Pyromancer999
2012-08-10, 11:16 PM
I've seen a couple classes up on this forum lately that I like, and that I think would have interesting bloodlines. Hence, I've decided to homebrew these bloodlines, a la Welknair-style. (http://www.giantitp.com/forums/showthread.php?t=208703&page=1) Any and all PEACHing/comments are welcome. Enjoy!
Anomaly[Chronoshifter (http://www.giantitp.com/forums/showthread.php?t=251563)]
Sometimes a creature is unusually marked by some kind of disruption concerning time or the wielding of it. Some people who could have been Chronoshifters never gain full control of their time-bending abilities. Other times, a creature that should have been erased by a time shift, or more on the opposite scale, should have never existed in the first place, survives and manages to have children marked by the time-warping nature of their ancestor. These are all individuals with the Anomaly bloodline.
{table=head] Level |
Minor |
Intermediate |
Major
1 | | |Knowledge(History) +2
2 | |Knowledge(History) +2 | Chronoshift-1st, Shift Points 2
3 | | | Wisdom +1
4 |Knowledge(History) +2 |Chronoshift-1st, Shift Points 2 |See Ahead
5 | | |Time Affinity +2
6 | |Wisdom +1 | Chronoshift-1st, Shift Points 4
7 | | |Knowledge(The Planes) +2
8 |Chronoshift-1st, Shift Points 2 |See Ahead | Timebend-Speed/Slow
9 | | | Dexterity +1
10 | |Time Affinity +2 | Chronoshift-2nd, Shift Points 6
11 | | | Time Affinity +4
12 |Wisdom +1 |Chronoshift-1st, Shift Points 4| Timebend-Precognition
13 | | | Spot +2
14 | |Knowledge(The Planes) +2 | Chronoshift-2nd, Shift Points 9
15 | | | Constitution +1
16 |See Ahead |Timebend-Speed/Slow| Timebend-Didn't Happen
17 | | | Affinity +6
18 | |Dexterity +1 | Chronoshift-3rd, Shift Points 12
19 | | | Sleight of Hand +2
20 |Time Affinity +2 | Chronoshift-2nd, Shift Points 6 | Timelord's Descendant
[/table]
Chronoshifts: At the levels designated above, the Anomaly gains knowledge of one Chronoshift (http://www.giantitp.com/forums/showthread.php?t=251563) of appropriate level. He must expend Shift Points equal to the level of the Chronoshift in order to cast it, and must make a Will Save of DC equal to 5 + twice the Chronoshift's level + the number of Chronoshifts cast in the last minute. Should the Anomaly succeed on the save, nothing happens. Should they fail the save, however, they are subject to an effect known as a "warp" as listed in each Chronoshift's description. Immunities or other resistances an Anomaly has do not apply to warps. The DC of any saves for the effects of Chronoshifts is equal to 11 + Chronoshift level + Wisdom modifier + number of Chronoshifts used in the last minute.
Shift Points: The Anomaly gains Shift Points as listed above. Additionally, they may regain a number of Shift Points equal to 1/16, 1/8, or 1/5 their level depending on bloodline strength, by concentrating for 5 minutes.
See Ahead: While not as good at it as a Chronoshifter, the Anomaly can look ahead to the future to guard against threats. For a number of times per day equal to 1/8, 1/4, or 1/2 their level depending on bloodline strength, they may gain a +1 bonus to AC until their next turn as a swift action.
Time Affinity: An Anomaly is good with those who examine time. The Anomaly gains the listed bonus to social interaction checks involving individuals who may use Chronoshifts or have maximum ranks in Knowledge(History).
Timebend: While not as good at manipulating time as experts, an Anomaly can still manipulate time like few others can, and gains the abilities below as listed on the table above.
