Aniikinis
2017-12-17, 01:49 PM
Black Eyed Children
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You watch as the young girl enters your campsite, something about her seeming off as she sits before the fire. You can't be sure but in the firelight it looks like her eyes are pitch black with no sclera. Suddenly you feel your body tense up as she looks at you. She pouts and you can see that you were right about her eyes, but that doesn't matter due to how it feels like a pure primal terror is pouring into you from them. "I've lost my mummy, can you help me find her?" she asks, and, somehow, you know that this isn't going to end well.
Black Eyed Children are a strange type of fey that seem to be a fairly recent occurrence, usually appearing within cities or towns and almost always after dark. They are usually found in pairs, with one being shy and the other being very persistent and confrontive.
The few accounts of them being with adventuring parties have shown them to be strange and curious, but beholden to strange laws and prone to a dark form of innocence, expecting others to be willing to do what they will and very confused or even aggravated when they do not hold to their same laws.
Physical Description: Black Eyed Children appear to be just that, young human children around 7-12 years of age with dark hair, very pale (almost deathly so) skin, and pure black eyes, no iris or sclera, just pitch black eyes. When encountered in towns they are known to wear cloaks or loose fitting clothing, disguising their forms and faces in order to keep their inhuman nature from being apparent.
Alignment: Black eyed Children are usually Evil, wishing to bring ruin and misfortune to mortals for various inscrutable reasons. There are some who reject this ideal and work for the better, albeit those are very few and far between.
Black Eyed Children
Black eyed children characters possess the following racial traits:
-2 Str, +2 Dex, -4 Con, +2 Cha
Small Fey
Speed: 25 feet
Special Qualities: Darkvision 60 ft., Low Light Vision, Resistance to Reality, Travel Restrictions, Unnerving gaze
Automatic Languages: Common and Aklo Bonus Languages: Any, except secret.
Favored Class: Ranger
Level adjustment: +0
Resistance to Reality (Ex): Black Eyed Children have damage resistance equal to half their hit dice that is bypassed by cold iron. In addition, Black Eyed Children gain a bonus equal to half their hit dice on saves versus the extraordinary abilities of creatures that grant saves against their effects (poison, distraction, disease, stench, etc.).
Travel Restrictions (Ex): In order to enter a place of residence that is currently inhabited by humanoids, a black eyed child must either make a will save (DC 15) every minute they are within the residence or ask for permission to enter. This effect only happens if the inhabitants of the residence are the legitimate owners/residents of the location, squatters do not count, but renters do.
Unnerving Gaze (Ex): Black eyed children have a gaze attack that causes the target to become shaken, this does not stack with other fear effects. The Will Save DC is (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier)
Black Eyed Children Random Starting Ages
Age
Modifier
Adulthood
10 Years
Simple
+1d2 Years
Moderate
+1d4 Years
Complex
+1d8 Years
Black Eyed Children Aging Effects
Age Groups
Age
Middle Age
400 years
Old
800 years
Venerable
1000 years
Maximum Age
+4d100 years
Black Eyed Child Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifiers
Male
3'5"
+1d6 inches
72 lb.
+(1d10*2) lb.
Female
3'
+1d6 Inches
70 lb.
+(1d10*2) lb.
Racial Feats
Terrific Gaze [Racial]
Your gaze does more than just unnerve others.
Prerequisites: 3 HD, Unnerving Gaze
Benefit: Your gaze attack's fear effects stack.
Special: At level 10, your gaze attack causes the frightened condition.
Moon Burn [Racial]
You may exude a form of radiation from your very core.
Prerequisites: Black Eyed Child
Benefit: Once per day, as a standard action, you may cause a bright light to exude from the core of your being for a split second. This light causes all creatures within 25 feet of you to immediately take a large dose of radiation. This follows the rules for normal radiation (http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/), counts as low amounts of radiation, and is an instantaneous effect. This ability counts as an Extraordinary Ability. Anyone who successfully saves against this ability cannot be affected by it for 72 hours.
Special: At 6th level an every six levels after, the level of radiation increases by one step (low to medium, etc.). At level 8 and every eight levels afterwards, you gain an additional use of this ability per day. The light shed is equivalent to a usage of Flash Powder (http://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances/#TOC-Powder-Flash) but does not cause blindness.
