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    Default Holy Bloodlines (Fire Emblem 4/5) (Bloodlines, 3.5)

    Holy Blood

    Long ago, a mighty and evil dragon ruled over an empire. Passing its spirit and control from emperor to emperor, it maintained a dynasty for centuries, using the line as puppets.

    Many atrocities were committed in its name, and eventually the people grew angry, and resentful. A rebellion stirred

    And, as rebellions are wont to do in the face of overwhelming odds, crushed through attrition. The remnants took cover in a lone city, fighting for survival.

    And then, a miracle occurred. Twelve beings- some say mighty dragons, others claim gods, and yet others say 'dragon-gods'- descended, offering certain members of the resistance a chance to gain power enough to topple the empire.

    Entering into blood-bonds, the newly empowered Twelve Crusaders finally achieved their goal, breaking the line of emperors and freeing the lands. Their descendants, still blessed by the dragon-gods, continue, gaining powers similar to those of their forebearers....




    Baldur Bloodline

    Descendants of the Holy Knight Baldur, the bearers of this bloodline are righteous sorts, oft seen smiting evil. Paladins and holy priests are common in their stock, and find their natural abilities to be quite complementary to the ones they develop.

    Spoiler: Baldur Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Ride +2
    3 - -
    4 Ride +2 Luck of the Divine
    5 - -
    6 - Charisma +1
    7 - -
    8 Luck of the Divine Blood-Bonded Smite
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Charisma +1 Pursuit
    13 - -
    14 - Diplomacy +2
    15 - -
    16 Blood-bonded Smite Rally
    17 - -
    18 - Strength +1
    19 - -
    20 Holy Blood Affinity +2 Blood-blessed Blade

    Luck of the Divine: With the blessings of a mighty dragon, good luck seems to follow the Baldur bloodline. They gain a Luck bonus to all saves equal to the number of bloodline levels they possess.

    Blood-bonded Smite (Su): The Holy Knight's strengths were his conviction and drive to defeat evil. Once per day per bloodline level he possesses, the character may Smite Evil, as a paladin of his level. In addition, if the target of a Smite Evil attempt is of the Dragon type, or Dragonblood subtype, he deals one point of Con damage on a successful hit.

    Pursuit: One of the skills of Baldur was following up an attack with just as much vigor as the first. When the character makes a full attack, they gain a +5 bonus on each iterative attack granted by a high base attack bonus.

    Rally (Ex): While being a great warrior, the Holy Knight was also a leader. As a swift action, once per encounter, the character may grant all allies within 30 feet of him a morale bonus equal to his Charisma modifier on attack rolls or saving throws against Mind Affecting effects. Alternatively, he may grant them Damage Reduction equal to his Charisma modifier. Regardless of the chosen bonus, this benefit lasts 5 rounds.

    Blood-blessed Blade (Su): The very nature of Baldur's blood is anathema to evil, and potent against dragons. As a move action, by taking one point of Constitution burn, the character may apply the Bane (Dragon) and Holy properties to a weapon they touch. These properties only work for them, and last for one minute. This ability may be used once per day per bloodline level they possess.



    Bragi Bloodline

    The archpriest Bragi's descendants, those borne of this bloodline are frequent healers, rendering their aid to those who need it. Clerics, Healers, and other classes that provide healing magic are often taken by holders of this bloodline. Due to some corruption of the name, though, the line has been called by "Blaggi", "Blagi", and a number of other names at times...

    Spoiler: Bragi Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Heal +2
    3 - -
    4 Heal +2 Healer's Touch
    5 - -
    6 - Wisdom +1
    7 - -
    8 Healer's Touch Spell Resistance
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Wisdom +1 Miraculous Survival
    13 - -
    14 - Spellcraft +2
    15 - -
    16 Spell Resistance Poet's Words
    17 - -
    18 - Charisma +1
    19 - -
    20 Holy Blood Affinity +2 Bragi's Blessings

    Healer's Touch (Su): The power of Bragi's restorative magic is legendary, and this power is inherited by his descendants. Whenever the character uses a spell of the [Healing] subschool, they may add their Wisdom modifier to the amount of Hit Points restored. If they possess two or more bloodline levels, they instead apply their Wisdom modifier as a bonus to each die rolled.