Speed/Slow: You can speed time in order to make your enemy sloppy or to give your allies more time to do what they need to do. You may expend any number of Shift Points that do not exceed 1/2 your Shift Point pool in order to either inflict a penalty equal to the number spent to a single skill or attack roll your enemy makes, or to increase a single attack or skill roll by the amount of Shift Points spent. Additionally, should the Anomaly be willing to expend an additional Shift Point that does not count towards the bonus granted by this ability, rolls enhanced this way do not automatically fail when a 1 is rolled.
Precognition: You can enhance your See Ahead ability more. Whenever you use your See Ahead ability, you may expend Shift Points in order to increase the bonus to AC for every two Shift Points spent, and to increase the duration by 1 round for every three Shift Points spent. You may not expend more than 1/2 your Shift Point pool on a single use of this ability.
Didn't Happen: You can erase actions from reality. As an immediate action, you may expend Shift Points in order to undo the effects of a single action. Undoing a swift action requires 1 Shift Point, undoing a move action requires 3 Shift Points, undoing a standard action requires 6, and undoing a whole round's worth of actions for a single target requires 9. Shift Points spent this way may not be recovered until the Anomaly has had a full 8 hours of rest, even if the Anomaly would not normally need to rest.
Timelord's Descendant: That's right, you're the descendant of creatures who have denied and/or manipulated the flow of time. So, of course you get a few benefits out of it. You may once per day remove three Shift Points from the cost of a Chronoshift, which may be distributed amongst multiple uses(ex. reduce a 2nd level Chronoshift's cost by 1, then reduce a 3rd level Chronoshift's cost by 2). Also, select one 4th level Chronoshift. You may use this Chronoshift 1/day as a normal Chronoshift, and its cost may not be reduced by this ability's Shift Point reduction effect.
Special: Some of the individuals that have the Anomaly bloodline decide to embrace their powers and the path of the Chronoshifter. Should an Anomaly take a level in Chronoshifter, they lose all the benefits of this bloodline and bloodline levels taken for it, and add a number of Chronoshifter levels equal to the number of bloodline levels you took for this bloodline.
Exile[Pariah (http://www.giantitp.com/forums/showthread.php?t=243695)]
Sometimes, a creature from the Far Realm or some other place outside of reality forces their way into the Material Plane. On most occasions, this will result in the creature being forced to assume mortal form,resulting in a Pariah. Sometimes, the creature will shatter upon the impact of the metaphysical equivalent of a crash landing, with the shards merging with individuals, often infants due to their vulnerability to possession, across the entire plane, creating "children" of that creature in the loosest sense of the word. Other times, a Pariah will mate with a mortal, giving birth to a bloodline that possesses a not-quite-earthly quality in the worst sense of the word. These individuals are known as Exiles.
{table=head] Level |
Minor |
Intermediate |
Major
1 | | | Disguise +2
2 | | Disguise +2 | Blemish
3 | | | Constitution +1
4 | Disguise +2 | Blemish | In The Details
5 | | |Outcast Affinity +2
6 | | Constitution +1 | Blemish
7 | | | Knowledge(The Planes) +2
8 |Blemish | In The Details |Ancestor's Presence(Harmful Blows)
9 | | | Charisma +1
10 | |Outcast Affinity +2 | Blemish
11 | | |Outcast Affinity +4
12 | Constitution +1 | Blemish |Eldritch Charm
13 | | | Hide +2
14 | |Knowledge(The Planes) +2 | Blemish
15 | | | Wisdom +1
16 |In The Details|Ancestor's Presence(Harmful Blows)| Ancestor's Presence(Cannot Hide)
17 | | |Outcast Affinity +6
18 | | Charisma +1 | Blemish
19 | | | Move Silently +2
20 |Outcast Affinity +2 | Blemish | Outcast Epitome
[/table]
Blemish: At the levels listed above, the Exile gains a Blemish (http://www.giantitp.com/forums/showthread.php?t=243695). The Exile treats their Warp Level as being equal to 1/8, 1/4, or 1/2 their level, depending on bloodline strength. All Blemishes known are active, except when the Exile decides to suppress them. After all, most mortals can't handle most things that are a little bit odd, not to mention the Exile's oddness. The Exile may suppress Blemishes, making them not visible, but at the cost of not benefiting from them when suppressed. It takes a full minute to suppress a Blemish, and a full-round action to regain all suppressed Blemishes.
