The ancient bloodlines still run true in the heirs of Deismaar today. Among
those scions who have inhereted Reynir`s legacy, many ancient powers lie
dormant, a birthright waiting to be discovered. Many scions manifest their
first few blood abilities early in life and never truly unlock their
potential, choosing instead to focus on more worldly pursuits. Some,
however, especially those of the major bloodlines of old who have kept their
family blood pure, become obsessed with discovering and advancing new divine
talents within them.

Scion of Reynir (Advanced Class)
Prerequisites: The prerequisites required for this class vary by class
level. Being eligible for 1 or 2 levels of this class is not enough to make
you eligible for all levels of the class.
Reputation: +1
Skills: Survival (6 ranks +1 per 2 levels)
Feat: Bloodmark feat
Bloodline: Tainted = Eligible for 1 level
Minor = Eligible for 3 levels
Major = Eligible for 6 levels
Great = Eligible for 10 levels


BAB Fort Refl Will Def Rep Special Bld Required Strength
---------------------------------------------------------------
1st +0 +1 +1 +0 +0 +2 Talent 1 Tainted
2nd +1 +2 +2 +0 +1 +2 Talent 2 Minor
3rd +1 +2 +2 +1 +1 +2 Feat 3 Minor
4th +2 +2 +2 +1 +1 +3 Talent 4 Major
5th +2 +3 +3 +1 +2 +3 Talent 5 Major
6th +3 +3 +3 +2 +2 +3 Feat 6 Major
7th +3 +4 +4 +2 +2 +4 Talent 7 Great
8th +4 +4 +4 +2 +3 +4 Talent 8 Great
9th +4 +4 +4 +3 +3 +4 Feat 9 Great
10th +5 +5 +5 +3 +3 +5 Talent 10 Great


BAB: Base Attack Bonus
Fort/Refl/Will: Base Save Bonuses
Def: Base Defense Bonus
Rep: Base Reputation Bonus
Bld: Bloodline Points, for use in Gary`s "Bloodline and Blood Abilities"
document.

Hit Dice: 1d6 per level
Regency Points: 6 + 1/2 character level
Used to get bonuses to any d20 roll. Use a Regency
Point to add +1d6 to a die roll. These never return.
The amount of Regency you can "save up" is dependant on
your Bloodline Strength Score. Unblooded characters
can`t acquire or store Regency Points.


Skills: 5 + int modifier per level
Class Skills: Bluff(cha), Climb(cha), Concentration(Con), Handle
Animal(Cha), Intimidate(cha), Jump(Str), Diplomacy(cha), Swim(Str),
Survival(Wis), Treat Injury(Wis)
Restricted Skills: (See Arcane Skills talent, below) Blood History(int),
Knowledge(arcane lore)(int), Repress Bloodmark(cha), Sense Scion(wis),
Spellcraft(int), Use Magic Device(wis).


Class Feats: Each "feat" entry grants one of the following as a bonus feat.
You must meet any and all prerequisites before taking the feat.
Advanced Bloodmark(bld), Alertness, Animal Affinity(bld), Attentive, Combat
Expertise, Confident, Dodge, Educated, Extra Regency Points(bld), Improved
Bloodmark(bld), Improved Initiative, Quick Draw, Renown, Shadow Sense(bld),
Trustworthy, Weapon Finesse.


Talents: Each "talent" entry grants a talent from one of the following
Talent Trees. You can take any Talents for which you meet the
prerequisites, but unless stated otherwise, you can not take a Talent more
than once.
Talent Trees available: Arcane Caster, Arcane Skills, Bodily Control, Fame,
Healing, Nature`s Friend, Unbreakable.


Arcane Caster Talent Tree
Arcane Caster: This talent satisfies the non-racial requirements for the
"True Mage" advanced character class. You may take up to 3 levels as a True
Mage.
Improved Arcane Caster: This talent satisfies the non-racial requirements
for the "True Mage" advanced character class. You may take up to 6 levels
as a True Mage. [Prerequisite: Arcane Caster]
Advanced Arcane Caster: This talent satisfies the non-racial requirements
for the "True Mage" advanced character class. You make take up to 10 levels
as a True Mage. [Prerequisite: Improved Arcane Caster]



Arcane Skills Talent Tree
(Note that these skills are usually unavailable unless you have taken this
Talent. You can not take these skills cross-class. Even classes such as
True Mage that give you some of these as class skills do not provide the
class skill unless they are first "unlocked" with the Arcane Skill talent.
This is referred to as a "restricted skill" and is listed seperately from
"class skills".)
Arcane Skill: Choose one of the following skills. The chosen skill is now
considered a class skill whenever you "level up" as a Scion of Reynir or any
class that has it listed as a restricted skill: Blood History,
Knowledge(arcane lore), Repress Bloodmark, Sense Scion, Spellcraft, Use
Magic Device.
Improved Arcane Skill: One of the skills you chose for your Arcane Skill
Talent now has a +4 bonus. [Prerequisite: Arcane Skill]



