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*Dungeons & Dragons
A revised bloodline and archetype.
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<blockquote data-quote="Kurisutaru" data-source="post: 6103163" data-attributes="member: 6716079"><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'">Here's a bloodline that I attempted to revise to make it fit the theme more of the frozen north:</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Boreal Bloodline (revised)</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><em>The fury of a winter storm dwells deep inside you and all the rage and power of a blizzard are yours to command. Your ancient ancestors may have been frost giants, cold hearted fey, or perhaps a distant and remote descendant of one of the dreaded daughters of Baba Yaga (aka the infamous White Witches of Irrisen).</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Class Skill:</strong> Survival</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Bonus Spells: </strong><em>ice dagger</em>† (3[SUP]rd[/SUP]), <em>frost breath</em>† (5[SUP]th[/SUP]), <em>ice lance</em>† (7[SUP]th[/SUP]), <em>orb of cold</em> † (9[SUP]th[/SUP]), <em>cone of cold</em> (11[SUP]th[/SUP]), <em>freezing sphere</em> (13[SUP]th[/SUP]), <em>ice claw</em>† (15[SUP]th[/SUP]), <em>polar ray</em> (17[SUP]th[/SUP]), <em>obedient</em> <em>avalanche</em>† (19[SUP]th[/SUP]).</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Bonus Feats:</strong> Diehard, Elemental Focus (cold only), Empower Spell, Endurance, Greater Elemental Focus (cold only), Improved Initiative, Rime Spell, Toughness.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Bloodline Arcana:</strong> Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. This bonus stacks with other bonuses to a spell’s save DC.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Bloodline Powers:</strong> Your connection to the ancient and primeval winters grants you a mastery of cold magic that few can match. You are virtually unmatched when fought against in the frozen lands of the frostfell.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Arctic Adaptation (Ex):</strong> At 1st level, you gain the constant benefit of endure elements, but only against cold temperatures. At 5th level, you can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. At 7th level, you can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. At 9th level, you leave no trail in ice or snow, and cannot be tracked (you may choose to leave a trail if you so desire). At 11th level, you can see through falling snow and sleet without taking any penalties on Perception checks as long as there is enough light to allow you to see normally.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Icy Skin (Ex):</strong> At 3rd level, you gain resist cold 10. At 9th level, this resistance increases to 20. At 15th level, you gain immunity to cold.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Primal Cold (Su):</strong> At 9[SUP]th[/SUP] level, any creature immune to cold damage still takes half damage (round down, minimum 1) from any cold damage you deal unless it makes a Ref save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). Resistant creatures’ cold resistance is treated as 10 less than normal.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Blizzard (Sp):</strong> At 15[SUP]th[/SUP] level, as a standard action, you can create a blizzard of snow and ice. This radius burst is centered on you and has a range of 10 ft. and a cylindrical height of 10 ft. per sorcerer level. Any creature caught in the blizzard takes 1d4 points of cold damage per sorcerer level, with a Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DC’s) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Child of Ancient Winters (Su):</strong> At 20[SUP]th[/SUP] level, you gain the cold subtype and you become immune to bleed, paralysis, poison, sleep effects, and stunning. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><em>†: These spells can be found in the Dungeons and Dragons (3.5 Edition): Spell Compendium M</em><em>anual. They can be converted to Pathfinder Roleplaying Game specific rules.</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'">Here also is a archetype I revised to make it seem a bit more like one who hunts the walking dead that consume the flesh, blood, and life essence of the living:</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Inquisitor Archetype: Vampire Hunter (revised)</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Undead Lore (Ex):</strong> A vampire hunter adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of undead creatures. Furthermore, she may always take 10 on Knowledge checks regarding the undead, even when rushed or threatened. This ability replaces monster lore.