Scion Of Discordia
Table of Contents

Role: Like a truenamer, a scion of dicordia leverages her substantial editorial control over the universe through her talents in Truespeech. A scion's focus on tearing apart established norms makes her less flexible than her peers, but the ability to actively direct the thrashings of an enraged universe is too powerful to discount.

Alignment: Any. Though scions of discordia poke at the universe to see what enrages it, the motivation for doing so varies from scientific curiosity to sadism and from the love of a practical joke to the love of control.

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The scion of discordia’s class skills are Bluff (Cha), Craft (any) (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Perform (any non instrumentbased), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Class Features

Table: The Scion of Discordia
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Maximum Recitation Level Known
1st +0 +0 +0 +2 Codex of heart and mind, discordant zone, recitations, truemagic 1
2nd +1 +0 +0 +3 Talent of discordia 1
3rd +1 +1 +1 +3 Inflection 1
4th +2 +1 +1 +4 Codex of artifice, talent of discordia 2
5th +2 +1 +1 +4 Variable recitation 2
6th +3 +2 +2 +5 Mobile discordia (30 ft), talent of discordia 2
7th +3 +2 +2 +5 Codex of far-flung spheres 3
8th +4 +2 +2 +6 Inflection, talent of discordia 3
9th +4 +3 +3 +6 Mobile discordia (40 ft) 3
10th +5 +3 +3 +7 Codex of the realized vision, talent of discordia 4
11th +5 +3 +3 +7 Variable recitation 4
12th +6/+1 +4 +4 +8 Mobile discordia (50 ft), talent of discordia 4
13th +6/+1 +4 +4 +8 Inflection 5
14th +7/+2 +4 +4 +9 Talent of discordia 5
15th +7/+2 +5 +5 +9 Mobile discordia (60 ft) 5
16th +8/+3 +5 +5 +10 Talent of discordia 6
17th +8/+3 +5 +5 +10 Variable recitation 6
18th +9/+4 +6 +6 +11 Inflection, talent of discordia 6
19th +9/+4 +6 +6 +11 Mobile discordia (swift, 20 ft) 6
20th +10/+5 +6 +6 +12 Avatar of discordia, talent of discordia 6

Weapon Proficiency

Scions of Discordia are proficient with simple weapons.

Armor and Shield Proficiency

Scions of discordia are not proficient with any form of armor or shield. The Truenaming DC of any recitation recited by a scion of discordia is increased by the armor check penalty of any armor and shield the scion is wearing. For example, a scion wearing a suit of armor with an armor check penalty of 4 and a shield with an armor check penalty of 1 would increase all truenaming DCs by +5. If a suit of armor or a shield has no armor check penalty, it increases the truenaming DC by +1 instead. Armor or shields that are weightless or animated to take care of themselves do not penalize the scion's ability to recite in any way.

Truemagic

A scion of discordia's source of power is her encyclopedic, or rather dictionarylike, knowledge of the First Language, also known as Truespeech. Containing all things and concepts that will ever be, perfect knowledge of Truespeech would effectively mean perfect control over the universe itself. Though this is quite impossible for the limited mind of a mortal, there are those who devote their lives to learning even the tiniest fragment of what it has to offer and are capable of temporarily shifting the universe by reciting dozens of words and phrases on a daily basis.

A scion of discordia exercises her power over Truespeech through the use of recitations. Recitations resemble spells and represent knowledge of hundreds of variants of a core concept within the language. Through precise knowledge of her surroundings, the scion knows to recite the precise variant required to elicit an effect in a particular situation. It is this complication that makes learning the First Language a lifelong pursuit.

Recitations are broken into four codices based on the sort of noun they represent.

Codex of Heart and Mind

The Codex of Heart and Mind concerns itself with living creatures. Though life is a very complex phenomenon in the universe, it also tends to have fairly static names in the First Language. The resulting ease of recitation makes the Codex of Heart and Mind a primary source of a scion of discordia's power. Its recitations have two effects one regular and one reverse.

A scion of discordia begins play with three 1st-level recitations from the Codex of Heart and Mind. At each new scion of discordia level that is not divisible by 3, a scion gains one recitation from the Codex of Heart and Mind for which she meets all of the prerequisites.

There are some who jest that, to be a scion of discordia, one requires an unsound, if regimented, mind. There may be a grain of truth to this. Whenever a scion of discordia successfully recites a recitation from the Codex of Heart and Mind, she rolls 1d8. On a natural 1, the opposite variant of the recitation takes effect. In other words, if she was trying to recite the normal variant, she actually got the reverse variant, and vice versa. When this occurs, the scion may immediately change the target of her recitation as a free action.

Codex of Artifice

The Codex of Artifice concerns itself with material things. Though the individual words used to describe material things are simple, small nicks and scratches, which are permanent and of excessive import from the point of view of that which cannot heal itself, can totally change the word that must be used. The Codex of Artifice makes up less of a scion of discordia's power than the Codex of Heart and Mind, but still represents a large portion of a scion's vocabulary. Its recitations have two effects one regular and one reverse.

A scion of discordia gains access to the Codex of Artifice at 4th level. At 4th level, 6th level, and every three levels beyond 6th, she gains one recitation from the Codex of Artifice for which she meets all of the prerequisites.

There are some who jest that, to be a scion of discordia, one requires an scratched and chipped mind, that, while still a beautiful vessel, doesn't hold water as well as it once did. There may be a grain of truth to this. Whenever a scion of discordia successfully recites a recitation from the Codex of Artifice, she rolls 1d8. On a natural 1, the opposite variant of the recitation takes effect. In other words, if she was trying to recite the normal variant, she actually got the reverse variant, and vice versa. When this occurs, the scion may immediately change the target of her recitation as a free action.

Codex of Far-Flung Spheres

The Codex of Far-Flung Spheres concerns itself with places. As places are combinations of things with a set location with respect to other things, this codex requires a great deal of prior knowledge in order to begin studying it to any useful extent. As such, scions of discordia learn relatively few recitations from it and begin learning late in their careers.

A scion of discordia gains access to the Codex of Far-Flung Spheres at 8th level. At 8th level, 11th level, and every four levels beyond 11th, she gains one recitation from the Codex of Far-Flung Spheres for which she meets all of the prerequisites.

