Welknair
2011-06-16, 08:37 PM
You may have seen my recent Hero-Born (http://www.giantitp.com/forums/showthread.php?t=203394) bloodline which focuses on the children of great heroes. This here is a joke bloodline based on the heroes we usually see in D&D.
PC-Kin
http://th03.deviantart.net/fs71/PRE/i/2010/035/8/b/Wildfire_by_Iribel.jpg
You have your heroes, then you have your Heroes. One of them is the descendent of a long-dead warrior king fighting to free his land from oppression and upholding all that it good and just in the world. The other wants to get paid. Guess which one is more common?
Level
Minor
Intermediate
Major1 Bluff +22 Bluff +2 Immunity to Fear 3 Charisma +14 Bluff +2 Immunity to Fear Pyromaniac5 Idiot Affinity +26 Charisma +1 Run Like Heck7 Intimidate +28 Immunity to Fear Pyromaniac Evade Law9 Dexterity +110 Idiot Affinity +2 Loot Sniffer11 Idiot Affinity +412 Charisma +1 Run Like Heck These Are Not the Droids13 Sleight of Hand +214 Intimidate +2 Slippery Mind15 Constitution +116 Pyromaniac Evade Law Can't Catch Me17 Idiot Affinity +618 Dexterity +1 It was in the Chest19 Hide +220 Idiot Affinity +2 Loot Sniffer Too Cool to Die
Immunity to Fear: No one knows if the PCs are brave beyond belief or just stupid. But what they do know is the PCs do things that no rational person would. They gain Immunity to Fear.
Pyromaniac: "Kill it, kill it with fire". PCs like to watch things burn. A lot. They gain the ability to cast Produce Flame 1/day with a CL equal to 1/4, 1/2 or 1X their level, depending on bloodline strength. Save is Cha based.
Idiot Affinity: Some people are huge fans of the hijinks of PCs. Some are not. The PC-Kin gains a bonus to all interaction checks involving an individual that favorably looks upon their actions. This almost always includes children.
Run Like Heck: Plan B: Run. When the PCs find an opponent they honestly don't believe they can defeat (Which is rare) their first response is to flee. Flee as fast as they can. They can subject themselves to Expeditious Retreat 1/day with a CL equal to 1/2 or 1X their level, depending on bloodline strength.
Evade Law: It's hard to find a day where a PC doesn't break a law. But thanks to their wonderful contributions to society, including reducing monster populations and boosting the construction economy, their more minor transgressions are ignored. They are never convicted of crimes short of murder.
Loot Sniffer: PCs have a good nose for loot. At will they may spend a standard action to detect the presence of loot within a 60ft cone. A single round tells only the presence of something worth 10gp or more. A second round of concentration yields the number of items of value as well as the market price of the most valuable object. A third round yields the location and value of all treasure detected.
These Aren't The Droids: Players get in trouble a deal. Even with Evade Law. It's useful to be able to lie your way out of such situations. Or you can just enchant them. The PC gains the ability to cast Suggestion 1/day as a spell-like ability with a CL 1X their level. Save is based on Cha.
Slippery Mind: PCs have dangerous, volatile minds. It's quite difficult to control such a primal, instinctual thing. They gain Slippery Mind, as the Rogue ability of the same name. In addition, whenever they are subjected to an effect that would read their surface thoughts (Such as Detect Thoughts) the caster is instead blinded for one round.
Can't Catch Me: Players on the run always have problems with those pesky divinations. Until they learn how to beat them, that is. The PC-Kin may toggle a Nondetection effect on and off at will as a free action.
It was in the Chest: Having the right tool is always useful. When the PC-Kin is in a town, they may spend an amount of their wealth, up to 5,000gp, to buy undefined goods. This amount may not exceed the gp limit of the town and doing so takes a full day at the market. When need arises the PC may expend an amount of this to define an item which they need and retrieve it as a full-round action.
Too Cool to Die: They're the PCs, for crying out loud. It's not like their ever really dead. Once per day when they would usually be reduced to 0hp or less by an attack, they instead drop to 1hp. This ability may instead save the PC-Kin from a single Death effect per day.