In The Details: It's often said that the Devil is in the details. Exiles tend to disagree. After all, they know that the insanity-causing madness of the Far Realms lies in their own details. Whenever the Exile has at least one Blemish active, whenever a creature first looks at them, they must make a Will save with a DC equal to 10 + 1/8, 1/4, or 1/2 their level, depending on bloodline strength, or be Shaken for the next round. This effect may be renewed by the Exile using one of their Blemish's abilities in front of a target that has already been affected by this ability, forcing them to make another Will save or be shaken for another round.
Outcast Affinity: You tend to get along better with other creatures that share origins outside reality. You gain a bonus to social interaction rolls involving creatures with the Outcast class ability, can use Blemishes, or are from the Far Realm(note: Not all Aberration type creatures are from the Far Realm) as listed on the table above.
Ancestor's Presence: The Exile is the child of a creature that has forced its way into our reality from the Far Realm. As such, for a limited amount of time per day, the Exile may enhance their body with energy from the Far Realm, although they cannot keep up this flow of energy for as long as their ancestor could. The Exile may use Outcast Presence as noted on the table above, except its effects are only active for a number of rounds per day equal to 1/4 or 1/2 your level + your Constitution modifier. These rounds need not be consecutive.
Eldritch Charm: You know how easy mortals can be to manipulate, an instinct that lies in your blood. You gain a bonus equal to 1/2 your Outcast Affinity bonus on all Bluff, Intimidate, and Sense Motive checks. Once per day per 5 levels, you may add 1/2 your Warp to a single Bluff, Intimidate, or Sense Motive check.
Outcast Epitome: You come into your bizarre heritage's abilities. You may enter a trance where you temporarily let your alien side rule your body. When under the effects of this trance, you constantly benefit from Ancestor's Presence without affecting the time you can spend in that state, benefit from the Offended Senses class ability as though you were a Pariah of 1/2 your level, and are treated as being under the effect granted by the Normal Presence class ability. You may enter this state a number of rounds per day equal to 1/2 your level. These rounds need not be spent consecutively.
Special: Sometimes an Exile's alien side grows to the point where they become on-par with a Pariah. Should an Exile take a level in Pariah, they lose all the benefits of this bloodline and bloodline levels taken for it, and add a number of Pariah levels equal to the number of bloodline levels you took for this bloodline.
Mahou Shonen[Magical Girl (http://www.giantitp.com/forums/showthread.php?t=218981)]
Most know of Magical Girls, the female protectors of all that is good and wholesome. These girls often grow up, and continue the tradition with their children, who are almost always female. Almost being the keyword. Sometimes a Magical Girl will give birth to a boy, who will still manifest the powers of a Magical Girl, albeit reduced. These individuals are the Mahou Shonen.
{table=head] Level |
Minor |
Intermediate |
Major
1 | | |Diplomacy +2
2 | |Diplomacy +2 | Device, Dude Looks Like a Lady, Costume(Basic)
3 | | |Charisma +1
4 |Diplomacy +2 | Device, Dude Looks Like a Lady, Costume(Basic)| Illuminations(1st)
5 | | |Mahou Affinity +2
6 | | Charisma +1 | Costume(1 CP, +1)
7 | | |Use Magic Device +2
8 |Device, Dude Looks Like a Lady, Costume(Basic) | Illuminations(1st) | Illumination(1st)
9 | | | Constitution +1
10 | |Mahou Affinity +2 | Costume(2 CP), No Fear
11 | | |Mahou Affinity +4
12 | Charisma +1 | Costume(1 CP, +1) | Illumination(2nd)
13 | | | Heal +2
14 | |Use Magic Device +2 | Men Perservere, Costume(3 CP)
15 | | |Wis +1
16 |Illuminations(1st)|Illumination(1st) | Illumination(2nd)
17 | | |Mahou Affinity +6
18 | |Constitution +1 |Costume(4 CP, +2), Device-Limit Form
19 | | |Disguise +2
20 |Mahou Affinity +2 | Costume(2 CP), No Fear| Mahou-est Shonen
[/table]
Device: The Mahou Shonen is descended from a Magical Girl, and gains the power of one, gaining a Device (http://www.giantitp.com/forums/showthread.php?t=218981), as per the Magical Girl class feature.
