BRCS:Chapter two/Blood and regency/Blood ability descriptions


Chapter two/Blood and regency » Chapter two/Blood and regency/Blood abilities » Chapter two/Blood and regency/Blood ability descriptions


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[top]Alertness

Level: Minor
Derivation: Azrai, Basaïa, Brenna, Reynir
The scion possesses an uncanny sense of his surroundings.
Minor: The scion gains an additional move action during surprise rounds in which they would normally gain only a standard action, and a standard action during surprise rounds in which they would normally gain no action.
This blood ability is considered an extraordinary ability.

[top]Alter Appearance

Level: Minor
Derivation: Azrai, Brenna, Vorynn
The scion can briefly change their approximate build and facial features by means of a natural illusory talent.
Minor: The scion can disguise self as per the spell of the same name. It can be used once per day.

[top]Animal Affinity

Level: Minor, Major, Great
Derivation: All
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: Empathic communication: The scion has an empathic communication with the animal to a range of 60 feet, although the scion must be able to see the animal. This ability is similar to the wizard/sorcerer's ability to communicate with his familiar. Members of the species will never attack him unless they are magically controlled. The scion gains the wild empathy ability like a druid or ranger (detailed in the Player's Handbook) but only towards his totem animal. If the scion already has the wild empathy ability he gains a +2 bonus to his checks when interacting with his 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, as per the spell speak with animals. 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. 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 1-mile radius, as per the spell detect animals or plants. 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 one mile of the scion.

Shape change into totem animal: Once per day, the scion may shape change into the particular animal form for up to two hours, as per the druid's Wild Shape ability (detailed in the Player's Handbook).

[top]Battlewise

Level: Major
Derivation: Anduiras, Azrai
The scion with this ability is a military genius, blessed with an uncanny power to analyze enemy weaknesses, create sound plans of attack, and inspire troops to victory.
Major: Any army the scion leads is far more effective than a similar force under another commander. The scion gains a +2 bonus to their effective character level when determining the EL of a Hero's unit of which they are a part (refer to Chapter Six: Armies and Warfare).

In addition, as long as the scion is on the field of battle, all allied units gain a bonus to morale. This bonus is equivalent to the bonus that the scion would normally provide to a unit under their direct command (+1 bonus to morale for every 5 ranks of Lead).

[top]Berserker's Blood

Level: Great
Derivation: Azrai, Vorynn
Scions with this ability can surpass the limits of mortal endurance and battle after other mortals would have died at the hands of their enemies.

Great: When a scion with the Berserker's Blood ability suffers enough damage that his hit points fall to half of his normal maximum, he can choose to go into a berserk fury. The scion gains a +6 to Strength, +6 to Constitution, and a +3 morale bonus on Will saves, but suffers a -2 penalty to AC while in the berserk fury. The increase in Constitution increases the scion's hit points by 3 per level, but any damage suffered while in this fury remains when the scion's Constitution score returns to normal. While in his fury, the scion cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. He cannot use ranged weapons. He can use feats, with the exception of expertise, item creation feats, or metamagic feats. While in a fury the scion attacks continuously until no foes remain. A scion attacks each foe single-mindedly, not withdrawing until the foe is slain. In order to avoid attacking a friend or innocent bystander, the scion must make a Will save (DC 15 + the number of rounds already spent in the fury).

A fit of berserker's fury lasts for a number of rounds equal to 3 + the scion's (raged) Constitution modifier. The scion can not end the fury prematurely. If there are no longer any surviving flesh and blood opponents in sight, the scion randomly attacks walls, rocks, trees, doors, or anything else on which he can take out his rage. At the end of the fury, the scion is fatigued (-2 Strength, -2 to Dexterity, can't charge or run) for the duration of the encounter. The scion can only fly into a fury once per day.

[top]Blood History

Level: Minor
Derivation: Brenna, Masela, Vorynn
The scion is blessed (or cursed) with the memories of his ancestors.

Minor: With concentration, the scion can call upon the memories of all direct ancestors. A scion gains these memories at the time of his birth; therefore, the scion will have none of his parent's memories of events later than the scion's birth. A sibling born two years later, however, would gain two years of memories that the older sibling would not have. Likewise, the scion would gain his grandfather's memories up to the time of the scion's father's birth; from that point on, the scion would gain the memories of his father, not the memories of his grandfather. Not all memories recalled are pleasant; knowing the sin's and sorrows of one's parents is often as much of a curse as it a blessing.

Knowledge: A scion with this ability has access to stray knowledge about notable people, legendary items, or noteworthy places. The scion may make a Bardic Knowledge check (see the Player's Handbook) as if they were a bard of equal level. A bard with this ability receives a +2 bonus to their normal check. If the scion's ancestors could not possibly have had insight into the problem, then this check automatically fails. This ability also grants a +4 bonus to Knowledge (history).

Skills: Once per day, the scion may call on this ability to provide a temporarily gain in any skill possessed by their ancestors that has Intelligence or Wisdom as its key ability. With a successful bloodline check, the scion gains 5 ranks in the skill. If the scion already has 10 or more ranks in the skill, they add only 2 ranks. The scion retains the temporary skills for 1 minute per character level.

