chernobog
Prerequisites: N/A
Hit Die: d8 + con modifier
Action Points: 5 + level
Class Skills: Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Listen, Psicraft, Sense Motive, Spot, Swim, Tumble
Skill Points: 5 + Int modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense |
1st | 0 | 0 | 0 | 2 | TALENT, BLOWBACK | 1 |
2nd | 1 | 0 | 0 | 3 | BONUS FEAT | 1 |
3rd | 2 | 1 | 1 | 3 | TALENT | 2 |
4th | 3 | 1 | 1 | 4 | BONUS FEAT | 3 |
5th | 3 | 1 | 1 | 4 | TALENT | 3 |
6th | 4 | 2 | 2 | 5 | BONUS FEAT | 4 |
7th | 5 | 2 | 2 | 5 | TALENT | 5 |
8th | 6/+1 | 2 | 2 | 6 | BONUS FEAT | 6 |
9th | 6/+1 | 3 | 3 | 6 | TALENT | 6 |
10th | 7/+2 | 3 | 3 | 7 | TALENT | 7 |
SPECIAL
Blowback
Range: Touch
Duration: Instant
You may try to alter a single target's physical state or inflict subdual damage on a single target for 1d6 + your chernobog level. This increases to 2d6 at level 7. This succeeds with a Concentration DC of 15. However, regardless of success or failure, you must make a Fort Save DC 10. Above 10 sustains 1d6 dmg, Below results in a seizure (and still 1d6 dmg.) Seizures typically last for 2d4 rounds. Characters suffering a seizure lose their Dexterity bonus, drop what they are holding, cannot take any move or attack actions, and suffer a –2 penalty to Defense.
TALENTS
Healing Tree
Healing Touch:
Range: Touch
Duration: Instant, with lasting effects.
Prerequisites: None
The touch restores 2d4 hit points. The healing touch can only be used on other living creatures, but never on himself.
Empathic Transfer:
Range: Touch
Duration: Instant, with lasting effects.
Prerequisites: Healing Touch
You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you.
Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction.
Deaden Pain
Range: Touch
Duration: One hour per level of experience.
The ability to deaden pain can be used as a painkiller which temporarily negates existing pain or as an anesthetic to be used for surgery. Needs a Concentration DC of 15 to succeed.
Psychic Diagnosis
Range: Touch
Duration: Immediate knowledge.
Length of Trance: 2d4 minutes
Prerequisites: Healing Touch, Empathic Transfer
The character can sense physical pain, external and internal injury, disease and possession with absolute clarity. This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.
Psychic Surgery
Range: Touch
Duration: Varies with injury.
Length of Trance: 2D6 minutes of preparatory meditation, plus the duration of the surgery, which is half the time of conventional modern medicine; as is the recovery time of the patient.
Prerequisites: Healing Touch, Empathic Transfer, Diagnosis
Psychic surgery is used to repair broken bones and internal injuries, the removal of foreign objects (arrowheads, bullets, etc.), or when a character has suffered so much damage that he or she has lapsed into a coma (zero or less hit points). The recovery from a coma (near death) is equal to treatment from a modern hospital, and 1-66% when psychic surgery is used. Note that there is absolutely no scarring from psychic surgery and minimal pain (no pain if the deaden pain psi-ability is used). No tools are needed, only the psychic's hands. Note: A psychic diagnosis must be made before surgery is possible.
Damage Tree
Fatigue:
Range: Touch
Duration: Instant
With a Concentration DC of 15, you can drain a target's energy and cause them to become fatigued. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything Doing anything that would normally cause fatigue causes the fatigued character to become exhausted (the status effect not the adjective). After 8 hours of complete rest, fatigued characters are no longer fatigued.
Stun:
Range: Touch
Duration: Instant
Your touch deals 1d6 damage with a Concentration DC of 10. The way this damage manifests is up to the discretion of the user, within reason. (rolling a 6 can't stop someone's heart … but it could probably burst their eardrum or something.)
Extreme Stun:
Range: Touch
Duration: Instant
Prerequisite: Stun
Your touch deals 4d6 damage with a Concentration DC of 18. If you successfully use Extreme Stun on someone, you must make a Fort Save DC 18 to avoid sustaining 2d6 damage.
False Sensory Input
Prerequisite: Level 7 Chernobog
Display: Mental
Manifesting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates
Power Resistance: Yes
You have a limited ability to falsify one of the subject’s senses. (Concentration DC 15) The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can’t create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy manifester who is attempting to use his powers, the enemy must make a Concentration check as if being grappling or pinned.
Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration.
Death Urge
Prerequisites: Level 7 Chernobog
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
You plant a hidden death-urge impulse in the subject’s unconscious. (Concentration DC 15) On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.
If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.
If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.
