Chosen Of Karamusan

Prerequisites: Arcana 4 ranks, Forbidden Lore (Karamusan) 4 ranks.
XP Cost: 300

Starting Ability

The priest of Karamusan may assume the form of a conspiracy of ravens—hundreds and hundreds of ravens acting as one massive body, crawling over each other in midair. In this form, he gains the Swarm subtype, and the following traits:

  • You take up a 5-foot space. The swarm may squeeze through a space big enough to accommodate any single member. (A typical raven is Tiny size.)
  • You lose the ability to speak intelligibly, as well as to perform tasks which require fine manipulation, and do not retain any natural attacks of your previous form.
  • Your gear is subsumed into the swarm.
  • You gain a flight speed of 40 feet with average maneuverability, as well as a +2 size bonus to your Defense.
  • You are not subject to critical hits, flanking, or any spell which targets a specific number of creatures unless it is a mind-affecting effect.
  • You take only half damage from piercing and slashing weapons.
  • You deal 2d6 damage to any creature whose space you occupy at the end of your move, or at the end of your turn if you do not move. This damage does not require a successful attack roll and is not subject to a miss chance due to concealment or cover.
  • You lose the ability to make attacks of opportunity, though you can provoke them.
  • You cannot be grappled, tripped, or bull rushed, nor can you grapple.
  • Any living creature which begins its turn sharing a space with you must succeed on a Fortitude save (DC 10+1/2 HD+Con modifier) or be nauseated for 1 round.

A priest of Karamusan may transform in this manner once per day for every Hit Die he possesses. Transformation between forms requires a standard action, but lasts indefinitely.

Abilities

Avian Empathy
XP Cost: 270
You may communicate with crows and ravens, no matter which form you have taken. You gain a +4 bonus on any checks made to influence them.

Carrion Carnage
XP Cost: 810
Any creature damaged by your swarm attack must make a Reflex save (DC 10+1/2 your Hit Dice + your Dex modifier) or be blinded. Sight may be restored with a successful Heal check (DC 20).

Swarm Command: Devour
Prerequisite: Murder Most Foul
XP Cost: 810
With this horrible command, you can set your swarm about the gruesome task of consuming a single target of your choice. You must spend a standard action to concentrate each round this command is in effect, and you may be subject to Concentration checks in appropriate situations, as though concentrating on a spell. Each round that you are able to maintain concentration and the target begins his turn in a space occupied by your swarm, the target takes 2 points of Constitution damage. When the target is reduced to 0 Constitution, he dies instantly, reduced to nothing but bare bones (if the target has a skeletal system, that is).

Swarm Command: Hound
Prerequisite: Murder Most Foul
XP Cost: 270
You may command your corvid swarm to hound a single individual of the your choice. They will follow the target, ending every turn with the target in their area if possible - if not, they’ll chase him until he is. The swarm will actively attack during this time - the target will take an additional +1d6 points of damage, while all other creatures in the swarm take 1d6 less damage.

Swarm Command: Protect
Prerequisite: Murder Most Foul
XP Cost: 270
You may command your corvid swarm to protect you. You must be in at least one space occupied by the swarm to give this command. So long as you remain in the same space as your swarm, you gain concealment equal to 30%. If the swarm is reduced to half of its Hit Points or less, this concealment is reduced to 15%. Should you move from the swarms space, or give them any other command, this protection ceases and you must give the command again while within the swarm’s space to regain the benefit.

Swarm Command: Transport
Prerequisite: Murder Most Foul
XP Cost: 540
Your swarm of corvids engulfs a solid object or person that you can see and transports it to you. The swarm moves at their fly speed to and from the object, although particularly heavy objects will slow them down; They have an effective strength of 15 + half your Hit Dice for this purpose only. If the object is small enough for you to hold, the birds will drop it into your open hands (or open backpack, sack, or whatever else you desire). Otherwise, the birds will deposit the person or object in the nearest open space in front of you. Unwilling creatures get a Reflex save every round (DC10 + your Hit Dice + the swarm’s effective carrying Strength modifier) to escape the birds, and any bonuses gained from feats or other features for the purpose of escaping grapples are added to this roll.

Dispersal
XP Cost: 225
As an immediate action when you are struck by an attack that would otherwise kill or incapacitate you, you may expend one of your daily transformation uses. If you are in humanoid form, you switch to swarm form; if you are in swarm form, the swarm disperses and reforms at the beginning of the next turn. In either case, the damage dealt by the attack is halved. Using this ability renders you fatigued until you can rest for eight hours, and using it a second time before resting renders you exhausted. This ability cannot be used while exhausted.

