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.

Thursday, April 08, 2004

Planescope IV: Cranium Rats Amuck!

More faction "bloodlines" today: the Doomguard, Fated, and Society of Sensation this time. More to come, as always. Hopefully I'll have the full list of factions done by the end of the week at this rate.

Doomguard "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Disable Device checks
2nd - +2 on Disable Device checks Weapon Focus (any one sword type)
3rd - - Strength +1
4th +2 on Disable Device checks Weapon Focus (any one sword type) Sift
5th - - Sinker Affinity +2
6th - Strength +1 Entropy Blow 1/day
7th +2 on Search checks
8th Weapon Focus (any one sword type) Sift Power Attack
9th - Dexterity +1
10th - Sinker Affinity +2 Improved Sift
11th - - Sinker Affinity +4 
12th  Strength +1 Entropy Blow 1/day Entropy Blow 2/day
13th  +2 on Craft (weaponsmithing) checks
14th  +2 on Spot checks Weapon Specialization (any one sword type)
15th  - - Intelligence +1
16th  Sift Power Attack Disentegrate 1/day
17th  - Sinker Affinity +6 
18th  - Dexterity +1  Entropy Blow 3/day
19th - +2 on Craft (armorsmithing) checks
20th Sinker Affinity +2 Improved Sift Improved Entropy Blow

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

Sift (Su): The Sinker can take a full-round action (that provokes attacks of opportunity) to make physical contact with a destroyed object or dead creature, and automatically tell what caused the object to break apart or die, down to the type of damage and what sort of implement or spell was used to inflict the final blow (though not the specific object or creature that inflicted it). For example, it may be possible to discover that "greatsword" or "bite attack" or "magic missle" inflicted the damage, but not the specific blade, species of creature, or spellcasting method. If the destruction was magical in nature, a Spellcraft check is required to identify the spell as if the Sinker was witnessing the spell or ability in question. This is a supernatural divination ability.

Entropy Blow (Su): The sinker can declare any attack an entropy blow a the indicated number of times per day. When performing an entropy blow, the sinker subtracts a number from 1 to 5 from his attack. If the attack hits, he then inflicts the same number in points of temporary Constitution damage. This number may not be more than his base attack bonus.

Improved Sift (Su): When using the sift ability, the Sinker can discover more about a destroyed object or dead creature. The amount of information he can glean is shown below:

  • 1st round: As listed for sift, above.
  • 2nd round: General type of creature (humanoid, dragon, outsider) or item (weapon, furniture, barrier) prior to death / destruction.
  • 3rd round: Exact type of creature (goblin, blue dragon, red slaad) or item (longspear, chair, fence), prior to death / destruction.
  • 4th round: Glimpse of creature's or object's form just before death / destruction.
  • 5th round: General length of time since the creature or object was killed / destroyed (seconds, minutes, hours, days, months, years, decades, etc.)

Improved Entropy Blow (Su): As for entropy blow (above), but the number may be between 1 and 10 rather than 1 and 5.

Fated "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Sleight of Hand checks
2nd - +2 on Sleight of Hand checks Iron Will
3rd - - Intelligence +1
4th +2 on Sleight of Hand checks Iron Will Self-Reliance I
5th - - Heartless Affinity +2
6th - Intelligence +1 Planar Terrain Mastery
7th +2 on Survival checks
8th Iron Will Self Reliance I Great Fortitude
9th - Dexterity +1
10th - Heartless Affinity +2 Self-Reliance II
11th - - Heartless Affinity +4 
12th  Intelligence +1 Planar Terrain Mastery Planar Terrain Mastery
13th  +2 on Bluff checks 
14th  +2 on Survival checks Lightning Reflexes
15th  - - Charisma +1 
16th  Self Reliance I Great Fortitude Self-Reliance III
17th  - Heartless Affinity +6 
18th  - Dexterity +1  Planar Terrain Mastery
19th - +2 on Knowledge (the planes) checks
20th Heartless Affinity +2 Self-Reliance II Self-Reliance IV

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

Self-Reliance: The Heartless chooses a single skill for each iteration of Self-Reliance. This skill is thereafter considered a class skill for the Heartless, regardless of the character's current class. Furthermore, the character gains an additional 4 skill points for this level.

Planar Terrain Mastery: This functions as the Horizon Walker class feature of the same name.

Society of Sensation "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Sense Motive checks
2nd - +2 on Sense Motive checks Alertness
3rd - - Wisdom +1
4th +2 on Sense Motive checks Alertness Darkvision 60'
5th - - Sensate Affinity +2
6th - Wisdom +1 Sensory Touch
7th +2 on Appraise checks
8th Alertness Darkvision 60' Bardic Knowledge 1st
9th - Intelligence +1
10th - Sensate Affinity +2 Scent
11th - - Sensate Affinity +4 
12th  Wisdom +1 Sensory Touch Investigator
13th  +2 on Knowledge (any one) checks
14th  +2 on Spot checks Bardic Knowledge 2nd
15th  - - Charisma +1 
16th  Darkvision 60' Bardic Knowledge 1st Uncanny Dodge
17th  - Sensate Affinity +6 
18th  - Intelligence +1  Bardic Knowledge 3rd
19th - +2 on Use Magic Device checks
20th Sensate Affinity +2 Scent Blindsight 30'

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

Darkvision 60': If the Sensate already has the darkvision ability from another source (race or class), increase the range of the darkvision by 60'.

Sensory Touch (Su): The Sensate may heal another's wounds by performing a sensory touch once per day. This heals the victim of 1d8+the Sensate's Charisma modifier in hit points, but inflicts the same amount on the Sensate.

Bardic Knowledge: The Sensate gains the Bardic Knowledge ability (as the Bard class feature) usable as if she were a Bard of the indicated level. This stacks with other classes that have the Bardic Knowledge and equivalent abilities.

Scent: If the Sensate already has the scent ability from another source (race or class), add +4 to all Survival checks made concerning scent.

Uncanny Dodge: This functions like the Barbarian class feature of the same name. If a character already has Improved Uncanny Dodge, add 3 to the minimum level a rogue requires to flank the character.

Blindsight 30': If the Sensate already has the blindsight ability from another source (race or class), increase the range of the blindsight by 30'.

No comments: