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*Voidrunner: Your body can will itself out of non-existence, and the universe will re-write them elsewhere, but such trips pass dangerously close to the void and threaten to devour you whole. The voidrunner may [[SRD:Teleport|Teleport]] every 1d4 rounds, but each time you do, you and any passengers take 1d6 points of backlash damage as you jaunt to the ends of existence somewhere past the astral sea. Even when at rest, your body seems to move strangely, and every so often small bits of you seem to phase out of reality.
*Elemental Servant: A [[Null Elemental (3.5e Monster)|null elemental]] is bound into your soul, allowing you to call (or dismiss) an elemental cohort as a standard action. The elemental's size and level is based on your HD, and is the same elemental each time. This elemental cannot be summoned before 7 HD, is 7-9 HD (Small), 10-12 HD (Medium), 13-15 HD (Large), 16-18 HD (Huge), 19-21 HD (Greater), 22-24 HD (Elder), 25-27 HD (Elder +3 HD added). Unlike the similar abilities of other Hearts, you do not learn the associated elemental language as no such language exists. If your elemental dies, it cannot be returned until a [[SRD:Raise Dead|''raise dead'']] or similar spell is cast, which functions normally in spite of the [[elemental]] traits.
*Zero Trance: You push your body and mind to the limits, entering a sort of "trance rage". As a free action that can only be taken once per round, make a DC 20 [[SRD:Concentration Skill|concentration]] check. If you succeed, you gain +4 to any two ability scores of your choice and +2 on all skill checks. This rage lasts for 3+your possibly newly modified [[charisma]] modifier rounds, and is often accompanied by your skin turning pitch and light bending around you. However this power comes at a dire cost, and when it ends, you are [[helpless]] for 1 minute as your mind and body reels from the effort, and must make a DC 20 [[Will]] save or be rendered [[SRD:Insanity|insane]]. You can only enter zero trance 1/encounter, but and while you may enter it any number of times per day, each time you do so, the DC on the concentration check required to enter it rises by +5 for the rest of the day. This increase stacks with itself.
If the heart of void is held in hand, it grants its user several [[spell-like abilities]]. A heart of void has 20 charges and recovers them at 1 charge per day. Each spell level consumes that many charges (a 8th level spell is 8 charges, a 3rd level spell is 3 charges, a 0th level spell is 0 charges and thus can be used at will). It uses its current wielder's HD as its caster level and its wielder's primary casting score (default [[Cha]] for non-casters). A user can only use spells up to a level available as a [[wizard]] of his level. So, a 13 HD character can only cast up to 7th level spells.