Addicted

Several Slaanesh worshippers experiment with mind-altering drugs in their quest to experience everything. Your character has addicted himself to a combat stimulant. Select a combat stimm from the Equipments section. The character is addicted to the drug as per normal drug addiction rules except that the addiction can never be overcome after a sufficient period of withdrawal. This gift incurs no penalty on disguise checks.

 

All Seeing Eye

One of the characters eyes is a different colour and can see into the psychic. He can detect psychic presence constantly as a free action. He also gets a +4 bonus on Spot and Search checks.

 

Apathy

Sometimes Slaanesh worshippers become so obsessed with feeling good that they become lazy and become terribly apathetic. These characters don’t understand why they should put effort into something when its more relaxing to do nothing at all. More pleasurable to lie down than to stand up. Apathetic cultists tend to do a lot of weeds and light downers. Apathy incurs a -4 penalty on Initiative. It also imposes a -2 penalty on all craft checks (they are too lazy to take their time on a piece of construction). However they are 50% less likely to be addicted to weeds and light downers. This gift incurs no penalty on disguise checks.

 

Aura of Decay

The cultists reaks of death. The smell is particularly potent when he gets excited (such as during a fight). Anyone within 60ft must pass a Fortitude save (DC Nurgle Cultist’s level + Con modifier + 10) or be shaken. Anyone in range to use the scent special ability must pass the same save or be neauseated even on a succesful save, he is still shaken by the horrible smell. This is not a passive ability so it is not always active. Should the cultist get into a stressful or exciting situation (GM’s perogative) – the character must take a DC 15 Will save to hold back the aura. In the case of combat the Aura is automatically released as a free action at the end of the character’s first turn (so he can position himself for maximum effect). The effects of the Aura are only dealt with once regardless of the duration of the combat.

 

Axe of Khorne

This is a physical gift that manifests itself from the warp sometime when the character is alone. The axe can be concealed. Though this looks like an ordinary hand-axe (simple weapon, 1d4 damage) when it draws blood it howls with bloodlust and doubles in size become a great-axe (melee weapon, 1d12 damage [drp 4]). Furthermore when the Axe rolls a critical hit (crit range: 20) then the axe automatically severs a target’s head. (This is identical to the vorpal ability D&D players are familiar with).

 

Birdhead

The character has the head of a bird. This is an impossible mutation to hide without a cowl and incurs a -6 penalty on disguise checks to hide one’s mutation. The birdhead however makes the character considerably more intelligent adding a +2 to his current Intelligence score.

 

Black Kiss

The character has been given the ability of the Black Kiss. This gift incurs no penalty on disguise checks. When the Slaanesh character kisses a target he can drain 1d10 hit points per round until the target is a blackened husk. The gift is called ‘Black Kiss’ but it can be activated during any sexual act – not just the kiss. The target under the effect of the Black Kiss will feel incredible pleasure. If he tries to break the Black Kiss he needs to make a Will save (DC 10 + ½ Slaanesh worshipper’s character level + his Cha modifier). He will only try to break the kiss if he is aware however that the Slaanesh character could do this to him. In order to forcibly administer the kiss a character needs to be pinned and the Slaanesh character must succeed and opposed grapple check.

 

Bloodgreed of Khorne

This gift allows a character to double his charge range, effectively allowing him to sprint and attack his target rather than just double move and attack his target.

 

Bone Collector

The Khorne character compulsively collects bones. He gains immediate knowledge of bone bleaching and treating. He knows how best to remove the large bones from a dead body and how to clean them. Bone extraction takes a variable amount of time for the character depending on the size of the dead body. Anything smaller than small size takes an hour to pick and clean.

 

Size

Time

Small

1d4 hours

Medium

1d6 hours

Large

1d8 hours

Huge

2d6 hours

Gargantuan

2d8 hours

Colossal

4d6 hours

 

The character must always carry on his person: a bone collector’s tools (includes a small bottle of bleach and various cutting tool’s and implements) and a canvas bag within which to put the collected bones.

 

The character should collect the bones of at least 1 small target a day or a medium or large target every 2 days. The bones of a Huge or Gargantian target will sate his desire for bones for a week and a Colossal target will keep him happy for a full month. A Bone Collector who fails to collect the right quota of bones falls into a sort of depression. He takes a -2 penalty of skill checks and Will saves.

