Melancholic

Hit Dice: 1d8
HP Bonus: Ld4+L*(CON+CHA)
TP: 300

Proficiencies

Same as Blackblood/Blackbone/Whiteblood/Whitebone + All Armor

Requirements

  • (Class Bond) Blackblood/Blackbone/Whiteblood/Whitebone: You must have fully unlocked every ability of the Blackblood, Blackbone, Whiteblood, or Whitebone class.

Abilities

Ultimate Ability: Supreme Defense Mechanism

Rarity: Mythic | CC: Melancholic | UP: 50 | ZP: 3 | ZL: 0 | Cost: 5 TP
Fortify yourself and your allies using the power of your repressive will. A barrier of magic surrounds you and your allies for 1 round, with HP equivalent to 3x your maximum. At the start of your next round, gain a bonus depending on how much of the barrier is depleted:
  • Blackblood: Restore your Control an amount equivalent to ([remaining barrier HP / 3] / your max HP)*100%.
  • Blackbone: Cleanse stacks of Bloodthirst of an amount equivalent to ([remaining barrier HP / 3] / your max HP)*10.
  • Whiteblood: Gain Divinity of an amount equivalent to (remaining barrier HP / 3).
  • Whitebone: Gain Madness stacks of an amount equivalent to ([remaining barrier HP / 3] / your max HP) * 3.

Repression Work

Level 1 | CC: Melancholic | REQ: The Dark Inside / Oblation of Flesh / The White Within / Oblation of Soul | Rarity: Mythic | Cost: 7 TP
You have learned to twist the abilities of your bloodline towards a defensive role through repressing the your otherworldly instincts. Gain a resource known as Repression with a maximum of 100. Repression is accumulated through different means dependent on the nature of your bloodline power:
  • Blackblood: Whenever you lose Control, gain an equivalent amount of Repression.
  • Blackbone: Whenever you gain a stack of Bloodthirst, gain 2d10 Repression.
  • Whiteblood: Whenever you gain Divinity, you gain Repression of an amount equivalent to (Divinity gained / your max HP)*100.
  • Whitebone: For each stack of Madness you have, gain 2d10 Repression at the start of your first turn each round.

Repression is used to augment your ability to take damage for your team, the manner of which is determined by the nature of your bloodline power:
  • Blackblood: You’ve learned how to gain control of your dark side for the sake of soaking up damage. As a free action, you can choose to enter a Controlled Berserk state, waiving the Control costs of all your Blackblood abilities until the start of your next turn and changing your natural resistances to certain damage types. However, you will lose an amount of Control whenever you take damage equivalent to (damage taken * 2 / your max HP). At the start of your next turn, you must pass a DC 15 CHA save to gain control of yourself again and exit your Controlled Berserk state; otherwise you will become completely berserk. The DC of this save increases by 5 for each successive round you spend temporarily berserk, and is only reset when you spend an entire round without entering Controlled Berserk.
  • Blackbone: You’ve learned how to temper your Bloodthirst into an enduring will to survive. You gain +10% DEF and a +1 bonus to STR, DEX, and CON saves for each stack of Bloodthirst you have. You cannot be KO’ed from Bloodthirst damage.
  • Whiteblood: You’ve learned how to project the divine energy within you outwards into a physical barrier. When you gain Divinity, you also gain temp HP equivalent to 2x the Divinity gain (or in other words, you gain temp HP equivalent to the excess healing). Your temp HP halves at the start of your first turn each round. You no longer lose Divinity when you take damage to your HP; however you will lose Divinity equivalent to the amount of temp HP you have after it halves at the start of your turn.
  • Whitebone: You’ve learned how to rely on your entire team to stabilize your divine madness. Whenever you are about to take damage, you multiply the incoming damage by 3x and split it evenly amongst all of your teammates, taking none of it yourself.

Somatization

Level 2 | REQ: Repression Work | Rarity: Exotic | Cost: 3 TP
[5 Repression]: When an enemy attacks an ally within 30ft of you, you can dash in front of the attack as a free action, forcing it to hit you.

