Deep Flaws, BB Variant (3.5e Flaw)
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Deep Flaws, BB Variant
There are 7 types of Deep Flaws that usually progress in 5 stages each. Deep Flaws come in pairs (opposites) that cancel each other out. These provide manifestations and visceral attacks.
A Character cannot be greater than a Stage 3 in a Flaw Chain before its opposite is locked. Locked Flaws can not increase (re-roll if flaw type is selected), and lose all manifestation levels. All penalties and gains are halved for locked flaw types.
Manifestations are traits (somewhat a combination of a flaw and a feat) that are unique to each type of Deep Flaw. Each manifestation provides a gift and a stain (character gains both for the manifestation) but may have pre-requisite manifestations before it is selected. One manifestation is gained for each stage except Stage 5, where two manifestations are gained (Except for the Deep One flaw). The number of manifestations for a flaw chain is called a character's manifestation level and each flaw chain has its own manifestation level.
These attacks must be performed directly behind an enemy and are a Full Round action (though it can be performed every round). Visceral attacks are dependent on the level of Visceral a character has (one level is gained at Stage 1 for every Deep Flaw type). The levels are as follows:
I)2x damage dealt to enemy.
II)Heal-back up to half damage dealt to enemy (up to a maximum of the damage taken by character in the last round).
III)3x damage dealt to enemy. Possibility of Stunning Visceral.
IV)Heal-back up to half damage dealt to enemy (up to a maximum of the damage taken by character in the last two rounds).
V)4x damage dealt to enemy.
VI)Heal-back up to half damage dealt to enemy (up to a maximum of the damage taken by character in the last three rounds).
VII)5x damage dealt to enemy; Heal-back up to full damage dealt to enemy (up to a maximum of the damage taken by character in the last three rounds).
Additionally, at Visceral III and above, a character can make an attempt to stun the enemy by taking an attack of opportunity. If struck, the visceral attack ends doing nothing. If not struck the enemy has a (damage-dealt/half-HP)% of being stunned next turn.
To determine the Deep Flaw type, roll a d8. If a flaw is locked re-roll.
1 - Lycanthropy
2 - Vampirism
3 - Shadowbound
4 - Hive
5 - Abyssal Corruption
6 - Lich
7 - Deep One
8 - Highest Flaw (Nothing happens if no other flaw has been gained)
The opposite flaws are Lycanthropy-Vampirism, Shadowbound-Hive, and Abyssal Corruption-Lich. The flaw Deep One is unique in that it has no opposite and has seven stages rather than 5 and no stage grants 2 manifestations.
Stage 1: Visceral +1, -2 Will Save.
Stage 2: Shift Form, Automatic Shift Form 1/Night with a DC Will Save 15 or be uncontrolled 1d4 rounds.
Stage 3: DC for Will save becomes 20, -2 Will Save, -2 CHA, Shift Form gains +4 STR & +2 DEX.
Stage 4: Silver Allergy, Form => +5 STR, +3 DEX, +1 CON.
Stage 5: Form is permanently on (DC 25 Will to cancel until next used; failed save means uncontrolled 1d4 rounds), Form => +6 STR, +4 DEX, +3 CON.
The uncontrolled shift occurs randomly each night (DM discretion). If the save fails, the shift occurs and the character is uncontrolled (DM controlled) for 1d4 rounds. This happens every night once Stage 2 occurs unless the character is permanently in form.
Manifestations are as follows:
You have some control over your shift to a feral nature.
Gift: You can attempt a DC 15 Constitution check as a full-round action to shift into a feral form. This form grants you a bite natural attack that deals 1d6 points of piercing damage if you’re Medium (1d4 if Small). You retain the use of your abilities and gear. You can remain in this form for up to 1 minute (10 rounds), but can revert back as a move action at any time. If the duration expires, you can extend it by 1 minute by spending another use of this ability as a free action. You can use this ability a number of times per day equal to your manifestation level.
Stain: When you are struck by a confirmed critical hit and aren’t in your shifted form, you must attempt a Will save (DC = 15 + your manifestation level). If you fail, you automatically shift form on your next turn without attempting a check.
This consumes one use of that ability.
You’re resistant to harm, but can’t abide the touch of silver.
Gift: When you are shifted, you gain an amount of damage reduction equal to half your manifestation level (rounded up). This DR is overcome by silver.
Stain: When you’re not in your shifted form and you touch silver, including being struck by a silver weapon, you’re sickened for 1 round. Immunities don’t prevent this sickened condition, and you can’t remove it early. You can try to hide this aversion with a Bluff check opposed by Sense Motive.
You are hardier in your animal form.
Prerequisite(s): Shift Form.
Gift: Whenever you shift forms, you gain a +2 bonus to your Constitution score that lasts as long as you are in your shifted form. Hit points gained from this bonus are lost when you revert to your normal form.
Stain: You take a –2 penalty to your Charisma score.
You are stronger in your animal form.
Prerequisite(s): Shift Form.
Gift: Whenever you shift forms, you gain a +2 bonus to your Strength score that lasts as long as you’re in your shifted form.
Stain: Whenever you shift form involuntarily, your body spasms and changes size, causing you to drop whatever you were holding and burst out of your other gear and clothing.
Items that can stay on throughout this size change might not fall off, at the GM’s discretion.
You gain the senses of your animalistic side.
Gift: You gain low-light vision +20'. At manifestation level 3rd, you gain the scent special ability if your lycanthrope animal type has the scent ability.
Stain: Creatures of the animal type (except those of your lycanthrope type) are unnerved by your lycanthropic presence, causing you to take a –2 penalty on Handle Animal and Ride skill checks. At manifestation level 3rd, these penalties change to –4.
When in your shifted form, you gain a thick coat of fur.
Prerequisite(s): Shift Form.
Gift: Whenever you shift your form, your natural armor bonus increases by 1. At manifestation level 6th, your natural armor bonus instead increases by 2.
