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  1. #1
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    4e Blood Abilities

    Ok a little explaination before I post a couple of the Blood abilities that I am converting for 4e.

    The system I am working from is inspired from 2e. Bloodline and abilities are an added extra on the character thus these powers will not replace a characters powers they already have but add on. It will also be compatable with either a feat like buy or random roll. In my campaign I intend to use the random method.

    PLease give feedback on the power & balance of the Blood ability conversion. Bear in mind that I am mainly coverting from 2ed.
    Last edited by tpdarkdraco; 04-30-2009 at 10:54 PM. Reason: added extra explaination.

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    Alertness Minor Blood Ability
    You possess an uncanny sense of your surrounds and the dangers that may be there.
    Derivation(s): Basaia, Brenna, Reynir & Azrai
    Encounter * Bloodline
    Immediate Interrupt Personal
    Trigger: The start of a combat encounter
    Effect: You gain a +4 bonus to initiative rolls.
    Special: If your enemies have a surprise round you may take a standard action.

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    Alter Appearance Major Blood Ability
    You can briefly change your approximate build and facial features by means of a natural illusory talent.
    Derivation(s): Brenna, Vorynn & Azrai
    Daily * Bloodline, Illusion Personal
    Effect: You can change your appearance; including clothing and equipment – to appear 1 foot shorter or taller; thin, fat or in between; human, humanoid, or any other generally man-shaped bipedal creature. This effect lasts for 1 hour.
    Special: You can only alter your appearance to copy someone if you have met or scried them.

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    Animal Affinity Minor, Major & Great Blood Ability
    The scion possesses an affinity and skill for communicating with the totem animal of their bloodline derivation. The ancient totem animal for Anduiras was the lion; for Basaïa, the eagle; for Brenna, the cat; for Masela, the dolphin; for Reynir, the wolf; for Vorynn, the owl; and for Azrai, the serpent.
    Minor: You are able to empathically communicate with the totem animal to a range of 60feet. You must be able to be seen and see the totem animal. Members of the species will never attack the scion unless they are magically controlled. You gain a +2 bonus on skill checks with your totem animal.
    Major: In addition to the Minor effects the scion gains the following: Speak with totem animal: The scion’s empathic communication increases to the ability to speak with animals of the totem species at will. The animal must be within speaking distance of the scion. Members of the species regard the scion as an ally and friend and will cooperate with reasonable requests. They will not attack the scion even if commanded magically or other means. An animal might guide or guard the scion during a trip in the wilderness, but it wouldn’t follow him into civilized or inhospitable lands.
    Great: In addition to the Minor and Major effects the scion gains the following: Detect totem animal location: The scion can detect a single totem animal within a l- mile radius. The scion learns the location of the nearest animal first, but may continue concentrating to learn the location of other animals. The scion may do this indefinitely at a rate of one animal per round. Animals of the species will give their lives in the service of the scion. Enhanced communication with totem animal: By concentrating for one round (full round action), the scion can see through the animal’s eyes using the creature’s vision instead of the scion’s own, summon it to his location, or relay information to it through mental communication. The scion may only use one of these options at a time. The animal must be within 1-mile of the scion. The scion also gains the following Bloodline ability.

    Shape Change Great Blood Ability
    You change into your totem animal or return to your humanoid form.
    Derivation(s): All
    Daily * Bloodline, Polymorph
    Minor Action Personal
    Effect: You change from your humanoid form to your totem animal form. You gain all the benefits and abilities of the totem animal e.g. if you are an eagle you can fly and if you are a dolphin you can breath under water. When you change from totem animal form back to your humanoid form, you shift 1 square. While you are in totem form, you can’t use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers. Your equipment becomes part of your totem animal, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your totem animal form is inaccessible.
    Special: You can change into your particular totem animal for up to 2 hours.

