BRCS:Chapter two/Blood and regency/Blood abilities


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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.

[top]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).

[top]Table 2-4a: Anduiras blood abilities


Minor Major Great Ability
01-1301-1401-15Animal Affinity
??15-27??Battlewise
14-20????Bloodmark
??28-2916-17Bloodtrait
21-2930-3818-29Courage
30-33????Detect Lie
34-3839-4530-42Detect Life
??46-5243-48Divine Aura
????49-50Divine Wrath *
????51-55Elemental Control
??53-5956-62Enhanced Sense
39-5460-6863-70Healing
55-64????Heightened Ability - Charisma
65-74????Heightened Ability - Strength
75-83????Iron Will
84-8669-7171-73Long Life
87-9372-8274-80Major Resistance - Charm
????80-85Major Resistance - Magic
??83-9086-91Protection from Evil
????92-93Regeneration *
94-0091-9794-00Resistance
??98-00??Unreadable Thoughts

[top]Table 2-4b: Azrai blood abilities


Minor Major Great Ability
01-04????Alertness
05-12????Alter Appearance
13-1901-1101-06Animal Affinity
??12-15??Battlewise
????07-09Berserker's Blood *
??16-2510-23Bloodform
20-29????Bloodmark
??26-3224-30Charm Aura
30-3333-42??Death Touch
34-39????Detect Illusion
40-4243-4531-36Detect Life
??46-4737-41Divine Aura
??48-5642-49Enhanced Sense
43-46????Fear
47-52????Heightened Ability - Charisma
53-58????Heightened Ability - Intelligence
????50-51Invulnerability *
59-63????Iron Will
64-7557-6952-60Long Life
????61-62Major Regeneration *
76-8270-7163-68Major Resistance - Charm
83-8872-7369-73Major Resistance - Poison
??74-7574-75Major Resistance - Non-magical Attacks
????76-77Major Resistance - Magic
??76-85??Persuasion
89-91????Poison Sense
????78-80Regeneration *
99-0086-9281-85Resistance
????86-88Shadow Form
????89-91Touch of Decay
????92-98Travel
??93-95??Unreadable Thoughts
??96-0099-00Wither Touch

[top]Table 2-4c: Basaïa blood abilities


Minor Major Great Ability
01-06????Alertness
07-2201-1701-11Animal Affinity
23-30????Bloodmark
??18-1912-13Bloodtrait
??20-25??Character Reading
??26-3214-21Charm Aura
31-34????Detect Illusion
35-38????Detect Lie
39-4533-3922-30Detect Life
??40-4431-35Divine Aura
????36-37Divine Wrath *
????38-41Elemental Control
??45-5842-50Enhanced Sense
46-5859-6851-56Healing
59-75????Heightened Ability - Intelligence
????57Invulnerability *
76-8169-7558-70Light of Reason
82-8476-7871-73Long Life
85-8879-8474-78Major Resistance - Poison
??85-8879-85Protection from Evil
89-0089-9786-94Resistance
????95-00Travel
??98-00??Unreadable Thoughts

[top]Table 2-4d: Brenna blood abilities


Minor Major Great Ability
01-06????Alertness
07-19????Alter Appearance
20-2501-1201-12Animal Affinity
26-33????Blood History
34-39????Bloodmark
??13-1413-14Bloodtrait
??15-20??Character Reading
??21-2715-25Charm Aura
40-44????Detect Illusion
45-55????Detect Lie
56-6528-3226-30Detect Life
??33-3731-40Divine Aura
??38-48??Enhanced Sense
66-78????Heightened Ability - Dexterity
??49-5541-50Home Hearkening
79-8156-5851-53Long Life
82-8759-6154-57Major Resistance - Charm
88-9462-6658-62Major Resistance - Poison
??67-7063-66Major Resistance - Non-magical Attacks
??71-86??Persuasion
??87-8967-71Protection from Evil
95-0090-9772-83Resistance
????84-87Shadow Form
????88-00Travel
??98-00??Unreadable Thoughts

[top]Table 2-4e: Masela blood abilities


Minor Major Great Ability
01-2301-2401-22Animal Affinity
24-34????Blood History
35-43????Bloodmark
??25-2623-24Bloodtrait
44-47????Detect Illusion
48-51????Detect Lie
52-6227-3725-38Detect Life
63-75????Direction Sense
??38-4339-45Divine Aura
????46Divine Wrath *
????47-55Elemental Control
??44-5856-67Enhanced Sense
76-7959-6168-70Long Life
80-9062-6571-73Major Resistance - Poison
??66-7074-77Major Resistance - Non-magical Attacks
??71-7578-83Protection from Evil
91-0076-8684-90Resistance
??87-96??Sea Song
????92-00Travel
??97-00??Unreadable Thoughts

[top]Table 2-4f: Reynir blood abilities


Minor Major Great Ability
01-04????Alertness
05-1901-1501-15Animal Affinity
20-25????Bloodmark
??16-1816-17Bloodtrait
26-28????Detect Illusion
29-34????Detect Lie
35-3819-2818-26Detect Life
39-44????Direction Sense
??29-3427-30Divine Aura
????31-37Elemental Control
??35-44??Enhanced Sense
45-5545-6438-55Forest Walk
56-6465-7456-68Healing
65-75????Heightened Ability - Constitution
76-80????Iron Will
81-8575-7869-71Long Life
????72Major Regeneration *
86-8879-8173-77Major Resistance - Charm
89-9282-8578-82Major Resistance - Poison
????83-86Major Resistance - Magic
93-96????Poison Sense
??86-9487-92Protection from Evil
????93-95Regeneration *
97-0095-9896-00Resistance
??99-00??Unreadable Thoughts

