BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Abyssblood

Abyssblood

Before rolling for Abyssblood powers, you may choose Fire, Trickery, or Random. If you choose Fire or Trickery, 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: Forcefulness
Key Attributes: Strength or Charisma


Abyssblood Powers

Least Powers:

[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded]
FIRE
Smoke vision:
smoke does not impair your vision; you ignore the concealed condition from smoke.
TRICKERY
Innocuous:
whenever you initiate combat through your own actions, you may use Deception when rolling initiative, regardless of conditions.
Claws: gain an unarmed attack in the brawling weapon group, a claw attack that deals 1d4 slashing damage with the agile and finesse traits
Jaws: 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]
FIRE
Boiling blood:
[ reaction] (divine, fire) once/minute; Trigger: take slashing or piercing damage from a melee attack; Effect: you spray boiling blood from your wound, which sears the attacker, dealing 2d4 fire damage, plus 1d4 damage for every 2 levels past 2nd level (basic Reflex save)
TRICKERY
Confounding Presence:
you gain a +1 Bloodline bonus to Deception checks per 5 levels (minimum 1)
Enfeebling Strike: [ single action] once/minute; you channel your corruption into a melee Strike, if this Strike deals damage to the target, the target becomes enfeebled 1 for 1 minute. If the attack is a critical hit, the target is instead enfeebled 2 for 1 minute.
Wrecker: increase any damage you cause to objects by half your level (rounded down, to a minimum of 1)

Moderate Powers:

[Extra Power Penalty: -4 to Diplomacy skill checks]
FIRE
Bloodboil Breath:
[ two actions] (divine, fire) once/minute; spit boiling blood in a 20-foot line, dealing 2d6 fire damage, plus 1d6 damage per 2 levels past 2nd level (basic Reflex save)
TRICKERY
Illusory Disguise:
[ two actions] once/day; as per the spell heightened to 3rd level, and of any creature within one size category of you
Mindwarping: [ single action] (emotion, enchantment, mental) once/minute; make a melee Strike, if this Strike deals damage to the target, the creature becomes stupefied 2 for 1 minute. If the attack is a critical hit, the target also becomes confused for 2 rounds.

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one mental attribute]
FIRE
Resist fire 10:
increase this resistance by 2 per level you possess. At 15th level, you gain immunity to fire.
TRICKERY
Telepathy 30ft:
(permanent, innate) as per the 4th-level spell; if you have the Innocuous ability, you may use it whenever one of your allies within telepathy range initiates combat
See invisibility: (permanent, innate) as per the See The Unseen spell

Full-Blood Powers:

[Extra Power Penalty: gain one Ability Flaw for two different mental attributes]
FIRE
Hellfire Breath
[ two actions] (fire, divine) once/minute: exhale hellish flames in a 60-foot line, dealing 1d6 fire damage per character level, half of this damage is divine in nature and bypasses fire resistances or immunities (basic Reflex save)
TRICKERY
Tongues
(permanent, innate) as per the Truespeech spell
Consume Death [ single action] (divine, necromancy, visual) once/minute: you focus your corrupting influence on a single target you can see within 30ft, this target must make a Fortitude save: Critical Success the target is unaffected, Success the target becomes your choice of either enfeebled 1 or clumsy 1 for 1 minute, Failure the target becomes drained 2, or increases their drained value by 2 (to a maximum of 4), and you regain Hit Points equal to twice your level. Any excess Hit Points over your maximum are instead gained as temporary hit points that last 1 minute, Critical Failure as failure, but the target becomes drained 4, or increases their drained value by 4 (to a maximum of 4)

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

Comments

Please Login in order to comment!