The World of Conclave is kept running by spirit creatures of all kinds, some members of the Ten Thousand Immortals that carry out the will of the Divine Emperor, others are creatures of Chaos, unfettered by responsibility, and some are malicious beings bent on wilfull destruction. Sometimes these spirit creatures take physical form, and may marry or interbreed with mortals. Their supernatural heritage is carried down through families, and mortal beings may find themselves expressing strange powers and abilities related to their heritage.
The accompanying PDF gives details of a new way of depicting these abilities in game characteristics. Various methods already exist in the SRD and d20-based fantasy games for creating characters with an extraplanar heritage. This may be a seperate race, like the plane-touched or genasi. It may be a simple template like the fiendish or celestial templates, or it may be a more complex template like the half-fiend, half-celestial and half-dragon. Most of these carry with them a level adjustment of some kind. Unearthed Arcana introduced some other methods - elemental raciall variants and bloodline rules where bloodline powers are bought with character levels, but in our opinion neither of these give particularly exciting options for characters.
The idea of bloodline levels was inspired by the racial levels introduced in Monte Cook's Arcana Unearthed/Evolved, simple little three level classes, almost like mini-prestige classes, that members of a particular race could take to give themselves more racial powers. In essence, these work like level buy-off for races with Level Adjustment, except that they allow for more parity amongst first level characters. Rather than start off with one character race more powerful that gains levels more slowly at low-level, this gives more player choice as to if and when they gain the more powerful racial abilities (these were later adapted to the paragon classes for core races).
And so to bloodline levels. These are similar to Monte's racial levels, or the paragon levels of Unearthed Arcana, but they may be taken by any race. They give a range of different abilities, some physical, some magical. We have attempted to make the granted abilities slightly more interesting than a skill bonus or an ability that can be earned through other means. These classes are experimental and may not be balanced with each other, and there are plenty of concepts for bloodlines that have not yet been created (such as an Air Spirit bloodline, any of the more evil spirit types and draconic heritage), but the nature of the Creative Conclave is that development is always ongoing.
Although these bloodline levels were designed with Conclave in mind (that has a more complex Immortal world than simply Good, Evil and four elements) they could be used in any setting.
R'Vash Hungry Fire
R'Vash Hungry Fire is a wandering tlaxu tshoymar, a dispossessed son of a tribal ruler. Feared and respected in equal measure amongst the people of the Outer Anhoi region, R'Vash is a restless wanderer, seeking to test his mettle in battle at every opportunity. He has been a mercenary, a bandit, a saviour and a destroyer, carried ever forwards by the fire in his blood.
R'Vash Hungry Fire, Plains Tlaxu Brn3/Fire2/Tlaxu1: CR 6; Medium Humanoid (Tlaxu); AL CN
Abilities Str 17 (+3), Dex 16 (+3), Con 14 (+2), Int 8 (-1), Wis 12 (+1), Cha 10 (+0)
Initiative +4; Speed 50 ft.
Armour Class 15 (+3 Dex, +2 wicker armour) touch 13, flat-footed 12
HD 3d12+2d10+1d8+12; hit points 47
BAB/Grapple +6/+9
Melee Longclaw +10/+5 (1d8+4, crit. x3)
Melee Claws +9/+4 (1d4+3)
SA Claws
SQ Low-light vision, rage 1/day, fast movement, produce flame 1/day, scent, trap sense +1, uncanny dodge
Saves Fortitude +5, Reflex +8, Will +2
Skills (armour -1): Balance +6, Climb +6, Intimidate +2, Jump +6, Listen +2, Ride +7, Search +2, Search +2, Sense Motive +2, Survival +5 (+7 tracking), Tumble +5
Feats: Chaotic Bloodline, Dodge, Mobility
Languages: Low Imperial, Tlaxan
Possessions: Wicker armour, masterwork longclaw, travelling gear.
Loamsheart
Loamsheart is a wandering healer, travelling the length of the Empire of Splendour to bring solace to the sick and injured. He refuses payment except in food and lodgings, and focuses his attentions on the poor, too often ignored by the Imperial priesthood. He dresses as a mendicant priest in simple homespun robes, stained with the dust of travel. His head is shaven and his age is indeterminate, as is his heritage. Blue eyes, gentle humour and simple wisdom are his ways. Loamsheart uses the Aspects of Nature variant instead of wild shape, and his spell selection is usually geared towards healing. He selects and casts spells as a 6th level druid.
Loamsheart, male Human Drd5/Earth3: CR 8; Medium Humanoid (human); AL NG
Abilities Str 10 (+0), Dex 8 (-1), Con 13 (+1), Int 13 (+1), Wis 16 (+3), Cha 14 (+2).
Initiative -1; Speed 30 ft.
Armour Class 9 (-1 Dex) touch 9, flat-footed 9
HD 5d8+3d8+8; hit points 44
BAB/Grapple +5/+5
Melee Quarterstaff +5 (1d6)
SA None
SQ Animal companion, aspect of nature (1/day), earth mage (cast healing spells as 7th level), earthpower, nature sense, rapid healing, resist nature's lure, trackless step, wild empathy (+7), woodland stride
Saves Fort +7, Ref +2, Will +7
Skills: Concentration +7, Craft (woodwork) +7, Diplomacy +8, Heal +14, Knowledge (local) +4, Knowledge (geography) +4, Knowledge (nature) +10, Profession (herbalist) +12, Spellcraft +7, Survival +14 (+16 above ground)
Feats: Endurance, Natural Spell, Self-Sufficient*, Track
Languages: Low Imperial, Spiritspeech
Possessions: Quarterstaff, traveller's pack, simple robes, begging bowl.
Spells per Day: 5/4/4/3
Spells Typically Prepared:
3rd level (Save DC 16) - Cure moderate wounds, meld into stone, remove disease.
2nd level (Save DC 15) - Bear's endurance, delay poison, lesser restoration, soften earth and stone.
1st level (Save DC 14) - Calm animals, cure light wounds, goodberry, speak with animals.
0th level (Save DC 13) - Create water, cure minor wounds (x2), detect poison, guidance, resistance.
Pythia, female snake animal companion (small viper): CR -; Small Animal; AL N
Abilities Str 7 (-2), Dex 18 (+4), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 2 (-4).
Initiative +8; Speed 20 ft., climb 20 ft., swim 20 ft.
Armour Class 10 (+1 size, +4 Dex, +5 natural) touch 15, flat-footed 16
HD 3d8; hit points 13
BAB/Grapple +2/-4
Melee Bite +7 (1d2-1 plus poison)
SA Poison
SQ Evasion, link, scent, share spells
Saves Fort +3, Ref +7, Will +2
Skills: Balance +12, Climb +11, Hide +12, Listen +11, Spot +8, Swim +7
Feats: Ability Focus (poison), Improved Initiative, Weapon Finesse*
Poison (Ex): Injury (bite). Fort DC 13, primary and secondary damage 1d6 Con.
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