Infernal
“There never was an apple, in Adam’s opinion, that wasn’t worth the trouble you got in for eating it.”
*Original Sin: Path of the Infernal uses a resource called Sin Points (SP). You gain 2 SP for each Step taken in this Path, and SP is regained on a short or long rest.
- Intercessory Chant: When you Dash, Defend, Help, or use a minor action to Aim, Avert, or Assail, as part of the action you may spend 1 SP and intone something apropos to heal yourself or an ally within 50 feet for Pd3 hit points. Any die size increases to abilitechs/subpowers also increases this.
- Lovely Little Lies: Tell a lie as a major action, spending 1 SP to make an Investigation or Insight check against a target within 50 feet, targeting Will. If you break resistance, the target is Exposed and Impaired for 1 minute, until it ends its turn adjacent to you, or pinches itself as a full-round action for Pd4 damage.
- See No Evil: As a major action, spend 2 SP and make an Engineering or Perception check, insidiously gesticulating at all targets of choice within 50 feet. For 1 round, any target that acts against you or ends their turn within line of sight of you is Blinded (2 rounds). Alternately, if they have not yet moved, they may make a Perception check as a move action to clear it. On your next turn, you may use the check’s result in place of an attack roll against a target who was not Blinded from this Step.
- Devil’s Due: As a major action, spend 2 SP and make an Occult or Animal Handling check against a target within 50 feet, targeting Fortitude. If you break resistance, the target gains DoT (2P, 1 minute) as illness strikes. If the target dies, it jumps to the nearest enemy within 50 feet. If there are none available, if you are within range, it jumps to you and heals for 2P HP for every jump (including this one).
- Fiendish Composure: When at half HP (ignoring temp HP) or lower, your charm and wit under pressure grant a +2 bonus to your skill checks in a strife. This is raised to +4 for checks made as part of a major action.