Codex of the Realized Vision

The Codex of the Realized Vision concerns itself with ideas. As ideas have the least form of all nouns, they are also the hardest to pin down with a concrete description in the First Language. Even the most accomplished scions of discordia learn very few recitations from this codex.

A scion of discordia gains access to the Codex of the Realized Vision at 10th level. At 10th level and every four levels beyond 10th, she gains one recitation from the Codex of the Realized Vision for which she meets all of the prerequisites.

Table: Scion Recitations Known by Level
Class Level Codex of Heart and Mind Codex of Artifice Codex of Far-Flung Spheres Codex of Realized Vision
1st 3 - - -
2nd 4 - - -
3rd 4 - - -
4th 5 1 - -
5th 6 2 - -
6th 6 2 - -
7th 7 2 - -
8th 8 2 1 -
9th 8 3 1 -
10th 9 3 1 1
11th 10 3 2 1
12th 10 4 2 1
13th 11 4 2 1
14th 12 4 2 2
15th 12 5 3 2
16th 13 5 3 2
17th 14 5 3 2
18th 14 6 3 3
19th 15 6 4 3
20th 16 6 4 3
Table: Truenaming DCs by Recitation Level
Recitation Level Truenaming DC Defensive Truenaming DC
1st 10 15
2nd 13 18
3rd 16 21
4th 19 24
5th 22 27
6th 25 30

Recitations (Sp)

A scion of discordia can recite a recitation as a standard action that provokes attacks of opportunity. In order for her recitation to be successful, she must succeed on a DC 7 + 3 x the recitation's recitation level truenaming check. (See Table: Truenaming DCs by Recitation Level) To make a truenaming check, roll 1d20 + the scion of discordia's class level + the scion of discordia's Intelligence modifier. On a failed truenaming check, the recitation is not recited, the scion of discordia's action is wasted, and she incurs the penalties described by the Law of Croaking Failure.

A scion of discordia can choose to recite "on the defensive". When reciting on the defensive, the scion of discordia does not provoke an attack of opportunity, but the truenaming DC is increased by +5 to reflect the enhanced difficulty of the task. (See Table: Truenaming DCs by Recitation Level) On a failed truenaming check, the recitation is not recited, the scion of discordia's action is wasted, she incurs the penalties described in the Law of Croaking Failure, and she provokes an attack of opportunity.

All recitations have verbal components. To learn or recite a recitation, a scion of discordia must have an Intelligence score equal to at least 10 + the recitation level. The Difficulty Class (DC) for a saving throw against a scion of discordia's recitation is 10 + the recitation level + the scion of discordia's Intelligence modifier.

All recitations have a recitation level, which represents just how accomplished a scion of discordia must be to have the vocabulary to use it in the first place. A scion of discordia begins play able to recite 1stlevel recitations.

At 4th level, a scion of discordia can recite 2nd-level recitations. At 7th level she can recite 3rd-level recitations. For every three scion of discordia levels beyond 7th, the highest recitation level she can recite increases by +1, to a maximum of 6th-level recitations at 16th level.

As pedestrian magic is a subset of truemagic, the proper application of pedestrian magic can counter a recitation. Each recitation has a "similar school" listing. Any spell of that school whose spell level is greater than or equal to the recitation level of the attempted recitation can be used to counterspell that recitation. This can be particularly devastating for the scion of discordia, as counterspelling triggers The Law of Flowing Rhetoric. Treat the scion's class level as her caster level for the purpose of dispel magic and other such effects. Similarly, spells, feats, and abilities that interact with the school of magic listed in a recitation's similar school listing affect that recitation as though it were a spell. For example, a scion of discordia can take the Spell Focus (evocation) feat and have it apply to all of her recitations that have evocation listed as the similar school.

If a spell or ability affecting the scion of discordia increases concentration DCs, then her truenaming DCs increase by half that amount. Further, spells and abilities that trigger when a spell is cast, such as the Spellbreaker feat, trigger when a recitation is recited. When dealt damage before a recitation is completed, the truenaming DC increases by the amount of damage taken. A scion of discordia's recitations have a 20% failure chance when she is deafened, but other situations that require concentration checks of standard spellcasters do not affect a scion of discordia. Unlike truenamers, scions of discordia never retrain recitations. There's simply too much work invested in learning the proper insults for each one. Recitations follow four universal laws.

The Law of Croaking Failure

The Law of Croaking Failure is the backlash of the universe upon those who draw its attention, then fail to clearly state what it is they want. Whenever the reciter fails a truenaming check, she takes a penalty to truenaming checks equal to the level of the recitation failed for 5 rounds. This penalty does not stack. While afflicted in this manner, the reciter cannot speak above a whisper.

The Law of Familiar Phrases

The Law of Familiar Phrases is one of the primary reasons why attempting to learn small fragments of such a complex language is viable at all. Whenever the reciter recites a recitation whose recitation level is at least one lower than the highest recitation level she can recite, the reciter can take 10 on her truenaming check.

The Law of Flowing Rhetoric

The Law of Flowing Rhetoric forbids a scion of discordia from having two instances of a particular recitation in effect at one time. In other words, if the scion of discordia recites alter blade, which has a duration of 5 rounds, she cannot recite alter blade again until those 5 rounds have passed. If a recitation is negated by a saving throw, counterspelled, or dispelled by any means, the scion of discordia still cannot attempt to recite the recitation again until a period of time equal to the recitation's duration has elapsed between attempts. If a recitation is not successfully recited, the Law of Flowing Rhetoric is not triggered.

The Law of Finite Malleability

The Law of Finite Malleability is a measure of the patience of the universe. As a scion of discordia runs around demanding the same thing of the universe over and over, it tends to get a bit fed up with her. Each time the scion of discordia successfully recites a recitation, the truenaming DC of that recitation increases by +2. The scion of discordia may spend an hour apologizing to the universe each morning, much like how typical spellcasters study their spellbooks, in order to reset the Law of Finite Malleability to its starting state, +0.

Discordant Zone (Sp)

At 1st level, a scion of discordia can choose to insert a choice insult directed at the universe into any recitation she recites. She must decide to do so before rolling the truenaming check for that recitation. If she succeeds on her truenaming check, the universe, which had been listening for instructions regarding how the local area should be changed, reacts violently.