Radiant Sickness [Racial]
You've learned to make your moon burn stick around, albeit with less of a punch.
Prerequisites: Black Eyed Child, Moon Burn, Level 10
Benefit: You may choose to have your moon burn last for up to 1d4 rounds per 5 character levels you have (to a maximum of 4d4 at level 20), and may deactivate it as a free action. Your moon burn no longer causes a bright flash, but you and your field of radiation glow with light equivalent to a green tinted daylight spell for the duration of your moon burn and the level of radiation is one level lower than your maximum.
Lessened Radiance [Racial]
You have learned to tone down the brightness of your flare, and to use a lower dose as well.
Prerequisites: Black Eyed Child, Moon Burn, Level 6
Benefit: You may choose to have the radiation of your moon burn be of a lower level of radiation than the maximum allowed. In addition, you may choose any number of creatures to be unaffected by the effect of your moon burn when you activate it, but may not change your choice for the duration of that usage. Any creatures you exclude from your moon burn effect does not light up
Special: If you have the Radiant Sickness feat, once per day you may have your glow lessen to that of a hooded lantern instead of a daylight spell.
Radiant Ambience [Epic, Racial]
The power within you can be released very easily, with little to no obvious signs.
Prerequisites: Black Eyed Child, Moon Burn, Lessened Radiance, Radiant Sickness, Level 25
Benefit: You gain an additional use of your moon burn ability per day and now are able to instead lessen the glow of your radiation to that of a candle no matter what the usage is.
Hypnotic Allure [Racial]
You've learned to influence others with your sight.
Prerequisites: Black Eyed Child, 5 HD
Benefit: Once per day, plus one per 5 HD, you may substitute the effect of your Unnerving Gaze for a Suggestion effect
Spatial Warp [Racial]
You don't seem to be in the same location as you are.
Prerequisites: Black Eyed Child, HD 5
Benefit: You gain a 1.25% miss chance per HD (round down, 6% at 5 HD, 25% at 20 HD).
Special: At level 15 you may use Dimension Door as a Spell-Like Ability once per encounter, plus once per racial feat you have. This usage of Dimension Door has a range of 50 feet+5 per HD
Welling Terror [Racial]
Your terror is known to stay with your victims, slowly growing over repeated attempts.
Prerequisites: Black Eyed Child
Benefit: Whenever a creature successfully saves against your fear effects, they have to make a second save to avoid taking a cumulative -1 penalty against your fear effects that lasts until you are no longer within sight of them.
Special: Creatures with immunity to fear instead gain a +8 bonus to their saves against your fear effects and are affected by this feat as though they did not have immunity to fear. If you later gain the Greater Master of Terror ability or another ability that bypasses immunity to fear, you may choose to retrain this feat for another that you qualify for.
Black Eyed Child Paragon
ENTRY REQUIREMENTS
Race: Black Eyed Child
Class Skills
The Black Eyed Child Paragon's class skills are Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Listen, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Move Silently, Sleight of Hand, Spot
Skills Points at Each Level: 4 + int
Hit Dice: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Broken Laws, Spellcasting, Welling Terror
2nd
+1
+0
+3
+3
Impossible Tracking, Cause Fear, +1 Dex
3rd
+2
+1
+3
+3
Terrific Gaze, Return to Home, +1 Dex
4th
+3
+1
+4
+4
Illusory Sibling, Scare, +2 Dex
Weapon and Armor Proficiencies: You are proficient with all simple weapons and a single martial and exotic weapon of your choice.
Spellcasting: While this class does not grant spellcasting, any Black Eyed Children who take levels in this class after taking a level in a spellcasting class can count their Racial Paragon levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. However, they do not retroactively gain spell slots or new spells for caster levels they did not take, nor do they add their Racial Paragon level to their character level for the purpose of other class features.
Broken Laws: While all Black Eyed Children are beholden to certain laws of the Faerie Courts, you have grown much more in tune with them. Whenever you break one of the following laws, you take a -1 to AC, and all attack, damage, skill, and saving throw rolls for every law broken. These penalties last for 1 minute per Paragon class level. For each Black eyed Child Paragon level that you take, you add a +1 to the Will Save DC of your Travel Restrictions Racial Trait.
