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.

Sunday, April 11, 2004

Planescope VI: Philosophy By the Blade

More faction Bloodlines. This time, it's the "fallen factions" - those factions that totally fall apart during Faction War.

Believers of the Source "Bloodline"


Character Level Minor Intermediate
1st - -
2nd - +2 on Diplomacy checks
3rd - -
4th +2 on Diplomacy checks Endurance
5th - -
6th - Charisma +1
7th
8th Endurance Planar Affinity +1
9th -
10th - Godsman Affinity +2
11th - -
12th  Charisma +1 Skill Focus
13th 
14th  +2 on Bluff checks
15th  - -
16th  Planar Affinity +1 Planar Affinity +2
17th  -
18th  - Constitution +1 
19th -
20th Godsman Affinity +2 Planar Friend

Planar Affinity: The Godsman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with all planar creatures (anything not from the Prime Material Plane).

Godsman Affinity: The Godsman gains the listed bonus on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform checks made to interact with fellow Believers of the Source.

Planar Friend: The Godsman no longer suffers Charisma penalties due to a plane's alignment.

Mercykiller "Bloodline"


Character Level Minor Intermediate Major
1st - - +2 on Knowledge (local) checks
2nd - +2 on Knowledge (local) checks Track
3rd - - Strength +1
4th +2 on Knowledge (local) checks Track Justice Blow 1/day
5th - - Red Death Affinity +2
6th - Strength +1 Shocking Grasp 1/day
7th +2 on Intimidation checks
8th Track Justice Blow 1/day Discern Lies 1/day
9th - Wisdom +1
10th - Red Death Affinity +2 Justice Blow 2/day
11th - - Red Death Affinity +4 
12th  Strength +1 Shocking Grasp 1/day Endurance
13th  +2 on Gather Information checks
14th  +2 on Intimidation checks Master Tracker
15th  - - Constitution +1
16th  Justice Blow 1/day Discern Lies 1/day Justice Blow 3/day
17th  - Red Death Affinity +6 
18th  - Wisdom +1  Alertness
19th - +2 on Sense Motive checks
20th Red Death Affinity +2 Justice Blow 2/day Improved Justice Blow

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

Justice Blow: The Mercykiller can, a number of times per day, declare an attack of his a Justice Blow. He may add his Charisma modifier to the attack roll, and if he hits, the attack is considered a potential critical hit - roll again to confirm it. If the critical is not confirmed, the Justice Blow is wasted for the day. However, the Mercykiller then takes nonlethal damage equal to the damage of the critical hit.

Master Tracker: The Mercykiller gains a +5 competence bonus on Survival checks made to use the Track feat.

Improved Justice Blow: As Justice Blow, but the Mercykiller no longer only takes half the damage as nonlethal damage.

Sign of One "Bloodline"


Character Level Minor Intermediate
1st - -
2nd - +2 on Concentration checks
3rd - -
4th +2 on Concentration checks +2 on saving throws against illusion
5th - -
6th - Charisma +1
7th
8th +2 on saving throws against illusion Imagination 1/day
9th -
10th - Signer Affinity +2
11th - -
12th  Charisma +1 Notice Illusion
13th 
14th  +2 on Knowledge (any one) checks
15th  - -
16th  Imagination 1/day Imagination 2/day
17th  -
18th  - Wisdom +1 
19th -
20th Lost Affinity +2 Imagination 3/day

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

Imagination (Sp): The Signer can attempt to mimic a single Sorcerer/Wizard spell of a spell level equal to quarter her character level or less as a full-round action the indicated number of times per day. To do this, she must roll 1d20 + your Charisma modifier against a DC equal to 11 + the spell's level. Success means she cast the spell as a spell-like ability, with the caster level equal to a Sorcerer of your level. Failure means the spell fails. If you roll a '1' on the failure, you also take temporary Constitution damage equal to twice the spell's level. This cannot be used to reproduce spells with a notable material component or XP component, and all spells duplicated by this feat must be castable as a standard action. Similarly, metamagic feats may not be used with this ability.

Notice Illusion: The Signer always receives a saving throw against an illusion she witnesses.

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