PDA

View Full Version : The Colour Energy Plane [D&D 3.5]



Kazyan
2014-01-19, 04:57 PM
During one of the Base Class contests, I did a thing. Its scope was rather beyond that of the contest, so I'm reprinting it here with some modifications. I may create more Forlorn monsters to flesh out the plane, but I'm doing a bunch of other things right now.


---

The Colour Energy Plane

Most of the civilized races are mentally wired so that they see things in terms of dichotomy. Good and evil, law and chaos, tradition and novelty...the number of dichotomies relied on are nearly unlimited. But it's not surprising that the universe doesn't necessarily follow the conceptions of sentient beings. A classic dichotomy is positive and negative energy--life and unlife. The undead are the opposite of the living; end of story.

Surprise surprise--there's a third prong to this dichotomy. Tucked somewhere in the midsts of the conventional six Inner Planes, the Colour Enegry Plane rests, containing creatures that are neither alive nor dead, but something else entirely, powered by a third form of energy analogous to positive and negative energy--colour energy.

Knowing about the Colour Energy Plane and Colour Energy requires a DC 30 Knowledge (The Planes) check. The focus for a Plane Shift spell to the Colour Energy plane is not found in the common spell component pouch. Creating it is simple (DC 5 Craft [Metalworking] check), but one can only do so if they already know about the Colour Energy Plane.


Planar Traits

The colour energy plane appears dimly lit, but all objects are very clearly visible, thier colors vibrant. Like the positive and negative energy planes, the colour energy plane is generally empty except for energons and a few rare creatures that have adapted to colour energy, such as the growing forlorn population.


Subjective Directional Gravity
Normal Time
Infinite Size
Alterable Morphic
Major Colour-Dominant. A Major Colour-Dominant plane inflicts 5 points of colour damage to all creatures within at the start of every round. Any creature damageable by colour energy loses their fast healing and regeneration while on a Major Colour-Dominant plane.
Enhanced Magic: Spells and spell-like abilities that use colour energy are maximized (as if the Maximize Spell metamagic had been used on them, but the spells donít require higher-level slots). Class abilities that use colour energy gain a +10 bonus on the roll to determine Hit Dice affected.
Impeded Magic: Spells and spell-like abilities that use negative and positive energy are impeded, including inflict and cure spells. These spells and spell-like abilities can still be used, but a successful Spellcraft check (DC 15 + level of the spell) must be made to do so.

If you are using colour energy in your campaign, add the following trait to the Positive and Negative Energy planes.

Impeded Magic: Spells and spell-like abilities that use colour energy are impeded, including tint spells. These spells and spell-like abilities can still be used, but a successful Spellcraft check (DC 15 + level of the spell) must be made to do so.


How Colour Energy Works

Colour energy is akin to positive or negative energy. It heals creatures of the forlorn type and damages both undead and living creatures. It is associated with a rainbow of colors, but the manifested color in tint spells is a vivid pink.

Colour energy can be channeled by clerics and favored souls. Tint spells are the equivalent of cure and inflict spells, except that they deal colour energy damage instead of positive or negative energy damage. They can be prepared by clerics that are neutral on the good-evil axis, using the spell level of the corresponding cure or inflict spell. The cleric must choose at character creation to channel colour energy instead of positive or negative energy, but they can still choose whether to turn or rebuke undead. If they channel colour energy instead of positive or negative energy, they spontaneously cast tint spells instead of spontaneous cure or inflict spells.

The 6th-level spell hue charges a subject with colour energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, hue deals half this amount, but it cannot reduce the targetís hit points to less than 1.

If used on a forlorn creature, hue acts like heal.

The 9th-level spell mass hue functions like mass heal, except that it deals colour damage instead of positive energy damage. If used on a forlorn creature, mass hue acts like mass heal.


Forlorn Creatures

A creature with the forlorn type is generally a brightly-colored mockery of living or undead forms. Red and pink are common colors, but others exist.

A forlorn creature has the following features:


d6 Hit Dice
Base Attack Bonus equal to 3/4 HD (as cleric)
Good Fortutide saves
Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die

A forlorn creature possesses the following traits (unless otherwise noted in a creatureís entry).


