Chapter two: Blood and regency
When the old gods died on Mt. Deismaar, the divine essence cascaded over those present on the field of battle and transformed them. Those who survived had sparks of divinity imparted to them. This divinity related to the nature of the god whose essence each hero had absorbed. The essence of each god was most strongly attracted to heroes with ideals most closely aligned with those of each deity. The strength of the spark imparted to each hero, on the other hand, was largely a factor of simple proximity to the expiring gods. These sparks of divinity and the manifestations of power associated with them bred as true genetic traits in the heroes' children. The descendents of these divine bloodlines are now known as scions.
    This semi-divine nature of blooded scions makes them natural rulers. Blooded 
    characters are far more effective regents than non-blooded characters. Most 
    scions, however, are not regents - the majority of blooded characters are 
    cousins, younger siblings to heirs, or other relations whose order of birth 
    dictates that they are unlikely to ever wield political power. The majority 
    of non-blooded characters are members of the middle and lower class. However, 
    not all scions are of high birth; some blooded families have fallen, due to 
    poor fortune or political manipulation, to the lowest tiers of society. Likewise, 
    not all non-blooded characters are automatically peasants. 99% of Cerilia's 
    population lacks a bloodline; non-blooded characters can be found at all social 
    ranks. In fact, most highborn nobles, courtiers, advisors, and government 
    officials do not possess a bloodline. 
    Bloodlines have three primary characteristics. A scion's bloodline derivation 
    (Anduiras (And), Azrai (Az), Basaïa (Ba), Brenna (Bre), Masela (Ma), 
    Reynir (Re), or Vorynn (Vor)) specifies the old god whose divine power flows 
    in the veins of his family. A scion's bloodline strength (minor, major, great, 
    or true) describes the purity of the scion's family's bloodline. A scion's 
    bloodline score describes the power of a specific scion's divine essence. 
    The manifestations of a bloodline are known as blood abilities.
    This chapter presents the game rules necessary for characters that are scions 
    of divine bloodlines. You can choose for your character to begin play as either 
    a non-blooded character or as a scion of a divine bloodline. Regardless of 
    your decision, your character can come from any level of society.
    Throughout this text the phrase bloodline is used for simplicity to describe 
    the game mechanic components of the bloodline. In actuality a bloodline is 
    traced to a specific family. For example the Avan bloodline follows the genetic 
    patterns of that family alone, it is not simply a composite of An, Gr, XX 
    (for actual score). Otherwise game mechanics-wise a scion with the same statistics 
    could claim the Avan bloodline. A bloodline cannot be usurped but it can be 
    destroyed by usurpation. A bloodline can only be transferred via Investiture 
    and it can be inherited by birth. There is more detail on family bloodlines 
    in the familial heritage section later.
    Passing the bloodline
    Direct descendents of the greatest heroes of Deismaar tend to have stronger 
    bloodlines than those whose bloodlines have been diluted by common blood, 
    or whose ancestors were only on the periphery of the cataclysm. When a scion 
    has a child, that child's bloodline (which manifests at puberty) reflects 
    the bloodlines of its parents. In the same way that the physical attributes 
    (such as skin color or constitution) of parents tends to determine the attributes 
    of their children, the bloodlines (measured by the bloodline strength, derivation, 
    and score) of the parents also tend to dictate the bloodline attributes of 
    their children. 
    Children always share the bloodline derivation of one of their parents. This 
    derivation is generally inherited from the parent with the strongest bloodline, 
    although this is not always the case. The bloodline strength of the child 
    is generally that of the parent having the weakest bloodline strength (or 
    minor, if one of the parents is non-blooded). Powerful scions must often arrange 
    marriages with other powerful houses to maintain the purity of their bloodlines. 
  
    Children tend to have a bloodline score that is the average of their parent's 
    bloodline scores, but this is subject to the same variation as other inherited 
    physical properties. Siblings may differ greatly in bloodline scores. A child's 
    bloodline manifestations cannot usually be determined until puberty, at which 
    time the child's latent bloodline stirs. A Bloodmark (should one run in the 
    line of one of the parents) is the only manifestation of bloodline that is 
    present from birth.
    A scion can voluntarily pass his bloodline to another character by participating 
    in a ceremony of investiture (described in Chapter Five: Ruling a domain). 
    After such a transfer, the donor becomes non-blooded. This generally occurs 
    only when an aged or dying ruler wishes to invest their chosen heir with their 
    accumulated power.
    Bloodline derivation
    Contained within the blood of each scion is some tiny fraction of the divine 
    essence that was released when the ancient gods were destroyed at Deismaar. 
    The derivation of the bloodline represents the ancient deity that was the 
    original source of the character's bloodline. The original source or derivation 
    of the divine spark absorbed by each hero at Deismaar was largely based upon 
    the spiritual disposition of the hero or proximity to the expiring gods. Since 
    Deismaar, the derivation of bloodlines is largely dependent upon the crossing 
    of bloodlines in the scion's ancestors. In general, a child possesses the 
    derivation of one of its parents.
    The derivation of each scion's bloodline defines the general nature of the 
    divine spark within them, and thus defines the way that the blood abilities 
    of the scion may manifest. The abilities that manifest in each family of scions 
    differ, but are always strongly related to the nature and the portfolio of 
    the ancient god from whence the power derives.
    During character creation, each player should choose a bloodline derivation 
    that best fits his or her character's history. If the character is a member 
    of one of the established Cerilian noble families, then the character's derivation 
    is likely to be identical to the rest of the family unless unusual circumstances 
    surround their conception. 
    The ancient gods (and thus the possible bloodline derivations) are:
Anduiras, the god of noble war
    Azrai the shadow, the face of evil
    Basaïa, the queen of the sun
    Brenna, the goddess of commerce and fortune
    Masela, the lady of the seas
     Reynir, the god of nature
    Vorynn, the lord of the moon and all things arcane
    Although every race and culture in Cerilia has blooded families of each derivation, 
    the frequency of each derivation can differ from region to region. The most 
    common derivation among Anuireans is the Anduiras bloodline. The Brenna bloodline 
    is also fairly common in Anuire, particularly along the southern coast. Similarly, 
    the most common bloodline in Brechtür is Brenna, among the Khinasi it 
    is Basaïa, among the Rjurik it is Reynir, and among the Vos, goblins, 
    and elves, Azrai's bloodline reigns supreme. The Masela and Vorynn bloodlines 
    are fairly rare among all races. 
  
    The second edition BIRTHRIGHT rules required that all bloodline traits (including 
    blood abilities) be generated randomly. Second edition rules attempted to 
    use frequency/probability as a game balancing mechanism during bloodline creation. 
    Such mechanisms have potential pitfalls - some characters, due to incredible 
    luck during character creation, might be overpoweringly unbalanced.
    In BIRTHRIGHT d20 players are normally allowed to choose these traits. DUNGEONS 
    & DRAGONS d20 largely avoids the use of random generation during character 
    creations (with the notable exception of ability score generation). The d20 
    system provides for far more subtle mechanisms for insuring game balance (such 
    as level adjustment) and BIRTHRIGHT d20 utilizes these mechanisms rather than 
    relying on random generation. 
    Some players and DMs may prefer the original system of random generation. 
    Tables for random generation have been included as a variant option and for 
    the convenience of DMs who prefer the simplicity of random generation for 
    NPCs. 
    Variant: Feat to become blooded
    As a variant, a prerequisite to being blooded is that a character is required 
    to spend his initial feat on the Blooded Scion feat. This requirement is not 
    applicable to characters that become blooded through ursurpation.
  
New Feat
    Blooded Scion [General]
    You have the blood of the old gods running through your veins.
    Prerequisite: Must be taken at character creation
    Benefit: Character is considered a scion and can have a blood score and subsequent 
    blood abilities.
    Variant: Taint of Azrai
    As a variant, the temptation and draw of Azrai towards evil can manifest itself 
    in the following ways.
    Scions with the Azrai bloodline and a blood score of 20 or more must make 
    a Wil save against a DC of 10 + 1 for every number above 20 in order to avoid 
    progressing towards the path of Azrai. This save must be made every time the 
    scion's bloodline score increases. A failed save results in the scion's alignment 
    progressing one step towards evil, i.e., a good aligned character becomes 
    a neutrally aligned one and a neutrally aligned one becomes an evilly aligned 
    one.
    Scions with a major Azrai bloodline gain the bloodform blood ability at the 
    major level once their bloodline score reaches 50. Scions with a great Azrai 
    bloodline gain the bloodform ability at major level once their bloodline score 
    reaches 40 and the bloodform ability at great level once their bloodline score 
    reaches 75.
    Bloodline strength
    The divine power of an ancient god may course strongly through a character's 
    veins, or he may have only the most tenuous claim to a bloodline. The measure 
    of the purity of the bloodline is identified by the character's bloodline 
    strength: Minor, Major, Great or True. The strength of a character's bloodline, 
    and thus the relative power of the bloodline abilities that the character 
    manifests, are determined by one of four bloodline strengths. Non-blooded 
    characters do not have bloodline strength.
    When choosing a bloodline strength for a character, consider the character's 
    ancestors, especially the founder of the line. How did these ancestors rise 
    to power? What alliances, friendships, and marriages exist with other bloodlines? 
    Has the line grown stronger or weaker over the years? What other relatives 
    share the character's bloodline? Answering these questions will help you determine 
    the bloodline appropriate for your character.
    Tainted bloodline is what a scion with a minor bloodline having a blood score 
    of less than 20 is often referred to as, since the scion has no manifestations 
    of the blood. Such trace bloodlines tend to evaporate completely after a generation 
    or two unless they are returned to prominence through the actions of exceptional 
    characters.
    Minor bloodlines are usually descended from less or non-famous figures that 
    were present at Deismaar. Thousands of common foot soldiers and camp followers 
    survived the battle to perpetuate minor bloodlines. Most scions (65%) have 
    a minor bloodline. Scions of minor bloodlines generally have low bloodline 
    scores. 
    Major bloodlines represent lines descended from the most prominent heroes 
    and leaders at Deismaar and those who survived the first decades of usurpation. 
    Almost all of the major bloodlines are famous throughout Cerilia, and the 
    deeds, feuds, and abilities of their heirs are the stuff of bard's tales and 
    legends. Scions of major bloodlines have strong bloodline scores. Furthermore, 
    regents with major (or great) bloodlines are sustained by their connection 
    to their realm. Such regents receive bonus hit points determined by the size 
    and prosperity of their realm.
    Great bloodlines are rare; less than one scion in a hundred has a great bloodline. 
    Only the greatest heroes of Deismaar were worthy of bloodlines of such strength 
    and, even then, only if they happened to be in close proximity to one of the 
    gods when they perished. Scions of great bloodlines often have exceptionally 
    powerful manifestations.
    True bloodlines are unique. Only the greatest heroes of Deismaar, those who 
    were both physically and philosophically closest to the expiring gods, were 
    granted True bloodlines. Only these surviving heroes or their direct heirs 
    through bloodline investiture have True bloodlines. There are believed to 
    be less than a dozen true bloodlines in existence.
    All known True bloodlines are currently possessed by powerful awnshegh or 
    ehrshegh. These individuals are near demigods and are rumored to be able to 
    grant a divine connection that allows their followers access to divine magic. 
    Some True scions are rumored to have other divine abilities beyond the ken 
    of most mortals.
 For the DM: Playing a Great or True Bloodline
    
    While the rules would allow every player to play a scion with a Great bloodline 
    this is not wise. Having a Great bloodline entails a lot of responsibility 
    that goes with the power. Scions with Great bloodlines are descendents of 
    great rulers. They are born to rule, even if they are not destined to succeed 
    their parent due to circumstances (birth order, etc.) they are destined to 
    become great rulers in their own right. The land itself tends to call them 
    to an appropriate domain for rulership.
    Commoners and minor regents seeking favors and other things that demand their 
    attention often besiege them. Awnshegh and blood-seeking scions often pursue 
    scions with great bloodlines with evil intent. Scions with great bloodlines 
    do not generally spend a lot of time adventuring after their youth except 
    on quests of epic proportions. Their responsibilities tend to draw them elsewhere.
    Due to the detail and attention that a great bloodline draws it is very difficult 
    for a non-experienced player to handle the task, especially in a non-domain 
    level based campaign.
    PCs should not generally be allowed to have True bloodlines. These are reserved 
    for those present at Deismaar and their direct descendents. It is incumbent 
    on the DM to control access to these powerful bloodlines and it should be 
    a story line necessity to invest a PC with one. The pressure and attention 
    required of a True bloodline is even more than that required of a Great one 
    so even more DM attention is required to handle the specifics.
    
