BRCS:Chapter two/Blood and regency/Blood abilities

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This article is a Birthright Campaign Setting (D&D 3.5/D20) page

The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
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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 2-3: 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).

Table 2-4a: Anduiras blood abilities

Minor Major Great Ability
01-13 01-14 01-15 Animal Affinity
–– 15-27 –– Battlewise
14-20 –– –– Bloodmark
–– 28-29 16-17 Bloodtrait
21-29 30-38 18-29 Courage
30-33 –– –– Detect Lie
34-38 39-45 30-42 Detect Life
–– 46-52 43-48 Divine Aura
–– –– 49-50 Divine Wrath *
–– –– 51-55 Elemental Control
–– 53-59 56-62 Enhanced Sense
39-54 60-68 63-70 Healing
55-64 –– –– Heightened Ability – Charisma
65-74 –– –– Heightened Ability – Strength
75-83 –– –– Iron Will
84-86 69-71 71-73 Long Life
87-93 72-82 74-80 Major Resistance – Charm
–– –– 80-85 Major Resistance – Magic
–– 83-90 86-91 Protection from Evil
–– –– 92-93 Regeneration *
94-00 91-97 94-00 Resistance
–– 98-00 –– Unreadable Thoughts

Table 2-4b: Azrai blood abilities

Minor Major Great Ability
01-04 –– –– Alertness
05-12 –– –– Alter Appearance
13-19 01-11 01-06 Animal Affinity
–– 12-15 –– Battlewise
–– –– 07-09 Berserker’s Blood *
–– 16-25 10-23 Bloodform
20-29 –– –– Bloodmark
–– 26-32 24-30 Charm Aura
30-33 33-42 –– Death Touch
34-39 –– –– Detect Illusion
40-42 43-45 31-36 Detect Life
–– 46-47 37-41 Divine Aura
–– 48-56 42-49 Enhanced Sense
43-46 –– –– Fear
47-52 –– –– Heightened Ability – Charisma
53-58 –– –– Heightened Ability – Intelligence
–– –– 50-51 Invulnerability *
59-63 –– –– Iron Will
64-75 57-69 52-60 Long Life
–– –– 61-62 Major Regeneration *
76-82 70-71 63-68 Major Resistance – Charm
83-88 72-73 69-73 Major Resistance – Poison
–– 74-75 74-75 Major Resistance – Non-magical Attacks
–– –– 76-77 Major Resistance – Magic
–– 76-85 –– Persuasion
89-91 –– –– Poison Sense
–– –– 78-80 Regeneration *
99-00 86-92 81-85 Resistance
–– –– 86-88 Shadow Form
–– –– 89-91 Touch of Decay
–– –– 92-98 Travel
–– 93-95 –– Unreadable Thoughts
–– 96-00 99-00 Wither Touch

Table 2-4c: Basaïa blood abilities

Minor Major Great Ability
01-06 –– –– Alertness
07-22 01-17 01-11 Animal Affinity
23-30 –– –– Bloodmark
–– 18-19 12-13 Bloodtrait
–– 20-25 –– Character Reading
–– 26-32 14-21 Charm Aura
31-34 –– –– Detect Illusion
35-38 –– –– Detect Lie
39-45 33-39 22-30 Detect Life
–– 40-44 31-35 Divine Aura
–– –– 36-37 Divine Wrath *
–– –– 38-41 Elemental Control
–– 45-58 42-50 Enhanced Sense
46-58 59-68 51-56 Healing
59-75 –– –– Heightened Ability – Intelligence
–– –– 57 Invulnerability *
76-81 69-75 58-70 Light of Reason
82-84 76-78 71-73 Long Life
85-88 79-84 74-78 Major Resistance – Poison
–– 85-88 79-85 Protection from Evil
89-00 89-97 86-94 Resistance
–– –– 95-00 Travel
–– 98-00 –– Unreadable Thoughts

Table 2-4d: Brenna blood abilities

Minor Major Great Ability
01-06 –– –– Alertness
07-19 –– –– Alter Appearance
20-25 01-12 01-12 Animal Affinity
26-33 –– –– Blood History
34-39 –– –– Bloodmark
–– 13-14 13-14 Bloodtrait
–– 15-20 –– Character Reading
–– 21-27 15-25 Charm Aura
40-44 –– –– Detect Illusion
45-55 –– –– Detect Lie
56-65 28-32 26-30 Detect Life
–– 33-37 31-40 Divine Aura
–– 38-48 –– Enhanced Sense
66-78 –– –– Heightened Ability – Dexterity
–– 49-55 41-50 Home Hearkening
79-81 56-58 51-53 Long Life
82-87 59-61 54-57 Major Resistance – Charm
88-94 62-66 58-62 Major Resistance – Poison
–– 67-70 63-66 Major Resistance – Non-magical Attacks
–– 71-86 –– Persuasion
–– 87-89 67-71 Protection from Evil
95-00 90-97 72-83 Resistance
–– –– 84-87 Shadow Form
–– –– 88-00 Travel
–– 98-00 –– Unreadable Thoughts