Whenever a non-allied creature with more than 2 Int within your line of sight breaks one of the following laws that Black Eyed Children are beholden to, you gain a +1 untyped bonus to attack, AC, and damage against that creature. Additionally, if you are unable to attack or influence that creature directly you instead must make a will save (5+number of laws broken) or fall into a barbarian rage as a first level barbarian. If you fall into a barbarian rage you must make the same will save to change your target for that round to another creature. If more than one creature has broken any number of laws while you are within a rage you may change to that creature without making a will save.
If you are unable to attack or influence the creature directly without breaking one or more of the following laws, you may instead choose to mark the creature. From then on whenever the marked creature breaks one of more of the following laws you gain a cumulative +1 morale bonus against that creature when you next see them.
The laws are:
Entrance: You must allow others entrance to your dwellings, if they ask in a suitably polite way for your tastes, however if they are obviously dangerous (and not just seemingly or have a strange feel to them) you need not allow them entrance. (Obvious if you've read a few of the encounter stories of Black Eyed Children.)
Cheating: You may not cheat others out of their rightful payment or gains, but you may make unbalanced deals. (Bad bargains and card counting do not count as cheating, but hiding an Ace in your sleeve or altering the roll of the die in a game of craps does, for examples needed to clarify if needed.)
Truth: You may not lie, though you may bend the truth in any number of ways so as to facilitate getting what you need. If you do in fact lie, and not simply twist the truth, this law is broken. (Lying is a no-no, but trying to gain entrance to a house through trickery and false reasoning is fine as long as you do not lie about your intentions. Not stating your intentions is not considered lying by this rule.)
Rudeness: You may not be exceedingly rude to others, even if they are aggravating you or pushing you to your limits. If you are ruder than others must be in order to aggravate you, then this law is broken. (You cannot be a rude ****, but you can be increasingly persistent and aggressive as long as you are not rude.)
Destruction: You may not cause undue harm to any inhabited residence, though you are allowed to find and unlock entrances that may not be obvious with blockages or concealments upon them as long as the structural integrity of the residence is not harmed. (Breaking and entering is a no-no, but simply sneaking in through a hole covered by nailed plywood isn't considered breaking and entering by this law as it was a covered entrance.)
Barbarian levels stack with this class for number of rages and their effects. Additionally, whenever you enter a rage caused by a broken law, you may choose to have a usage of rage not be used up, but if you choose not to use an instance of rage you are instead fatigued for twice as long. Tireless rage bypasses this restriction. This ability works with the Spell Rage ability from the Rage Mage and all other rage-based abilities gained from class levels and/or spell effects.
Welling Terror: You gain the Welling Terror feat.
Impossible Tracking: You gain the Track feat and whenever you mark a creature with the Broken Laws feature, you may at any time, as a full-round action, learn the direction that creature is in relation to you. If you make this check for three rounds in a row you learn how far away the creature is in relation to you, and if you concentrate for an additional two rounds you learn how fast the creature is travelling if at all. If you have marked more than one creature, you may use this ability for any creature you have marked, but only one at a time.
Ability Score Increase: At levels 2 and 3 you gain a +1 untyped bonus to your Dexterity score. At level 4 You gain a +2 untyped bonus to your Dexterity score.
Cause Fear: You may cast Cause Fear as Spell-Like Ability once per day per two Hit Dice you have. If you do not have a casting stat, add your Charisma modifier to the Save DC.
Terrific Gaze: You gain the Terrific Gaze feat.
Return to Home: Whenever you have entered the residence of another being who is the rightful owner/resident of the location after being invited in, you may mark that location in your mind. Whenever you can teleport either that distance or further, you may teleport there with no failure at all.
Illusory Sibling: A number of times per HD per day, as an extended action that takes two rounds, you may create an illusion that looks like another member of your race with illusory versions of all of your gear, but may have a different style of clothing as desired. This illusion may not attack but has your AC and does not provoke a will save to disbelieve until they are successfully attacked. You may direct this illusion as a free action on your turn, and the illusion may flank any creature that has not successfully disbelieved that the sibling is an illusion. This is functionally similar to a Minor Image spell.
Scare: You may cast Scare as a Spell-Like Ability once per day per four hit dice you have. If you do not have a casting stat, add your charisma modifier to the Save DC.