 

What the character actually does with the bones he collects (wears them, displays them in his home, hides them, buries them under trees etc…) is left to the discretion of the player. The important thing is the character must always be aware of where his bone collection is. Damaging a bone collector’s bone collection will provoke anger from him but will not make him fall into a depression in the same way as if he fails to collect his bones.

 

Cloud of Darkness

The character can generate a cloud of darkness at will a number of times per day equal to his Constitution modifier. See the psychic power Cloud of Darkness for more details. If the character is a psyker, he uses his psyker level when casting the psychic power. If not then he is treated as a first level psyker for the purposes of power DCs and so on.

 

Cloud of Flies

This gift surrounds the character with a buzzing host of insects. While this may not immediately tip off the enemy that he is a worshippor of Nurgle it is certainly noticeable. The flies provide a +4 confusion bonus to defense in close combat.

 

Collar of Khorne

This is a physical gift that manifests itself from the warp sometime when the character is alone. The collar can be seen and removed. When worn it makes the character immune to psychic attacks.

 

Disc of Tzeentch

The Tzeentch character has been gifted with a Disc of Tzeentch companion. This Disc can be stood upon and used to fly places. It is a living daemon of tzeentch that will obey the character’s every command. While riding the disc the character can get upt to a +10 phase bonus to defense. The strength of the Disc gifted is relative to the power of the character who rides the disc. The phase bonus to defense never exceeds the character’s level. This means if a 3rd level character rides the Disc both he and the disc get a +3 phase bonus to defense not the full +10 bonus.

 

Disc: CR 4; Medium Outsider (Chaotic, Evil); HD 5d8+10; hp 33; Mas 15; Init +11; Spd: fly 40ft (average); Defense 37, touch 27, flat-footed 10 (+7 Dex, +10 daemonic, +10 phasing); BAB +5; Grap +5; Atk: none; Reach 5ft; AL: Chaos; SQ: daemonic traits, strength of mind, scream, phasing, fear aura none, DR/DRT: 8/-; Fort +6, Ref +6, Will +5; Ld +2; Str 11, Dex 24, Con 12, Int -, Wis 12, Cha 6.

     Skills: Bluff +9, Concentration +9, Diplomacy +9, Hide +9, Intimidate +9, Listen +8, Move Silently +9, Search +7, Spot +8.

    Feats: Improved Initiative, Increased Massive Damage Threshold.

 

Phasing (Su): The screamers are constantly moving in and out of the warp which makes them difficult to hit. They get a +10 bonus to defense (included) and can pass through solid walls and objects no more than 10 inches thick. If they have a rider the rider is treated as phasing too.

Scream (Ex): The screamers can do a ranged touch attack that deals 1d8 sonic damage as an attack action. This is included in their abilites above. It deals no damage to targets with helmets or earplugs or similar gear.

Strength of Mind (Ex): The Disc uses a Strength of Mind in place of both Strength and Intelligence though for ease we just call it Strength. The Disc effectively has no Intelligence score like an Undead creature traditionally has no Constitution score. However, everywhere that a character would normally use Intelligence (skill checks for instance) a Disc is allowed to use his Strength modifier instead. Strength and Intelligence is one and the same ability score for the Disc.

 

Diseased

The cultist is afflicted with a terrible disease which deals a -2 penalty to Charisma but hardnens him against all other diseases. The character is immune to natural diseases and gets a +2 to Constitution.

 

Entoxicating Perfume

The character smells exquisite. This adds a permenant bonus of +4 to Charisma.

 

Familiar Face

The Characters form seemingly shapes to appear like an enemys loved one, or someone important they would never hurt. An enemy must pass a Will save DC (10 + cultist’s level + Cha mod) or be unable to attack them. They must pass this save each round. This gift incurs no penalty on disguise checks.

 

Filtheater

This gift grants Salvage as a bonus feat. The character is particularly adept at sifting through garbage and detritus and able to find useful (and often tasty) bits. The character uses the salvage feat both to find equipment and to find unusual foods (like rotting food, old dead bodies and natural fungi). The Credit gain from a Salvage check can be immediately converted to food for the character.

 

Flesheater

The character can gain sustenance from raw flesh. Although he doesn’t need to, he can eat the flesh of a freshly dead target in place of a normal meal. In this way the character never needs to go hungry.