[top]Table 2-4g: Vorynn blood abilities


Minor Major Great Ability
01-15????Alter Appearance
16-2201-1501-12Animal Affinity
????13-22Berserker?s Blood
23-30????Blood History
31-37????Bloodmark
??16-1723-24Bloodtrait
??18-28??Character Reading
38-43????Detect Illusion
44-48????Detect Lie
49-5329-3425-34Detect Life
??35-5035-49Divine Aura
??51-6050-54Enhanced Sense
54-68????Heightened Ability - Wisdom
????55Invulnerability *
69-7761-6556-61Long Life
????62-66Major Resistance - Magic
78-9566-8267-80Mebhaighl Sense
??83-8881-85Protection from Evil
96-0089-9586-91Resistance
????92-00Travel
??96-00??Unreadable Thoughts
* Prerequisites necessary. See the description of this blood ability for special rules.

[top]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.

[top]Table 2-5 Prerequisites For Blood Abilities


Ability Prerequisite
AlertnessAz/Ba/Bre/Re, Bld 20
Alter AppearanceBre/Vor/Az, Bld 20
Animal AffinityAny
MinorBld 20
MajorAnimal Affinity (Mi), Bld 24, scion level 1
GreatAnimal Affinity (Ma), Bld 32, scion level 2
BattlewiseAnd/Az, Bld 24, scion level 1
Berserker's BloodAz/Vor, Bld 40, scion level 2
BloodformAz
MajorBld 24, scion level 1
GreatBloodform (Ma), Bld 32, scion level 2
Blood HistoryBre/Ma/Vor, Bld 20
BloodmarkAny, Bld 20
BloodtraitAny except Az
MajorBld 32, scion level 1
GreatBloodtrait (Ma), Bld 36, scion level 2
Character ReadingBa/Bre/Vor, Bld 24, scion level 1
Charm AuraAz, Ba, Bre
MajorBld 28, scion level 1
GreatCharm Aura (Mi), Bld 36, scion level 2
CourageAnd
MinorBld 20
MajorCourage (Mi), Bld 24, scion level 1
GreatCourage (Ma), Bld 32, scion level 2
Death TouchAz
MinorBld 24
MajorDeath Touch (Mi), Bld 28, scion level 1
Detect LieAny except Az, Bld 24
Detect LifeAny
MinorBld 20
MajorDetect Life (Mi), Bld 24, scion level 1
GreatDetect Life (Ma), Bld 32, scion level 2
Detect IllusionAny except And, Bld 20
Direction SenseMa/Re, Bld 20
Divine AuraAny
MajorBld 24, scion level 1
GreatDivine Aura (Ma), Bld 32, scion level 2
Divine WrathAnd,/Ba/Ma, Bld 40, Bloodtrait/Great Heritage template, scion level 2
Elemental ControlAnd/Ba/Ma/Re, Bld 36, scion level 2
Enhanced Sense
MajorAny, Bld 24, scion level 1
GreatAnd/Az/Ba/Ma/Vor, Bld 32, scion level 2
FearAz, Bld 20
Forest WalkRe
MinorBld 20
MajorForest Walk (Mi), Bld 24, scion level 1
GreatForest Walk (Ma), Bld 32, scion level 2
HealingAnd/Ba/Re
MinorBld 20
MajorHealing (Mi), Bld 24, scion level 1
GreatHealing (Ma), Bld 32, scion level 2
Heightened AbilityAny except Ma, Bld 20
Home HearkeningBre
MajorBld 24, scion level 1
GreatHome Hearkening (Ma), Bld 32, scion level 2
InvulnerabilityAz/Ba/Vor, Bld 40, Bloodform/Blood trait/Great Heritage template, scion level 2
Iron WillAnd/Az/Re, Bld 20
Light of ReasonBa
MinorBld 24
MajorLight of Reason (Mi), Bld 32, scion level 1
GreatLight of Reason (Ma), Bld 36, scion level 2
Long LifeAny
MinorBld 20
MajorLong Life (Mi), Bld 24, scion level 1
GreatLong Life (Ma), Bld 32, scion level 2
Major RegenerationAz/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
MagicAnd/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 SenseVor
MinorBld 20
MajorMebhaighl Sense (Mi), Bld 24, scion level 1
GreatMebhaighl Sense (Ma), Bld 32, scion level 2
PersuasionAz/Bre, Bld 24, scion level 1
Poison SenseAz/Re, Bld 20
Protection from EvilAny except Az
MajorBld 24, scion level 1
GreatProtection from Evil (Ma), Bld 32, scion level 2
RegenerationAnd/Az/Re, Bld 40, Bloodform/Blood Trait/Great Heritage template, scion level 2
ResistanceAny
MinorBld 20
MajorResistance (Mi), Bld 24, scion level 1
GreatResistance (Ma), Bld 32, scion level 2
Sea SongMa, Bld 24, scion level 1
Shadow FormAz/Bre, Bld 36, scion level 2
Touch of DecayAz, Bld 32, scion level 2
TravelAny except And and Re, Bld 32, scion level 2
Unreadable ThoughtsAny, Bld 24, scion level 1
Wither TouchAz
MajorBld 32, scion level 1
GreatWither 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.

[top]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.

[top]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.

[top]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)
 
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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