Rather than produce the recitation's normal effects, the enraged universe produces a Discordant Zone centered upon the scion of discordia. The radius of this Discordant Zone is equal to 10 feet + 5 feet per recitation level of the recitation used to insult the universe. This Zone persists for recitation level + Charisma modifier rounds, and the scion of discordia is considered under the effects of the Law of Croaking Failure for the duration. Additionally, the Law of Finite Malleability treats the creation of a Discordant Zone as though it were a successful use of that recitation and the Law of Flowing Rhetoric disallows the reciting of the recitation used to spawn a Discordant Zone for as long as the Zone persists. If the recitation level of the recitation used to produce the Discordant Zone is not the highest recitation level the scion can recite, an additional +2 Malleability DC Modifier is applied to the recitation, for a total of +4. A scion of discordia can only have one Discordant Zone at any one time.

A scion of discordia may dismiss her Discordant Zone as a standard action. The universe does not forgive easily and prematurely dismissing the Discordant Zone adds a further +2 Malleability DC Modifier to the recitation used to establish it. A dispelled Discordant Zone imposes no such penalty.

A Discordant Zone is invisible to the naked eye, but projects a palpable sense of malice and wrongness that tingles up the spine of anyone within its area of effect. Discordant Zones have a magical aura that can be detected with spells such as detect magic, but they do not register as belonging to any school of magic. Despite this lack of a school, dispel magic and other such abilities can remove a Discordant Zone. Treat the scion of discordia's class level as her caster level for the purpose of such effects. Prestige classes that contribute to the scion of discordia's class level for the purpose of determining the highest recitation level she can recite also contribute to her class level for the purpose of determining how difficult her Discordant Zones are to dispel. A Discordant Zone cannot be counterspelled.

When the scion of discordia establishes a Discordant Zone, she receives discordance points, representing her ability to direct the power of the universe's backlash rather than letting it rip her apart, equal to twice the recitation level of the recitation used to generate the Discordant Zone. She must expend all of these points immediately to modify the Discordant Zone. Each modification has a discordance point cost.

The Discordant Zone can be modified in the following ways:

Arcane Backlash

Discordance Point Cost: 1
Arcane spells with a verbal component cast within the area of the Discordant Zone require a DC 10 + the recitation level of the recitation used to generate the Discordant Zone concentration check to cast. On a failed concentration check, the spell is lost.

Communication Breakdown

Discordance Point Cost: 1
Creatures within the area of the Discordant Zone take a penalty to Bluff, Diplomacy, Intimidate, Spellcraft, and Use Magic Device skill checks equal to the recitation level of the recitation used to generate the Discordant Zone. Linguistic checks made regarding the spoken word, not the written word, as well as Perception checks made to listen, are also penalized in this fashion.

Condition Dispersal

Discordance Point Cost: X; see text
When establishing her Discordant Zone, the scion of discordia may expend discordance points to attempt to transfer a temporary condition from one creature within the area of the Zone to another creature within the area of the Zone. The new recipient gains the chosen temporary condition with a DC 10 + 1/2 the scion's class level + the scion's Charisma modifier Will save to negate the transfer. This ability cannot be used multiple times per Discordant Zone and conditions that do not call for saving throws cannot be transferred in this fashion.

At 1st level, a scion of discordia can move the following conditions to a new subject. She must expend 1 discordance point to do so.

  • Dazzled
  • Fatigued
  • Shaken.

At 7th level, a scion of discordia can move the following conditions to a new subject. She must expend 2 discordance points to do so.

  • Blinded
  • Deafened
  • Frightened
  • Sickened.

At 13th level, a scion of discordia can move the following conditions to a new subject. She must expend 3 discordance points to do so.

  • Cowering
  • Exhausted
  • Nauseated
  • Panicked

At 17th level, a scion of discordia can move the following condition to a new subject. She must expend 4 discordance points to do so.

  • Feebleminded

Counterspell Pool

Discordance Point Cost: X; see text
When establishing her Discordant Zone, the scion of discordia may expend any number of discordance points. For each discordance point spent in this manner, the scion gains a counterspell point. Counterspell points last for the duration of the Discordant Zone and are lost when the Zone ceases to be. As an immediate action, the scion may counter any spell with a verbal component whose caster, target, or area of effect is at least partially within the area of the Discordant Zone by expending a number of counterspell points that meets or exceeds the spell level of that spell. If a caster is within the area of her Discordant Zone, the scion innately knows how many counterspell points it would require to counter any spell the caster attempts to cast; otherwise, she must either guess or identity the spell through some other means. If she expends less counterspell points than the spell level of the spell she wanted to counter, the spell is unhindered and her counterspell points are lost.

Starting at 4th level, the scion of discordia's gains 1 counterspell point at the beginning of her turn, to a maximum of the number of discordance points originally invested in this ability. At 10th and 16th level, she gains an additional counterspell point at the beginning of her turn, to a maximum of 3 counterspell points at 16th level.

Divine Backlash

Discordance Point Cost: 1
Divine spells with a verbal component cast within the area of the Discordant Zone require a DC 10 + the recitation level of the recitation used to generate the Discordant Zone concentration check to cast. On a failed concentration check, the spell is lost.

Truenaming Backlash

Discordance Point Cost: 1
The DC of truenaming checks made within the Discordant Zone is increased by an amount equal to half the penalty currently imposed upon the scion by the Law of Croaking Failure, rounded up.

Talents of Discordia

As a scion of discordia gains experience, she learns new ways to channel the power of the universe's backlash. Starting at 2nd level, a scion of discordia gains one talent of discordia. She gains gains an additional talent of discordia for every two levels of scion of discordia attained after 2nd level. A scion cannot select an individual talent more than once. Talents with the zone descriptor or talents with an associated cost that modify another talent are optional the scion must choose to add it to the Discordant Zone.

All other talents are passive and always apply, if applicable. A talent with a plus (+) in the discordant point cost modifies the cost of another talent with the zone descriptor. Talents that modify other Discordant Zone abilities state so in the Modifies: line item. A full listing of talents of discordia is below.

Inflections

Starting at 3rd level, a scion of discordia gains the ability to stress the syllables of a recitation in a specific manner, a process known as inflecting. Doing so increases the recital time of the recitation to a fullround action that provokes attacks of opportunity, but adds an effect to that recitation depending on the inflection used. A scion may only apply a single inflection to any individual recitation. Select an inflection from the list below. At 8th level and every five levels thereafter, the scion of discordia selects an additional inflection from this list.

