BLOOD!

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BLOOD!

Postby Victorian » Sat Sep 29, 2012 7:25 pm

Well now, I thought I'd cook up some bloodlines to make your characters more colourful! The rules are simple, choose your race, then add one of these bloodlines on top, all abilities stack on top of those the race already possesses. A number of spell like abilities will say you can use them once or twice per day, please bare in mind you'll have to rest up to use them again. So thats it, tell me what you think of them!
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain

Re: BLOOD!

Postby Victorian » Sat Sep 29, 2012 7:27 pm

Old Blood
+1 Con, -2 Int
.
You gain a +2 on saves versus spells.
.
You receive -2 on roles versus fear effects.
.
Your kin still live the way others of your kind did thousands of years ago. You are hardy, but hate what you do not understand.


Wild Blood
+1 Str, -1 Cha
.
You may cast the spell Animal Companion as if you were a druid of the same level, however, you can only gain one animal. The spell may be cast again if the animal falls in battle or is left behind. The animal may be of any alignment.
.
You can not read, though you may have chance to learn.
.
You are a near feral roamer who knows little of civilised life. You are strong, but your brutality marks you as an outsider.


Forest Blood
+1 Wis, -1 Str
.
You can speak elvish.
You Move Silently as if you were a Thief of the same level.
.
You can not intentionally bring harm to any forest, though you can still hunt for food.
You receive -2 on rolls versus spells.
.
You stem from a long line of hidden nomadic people attuned to nature. You are calm, but find it difficult to adapt outside the forest.


Mountain Blood
+1 Con, -1 Dex
.
You Climb Walls as if you were a Thief of the same level.
You can wield any weapon, and use a two-handed weapon with one hand.
.
You can not move in a stealthy manner, even if you are a Thief.
You must drink alcohol when presented with it or loose 1 point of Con until you do.
.
Your people live on sheer, dangerous mountains within great fortresses. You are tough, but move at your own pace.


Desert Blood
+1 Dex, +1 Con, -2 Cha
.
You gain +2 on saving throws against fire based attacks.
You need half as much food and drink as others.
You do not lose your baring in a sandstorm.
.
You receive -2 on saving throws against cold based attacks.
You move 5' slower in water than others.
.
Your kin are camel riding dune nomads. You are quick and enduring, but care nothing for diplomacy.


Noble Blood
+1 Int, -1 Str
.
You begin an extra 50 gp.
.
Merchants may sell you things at a higher price.
.
Your lineage is that of courtesans and knights. You are educated, but go about things with tools rather than muscle.

City Blood
+1 Int, +1 Dex, -1 Con, -1 Wis
.
You can Pick Pockets as a Thief of the same level.
You are good at bartering with merchants for cheaper prices.
.
You can not wear heavy armour.
.
Your lot are robbers that lurk in grimy alleys. You are savvy and quick, but unaware of how dangerous a life you lead.


Snow Blood
+1 Str, -1 Wis
.
You take half damage from cold based attacks.
You ignore snow terrain and weather effects.
.
You receive -2 on saving throws against fire based attacks.
You are an enemy to giants and will always be attacked by them before your allies.
.
You come from a long line of raiders and explorers that live within the far north. You are mighty, but lack foresight.
Last edited by Victorian on Sat Sep 29, 2012 7:59 pm, edited 3 times in total.
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain

Re: BLOOD!

Postby Victorian » Sat Sep 29, 2012 7:28 pm

Okay, ahem, there are a lot of them. They're rather thorough, I hope they're well received because I intend to use them!
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain

Re: BLOOD!

Postby Victorian » Sat Sep 29, 2012 7:31 pm

Meadow Blood
+1 Cha, -1 Wis
.
You gain +1 bonus on all saving throws.
You always begin an adventure with one 10-foot wooden pole, three standard rations and one full wineskin, before buying your gear.
.
You can only wield hand axes, daggers, spears, short swords, slings and shortbows.
.
Your family live in a village or tend to a farm. You are loveable, but are somewhat sheltered from the harshness of life.


