DragonBlood472
|
824- Black Magic Woman
Hag blood taints your veins, causing you to appear older than you are. Physically, you appear to be one age category ahead of your current. If already venerable, you appear to be weathered and aged much past the normal life expectancy of your kind.
The benefit of this, is that you also see hag eyes for what they are, and can see ethereal night hags riding sleeping victims.
| Freehold DM |
825- Hollow (wo)Man- You have a very faint plastic-y sheen to your appearance, and your joints bend slowly, almost as if you do not have enough skin to accomodate such movement(no penalties to Dex or Con, however). When you are injured, you find that your skin shatters and breaks off in glass-like shards instead of being lacerated/abrased/contused/etc, and that you have nothing underneath your flesh save for a very dense fog-like gas(you choose the color). It leaks from you as if it were blood, and the physical injury hurts just as bad as it would on anyone. You still heal as normal, however, and it sometimes looks as if you are slowly regenerating pieces of yourself although you in fact do not possess natural regeneration abilities.
Set
|
826. Cruel Symmetries Whenever you strike a blow at someone who has wounded you (even if that wound was in the distant past), the wound you inflict, no matter the source, leaves behind a scar that appears identical to any wound they left upon you. When this occurs, the scar from the wound seals away (damage remains, below the surface, until healed by other means), as if you are taken the wounds the foe gave you and returning them to him.
If you fight an individual for more than a single exchange of blows, your style of fighting begins to resemble there own, and, to a more removed observer, it appears that you both trained in the same school or style of combat.
827. Dark Mirror Your appearance shifts over the course of meeting a new individual face to face, subtly giving the viewer the impression that he is staring into a distorted mirror twin, exaggerated in a cruel and mocking direction, as if seeing what he would look like, if he had fiendish blood. (Actual fiends see the reverse, a distorted version of themself, as if they were your fiendish ancestor, and you still 'had their eyes,' so to speak.)
Mikaze
|
| 1 person marked this as a favorite. |
828. Inner Beauty Inverted You possess a clean, healthy attractiveness, as long as you are lonely. Finding love with another and growing content with your lot in life changes that due to the distant touch of pairaka blood in your family line.
Whenever you find deep friendship or love with another, you slowly and steadily grow increasingly unhealthy in appearance. Scars of plague manifest even if you have never been ill in your life. While you are caused little discomfort, pustules and rot indicative of disease passed through intimacy run wild across your body.
It is only when you have been abandoned, when your heart is broken, that your body finally begins to heal and return to its original beauty.
| Freehold DM |
829. Fiendish Tourette's Syndrome You make unusual noises when you hear divine scripture being read, sang, discussed, or when you hear church bells ringing. Sometimes they are mere curses or oaths, but other times, they are sounds made by fiendish creatures, like a gelugon's clicking laughter, or a pit fiend's imperious growl. Still other times you may start screaming curses in dialects of Infernal that you do not know, arguing that the tales that are being told or songs that are being sung are lies told to keep humanity in their place.
Set
|
831. Sleeping Demon During your waking hours, you look human enough that only the extremely well-informed and perceptive will note any sign of fiendish blood (Knowledge - planes DC 25). But when you concentration slips, when you are stunned, or asleep or unconscious, your fiendish features are visible to all, with scaled ruddy flesh, gleaming fangs, small horns, vestigial wings, etc. You have no control over this process, and cannot choose to reveal your fiendish features.
As a result, you tend to sleep buried deep under the covers, although you cannot always predict when you will be momentarily stunned.
| Freehold DM |
831. Sleeping Demon During your waking hours, you look human enough that only the extremely well-informed and perceptive will note any sign of fiendish blood (Knowledge - planes DC 25). But when you concentration slips, when you are stunned, or asleep or unconscious, your fiendish features are visible to all, with scaled ruddy flesh, gleaming fangs, small horns, vestigial wings, etc. You have no control over this process, and cannot choose to reveal your fiendish features.
As a result, you tend to sleep buried deep under the covers, although you cannot always predict when you will be momentarily stunned.
