revelation:
An Outcast with this Blemish may, by spending 1 minute speaking with any number of creatures up to their Warp, force all of those creatures to each make a Will save. If they fail the Will save, they lose any knowledge of languages they might have already had, and instantly learn a single language that the Outcast knows; they cannot learn any new languages after this point. In addition, creatures attempting to influence creatures affected in this way add the Outcast's Warp to any Charisma based checks instead of their Charisma modifier, but only as long as they are in some position of authority over that creature.
Sleepless Horror:
An Outcast with this Blemish no longer needs to sleep and is immune to Fatigue; in addition, any creature that sleeps within 100' per Warp of the Outcast must sleep for two additional hours to be properly rested, and receives a -2 to Concentration checks for 24 hours.
Finally, An Outcast with this ability may, once per day, cause any creature currently affected by the penalty from this ability to automatically fail a Concentration check; they must be able to see the creature that they are using this ability on.
Stalk the Paranoid:
An Outcast with this Blemish may select a single creature within 10' per Warp to follow as a Swift action; if they do so, they may, as an Immediate action, teleport anywhere within 5' per Warp of that creature, as long as the position that they select to teleport to has Concealment from the creature that they are following.
If the creature they are following is ever more than 20' per Warp away from the Outcast, they are no longer treated as if they are being followed, and the Outcast must select a new target for this ability.
If the Outcast has any Blemishes that generate an aura, the creature and all possessions on their bodies are treated as if they are inside that aura.
Supernal Shadow-cloak:
An Outcast with this Blemish causes the area around them out to a radius of 2' per Warp, rounded up to the nearest 5' increment, to be treated as shadowy illumination. If the Outcast takes a -5 penalty to their hide check, they may use these shadows to hide; if they take a -10 penalty, they can hide even from creature that have Darkvision or can normally see through magical darkness.
Supernally Fortunate MonsterAn Outcast with this Blemish treats all rolls on a d20 that are lower than their Warp as if they were equal to their Warp instead; this adjustment does not cause a critical to be threatened, or trigger any effect or ability that requires a particular roll on a d20.
Tasteless Palate:
An Outcast with this Blemish may treat any solid object that it can physically chew as if it were food, and any liquid that it can drink as if it were potable; they are immune to all ingested poisons and diseases, and cannot be sickened (if they would be nauseated, they are instead sickened). In addition, the Outcast gains the Swallow Whole special quality as if they were a creature a number of size categories larger equal to one fifth of their Warp, rounded down, to a maximum of Colossal.
Unnatural Quickness:
An Outcast with this Blemish gains a bonus to their base land speed equal to 5' per 2 points of Warp.
Warped Space:
An Outcast with this Blemish is treated as if they were either a size larger than they actually are, or a size smaller, whichever would be better for them.
If their Warp is at least 7, they instead are treated as if they were up to 2 sizes larger or smaller.