Darkvision out to 60 feet
No bonus Hit Points from Constitution.
Bonus Colour Hit Points equal to half of their lowest ability score multiplied by their Hit Dice. Colour Hit Points are refreshed by resting for 8 hours, but cannot be healed otherwise unless specifically noted.
Does not naturally heal damage. Whatever damage would be healed from resting is instead subtracted from the forlorn's hit points (not colour hit points). Thus, forlorn require healing from colour energy on a regular basis.
Forlorn take damage from positive and negative energy, and are healed by colour energy.
Proficient with all simple weapons, its natural weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Forlorn not indicated as wearing armor are not proficient with armor. Forlorn are proficient with shields if they are proficient with any form of armor.
Forlorn breathe and sleep, but do not eat. Eating affects a forlorn the same way that failing to eat affects a humanoid, and vice versa. Forlorn are generally repulsed by the concept of eating.


Forlorn creatures are almost all relegated to the Colour Energy Plane, as they slowly wither and die outside of it. Only those with some form of Fast Healing, or the Gammon, exist for long periods outside of it.


Forlorn Monsters

A gammon is humanoid-shaped, with pink-red skin and blood-red eyes with white pupils. Gammons are typically between 4' 6" and 5' 2", with a long dark-red mane of hair that reaches to their hips. Their hair encircles their neck, but it usually pulled back. Gammons have broad, muscular legs with wide hips, but thin arms and upper torsos.

Gammons are native to the colour energy plane, where they form small societies upon planetoids of their own construction. These planetoids often come from material on the Material plane, but can be from any plane. Planetoids usually house no more than 300 gammons--any larger, and the societies break apart, usually accompanied by cracking the planetoid in two and reshaping it into two separate ones.

Gammon racial traits:

Forlorn Type: Gammons are Forlorn, and have all of the associated traits.
+2 Intelligence, -2 Charisma: Gammon are cunning, but their existence is off-putting to the living and dead.
+2 racial bonus to Balance, Knowledge (The Planes), and Diplomacy. In addition, they can make Knowledge (The Planes) checks untrained. Their bodies are shaped in such a way that their center of gravity is low, they are familiar with the planes due to coming from an exotic one, and they know how to mediate in small groups.
Racial Hit Dice: A gammon begins play with one level of forlorn, which provides a 1d6 Hit Die, a base attack bonus of +0, and base saving throw bonuses of Fort +2, Ref +0, and Will +0. They may not replace this one hit die with a class level to begin play at level 1.
Spell-like abilities: A gammon with Charisma equal to or greater than 10 has the following spell like abilities: prestidigitation, tint minor wounds, and arcane mark. Each are usable 1/day.
Colour Touch (1d6): At wll, a gammon can channel colour energy through their touch, dealing 1d6 colour energy damage. Colour Touch replaces a melee attack, and is resolved as a touch attack. At low levels, this means that a gammon's single attack as a standard action can be replaced with a Colour Touch. A gammon can make iterative attacks with their Colour Touch if they have sufficient base attack bonus. In this case, they may make a full attack action, and replace their Colour Touch with an attack. A gammon may mix and match normal weapon attacks with uses of Colour Touch. For example, an 8th-level gammon may make a single attack with a sickle, followed by a Colour Touch, as part of a full attack action. If they have sources of additional attacks, such as Two-Weapon-Fighting or Haste, they my use those attacks to make Colour Touch attacks. In the case of Two-Weapon Fighting, their off-hand attacks are made with their opposite hand. Colour Touch is unaffected by the Power Attack feat.

A gammon can use Colour Touch to heal themselves, as they are healed by colour energy. However, they cannot restore their Colour Hit Points this way. Colour Touch is how a gammon remains healthy outside of the Colour Energy Plane.
Automatic Languages: Prismatic. Bonus Languages: Common, Auran, Aquan, Ignan, and Terran.
Level Adjustment: +0

A gammon can advance via class level or via taking on more forlorn hit dice. Gammon hit dice are somewhat like class levels in their own right, and each one increases a Gammon's CR by 1. (Assume that a gammon is using the elite array if they have more than 1 hit die, which means that they start out at CR 1 before advancement in that case.)

