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Heavenborn

Heavenborn

Before rolling for Heavenborn powers, you may choose Heat, Light, or Random. If you choose Heat or Light, 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.
 
All Heavenborn powers that cause the blinded condition have the (incapactitate) trait, but only for the blinding effects, not any damage they may cause.
 
Bloodline Theme: Righteousness
Key Attributes: Strength or Wisdom


Heavenborn Powers

Least Powers:

[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded]
HEAT
Radiant Gaze:
you gain a ranged unarmed attack with a range of 10 feet that deals 1d4 fire or vitality damage. If you have the Blistering Blast moderate power, your Radiant Gaze attack deals an additional 1d4 damage.
LIGHT
Beacon of Hope:
[ one action] (concentrate, divine, enchantment, mental) you gain the ability to shed light in a 30 foot radius. 15 feet of this is bright light and the other 15 feet is dim light. Creatures in the bright light gain a +1 Bloodline bonus to saving throws against spells or creature abilities with the fear trait. You may dismiss this light as a free action.
Sun Resistance: you gain resist fire 5, and may spend twice as long in mild heat without suffering from fatigue. At 15th level, increase this resistance to 10.
Touch of Equilibrium: [ one action] (healing, manipulate, necromancy) you may touch another creature to take on that creatures' wounds. You lose a number of hit points and the target regains that same number of hit points. You cannot reduce yourself below half your maximum hit point total with this ability.

Lesser Powers:

[Extra Power Penalty: -2 to Deception skill checks]
HEAT
Blazing Strike:
[ single action] (divine, fire, holy) once/minute; you ignite your weapon or unarmed Strike with Heavenly power, if this strike hits the target, your attack deals an additional 1d6 fire or vitality damage, plus 1d6 per 6 levels you possess
LIGHT
Light-Eyes:
gain a +1 Bloodline bonus to saving throws against spells with the Light trait, or from abilities of creatures with that trait, per 5 levels (minimum 1). This also includes effects which would blind or dazzle you as a result of bright light
Light of Reason: you gain a +1 Bloodline bonus to Diplomacy checks per 5 levels (minimum 1)
Heavenly Boon: [two actions] (aura, concentrate, divine) once/hour; you radiate the blessings of Heaven for one minute, granting yourself and allies within 15 feet of you a +1 Bloodline bonus on attack rolls. At 8th level and again at 16th level, the range of this aura increases by 5 feet. This effect can counteract Bane if their areas overlap.

Moderate Powers:

[Extra Power Penalty: -4 to Deception skill checks]
HEAT
Blistering Blast:
[ two actions] (divine, fire, holy) once/minute; unleash your inner radiance in a 20-foot line, dealing 2d6 fire or vitality damage, plus 1d6 damage per 2 levels past 2nd level (basic Reflex save). If you have the Radiant Gaze power, you cannot use it for one minute after using Blistering Blast.
LIGHT
Reveal Falsehood:
[ one action] (concentrate, divine, mental, visual) once/minute; you fix your gaze on a single creature you can see within 30 feet, which must make a Will save. If the target fails this save, you can attempt to counter any magical effects that disguise it or alter its shape.
Holy Protection: [ reaction] once/minute; Trigger: an ally within your melee reach is damaged by an enemy within your melee reach; Effect: the ally gains resistance to all damage equal to 5 plus your level against the triggering damage, and you can make a melee Strike against that enemy.

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one mental attribute]
HEAT
Burning Soul:
[ reaction] (divine, fire, holy) once/minute; Trigger: you take slashing or piercing damage from a melee attack; Effect: searing soul-fire spills forth from your wound, dealing 1d6 fire or vitality damage per level to all creatures in a 20-foot line, which must pass through the triggering creature (basic Reflex save). On a failed save, affected creatures are also blinded for 2 rounds, or 1 minute on a critical failure.
LIGHT
Holy Beam:
[ two actions] (divine, holy, light) once/minute; release a blinding beam of holy light in a 20-foot line, dealing 1d6 spirit damage per level to all creatures in the area (basic Reflex save). On a failed save, the creature is blinded for 1 round, or 2 rounds on a critical failure.
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]
HEAT
From The Ashes:
[ free action] (fire, spirit, healing, holy) once/week; Trigger you would increase your Dying condition to the value at which you would die; Effect you explode in a burst of searing heat, dealing 1d6 damage per character level in a 10-foot burst centred on you, half of this damage is fire and the other half is spirit. Unless your soul is trapped or destroyed before the start of your next turn, you return to life at the start of your next turn and are restored to half of your maximum hitpoints.
LIGHT
Solar Burst:
[ two actions] (divine, holy, light) once/minute; fire a burst of purifying light in a 30-foot cone, dealing 1d6 spirit or vitality damage per character level (basic Will save). Creatures that fail the saving throw are blinded for 1 round, or permanently blinded on a critical failure. Increase the damage die to d8s against Undead or Fiends.
Tongues: (permanent, innate) as per the Truespeech spell

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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