Hmm..Nice take on *my* earlier entry. :-)
But seriously, here's another take on this.
832. Stay Out Of My Room!!!- When you sleep at night, your immediate surroundings(a 30 foot diameter that is blocked by doors and walls) slowly takes on the appearance of the plane your infernal parent hails from. This is always a slow progression, with the landscape gaining one feature(DMs discretion, but should include both visual, audial, and olfactory stimuli and should NEVER do damage even though the flames will seem incredibly hot or what have you) per hour of sleep. When you awaken, the landscape returns to normal at about one feature disappearing per minute. People stuck in this nightmarish illusion can attempt a save with a DC equal to 10 plus your character level to see through it, although your character must wait for the effects to subside as normal.
| Freehold DM |
833. Feelsbadman- You are a fount of negative energy, and people tend to feel morose and lethargic in your presence, although not necessarily by anything you do. On occasion you can use the negative energy you exhude offensively to spoil water and food as per reverse of the purify food and drink spell. You can do this a number of times per day equal to your Constitution modifier(minimum of 1).
Set
|
835. Dopplerkind Your succubus mother seduced a famous ruler or knight who was regarded as a paragon of goodness, and then used his seed (and his appearance) to seduce a half dozen prominent local maidens of virtue, so that, nine months later, long after she had returned to the Abyss, a half dozen bastard children with his features were born to the women that 'he' had supposedly seduced and betrayed. You are one of those children, and your features for the first two decades of your life were a spitting image of your purported father, leading to his spectacular fall from grace. On your 21st birthday, your true heritage came to the fore, and you are now have subtle demonic features, mixed over the famous nose and piercing eyes of your supposed father. In the lands of your birth, everyone knows the story of your 'fathers' fall from grace, and the decades-later revelation that these children were in fact demonspawn, engendered to destroy the noble heirs reputation (a discovery that came after his suicide, and the decline of the kingdom into the hands of an ill-fitting lesser scion, who ran it into the ground). Anywhere else, you are just a tiefling, but in the lands of your birth, and to ex-patriates or travelling merchants from those lands, you are a hated reminder of everything that went wrong those decades ago, of how they turned so vehemently against their favored son, only to find out too late how they had been duped...
Unlike most tieflings, your fiendish attributes are the ones least likely to get you killed. It's your human face that inspires loathing.
Set
|
836. Master of Chains Small chains, no more than a pound in weight (necklaces, generally), slither across your bare skin at your direction like serpents, through some unusual affinity you have for them. They remain clinging to your skin, even if you do not clasp them, and you have taken to wearing three or four on each forearm, coiled casually and occasionally moving, as if to make themselves more comfortable, or to 'get a better look' at someone or something nearby. Silver chains are the only metal chains that do not respond to these sorts of commands, and you find them unpleasant to the touch.
837. Iron Deficiency You find the touch of cold iron unpleasant, and it leaves a dark stain on your skin, feeling bitterly cold to you. You automatically can identify any item made of or containing cold iron by handling it, and if you are ever enclosed within cold iron (such as by wearing a full suit of cold iron armor), you do not recover hit points or ability points naturally. You can use steel weapons, but tend to wrap the handles or grips in leather, and avoid prolonged contact with even steel, as it feels like it is cold and cutting into your skin, the longer you hold it. The cloth layers beneath most metal armors will serve to adequately protect you from this sort of discomfort, but you may find yourself adding extra padding to a steel shield, or wearing thicker gloves, to keep your forearm from touching the metal. Brass, bronze and copper (and more precious metals for decorative work) will be the choice metals for hand grips.
