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Welknair
2011-06-15, 10:24 PM
I was bored again. It seems like that's happening a lot lately. I'm letting my system cook for a bit as I ponder the nuances of my newly re-written combat system. In the mean time, I decided to give another swing at bloodlines which I find so interesting. So... yeah. Here ya go.

This bloodline (These bloodlines?) is (are?) made to go along with my various NPC PrCs for a low-magic, low-power game. It is was not intended for the Hero-Born to become the same class as their ancestor. It'd Some would be a bit redundant. However, many are still doable and work quite well.

IGNORE THE ABOVE PARAGRAPH! Edits have been made such that these are perfectly usable by normal characters - even by the same class! And at the same time they can still fill roll mentioned above. Neato.


Hero-Born
http://fc00.deviantart.net/fs71/i/2011/131/e/3/heroic_by_venishi-d3g57sc.jpg

The world is full of heroes. When those heroes have children, it may as well be the gods having children. The blood of their ancestors courses strong through their veins, giving them many of the powers held by these same ancestors. It is not unheard of for a Hero-Born to manifest many generations after the heroes in question were long dead. There's even a myth or two about whether the Hero-Born are in fact reincarnations of the heroes of old. No matter where these individuals arise, they are destined for greatness.

Level
Minor
Intermediate
Major1 Skill 1 +22 Skill 1 +2 Destined 13 Ability 1 +14 Skill 1 +2 Destined 1 Class Special 15 Heroic Affinity +26 Ability 1 +1 Destined 27 Skill 2 +28 Destined 1 Class Special 1 Class Special 29 Ability 2 +110 Heroic Affinity +2 Destined 311 Heroic Affinity +412 Ability 1 +1 Destined 2 Class Special 313 Skill 3 +214 Skill 2 +2 Destined 415 Ability 3 +116 Class Special 1 Class Special 2 Class Special 417 Heroic Affinity +618 Ability 2 +1 Destined 519 Skill 4 +220 Heroic Affinity +2 Destined 3 Class Special 5

Skill 1-4 +2: The Hero-Born inherits natural talents in a number of skills based on their heritage. These skills are derived from the appropriate Lineage below.

Destined: The Hero-Born are destined for greatness from birth till death. Their endeavors naturally have a greater tendency to succeed. They gain a "Destiny Pool" equal to the rating of their Destiny ability. They may use these points to gain rerolls for themselves or force opponents to reroll. In the latter case the opponent's roll must have been directly related to the Hero-Born (Such as an attack roll targeted at them or a saving throw to resist a save). These points regenerate at a rate of 1/day and one is recovered when in particularly dramatic circumstances, such as facing an arch-rival.

Ability 1-3 +1: Similarly the Hero-Born is smarter, faster and stronger than their mundane counterparts. They gain bonuses to ability scores derived from their Lineage.

Heroic Affinity: Hero-Born are grand, larger-than-life figures. They naturally are granted respect from their fellow heroes. They gain a bonus on all interaction rolls with characters with one or more levels in the class corresponding to their Lineage.

Lineage: Heroes come from all walks of life and have a variety of professions. The descendants of these heroes have unique abilities derived from the vocation of their ancestors. The ancestor's class is referred to as the Lineage and determines the Class Specials as well as the Skill and Ability bonuses.


Wizard:
Skills: Knowledge (Arcana), Spellcraft, Decipher Script, Concentration
Abilities: Intelligence, Wisdom, Dexterity

{table=head] | Class Special
1 | Magic Aptitude (1st)
2 | Magic Aptitude (2nd)
3 | Magic Aptitude (3rd)
4 | Magic Aptitude (4th)
5 | Magic Aptitude (5th)
[/table]

Magic Aptitude: Thanks to their lineage, the Hero-Born has retained a minor arcane skill from their ancestor. They gain the ability to cast a single first-level spell drawn from the Wizard spell list 1/day as a spell like ability with a CL equal to 1/4, 1/2, or 1X their level, depending on the bloodline strength. Each time Class Special is gained, they learn an additional spell which is of one level higher. So the first time Class Special is gained, the Hero-Born chooses a first-level spell, then a second-level spell, then a third and so on. Saves are Int based.