 

Fortune of Tzeentch

Once per day the Cultist can re-roll a die. The second roll stands whether it is better or worse than the first.

 

Foul Pendant

A Tzeentch sorcer gets a +2 on psychic checks. A non-sorcerer gets the Wild Mystic Power for free.

 

Hardened Flesh

The character develops a hardened crusty skin, covered in a layer of mucus. The skin provides a DR/DRT of 10/+2 which stacks with armour and other DRs.

 

Heretical Charisma

The character is particularly good at pointing out the hypocrisy of the Imperial Faith. He gets a +10 bonus to Diplomacy when influencing someone’s attitude towards the Faith and pushing them towards worship of the fell powers.

Initial Attitude

———————— New Attitude ————————

Fervent

Pious

Religious

Neutral

Dubious

Heretical

Fervent

19 or less

20

40

80

Pious

4 or less

5

20

40

80

Religious

4 or less

5

20

40

80

Neutral

4 or less

5

20

40

 

The effects of Heretical Charisma last for one month unless reinforced. A character with the Preacher class who drops below Pious in his belief loses all class-features.

 

Hollow Bones

The character has hollow bones like a birds. This makes him considerably lighter (he weighs loses a fourth of his current weight) and gives him a +4 bonus on jump checks. If the character has a fly speed (for wings for instance) then his maneouverability category increases by one. However the character takes a -3 penalty on massive damage threshold.

 

Immaterial Form

The character has the ability to turn himself Immaterial for brief milliseconds. Though this doesn’t allow him to actually move into the Immaterium in the way that the Warp Jumper gift does, it does allow him to ‘blink’ at will as a free action. He can blink for a total of 5 minutes per day. The blinking between ethereal and solid form works identically to the blink psychic power.

 

Immortality

The character stops suffering the effects of old age. Whatever age modifiers are in place remain in place (the character doesn’t get any younger) but neither does he get any older.

 

Irrational

The character is irrational and impulsive, this causes the character to suffer a -2 penalty on Wisdom.

 

Lashing Tongue

In common with many Slannesh Followers the Character has been gifted with a long serpentine tongue. In close combat the lashing tongue is used to confuse and ensnare the enemy. During more peaceful times, it is used for far fouler perversions in the service of Slaanesh. This allows the Slaaneshi warrior to make a grapple check at a range of 10ft. The cultist is not considered grappled if his tongue is.

 

Might of Khorne

This gift gives the chaos cultist a +4 to Strength. It is not a visible gift (does not affect Disguise checks) but the character is noticably increased in size (his pals may notice he’s grown) but no one whose never met him before will identify him as a mutant, unless he was particularly large before the gift.

 

Physical Atrophy

The character is weak and feeble, this causes the character to suffer a -2 penalty on Strength.

 

Plague Weapon

The cultist holds up a blade (knife, meat cleaver, sword) to be blessed by Nurgle and it start to drip ichor and slime. This festering, rusted weapon poisons and diseases those whose flesh it pierces. Anyone cut by a plague weapon must pass a Fortitude check (DC 10 + ½ Nurgle Cultist’s level + Con modifier) or take 2d6 primary and secondary points of Constitution drain.

 

Pleasure in Pain

This gift causes the cultist to get benefits when he suffers hit points. For every two hit points a cultist is below his maximum hit points he gets a +1 temporary modifier on Initiative. The cultist is never allowed to treat his own injuries though others can treat them for him.

 

Psychic Aura

This provides a psychic forcefield which gives a +4 insight bonus to defense.

 

Rage of Khorne

This gift causes the character to gain the ability to temporarily rage uncontrollably fueling him with additional combat power. When he rages, the character gains a +4 morale bonus to both Strength and Dexterity, but takes a –2 penalty on all saving throws. Activating Rage of Khorne is a free action, and the surge lasts for as many rounds as the character has levels. Following a Rage, the character is fatigued (–2 to Strength and Dexterity) for as many rounds as he surged, but may negate this penalty as a free action by spending an action point.

 

Random Mutation

On a 1-10 on a d20 this is a roll a d% on the mutation table and on an 11-20 roll a d% on the drawback table.