838. Garden of Unearthly Delights Your hair is made of thick brown strands, and from the end of each of these hundred or so strands, a bud forms in the springtime, quickly blossoming into an exotic green and gold flower (often shaped more like a many-legged insect than a flower), or an oddly colored leaf (red or purple, instead of green). The flowers only bloom for a month in springtime. For another month during the late summer, new buds turn into black elongated berries containing a red juice that stains the lips, that you find tart, but sweet, but others insist taste bitter, salty and like blood. (The two dozen or so berries that form over these weeks are sufficient only for a single meal.) When autumn descends in full, the leaves become dried-out and reddish-brown, but remain present until they fall off to reveal new buds the next spring. If you cut these strands of 'hair' (which normally grows in varying lengths, from a few inches long to waist-length, in a luxurious mane), they bleed red sap for a few moments, and begin budding a new leaf from their new endpoint, within a day or so. If you cut your hair to be of a single length, it tends to spread out, in a bushy 'natural' cut, as the individual leaves push away from each other to maximize exposure to sunlight. Natural insects avoid your hair, except during the springtime, when some subtle scent attracts them, and if they buzz too close, the strange many-legged 'flowers' slowly wrap their 'limbs' around the hapless insect and devour it.
Set
|
839. Otherworldly Echo. Whenever you speak, a second, quieter voice can be heard to repeat your words in the Infernal tongue. This voice is recognizable as your own, albeit at half-volume, but always appears to be coming from slightly behind you and to your left. Your visage appears normal, but any attempt to depict your countenance, whether by illusion, drawing or sculpture inexplicably includes the image of a grotesque miniature fiendish version of yourself perched upon your shoulder. Those viewing you via see invisible or true seeing also perceive this vision, although it is intangible and appears to do nothing but parrot your words in Infernal and leer mockingly and gesture rudely to those that can perceive it.
Mikaze
|
Oh thanks so much for the Hieronymous Bosch flashbacks. I wasn't going to sleep anyway. ;)
840. Qliphothic Dreamer You are frequently haunted by disturbing dreams, or perhaps dreams that you find comforting against all reason. Even pleasant dreams are experienced through a grotesque, alien filter.
Whenever you dream, your body takes on a form reflecting your subconscious experience. You retain your general shape, but its composition changes to a mass of eyes, tentacles, innards and organs placed without rhyme or reason. As soon as you awaken, you instantly shift back to your normal form. No matter how gruesome your dreaming body may be, no trace is left where you were sleeping save possibly for cold sweat.
Set
|
842. Palimpsest. Pigment pools beneath your flushed ruddy skin, and with a gentle pressure, you can push it to the side, leaving paler areas. With some precision, you can even create crude imagery or simple words, 'drawing' on your skin by manipulating the pigments beneath the surface. Over the course of a night's sleep, the pigments will slowly seep back into position, and any firm pressure can 'mess up' these drawings, but it makes for an unusual form of temporary self-tattooing.
843. Black Blood of the Moon. Your black blood reacts unusually to the gravity of the moon. Wherever the moon stands, in the sky above you, on the horizon or on the other side of Golarion itself, your blood pulls in that direction, causing your skin to appear darker, almost blue-black, on whatever side faces the moon, and bone-white on the opposite side. If your blood is spilled, perhaps as the result of a piercing or slashing wound, the blood 'falls' in whatever direction the moon resides, in some cases drifting upwards into the night sky, and at other times slamming forcefully into the ground (when the moon is on the other side of the world), as if trying to tunnel into the earth itself. (Variations could react based on the phase of the moon, or be silvery colored (and lead to the tiefling being paler in the areas that face the moon), or whatever.)
Set
|
844. Scion of the Thirteenth. Your body has short but thick horn-like growths at the side of your wrists (opposite your thumbs, pointing 'down' towards your fingers), your elbows, your shoulders (pointing up), your waist, the outer sides of your knees and your ankles, with a thirteenth horn at the base of your spinal cord, where it meets your skull (although it may be concealed by a particularly thick arrangement of hair). These horns grow throughout the year, becoming thicker and darker in hue, until late autumn, when they begin to itch, and fall away, leaving bare circles of dark flesh, and begin to grow again in the spring time.
| Freehold DM |
847. Gaah!!
None of your body's orifices open the way they are supposed to. Your eyes and mouth open sideways or at unusual angles, and your nostrils flare inwardly. Your sexual organs are equally bizarre, but all function as they should and look normal enough once prepared for use. You usually frighten people the most when they observe you yawning, waking up from a night's rest, or eating.
