Bio-Chromatic Breath
Each and every natural sentient humanoid is born with one breath. Breath calls out to other breath, which is the source of people’s abilities to sense one another. The feeling of being watched is your breath connecting with another’s. Abberations and Fey do not have Breath, nor can they contain them. Different numbers of Breath have different effects on the body. Their own natural life energy mimics the effects of a single breath but is not subject to the science of Bio-Chroma.
Bio-Chroma can also be used to animate the inanimate using simple commands and the investiture of Breath. The more complex the command and the less natural the object to be animated the more breaths are required to animate it. Breath used in such ritual magic is invested and then reclaimed by the practioner, commonly called an Awakener.
The most recognizable sign of an Awakener is the aura of intense color that surrounds them. The Awakener's aura makes all colors brighter, yet does not change the hue, it just makes them more intense.
0 Breaths – Drab
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A Drab is someone who has given up their breath, which while mostly harmless does have several different effects. A Drab does not have the natural life sense of most sentients nor can they be detected by that same life sense. When Breathless apply the following Drab template.
Drab
Resist Psychic 5
Skills: +2 Hide, +2 Bluff, -2 Insight, -2 Perception
1 Breath – Standard
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A single breath is the natural state of sentient humanoids. While in possession of a single breath remove any Bio-Chroma templates.
50 Breaths – The First Heightening
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The First Heightening grants increased health and longevity as well as an innate sense of life energy. The effects of the First Heightening extend out from the humanoid in a bubble of enhanced color which can be distinguished by anyone of the First Heightening or up instinctively or by a DC 20 Perception check. When in possession of 50 breaths apply the First Heightening Template
First Heightening
Vulnerable Psychic 5
You gain 1 additional healing surge per day
Skills: +2 Insight, +2 Perception, -2 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to.
200 Breaths – The Second Heightening
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At 200 Breaths you gain a perfect perception of Pitch, and your life force increases in strength, granting you increased vitality and longevity. Upon reaching 200 Breaths replace the First Heightening template with the Second Heightening.
Second Heightening
Vulnerable Psychic 5
You gain 1 more Healing surge per day, your surge heals 2 additional points
Defenses: -2 Will, +2 Fortitude
Skills: +4 Insight, +4 Perception, +2 Arcana, -2 Hide
Life Sense:You know the number of Breaths possessed by any creature you have Line of Sight to.
600 Breaths – The Third Heightening
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A creature in possession of 600 Breaths reaches the Third Heightening, and with it the Perfect Color Recognition it grants. Upon reaching 600 Breaths replace the Second Heightening template with the Third Heightening.
In addition you are now capable of understanding the Hallendren Artisan script. Add Artisan Script to your list of Languages. Should you lose the benefits of the Third Heightening or higher you can no longer decipher Artisan Script.
Third Heightening
Vulnerable Psychic 5
You gain 2 more healing surges per day, you surge heals 4 additional points
Defenses: -2 Will, +4 Fortitude
Skills: +6 Insight, +4 Perception, +4 Arcana, -2 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to. You also know the total remaining health of the creature.
As a Full round action you may attempt to sense life out to a 50 ft radius. Roll an Insight versus an opposed Hide check for each creature within that radius. If you are successful you learn the precise location and number of breaths possessed by each creature in that radius. This cannot be used to detect Drabs.
1000 Breaths – The Fourth Heightening
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An Awakener is possession of 1000 Breaths reaches the Fourth Heightening and gains the maximum value of their Life Sense. Other than this there is very little difference from the Third Heightening. Upon reaching 1000 Breaths apply the Fourth Heightening template and remove the Third Heightening.
Fourth Heightening
Vulnerable Psychic 5
You gain 2 more healing surges per day, you surge heals 6 additional points
Defenses: -2 Will, +4 Fortitude, +2 Reflex
Skills: +6 Insight, +6 Perception, +4 Arcana, -2 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to. You also know the total remaining health of the creature.
As a Standard action you may attempt to sense life out to a 100 ft radius. Roll an Insight versus an opposed Hide check for each creature within that radius. If you are successful you learn the precise location and number of breaths possessed by each creature in that radius. This cannot be used to detect Drabs.
2000 Breaths – The Fifth Heightening
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The Fifth Heightening is one of the most sought after numbers of Breaths despite it's prodigious expense. Upon reaching the Fifth Heightening the Awakener ceases to Age, is immune to all disease and cannot be poisoned.