Bodily Control Talent Tree
Venom Immunity: You gain immunity to all organic poisons, including monster
poisons but not mineral poisons or poison gas.
Toxin Immunity: You gain immunity to poison of all kinds. [Prerequisite:
Venom Immunity]
Disease Immunity: You gain immunity to all diseases except for magical
diseases. [Prerequisite: Toxin Immunity]


Fame Talent Tree
(This Talent Tree is possessed by all Scion advanced classes.)
Unlimited Access: When others would normally make a Diplomacy check or
Bluff check to smooth-talk or trick their way into a private party or
invitation-only event, you may add a bonus equal to your Scion of Reynir
class level. Whenever you purchase access to a show(DC 20) or for
transportation(DC 25) or for lodging(DC 15), you may make a Diplomacy check
to upgrade the event to a significantly higher quality.
Royalty: Your activities in the public eye generate extra income. You
recieve a Wealth score increase of +4 (or 2,000gp). [Prerequisite: Unlimited
Access, Reputation:6+]
Greater Royalty: Your activities in the public eye increase further,
providing a second Wealth increase of +4 (or 5,000gp). [Prerequisite:
Royalty, Reputation:8+]


Healing Talent Tree
Healing Knack: You recieve a +2 bonus to all Treat Injury checks.
Healing Touch 1: With a successful Treat Injury(DC 15) check, you can
increase the amount of hitpoints recovered from a healing potion, spell,
herbal mixture, or surgery by +4 hitpoints. [Prerequisite: Healing Knack]
Healing Touch 2: With a successful Treat Injury(DC 15) check, your ability
to restore hitpoints with a healing potion, spell, herbal mixture, or
surgery increases by +4 points, which stacks with Healing Touch 1 for a
total of +8 points. If this check fails, you can still apply the bonus (+4)
of Healing Knack 1 without making another check. [Prerequisite: Healing
Touch 1]


Nature`s Friend Talent Tree
Nature Sense: You can identify plants and animals (their species and special
traits) with perfect accuracy, determining whether water is safe to drink or
dangerous.
Animal Empathy: You can use the Handle Animal skill to alter the reactions
of creatures with the Animal or Vermin type. The skill works like
Diplomacy.
Speak in Toungues: You can speak with any living creature. [Prerequisite:
Animal Empathy]
Woodland Stride: You may move through natural thorns, briars, and overgrown
areas at your normal speed without suffering damage or impairment.
[Prerequisite: Nature Sense]
Trackless Step: You leave no trail in natural surroundings and can not be
tracked. [Prerequisite: Woodland Stride]
Tree Stride: For the cost of a Regency Point you gain the ability to enter
trees and move from inside one tree to inside another tree. The trees must
be the same type and must be living. Once moving into a tree, you can sense
the location of all similiar trees within the travel range. Once a
character travels to one tree, he need not step out immediately. He may
move to another tree within range. A character may travel a number of these
"jumps" equal to his class level in Scion of Reynir. Once he has reached
his maximum "jumps" or chooses not to jump, the Scion of Reynir must leave
the tree unless he spends another Regency Point (either to stay in or to
make more "jumps"). [Prerequisite: Woodland Stride]
Tree Type (Travel Range per "jump")
Oak, Ash, Yew (3000 ft)
Elm, linden (2000 ft)
Other Deciduous(1500 ft)
Any coniferous (1000 ft)
Any other tree (500 ft)
Resist Nature`s Lure: You gain a +4 bonus to saving throws against
spell-like abilities of creatures with the Fey type. [Prerequisite:
Trackless Step, Speak in Toungues]


Unbreakable Talent Tree
Remain Conscious: You can continue to perform actions even when others
would be unconscious and dying. When your hitpoints reach -1, you can
continue to act as though you were Disabled until your hitpoints reach -10
(killing you) or your hitpoints reach 1 or higher. You may still choose to
go unconscious if you would like.
Robust: You gain a number of hitpoints equal to your Scion of Reynir class
level. In addition, whenever you level up in Scion of Reynir, you gain +1
hitpoint.
Second Wind: You may spend a Regency Point to recover a number of hitpoints
equal to your Constitution modifier. This can not increase your hitpoints
beyond their normal maximum total.
Stamina: You heal twice as fast as normal. (2 hp/lvl/day; 2 pts of ability
score damage per day) You awaken in half the normal time after being
knocked unconscious. [Prerequisite: Robust]

-----------------------------


-Lord Rahvin
LordRahvin@softhome.net

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