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.