Khazdan

## Vessel

Forbidden Arms are the result of sealing the demon within a person. There are immediate effects from this, that augment the person. Each stage of progression with a Forbidden Arms further augments the person.

### Base Stage

After Khazdan is acquired, the user notices immediate changes in their body. Patches of skin become scaly, their eyes adapt to low-light conditions and their physical condition improves. The user gains the type of Dragon. With it comes all the traits of this type, except the user is unable to utilize a breath weapon. Their HD changes to d12s, but saves remain as stated by their classes.

### First Stage

The user notices a change in their lungs, typically seen when exhaling, there is an emission of steam. Their breath weapon manifests after progressing to the second stage. The user can breath blue flames, 30ft Cone, with a range of 100ft + 10ft/Character Level. It does 1d10 points of damage per Character Level (Max 35d10), with a DC of 10 + Character Level + Wis Modifier + Highest Level of Jutsu. A successful fortitude save instead does half damage.

### Second Stage

Reaching the Second Stage, the user begins to notice the merge between their soul and that of the demon’s. Such a connection between the two beings allows the user to access its unique traits:

* Absorption:

The user is able to consume jutsu/spells, meaning physically eating it through their mouth. Additional mouths can be created across any part of their body for the same purpose. When the user is the target of a jutsu/spell, a successful save against it allows them to consume it. A consumed jutsu/spell can be replicated (Using the user’s stats) and used for 10 Rounds.. After 10 Rounds this period, the user cannot use said jutsu/spell unless it is consumed again. Or the user can sacrifice future use of it, to use it at the strength it was casted at (Same DC, CL, Damage, etc). If the jutsu/spell’s CL is higher than the user’s, the user receives Con Damage equal to the difference in CL. The user is also able to dispel jutsu/spells from physical contact with it (CL Check).

### Third Stage

The connection between merging souls strengthens. Although the user has an understanding and ability to use to demon’s traits and power, the same can be said for the demon:

* Void’s Authority:

Atlas can govern darkness, manipulating it to form constructs, weapons or blanket areas in darkness. If used to attack a target, a single attack from these constructs deal 1d6 per Character Level points of damage and is determined via an Attack Roll. These attacks are treated as Unarmed Strikes. The user can also create a creature out of darkness, with Hit Dice equal to twice their Wisdom (Max 150; Full-Round Action). Void’s Authority also grants them a gaze attack (Standard Action). This is an innate ability, requiring a Will Save (DC 10 + Character Level + Wis Modifier + Highest Level of Jutsu). If the target fails their save, it suffers the most agonising mental stress, before dying. A successful save instead deals 3d8 points of damage to all mental stats.

### Fourth Stage

The Fourth Stage represents the peak of a creature’s mastery with Khazdan’s power. For Forbidden Arms, the user’s very soul becomes intertwined with the demon sealed within. As such, the abilities granted from said demon can be casted innately. Furthermore, the user is able to assume and utilize the following traits:

* Draconic Inheritance:

A gift from his father was the ancient dragon’s very soul. Consuming it gave Atlas the mighty beasts impenetrable scales. As a standard action the user can manifest them. These scales grant 102 armor bonus. When the user is the target of a jutsu/spell or even melee, there is 50% chance of receiving no damage. Otherwise they receive half damage. This is considered a free action.

* Fragmented Soul:

With the user essentially becoming one with the demon, or at least close to it, they gain its control over its fragments, Requiem and Crimson Scales. The user can acquire them without the need of an IC event, gaining access to all of their abilities.

## Base Stage

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities

#### Weapon Smith

Atlas is a mysterious fiend, his life shrouded in mystery. At some point during that mysterious life, he became a blacksmith, forging weapons and armor. Atlas’ skill with the craft was so great, he could create the finest equipment and improve upon them like no other. The user is able to add ⅓ of their HD to their weapon’s enhancement bonus. This is added onto the weapon’s existing enhancement bonus, if it has any. If the weapon does not have an enhancement bonus, this becomes its enhancement bonus. For each 20 HD the user has, their weapon’s critical threat range increases by 1, to a max of +5 at level 100. This becomes the weapon’s base critical threat range and applies before feats that increase critical threat range. These changes require a Full-Round Action to be applied and are permanent.

