Sig's Bloodline Feats

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JonSetanta
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Sig's Bloodline Feats

Post by JonSetanta »

Here's a taste of something I'm working on. These are still in progress, and yes they are really that powerful.
Here's why:
For balance comparison, consider all iconic full casters (Druid, Wizard, Cleric) and also including the Beguiler and Warlock, and any class with UMD decked out with level-appropriate spell items.
Spells used in the abilities will probably be nerfed as I rework them, but in general they will remain as they are. Consider what the spells do rather than how they are normally gained. This may be a stretch, but please try.
Also, the potential for scaling (feat gains power in accordance with skill ranks, BAB, or caster level) might also include a requirement of adding monstrous hit die but exactly how this will work has yet to be decided.

The v# is version, to keep track of which feats have been reposted on other forums as other incarnations.

An Explanation of Bloodline feats:

  • Bloodline feats grant racial bonuses if unnamed. They scale depending on the number of levels a character has, but directly depend upon class properties as listed specifically within each feat.

  • The possessor of a Bloodline feat must have a CON score unless different prerequisites are added or substituted (such as an exception for any Construct or Undead Bloodlines, if ever).

  • Bloodline Skill feats add the listed skill as a class skill for all your levels.

  • Limit one Bloodline per character per 10 levels.




One Feat Is Not Enough Optional Rule
If simply acquiring a Bloodline feat and progressing the abilities is too powerful for your game, there is another requirement that may be needed in addition to the base attack bonus, spellcaster level, or skill rank listed for each stage.

By default Bloodline feats advance in power with the character when applied.
As prerequisites are met new abilitiess are gained.
Instead, when this option is used, Bloodline feat power is limited by the intensity of a character's racial levels. Racial levels are also normally called Racial Hit Dice, but these levels have other properties assigned.

Scale Rating Bonus and Effects
Bloodline feats scale depending on the feat-specific requirement, but also on the "scale rating" benefit provided by each racial level.
When the stage rating accumulates for a race type, new abilities of Bloodline feats relying on that racial type are unlocked.

For each stage gained, a progressive ability of each matching Bloodline feat is gained when the other prerequisites are met.

  • The usual scaling for Bloodline feats is an ability when the feat is first gained, then again at levels 1, 6, 11, and 16.
  • Bloodline feats with no special requirement listed for scaling improve by character level at levels 2, 6, 11, and 16.


Racial Level Types

Code: Select all

[br]Type Name      HP BAB SP F R W = CP^  SCL* scale rating bonus[br].[br]Abberation     8  3/4 2      x   8   3/4 good[br]Animal         8  3/4 2  x x     9   1/2 good[br]Construct      10 3/4 2          9   1/2 good[br]Dragon         12 1/1 6  x x x   15  1/1 bad[br]Elemental      8  3/4 2  F or R  9   3/4 normal[br]Fey            6  1/2 6    x x   9   1/1 normal[br]Giant          8  3/4 2  x       8   1/2 good[br]Humanoid       8  3/4 2  any 1   8   1/2 good[br]Magical Beast  10 1/1 2  x x     11  1/2 normal[br]M. Humanoid    8  1/1 2    x x   10  1/2 normal[br]Ooze           10 3/4            8   1/2 good[br]Outsider       8  1/1 8  x x x   14  1/1 bad[br]Plant          8  3/4 2  x       8   1/2 good[br]Undead         12 1/2 4      x   10  3/4 normal[br]Vermin         8  3/4 2  x       8   1/2 good[br]



Good: Scale rating is +2 per 1 racial level of this type.

Example:

Code: Select all

[br]Type and level  Bloodline Stage Unlocked of "Animal" Type Bloodline Feats[br].[br]Animal 1        Bloodline Stage 1 and Stage 2[br]Animal 2        Bloodline Stage 3 and Stage 4[br]


Normal: Scale rating is equal to the number of racial levels of this type.

Example:

Code: Select all

[br]Type and level     Bloodline Stage Unlocked of "Magical Beast" Type Bloodline Feats[br].[br]Magical Beast 1    Bloodline Stage 1[br]Magical Beast 2    Bloodline Stage 2[br]Magical Beast 3    Bloodline Stage 3[br]Magical Beast 4    Bloodline Stage 4[br]


Bad: Scale rating is +1 per 2 racial levels of this type.

