Horrific talents
The talents in the basic classes are open to anyone who takes levels in those classes. These horrific talents need to be unlocked before you can pick them. Once a talent tree is unlocked, you can pick talents from that tree any time you can pick a talent, in any class.
Bloodline Talent Trees
These talent trees are open to anyone possessed by a spirit that embodies the theme of the tree, or anyone descended from a fiend of the proper type.
Anger Talent Tree
Aura of Fear: You emanate an aura of fear. Adjacent opponents that are affected by your Frightful Presence cannot attack you. Once affected, they remain unable to attack until the duration of Frightful Presence ends.
Prerequisite: Intimidating Presence, Frightful Presence.
Incite Anger: You can Incite Depravity (Anger) in a target within 50 feet. The target must be able to see, hear, and understand you. You cannot use this ability on the same target more than once each day.
Prerequisite: Intimidating Presence, Rage.
Intimidating Presence: Your mere presence intimidates people. You can reroll Intimidation checks. You must accept the second roll even if it is worse.
Rage: This is the same talent as Rage in the Rage talent tree. By getting this talent, you gain access to the Rage talent tree.
Envy Talent Tree
Aura of Sabotage: Select one of the abilities Strength, Dexterity, Intelligence, Wisdom, or Charisma. When anyone tries to use a skill based on that ability within 2 squares of you, you can spend an immediate action to give him a -5 penalty on his check. You may select this talent multiple times, each time selecting another ability that is sabotaged when you are around.
Incite Envy: You can Incite Depravity (Envy) in a target within 50 feet. The target must be able to see, hear, and understand you. You cannot use this ability on the same target more than once each day.
Prerequisite: Aura of Sabotage, Jinx.
Jinx: As an immediate action, you can spend an action point to negatively affect a single d20 roll made by an opponent within 6 squares. The person affected suffers a one-time circumstance penalty equal to the result of your action dice. If the opponent is within 2 squares, and uses a skill for which you could use Aura of Sabotage, that penalty also applies.
Prerequisite: Aura of Sabotage.
Gluttony Talent Tree
Hunger Pains I: By spending a full-round action the character can induce painfully strong hunger pains in his target. The target gets a fortitude save (DC 10 + the demonblood hero level + Con modifier). Failure indicates the victim suffers a -2 to attack rolls for 1d4 rounds. Movement is reduced by half. Creatures immune to pain are also immune to this effect.
Hunger Pains II: The penalty on a failed save increases to -3. Characters may not take a full move action.
Prerequisite: Hunger Pains I
On a Binge: The demonblood hero may spend one action point to overwhelm his victim with an overwhelming urge to eat or drink. This ability has a range of 50 feet. The target must make a Will Save (DC 10 + the demonblood hero level + Cha modifier) or become driven by a desire to consume all nearby foodstuffs or fluids. The affected character will be consumed by this urge for 1d8 rounds. If no food or drink can be found, the character will go elsewhere. If in a public place such as a restaurant the character will attempt to eat and drink everything in sight.
Incite Gluttony: You can Incite Depravity (Gluttony) in a target within 50 feet. The target must be able to see, hear, and understand you. You cannot use this ability on the same target more than once each day.
Prerequisite: On a Binge.
Nauseating Pestilence: By spending a full action, the Demonblood Hero can induce nausea in his victim. Victims must make a Fort save (DC 10 + the demonblood level + Con modifier) or become nauseated for 1d4 rounds. This power requires line of sight and has a range of 25’ +5’ per 2 Demonblood Hero levels. Creatures immune to poison are also immune to this effect.
Greed Talent Tree
All that Glitters: You can modify the apparent Wealth value of an item by three, either up or down. The false value remains until the item has been out of your hands for one hour.
Prerequisite: Dreams of Avarice.
Dreams of Avarice: You gain a +5 Wealth bonus. Once per day, you can give it to a willing character for 24 hours. At that time, you can let him keep it for another 24 hours, or take it back. If you take it back, your target loses 1 Wealth for each day he had the bonus, but no more than -5. You can pick this talent twice, for a +10 bonus and a maximum wealth loss of -10.
Incite Greed: You can Incite Depravity (Greed) in a target within 50 feet. The target must be able to see, hear, and understand you. You cannot use this ability on the same target more than once each day.
Prerequisite: Dreams of Avarice, Root of All Evil.
Root of All Evil: You can reroll Deception and Persuasion checks where money is involved, whether directly or as bribes. You must keep the second roll even if it is worse.
Lust Talent Tree
Hyper-Pheromone Secretion: You can reroll Persuasion and Deception skill checks in any situation where sex appeal could apply (which is most of them). You must use the second roll even if it is worse, unless you have another ability that also grants a reroll. In that case, you can roll twice and take the best roll.
