Welknair
2011-09-01, 03:37 PM
That's right. It's here.
Blood King
http://th05.deviantart.net/fs71/PRE/f/2010/012/4/2/Demonic_Warrior_by_JayAxer.jpg
"I have the blood of angels, demons, dragons and beings far worse coursing through my body and giving me their power. And you think to challenge me?"
-Aradin, Blood King
Some individuals have supernatural blood coursing through their veins. Some have more than one such line, known as mudbloods. And then there are those who are descended from mudbloods. The lines blurred and faded. Often to the point where they no longer even manifest themselves. That is until such an individual goes down the path of the Blood King, slowly awakening their ancestry and growing in power. Blood Kings walk a lonely road with many branches. For how does one set about awakening the multitudes of lineages present in oneself? The Blood King masters the ways of the blood, shaping it to their will. The ability to control which of their lines manifest, when and how much is foremost among their capabilities.
Adventures: Blood Kings quest to learn about themselves and the world in which they live. Perhaps by traveling the world, they can find a more innate understanding of the beings which resulted in their creation. Blood Kings often try to find purpose in their lives, whether that be in the defense of the innocent, or in the dominion of armies.
Characteristics: Blood Kings gain access to many Bloodlines (http://www.giantitp.com/forums/showthread.php?p=11487854#post11487854) over the course of their career and have the ability to change how manifested each is. Due to the large variation in Bloodlines, this means that Blood Kings are very diverse and versatile characters. However, they are still less powerful than an individual that chose a single road.
Alignment: Blood Kings are as variable as their patrons. They range from the True Neutral wandering ranger, trying to find his way in the world, to the Lawful Evil tyrant seeking to conquer all and proclaiming his superiority in blood, to the Chaotic Good do-gooder trying to redeem his demonic ancestors. Blood Kings can be of any alignment and do not have a lean in any direction.
Religion: Blood Kings tend to place little value in divinity, choosing instead to turn inward for aid. For with the blood of a hundred entities, who needs gods and their fickle ways? Planar Tied are the only Blood Kings that commonly prescribe to the dictates of an Outsider.
Background: Blood Kings usually come from lines of heroes, each possessing unique capabilities due to their supernatural parentage. It is equally common for Blood Kings to be the children of the greatest heroes ever known, as it is for them to be the children of humble peasants with family trees containing dragons and angels and heroes, but so far back that no one remembers. Blood Kings can manifest equally well in either environment. If the blood is there, there is the chance that it will call. And the King may choose to answer, going on a journey of self-exploration to fully realizes their powers.
Races: Any common race may yield a Blood King, but Humans are the most common due to their habit of breeding with beings that are not Human. Blooded (http://www.giantitp.com/forums/showpost.php?p=11654033&postcount=53), with their diverse parentages, often choose to become Blood Kings.
Other Classes: Blood Kings get along alright with most classes. They find individuals who have powers similar to those granted by their Bloodlines fascinating. Blood Kings often make fast friends with Factotums as they share the ability to adapt for any obstacle. Blood Kings respect spellcasters, knowing that though they themselves may be able to conjure a few things, they will never reach the power attained by these individuals. Mundane characters are of little interest to Blood Kings. Who just uses a sword these days?
Role: Blood Kings fill the Jack of All Trades role. At later levels, Blood Kings have access to numerous sets of abilities. They need only know what to choose. Blood Kings also vary in their selection of Bloodlines. Those that choose many similar lines have a more concrete sense of their role and are more capable in it, but have less versatility. Those that choose a wider array have more versatility, but less power. Based on their choices, Blood Kings can fill roles ranging from healer to tank to spellcaster to support.
GAME RULE INFORMATION:
Abilities: Constitution is most important to the Blood King as it increases the number of Blood Points they have to use as well as the number of points that may be shifted with a single use of Shift Line. Charisma is also important as many bloodlines have abilities keyed off of it. Dexterity is as useful as ever, helping the Blood King avoid getting hit.
Alignment: Any.
Hit Dice: d8.
Starting Age: As Sorcerer.
Starting Gold: As Rogue.
Class Skills: All skills which the Morphic Bloodlines they have access to give bonuses to plus Concentrate, Craft, Knowledge, Profession, Speak Language and Use Magic Device.
Skill Points at 1st Level: (4+Int modifier) x 4
Skill Points at Each Additional Level: 4+Int modifier
LevelBABFortRefWillSpecialBloodlinesBP1st
+0
+2
+0
+2Morphic Bloodlines, Blood Gift, Blood Mastery - Sense222nd
+1
+3
+0
+3Shift Line 1/day - Full Round343rd
+2
+3
+1
+3Blooded Synergy +1364th
+3
+4
+1
+4Shift Line 2/day495th
+3
+4
+1
+4Blood Mastery - Attune4126th
+4
+5
+2
+5Shift Line 3/day5157th
+5
+5
+2
+5Know Thy Blood5198th
+6/+1
+6
+2
+6Shift Line 4/day - Standard6239th
+6/+1
+6
+3
+6Blood Mastery - Greater Sense62710th
+7/+2
+7
+3
+7Shift Line 5/day73211th
+8/+3
+7
+3
+7Blooded Synergy +273712th
+9/+4
+8
+4
+8Shift Line 6/day84213th
+9/+4
+8
+4
+8Blood Mastery - Awaken84814th
+10/+5
+9
+4
+9Shift Line 7/day - Move95615th
+11/+6/+1
+9
+5
+9Greater Affinity96216th
+12/+7/+2
+10
+5
+10Shift Line 8/day106917th
+12/+7/+2
+10
+5
+10Blood Mastery - Weakness in the Blood107618th
+13/+8/+3
+11
+6
+11Shift Line 9/day118319th
+14/+9/+4
+11
+6
+11Blooded Synergy +3119120th
+15/+10/+5
+12
+6
+12Shift Line 10/day - Free, Sovereign of Blood1299
Class Features:
All the following are Class Features for the Blood King.
Armor and Weapon Proficiencies: Blood Kings are proficient in the use of all simple and martial weapons, as well as the use of light and medium armor and all shields except Tower Shields.
Morphic Bloodlines (Su): The defining feature of the Blood King is their Morphic Bloodlines. At level one they choose two bloodlines to gain as Morphic Bloodlines. At second, fourth and every two thereafter they gain access to another Bloodline, up to a max of twelve bloodlines at level twenty. A bloodline may be chosen more than once as long as they have different Lineages. Each morning after eight hours of rest, the Blood King may spend an hour allocating their Bloodline Points (BP=Blood Pressure?) among their various Morphic Bloodlines. They have a number to spend as indicated by the above table plus an additional amount equal to Con Mod X Blood King level X 1/8 and are treated as a character with a Major Bloodline of that kind and a level equal to the number of points allocated into that bloodline. A Blood King may never allocate more points into a Bloodline than they have levels in this class and Ability bonuses to Con from Morphic Bloodlines do not grant Bloodline Points. So for example, a fifth level Blood King with a Red Dragon Descendant Morphic Bloodline could could choose to spend between zero and five of his Bloodline Points in it. If he were to allocate three, he'd gain a +2 bonus to bluff, Keen Senses, and a +1 to strength. If he were to have allocated four, he would have gotten a Breath Weapon and would be treated as a fourth level character with a Major Bloodline for purposes of damage and DCs. As mentioned, each morning the Blood King may reallocate his Bloodline Points. Any ability score bonuses gotten are only temporary, and as such don't do things like count towards skill points obtained at new levels. Mudblood is not a valid Morphic Bloodline choice. Any decisions that must be made for a bloodline cannot be changed once made - this includes Lineage, maneuvers chosen and the like. At 4th, 8th and every four levels thereafter, the Blood King may replace when of their existing Morphic Bloodlines with another, or choose to change decisions made about a current Morphic Bloodline.
Blood Gift: The Blood King's search for enlightenment and true knowledge of their diverse heritage has lead to the realization of several talents that they would not have otherwise come across. Dependent upon which Morphic Bloodlines the Blood King puts points in, they gain different scaling class features. It is worth noting that the Blood King does not normally gain the Gifts of Attuned bloodlines.
Dragon Descendant - Dragon Scales (Ex): The Blood King gains a bonus to Natural Armor equal to 1/4 the points they have allocated to Dragon Descendant, rounded up.
Noble-Blood - Order (Su): As a Standard Action the King may issue an Order to any humanoid within 30ft. The target must succeed on a DC 10+1/2 Points in Noble Blood+Cha Will Save or have to obey a single (No "And"s in the Order) non-self destructive order for up to one minute. The target gains a bonus on the save ranging from +1 to +15, depending on how much the act is against their nature or would negatively impact their life. For example, a shopkeeper would likely get a +1 or +2 on a save against being Ordered to give away one of his small trinkets, whereas he'd get a +5 against giving away one of his more valuable items, or a +10 or more against giving away his entire shop. Something akin to killing your son would warrant a +15. If the King or any of their allies assaults the Ordered individual, the Order immediately ends. If the target is Hostile when the Order is given, the action cannot be longer than a single full-round action. Orders themselves may not be terribly complicated. "Drop your weapon" is acceptable, as is "Flee", but "Run down the eastern corridor 30ft" is not. This ability is usable a number of times per day equal to 1/4 the points the King has allocated to Noble-Blood, rounded up. This is a language-dependent effect. After the Order ends, the target is aware that you somehow caused them to take the action. This means that if you Order a shopkeeper to hand you an item, he'll likely still accuse you of stealing.
Bladechild - Blade Boon (Ex): The King gains a bonus on all attack rolls made with Bladechild Discipline Weapons equal to 1/4 the number of points they have allocated in Bladechild, rounded up.
Hero-Born - Heroic Endurance (Ex): Once every 1d6 rounds the King may add an amount to any one saving throw they make equal to 1/4 the points they have allocated to Hero-Born, rounded up.
Titankith - Titan's Resilience (Ex): Once every 1d10 minutes, the King may use Titan's Resilience as a Swift Action to grant themselves an amount of Temporary HP equal to the number of points they have allocated to Titankith. These points last 1 minute per point in Titankith or until lost. Do keep in mind that Temporary HP does not stack, it overlaps.
Glamerkin - Wool Over the Eyes (Su): Once every 1d6 rounds as a Standard Action provoking Attacks of Opportunity, the King may force a target within 25ft+5ft/2 Points to make a Will Save at DC 10+1/2 Points in Glamerkin+Cha or be Blinded for a number of rounds equal to 1/4 the number of points the King has allocated to Glamerkin, rounded up. If they fail the save and are Blinded, they are immune to Wool Over the Eyes for the next 1d10 minutes.
Half-Blood - Smite Heathen (Su): A number of times per day equal to 1/4 the number of points the King has allocated to Half-Blood, rounded up, the Blood King may Smite a target who's alignment differs from the King's Patron by two steps. This allows the King to add their Charisma modifier to the attack roll and the number of points in Half-Blood to the damage if the attack hits.
Celestial Tied - Channel Heritage (Su): As a standard action that does not provoke Attacks of Opportunity, the Blood King may channel either Positive or Negative energy (Depending on Lineage) through a touch, for a total number of points per day up to 4x the number of points allocated into Celestial Tied. If this would cause harm to a creature (Negative on living creatures, Positive on Undead), the target is allowed a Will Save at DC 10+1/2 points in Celestial Tied+Cha to halve the damage and the King must make a successful Melee Touch Attack. They need not use all these points at once, instead opting to spread them out over the course of the day.
Magyk-Touched - Magyk Lash (Su): As a Standard Action provoking Attacks of Opportunity, the King may choose to Lash a target within 25ft+5ft/2 Points in Magyk-Touched, dealing an amount of Force damage equal to the number of points they have allocated to Magyk-Touched as a Ranged Touch Attack. They may use this ability as many times as they want per day.
Elemental Sibling - Energy Corona (Su): As a standard action provoking Attacks of Opportunity, the King may wreath themselves in a corona of energy. For a number of rounds equal to 1/2 the number of points allocated in Elemental Sibling rounded up, any creature grappling or melee-attacking the King takes one d6 of appropriately-typed damage for every four points allocated in Elemental Sibling, rounded up.
Akodrin - Strength of the Realms (Su): The Blood King gains an amount of Damage Reduction/- equal to 1/4 the number of points they have in Akodrin, rounded up.
Quisling - Maleficence (Su): As a Standard action the King may force a target within 30ft to make a Fortitude Save at DC 10+1/2 Points in Quisling+Cha or have one ability score of the King's choice reduced by an amount equal to 1/4 the points the King has in Quisling rounded up for a number of minutes equal to the number of points in Quisling. This ability functions every 1d6 rounds and does not provoke an Attack of Opportunity.
Kitten-Friend - Don't Kick the Cat (Su): This ability functions as the Cleric spell Sanctuary. The Save is Cha- based, the CL is equal to the number of points allocated in Kitten-Friend and it's range is Personal. This ability cannot be used if it ended within the past three rounds. Aside from this qualifier, DKtC is usable at will.
Emergent Atrocity - Enhanced Regeneration (Su): As a Free Action the King may activate Enhanced Regeneration for a total number of rounds per day equal to the number of points in Emergent Atrocity. While Enhanced Regeneration is active, the King benefits from an amount of Fast Healing equal to 1/4 the number of points in Emergent Atrocity, rounded up. Enhanced Regeneration may be activated even when the King is unconscious, may be deactivated as a Free Action and the rounds of activation need not be continuous.