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You watch as the young girl enters your campsite, something about her seeming off as she sits before the fire. You can't be sure but in the firelight it looks like her eyes are pitch black with no sclera. Suddenly you feel your body tense up as she looks at you. She pouts and you can see that you were right about her eyes, but that doesn't matter due to how it feels like a pure primal terror is pouring into you from them. "I've lost my mummy, can you help me find her?" she asks, and, somehow, you know that this isn't going to end well.
Black Eyed Children are a strange type of fey that seem to be a fairly recent occurrence, usually appearing within cities or towns and almost always after dark. They are usually found in pairs, with one being shy and the other being very persistent and confrontive.
The few accounts of them being with adventuring parties have shown them to be strange and curious, but beholden to strange laws and prone to a dark form of innocence, expecting others to be willing to do what they will and very confused or even aggravated when they do not hold to their same laws.
Physical Description: Black Eyed Children appear to be just that, young human children around 7-12 years of age with dark hair, very pale (almost deathly so) skin, and pure black eyes, no iris or sclera, just pitch black eyes. When encountered in towns they are known to wear cloaks or loose fitting clothing, disguising their forms and faces in order to keep their inhuman nature from being apparent.
Alignment: Black eyed Children are usually Evil, wishing to bring ruin and misfortune to mortals for various inscrutable reasons. There are some who reject this ideal and work for the better, albeit those are very few and far between.
Black Eyed Children
Black eyed children characters possess the following racial traits:
-2 Str, +2 Dex, -4 Con, +2 Cha
Small Fey
Speed: 25 feet
Special Qualities: Darkvision 60 ft., Low Light Vision, Resistance to Reality, Travel Restrictions, Unnerving gaze
Automatic Languages: Common and Aklo Bonus Languages: Any, except secret.
Favored Class: Ranger
Level adjustment: +0
Resistance to Reality (Ex): Black Eyed Children have damage resistance equal to half their hit dice that is bypassed by cold iron. In addition, Black Eyed Children gain a bonus equal to half their hit dice on saves versus the extraordinary abilities of creatures that grant saves against their effects (poison, distraction, disease, stench, etc.).
Travel Restrictions (Ex): In order to enter a place of residence that is currently inhabited by humanoids, a black eyed child must either make a will save (DC 15) every minute they are within the residence or ask for permission to enter. This effect only happens if the inhabitants of the residence are the legitimate owners/residents of the location, squatters do not count, but renters do.
Unnerving Gaze (Ex): Black eyed children have a gaze attack that causes the target to become shaken, this does not stack with other fear effects. The Will Save DC is (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier)
Black Eyed Children Random Starting Ages
Age
Modifier
Adulthood
10 Years
Simple
+1d2 Years
Moderate
+1d4 Years
Complex
+1d8 Years
Black Eyed Children Aging Effects
Age Groups
Age
Middle Age
400 years
Old
800 years
Venerable
1000 years
Maximum Age
+4d100 years
Black Eyed Child Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifiers
Male
3'5"
+1d6 inches
72 lb.
+(1d10*2) lb.
Female
3'
+1d6 Inches
70 lb.
+(1d10*2) lb.
Racial Feats
Terrific Gaze [Racial]
Your gaze does more than just unnerve others.
Prerequisites: 3 HD, Unnerving Gaze
Benefit: Your gaze attack's fear effects stack.
Special: At level 10, your gaze attack causes the frightened condition.
Moon Burn [Racial]
You may exude a form of radiation from your very core.
Prerequisites: Black Eyed Child
Benefit: Once per day, as a standard action, you may cause a bright light to exude from the core of your being for a split second. This light causes all creatures within 25 feet of you to immediately take a large dose of radiation. This follows the rules for normal radiation (http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/), counts as low amounts of radiation, and is an instantaneous effect. This ability counts as an Extraordinary Ability. Anyone who successfully saves against this ability cannot be affected by it for 72 hours.
Special: At 6th level an every six levels after, the level of radiation increases by one step (low to medium, etc.). At level 8 and every eight levels afterwards, you gain an additional use of this ability per day. The light shed is equivalent to a usage of Flash Powder (http://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances/#TOC-Powder-Flash) but does not cause blindness.