Dude Looks Like a Lady: The powers you've gotten were meant for a girl, but it seems like the universe will just settle for you looking like one. You look like a girly man at best, most Mahou Shonen looking like a girl dressed in guys' clothes. You must attempt a Disguise check DC 15 + 2, 4, or 6, depending on bloodline strength, in order to look androgynous, as few Mahou Shonen ever get the chance to look manly. You may add 5 to the DC of the check in order to barely look like a man.
Costume: Your momma wore one, so it's good enough for you! You gain a costume, like the Magical Girl class feature, which progresses as per the table above. However, at first, the costume is only good for looks, and when you first get it, confers no benefit other than that of being armor. The costume is always girly, and you always look like a girl when wearing it.
Illuminations: You learn how to wield the same powers as your mother did. You gain two Illuminations of the listed level each time Illuminations is listed on the table above. You may only prepare a number of Illuminations of each level equal to 1/2 of the number of Illuminations known for that level. You gain a mote pool equal to 1/8, 1/4, 1/2 their level + your Charisma modifier, and start off each encounter with a number of motes equal to 1/2 your mote pool maximum - 1(minimum 1). You may generate motes once every two turns by spending a swift action to generate the mote.
Mahou Affinity: Mahou Shonen get along with allies of justice, and do draw their share of unfair attention from other guys. The Mahou Shonen gains the listed bonus to social interactions involving Mahou Shoujo, Mahou Shonen, and men in general.
No Fear: Mahou Shoujo(and manly men! Which you are despite not looking like one) are known for not fleeing when scared. You do not flee or cower when exposed to fear effects, and gain a +2 bonus to saves against fear effects. Additionally, once per day, you may ignore the results of a failed save against a fear effect and treat the roll as though you were successful.
Men Perservere: Men(like you! That's right, you're still a guy! Even if you prance around in a frilly outfit to fight evil....) keep going. A number of times per day equal to 2 + your Charisma modifier, when you make a save against a Will or Fortitude effect that would allow for a reduced effect upon a save, you may instead choose not to be affected at all. Alternatively, when failing a Fortitude save, you may choose to be affected by a reduced effect provided the effect has one. The second use of this ability expends two uses of this ability.
Device-Limit Form: You can push your Device to the manly max(or at least the manliest you can get). You may transform your Device into Limit Form like a Magical Girl, except you may use Illuminations when it is active, and must spend a swift action each turn to maintain Limit Form.
Mahou-est Shonen: You're the manliest magical girl around! In fact, you've gotten so comfortable with your power, you sometimes almost feel comfortable wearing an outfit with five times more lace than the average shoe!....Oh, yeah, and attained the most magical power that a man can. Select two 3rd level Illuminations. Once per day, you may use one of these Illuminations, after which you may not use 3rd level Illuminations again until the next day. Also, you gain a bonus to AC when wearing your costume equal to your Constitution modifier, and your Mote pool increases by one.
Special: Sometimes, a Mahou Shonen can embrace the full power of a Magical Girl, although few of those who can even want to. But if they do, should an Mahou Shonen take a level in Magical Girl, they lose all the benefits of this bloodline, excepting Dude Looks Like a Lady and bloodline levels taken for it, and add a number of Magical Girl levels equal to the number of bloodline levels you took for this bloodline.
