Abductee

The skies opened up and, cast in a blinding light, you were taken by creatures from beyond the veil of stars. Possessed of technology far in advance of our own, an abductee has had a life-altering experience involving aliens. Many are tampered with, experimented on, enlightened, and even brainwashed. Now privy to a sliver of the secrets of the cosmos an abductee seeks to understand more. Though they do not realize it, abductees are actually fulfilling the requirements of worship for a deity and are returned by powers fuelled by the stars themselves.

### Alignment

An abductee’s alignment is not tied to a deity.

### Abducted (Ex)

At 1st level, roll once on Table 19-1: Alien Experiment to determine what effect their abduction experience had on them.

### Conspiracy Theorist (Ex)

Abductees are a paranoid lot, seeing conspiracies in everything. They gain a bonus on all Sense Motive checks equal to 1/3rd their level (minimum +1).

### Domains:

An abductee may only select from the following domains: madness, travel, or void (Bestiary 4).

### Spells:

An abductee may only prepare her spells while the stars and planets are visible to her.

### Abduction (Su)

As a standard action the abductee can designate one creature within 30 feet of her to become the target of an extra dimensional rift - sucked in and spat back out violently a second later. Although the trip lasts but a brief moment for most, a trip to the far places in the universe is traumatic and disorienting as the transported creature witnesses the face of alien beings, aberrant horrors and is exposed to the total realisation of the chaos of the cosmos.

A creature targeted with this ability takes 1d6 points of non-lethal damage plus 1d6 points of non-lethal damage for every 3 cleric levels beyond 1st. In addition, they are sickened for a number of rounds equal to the abductee’s Charisma modifier. Creatures targeted by this ability may make a Will save (DC 10 + 1/2 abductee level + Wisdom modifier) to reduce the damage by half and avoid being sickened.

Outsiders or summoned creatures gain a +4 bonus on this save and it has no effect on aberrations. Creatures that are immune to the sickened condition but not non-lethal damage still take the damage and vice versa.

At 7th level a creature that fails its Will save is also staggered on their next turn. A creature cannot be staggered more than once in a 24 hour period by this class feature.

An abductee can use abduction a number of times per day equal to 3 + her Charisma modifier. This ability replaces channel energy.

### Alien Experiment:

There is a rare chance that, when used, an alien will take an interest in the creature the abductee has sent them via their abduction class feature. When using the abduction class feature, roll d%. If the dice is 00-02, the creature is instead taken to the far plane for 1d4 hours and experimented on. The creature will have no memory of the event ("missing time") but may have momentary flashes back to it. If this occurs the abductee automatically regains her spells per day as if she had just rested 8 hours as her alien overlords are pleased. Then, roll 1d10 and consult the following table to see what happens. All effects are permanent unless cured.