To use this ability, the scion must concentrate (as a move-equivalent action) and succeed on a bloodline check versus a DC based upon how difficult the memories are to access. This check could range from DC 10 for a skill fairly common to the scion's ancestors to DC 35+ for insight into a skill very rare among the scion's ancestors.

The DM should feel free to spontaneously invoke this ability to parlay necessary information that the scion's ancestor might have known which will advance the story line.

[top]Blood Sense

Level: Minor
Derivation: Azrai, Brenna, Reynir, Vorynn
Scions with this ability can sense the divine blood around them.

Minor: Sense presence of blood: This ability functions like the detect magic spell. The amount of information revealed depends on how long the scion concentrates.
1st round: Presence or absence of scions.
2nd round: Number of scions and the bloodline strength (minor, major, great, true) of the most powerful scion.
3rd round: The strength and location of each scion.
This ability is usable once per day.

[top]Bloodform

Level: Major, Great
Derivation: Azrai
This is the power that causes an awnshegh's form to shift toward its most corrupt state; from the scion's perspective, he is achieving power that ultimately suits his nature, if not his aesthetic wishes. An initially dormant Bloodform blood ability will only manifest in a scion of Azrai when he continually taps his blood powers. The god Azrai was the epitome of corruption, and by using his powers, many scions of his bloodline in turn corrupt their own bodies.

In many ways Bloodform is more of a curse than an ability, but many awnsheghlien look at it as a mixed blessing. Initial changes are small but noticeable; for example, a human female with Azrai's bloodline is wounded, and when she uses her regeneration ability, her body heals over the wound with differently textured, inhuman skin. Continual use of blood abilities brings these physical changes more to the forefront until they totally alter the original creature, creating an awnsheghlien; our example of the human female could eventually become the Troll or some other suitably scaled fast healing creature. Depending on the amount and frequency of powers used, as well as the scion's bloodline strength, the transformation to awnsheghlien form could take as little as three years or as many as six centuries.

Of all the blood abilities, Bloodform and its non-Azrai counterpart Bloodtrait require the most DM involvement since the individual effects of these abilities inherently vary. The DM should carefully plan the ultimate transformation of a scion to awnsheghlien status so that there is a logical progression of the creature's form, attack and defense modes, and final powers based on the scion's personality and nature. If this is a player character, discussions with the DM on the scion's drives and goals can help to divine how the PC's Bloodform blood ability will manifest.

Major/Great: A scion's form undergoes a graduate transformation into a creature fitting their darkest nature. The details of this transformation are covered in Chapter Nine: Creatures.

[top]Bloodmark

Level: Minor
Derivation: All
The scion bears a visible, recognizable sign of his special heritage.

Minor: 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. The confidence imparted to the scion with such a Bloodmark provides a +1 bonus to all Charisma-based skills.

The effects of a Bloodmark are considered a circumstance bonus and not a spell-like ability.

[top]Bloodtrait

Level: Major, Great
Derivation: All except Azrai
Scions can alter their physical forms to access their blood abilities more evocatively. A scion with this gift can alter his body to more powerfully channel the manifestations of his blood abilities. The scion has some conscious control over the use of this power. The scion does not control the exact form of this transformation, but does control the timing of the change.

Of all the blood abilities, Bloodtrait and its Azrai counterpart Bloodform require the most DM involvement since the individual effects of these abilities inherently vary. It is rare that any regent or scion of any bloodline would choose to significantly change his form, as this sort of alteration of form is most closely linked in many peoples' minds with the awnsheghlien. Within the first eight centuries after Deismaar, though, circumstances forced this ability into use in order for the forces of good to vanquish the growing evil of rampaging awnsheghlien. While no one in the public eye has actively used this power to change in recent centuries, a few ancient heroes embraced this ability to become servants of good who moved beyond humanity. Known ehrsheghlien (elvish for 'blood of the light') that are still alive in Cerilia include the Pegasus, the Phoenix, and the Treant.

Major/Great: A scion may attempt to invoke a significant physical change to their form to enhance any of their other major or minor bloodline abilities. The details of this transformation are covered in Chapter Nine: Creatures.

[top]Character Reading

Level: Major
Derivation: Basaïa, Brenna, Vorynn
The scion is an unnaturally perceptive judge of character and can quickly form accurate assessments of another character's intentions attitudes and motivations.

Major: The scion must speak with the person in question for at least one minute to form an impression. The scion gains a +6 bonus to Sense Motive checks.

[top]Charm Aura

Level: Major, Great
Derivation: Azrai, Basaïa, Brenna
The scion projects an invisible shroud of power.

Major: When invoked, one of the following effects occurs: the scion charms (per the spell charm animal) up to six non-hostile creatures or scares (per the spell of the same name) up to six hostiles within a 50-foot radius. This power is usable three times per day and will affect only non-blooded creatures. Charm Aura, when used in combination with Divine Aura, can extend the range of either Aura to 100 feet.

Great: The scion can charm (per the spell charm monster, mass) all non-hostile creatures and confuse (per the spell confusion) all hostile beings within a 75-foot radius. This power is usable three times per day and only affects non-blooded creatures. Charm Aura, when used in combination with Divine Aura, can extend the range of either Aura to 100 feet.

[top]Courage

Level: Minor, Major, Great
Derivation: Anduiras
As the ancient god of noble battle, Anduiras imbued supernatural courage into many of the bloodlines derived from him.