    Playing a Scion
    Any player can choose to have his character begin play as a scion. The player 
    must decide at character creation what bloodline strength and derivation he 
    wishes his character to have, or they could be determined randomly. This will 
    determine how many scion class levels the character is able to obtain. 
    A character may take the levels of scion at any point he chooses in his career; 
    they may be taken early, or delayed until a later point. A character cannot 
    have levels in more than one scion class. If the scion undergoes a derivation 
    change then the character loses scion class levels of the former derivation 
    and replaces them with scion class levels of the new derivation. This could 
    result in a change in the blood abilities the character possesses as well 
    as a change in hit points, saving throw bonuses, BAB, etc.
  
Scion Classes
    The Scion classes are described below, in a format similar to Savage Species. 
    Only those with major (or higher) bloodline strengths can take levels in the 
    scion class. If a character starts out as a scion, remember to multiply the 
    skill points at first level by four. The scion class is considered a second 
    favored class for scions, and doesn't count towards the differences in class 
    levels with regards to experience penalties. In addition to the special abilities 
    listed for each specific scion class all scions receive the following scion 
    class features class.
    In order to obtain major level blood abilities a scion must have a level of 
    the applicable scion class. In order to obtain great blood abilities a scion 
    must have two levels of the appropriate scion class.
Class Features
  Base Attack/Saving Throw Bonuses: The scion gains bonuses as specified in the 
  applicable table. The following notes are used to distinguish between the type 
  of bonus; Good G, Average A, Poor P.
  Class Skills: The scion can designate a certain number of skills as class skills 
  based on the derivation. These skills are always treated as class skills since 
  they are based on the scion's divine heritage.
  Bonus Hit Points: A scion receives bonus hit points each season based on the 
  amount of RP he receives up to a maximum of one-half his blood score, rounded 
  down - minimum of one.
  Special Regent Benefits: A scion gains any special bonuses granted regents due 
  to variants used in the game, for example heirlooms and special equipment.
  Blood Score Increase: A scion receives a +4 bonus to his bloodline score at 
  1st level. This bonus increases to +8 at 2nd level.
  Leadership Score Increase: A scion receives a +2 bonus to his Leadership score. 
  This bonus increases to +4 at 2nd level.
Anduiras, the god of noble war
  Azrai the shadow, the face of evil
  Basaïa, the queen of the sun
  Brenna, the goddess of commerce and fortune
  Masela, the lady of the seas
   Reynir, the god of nature
  Vorynn, the lord of the moon and all things arcane
  
  Scion of Anduiras 
  Level Base Attack BonusB FortG RefP WillP Special Notes
  1 +1 +2 +0 +0 Bonus hit points, special regent benefits, +4 to blood score, 
  +2 to Leadership score Maximum scion class level for a character with a major 
  bloodline
  2 +2 +3 +0 +0 +8 to blood score, +4 to Leadership score Maximum scion class 
  level for a character with a great bloodline
 
  Hit Die: d8
  Class Skills: A scion of Anduiras has the following class skills: Lead (Cha), 
  Knowledge (Nobility and royalty) (Int), Ride (Dex) and Warcraft (Int). In addition, 
  a scion of Anduiras can pick any one skill as an additional class skill.
  Skill points at 1st level: (2 + Int modifier) x 4
  Skill Points at Each Additional Level: 2 + Int modifier
Class Features
  Weapon and Armor proficiency: A scion of Anduiras is proficient in the use of 
  all simple weapons, light and medium armor, and shields. In addition, a scion 
  of Anduiras is proficient in one martial melee weapon of his choice.
 
  Scion of Azrai 
  Level Base Attack BonusP Fort Ref Will Special Notes
  1 +0 +0 +0 +0 Bonus hit points, special regent benefits, bonus feat, pick favored 
  save, dark taint, +4 to blood score, +2 to Leadership score Maximum scion class 
  level for a character with a major bloodline
  2 +1 +0 +0 +0 +8 to blood score, +4 to Leadership score Maximum scion class 
  level for a character with a great bloodline
 
  Hit Die: d6
  Class Skills: A scion of Azrai has the following class skills: Bluff (Cha), 
  Gather Information (Cha), Intimidate (Cha), Spellcraft (Int) and Warcraft (Int). 
  In addition, a scion of Azrai can pick any two skills as additional class skills.
  Skill points at 1st level: (2 + Int modifier) x 4
  Skill Points at Each Additional Level: 2 + Int modifier
Class Features
  Weapon and Armor proficiency: A scion of Azrai is proficient in the use of all 
  simple weapons, and light and medium armor.
  Bonus Feat: A scion of Azrai gains a bonus feat. This can be any feat for which 
  the scion qualifies. 
  Dark Taint: A scion of Azrai can follow an evil path more easily than others 
  can. For purposes of the blackguard prestige class, an evil scion of Azrai always 
  counts as having made "peaceful contact with an evil outsider." The 
  same applies to other, similar prerequisites for entry to prestige classes or 
  some feats, involving evil pacts, contact with evil, or committing evil acts.
  Pick Favored Save: A scion of Azrai can choose any one save to be his favored 
  save. The bonus for this save is treated as a Good bonus, +2 at first level 
  and +3 at second level. The other saves are Poor.
Scion of Basaïa 
  Level Base Attack BonusP FortG RefP WillG Special Notes
  1 +0 +2 +0 +2 Bonus hit points, special regent benefits, +4 to blood score, 
  +2 to Leadership score Maximum scion class level for a character with a major 
  bloodline
  2 +1 +3 +0 +3 +8 to blood score, +4 to Leadership score Maximum scion class 
  level for a character with a great bloodline
 
  Hit Die: d8
  Class Skills: A scion of Basaïa has the following class skills: Diplomacy 
  (Cha), Knowledge (any) (Int) and Spot (Wis). In addition, a scion of Basaïa 
  can pick any one skill as an additional class skill.
  Skill points at 1st level: (2 + Int modifier) x 4
  Skill Points at Each Additional Level: 2 + Int modifier
Class Features
  Weapon and Armor proficiency: A scion of Basaïa is proficient in the use 
  of all simple weapons, light and medium armor, and shields.
Scion of Brenna 
  Level Base Attack BonusA FortP RefG WillP Special Notes
  1 +0 +0 +2 +0 Bonus hit points, special regent benefits,+4 to blood score, +2 
  to Leadership score Maximum scion class level for a character with a major bloodline
  2 +1 +0 +3 +0 +8 to blood score, +4 to Leadership score Maximum scion class 
  level for a character with a great bloodline
 
  Hit Die: d8
  Class Skills: A scion of Brenna has the following class skills: Appraise (Int), 
  Balance (Dex), Bluff (Cha), Sense Motive (Wis) and Tumble (Dex). In addition, 
  a scion of Brenna can pick any two skills as additional class skills.
  Skill points at 1st level: (4 + Int modifier) x 4
  Skill Points at Each Additional Level: 4 + Int modifier
Class Features
  Weapon and Armor proficiency: A scion of Brenna is proficient in the use of 
  all simple weapons and light armor. 
Scion of Masela 
  Level Base Attack BonusP FortG RefG WillP Special Notes
  1 +0 +2 +2 +0 Bonus hit points, special regent benefits,+4 to blood score, +2 
  to Leadership score Maximum scion class level for a character with a major bloodline
  2 +1 +3 +3 +0 +8 to blood score, +4 to Leadership score Maximum scion class 
  level for a character with a great bloodline
 
  Hit Die: d8
  Class Skills: A scion of Masela has the following class skills: Balance (Dex), 
  Heal (Wis), Profession (sailor) (Wis), and Swim (Str). In addition, a scion 
  of Masela can pick any one skill as an additional class skill.
  Skill points at 1st level: (2 + Int modifier) x 4
  Skill Points at Each Additional Level: 2 + Int modifier
Class Features
  Weapon and Armor proficiency: A scion of Masela is proficient in the use of 
  all simple weapons, light and medium armor, and shields. 
Scion of Reynir 
  Level Base Attack BonusP FortG RefP WillP Special Notes
  1 +0 +2 +0 +0 Bonus hit points, special regent benefits,+4 to blood score, +2 
  to Leadership score Maximum scion class level for a character with a major bloodline
  2 +1 +3 +0 +0 +8 to blood score, +4 to Leadership score Maximum scion class 
  level for a character with a great bloodline
 
  Hit Die: d10
  Class Skills: A scion of Reynir has the following class skills: Handle Animal 
  (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int) and Survival (Wis). 
  In addition, a scion of Reynir can pick any one skill as an additional class 
  skill.
  Skill points at 1st level: (2 + Int modifier) x 4
  Skill Points at Each Additional Level: 2 + Int modifier
Class Features
  Weapon and Armor proficiency: A scion of Reynir is proficient in the use of 
  all simple weapons and shortbows, and light armor.
Scion of Vorynn 
  Level Base Attack BonusP FortP RefP WillG Special Spells/day
  0 Notes
  1 +0 +0 +0 +2 Bonus hit points, special regent benefits,+4 to blood score, +2 
  to Leadership score 2 Maximum scion class level for a character with a major 
  bloodline
  2 +1 +0 +0 +3 +8 to blood score, +4 to Leadership score 4 Maximum scion class 
  level for a character with a great bloodline
 