Example:

Code: Select all

[br]Type and level  Bloodline Stage Unlocked of "Dragon" Type Bloodline Feats[br].[br]Dragon 1        [br]Dragon 2        Bloodline Stage 1[br]Dragon 3        [br]Dragon 4        Bloodline Stage 2[br]Dragon 5        [br]Dragon 6        Bloodline Stage 3[br]Dragon 7        [br]Dragon 8        Bloodline Stage 4[br]


As an example, a character might gain a Dragon Bloodline feat. They would then only gain the basic benefit of the feat until their Dragon scale rating improves.
The character is level 1 and adds a racial level of "Dragon" upon reaching level 2; their Dragon scale rating is still 0, though, and they only still only gain the basic benefit of their Bloodlines. If any other racial levels are gained, Dragon will still not advance (excluding exceptions from other abilities if any).

When the character is level 2 and adds one more level of "Dragon" upon reaching level 3, their Dragon scale rating becomes "Stage 1".
Now that Stage 1 has been reached, and any other requirement listed for the Bloodline feat is fulfilled, they gain the Stage 1 ability listed after the basic feat benefit.

Later on, as further stages are reached, the level and prerequisites increase. Without new stages, the feat does not advance, so this Dragon-type character must continue adding levels of Dragon or a class that counts as Dragon racial levels.



Stages are listed in bold under the basic benefit of a Bloodline feat description.

Certain feats or abilities may cause scale ratings for separate racial levels to overlap, allowing 2 or more racial types to benefit from the same scaling bonus. In this instance use the better progression.
Certain classes might also improve specific racial scale ratings as if those levels were also levels of certain racial types. For instance the Dragon Disciple would count as Dragon levels, while the True Fiend would count as Outsider. When not listed, work with your DM to select matching racial types as appropriate to the theme of individual classes.

Comments For Racial Levels Chart
^: If "Character Points" are not used in your game, disregard this information. If they are, this number is the total of all Hit Die values for each racial type. Hit Points are worth -1 CP per +2, Base Attack is -1 CP per rating from Bad (half of levels) to Average (75% of levels) to Good (equal to levels), Skill Points are -1 CP per +2, and Save bonuses are -1 CP for every level that counts as "Good" (with an additional -1 at first level). The total maximum CP is 15.

*: This SCL rating listed is an abbreviation of "Spellcaster Level" and defines a +1 level advancement to any single previously chosen class's spellcaster level, spells known; and spells per day. These advancements are similar to those of prestige classes improving caster ability. Spells are gained and cast as if the character had actual levels of the spellcasting class, and stack with actual levels of the class, but without any other class abilities. Alternatively, invocation and psionics-using classes may be selected as well as any other variant "full casting" class types.


Bloodline Feats

Lovecraftian [Bloodline, Skill] v5
You're really weird. It's in your blood, or at least whatever you call that purple goo in your veins.
Benefits: Gain Aberration subtype, and resistance to Acid and Cold equal to your level.
You don't need to breathe.
Decipher Script 4: Violate (Ex) - As standard action attack you may make a flurry of tentacle attacks that deals 1d6 per odd level + Strength in Bludgeoning damage in a cone area with distance of 5 feet per level. Reflex save negates, and the DC is based on your Strength score; you may also make the attack as a single natural weapon melee attack with the range as reach.
9: Gain a Swim speed equal to your land speed and all related swim speed skill bonuses. Your Violate tentacle attack may be used in a burst out to the same distance as the cone, or a 5 foot wide line out to twice normal distance. The save for Violate becomes "Reflex half".
14: Double all reaches of your Violate ability and may initiate grapples with the Violate attack without provoking. You may cause half of the damage to be either Cold or Acid.
19: Gain Improved Grab for the Violate attack, and may Constrict for your level in damage. For any duration as a full-round action you may choose to change into a hideous form; in this other form you gain double normal swim and land speeds, Scent, immune to blindness and deafness, have no facing, and become immune to critical hits and precision damage, losing any resemblance to your normal appearance (you count as 'amorphous') but gain Blindsight distance equal to your Violate attack reach.


Voldoistic [Bloodline, Skill] v5
Vile hissing is your specialty.
Benefits: Gain Aberration subtype and +2 bonus to Balance and Grapple checks. Your natural weapons may deal piercing damage.
Escape Artist 4: Gain a Climb speed equal to land speed and all related climb speed skill bonuses. You do not need your eyes to see within 5 feet radius, although concealment or lack of light still hinders your vision.
9: Gain Blindsense to a distance of 2 times land speed. Your natural reach extends by a distance in feet equal to your level, rounded up to the nearest 5.
14: Gain Scent and Tremorsense to a distance of 2 times land speed. You can not be flanked.
19: Gain Blindsight to a distance of 2 times land speed. Once per round as an Immediate action you may make a Reflex save or Climb check against a single targeting effect with a DC or an attack roll; success means you avoid the attack or effect completely. When making this roll you may stand from any position and take 5-foot step.


Hellpunk [Bloodline, Combat] v5
You're red, tough, and really hate those freaks calling out your name in the dark.
Benefits: Gain Darkvision 30' and +4 to checks to avoid being lifted, knocked prone, pushed, grappled, or otherwise moved against one's will. Double all age categories.
Base Attack 1: Gain a Slam attack for 1d6 damage + STR and resistance to fire equal to your level. You are constantly under the effect of "Endure Elements" (Ex).
6: Gain Damage Reduction equal to half of level with no weakness, and resistance to fire equal to twice your level
11: Gain a Gore attack for 2d4 + 1.5 STR damage and add your level to Jump checks. Add your level to saves against Fear, Illusions, and Mind effects.
16: Gain Frightful Presence (victims get no immunity on successful save) and immunity to Fire. You are immune to Fear and gain the Rogue ability Slippery Mind.


Siren Fatale [Bloodline, Fey, Skill] v6
You open your mouth, they do what you say. Simple, no?
Benefits: Gain +2 bonus on Bluff and Listen checks. Mimicry (Ex) - You may mimic any sound you have heard with a successful Bluff or Perform (any vocal) check, opposed by Sense Motive or Listen if used to deceive others.
Perform (any vocal) 4: Cast "Enthrall" and "Command" as Supernatural abilities; the save DC for all Sirene Fatale abilities is equal 10 + 1/2 level + Charisma modifier, but once per encounter you may substitute a Perform (chosen vocal) check for the DC instead. Gain +4 to saves against Sonic and Compulsion effects.
9: Cast "Suggestion" (target gets a new save if threatened, endangered, or damaged) and "Sound Burst" as Supernatural abilities. Gain Sonic resistance equal to level.
14: Cast "Mass Suggestion" and "Lesser Geas" as Supernatural abilities. Gain a bonus to Bluff and Listen checks equal to half your level (overlaps previous bonus).
19: Cast "Greater Shout" with no damage cap, "Mass Hold Person", and "Mirage Arcana" as Supernatural abilities. You become immune to Compulsions and Sonic effects.


Trollish [Bloodline, Combat] v5
Hunt. Eat people. Poop. Sleep. Life's good.
Benefits: Gain Giant subtype, Low-Light vision, and a secondary Bite attack for 1d6 + STR. Oh, and your nose is big. Like... really big.
Base Attack 1: Gain Darkvision 30, Scent, and a natural armor bonus equal to half of level.
6: Gain Darkvision 60 and 2 jointed forelimb Claw attacks for 1d6 + STR.
11: Gain Fast Healing 1 stopped by Fire and Acid, and Darkvision 90.
16: Gain Fast Healing 5 stopped by Fire and Acid. When two claws hit, you may Rend for both claw damages combined + 1.5 STR.


Mean Old Hermit [Bloodline, Skill] v2
You have discovered that an easy way to eternal youth is by gnawing on the bones of mortals. Little lost children are especially nice with potatoes, red pepper, and onions.
Prerequisite: female (Mean Old Hag or Croney) or male (Mean Old Man or Bastard) Humanoid, Fey, Giant, or Monstrous Humanoid of at least size Small or larger, must be in the "Old" age category for the character's race or older.
Benefit:Gain the Giant subtype and 2 of your jointed forelimbs may deal Slashing and Piercing damage. For each mortal eaten you may reduce your actual age and appearance by a number of years equal to 1/10th the amount (to a youthful limit of Adulthood).
Craft (Alchemy) 4: Cast "Disguise Self" as a Spell-like ability once per hour that lasts until you make any aggressive action. Rake - You may attack any grappled foes with up to 2 natural weapons that you use to grapple, with no penalty.
6:While in your true form with no disguise, gain half your level as a racial bonus to Strength, natural armor equal to half your level, and +10 land speed.
11:Once per round as a Swift action you may deal 2d4 points of Strength damage to the same target as one of your successful natural weapon attacks. Gain Spell Resistance equal to your level +10, or add +5 to any existing Spell Resistance.
16:Gain the Improved Grab special attack. When two of your Slashing/Piercing natural weapons hit in a single round, you may Rend for both weapon damages combined +1.5 Strength bonus.
You may cast "Veil" as a Spell-like Ability once per hour.