Mikaze
|
848. Eye of the Augur (kyton, augur) - One of your eyes acts of its own accord, frantically turning in its socket like a trapped animal. This image is reinforced by the socket itself: Strange growths of bone with high iron content around the eye like the bars of a cage.
You can see through this seemingly independant eye, but its erratic movement and the "bone cage" around it drive many with this affliction to cover it both to spare themselves a great deal of disorientation as well as to hide its appearance.
While the eye's movement is seemingly random, it will frequently focus on sights of bloodshed and misery, sometimes even before you notice it with your normal eye.
Optional Mechanic: +1 to Perception rolls made involving instances and evidence of violence and torture, including crime scenes.
Set
|
849. Sanguine Chorus. (Seraptis, BotD 2) - Whenever you take damage from a piercing or slashing weapon, your pale skin parts and the wound cries out in pain. Bleeding wounds continue to wail softly throughout the entire duration of the bleed effect, but other wounds grow quiet after their initial outburst, only muttering dark complaints occasionally in Abyssal, so softly that one must be adjacent to you to hear them. When the wounds finally are closed, by natural or magical healing, or a bleeding wound is staunched, that 'mouth' utters a brief sigh of relief.
850. Vermis Mysteries. (Vermlek, BotD 2) - Your hands, feet and, most gruesomely, [I]face[I] are bulbous and featureless lumps of pasty flesh, that unfold when in use, splitting open to reveal five appendages, similar to the 'arms' of a starfish. Your hands and feet function normally when 'unfurled,' and you have a surprisingly dexterous grip with your feet, as the 'arms' can wrap around and retrieve an item with ease from the ground, so long as you are not wearing footwear. In the case of your face, however, the effect is much more hideous, as you have a pair of round red eyes atop the upper pair of 'arms,' a pair of trumpet like ears at the end of the next lower pair of arms (which hang approximately where a humans cheeks would be) and a sucker filled mouth at the end of the fifth and final arm, dangling straight down, like a miniaturized version of an elephant's trunck.
851. Tears of Frozen Fire. (Lacridaemon, BotD 3) - Your skin is pale like that of a corpse, but not so much that you could not pass for a sickly human. What truly stands out is that your hair is frozen solid, in any weather condition, as if you went out into a blizzard with hair still damp, and your eyes constantly weep tears so cold that they burn and scar the skin of anyone other than yourself that touches them. Your eyes visibly steam, as the cold tears contact air, but this effect never impedes your own vision.
| Icyshadow |
852. Hellfire Soldier (Moloch, BotD 1) - More likely than not, you are bulkier and more muscular than normal members of your race. Your skin smells of burnt flesh when not washed. Lastly, any metallic armor you wear seems to shoot off impressive sparks of fire around you when you are in battle, as if you were endlessly burning beneath the armor itself.
Outside of combat or when you are in a good mood, the edges of the metal armor merely glow with small embers and completely die out when you sleep. This cascade of fledgling hellfire is harmless, but surely one would not wish to face a fiendish knight in plate armor who not only towers over those of his kind, but also seems close to bursting into flames from sheer unholy anger.
853. Scion of Flies (Baalzebul, BotD 1) - You have a regal bearing akin to that of a celestial, but the red eyes and unnerving countenance of a fiend. Instead of a beautiful pair of angelic wings, your wings are pitch black, with feathers formed of countless dead flies. Lies and boasting seem to come naturally to you, and a hunger for recognition gnaws at your mind when you are faced with those of higher station.
854. Viperfoot Heretic (Abraxas, BotD 2) - Some or all of your teeth are fanged, and your sharp nose has the bearing of a crude beak. Patches of scales cover parts of your legs as well. The most glaring sign of your heritage is a pair of vipers that appear fused to your lower body, starting from the knees and heading down to your feet to slither about. They somehow manage to fit into your shoes when coiled around your legs, but tend to hiss in the vicinity of the good and the lawful as well as near magical items. Their position makes it hard to use them in combat, despite both of the snakes being venomous.