Fifth Heightening
Vulnerable Psychic 5
Immune Disease, Poison
You gain 3 more healing surges per day, you surge heals 10 additional points
Defenses: -2 Will, +6 Fortitude, +2 Reflex
Skills: +6 Insight, +6 Perception, +4 Arcana, -2 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to. You also know the total remaining health of the creature.
As a Standard action you may attempt to sense life out to a 100 ft radius. Roll an Insight versus an opposed Hide check for each creature within that radius. If you are successful you learn the precise location and number of breaths possessed by each creature in that radius. This cannot be used to detect Drabs.
3,500 Breaths – The Sixth Heightening
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In addition to the already amazing benefits of the first five heightenings an Awakener of the Sixth Heightening gains the ability to Awaken instinctively. Upon reaching 3,500 Breaths replace the Fifth Heightening template with the Sixth Heightening.
Sixth Heightening
Vulnerable Psychic 5
Immune Disease, Poison
You gain 3 more healing surges per day, you surge heals 10 additional points
Defenses: -2 Will, +6 Fortitude, +2 Reflex
Skills: +6 Insight, +6 Perception, +4 Arcana, -2 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to. You also know the total remaining health of the creature.
As a Standard action you may attempt to sense life out to a 100 ft radius. Roll an Insight versus an opposed Hide check for each creature within that radius. If you are successful you learn the precise location and number of breaths possessed by each creature in that radius. This cannot be used to detect Drabs.
Instinctive Awakening: You gain all Bio-Chroma rituals of Levels 6 or below and may use any of them as a Standard action.
5,000 Breaths – The Seventh Heightening
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The Seventh Heightening is extremely uncommon, and it's powers have not been fully explored. One thing that is known is that those of the Seventh Heightening can recognize the aura's of Awakened objects. Upon reaching 5,000 Breaths replace the Six Heightening template with the Seventh.
Seventh Heightening
Vulnerable Psychic 5
Immune Disease, Poison
You gain 3 more healing surges per day, you surge heals 10 additional points
Defenses: -2 Will, +6 Fortitude, +2 Reflex
Skills: +6 Insight, +6 Perception, +4 Arcana, -2 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to. You also know the total remaining health of the creature.
As a Standard action you may attempt to sense life out to a 100 ft radius. Roll an Insight versus an opposed Hide check for each creature within that radius. If you are successful you learn the precise location and number of breaths possessed by each creature in that radius. This cannot be used to detect Drabs.
Instinctive Awakening: You gain all Bio-Chroma rituals of Levels 6 or below and may use any of them as a Standard action.
Breath Recognition: You may recognize Awakened objects on sight and know the number of Breaths required to Awaken it.
10,000 Breaths – The Eighth Heightening
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The benefits of the Eight Heightening are not fully understood, the only thing currently know is that it allows an Awakener to override the commands of Awakened objects or Lifeless intuitively, a process know as Command Breaking. Upon reaching 10,000 Breaths apply the Eight Heightening template and replace the Seventh Heightening.
Eight Heightening
Vulnerable Psychic 5
Immune Disease, Poison
You gain 3 more healing surges per day, you surge heals 12 additional points
Defenses: -2 Will, +6 Fortitude, +4 Reflex
Skills: +6 Insight, +6 Perception, +4 Arcana, -4 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to. You also know the total remaining health of the creature.
As a Standard action you may attempt to sense life out to a 100 ft radius. Roll an Insight versus an opposed Hide check for each creature within that radius. If you are successful you learn the precise location and number of breaths possessed by each creature in that radius. This cannot be used to detect Drabs.
Instinctive Awakening: You gain all Bio-Chroma rituals of Levels 6 or below and may use any of them as a Standard action.
Breath Recognition: You may recognize Awakened objects on sight and know the number of Breaths required to Awaken it.
Command Breaking: As a Full Round action you may study a Lifeless or Awakened object in an adjacent space and attempt to intuitively grasp it's command. Make an opposed Insight vs. Perception check. On success you gain command of the Lifeless, or deactivate the Awakened Object.
20,000 Breaths – The Ninth Heightening
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Upon reaching the Ninth Heightening an Awakener no longer requires physical contact with the object they are trying to Awaken and can Awaken anything that can hear their voice.
In addition only those of the Ninth Heightening can Awaken Metal or Stone. Upon reaching 20,000 Breaths replace the Eight Heightening template with the Ninth Heightening.