Cleric:
Skills: Knowledge (Religion), Heal, Spellcraft, Concentration
Abilities: Wisdom, Strength, Constitution

{table=head] | Class Special
1 | Divine Inheritance (1st)
2 | Divine Inheritance (2nd)
3 | Divine Inheritance (3rd)
4 | Divine Inheritance (4th)
5 | Divine Inheritance (5th)
[/table]

Divine Inheritance: Honor the father, honor the son. The Hero-Born is blessed by the gods which their ancestors worshiped so vehemently. They gain the ability to cast a single first-level spell drawn from the Cleric spell list 1/day as a spell like ability with a CL equal to 1/4, 1/2, or 1X their level, depending on the bloodline strength. Each time Class Special is gained, they learn an additional spell which is of one level higher. So the first time Class Special is gained, the Hero-Born chooses a first-level spell, then a second-level spell, then a third and so on. Chosen spells may come from the Domains of the deity. Saves are Wis based.

Paladin:
Skills: Diplomacy, Heal, Knowledge (Religion), Intimidate
Abilities: Charisma, Strength, Wisdom

{table=head] | Class Special
1 | Smite Evil 1/day
2 | Lay on Hands
3 | Divine Protection
4 | Blessing
5 | Leadership of the Valiant
[/table]

Smite Evil: Evil is everywhere in the world. And it must be rooted out at all costs. It was the ancestor's duty, it is the descendent's duty. They gain Smite Evil 1/day as a Paladin of 1/4, 1/2, or 1X their level, depending on the bloodline strength.

Lay on Hands: The ability to heal the sick and injured is core to protecting the weak. The Hero-Born gains the ability to Lay on Hands as a Paladin of 1/4, 1/2, or 1X their level, depending on the bloodline strength. If the Hero-Born has levels in Paladin, add 1/4, 1/2, or 1X their level depending on bloodline strength to their Paladin level for purposes of determining the amount that they can heal each day.

Divine Protection: The eyes of the same god which watched over their ancestor watches over the Hero-Born. They gain Divine Grace as the Paladin ability and gain Immunity to Fear. If they already have Divine Grace from levels in Paladin or another source, treat their Charisma modifier as one higher for determining the bonus to saves.

Blessing: The Hero has served and the Hero is rewarded. They gain the ability to cast a single fourth-level Paladin spell 1/day as a spell-like ability as a Paladin of 1/4, 1/2, or 1X their level, depending on the bloodline strength. Saves are based off of Wis.

Leadership of the Valiant: The Hero-Born naturally rallies followers to themselves. People just seem to see them as the person in charge. The Hero-Born may spend a number of Destiny points to give an equal bonus to the AC, Attack Bonus and saves of all those following them for the duration of a battle. Doing so is a free action.

Rogue:
Skills: Hide, Move Silently, Bluff, Sleight of Hand
Abilities: Charisma, Dexterity, Intelligence

{table=head] | Class Special
1 | Stealthy
2 | Sneak Attack +1d6
3 | Talented
4 | Sneak Attack +2d6
5 | Special Ability
[/table]

Stealthy: Don't be seen, don't be stabbed. It may not seem terribly heroic, but heroism gets people killed. Those aren't heroes, those are martyrs. And no one wants to be a martyr-born. The Hero-Born gains Stealthy as a bonus feat.

Sneak Attack: An idiot could figure out that it's easier to defeat an enemy with his back turned. It allowed their ancestor to survive at least. The Hero-Born gains Sneak Attack as the rogue ability of the same name.

Talented: The Hero is skilled in a wide array of skills. They gain an additional two skills per level and add any three rogue skills they want to their class skill list.

Special Ability: The Hero-Born has inherited one of their ancestor's signature tricks. They select one of the Rogue special abilities to gain.

Fighter:
Skills: Intimidate, Jump, Climb, Swim
Abilities: Strength, Constitution, Dexterity

{table=head] | Class Special
1 | Weapon Aptitude
2 | Bonus Feat
3 | Mettle
4 | Bonus Feat
5 | Weapon of the Ancestor
[/table]

Weapon Aptitude: One cannot rely on always having their favorite weapon. The Hero-Born learns how to make do with about anything, just as their ancestor did. They gain Weapon Aptitude as the Warblade class feature of the same name.

Bonus Feat: Combat skill is central to the Fighter and their descendants. They gain Bonus Fighter Feats. For purposes of feat qualification, they treat their fighter level as 1/4, 1/2 or 1X their class level depending on bloodline strength. If they have levels in fighter, this number is added to their Fighter level for purposes of qualifying for these feats.