Note: This can just as easily be re-fluffed for girls, as Magical Girls who didn't take on their full power. Just call it the Mahou Mahou and remove the Dude Looks Like a Lady ability.
Anomaly[Chronoshifter (http://www.giantitp.com/forums/showthread.php?t=251563)]
Sometimes a creature is unusually marked by some kind of disruption concerning time or the wielding of it. Some people who could have been Chronoshifters never gain full control of their time-bending abilities. Other times, a creature that should have been erased by a time shift, or more on the opposite scale, should have never existed in the first place, survives and manages to have children marked by the time-warping nature of their ancestor. These are all individuals with the Anomaly bloodline.
{table=head] Level |
Minor |
Intermediate |
Major
1 | | |Knowledge(History) +2
2 | |Knowledge(History) +2 | Chronoshift-1st, Shift Points 2
3 | | | Wisdom +1
4 |Knowledge(History) +2 |Chronoshift-1st, Shift Points 2 |See Ahead
5 | | |Time Affinity +2
6 | |Wisdom +1 | Chronoshift-1st, Shift Points 4
7 | | |Knowledge(The Planes) +2
8 |Chronoshift-1st, Shift Points 2 |See Ahead | Timebend-Speed/Slow
9 | | | Dexterity +1
10 | |Time Affinity +2 | Chronoshift-2nd, Shift Points 6
11 | | | Time Affinity +4
12 |Wisdom +1 |Chronoshift-1st, Shift Points 4| Timebend-Precognition
13 | | | Spot +2
14 | |Knowledge(The Planes) +2 | Chronoshift-2nd, Shift Points 9
15 | | | Constitution +1
16 |See Ahead |Timebend-Speed/Slow| Timebend-Didn't Happen
17 | | | Affinity +6
18 | |Dexterity +1 | Chronoshift-3rd, Shift Points 12
19 | | | Sleight of Hand +2
20 |Time Affinity +2 | Chronoshift-2nd, Shift Points 6 | Timelord's Descendant
[/table]
Chronoshifts: At the levels designated above, the Anomaly gains knowledge of one Chronoshift (http://www.giantitp.com/forums/showthread.php?t=251563) of appropriate level. He must expend Shift Points equal to the level of the Chronoshift in order to cast it, and must make a Will Save of DC equal to 5 + twice the Chronoshift's level + the number of Chronoshifts cast in the last minute. Should the Anomaly succeed on the save, nothing happens. Should they fail the save, however, they are subject to an effect known as a "warp" as listed in each Chronoshift's description. Immunities or other resistances an Anomaly has do not apply to warps. The DC of any saves for the effects of Chronoshifts is equal to 11 + Chronoshift level + Wisdom modifier + number of Chronoshifts used in the last minute.
Shift Points: The Anomaly gains Shift Points as listed above. Additionally, they may regain a number of Shift Points equal to 1/16, 1/8, or 1/5 their level depending on bloodline strength, by concentrating for 5 minutes.
See Ahead: While not as good at it as a Chronoshifter, the Anomaly can look ahead to the future to guard against threats. For a number of times per day equal to 1/8, 1/4, or 1/2 their level depending on bloodline strength, they may gain a +1 bonus to AC until their next turn as a swift action.
Time Affinity: An Anomaly is good with those who examine time. The Anomaly gains the listed bonus to social interaction checks involving individuals who may use Chronoshifts or have maximum ranks in Knowledge(History).
Timebend: While not as good at manipulating time as experts, an Anomaly can still manipulate time like few others can, and gains the abilities below as listed on the table above.
Speed/Slow: You can speed time in order to make your enemy sloppy or to give your allies more time to do what they need to do. You may expend any number of Shift Points that do not exceed 1/2 your Shift Point pool in order to either inflict a penalty equal to the number spent to a single skill or attack roll your enemy makes, or to increase a single attack or skill roll by the amount of Shift Points spent. Additionally, should the Anomaly be willing to expend an additional Shift Point that does not count towards the bonus granted by this ability, rolls enhanced this way do not automatically fail when a 1 is rolled.