  Hit Die: d6
  Class Skills: A scion of Vorynn has the following class skills: Concentration 
  (Con), Knowledge (any) (Int), Spellcraft (Int) and Use Magic Device (Cha). In 
  addition, a scion of Vorynn can pick any one skill as an additional class skill.
  Skill points at 1st level: (2 + Int modifier) x 4
  Skill Points at Each Additional Level: 2 + Int modifier
Class Features
  Weapon and Armor proficiency: A scion of Vorynn is proficient in the use of 
  all simple weapons and light armor. 
  Spellcasting: Scions of Vorynn instinctively pick up some very minor spellcasting 
  abilities. They can learn two cantrips a sorcerer could know at first level, 
  and they can cast them in any combination two times per day. This increases 
  to four at second level that can be used in any combination four times per day. 
  They cast these cantrips using their scion hit dice as caster level, and bloodline 
  score as their spellcasting ability score. Scions of Vorynn follow all the rules 
  for sorcerers for purposes of using their cantrips.
Behind the curtain: Basis for Scion Class Levels
  The relative power level of scion classes was based on a campaign that entails 
  approximately equal amounts of domain and adventure level play. The relative 
  power of scions breaks down for campaigns that are almost exclusively domain 
  or adventure based. The following are suggestions that may be incorporated into 
  a campaign in order to put the relative power levels at a more even keel.
  ¢ Reduce the levels of scion classes. That is, eliminate the 2nd level 
  and make the first one great bloodline. What this does however is to make essentially 
  no difference between minor and major bloodlines. In order to maintain some 
  sort of balance between the two, it is suggested to use a random method of determining 
  bloodline strength in lieu of allowing players to choose.
  ¢ Modify blood abilities to add a domain level effect. This requires some 
  careful DM input and instruction in order to keep them balanced with each other. 
  The following are some guidelines for adding domain level effects to blood abilities:
  Minor blood abilities should fall within the following range:
  " Usable no more frequently than once per domain turn
  " Grant a +2 to a specific domain action
  Major blood abilities should fall within the following range:
  " Usable multiple times (no more than three times a domain turn)
  " Grant a +4 to a specific domain action or a +2 to two actions
  " Grant ability to cast up to a 3rd level realm spell
  Great blood abilities should fall within the following range:
  " Usable multiple times (no more than three times a domain turn)
  " Grant a +6 to a specific domain action or a +2 to three actions
  " Grant ability to cast up to a 5th level realm spell
  " Grant a bonus domain action per domain turn
Examples of blood abilities with domain level effects:
  Alertness - The scion gains a +2 to any check made to resolve random events 
  that occur.
  Healing - At Minor level the scion gains the ability to heal a lost hit point 
  of a single unit, once per battle per domain turn. At Major level the scion 
  gains the ability to heal a number of points of damage equal to his blood score 
  modifier and this can be spread over a number of units or all at once. For example 
  a scion with the healing - Major blood ability has a blood score modifier of 
  3, he can choose to heal 3 total points 1 point for each of three units, 2 points 
  to one unit and 1 point to another, etc. This ability can be used for one battle 
  a domain turn. At Great level in addition to the Major effects the scion can 
  also cure any condition that a single unit is suffering from. This ability can 
  be used for one battle each month. Regardless of the level of this ability the 
  scion must be present among the unit he is affecting.
  Increasing bloodline strength
Over time, a character's bloodline score may grow stronger through 
  wise rule as a regent, by confronting the scions of other bloodlines and defeating 
  them in heroic combat (usurpation) or by an act of Investiture. Increasing a 
  character's bloodline strength (from minor to major, for example,) is a related, 
  but even more difficult accomplishment.
  The first step toward increasing a scion's bloodline strength lies in his ability 
  score. The scion must increase his bloodline score to ten or more points above 
  its starting value. Secondly, the character must achieve public fame (or infamy) 
  through their deeds and actions. Legendary feats build the public acclaim that 
  is essential to increasing the strength of a character's semi-divine blood. 
  A quest to increase one's bloodline strength requires an epic deed; an increase 
  in bloodline strength never occurs without deeds that are the stuff of legend. 
  A character can never increase his bloodline strength more than once in a generation; 
  this reflects how legendary the act truly is.
  When an increase of bloodline strength occurs, the character upgrades their 
  bloodline strength to the next level. The character is now eligible to gain 
  another level of the scion class. Once that class level is taken then any associated 
  benefits are gained, except the character does not gain the bonus to bloodline 
  score that is normally associated with the scion class level - they have had 
  to earn those bonus score points rather than inheriting them, but their future 
  descendants will receive the bonus.
  Bloodline score
  Starting characters that are scions have an ability score that is not possessed 
  by non-blooded characters. This ability score determines the bloodline power 
  of a character in much the same way that their strength ability score determines 
  the character's physical strength. This seventh ability score must be generated 
  during character creation following the rules for ability score determination 
  presented in Chapter One: Characters.
  Once the initial ability score is determined this number is then doubled to 
  determine the character's bloodline score. A character's bloodline score is 
  used to determine the number of blood abilities that they possess. Table 2-2 
  shows the number of minor, major, and great blood abilities associated with 
  a particular bloodline score. The number of minor abilities is denoted Mi, the 
  number of major abilities denoted Ma, and the number of great abilities denoted 
  Gr. The scion must possess a bloodline of sufficient strength (represented by 
  the levels of the scion class) in order to make full use of these abilities. 
  A scion with a bloodline of Brenna (minor, 32), for example, would receive three 
  minor abilities. Their bloodline score would entitle them to one minor ability, 
  one major ability and one great ability but their minor bloodline strength limits 
  their manifestations to minor abilities only. 
  
  Table 2-3: Bloodline Score
| Blood Score | Mod | Minor | Major | Great | Hit Points | 
| 3 | -4 | - | - | - | 1 | 
| 4  | -3 | - | - | - | 2 | 
| 6  | -3 | - | - | - | 3 | 
| 8  | -2 | - | - | - | 4 | 
| 10 | -2 | - | - | - | 5 | 
| 12  | -1 | - | - | - | 6 | 
| 14 | -1 | - | - | - | 7 | 
| 16  | 0 | - | - | - | 8 | 
| 18 | 0 | - | - | - | 9 | 
| 20 | +1 | 1 | - | - | 10 | 
| 22  | +1 | 1 | - | - | 11 | 
| 24 | +2 | 1 | 1 | - | 12 | 
| 26 | +2 | 1 | 1 | - | 13 | 
| 28 | +3 | 1 | 1 | - | 14 | 
| 30 | +3 | 1 | 1 | - | 15 | 
| 32 | +4 | 1 | 1 | 1 | 16 | 
| 34 | +4 | 1 | 1 | 1 | 17 | 
| 36 | +5 | 2 | 1 | 1 | 18 | 
| 38 | +5 | 2 | 1 | 1 | 19 | 
| 40 | +6 | 2 | 2 | 1 | 20 | 
| 42 | +6 | 2 | 2 | 1 | 21 | 
| 44 | +7 | 2 | 2 | 1 | 22 | 
| 46 | +7 | 2 | 2 | 1 | 23 | 
| 48 | +8 | 2 | 2 | 2 | 24 | 
| 50 | +8 | 2 | 2 | 2 | 25 | 
| 52 | +9 | 3 | 2 | 2 | 26 | 
| 54 | +9 | 3 | 2 | 2 | 27 | 
| 56 | +10 | 3 | 3 | 2 | 28 | 
| 58 | +10 | 3 | 3 | 2 | 29 | 
| 60 | +11 | 3 | 3 | 2 | 30 | 
| 62 | +11 | 3 | 3 | 2 | 31 | 
| 64 | +12 | 3 | 3 | 3 | 32 | 
| 66 | +12 | 3 | 3 | 3 | 33 | 
| 68 | +13 | 4 | 3 | 3 | 34 | 
| 70  | +13 | 4 | 3 | 3 | 35 | 
| 72  | +14 | 4 | 4 | 3 | 36 | 
| 74 | +14 | 4 | 4 | 3 | 37 | 
| 76 | +15 | 4 | 4 | 3 | 38 | 
| 78 | +15 | 4 | 4 | 3 | 39 | 
| 80 | +16 | 4 | 4 | 4 | 40 | 
| 82 | +16 | 4 | 4 | 4 | 41 | 
| 84 | +17 | 5 | 4 | 4 | 42 | 
| 86 | +17 | 5 | 4 | 4 | 43 | 
| 88 | +18 | 5 | 4 | 4 | 44 | 
| 90 | +18 | 5 | 4 | 4 | 45 | 
| 92 | +19 | 5 | 5 | 4 | 46 | 
| 94 | +19 | 5 | 5 | 4 | 47 | 
| 96 | +20 | 5 | 5 | 4 | 48 | 
| 98 | +20 | 5 | 5 | 4 | 49 | 
| 100 | +21  | 6 | 5 | 4 | 50 | 
  
  Information on this table is presented in an abbreviated form. Not all Blood 
  Score values are listed in order to make the table smaller. The bonus hit points 
  are rounded down, minimum of 1. The numbers for the missing Blood Score values 
  are the same as for the previously listed Blood Score value with the exception 
  of the Reserve (which is 2X the Blood Score).
  
  Bloodline score and regency
  A character's bloodline score is also used to determine the potential strength 
  of the mystical connection that regents have with their domains. No one knows 
  how this bond between ruler and domain occurs, but some scholars believe it 
  is connected to the powers of confidence and belief - in effect the power of 
  the ruler is derived from the fealty of his subjects. Something in the semi-divine 
  blood of a noble scion responds to the allegiance of his followers in much the 
  same way that a true deity gains strength from worshippers. Similarly a regent 
  that holds source holdings reflects the faith that the land has in his ability 
  to care for and preserve it. The mystic power that regents derive from their 
  stewardship is known as divine right, karma, nobility, or (more commonly) regency. 
  In game terms, this power is measured in Regency Points (RP). Regent characters 
  can spend RP as they rule their realms to subtly manipulate and support their 
  followers in their assigned tasks. This divine gift makes it exceptionally difficult 
  for characters that do not possess a bloodline to rule as effectively as those 
  who do possess this gift. Although many non-blooded noble families are found 
  in Cerilia, the ruling houses of every known contemporary realm are blooded. 
  