Not all inflections are created equal. Some inflections are simply harder for a scion of discordia to perform than others, if only because of the particular way the vocal cords must be used. Each inflection has a line labeled "Truenaming DC Modifier". The value listed on this line is how much the truenaming DC of a recitation is increased if that inflection is applied to the recitation.

Most inflections are frowned upon by the universe itself, if only because the universe gets annoyed when somebody demands something specific of it. Each inflection has a line labeled "Malleability DC Modifier". This value is applied to the Law of Finite Malleability. For example, as the DC of a recitation normally increases by +2 every time it is successfully recited, an inflection with a Malleability DC Modifier of +2 would make the DC of the recitation increase by a total of +4.

Amplified

Truenaming DC Modifier: +2
Malleability DC Modifier: +2

A recitation with this inflection is treated as though all variable, numeric effects are increased by half, including bonuses to those dice rolls.

Booming

Truenaming DC Modifier: +2
Malleability DC Modifier: +0

A recitation with this inflection has its range increased by +30 feet.

Caterwauling

Truenaming DC Modifier: +3
Malleability DC Modifier: +3

A recitation with this inflection is treated as though all variable, numeric effects are maximized. Saving throws and opposed rolls are not affected, nor are recitations without random variables. A scion of discordia must be at least 13th level to select this inflection.

Cheery

Truenaming DC Modifier: +0
Malleability DC Modifier: +1

A recitation with this inflection dazzles those it targets for 1d4 rounds with no saving throw allowed. The recitation must normally affect a single creature or object, not an area, in order for this inflection to have any effect, and even then most objects can't be dazzled.

Complementary

Truenaming DC Modifier: +2
Malleability DC Modifier: +1

A recitation with this inflection increases the remaining duration of the reciter's other ongoing recitations that were recited with this inflection applied by +1 round.

Disruptive

Truenaming DC Modifier: +2
Malleability DC Modifier: +1

A recitation with this inflection reduces the remaining duration of the reciter's other ongoing recitations that were recited with this inflection applied 1 round.

Echoing

Truenaming DC Modifier: +6
Malleability DC Modifier: +2

A recitation with this inflection takes a -2 penalty to the Difficulty Class of any saving throw it calls for, but affected creatures must roll twice and take the worse result. A scion of discordia must be at least 13th level to select this inflection.

Kinetic

Truenaming DC Modifier: +2
Malleability DC Modifier: +2
When selecting this inflection, choose one of the family of inflections listed below. A recitation with the chosen inflection that normally deals acid, cold, electric, fire, or sonic damage deals damage of the chosen inflection's type instead.

The energy type and name of each member of this family of inflections is listed below.

  • Acid = Oxykinetic
  • Cold = Cryokinetic
  • Electric = Electrokinetic
  • Fire = Pyrokinetic
  • Sonic = Sonukinetic

Menacing

Truenaming DC Modifier: +4
Malleability DC Modifier: +0

A recitation with this inflection deals 1d6 points of damage per recitation level to the subject if the subject succeeds on its saving throw. This is a force effect. Only recitations whose effects are totally negated on a successful saving throw can use this inflection.

Muffled

Truenaming DC Modifier: +2
Malleability DC Modifier: +2

A recitation with this inflection can only be countered by a spell whose spell level is greater than or equal to two more than the recitation's recitation level. A scion of discordia must be at least 18th level to select this inflection.

Omnipresent

Truenaming DC Modifier: +4
Malleability DC Modifier: +3

A recitation with this inflection affects any three valid targets within range. If combined with the stereo inflection using overtone chanting, they affect a total of four valid targets within range. A scion of discordia must be at least 13th level to select this inflection.

Penetrating

Truenaming DC Modifier: +0
Malleability DC Modifier: +0

A recitation with this inflection gets a +2 bonus to caster level checks made to penetrate spell resistance and other effects that negate magic on a failed caster level check, such as a clay golem's cursed wound ability; however, the Difficulty Class of any saving throw called for by a recitation with this inflection takes a 2 penalty.

Resonant

Truenaming DC Modifier: +4
Malleability DC Modifier: +2

A recitation with this inflection affects all valid targets within 10 feet of a primary target. The recitation must normally affect a single creature or object, not an area, in order for this inflection to have any effect. A scion of discordia must be at least 8th level to select this inflection.

Stereo

Truenaming DC Modifier: +2
Malleability DC Modifier: +2
A recitation with this inflection affects any two valid targets within range. If combined with the omnipresent inflection using overtone chanting, they affect a total of four valid targets within range.

Terse

Truenaming DC Modifier: +6
Malleability DC Modifier: +4
A recitation with this inflection is not recited as a full-round action. Instead, it is recited as a swift action. This inflection cannot be used with the overtone chanting class feature. A scion of discordia must be at least 13th level to select this inflection.

Trailing

Truenaming DC Modifier: +2
Malleability DC Modifier: +2
The duration of a recitation with this inflection is doubled.

Truncated

Truenaming DC Modifier: +4
Malleability DC Modifier: +0

Only recitations that have no effect until their duration ends can use this inflection. A recitation with this inflection has a duration of instantaneous; however, once recited in this fashion, a corollary of the Law of Flowing Rhetoric makes it so that recitation cannot be recited again for 1 minute. A scion of discordia must be at least 8th level to select this inflection.

Vengeful

Truenaming DC Modifier: +4
Malleability DC Modifier: +0
If the target of a recitation with this inflection makes its saving throw against the recitation, then the target takes a -2 penalty to its next saving throw against a recitation. This effect lasts for 5 rounds or until used.

Whispering

Truenaming DC Modifier: +2
Malleability DC Modifier: +0

A recitation with this inflection has its range reduced by 30 feet, but the Difficulty Class of any saving throw called for by the recitation is increased by +2.

Mobile Discordia (Su)

At 6th level, the scion of discordia’s Discordant Zone becomes mobile. Once per round as a move action, she may direct it to move up to 30 feet in any given direction, provided she has line of sight to the target area. The Discordant Zone can move with perfect maneuverability in three dimensions and ignores all magical and non-magical obstructions, save those with the force descriptor, such as a wall of force. When not directed by the scion, the Discordant Zone simply stays in place. The movement rate of the Discordant Zone increases by +10 feet at 9th level and every 3 levels thereafter, to a maximum of 60 feet at 15th level.

At 19th level, the scion of discordia may actively direct her Discordant Zone as a swift action; however, this hasty direction only allows her to move the Zone 20 ft. in any given direction rather than its normal speed. If she directs her Discordant Zone as a swift action, she may not direct it as a move action that round.