855. Child of the Volcano (Flauros, BotD 2) - You have eyes the color of a raging flame (they shift accordingly between yellow, orange and red) and a lizard tail covered in black scales. Though your skin is not of the same color, your blood veins appear to carry lava instead of blood, and your body temperature is far higher than what would be normal for your kind. Your blood would burn those who touch it if contact with air didn't cool it and cause it to harden in an instant.
( I should see some of the ones on Shadow Demons here for my Tiefling Paladin )
Set
|
( Also, wouldn't a Fallen Celestial like Baalzebul spawn an Aasimar instead of a Tiefling? I fear I put 853 in the wrong category )
The presence of fallen angels and risen fiends creates some delightful opportunities for aasimar to have tiefling appearance traits, and vice versa.
Even some bog-standard tieflings might have aasimar-like beauty o feathered wings or whatnot, thanks to Erinyes or Succubus (or similar 'pretty evil' or shapeshifter / trickster fiendish influence).
And, with the possibility of bat or snake or even sharktopus-agathions, an aasimar could have appearance traits that scream 'evil.'
Mikaze
|
^^^^ He's the BAMFiest.
856. Regretful Mistborn (Isle of Penitents) - At some point your lineage crossed paths with one of the fiends or previously damned souls crossing through Nirvana's misty island of purgatory. A faint,cold mist constantly trails from your skin, following your movements, growing thicker when you feel extreme emotion. This mist tends to feel clammy and causes most to shiver from its touch.
You often feel bangs of powerful guilt, regardless of whether or not you've done anything to ashamed of. You feel faintly compelled to seek out the company of those seen as pious or pure in spirit, and are often driven to apologize and make amends for transgressions both real and imagined, even those of others for whom you may believe yourself responsible. At its most dysfunctional, you sometimes feel the need to do something wrong just to have something to feel guilty about and be punished for. Others denying you forgiveness tends to sting far greater than normal, and the judgment, opinions, and approval of others weighs heavily on your mind.
| Icyshadow |
Giving a shot at a few new ones.
857. Diabolic Mystic (Cabal Devil, The Infernal Syndrome) Your eyes glow with a mysterious green light, which those versed in the arcane arts seem to usually respond to with fascination and horror, more of the latter if the caster is of a good alignment. Your face also seems to always be in shadows, as if hooded by a cowl.
858. Idolborn (Advodaza Devil, The Twice-Damned Prince) Your eyes glow like a pair of raging flames, and a pair of wings grow on your back, though for some reason they look and feel as if they were carved from stone. More disturbingly, armor, weapons and jewelry worn on your being bear marks of religions and idols long forgotten. However, these patterns are unable to taint (un)holy symbols you wear on your being for some reason.
859. Child of Storms and Darkness (Impundulu, Vaults of Madness) Black feathers adorn your head, matching the length of your hair if you have any and simply cover your head if you do not. Your hands and feet end in talon-like claws, and your body seems to give off electric discharges on occasion. These abrupt flashes of lightning seem to flow through the feathers on your head, more so when you are agitated and less so when you are in a calm state of mind.
860. Tainted by Tar (Tarry Demodand, Bestiary 3) Unlike most people of Demodand heritage, you are of a rather lean build. Your teeth are akin to those of a shark, and your hands end in claws that look imposing but grant no benefit in combat. Though your skin may not be dark like that of your ancestor, it does ooze out a cold, tar-like substance when a normal person would start sweating.
| Freehold DM |
861. Snakeskin suit Like 41 above, you have to shed your skin regularly, but you have no internal regulatory system to remind you of when you need to do this. Your body gets uncomfortably itchy and swollen at random intervals, almost like you have been bit by a mosquito. During these times, you lose your Dex bonus to AC but gain DR 3/bludgeoning and magic until you suffer s number of damage equal to your Constitution modifier as you really need to slough off the confining dead flesh.