Alignment: Any.
Hit Die: d6
Starting Age: As barbarian.
Starting Gold: 3d4x10

Class Skills
The Gammon's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All, chosen individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Chromatics Known

1st|
+0|
+2|
+0|
+0|Colour Touch (1d6)|0

2nd|
+1|
+3|
+0|
+0|Chromatic (least)|1

3rd|
+2|
+3|
+1|
+1|Colour Touch (2d6)|1

4th|
+3|
+4|
+1|
+1|Reach Colouration|2

5th|
+3|
+4|
+1|
+1|Colour Touch (3d6)|3

6th|
+4|
+5|
+2|
+2|Chromatic (lesser)|4

7th|
+5|
+5|
+2|
+2|Colour Touch (4d6)|4

8th|
+6|
+6|
+2|
+2|Colour Item|5

9th|
+6|
+6|
+3|
+3|Colour Touch (5d6)|6

10th|
+7|
+7|
+3|
+3|Energy Awareness|7

11th|
+8|
+7|
+3|
+3|Colour Touch (6d6)|7

12th|
+9|
+8|
+4|
+4|Chromatic (greater)|8

13th|
+9|
+8|
+4|
+4|Faster Chromatics (3 swift actions)|9

14th|
+10|
+9|
+4|
+4|Colour Touch (7d6)|10

15th|
+11|
+9|
+5|
+5|Lucid Colour|10

16th|
+12|
+10|
+5|
+5|Faster Chromatics (2 swift actions)|11

17th|
+12|
+10|
+5|
+5|Colour Touch (8d6), Chromatic (vivid)|12

18th|
+13|
+11|
+6|
+6|Colour Aura|13

19th|
+14|
+11|
+6|
+6|Bubble of Colour|13

20th|
+15|
+12|
+6|
+6|Colour Touch (10d6)|14[/table]

Class Features
All of the following are class features of the gammon.

Weapon and Armor Proficiencies: Gammons are proficient with simple weapons, light armor, and shields (including tower shields).

Colour Touch (Su): A gammon can channel colour energy through their touch, dealing damage according to their class level, listed in the table above. Colour Touch replaces a melee attack, and is resolved as a touch attack. At low levels, this means that a gammon's single attack as a standard action can be replaced with a Colour Touch. A gammon can make iterative attacks with their Colour Touch if they have sufficient base attack bonus. In this case, they may make a full attack action, and replace their Colour Touch with an attack. A gammon may mix and match normal weapon attacks with uses of Colour Touch. For example, an 8th-level gammon may make a single attack with a sickle, followed by a colour touch, as part of a full attack action. If they have sources of additional attacks, such as Two-Weapon-Fighting or Haste, they my use those attacks to make Colour Touch attacks. In the case of Two-Weapon Fighting, their off-hand attacks are made with their opposite hand. Coulour Touch is unaffected by the Power Attack feat.

A gammon can use Colour Touch to heal themselves, as they are healed by colour energy.

Chromatic (Su): At 2nd level, a gammon can wreak changes upon their body by drawing power from the flow of colour energy in their body. Chromatics are the results of this ability, and take the form of persistent affixes on the gammon's body. Creating a chromatic requires the gammon to temporarily invest a number of dice of their Colour Touch ability, listed in the chromatic. A least chromatic requires 1 die, a lesser chormatic requires 2 dice, a greater chromatic requires 4 dice, and a vivid chromatic requires 7 dice. When dice are invested, they are subtracted from the amount of dice Colour Touch deals in damage. For example, if Colour Touch ordinarily deals 3d6 damage, but 2 dice are invested in chromatics, then Colour Touch only deals 1d6 damage as long as the dice are invested. If all dice are invested, Colour Touch deals 1 damage. A gammon cannot invest more dice than they have available, or more than their Constitution score - 10.

Dice can be divested by dissolving the chromatic. After doing so, the chromatic no longer exists, but the dice are returned to the gammon's Colour Touch dice pool.

4 swift actions on consecutive rounds are required to create or dissolve a chromatic. The process cannot be expedited by using standard or move actions; the gammon must wait all three rounds. However, this does not require concentration, and the gammon is free to use their move and/or standard actions during this time. While being dissolved, a chromatic is still usable, but a chromatic in the process of being created is not in usable shape.

At every level except 1st, 3rd, 7th, 11th, 15th, and 19th, a gammon learns and additional chromatic. The chromatic can be selected from any of the degrees of chromatics they have access to. The degrees, in order form lowest to highest, are least, lesser, greater, and vivid. Additionally, at each level, a gammon may exchange a single chromatic known for a different chromatic of equal or lower degree.