  A regent's bloodline score determines the maximum number of regency points a 
  character can absorb from their domain per season. This number is equal to the 
  regent's bloodline score. If the size of a regent's domain entitles them to 
  collect a greater number of regency points, then these additional points are 
  simply lost. Similarly, there is a limit to the total amount of regency that 
  a regent can hold for future use. The maximum size of a regent's RP reserve 
  is twice the regent's bloodline score.
  Familial heritage
  Bloodline refers to the family that the scion has gained his birthright from. 
  Bloodlines are inherited in the same way that derivation is received. That is 
  to say that the child has the bloodline of the parent he receives his bloodline 
  derivation from. For example a child is born of two parents, the father, Andras 
  Rhaene, has An, major, 30 and the mother, Dalene Ghiras, has Br, minor 15. The 
  child would normally be born with a bloodline of An, minor 22 and would have 
  the Rhaene bloodline of his father's family. Many familial bloodlines have been 
  lost over the years as the result of producing offspring from parents with greatly 
  differing bloodlines and the resultant dilution of the family's bloodline.
  Some scions are the members of families in which marriages have been carefully 
  arranged to strengthen the children's bloodline. Others are products of haphazard 
  breeding resulting from marriages with non-blooded characters, scions with differing 
  bloodlines, or otherwise possessing traits potentially undesirable to a strong 
  bloodline. Many noble families have followed careful breeding programs (often 
  requiring scions to marry close relatives) for centuries in order to maintain 
  the strength of their bloodline. Although the necessary inbreeding increases 
  the likelihood of defectives, healthy children from such families often have 
  exceptionally powerful blood abilities and this is reflected via possession 
  of Major or Great bloodlines.
  Increasing/decreasing bloodline score
  A scion may increase his bloodline ability score via usurpation, described later 
  in this chapter. Another method of increasing his bloodline score is through 
  a ceremony of Investiture, described later in this book.
  The remaining method of a scion increasing his bloodline score is through wise 
  rulership. A scion's bloodline score can be permanently increased by one point 
  by spending a number of RP equal to the character's target bloodline score, 
  i.e., his current bloodline score plus one. This increase occurs automatically 
  when a scion's regency reserve exceeds the amount necessary for the increase 
  for two successive domain turns (six months). Such an increase is uncommon (many 
  characters will never realize an increase in bloodline strength). A scion's 
  bloodline cannot increase more than two points per year. A character's bloodline 
  score may decrease if they are forced (or choose to) spend regency points exceeding 
  the points in their current regency reserve. If a scion spends RP beyond their 
  reserve, their bloodline score is permanently reduced by one point. This reduction, 
  however, provides RP equal to the character's previous bloodline score. This 
  process continues as necessary to pay the required RP debt.
  Usurpation
  Soon after Deismaar, when newly blooded scions from the two sides met in battle 
  for the first time, a strange discovery was made. If two scions met in battle, 
  and one perished, it was possible for the victor to claim a portion of his slain 
  foe's divine energy and thus become all the stronger. The awnshegh known as 
  the Spider was among the first to discover this ability as he fought to become 
  leader of one of the surviving goblin tribes; this Usurpation of the other scion's 
  power help turn him into the corrupt being that exists today. Since that day, 
  thousands of other scions have fought to claim other's birthrights, drawing 
  their enemies into traps or even challenging them outright, for usurpation of 
  enemy's divine bloodline remains one of the easiest ways to increase one's own 
  power.
  However, because the scions divine essence is contained in his blood, this usurpation 
  can only occur if a scion dies in a violent manner and his blood is literally 
  spilt. If a blooded character dies non-violently, by poison, or a spell that 
  doesn't result in the spilling of blood, then the divine essence of their bloodline 
  passes with them, either to their heir or to into the land itself if they had 
  not designated a heir. However, if a scion's blood is spilt as a result of his 
  death in hand-to-hand combat then the divine essence of his or her birthright 
  is released in a burst of immediate power.
  For a tainted bloodline (a minor bloodline with a score of 19 or less), the 
  release of a dying scion's divine essence may only produce a slight tingling 
  perceptible only to those in the immediate area of effect. The slaying of a 
  scion of a minor bloodline will produce more noticeable effects: crackling static 
  discharge, gusts of wind, etc. The violent death of a scion with a bloodline 
  of Major strength always results in a storm of crackling energy and violent 
  winds, while the effects associated with the slaying of a scion of a Great bloodline 
  may be visible for miles.
  People, animals, and on very rare occasions, even objects in the immediate area 
  of a scion's violent death may absorb a portion of the scion's divine essence. 
  This burst of divine energy can be measured in the form of RP equal to five 
  times the victim's bloodline ability score. The radius of this burst of energy 
  is equal to one foot for every point of power released. For example, a scion 
  with a bloodline score of 20 is slain in combat; the result burst of energy 
  will have a radius of 100 ft. This burst of energy is not affected by the scion's 
  current regency reserve (which normally passes to her invested heir), but from 
  her very body.
  Any blooded character within the radius of the effect may absorb the RP released 
  in this burst; however the actual amount absorbed will depend on the strength 
  of the receiving scion's bloodline. A scion with a particularly weak bloodline 
  will only be able to absorb a small portion of the released regency. A scion 
  of a very strong bloodline, on the other hand, may find the released energy 
  does very little to enhance their bloodline strength.
  Each scion within the area of effect absorbs the released RP as follows. Start 
  with the closest scion; in the case of ties, select the scion with the highest 
  bloodline strength and then the highest score. This scion is exposed to the 
  released RP. She absorbs the RP, up to a limit of twice her current bloodline 
  strength. Any unabsorbed RP continues out in a burst that affects the next closest 
  scion.
  For example, if a scion with a bloodline score of 12 is slain, he releases a 
  burst of energy equal to 60 RP. Three other scions are within the 60 ft. range 
  of the blast; the closest has a bloodline score of 7, the next closest a score 
  of 14, and the farthest scion has a score of 20. The first scion absorbs his 
  maximum limit (14 RP), increasing his bloodline score by one to 8, and the remaining 
  46 RP burst continues to the next scion. The second scion also absorbs his maximum 
  limit (28 RP), again increasing his bloodline score by one to 15, and the remaining 
  18 RP pass to the final scion. The final scion absorbs the remaining energy 
  gaining 18 RP to add to his regency pool. Scions of very power scions may gain 
  nothing from slaying scions of very weak bloodlines.
  While this bloodline usurpation may seem an easy way to increase a scion's blood 
  power, it does come with its risks. When a scion absorbs the bloodline essence 
  of a scion with a bloodline score higher than his, then he faces the risk of 
  the victim's bloodline derivation effectively overwhelming his own. It is actually 
  possible for a scion's bloodline derivation to change as the new, more powerful 
  bloodline grounds itself in the slayer's body. This can only occur if the slayer 
  absorbs the maximum RP (twice his current bloodline score) during usurpation. 
  If this happens, then the scion must make a contested bloodline check or change 
  the derivation of his bloodline to the newly absorbed derivation.
  The scion normally gets a +10 circumstance bonus to this check, unless the slain 
  scion possessed a bloodline derived from Azrai. The corrupting influence of 
  the dark god's bloodline is particularly difficult to resist, and scions absorbing 
  the energy of Azrai do not gain this bonus. This is one of the reasons why Azrai's 
  bloodline is still so prevalent in Cerilia; many a scion has slain an Awnshegh 
  only to discover his has become corrupted by Azrai's foul taint. If a scion's 
  bloodline derivation changes, then any blood abilities he possessed that are 
  not available to his new bloodline derivation are immediately lost and replaced 
  by blood abilities permitted by the new derivation.
Becoming blooded through usurpation
  Non-blooded creatures exposed to divine energies released during usurpation 
  may spontaneously become blooded. This occurred on a massive scale at Deismaar 
  and transformed its heroes into the first scions. If a non-blooded character 
  absorbs RP from a source whose derivation agrees with their basic nature, they 
  may become blooded.
  The non-blooded character must make a character level check (d20 + character 
  level) against a DC of 20 (15 if the derivation is Azrai). If successful, the 
  character becomes blooded and gains a bloodline ability score of 5 or one half 
  of the bloodline strength of the victim whichever is lower, with the bloodline 
  strength and derivation of the victim. Newly created scions are not subject 
  to a maximum regency collection - they absorb all available regency in their 
  share of the burst. None of this regency is stored; it is immediately used to 
  raise the new scion's bloodline score at the standard cost (twice the current 
  bloodline score) up to a maximum of one less than the victim. This process is 
  repeated until all RP are spent (the remainder are discarded).
  For example, a scion of Anduiras (major, 16) is slain by a blow through the 
  heart by a non-blooded character. A burst of divine energy with an intensity 
  of 80 RP is released and absorbed in its entirety by the slayer. The non-blooded 
  slayer makes a character level check against DC 20. If the check fails, the 
  80 RP are forever gone (the RP are not absorbed by the non-blooded character, 
  but instead pass through him and into the land with no permanent effect to character). 
  If the check succeeds, the slayer becomes a scion with a bloodline of Anduiras 
  (major, 10). The bloodline score was calculated as follows. The scion gains 
  a starting score of 5. The absorbed regency increases this total by +5; from 
  5 to 6 (10 RP spent, 70 remaining), from 6 to 7 (12 RP spent, 58 remaining), 
  from 7 to 8 (14 RP spent, 44 remaining), from 8 to 9 (16 RP spent, 28 remaining), 
  from 9 to 10 (18 RP spent, 10 remaining). The remaining 10 RP are discarded, 
  and the newly created scion starts with a regency reserve of 0 RP. The newly 
  created scion also has a major bloodline and is eligible to gain a single level 
  of the Anduiras scion class.
  Bloodtheft
  If a blooded character is slain as the result of being pierced through the heart 
  (via a coup de grace), then the victim's divine essence passes in its entirety, 
  to the slayer whether or not he is blooded. Specifically slaying a scion through 
  a blow to the heart to claim their bloodline is commonly referred to as bloodtheft. 
  Bloodtheft also occurs when a scion is slain by a weapon made of bloodsilver 
  (Tighmaevril).
  A scion that commits bloodtheft is not subject to any maximum limit for absorbing 
  RP (normally twice the receiving scion's bloodline score). Furthermore, this 
  regency is immediately used to raise the scion's bloodline score at the standard 
  cost (one more than the current bloodline score).
  Blood abilities
  Scions of divine bloodlines may possess unusual talents or powers associated 
  with their line. These powers are known as blood abilities. Bloodline abilities 
  have three designated strengths (minor, major, or great) and are associated 
  with one or more derivations. The number and strength of the blood abilities 
  that a character possesses is determined by the character's bloodline traits 
  (see Table 2-3: Bloodline Score). Bloodline abilities should be chosen from 
  the derivation specific tables, below. Any blood abilities of the appropriate 
  strengths and derivations may be selected, as long as any designated prerequisites 
  are met. A player may choose an ability of lesser strength than they are entitled 
  to, at their preference. For example, if the scion is entitled to have one minor, 
  one major and one great ability he can choose to have all minors, two minors 
  and a great, one minor and two majors, etc. The tables also provide numbers 
  for the convenience of DMs using the random bloodline traits variant.
  For most characters, bloodline abilities generally first manifest at puberty 
  and remain constant throughout their life. Blood abilities, however, may be 
  gained or lost as a character's bloodline score changes during play. If a character's 
  score increases to the point where a new ability is gained, then select an ability 
  of the appropriate level from the tables below. If the character already possesses 
  the ability at a lower level of strength, then an ability of the appropriate 
  strength should be selected to replace the lower ability as well. The character 
  should always end up with the appropriate number of Great, Major, and Minor 
  abilities as indicated on Table 2-2: Bloodline Score. 
  Hereditary blood abilities
  Certain blood abilities are known, or rumored, to run in some families. For 
  example, a family of merchants with the hereditary blood ability Detect Lie 
  may become known as exceptionally canny and difficult to fool in business negotiations. 
  Likewise, some families have distinguishing bloodmarks that are passed from 
  generation to generation.
  Not all family members possess a family's hereditary abilities, but many do. 
  Players should make an effort to include abilities for which their character's 
  families are known. If the random bloodline traits variant is used, hereditary 
  abilities should be strongly preference (perhaps with as much as 75% chance).
  