Stain: Whenever you shift form involuntarily, you shift as a free action but you spend your next round (after uncontrolled rounds) confused and must roll to determine your action. At manifestation level 6th, you are confused for 2 rounds instead. Immunities don’t prevent this confusion, and you can’t remove the confusion early by any means.
Greater Shift Form
You can become an animal.
Prerequisite(s): Manifestation level 6th, Shift Form.
Gift: When you use shift form, you can instead take your animal form, as if using polymorph. Nonmagical clothing and gear don’t meld into your animal form. You don’t gain any ability score adjustments (other than those gained from other manifestations), but you do gain all of the other abilities granted by polymorph for your new form.
Stain: While you’re shifted, you’re treated as a lycanthrope and shapeshifter for abilities, items, or spells that target lycanthropes or shapeshifters. In addition, when you shift involuntarily, you can’t shift back until you spend a full-round action and succeed at a DC 20 Constitution check.
If you don’t succeed, you remain in your shifted form, automatically consuming a daily use of shifting each minute until you have used up all of your uses for the day.
The moon’s light affects your mind.
Prerequisite(s): Shift Form.
Gift: Whenever you are outside and the moon is visible, you gain a +1 morale bonus on attack rolls and damage rolls.
These bonuses double during a full moon.
Stain: Whenever you are outside and the moon is visible, you take a –2 penalty on saving throws against emotion effects and a –4 penalty on saving throws to resist involuntarily shifting. These penalties double during a full moon.
You can relate to the creatures that share your type.
Gift: You can communicate with animals related to your animal type. You can use Diplomacy to alter such animals’ attitudes, and you gain a +4 racial bonus on such checks.
This bonus also applies on your wild empathy checks.
Stain: Your animalistic nature imposes a penalty on your Bluff, Diplomacy, and Sense Motive skill checks equal to your manifestation level when dealing with humanoids (and other civilized folk at the GM’s discretion).
Stage 1: Visceral +1, -2 Fort Save.
Stage 2: Fangs, Bloodlust DC Fort Save 15 or be uncontrolled 1d4 rounds.
Stage 3: DC for Fort save becomes 20, -2 Fort Save, -2 WIS, Bloodhealing I.
Stage 4: Fangs permanent, Bloodhealing II.
Stage 5: DC for Fort save becomes 25, Bloodhealing III.
Bloodlust is an uncontrolled state in which a vampire must attack and drink blood. It ends when blood is consumed is occurs every night, 2 days after blood is not consumed. The character may select target but must attack every turn.
Your canines grow unnaturally long when you are angry.
Gift: You can, as a swift action, grow fangs that grant you a bite attack. This is a primary natural attack that deals 1d6 points of piercing damage if your size is Medium (1d4 if Small). You can dismiss the fangs as a move action. You can drain blood with your bite from a helpless creature as a standard action, or a pinned creature as a free action once per round immediately after succeeding at a combat maneuver check to pin the creature or maintain your pin. This counts toward the feeding you must do to avoid bloodlust; you needn’t entirely drain and kill the creature. Draining blood changes your alignment only if you feed on an unwilling innocent.
Stain: You must drink the requisite amount of blood each day necessary to avoid bloodlust.
I)Heal damage dealt by fangs (adds +1 Corruption).
II)Heal damage dealt by fangs (adds 0 Corruption) and 1 Ability Score Damage (adds +1 Corruption).
III)Heal damage dealt by fangs and 1 Ability Score Damage (adds 0 Corruption) or either double damage dealt or 2 Ability Score Damage (adds +1 Corruption).
You can influence others subtly, but lose your reflection.
Gift: You gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. At manifestation level 3rd, these bonuses increase to +4.
Stain: You cast no reflection. While you’re within 10 feet of a mirror or reflective surface, nearby creatures may notice something amiss (Spot DC 20). If they succeed by 5 or more, they notice your lack of reflection. When you reach manifestation level 3rd, a creature can present a mirror to you as a standard action to repel you. You must stay at least 5 feet away from the mirror and can’t touch or make melee attacks against that creature. After 1 round, if the creature continues presenting the mirror, you can attempt a DC 25 Will save each round to ignore the repulsion for that round.
Children of the Night
You can summon foul beasts to faithfully serve you.
Gift: Once per day, you can summon a rat swarm or a wolf, as if using summon nature’s ally II with a caster level equal to your (first) character level. The creature serves you for 10 minutes or until destroyed. At manifestation level 3rd and every manifestation level thereafter, you can use this ability an additional time each day. At manifestation level 4th, you can spend two daily uses of this ability to summon a bat swarm.
Stain: You take a –3 penalty on Handle Animal and Ride checks against animals (except those you summon with this manifestation’s gift). At manifestation level 5th, you affect nonhostile animals as if you had an unnatural aura.
Your powers of persuasion allow you to compel the weak.
Gift: Once per day when you succeed at a Bluff, Diplomacy, or Intimidate check against a creature, you can charm that creature as if using charm monster with a caster level equal to your (first) character level. If the creature fails its save, it’s charmed for a number of minutes equal to your character level.
Stain: You no longer cast a shadow. Noticing this in normal or bright light requires a successful DC 15 Spot check.
Also, if you’re in an area that smells strongly of garlic, you must succeed at a DC 20 Fortitude save or be sickened for 1d4 minutes. Immunities don’t prevent this sickened condition.
You can recover from nearly any wound.
Gift: When you use the ability of the unlife manifestation, you gain fast healing 3 instead of fast healing 1. While the fast healing lasts, you are immune to nonlethal damage, ability damage, and ability drain, although you retain any you already had.
Stain: Whenever you’re in direct sunlight, you’re staggered instead of shaken. Nothing can remove or prevent this condition, but it ends once you’re out of direct sunlight.
You can drain life from those you harm.
Prerequisite(s): Manifestation level 2nd.