    Spell Resistance (Su): In addition to being gifted healers, Bragi stock is known for their resistance to hostile magic. They gain Spell Resistance equal to their hit dice+5. This spell resistance does not apply to spells cast by allies. For each bloodline level after the first they possess, this increases by .

    Miraculous Survival (Su): Sometimes, the natural wellness of the Bragi line exceeds even their high expectations. If the character would be killed outright by an attack or other effect, or have their hit points reduced to 0 or below, they may instead be reduced to 1 HP. This ability may be used once per day. For every bloodline level beyond 2 that the character possesses, this may be used an additional time per day.

    Poet's Words (Su): As Bragi once served as an inspiration for his comrades, so too do his descendants. As a full-round action, the character may give an ally an extra Standard action on their next turn. This ability may be used once per day per bloodline level the character possesses.

    Bragi's Blessings (Sp): The ultimate ability of Bragi's bloodline is the perfect form of healing. Once per week, the character may use True Resurrection as a Spell-Like Ability.



    Dain Bloodline

    Born of the line of the Dragon Knight Dain, the brother of Noba, speed and skill with mounts come naturally to the bearers of this bloodline. Renown cavalry, both land based and aerial, are frequent among these Holy Blood bearers, though they clash with their distant Noba cousins more often than either would prefer to admit.

    Spoiler: Dain Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Ride +2
    3 - -
    4 Ride +2 Health of the Divine
    5 - -
    6 - Dex +1
    7 - -
    8 Health of the Divine Adept
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Dex +1 Ride-By Attack
    13 - -
    14 - Intimidate +2
    15 - -
    16 Adept Surging Motion
    17 - -
    18 - Str +1
    19 - -
    20 Holy Blood Affinity +2 Parry of the Dragon Knight

    Health of the Divine: A character with this bloodline has a sturdier body than most, once their heritage awakens. They gain an extra hit point per hit die. If they possess two or more bloodline levels, they gain an additional hp per two hit dice they possess.

    Adept (Ex): The speed and power of the Dragon Knight lives on in his descendants. Once per encounter, as a swift action after making an attack, the character may make an additional attack at his base attack bonus minus 5.

    Ride-By Attack: Dain's line often find themselves in mounted combat, on terrestrial mounts or the more exotic. The character gains the Ride-By Attack feat as a bonus feat, even if he does not meet the prerequisites.

    Surging Movement: The Dragon Knight was known for both his swift reactions and his quickness of motion, even extending to his mount. The character gains a +3 bonus on Initiative checks, and a 5-foot bonus to all forms of movement he possesses. While mounted, any creature he is riding gains a 10-foot bonus to all forms of movement it possesses.

    Parry of the Dragon Knight (Ex): Legends of Dain speak of his casual rediction of attacks aimed at him, turning blows aimed for him into strikes against his enemies. Once per encounter, as a free action while not his turn, the character may attempt to parry an attack aimed at him and redirect it to an adjacent creature. He makes an attack roll, and if the result is greater than the attack being parried, successfully diverts the blow to an adjacent creature of his choice. The original attacker may not be chosen.



    Fala Bloodline

    The members of this bloodline tend to keep to the traditions set by the Mage-Fighter Fala: If fire doesn't work, use more. Most find themselves using magical fire to do so, though some wield it through the traditional elemental methods.

    Spoiler: Fala Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Spellcraft +2
    3 - -
    4 Spellcraft +2 Fire Resistance
    5 - -
    6 - Cha +1
    7 - -
    8 Fire Resistance Expanded Knowledge, Strengthened Magic
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Cha +1 Searing Magic
    13 - -
    14 - Profession (Cook) +2
    15 - -
    16 Strengthened Magic Smoldering Defenses
    17 - -
    18 - Int +1
    19 - -
    20 Holy Blood Affinity +2 Inferno

    Fire Resistance (Su): The magic of the character's blood is mighty,and turns aside that akin to it. They gain Fire Resistance 5. If they possess two or more bloodline levels, this increases to Fire Resistance 10.