Radiant Sickness [Racial]
You've learned to make your moon burn stick around, albeit with less of a punch.
Prerequisites: Black Eyed Child, Moon Burn, Level 10
Benefit: You may choose to have your moon burn last for up to 1d4 rounds per 5 character levels you have (to a maximum of 4d4 at level 20), and may deactivate it as a free action. Your moon burn no longer causes a bright flash, but you and your field of radiation glow with light equivalent to a green tinted daylight spell for the duration of your moon burn and the level of radiation is one level lower than your maximum.
Lessened Radiance [Racial]
You have learned to tone down the brightness of your flare, and to use a lower dose as well.
Prerequisites: Black Eyed Child, Moon Burn, Level 6
Benefit: You may choose to have the radiation of your moon burn be of a lower level of radiation than the maximum allowed. In addition, you may choose any number of creatures to be unaffected by the effect of your moon burn when you activate it, but may not change your choice for the duration of that usage. Any creatures you exclude from your moon burn effect does not light up
Special: If you have the Radiant Sickness feat, once per day you may have your glow lessen to that of a hooded lantern instead of a daylight spell.
Radiant Ambience [Epic, Racial]
The power within you can be released very easily, with little to no obvious signs.
Prerequisites: Black Eyed Child, Moon Burn, Lessened Radiance, Radiant Sickness, Level 25
Benefit: You gain an additional use of your moon burn ability per day and now are able to instead lessen the glow of your radiation to that of a candle no matter what the usage is.
Hypnotic Allure [Racial]
You've learned to influence others with your sight.
Prerequisites: Black Eyed Child, 5 HD
Benefit: Once per day, plus one per 5 HD, you may substitute the effect of your Unnerving Gaze for a Suggestion effect
Spatial Warp [Racial]
You don't seem to be in the same location as you are.
Prerequisites: Black Eyed Child, HD 5
Benefit: You gain a 1.25% miss chance per HD (round down, 6% at 5 HD, 25% at 20 HD).
Special: At level 15 you may use Dimension Door as a Spell-Like Ability once per encounter, plus once per racial feat you have. This usage of Dimension Door has a range of 50 feet+5 per HD
Welling Terror [Racial]
Your terror is known to stay with your victims, slowly growing over repeated attempts.
Prerequisites: Black Eyed Child
Benefit: Whenever a creature successfully saves against your fear effects, they have to make a second save to avoid taking a cumulative -1 penalty against your fear effects that lasts until you are no longer within sight of them.
Special: Creatures with immunity to fear instead gain a +8 bonus to their saves against your fear effects and are affected by this feat as though they did not have immunity to fear. If you later gain the Greater Master of Terror ability or another ability that bypasses immunity to fear, you may choose to retrain this feat for another that you qualify for.
Black Eyed Child Paragon
ENTRY REQUIREMENTS
Race: Black Eyed Child
Class Skills
The Black Eyed Child Paragon's class skills are Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Listen, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Move Silently, Sleight of Hand, Spot
Skills Points at Each Level: 4 + int
Hit Dice: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Broken Laws, Spellcasting, Welling Terror
2nd
+1
+0
+3
+3
Impossible Tracking, Cause Fear, +1 Dex
3rd
+2
+1
+3
+3
Terrific Gaze, Return to Home, +1 Dex
4th
+3
+1
+4
+4
Illusory Sibling, Scare, +2 Dex
Weapon and Armor Proficiencies: You are proficient with all simple weapons and a single martial and exotic weapon of your choice.
Spellcasting: While this class does not grant spellcasting, any Black Eyed Children who take levels in this class after taking a level in a spellcasting class can count their Racial Paragon levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. However, they do not retroactively gain spell slots or new spells for caster levels they did not take, nor do they add their Racial Paragon level to their character level for the purpose of other class features.
Broken Laws: While all Black Eyed Children are beholden to certain laws of the Faerie Courts, you have grown much more in tune with them. Whenever you break one of the following laws, you take a -1 to AC, and all attack, damage, skill, and saving throw rolls for every law broken. These penalties last for 1 minute per Paragon class level. For each Black eyed Child Paragon level that you take, you add a +1 to the Will Save DC of your Travel Restrictions Racial Trait.