Mettle: It's hard to stop a Hero-Born descended from a Fighter. They are naturally resistant to health-affecting spells. They gain Mettle as the Knight ability of the same name.

Weapon of the Ancestor: Most every fighter has a favorite weapon. The Hero-Born's ancestor is hardly an exception. Though the weapon itself may be long-lost, the essence of what it was remains. The Hero-Born may choose one weapon with which they are proficient to be their Ancestor Weapon. The Hero-Born must have a copy said weapon of at least masterwork quality. This is the new incarnation of the weapon. It becomes indestructible (Cannot be sundered, disintegrated, or similar. Only deific power or the Hero-Born himself can destroy it). While the Hero-Born wields this weapon, it's enhancement bonus increases by three. When this ability is gained, the Hero-Born may choose to use some this bonus to instead apply special qualities to the weapon, such as Flaming. If the weapon is already enchanted (at least +1) then all three of this may be used for special qualities. These weapons also have a tendency of returning to the Hero if lost.

Druid:
Skills: Survival, Knowledge (Nature), Handle Animal, Climb
Abilities: Wisdom, Dexterity, Charisma

{table=head] | Class Special
1 | Wild Empathy
2 | Forest Birthright (1st)
3 | Forest Birthright (2nd)
4 | Forest Birthright (3rd)
5 | Forest Birthright (4th)
[/table]

Wild Empathy: Being at home in the forest comes naturally to the Hero-Born of the ancient druids. It's just... right. They gain Wild Empathy as the Druid ability of the same name. If the Hero-Born has levels in Druid or another class that grants Wild Empathy, add 1/4, 1/2 or 1X their level depending on bloodline strength to this check.

Forest Birthright: The forest is timeless and the forest remembers. It remembers essences most of all. It recognizes this individual as the heir to its power. And so that power is given. The Hero-Born gains the ability to cast a single first-level spell drawn from the Druid spell list 1/day as a spell like ability with a CL equal to 1/4, 1/2, or 1X their level, depending on the bloodline strength. Each time Class Special is gained after the first they learn an additional spell which is of one level higher. So the second time Class Special is gained, the Hero-Born chooses a first-level spell, then a second-level spell, then a third and so on. Saves are Wis based.

Psion:
Skills: Knowledge (Psionics), Psicraft, Use Psionic Device, Concentration
Abilities: Intelligence, Wisdom, Dexterity

{table=head] | Class Special
1 | Psionic Talent (1st)
2 | Psionic Talent (2nd)
3 | Psionic Talent (3rd)
4 | Psionic Talent (4th)
5 | Psionic Talent (5th)
[/table]

Psionic Talent: It's not uncommon for the child of a prominent Psion to inherit some of their parent's powers. They gain the ability to cast a single first-level power drawn from the psion power list 1/day as a psy-like ability with a ML equal to 1/4, 1/2, or 1X their level, depending on the bloodline strength. Each time Class Special is gained, they learn an additional spell which is of one level higher. So the first time Class Special is gained, the Hero-Born chooses a first-level power, then a second-level spell, then a third and so on. Selected powers may be drawn from their ancestor's discipline list as well. Saves are Int based.

Special: Hero Born of this lineage always are of a Naturally Psionic race, take Psion at 1st level or take Wild Talent as their feat at first level.

Barbarian:
Skills: Intimidate, Jump, Climb, Swim
Abilities: Constitution, Strength, Dexterity

{table=head] | Class Special
1 | Power Attack
2 | Rage 1/day
3 | Damage Reduction 1/-
4 | Rage 2/day
5 | Destined Rage
[/table]

Power Attack: Barbarians tend to be a bit... zealous when it comes to smashing things. Their children are no different. The Hero-Born gains Power Attack as a bonus feat.

Rage: The Hero-Born finds that just like their ancestor they may fly into a rage for short spaces of time to accomplish truly terrifying feats of strength and endurance. They can Rage a number of times per day as the Barbarian class feature.

Damage Reduction: Like their ancestor, the Hero has the ability to shrug off lesser injuries. They gain Damage Reduction 1/-.

Destined Rage: It is the birthright of the Hero-Born to follow in the footsteps of their ancestor, bringing horrible destruction to all that oppose them. When the Hero-Born enters a rage, they may choose to spend a number of Destiny Points. If they do so, it is a Destined Rage. For the duration they gain an additional bonus to their constitution, attack and damage rolls equal to the number spent. They ignore the first hit that would reduce them to 0 hp or below, but this ends the Destined Rage effect, reverting it to a regular one.