Woodbound [Bloodline, Fey, Skill] v5
People sometimes say you have a green thumb, a real knack with plants. If they only knew.
Benefits: Choose a specific type of grounded plantlife, such as trees, flowering plants, or grass only; the selection determines portions of later abilities of this feat.
Gain a constant "Speak With Plants" effect (Ex) and +5 racial bonus to Hide checks in natural areas of plantlife.
8 hours of direct sunlight a day may replace the need for food (Su).
Survival 4: Gain the Druid's ability "Woodland Stride" (Ex).
Cast a variant of "Meld Into Stone" (Sp) replacing instances of 'stone' with 'plants' as appropriate to your chosen plant type, and with unlimited duration.
9: Cast "Tree Shape" (Sp) but as appropriate to your chosen plant type for an unlimited duration.
Gain natural armor bonus equal to half of level.
14: Cast "Tree Stride" (Su) (or 'stride' using your plant type) at will.
As a full-round action you may gain certain traits of a Treant (composed of the chosen plant type) for an unlimited duration (Su):

  • Become up to one size larger than your normal form. Transforming damages nonmagical items and outfits.
  • Gain a Slam attack 2 categories better than normal for your size (Medium: 1d8, Large: 1d10, Huge: 2d6)
  • Damage reduction 10/slashing and iron
  • Vulnerability to fire (x1.5 damage on failed save)
  • Limited Plant type traits: Not subject to critical hits. No sleep required.
  • Add your level as a racial bonus to Hide checks while in similar plant environments of the chosen type
  • Gain Fast Healing 1 that is stopped by Fire and Acid.

19: Cast "Transport via Plants" (Su) or "Planeshift" by entering an amount of your chosen plant type of at least your size. Gain the following adjustments while in Treant form:

  • STR +(level) as racial bonus
  • CON +(1/2 level) as racial bonus
  • Grow up to two sizes larger than your normal form
  • Deal double damage against objects and ignore hardness with any full attack (Ex)
  • Trample special attack (DC is Strength based)
  • Gain Fast Healing 5 that is stopped by Fire and Acid.




Waterbound [Bloodline, Fey, Skill] v2
Either you are a Nymph, related to a Nymph, a Fey Merfolk, a Nixie and wish you were a Nymph, or you can get the best view in any bath house.
Benefits: You may breath both freshwater and air.
Change Shape (Su) - You can alternate between a land-movement or swimming form as a standard action, and while your appearance might differ from normal neither is a disguise. Your land form is your normal form, or that of any single Humanoid subtype appropriate to your size if your original form has no land speed. Your swimming form has no land speed, no hind limbs, a method of aquatic motion of some kind, and a base swim speed equal to either (at any time) 10 + your Dexterity and Constitution scores rounded up to the nearest 5, or to your normal land form speed.
Swim 4: Gain the Aquatic subtype and Amphibious (Ex) ability.
Get a +5 racial Hide bonus while in water.
You may use your Constitution or Dexterity scores for Swim checks instead of Strength.
9: You gain a swim speed equal to your land speed, and all related swim speed skill bonuses.
Your Change Shape swimming form gains double normal base swim speed.
When exiting water you may continue your movement using your swim speed until the end of the round.
14: You may cast "Water Breathing" at will (Sp).
You may add either Dexterity or Constitution bonus to swim checks in addition to Strength.
You may cast "Teleport" (Su) to any other region of water by entering any whirlpool large enough to fit you.
19: You benefit from "Freedom of Movement" and Fast Healing 1 while fully submerged in water (Ex).
You may add both Dexterity and Constitution bonus to swim checks in addition to Strength.
You may cast "Greater Teleport" or "Planeshift" (Su) to any other region of water by entering any whirlpool large enough to fit you.


