Blemishes are mutations possessed by Pariahs, caused by exposure and acceptance of far realm energies. Many blemishes can be evolved by making a Warp Flesh check.


Apostacy Incarnate

Visible: No
You are not part of the world created by these deities, and they are not part of yours.
You gain a +2 morale bonus on all saves against divine spells. You also receive a Will save to negate any divine spell that targets you, even if it does not normally allow a save.
Evolution: If you evolve this ability, you may attempt a Warp Flesh check to increase this morale bonus for 5 rounds. Once you have evolved this ability, you cannot do so again for 5 rounds.
Warp Flesh Check
Total Morale Bonus
15 or below
2
16-25
3
26-35
4
36+
5

Call from Beyond

Visible: No
Darkness closes in on those who pass beyond, but that darkness is not unknown to you, and it is not yet your time to return home.
You can automatically stabilize if you drop to negative hit points. This is a free action that you can perform even while unconscious, and doing so deals 1 point of Strength damage to you.

Chitinous Armor

Visible: Yes
The touch of your home may be lost to you, but you create reminders by warping your flesh and bone.
You gain damage reduction 2/Byeshk.
Evolution: If you evolve this ability, you may attempt a Warp Flesh check to increase this damage reduction for 5 rounds. Once you have evolved this ability, you cannot do so again for 5 rounds.
Warp Flesh Check
Total Damage Reduction
15 or below
2
16-25
4
26-30
6
31-35
8
36+
10

Curious Eldritch Presence

Visible: Yes
They know you're not from here, but they don't know if they should be afraid yet.
You gain a +2 morale bonus to Bluff, Diplomacy, Gather Information, and Intimidate checks.
Evolution: If you evolve this ability, you may attempt a Warp Flesh check to increase this morale bonus for 5 rounds. Once you have evolved this ability, you cannot do so again for 5 rounds.
Warp Flesh Check
Total Morale Bonus
15 or below
2
16-25
4
26-30
6
31-35
8
36+
10
If your visible blemishes are hidden (because of the Suppress Alien Form ability or otherwise), the morale bonus from this blemish is not removed and you can still choose to evolve it.

Deep-One Antecedent

Visible: Yes
The caress of the ceaseless waves is close enough to the feel of home to comfort your loneliness.
You gain a swim speed equal to your base land speed, a +8 bonus to all Swim checks, the ability to take 10 on all Swim checks, and the ability to use the run action while swimming.
Evolution: If you evolve this ability, your swim speed is increased by 30 feet for 5 rounds. Once you evolve this ability, you cannot do so again for 5 rounds.

Dense Warpflesh

Visible: Yes
The only respite from the assault on your senses, the ache in your flesh, is when you are twisting this place closer to home.
Whenever you activate a violation, you gain temporary hit points equal to 1d4 plus the violation's level. These temporary hit points last 5 rounds.

Disguise the Flesh

Visible: No
You are not bound by the rules of this contemptible place - and neither are you bound to a single face.
You gain the ability to use Disguise Self on yourself at will, but it takes 1 minute. It affects only your body not your possessions, and is not an illusory effect, but rather a minor physical alteration of your facial features, skin color and texture, and size, within the limits described for the spell. Your caster level for this ability is equal to your Warp, and the alteration lasts for 10 minute per Warp. You revert to your normal form when killed. A True Seeing spell reveals your natural form. As is normal with the spell, you gain a +10 circumstance bonus on Disguise checks if you use this blemish to create a disguise.

Feathered Nostrils

Visible: Yes
No matter how you try, the closer you return to where you belong the more everything here invades you.
You gain the Scent special quality. This allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Innocence of the Mad

Visible: No
There are always those moments where you truly don't understand - it all seems so simple, yet why do they scream so when you try to show them?
You gain the effects of the Undetectable Alignment spell, except that it is always active. In addition, you are treated as True Neutral for all spells and abilities that have different effects based on alignment.

Madthing Whispers

Visible: No
You pay attention to the things that really matter, the voices that will lead you home.
You gain a +2 bonus on initiative checks and on all Knowledge checks. In addition, you may make Knowledge checks untrained.

Native Adaptations

Visible: Yes
Everything about this place hurts you, digs at your concentration, and you have to learn to shrug off the its touch.
You gain the effects of the Endure Elements spell, except that it is always active.
Evolution: If you evolve this ability, you may choose one type of energy (acid, cold, electricity, fire, or sonic) and attempt a Warp Flesh check to gain energy resistance against that type of energy for 5 rounds. Once you have evolved this ability, you cannot do so again for 5 rounds.
Warp Flesh Check
Energy Resistance
15 or below
5
16-20
10
21-25
15
26-30
20
31-35
25
36+
30

Parasitic Evolution

Visible: No
Sometimes you manage to bring back pets when you touch your home with your shuddering transformations.
As a standard action, you can attempt a DC 20 Warp Flesh check. If successful, you negate any disease or poison affecting you but are staggered on your next turn as agitated parasites from the far realm wriggle in your flesh.

Sanity Aversion

Visible: Yes
They don't want to see you, they don't want to remember you, and they won't.
The DC of any Gather Information, bardic knowledge, or similar check made to learn about you increases by an amount equal to your warp. In addition, any divination spell or spell-like ability used to learn information about you is impeded. The caster must succeed on a Spellcraft check (DC 15 + your warp); if the check fails, the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot, or daily use. If the check succeeds, the spell functions normally.

Scabrous Hide

Visible: Yes
Your body is not made for this place, and it hardens and roils in an attempt to protect you.
You gain a +2 bonus to your natural armor.
Evolution: If you evolve this ability, you may attempt a Warp Flesh check to increase the natural armor bonus for 5 rounds. Once you have evolved this ability, you cannot do so again for 5 rounds.
Warp Flesh Check
Total Morale Bonus
15 or below
2
16-25
3
26-35
4
36+
5

Sleepless Horror

Visible: No
You are not like the rest of them, and your mind never stops trying to remember what things had been like before - they don't appreciate these thoughts, not one bit.
You no longer need to sleep and are immune to Exhaustion, Fatigue, and Sleep effects, however you impose a -2 penalty on Concentration checks for 24 hours on any creature that sleeps within 100 feet of you.

Unnatural Quickness

Visible: Yes
Sometimes there are moments when things seem to move so slowly here, as though they were all locked into a single timeline.
All your modes of movement increase by 10 feet.
Evolution: If you evolve this ability, you may attempt a Warp Flesh check to increase this bonus for 5 round. Once you have evolved this ability, you cannot do so again for 5 rounds.
Warp Flesh Check
Total Movement Bonus
15 or below
+10 feet
16-25
+15 feet
26-30
+20 feet
31-35
+25 feet
36+
+30 feet

Warped Space

Visible: Yes
There are times when you truly wonder why they move in such strange lines, as though they were all locked into a single perspective of space.
As a swift action, you gain an additional 5 feet of reach when attacking with natural weapons and unarmed attacks until the end of your turn. Doing so deals 1 point of Dexterity damage to you when the effect ends.