Branded Doom (Apath)
Unofficial rules compendium | |
|
Branded Doom
Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.
You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.
Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, at the GM's option. As a supernatural ability, you can touch an enemy for 1d6 + (1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to armor class against your attacks. You can perform this branding touch a number of times per day equal to 1 + your Charisma bonus (minimum 1).
At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus.
At 10th level, you gain fire resistance 5.
At 15th level, your fire resistance increases 10. The AC penalty branded opponents take increases to -4.
The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text. |