Mortalbound [Bloodline, Skill] v3
You or your ancestors moved into the mortal cities. Besides, the food's better.
Benefits: Change Shape (Su) - You may become any Humanoid race for any duration as a standard action, but your individual appearance, items, and sex remain the same. While in Humanoid form, you gain the Humanoid and Shapechanger subtypes, and +10 on Disguise checks to pass off as a member of whichever Humanoid race. You must have seen or touched a race to become it, and retain in memory at most as many forms as you have levels (any race replaced in memory must be re-seen or re-touched)
Disguise 4: The Change Shape forms granted by this feat also give the subtype (such as Elf, Human, Dwarf, etc) of the matching Humanoid, as well as the ability to make minor changes in appearance as if by the "Disguise Self" spell (but not affecting items). You may combine features of races, but these changes are purely cosmetic and have no numeric or combat effect.
You automatically detect the presence but not location of other Shapeshifters, and both number and direction of all Humanoids, within Medium range.
9: You may Change Shape as a free action.
Alternate Form (Su) - As the Change Shape granted by this feat with all Chage Shape conditions applying here as well but improved, as a standard action. Some aspects are different from the Chage Shape: You may gain a total amount of a Humanoid's physical ability score bonuses no more than your level as racial bonuses. However, you may adjust your maximum Hit Points due to any new higher Constitution when you would naturally heal ability damage by resting.
You automatically detect the presence but not location of beings immune to aging, immortals, and Outsiders within Medium range. You now detect the direction to other Shapeshifters within range.
14: You may Change Shape as an Immediate action and Alternate Form as a free action.
You may gain the Change Shape forms of other Humanoid-like beings such as other Fey, Giants, Monstrous Humanoids, and humanlike Outsiders as by this feat's Alternate Form ability, but not their types as subtypes.
You automatically recognize individual beings that you would otherwise sense vaguely (as with previous abilities).
19: The abilities granted by this feat become Extraordinary and you register to all senses and detections as an actual member of the chosen race.
You know the types and subtypes of any being that you can detect with any sense.


Wildbound [Bloodline, Skill] v3
You are very fuzzy. Or scales, or feathers, whatever. You're a furry, at least when you want to be.
Benefits: Choose one category of animal such as lupines/dogs/wolves, felines/cats, avians/birds, insect, fish, swine/boar, equinals/horses, primates, reptiles, and similar.
Half-form - You may acquire minor physical characteristics of that group and a total amount of racial bonuses up to your level from the any one of your animal species as a free action with unlimited duration (Su).
Gain Low Light Vision.
Handle Animal 4: Change Shape (Su) - You may gain the appearance and a single special quality (you switch to a new quality each round) of any species within your chosen animal group of no more than one size smaller and up to your normal size, as a standard action. The animal may have no more Challenge Rating than your own.
While in animal form, you gain the "augmented Animal" and Shapechanger subtypes.
You can't cast spells while using this Change Shape but can speak normally.
Items you carry do not change and are dropped if too large.
You must have touched an animal of your chosen group to become one, and retain in memory at most as many forms as you have Survival ranks.
You produce offspring with species you become as if a true member of that species.
9: Alternate Form (Su) - You may become any species in your chosen animal group as a standard action of no more combined Challenge Rating + Hit Dice than your own level.
A size restriction applies to Alternate Form similar to that of Change Shape, but also includes animals of up to one size larger than your own.
Items you carry do not change and are dropped if too large.
While in animal form, you gain the "augmented Animal" and Shapechanger subtypes.
You can't cast spells while using this Alternate Form but can speak normally.
14: Hybrid Form - You may combine your animal type and original form into any degree of combined appearances that benefits from abilities of both as an improvement of the Alternate Form ability. Racial bonuses and ability score modifiers from your base race and the animal species do not stack. While in hybrid form, you gain the "augmented Animal" and Shapechanger subtypes. You may become animals (not hybrid) of up to one size larger than your own, or down to 2 sizes smaller.
19: Dire Form - You may become an ancient form of an animal, not only becoming two sizes larger than normal for a species but gaining all related bonuses for a monster advancing in size (Strength bonus, damage increase, and more; see the MM table "Changes to Statistics by Size"). This ability may also affect Hybrid Form. You may also entirely become an animal down to 3 sizes smaller.
Special: You may gain Wildbound any number of times, choosing a different animal group each time. If you possess more than one Wildbound feat, you may combine the best traits of multiple species as by Half-form (total all possible racial bonuses as if from one species) and the Hybrid Form abilities, and when selecting Change Shape qualities (one quality active per copy of this feat). (This function might be removed)


Rusting Blighter [Bloodline, Fey]
Iron is fun to play with but you have a job to do: get rid of it. Get rid of it all.
Benefits: Detect Iron - A constant "Detect Magic" (Su) that detects amounts of iron and steel rather than magic.
You may convert a handful of unattended normal iron and steel into rust by touch as a full-round action. Each handful may be eaten as the equivalent of a handful of fruit, meat, or other food normal to your species.
Disable Device 4: You may cast "Stone Meld" (Sp) to sink into ferrous metal objects as if stone for an unlimited duration, and "Shatter" by touch as a full-round action affecting iron or steel only (Su).
Each pound or 3-foot square area of iron or steel rust may be eaten as a normal meal and restores your fatigue while healing 10 points of nonlethal damage.
9: Cast "Rusting Grasp" at will (Su).
Gain a natural armor bonus equal to half your level.
14: Your Rusting Grap ability becomes an Extraordinary ability.
It may be used both as a free action once each round or in response to being attacked with a weapon as a Swift action (automatic touch against the weapon).
19: You may use your Rusting Grasp as Immediate and move actions, and any iron or steel weapons damaging you may be affected by the Rusting Grasp ability.
As an hour-long action you may set up a single area to be affected by a "Sympathy" spell (Sp) that attracts ferrous Constructs of any kind, and lasts as long as you desire; there may be only one of these areas assigned at any time.