Ninth Heightening
Vulnerable Psychic 5
Immune Disease, Poison
You gain 4 more healing surges per day, you surge heals 15 additional points
Defenses: -2 Will, +8 Fortitude, +4 Reflex
Skills: +8 Insight, +8 Perception, +4 Arcana, -6 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to. You also know the total remaining health of the creature.
As a Standard action you may attempt to sense life out to a 100 ft radius. Roll an Insight versus an opposed Hide check for each creature within that radius. If you are successful you learn the precise location and number of breaths possessed by each creature in that radius. This cannot be used to detect Drabs.
Instinctive Awakening: You gain all Bio-Chroma rituals of Levels 6 or below and may use any of them as a Standard action.
Breath Recognition: You may recognize Awakened objects on sight and know the number of Breaths required to Awaken it.
Command Breaking: As a Full Round action you may study a Lifeless or Awakened object in an adjacent space and attempt to intuitively grasp it's command. Make an opposed Insight vs. Perception check. On success you gain command of the Lifeless, or deactivate the Awakened Object.
Audible Command: You may use Awakenings on any object within range of your voice without needing to physically contact it.
Greater Awakening: You may use Awakening rituals with the [Greater] modifier.
50,000 Breaths – The Tenth Heightening
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The Tenth Heightening is currently the highest known Heightening of all and is even more mysterious than any of the others. What is known however is that those of the Tenth Heightening bend light around them until it splits into a rainbow of colors. In addition objects drained of their color becomes completely white rather than the flat gray traditionally seen by Awakeners.
Tenth Heightening
Vulnerable Psychic 5
Immune Disease, Poison
You gain 5 more healing surges per day, you surge heals 20 additional points
Defenses: -2 Will, +10 Fortitude, +6 Reflex
Skills: +10 Insight, +10 Perception, +8 Arcana, -10 Hide
Life Sense: You know the number of Breaths possessed by any creature you have Line of Sight to. You also know the total remaining health of the creature.
As a Standard action you may attempt to sense life out to a 100 ft radius. Roll an Insight versus an opposed Hide check for each creature within that radius. If you are successful you learn the precise location and number of breaths possessed by each creature in that radius. This cannot be used to detect Drabs.
Instinctive Awakening: You gain all Bio-Chroma rituals of Levels 6 or below and may use any of them as a Standard action.
Breath Recognition: You may recognize Awakened objects on sight and know the number of Breaths required to Awaken it.
Command Breaking: As a Full Round action you may study a Lifeless or Awakened object in an adjacent space and attempt to intuitively grasp it's command. Make an opposed Insight vs. Perception check. On success you gain command of the Lifeless, or deactivate the Awakened Object.
Audible Command: You may use Awakenings on any object within range of your voice without needing to physically contact it.
Greater Awakening: You may use Awakening rituals with the [Greater] modifier.
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Bio-Chromatic Awakenings
An Awakening functions similarly to a Ritual but is usually much quicker and much less controlled than ritual magic. All Awakenings have a cost in Breath attached which must be paid in order to activate the Awakening, many also require prepared foci or materials in order to function.
Awakenings do not require a ritual book, but they do require the Ritual Caster feat due to the complex nature of the visualizations and mental strain inherent in Awakening.
All Awakenings require the Awakener to speak clearly and firmly such that his target can hear and understand what he is saying. He must speak in his native tongue without stuttering or slurring of the words. An incorrectly spoken Awakening drains the requisite number of Breaths but does not result in a functional Awakening. There is one Awakening command that can be used without the Ritual Caster feat.
My Breath to Yours
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Level: 1 Component Cost: 0 gp
Category: Bio-Chroma Market Price: 0 gp
Time: Minor Action Key Skill: None
Duration: Instantaneous
You target one other living humanoid or inanimate object. Upon uttering the command your Breath (regardless of number) flows out of you and into your target. You may only use this command to transfer your entire reserve of breath at once. Upon using this Awakening apply the Drab template to yourself.
Your target is infused with your breath and depending on the number of breaths may be overcome with the new sensory information. Consult the table to determine the effect of the transfer.
{TABLE]0-49 Breaths | No effect
50-199 Breaths | Dazed (save ends) or for 1 round/50 Breaths
200+ | Stunned (save ends) or for 1 round / 200 Breaths[/TABLE]
If you use this on an object your breath is stored within without changing the object in any way. It may then later be reclaimed with the Your Breath to Mine awakening.