...
Again: Joke Bloodline.
PC-Kin
http://th03.deviantart.net/fs71/PRE/i/2010/035/8/b/Wildfire_by_Iribel.jpg
You have your heroes, then you have your Heroes. One of them is the descendent of a long-dead warrior king fighting to free his land from oppression and upholding all that it good and just in the world. The other wants to get paid. Guess which one is more common?
Level
Minor
Intermediate
Major1 Bluff +22 Bluff +2 Immunity to Fear 3 Charisma +14 Bluff +2 Immunity to Fear Pyromaniac5 Idiot Affinity +26 Charisma +1 Run Like Heck7 Intimidate +28 Immunity to Fear Pyromaniac Evade Law9 Dexterity +110 Idiot Affinity +2 Loot Sniffer11 Idiot Affinity +412 Charisma +1 Run Like Heck These Are Not the Droids13 Sleight of Hand +214 Intimidate +2 Slippery Mind15 Constitution +116 Pyromaniac Evade Law Can't Catch Me17 Idiot Affinity +618 Dexterity +1 It was in the Chest19 Hide +220 Idiot Affinity +2 Loot Sniffer Too Cool to Die
Immunity to Fear: No one knows if the PCs are brave beyond belief or just stupid. But what they do know is the PCs do things that no rational person would. They gain Immunity to Fear.
Pyromaniac: "Kill it, kill it with fire". PCs like to watch things burn. A lot. They gain the ability to cast Produce Flame 1/day with a CL equal to 1/4, 1/2 or 1X their level, depending on bloodline strength. Save is Cha based.
Idiot Affinity: Some people are huge fans of the hijinks of PCs. Some are not. The PC-Kin gains a bonus to all interaction checks involving an individual that favorably looks upon their actions. This almost always includes children.
Run Like Heck: Plan B: Run. When the PCs find an opponent they honestly don't believe they can defeat (Which is rare) their first response is to flee. Flee as fast as they can. They can subject themselves to Expeditious Retreat 1/day with a CL equal to 1/2 or 1X their level, depending on bloodline strength.
Evade Law: It's hard to find a day where a PC doesn't break a law. But thanks to their wonderful contributions to society, including reducing monster populations and boosting the construction economy, their more minor transgressions are ignored. They are never convicted of crimes short of murder.
Loot Sniffer: PCs have a good nose for loot. At will they may spend a standard action to detect the presence of loot within a 60ft cone. A single round tells only the presence of something worth 10gp or more. A second round of concentration yields the number of items of value as well as the market price of the most valuable object. A third round yields the location and value of all treasure detected.
These Aren't The Droids: Players get in trouble a deal. Even with Evade Law. It's useful to be able to lie your way out of such situations. Or you can just enchant them. The PC gains the ability to cast Suggestion 1/day as a spell-like ability with a CL 1X their level. Save is based on Cha.
Slippery Mind: PCs have dangerous, volatile minds. It's quite difficult to control such a primal, instinctual thing. They gain Slippery Mind, as the Rogue ability of the same name. In addition, whenever they are subjected to an effect that would read their surface thoughts (Such as Detect Thoughts) the caster is instead blinded for one round.
Can't Catch Me: Players on the run always have problems with those pesky divinations. Until they learn how to beat them, that is. The PC-Kin may toggle a Nondetection effect on and off at will as a free action.
It was in the Chest: Having the right tool is always useful. When the PC-Kin is in a town, they may spend an amount of their wealth, up to 5,000gp, to buy undefined goods. This amount may not exceed the gp limit of the town and doing so takes a full day at the market. When need arises the PC may expend an amount of this to define an item which they need and retrieve it as a full-round action.
Too Cool to Die: They're the PCs, for crying out loud. It's not like their ever really dead. Once per day when they would usually be reduced to 0hp or less by an attack, they instead drop to 1hp. This ability may instead save the PC-Kin from a single Death effect per day.
...
Again: Joke Bloodline.