Precognition: You can enhance your See Ahead ability more. Whenever you use your See Ahead ability, you may expend Shift Points in order to increase the bonus to AC for every two Shift Points spent, and to increase the duration by 1 round for every three Shift Points spent. You may not expend more than 1/2 your Shift Point pool on a single use of this ability.
Didn't Happen: You can erase actions from reality. As an immediate action, you may expend Shift Points in order to undo the effects of a single action. Undoing a swift action requires 1 Shift Point, undoing a move action requires 3 Shift Points, undoing a standard action requires 6, and undoing a whole round's worth of actions for a single target requires 9. Shift Points spent this way may not be recovered until the Anomaly has had a full 8 hours of rest, even if the Anomaly would not normally need to rest.
Timelord's Descendant: That's right, you're the descendant of creatures who have denied and/or manipulated the flow of time. So, of course you get a few benefits out of it. You may once per day remove three Shift Points from the cost of a Chronoshift, which may be distributed amongst multiple uses(ex. reduce a 2nd level Chronoshift's cost by 1, then reduce a 3rd level Chronoshift's cost by 2). Also, select one 4th level Chronoshift. You may use this Chronoshift 1/day as a normal Chronoshift, and its cost may not be reduced by this ability's Shift Point reduction effect.
Special: Some of the individuals that have the Anomaly bloodline decide to embrace their powers and the path of the Chronoshifter. Should an Anomaly take a level in Chronoshifter, they lose all the benefits of this bloodline and bloodline levels taken for it, and add a number of Chronoshifter levels equal to the number of bloodline levels you took for this bloodline.
Exile[Pariah (http://www.giantitp.com/forums/showthread.php?t=243695)]
Sometimes, a creature from the Far Realm or some other place outside of reality forces their way into the Material Plane. On most occasions, this will result in the creature being forced to assume mortal form,resulting in a Pariah. Sometimes, the creature will shatter upon the impact of the metaphysical equivalent of a crash landing, with the shards merging with individuals, often infants due to their vulnerability to possession, across the entire plane, creating "children" of that creature in the loosest sense of the word. Other times, a Pariah will mate with a mortal, giving birth to a bloodline that possesses a not-quite-earthly quality in the worst sense of the word. These individuals are known as Exiles.
{table=head] Level |
Minor |
Intermediate |
Major
1 | | | Disguise +2
2 | | Disguise +2 | Blemish
3 | | | Constitution +1
4 | Disguise +2 | Blemish | In The Details
5 | | |Outcast Affinity +2
6 | | Constitution +1 | Blemish
7 | | | Knowledge(The Planes) +2
8 |Blemish | In The Details |Ancestor's Presence(Harmful Blows)
9 | | | Charisma +1
10 | |Outcast Affinity +2 | Blemish
11 | | |Outcast Affinity +4
12 | Constitution +1 | Blemish |Eldritch Charm
13 | | | Hide +2
14 | |Knowledge(The Planes) +2 | Blemish
15 | | | Wisdom +1
16 |In The Details|Ancestor's Presence(Harmful Blows)| Ancestor's Presence(Cannot Hide)
17 | | |Outcast Affinity +6
18 | | Charisma +1 | Blemish
19 | | | Move Silently +2
20 |Outcast Affinity +2 | Blemish | Outcast Epitome
[/table]
Blemish: At the levels listed above, the Exile gains a Blemish (http://www.giantitp.com/forums/showthread.php?t=243695). The Exile treats their Warp Level as being equal to 1/8, 1/4, or 1/2 their level, depending on bloodline strength. All Blemishes known are active, except when the Exile decides to suppress them. After all, most mortals can't handle most things that are a little bit odd, not to mention the Exile's oddness. The Exile may suppress Blemishes, making them not visible, but at the cost of not benefiting from them when suppressed. It takes a full minute to suppress a Blemish, and a full-round action to regain all suppressed Blemishes.
