I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Tuesday, April 06, 2004

Planescope II: Revenge of the Hollyphant

When working up things at Planescape 3e, we had a lot of hot and heavy (perhaps even sexy) arguments on whether to represent the old faction abilities (which were essentially the old AD&D 2e "kits") by feats, prestige classes, or templates. Between templates and a prestige class, are the "bloodlines" from Unearthed Arcana. While not strictly an inherited group, the bloodline rules would be perfect for simulating characters with "minor", "intermediate", and "major" believe in a faction without forcing people to use up pesky feat slots. A minor bloodline just requires one to relinquish a level at 12th level, a intermediate at 6th and 12th level, and a major at 3rd, 6th, and 12th level. Obviously, some tweaking of the rules would need to be done for those joining a faction at a later date. And so, without further ado: three faction "bloodlines".

Dustmen "Bloodline"

Character LevelMinorIntermediateMajor
1st--+2 on Knowledge (religion) checks
2nd-+2 on Knowledge (religion) checksDead Truce
3rd--Intelligence +1
4th+2 on Knowledge (religion) checksDead Truce*Deathwatch 1/day
5th- -Dead Affinity +2
6th-Intelligence +1+2 on saves against Necromancy effects
7th+2 on Heal checks
8thDead Truce*Deathwatch 1/dayRebuke Undead
9th-Wisdom +1
10th-Dead Affinity +2Negative Energy Ward
11th--Dead Affinity +4 
12th Intelligence +1+2 on saves against Necromancy effectsCorpsefriend
13th +2 on Diplomacy Checks 
14th +2 on Heal checksIron Will
15th -- Charisma +1 
16th Deathwatch 1/dayRebuke UndeadCreate Undead 1/day
17th -Dead Affinity +6 
18th -Wisdom +1 Toughness
19th-+2 on Intimidation checks
20thDead Affinity +2Negative Energy WardNegative Energy Immunity

Dead Truce (Su): Dustmen will not be attacked by undead, due to an age-old pact known as the Dead Truce. Any undead creature attacked by a Dustman, however, is freed from the truce concerning that particular Dustman. The same is true if a Dustman actively aids somebody attacking an undead creature. The undead may attack the dustman's companions normally - just not the Dustman.

Dead Affinity: The Dustman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Dustmen.

Rebuke Undead (Su): The Dustman may Rebuke Undead as a cleric of 1/2 his character level. If he already has the Rebuke Undead ability (due to the Cleric class or otherwise), he may add +2 to his turning checks, and may use 1/2 his character level or his Cleric level for purposes of turning, whichever is higher.

Negative Energy Ward (Su): The Dustman gains a Negative Energy Resistance of 10, and gains +2 on saves against spells or effects involving negative energy. He may relinquish or resume this protection as a free action.

Corpsefriend: If an undead is about to attack the Dustman, the Dustman may make a Charisma check (DC 20). If this check succeeds, the undead may not attack that Dustman for 24 hours.

Negative Energy Immunity (Su): The Dustman is now immune to all attacks involving negative energy, including level drain, and may survive without harm in the negative energy plane. He may relinquish or resume this protection as a free action.

Free League "Bloodline"

Character LevelMinorIntermediateMajor
1st--+2 on Gather Information checks
2nd-+2 on Gather Information checksIron Will
3rd--Wisdom +1
4th+2 on Gather Information checksIron WillFree Will 1/day*
5th--Indep Affinity +2
6th-Wisdom +1Bardic Knowledge
7th+2 on Sense Motive checks
8thIron WillFree Will 1/day Free Will 2/day
9th-Charisma +1
10th-Indep Affinity +2+2 on saves against Enchantments
11th--Indep Affinity +4 
12th Wisdom +1Bardic KnowledgeFree Will 3/day
13th +2 on Escape Artist checks 
14th +2 on Sense Motive checksLightning Reflexes
15th --Dexterity +1 
16th Free Will 1/dayFree Will 2/dayFree Will 4/day
17th -Indep Affinity +6 
18th -Charisma +1 +10 feet to base land speed. 
19th-+2 to Diplomacy checks
20th Indep Affinity +2+2 on saves against EnchantmentsImmunity to Enchantment effects

Indep Affinity: The Indep gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Free League.

Free Will: The Indep may reroll any Will save an indicated number of times per day after seeing the roll of the Will save (but before he sees the result). The Indep may not reroll more than once a roll, but may take the better of the two rolls.

Bardic Knowledge: The Indep gains the Bardic Knowledge ability (as the Bard class feature) usable at half his character level. An Indep that already has this ability (such as due to the Bard class) gains a +2 bonus on Bardic Knowledge checks or may use half his character level rather than his Bard level.

Transcendent Order "Bloodline"

Character LevelMinorIntermediateMajor
1st--+2 on Concentration checks
2nd-+2 on Concentration checksImproved Initiative
3rd--Dexterity +1
4th+2 on Concentration checksImproved InitiativeTrance 1/day
5th--Cipher Affinity +2
6th-Dexterity +1+2 on saves against mind-affecting effects
7th+2 on Jump checks
8thImproved InitiativeTrance 1/dayTrance 2/day
9th-Wisdom +1
10th-Cipher Affinity +2Improved Trance
11th--Cipher Affinity +4 
12th Dexterity +1+2 on saves against mind-affecting effectsTrance 3/day
13th +2 on Diplomacy checks 
14th +2 on Jump checksAthletic
15th -- Charisma +1 
16th Trance 1/dayTrance 2/dayTrance 4/day
17th -Cipher Affinity +6 
18th -Wisdom +1 Instant Trance
19th-+2 on Listen checks
20thCipher Affinity +2Improved TranceGreater Trance

Cipher Affinity: The Indep gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow members of the Free League.

Trance: The Cipher may enter a trance the indicated number of times per day as a free action. The Cipher gains +4 to Dexterity for the duration of the trance, but may not delay or use the ready action. The trance lasts for a number of rounds equal to 3 + the Cipher's Wisdom modifier. The Cipher may not activate a trance state while in a rage, ki frenzy, berserk, or similiar state and vice versa. When a trance ends, the Cipher is dazed for the following round.

Improved Trance: As for trance, but you also gain +4 Wisdom and +4 Charisma while in the trance state. Note this increases the duration of the trance state.

Instant Trance: The Cipher may now activate a trance state upon rolling Initiative.

Greater Trance: As for improved trance, but the bonus is now +6 rather than +4. Note this increases the duration of the trance state.

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