Remnant - Project Shred (Su): As a Standard Action the Blood King may force a target within 30ft to make a Will Save at DC 10+1/2 Points in Remnant+Cha to avoid being possessed by the Shred for a number of rounds equal to 1/4 the number of points in Remnant rounded up. This ability is usable every 1d10 minutes. Converse with Shred is highly useful in conjunction with this Gift, as the King still has absolutely no control over the Shred's actions.
Tinkerer - Dismantling Touch (Su): The Blood King may make a Dismantling Touch against an inanimate object or a construct as a standard action. If the King succeeds on a Melee Touch Attack, the object or construct takes an amount of damage equal to twice the number of points in Tinkerer. Magic Items and Constructs may make a Fortitude Save at DC 10+1/2 Points in Tinkerer+Int for half damage. This ability overcomes hardness and damage reduction and may be used once every 1d6 rounds.
Shadow-Wrought - Call of Shadows (Su): As a Full-Round Action that provokes Attacks of Opportunity, the King may call forth shadows is a radius around themselves. Light level drops one level (From Bright to Shadowy, Shadowy to Dark, or Dark to Magically Dark) in a radius of 10ft per point in Shadow-Wrought around the King, two levels in a radius of 5ft per point in Shadow-Wrought past the fifth, and three levels in a radius of 5ft per two points in Shadow-Wrought past the tenth. The King and any designated individuals treat the light level in the affected area as if the amount the level had been dropped was one less (They'd treat Bright to Shadowy as if still Shadowy, but they wouldn't treat Magically Dark to Magically Dark as Dark). This ability is treated as a [Darkness] spell of a level equal to 1/4 the number of points in Blood King, rounded up, for the purposes of dispelling or being dispelled by [Light] effects. The King may choose to treat himself as having a lower number of points in Shadow-Wrought for the purpose of determining radius and may change this decision as a Move Action while Call of Shadows is active. The King may deactivate Call of Shadows as a Free action and it may be active a total number of minutes per day equal to 1/2 the number of points in Shadow-Wrought. If dispelled or deactivated before a given minutes is up, round the time spent up to the nearest minute.
Name Given - Protection of the Word (Su): The Blood King gains a Deflection bonus to AC equal to 1/5 the number of points in Name Given, rounded up.
Chosen of the Far Realms - Eldritch Whispers (Su): As a Standard Action that provokes Attacks of Opportunity the King may force one or more targets within 30ft to make a Will Save at DC 10+1/2 Points in Chosen of the Far Realms+Cha or be stunned for a round. The DC is decreased by one for each target beyond the first. This ability may be used a number of times per day equal to the number of points in Chosen of the Far Realms, though these uses may instead be used to negate the penalty for targeting multiple creatures on a 1-for-1 basis (Spend two uses to affect two without penalty, spending three when targeting five would only decrease the DC by 1).
Inherent - Business to Do (Su): A number of times per day equal to 1/4 the number of points in Inherent, the King may add an amount to any one skill check or saving throw to overcome an obstacle preventing them from overcoming a task related to the King's chain (Such as a Jump check to vault over the street below to reach the last Christmas tree). Said amount is equal to 1/2 the number of Points in Inherent. The King may instead apply this as a bonus to an attack roll under the same circumstances (Slaying the Grinch) where the bonus is 1/4 the number of points in Inherent.
Blood Chameleon - Chamelic Gift (Su): When the Blood King uses either Morphic Touch or Attune to put points into a bloodline they don't possess, they gain access to that Bloodline's Gift as if they did have it as a Morphic Bloodline. Under normal circumstances Chamelic and Attuned Bloodlines do not yield access to their Gifts. This benefit only extends up to the number of points currently in Blood Chameleon - If you Attune five points into Dragon Descendant but only have four allocated into Blood Chameleon, you are treated as a fourth-level major Dragon Descendant for the purposes of Dragon Scales.
Blood Mastery - Sense (Ex): The Blood King knows when there is magical blood about. By studying an individual or creature as a full-round action they immediately know whether or not they would be capable of yielding a child possessing a bloodline, if they are linked to a bloodline, or if they themselves have a bloodline. They do not know the strength or type of bloodline, though they may infer. If the target is disguising themselves, the Blood King must make a successful Spot check to see through the disguise before using this ability.
Shift Line (Su): The ability to change bloodline strengths on the fly is very important. What if a problem presents itself that you did not foresee? Unlike those poor Wizards, Blood Kings have the ability to make adjustments during the course of the day. A number of times per day, as indicated in the table, the Blood King may shift a number of their Bloodline Points up to their one half their Constitution Modifier rounded down or 1, whichever is larger, from one of their Morphic Bloodlines to another, as long as this does not boost it past their Blood King level. The action it takes to use this ability varies, depending on the Blood King's level, as indicated in the table. They gain abilities and bonuses as normal for being a character of that level with a Major Bloodline of that type. If using a bloodline with a point-based system, such as the Akodrin or Half-Blood, you gain the difference between the amount of points they'd have at the previous level and the new level, but do not recover spent points. If they lower their level in a point-based bloodline, they lose a number of points as would be appropriate for such a level drop. So for example, if a Blood King dropped is level in Half-Blood from 6 to 5, he'd lose 4 DP. If he had not spent any, this would drop him to his new max, 2. Shift Line may only be used once per round. Ability bonuses to Con from Morphic Bloodlines do not count towards the number points shifted by Shift Line. Shifting provokes Attacks of Opportunity and requires concentration as if it were a spell of a level equal to half the points that will be in the target Morphic Bloodline, rounded down. This does mean that the King may Shift Defensively to avoid AoOs.
Blooded Synergy (Ex): Blood feeds upon blood. When the Blood King's ancestries work together, they accomplish greater feats. If the Blood King is currently benefiting from two or more skill bonuses to the same skill from their Morphic Bloodlines, they gain an additional bonus to that skill as indicated for each bloodline past the first that gives a bonus to that skill. So if a third level Blood King had two active bloodlines that gave bonuses to Diplomacy, they'd get a total bonus of +5. If the Blood King was benefiting from three bonuses to Diplomacy, they'd instead get +8. The extra amount given increases to +2 at 11th level and +3 at 19th.