Gift: You gain a slam attack, a primary natural attack that deals 1d6 points of bludgeoning damage if your size is Medium (1d4 if Small) in a radius of 5'. You heal half the damage dealt and can use this manifestation level times per day (with a radius of 10' for two charges or 15' for four charges).
Stain: You are healed by negative energy and harmed by positive energy as if you were an undead creature.
You can cheat death.
Prerequisite(s): Greater unlife, Unlife.
Gift: When you’re reduced to fewer than 0 hit points but not slain and you have a use of fast healing remaining, you immediately assume gaseous form, activate your fast healing, and remain conscious. Once you have more than 0 hit points, the effect ends.
Stain: If you remain in direct sunlight, at the end of your second turn you burst into flame, taking 1d6 points of fire damage per manifestation level you have each round. This fire damage bypasses resistance or immunity and can’t be prevented. The fire damage and staggered condition end as soon as you get out of direct sunlight. If you are reduced to fewer than 0 hit points while in direct sunlight, you are slain.
You heal at a phenomenal rate.
Prerequisite(s): Manifestation level 3rd.
Gift: As a standard action a number of times per day equal to your manifestation level, you can grant yourself fast healing 1 for 1 minute.
Stain: While you’re in direct sunlight, you become shaken. Nothing can remove this condition, nor does immunity to fear prevent it, but it ends as soon as you are no longer in sunlight.
You move with a predator’s grace.
Prerequisite(s): Manifestation level 2nd.
Gift: You gain Dodge as a bonus feat and a +2 racial bonus on Stealth checks. At manifestation level 6th, you can climb walls (as per spider climb) at will.
Stain: You can enter a private dwelling only if invited in by someone with the authority to do so, unless you succeed at a DC 30 Will save.
If you fail, you can never retry the save, but you can enter if you’re later invited inside.
Stage 1: Visceral +1, -2 Fort Save.
Stage 2: Frightful +2
Stage 3: Static I, -2 Fort Save, -2 INT.
Stage 4: Frightful +4, Static II.
Stage 5: Shadowbound, Static III.
Fear lingers in your mind, and you can spread it to others.
Gift: You have a knack for guessing just how to scare others. You gain a +2 bonus on Intimidate checks and the DCs of fear effects you create increase by 1. At Stage 4, the bonus on Intimidate checks increases to +4 and the DC increases by 2 instead of 1.
Stain: Your hair loses its color and your sleep is interrupted by nightmares that never leave your mind.
You take a –2 penalty on saving throws against fear effects, and you lose any immunities to fear you might otherwise possess. You gain immunity to effects that would remove your fear (such as remove fear). At manifestation level 3rd, the penalty changes to –4.
I)10% enemy miss chance unless the enemy has ghost touch.
II)20% enemy miss chance unless the enemy has ghost touch.
III)30% enemy miss chance unless the enemy has ghost touch.
I)Take 1d4 damage when traveling from darkness to Brightly lit environments.
II)5/day heal 1d10 when entering a new shadow environment.
III)+5 Stealth in shadow, +2 Stealth in dim light, -4 stealth in lit environment, -8 stealth in brightly lit environment.
Your eyes change, adapting to a life in the shadows.
Gift: You gain darkvision to 60 feet. If you already have darkvision, the range of your darkvision increases by 30 feet instead. You also gain a +2 bonus on Spot and Stealth checks. At manifestation level 3rd, the bonuses increase to +4.
Stain: Your eye color fades to a dull gray and your eyes overreact to light. You gain light sensitivity, causing you to be dazzled in areas of bright light.
Emptiness of the Void
Friends and allies are just people you can hurt more deeply.
Gift: The darkness in your soul can draw in the life force of allies. Once per day when you take ability damage, ability drain, or hit point damage, you can divide the damage or drain evenly between you and one ally within 30 feet.
You can do so only if the damage or drain would reduce your ability score or hit points to 0. The ally can attempt a Will save to resist the link. You can activate this ability as a free action, even if it isn’t your turn.
Stain: You struggle to remember the meaning of alliance and friendship. You can’t benefit from or use the aid another action.
Refuge in Pain
Pain is your only solace from the emptiness of your existence.
Prerequisite(s): Manifestation level 4th, Eerie perception, Wretched pain.
Gift: Pain invigorates you. Whenever you take an amount of damage greater than or equal to three times your character level from a single attack, you gain a +2 morale bonus on attack rolls, damage rolls, saving throws, and skill checks for 1 round. If you have the stain from the weaver of lies manifestation, these bonuses are profane bonuses instead.
Stain: Whenever you take damage, increase the amount of damage you take by 1/2 your manifestation level.
Your gaze carries your regret for wasted potential.
Gift: You gain a gaze attack that causes foes within 30 feet to become shaken for 1 round unless they succeed at a Will save. You can suppress this ability as a free action and cause it to resume as a swift action. A creature that succeeds at the saving throw is immune to your regretful gaze for 24 hours.
Stain: You are withered as if by age. Reduce your Strength, Dexterity, and Constitution scores by 1 point each.
Touch of Ruin
You are infused with the ruin of the Shadow Plane.
Prerequisite(s): Manifestation level 4th, Regretful gaze.
Gift: As a standard action a number of times per day equal to your manifestation level, you can make a melee touch attack that deals 1d10 points of damage per manifestation level you have. A creature touched this way takes 1 point of ability drain to the ability score of your choice unless it succeeds at a Fortitude save. Creatures immune to magical aging are immune to this touch attack.
Stain: Any clothing or gear you wear or carry seems strangely faded and timeworn as long as you wear or carry it.
Treat such items’ hardness as half the normal amount. You take a –4 penalty on saving throws to protect items in your possession from damage or destruction.
Weaver of Lies
Using shadows drawn from the Plane of Shadow, you can spin falsehoods into convincing imitations of reality.
Prerequisite(s): Manifestation level 2nd.
Gift: Once per day, you can use shadow conjuration as a spell-like ability, but only to emulate a sorcerer/wizard spell 1 spell level lower than your manifestation level. Your caster level is equal to your character level. The illusion is 10% real + another 10% real for every manifestation level you have beyond 2nd.
Stain: Joy and excitement have become foreign to you, leaving pain the only sensation of much interest. You can’t benefit from morale bonuses or bardic performances.
Inflicting pain is one of the few sensations that still stirs you.
Prerequisite(s): Eerie perception.
Gift: Whenever you deal weapon damage to a creature that you are flanking or a creature that is denied its Dexterity bonus to its AC against you, you can inflict a painful wound as an immediate action. The target must succeed at a Fortitude saving throw or be nauseated by pain for 1 round. If the target succeeds at the save, it is sickened for 1 round and becomes immune to your further uses of this ability for 24 hours.
Stain: Your eyes turn a milky white, utter black, or pale yellow, making you appear blind although you can see normally in most circumstances. You gain light blindness, causing you to be blinded for 1 round whenever you are exposed to daylight or another source of bright light and dazzled for as long as you remain in bright light thereafter.
Stage 1: Visceral +1, -2 Reflex Save.
Stage 2: Body Hive I
Stage 3: Body Hive II, -2 Reflex Save, -2 STR.
Stage 4: Body Hive III.
Stage 5: Become Swarm, Body Hive IV.
Pick a swarm type. Types are dependent on Body Hive level. If a swarm dies it is unusable for 2 days. Re-absorbing a swarm (re-use that swarm type later in the day, still costs normal charges) costs 1/2 damage.
I)Gain the ability to summon swarm 2 charges/day (Full round). Deals 2d12 damage on summon to self.
II)Summon Swarm 4 charges/day (Standard).Deals 2d8 damage on summon to self. DC 15 Reflex save to retain control of swarm, DC 10 Will save to retain control of self.
III)Summon Swarm 6 charges/day (Move).Deals 1d8 damage on summon to self. DC 20 Reflex save to retain control of swarm, DC 15 Will save to retain control of self.
IV)Summon Swarm 10 charges/day (Swift).Deals No damage on summon to self. No saves necessary to retain control.
Spider [I-IV] - 1 Charge
Locust [I-IV] - 2 Charge
Centipede [II-IV] - 3 Charge
Hellwasp [III-IV] - 5 Charge
Ruin [IV] - 10 Charge
Gift: Gain traits of Swarm (charges left # of rounds per occurrence) (only one swarm type (that the character has the number of charges to summon)).
Stain: 1/day DC 25 Reflex save to retain control of swarm (in body) DC 20 Will save to retain control of self. A failure means 1d4 round loss of control. Re-roll (@ DC-2) at the end to see if control is regained.
Your blood burns like acid.
Prerequisite(s): Manifestation level 3rd, Transformed flesh.
Gift: If a creature damages you with a slashing or piercing manufactured weapon, it must succeed at a Reflex saving throw or its weapon takes 2 points of acid damage per manifestation level; this damage is not halved before it is applied to the weapon’s hardness. If a creature damages you with a slashing or piercing natural weapon, it must succeed at the save or take that amount of acid damage itself.
Stain: Your acidic sweat damages your equipment. After using or wearing an item for 8 hours total, it gains the broken condition. If you use or wear a broken item for 8 hours, it is destroyed. This ability doesn’t break cursed items, artifacts, or similar items that are difficult or impossible to destroy.
You can feel the unseen.
Prerequisite(s): Manifestation level 2nd, Hive mind.
Gift: As a move action, you can force the hive mind to use its senses to assist you. You gain blindsense with a range of 5 feet × your manifestation level until the beginning of your next turn; during that time, you negate the penalty on Spot checks from the stain and instead gain a bonus on Spot checks equal to your manifestation level.
Stain: You gain the light blindness universal monster ability. You take a penalty on Spot checks equal to your manifestation level.
Your body becomes covered in chitinous spines.
Prerequisite(s): Manifestation level 3rd, Living weapon.
Gift: Your spines can pierce walls, allowing you to climb quickly. You gain a climb speed equal to half your base speed.
Stain: Your spines make it difficult to move. Your armor check penalty for any armor you wear increases by 2. Even when not wearing armor, you take a –2 armor check penalty.
Greater Acid Blood
Your blood becomes even more vitriolic.
Prerequisite(s): Manifestation level 6th, Acid blood, Transformed flesh.
Gift: Whenever you take slashing or piercing damage, all adjacent creatures take an amount of acid damage equal to 1/2 your manifestation level (Reflex negates).
Stain: Your blood is so thin it clots poorly, and its alien nature stymies magical healing. You take double the normal damage from bleed effects and lose double the normal amount of hit points per round when dying or when you act while disabled. The DC to stabilize you and stanch bleed effects on you with a Heal check increases by 5. Magical effects no longer stabilize you or end bleed effects—only a successful Heal check can do so.
Greater Hive Mind
The whispers of the hive call to you when awake or asleep.
Prerequisite(s): Manifestation level 6th, Hive mind.
Gift: As a move action, you can communicate telepathically with one creature within 30 feet for 1 round. The hive whispers through the connection, causing a creature that doesn’t have the hive subtype or hive corruption to be shaken for 1 round (Will negates).
Stain: The noise of the hive mind is strongest when you are at your weakest. Whenever damage causes you to drop below half your maximum hit points, you are also staggered for 1 round. Immunities don’t prevent this staggered condition, and you can’t remove it early by any means. This effect doesn’t trigger if you are already below half your maximum hit points before you take damage.
You hear whispers of the hive’s collective consciousness.
Gift: The strength of the hive mind bolsters your own, granting you a +1 bonus on Will saves. At manifestation level 6th, this bonus increases to +2.
Stain: Your mind is cluttered with other disparate voices.
You take a –2 penalty on concentration checks, as well as on Intelligence– and Wisdom-based ability checks and skill checks, and you can never take 10 on such checks.
You can sheathe your body in an armored carapace.
Prerequisite(s): Manifestation level 2nd, Living weapon.
