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Nirvanaborn

Nirvanaborn

Before rolling for Nirvanaborn powers, you may choose Bestial, Empyreal, or Random. If you choose Bestial or Empyreal, 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: Wild
Key Attributes: Constitution or Wisdom


Nirvanaborn Powers

Least Powers:

[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded]
BESTIAL
Speak with animals:
[two actions] once/day; as per the spell.
EMPYREAL
Searing Gaze:
you gain a ranged unarmed attack with a range of 10 feet that deals 1d4 fire or cold damage. If you have the Eye Beam moderate power, your Searing Gaze attack deals an additional 1d4 damage.
Healing Touch: [one action] once/minute; by touching an adjacent creature, you can provide some relief from their wounds. This heals the target for 1d6 hit points. If you have the Healing Surge moderate power, Healing Touch heals an additional 1d6 hit points.
Slam: gain an unarmed attack in the brawling weapon group, a slam (fist, headbutt, or similar) attack that deals 1d6 bludgeoning damage with the finesse trait

Lesser Powers:

[Extra Power Penalty: -2 to Society skill checks]
BESTIAL
Exemplar's Strike:
[ single action] (holy) once/minute; you channel your untamed nature into a weapon or unarmed Strike, if this Strike hits the target, your attack deals an additional 1d6 spirit damage, plus 1d6 per 6 levels you possess.
EMPYREAL
Fiend Hunter:
you gain a +1 Bloodline bonus to saving throws against spells and effects with the unholy trait, or that originate from a creature with the fiend trait, per 5 levels (minimum 1).
Righteous Aura: [two actions] (aura, concentrate, divine) once/hour; you radiate with righteousness for one minute, granting yourself and allies within 15 feet of you a +1 Bloodline bonus to Armor Class. At 8th level and again at 16th level, the range of this aura increases by 5 feet. This effect can counteract Malediction if their areas overlap.
Silver Tongue: you gain a +1 Bloodline bonus to Diplomacy checks per 5 levels (minimum 1)

Moderate Powers:

[Extra Power Penalty: -4 to Society skill checks]
BESTIAL
Righteous Wound:
[ single action] (divine, emotion, fear, mental) once/minute; your animalistic wrath is frightening to behold. Make a weapon or unarmed Strike, if this Strike deals damage to the target, the target becomes frightened 1 for one minute, or frightened 2 on a critical success; this frightened condition cannot be reduced below 1 for the duration of this effect. If the target has the fiend trait, it instead becomes frightened 2, or frightened 3 on a critical success, and its frightened value cannot be reduced below 2 for the duration of the effect.
EMPYREAL
Eye Beam:
[ two actions] (divine, fire or cold) once/minute; project a ray of heat or cold in a 20-foot line, dealing 2d6 fire or cold damage, plus 1d6 damage per 2 levels past 2nd level (basic Reflex save). This ability has the trait matching the damage type it deals.
Healing Surge: [ two actions] (divine, healing, necromancy, vitality) once/10 minutes; you pulse an emanation of vital energy in a 5-foot burst around yourself, restoring 1d8 hit points to living creatures in the area and dealing 1d8 vitality damage to creatures with void healing or similar abilities. This amount increases by 1d8 at 4th level and every 2 levels thereafter.

Greater Powers:

[Extra Power Penalty: gain an Ability Flaw for one mental attribute]
BESTIAL
Vitality of Nirvana:
you gain fast healing (deactivated by void and unholy) equal to half your level, rounded up.
EMPYREAL
Angelic Smite:
[ two actions] (divine, fire, holy) once/minute; release a scorching beam of holy fire in a 20-foot line, dealing 1d6 damage per level to all creatures in the area (basic Reflex save) ; half of this damage is spirit damage, and the other half is fire damage.
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]
BESTIAL
Manifest Wings:
[ two actions] once/day; you manifest gold-tinged hawk 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 Nirvanaborn 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).
EMPYREAL
Tongues:
(permanent, innate) as per the Truespeech spell
Soul of Nirvana: you gain immunity to death effects (though not the damage from such effects), and immunity to drained.

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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