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Hunter of the Dead (Ex):</strong> A vampire hunter receives a bonus equal to 1/2 her inquisitor class level on all Perception, Intimidate, and Sense Motive checks against undead creatures. This ability replaces stern gaze.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><em><strong>Detect Undead (Sp):</strong></em> At 2[SUP]nd[/SUP] level, a vampire hunter can use <em>detect undead</em> at will. This ability replaces detect alignment.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Sun Strike (Su):</strong> At 5[SUP]th[/SUP] level, a vampire hunter can infuse a single weapon she wields with the searing light of the sun as a swift action for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. While a weapon is infused with the sun, it deals +2d6 points of damage to any creature that is susceptible or vulnerable to sunlight, including many types of undead (particularly spectres, vampires, and wraiths). This additional damage also applies to oozes and fungus-based monsters. A weapon infused with sun strike sheds illumination as if it were a sunrod. This ability replaces discern lies.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Death Dodger (Ex):</strong> At 6[SUP]th[/SUP] level, a Vampire Hunter dodge bonus equal to 1/3 her Inquisitor class level against undead. This ability replaces the bonus inquisitor teamwork feat gained at 6[SUP]th[/SUP] level.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Sealed Life (Su):</strong> At 9[SUP]th[/SUP] level, a vampire hunter gains a bonus equal to 1/3 her Inquisitor class level on saves against all death effects (both magical and mundane). This ability replaces the bonus inquisitor teamwork feat gained at 9[SUP]th[/SUP] level.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Positive Energy Burst (Su):</strong> At 14[SUP]th[/SUP] level, once per day a vampire hunter can unleash a 60-foot burst of positive energy as a standard action. Any undead within the burst must make a Reflex save (10 + ½ the Vampire Hunter’s level + the vampire hunter’s charisma modifier) or take 1d6 points of damage per two levels of the Vampire Hunter. A Reflex save halves this damage and negates the blindness. This ability replaces exploit weakness.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>Spurn Death’s Embrace (Su):</strong> At 17[SUP]th[/SUP] level, a vampire hunter becomes immune to an undead’s create spawn ability (she instead treats her death as normal and can be raised or resurrected via regular means). Furthermore, this ability even prevents the vampire hunter’s corpse from being animated as an undead (via arcane or divine magic). This ability replaces slayer.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"><strong>True Death (Su):</strong> At 20[SUP]th[/SUP] level, any undead with the rejuvenation supernatural ability that is slain by the vampire hunter is reduced to burnt ash and is truly destroyed (it will never return to haunt the world or the Planes again). In the case of a Lich, the phylactery itself is automatically destroyed (no matter what spells are upon it). This ability replaces true judgment.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'palatino linotype'">Please let me know what you all think kay?</span></span></p></blockquote><p></p>
[QUOTE="Kurisutaru, post: 6103163, member: 6716079"] [SIZE=3][FONT=palatino linotype]Here's a bloodline that I attempted to revise to make it fit the theme more of the frozen north: [B]Boreal Bloodline (revised)[/B] [I]The fury of a winter storm dwells deep inside you and all the rage and power of a blizzard are yours to command. Your ancient ancestors may have been frost giants, cold hearted fey, or perhaps a distant and remote descendant of one of the dreaded daughters of Baba Yaga (aka the infamous White Witches of Irrisen).[/I] [B]Class Skill:[/B] Survival [B]Bonus Spells: [/B][I]ice dagger[/I]† (3[SUP]rd[/SUP]), [I]frost breath[/I]† (5[SUP]th[/SUP]), [I]ice lance[/I]† (7[SUP]th[/SUP]), [I]orb of cold[/I] † (9[SUP]th[/SUP]), [I]cone of cold[/I] (11[SUP]th[/SUP]), [I]freezing sphere[/I] (13[SUP]th[/SUP]), [I]ice claw[/I]† (15[SUP]th[/SUP]), [I]polar ray[/I] (17[SUP]th[/SUP]), [I]obedient[/I] [I]avalanche[/I]† (19[SUP]th[/SUP]). [B]Bonus Feats:[/B] Diehard, Elemental Focus (cold only), Empower Spell, Endurance, Greater Elemental Focus (cold only), Improved Initiative, Rime Spell, Toughness. [B]Bloodline Arcana:[/B] Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. This bonus stacks with other bonuses to a spell’s save DC. [B]Bloodline Powers:[/B] Your connection to the ancient and primeval winters grants you a mastery of cold magic that few can match. You are virtually unmatched when fought against in the frozen lands of the frostfell. [B]Arctic Adaptation (Ex):[/B] At 1st level, you gain the constant benefit of endure elements, but only against cold temperatures. At 5th level, you can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. At 7th level, you can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. At 