Ranger:
Skills: Survival, Knowledge (Nature), Handle Animal, Climb
Abilities: Dexterity, Wisdom, Strength

{table=head] | Class Special
1 | Inherited Style
2 | Favored Enemy
3 | Forest Guide
4 | Ranger's Secret
5 | Destined Enemy
[/table]

Inherited Style: The Hero-Born has received some of the fighting prowess their ancestor had in life. They get either Point Blank Shot or Two Weapon Fighting as a bonus feat.

Favored Enemy: It is the ranger's job to hunt the creatures of the dark forest. Early in their careers they establish which opponents they will focus their efforts on. This hatred and focus is passed along through the generations. The Hero-Born gains 1st Favored Enemy a the Ranger ability of the same name. If the Hero-Born has levels in Favored Enemy, this feature stacks. For example, if they had 1st Favored Enemy already, they now gain their 2nd and their 1st increases to +4.

Forest Guide: The Hero-Born finds that he is naturally adept at surviving and passing through forests. They gain Track and Wilderness Stride.

Ranger's Secret: From their time spent in forests and their ancestor's time the Hero-Born has unlocked a secret to better fulfill their role. They gain the ability to cast a single fourth-level Ranger spell 1/day as a spell-like ability as a Ranger of 1/4, 1/2, or 1X their level, depending on the bloodline strength. Saves are based off of Wis.

Destined Enemy: The Hero knows that it is their destiny to defeat the enemy against which their ancestor fought all their life. As a free action the Hero-Born may expend a number of Destiny Points. For the duration of the encounter the Hero-Born adds the number spent to all attack rolls against their favored enemies and an equal number of d6s of damage when said attacks land.

Bard:
Skills: Perform, Diplomacy, Gather Information, Bluff
Abilities: Charisma, Dexterity, Intelligence

{table=head] | Class Special
1 | Inspire Competence
2 | Bardic Trick
3 | Friendly Face
4 | Bardic Knack
5 | Song of the Fathers
[/table]

Inspire Competence: The Hero finds that he has the ability to rally others and increase their effectiveness just as their ancestor could. The Hero-Born gains Inspire Competence as the Bard ability of the same name. This includes the Perform requirement. This ability may be used a number of times per day equal to 1/4, 1/2 or 1X their level, depending on bloodline strength. If the Hero has levels in bard, increase their daily Bardic Music uses by the above number.

Bardic Trick: The Hero finds that he can perform an interesting and somewhat magical trick. They gain the ability to cast a single first-level Bard spell 1/day as a spell-like ability as a Bard of 1/4, 1/2, or 1X their level, depending on the bloodline strength. Saves are based off of Cha.

Friendly Face: The Hero comes across a very personable individual, sharing in some of the charisma their ancestor accumulated. They gain a bonus to all Diplomacy and Gather Information checks equal to 1/4, 1/2 or 1X their level, depending on bloodline strength.

Bardic Knack: The Hero finds that he can perform an even more useful casting. They gain the ability to cast a single second-level Bard spell 1/day as a spell-like ability as a Bard of 1/4, 1/2, or 1X their level, depending on the bloodline strength. Saves are based off of Cha.

Song of the Fathers: The Hero-Born has the ability to channel the essence of their Ancestor through their performance, inspiring all their allies. They spend a number of Destiny Points and as long as they remain concentration (Continue Performing, expending a standard action each round) all allies with earshot of the Hero gain a bonus on all saves equal to the number of Destiny Points spent and a number of Temporary Hitpoints equal to ten times this number. These Temporary Hitpoints disappear as soon as the Hero stops performing.

Sorcerer:
Skills: Spellcraft, Diplomacy, Bluff, Knowledge (Arcana)
Abilities: Charisma, Dexterity, Intelligence

{table=head] | Class Special
1 | Sorcerous Blood (1st)
2 | Sorcerous Blood (2nd)
3 | Sorcerous Blood (3rd)
4 | Sorcerous Blood (4th)
5 | Sorcerous Blood (5th)
[/table]

Sorcerous Blood: Thanks to the blood of their ancestors, the Hero has the ability to effortlessly channel a small number of arcane spells. They gain the ability to cast a single first-level spell drawn from the Sorcerer spell list 1/day as a spell like ability with a CL equal to 1/4, 1/2, or 1X their level, depending on the bloodline strength. Each time Class Special is gained, they learn an additional spell which is of one level higher. So the first time Class Special is gained, the Hero-Born chooses a first-level spell, then a second-level spell, then a third and so on. Saves are Cha based.