Variable Recitation (Sp)

At 5th level, a scion of discordia gains a 1st-level variable recitation slot.

Whenever she apologizes to the universe to reset the Law of Finite Malleability each day, she chooses a 1st-level recitation she does not know whose prerequisites she meets. She now knows the chosen recitation. The next time she apologizes to the universe to reset the Law of Finite Malleability, she loses all knowledge of the chosen recitation.

At 11th level, a scion of discordia gains a 2nd-level variable recitation slot, and, at 17th level, she gains a 3rd-level variable recitation slot. These function just like a 1st-level slot, save they let the scion learn recitations of a higher level.

Avatar of Discordia (Su)

At 20th level, a scion of discordia becomes one with the forces of dissension and distortion all the insults thrown to the multiverse, all the curveballs and near-death encounters finally pay off in one final power of true refutation, one ultimate metaphysical expletive. Choose one ability from the list below.

Death of Magic

Treat the scion of discordia’s Discordant Zone as an antimagic field with an effective caster level of 20th that affects all creatures save the scion herself.

Rewind

The scion of discordia may reject reality and substitute her own. Once per day as a move action, the scion of discordia may shatter reality itself and reassemble it largely as it was a few moments in the past. She “replays” the previous round of activity. The scion’s denial regresses time to the beginning of the previous round. Small transcription errors should be expected when reality is shattered and reassembled, particularly when the universe would love it if it could just erase you, and the Game Master does not have to remember exactly what happened on the previous round (but should play it fairly close). Discrepancies of position, the actions of other PCs and NPCs, die rolls, and exact hit point total may vary slightly from the last time this all went down. When the scion rewinds time in this manner, she retains knowledge of the next round of activity and can attempt to communicate that knowledge to anyone around her or otherwise act on knowledge of the immediate future. Based on her actions, the round could play out completely differently.

Teleporting Zone

The scion of discordia's Discordant Zone no longer floats to its destination when directed to move by the mobile discordia class feature. It teleports. While teleporting, the Discordant Zone ignores all spells and effects that normally prohibit teleportation and can be placed in the midst of all magical and nonmagical obstructions, save those with the force descriptor, such as a wall of force. The Zone may, however, be teleported behind such obstructions. In addition, the Zone's directed movement rate increases by +20 feet, to a base rate of 80 feet when directed as a move action and 40 feet as a swift action.

True Ka-Tet

The cost of talents of discordia with "selective" in their name is reduced by 1, to a minimum of 0.

Wild Card

Once per day, the scion of discordia can learn two bonus talents of discordia as a full-round action that provokes attacks of opportunity. She retains knowledge of the chosen two talents until the next time she uses this ability, at which point she promptly forgets them before choosing two new bonus talents to replace them. In effect, the scion of discordia loses the bonus talents this ability granted her in exchange for the new ones. She still has to meet all prerequisites for the talents of discordia chosen.


Talents of Discordia

Additional Discordance

Whenever the scion of discordia establishes a Discordant Zone using a recitation of the highest level she can recite, she receives an additional discordance point. A scion of discordia must be at least 4th level to select this talent.

Advanced Discordance

Whenever the scion of discordia establishes a Discordant Zone, she recieves an additional discordance point. This does not stack with additional discordance. A scion of discordia be at least 10th level and know the additional discordance talent to select this talent.

Antimagic Bulwark (Zone)

Discordance Point Cost: 6
The scion of discordia insults the nature of magic itself and snubs the forces of arcane and divine magic within her Zone. All creatures within the Discordant Zone gain spell resistance equal to 11 + the scion's class level. For example, an 8th level scion of discordia grants all creatures within her Zone spell resistance 19. This spell resistance cannot be voluntarily lowered. A scion of discordia must be at least 8th level and know the spell resistance erosion talent to select this talent.

Antimagic Bulwark, Selective

Discordance Point Cost: +2
Modifies: Antimagic bulwark
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the antimagic bulwark talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the antimagic bulwark talent to select this talent.

Apprentice Embargo (Zone)

Discordance Point Cost: 2
All 1st-level spells or spell-like abilities cast within a Discordant Zone automatically fail as if the caster had failed a concentration check. Ongoing effects of 1stlevel spells that come in contact with the Discordant Zone are immediately dispelled. A scion of discordia must know the cantrip embargo talent and be at least 8th level to take this talent.

Cantrip Embargo (Zone)

Discordance Point Cost: 1
All cantrips, orisons, and other 0th-level spells or spell-like abilities cast within a Discordant Zone automatically fail as if the caster had failed a concentration check. Ongoing effects of 0thlevel spells that come in contact with the Discordant Zone are immediately dispelled.

Chaotic Dispersion (Zone)

Discordance Point Cost: 4
The scion of discordia insults the universe so viciously that the universe deems those nearby guilty by association. Whenever an enemy spellcaster casts a single-target spell or spell-like ability targeting one of the scion's allies within the Discordant Zone, and if there is a foe within 30 feet, then the foe nearest the spell's target is also affected. Chaotic dispersion can only be triggered once per round. A scion of discordia has to be at least 10th level and know the antimagic bulwark talent to select this talent.

Continual Counterspelling

Modifies: Counterspell pool class feature
Whenever the scion of discordia expends counterspell points, but fails to successfully counterspell a spell, she gains counterspell points equal to the number expended in this fashion. A scion of discordia must be at least 6th level to select this talent.

Counterspelling Specialist

Modifies: Counterspell pool class feature
Whenever the scion of discordia expends discordance points on the counterspell pool class feature, she receives 1 additional counterspell point, increasing her starting pool size. This talent may be taken multiple times. Each time, the required class levels in the scion of discordia base class increases by +4. A scion of discordia must be at least 4th level to select this talent.

Deflect Missiles (Zone)

Discordance Point Cost: 3
Discordant Zones that have this talent applied sport a distortion field that makes hitting targets with ranged weapons difficult. All creatures within the Discordant Zone gain the benefits of the Deflect Arrows feat, with the exception that a free hand is not required to deflect projectiles. Exceptional projectiles, such as bolts fired by siege weaponry or hurled boulders, cannot be deflected in this manner. A scion of discordia must be at least 6th level to select this talent.

