Ghosttouched
Associated Region:
Ghosttouched
Before rolling for Ghosttouched powers, you may choose Ghosts, Mists, or Random. If you choose Ghosts or Mists, 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: Mind
Key Attributes: Intelligence or Wisdom
Ghosttouched Powers | |
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Least Powers:[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded] | |
GHOSTS Phase Out: [ ![]() | |
MISTS Light as Mist: you treat your fall distances as though they were 10 feet shorter. If you have the Ghostly Glide Full-blood Power, you instead take no falling damage at all, even if you do not Arrest a Fall. | |
Claws: gain an unarmed attack in the brawling weapon group, a claw attack that deals 1d4 slashing damage with the agile and finesse traits | |
Ethereal Resistance: gain resistance 5 to either cold or spirit, chosen when you roll this ability. If you have the Wraithlike 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. | |
Lesser Powers:[Extra Power Penalty: -2 to Athletics skill checks] | |
GHOSTS Telekine Thrust: [ ![]() | |
MISTS Mistform: [ ![]() | |
Dancing Eddies: you gain a +1 Bloodline bonus to Acrobatics checks per 5 levels (minimum 1) | |
Wraithlike Resistance: gain a +1 Bloodline bonus to saving throws against spells with the Spirit trait, or from abilities of creatures with that trait, per 5 levels (minimum 1) | |
Moderate Powers:[Extra Power Penalty: -4 to Athletics skill checks] | |
GHOSTS Ghost Touch: your weapon and unarmed Strikes gain the benefits of the Ghost Touch property rune | |
MISTS Mistshroud: [ ![]() | |
Phantasmal Shroud: [![]() | |
Greater Powers:[Extra Power Penalty: gain an Ability Flaw for one physical attribute] | |
GHOSTS Lifesense: 30 feet, as per the monster ability | |
MISTS Ethereal Jaunt: once/hour; as per the spell. You may expend your hourly use of this ability as a free action at the start of your turn in order to become ethereal during your Strides for that turn ; during this time, you are treated as Ethereal during any actions with the move trait (allowing you to walk on air, through water, or solid objects) and gain resistance to all damage equal to your level (except ghost touch, force, spirit, vitality, or void) during this movement and against reaction strikes triggered by this movement ; you become solid at the end of each move action taken, and if you would become solid in a location you could not occupy (because it is occupied by another creature, object, etc), you are moved to the nearest empty space and lose all remaining actions for the turn, as you are stunned by your forced ejection. | |
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] | |
GHOSTS Phantasmal Barrage: [ ![]() | |
MISTS Ghostly Glide: you gain a 10 foot Fly speed. Nonmagical wind has no effect on your movement speed whilst using this Fly speed. This speed increases by 5 feet for every 5 levels you possess | |
Partial Intangibility: you gain resistance all (except force, ghost touch, spirit, vitality or void) equal to half your level, rounded up |
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 | |
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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 |
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