    Searing Magic (Su): Fala's sacred fire burns brighly in the magic of this character. Whenever they use a damaging spell or ability with the [Fire] descriptor, they may choose to ignore Fire Resistance, and deal half damage to creatures immune to fire damage with that ability. This may be used a number of times per day equal to 3+ their Charisma modifier.

    Expanded Knowledge: Fala's line's innate affinity for fire allows them to harness abilities normally outside their reach. A spellcaster with this bloodline may add one spell of the highest level that they can cast with the [Fire] descriptor to their spells known or spellbook, from any list, or two of up to the second highest level they can cast. Alternatively, they may add a power or mystery with the [Fire] descriptor of a level up to that of the second highest level they can cast to their spells known or spellbook, instead. Characters who use Powers or cast Mysteries may choose to add a spell, power, or mystery of up to the second highest level they can use to their repertoires, or one of the highest level, from any class' list. Characters who use maneuvers may gain an addition maneuver known with the [Fire] descriptor, of the highest level they can initiate, or two of any lower levels. A character must meet all prerequisites for additional maneuvers known. For each bloodline level after the first they posses, they character gains this ability again, learning additional spells, powers, mysteries, or maneuvers.

    Strengthened Magic: Connection to the divine enhances this character's magic. Whenever they cast a spell or use a similar ability with the [Fire] descriptor, they treat their caster level as 1 higher than normal. Furthermore, for all level-based damage effects with the [Fire] descriptor have their cap increased by 1 die per bloodline level possessed by the character.

    Smoldering Defenses (Su): The strength of the character's flames is such that it lingers, even after being used for an attack. Whenever they use a damaging spell or ability with the [Fire] descriptor, they gain a burning aura that lasts for one round. If a creature successfully makes a melee attack on them, that creature deals damage normally, but takes 1d6 points of fire damage per level of the spell or ability used. Creatures using reach weapons do not take this damage.

    Inferno (Su): The character's mastery of fire magic has reached its apex. All damage dealing abilities or spells with the [Fire] descriptor ignore Fire Resistance and deal half damage to creatures immune to fire damage. Furthermore, if they expend a use of Searing Magic while using such an ability, they may deal full damage to any creature immune to fire, instead of half.




    Fellblood Bloodline

    While the majority of Holy bloodlines come from the Twelve Crusaders, the technique their patrons used is old, and known by many. A number of powerful and evil dragons have performed the same ritual, and their chosen 'blessed' ones are collected under the name of 'Fellblood'. With a strong affinity for magic, and dark magic especially, is it any wonder why they're frequently found leading armies of undead or other evil beings...?

    Spoiler: Fellblood Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Bluff +2
    3 - -
    4 Bluff +2 Spell Resistance
    5 - -
    6 - Cha +1
    7 - -
    8 Spell Resistance Fell Sorcery
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Cha +1 Chosen Vessel
    13 - -
    14 - Spellcraft +2
    15 - -
    16 Fell Sorcery Mastery of the Field
    17 - -
    18 - Int +1
    19 - -
    20 Holy Blood Affinity +2 Fell Ignition

    Spell Resistance (Su): As dragons shrug off the mightiest of spells, the Fellblood resist most mortal magics. They gain Spell Resistance equal to their hit dice+5. This spell resistance does not apply to spells cast by allies. For each bloodline level after the first they possess, this increases by 5.

    Fell Sorcery (Sp/Psi): The blessings of mighty dragons flow through blood, granting arcane power. Once per day per bloodline level he possesses, the character may use one of the following spells as a spell-like ability, chosen at the level this ability is gained, with a caster leel equal to his character level. Once chosen, this spell cannot be changed.
    Charm Person (heightened to 2nd level), Curse of Impending Blades(Spell Compendium, p56), False Life, Infernal Wound(SpC, p122), Wracking Touch(SpC, p243)

    Alternatively, he may gain Hostile Empathetic Transfer as a Psi-like ability, usable once per day per bloodline level he possesses, with a manifester level equal to his character level.