Whenever a non-allied creature with more than 2 Int within your line of sight breaks one of the following laws that Black Eyed Children are beholden to, you gain a +1 untyped bonus to attack, AC, and damage against that creature. Additionally, if you are unable to attack or influence that creature directly you instead must make a will save (5+number of laws broken) or fall into a barbarian rage as a first level barbarian. If you fall into a barbarian rage you must make the same will save to change your target for that round to another creature. If more than one creature has broken any number of laws while you are within a rage you may change to that creature without making a will save.
If you are unable to attack or influence the creature directly without breaking one or more of the following laws, you may instead choose to mark the creature. From then on whenever the marked creature breaks one of more of the following laws you gain a cumulative +1 morale bonus against that creature when you next see them.
The laws are:
Entrance: You must allow others entrance to your dwellings, if they ask in a suitably polite way for your tastes, however if they are obviously dangerous (and not just seemingly or have a strange feel to them) you need not allow them entrance. (Obvious if you've read a few of the encounter stories of Black Eyed Children.)
Cheating: You may not cheat others out of their rightful payment or gains, but you may make unbalanced deals. (Bad bargains and card counting do not count as cheating, but hiding an Ace in your sleeve or altering the roll of the die in a game of craps does, for examples needed to clarify if needed.)
Truth: You may not lie, though you may bend the truth in any number of ways so as to facilitate getting what you need. If you do in fact lie, and not simply twist the truth, this law is broken. (Lying is a no-no, but trying to gain entrance to a house through trickery and false reasoning is fine as long as you do not lie about your intentions. Not stating your intentions is not considered lying by this rule.)
Rudeness: You may not be exceedingly rude to others, even if they are aggravating you or pushing you to your limits. If you are ruder than others must be in order to aggravate you, then this law is broken. (You cannot be a rude ****, but you can be increasingly persistent and aggressive as long as you are not rude.)
Destruction: You may not cause undue harm to any inhabited residence, though you are allowed to find and unlock entrances that may not be obvious with blockages or concealments upon them as long as the structural integrity of the residence is not harmed. (Breaking and entering is a no-no, but simply sneaking in through a hole covered by nailed plywood isn't considered breaking and entering by this law as it was a covered entrance.)
Barbarian levels stack with this class for number of rages and their effects. Additionally, whenever you enter a rage caused by a broken law, you may choose to have a usage of rage not be used up, but if you choose not to use an instance of rage you are instead fatigued for twice as long. Tireless rage bypasses this restriction. This ability works with the Spell Rage ability from the Rage Mage and all other rage-based abilities gained from class levels and/or spell effects.
Welling Terror: You gain the Welling Terror feat.
Impossible Tracking: You gain the Track feat and whenever you mark a creature with the Broken Laws feature, you may at any time, as a full-round action, learn the direction that creature is in relation to you. If you make this check for three rounds in a row you learn how far away the creature is in relation to you, and if you concentrate for an additional two rounds you learn how fast the creature is travelling if at all. If you have marked more than one creature, you may use this ability for any creature you have marked, but only one at a time.
Ability Score Increase: At levels 2 and 3 you gain a +1 untyped bonus to your Dexterity score. At level 4 You gain a +2 untyped bonus to your Dexterity score.
Cause Fear: You may cast Cause Fear as Spell-Like Ability once per day per two Hit Dice you have. If you do not have a casting stat, add your Charisma modifier to the Save DC.
Terrific Gaze: You gain the Terrific Gaze feat.
Return to Home: Whenever you have entered the residence of another being who is the rightful owner/resident of the location after being invited in, you may mark that location in your mind. Whenever you can teleport either that distance or further, you may teleport there with no failure at all.
Illusory Sibling: A number of times per HD per day, as an extended action that takes two rounds, you may create an illusion that looks like another member of your race with illusory versions of all of your gear, but may have a different style of clothing as desired. This illusion may not attack but has your AC and does not provoke a will save to disbelieve until they are successfully attacked. You may direct this illusion as a free action on your turn, and the illusion may flank any creature that has not successfully disbelieved that the sibling is an illusion. This is functionally similar to a Minor Image spell.
Scare: You may cast Scare as a Spell-Like Ability once per day per four hit dice you have. If you do not have a casting stat, add your charisma modifier to the Save DC.