Minor: Scions with Courage are automatically successful with any saving throws required for effects that cause magical or normal fear. For effects that are normally allowed no save, the scion may roll a normal Will saving throw against DC 15 to resist the effect.

Major: The effects of the Minor ability are extended to all allies within 10 feet of the scion.

Great: In addition to the effects of the Major ability the scion gains the following:

Battlefield morale: A military unit containing the scion automatically succeeds all unit morale checks. The affected unit may change if the scion moves between units during combat as a part of a Heroes unit.

[top]Death Touch

Level: Minor, Major
Derivation: Azrai
A scion with this ability can exude a virulent fluid in some manner. Contact with this toxin results in an infection that causes a disease effect.

Minor: With the slightest contact, Death Touch can spoil food and drink, or pollute a small well or enclosed pool of water. This ability manifests in a wide variety of ways, such as a skin-contact fluid (emitted through pores on hands or other appendages), injected fluids (introduced through fangs or another piercing implement), or a spray or cloud (anything from a mist-like breath weapon to an underwater ink cloud). At its widest dispersal, the Death Touch affects only those creatures within a 25-foot radius of the emission point. The scion chooses (with DM input/approval) the method in which this ability is manifested (injected, contact or spray).

Contact forces a victim to make an immediate Fortitude save or else contract a disease and immediately take Con damage; 1d4 for injected; 1d4-1 for contact and 1d4-2 for spray. In all cases, the toxin causes a minimum of 1 point of damage. If the form is a spray then there is a +2 bonus to each victim's saving throw for every victim above one. For example, if there are three victims within the spray effect then each gains a +4 to his saving throw. This infection functions like a normal disease (per the Dungeon Master's Guide) with saving throws required each day to avoid taking additional damage. A neutralize poison or a remove disease spell (or equivalent) cast on the victim will also work. This ability is usable three times per day.

Major: The effects are increased to 1d6 Con damage for injected, 1d6-1 Con damage for contact and 1d6-2 Con damage for spray.

[top]Detect Illusion

Level: Minor
Derivation: All except Anduiras
Scions with this ability are rarely fooled by illusion spells and effects that create false visual images.

Minor: When a scion encounters an illusion or effect, he is immediately allowed a disbelief check (Will save). Success means the scion instantly perceives the illusion for what it is, even if he is making no particular effort to disbelieve the illusion. If the scion consciously attempts to disbelieve, he does so with a +4 bonus to the saving throw. This ability is effective against any illusion spell that creates a false image or substitutes a false image for reality (i.e., figments and phantasms).

[top]Detect Lie

Level: Minor
Derivation: All except Azrai
The scion has a knack for determining whether a character is lying.

Minor: Once per day, the scion can concentrate on one individual and discern whether he is speaking the truth, as per the spell discern lies. Unlike the spell, this ability only affects a single individual, regardless of the scion's level.

[top]Detect Life

Level: Minor, Major, Great
Derivation: All
The scion can sense all life within a particular range.

Minor: By concentrating for a round (full round action), the scion can detect animals or plants as per the spell. This ability is usable once per day.

Major: The effects of the Minor ability are increased such that the scion detects all types of animals and plants at the same time.

Great: The effects of the Major ability are increased such that the scion gets the maximum effect in 1 round.

[top]Direction Sense

Level: Minor
Derivation: Masela, Reynir
A scion with Direction Sense has almost no chance of becoming lost.

Minor: As long as the scion knows his destination, he has an unerring sense of the direction in which the destination lies. This does not mean that the scion always follows the easiest course when traveling, since the scion could easily encounter impassable terrain and be forced to detour around it. The scion can also retrace his steps with ease. Scions of Reynir's derivation have this ability only in wilderness or rural settings, while descendants of Masela's blood cannot get lost at sea. Regardless, the scion also gains a +4 synergy bonus to all Survival checks in the applicable surroundings used to keep from getting lost. The scion always knows where true north lies in relation to himself.

[top]Divine Aura

Level: Major, Great
Derivation: All
An intangible mantle of power and nobility surrounds some scions, commanding respect from all they meet.

Major: Influence non-blooded characters. The Divine Aura marks the character as a scion of power. The aura's effect is a +2 bonus to Charisma-based skills.

Enthrall non-blooded characters: The scion can enhance his aura once per day with one round of concentration (a full round action). The scion can enthrall (as per the spell of the same name) any non-blooded creatures.

Great: In addition to the Major effects the scion also gains the following:

The scion's bonus to Charisma-based skills is increased to +4.

Hypnotic pattern/fear non-blooded characters: The scion's aura acts as a hypnotic pattern (as per the spell of the same name) against non-hostile creatures and as a fear spell (as per the spell of the same name) against enemies. This ability affects only non-blooded characters.

[top]Divine Wrath

Level: Great*
Derivation: Anduiras, Basaïa, Masela
When a scion with this ability is moved to great anger, he becomes a terrible enemy. The scion's body is imbued with extreme strength, and the mere sight of his angry visage terrifies his enemies.
*Only scions with Bloodtrait or the Great Heritage template may take this ability.

Great: The divine wrath can never be summoned voluntarily; it comes over the scion only when he battles a being that has either wronged him or someone he cares about.