Set
|
862. Horned Lord You have horns in place of facial features. A pair of thick but short horns jut upright from your eyesockets, and function as eyes in all regards. A larger downward thrust horn with a pair of slits on the underside replaces your nose. Another pair of horns on the sides of your head serve as ears. Your mouth looks normal, when closed, but inside, dozens of tiny horns serve as teeth, and another larger horn clacks against them as you speak, serving as your tongue, despite it's relative inflexibility. If you have some trait or feat or class ability that grants you natural weaponry, such as claws, your fingers and toes also are replaced with small horns, which you remain capable of using dexterously enough to not impede your ability to hold, grip or manipulate objects. You may have one or more other horns about your body, but not atop your head, only replacing normal humanoid physiology, and performing their usual functions unimpeded.
| Freehold DM |
863. Hellfire-blooded - You quite literally have hellfire for blood. This is nor as impressive as it sounds as the only effect the average person notices is that you are freakishly warm to the touch and your breath steams when the temperature drops just a bit lower than normal- say below 65 degrees. There are some less than obvious benefits though- you are immune to poison as you burn it right out of you, and you enjoy a +10 bonus to save vs disease for the same reason. You are immune to subdual damage from cold and heat. Creatures that succeed on bite attacks against you deal damage, but then take your character level in profane and fire damage. Some party members enjoy watching the little pops of light as mosquitos and other blood drinking insects attempt to feed on you. The paladin often mutters about using you as a weapon against vampires. You aren't to sure about this since divine healing leaves you sickened afterwards...
| Freehold DM |
864. The Adversary - Where some dark-blooded creatures project auras of fear, dread, or just plain evil, thrice per day you can project an aura of sheer paranoia. While active, people believe you to be the child slaughtering, soul drinking demonic horror of tiefling stereotypical legend, and that you are out to get them specifically. People within 30 feet of you think you are an utter horror and are panicked by your presence-but they always rush to protect something important to them in their flight, whether that is something with monetary value or sentimental value is up to the dm. You can easily find work as a frightener of sorts for thieves guilds, provided they have someone other than you follow the mark.
Set
|
Still not a thousand yet?
865. Cloak of Shadows Your skin is naturally pale, but whenever you contact an area of shadow, the shadows crawl upon your skin, as if seeking refuge, and coil and pool upon your flesh, always moving to avoid other sources of light, and slowly fading away as you move through lighted areas, only to be replaced by new shadows that have crawled upon your skin as you came into contact with shadowed areas.
866. Bone Adornment Your bone horns rise in a crest of fine spires above your brow, and you have additional bone ridges at wrist, waist and throat, resembling some ornate organic jewelry, punctuated by bright red and blue veins and arteries.
867. Masks upon Masks Your face is a smooth surface of bones, having only frozen lines and ridges for nostrils and mouth and shadowed hollows for eyes, like a mask of porcelain. Similar 'masks' of white bone, with similar facial features, adorn your shoulders, forearms, thighs, calves, shoulderblades and breastbone, with six smaller 'faces' on each of your abdominal muscles. A closer examination of your skin reveals hundreds more masks, barely visible to the naked eye, as if your entire body is composed of different sized white masks of this sort.
| Freehold DM |
868. Neighbor of the Beast - Roll on the standard tiefling appearance table. Any features you have seem considerably fake, like poor stage makeup, and your natural ability to create darkness instead creates a fog that isn't too hard to see through(low light vision as well as darkvision can penetrate it). On the bright side, you enjoy a +4/-4 (whichever is appropriate) modifier on any checks to convince others that you are guilty of any wrongdoing- physically it looks like you are trying too hard to be a badass.
