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Feytouched

Feytouched

Before rolling for Feytouched powers, you may choose Mischief, Untamed, or Random. If you choose Mischief or Untamed, 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: Capriciousness
Key Attributes: Charisma or Dexterity
Known Bloodline Mutations: Norn


Feytouched Powers

Least Powers:

[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded]
MISCHIEF
Speak with animals:
[two actions] once/day; as per the spell.
UNTAMED
Woodland Stride:
Ignore difficult terrain caused by plants, including those manipulated by magic.
Jaws: gain an unarmed attack in the brawling weapon group, a bite attack that deals 1d6 piercing damage with the finesse trait
Speak with plants: [two actions] once/day; as per the spell.

Lesser Powers:

[Extra Power Penalty: -2 to Intimidation skill checks]
MISCHIEF
Beguiling Words:
you gain a +1 Bloodline bonus to Deception checks per 5 levels (minimum 1)
UNTAMED
Befuddling Strike:
[single action] (enchantment, mental) once/minute; make a melee Strike, if this Strike deals damage, the target becomes stupefied 1 (stupefied 2 on a critical success) for 1 minute
Location-bond: [24 hour ritual] you may bind yourself to a location of particular importance to you, eg. your house, guild hall, grove, etc (speak with your GM for appropriate locations). Whilst you are within 100 feet of your bound location, you gain a +1 Bloodline bonus to attack rolls, Perception checks, saving throws, and skill checks per 5 levels (minimum 1).
NORN
Misfortune Strike:
[one action] (misfortune) once/minute; make a melee Strike, if this strike deals damage, the target cannot critically succeed on checks or saving throws for 1 minute.

Moderate Powers:

[Extra Power Penalty: -4 to Intimidation skill checks]
MISCHIEF
Pixie Breath:
[two actions] (emotion, enchantment, mental, primal) once/minute; exhale pixie dust in a 15-foot cone, and roll 1d4 to determine the effect: 1. as per charm spell; 2. lose the last minute of their memory; 3. as per sleep spell (incapacitation 4. stupefied 2 and slowed 1 (incapacitation) ; targets in the area must succeed a Will save or be subject to the effect, which lasts for one minute.
UNTAMED
Allergen Burst:
[two actions] (primal) once/minute; 30-foot emanation: Effect non-plant living creatures must succeed at a Fortitude save or become sickened 2 for one minute.
NORN
Manipulate Luck:
[two actions] (curse, primal, fortune/misfortune) once/hour; Effect you touch another creature to manipulate its luck, unwilling targets can attempt a Will save to negate the effects. If they fail, you choose good luck or bad luck. Good luck: the target can roll twice on one d20 roll within the next minute and use either result; Bad luck: the target must roll twice and use the lower result on its next d20 roll.

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one physical attribute]
MISCHIEF
Ill Omen:
[two actions] (misfortune) once/minute; Effect one creature/level within 60 feet of you must pass a Will save or become struck by an ill omen for 1 minute. Failure: the creature becomes immune to fortune effects. Critical failure: the creature additionally takes a –2 penalty to attack rolls, skill checks, and saving throws.
UNTAMED
Incapacitating Gaze:
[two actions] (incapacitation, mental, primal) once/minute; you fix your glare on a creature you can see within 30 feet, which must make a Will save. Success: the target is slowed 1 for 1 round. Failure: the target is paralyzed for 1 round and slowed 1 for 1 minute. Critical failure: the target is paralyzed for 2 rounds and slowed 2 for 1 minute, and the target can make a new saving throw each turn to reduce the slowed effect from slowed 2 to slowed 1 (no effect on duration)
See invisibility: (permanent, innate) as per the See the Unseen spell

Full-Blood Powers:

[Extra Power Penalty: gain one Ability Flaw for two different physical attributes]
MISCHIEF, NORN
Shift Fate:
[reaction] once/minute; Trigger a creature within 60 feet attempts a saving throw; Effect the creature rolls the saving throw twice, and you choose which result applies. If you select the lower result, this is a misfortune effect. If you select the higher result, this is a fortune effect.
UNTAMED
Temporal Breath:
[two actions] (mental, primal) once/minute; blast temporal energy in a 30-foot cone, dealing 1d6 mental damage per character level (basic Will save). On a failed save, targets also become confused for 1 round, or 2 rounds if they critically fail.
Immunity to negative: (if you already have the void healing or affinity traits, instead gain immunity to vitality damage)

Mutation Powers:

[These abilities are only accessible if you possess the appropriate Bloodline Mutation, and replace the listed powers from the appropriate tiers of the original Bloodline]
NORN-LEAST
Sense Fate- replaces 'Speak with plants':
you gain a +2 Bloodline bonus to Perception-based initiative rolls.
NORN-GREATER
Beyond Fate - replaces 'Ill Omen':
you can ignore any fortune or misfortune effects that affect you. If forced to roll twice as part of any such effect, you can use whichever die result you prefer, not the result specified by that effect. Permanent misfortune effects from any individual source (for example from items, creatures, or individual spellcasters) affect you for at most 1 day, after which point those effects are automatically countered for you and can never affect you again. Items count this duration from the moment they are first touched by you, and this duration progresses even if you remove the item from your person.

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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