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    Battlewise Major Blood Ability
    You are a military genius, blessed with an uncanny power to analyze enemy weaknesses, create sound plans of attack, and inspire troops to victory.
    Derivation(s): Anduiras & Azrai
    Daily * Bloodline
    Standard Action Close Burst 5
    Targets: You and each ally in burst
    Effect: All targets gain +2 bonus to attack rolls until the end of the encounter.
    Special: Any army the scion leads is far more effective than a similar force under another commander. (haven’t finished as not sure on mass combat system yet)

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    Berserker’s Blood Great Blood Ability
    Scions are infused with an uncontrollable rage in which they can surpass the limits of mortal endurance and battle after other mortals would have died at the hands of their enemies.
    Derivation(s): Azrai, Vorynn
    Daily* Bloodline
    Free Action Personal
    Trigger: You are bloodied for the first time in an encounter.
    Effect: You gain +3 to attack and damage rolls. You also gain a +3 to you Will defense but take a -3 to your AC. You remain conscious until you reach your death hit points. Finally you receive 10 temporary hit points, 20 at 21st level.
    Special: While in your fury, you can only use melee basic attacks. You must focus on your current target before moving to the next closest target. In this state an ally that is closer than an enemy is the closest target and a saving throw is required not to attack an ally. Further, if there are no enemies left you must make a saving throw to end your berserker rage or attack the closest enemy.

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    Blood History Minor Blood Ability
    You are blessed (or cursed) with the memories of your ancestors. With concentration, you can upon the memories & experiences of all your direct descendants.
    Derivation(s): Brenna, Masela, Vorynn
    Encounter * Bloodline
    No Action Personal
    Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.
    Effect: You add 1d4 to the triggering roll.
    Special: You gain a +2 bonus on any History checks that relate directly to you ancestry.

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    Bloodmark Minor Blood Ability
    You bear a visible, recognizable sign of your special heritage.
    Derivation(s): All
    Persistent * Bloodline
    No Action Personal
    Effect: You gain a +2 bonus to all Charisma based skill checks.
    Special: Depending on the family, it may be a white streak in the hair, eyes of brilliant green, or a birthmark. NPCs that recognize the mark will tend to be respectful toward the scion, and even enemies perceive the mark as a warning to conduct themselves carefully when around the scion.

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    Character Reading Major Blood Ability
    The scion is an unnaturally perceptive judge of character and can quickly form accurate assessments of another character’s intentions attitudes and motivations.
    Derivation(s): Basaïa, Brenna, Vorynn
    Persistent* Bloodline
    No Action Personal
    Effect: You gain training and a +6 bonus to Insight skill checks.
    Special: If you are already trained in Insight gain a further +4 bonus

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    Charm Aura Major Blood Ability
    You project an invisible shroud of power and charisma that can mesmerize, control and scare people.
    Derivation(s): Azrai, Basaïa, Brenna
    Encounter* Bloodline, Charm
    Standard Action Close Burst 10
    Targets: Up to 6 non-blooded humanoids within burst
    Attack: +5 vs. Will
    Effect Non-hostiles: Targets affected see you as a trusted friend an ally. You can request an effected target to help you as long as it is not a suicidal request. The effect last for 1 week.
    Effect Enemies: Targets affected are Dazed, save ends. Targets also suffer -2 penalty to attack, damage & saving throws until the end of the encounter.
    Special: When used in conjunction with Divine Aura it is a Close Burst 20. It only effects up to level 10 humanoids.

    Charm Aura Great Blood Ability
    You project an invisible shroud of power and charisma that can command and confuse people and creatures.
    Derivation(s): Azrai, Basaïa, Brenna
    Encounter* Bloodline, Charm
    Standard Action Close Burst 15
    Targets: All non-blooded within burst (humanoid & monster)
    Attack: +8 vs. Will
    Effect Non-hostile: Targets affected see you as a trusted friend an ally. You can command an effected target to as long as it is not a suicidal request. However you may convince a target that the pool of acid is in fact pure water and a quick dip would be refreshing or command it to protect you. The effect last for 1 week.
    Effect Enemies: Targets are confused. Confused creatures react as follows:

    d10 Roll Action
    1 Wander away from combat (unless prevented) for remainder of the encounter.
    2-6 Dazed until the end of your next turn (then roll again)
    7-9 Attack nearest creature until the end of your next turn (then roll again)
    10 Act normally until the end of your next turn (then roll again)
    Special: When used in conjunction with Divine Aura it is a Close Burst 20. It only effects up to level 10 humanoids & monsters.

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