In The Details: It's often said that the Devil is in the details. Exiles tend to disagree. After all, they know that the insanity-causing madness of the Far Realms lies in their own details. Whenever the Exile has at least one Blemish active, whenever a creature first looks at them, they must make a Will save with a DC equal to 10 + 1/8, 1/4, or 1/2 their level, depending on bloodline strength, or be Shaken for the next round. This effect may be renewed by the Exile using one of their Blemish's abilities in front of a target that has already been affected by this ability, forcing them to make another Will save or be shaken for another round.
Outcast Affinity: You tend to get along better with other creatures that share origins outside reality. You gain a bonus to social interaction rolls involving creatures with the Outcast class ability, can use Blemishes, or are from the Far Realm(note: Not all Aberration type creatures are from the Far Realm) as listed on the table above.
Ancestor's Presence: The Exile is the child of a creature that has forced its way into our reality from the Far Realm. As such, for a limited amount of time per day, the Exile may enhance their body with energy from the Far Realm, although they cannot keep up this flow of energy for as long as their ancestor could. The Exile may use Outcast Presence as noted on the table above, except its effects are only active for a number of rounds per day equal to 1/4 or 1/2 your level + your Constitution modifier. These rounds need not be consecutive.
Eldritch Charm: You know how easy mortals can be to manipulate, an instinct that lies in your blood. You gain a bonus equal to 1/2 your Outcast Affinity bonus on all Bluff, Intimidate, and Sense Motive checks. Once per day per 5 levels, you may add 1/2 your Warp to a single Bluff, Intimidate, or Sense Motive check.
Outcast Epitome: You come into your bizarre heritage's abilities. You may enter a trance where you temporarily let your alien side rule your body. When under the effects of this trance, you constantly benefit from Ancestor's Presence without affecting the time you can spend in that state, benefit from the Offended Senses class ability as though you were a Pariah of 1/2 your level, and are treated as being under the effect granted by the Normal Presence class ability. You may enter this state a number of rounds per day equal to 1/2 your level. These rounds need not be spent consecutively.
Special: Sometimes an Exile's alien side grows to the point where they become on-par with a Pariah. Should an Exile take a level in Pariah, they lose all the benefits of this bloodline and bloodline levels taken for it, and add a number of Pariah levels equal to the number of bloodline levels you took for this bloodline.
Mahou Shonen[Magical Girl (http://www.giantitp.com/forums/showthread.php?t=218981)]
Most know of Magical Girls, the female protectors of all that is good and wholesome. These girls often grow up, and continue the tradition with their children, who are almost always female. Almost being the keyword. Sometimes a Magical Girl will give birth to a boy, who will still manifest the powers of a Magical Girl, albeit reduced. These individuals are the Mahou Shonen.
{table=head] Level |
Minor |
Intermediate |
Major
1 | | |Diplomacy +2
2 | |Diplomacy +2 | Device, Dude Looks Like a Lady, Costume(Basic)
3 | | |Charisma +1
4 |Diplomacy +2 | Device, Dude Looks Like a Lady, Costume(Basic)| Illuminations(1st)
5 | | |Mahou Affinity +2
6 | | Charisma +1 | Costume(1 CP, +1)
7 | | |Use Magic Device +2
8 |Device, Dude Looks Like a Lady, Costume(Basic) | Illuminations(1st) | Illumination(1st)
9 | | | Constitution +1
10 | |Mahou Affinity +2 | Costume(2 CP), No Fear
11 | | |Mahou Affinity +4
12 | Charisma +1 | Costume(1 CP, +1) | Illumination(2nd)
13 | | | Heal +2
14 | |Use Magic Device +2 | Men Perservere, Costume(3 CP)
15 | | |Wis +1
16 |Illuminations(1st)|Illumination(1st) | Illumination(2nd)
17 | | |Mahou Affinity +6
18 | |Constitution +1 |Costume(4 CP, +2), Device-Limit Form
19 | | |Disguise +2
20 |Mahou Affinity +2 | Costume(2 CP), No Fear| Mahou-est Shonen
[/table]
Device: The Mahou Shonen is descended from a Magical Girl, and gains the power of one, gaining a Device (http://www.giantitp.com/forums/showthread.php?t=218981), as per the Magical Girl class feature.