Alter Energy: Colour Touch deals energy damage--fire, electricity, acid, or cold, chosen when you create the chromatic. Your fingertips change color to match the energy chosen--orange for fire, pale yellow for electricity, green for acid, and blue for cold.

Altered Attire: Colour energy forms new attire for you. This functions as disguise self, except that the chromatic alters your actual form and appearance, so true seeing does not allow one to see through Altered Attire or negate the Disguise bonus.

Ambush Cowl: You gain a dark green cowl that hoods your face. When you participate in a surprise round, you are entitled to a full-round action during the round instead of only a standard action.

Colour Crystal: A shirt of fine, interlocking crystals forms, hovering around you. This functions as a continuous mage armor effect, including the lack of armor check penalty and maximum Dexterity bonus. You can wear items that occupy your body slot while wearing a Colour Crystal.

Desaturating Claws: You gain two rainbow-hued claws, usable as primary or secondary natural weapons. These claws 1d4 base damage for a Medium creature. These claws cannot channel Colour Touch.

Float Cincture: Four tiny crystals array themselves in a circle around a rope on your waist. They provide upward pull, which grants you a +6 bonus on Jump checks. You are also under a continuous feather fall effect, except that you fall at 10 feet per round.

Latch Boots: You gain stony boots that reduce your land speed to 1/4 of what it otherwise would be, but make you immune to bull rushes and trip attempts, provided you are on the ground. Unless you choose to move, your boots keep you rooted to the ground uncompromisingly--for example, you could stand in the middle of a tornado while wearing Latch Boots, though it would not necessarily be pleasant. The boots are incredibly heavy, though you are able to move with some difficulty--they impose a maximum Dexterity bonus of +2 to AC, as if you were wearing certain types of armor. While wearing Latch Boots, you must always keep one foot on the ground. Thus, you cannot run or leave the ground.

Steel Blue: Your skin turns steel blue. You gain a +2 enhancement bonus to natural armor and add your colour level to your maximum hit points (do not include your colour hit points in your maximum)

Sufficience: Strips of green wrap around your chest. You do not need to breathe or sleep while this chromatic exists, but your needs resume as soon as it is dissolved.

Coloured Quintessence: You gain a belt of multicolored quintessence. In addition to being able to store very small items in its belt pouches which behave as if submerged in quintessence, you can store a singe move action in the belt. Storing this sliver of time requires a standard action. You can then regain the stored move action as a swift action at any time, which expends it from the belt. The move action appears as a scintillating ball of multicolored light while stored.

Colourized Weapon: A scintillating gauntlet appears around one of your hands. Any weapon held in that hand bypasses Damage Reduction and interacts with incorporeal creatures as if it were magical. You can also attack with the gauntlet itself, which has a magical enhancement bonus to hit and damage equal to one-fourth your colour level.

Dark Eyes: Your eyes are covered in what appears to be a jet-black film, and you constantly weep tears of blackness. Your eyes radiate deeper darkness out to 10 feet per colour level, and darkness out to twice that. You can change the deeper darkness radius as a move action to a maximum of the aforementioned distance and to a minimum of 5 feet. The normal darkness radius changes accordingly. You can can see through the darkness created from this ability perfectly. Finally, your black tears grant you a competence bonus to intimidate equal to your colour level.

Emphemeral Hands: Your hands and forearms turn bright green and slightly translucent. You can handle incorporeal objects and creatures with your hands, allowing you to make grapple checks against incorporeal creatures at a -4 penalty and to make ghost touch unarmed strikes with your hands. Your hands can still manipulate corporeal objects, but they can pass through such objects if you wish. This allows you to perform such actions as reaching through a door and pulling the handle on the other side.

Rage Halo: A wide, horizontal golden ring forms around your head at about nose-level. When you form the halo, you enter a Rage, as a 1st-level Barbarian, with a duration equal to 3 + new Constitution modifier rounds. When your rage ends, the ring disperses into sparkles that continue to orbit, and you are fatigued until you dissolve the halo.