Defensive Denial

Level 3 | REQ: Repression Work | Rarity: Exotic | Cost: 3 TP
You can add a bonus to your Parry or Guard rolls prior to taking the Parry and Guard action on your turn, spending 2 Repression for every +1 boost, up to a maximum boost of +9.

Custom Quest Trait

Level 4 | CC: Melancholic

Dissociative Aura

Level 5 | REQ: Repression Work | Rarity: Exotic | Cost: 3 TP
[10 Repression]: All allies within 15ft of you gain a +5 bonus to their CON and WIS saves for 1 round.

Enervating Displacement

Level 6 | REQ: Repression Work | Rarity: Exotic | Cost: 4 TP
[10 Repression]: You displace your otherworldly power into the environment, creating a 15ft radius field of magic at a point you can see within 60ft, lasting 3 rounds. The field saps the energy of enemies within it, reducing their ATK and DEX movement by 30%.

Numbing Ward

Level 7 | REQ: Repression Work | Rarity: Exotic | Cost: 3 TP
[15 Repression]: You channel your magic, boosting your fortitude through numbing yourself to harm. Use as a free reaction before being hit by an attack; you gain +60% SCR against mental status effects and +60% DEF to the attack.

Custom Quest Trait

Level 8 | CC: Melancholic

Suppressive Miasma

Level 9 | REQ: Repression Work | Rarity: Exotic | Cost: 2 TP
[15 Repression]: You spread a cloud of mind-altering magic that suppresses the offensive instincts of enemies within, creating a 15ft radius field of magic at a point you can see within 60ft, lasting 1 round. The field reduces the magic capabilities of enemies within it, lowering their etheric AFF by 30% and applying Siphon (III).

Reaction Formation

Level 10 | REQ: Repression Work | Rarity: Mythic | Cost: 4 TP
You cannot be KO’ed while you have Repression. Damage that brings you below 1 HP instead drains your Repression at a rate of 2 Repression for each HP lost.

Regressive Guard

Level 11 | REQ: Enpi | Rarity: Exotic | Cost: 2 TP
Whenever you Guard an attack, the attacker’s ATK is reduced by 5% for 1 round up to a maximum of 30%, and you and all allies within 15ft of you heal 3HD.

Custom Quest Trait

Level 12 | CC: Melancholic

Immovable Denial

Level 13 | CC: Melancholic | Rarity: Exotic | Cost: 3 TP
Your repressive powers of denial have become etched into your constitution, granting you +50% SCR against Stagger and Stun.

Selfless Sublimation

Level 14 | Rarity: Exotic | Cost: 1 TP
Whenever you intercept an attack for an ally, you have a 1d4 chance of gaining 1 stack of Brave (1).

Compartmentalized Barrier

Level 15 | REQ: Repression Work | Rarity: Mythic | Cost: 3 TP
[40 Repression]: You can put up a spherical barrier of magic with 15ft radius at a point you can see within 60ft, lasting for 3 rounds. All allies gain a boost to their DEF against DC-based attacks equivalent to Repression%, up to a maximum of 50%.

Custom Quest Trait

Level 16 | CC: Melancholic

Purifying Projection

Level 17 | REQ: Repression Work | Rarity: Mythic | Cost: 3 TP
[25 Repression]: You project the ailments plaguing you upon your enemies. For 1 round, whenever you land a critical hit, you halve all stacks of all negative status effects on you and transfer one stack of each type to the enemy you hit.

Wheel of Displacement

Level 18 | Rarity: Exotic | Cost: 3 TP
[30 Repression]: You infuse yourself with siphoning magic, allowing you to draw power from displacing your emotions into your enemies. Damage you deal as part of your bloodline abilities gains +33% Lifesteal for 1 round.

Custom Quest Trait

Level 19 | CC: Melancholic

Messiah Complex

Level 20 | REQ: Reaction Formation | Rarity: Mythic | Cost: 3 TP
You prevent your allies from being KO’ed through spending Repression in the same manner as Reaction Formation.

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