Shining Beauty [Bloodline, Fey] v2
You almost embody a lost link between Fey and Celestial divinity, radiating truth and beauty (or handsomeness, whatever), and smell really really good.
Prerequisite: Non-Undead
Benefits:
Gain Druid's Wild Empathy.
Your type changes to "Humanoid (augmented Fey)" and retains any other subtypes.
Uglysense - As Blindsense but detects anything with lower Charisma than yourself or Wisdom less than 10, out to Close range; beings with a non-ability or 0 of Charisma and Wisdom are not detected.
Cleaning, grooming, or bathing in freshwater may provide as much sustenance as a full meal as long as it is performed for at least an hour per meal equivalent.
Diplomacy 4: You are affected by a constant "Endure Elements" (Ex).
You may activate "Zone of Truth" or "Alarm" (mental alarm, when someone looks at you within range this gaze attack activates) as a gaze attack with no save (Su) out to Medium range centered on yourself.
Gaze attacks from this feat must be averted by not looking anywhere upon the user's exposed flesh, but only up to 2 gazes may be active at once and the duration for any gaze effect ends when you are out of sight; also, unlike normal gaze attacks, every part of your body except for limbs must be completely naked for these gazes to work.
9: "Slow" as a Will-save gaze attack (Su) out to Close range centered on yourself.
Gain the spellcasting ability of a Druid one quarter of your level, but no related class abilities. Real Druid spellcaster levels do not stack.
Gain immunity to either nonmagical poison or nonmagical disease.
14: Choose either a constant "True Seeing", or "Mass Hold Person" as a Will-save gaze attack (Su), out to Close range centered on yourself each round; the Hold ability loses the Compulsion spell descriptor and is a Pattern effect.
Gain immunity to either nonmagical poison or nonmagical disease.
19: Use either or both "Sunburst" as a Reflex-save gaze attack (Su) and "Repulsion" as a Will-save gaze attack (Su) out to Close range centered on yourself; vision may be restored when the victim heals hit points naturally.
You are immune to Compulsions, aging, death effects, negative energy, and level drain as long as you are totally naked.



Older versions:


Bloodline feats grant Racial bonuses if unnamed. They scale depending on the number of levels a character has.
The possessor of a Bloodline feat must have a CON score unless different prerequisites are added or substituted.



Round 3: Skill ranks mechanic


Lovecraftian [Bloodline, Skill] v2
You're really weird. It's in your blood, or at least whatever you call that purple goo in your veins.
Benefits: Gain Aberration subtype, and resistance to Acid and Cold equal to your level. Your duration for holding breath is doubled.
Intimidate 4: Grow up to Intimidate/2 number of tentacles that deal 1d4 (for size Medium) + STR damage each.
9: Gain a Swim speed equal to land speed, +Intimidate/2 to perform special movements or avoid hazards related to the movement type, and the option to take 10 on related checks.
14: You do not need to breath. As a Swift action your natural weapons deal an additional amount of Acid or Cold damage equal to Intimidate/2 for one round.
19: Your tentacle attacks may Rend for 2d4 (for size Medium) + STR damage every time two make successful hits in the same round. For any duration as a Swift action you may have no facing and become immune to critical hits, losing normal sight but gaining Blindsight distance equal to your natural reach.




Voldoistic [Bloodline, Skill]
Vile hissing is your specialty.
Benefits: Gain Aberration subtype and +2 bonus to Balance, Climb, and Grapple checks. Gain two Claw attacks for two jointed limbs you possess, dealing 1d4 (for size Medium) + STR damage.
Climb 4: Gain a Climb speed equal to land speed, +Climb/2 to perform special movements or avoid hazards related to the movement type, and the option to take 10 on related checks.
9: Your natural reach extends by a distance in feet equal to your level, rounded down.
14: Gain Blindsense to a distance of 2 times land speed. You can not be flanked.
19: Once per round as an Immediate action you may make a Reflex save or Climb check against a single targeting effect with a DC or an attack roll; success means you avoid the attack or effect completely. When making this roll you may stand from any position and take 5-foot step.