Special: These Hero-Born have the capacity to become Sorcerers. If that wasn't already obvious. You know. The whole sorcerous blood thing. ... Yeah.

Warlock:
Skills: Knowledge (The Planes), Use Magic Device, Spellcraft, Knowledge (Arcana)
Abilities: Charisma, Dexterity, Constitution

{table=head] | Class Special
1 | Eldritch Blast 1d6
2 | Invocation (Least)
3 | Eldritch Blast 2d6, Damage Reduction 1/Cold Iron
4 | Invocation (Lesser)
5 | Eldritch Blast 3d6, Fiendish Resilience 1
[/table]

Eldritch Blast: Those sired by Warlocks maintain some of the... advantages garnered from their ancestor's dealings with the less savory entities of the outer planes. They gain Eldrtich Blast as the Warlock ability of the same name. As they progress the amount of damage dealt by Eldritch Blast increases as noted above. If the Hero-Born has levels in Warlock, increase the amount of damage dealt by their Eldritch Blast by the amount indicated.

Invocation: One of the ancestor's invocations has passed on to their descendent, giving them the power to call upon it whenever they please. the Hero-Born selects a Least Invocation which they become able to use at-will as a Warlock of 1/2 or 1X their level, based on bloodline strength. For the fourth Class Special, they gain access to a Lesser Invocation. If the Hero-Born has levels in Warlock, they learn additional Invocations of up to the highest level available to them.

Damage Reduction: Like their ancestors and their ancestor's patrons, normal weapons are ineffective against the Hero-Born. At least somewhat. They gain Damage Reduction 1/Cold Iron.

Fiendish Resilience: Demonic power courses through the veins of the Hero-Blood, just as it did through their parents before them. This essence allows their bodies to repair at ungodly speeds. One per day as a free-action the Hero-Blood may enter a regenerative state for two minutes during which he gains Fast Healing 1.

Design Note: Wasn't really sure what to do here. I felt like I should be adding something a bit more unique, but couldn't think of anything. I wanted to include Damage Reduction /Cold Iron and Fiendish Resilience as these are hallmark traits of the Warlock. I think this is justified as the increase in Eldritch Blast is really just to keep it somewhat useful.

Warblade:
Skills: Martial Lore, Concentration, Intimidate, Jump
Abilities: Strength, Intelligence, Dexterity

{table=head] | Class Special
1 | Blade Born (1st)
2 | Bladesman's Stance
3 | Blade Born (3rd)
4 | Battle Cunning
5 | Blade Born (5th)
[/table]

Blade Born: The Hero-Born is gifted with some of the signature techniques possessed by their ancestor. The Hero-Born gains access to a single Maneuver from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, or White Raven discipline. The level of this maneuver cannot exceed the level indicated. This maneuver may be used once per encounter as a Warblade of 1/4, 1/2, or 1X the Hero-Born's level, depending on bloodline strength. If the Hero-Born has levels in Warblade, they instead learn an extra Maneuver of up to the highest level available to them.

Bladesman's Stance: Every self-respecting Martial Adept knows that stance is key to success. The Hero-Born has inherited one of the forms which served their patron so well. They gain access to a single stance from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, or White Raven discipline of a level no higher than 3rd. If the Hero-Born has levels in Warblade, they instead learn an additional stance of up to the highest level available to them.

Battle Cunning: Intelligence is good. It helps you keep a level head and to see things analytically. Like noticing that your opponent has a slow left-parry. The Hero-Born gains Battle Cunning, as the Warblade ability of the same name.

radmelon
2011-06-15, 11:28 PM
Yay bloodlines!
These look to be pretty good. The world needs more bloodlines.

Welknair
2011-06-15, 11:47 PM
Yay bloodlines!
These look to be pretty good. The world needs more bloodlines.

You know, I can't remember seeing any homebrew bloodlines from other creators. They don't get the love they deserve. You'll also notice that mine tend to be a tad peculiar in their versatility. You can use each of them for a wide variety of characters as opposed for a single build.