The divine wrath lasts ten rounds + one round/level. This condition grants the scion the following:
Strength increase: The scion gains a +4 to Strength.
Improved saves: The scion gains a +4 bonus to all saving throws.
Increased toughness: The scion gains a damage reduction of 1/- to all attacks.
Maximized spells. All spells cast by the scion are maximized (as per the meta-magic feat).
Fear gaze: The scion gains a gaze attack with a range of ten feet. Anyone who meets the scion's gaze must make a Will save or be stricken with fear (as per the spell of the same name).

[top]Elemental Control

Level: Great
Derivation: Anduiras, Basaïa, Masela, Reynir
Several of the old gods were closely tied to one of the four elements: Masela was goddess of the sea; Basaïa was associated with the sun; Reynir was tied to earth; and Anduiras was associated with the skies. A few particularly powerful scions of these lines also inherited their progenitor's powers over these elements.

Great: A scion can summon a single elemental of the appropriate type once per week with no risk of the creature turning on him as per the spell summon monster V.

Elemental spell. Once per day the scion also receives one of the following powers (as per the spell of the same name) depending on his bloodline derivation: scions of Anduiras may cast control winds; scions of Basaïa may cast protection from elements (fire); scions of Reynir may meld into stone or passwall; and scions of Masela may water walk.

[top]Endurance

Level: Minor
Derivation: Anduiras, Basaïa, Masela, Reynir
Scions with this ability can undertake physical hardship that borders on the supernatural.

Minor: Bonus to endurance related checks: The scion gains a +4 bonus to the following checks and saves: Swim checks to avoid nonlethal damage, Constitution checks to continue running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks made to hold breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation.

Resistance to fatigue: The scion may sleep in light or medium armor without suffering fatigue. The scion is not subject to Strength penalties associated with being fatigued (they are still subject to the normal -2 penalty to Dexterity). Furthermore, the scion recovers from fatigue in half the normal time - after only 4 hours of complete rest or 8 hours of decreased activity (e.g., no spellcasting, combat or other strenuous activity). The scion is considered to have the Endurance feat as a virtual feat for prerequisites. This blood ability is considered an extraordinary ability.

[top]Enhanced Sense

Level: Major, Great
Derivation: All
Scions are sometimes gifted with powers of perception far beyond those of ordinary mortals. The nature of the enhanced sense depends on the derivation and power of the character's bloodline.

Major:
Anduiras: Scions of Anduiras may detect evil three times per day, as described for paladins in the Player's Handbook.
Azrai: The scion has low light vision. The scion gains a +4 bonus to his Spot check to discover someone hiding in shadows.
Basaïa: Scions of Basaïa's blood have the vision of a hawk. They can spot detail and motion at twice the distance of a normal human. Distance penalties to spot checks are halved (reduced to -1 per 20 feet). All missile range penalties are decreased by one category (i.e., penalties are reduced by 2).
Brenna: Brenna's line is blessed with the sight and hearing of cats. They have darkvision to a range of 60 feet. The scion gains a +2 bonus to Listen checks.
Masela: The senses of scions of Masela are not hindered by rain, snow, or other weather-related obscurement. The scion can see at least 120 feet, even in the worst conditions, although darkness affects the scion normally. The scion's hearing is also unaffected by the weather and will not be hampered by howling wind or driving rain. This ability works equally well against magical weather-related obscurement as it does against natural ones.
Reynir: A scion of Reynir is attuned to the wilderness and possesses the ability to follow the trails of creatures and characters across most types of terrain. The scion gains the benefits of the Track feat in outdoor wilderness settings. The scion is considered to have the Track feat for any prerequisites that require it (e.g., prestige classes, other feats, etc.) Scions that already have the Track feat gain instead a +2 bonus to Survival or Search checks used while tracking in the wild. The scion also gains a +2 bonus to Spot checks in wilderness settings.
Vorynn: Scions of Vorynn's line have limited abilities of divination. The scion may cast clairaudience/clairvoyance once per day.

Great: There is no Great ability for Brenna or Reynir.
Anduiras: Scions of Anduiras may now detect evil at will.
Azrai: In addition to the Major effects the scion of Azrai gains the power to see into the Shadow World the same as the Halfling ability Shadow Sense.
Basaïa: In addition to the Major effects the scion's vision can penetrate normal or magical darkness up to a distance of 60 feet.
Masela: In addition to the Major effects the scion can hear his name spoken (as well as anything said about him) anywhere within a 10-mile radius of his current location, providing that both the scion and the speaker are outdoors at the time. The wind carries conversations about the scion to him; enemies must be careful of speaking his name.
Vorynn: In addition to the Major effects the scion also gains the ability to cast scrying, greater once per day.

[top]Fear

Level: Minor
Derivation: Azrai
With a touch, the scion can instill absolute terror in his victim.

Minor: Up to three times per day the scion can instill fear (as per the spell), by executing a touch attack. This ability also grants a scion a +2 bonus to his saving throws versus all types of fear that allow saves.

[top]Forest Walk

Level: Minor, Major, Great
Derivation: Reynir
Scions can use this ability to harmonize with the forest, moving through it without affecting it.

Minor: The scion may pass through any light, medium, or heavy forests at no penalty to his normal movement rate. The scion moves through the forests as if under the effect of the spell pass without trace. All natural tracking abilities, such as Search, Survival (with the Track feat), the sense of smell possessed by hunting hounds, etc., provide no aid in tracking the scion through forests.

Major: In addition to the Minor effects the scion gains the following:

Magical tracking resistance: The scion has resistance to magical forms of tracking. The scion gains a +6 bonus to the DC to evade the detection whenever he is in forest terrain. This resistance applies equally to both spells and magic items (such as a crystal ball) that could be used to locate or track the scion.

Great: In addition to the Major effects the scion gains the following:

Forest travel: The scion may enter the edge of any forest and travel through the forest at the rate of approximately one province per hour. During this walk the scion seems to be moving at a normal rate of speed, but subtly manipulates the passage of time and distance inside the forest.

For example, a scion entering the Aelvinnwode in northern Taeghas could walk for a few hours and emerge anywhere along the Aelvinnwode's borders as far away as northern Tuarhievel or even back where he started. During the time the scion moves through the forest, he travels in a normal manner. He may make rest stops (for no more than fifteen or so minutes at a time) and have encounters, and he will pass through provinces one at a time. The scion must decide his destination when he enters the forest. If he changes his mind during his walk, he may continue traveling normally or begin a new Forest Walk.

[top]Healing

Level: Minor, Major, Great
Derivation: Anduiras, Basaïa, Reynir
The ancient powers were capable of miraculous feats of healing; some scions have inherited these powers.

Minor: A scion gifted with healing may cure light wounds (as per the spell) once per day.

Major: The scion may cast cure moderate wounds, remove paralysis, remove disease, remove blindness/deafness, or lesser restoration (as per the spells) once per day.

Great: As per the Major effects except the caster adds cure serious wounds and neutralize poison to the list of spells from which they may select.

[top]Heightened Ability

Level: Minor
Derivation: All except Masela
The old powers each cherished different traits in their followers and embodied these characteristics. The resulting bloodlines often show near-divine examples of strength, intelligence, or beauty.

Minor: A scion with this attribute gains a +2 increase in the applicable ability score. The abilities associated with each derivation are as follows:
Anduiras: Charisma or Strength (choose which one or roll for it when this ability is gained);
Basaïa: Intelligence;
Brenna: Dexterity;
Reynir: Constitution;
Vorynn: Wisdom;
Azrai: Charisma or Intelligence (choose which one or roll for it when this ability is gained).

Heightened Ability is not a spell like ability it is an ability score increase like that from every 4th character level.

[top]Home Hearkening

Level: Major, Great
Derivation: Brenna
A regent with this blood ability has an even stronger connection to the land and holdings he rules than other regents.

Major: If any of the scion's holdings experience a challenge or threat (such as a contest domain action or monster random event), the regent immediately feels the sensation that something is wrong and that he is needed in the province where the event is occurring. The feeling persists until the matter is settled, either by the regent or someone else. No range limit exists for this ability and as long as the regent is alive he will know when trouble threatens his domain. If within the province the scion has 'a feeling' of roughly how far away / in which direction the trouble can be found.

Great: In addition to the major effects the regent is enabled to do something about the situation from afar. Presumably, the regent maintains ties with family members, extremely close friends, vassals, and lieutenants within his realm. The regent can, after feeling the disquiet caused by unrest in a province or holding he controls, project this feeling and his desire for action to one of those people. No two-way communication is possible, but the regent may empathically make his wishes made known in a general way. As a result, the regent can respond to threats in his realm while hundreds or even thousands of miles away.

Note: Unlanded scions that possess this ability initially feel a tie to their homelands but can, over time, redirect this feeling to any new area in which they live for at least six months. The non-regent scion cannot perform domain actions but still has links to family members or extremely close friends, and still experiences disquiet when trouble appears.

[top]Invulnerability

Level: Great*
Derivation: Azrai, Basaïa, Vorynn
This ability grants the scion a limited form of immortality. He is not immortal in the true sense of the word, but he cannot be killed except under very specific circumstances.
  • Only characters with the Bloodform ability, the Bloodtrait ability, or the Great Heritage template may take this ability.

Great: A scion with Invulnerability can be killed only under a particular set of deadly conditions, which are unique for each blooded scion. The scion cannot be slain save through this vulnerability. The scion is immune to all polymorph and magical death effects. The scion cannot be slain by poison, nor can any effect reduce their ability scores below 1. If reduced to negative hit points the scion is rendered unconscious but can't be reduced below -10 (such damage is instantly regenerated).

A scion's vulnerability may be as simple as a vulnerability to magical weapons to as complex as a need to sever his limbs and burn them to ash. Unless the appropriate vulnerability is exploited, the scion regenerates at their normal rate.

Invulnerability is a supernatural ability.

[top]Iron Will

Level: Minor
Derivation: Anduiras, Azrai, Reynir
The scion is tougher than ordinary characters. The mystic energy of their divine heritage allows them to persevere when lesser mortals tire or perish.

Minor: Bonus hit points: The scion gains three bonus hit points. The scion is also considered to have the Toughness feat for any prerequisites that require it (e.g., prestige classes, other feats, etc.)

Heightened saving throws: The scion gains a +1 bonus to Will and Fortitude saving throws.

[top]Light of Reason

Level: Minor, Major, Great
Derivation: Basaïa
Scions with this ability can use the power of the former sun goddess to light their surroundings. A scion who calls upon this ability actually radiates light as described below.

Minor: The scion generates a light (as per the light spell) with the scion as its center. Scions may call on this ability at will.

Major: In addition to the Minor effects the scion gains the following: Once per day the scion can generate a brilliant instantaneous flash of light. Anyone within a 30-foot radius must succeed at a Reflex saving throw or suffer blindness for a number of rounds equal to half the scion's level (rounded down). Scions with this blood ability (Minor, Major, or Great) are immune to the effects of this flash even if generated by another scion. Other characters that anticipate the flash (such as fellow adventurers who have been warned) can avoid the effect by averting their eyes.

Great: In addition to the Minor effects scions can generate the flash as described above; however, in doing so they radiate actual sunlight. This light affects undead and other creatures hindered by sunlight exactly as if it came directly from the sun itself. Undead creatures within the affected area are dealt 1d6 points of damage per level of the scion (max 20d6). Creatures within the area of effect who make a successful Reflex save only take half damage.

[top]Locate Bloodsilver

Level: Minor
Derivation: Azrai
Scions with this ability can sense the presence of Tighmaevril (Blood Silver).

Minor:
Sense Presence of Tighmaevril: The scion can sense the presence of Tighmaevril within a radius of 50 yards + 10 yards per level. As long as the scion concentrates he can follow the 'smell' to its source similar to a locate object spell. If the scion takes a round to concentrate he needs to make no check in order to sense the presence of Tighmaevril. If the scion makes a Spot check against a DC of 15 he can sense the presence of Tighmaevril as a free action. The aroma is similar to that of cinnamon, but most scions with this ability find the smell of Tighmaevril unappealing. Anything that masks the presence of an object like an obscure object spell prevents this blood ability from allowing the scion to detect the presence of Tighmaevril.

[top]Long Life

Level: Minor, Major, Great
Derivation: All
With this ability, a scion enjoys a greatly increased life span, as the aging process is vastly slowed down. This does not protect a scion from normal damage from combat or poisons, but simply postpones the ravages of age.

Minor: After reaching young adult-hood, the scion will only age at the rate of one year for every five years that passes.

Major: This ability increases so that for every twenty-five years that passes the scion only ages a single year.

Great: The scion now ages only one year for every century that passes.

[top]Major Regeneration

Level: Great*
Derivation: Azrai, Reynir
A scion with this ability can regenerate severed limbs, damaged organs and senses, and heal damage much faster than normal or blooded beings. If limbs, organs, or senses are lost, they are restored in weeks (30 days, reduced by one day per Constitution point).
  • This ability is available only to those blooded scions that already possess natural regeneration (usually through the Regeneration blood ability).

Great: The scion has Regeneration 3 as per the Monster Manual. Major Regeneration also does not restore hit points or ability points lost due to starvation, thirst, or suffocation. Damage caused by fire, acid or magic is treated as normal damage.

This ability enables the scion to recover from otherwise permanent damage including deep wounds, scars, blindness, lameness, etc. (but he cannot regenerate severed body parts or reverse magical conditions such as blindness or paralysis). In such cases, the scion recovers 1% of any lost ability per day. If the scion is blinded by physical injury, for example, he will completely regain his eyesight in 100 days. A badly broken leg or severe internal injury might leave a normal man crippled for life but the scion can recover from any injury given sufficient time.

Major Regeneration is a supernatural ability.

[top]Major Resistance

Level: Minor, Major, Great
Derivation: All (by specific ability)
The Resistance blood ability outlines only the most common resistance to attacks or spells prevalent in each particular bloodline. This ability affords an additional resistance to a specific attack form:
Charm (minor): The scion gains a +4 bonus to saving throws against enchantment spells and spell-like effects. This further conveys a +4 bonus to saving throws made against the Fear blood ability. Derivations: Anduiras, Azrai, Brenna, Reynir.
Poison (minor): If a scion with this ability is exposed to any type of poison (by gas, venom, poisoned weapon, potion, etc.), he gains a +4 bonus to his saving throw. Derivations: Azrai, Basaïa, Brenna, Masela, Reynir.
Charm (major): Same as the Minor ability but the saving throw bonus is increased to +6. Derivations: Anduiras, Azrai, Brenna, Masela, Reynir.
Non-magical attacks (major): This ability grants a damage reduction of 3/magic. Derivations: Azrai, Brenna, Masela.
Poison (major): Same as the Minor ability but the saving throw bonus is increased to +6. Derivations: All except Vorynn.
Charm (great): Same as the Minor ability but the saving throw bonus is increased to +8.
Magic (great): Like a number of rare creatures, this scion of the blood is naturally resistant to the effects of magic, whether from spells or items. The scion has spell resistance SR 16. This ability applies to all types of magic except blood abilities. Derivations: Anduiras, Azrai, Reynir, Vorynn.
Non-magical attacks (great): Same as the Major ability except the effect is increased to 5/magic.
Poison (great): Same as the Minor ability but the saving throw bonus is increased to +8.

Major Resistance is a supernatural ability.

[top]Mebhaighl Sense

Level: Minor, Major, Great
Derivation: Vorynn
Scions with this ability are particularly in tune with the natural magic of Cerilia. The scion cannot detect the casting or presence of divine spells using this ability.