Deflect Missiles, Improved

Discordance Point Cost: +2
Modifies: Deflect missiles
When the scion of discordia adds the deflect missiles talent to her Discordant Zone, she may enhance the effects of that talent, allowing it to deflect exceptional projectiles, such as bolts fired by siege weaponry or hurled boulders. Ammunition that cannot physically move out of the way of the target, such as a boulder thrown down a pit, cannot be deflected. In addition, all creatures that benefit from the deflect missiles talent receive a +4 dodge bonus to AC against rays. A scion of discordia must know the deflect missiles talent and be at least 10th level to select this talent.

Dimensional Fixture (Zone)
Discordance Point Cost: 2
Scions of discordia can selectively lock down certain kinds of magic rather than all of it at once. All creatures within the area of the Discordant Zone are subject to the effects of the dimensional anchor spell. A scion of discordia must be at least 6th level to take this talent.

Dimensional Fixture, Improved

Discordance Point Cost: +2
Modifies: Dimensional fixture
When the scion of discordia adds the dimensional fixture talent to her Discordant Zone, she may work to make those effects sticky. Creatures that leave the Discordant Zone remain subject to the effects of the dimensional anchor spell for 1 round. A scion of discordia must know the dimensional fixture talent to take this talent.

Dismissing Zone (Zone)

Discordance Point Cost: 4
A Discordant Zone modified by this talent forces any creature summoned by a conjuration (summoning) or conjuration (calling) spell or spell-like ability that comes into contact with the Zone back to its proper plane with a DC 10 + the recitation level of the recitation used to establish the Discordant Zone + the scion's Charisma modifier Will save to negate. A creature that successfully saves against this talent is immune to the scion’s dismissing zone for 24 hours. A scion of discordia must be at least 10th level to select this talent.

Dismissing Zone, Improved

Discordance Point Cost: +4
Modifies: Dismissing zone
When the scion of discordia adds the dismissing zone talent to her Discordant Zone, she may enhance the effects of that talent, forcing any extraplanar creature that comes into contact with it back to its proper plane, not just those summoned or called by conjuration (summoning) or conjuration (calling) spells or spelllike abilities. This otherwise follows all rules for the dismissing zone talent. A scion of discordia must know the dismissing zone talent to select this talent.

Effective Counterspell

Modifies: Counterspell pool class feature
Whenever the scion of discordia successfully counters a spell with the counterspell pool class feature, she gains 1 counterspell point. A scion of discordia must be at least 8th level to select this talent.

Expanded Zone (Zone)

Discordance Point Cost: Number of times taken
The radius of the scion of discordia's Discordant Zone increases by +5 feet. A scion of discordia must be at least 8th level to choose this talent. This talent may be taken multiple times. Each time, the required levels in the scion of discordia class increases by +6.

Fate Damper (Zone)

Discordance Point Cost: 1
Some scions of discordia know how to manipulate the threads of fate that make those incredibly lucky strikes, the sort that fell dragons and allow kobolds to kill legendary heroes, work. All weapons wielded by creatures within the Discordant Zone have their threat range decreased by 1. For example, a rapier with a critical threat range of 18-20 becomes 19-20 instead. A critical threat range of 20 remains 20. This penalty is applied after multiplicative effects, such as the keen weapon ability, have been applied. Projectile weapon attacks are subject to this penalty if the either the firer or the target is within the Discordant Zone.

Fate Damper, Selective

Discordance Point Cost: +1
Modifies: Fate damper
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the fate damper talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the fate damper talent to select this talent.

Indiscriminate Backlash (Su)

Modifies: All "backlash" talents
Whenever the scion of discordia adds the arcane backlash, divine backlash, or truenaming backlash talent (or any of the backlashes added to the talents list to address the inclusion of exotic magic systems, such as psionics) to her Discordant Zone, she adds ALL other known backlashes to her Discordant Zone without paying their discordant point cost. By extension if she adds any talents that improve these backlashes, she adds all corresponding talents that she knows to her Discordant Zone without paying their discordant point cost. She may no longer add these abilities separately. A scion of discordia must be at least 10th level to select this talent.

Inertia (Zone)

Discordance Point Cost: 2
The scion of discordia insults the part of the First Language responsible for land and sky. All movement (including flight through air, swimming, etc.) within the Discordant Zone is treated as moving through difficult terrain.

Inertia, Improved

Discordance Point Cost: +2
Modifies: Inertia
When the scion of discordia adds the inertia talent to her Discordant Zone, she may enhance it. Creatures within the Discordant Zone that attempt to perform a readied action must succeed on a DC 10 + the recitation level of the recitation used to establish the Discordant Zone + the scion's Charisma modifier Reflex save or lose that action. A scion of discordia must be at least 6th level and know the inertia talent to select this talent.

Inertia, Selective

Discordance Point Cost: +2
Modifies: Inertia
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the inertia talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the inertia talent to select this talent.

Immunity Erosion (Zone)

Discordance Point Cost: 4
When adding this talent to a Discordant Zone, choose acid, cold, electricity, fire, or sonic. All creatures within the Discordant Zone that are normally immune to the chosen damage type are no longer immune, but have resistance 50 against that energy type instead. Spells and abilities that prevent a set amount of energy damage, such as the protection from energy spell, are suppressed while in the Discordant Zone. Immunity is removed before resistance reduction applies. A scion of discordia must know the resistance erosion, improved talent and be at least 12th level to select this talent.

Memento Mori (Zone)

Discordance Point Cost: 3
A sense of finality and death pervades the Discordant Zone. Creatures damaged while standing within the Discordant Zone are wounded in a way that baffles mundane medicine. Until healed to maximum hit points, all those who make a Heal check to perform first aid on a target wounded in the Zone take a -5 penalty to do so. Furthermore, all magical and supernatural healing effects, including, but not restricted to potions, spells, channel energy, etc., cast while within the Zone or upon a creature within the Discordant Zone heal for only half their normal hit points if the recipient fails a DC 10 + 1/2 the scion of discordia's class level + the scion's Charisma modifier Fortitude save. A scion of discordia must be at least 4th level to select this talent.