Blood Mastery - Attune (Su): The Blood King can draw power from the supernatural blood of others. By touching an individual possessing, linked to, or capable of yielding a child with a bloodline, they may use their daily uses of Shift Line to allocate points into the bloodline that is possessed, linked to, or would be yielded, even if they do not have it as a Morphic Bloodline themselves. They are temporarily treated as having this bloodline as a Morphic Bloodline if they did not before, and if they did not previously have it, may not allocate further points into it without again touching a being possessing, linked to, or capable of yielding a child with said bloodline. This means that if a Blood King has, say, a Red Dragon Descendant Major Morphic Bloodline and a Red Dragon familiar, he could touch it to more efficiently shift points into it. Or the very same King could touch a Blue Dragon and gain the benefits of a Blue Dragon Descendant Bloodline until he shifts the points back out. If the target has a Mudblood bloodline or is capable of yielding more than one bloodline, the Blood King may choose which component bloodline to Attune with. An additional note for use with Dragon Descendant Bloodlines: This can be used to obtain a Dragon Descendant Bloodline when used on an actual dragon (not necessarily a True Dragon), but not on half-dragons, spellscales, dragonwrought kobolds, or the like. They just aren't potent enough to produce the bloodline. Dragon Shamans, on the other hand, are viable.
Know Thy Blood (Ex): Blood Kings feel an innate attachment to beings with which they have an Affinity, and as such know more about them. Their Affinity bonuses now apply to Knowledge checks as well as social interaction checks.
Blood Mastery - Greater Sense (Su): The Blood King at this point has become attuned the essence of supernatural blood and can sense it at a range. At will, the Blood King may use this ability to sense beings possessing, linked to, or capable of yielding bloodlines. This ability functions as Detect Magic, except that it is these entities that are detected, not the presence of magic. When they would learn the strength of a magical aura, they instead learn the degree of the bloodline that is possessed or would be yielded.
Blood Mastery - Awaken (Su): Everyone has ancestry. If you go far enough back, surely they have a supernatural patron in their family tree. All you need to do is wake up that part of them. The Blood King gains the ability to use Shift Line to shift is Bloodline Points into another individual, causing them to be treated as if they had one of the Blood King's Morphic Bloodlines with a number of points in it equal to that which the Blood King shifted into them. The number of points may not exceed the subject's character level. At any time that the Blood King is reallocating their points, whether through Shift Line or after an eight hour rest, they may choose to recall the point back for their own use.
Greater Affinity (Su): Blood Kings know how to get their way in the world, especially with individuals with whom they have an Affinity. The Blood King may cast Charm Monster at will as a supernatural ability on a being with whom he has an Affinity. The caster level is equal to the Blood King's class level, except it cannot last longer than a single day. The DC is equal to 10 + his affinity bonus with that being.
Blood Mastery - Weakness in the Blood (Ex): One's blood tells all. If you know their blood, you know their body. Know their body, and you know how to kill them. The Blood King gains a bonus on all attack and damage rolls as well as on all bloodline ability DCs equal to his Affinity bonus with the target, with a maximum of +6. This does not apply to the DC of Greater Affinity.
Sovereign of Blood (Su): The Blood King is the absolute controller of supernatural bloodlines. He possesses the ability to grant and empower them to individuals that so wish it. As a full-round action, the Blood King may either bestow a bloodline he possesses as a Morphic Bloodline to a willing individual. The Blood King may choose what degree to make the bloodline and the subject immediately gains a number of permanent negative levels as appropriate for the degree of bloodline and their level. Similarly, he may increase the magnitude of an existing bloodline. Granting a minor bloodline takes 5 Shift Line uses, increasing a bloodline from Minor to Intermediate take 5, and increasing a bloodline from Intermediate to Major takes 10.
Note for characters with Natural Bloodlines: For the most part, Morphic Bloodlines are kept separate from Natural Bloodlines. If the Blood King has a Natural Bloodline with a degree less than Major, they may choose to allocate Bloodline Points to it to empower it. They may allocate up to 1/4 their level in BP to Minor Bloodlines and up to 1/2 their level in BP to Intermediate Bloodlines. Round up for both cases. Each point spent on a Minor Bloodline counts as an additional four levels for purposes of that bloodline, whereas each point spent on an Intermediate Bloodline counts as an additional two levels. Bloodline Points may freely be Shifted in and out of these bloodlines as per the normal rules of Shift Line.
Feats
Extra Shift
You've improved your ability to shift your Morphic Bloodlines to accomodate for unforeseen obstacles.
Prerequisite: Shift Line class feature
Benefit: You may use Shift Line an additional time per day.
Special: This feat may be taken more than once. It's effects stack.
Extra Line
You have awoken another Morphic Bloodline.
Prerequisite: Moprhic Bloodlines class feature
Benefit: You gain access to an additional Morphic Bloodline.
Special: This feat may be taken more than once. Choose a different Bloodline each time, or at least a Bloodline with a different Lineage.
Favored Line
You have embraced a specific bloodline, and increased your power with it.
Prerequisite: Morphic Bloodlines class feature
Benefit: You are treated as permanently having two Bloodline Points allocated in this bloodline, though they do not count towards the max that you may allocate, nor may they be Shifted. In this way you may surpass the usual limitations.
Special: This feat may be taken more than once. Choose a different Bloodline each time.
Special: If a Favored Line is included in a Mixed Line (See below) which has been allocated one or more points, then this feat instead grants a one point bonus to the Mixed Line. Once there are no points in the mix, this changes to the standard two point bonus to the designated line. This stacks, if more than one line in the Mix is favored. A Mix itself cannot be Favored.
One's Own Blood
Though you may have a Bloodlines using different aspects of yourself to fuel their powers, you have mastered the art of using only your true essence, your strongest self, for these purposes.
Prerequisite: Morphic Bloodlines class feature
Benefit: You use your highest mental stat in place of Charisma, Intelligence and Wisdom wherever they are mentioned in your Morphic Bloodlines.
Mixed Lines - Courtesy of Owthro
You have learned to combine some of your bloodlines.
Prerequisite: Morphic Bloodlines class feature, Access to three bloodlines
Benefit: Select two bloodlines you have access to. You gain a mixed bloodline with them as the component bloodlines. At the beginning of each day when you decide to assign your bloodline points, you decide the mix of your mixed bloodline. To do so, for each level of it, select that level's ability from one of the component bloodlines. You may reassign the mix each day, though it may not be reassigned with the Shift Line ability. You may not have BP points assigned to a mixed bloodline at the same time as any of its component bloodlines, or another mixed bloodline that shares a component bloodline with it. If one of the component bloodlines uses a point system, only levels for which it grants an ability from that bloodline count for the points. If a bloodline a series of abilities that build upon one another (Such as the maneuvers of the Bladechild), the prior abilities must be taken before the subsequent ones.
Special: This feat may be taken more than once. Choose different component Bloodlines each time. You may select a mixed bloodline you already possess. If you do, any component bloodlines of that mixed bloodline are considered components of it. If a bloodline has multiple Lineages, treat each lineage as a separate bloodline for the purposes of this feat and counting component bloodlines.