Minor: The scion can tell whenever someone casts any type of arcane spell within a 300-foot radius. He feels a tug in the general direction of the spellcasting, but gains no more information.

Major: In addition to the Minor effects, the scion gains the ability to determine immediately and instinctively what school of magic has been cast. For example, if someone casts a spell of divination, the scion would feel as if someone were watching or probing.

Great: In addition to the Major effects the scion can perceive whether magic has been cast in a certain area in the recent past. The scion can attune himself to an area up to 100 yards in diameter. He can feel whether any spells have been cast in the area and of what school. The scion can sense magic cast up to one week previously per character level.

This ability enables a scion to sense realm spells as well as conventional magic. If a realm spell has been cast on a province the scion is in (or to which he attunes himself within the time limit above), the scion learns that a realm spell was cast, and from what school the magic derives. This ability does not grant him the power to determine who the caster was, or if the spell was cast from a ley line or a source located in that province.

[top]Persuasion

Level: Major
Derivation: Azrai, Brenna
Scions with this ability can create arguments of extreme clarity and logic, thereby influencing other creatures to do their bidding.

Major: The scion may use a suggestion (as per the spell) once per day. To be successful, the victim must understand the language used by the scion.

[top]Poison Sense

Level: Minor
Derivation: Azrai, Reynir
The scion has an innate ability to sense the presence of poison nearby. Thus he could sense poison in his food, drink, or even a phial of poison in the pocket of his supposedly loyal advisor.

Minor: The scion gains a continuous detect poison spell effect. This ability is a natural, involuntary effort; just as a character would notice that food smelled rotten or wine had soured, he'll notice if it were poisoned. If the scion ingests a poison despite this knowledge, he suffers all normal effects.

[top]Protection from Evil

Level: Major, Great
Derivation: All except Azrai
The scion is defended against the minions of evil.

Major: A scion with this power is warded by a continuous protection from evil spell.

Great: The scion's protection expands to include others in his presence. He is considered to be under the effects of a continuous magic circle against evil spell.

[top]Regeneration

Level: Great*
Derivation: Anduiras, Azrai, Reynir
The scion has a natural ability to regenerate hit points and resist damage.
  • Only characters with the Bloodform ability, the Bloodtrait ability, or the Great Heritage template may take this ability.

Great: The scion has Fast Healing 3 as per the Monster Manual.

This power, when used by a scion of Azrai, dramatically increases the speed of the transformation to awnshegh status, as restored limbs and senses are often transformed.

Regeneration is a supernatural ability.

[top]Resistance

Level: Minor, Major, Great
Derivation: All
Some scions, depending on their bloodline derivation, demonstrate an unusual resistance to certain types of attacks or spells. Scions gain resistance to the stated effect.

Minor:
Anduiras: The scion gains a +4 bonus to saving throws versus enchantment spells and similar spell-like powers. As the god of nobility and rulership, Anduiras himself could not be swayed or confused by such influences
Azrai: The scion gains a +4 bonus to saving throws versus necromancy spells and a +4 bonus to saving throws made to recover lost levels as a result of level-draining attacks. Azrai's dark history makes scions of his blood less susceptible to spells and effects that depend on the powers of darkness.
Basaïa: The scion gains a +4 bonus to saving throws versus light and fire-based attacks or effects.
Brenna: The scion gains a +4 bonus to saving throws made against spells that magically restrain and a +4 to checks to escape being restrained. This includes being tied up, webbed and grappled. In the old legends, no god or mortal could lay a hand on Brenna unless she allowed it.
Masela: The scion gains a +4 bonus to saving throws against water-based attacks and a +4 bonus to checks against drowning.
Reynir: The scion gains a +4 bonus to saving throws versus the effects of magical and mundane cold and hunger, and normal exposure and weather.
Vorynn: The scion gains a +4 bonus to saving throws versus magical attacks with the evocation type.

Major:
Anduiras/Azrai/Brenna: Same as the Minor ability, but the bonus is increased to a +6.
Basaïa/Reynir/Vorynn: In addition to the Minor effects if a scion with this ability succeeds with a saving throw against a spell or effect and as a result suffers only half damage from such an effect, this damage is again reduced by one-half to a net result of one quarter of the total damage.
Masela: The saving throw bonus increases to +6 and the scion now only suffers half the normal penalties for movement and attacking while in the water.

Great:
Anduiras/Azrai/Brenna: Same as the Minor ability, but the bonus is increased to a +8.
Basaïa/Reynir/Vorynn: Same as the Major ability except that if the scion succeeds a saving throw to suffer only half damage from such an effect, he suffers no damage.
Masela: The scion has the benefits of the spell freedom of movement while in the water. The scion gains a permanent water breathing ability.

Resistance is a supernatural ability.

[top]Sea Song

Level: Major
Derivation: Masela
Scions with this ability have a particular affinity for the water and the sea.

Major: The scion can, on occasion, interpret the 'song of the sea' to gain news and information from bodies of water. The scion must stand near or in a large body of water such as a bay, sea, ocean, lake, or large river. The scion can cast the spell commune with nature (subject - bodies of water).