Gift: As a move action, you can cause chitinous plates of armor to grow out of your flesh. This armor grants a natural armor bonus to your AC equal to 1/2 your manifestation level and persists as long you maintain concentration with a swift action each round. You must succeed at a concentration check as if concentrating on a 0-level spell, and your bonus to this concentration check is equal to your character level + your manifestation level. If you fail a concentration check, the armor retracts.
Stain: Growing living armor is painful.
You take 1 point of damage per manifestation level when you take the action to draw out your living armor and every time you retract the living armor (either voluntarily or by failing a concentration check). While your armor is retracted, you take 1 point of bleed damage whenever you take piercing damage.
Your hands contort and mutate into horrible rending claws.
Gift: You gain two claw attacks as primary natural weapons. These claws each deal 1d4 points of damage if your size is Medium (1d3 if Small).
Stain: You take a –2 penalty on ranged attack rolls and attack rolls with manufactured weapons because of your deformed hands.
Your body produces a resinous spittle.
Prerequisite(s): Manifestation level 4th, Living weapon.
Gift: As a standard action, you can expel spittle that rapidly hardens into a resin. This effect is identical to the web spell with a caster level equal to your manifestation level, except it targets a single 5-foot space, has a hardness of 1, and has 2 hit points per manifestation level you have.
Creatures caught in the spray can attempt a Reflex save to avoid the effect. The resin lasts for 1 minute before crumbling to dust.
Stain: Whenever you use your resin secretion gift, you are nauseated until the end of your next turn. Immunities don’t prevent this nauseated condition, and you can’t remove it early by any means.
Your gain some of a hive creature’s resistance to acid.
Gift: You gain acid resistance 5.
At manifestation level 6th, this acid resistance increases to 10.
Stain: The entirety of your flesh darkens and mutates to look more like that of a hive creature. You take a –2 penalty to your Charisma score.
Stage 1: Visceral +1, -2 Will Save.
Stage 2: Early Fleshwarp, +1 Fleshwarped skill enhancement.
Stage 3: Chaotic Mutation, -2 Will Save, -2 DEX.
Stage 4: Advanced Fleshwarp, +1 Fleshwarped skill, +1 Fleshwarped ability.
Stage 5: 2nd Advanced Fleshwarp, +2 Fleshwarped skill, +2 Fleshwarped special ability.
Animal Traits - Fur or scales grow all over the creature’s body.
Bloated Neck - The creature’s neck becomes inflated and toadlike.
Bone Protrusions - Bony protrusions grow across the creature’s body.
Bulbous Cranium - Misshapen lumps and nodules cover the creature’s head.
Elongated Tongue - The creature’s tongue elongates and cannot fit inside its mouth properly.
Eye Stalks - The creature’s eyes protrude from their sockets on short stalks.
Forked Tongue - The creature’s tongue becomes forked like a snake’s.
Gnarled - The creature’s flesh takes on knotty, whorled patterns all over the body.
Hair Loss - Hair falls out in clumpy patches across the creature’s body.
Huge Ears - The creature’s ears become large and floppy, like those of an elephant.
Lidless Eyes - The creature’s eyes become saucerlike and lidless.
Lipless Mouth - The creature’s mouth becomes lipless, with exposed teeth and gums.
Long Fingers - The creature’s digits elongate and gain additional joints.
Lurching - The creature grows a few inches taller, becomes gaunter, and walks with a lurching and ponderous gait.
Molten Flesh - The creature’s skin sags, appearing to run like a melted candle.
Noseless - The creature’s nose rots away, exposing its sinus cavity.
Pallid - The creature’s flesh becomes translucent, revealing the veins and muscle beneath.
Ridges - Prominent ridged protrusions grow on the creature’s forehead.
Sores - Painful blisters and sores erupt all over the creature’s body.
Tumors - Tumorous growths appear across the creature’s body.
Unnatural Eyes - The creature’s pupils become unnaturally shaped or colored.
Vertical Eyelids - The creature’s eyelids now form vertical slits that open and close from side to side.
Vestigial - Digits Additional vestigial digits grow from the creature’s hands and feet.
Webbing - Webbing grows between the creature’s fingers and toes.
Wide Eyes - The creature’s eyes subtly migrate toward the sides of its head.
Fleshwarp skill- +2 skill (STR or DEX based only)
Fleshwarp ability- +4 one ability score, -2 two ability score (DM choice)
Fleshwarp special ability- +2 natural armor, new natural attack, new movement mode, new sense, breath weapon, or grab type.
Bioluminescent- The creature’s flesh sheds an eerie light, the strength of a candle’s. The creature takes a –4 penalty on Stealth checks.
Clogged Ears- The creature’s ears close up and become useless. The creature is deafened.
Crooked Spine- Strange ridges and dislocations mar the creature’s spine. Reduce its carrying capacity by half.
Deformed Joints- The creature’s joints are knobby and twisted. It takes a –4 penalty on Dexterity-based skill checks.
Deformed Legs- The creature’s legs are warped or misshapen in some fashion. Reduce its land speed by half.
Dermal Fissures- The creature’s flesh painfully splits in dry cracks and exposes tender tissue beneath. Double the armor check penalty of any armor it wears and increases any bleed damage it takes by 1 point.
Elongated Limbs- The creature’s limbs elongate slightly, causing bone aches. It takes a –2 penalty on attack rolls and Strength-based skill checks.
Eye Clusters- The creature’s eyes divide and cluster into multiple, smaller eyes contained in each socket. It takes a –4 penalty on visual Perception checks.
Frail- The creature’s organs fail easily. It takes a –2 penalty on Fortitude saves and on Constitution checks to stabilize while dying.
Light Sensitivity- The creature’s eyes take on a reflective sheen, and it gains the light sensitivity universal monster ability.
Malformed Gills- The creature gains nonfunctional gills that don’t allow it to breathe water, but it also has difficulty breathing air and develops a wet, labored breathing. Additionally, it becomes fatigued for 1 hour anytime it runs or charges on land, though this condition ends if it submerges itself in water for 1 minute.
