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Abaddonblood

Abaddonblood

Before rolling for Abaddonblood powers, you may choose Disease, Poison, or Random. If you choose Disease or Poison, the first power you generate on each tier will automatically be the power with the name of that choice in superscript. Roll any remaining powers randomly.
 
Bloodline Theme: Death and Resilience
Key Attributes: Constitution or Wisdom


Abaddonblood Powers

Least Powers:

[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded]
DISEASE
Plaguesense 30ft:
can sense any diseased or infectious creature within range
POISON
Venomsense 30ft:
can sense any poisoned or poisonous creature within range
Claws: gain an unarmed attack in the brawling weapon group, a claw attack that deals 1d4 slashing damage with the agile and finesse traits
Maw: gain an unarmed attack in the brawling weapon group, a bite attack that deals 1d6 piercing damage with the finesse trait

Lesser Powers:

[Extra Power Penalty: -2 to Diplomacy skill checks]
DISEASE
Plaguemind 100ft:
can telepathically communicate with diseased creatures within range, or other creatures with this power
POISON
Venomind 100ft:
can telepathically communicate with poisoned creatures within range, or other creatures with this power
Lifescent: gain the lifesense (imprecise) 30ft ability, but only if your sense of smell is unhindered (eg. does not work through walls, or areas with strong ambient smells)
Smog Cloud: [ reaction] once/minute; Trigger: an attack is targeted within 5ft of the Abaddonblood; Effect: the Abaddonblood surrounds themself with ashy smoke for 1 round, making all creatures within 5ft of them concealed for one round, this concealment does not affect attacks or effects made by the Abaddonblood, or other creatures with this power.

Moderate Powers:

[Extra Power Penalty: -4 to Diplomacy skill checks]
DISEASE
Plagueblood:
[ reaction] (disease) once/minute; Trigger: take damage from an unarmed attack or non-reach melee attack; Effect: virulent blood afflicts the attacker: Saving Throw Fortitude; Onset immediate; Stage 1 sickened 1 (1 round) ; Stage 2 sickened 2 (2 rounds) ; Stage 3 sickened 3 (2 rounds) ; Stage 4 sickened 3 and fatigued (2 rounds).
POISON
Venomblood:
[ reaction] (poison) once/minute; Trigger: take damage from an unarmed attack or non-reach melee attack; Effect: stinking poisonous blood afflicts the attacker: Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and unable to smell ; Stage 2 2d4 poison damage and unable to smell (1 round) ; Stage 3 2d6 poison damage, dazzled, and unable to smell (1 round).
Soul Siphon: Each time a small or larger creature dies within 30ft, gain 5 temporary Hit Points for 1 minute, and a +1 status bonus to attack and damage rolls for 1 round. These temporary hit points are added to any temporary hit points you already have.

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one mental attribute]
DISEASE
Immunity to disease:
(exceptions apply, notably some supernatural diseases; you may choose to contract a disease but not suffer its effects - you may use this disease instead of the standard affliction for the Plagueblood moderate power, if you do, cure yourself of this disease)
POISON
Immunity to poison:
(exceptions apply, notably some supernatural poisons; you may choose to store a poison but not suffer its effects - you may use this poison instead of the standard affliction for the Venomblood moderate power, if you do, cure yourself of this poison)
Daemonic Resilience: you gain resist physical (except adamantine) equal to half your level, rounded up

Full-Blood Powers:

[Extra Power Penalty: gain one Ability Flaw for two different mental attributes]
DISEASE
Epidemic:
[ two actions] (disease, divine) once/minute: unleash a cloud of noxious gas in a 15-foot emanation. Creatures in the emanation must make a Fortitude save: Critical Success the creature is unaffected ; Success the creature becomes sickened 2 for 1 round ; Failure the creature becomes sickened 2 for 1 minute, and fatigued ; Critical Failure the creature becomes sickened 2 for 1 minute, fatigued, and drained 1.
POISON
Retch of Foulness:
[ two actions] (acid, divine, poison) once/minute: vomit burning poison in a 30-foot cone, dealing 1d6 acid damage and 1d6 poison damage to creatures in the area (basic Fortitude save). This damage increases by 1d6 acid damage and 1d6 poison damage at 4th level, and every 2 levels thereafter.
Immunity to void and drained: (if you already have the void healing or affinity traits, instead gain immunity to vitality damage)

Bloodline Progression

Each tier of Blood (regardless of Bloodline) generates the number of their powers according to the table below. Choosing to roll additional powers comes with a permanent innate penalty, based on your Bloodline. You only ever suffer a penalty if you choose to take an additional power for your Bloodline tier. If you permanently increase your Bloodline tier by any means, you remove any penalty from your previous Bloodline tier, and only gain the penalty from your new tier if you choose to roll an additional power from that tier.
Upon acquiring a Bloodline (nearly always at character creation, outside certain specific events), the character can choose between two attributes (specified by each Bloodline) to act as their Bloodline Key Attribute. This key attribute determines the DC of all Bloodline powers that require a saving throw.
 
Where a Bloodline power specifies a saving throw, the DC is equal to:
10 + Bloodline Key Attribute modifier + your Bloodline Proficiency + other bonuses - penalties.
 
Where a Bloodline power states that it allows a counteract check, the counteract modifier is equal to your Bloodline Power DC (above) minus 10.


Bloodline Progression

Least Tier:
Proficiency Bonus: Character level + 0 ; Powers: 1 Least power, may not choose to roll additional Least powers
Lesser Tier:
Proficiency Bonus: Character level + 2 ; Powers: 2 Least powers, 1 Lesser power, and may choose to roll 1 additional Lesser power
Moderate Tier:
Proficiency Bonus: Character level + 4 ; Powers: 2 Least powers, 2 Lesser powers, 1 Moderate power, and may choose to roll 1 additional Moderate power
Greater Tier:
Proficiency Bonus: Character level + 6 ; Powers: 3 Least powers, 2 Lesser powers, 2 Moderate powers, 1 Greater power, and may choose to roll 1 additional Greater power
Full-Blood Tier:
Proficiency Bonus: Character level + 8 ; Powers: 3 Least powers, 3 Lesser powers, 2 Moderate Powers, 2 Greater powers, 1 Full-Blood power, and may choose to roll 1 additional Full-Blood power
Type
Genetic

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