This had been missing for a very long time! Just a few wild bloodlines for now, but there will be more!
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Wildblooded Rager (Bloodrager Archetype)
A wildblooded rager has a mutated version of a more common bloodline, with some bloodline spells and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded rager, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline. Use the normal bloodline's bonus feats. Use the normal bloodline's bonus spells and bloodline powers, except when the mutated bloodline replaces one of those spells or powers.
Night Hag
You incarnate nightmares and nocturnal fears.
Associated Bloodline: Hag.
Bloodline Spells: ray of enfeeblement (7th), deep slumber (13th).
Bloodline Powers: You can cause dire nightmares to your enemies.
Hag’s Mind (Su): At 4th level, you become immune to fear spells and effects. At 8th level, you also become immune to sleep. This bloodline power replaces hag fortitude.
Coven’s Nightmare (Su): At 16th level, you can cast oneiric horror three times per day as a spell-like ability. You count as a hag for the purposes of joining a coven; the coven must contain at least one hag. This bloodline power replaces covenguard.
Robotic
The nanites in your body are gradually transforming you in a mechanical form.
Associated Bloodline: Nanite.
Bloodline Spells: pellet blast (13th).
Bloodline Powers: You can transform your body into a deadly weapon when you bloodrage.
Hand Blades (Su): At 1st level, your unarmed strikes deal 1d6 slashing damage (1d4 if you are Small) plus your Strength modifier while you bloodrage. At 4th level, your unarmed strikes are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, they become corrosive weapons, which deal an additional 1d6 points of acid damage on a hit. This bloodline power replaces nanite strike.
Constructed (Ex): At 4th level, while bloodraging, you count as both a humanoid and a construct for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons). You gain a +2 bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. At 8th level, these bonuses increase to +4. If you have the constructed racial trait, the bonuses granted by that trait stack with these. This bloodline power replaces auto mending.
Arm of Darkness (Su): At 12th level, once per day, you can transform one of your arms into an implanted cybertech weapon while you bloodrage. You are considered proficient with this weapon. If the implanted weapon is technological, it is considered fully charged. If you transform your arm into a two–handed weapon (like a chainsaw), it needs the help of your other hand to be used in combat. At 16th level, you can use this power twice per day. This bloodline power replaces nanite transformation.
Satyr
Your powers come from song, wine, and the reckless chaos of the Dionysian courts.
Associated Bloodline: Fey.
Bloodline Spells: sleep (7th), fear (16th).
Bloodline Powers: You gain some attacks and powers of your satyr ancestor.
Horns (Su): At 1st level, you grow horns while bloodraging. These horns are treated as a natural weapon, granting you a gore attack. This is considered a primary attack, or a secondary attack if you’re wielding manufactured weapons, and deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier. At 4th level, your horns are considered a magic weapon for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, your horns are treated as a bewildering weapon. This bloodline power replaces confusing critical.
Drunken Bloodrage (Sp): At 12th level, while you are bloodraging you are treated as if you are under the effects of free spirit. This bloodline power replaces quickling bloodrage.
Stheno
The blood of mythic, snake-tailed medusae fuels your rage.
Associated Bloodline: Medusa.
Bloodline Spells: summon swarm (snake swarm) (10th), sword to snake (16th).
Bloodline Powers: When you bloodrage, you take on the traits of a constricting snake.
Vicious Tail (Ex): At 12th level, while bloodraging, your lower body transforms into a serpent’s tail, granting you a tail slap attack. This is considered a secondary attack and deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier, and also grants you immunity to trip attacks and the grab and constrict universal monster abilities. Your constrict attack deals the same damage as your tail slap. This bloodline power replaces viper’s touch.
Serpentine Resistance (Su): At 16th level, you gain acid resistance 10 and are immune to curses, exhaustion, fatigue, poison, and the grappled condition. You also cannot be flanked. This bloodline power replaces stone resistance.
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