Misshapen Mouth- The creature’s mouth is warped and deformed. All spells with verbal components suffer a 10% spell-failure chance and the creature takes a –4 penalty on checks that require it to speak, such as Diplomacy or Perform (oratory) checks.
Rubbery Flesh- Thick, rubbery hide replaces the creature’s skin. It takes a –2 penalty on Dexterity based skill checks and Reflex saves.
Tumorous Brain- Large tumors form in the creature’s brain, causing its skull to deform. Anytime the creature casts a spell or attempts an Intelligence-based skill check, it becomes staggered for 1 round.
Weeping Sores- Open sores weep strange fluids down the creature’s body. The creature takes a –4 penalty on Fortitude saves to resist diseases.
Your physical form is unpredictable.
Gift: Once per day, you can gain the opposite of any one of the abilities listed in advanced fleshwarp. Abilities gained in this manner persist for 1 hour per manifestation level. This stacks for already gained mutation (negating problems such as deafness if it is already gained). At manifestation level 6th, the ability granted lasts until you use the ability again to gain a different feature.
Stain: Your aura detects as chaotic and evil instead of your true alignment. The aura is strong, like that of a cleric.
Your body mirrors the ugliness of your corruption.
Gift: You gain a +3 bonus on Intimidate checks and on Diplomacy checks to interact with demons and their cults. Your stain penalty does not apply to these checks. At manifestation level 6th, the bonuses double.
Stain: Your hideousness unsettles others. You take a –2 penalty on Diplomacy, Disguise, and Handle Animal checks. At manifestation level 6th, the penalties double.
Your hands twist into terrible claws.
Gift: You gain a claw attack as a primary natural weapon.
This attack deals 1d6 points of damage (or 1d3 points of damage if you are Small). At manifestation level 6th, you gain a second claw attack.
Stain: You take a –2 penalty on attack rolls with manufactured weapons and on Disguise checks where you must hide your claws.
Abyssal power surges within you.
Prerequisite(s): Manifestation level 4th.
Gift: You gain a +2 profane bonus to the ability score of your choice.
Stain: You take a –2 penalty to an ability score of the GM’s choice (other than the one you select as your gift).
You’ve grown a pair of Abyssal wings from your back.
Prerequisite(s): Manifestation level 4th.
Gift: You gain a fly speed of 30 feet with poor maneuverability. At manifestation level 6th, the fly speed increases to 60 feet and your maneuverability increases to good. If your character already possesses a fly speed, add half the fly speed to the flight maneuverability a character already has.
Stain: Your wings cannot be hidden by magic, but you can conceal them by mundane means. Your wings periodically flap and rasp reflexively, imposing a –4 penalty on Escape Artist and Stealth checks.
Your base instincts grow stronger.
Gift: Whenever you are confused, you can roll twice and take the result of your choice to determine the actual effects of confusion. Once per day, if you become dazed, frightened, nauseated, panicked, or stunned, you can instead choose to become confused for the twice the duration of the original effect.
Stain: You become addicted to exposure to the Abyss. Each week that you go without spending at least 1 hour within 30 feet of a demon or in the Abyss, you must attempt a Will saving throw to resist the urge to create a bit of the Abyss on the spot by performing a chaotic evil act. If you fail the saving throw, you are compelled to perform an act within the next week as the DM commands.
Scarred by the Abyss
Your body is horrifically scarred.
Prerequisite(s): Manifestation level 6th.
Gift: You gain damage reduction equal to half your manifestation level that can be overcome by cold iron or good weapons.
Stain: You take a –2 penalty on all saving throws against spells with the lawful or good descriptors and against spell-like abilities and supernatural abilities created by outsiders with the lawful or good subtypes.
The Abyss reveals the awful truths of reality to you.
Prerequisite(s): Manifestation level 4th.
Gift: You can see the truth, as per true seeing, as a full-round action. You can use this gift for a number of rounds per day equal to your manifestation level, and the rounds need not be used consecutively.
Stain: When you cease to use this manifestation’s gift, you become confused for a number of rounds equal to the number of rounds you used the gift.
Your claws carry the warping energies of the Abyss.
Prerequisite(s): Manifestation level 6th, Corrupted claws, Abyssal enhancement.
Gift: The damage caused by your corrupted claws increases as if you were one size larger. The threat range for your claws becomes 19–20. On a confirmed critical hit, a targeted creature must succeed at a Fortitude saving throw to resist becoming warped by your infusion of demonic energy. This inflicts 1d4 points of damage to a randomly determined ability score and causes the creature to be staggered for 1 round.
Stain: You take a –4 penalty on melee attack rolls with manufactured weapons and on Disable Device and Sleight of Hand checks. You have 5% spell failure chance on spells with a somatic or emotion component. This stacks with all other chances of spell failure.
Stage 1: Visceral +1, -2 Reflex Save.
Stage 2: Lichdom I.
Stage 3: Lichdom II, -2 Reflex Save, -2 CON.
Stage 4: Bleak Aura.
Stage 5: Lichdom III, Phylactery (flawed).
I)+5 Resist Poison, +1 Resist Cold, 3% chance to miss enemy.
II)+10 Resist Poison, +2 Resist Cold, 5% chance to miss enemy.
III)Immune to Poison, +5 Resist Cold, 10% chance to miss enemy.
Entropy seeps from your body.
Gift: Any living creature that ends its turn adjacent to you takes 1 point of negative energy damage for every 2 manifestation levels you have. Will 1/2 damage DC 10 + Manifestation level.
Stain: Animals are startled by your presence, worsening their starting attitudes toward you by one step. Any animal companion you have abandons you when you acquire this stain. Whispering voices fill the air around you, begging for release or cursing your existence. Any creature that succeeds at a DC 20 Listen check can hear these whispers, which might alert it to your presence if you’re using Stealth.