Hellpunk [Bloodline, Skill]
And what are you lookin' at?
Benefits: Count as a size larger when avoiding being lifted, knocked prone, pushed, grappled, or otherwise moved against one's will. Gain Darkvision 60' and immunity to detrimental environment effects of extreme heat and cold. Double all age categories.
Bluff 4: Gain an amount of natural armor equal to half of level and a Slam attack for 1d6 damage + STR.
9: Gain a Gore attack for 2d4 + STR damage and resistance to fire 30. Double total Gore damage dealt when charging. Immunity to Fear.
14: Gain Damage Reduction equal to half of level with no weakness. As a free action once per round while damage is being dealt, one natural attack may be made with +Bluff/2 to damage, ignoring armor bonuses, hardness and DR.
19: Gain Fast Healing 1, Frightful Presence (victims get no immunity on successful save), and immunity to Fire.


versions 1-2
Lovecraftian [Bloodline]
You're really weird. It's in your blood, or at least whatever you call that purple goo in your veins.
Benefits: Gain Aberration subtype, and resistance to Acid and Cold equal to your level. Your duration for holding breath is doubled.
Prerequisite: Base Will 2+ to progress
1: Gain a Swim speed equal to land speed, +(Base Will) to perform special movements or avoid hazards related to the movement type, and the option to take 10 on related checks.
6: Grow up to (Base Will) number of tentacles that deal 1d4 (for size Medium) + STR damage each.
11: You do not need to breath. As a Swift action your natural weapons deal an additional amount of Acid or Cold damage equal to (Base Will) for one round.
16: Your tentacle attacks may Rend for 2d4 (for size Medium) + STR damage every time two make successful hits in the same round. For any duration as a Swift action you may have no facing and become immune to critical hits, losing normal sight but gaining Blindsight distance equal to your natural reach.


Lovecraftian [Bloodline] v2
You're really weird. It's in your blood, or at least whatever you call that purple goo in your veins.
Benefits: Gain Aberration subtype, and resistance to Acid and Cold equal to your level. Your duration for holding breath is doubled.
Level 1, Base Will 2: Grow up to (Base Will) number of tentacles that deal 1d4 (for size Medium) + STR damage each.
Level 6, Base Will 5: Gain a Swim speed equal to land speed, +(Base Will) to perform special movements or avoid hazards related to the movement type, and the option to take 10 on related checks.
Level 11, Base Will 7: You do not need to breath. As a Swift action your natural weapons deal an additional amount of Acid or Cold damage equal to (Base Will) for one round.
Level 16, Base Will 10: Your tentacle attacks may Rend for 2d4 (for size Medium) + STR damage every time two make successful hits in the same round. For any duration as a Swift action you may have no facing and become immune to critical hits, losing normal sight but gaining Blindsight distance equal to your natural reach.



Voldoistic [Bloodline]
Vile hissing is your specialty.
Benefits: Gain Aberration subtype and +2 bonus to Balance, Climb, and Grapple checks. Gain two Claw attacks for two jointed limbs you possess, dealing 1d4 (for size Medium) + STR damage.
Prerequisite: Base Reflex 2+ to progress
1: Gain a Climb speed equal to land speed, +(Base Reflex) to perform special movements or avoid hazards related to the movement type, and the option to take 10 on related checks.
6: Your natural reach extends by a distance in feet equal to your level, rounded down.
11: Gain Blindsense to a distance of 2 times land speed. You can not be flanked.
16: Once per round as an Immediate action you may make a Reflex save or Climb check against a single targeting effect with a DC or an attack roll; success means you avoid the attack or effect completely. When making this roll you may stand from any position and take 5-foot step.


Hellpunk [Bloodline]
And what are you lookin' at?
Benefits: Count as a size larger when avoiding being lifted, knocked prone, pushed, grappled, or otherwise moved against one's will. Gain Darkvision 60' and immunity to detrimental environment effects of extreme heat and cold. Double all age categories.
Prerequisite: Base Fortitude 2+ to progress
1: Gain an amount of natural armor equal to (Base Fortitude) and a Slam attack for 1d6 damage + STR.
6: Gain a Gore attack for 2d4 + STR damage and resistance to fire 30. Double total Gore damage dealt when charging. Immunity to Fear.
11: Gain Damage Reduction of (Base Fortitude +3)/-. As a free action once per round while damage is being dealt, one natural attack may be made with +(Base Fortitude) to damage, ignoring armor bonuses, hardness and DR.
16: Gain Fast Healing 1, Frightful Presence (no immunity on successful save), and immunity to Fire.