  
  Prerequisites For Blood Abilities
Ability - Prerequisite
  Alertness - Az/Ba/Bre/Re, Bld 20
  Alter Appearance - Bre/Vor/Az, Bld 20
  Animal Affinity - Any
  Minor - Bld 20
  Major Animal Affinity (Mi), - Bld 24, scion level 1
  Great Animal Affinity (Ma), - Bld 32, scion level 2
  Battlewise - And/Az, Bld 24, scion level 1
  Berserker's Blood - Az/Vor, Bld 40, scion level 2
  Bloodform - Az
  Major Bld - 24, scion level 1
  Great Bloodform (Ma), - Bld 32, scion level 2
  Blood History - Bre/Ma/Vor, Bld 20
Bloodmark - Any, - Bld 20
  Bloodtrait - Any except Az
  Major - Bld 32, scion level 1
  Great Bloodtrait (Ma) - Bld 36, scion level 2
  Character Reading - Ba/Bre/Vor, Bld 24, scion level 1
  Charm Aura - Az, Ba, Bre
  Major - Bld 28, scion level 1
  Great Charm Aura - (Mi), Bld 36, scion level 2
  Courage And
  Minor Bld 20
  Major Courage (Mi), Bld 24, scion level 1
  Great Courage (Ma), Bld 32, scion level 2
  Death Touch Az
  Minor Bld 24
  Major Death Touch (Mi), Bld 28, scion level 1
  Detect Lie Any except Az, Bld 24
  Detect Life Any
  Minor Bld 20
  Major Detect Life (Mi), Bld 24, scion level 1
  Great Detect Life (Ma), Bld 32, scion level 2
  Detect Illusion Any except And, Bld 20
  Direction Sense Ma/Re, Bld 20
  Divine Aura Any
  Major Bld 24, scion level 1
  Great Divine Aura (Ma), Bld 32, scion level 2
  Divine Wrath And,/Ba/Ma, Bld 40, Bloodtrait/Great Heritage template, scion level 
  2
  Elemental Control And/Ba/Ma/Re, Bld 36, scion level 2
  Enhanced Sense 
  Major Any, Bld 24, scion level 1
  Great And/Az/Ba/Ma/Vor, Bld 32, scion level 2
  Fear Az, Bld 20
  Forest Walk Re
  Minor Bld 20
  Major Forest Walk (Mi), Bld 24, scion level 1
  Great Forest Walk (Ma), Bld 32, scion level 2
  Healing And/Ba/Re
  Minor Bld 20
  Major Healing (Mi), Bld 24, scion level 1
  Great Healing (Ma), Bld 32, scion level 2
  Heightened Ability Any except Ma, Bld 20
  Home Hearkening Bre
  Major Bld 24, scion level 1
  Great Home Hearkening (Ma), Bld 32, scion level 2
  Invulnerability Az/Ba/Vor, Bld 40, Bloodform/Blood trait/Great Heritage template, 
  scion level 2
  Iron Will And/Az/Re, Bld 20
  Light of Reason Ba
  Minor Bld 24
  Major Light of Reason (Mi), Bld 32, scion level 1
  Great Light of Reason (Ma), Bld 36, scion level 2
  Long Life Any
  Minor Bld 20
  Major Long Life (Mi), Bld 24, scion level 1
  Great Long Life (Ma), Bld 32, scion level 2
  Major Regeneration Az/Re, Bld 40, Bloodform/Blood Trait/Great Heritage template, 
  natural regeneration ability, scion level 2
  Major Resistance 
  Charm (Mi) And/Az/Bre/Re, Bld 20
  Charm (Ma) Charm (Mi), Bld 24, scion level 1
  Charm (Gr) Charm (Ma), Bld 32, scion level 2
  Magic And/Az/Re/Vor, Bld 32, scion level 2
  Non-magical attacks (Ma) Az/Bre/Ma, Bld 24, scion level 1
  Non-magical attacks (Gr) Non-magical attacks (Ma), Bld 32, scion level 2
  Poison (Mi) Az/Ba/Bre/Ma/Re, Bld 20
  Poison (Ma) Poison (Mi), Bld 24, scion level 1
  Poison (Gr) Poison (Ma), Bld 32, scion level 2
  Mebhaighl Sense Vor
  Minor Bld 20
  Major Mebhaighl Sense (Mi), Bld 24, scion level 1
  Great Mebhaighl Sense (Ma), Bld 32, scion level 2
  Persuasion Az/Bre, Bld 24, scion level 1
  Poison Sense Az/Re, Bld 20
  Protection from Evil Any except Az
  Major Bld 24, scion level 1
  Great Protection from Evil (Ma), Bld 32, scion level 2
  Regeneration And/Az/Re, Bld 40, Bloodform/Blood Trait/Great Heritage template, 
  scion level 2
  Resistance Any
  Minor Bld 20
  Major Resistance (Mi), Bld 24, scion level 1
  Great Resistance (Ma), Bld 32, scion level 2
  Sea Song Ma, Bld 24, scion level 1
  Shadow Form Az/Bre, Bld 36, scion level 2
  Touch of Decay Az, Bld 32, scion level 2
  Travel Any except And and Re, Bld 32, scion level 2
  Unreadable Thoughts Any, Bld 24, scion level 1
  Wither Touch Az
  Major Bld 32, scion level 1
Great Wither Touch (Ma), Bld 36, scion level 2
  Items separated by a slash "/" are choices, i.e., one of the items 
listed is required. Items separated by commas "," are all required. 
Using blood abilities
  Unless specified otherwise in the ability description, all blood abilities are 
  treated as spell-like abilities and have the following properties:
  o The base DCs for blood abilities that require saving throws are 12 for minor 
  blood abilities, 15 for major, and 18 for great blood abilities. The scion's 
  bloodline score modifier adjusts this base DC.
  o The scion's character level is used in place of caster level for all level-based 
  effects, including duration, range, DC for dispelling, spell penetration checks, 
  etc.
  o Blood abilities are subject to spell resistance and to being dispelled. Persistent 
  blood abilities can be suppressed for 1d4 rounds by a successful dispel magic. 
  Blood abilities do not function in areas where magic is suppressed or negated 
  (such as an anti-magic field). Blood abilities cannot be counter-spelled, nor 
  can they be used to counter-spell.
  o Blood abilities have no verbal, somatic, or material components, although 
  some of them require touch or interaction to be effective. The user simply activates 
  them mentally. Since blood abilities are not arcane spells they are not affected 
  by wearing armor and shields. 
  o Blood abilities that require a conscious action to activate have a casting 
  time of 1 standard action and provoke attacks of opportunity.
  o Bonuses granted by bloodline abilities are unnamed bonuses and thus stack 
  with all other bonuses.
  Variant: Using Charisma modifier for Blood Abilities
  In lieu of using the blood score modifier for blood abilities the Charisma modifier 
  may be used. This reflects the inner personal strength of the scion and how 
  well he can harness it to increase the effectiveness of his blood abilities.
  Behind the curtain: Blood abilities
  The blood abilities listed represent all of the "known" blood abilities 
  in Cerilia. There may be others, but these would be exceptionally rare. The 
  guidelines presented below may help DMs who wish to create new blood abilities 
  unique to their campaign. We recommend that "new" blood abilities 
  be created sparingly, as the abilities listed should be adequate to provide 
  the correct feel for the setting. Blood abilities should provide a slight increase 
  over the benefits of a typical feat, so the DM adjustment should be made to 
  keep all abilities of the same level at approximately the same level of usefulness.
Minor abilities should fall in the following range:
  o A +2 bonus to an ability score
  o Up to +2 bonus to attack/damage/saving throws
  o Up to +4 (total) bonus to skills (individual or group)
  o Cast up to 2nd level spell once per day
  o Persistent/Casting 0-Level spells at will
  o Feat equivalent (usually a little more powerful than an equivalent feat)
  Major abilities should fall in the following range:
  o Up to +4 bonus to attack/damage/saving throws
  o Up to +6 (total) bonus to skills (individual or group)
  o Cast up to 4th level spell once per day
  o Persistent spell effects of spells up to 2nd level
  o Persistent sense modification (e.g., gains Dark Vision)
  o Class abilities
Great abilities should fall in the following range:
  o Up to +6 bonus to attack/damage/saving throws
  o Up to +8 (total) bonus to skills (individual or group)
  o Cast up to 6th level spell once per day
  o Persistent spell effects of spells up to 4th level
  o Enhanced class abilities (e.g., Barbarian's Rage at higher class level effect)
  Alertness
  Level: Minor 
  Derivation(s): Azrai, Basaïa, Brenna, Reynir
  The scion possesses an uncanny sense of his surroundings. 
  Minor: The scion gains an additional move action during surprise rounds 
  in which they would normally gain only a standard action, and a standard action 
  during surprise rounds in which they would normally gain no action.
  This blood ability is considered an extra-ordinary ability.
  Alter Appearance
  Level: Minor 
  Derivation(s): Brenna, Vorynn, Azrai
  The scion can briefly change their approximate build and facial features by 
  means of a natural illusory talent. 
  Minor: The scion can disguise self as per the spell of the same name. 
  It can be used once per day.
Animal Affinity
  Level: Minor, Major, Great 
  Derivation(s): All
  The scion possesses an affinity and skill for communicating with the totem animal 
  of their bloodline derivation. The ancient totem animal for Anduiras was the 
  lion; for Basaïa, the eagle; for Brenna, the cat; for Masela, the dolphin; 
  for Reynir, the wolf; for Vorynn, the owl; and for Azrai, the serpent. 
  Minor: Empathic communication: The scion has an empathic communication 
  with the animal to a range of 60 feet, although the scion must be able to see 
  the animal. This ability is similar to the wizard/sorcerer's ability to communicate 
  with his familiar. Members of the species will never attack him unless they 
  are magically controlled. The scion gains the wild empathy ability like a druid 
  or ranger (detailed in the Player's Handbook) but only towards his totem animal. 
  If the scion already has the wild empathy ability he gains a +2 bonus to his 
  checks when interacting with his totem animal.
Major: In addition to the Minor effects the scion gains 
  the following: Speak with totem animal: The scion's empathic communication increases 
  to the ability to speak with animals of the totem species at will, as per the 
  spell Speak with Animals. The animal must be within speaking distance of the 
  scion. Members of the species regard the scion as an ally and friend and will 
  cooperate with reasonable requests. An animal might guide or guard the scion 
  during a trip in the wilderness, but it wouldn't follow him into civilized or 
  inhospitable lands. 
Great: In addition to the Minor and Major effects the scion 
  gains the following: Detect totem animal location: The scion can detect a single 
  totem animal within a l-mile radius, as per the spell Detect Animals or Plants. 
  The scion learns the location of the nearest animal first, but may continue 
  concentrating to learn the location of other animals. The scion may do this 
  indefinitely at a rate of one animal per round. Animals of the species will 
  give their lives in the service of the scion. Enhanced communication with totem 
  animal: By concentrating for one round (full round action), the scion can see 
  through the animal's eyes using the creature's vision instead of the scion's 
  own, summon it to his location, or relay information to it through mental communication. 
  The scion may only use one of these options at a time. The animal must be within 
  1-mile of the scion. Shape change into totem animal: Once per day, the scion 
  may shape change into the particular animal form for up to two hours, as per 
  the druid's Wild Shape ability (detailed in the Player's Handbook).
Battlewise
  Level: Major 
  Derivation(s): Anduiras, Azrai 
  The scion with this ability is a military genius, blessed with an uncanny power 
  to analyze enemy weaknesses, create sound plans of attack, and inspire troops 
  to victory. 
  Major: Any army the scion leads is far more effective than a similar 
  force under another commander. The scion gains a +2 bonus to their effective 
  character level when determining the EL of a Hero's unit of which they are a 
  part (refer to Chapter Six: Armies and Warfare).
  In addition, as long as the scion is on the field of battle, all allied units 
  gain a bonus to morale. This bonus is equivalent to the bonus that the scion 
  would normally provide to a unit under their direct command (+1 bonus to morale 
  for every 5 ranks of Lead).
  Berserker's Blood
  Level: Great 
  Derivation(s): Azrai, Vorynn
  Scions with this ability can surpass the limits of mortal endurance and battle 
  after other mortals would have died at the hands of their enemies. 
  Great: When a scion with the Berserker's Blood ability suffers enough damage 
  that his hit points fall to half of his normal maximum, he can choose to go 
  into a berserk fury. The scion gains a +6 to Strength, +6 to Constitution, and 
  a +3 morale bonus on Will saves, but suffers a -2 penalty to AC while in the 
  berserk fury. The increase in Constitution increases the scion's hit points 
  by 3 per level, but any damage suffered while in this fury remains when the 
  scion's Constitution score returns to normal. While in his fury, the scion cannot 
  use skills or abilities that require patience and concentration, such as moving 
  silently or casting spells. He cannot use ranged weapons. He can use feats, 
  with the exception of expertise, item creation feats, or metamagic feats. While 
  in a fury the scion attacks continuously until no foes remain. A scion attacks 
  each foe single-mindedly, not withdrawing until the foe is slain. In order to 
  avoid attacking a friend or innocent bystander, the scion must make a Will save 
  (DC 15 + the number of rounds already spent in the fury). 
  A fit of berserker's fury lasts for a number of rounds equal to 3 + the scion's 
  (raged) Constitution modifier. The scion can not end the fury prematurely. If 
  there are no longer any surviving flesh and blood opponents in sight, the scion 
  randomly attacks walls, rocks, trees, doors, or anything else on which he can 
  take out his rage. At the end of the fury, the scion is fatigued (-2 Strength, 
  -2 to Dexterity, can't charge or run) for the duration of the encounter. The 
  scion can only fly into a fury once per day.
  Bloodform
  Level: Major, Great
  Derivation: Azrai
  This is the power that causes an awnshegh's form to shift toward its most corrupt 
  state; from the scion's perspective, he is achieving power that ultimately suits 
  his nature, if not his aesthetic wishes. An initially dormant Bloodform blood 
  ability will only manifest in a scion of Azrai when he continually taps his 
  blood powers. The god Azrai was the epitome of corruption, and by using his 
  powers, many scions of his bloodline in turn corrupt their own bodies. 
  In many ways Bloodform is more of a curse than an ability, but many awnsheghlien 
  look at it as a mixed blessing. Initial changes are small but noticeable; for 
  example, a human female with Azrai's bloodline is wounded, and when she uses 
  her regeneration ability, her body heals over the wound with differently textured, 
  inhuman skin. Continual use of blood abilities brings these physical changes 
  more to the forefront until they totally alter the original creature, creating 
  an awnsheghlien; our example of the human female could eventually become the 
  Troll or some other suitably scaled fast healing creature. Depending on the 
  amount and frequency of powers used, as well as the scion's bloodline strength, 
  the transformation to awnsheghlien form could take as little as three years 
  or as many as six centuries.
  Of all the blood abilities, Bloodform and its non-Azrai counterpart Bloodtrait, 
  require the most DM involvement since the individual effects of these abilities 
  inherently vary. The DM should carefully plan the ultimate transformation of 
  a scion to awnsheghlien status so that there is a logical progression of the 
  creature's form, attack and defense modes, and final powers based on the scion's 
  personality and nature. If this is a player character, discussions with the 
  DM on the scion's drives and goals can help to divine how the PC's Bloodform 
  blood ability will manifest.
  Major/Great: A scion's form undergoes a graduate transformation into 
  a creature fitting their darkest nature. The details of this transformation 
  are covered in Chapter Nine: Creatures.
Blood History
  Level: Minor 
  Derivation(s): Brenna, Masela, Vorynn
  The scion is blessed (or cursed) with the memories of his/her ancestors. 
  Minor: With concentration, the scion can call upon the memories of all 
  direct ancestors. A scion gains these memories at the time of his birth; therefore, 
  the scion will have none of his parent's memories of events later than the scion's 
  birth. A sibling born two years later, however, would gain two years of memories 
  that the older sibling would not have. Likewise, the scion would gain his grandfather's 
  memories up to the time of the scion's father's birth; from that point on, the 
  scion would gain the memories of his father, not the memories of his grandfather. 
  Not all memories recalled are pleasant; knowing the sin's and sorrows of one's 
  parents is often as much of a curse as it a blessing. 
  Knowledge: A scion with this ability has access to stray knowledge about notable 
  people, legendary items, or noteworthy places. The scion may make a Bardic Knowledge 
  check (see the Player's Handbook) as if they were a Bard of equal level. A bard 
  with this ability receives a +2 bonus to their normal check. If the scion's 
  ancestors could not possibly have had insight into the problem, then this check 
  automatically fails. This ability also grants a +4 bonus to Knowledge (History).
  Skills: Once per day, the scion may call on this ability to provide a temporarily 
  gain in any skill possessed by their ancestors that has Intelligence or Wisdom 
  as its key ability. With a successful bloodline check, the scion gains 5 ranks 
  in the skill. If the scion already has 10 or more ranks in the skill, they add 
  only 2 ranks. The scion retains the temporary skills for 1 minute per character 
  level. 
  To use this ability, the scion must concentrate (as a move-equivalent action) 
  and succeed on a bloodline check verse a DC based upon how difficult the memories 
  are to access. This check could range from DC 10 for a skill fairly common to 
  the scion's ancestors to DC 35+ for insight into a skill very rare among the 
  scion's ancestors.
  The DM should feel free to spontaneously invoke this ability to parlay necessary 
  information that the scion's ancestor might have known which will advance the 
  story line.
Bloodmark
  Level: Minor
  Derivation: All
  The scion bears a visible, recognizable sign of his special heritage. 
  Minor: Depending on the family, it may be a white streak in the hair, 
  eyes of brilliant green, or a birthmark. NPCs that recognize the mark will tend 
  to be respectful toward the scion, and even enemies perceive the mark as a warning 
  to conduct themselves carefully when around the scion. The confidence imparted 
  to the scion with such a bloodmark provides a +1 bonus to all Charisma-based 
  skills.
  The effects of a bloodmark are considered a circumstance bonus and not a spell-like 
ability.
Blood Sense
  Level: Minor
  Derivation: Azrai, Brenna, Reynir, Vorynn 
  Scions with this ability can sense the divine blood around  them. 
Minor: Sense presence of blood: This ability functions like  the detect magic spell. The amount of information revealed depends on how long  the scion concentrates.
This ability is usable once per day.
Bloodtrait
  Level: Major, Great
  Derivation: Any except Azrai
  Scions can alter their physical forms to access their blood abilities more evocatively. 
  A scion with this gift can alter his body to more powerfully channel the manifestations 
  of his blood abilities. The scion has some conscious control over the use of 
  this power. The scion does not control the exact form of this transformation, 
  but does control the timing of the change.
  Of all the blood abilities, Bloodtrait and its Azrai counterpart Bloodform require 
  the most DM involvement since the individual effects of these abilities inherently 
  vary. It is rare that any regent or scion of any bloodline would choose to significantly 
  change his form, as this sort of alteration of form is most closely linked in 
  many peoples' minds with the awnsheghlien. Within the first eight centuries 
  after Deismaar, though, circumstances forced this ability into use in order 
  for the forces of good to vanquish the growing evil of rampaging awnsheghlien. 
  While no one in the public eye has actively used this power to change in recent 
  centuries, a few ancient heroes embraced this ability to become servants of 
  good who moved beyond humanity. Known ehrsheghlien (elvish for "blood of 
  the light") that are still alive in Cerilia include the Pegasus, the Phoenix, 
  and the Treant.
  Major/Great: A scion may attempt to invoke a significant physical change 
  to their form to enhance any of their other major or minor bloodline abilities. 
  The details of this transformation are covered in Chapter Nine: Creatures.
  Character Reading
  Level: Major
  Derivations: Basaïa, Brenna, Vorynn
  The scion is an unnaturally perceptive judge of character and can quickly form 
  accurate assessments of another character's intentions attitudes and motivations. 
  
