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Maeltouched

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Maeltouched

Before rolling for Maeltouched powers, you may choose Adaptation, Entropy, or Random. If you choose Adaptation or Entropy, 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: Amorphous
Key Attributes: Constitution or Dexterity


Maeltouched Powers

Least Powers:

[Penalty: None, can never choose extra Greater abilities]
ADAPTATION
Adaptive Step:
you may treat the first 5 feet of difficult or greater difficult terrain you move through as though it were not difficult terrain.
ENTROPY
Telepathy (touch):
this is language-based, so requires you to share a language with the target.
Precision Resistance: you gain resistance 5 to precision damage.
Slam: gain an unarmed attack in the brawling weapon group, a slam (headbutt, appendage, or similar) attack that deals 1d6 bludgeoning damage with the finesse trait

Lesser Powers:

[Extra Power Penalty: -2 to Medicine skill checks]
ADAPTATION
Polyadaptive Anatomy:
you gain immunity to polymorph effects, unless you are a willing target. If blinded or deafened, you automatically recover from those conditions after one minute as your sensory organs heal.
ENTROPY
Confounding Strike:
[ single action] (divine, polymorph) once/minute: make a Strike, if this Strike deals damage to the target, the target becomes stupefied 1 for 1 minute. If the attack is a critical hit, the target is instead stupefied 2 for 1 minute.
Eerie Mannerisms: you gain a +1 Bloodline bonus to Deception checks per 5 levels (minimum 1)
Impermanent Permanents: infusing entropy into your strikes, you increase any damage you cause to objects by half your level (rounded down, to a minimum of 1)

Moderate Powers:

[Extra Power Penalty: -4 to Medicine skill checks]
ADAPTATION
Morphic Anatomy:
you gain resistance 15 to one of the following: acid, electricity, or sonic. Immediately after you take damage from one of these damage types you may change your resistance to match that damage type.
ENTROPY
Warpwave Strike:
[ single action] (divine, polymorph) once/minute: make a Strike, if this Strike deals damage to the target, the creature suffers from a Warpwave effect; roll 1d8 to determine what effect this has; critical effects last as long as the base effect unless specified otherwise: 1 clumsy 2 for 1 minute (critical: clumsy 3) ; 2 confused for 1 round (critical: 2 rounds instead) ; 3 dazzled for 1 minute (critical: blinded instead of dazzled) ; 4 enfeebled 2 (critical: enfeebled 3) ; 5 immobilised for 1 round (critical: 2 rounds instead) ; 6 quickened for 1 round (critical: this quickened condition provides an extra additional action) ; 7 slowed 1 for 1 minute (critical: paralyzed 3 for 1 round, then slowed 1 for 9 rounds) ; 8 stupefied 2 (critical: stupefied 3).
:

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one physical attribute]
ADAPTATION
Change Shape:
[ single action] (concentrate, divine, polymorph, transmutation) once/day; you cast one of the following spells as an innate spell, heightened to a rank equal to half your level rounded up: pest form ; at the following character levels, add the listed spells to the list of spells you can cast with this ability: 3rd animal form, humanoid form ; 5th insect form, ooze form ; 7th aerial form, dinosaur form, elephant form, fey form ; 9th aberrant form, plant form ; 11th daemon form, demon form, devil form, dragon form, sacred form ; 13th angel form ; 15th monstrosity form. At 9th level you may use this ability twice per day, and at 17th level, you may use this ability three times per day.
ENTROPY
Entropy Sense:
(divination, divine, prediction) you can sense creatures within 30 feet of you as an imprecise sense. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check).
Fast healing: you gain fast healing, deactivated by silver, equal to half your level (rounded up).

Full-Blood Powers:

[Extra Power Penalty: gain one Ability Flaw for one mental and one physical attribute]
ADAPTATION
Prescient Revision:
[ reaction] (divination, divine, fortune) once/minute; Trigger you fail a check; Effect you reroll the triggering check and take the better result.
ENTROPY
Warpwave:
[ single action] (divine, transmutation) once/minute; blast warping energy in a 30-foot cone, dealing 1d6 spirit 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.
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

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