A lich may seal up to 50% Max HP. This is Max HP that is sealed. Then an object is linked to a lich. A lich may store up to 5x sealed Max HP (lethal damage only). As a standard action manifestation level/day, the lich can retrieve this HP (minimum 20% each time) as temporary HP that lasts for (HP retrieved/10) rounds/minutes.
Your touch racks the living with pain.
Prerequisite(s): Manifestation level 4th, Death’s caress.
Gift: Once per day per manifestation level, you can make an agonizing touch as a standard action. A living creature hit by this touch attack must succeed at a Fortitude save or be staggered for a number of rounds equal to 1/2 your manifestation level.
Stain: Both of your hands wither to nearly skeletal appendages, and your emotions dim towards the coldness of undeath. You take a –2 penalty on attacks with manufactured weapons. Your spells with somatic or emotion components have a 5% failure chance. This stacks with any spell failure chances you incur from other sources.
Your body takes on a deathly likeness.
Gift: You gain a +1 natural armor bonus to your AC and a +2 bonus on saves against mind-affecting effects.
Stain: Your flesh tightens, turning corpselike and gray as your body rots. You take a –2 penalty to your Constitution.
You are inured to negative energy.
Gift: You gain a +2 bonus on saving throws against spells and effects that work only on living creatures.
Stain: You are healed by negative energy and harmed by positive energy as if you were an undead creature.
Your touch drains the warmth of life from others.
Gift: You can make a touch attack as a standard action that deals cold damage equal to 1d4 + your manifestation level.
Stain: The flesh from one of your hands rots away, leaving it a blackened, skeletal claw. Spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Greater Cadaver’s Countenance
You become emaciated and nearly skeletal.
Prerequisite(s): Manifestation level 4th, Cadaver’s countenance.
Gift: You gain cold resistance 5 and DR equal to 1/2 your manifestation level that is overcome by bludgeoning damage.
Stain: You take an additional –2 penalty to your Constitution score and are affected by spells and abilities (including bane and favored enemy) as if your creature type were undead. This doesn’t grant you the immunities of undead creatures, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.
You can wrench your soul from your body to possess another.
Prerequisite(s): Manifestation level 6th, Deathless.
Gift: You can touch a living creature as a standard action and force your soul into its body. If hit by this touch attack, the target must succeed at a Will save (DC = 15 + your manifestation level) or be affected by possession. You can possess creatures for a number of minutes per day equal to your manifestation level. These minutes don’t need to be used consecutively, but must be spent in 1-minute increments.
A failed attempt costs 1 minute of use and renders your target immune to your malevolence for 24 hours. Your body is helpless while you possess another creature, and if it is destroyed you die when the duration of malevolence ends.
You can use malevolence while in another creature’s body to transfer your soul again (following the same rules for casting possession while in a body that’s not your own).
Stain: Your spirit is untethered from your body. You roll twice and take the lowest result on saves against spells that imprison or target your soul, such as magic jar and trap the soul, as well as against positive energy effects. If you drop below 0 hit points, your soul leaves your body and you instantly die.
Master of the Dead
You can animate the dead with your necromantic power.
Prerequisite(s): Manifestation level 6th, Agonizing touch, Death’s caress.
Gift: You can cast animate dead at will as a spell-like ability with a caster level equal to your character level. You must provide the material components, and you take 2 points of Charisma drain for every creature you animate. If the drain is removed or you avoid taking it, the animated creature is immediately destroyed (you choose which creatures are destroyed if some but not all drain is removed). Conversely, the Charisma drain from animating a creature is instantly removed when that creature is destroyed. You still must abide by the usual Hit Die limits of animate dead.
Stain: Your emotions are nearly a thing of the past. You can’t benefit from morale bonuses or bardic performances.
You have gained unusual insights into necromancy.
Prerequisite(s): Manifestation level 2nd, ability to cast spells.
Gift: You can add one necromancy spell from the sorcerer/wizard spell list to your spellbook, familiar, or list of spells you can prepare or to your spells known. This spell must be of a level you can cast. A spell learned in this fashion is treated as though it were on your class spell list. If you normally cast your spells from the sorcerer/wizard spells list, you can add a necromancy spell from the cleric or witch spell list instead.
Stain: You cast any spell from a school other than necromancy as though your caster level were 1 lower, which might prevent you from casting the spell altogether.
Special: You can gain this manifestation multiple times.
Each time you gain the gift, you gain a different necromancy spell, and each time you gain the stain, the penalties stack.
Stage 1: Visceral +1, -4 X Save, +1 Y Save, +1 Z Save.
Stage 2: Eldritch I, -1 STR, +1 Y Save, -2 Z Save.
Stage 3: Eldritch II, -1 DEX, +1 Z Save, -1 X Save.
Stage 4: Eldritch III, -1 CON, -10' Movement.
Stage 5: Eldritch IV, -1 INT, -1 BAB.
Stage 6: Eldritch V, -1 WIS.
Stage 7: Eldritch Ascension, -1 CHA.
Designate the three saves (fortitude, reflex, will) to the variables X, Y, and Z. Apply these for the requisite +'s and -'s for this flaw chain. Only apply one manifestation per stage (one for Stage 5 and one for Stage 7).
I)+1 Eldritch Modification, You grow gills allowing you to hold your breath underwater for 3 minutes per point of Constitution you have. Your gills impose a –2 penalty on Fortitude saves against inhaled poisons and poison effects (like stinking cloud). Racial lowest ability score now equal to 2nd lowest ability score.
II)+1 or +2 Eldritch Modification, You can hold your breath underwater for 10 minutes per point of Constitution you have. Your gills impose a –3 penalty on Fortitude saves against inhaled poisons and poison effects (like stinking cloud). Racial 2nd lowest ability score now equal to 3rd lowest ability score.
III)+2 or +3 Eldritch Modification, You can hold your breath underwater indefinitely. Your gills impose a –4 penalty on Fortitude saves against inhaled poisons and poison effects (like stinking cloud). Racial 3rd lowest ability score now equal to 4th lowest ability score.