  Major: The scion must speak with the person in question for at least one minute 
  to form an impression. The scion gains a +6 bonus to Sense Motive checks.
  Charm Aura
  Level: Major, Great
  Derivations: Azrai, Basaïa, Brenna
  Description: The scion projects an invisible shroud of power. 
  Major: When invoked one of the following effects occurs, the scion charms (per 
  the spell charm animal) up to six non-hostile creatures or scares (per the spell 
  of the same name) up to six hostiles within a 50 foot radius. This power is 
  usable three times per day and will only affect only non-blooded creatures. 
  Charm aura, when used in combination with divine aura, can extend the range 
  of either aura to 100 feet.
  Great: The scion can charm (per the spell charm monster. mass) all non-hostile 
  creatures and confuse (per the spell confusion) all hostile beings within a 
  75-foot radius. This power is usable three times per day and only affects non-blooded 
  creatures. Charm aura, when used in combination with divine aura, can extend 
  the range of either aura to 100 feet.
Courage
  Level: Minor, Major, Great
  Derivation: Anduiras
  Description: As the ancient god of noble battle, Anduiras imbued supernatural 
  courage into many of the bloodlines derived from him.
  Minor: Scions with courage are automatically successful with any saving 
  throws required for effects that cause magical or normal fear. For effects that 
  are normally allowed no save, the scion may roll a normal Will saving throw 
  against DC 15 to resist the effect. 
Major: The effects of the Minor ability are extended to all allies within 10 feet of the scion.
Great: In addition to the effects of the Major ability 
  the scion gains the following: Battlefield morale: A military unit containing 
  the scion automatically succeeds all unit morale checks. The affected unit may 
  change if the scion moves between units during combat as a part of a Heroes 
  unit.
Death Touch
  Level: Minor, Major
  Derivation: Azrai
  A scion with this ability can exude a virulent fluid in some manner. Contact 
  with this toxin results in an infection that causes a disease effect. 
  Minor: With the slightest contact, death touch can spoil food and drink, 
  or pollute a small well or enclosed pool of water. This ability manifests in 
  a wide variety of ways, such as a skin-contact fluid (emitted through pores 
  on hands or other appendages), injected fluids (introduced through fangs or 
  another piercing implement), or a spray or cloud (anything from a mist-like 
  breath weapon to an underwater ink cloud). At its widest dispersal, the death 
  touch affects only those creatures within a 25-foot radius of the emission point. 
  The scion chooses (with DM input/approval) the method in which this ability 
  is manifested (injected, contact or spray).
  Contact forces a victim to make an immediate Fortitude save or else contract 
  a disease and immediately take Con damage; 1d4 for injected; 1d4-1 for contact 
  and 1d4-2 for spray. In all cases, the toxin causes a minimum of 1 point of 
  damage. If the form is a spray then there is a +2 bonus to each victim's saving 
  throw for every victim above one. For example if there are three victims within 
  the spray effect then each gains a +4 to his saving throw. This infection functions 
  like a normal disease (per the Dungeon Master's Guide) with saving throws required 
  each day to avoid taking additional damage. A neutralize poison or a remove 
  disease spell (or equivalent) cast on the victim will also work. This ability 
  is usable three times per day.
Major: The effects are increased to 1d6 Con damage for 
  injected, 1d6-1 Con damage for contact and 1d6-2 Con damage for spray.
Detect Lie
  Level: Minor
  Derivation: Any except Azrai
  The scion has a knack for determining whether a character is lying. 
  Minor: Once per day, the scion can concentrate on one individual and discern 
  whether he is speaking the truth, as per the spell discern lies. Unlike the 
  spell this ability only affects a single individual, regardless of the scion's 
  level.
Detect Life
  Level: Minor, Major, Great
  Derivation: All
  The scion can sense all life within a particular range. 
  Minor: By concentrating for a round (full round action), the scion can 
  Detect Animals or Plants as per the spell. This ability is usable once per day.
  Major: The effects of the Minor ability are increased such that the scion 
  detects all types of animals and plants at the same time.
  Great: The effects of the Major ability are increased such that the scion 
  gets the maximum effect in 1 round.
  Detect Illusion
  Level: Minor
  Derivation: Any except Anduiras
  Scions with this ability are rarely fooled by illusion spells and effects that 
  create false visual images.
  Minor: When a scion encounters an illusion or effect, he is immediately allowed 
  a disbelief check (Will Save). Success means the scion instantly perceives the 
  illusion for what it is, even if he is making no particular effort to disbelieve 
  the illusion. If the scion consciously attempts to disbelieve, he does so with 
  a +4 bonus to the saving throw. This ability is effective against any illusion 
  spell that creates a false image or substitutes a false image for reality (i.e., 
  figments and phantasms).
Direction Sense
  Level: Minor
  Derivations: Masela, Reynir
  A scion with direction sense has almost no chance of becoming lost. 
  Minor: As long as the scion knows his destination, he has an unerring 
  sense of the direction in which the destination lies. This does not mean that 
  the scion always follows the easiest course when traveling, since the scion 
  could easily encounter impassable terrain and be forced to detour around it. 
  The scion can also retrace his steps with ease. Scions of Reynir's derivation 
  have this ability only in wilderness or rural settings, while descendants of 
  Masela's blood cannot get lost at sea. Regardless, the scion also gains a +4 
  synergy bonus to all Survival checks in the applicable surroundings used to 
  keep from getting lost. The scion always knows where true north lies in relation 
  to himself.
Divine Aura
  Level: Major, Great
  Derivations: All
  An intangible mantle of power and nobility surrounds some scions, commanding 
  respect from all they meet. 
  Major: Influence non-blooded characters. Divine aura marks the character 
  as a scion of power. The Divine Aura's effect is a +2 bonus to Charisma-based 
  skills. Enthrall non-blooded characters: The scion can enhance his aura once 
  per day with one round of concentration (a full round action). The scion can 
  enthrall (as per the spell of the same name) any non-blooded creatures.
Great: In addition to the Major effects the scion also 
  gains the following: The scion's bonus to Charisma-based skills is increased 
  to a +4. Hypnotic pattern/fear non-blooded characters: The scion's aura acts 
  as a hypnotic pattern (as per the spell of the same name) against non-hostile 
  creatures and as a fear spell (as per the spell of the same name) against enemies. 
  This ability affects only non-blooded characters.
Divine Wrath
  Level: Great*
  Derivations: Anduiras, Basaïa, Masela
  When a scion with this ability is moved to great anger, he becomes a terrible 
  enemy. The scion's body is imbued with extreme strength, and the mere sight 
  of his angry visage terrifies his enemies. *Only scions with Bloodtrait or the 
  Great Heritage template may take this ability.
  Great: The divine wrath can never be summoned voluntarily; it comes over 
  the scion only when he battles a being that has either wronged him or someone 
  he cares about.
  The divine wrath lasts ten rounds + one round/level. This condition grants the 
  scion the following: Strength increase: The scion gains a +4 to Strength. Improved 
  saves: The scion gains a +4 bonus to all saving throws. Increased toughness: 
  The scion gains a damage reduction of 1/- to all attacks. Maximized spells: 
  All spells cast by the scion are maximized (as per the meta-magic feat). Fear 
  gaze: The scion gains a gaze attack with a range of ten feet. Anyone who meets 
  the scion's gaze must make a Will Save or be stricken with fear (as per the 
  spell of the same name). 
Elemental Control
  Level: Great
  Derivations: Anduiras, Basaïa, Masela, Reynir
  Several of the old gods were closely tied to one of the four elements. Masela 
  was goddess of the sea; Basaïa was associated with the sun; Reynir was 
  tied to earth; and Anduiras was associated with the skies. A few particularly 
  powerful scions of these lines also inherited their progenitor's powers over 
  these elements. 
  Great: A scion can summon a single elemental of the appropriate type 
  once per week with no risk of the creature turning on him as per the spell Summon 
  Monster V. Elemental spell. Once per day the scion also receives one of the 
  following powers (as per the spell of the same name) depending on his bloodline 
  derivation. Scions of Anduiras may cast control winds; scions of Basaïa 
  may cast protection from elements (fire); scions of Reynir may meld into stone 
  or passwall; and scions of Masela may water walk.
  Enhanced Sense
  Level: Major, Great
  Derivations: All
  Scions are sometimes gifted with powers of perception far beyond those of ordinary 
  mortals. The nature of the enhanced sense depends on the derivation and power 
  of the character's bloodline.
  Major:
  Anduiras: Scions of Anduiras may detect evil three times per day, as 
  described for paladins in the Player's Handbook.
  Azrai: The scion has low light vision. The scion gains a +4 bonus to 
  his spot check to discover someone hiding in shadows.
  Basaïa: Scions of Basaïa's blood have the vision of a hawk. 
  They can spot detail and motion at twice the distance of a normal human. Distance 
  penalties to spot checks are halved (reduced to -1 per 20 feet). All missile 
  range penalties are decreased by one category (i.e., penalties are reduced by 
  2). 
  Brenna: Brenna's line is blessed with the sight and hearing of cats. 
  They have darkvision to a range of 60 feet. The scion gains a +2 bonus to Listen 
  checks.
  Masela: The senses of scions of Masela are not hindered by rain, snow, 
  or other weather-related obscurement. The scion can see at least 120 feet, even 
  in the worst conditions, although darkness affects the scion normally. The scion's 
  hearing is also unaffected by the weather and will not be hampered by howling 
  wind or driving rain. This ability works equally well against magical weather-related 
  obscurement as it does against natural ones.
  Reynir: A scion of Reynir is attuned to the wilderness and possesses 
  the ability to follow the trails of creatures and characters across most types 
  of terrain. The scion gains the benefits of the Track feat in outdoor wilderness 
  settings. The scion is considered to have the track feat for any prerequisites 
  that require it (e.g., prestige classes, other feats, etc.) Scions that have 
  the Track feat gain, instead, a +2 bonus to Survival or Search checks used while 
  tracking in the wild. The scion also gains a +2 bonus to Spot checks in wilderness 
  settings.
  Vorynn: Scions of Vorynn's line have limited abilities of divination. 
  The scion may cast clairaudience/clairvoyance once per day.
Great: There is no Great ability for Brenna or Reynir
  Anduiras: Scions of Anduiras may now detect evil at will.
  Azrai: In addition to the Major effects the scion of Azrai gains the 
  power to see into the Shadow World the same as the Halfling ability Shadow Sense.
  Basaïa: In addition to the Major effects the scion's vision can 
  penetrate normal or magical darkness up to a distance of 60 feet.
  Masela: In addition to the Major effects the scion can hear his name 
  spoken (as well as anything said about him) anywhere within a 10-mile radius 
  of his current location, providing that both the scion and the speaker are outdoors 
  at the time. The wind carries conversations about the scion to him; enemies 
  must be careful of speaking his name.
  Vorynn: In addition to the Major effects the scion also gains the ability 
  to cast scrying, greater once per day. 
Fear
  Level: Minor
  Derivation: Azrai
  With a touch, the scion can instill absolute terror in his victim. 
  Minor: Up to three times per day the scion can instill fear (as per the spell), 
  by executing a touch attack. This ability also grants a scion a +2 bonus to 
  his saving throws versus all types of fear that allow saves.
Forest Walk
  Level: Minor, Major, Great
  Derivations: Reynir
  Scions can use this ability to harmonize with the forest, moving through it 
  without affecting it. 
Minor: The scion may pass through any light, medium, or 
  heavy forests at no penalty to his normal movement rate. The scion moves through 
  the forests as if under the effect of the spell Pass Without Trace. All natural 
  tracking abilities, such as Search, Survival (with the Track feat), the sense 
  of smell possessed by hunting hounds, etc., provide no aid in tracking the scion 
  through forests.
Major: In addition to the Minor effects the scion gains 
  the following: Magical tracking resistance: The scion has resistance to magical 
  forms of tracking. The scion gains a +6 bonus to the DC to evade the detection 
  whenever he is in forest terrain. This resistance applies equally to both spells 
  and magic items (such as a crystal ball) that could be used to locate or track 
  the scion.
Great: In addition to the Major effects the scion gains 
  the following: Forest Travel: The scion may enter the edge of any forest and 
  travel through the forest at the rate of approximately one province per hour. 
  During this walk the scion seems to be moving at a normal rate of speed, but 
  subtly manipulated the passage of time and distance inside the forest. 
  For example, a scion entering the Aelvinnwode in northern Taeghas could walk 
  for a few hours and emerge anywhere along the Aelvinnwode's borders as far away 
  as northern Tuarhievel or even back where he started. During the time the scion 
  moves through the forest, he travels in a normal manner. He may make rest stops 
  (for no more than fifteen or so minutes at a time) and have encounters, and 
  he will pass through provinces one at a time. The scion must decide his destination 
  when he enters the forest. If he changes his mind during his forest walk, he 
  may continue traveling normally or begin a new forest walk.
Healing
  Level: Minor, Major, Great
  Derivation: Anduiras, Basaïa, Reynir
  The ancient powers were capable of miraculous feats of healing; some scions 
  have inherited these powers.
  Minor: A scion gifted with healing may cure light wounds (as per the 
  spell) once per day.
  Major: The scion may cure moderate wounds, remove paralysis, remove disease, 
  remove blindness/deafness, or lesser restoration (as per the spells) once per 
  day.
  Great: As per the Major effects except the caster adds cure serious wounds 
  and neutralize poison to this list of spells from which they may select.
Heightened Ability
  Level: Minor
  Derivation: All except Masela
  The old powers each cherished different traits in their followers and embodied 