## First Stage

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities

#### Expand Lifeforce

Another talent of Atlas is his understanding and control of his own lifeforce. A portion of this unique art is bestowed to the user, allowing them to expand their lifeforce out into an invisible field. This is a dome, extending out in all directions, even underground. Its size is 200ft, but each point of constitution the user possess adds another 10ft. All creatures within this field are considered to be touched, as if the user had landed a successful touch attack. This will remain until the creature leaves the field. This technique remains active for Wis Modifier number of rounds and the user suffers 2 points of Con Damage.

#### Planular Travel

The user is able to cover great distances is the span of an instance. Shadows facilitate this transportation, allowing the user to step into any patch of darkness (even their own) and travel through the Shadow Plane. The user must be aware of their destination, otherwise they are ejected in a random location, 1d10×1,000 feet away from their current position. If there are no shadows in the user’s destination, the user is placed at the closest shadow to it. All equipment and creatures within physical contact (Touch) with the user are also transported. Unwilling creatures can perform a Will Save to resist (DC 11 + Character Level + Wis Modifier + Highest Level of Jutsu).

## Second Stage

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities

#### Unstable Mind

With two souls on the verge of becoming one, their minds also begin to link. Peering into the user’s mind also invades Atlas’ mind, subjecting attackers to the crushing weight of his insanity. The user gains a bonus of +10 on saves against mental attacks. There is a 25% chance of the attacker going insane.

#### Embodiment of The Night

Beckoning the darkness in their environment, the user draws shadows to them and merges with it. Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as a shadowy figure in areas of full light. You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids—even up the face of a waterfall. You are immune to melee damage, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds. You are also unable to harm others through melee, but your abilities can be used as normal.

## Third Stage

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities

#### Soul Smithing

Atlas’ craft wasn’t confined to the limits of man. The demon could forge weapons with the soul or flesh of other creatures, granting the weapon its qualities and abilities. This power to bind flesh and soul to steel in an unholy ritual is granted to the user. The first step of the process is acquiring 1 cubic inch of a creature’s flesh or its soul. Once the desired weapon is found, the user can start the ritual. Lasting 2d6 days, the ritual must be performed in a sacred place such as a shrine, without interruption or rest. The user must focus solely on this delicate task. However, binding flesh is a less sophisticated process and requires half as much time to complete. Completing the ritual creates the following Epic Magical Weapon:

* Flesh-Bound - Flesh-Bound weapons are those created from the flesh of a creature. The weapon’s design always differs from a normal weapon of its type, with unique color patterns. Flesh-Bound weapons have an enhancement bonus equal to the HD of the creature it was made from. Flesh-Bound weapons can have a maximum enhancement bonus of 50. The weapon can cast abilities the creature could in life, using the creature’s CL and stats for these abilities. However, it cannot cast all of them. Instead, during the weapon’s creation, HD/10 number of abilities are selected. These abilities are able to be casted by the weapon. For casting its abilities and saving against jutsu/spells targeting it, the weapon can use its stats or that of the user.
* Soul-Bound - Soul-Bound weapons are created from a creature’s soul and as such are more powerful. These weapons are semi-sentient and loyal to their creator. Soul-Bound weapons much like their counterpart possess the stats of the creature it originally came from. These include CL, Saves, etc. It also has abilities the creature did in life. It can have a number of these abilities equal to HD/5 and has an enhancement bonus equal to the original creature’s HD (Max 100). Soul-Bound weapons are able to attack on their own at the expense of a move action. The weapon uses the user’s attack roll and damage, but is treated as a separate entity, allowing the user to attack on the same turn as the weapon. For casting its abilities and saving against jutsu/spells targeting it, the weapon can use its stats or that of the user.

## Fourth Stage

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities

#### Kinetic Feedback

When the user receives damage, ½ of it can be stored as kinetic energy. This is a free action. Once per turn when the user would receive damage, half of it can be ignored and stored as kinetic energy. This means the user only takes half of the maximum damage dealt, with the other half being stored. The user is able to store HD x 10 points of damage as kinetic energy. Excess energy is expelled as waves of heat. This accumulated energy can be used to fuel their attacks, increasing Attack Roll, DC or Damage by 2 per 10 points of energy stored.