The ability's area of effect is limited to single bodies of water, not other bodies they might empty into or adjoin. For example, using Sea Song to talk to the water in the Dwarfhame (an inlet on the eastern coast of the Krakennauricht) does no good if the scion seeks news concerning the coastal provinces of Kiergard, he'd have to talk to the waters of the Dauren Arm instead. The scion may invoke this ability once per week for every three levels of experience he has attained, and ask one question per experience level. The water answers as truthfully as it can, but sometimes errs. In general, the water 'knows' more about water related things: whether ships sail on its surface, certain fish swim within it, or whether a storm is brewing.

[top]Shadow Form

Level: Great
Derivation: Azrai, Brenna
The scion is able to transform into living shadow.

Great: A scion with this power can change himself and anything he carries on his person into living shadow once per day for 1 minute per level. As a living shadow, the scion blends perfectly into any other shadow and vanishes in darkness. In regions where no objects are present to cast shadows, the caster appears as an unattached shadow moving across the ground and may be easier to detect.

The scion can move at his normal speed, but can move on any surface, including walls and ceilings, as well as across the surface of liquids - even up the face of a waterfall. Undead ignore the scion, assuming him to be one of their own. While in Shadow form the scion cannot physically harm anyone, or manipulate any objects he might encounter, such as door knobs or weapons.

In shadow form, the scion can only be detected by spells and abilities that detect thoughts, life, or presences (including true seeing), or by suspicious movements in lighted areas. If the scion remains in a shadowed area, add a +15 bonus to his Hide checks. The scion is nearly undetectable in darkness.

While in shadow form, the scion gains damage reduction 10/magic. The scion is immune to blindness, critical hits, damage to ability scores, deafness, disease, drowning, poison, stunning, and all abilities, spells, or attacks that affect the scion's physiology or respiration.

[top]Touch of Decay

Level: Great
Derivation: Azrai
A scion with this ability can destroy inanimate objects with a mere touch.

Great: Metal rusts, stone crumbles to sand, and wood rots away to pulp. The scion can use this power once per day and can affect up to 10 cubic feet of material plus 1 cubic foot per level. The effect is nearly instantaneous, and any item touched is instantly rusted, pitted, rotted, or turned to sand and effectively destroyed. The effects are the same as the spell rusting grasp, except that it affects the materials listed above (i.e., metal, stone and wood). This ability has the disturbing tendency to manifest accidentally about once per month, possibly destroying items the scion does not wish to ruin.

[top]Travel

Level: Great
Derivation: All except Anduiras and Reynir
This potent ability allows a scion to use a limited form of teleportation based on his derivation. Anything the scion wears or carries is teleported with him, and the scion may take one companion with him per level.

A scion may use this power once a week per five levels; thus, scions of levels 1-4 may teleport once per week, scions of levels 5-9 may teleport twice per week, etc. The scion must know his destination through a prior visit or by using some form of magical viewing or scrying to study the area before invoking this power.
Azrai: Azrai's scions can enter the Shadow World between sunset and sunrise, gaining the ability to dimension door in the same manner as a Halfling with the Shadow Walker feat.
Basaïa: Basaïa's descendants travel by stepping from flame to flame. A scion must enter a fire large enough to immerse his entire body, and must emerge from a fire of similar size. The scion isn't harmed by the transition, but others following him must protect themselves.
Brenna: A scion of Brenna who stands on any road, path, or trail can travel to any point on that same road or any road that splits from it. Generally, this allows travel from any part of Cerilia to almost any destination on the continent.
Masela: Masela's children can travel across bodies of water. By standing in the shallows of a river, lake, or sea, the scion can move to any point on its shore.
Vorynn: A scion of Vorynn's bloodline can travel at moonrise or moonset to any destination touched by moonlight. The timing is crucial - the scion has only about ten minutes per day in which this ability will function.

[top]Unreadable Thoughts

Level: Major
Derivation: All
A scion with this ability is protected from spells and effects that permit someone else to determine what he is thinking, feeling, or planning.

Major:
Hide intention: The scion gains a +4 bonus on Bluff checks against those attempting to discern the scion's true intentions with Sense Motive.

Resist mind reading: The scion is immune to any ability or spell used to read his mind.

Unreadable Thoughts is a supernatural ability.

[top]Wither Touch

Level: Major, Great
Derivation: Azrai
The scion has the ability to cause living tissue to wilt away.

Major: Once a week the scion may use this ability to desiccate and wither living tissue on contact. The scion must make a successful touch attack, and the victim must make a Fortitude save. If the save is unsuccessful the victim suffers 1d8 points of damage; the affected limb is emaciated, and full use of it is impossible for 1d6 days. The target's Strength is also reduced by an amount equal to half of this damage (rounded down). This is considered a temporary ability loss (per the Dungeon Master's Guide) and the ability returns at a rate of one per day following the amputation of the limb or curing of the blight. If the blighted limb is not removed or the victim is not healed by the use of a spell or ability that restores limbs (e.g., regenerate), removes conditions (e.g., heal) or cures up to 25 hit points of damage within 2d4 days, the victim permanently loses the ability to fully use the limb, and his Strength remains permanently reduced.

Great: Same as the Major ability but the damage is increased to 1d12 hit points. It also forces victims to make Fortitude saves once each day in order to avoid an additional 1d4 hit point loss, and half this damage (rounded down) in additional Strength loss.

 
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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