I kinda want to run a low-magic, low-power game now. All the players would only be allowed to take levels in Commoner, Expert, and my NPC PrCs. Then they'd get a choice between my three bloodlines to spice things up with some supernatural flair. You know, so they actually have a shot of killing something.

Ajadea
2011-06-16, 12:03 AM
A couple critiques:
Paladin: Divine Grace is a very strong defensive ability. Perhaps order it as Smite Evil, Lay on Hands, Divine Protection, Blessing, Leadership of the Valiant? Paladin spells are good, but not that good, and it's 1/day after all. Considering Leadership of the Valiant is in this new order, gained at level 20, you could make it a bit more tasty if you wanted. Perhaps by letting it add to saves as well?

Rogue: Talented is certainly stronger than Stealthy. Switch them.

Otherwise they look good!

Welknair
2011-06-16, 12:27 AM
A couple critiques:
Paladin: Divine Grace is a very strong defensive ability. Perhaps order it as Smite Evil, Lay on Hands, Divine Protection, Blessing, Leadership of the Valiant? Paladin spells are good, but not that good, and it's 1/day after all. Considering Leadership of the Valiant is in this new order, gained at level 20, you could make it a bit more tasty if you wanted. Perhaps by letting it add to saves as well?

Rogue: Talented is certainly stronger than Stealthy. Switch them.

Otherwise they look good!

Thanks! Made the edits as suggested. Hopefully I can come up with stuff for Druid, Barbarian and Ranger tomorrow. Class Specials galore.

The-Mage-King
2011-06-16, 12:45 AM
These... Are pretty nice, actually.

Good work.

Welknair
2011-06-16, 08:23 AM
These... Are pretty nice, actually.

Good work.

Thanks!

Due to general approval I'll be trying to come up with more Lineages today.


Edit: Added in... a bunch of other lineages. Many of which will likely need some tweaking.

The Bushranger
2011-06-21, 12:39 AM
You know, I can't remember seeing any homebrew bloodlines from other creators. They don't get the love they deserve. You'll also notice that mine tend to be a tad peculiar in their versatility. You can use each of them for a wide variety of characters as opposed for a single build.

I made a Drow bloodline (http://www.giantitp.com/forums/showthread.php?t=90211) once, but there absolutely do need to be more of them. I like these. ^_^

The-Mage-King
2011-06-21, 12:40 AM
Nifty stuff. Any chance of some non-PHB classes having descendants represented by these?

Welknair
2011-06-21, 08:21 AM
Nifty stuff. Any chance of some non-PHB classes having descendants represented by these?

You'll notice the Psion somehow got the Monk's slot...


I've been juggling around a couple of ideas for other non-core lineages. Any particular requests?

The-Mage-King
2011-06-21, 12:14 PM
Starts with a "W" and ends with an "arblade".


And it's friend, which starts with a "W" and ends with an "arlock".

Simple stuff, really.

Welknair
2011-06-21, 04:50 PM
Starts with a "W" and ends with an "arblade".


And it's friend, which starts with a "W" and ends with an "arlock".

Simple stuff, really.

Ask and ye shall receive. Both added. Though do note that I don't do much homebrew for these subsystems (Read "haven't done any") and as such these may be less than phenomenal.

I also replaced the Barbarian-Born's Blurring Rage with Damage Reduction 1/-. Why didn't I do that in the first place?


Does anyone else get the urge to start making some Bloodline characters? These could be used for some interesting ones... Major Warblade Bloodline Barbarian? Intermediate Sorcerer Bloodline Rogue? Minor Paladin Bloodline Fighter? Certainly an interesting alternative to multiclassing.

Amechra
2011-06-22, 01:14 PM
Mmm, Heroborn Warlock and Heroborn Paladin with your Mudblood bloodline...

That would be fun to RP.

Welknair
2011-06-22, 02:31 PM
Mmm, Heroborn Warlock and Heroborn Paladin with your Mudblood bloodline...

That would be fun to RP.

Yes it would. Most of my bloodlines lead not only to interesting builds, but to interesting characters in general. Glad you like them.

Edit: Changed the picture and moved the previous one over to Half-Blood.

Falin
2011-10-16, 05:38 PM
The fighter bloodline. It gives a full class fighter access to epic feats at level 11. Not that anyone plays a full class fighter, I'm just sayin'.