And done. Whew. A lot of work. I look forward to playing this.
Blood King
http://th05.deviantart.net/fs71/PRE/f/2010/012/4/2/Demonic_Warrior_by_JayAxer.jpg
"I have the blood of angels, demons, dragons and beings far worse coursing through my body and giving me their power. And you think to challenge me?"
-Aradin, Blood King
Some individuals have supernatural blood coursing through their veins. Some have more than one such line, known as mudbloods. And then there are those who are descended from mudbloods. The lines blurred and faded. Often to the point where they no longer even manifest themselves. That is until such an individual goes down the path of the Blood King, slowly awakening their ancestry and growing in power. Blood Kings walk a lonely road with many branches. For how does one set about awakening the multitudes of lineages present in oneself? The Blood King masters the ways of the blood, shaping it to their will. The ability to control which of their lines manifest, when and how much is foremost among their capabilities.
Adventures: Blood Kings quest to learn about themselves and the world in which they live. Perhaps by traveling the world, they can find a more innate understanding of the beings which resulted in their creation. Blood Kings often try to find purpose in their lives, whether that be in the defense of the innocent, or in the dominion of armies.
Characteristics: Blood Kings gain access to many Bloodlines (http://www.giantitp.com/forums/showthread.php?p=11487854#post11487854) over the course of their career and have the ability to change how manifested each is. Due to the large variation in Bloodlines, this means that Blood Kings are very diverse and versatile characters. However, they are still less powerful than an individual that chose a single road.
Alignment: Blood Kings are as variable as their patrons. They range from the True Neutral wandering ranger, trying to find his way in the world, to the Lawful Evil tyrant seeking to conquer all and proclaiming his superiority in blood, to the Chaotic Good do-gooder trying to redeem his demonic ancestors. Blood Kings can be of any alignment and do not have a lean in any direction.
Religion: Blood Kings tend to place little value in divinity, choosing instead to turn inward for aid. For with the blood of a hundred entities, who needs gods and their fickle ways? Planar Tied are the only Blood Kings that commonly prescribe to the dictates of an Outsider.
Background: Blood Kings usually come from lines of heroes, each possessing unique capabilities due to their supernatural parentage. It is equally common for Blood Kings to be the children of the greatest heroes ever known, as it is for them to be the children of humble peasants with family trees containing dragons and angels and heroes, but so far back that no one remembers. Blood Kings can manifest equally well in either environment. If the blood is there, there is the chance that it will call. And the King may choose to answer, going on a journey of self-exploration to fully realizes their powers.
Races: Any common race may yield a Blood King, but Humans are the most common due to their habit of breeding with beings that are not Human. Blooded (http://www.giantitp.com/forums/showpost.php?p=11654033&postcount=53), with their diverse parentages, often choose to become Blood Kings.
Other Classes: Blood Kings get along alright with most classes. They find individuals who have powers similar to those granted by their Bloodlines fascinating. Blood Kings often make fast friends with Factotums as they share the ability to adapt for any obstacle. Blood Kings respect spellcasters, knowing that though they themselves may be able to conjure a few things, they will never reach the power attained by these individuals. Mundane characters are of little interest to Blood Kings. Who just uses a sword these days?
Role: Blood Kings fill the Jack of All Trades role. At later levels, Blood Kings have access to numerous sets of abilities. They need only know what to choose. Blood Kings also vary in their selection of Bloodlines. Those that choose many similar lines have a more concrete sense of their role and are more capable in it, but have less versatility. Those that choose a wider array have more versatility, but less power. Based on their choices, Blood Kings can fill roles ranging from healer to tank to spellcaster to support.
GAME RULE INFORMATION:
Abilities: Constitution is most important to the Blood King as it increases the number of Blood Points they have to use as well as the number of points that may be shifted with a single use of Shift Line. Charisma is also important as many bloodlines have abilities keyed off of it. Dexterity is as useful as ever, helping the Blood King avoid getting hit.
Alignment: Any.
Hit Dice: d8.
Starting Age: As Sorcerer.
Starting Gold: As Rogue.
Class Skills: All skills which the Morphic Bloodlines they have access to give bonuses to plus Concentrate, Craft, Knowledge, Profession, Speak Language and Use Magic Device.
Skill Points at 1st Level: (4+Int modifier) x 4
Skill Points at Each Additional Level: 4+Int modifier
LevelBABFortRefWillSpecialBloodlinesBP1st
+0
+2
+0
+2Morphic Bloodlines, Blood Gift, Blood Mastery - Sense222nd
+1
+3
+0
+3Shift Line 1/day - Full Round343rd
+2
+3
+1
+3Blooded Synergy +1364th
+3
+4
+1
+4Shift Line 2/day495th
+3
+4
+1
+4Blood Mastery - Attune4126th
+4
+5
+2
+5Shift Line 3/day5157th
+5
+5
+2
+5Know Thy Blood5198th
+6/+1
+6
+2
+6Shift Line 4/day - Standard6239th
+6/+1
+6
+3
+6Blood Mastery - Greater Sense62710th
+7/+2
+7
+3
+7Shift Line 5/day73211th
+8/+3
+7
+3
+7Blooded Synergy +273712th
+9/+4
+8
+4
+8Shift Line 6/day84213th
+9/+4
+8
+4
+8Blood Mastery - Awaken84814th
+10/+5
+9
+4
+9Shift Line 7/day - Move95615th
+11/+6/+1
+9
+5
+9Greater Affinity96216th
+12/+7/+2
+10
+5
+10Shift Line 8/day106917th
+12/+7/+2
+10
+5
+10Blood Mastery - Weakness in the Blood107618th
+13/+8/+3
+11
+6
+11Shift Line 9/day118319th
+14/+9/+4
+11
+6
+11Blooded Synergy +3119120th
+15/+10/+5
+12
+6
+12Shift Line 10/day - Free, Sovereign of Blood1299
Class Features:
All the following are Class Features for the Blood King.
Armor and Weapon Proficiencies: Blood Kings are proficient in the use of all simple and martial weapons, as well as the use of light and medium armor and all shields except Tower Shields.