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Surgo
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Re: Tome-like Bloodline Feats Test

Post by Surgo »

A bonus that gives you things based off of a save is going to be better when taken at higher levels, because you're going to get a much bigger bonus. Unless these things improve as your saves improve.

Example: you grow far less tentacles if you take Aberration-blooded at level 1 rather than some level after 6. Unless, of course, these feats have some "must be taken at level 1" restriction.
SunTzuWarmaster
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Re: Tome-like Bloodline Feats Test

Post by SunTzuWarmaster »

Just a note: I don't think that feats should scale with saves. It suggests that you should multiclass and level-dip to advance them. Then you get weird, but valid builds like:
RoW Monk 1/RoW Samurai 1/RoW Crusader 1
that has a +6 to Will saves (if I recall monks getting a good will save), and fights to defend the peoples with his weird kung-fu and ancestral weapon.
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Maxus
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Re: Tome-like Bloodline Feats Test

Post by Maxus »

Combat feats scale with BAB
Skill feats scale with skill ranks
Magic feats should scale with caster level (when someone gets around to inventing them based on the F&K guidelines to scaling feats)
So, logically, bloodline feats should scale with character level.

The catch is, you only get to pick one bloodline feat...

This has got me thinking in sentences like,
"I'm an Angel!" and "I'm a Balor!" and "Daddy was a Doppelganger!"

Thanks a lot, Sig. :mad:
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JonSetanta
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Re: Tome-like Bloodline Feats Test

Post by JonSetanta »

AH fuck. Good call, SunTzu, I forgot about that. Not everyone uses that house rule to correct the "multiclassers have godly saves" dilemma.

Guess character level it is then.
Edit: orrr.... Skill ranks? It's wonky but just might work.

Surgo: that was the idea since a L1 Aberrant dude is meant to have +2 tentacles as by the original Lords of Madness feat, but as Sun points out, this has unexpected repercussions.
Maybe 2 +1/2 level will have to do then, as I originally wrote, but I really wanted some degree of focus there (maybe ... half of skill ranks in the matching skill? same value...)
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
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Prak
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Re: Tome-like Bloodline Feats Test

Post by Prak »

Maxus at [unixtime wrote:1196869070[/unixtime]]Combat feats scale with BAB
Skill feats scale with skill ranks
Magic feats should scale with caster level (when someone gets around to inventing them based on the F&K guidelines to scaling feats)
So, logically, bloodline feats should scale with character level.

The catch is, you only get to pick one bloodline feat...

This has got me thinking in sentences like,
"I'm an Angel!" and "I'm a Balor!" and "Daddy was a Doppelganger!"

Thanks a lot, Sig. :mad:

I don't know, I think with a good enough backstory I might allow two bloodline feats, but it'd have to be a damn good backstory, and I'd probably have it take the place of being able to pick a background trait. You'd still have to have the feat pick available, of course.
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JonSetanta
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Re: Tome-like Bloodline Feats Test

Post by JonSetanta »

Here's a rough concept for a PrC (or base class?) that grants more bloodlines.

Evolver
prereq: at least 1 bloodline feat, character level 5

for HD, choose one racial type you possess, and increase this class's hit points, base saves, BAB, and skill points as if adding levels of that racial type.

1 bonus bloodline
2 something else
3 bonus bloodline, something to do with Change Shape maybe
4 something else
5 bonus bloodline, something to do with Alternate Form maybe
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
Aktariel
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Re: Tome-like Bloodline Feats Test

Post by Aktariel »

SunTzuWarmaster at [unixtime wrote:1196862521[/unixtime]]...Weird, but valid builds like: RoW Monk 1/RoW Samurai 1/RoW Crusader 1



Out of curiosity (and off topic), where can I find the RoW Crusader? I know where the Monk and the Samurai are...
<something clever>
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Judging__Eagle
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Re: Tome-like Bloodline Feats Test

Post by Judging__Eagle »

.... there was no RoW 'sader. There was a RoW knight though.

and Iaimeki made a pally, the 'Kantian' pally.
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Re: Tome-like Bloodline Feats Test

Post by Aktariel »

I'm aware of both the knight and the pally.

I wonder what SunTzu meant.
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JonSetanta
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Re: Tome-like Bloodline Feats Test

Post by JonSetanta »

Damn. Now I'm wondering too.
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
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