  these characteristics. The resulting bloodlines often show near-divine examples 
  of strength, intelligence, or beauty.
  Minor: A scion with this attribute gains a +2 increase in the applicable 
  ability score. The abilities associated with each derivation are as follows: 
  Anduiras - Charisma or Strength (choose which one or roll for it when this ability 
  is gained); Basaïa - Intelligence; Brenna - Dexterity; Reynir - Constitution; 
  Vorynn - Wisdom; Azrai - Charisma or Intelligence (choose which one or roll 
  for it when this ability is gained).
  Heightened ability is not a spell like ability it is an increased ability like 
  that from every 4th character level.
Home Hearkening
  Level: Major, Great
  Derivation: Brenna
  A regent with this blood ability has an even stronger connection to the land 
  and holdings he rules than other regents.
Major: If any of the scion's holdings experience a challenge or threat (such as a contest domain action or monster random event), the regent immediately feels the sensation that something is wrong and that he is needed in the province where the event is occurring. The feeling persists until the matter is settled, either by the regent or someone else. No range limit exists for this ability and as long as the regent is alive he will know when trouble threatens his domain.
Great: In addition to the major effects the regent is enabled 
  to do something about the situation from afar. Presumably, the regent maintains 
  ties with family members, extremely close friends, vassals, and lieutenants 
  within his realm. The regent can, after feeling the disquiet caused by unrest 
  in a province or holding he controls, project this feeling and his desire for 
  action to one of those people. No two-way communication is possible, but the 
  regent may empathically make his wishes made known in a general way. As a result, 
  the regent can respond to threats in his realm while hundreds or even thousands 
  of miles away. 
  Note: Unlanded scions that possess this ability initially feel a tie to their 
  homelands but can, over time, redirect this feeling to any new area in which 
  they live for at least six months. The non-regent scion cannot perform domain 
  actions but still has links to family members or extremely close friends, and 
  still experiences disquiet when trouble appears.
Invulnerability
  Level: Great*
  Derivations: Azrai, Basaïa, Vorynn
  This ability grants the scion a limited form of immortality. He is not immortal 
  in the true sense of the word, but he cannot be killed except under very specific 
  circumstances. *Only characters with the Bloodform ability, the Bloodtrait ability, 
  or the Great Heritage template may take this ability.
  Great: A scion with Invulnerability can be killed only under a particular set 
  of deadly conditions, which are unique for each blooded scion. The scion cannot 
  be slain save through this vulnerability. The scion is immune to all polymorph 
  and magical death effects. The scion cannot be slain by poison, nor can any 
  effect reduce their ability scores below 1. If reduced to negative hit points 
  the scion is rendered unconscious but can't be reduced below -10 (such damage 
  is instantly regenerated).
  A scion's vulnerability may be as simple as a vulnerability to magical weapons 
  to as complex as a need to sever his limbs and burn them to ash. Unless the 
  appropriate vulnerability is exploited, the scion regenerates at their normal 
  rate.
  Invulnerability is a supernatural ability.
Iron Will
  Level: Minor
  Derivation: Anduiras, Reynir, Azrai
  The scion is tougher than ordinary characters. The mystic energy of their divine 
  heritage allows them to persevere when lesser mortals tire or perish. 
  Minor: Bonus hit points: The scion gains three bonus hit points. The 
  scion is also considered to have the Toughness feat for any prerequisites that 
  require it (e.g., prestige classes, other feats, etc.) Heightened Saving Throws: 
  The scion gains a +1 bonus to Will and Fortitude saving throws.
Light of Reason
  Level: Minor, Major, Great
  Derivation: Basaïa
  Scions with this ability can use the power of the former sun goddess to light 
  their surroundings. A scion who calls upon this ability actually radiates light 
  as described below. 
  Minor: The scion generates a light (as per the Light spell) with the 
  scion as its center. Scions may call on this ability at will.
Major: In addition to the Minor effects the scion gains 
  the following: Once per day the scion can generate a brilliant instantaneous 
  flash of light. Anyone within a 30-foot radius must succeed at a Reflex saving 
  throw or suffer blindness for a number of rounds equal to half the scion's level 
  (rounded down). Scions with this blood ability (Minor, Major, or Great) are 
  immune to the effects of this flash even if generated by another scion. Other 
  characters that anticipate the flash (such as fellow adventurers who have been 
  warned) can avoid the effect by averting their eyes.
  Great: In addition to the Minor effects scions can generate the flash as described 
  above, however, in doing so they actually radiate sunlight. This light affects 
  undead and other creatures hindered by sunshine exactly as if it came directly 
  from the sun itself. Undead creatures within the affected area are dealt 1d6 
  points of damage per level of the scion (max 20d6). Creatures within the area 
  of effect who make a successful Reflex save only take half damage.
Long Life
  Level: Minor, Major, Great
  Derivation: All
  With this ability, a scion enjoys a greatly increased life span, as the aging 
  process is vastly slowed down. This does not protect a scion from normal damage 
  from combat or poisons, but simply postpones the ravages of age.
  Minor: After reaching young adult-hood, the scion will only age at the 
  rate of one year for every five that pass.
  Major: This ability increases so that for every twenty-five years that 
  passes the scion only ages a single year.
  Great: The scion now ages only one year for every century that passes.
Major Regeneration
  Level: Great*
  Derivation: Azrai, Reynir
  A scion with this ability can regenerate severed limbs, damaged organs and senses, 
  and heal damage much faster than normal or blooded beings. If limbs, organs, 
  or senses are lost, they are restored in weeks (30 days, reduced by one day 
  per Constitution point). *This ability is available only to those blooded scions 
  that already possess natural regeneration (usually through the Regeneration 
  blood ability).
  Great: The scion has Regeneration 3 as per the Monster Manual. Major Regeneration 
  also does not restore hit points or ability points lost due to starvation, thirst, 
  or suffocation. Damage caused by fire, acid or magic is treated as normal damage.
  This ability enables the scion to recover from otherwise permanent damage including 
  deep wounds, scars, blindness, lameness, etc. (but he cannot regenerate severed 
  body parts or reverse magical conditions such as blindness or paralysis). In 
  such cases, the scion recovers 1% of any lost ability per day. If the scion 
  is blinded by physical injury, for example, he'll completely regain his eyesight 
  in 100 days. A badly broken leg or severe internal injury might leave a normal 
  man crippled for life but the scion can recover from any injury given sufficient 
  time.
  Major Regeneration is a supernatural ability.
Major Resistance
  Level: Minor, Major, Great
  Derivation: All (by specific ability)
  The Resistance blood ability outlines only the most common resistance to attacks 
  or spells prevalent in each particular bloodline. This ability affords an additional 
  resistance to a specific attack form.
  Charm (minor): The scion gains a +4 bonus to saving throws against enchantment 
  spells and spell-like effects. This further conveys a +4 bonus to saving throws 
  made against the Fear blood ability. Derivations: Anduiras, Azrai, Brenna, Reynir.
  Poison (minor): If a scion with this ability is exposed to any type of 
  poison (by gas, venom, poisoned weapon, potion, etc.), he gains a +4 bonus to 
  his saving throw. Derivations: Azrai, Basaïa, Brenna, Masela, Reynir.
  Charm (major): Same as the Minor ability but the saving throw bonus is 
  increased to +6. Derivations: Anduiras, Azrai, Brenna, Masela, Reynir.
  Non-magical attacks (major): This ability grants a damage reduction of 
  3/magic. Derivations: Azrai, Brenna, Masela.
  Poison (major): Same as the Minor ability but the saving throw bonus 
  is increased to +6. Derivations: All except Vorynn.
  Charm (great): Same as the Minor ability but the saving throw bonus is 
  increased to +8.
  Magic (great): Like a number of rare creatures, this scion of the blood 
  is naturally resistant to the effects of magic, whether from spells or items. 
  The scion has spell resistance SR 16. This ability applies to all types of magic 
  except blood abilities. Derivations: Anduiras, Azrai, Reynir, Vorynn.
  Non-magical attacks (great): Same as the Major ability except the effect 
  is increased to 5/magic.
  Poison (great): Same as the Minor ability but the saving throw bonus 
  is increased to +8.
  Major Resistance is a supernatural ability.
Mebhaighl Sense
  Level: Minor, Major, Great
  Derivation: Vorynn
  Scions with this ability are particularly in tune with the natural magic of 
  Cerilia. The scion cannot detect the casting or presence of divine spells using 
  this ability.
  Minor: The scion can tell whenever someone casts any type of arcane spell 
  within a 300-foot radius. He feels a tug in the general direction of the spellcasting, 
  but gains no more information.
Major: In addition to the Minor effects, the scion gains 
  the ability to determine what school of magic has been cast immediately and 
  instinctively. For example, if someone casts a spell of divination, the scion 
  would feel as if someone were watching or probing. 
Great: In addition to the Major effects the scion can perceive 
  whether magic has been cast in a certain area in the recent past. The scion 
  can attune himself to an area up to 100 yards in diameter. He can feel whether 
  any spells have been cast in the area and of what school. The scion can sense 
  magic cast up to one week previously per character level.
  This ability enables a scion to sense realm spells as well as conventional magic. 
  If a realm spell has been cast on a province the scion is in (or to which he 
  attunes himself within the time limit above), the scion learns that a realm 
  spell was cast, and from what school the magic derives. This ability does not 
  grant him the power to determine who the caster was, or if the spell was cast 
  from a ley line or a source located in that province.
Persuasion
  Level: Major
  Derivation: Azrai, Brenna
  Scions with this ability can create arguments of extreme clarity and logic, 
  thereby influencing other creatures to do their bidding.
  Major: The scion may use a suggestion (as per the spell) once per day. 
  To be successful, the victim must understand the language used by the scion.
Poison Sense
  Level: Minor
  Derivations: Azrai, Reynir
  The scion has an innate ability to sense the presence of poison nearby. Thus 
  he could sense poison in his food, drink, or even a phial of poison in the pocket 
  of his supposedly loyal advisor.
  Minor: The scion gains a continuous Detect Poison spell effect. This 
  ability is a natural, involuntary effort; just as a character would notice that 
  food smelled rotten or wine had soured, he'll notice if it were poisoned. If 
  the scion ingests a poison despite this knowledge, he suffers all normal effects.
Protection from Evil
  Level: Major, Great
  Derivations: All except Azrai
  The scion is defended against the minions of evil. 
  Major: A scion with this power is warded by a continuous Protection from 
  Evil spell.
  Great: The scion's protection expands to include others in his presence. 
  He is considered to be under the effects of a continuous Magic Circle against 
  Evil spell.
Regeneration
  Level: Great*
  Derivation: Anduiras, Reynir, Azrai
  The scion has a natural ability to regenerate hit points and resist damage. 
  *Only characters with the Bloodform ability, the Bloodtrait ability, or the 
  Great Heritage template may take this ability.
  Great: The scion has Fast Healing 3 as per the Monster Manual.
  This power, when used by a scion of Azrai, dramatically increases the speed 
  of the transformation to awnshegh status, as restored limbs and senses are often 
  transformed.
  Regeneration is a supernatural ability.
Resistance
  Level: Minor, Major, Great
  Derivation: All
  Some scions, depending on their bloodline derivation, demonstrate an unusual 
  resistance to certain types of attacks or spells. Scions gain resistance to 
  the stated effect.
Minor:
  Anduiras: The scion gains a +4 bonus to saving throws versus enchantment 
  spells and similar spell-like powers. As the god of nobility and rulership, 
  Anduiras himself could not be swayed or confused by such influences.
  Azrai: The scion gains a +4 bonus to saving throws versus necromancy 
  spells and a +4 bonus to saving throws made to recover lost levels as a result 
  of level-draining attacks. Azrai's dark history makes scions of his blood less 
  susceptible to spells and effects that depend on the powers of darkness.
  Basaïa: The scion gains a +4 bonus to saving throws versus light 
  and fire-based attacks or effects. 
  Brenna: The scion gains a +4 bonus to saving throws made against spells 
  that magically restrain and a +4 to checks to escape being restrained. This 
  includes being tied up, webbed and grappled .In the old legends, no god or mortal 
  could lay a hand on Brenna unless she allowed it.
  Masela: The scion gains a +4 bonus to saving throws against water-based 
  attacks and a +4 bonus to checks against drowning.
  Reynir: The scion gains a +4 bonus to saving throws versus the effects 
  of magical and mundane cold and hunger, and normal exposure and weather.
  Vorynn: The scion gains a +4 bonus to saving throws versus magical attacks 
  with the evocation type.
Major:
  Anduiras/Azrai/Brenna: Same as the Minor ability, but the bonus is increased 
  to a +6.
  Basaïa/Reynir/Vorynn: In addition to the Minor effects if a scion 
  with this ability succeeds with a saving throw against a spell or effect and 
  as a result suffers only half damage from such an effect, this damage is again 
  reduced by one-half to a net result of one quarter of the total damage.
  Masela: The saving throw bonus increases to +6 and the scion now only 
  suffers half the normal penalties for movement and attacking while in the water.
Great:
  Anduiras/Azrai/Brenna: Same as the Minor ability, but the bonus is increased 
  to a +8.
  Basaïa/Reynir/Vorynn: Same as the Major ability except that if the 
  scion succeeds a saving throw to suffer only half damage from such an effect, 
  he suffers no damage.
  Masela: The scion has the benefits of the spell Freedom of Movement while 
  in the water. The scion gains a permanent water breathing ability.Resistance 
  is a supernatural ability.
Sea Song
  Level: Major
  Derivation: Masela
  Scions with this ability have a particular affinity for the water and the sea. 
  