If target has no olfactory organs (or is immune to effects based on smell) then this ability has no effect.
Jealous Rage: Jealousy is a related emotion to lust, a perversion of love and desire into obsession and control. You have an innate ability to manipulate these darker desires for your own purposes. This ability only works on people whose attitude toward you is Helpful (see the Persuasion skill for more information), and which can be affected by Hyper-Pheromone Secretion.
On a Persuasion check (DC 20), you can convince the target that an enemy, who must either be within line of sight or personally known to him, is a threat to you. Depending on your relationship, you either stir feelings of jealousy or maternal/paternal protectiveness in the target.
The target of this ability will attack the person chosen by you as soon as possible, gaining a +2 morale bonus to attack and melee damage rolls.
Prerequisite: Hyper-Pheromone Secretion.
Touch of Ecstasy I: By spending a full-round action (or 1 full minute focusing on the character, whichever is relevant) you can cause your victim to become shaken for 1d4 rounds. Make a touch attack against your target. A successful strike requires the victim to make a Fort save (DC = 10 + half your level + Cha modifier).
Touch of Ecstasy II: The duration of this talent increases to 1d6 rounds and can be done as an attack action.
Prerequisite: Touch of Ecstasy I.
Incite Lust: You can Incite Depravity (Lust) in a target within 50 feet. The target must be able to see, hear, and understand you. You cannot use this ability on the same target more than once each day.
Prerequisite: Touch of Ecstasy I, Touch of Ecstasy II.
Pride Talent Tree
Aura of Confidence: You can reroll Persuasion checks. You must keep the second roll even if it is worse.
Cut to the Chase: You are adept at making snap decisions. You can reroll Initiative checks. You must keep the second roll even if it is worse.
Incite Pride: You can Incite Depravity (Pride) in a target within 50 feet. The target must be able to see, hear, and understand you. You cannot use this ability on the same target more than once each day.
Prerequisite: Aura of Confidence, Undermine.
Undermine: You have the ability to offer suggestions that rattle the confidence of yourtarget. You may make a “corrective” statement as a reaction to a character attempting a skill check. If your Persuasion check equals or beats the target's Will defense, he suffers a -5 penalty on that skill check and is unable to attempt that action again for 10 minutes.
This ability cannot be used in combat.
Sloth Talent Tree
Indecisive: Your mere presence can cause others to second guess their decisions at critical moments, resulting in a failure to act as quickly as other people. Every non-friendly person in a 4 square radius suffers a -5 penalty to Initiative checks. If at any time they move more than 4 squares away, their initiative returns to normal. This is a constant emanation that cannot be resisted or suppressed.
No Ambition: Your slothful nature has a negative effect on the ambition of others. Once per encounter, you can select one target within 6 squares and make a Persuasion check. If your check equals or beats the target's Will defense, the target may not spend action points during the encounter or use any ability requiring concentration.
Psychic Vampire: You can leech vitality from any one target within 6 squares. You spend an action (swift, move, or standard) and make a Charisma check. If your check equals or beats the target's Will defense, the target loses an action one step greater than the one you spend. If you spent a swift action, the target loses a move action; if you spend a move action the target loses a standard action; if you spent a standard action the target loses a full-round action.
Incite Sloth: You can Incite Depravity (Sloth) in a target within 50 feet. The target must be able to see, hear, and understand you. You cannot use this ability on the same target more than once each day.
Prerequisite: Indecisive, Psychic Vampire.
Other Talent Trees
Rage Talent Tree
The rage talent tree is open to anyone with a Rage racial feature. Having or choosing that Rage feature counts as having the Rage talent below, and opens the rest of the tree.
Rage: Once per day, you can fly into a rage as a swift action. While raging, you gain a +2 rage bonus to melee attack rolls and melee damage rolls but cannot use skills that require patience and concentration, such as Crafts, Metaphysics, or Stealth. A fit of rage lasts for a number of rounds equal to 5 + your Con modifier. At the end of that time, you move -1 persistent step along the condition track. The penalties imposed by this condition persist until you take at least 10 minutes to recuperate, during which time you can’t engage in any strenuous activity.
Extra Rage: You may rage twice per day. You may take this talent multiple times; each time you do adds another rage/day.
Prerequisite: Rage.
Mighty Rage: Your rage bonus to attacks and damage increase to +5 each.
Prerequisite: Rage, base attack +6.
Tireless Rage: Your step down the condition track at the end of a rage is no longer persistent, and may be recovered via any of the usual methods.
Prerequisite: Extra Rage, Rage, base attack +8.
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