Dude Looks Like a Lady: The powers you've gotten were meant for a girl, but it seems like the universe will just settle for you looking like one. You look like a girly man at best, most Mahou Shonen looking like a girl dressed in guys' clothes. You must attempt a Disguise check DC 15 + 2, 4, or 6, depending on bloodline strength, in order to look androgynous, as few Mahou Shonen ever get the chance to look manly. You may add 5 to the DC of the check in order to barely look like a man.
Costume: Your momma wore one, so it's good enough for you! You gain a costume, like the Magical Girl class feature, which progresses as per the table above. However, at first, the costume is only good for looks, and when you first get it, confers no benefit other than that of being armor. The costume is always girly, and you always look like a girl when wearing it.
Illuminations: You learn how to wield the same powers as your mother did. You gain two Illuminations of the listed level each time Illuminations is listed on the table above. You may only prepare a number of Illuminations of each level equal to 1/2 of the number of Illuminations known for that level. You gain a mote pool equal to 1/8, 1/4, 1/2 their level + your Charisma modifier, and start off each encounter with a number of motes equal to 1/2 your mote pool maximum - 1(minimum 1). You may generate motes once every two turns by spending a swift action to generate the mote.
Mahou Affinity: Mahou Shonen get along with allies of justice, and do draw their share of unfair attention from other guys. The Mahou Shonen gains the listed bonus to social interactions involving Mahou Shoujo, Mahou Shonen, and men in general.
No Fear: Mahou Shoujo(and manly men! Which you are despite not looking like one) are known for not fleeing when scared. You do not flee or cower when exposed to fear effects, and gain a +2 bonus to saves against fear effects. Additionally, once per day, you may ignore the results of a failed save against a fear effect and treat the roll as though you were successful.
Men Perservere: Men(like you! That's right, you're still a guy! Even if you prance around in a frilly outfit to fight evil....) keep going. A number of times per day equal to 2 + your Charisma modifier, when you make a save against a Will or Fortitude effect that would allow for a reduced effect upon a save, you may instead choose not to be affected at all. Alternatively, when failing a Fortitude save, you may choose to be affected by a reduced effect provided the effect has one. The second use of this ability expends two uses of this ability.
Device-Limit Form: You can push your Device to the manly max(or at least the manliest you can get). You may transform your Device into Limit Form like a Magical Girl, except you may use Illuminations when it is active, and must spend a swift action each turn to maintain Limit Form.
Mahou-est Shonen: You're the manliest magical girl around! In fact, you've gotten so comfortable with your power, you sometimes almost feel comfortable wearing an outfit with five times more lace than the average shoe!....Oh, yeah, and attained the most magical power that a man can. Select two 3rd level Illuminations. Once per day, you may use one of these Illuminations, after which you may not use 3rd level Illuminations again until the next day. Also, you gain a bonus to AC when wearing your costume equal to your Constitution modifier, and your Mote pool increases by one.
Special: Sometimes, a Mahou Shonen can embrace the full power of a Magical Girl, although few of those who can even want to. But if they do, should an Mahou Shonen take a level in Magical Girl, they lose all the benefits of this bloodline, excepting Dude Looks Like a Lady and bloodline levels taken for it, and add a number of Magical Girl levels equal to the number of bloodline levels you took for this bloodline.
Note: This can just as easily be re-fluffed for girls, as Magical Girls who didn't take on their full power. Just call it the Mahou Mahou and remove the Dude Looks Like a Lady ability.