![]() Your throat balloons out like a frog’s, and your voice comes out as an odd croak. The armor check penalty of any armor you wear increases by 1, and you take a –1 penalty to AC when wearing medium or heavy armor. ![]() It is nearly impossible to find armor that fits your concave chest and unusually narrow, sloping shoulders. You take a –2 penalty on concentration checks and saving throws against pain effects. The uneven set of your jaws gives you constant headaches. You grow an extra row of sharp, crooked teeth. Clothing and armor can be specially fitted for you, eliminating the increased penalty but increasing their price by 50 gp. You grow velvety-soft fur along your back, arms, and legs that chafes and catches under clothing and armor, increasing the armor check penalty of any armor by 1 and applying a –1 armor check penalty to ordinary clothing. You take a –2 penalty on Handle Animal and Ride checks. The pupils of your eyes resemble a cat’s, and beasts cannot abide your presence. Whenever you are dealt sonic damage, you take 1 additional point of damage, and you are deafened for 1 minute whenever you take damage from any sonic effect. Your ears have stretched to an abnormal size, making you overly sensitive to loud noises. You take a –2 penalty on combat maneuver checks and Escape Artist checks to free yourself when grappled or pinned. The painful and stiff swelling of your joints puts you at a disadvantage in combat. You take a –2 penalty on Bluff, Diplomacy, and Disguise checks to fool or persuade others. You have difficulty making yourself understood. The tip of your tongue is forked and stiff. Exposure to direct sunlight for more than 1 hour at a time makes you sickened for 24 hours. Your already pallid complexion grows unusually sensitive to the rays of the sun. You can hustle for only a half hour before becoming fatigued, and every 4 hours spent traveling by foot in a day deals 1 point of Constitution damage. The soles of your feet are flat, and you tire quickly. You take a –2 penalty on saving throws against light-based spells and effects, and you are automatically dazzled for 1d6 rounds when exposed to bright light or sunlight. Daylight seems uncomfortably bright to you. One of your eyes has grown enlarged and developed a pale, milky film. You take a –2 penalty on Bluff and Disguise checks. ![]() Your skin bears a sizable scarlet mark that flushes and lightens with your moods. If more than 1 day passes without you applying at least a gallon of water to them, you take 1d3 points of damage each hour until you do so. Your limbs and torso are covered with piscine scales that you must constantly moisten. You take a –2 penalty on Craft, Disable Device, and Sleight of Hand checks. You have an extra digit on each hand, which hampers your fine motor skills. Consuming a potion or other magical foodstuff requires a full-round action. Your incisors grow so long and sharp that you have difficulty eating. You take a –2 penalty on Acrobatics, Climb, and Perform (dance) checks. The smallest three toes on each of your feet have fused together. Randomly determine the arcane malignancy by rolling a d% and consulting the table below. These transformations are more akin to a magical allergy, manifesting in response to the well of arcane energy bubbling away in the changeling’s core.Ī changeling character can take an arcane malignancy as a drawback ( Pathfinder RPG Ultimate Campaign 64) in order to select an additional trait at character creation. Not every changeling develops a malignancy, and when a changeling does develop a malignancy, it is often unrelated to whatever traits her hag mother has. While the call seizes the changelings’ minds around the time their bodies begin maturing, the arcane malignancies that mar their features and extremities have nothing to do with puberty. 10Īs changelings sense the awakening of the eerie powers they inherited from their hag progenitors, they are often mortified to discover terrifying and debilitating alterations to their physique. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.Īrcane Malignancies Source Blood of the Coven pg. You take a –2 penalty on Diplomacy checks and must speak slowly due to the concentration required. 22Īfter suffering terribly for not being tightlipped enough as a child, such as when you accidentally exposed your family to enemy inquisitors, you developed a habit of being overly cautious with your words. Drawbacks Anxious Source Quests and Campaigns pg.
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