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Elysiumborn

Elysiumborn

Before rolling for Elysiumborn powers, you may choose Nature, Passions, or Random. If you choose Nature or Passions, 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: Freedom
Key Attributes: Charisma or Dexterity


Elysiumborn Powers

Least Powers:

[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded]
NATURE
Swiftstep:
increase your movement speeds by 5 feet. This only affects permanent, innate speeds you possess, including that from the Burrow moderate power.
PASSIONS
Starlight Ray:
you gain a ranged unarmed attack with a range of 10 feet that deals 1d4 spirit damage. If you have the Starlight Blast moderate power, your Starlight Ray attack deals an additional 1d4 damage.
Speak with animals: [ two actions] once/day; as per the spell.
Speak with plants: [ two actions] once/day; as per the spell.

Lesser Powers:

[Extra Power Penalty: -2 to Deception skill checks]
NATURE
Resist electricity 10
PASSIONS
Invigorating passion:
[ two actions] (emotion, mental) once/10 minutes; you embrace or kiss a willing creature, infusing it with passion. That creature gains a +1 Bloodline bonus to attack rolls and 10 temporary Hit Points for 10 minutes. After that time, the target becomes fatigued for 10 minutes unless they succeed a Fortitude save.
Holy Strike: [ single action] (holy) once/minute; you channel your Elysian power into a weapon or unarmed Strike, if this strike hits the target, your attack deals an additional 1d6 spirit damage, plus 1d6 per 6 levels you possess.
Soothing Voice: you gain a +1 Bloodline bonus to Diplomacy checks per 5 levels (minimum 1)

Moderate Powers:

[Extra Power Penalty: -4 to Deception skill checks]
NATURE
Burrow 10ft:
You gain an innate Burrow speed of 10 feet. See Burrow Speed.
PASSIONS
Starlight Blast:
[ two actions] (chaotic, holy, light) once/minute; unleash a blast of holy starlight in a 5-foot burst centred on yourself, dealing 2d6 spirit damage (basic Reflex save). This damage increases by 2d6 at 6th level and every 4 levels thereafter. If you have the Starlight Ray power, you cannot use it for one minute after using Starlight Blast.
Adaptive Resistance: You gain resistance 10 to one of the following: acid, cold, electricity, fire, or sonic. You may attempt to Recall Knowledge about a foe you are facing as a single action; if you succeed, you may change this resistance to another energy type from the above list.

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one mental attribute]
NATURE
Whirlwind Blast:
[ two actions] (air, divine) once/minute; generate buffeting wind in a 20-foot line, dealing 1d6 bludgeoning damage per character level to creatures in the area (basic Reflex save). On a failed save, a Large or smaller creature is pushed back 5 feet; on a critical failure, they are also knocked prone.
PASSIONS
Freedom:
[ free action] once/hour; Trigger: you end your turn under an effect that would prevent you from acting, or that would directly control, manipulate, or prevent you from expressing yourself freely, such as silence; Effect: you may attempt to Counteract all such effects affecting you, making a separate Counteract check for each effect.
See Invisibility: (permanent, innate) as per the See The Unseen spell

Full-Blood Powers:

[Extra Power Penalty: gain one Ability Flaw for one mental and one physical attribute]
NATURE
Tremorsense:
gain Tremorsense (imprecise) with a range of 60 feet. This range increases to 120 feet at 11th level.
PASSIONS
Tongues:
(permanent, innate) as per the Truespeech spell
Imbued Nature: your weapon and unarmed Strikes deal an additional 1d4 spirit damage, and these attacks gain the holy trait. At 8th level, the damage dice is increased to 1d6. At 16th level, the damage dice is increased to 1d8.

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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