Brine Blood
+2 Cha, -2 to Any
.
You can rig a ship and navigate by sea, wind conditions are never unfavourable when you are at the helm.
You can Find and Remove Traps as a Thief of the same level.
.
You receive -2 on saving throws against undead spells and abilities.
Failed attempted to read and cast a magic scroll's spell always creates the worst possible outcome.
.
You are a free person of the seven seas. You are charming and able, but deeply flawed.


Swamp Blood
+1 Con, -1 Cha
.
You are immune to non-magical poisons.
.
You can not hire retainers directly, though you can still work for the party as a whole.
.
Your kin lurk in the tepid marshes others dare not live in. You are used to the poisons of your home, but lack dignity.


Deep Blood
+1 Wis, -1 Str
.
You gain 20' infravision.
.
You suffer -1 penalty on hit rolls in daylight.
.
Your kin live within dark caverns filled with horrors leading lives completely alien to others of their kind. You are prepared for anything, but you hold strange values.


High Blood
+1 Int, -1 Wis
.
You speak all languages.
.
You have no flaw.
.
Your kin are said to be above others, truly noble, with vast intellect. You are clever, but find it hard to see past your assumed greatness.


Eldritch Blood
+1 Int, +1 Cha, -2 Con, -1 Str
.
You can cast one level 1 spell as if you were a magic user of the same level.
If you are a magic user, you can research new spells once you have attained 8th level.
.
You may cast a random spell on a failed casting, directed at a target of the Labyrinth Lord's choosing, including yourself.
.
You are the descendant of fantastic mages, their magic runs in your veins. You are intelligent and commanding, but frail and weak.


Weird Blood
+1 Int, -1 Cha
.
You can cast two level 1 spells as if you were a magic user of the same level.
.
Once per day you must roll d6, on a roll of 1 the Labyrinth Lord decides your next action. The Labyrinth Lord chooses when you roll.
.
You are fundamentally altered by unknown magics. You are imaginative, but thought of as mad by most.


Many Blood
+1 to Any, -1 to Any
.
You are immune to mind control spells and abilities.
.
You do not fit into any society.
You loose infravision, regardless of race.
.
Your lineage is linked to people of different races. You look down on no one, but due to perceived deformity are looked down on by most.
Last edited by Victorian on Sat Sep 29, 2012 8:32 pm, edited 1 time in total.
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain

Re: BLOOD!

Postby Victorian » Sat Sep 29, 2012 7:35 pm

I should warn you, there are more. Oh, anyway, I joined up here ages ago, but wasn't that active, I'm going to be filling up threads with my junk for the next few weeks, I hope you enjoy it. Otherwise, well, shucks!
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain

Re: BLOOD!

Postby Victorian » Sat Sep 29, 2012 7:36 pm

Hard Blood
x, x
.
You gain +1 bonus to your armour class.
You are very intimidating within your home area.
.
You can not choose to be a magic user, cleric or druid.
.
Your family are the local toughs. You are are good in a fight, but not much else.


Ghost Blood
+1 Dex, -1 Con
.
You ignore the effects of the spell Sleep.
You do not need to sleep, nor do you ever tire.
.
The clerical ability Turn Undead removes half of your hit points.
You can not be raised from the dead.
.
You are the dark child of a powerful spirit and a mortal parent. You are quiet, but are inherently sickly.


Fair Blood
+2 Cha, -1 Int
.
You can cast the spell Detect Magic at any time without fail.
.
You take an extra 2 points of damage per level from iron weaponry.
.
You are the glimmering child of a passing fae and a mortal parent. You are roguishly handsome, but get by on your looks alone.


