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Enshadowed

Enshadowed

Before rolling for Enshadowed powers, you may choose Dark, Deep, or Random. If you choose Dark or Deep, 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: Shadow and Void
Key Attributes: Charisma or Constitution
Known Bloodline Mutations: Ghoulblood


Enshadowed Powers

Least Powers:

[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded]
DARK
Shadow Slide:
increase your movement speeds by 5 whilst within shadow or darkness
DEEP
Deep Resistance:
gain resistance 5 to either cold or void, chosen when you roll this ability. If you have the Deeper Resistance lesser power, gain resistance 5 to the other energy type as well. At 15th level, the resistance/s granted by this ability increase to 10.
Claws: gain an unarmed attack in the brawling weapon group, a claw attack that deals 1d4 slashing damage with the agile and finesse traits
Low-Light Vision: you gain low-light vision. If you already have low-light vision, improve to darkvision, if you already have darkvision, improve to greater darkvision that operates only out to 10 feet

Lesser Powers:

[Extra Power Penalty: -2 to Athletics skill checks]
DARK
Anchoring Strike:
[ single action] (divine) once/minute; you anchor your target’s shadow to the ground with a melee Strike, if this Strike causes damage to the target, the target becomes clumsy 1 for one minute, or clumsy 2 on a critical success.
DEEP
Deeper Resistance:
gain a +1 Bloodline bonus to saving throws against spells with the Shadow trait, or from abilities of creatures with that trait, per 5 levels (minimum 1)
Eerie Voice: you gain a +1 Bloodline bonus to Intimidation checks per 5 levels (minimum 1)
Slink in Shadows: you can hide or sneak, even in open areas, so long as you are in shadow or darkness, but not if you are currently observed

Moderate Powers:

[Extra Power Penalty: -4 to Athletics skill checks]
DARK
Rend Shadow:
[ single action] (divine) once/minute; you tear at the target's shadow with a melee Strike, if this Strike causes damage to the target, the target becomes enfeebled 2 for 1 minute, or enfeebled 3 on a critical success. If you have the Anchoring Strike lesser power, you gain the following action: [two actions] use Anchoring Strike then Rend Shadow against the same target, your multiple attack penalty does not increase until after both Strikes are complete.
DEEP
Shade Blast:
[ two actions] (cold, shadow, void) once/minute; unleash a burst of freezing darkness on a target within 30 feet, dealing 1d6 cold damage and 1d6 void damage (basic Fortitude save). This damage increases by 1d6 cold damage and 1d6 void damage at 3rd level and every 3 levels thereafter.
Beshadowed Disguise: [ two actions] once/day; as per the Illusory Disguise spell heightened to 3rd level, and of any creature within one size category of you. The status bonus from the spell is increased by 2 in areas of dim light or darkness, and is decreased by 2 in areas of bright light.

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one physical attribute]
DARK
Stitching Darkness:
you gain fast healing equal to half your level (rounded up) whilst in areas of darkness. You instead gain half this fast healing whilst in dim light.
DEEP
Rime Grasp:
[ two actions] (cold, occult) once/minute; conjure the void around a target within 30 feet, dealing 1d6 cold damage per level (basic Fortitude save). If the target fails its Fortitude save, it is slowed 1 for 1 minute ; this slowed effect has the incapacitate trait.
Heatvision: (permanent, innate) as per the spell

Full-Blood Powers:

[Extra Power Penalty: gain one Ability Flaw for two different physical attributes]
DARK
Void healing:
you gain immunity to vitality damage and gain the Void Healing ability (if you already have the void healing or affinity traits, instead heal an additional amount equal to your level from void effects, up to double the original amount of healing)
DEEP
Outerdark Breath:
[ two actions] (void, divine) once/minute: exhale freezing darkness in a 60-foot line, dealing 1d6 cold damage and 1d6 void damage per 2 character levels (basic Reflex save) ; half of this damage is divine in nature and bypasses resistances, immunities, and void healing. Against Undead creatures, Outerdark Breath deals force damage instead of void damage.
Immunity to drained

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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