    All saving throw DCs are based on Charisma.

    Chosen Vessel: The lines of dark dragons are strong of mind, though not without some cracks. They gain a +4 bonus to all saves against possession effects, and a +2 bonus to all saves against enchantment spells. If targeted by the progenitor of their bloodline, they instead take a -4 penalty on saves against both possession effects and enchantment spells.

    Mastery of the Field (Su): The Fellblood's will is absolute, overwhelming all. A number of times per day equal their Charisma modifier, they may impose a -2 circumstance penalty to the saving throws, attack rolls, and damage rolls of all enemies within a 30 foot radius of himself. These penalties can be negated with a successful Will save (DC 10+1/2th HD+Cha mod), and last for a number of rounds equal to the Fellblood's level. So long as a single creature is affected by this, the Fellblood may take an additional Swift action each round. This is a Necromancy effect.

    Fell Ignition: A spark of their progenitor's power has reached the Fellblood. Whenever they make an attack with a natural or manufactured weapon, they may add their Intelligence or Charisma modifier, whichever is higher, as an untyped bonus to their damage rolls. Whenever they cast a spell or use a similar ability, such as a power, that deals damage, they may add their Strength modifier as an untyped bonus to the damage roll or rolls. The bonus damage to spells applies only once per target.




    Forseti Bloodline

    Free-spirited yet soothing, the members of the Forseti bloodline are known not by their founder, but by the origin of his powers. Often warrior-mages or traveling musicians, the bloodline provides a collection of abilities that make one like the wind itself.

    Spoiler: Forseti Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Balance +2
    3 - -
    4 Balance +2 Fast Movement
    5 - -
    6 - Dex +1
    7 - -
    8 Fast Movement Haste
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Dex +1 Strengthened Magic
    13 - -
    14 - Spellcraft +2
    15 - -
    16 Haste Forseti's Swiftness
    17 - -
    18 - Cha +1
    19 - -
    20 Holy Blood Affinity +2 Wind God's Blessing


    Fast Movement: Forseti's power flows through the veins of the character, letting them move swifter, regardless of their method. They gain a +5 foot bonus to their speed for all forms of movement per bloodline level they possess.

    Haste (Sp): By channeling the power of their divine forebearer, the character can increase his speed for a short period of time. As a swift action three times per day, he may use Haste as a spell like ability, with a Caster Level equal to 1/2th his character level, targeting only himself.

    Strengthened Magic: Connection to the divine enhances this character's magic. Whenever they cast a spell or use a similar ability that grants or improves a Fly speed, or that possesses the [Sonic] descriptor, they treat their effective Caster Level as one higher than normal

    Forseti's Swiftness (Su): The character has become capable of releasing bursts of wind magic to reposition themselves. Once per encounter, they may use a swift action to move up to their speed.

    Wind God's Blessing (Su): Forseti's power has manifested around the character in a small wind current that seems to always deflect the worst of blows or shots. They gain a +3 deflection bonus to AC, and all projectile-based ranged attacks made against them suffer a 10% miss chance.



    Hezul Bloodline

    Born of the Black Knight Hezul's line, the members of this bloodline are terrors to behold on the battlefield. Often seen charging headfirst into battle, these powerful warriors rarely take more than a few strikes to fell their foes, often with blades as dangerous to themselves as their enemies.

    Spoiler: Hezul Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Ride +2
    3 - -
    4 Ride +2 Practiced Critical
    5 - -
    6 - Str +1
    7 - -
    8 Practiced Critical Expert Power Attack
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Str +1 Curse Resistance
    13 - -
    14 - Knowledge (History) +2
    15 - -
    16 Expert Power Attack Masterful Critical
    17 - -
    18 - Con +1
    19 - -
    20 Holy Blood Affinity +2 Powerful Critical

    Practiced Critical: Hezul's might and power flow through the character's veins, allowing them to deliver blows that are overwhelming. They gain a +2 bonus on rolls to confirm critical hits per bloodline level they possess.