Morphic Bloodlines (Su): The defining feature of the Blood King is their Morphic Bloodlines. At level one they choose two bloodlines to gain as Morphic Bloodlines. At second, fourth and every two thereafter they gain access to another Bloodline, up to a max of twelve bloodlines at level twenty. A bloodline may be chosen more than once as long as they have different Lineages. Each morning after eight hours of rest, the Blood King may spend an hour allocating their Bloodline Points (BP=Blood Pressure?) among their various Morphic Bloodlines. They have a number to spend as indicated by the above table plus an additional amount equal to Con Mod X Blood King level X 1/8 and are treated as a character with a Major Bloodline of that kind and a level equal to the number of points allocated into that bloodline. A Blood King may never allocate more points into a Bloodline than they have levels in this class and Ability bonuses to Con from Morphic Bloodlines do not grant Bloodline Points. So for example, a fifth level Blood King with a Red Dragon Descendant Morphic Bloodline could could choose to spend between zero and five of his Bloodline Points in it. If he were to allocate three, he'd gain a +2 bonus to bluff, Keen Senses, and a +1 to strength. If he were to have allocated four, he would have gotten a Breath Weapon and would be treated as a fourth level character with a Major Bloodline for purposes of damage and DCs. As mentioned, each morning the Blood King may reallocate his Bloodline Points. Any ability score bonuses gotten are only temporary, and as such don't do things like count towards skill points obtained at new levels. Mudblood is not a valid Morphic Bloodline choice. Any decisions that must be made for a bloodline cannot be changed once made - this includes Lineage, maneuvers chosen and the like. At 4th, 8th and every four levels thereafter, the Blood King may replace when of their existing Morphic Bloodlines with another, or choose to change decisions made about a current Morphic Bloodline.
Blood Gift: The Blood King's search for enlightenment and true knowledge of their diverse heritage has lead to the realization of several talents that they would not have otherwise come across. Dependent upon which Morphic Bloodlines the Blood King puts points in, they gain different scaling class features. It is worth noting that the Blood King does not normally gain the Gifts of Attuned bloodlines.
Dragon Descendant - Dragon Scales (Ex): The Blood King gains a bonus to Natural Armor equal to 1/4 the points they have allocated to Dragon Descendant, rounded up.
Noble-Blood - Order (Su): As a Standard Action the King may issue an Order to any humanoid within 30ft. The target must succeed on a DC 10+1/2 Points in Noble Blood+Cha Will Save or have to obey a single (No "And"s in the Order) non-self destructive order for up to one minute. The target gains a bonus on the save ranging from +1 to +15, depending on how much the act is against their nature or would negatively impact their life. For example, a shopkeeper would likely get a +1 or +2 on a save against being Ordered to give away one of his small trinkets, whereas he'd get a +5 against giving away one of his more valuable items, or a +10 or more against giving away his entire shop. Something akin to killing your son would warrant a +15. If the King or any of their allies assaults the Ordered individual, the Order immediately ends. If the target is Hostile when the Order is given, the action cannot be longer than a single full-round action. Orders themselves may not be terribly complicated. "Drop your weapon" is acceptable, as is "Flee", but "Run down the eastern corridor 30ft" is not. This ability is usable a number of times per day equal to 1/4 the points the King has allocated to Noble-Blood, rounded up. This is a language-dependent effect. After the Order ends, the target is aware that you somehow caused them to take the action. This means that if you Order a shopkeeper to hand you an item, he'll likely still accuse you of stealing.
Bladechild - Blade Boon (Ex): The King gains a bonus on all attack rolls made with Bladechild Discipline Weapons equal to 1/4 the number of points they have allocated in Bladechild, rounded up.
Hero-Born - Heroic Endurance (Ex): Once every 1d6 rounds the King may add an amount to any one saving throw they make equal to 1/4 the points they have allocated to Hero-Born, rounded up.
Titankith - Titan's Resilience (Ex): Once every 1d10 minutes, the King may use Titan's Resilience as a Swift Action to grant themselves an amount of Temporary HP equal to the number of points they have allocated to Titankith. These points last 1 minute per point in Titankith or until lost. Do keep in mind that Temporary HP does not stack, it overlaps.
Glamerkin - Wool Over the Eyes (Su): Once every 1d6 rounds as a Standard Action provoking Attacks of Opportunity, the King may force a target within 25ft+5ft/2 Points to make a Will Save at DC 10+1/2 Points in Glamerkin+Cha or be Blinded for a number of rounds equal to 1/4 the number of points the King has allocated to Glamerkin, rounded up. If they fail the save and are Blinded, they are immune to Wool Over the Eyes for the next 1d10 minutes.
Half-Blood - Smite Heathen (Su): A number of times per day equal to 1/4 the number of points the King has allocated to Half-Blood, rounded up, the Blood King may Smite a target who's alignment differs from the King's Patron by two steps. This allows the King to add their Charisma modifier to the attack roll and the number of points in Half-Blood to the damage if the attack hits.
Celestial Tied - Channel Heritage (Su): As a standard action that does not provoke Attacks of Opportunity, the Blood King may channel either Positive or Negative energy (Depending on Lineage) through a touch, for a total number of points per day up to 4x the number of points allocated into Celestial Tied. If this would cause harm to a creature (Negative on living creatures, Positive on Undead), the target is allowed a Will Save at DC 10+1/2 points in Celestial Tied+Cha to halve the damage and the King must make a successful Melee Touch Attack. They need not use all these points at once, instead opting to spread them out over the course of the day.
Magyk-Touched - Magyk Lash (Su): As a Standard Action provoking Attacks of Opportunity, the King may choose to Lash a target within 25ft+5ft/2 Points in Magyk-Touched, dealing an amount of Force damage equal to the number of points they have allocated to Magyk-Touched as a Ranged Touch Attack. They may use this ability as many times as they want per day.
Elemental Sibling - Energy Corona (Su): As a standard action provoking Attacks of Opportunity, the King may wreath themselves in a corona of energy. For a number of rounds equal to 1/2 the number of points allocated in Elemental Sibling rounded up, any creature grappling or melee-attacking the King takes one d6 of appropriately-typed damage for every four points allocated in Elemental Sibling, rounded up.
Akodrin - Strength of the Realms (Su): The Blood King gains an amount of Damage Reduction/- equal to 1/4 the number of points they have in Akodrin, rounded up.
Quisling - Maleficence (Su): As a Standard action the King may force a target within 30ft to make a Fortitude Save at DC 10+1/2 Points in Quisling+Cha or have one ability score of the King's choice reduced by an amount equal to 1/4 the points the King has in Quisling rounded up for a number of minutes equal to the number of points in Quisling. This ability functions every 1d6 rounds and does not provoke an Attack of Opportunity.
Kitten-Friend - Don't Kick the Cat (Su): This ability functions as the Cleric spell Sanctuary. The Save is Cha- based, the CL is equal to the number of points allocated in Kitten-Friend and it's range is Personal. This ability cannot be used if it ended within the past three rounds. Aside from this qualifier, DKtC is usable at will.
Emergent Atrocity - Enhanced Regeneration (Su): As a Free Action the King may activate Enhanced Regeneration for a total number of rounds per day equal to the number of points in Emergent Atrocity. While Enhanced Regeneration is active, the King benefits from an amount of Fast Healing equal to 1/4 the number of points in Emergent Atrocity, rounded up. Enhanced Regeneration may be activated even when the King is unconscious, may be deactivated as a Free Action and the rounds of activation need not be continuous.