Spectrum Line: You create a rainbow-hued pole, 1 inch in diameter. The pole can resize to any length from 6 inches to 100 feet long at your command. The pole is not a weapon, but you can maneuver it as if it weighed nothing, even when it is very long. A Spectrum Line has Hardness 18 and the DC to break it is 38. It is almost as tough as adamantine in terms of supporting weight and material properties. For example, a properly-braced Spectrum Line can span a chasm and allow a Medium creature to shimmy along it with no worries for how much weight it can support.

Swivel Pauldrons: Golden pauldrons adorn your shoulders, and a thin gold ring surrounds the base of your neck. While you have this chromatic created, you can rotate your head almost a full turn in both directions. You cannot be flanked.

Teleportation Pyramids: You create two pyramids in your hands. Both are usable as a wondrous item that lets you (and equipment up to your maximum load) teleport to the other Teleportation Pyramid in the pair. You end up 5' away from the destination pyramid when you teleport. When you teleport, the pyramid only comes with you if you hold it; you can leave a pyramid behind by setting it on the ground and activating it from there.

Colour Blast: A rainbow orb hovers in front of your throat. While the chromatic exists, as stnadard action, you can blast colour energy in a cone of any length between 10' and 120' (your choice), which does colour damage to all targets within the cone as if you had hit them with your Colour Touch. A sucessful Reflex save, DC 16 + Constitution modifier, halves the damage.

Colour Channel Rings: Gaudy, multicolored rings appear on your hands. These allow any weapons you hold to deal extra colour energy damage as if you had hit the target with your Colour Touch in addition to weapon damage.

Extradimensional Crown: A rotating, elaborate, hoop-like crown hovers above your head. The opening from the top is actually the opening of an extradimensional space, which can hold up to 20 lb. or 1 cubic foot of material per colour level. Material inside the space doesn't fall out or otherwise leave unless someone reaches inside to remove an item. You can retrieve something as a standard action. When the chromatic is dissolved, the material in Extradimensional Crown is inaccessible until you recreate the crown again.

Focal Wand: A wand-like object appears in your hand. When you hold it, any effect that would target any of your equipment instead targets the wand only. If you are subject to a dispel effect on your person, it instead affects the wand, and an area dispel that includes the wand in its area instead becomes a targeted dispel against the wand. Dispelling the wand works like how dispels affect a soulmeld. If the wand is destroyed, the chromatic still exists, and you can dissolve it.

Perch Claws: You gain claws on your feet. They cannot be used to attack, but as an action requiring 1 round, you can "invert" yourself into whatever surface your perch claws are touching. This works like meld into stone, but with any solid material. You cannot move from your inverted position, and the tips of your claws are visible on the surface of the material. You can invert again back onto the surface at any time, which also requires 1 round.

Soul Backup: You create a fine box that functions as a lich's phylactery, except that it allows you, specifically, to rejuvenate. Up to eight other creatures can also touch the box to allow themselves to rejuvenate, as well. The box does not perform its function unless it is on the colour energy plane. You rejuvenate near the box before all of your allies, which emerge all at once, one day later than you. Note that your equipment does not rejuvenate along with you.

Throughsense: Your senses pass through an object up to Medium size within close range that you designate as a standard action. You are then able to see through it, it doesn't hinder sound with respect to your perception, and if you touch the object, you can feel whatever is also touching it. For the purposes of your other senses dependent on line of sight or effect, the object does not break those lines.

Aspect Improvement: Three concentric blue circles are engraved into the backs of your hands, which glow faintly, just enough to be seen in darkness. You gain a +4 competence bonus to one of your ability scores of your choice as long as this chromatic exists.

Hues of Self: You create a multicolored fog around you, and your position becomes indistinct. This grants you concealment, and if an attack roll misses due to the resultant miss chance, you may immediately "teleport" up to 5'--you were there all along. Abilities contingent on teleportation do not interact with this ability, such as Anticipate Teleport and Shadow Pounce.

Planar Presence: As astral projection, but is also useable on the Colour Energy Plane. If you wish, you can send your bodies from the Material Plane to the Colour Energy Plane at the time of casting, as plane shift. Your bodies return to their original locations when this effect ends. A complex rune is etched on your forehead (main and projected bodies alike) when you use this ability.

Prismatic Pendant: A rainbow pendant forms around your neck. You become immune to any prismatic effect, gain resist 20 to fire, cold, and electricity, and +8 to saves vs. poison, petrification, insanity, and effects that would send to you another plane.