All Awakeners learn one other basic Awakening.
Your Breath to Mine
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Level: 1 Component Cost: 0 gp
Category: Bio-Chroma Market Price: 0 gp
Time: Minor Action Key Skill: None
Duration: Instantaneous
You recover the breath used in one of your own Awakenings from the Awakened object within your reach. This cannot be used on an object you did not Awaken yourself. Upon usage the object becomes inanimate and you gain the full Component Cost used to animate it. Consult the Breath effect chart under the My Breath To Yours ritual to determine any ill effects of reclaiming your Breath.
Awakened commands are very simple, and usually can be used on a variety of materials or focuses. But the visualization and mental discipline required to make it work means that each command must be learned individually and requires practice to perfect.
Hold When Thrown
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Level: 1 Component Cost: 10 Breath
Category: Bio-Chroma Market Price: 60 gp
Time: 1 minute Key Skill: None
Duration: Permanent, Special
This Awakening creates an animate length of rope or cord which entangles anything it touches upon being thrown. Until thrown it will remain inert and can be carried safely. At any time you may make the following attack.
Minor Action Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: Target is Immobilized (save ends)
Once the target makes it’s save against the Immobilization effect the rope falls to the ground having been broken or cut to the point that it can no longer hold effectively.
Focus: A 10 ft length of Rope or Cord.
Fetch Item
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Level: 1 Component Cost: 15 Breath
Category: Bio-Chroma Market Price: 80 gp
Time: 1 minute Key Skill: none
Duration: Permanent, Special
This Awakening creates a Tiny servant with instructions to find and retrieve one type of object and return it to the Awakener. The object must be specified at the time of Awakening and cannot be anything which weighs more than 5 pounds. The servant shares your defenses and has only 1 hp.
Focus: A small figure made of organic material such as straw or bark, fashioned into the shape of a man. Fashioning such a figure takes at least 10 minutes. It can be made in advance. The Focus is not destroyed if you reclaim the figure without it being killed.
Protect Me
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Level: 6 Component Cost: 30 Breath
Category: Bio-Chroma Market Price: 300 gp
Time: 1 minutes Key Skill: none
Duration: Permanent, Special
This Awakening creates an animate cloak which defends the Awakener against melee attacks until it is destroyed or its Breath is reclaimed. The cloak is capable of making three attacks before the strain destroys the focus. The attack is as follows.
Immediate Interrupt Melee 1
Trigger: An enemy makes a melee attack against the Awakener
Target: The attacking enemy
Attack: Insight vs. Reflex
Hit: The target is pushed 1 square
The cloak is non-sentient and will make the attack any time the trigger condition is met.
Focus: A specially tailored cloak worth at least 40 gp. A mundane article of clothing can be substituted but your Component Cost rises by 10 Breath.
Strengthen My Arms
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Level: 6 Component Cost: 35 Breath
Category: Bio-Chroma Market Price: 350 gp
Time: 1 minutes Key Skill: none
Duration: Permanent, Special
This Awakening uses a specially tailored garment to add Bio-Chromatic power to your limbs. The garment cannot be removed once it has been Awakened and must be reclaimed by the Awakener or torn apart as a Standard Action in order to stop the effect.
As long as the garment remains active and in place the wearer gains a +2 untyped bonus to damage rolls with a melee weapon.
Focus: A Specially tailored garment worth at least 60 gold. A mundane garment can be awakened for an additional component cost of 15 Breath.
Be As My Legs
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Level: 6 Component Cost: 35 Breath
Category: Bio-Chroma Market Price: 300 gp
Time: 1 minutes Key Skill: none
Duration: Permanent, Special
Specially strengthened and fitted chaps worn over the armor bend and flex to match your natural muscles. The Bio-chromatic enhancement speeds you stride and absorbs the shock of falling.
The garment cannot be removed once it has been Awakened unless reclaimed by the Awakener or torn apart as a Standard Action. As long as the Awakening remains in place the wearer gains a +1 Enhancement bonus to speed and can absorb a total of 100 fall damage.
Upon taking 100 fall damage the garment is destroyed and no longer grants the speed bonus.
Focus: A specially constructed pair of chaps worth at least 60 gold. Mundane clothing can be substituted for an additional Component Cost of 15 Breaths. In addition mundane clothing can only absorb 40 fall damage before being destroyed.
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