    Expert Power Attack: With the strength of their ancestor, the character can apply attacks in a manner more damaging than most. Whenever they deal damage with the Power Attack feat, they increase the amount of damage dealt by 1 point for every 4 points of damage they would normally add.

    Curse Resistance (Ex): Through the line of Hezul, many have found and used weapons of an ill-natured sort. This history lead to the bloodline instinctually preparing for such things. They gain a +4 bonus on all saving throws made against curses* and possession effects, and on Ego checks.

    Masterful Critical: With training and practice, the character has learned how to improve their odds of a lucky hit. They increase the critical threat range of any weapon they wield by 1. This stacks with Keen and similar effects, and is applied afterwards.

    Powerful Critical: By mastering the techniques of Hezul, the character can deliver incredible blows. They increase their critical hit multiplier by 1 on any weapon they wield.


    *For the purposes of this ability, a "Curse" is a non-harmless spell or similar ability with Curse in its name, and includes the Bane spell. This also applies on saves against Cursed items.



    Naga Bloodline

    Those of the Naga bloodline their name not from their ancestor, but from the one who blessed him. Frequently paladins and other holy-warriors or healers, a strong sense of righteousness seems to accompany the bloodline to all its bearers.

    Spoiler: Naga Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Diplomacy +2
    3 - -
    4 Diplomacy +2 Health of the Divine
    5 - -
    6 - Charisma +1
    7 - -
    8 Health of the Divine Blessings of the Divine
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Charisma +1 Spell Resistance
    13 - -
    14 - Knowledge (Religion) +2
    15 - -
    16 Blessings of the Divine Smite Evil
    17 - -
    18 - Constitution +1
    19 - -
    20 Holy Blood Affinity +2 Grace of Naga

    Health of the Divine: A character with this bloodline has a sturdier body than most, once their heritage awakens. They gain an extra hit point per hit die. If they possess two or more bloodline levels, they gain an additional hp per two hit dice they possess.

    Blessings of the Divine (Sp): Once per day per bloodline level he possesses, the character may use Align Weapon as a spell-like ability with a caster level equal to his hit dice. This may only be used as a [Good] effect.

    Spell Resistance (Su): The power of Naga's divine blessings flows through the character's veins. They gain Spell Resistance equal to their hit dice+10. This spell resistance does not apply to spells cast by allies. For each bloodline level after the second they possess, this increases by 5.

    Smite Evil (Su): Twice per day, a character with this bloodine may Smite Evil, as a Paladin of his character level, using Wisdom in place of Charisma.

    Grace of Naga (Su): Naga's blessings have increased in power, making the character more resistant to effects targeting their body. They may add their Wisdom modifier as an insight bonus to their Foritude and Reflex saving throws. Additionally, if they should fail a save against a possession effect from an Evil creature or spell, they may reroll it once, at no penalty.



    Neir Bloodline

    Indomitable titans on the battlefield, like their predecessor, the members of the Neir bloodline are known for their immense physical resilience. Most tend to take their forebearer' s preferred weapon, an axe of some sort, as their own weapon of choice, and are seen taking hits as much as they deliver them.


    Spoiler: Neir Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Ride +2
    3 - -
    4 Ride +2 Health of the Divine
    5 - -
    6 - Con +1
    7 - -
    8 Health of the Divine Axe Knight's Bulwark
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Con +1 Neir's Vigil
    13 - -
    14 - Intimidate +2
    15 - -
    16 Axe Knight's Bulwark Dual Guard
    17 - -
    18 - Str +1
    19 - -
    20 Holy Blood Affinity +2 Endurance of the Blood-bond

    Health of the Divine: A character with this bloodline has a sturdier body than most, once their heritage awakens. They gain an extra hit point per hit die. If they possess two or more bloodline levels, they gain an additional hp per two hit dice they possess.

    Axe Knight's Bulwark (Ex): With their ancestor's legendary durability, the bearer of the Neir bloodline is able to ablate the worst of whatever damage is thrown their way. They gain DR 2/-, which stacks with other DR. For every bloodline level after the first they possess, this DR increases by 2.