Set
|
869. Contagious Company. Your tiefling appearance is fairly typical; smallish horns, a lashing tail, pointy teeth, sharp nails, ruddy skin, jet black hair. And those features tend to begin appearing on others who spend too long in your company, afflicting those who handle your clothing, or sip from the same cup, and, most markedly, any who share your bed. The 'infection' comes with no harmful effects, and the 'symptoms' are purely cosmetic, but after a few days in close company, your companions might all be mistaken for tieflings as well, as their skins redden, their eyes become yellow orbs and bumps form on their skulls, as if horns are ready to emerge. This 'disease' seems pernicious, and hard to resist, but a few days absent your company and the effects begin to fade, rarely lasting more than a week without your presence to reinforce the condition.
| Freehold DM |
869. Contagious Company. Your tiefling appearance is fairly typical; smallish horns, a lashing tail, pointy teeth, sharp nails, ruddy skin, jet black hair. And those features tend to begin appearing on others who spend too long in your company, afflicting those who handle your clothing, or sip from the same cup, and, most markedly, any who share your bed. The 'infection' comes with no harmful effects, and the 'symptoms' are purely cosmetic, but after a few days in close company, your companions might all be mistaken for tieflings as well, as their skins redden, their eyes become yellow orbs and bumps form on their skulls, as if horns are ready to emerge. This 'disease' seems pernicious, and hard to resist, but a few days absent your company and the effects begin to fade, rarely lasting more than a week without your presence to reinforce the condition.
can't explain why, but this makes me think of urusei yatsura and people naturally turning into catgirls over time.
| Freehold DM |
871. EMET- You have a secret word for life, written in Infernal, on your forehead. Some evil clerics can rebuke you as if you were undead, provided they make a rebuke attempt equal to your level +10. Your emotions are more than a little blunted, and your physical features are reminiscent of stone(well chiseled, if Charisma is high) or clay(poorly moulded if your Charisma is low).
Set
|
872. Nature's Frenemy You are not a fan of the natural world, and the natural world seems to reciprocate. Water rushes quickly from your skin, with raindrops even seeming to twist in the air to avoid landing on you. When you walk across a dusty floor, swirls of dust spiral away from you, as still air slides sideways across your skin, as if attempting to avoid your touch, resulting in there always being a gentle breeze in your immediate space, as air moves to avoid you. (These effects don't seem to have any impact on your ability to swim, drink or breath, being too minor to have a mechanical effect.) The effect is most dramatic when snow falls towards you, as the tiny flakes twist and twirl away from you, or, when they do impact against you, fly apart and are destroyed in nearly microscopic explosions. Animals generally don't seem to notice this effect, but unintelligent creatures, such as tiny insects or inanimate plants, also shy away from you, unless magically compelled otherwise. Sadly, this effect gives you no real protection from plant monsters or monstrous vermin, who, sometimes, you wonder actually target you preferentially... You have definitely noticed that the longer you spend in a given area, the worse the weather seems to get, as if the world itself is attempting to 'scratch' whatever 'itch' your unnatural presence engenders within the natural world.
| Freehold DM |
873- Thundertongue Storm-whisperer You have a small electric current running through your body. It occasionally discharges through your touch, doing no real damage, but you find is you concentrate, you can discharge it through your voice box, letting out a peal of thunder as if it were a sound burst a number of times a day equal to your Constitution modifier. If you let out this burst during an actual thunderstorm, a strange rain begins to fall, consisting of worms, frogs, or similar odd, dead invertebrates, lizards, or amphibians.
| thelesuit |
874. The character’s face is dominated by a circular lamprey-like mouth filled with jagged teeth. The character finds non-fleshy meals unsatisfying.
875. At birth the character explosively burst from his mother’s womb; killing her.
876. The character was born with a fleshy birth caul. When ripped from her face, she let loose an unearthly scream and the sky turned dark. Simple folk in the area still speak of the event in hushed tones. The character receives a -2 infamy modifier on all Diplomacy checks within CHAx2 miles of her place of birth. The character also receives a +2 infamy bonus to all Intimidate checks within that same radius.
877. The character is a twin. The twin is of the opposite sex as the character and exhibits no tiefling traits.
878. The character is always trailed by 1d6 small scavengers (jackals, coyotes, wild dogs, rats, feral cats, etc.) that continually attempt to keep the character in sight. The scavengers readily feed on the character’s victims/foes and are not the least bit interested in befriending the character (DC of any Diplomacy check is increased by 4+1/character level).
| Jaelithe |
| 1 person marked this as a favorite. |
879. The character's bodily fluids are strangely displaced: He or she perspires urine ... bleeds tears ... ejaculates blood ... weeps semen ... and urinates bile.