Veil of Discoloration: This chromatic changes your hair color to be white or black, depending on whether you choose positive or negative energy at the time of creation, respectively. So long as you have this chromatic created, you are healed by the energy type you choose instead of damaged by it, and the damage is not halved by Lucid Colour. This does not affect how you receive the other type of damage. You also become immune to the planar effects of the plane corresponding to the energy type you choose: Positive plane for positive energy, Negative plane for negative energy.


Gammons benefit in a specific way from prestige classes that have the "+1 level of existing meldshaping class" benefit. A gammon taking levels in such a prestige class does not gain any of his class abilities, but he does gain additional chromatics and increased damage with his Colour Touch. Levels of prestige classes that provide +1 level of meldshaping effectively stack with the gammonís level to determine his Colour Touch damage and chromatics.

A gammon cannot qualify for prestige classes with specific soulmeld requirements, as he never actually learns to shape soulmelds; chromatics and soulmelds are merely similar enough for this sort of qualification. However, if the gammon can have a number of chromatics active at one time equal to or greater than the required number of soulmelds to enter a prestige class, then they fulfill that requirement. A gammon with access to lesser chromatics is treated as capable of binding one soulmeld to a chakra for the purposes of qualifying for a prestige class, but not if a specific chakra is called out. Greater chromatic access counts as being able to bind two soulmelds, and vivid chromatic access counts as being acle to bind three soulmelds. Finally, a chromatic's full Colour Touch dice are summed with the gammon's essentia pool to determine their essentia pool for the purposes of qualifying for incarnum prestige classes.

Reach Colouration (Su): At 4th level, a gammon can use their Colour Touch as a ray with a range of 60'. The ray version of Colour Touch otherwise functions the same as the melee version; the gammon can still mix and match attacks, varying between regular attacks, melee Colour Touches, and ray Colour Touches.

Colour Item (Su): At 8th level, a gammon can modify an item that uses positive or negative energy. Through a ritual that requires 1 hour and costs an amount of gold equal to 1/5 of the item's price, a gammon can alter the item so that its effects produce colour energy instead of positive or negative energy. The item's effects are unchanged except for this energy difference. For example, a wand of cure light wounds would function as a wand of tint light wounds after being coloured. A coloured item's market value is unchanged. A coloured item's apparance changes so that it is vividly shaded with all sorts of hues, and is recognizeable as coloured with a Spellcraft check of DC 15 if the character making the check knows about the Colour Energy palne.

Energy Awareness (Su): At 10th level, a gammon is continuously aware of all sources of postive, negative, and colour energy within 100'. A source of energy is defined as an object that can inflict one of the three energy types. The gammon can identify which energy type(s) the object(s) can produce. Sources of energy also include certain types of creatures:
A creature qualifies as a positive energy source if they are living and have Fast Healing or Regeneration, or if they are capable of producing effects that channel positive energy.
A creature qualifies as a negative energy source if they are undead and have Fast Healing or Regeneration, or if they are capable of producing effects that channel negative energy.
A creature qualifies as a colour energy source if they are forlorn and have Fast Healing or Regeneration, or if they are capable of producing effects that channel colour energy.
The Darkstalker feat allows a creature that qualifies as an energy source to hide from a gammon that could otherwise use this ability to detect them.

Faster Chromatics (Su): At 13th level, a gammon can create or dissolve a chromatic over the course of 3 swift actions instead of 4. At 16th level, this decreases again, to 2 swift actions.

Lucid Colour (Su): At 15th level, a gammon is so suffused with colour energy that they gain Fast Healing equal to 4 times the number of dice they have available in their Colour Touch ability, to a minimum of 1. They also take half damage from negative and positive energy.

Colour Aura (Su): At 18th level, a gammon's body radiates colour. The gammon is continuously surrounded by an aura of colour energy. This energy deals colour energy damage equal to the gammon's uninvested Colour Touch dice at all adjacent creatures every round at the start of the gammon's turn. This ability can be suppressed or resumed as a free action.

Bubble of Colour (Su): At 19th level, a gammon is continuously surrounded by a bubble of the Colour Energy plane, as the planar bubble spell centered on the gammon. The gammon can suppress or resume this ability as a free action.

AuraTwilight
2014-01-19, 05:15 PM
Holy crap I love it.