Shadecourt Hybrid
Shadecourt Hybrid
Before rolling for Shadecourt Hybrid powers, you may choose Blood, Savagery, or Random. If you choose Blood or Savagery, 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.
The Shadecourt Hybrid Bloodline is a rare mix between the Feytouched and Enshadowed Bloodlines.
Bloodline Theme: Maliciousness
Key Attributes: Charisma or Constitution
Known Bloodline Mutations: Sanguine
Shadecourt Hybrid Powers | |
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Least Powers:[Extra Power Penalty: N/A, cannot choose additional powers as a Least Blooded] | |
BLOOD, SANGUINE Jaws: gain an unarmed attack in the brawling weapon group, a bite attack that deals 1d6 piercing damage with the finesse trait. If you have the Blooddrinker moderate power, your Jaws deal 1d8 damage instead | |
SAVAGERY Surprise Attack: creatures that have not yet acted in combat are flat-footed against you. If you already have a similar ability from another source, you gain a +2 Bloodline bonus to your initiative rolls, so long as you meet the conditions for that other ability (eg. rolling Stealth or Deception for initiative as a Rogue) | |
Claws: gain an unarmed attack in the brawling weapon group, a claw attack that deals 1d4 slashing damage with the agile and finesse traits | |
Woodland Stride: you ignore difficult terrain caused by plants, including those manipulated by magic | |
Lesser Powers:[Extra Power Penalty: -2 to Diplomacy skill checks] | |
BLOOD, SANGUINE Bleeding Strike: [ ![]() | |
SAVAGERY Envenomed Strike: [ ![]() | |
Malicious Intent: you gain a +1 Bloodline bonus to Deception checks per 5 levels (minimum 1) | |
Shadow Step: [![]() | |
Moderate Powers:[Extra Power Penalty: -4 to Diplomacy skill checks] | |
BLOOD, SANGUINE Blooddrinker: [ ![]() | |
SAVAGERY Grimstrike: [single action] (incapacitation) once/minute; make a weapon or unarmed Strike, if this Strike causes damage to the target, they must make a Fortitude save: Critical Success the target is unaffected. Success the target becomes clumsy 1 for 1 round. Failure the target becomes clumsy 2 for 1 minute. Critical Failure as failure but the target also becomes paralyzed for 1 round | |
Darkwild Assault: you deal an additional 1 precision damage per 4 character levels (minimum 1) on weapon or unarmed Strikes against off-guard targets | |
Greater Powers:[Extra Power Penalty: gain an Ability Flaw for one mental attribute] | |
BLOOD, SANGUINE Sanguine Resilience: you gain resist physical (except cold iron) equal to half your level, rounded up | |
SAVAGERY Beyond Fate: you can ignore any fortune or misfortune effects that affect you. If forced to roll twice as part of any such effect, you can use whichever die result you prefer, not the result specified by that effect. Permanent misfortune effects from any individual source (for example from items, creatures, or individual spellcasters) affect you for at most 1 day, after which point those effects are automatically countered for you and can never affect you again. Items count this duration from the moment they are first touched by you, and this duration progresses even if you remove the item from your person. | |
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] | |
BLOOD Void Healing: you gain immunity to vitality damage and gain the Void Healing ability (if you already have the void healing or affinity traits, instead heal an additional amount equal to your level from void effects, up to double the original amount of healing) | |
SAVAGERY Blight Breath: [two actions] once/minute; you exhale a cloud of corrupted foulness in a 30-foot cone, dealing 1d6 spirit damage per character level (basic Fortitude save). | |
Tongues: (permanent, innate) as per the Truespeech spell | |
Mutation Powers:[These abilities are only accessible if you possess the appropriate Bloodline Mutation, and replace the listed powers from the appropriate tiers of the original Bloodline] | |
Sanguine Mutation:
Show spoiler
SANGUINE-LEAST
Infectious Bloodline - replaces 'Claws': Your blood spreads your Bloodline - Blooded creatures that you damage with a Bloodline-related unarmed attack, or who come into prolonged contact with your blood, must pass a Fortitude Save (at a hard DC for their level), or become afflicted with a disease with 4 stages and an onset time of 1 day: Stage 1, the creature gains a desire for raw meat or blood as sustenance, though they may still eat standard food (1 day) ; Stage 2, the creature gains the unarmed attack Least Bloodline power of your Bloodline (1 day) ; Stage 3, the creature gains the Infectious Bloodline ability (1 day) ; Stage 4, the disease ends and the creature permanently becomes a Least Blood of your Bloodline. Unblooded creatures suffer muted effects from this disease and do not become a Least Blood at the end of the disease, though the other muted effects do become permanent [citation needed, exposure to opposing Planar energies may reverse these symptoms]. Special: All Sanguine-Blooded automatically have this power, regardless of whether they would have a second Least power or not. SANGUINE-LESSER Greater Infectious Bloodline: As Infectious Bloodline, except that the creature must also ingest some of your blood after being damaged by your attack, the Fortitude save is a very hard DC for their level instead of hard, and the creature increases in Bloodline Tier for your Bloodline each month after the end of the disease, until they reach your Bloodline Tier. This disease overrides Infectious Blood. Special: Sanguine-Blooded automatically gain this as their second Lesser Power, if they would have two Lesser Powers. Deathly Resistance: you gain a +1 Bloodline bonus to saving throws against effects with the death, disease, or poison traits, and effects that inflict paralysis or sleep, per 5 levels (minimum 1). Special: Sanguine-Blooded automatically gain this as their third Lesser Power, if they would have three Lesser Powers. SANGUINE-MODERATE Sanguine Regeneration: you gain fast healing 1, deactivated by cold iron. Your fast healing increases by 1 per 5 levels you possess (fast healing 2 at 5th level, 3 at 10th level, etc). Special: Sanguine-Blooded automatically gain this as their second Moderate Power, if they would have two Moderate Powers. SANGUINE-GREATER Bloodsight: you gain lifesense as an imprecise sense out to a range of 30 feet. Special: Sanguine-Blooded automatically gain this as their second Greater Power, if they would have two Greater Powers. SANGUINE-FULL-BLOOD Duality of Life and Death: at the start of each of your turns in combat, you may choose whether to have void or vitality affinity. Outside of combat, you may choose which affinity to possess for the duration of exploration or downtime. Special: Sanguine-Blooded automatically gain this as their first Full-Blood Power, if they are Full-Blooded. Deathless: you stop ageing, and can no longer die from starvation, suffocation, or dehydration, though you do still fall to 1 hit point and enter a torpor state when you would normally die from these conditions. You cannot act while in this torpor state, and any regeneration or fast healing abilities you have cease to function while in torpor. When provided with food, water, or air as appropriate to your state, or healed above 1 hit point by healing magic, your torpor ceases, though you may still starve, dehydrate, or suffocate back into a torpor if you cannot fulfil your needs. Special: Sanguine-Blooded automatically gain this as their second Full-Blood Power, if they would have two Full-Blood Powers. |
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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