    Neir's Vigil (Ex): Though their bodies may be battered and broken, a member of the Neir bloodline is always the last to fall. As long as his hit points are at 1/2th of their maximum or less, the character gains Fast Healing equal to the number of bloodline levels he possesses.

    Dual Guard (Ex): A durable warrior who's allies are not learns a handful of lessons to assist them. As an immediate action, once per encounter, if an ally within 10 feet of the character would be hit by an attack roll, he may move adjacent to the ally and interpose himself, taking the effects of the attack regardless of if it would hit or miss the character himself.

    Endurance of the Blood-bond (Ex): The legendary endurance of Neir has passed down to his descendant. The character gains a +4 bonus on saving throws against [Death] effects, and may reroll one failed save against such an effect, once per day.



    Noba Bloodline

    From the stock of Noba, Dain's sister, the bearers of this bloodline are known as fearsome warriors on the battlefield. Becoming more and more dangerous as they draw closer to death, they strike potent and risky blows against their enemies. Warriors with more strength and durability than sense are often born of this bloodline, and many have perished after striking down their last foes.

    Spoiler: Noba Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Diplomacy +2
    3 - -
    4 Diplomacy +2 Health of the Divine
    5 - -
    6 - Str +1
    7 - -
    8 Health of the Divine Adept
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Str +1 Vantage
    13 - -
    14 - Ride +2
    15 - -
    16 Adept Pursuit
    17 - -
    18 - Con +1
    19 - -
    20 Holy Blood Affinity +2 Sister's Wrath

    Health of the Divine: A character with this bloodline has a sturdier body than most, once their heritage awakens. They gain an extra hit point per hit die. If they possess two or more bloodline levels, they gain an additional hp per two hit dice they possess.

    Adept (Ex): The speed and power of the Lance Knight lives on in her descendants. Once per encounter, as a swift action after making an attack, the character may make an additional attack at his base attack bonus minus 5.

    Vantage (Ex): Noba was known for channeling her pain and injuries into rushing ahead, moving quicker than her opponents expect. Once per encounter, when at 1/2 of their full HP or less, the character may use an Immediate action to use this ability. They may take a Standard action, as though they had readied an action. If the character possesses 3 bloodline levels and has at least 16 hit dice, they may instead take a full-round action or a standard and move action. Once this has been used, they are dazed until the start of their next turn.

    Pursuit: The Lance Knight was quite capable of following up her attacks, and her descendants are no different. When the character makes a full attack, they gain a +5 bonus on each iterative attack granted by a high base attack bonus.

    Sister's Wrath (Ex): As Noba channeled her anger and damage into her movements, she channeled it too into making her attacks hit home, harder. Once per day per bloodline level they possess, as a free action, the character can turn a successful attack they make into an automatic critical hit, without rolling for confirmation. This may only be used when the character's hit points are at 1/2 of full or less.




    Odo Bloodline

    Warriors known for their skill, the members of this bloodline draw their name from the Sword-Saint Odo. Swordsmen who rely on their wits as well as their feet and blade often spring from this bloodline.


    Spoiler: Odo Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Tumble +2
    3 - -
    4 Tumble +2 Improved Feint
    5 - -
    6 - Dex +1
    7 - -
    8 Improved Feint Expert Reactions
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Dex +1 Moonlit Blade
    13 - -
    14 - Concentration +2
    15 - -
    16 Expert Reactions Piercing Strike
    17 - -
    18 - Int +1
    19 - -
    20 Holy Blood Affinity +2 Strike of the Crusader

    Improved Feint: Odo's skill has passed down through the blood of the character. They gain Improved Feint as a bonus feat, even if they do not meet the prerequisites.

    Expert Reactions: With all the speed and grace of their forbearer, the character can react to trouble before most. They gain a +1 bonus on Initiative checks and Reflex saves. This bonus increases by 1 for each bloodline level they possess.

    Moonlit Blade (Ex): Drawing on the powers of Odo, the character can target precise weak points with their attacks. Once per encounter, as a swift action, they may make all attacks they make during their turn ignore the Damage Reduction of one creature.

