New Blood Feat Conversions

Post/Author/DateTimePost
#1

xagunder

Mar 15, 2004 11:09:11
While I know that some of you do not like the Bloodline feat from DRAGON Magazine #315, it's what we use in our campaign. So, for those who do use them, here are a number of additional Blood feats, converted from the original TSR BIRTHRIGHT Boxed Set and Blood Enemies: Abominations of Cerilia.

Blood History [Blood]
You are blessed (or cursed) with the memories of your ancestors.
Prerequisite: Bloodline (Brenna, Masela, or Vorynn).
Benefit (minor): You gain a +4 competence bonus to Knowledge (history) and Knowledge (local) checks. Benefiting from this ability does not require an action.
Benefit (major): Once per day per two character levels, you can reach into your ancestors' memories and gain insight into a needed skill?even one in which you have no ranks and cannot use untrained. After a full round of concentration, you gain a +2 competence bonus to a single skill check attempt made the next
round.
Benefit (great): As the major benefit, but the competence bonus is +4.

Bloodmark [Blood]
You bear a visible, recognizable sign of your special heritage.
Prerequisite: Bloodline (any).
Benefit (minor): You gain a +2 circumstance bonus to all Charisma-based checks. Benefiting from this ability does not require an action.

Charm Aura [Blood]
An intangible mantle of power and allure surrounds you.
Prerequisite: Bloodline (Azrai, Basaïa, Brenna).
Benefit (minor): You gain a +4 bonus on Bluff checks. Benefiting from this ability does not require an action.
Benefit (major): You may cast enthrall three times per day.
Benefit (great): Once per day, you may cast mass charm monster.

Charm Resistance [Blood]
Your mind is difficult to sway by spells or magical effects.
Prerequisite: Bloodline (Anduiras, Azrai, Brenna, Reynir).
Benefit (minor): You are gain a +2 bonus on saving throws against enchantment spells and effects. Benefiting from this ability does not require an action.
Benefit (major): You gain spell resistance of 5 + your character level against enchantment spells. Benefiting from this ability does not require an action.
Benefit (great): You are immune to spells of the charm type. Benefiting from this ability does not require an action.

Detect Life [Blood]
You can sense living creatures and things within a particular range.
Prerequisite: Bloodline (any).
Benefit (minor): You may cast detect animals or plants three times per day.
Benefit (major): You cast detect animals or plants at will.
Benefit (great): You notice and locate living creatures within 60 feet, just as if you possessed the blindsight ability. You also sense the strength of their life force automatically, as if you had cast deathwatch.

Detect Illusion [Blood]
You are rarely fooled by illusion spells that create false visual images.
Prerequisite: Bloodline (any except Anduiras).
Benefit (minor): You gain a +4 bonus on saving throws against illusion spells of the figment, glamer, or pattern types. Benefiting from this ability does not require an action.
Benefit (major): Whenever you pass within 5 feet of an active illusion spell, you are entitled to a Will save for disbelief as if you were studying it or interacting with the illusion in some fashion. Benefiting from this ability does not require an action.

Fortification [Blood]
You can walk away from devastating blows that would fell a lesser character.
Prerequisite: Bloodline (Azrai, Brenna, Masela).
Benefit (minor): When a critical hit or sneak attack is scored on you, there is a 25% chance that it is negated and damage is instead rolled normally. Benefiting
from this ability does not require an action.
Benefit (major): When a critical hit or sneak attack is scored on you, there is a 75% chance that it is negated and damage is instead rolled normally. Benefiting
from this ability does not require an action.
Benefit (great): When a critical hit or sneak attack is scored on you, there is a 100% chance that it is negated and damage is instead rolled normally. Benefiting
from this ability does not require an action.

Freedom [Blood]
Attempts to grapple or magically restrain you often fail.
Prerequisite: Bloodline (Brenna).
Benefit (minor): You a +4 bonus on Escape Artist checks. Benefiting from this ability does not require an action.
Benefit (major): Once per day, you may cast freedom of movement.
Benefit (great): You are continually under the effects of a freedom of movement spell.