Remnant - Project Shred (Su): As a Standard Action the Blood King may force a target within 30ft to make a Will Save at DC 10+1/2 Points in Remnant+Cha to avoid being possessed by the Shred for a number of rounds equal to 1/4 the number of points in Remnant rounded up. This ability is usable every 1d10 minutes. Converse with Shred is highly useful in conjunction with this Gift, as the King still has absolutely no control over the Shred's actions.
Tinkerer - Dismantling Touch (Su): The Blood King may make a Dismantling Touch against an inanimate object or a construct as a standard action. If the King succeeds on a Melee Touch Attack, the object or construct takes an amount of damage equal to twice the number of points in Tinkerer. Magic Items and Constructs may make a Fortitude Save at DC 10+1/2 Points in Tinkerer+Int for half damage. This ability overcomes hardness and damage reduction and may be used once every 1d6 rounds.
Shadow-Wrought - Call of Shadows (Su): As a Full-Round Action that provokes Attacks of Opportunity, the King may call forth shadows is a radius around themselves. Light level drops one level (From Bright to Shadowy, Shadowy to Dark, or Dark to Magically Dark) in a radius of 10ft per point in Shadow-Wrought around the King, two levels in a radius of 5ft per point in Shadow-Wrought past the fifth, and three levels in a radius of 5ft per two points in Shadow-Wrought past the tenth. The King and any designated individuals treat the light level in the affected area as if the amount the level had been dropped was one less (They'd treat Bright to Shadowy as if still Shadowy, but they wouldn't treat Magically Dark to Magically Dark as Dark). This ability is treated as a [Darkness] spell of a level equal to 1/4 the number of points in Blood King, rounded up, for the purposes of dispelling or being dispelled by [Light] effects. The King may choose to treat himself as having a lower number of points in Shadow-Wrought for the purpose of determining radius and may change this decision as a Move Action while Call of Shadows is active. The King may deactivate Call of Shadows as a Free action and it may be active a total number of minutes per day equal to 1/2 the number of points in Shadow-Wrought. If dispelled or deactivated before a given minutes is up, round the time spent up to the nearest minute.
Name Given - Protection of the Word (Su): The Blood King gains a Deflection bonus to AC equal to 1/5 the number of points in Name Given, rounded up.
Chosen of the Far Realms - Eldritch Whispers (Su): As a Standard Action that provokes Attacks of Opportunity the King may force one or more targets within 30ft to make a Will Save at DC 10+1/2 Points in Chosen of the Far Realms+Cha or be stunned for a round. The DC is decreased by one for each target beyond the first. This ability may be used a number of times per day equal to the number of points in Chosen of the Far Realms, though these uses may instead be used to negate the penalty for targeting multiple creatures on a 1-for-1 basis (Spend two uses to affect two without penalty, spending three when targeting five would only decrease the DC by 1).
Inherent - Business to Do (Su): A number of times per day equal to 1/4 the number of points in Inherent, the King may add an amount to any one skill check or saving throw to overcome an obstacle preventing them from overcoming a task related to the King's chain (Such as a Jump check to vault over the street below to reach the last Christmas tree). Said amount is equal to 1/2 the number of Points in Inherent. The King may instead apply this as a bonus to an attack roll under the same circumstances (Slaying the Grinch) where the bonus is 1/4 the number of points in Inherent.
Blood Chameleon - Chamelic Gift (Su): When the Blood King uses either Morphic Touch or Attune to put points into a bloodline they don't possess, they gain access to that Bloodline's Gift as if they did have it as a Morphic Bloodline. Under normal circumstances Chamelic and Attuned Bloodlines do not yield access to their Gifts. This benefit only extends up to the number of points currently in Blood Chameleon - If you Attune five points into Dragon Descendant but only have four allocated into Blood Chameleon, you are treated as a fourth-level major Dragon Descendant for the purposes of Dragon Scales.
Blood Mastery - Sense (Ex): The Blood King knows when there is magical blood about. By studying an individual or creature as a full-round action they immediately know whether or not they would be capable of yielding a child possessing a bloodline, if they are linked to a bloodline, or if they themselves have a bloodline. They do not know the strength or type of bloodline, though they may infer. If the target is disguising themselves, the Blood King must make a successful Spot check to see through the disguise before using this ability.
Shift Line (Su): The ability to change bloodline strengths on the fly is very important. What if a problem presents itself that you did not foresee? Unlike those poor Wizards, Blood Kings have the ability to make adjustments during the course of the day. A number of times per day, as indicated in the table, the Blood King may shift a number of their Bloodline Points up to their one half their Constitution Modifier rounded down or 1, whichever is larger, from one of their Morphic Bloodlines to another, as long as this does not boost it past their Blood King level. The action it takes to use this ability varies, depending on the Blood King's level, as indicated in the table. They gain abilities and bonuses as normal for being a character of that level with a Major Bloodline of that type. If using a bloodline with a point-based system, such as the Akodrin or Half-Blood, you gain the difference between the amount of points they'd have at the previous level and the new level, but do not recover spent points. If they lower their level in a point-based bloodline, they lose a number of points as would be appropriate for such a level drop. So for example, if a Blood King dropped is level in Half-Blood from 6 to 5, he'd lose 4 DP. If he had not spent any, this would drop him to his new max, 2. Shift Line may only be used once per round. Ability bonuses to Con from Morphic Bloodlines do not count towards the number points shifted by Shift Line. Shifting provokes Attacks of Opportunity and requires concentration as if it were a spell of a level equal to half the points that will be in the target Morphic Bloodline, rounded down. This does mean that the King may Shift Defensively to avoid AoOs.
Blooded Synergy (Ex): Blood feeds upon blood. When the Blood King's ancestries work together, they accomplish greater feats. If the Blood King is currently benefiting from two or more skill bonuses to the same skill from their Morphic Bloodlines, they gain an additional bonus to that skill as indicated for each bloodline past the first that gives a bonus to that skill. So if a third level Blood King had two active bloodlines that gave bonuses to Diplomacy, they'd get a total bonus of +5. If the Blood King was benefiting from three bonuses to Diplomacy, they'd instead get +8. The extra amount given increases to +2 at 11th level and +3 at 19th.