    Piercing Strike (Ex): Odo's speed and skill have nearly fully manifested in the character, allowing them to strike true even against foes they otherwise could not. They ignore 10% of miss chance on any foes posessing such.

    Strike of the Crusader (Ex): The character has perfectly copied their ancestor's techniques, adapting them to their own style. Whenver they make a melee attack on their turn that is not part of a full attack, they may make take a -2 penalty on that attack to make a second one at the same to-hit bonus as the first. This second attack deals only normal damage.



    Radiant Bloodline

    Mighty terrors of the battlefield, born from the stock of a chosen hero of another mighty being, the bearers of the Radiant Bloodline are well known mercenaries and leaders. Many a warrior has been found seeking training at their hands, or fleeing from one seeking a good challenge.

    Spoiler: Radiant bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Spot +2
    3 - -
    4 Spot +2 Watch Your Back
    5 - -
    6 - Con +1
    7 - -
    8 Watch Your Back Strike of Dawn
    9 - -
    10 - Affinity +2
    11 - -
    12 Con +1 Counter
    13 - -
    14 - Survival +2
    15 - -
    16 Strike of Dawn Rising Bravado
    17 - -
    18 - Str +1
    19 - -
    20 Holy Blood Affinity +2 Vanguard's Armament


    Watch Your Back: The Radiant Hero's bloodline is known for their great cooperation skills, and their ability to aid others to excel where they might not have otherwise. For every Teamwork Benefit* the character is the Leader of, up to one character per Bloodline Level he possesses can participate without meeting the team member requirements for it, aside from the training time.

    Strike of Dawn (Ex): The potent sword skill possessed by the bloodline of the Radiant Hero, consisting of a pair of powerful strikes delivered in one move. Once per encounter, when the character makes an attack as part of a Standard action, he may use this ability as a swift action. In addition to the first attack, he may make a second attack at the same target, and with the same bonuses as the first. Should the first attack hit, he gains temporary Hit Points equal to 1/4th the damage dealt, that last for a number of rounds equal to his Constitution modifier. Should the second attack hit, it ignores all Damage Reduction and hardness of the target.

    Counter: The bloodline of the Radiant Hero is adept at returning attacks just as well as they dish them out. The character gains Robilar's Gambit as a bonus feat, and does not need to meet the prerequisites for it.

    Rising Bravado (Ex): The character's blood empowers them, making them hit harder and harder the more creatures they take down. As an immediate action after bringing a hostile creature to 0 HP or less, the character can gains a competence bonus to damage with weapon or natural attacks, equal to the felled creature's CR, until the end of the encounter.

    Vanguard's Armament (Su): The Radiant Hero's line is blessed by two mighty beings, one of law and the other of chaos. By drawing on this blessing in a blood rite, they can enhance a weapon to work as a shadow of their ancestor's. When they do so, they select one of Axiomatic or Anarchic. The weapon they are enhancing is treated as though it had that property, and, in addition, can be used to perform ranged attacks with an increment of 10 feet. These attacks are made at the same bonus as their normal attacks, and may be used interchangeably.

    Performing the rite takes 8 hours, and the character suffers two points of constitution burn after doing so. A character may only have one weapon gain these benefits at a time, and the benefits only apply while they are actively using it, though the benefits of this ability are continuous.

    *Teamwork benefits are found in Heroes of Battle, Player's Handbook 2, Dungeon Master's Guide II, and Dungeonscape, among other books.



    Tordo Bloodline

    Renown mage-knights and spellblades, the bearers of the Tordo bloodline are found leading charges and conducting magical assaults in various places. Few come close to their mastery of electricity, and none can exceed their spells in sheer piercing power.


    Spoiler: Tordo Bloodline rules
    Show

    Level Minor Intermediate
    1 - -
    2 - Knowledge (History) +2
    3 - -
    4 Knowledge (History) +2 Mage Knight's Reflexes
    5 - -
    6 - Int +1
    7 - -
    8 Mage Knight's Reflexes Hammer of Thunder
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Int +1 Overcharge
    13 - -
    14 - Spellcraft +2
    15 - -
    16 Hammer of Thunder Strengthened Magic
    17 - -
    18 - Con +1
    19 - -
    20 Holy Blood Affinity +2 Mastery of the Storm

    Mage Knight's Reflexes (Ex): Tordo's legendary reactions and speed are part of your blood. Their base land speed increases by 5 feet, and they gain a +2 bonus on Initiative checks. These bonuses increase to 10 feet and +4 to initiative if they possess two or more bloodline levels.