Persuasion [Blood]
You can create arguments of extreme clarity and logic, thereby influencing weaker creatures to do your will.
Prerequisite: Bloodline (Azrai, Brenna).
Benefit (minor): You gain a +4 bonus on Diplomacy checks. Benefiting from this ability does not require an action.
Benefit (major): You may cast suggestion three times per day.
Benefit (great): Once per day, you may cast mass suggestion.

Shadow Form [Blood]
You can change yourself and anything you carry into living shadow.
Prerequisite: Bloodline (Azrai, Brenna).
Benefit (great): Once per day, for up to 10 minutes per level, you and all your gear transform into a two-dimensional shadow. Your material armor (including
natural armor) becomes worthless, though your size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. You gain damage reduction
15/magic and become immune to poison and critical hits. You can move at your normal speed along any surface, including walls and ceilings.
You can't attack or cast spells with verbal, somatic, material, or focus components while using Shadow Form. You also lose access to other supernatural abilities
while you go about as a shadow. Undead ignore you, assuming you to be one of their own.

Travel [Blood]
You can use a limited form of teleportation based on your bloodline derivation. You may use this ability once per week per 5 character levels.
Prerequisite: Bloodline (any except Anduiras and Reynir).
Benefit (great): Characters with the derivation of Azrai may cast shadow walk any time between sunset and sunrise by making a successful Knowledge (the
planes) check (DC 15).
Characters with the derivation of Basaïa may cast greater teleport by stepping into and out of any fire large enough to immerse his entire body. The character is
not harmed by the transition, but anyone who goes with him are subject to normal fire damage.
Characters with the derivation of Brenna who stands on any road, path, or trail may cast greater teleport to any destination on that same road or any road that
splits from it.
Characters with the derivation of Masela who stands in the shallows of a river, lake, or sea may cast greater teleport to any destination on its shore.
Characters with the derivation of Vorynn may cast greater teleport at moonrise or moonset to any destination. The timing is crucial?the character has only
about ten minutes each day in which this ability will function.

Unreadable Thoughts [Blood]
You are protected from spells and abilities that permit someone else to determine what you are thinking, feeling, or planning.
Prerequisite: Bloodline (any).
Benefit (major): You are continually immune to detect thoughts, discern lies, and any attempt to magically discern your alignment
Benefit (great): You are continually under the effects of a mind blank spell.
#2

irdeggman

Mar 20, 2004 20:50:43
You know that in order to use the bloodline feats the way the article presented them you need to have minor/major and great versions of each ability. It was designed that way to be 'scalable' and balance with other blood abilities.

So, bloodmark would need a major and great version, detect illusion needs a great, etc.

It was structured that way so that when a feat is used then something is gained equivalently and then a character wouldn't necessarily have to wait until he had sufficient bloodline strength in order to take the appropriate feat.
#3

xagunder

Mar 20, 2004 22:43:46
Not necessarily. Battlewise has no minor benefit, while Direction Sense has no great benefit. Despite game balance, certain blood abilities are simply more powerful than others.
#4

novamaster_dup

Aug 18, 2004 9:54:47
Sweet...I've been thinking of useing blooded abilitys....now there's a decent amount of them...
#5

algolei_dup

Aug 19, 2004 1:09:48
What? They put out more of them for third edition? Where?
#6

novamaster_dup

Aug 19, 2004 8:23:24
Just the ones in Dragon....
#7

irdeggman

Aug 19, 2004 10:49:15
As far as blood abilities go there is the following link also:

http://www.birthright.net/forums/index.php?showtopic=2346

It is to the 'sanctioned' version of Chap 2 (bloodlines and regency) of the BRCS (Birthright Campaign Setting). That was done on the 'official fansite site', Birthright.net. It is considered official per the contract the fansite has with WotC. This chapter has been done to D&D 3.5.

So you can get updated versions of the blood abilities.

This is not done the same as the bloodline from Dragon #315 so that has to be kept in mind.

So far Chap 1 of the BRCS has had portions sanctioned. The races and classes (other than noble and magician). So I would recommend checking them out for more information and suggestions.
#8

algolei_dup

Aug 20, 2004 4:19:50
Ah, okay, I knew about that stuff. Novamaster's use of the term "now" made me hope he meant there was something new out there (new, like within the last three weeks). But I'm over it now. No, no, don't worry, I'm okay. I'll just *sigh* get on with my life.... ;)