Memento Mori, Improved

Discordance Point Cost: +2
Modifies: Memento mori
When the scion of discordia adds the memento mori talent to her Discordant Zone, she may enhance it. Creatures damaged while standing within the Discordant Zone are wounded in a way that baffles mundane medicine. Until healed to maximum hit points, all those who make a Heal check to perform first aid on a target wounded in the Zone take a -10 penalty to do so. Furthermore, all magical and supernatural healing effects cast while within the one or upon a creature within the Discordant Zone heal for the minimum amount possible, or half the amount rolled, whichever is lower. A DC 10 + 1/2 the scion of discordia's class level + the scion's Charisma modifier Fortitude save negates. The effects of this talent alter the memento mori talent and do not stack with it. A scion of discordia must know the memento mori talent and be at least 10th level to select this talent.

Regeneration Erosion (Zone)

Discordance Point Cost: 2
Creatures within the scion's Discordant Zone have their fast healing and regeneration reduced by an amount equal to the scion's Charisma modifier, minimum 0. Creatures whose regeneration is set to 0 in this manner die normally as though they did not have regeneration. A scion of discordia must be at least 8th level and know the memento mori talent to select this talent.

Resistance Erosion (Zone)

Discordance Point Cost: 1
When adding this talent to a Discordant Zone, choose acid, cold, electricity, fire, or sonic. Creatures within the Discordant Zone have their energy resistance against the chosen energy type decreased by 10.

Resistance Erosion, Flexible

Discordance Point Cost: +0
Modifies: Resistance erosion
When the scion of discordia adds the energy erosion talent to her Discordant Zone, she may enhance it. When adding the resistance erosion talent to the Discordant Zone, the scion does not choose a single energy type. Instead, she distributes the reduction to energy resistance imposed by the talent in increments of 5 among the energy types offered by the resistance erosion talent. For example, if the scion expends two discordance points on the resistance erosion, improved talent, for a total of 20 points of resistance reduction (10 from improved, 10 base), she can apply 10 of that to acid and 10 of that to fire, or 5 to each of acid, cold, fire, and sonic, among other possible combinations. A scion of discordia must know the resistance erosion talent and be at least 10th level to select this talent.

Resistance Erosion, Improved

Discordance Point Cost: X; see text
Modifies: Resistance erosion
When the scion of discordia adds the energy erosion talent to her Discordant Zone, she may enhance it, expending additional discordance points not to exceed one quarter her class level in the process. For each discordance point expended in this manner, those within the Discordant Zone have their resistance against the chosen energy type decreased by an additional 5. A scion of discordia must know the resistance erosion talent and be at least 6th level to select this talent.

Resistance Erosion, Selective

Discordance Point Cost: +2
Modifies: Resistance erosion
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the resisance erosion talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the resistance erosion talent to select this talent.

Saboteur's Tirade (Zone)

Discordance Point Cost: 2
The scion of discordia can confuse her enemies with a combination of eldritch utterances; crude, biological humor; truename magic; and yo' mama jokes. All attacks made by creatures within the Discordant Zone are made at a 1 penalty. At 5th level and every six levels beyond 5th, this penalty increases by 1, to a maximum of 4 at 17th level.

Saboteur's Tirade, Selective

Discordance Point Cost: +1
Modifies: Saboteur's tirade
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the saboteur's tirade talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the saboteur's tirade talent to select this talent.

Spell-like Bane

Modifies: Counterspell pool class feature
The scion of discordia may use counterspell points to counterspell spell-like abilities as though they were regular spells. A scion of discordia must be at least 10th level to select this talent.

Spell Rebound

Discordance Point Cost: +3
Modifies: Antimagic bulwark
When the scion of discordia adds the antimagic bulwark talent to her Discordant Zone, she may enhance it. Whenever a targeted spell fails to penetrate the spell resistance granted by the antimagic bulwark talent, the spell rebounds on the originator as if affected by spell turning. A scion of discordia must be at least 16th level and know the antimagic bulwark talent to select this talent.

Spell Resistance Erosion (Zone)

Discordance Point Cost: 1
Creatures within the Discordant Zone have their spell resistance lowered by 2, minimum 0.

Spell Resistance Erosion, Improved

Discordance Point Cost: X; see text
Modifies: Spell resistance erosion
When the scion of discordia adds the spell resistance erosion talent to her Discordant Zone, she may enhance it, expending additional discordance points not to exceed one quarter her class level in the process. For each discordance point expended in this manner, those within the Discordant Zone have their spell resistance lowered by an additional 1. A scion of discordia must know the spell resistance erosion talent and be at least 4th level to select this talent.

Spell Resistance Erosion, Selective

Discordance Point Cost: +2
Modifies: Spell resistance erosion
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the spell resistance erosion talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the spell resistance erosion talent to select this talent.

Twisted Arcane Backlash

Discordance Point Cost: +1
Modifies: Arcane backlash class feature
When the scion of discordia adds the arcane backlash class feature to her Discordant Zone, she may enhance it. The DC of the concentration check required to cast arcane spells with verbal components within her Discordant Zone increases by an amount equal to her Charisma modifier.

If the scion of discordia has the indiscriminate backlash talent, then adding one twisted backlash talent to her Discordant Zone adds all other twisted backlash talents she knows to the Zone at no additional discordance point cost.

Twisted Divine Backlash

Discordance Point Cost: +1
Modifies: Divine backlash class feature
When the scion of discordia adds the divine backlash class feature to her Discordant Zone, she may enhance it. The DC of the concentration check required to cast divine spells with verbal components within her Discordant Zone increases by an amount equal to her Charisma modifier.

If the scion of discordia has the indiscriminate backlash talent, then adding one twisted backlash talent to her Discordant Zone adds all other twisted backlash talents she knows to the Zone at no additional discordance point cost.

Twisted Truenaming Backlash

Discordance Point Cost: +1
Modifies: Truenaming backlash class feature
When the scion of discordia adds the truenaming backlash class feature to her Discordant Zone, she may enhance it. The DC of truenaming checks made within the Discordant Zone is now increased by an amount equal to the penalty currently imposed upon the scion by the Law of Croaking Failure.

Zone of Decay (Zone)

Discordance Point Cost: 1
All attacks made against creatures within the Discordant Zone ignore 3 points of hardness or damage reduction.

Zone of Decay, Improved

Discordance Point Cost: X; see text
Modifies: Zone of decay
When the scion of discordia adds the zone of decay talent to her Discordant Zone, she may enhance it, expending additional discordance points not to exceed one quarter her class level in the process. For each discordance point expended in this manner, attacks made against those within the Discordant Zone ignore an additional 2 points of hardness or damage reduction. A scion of discordia must know the zone of decay talent and be at least 4th level to select this talent.