IV)+3 or +4 Eldritch Modification (player choice), You can hold your breath underwater for 10 minutes per point of Constitution you have. Racial 4th lowest ability score now equal to 5th lowest ability score.
V)+4 Eldritch Modification, Treat swim speeds at movement on land or as climbing. Racial 2nd highest ability score now equal to highest ability score.
+5 Eldritch Modification, Racial ability scores (lowest, 2nd lowest, 3rd lowest, 4th lowest) all raised one tier.
The minimum corruption for the character raises +1 per Eldritch Modification. Any modification can be selected so long as it is applicable.
I)+1 Tentacle (5') Natural Attack 1d6 bludgeoning. [2 charge]
II)Tentacle length +5' (requires at least two other tentacles of 5' less length). [1 charge]
III)Extra Eye (+2 Spot). [2 charge]
IV)Extra Ear (+2 Listen). [2 charge]
V)Increased damage die, 1 day: A) Natural claw (only one), B) Natural Bite, C) Tentacle (only one) (non-stackable, but may be taken on multiple different claws/tentacles). [3 charge]
VI)+1 Natural Armor. [4 charge]
VII)+5 Max HP. [2 charge]
You gain a bite attack and can taste blood in the water.
Prerequisite(s): Deep adaptation.
Gift: You gain a bite attack as a primary natural weapon.
This bite attack deals 1d6 points of damage if your size is Medium (1d4 if Small). Additionally, you gain the scent ability when underwater and can track a creature that travels underwater using a Perception check rather than a Survival check, so long as it was bleeding (either suffering from a bleed effect or having taken at least 1 point of piercing or slashing damage that was neither healed nor treated with a successful Heal check).
Stain: Your toothy maw distorts your speech, and your thoughts flit between potential prey. You take a 15% spell failure chance for spells with verbal or thought components and a –2 penalty on all Bluff, Diplomacy, Disguise, Handle Animal, and Perform checks.
Call of the Deep
Your slimy touch robs your victims of breath.
Prerequisite(s): Manifestation level 7th, Claws of the deep, swimmer in the deep*.
Gift: Once per day for every 2 manifestation levels you possess, you can attempt a touch attack that causes your opponent to suffocate. If this attack hits, the target must succeed at a Fortitude save or it gains the ability to breathe water, but also immediately loses the ability to breathe air and begins to suffocate unless it holds its breath. This effect lasts for a number of minutes equal to your manifestation level, and after each minute, the victim can attempt another Fortitude save to negate the effect. The DC of the save increases by 2 every minute.
Stain: You require constant submersion in salt water.
If you spend more than 1 day without fully submerging yourself in such water, painful cracking of the skin dealing 3d8 damage.
Claws of the Deep
Disgusting, translucent claws grow from your fingers.
Prerequisite(s): Manifestation level 3rd, Swimmer in the deep.
Gift: You gain two claw natural attacks. These claws deal 1d4 points of damage if your size is Medium (1d3 if Small).
Stain: You exude a strong odor of low tide. This allows creatures with the scent ability to notice you from twice the usual distance, and makes it extremely difficult—and sometimes outright impossible—to disguise yourself.
You also take a –4 penalty on your Diplomacy and Perform checks against creatures without the aquatic subtype. Your supernatural scent is not affected by the negate aroma spell.
You are acclimated to deep ocean pressures and temperatures.
Gift: You gain cold resistance 5. At manifestation level 6th, you can survive safely at any ocean depth.
Stain: Your flesh peels away to reveal fine, iridescent scales, and your movements become slow and awkward. You take a –2 penalty to your Dexterity score while on land.
Your eyes grow accustomed to the dark places of the world.
Gift: You gain low-light vision +30'. At manifestation level 5th, you gain darkvision with a range of 60 feet, or if you already have darkvision, its range increases by 30 feet.
Stain: Your eyes’ reflective sheen causes light sensitivity.
Your journey to the depths presaged your return to dry land.
Prerequisite(s): Manifestation level 7th.
Gift: You gain the aquatic subtype and the amphibious special quality. You gain a swim speed equal to half your land speed. If you have the swimmer in the deep manifestation, increase your swim speed by 10 feet instead.
Stain: Your hair falls out in patches and your skin takes on a slimy sheen. You take a –2 penalty to your Charisma score.
Your senses are keener underwater.
Gift: While underwater, you ignore concealment from silt, muck, and murky water. At manifestation level 5th, you also gain blindsense with a range of 10 feet while underwater.
Stain: Your eyes grow bulbous and fishlike. You take a –2 penalty on Spot checks while not underwater.
Your deep one blood runs thick and slowly, arresting aging.
Prerequisite(s): Manifestation level 5th.
Gift: You age more slowly than members of your base race.
It takes you twice as long to reach middle age, and three times as long to reach both old age and venerable. At manifestation level 8th, you gain a +2 bonus to your Constitution score.
Stain: You dream of lost cities in ages primordial and are haunted by strange aeons long since forgotten. You are incapable of deriving benefit from effects that replace the need for sleep (like a ring of sustenance) or ameliorate, suppress, or remove the effects of lack of sleep.
Swimmer in the Deep
The cold depths of the ocean are your home now.
Gift: You gain a +4 racial bonus on Swim checks (which doesn’t stack with the +8 racial bonus from having a swim speed) and can take a 10 on Swim checks even while threatened. At manifestation level 3rd, you gain a swim speed equal to half your land speed. At manifestation level 5th, your swim speed is equal to your land speed.
If you are a deep one hybrid, you instead gain a +10-foot enhancement bonus to your swim speed.
This increases to a +20-foot enhancement bonus at manifestation level 3rd and to a +30-foot enhancement bonus at manifestation level 5th.Stain: You grow webbing between your fingers and toes and become dissatisfied with life on land. You take a –2 penalty on Dexterity – and Strength-based skill checks and ability checks while on land.