9th level, you leave no trail in ice or snow, and cannot be tracked (you may choose to leave a trail if you so desire). At 11th level, you can see through falling snow and sleet without taking any penalties on Perception checks as long as there is enough light to allow you to see normally. [B]Icy Skin (Ex):[/B] At 3rd level, you gain resist cold 10. At 9th level, this resistance increases to 20. At 15th level, you gain immunity to cold. [B]Primal Cold (Su):[/B] At 9[SUP]th[/SUP] level, any creature immune to cold damage still takes half damage (round down, minimum 1) from any cold damage you deal unless it makes a Ref save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). Resistant creatures’ cold resistance is treated as 10 less than normal. [B]Blizzard (Sp):[/B] At 15[SUP]th[/SUP] level, as a standard action, you can create a blizzard of snow and ice. This radius burst is centered on you and has a range of 10 ft. and a cylindrical height of 10 ft. per sorcerer level. Any creature caught in the blizzard takes 1d4 points of cold damage per sorcerer level, with a Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DC’s) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day. [B]Child of Ancient Winters (Su):[/B] At 20[SUP]th[/SUP] level, you gain the cold subtype and you become immune to bleed, paralysis, poison, sleep effects, and stunning. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire. [I]†: These spells can be found in the Dungeons and Dragons (3.5 Edition): Spell Compendium M[/I][I]anual. They can be converted to Pathfinder Roleplaying Game specific rules.[/I] Here also is a archetype I revised to make it seem a bit more like one who hunts the walking dead that consume the flesh, blood, and life essence of the living: [B]Inquisitor Archetype: Vampire Hunter (revised)[/B] [B]Undead Lore (Ex):[/B] A vampire hunter adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of undead creatures. Furthermore, she may always take 10 on Knowledge checks regarding the undead, even when rushed or threatened. This ability replaces monster lore. [B]Hunter of the Dead (Ex):[/B] A vampire hunter receives a bonus equal to 1/2 her inquisitor class level on all Perception, Intimidate, and Sense Motive checks against undead creatures. This ability replaces stern gaze. [I][B]Detect Undead (Sp):[/B][/I] At 2[SUP]nd[/SUP] level, a vampire hunter can use [I]detect undead[/I] at will. This ability replaces detect alignment. [B]Sun Strike (Su):[/B] At 5[SUP]th[/SUP] level, a vampire hunter can infuse a single weapon she wields with the searing light of the sun as a swift action for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. While a weapon is infused with the sun, it deals +2d6 points of damage to any creature that is susceptible or vulnerable to sunlight, including many types of undead (particularly spectres, vampires, and wraiths). This additional damage also applies to oozes and fungus-based monsters. A weapon infused with sun strike sheds illumination as if it were a sunrod. This ability replaces discern lies. [B]Death Dodger (Ex):[/B] At 6[SUP]th[/SUP] level, a Vampire Hunter dodge bonus equal to 1/3 her Inquisitor class level against undead. This ability replaces the bonus inquisitor teamwork feat gained at 6[SUP]th[/SUP] level. [B]Sealed Life (Su):[/B] At 9[SUP]th[/SUP] level, a vampire hunter gains a bonus equal to 1/3 her Inquisitor class level on saves against all death effects (both magical and mundane). This ability replaces the bonus inquisitor teamwork feat gained at 9[SUP]th[/SUP] level. [B]Positive Energy Burst (Su):[/B] At 14[SUP]th[/SUP] level, once per day a vampire hunter can unleash a 60-foot burst of positive energy as a standard action. Any undead within the burst must make a Reflex save (10 + ½ the Vampire Hunter’s level + the vampire hunter’s charisma modifier) or take 1d6 points of damage per two levels of the Vampire Hunter. A Reflex save halves this damage and negates the blindness. This ability replaces exploit weakness. [B]Spurn Death’s Embrace (Su):[/B] At 17[SUP]th[/SUP] level, a vampire hunter becomes immune to an undead’s create spawn ability (she instead treats her death as normal and can be raised or resurrected via regular means). Furthermore, this ability even prevents the vampire hunter’s corpse from being animated as an undead (via arcane or divine magic). This ability replaces slayer. [B]True Death (Su):[/B] At 20[SUP]th[/SUP] level, any undead with the rejuvenation supernatural ability that is slain by the vampire hunter is reduced to burnt ash and is truly destroyed (it will never return to haunt the world or the Planes again). In the case of a Lich, the phylactery itself is automatically destroyed (no matter what spells are upon it). This ability replaces true judgment. Please let me know what you all think kay?[/FONT][/SIZE] [/QUOTE]
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