Zone of Decay, Selective

Discordance Point Cost: +1
Modifies: Zone of decay
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the zone of decay talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the zone of decay talent to select this talent.

Zone of Destruction (Zone)

Discordance Point Cost: 1
All attacks made by creatures within the Discordant Zone ignore 3 points of hardness or damage reduction.

Zone of Destruction, Improved

Discordance Point Cost: X; see text
Modifies: Zone of destruction
When the scion of discordia adds the zone of destruction talent to her Discordant Zone, she may enhance it, expending additional discordance points not to exceed one quarter her class level in the process. For each discordance point expended in this manner, those within the Discordant Zone ignore an additional 2 points of hardness or damage reduction with their attacks. A scion of discordia must know the zone of destruction talent and be at least 4th level to select this talent.

Zone of Destruction, Selective

Discordance Point Cost: +1
Modifies: Zone of destruction
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the zone of destruction talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the zone of destruction talent to select this talent.

Zone of Dispersion

Discordance Point Cost: +4
Modifies: Chaotic dispersion
When the scion of discordia adds the chaotic dispersion talent to her Discordant Zone, she may enhance it. Whenever an enemy spellcaster casts a harmful spell or spell*like ability with an area of effect that overlaps or partially overlaps with the Discordant Zone, all foes within the Discordant Zone are treated as though they were within the spell's area of effect. This talent can only be triggered once per round. A scion of discordia has to be at least 16th level and know the chaotic dispersion talent to select this talent.

Zone of Viciousness

Discordance Point Cost: 4
Weapons wielded by creatures within the Discordant Zone have the vicious weapon special ability. A scion of discordia must know the memento mori talent and be at least 8th level to select this talent.

Zone of Viciousness, Selective

Discordance Points: +2
Modifies: Zone of viciousness
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the zone of viciousness talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the zone of viciousness talent to select this talent

Zone of Wounding

Discordance Point Cost: 4
Weapons wielded by creatures within the Discordant Zone have the wounding weapon special ability. A scion of discordia must know the memento mori talent and be at least 12th level to select this talent.

Zone of Wounding, Selective

Discordance Point Cost: +2
Modifies: Zone of wounding
The scion of discordia may exclude a number of target creatures not to exceed her Charisma modifier from the effects of the zone of wounding talent. A creature need only be in the scion's line of sight to be targeted. A scion of discordia must know the zone of wounding talent to select this talent.


Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes.

The following options are available to the listed race who have scions of discordia as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Aasimar

If a recitation heals, add +1/4 to the amount healed. In addition, every five times this favored class bonus is selected, select a recitation from the Codex of Heart and Mind or the Codex of Artifice. Whenever the scion of discordia recites a chosen recitation, if that recitation heals, the scion cannot accidentally recite the opposite variant.

Drow

While in total or magical darkness, increase the radius of the Discordant Zone by +1 ft. (+5 ft. for every five times this favored class bonus has been selected).

Dwarf

Every three times this favored class bonus is selected, select a recitation from the Codex of Artifice. The scion cannot accidentally recite the opposite variant of a chosen recitation.

Elf

While out in the open under the stars, increase the radius of the Discordant Zone by +1 ft. (+5 ft. for every five times this favored class bonus has been selected).

Gnome

Whenever the scion’s Discordant Zone is dispelled, she gets a +1/3 bonus to her next truenaming check, to a maximum of the recitation level of the recitation that was used in establishing the Discordant Zone. This bonus lasts for 2 rounds or until used.

Half-elf

Decrease the discordance point cost of the condition dispersal class feature by -1/7, to a minimum of 1.

Halfling

Every four times this favored class bonus has been selected, the scion of discordia ignores the first time she would accidentally recite the opposite variant of a recitation from the Codex of Heart and Mind or the Codex of Artifice each day. (Taken eight times, this favored class bonus ignores the first two times she would accidentally recite the opposie variant, and so on.)

Half-orc

Whenever the scion of discordia invests discordance points in the counterspell pool class feature, she gains an additional counterspell point for every six times she has taken this favored class bonus, to a maximum of the recitation level of the recitation used to establish the Discordant Zone.

Hobgoblin

Discordant Zones created via recitations of the Codex of Artifice have their duration extended by +1/4 round.

Human

Add +1/6 of a talent of discordia.

Kitsune

Whenever either the cantrip embargo talent or the apprentice embargo talent prevents a spell from being cast, the scion of discordia gains the ability to cast that spell once as a spell-like ability with a caster level equal to her scion of discordia class level. The scion can only have the ability to cast one spell in this fashion at any one time. As such, whenever the scion of discordia gains the ability to cast a new spell as a spell-like ability in this manner, she loses the ability to cast any spells previously gained in this manner. If not cast within 1 minute, the spell is lost and cannot be reclaimed. This ability may trigger once per day for every two times this favored class bonus has been taken.

Kobolds

Add +1/4 to the Difficulty Class of all saving throws called for by the scion of discordia's Discordant Zone if all hostile targets in the Discordant Zone are gnomes.

Orc

The zone of decay and zone of destruction talents ignore an additional +1/3 point of hardness.

Puddling

Every three times this favored class bonus is selected, select a recitation. The first time a selected recitation is used to establish a Discordant Zone each day, the standard +2 Malleability DC Modifier imposed upon a recitation for being used to establish a Discordant Zone does not apply. This results in a net malleability modifier of +2 rather than +4.

Tengu

Every three times this favored class bonus is selected, the movement rate of the scion's Discordant Zone increases by +5 feet.

Tiefling

If any target is dealt ability score damage while in a Discordant Zone modified by the memento mori or improved memento mori talents, it receives an additional +1/6 ability score damage.

Vanara

Whenever the scion of discordia moves her Discordant Zone via the mobile discordia class feature, the Difficulty Class of all saving throws called for by the Zone increases by +1/6 for 1 round.

Vishkanya

At the beginning of the scion's turn, if a foe whose total number of Hit Dice is at least half the scion's character level is dying within her Discordant Zone, she gains temporary hit points equal to 1 + 1/4 the number of times this favored class bonus has been taken, minimum 1. These temporary hit points last for 1 round. A scion of discordia receives no benefit from this favored class bonus until she takes it at least once.


Archetypes

-Disciple of Discordia

-Discordant Instigator

-Rulebreaker

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