Explosive Transformation
XP Cost: 75
By spending two daily uses of your transformation ability instead of one, you explode outwards into a mass of ravens which coalesce into the swarm. Every creature within 30 feet takes swarm damage as though you had ended your turn in the creature's square. A successful Reflex save (DC 10+1/2 your Hit Dice + your Dex modifier) halves this damage.

Feast
XP Cost: 810
You can restore your body by eating dead flesh. As a full round action, a you may eat a dead corporeal creature. You regain 2 hit points each round you do this. You may eat from a body for a number of rounds equal to the victim’s HD, after which the corpse is considered stripped of edible flesh. You count as flat-footed while feasting. If allowed to feast uninterrupted for 5 consecutive rounds, you gain a +4 profane bonus to Str and Dex for 10 minutes following the feast.

Gathered Within
Prerequisite: Murder Most Foul
XP Cost: 2,430
As a full-round action, you can draw your swarm into your body. You must be standing in a space occupied by the swarm for this ability to be effective, but the exact visual effects are left up to the player - the swarm might funnel into your open mouth, fly up your sleeves and disappear into your body, or take any other appropriately creepy action. When the action is complete, the swarm has entirely disappeared within you.

While the swarm is internalized, you gain the following traits:

  • You gain a +4 bonus to Perception checks.
  • Occasionally, your skin pushes outwards in certain places, as though a number of animals are trying to escape. This requires a DC15 Perception check to notice, but particularly loose or heavy clothing can hide it entirely.
  • The beasts within you exude a palpable aura of menace, even while unseen. You an aura of fear out to 30 feet. Creatures passively interacting with you (passing you on the street or sitting nearby in a tavern, for example) feel a creeping up their spine, and seek to keep their distance, but are otherwise unaffected. Anyone engaged with you and within the radius (talking to you, selling you something) must make a Will saving throw or become shaken. Creatures in combat against you must make a Will saving throw or become frightened (or shaken on a success). Any given creature can only be affected by this aura once per encounter. The save DC for this effect is 10 + your Magic Attack Bonus+ your Charisma modifier. It is a mind-affecting fear effect, and cannot be turned off while your swarm is internalized.

Lure of All Flesh
XP Cost: 540
You gain a bite attack that deals 1d4 damage, has a critical hit range of 20, and deals Superficial Trauma. In addition, creatures damaged by your bite attack must make a Fortitude save (DC 10+1/2 your Hit Dice +your Con modifier) or contract a supernatural disease, Wendigo's Hunger (below).

Wendigo's Hunger: It incubates in 1d3 days and deals 1d3 Wisdom damage for each day it lingers. Every time Wisdom damage is taken from this, the afflicted creature must make a Will save (DC 10+1/2 your Hit Dice +your Cha modifier) or start to hunger for its own race's flesh. The creature will use any means at it's disposal to stalk and kill a member of his own race in secret, feed on it's flesh, and then return to his normal life while forgeting everything since he failed the Will save. Creatures reduced to 0 Wis by this disease do not die, but become insane and race to the wilderness to stalk their own victims.

Murder Most Foul
XP Cost: 810
You become bound bound to a swarm of ravens, crows, rooks, or another sort of common corvid. The swarm has a number of Hit Dice equal to half your Hit Dice, and is commanded by you as a swift action. Commands are verbal and require you to speak or otherwise communicate by sound. The swarm has the following traits:

  • It takes up a 10-foot space. The swarm may squeeze through a space big enough to accommodate any single member. (A typical corvid is Tiny size.)
  • It has a flight speed of 40 feet with average maneuverability.
  • It is not subject to critical hits, flanking, or any spell which targets a specific number of creatures unless it is a mind-affecting effect.
  • It takes only half damage from piercing and slashing weapons.
  • It deals 2d6 damage to any creature whose space it occupies at the end of its move, or at the end of your turn if they do not move. This damage does not require a successful attack roll and is not subject to a miss chance due to concealment or cover.
  • It loses the ability to make attacks of opportunity, though it can provoke them.
  • It cannot be grappled, tripped, or bull rushed, nor can it grapple.
  • Any living creature which begins its turn sharing a space with the swarm must succeed on a Fortitude save (DC 10+1/2 HD+Con modifier) or be nauseated for 1 round.

Raven's Rush
XP Cost: 1,080
While in swarm form, you deal swarm damage to any creature whose square you enter during your turn, as well as any creature in whose square you end your turn. You may only deal swarm damage to a given creature twice each turn (either by moving into its square twice, or by entering its square and ending her turn there), and any given creature only makes one save against Carrion Carnage (if applicable) per round.

Swarm Growth
XP Cost: 810
You occupy a 10-foot space when you take swarm form. Unlike other swarms, this space is shapeable, and you may choose to take up any four contiguous squares.

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