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Hellblood

Hellblood

Before rolling for Hellblood powers, you may choose Legal, Regiment, or Random. If you choose Legal or Regiment, 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: Cunning
Key Attributes: Intelligence or Wisdom


Hellblood Powers

Least Powers:

[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded]
LEGAL
Ornate Horns:
gain an unarmed attack in the brawling weapon group, a horn attack that deals 1d6 piercing damage with the finesse trait.
REGIMENT
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.
Noxious Resistance: you gain resistance 5 to poison damage. At 15th level, this resistance increases to 10.

Lesser Powers:

[Extra Power Penalty: -2 to Medicine skill checks]
LEGAL
Find Loophole:
you gain a +1 Bloodline bonus to saving throws against spells and effects which would cause you to act against your will (e.g. charm, dominate) per 5 levels (minimum 1).
REGIMENT
Frightful Strike:
[ single action] (divine, emotion, fear, mental) once/minute; you strike with a terrible blow, making a weapon or unarmed Strike, if this Strike deals damage to the target, they become frightened 2, or frightened 3 on a critical hit.
Dark Coercion: you gain a +1 Bloodline bonus per 5 levels (minimum 1) to Deception, Diplomacy or Intimidation checks to coerce creatures to do something they would consider against their interests.
Flaming Strike: [ single action] (divine, fire, attack) once/minute; you channel the fires of Hell through your attack, making a weapon or unarmed Strike, dealing an additional 1d6 fire damage on a hit, plus an additional 1d6 fire damage per 6 levels you possess.

Moderate Powers:

[Extra Power Penalty: -4 to Medicine skill checks]
LEGAL
Infernally Savvy:
[ reaction] once/day; Trigger: you attempt a skill check but haven't rolled yet; Effect: you demonstrate a preternatural ability for the task at hand; you roll the triggering check using your Deception, Diplomacy, or Intimidation modifier.
REGIMENT
Hellish Tactician:
[ one action] (linguistic) once/minute; you give a command to all allies within 30 feet, allowing them to immediately Step (or make a 5-foot Burrow, Climb, Fly, or Swim action that does not provoke attacks of opportunity)
Gruesome Wound: [ single action] (divine) once/minute; you channel infernal energy into your attack, making a weapon or unarmed Strike which deals an additional 1d6 persistent bleed damage for a maximum of 1 minute; at 6th level and every 6 levels thereafter, this persistent bleed damage increases by 1d6. Healing magic, fast healing, and regeneration does not automatically stop, or grant a check to stop, this bleed damage.

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one physical attribute]
LEGAL
Incite Discord:
[ reaction] (linguistic) once/minute; Trigger: a creature within 30 feet is targeted by a spell or ability that would restore Hit Points or provide a status bonus (you are automatically aware of such effects) ; Effect: you whisper disturbing lies, audible only to the target, which must make a Will save; Critical Success the target becomes immune to this power for 24 hours; Success the target receives only half the healing or bonus they would from the spell or ability; Failure the spell or ability fails to affect the target, who refuses all aid from that caster for 1 round and doesn't count as the caster's ally; Critical Failure as failure, but the duration is 1 minute.
REGIMENT
Devilishly Tough:
you gain resist physical (except silver) equal to half your level, rounded up
Resist fire 10: increase this resistance by 2 per level you possess. At 15th level, you gain immunity to fire.

Full-Blood Powers:

[Extra Power Penalty: gain one Ability Flaw for one mental and one physical attribute]
LEGAL
Telepathy 30ft.:
(permanent, innate) as per the 6th-level heightened version of the spell. You can choose for all Hellblood Powers you possess to lose the linguistic trait, if they have it, whenever you use them.
REGIMENT
Winged Harbinger:
[ two actions] once/day; you manifest black-feathered or batlike wings and gain a 25 foot Fly speed for 10 minutes per character level, or until you dismiss this ability as a single action. At 16th level, you can use this ability any number of times per day. These wings clearly mark you as Hellblooded and cannot be hidden or disguised whilst manifested, and any damage caused to them remains between manifestations (for example, if they were severed due to some injury, they would remain severed the next time you manifest them).
Boundless Reach: [ free action] (conjuration, divine, teleportation) once/minute; Trigger your turn begins; Effect your reach finds the cracks between spaces in reality; until the end of your turn, you may use any single-target weapon or unarmed strikes or touch spells as though you were adjacent to any creature you can see within 500 feet. Any strikes or touch spells you make using this ability deal an additional 1d6 damage (of the same type as the original attack or spell) per action spent on that strike or spell; this bonus damage increases by 1d6 at 6th level and every 6 levels thereafter.

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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