  Major: The scion can, on occasion, interpret the "song of the sea" 
  to gain news and information from bodies of water. The scion must stand near 
  or in a large body of water such as a bay, sea, ocean, lake, or large river. 
  The scion can cast the spell Commune With Nature (subject - bodies of water).
  The ability's area of effect is limited to single bodies of water, not other 
  bodies they might empty into or adjoin. For example, using Sea Song to talk 
  to the water in the Dwarfhame (an inlet on the eastern coast of the Krakennauricht) 
  does no good if the scion seeks news concerning the coastal provinces of Kiergard, 
  he'd have to talk to the waters of the Dauren Arm instead. The scion may invoke 
  this ability once per week for every three levels of experience he has attained, 
  and ask one question per experience level. The water answers as truthfully as 
  it can, but sometimes errs. In general, the water "knows" more about 
  water related things: whether ships sail on its surface, certain fish swim within 
  it, or whether a storm is brewing. 
Shadow Form
  Level: Great
  Derivations: Brenna, Azrai
  Description: A scion is able to transform into living shadow. 
  Great: A scion with this power can change himself and anything he carries on 
  his person into living shadow once per day for 1 minute per level. As a living 
  shadow, the scion blends perfectly into any other shadow and vanishes in darkness. 
  In regions where no objects are present to cast shadows, the caster appears 
  as an unattached shadow moving across the ground and may be easier to detect.
  The scion can move at his normal speed, but can move on any surface, including 
  walls and ceilings, as well as across the surface of liquids - even up the face 
  of a waterfall. Undead ignore the scion, assuming him to be one of their own. 
  While in Shadow form the scion cannot physically harm anyone, or manipulate 
  any objects he might encounter, such as door knobs or weapons. 
  In shadow form, the scion can only be detected by spells and abilities that 
  detect thoughts, life, or presences (including true seeing), or by suspicious 
  movements in lighted areas. If the scion remains in a shadowed area, add a +15 
  bonus to his Hide checks. The scion is nearly undetectable in darkness. 
  While in shadow form, the scion gains damage reduction 10/magic. The scion is 
  immune to blindness, critical hits, damage to ability scores, deafness, disease, 
  drowning, poison, stunning, and all abilities, spells, or attacks that affect 
  the scion's physiology or respiration.
Touch of Decay
  Level: Great
  Derivation: Azrai
  A scion with this ability can destroy inanimate objects with a mere touch. 
  Great: Metal rusts, stone crumbles to sand, and wood rots away to pulp. The 
  scion can use this power once per day and can affect up to 10 cubic feet of 
  material plus 1 cubic foot per level. The effect is nearly instantaneous, and 
  any item touched is instantly rusted, pitted, rotted, or turned to sand and 
  effectively destroyed. The effects are the same as the spell Rusting Grasp, 
  except that it affects the materials listed above (i.e., metal, stone and wood). 
  This ability has the disturbing tendency to manifest accidentally about once 
  per month, possibly destroying items the scion does not wish to ruin.
Travel
  Level: Great
  Derivations: All except Anduiras and Reynir
  This potent ability allows a scion to use a limited form of teleportation based 
  on his derivation. Anything the scion wears or carries is teleported with him, 
  and the scion may take one companion with him per level. 
  A scion may use this power once a week per five levels; thus, scions of levels 
  1-4 may teleport once per week, scions of levels 5-9 may teleport twice per 
  week, etc. The scion must know his destination through a prior visit or by using 
  some form of magical viewing or scrying to study the area before invoking this 
  power.
  Azrai: Azrai's scions can enter the Shadow World between sunset and sunrise, 
  gaining the ability to dimension door in the same manner as a Halfling with 
  the Shadow Walker feat.
  Basaïa: Basaïa's descendants travel by stepping from flame 
  to flame. A scion must enter a fire large enough to immerse his entire body, 
  and must emerge from a fire of similar size. The scion isn't harmed by the transition, 
  but others following him must protect themselves.
  Brenna: A scion of Brenna who stands on any road, path, or trail can 
  travel to any point on that same road or any road that splits from it. Generally, 
  this allows travel from any part of Cerilia to almost any destination on the 
  continent.
  Masela: Masela's children can travel across bodies of water. By standing 
  in the shallows of a river, lake, or sea, the scion can move to any point on 
  its shore.
  Vorynn: A scion of Vorynn's bloodline can travel at moonrise or moonset 
  to any destination. The timing is crucial - the scion has only about ten minutes 
  per day in which this ability will function.
Unreadable Thoughts
  Level: Major
  Derivations: All
  A scion with this ability is protected from spells and effects that permit someone 
  else to determine what he is thinking, feeling, or planning.
  Major: Hide intention: The scion gains a +4 bonus on Bluff checks against 
  those attempting to discern the scion's true intentions with Sense Motive. Resist 
  mind reading: The scion is immune to any ability or spell used to read his mind.
  Unreadable Thoughts is a supernatural ability.
Wither Touch
  Level: Major, Great
  Derivation: Azrai
  The scion has the ability to cause living tissue to wilt away. 
  Major: Once a week the scion may use this ability to desiccate and wither 
  living tissue on contact. The scion must make a successful touch attack, and 
  the victim must make a Fortitude save. If the save is unsuccessful the victim 
  suffers 1d8 points of damage; the affected limb is emaciated, and full use of 
  it is impossible for 1d6 days. The target's Strength is also reduced by an amount 
  equal to half of this damage (rounded down). This is considered a temporary 
  ability loss (per the Dungeon Master's Guide) and the ability returns at a rate 
  of one per day following the amputation of the limb or curing of the blight. 
  If the blighted limb is not removed or the victim is not healed by the use of 
  a spell or ability that restores limbs (e.g., regenerate), removes conditions 
  (e.g., heal) or cures up to 25 hit points of damage within 2d4 days, the victim 
  permanently loses the ability to fully use the limb, and his Strength remains 
  permanently reduced.
  Great: Same as the Major ability but the damage is increased to 1d12 
  hit points. It also forces victims to make Fortitude saves once each day in 
  order to avoid an additional 1d4 hit point loss, and half this damage (rounded 
  down) in additional Strength loss.