 

Red Scent

The character gains a special bloodsense that allows him to detect the presences of nearby blooded animals and humanoids. The character has immediate knowledge of the whereabouts (the square they are standing on, if a battlemap is used) of all targets with a circulatory system within 120feet. This ability does not negate the 50% miss chance if you cannot see a target (such as if they are invisible) nor any penalties if you are blinded. However it can tell you which square to attack or if there are enemies on the other side of a door.

 

Rune’s of Tzeentch

If read correctly, the runes of Tzeench can help a character predict what will happen next. However, if not read correctly, the Runes can spell doom for even the hardiest character. By making a Decipher Script check, the cultist can see Tzeentch’s plan on the walls and clothes and faces of those around him. Seeing in advance allows him a +4 Initiative bonus for the next ten minutes, and a +4 prediction bonus to Defense. The DC of the Check varies from place to place but is always in the 31 – 40 field. (The GM determines by rolling a d10 and adding 30.)

 

Sharpened Teeth

The character gains a natural bite attack which she is proficient with dealing 1d4 points plus strength damage. The teeth are a visible mutation unless she keeps her mouth closed.

 

Stupid Hulk

This gift curses the character with -2 to his Intelligence but increases his ssize category by 1, doubling his height and tripling his weight. The character gets a +4 Strength and Constitution and a -2 to Dexterity for the size change. This gift is obvious to see.

 

Tentacle (1)

This is identical to the Tentacle mutation.

Special: A character who rolls both Tentacle (1) and Tentacle (2) has been overly mutated by his patron God. He immediately and irrevocably transforms into a Chaos Spawn.

 

Tentacle (2)

This is identical to the Prehensile Tail mutation except that it is not a tail but a tentacle that emerges from your backside.

Special: A character who rolls both Tentacle (1) and Tentacle (2) has been overly mutated by his patron God. He immediately and irrevocably transforms into a Chaos Spawn.

 

Terrible Powers

You have been gifted with tremendous powers of evil. To represent your greatness your character gets a permanent +1 to each of his primary ability scores and a special +1 to all Saves and Initiative scores.

 

Twisted Failure

The dark powers are disgusted by you. To represent your failure your character gets a permanent -1 to three of his primary ability scores (he can select which).

 

Vermin Companion

The Nurgle worshippor gets a vermin companion. This companion follows all the special rules of the Beastmaster Wyrd Animal Companion class feature (see the Advanced Classes section for more details) except that all levels count as class levels. The vermin companion is a medium-sized monstrous hunting spider, reproduced here for ease of reference.

 

Medium-size Hunting Spider: CR 1; Medium-size vermin; HD 2d8+2; hp 11; Mas 12; Init +3; Spd 40 ft., climb 20 ft.; Defense 13, touch 13, flat-footed 10 (+3 Dex); BAB +1; Grap +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistance to massive damage; AL none; DR/DRT 4/+1; SV Fort +4, Ref +3, Will +0; AP 0; Rep +0; Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2.

Skills: Climb +12, Hide +9, Jump +6, Move Silently +9, Spot +12.

Feat: Weapon Finesse (bite).

 

Poison (Ex): A monstrous spider injects poison into its victim with a successful bite. The victim must succeed on a Fortitude save or take the initial damage; a second Fortitude save must be made 1 minute later to negate the poison’s secondary damage. The DC is 14 and the damage, initial and secondary, is 1d4 Strength points.

Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Web-spinning spiders can cast a web eight times per day. Casting a web is a melee touch attack with a maximum range of 50 feet and a range increment of 10 feet, and the web is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are attack actions whose DCs are 20 for an escape artist check and 22 for Strength check.

These web-spinning spiders often create sheets of sticky webbing in 10 foot squares. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Spot check (DC 20) to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 4 hit points and damage reduction 5/fire.

A monstrous spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

 

Voice of Death

The character gets a ranged ‘scream’ attack. This attack deals 1d8 points of DRP 5 damage. It has a range increment of 30ft and a maximum range of 90ft.  The attack deals sonic damage.

 

Warp Jumper

The character can jump in and out of the twisted landscape of the Immaterium a number of times per day equal to his Constitution modifier. This is functionally identical to the psychic power Dimension Door. The only exception is that the character can only teleport himself and no other characters. If the character is a psyker, he uses his psyker level when casting the psychic power. If not then he is treated as a first level psyker for the purposes of power DCs and so on.

 

Wretched Appearance

This gift causes the character to lose 2 points of Charisma.

 

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