Table 2-4e: Masela blood abilities

Minor Major Great Ability
01-23 01-24 01-22 Animal Affinity
24-34 –– –– Blood History
35-43 –– –– Bloodmark
–– 25-26 23-24 Bloodtrait
44-47 –– –– Detect Illusion
48-51 –– –– Detect Lie
52-62 27-37 25-38 Detect Life
63-75 –– –– Direction Sense
–– 38-43 39-45 Divine Aura
–– –– 46 Divine Wrath *
–– –– 47-55 Elemental Control
–– 44-58 56-67 Enhanced Sense
76-79 59-61 68-70 Long Life
80-90 62-65 71-73 Major Resistance – Poison
–– 66-70 74-77 Major Resistance – Non-magical Attacks
–– 71-75 78-83 Protection from Evil
91-00 76-86 84-90 Resistance
–– 87-96 –– Sea Song
–– –– 92-00 Travel
–– 97-00 –– Unreadable Thoughts

Table 2-4f: Reynir blood abilities

Minor Major Great Ability
01-04 –– –– Alertness
05-19 01-15 01-15 Animal Affinity
20-25 –– –– Bloodmark
–– 16-18 16-17 Bloodtrait
26-28 –– –– Detect Illusion
29-34 –– –– Detect Lie
35-38 19-28 18-26 Detect Life
39-44 –– –– Direction Sense
–– 29-34 27-30 Divine Aura
–– –– 31-37 Elemental Control
–– 35-44 –– Enhanced Sense
45-55 45-64 38-55 Forest Walk
56-64 65-74 56-68 Healing
65-75 –– –– Heightened Ability – Constitution
76-80 –– –– Iron Will
81-85 75-78 69-71 Long Life
–– –– 72 Major Regeneration *
86-88 79-81 73-77 Major Resistance – Charm
89-92 82-85 78-82 Major Resistance – Poison
–– –– 83-86 Major Resistance – Magic
93-96 –– –– Poison Sense
–– 86-94 87-92 Protection from Evil
–– –– 93-95 Regeneration *
97-00 95-98 96-00 Resistance
–– 99-00 –– Unreadable Thoughts

Table 2-4g: Vorynn blood abilities

Minor Major Great Ability
01-15 –– –– Alter Appearance
16-22 01-15 01-12 Animal Affinity
–– –– 13-22 Berserker’s Blood
23-30 –– –– Blood History
31-37 –– –– Bloodmark
–– 16-17 23-24 Bloodtrait
–– 18-28 –– Character Reading
38-43 –– –– Detect Illusion
44-48 –– –– Detect Lie
49-53 29-34 25-34 Detect Life
–– 35-50 35-49 Divine Aura
–– 51-60 50-54 Enhanced Sense
54-68 –– –– Heightened Ability – Wisdom
–– –– 55 Invulnerability *
69-77 61-65 56-61 Long Life
–– –– 62-66 Major Resistance – Magic
78-95 66-82 67-80 Mebhaighl Sense
–– 83-88 81-85 Protection from Evil
96-00 89-95 86-91 Resistance
–– –– 92-00 Travel
–– 96-00 –– Unreadable Thoughts

* Prerequisites necessary. See the description of this blood ability for special rules.

Variant: Feat-Like Approach

Instead of using the method previously laid out for acquiring blood abilities instead the scion gains a number of blood abilities based on his blood score equal to the total number listed in table 2-3. Blood abilities can be chosen based on whether or not the scion meets the prerequisite requirements from Table 2-5. If generated randomly then reroll for any blood abilities for which the listed prerequisites can’t be made. If a higher order ability is gained, for example healing – minor is enhanced to healing - major, then the character is eligible for an additional blood ability to make up for the one that was improved. The total number of blood abilities possessed by the scion should be maintained consistent with the number from table 2-3.

Table 2-5 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:

  • 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.
  • 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.
  • 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.
  • 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.
  • Blood abilities that require a conscious action to activate have a casting time of 1 standard action and provoke attacks of opportunity.
  • 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:

  • A +2 bonus to an ability score
  • Up to +2 bonus to attack/damage/saving throws
  • Up to +4 (total) bonus to skills (individual or group)
  • Cast up to 2nd level spell once per day
  • Persistent/Casting 0-Level spells at will
  • Feat equivalent (usually a little more powerful than an equivalent feat)

Major abilities should fall in the following range:

  • Up to +4 bonus to attack/damage/saving throws
  • Up to +6 (total) bonus to skills (individual or group)
  • Cast up to 4th level spell once per day
  • Persistent spell effects of spells up to 2nd level
  • Persistent sense modification (e.g., gains Dark Vision)
  • Class abilities

Great abilities should fall in the following range:

  • Up to +6 bonus to attack/damage/saving throws
  • Up to +8 (total) bonus to skills (individual or group)
  • Cast up to 6th level spell once per day
  • Persistent spell effects of spells up to 4th level
  • Enhanced class abilities (e.g., Barbarian’s Rage at higher class level effect)