Sinful Blood
+1 Cha, +1 Str
.
You may cast the spell Charm Person once per day as if you were a magic user of the same level.
.
You can not enter sanctified ground, such as a good aligned church or burial ground.
You take 1 extra point of damage from iron weaponry per level.
.
You are a horned child of a seductive demon and a mortal parent. You are manipulative and surprisingly strong.


Virtuous Blood
+1 Cha, +1 Wis
.
You may cast the spell Bless once per day as if you were a magic user of the same level.
.
You must ask permission to enter common ground, such as an inn or a house.
You receive -2 on attack roles against foes that are unaware you are about to attack.
.
You are the towering child of a messenger angel and a mortal parent. You are inspiring and wise beyond your years.


Divine Blood
+1 Str, +1 Con, +1 Dex or +1 Int, +1 Wis, +1 Cha
.
You may cast the spell Commune once per week as if you were a cleric of the same level.
You may cast the spell Call Lightning once per day as if you were a cleric of the same level.
Hirelings have a constant morale of 10 in your presence.
.
You can not receive healing from a cleric.
Spells involving dispelling magic or banishment act as the spell Fire Ball you are the intended target.
You will be personally tested by the gods, as the Labyrinth Lord sees fit.
.
You are the potent child of a powerful deity and a mortal parent. You are grand in form and beautiful of mind.


Dream Blood
x, -1 Dex
.
You may cast the spell Divination once per day as if you were a cleric of the same level.
.
You require one more hour of rest, or meditation.
You have a -2 on saves versus all forms of mind control.
.
Your lineage is mysterious even to yourself. You are connected to the realm of the subconscious, but find it hard to think on your feet.
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain

Re: BLOOD!

Postby Victorian » Sat Sep 29, 2012 7:38 pm

This is going to be impossible for you to slog through, you have my pity.
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain

Re: BLOOD!

Postby Victorian » Sat Sep 29, 2012 7:41 pm

Fire Blood
+1 Dex, -1 Int
.
You may cast the spell Fire Ball twice per day as if you were a magic user of the same level.
.
You take double damage from cold based attacks.
You must heat yourself by a open fire once per week or face fatigue.
.
Your kin are infused with elemental fire. You are bold, but prone to fiery anger.


Air Blood
+1 Wis, -1 Str
.
You may cast the spell Fly once per day as if you were a magic user of the same level.
You take half damage from falls.
.
If an attack would knock you back, you travel 5' further.
You must sleep outside or face fatigue.
.
Your lineage traces its way back to the Plane of Elemental Air. You are aware, but lack physical force.


Water Blood
+1 Dex, -1 Con
.
You may cast the spell Water Breathing on yourself at any time.
You may cast the spell Hold Person once per day as if you were a magic user of the same level.
.
All poisons are doubly effective against you.
You must submerge yourself in water once per week or face fatigue.
You take double damage from electrical spells and abilities.
.
Your kin share a bond with elemental water. You are fluid in motion, but could hardly be called steadfast.


Earth Blood
+1 Con, -1 Cha
.
You may cast the spell Wall of Stone twice per day as if you were a magic user of the same level, however, the walls can only be a maximum length of 10 cubic feet and 10 feet in height.
.
You must eat a portion of your wealth in coin once per week or face fatigue.
.
Your kin hold within themselves the elemental power of earth. You are built like a wall, but are too straightforward for many.


Void Blood
-1 Con, -1 Cha
.
You gain 20' infravision.

You may cast the spell Invisibility once per week as if you were a magic user of the same level.
.
You take 1 hit point from your total every level.
.
You feel there is something missing within your very soul. You are like a shadow and your voice is rarely heard.


Corrupted Blood
+2 Str, -1 Cha
.
You are easily persuaded to commit acts of evil.
You are frightful to behold.
Animals will attack you, even if they are not hungry or defending their territory.
.
Your people are cruel beyond compare, twisted long ago by some dark force. You are mighty, but often see evil in others.
Victorian
 
Posts: 36
Joined: Thu Mar 31, 2011 7:24 pm
Location: Bald Mountain


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