Blood Mastery - Attune (Su): The Blood King can draw power from the supernatural blood of others. By touching an individual possessing, linked to, or capable of yielding a child with a bloodline, they may use their daily uses of Shift Line to allocate points into the bloodline that is possessed, linked to, or would be yielded, even if they do not have it as a Morphic Bloodline themselves. They are temporarily treated as having this bloodline as a Morphic Bloodline if they did not before, and if they did not previously have it, may not allocate further points into it without again touching a being possessing, linked to, or capable of yielding a child with said bloodline. This means that if a Blood King has, say, a Red Dragon Descendant Major Morphic Bloodline and a Red Dragon familiar, he could touch it to more efficiently shift points into it. Or the very same King could touch a Blue Dragon and gain the benefits of a Blue Dragon Descendant Bloodline until he shifts the points back out. If the target has a Mudblood bloodline or is capable of yielding more than one bloodline, the Blood King may choose which component bloodline to Attune with. An additional note for use with Dragon Descendant Bloodlines: This can be used to obtain a Dragon Descendant Bloodline when used on an actual dragon (not necessarily a True Dragon), but not on half-dragons, spellscales, dragonwrought kobolds, or the like. They just aren't potent enough to produce the bloodline. Dragon Shamans, on the other hand, are viable.
Know Thy Blood (Ex): Blood Kings feel an innate attachment to beings with which they have an Affinity, and as such know more about them. Their Affinity bonuses now apply to Knowledge checks as well as social interaction checks.
Blood Mastery - Greater Sense (Su): The Blood King at this point has become attuned the essence of supernatural blood and can sense it at a range. At will, the Blood King may use this ability to sense beings possessing, linked to, or capable of yielding bloodlines. This ability functions as Detect Magic, except that it is these entities that are detected, not the presence of magic. When they would learn the strength of a magical aura, they instead learn the degree of the bloodline that is possessed or would be yielded.
Blood Mastery - Awaken (Su): Everyone has ancestry. If you go far enough back, surely they have a supernatural patron in their family tree. All you need to do is wake up that part of them. The Blood King gains the ability to use Shift Line to shift is Bloodline Points into another individual, causing them to be treated as if they had one of the Blood King's Morphic Bloodlines with a number of points in it equal to that which the Blood King shifted into them. The number of points may not exceed the subject's character level. At any time that the Blood King is reallocating their points, whether through Shift Line or after an eight hour rest, they may choose to recall the point back for their own use.
Greater Affinity (Su): Blood Kings know how to get their way in the world, especially with individuals with whom they have an Affinity. The Blood King may cast Charm Monster at will as a supernatural ability on a being with whom he has an Affinity. The caster level is equal to the Blood King's class level, except it cannot last longer than a single day. The DC is equal to 10 + his affinity bonus with that being.
Blood Mastery - Weakness in the Blood (Ex): One's blood tells all. If you know their blood, you know their body. Know their body, and you know how to kill them. The Blood King gains a bonus on all attack and damage rolls as well as on all bloodline ability DCs equal to his Affinity bonus with the target, with a maximum of +6. This does not apply to the DC of Greater Affinity.
Sovereign of Blood (Su): The Blood King is the absolute controller of supernatural bloodlines. He possesses the ability to grant and empower them to individuals that so wish it. As a full-round action, the Blood King may either bestow a bloodline he possesses as a Morphic Bloodline to a willing individual. The Blood King may choose what degree to make the bloodline and the subject immediately gains a number of permanent negative levels as appropriate for the degree of bloodline and their level. Similarly, he may increase the magnitude of an existing bloodline. Granting a minor bloodline takes 5 Shift Line uses, increasing a bloodline from Minor to Intermediate take 5, and increasing a bloodline from Intermediate to Major takes 10.
Note for characters with Natural Bloodlines: For the most part, Morphic Bloodlines are kept separate from Natural Bloodlines. If the Blood King has a Natural Bloodline with a degree less than Major, they may choose to allocate Bloodline Points to it to empower it. They may allocate up to 1/4 their level in BP to Minor Bloodlines and up to 1/2 their level in BP to Intermediate Bloodlines. Round up for both cases. Each point spent on a Minor Bloodline counts as an additional four levels for purposes of that bloodline, whereas each point spent on an Intermediate Bloodline counts as an additional two levels. Bloodline Points may freely be Shifted in and out of these bloodlines as per the normal rules of Shift Line.
Feats
Extra Shift
You've improved your ability to shift your Morphic Bloodlines to accomodate for unforeseen obstacles.
Prerequisite: Shift Line class feature
Benefit: You may use Shift Line an additional time per day.
Special: This feat may be taken more than once. It's effects stack.
Extra Line
You have awoken another Morphic Bloodline.
Prerequisite: Moprhic Bloodlines class feature
Benefit: You gain access to an additional Morphic Bloodline.
Special: This feat may be taken more than once. Choose a different Bloodline each time, or at least a Bloodline with a different Lineage.
Favored Line
You have embraced a specific bloodline, and increased your power with it.
Prerequisite: Morphic Bloodlines class feature
Benefit: You are treated as permanently having two Bloodline Points allocated in this bloodline, though they do not count towards the max that you may allocate, nor may they be Shifted. In this way you may surpass the usual limitations.
Special: This feat may be taken more than once. Choose a different Bloodline each time.
Special: If a Favored Line is included in a Mixed Line (See below) which has been allocated one or more points, then this feat instead grants a one point bonus to the Mixed Line. Once there are no points in the mix, this changes to the standard two point bonus to the designated line. This stacks, if more than one line in the Mix is favored. A Mix itself cannot be Favored.
One's Own Blood
Though you may have a Bloodlines using different aspects of yourself to fuel their powers, you have mastered the art of using only your true essence, your strongest self, for these purposes.
Prerequisite: Morphic Bloodlines class feature
Benefit: You use your highest mental stat in place of Charisma, Intelligence and Wisdom wherever they are mentioned in your Morphic Bloodlines.
Mixed Lines - Courtesy of Owthro
You have learned to combine some of your bloodlines.
Prerequisite: Morphic Bloodlines class feature, Access to three bloodlines
Benefit: Select two bloodlines you have access to. You gain a mixed bloodline with them as the component bloodlines. At the beginning of each day when you decide to assign your bloodline points, you decide the mix of your mixed bloodline. To do so, for each level of it, select that level's ability from one of the component bloodlines. You may reassign the mix each day, though it may not be reassigned with the Shift Line ability. You may not have BP points assigned to a mixed bloodline at the same time as any of its component bloodlines, or another mixed bloodline that shares a component bloodline with it. If one of the component bloodlines uses a point system, only levels for which it grants an ability from that bloodline count for the points. If a bloodline a series of abilities that build upon one another (Such as the maneuvers of the Bladechild), the prior abilities must be taken before the subsequent ones.
Special: This feat may be taken more than once. Choose different component Bloodlines each time. You may select a mixed bloodline you already possess. If you do, any component bloodlines of that mixed bloodline are considered components of it. If a bloodline has multiple Lineages, treat each lineage as a separate bloodline for the purposes of this feat and counting component bloodlines.
And done. Whew. A lot of work. I look forward to playing this.