Warped One

Prerequisites: Arcana 2 ranks.

Benefits: As a free action, you may attempt to channel sorcerous power through your body, causing it to warp and twist your body. Roll a d20 and add any appropriate modifiers to the total. Then consult the table below for the result.

Modifiers

  • Add your current MP score.
  • +4 if you are completely naked (no armor or clothes except jewelry, up to two weapons and a shield).
  • +1 for every Hit Die you have.
  • +1 if you have taken damage this round.
  • +4 if under the effects of the Crimson Mist feat.
  • +2 for each creature that is Massively Warped within your view.
  • +4 for each creature that is Totally Warped within your view.
Total Result
less than 30 No effect
30 Minor Warp
40 Warped
55 Massively Warped
65 Totally Warped

No Effect: You fail to channel the power. You may not attempt again for 1d4 rounds.

Minor Warp: Your skin becomes hot to the touch, causing 1d6 points of heat damage (Fortitude save at DC 10 + your Constitution modifier to take half damage) to anyone who touches you or whom you touch, skin to skin. This includes unarmed strikes which either hit you or which you make, as well as grapple attempts by either you or your opponent (the damage occurs each round if contact is continuous). You gain a +4 to strength, but suffer a −2 circumstance penalty to your Defense while warped as you are not really defending yourself. The roll to control the warp is 10.

Warped: Your skin becomes hot to the touch (as above, but dealing 1d8 damage), your size changes to Large. You gain a +8 bonus to your Strength and +4 to your Constitution, but suffer an additional −2 circumstance penalty to your Defense while warped as you are not really defending yourself. Your movement rate increases by 10 ft. The roll to control the warp is 15.

Massively Warped: Your skin becomes hot to the touch (as above, but dealing 1d10 damage). Your size becomes Huge. You gain a +16 bonus to your Strength and +8 to your constitution, but suffer an additional −2 circumstance penalty to your Defense while warped as you are not really defending yourself. Your movement rate increases by 20 ft. The roll to control the warp is 20.

Totally Warped: Your skin becomes hot to the touch (as above, but dealing 1d12 damage). Your size becomes Huge. You gain a +24 bonus to your Strength and +12 to your constitution, but suffer an additional −2 circumstance penalty to your Defense while warped as you are not really defending yourself. Your movement rate increases by 20 ft. The roll to control the warp is 25.

After you determined the magnitude of your power, your next step is to control it. Make a Will saving throw (DC is determined by the result on the table above), and subtract the number of rounds you have spent warped from the total. Consult the table below to see the effects.

Save Modifiers

  • +4 if you do nothing else this round including defend yourself (Your Defense is 10 for the rest of the round and you are considered flat-footed)
  • +2 for every other person assisting you as a full-round action (speaking in calming phrases, soothing you, and so forth)
  • +2 if there are no visible enemies.
Save Result Effect
Failed by more than 10 You attack every being you can see. When you begin attacking a foe, you continue until that foe dies, you die, you become incapacitated, or you gain control of the warp. In order to avoid attacking a friend or innocent bystander, you must make a Will save (DC 15 + the number of rounds spent warped). This fit of fury lasts for a number of rounds equal to 3 + your Constitution modifier, after which time you must roll on this chart again to attempt to control the warp. If there are no longer any beings in sight, you randomly attack walls, rocks, trees, doors, or anything else you can see.
Failed by more than 5 Your legs twist an mutate, hampering your ability to walk. All your movement speeds are halved and you suffer 2d6 points of damage. This effect lasts for a number of rounds equal to 3+ your Constitution modifier, after which time you must roll on this chart again to attempt to control the warp.
Failed by less than 5 You may not use ranged weapons, spells, any feats with an Intelligence prerequisite, or any Intelligence, Charisma or Wisdom-based skills. In addition, if you are ever in a situation in which no enemies are within melee range of you, you must succeed at another Will save (DC based on the degree of warp as usual) to do anything other than charge the nearest enemy. This effect lasts for a number of rounds equal to 3+ your Constitution modifier, after which time you must roll on this chart again to attempt to control the warp.
Succeeded You may not use spells, and have a −2 penalty with ranged weapons and all Intelligence, Charisma or Wisdom-based skills, but otherwise may act normally. This effect lasts for a number of rounds equal to 3+ you Constitution modifier, after which time you may choose to end the warp or roll again on this chart to continue to try and control it.
Succeeded by more than 10 You may act normally. This effect lasts for a number of rounds equal to 3+ you Constitution modifier, after which time you may choose to end the warp or roll again on the chart to continue to try to control it.
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