880. The character's facial features are subtly different each morning: Her nose is smaller, her eyes a different color, chin stronger, etc. It revolves around a base appearance, and is insufficient to serve as a disguise ... but is nevertheless disconcerting.
881. The character grows protrusions from his forehead, but they are unpredictable: Sometimes antlers, on other occasions horns, occasionally tree branches or even teeth or fangs. They are easily and painlessly removed with a concerted effort ... but will begin to regrow overnight in a new configuration. (Ivory collected in this way is of high quality and may be sold for a modest profit.)
882. The (male) character's genitalia are lengthy and prehensile, which makes him extraordinarily popular with certain of his acquaintances.
883. The female character's nipples exude not milk, but whatever liquid the character last consumed, and at the temperature she consumed it. (This includes hot soup, cold beer, and even mulled wine.)
884. The character's saliva is flammable, and will even cause a small explosion like flash powder if spat onto a hard surface. (It cannot be collected, losing its potency only seconds after leaving the character's mouth.)
Set
|
885. Lippy Bastard. Your mouth is somewhat larger than normal, and you have unusually expressive lips, naturally flush, even without any sort of cosmetic rouge. More unusually, is the smaller pursed pair of lips directly above your mouth, where another might have a nose, always puckered, as if to bestow a kiss, and slightly open, admitting air and scent, serving the function of the organ it replaces. Another pair of smaller mouths lie directly above that, each parted to reveal clear columns somewhat like teeth, through which you can see (or not, when the lips of those upper mouths close, and you sleep). A final pair of lips adorn the sides of your head, also parted perpetually, and revealing a cavernous 'throat' that serves to collect sound as effectively as the ears whose position they have usurped. Except for the mouth that occupies the space of an actual mouth, you cannot speak or eat through any of these additional mouths, each only serving as (oddly-shaped) ears, eyes or nose, respectively.
| Ambrosia Slaad |
885. Lippy Bastard. Your mouth is somewhat larger than normal, and you have unusually expressive lips, naturally flush, even without any sort of cosmetic rouge. More unusually, is the smaller pursed pair of lips directly above your mouth, where another might have a nose, always puckered, as if to bestow a kiss, and slightly open, admitting air and scent, serving the function of the organ it replaces. Another pair of smaller mouths lie directly above that, each parted to reveal clear columns somewhat like teeth, through which you can see (or not, when the lips of those upper mouths close, and you sleep). A final pair of lips adorn the sides of your head, also parted perpetually, and revealing a cavernous 'throat' that serves to collect sound as effectively as the ears whose position they have usurped. Except for the mouth that occupies the space of an actual mouth, you cannot speak or eat through any of these additional mouths, each only serving as (oddly-shaped) ears, eyes or nose, respectively.
This makes me think of Plympton's "Your Face." :)
| Freehold DM |
879. The character's bodily fluids are strangely displaced: He or she perspires urine ... bleeds tears ... ejaculates blood ... weeps semen ... and urinates bile.
880. The character's facial features are subtly different each morning: Her nose is smaller, her eyes a different color, chin stronger, etc. It revolves around a base appearance, and is insufficient to serve as a disguise ... but is nevertheless disconcerting.
881. The character grows protrusions from his forehead, but they are unpredictable: Sometimes antlers, on other occasions horns, occasionally tree branches or even teeth or fangs. They are easily and painlessly removed with a concerted effort ... but will begin to regrow overnight in a new configuration. (Ivory collected in this way is of high quality and may be sold for a modest profit.)
882. The (male) character's genitalia are lengthy and prehensile, which makes him extraordinarily popular with certain of his acquaintances.
883. The female character's nipples exude not milk, but whatever liquid the character last consumed, and at the temperature she consumed it. (This includes hot soup, cold beer, and even mulled wine.)
884. The character's saliva is flammable, and will even cause a small explosion like flash powder if spat onto a hard surface. (It cannot be collected, losing its potency only seconds after leaving the character's mouth.)
I love these but we did 879 already.