    Hammer of Thunder (Su): Lightning magic and Tordo blood are entwined. Whenever the character makes an attack, as a free action, they may add bonus electricity damage to the effects of that attack equal to their Int modifier. If they possess two or more Bloodline levels, they double this damage.

    Overcharge (Su): A Tordo's magic is mightier than most. As a free action number of times per day equal to their 3+Intelligence modifier, they may ignore any electricity resistance they may encounter for their turn. If a creature has electricity immunity, they instead deal half damage with any /electricity damage they inflict.

    Strengthened Magic: Connection to the divine enhances this character's magic. Whenever they cast a spell or use a similar ability with the [Electricity] descriptor, they treat their caster level as 1 higher than normal. Furthermore, any saving throw DC is increased by 2.

    Mastery of the Storm (Su): Tordo's divine lightning is exceptionally favorable and potent. The critical threat range of targeted [Electricity] effects used by the character is doubled. Furthermore, if an [Electricity] effect that targets an area allows a saving throw and deals damage, all creatures that fail the saving throw by 10 or more must make a second saving throw. If that too fails, they take double damage from the effect, and are staggered for one round.



    Ulir Bloodline

    Incredibly fortunate, the descendants of Ulir are frequently found testing their luck on the battlefield. Many go on to become peerless archers in keeping with their forbearer, but some go for a more subtle route, becoming light skirmishers- after all, why bother with armor when you're so lucky?


    Spoiler: Ulir Bloodline rules
    Show
    Level Minor Intermediate
    1 - -
    2 - Hide +2
    3 - -
    4 Hide +2 Crusader's Luck
    5 - -
    6 - Dex +1
    7 - -
    8 Crusader's Luck Lucky Shot
    9 - -
    10 - Holy Blood Affinity +2
    11 - -
    12 Dex +1 Health of the Divine
    13 - -
    14 - Move Silently +2
    15 - -
    16 Lucky Shot Fortuitous Blessing
    17 - -
    18 - Cha +1
    19 - -
    20 Holy Blood Affinity +2 Surge of Fortune

    Crusader's Luck: Events conspire to help Ulir's descendants survive. The character gains Advantageous Avoidance (Complete Scoundrel, page 73) as a bonus feat. Furthermore, they gain a number of bonus luck rerolls* each day equal to their number of bloodline levels.

    Lucky Shot (Ex): Even the best archer or swordsman has his moments of coincidences lining up perfectly to hit the chink in his foe's defenses. As a swift action, by spending two luck rerolls*, the character may ignore DR on all attacks he makes until the end of his turn.

    Health of the Divine: A character with this bloodline has a sturdier body than most, once their heritage awakens. They gain an extra three hit points per two hit dice they possess.

    Fortuitous Blessing (Ex): Sometimes, things just seem to go the way of the Ulir blooded. Each day, upon waking up for the first time, they may gain a +3 Luck bonus on all attack rolls they make, a +2 Luck bonus to AC, or a +2 Luck bonus to all saving throws. Once chosen, this bonus lasts for 24 hours.

    Surge of Fortune (Ex): Ulir's luck has manifested fully in his descendant. Once per encounter, as a free action, they may take an additional Swift action usable only to activate a feat. Furthermore, at the start of each encounter, they gain a single luck reroll*, that must be used in that encounter.

    *"Luck reroll" refers to the mechanic used by the [Luck] Feats, in Complete Scoundrel.




    Shared rules


    Holy Blood Affinity: The character gains the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with creatures of divine heritage, including others with a Holy Bloodline. This does not include full celestials.



    Notes

    For the purposes of this homebrew, making the "Minor" and "Major" Holy Blood into only Minor and Intermediate bloodlines fit better than making them into three different strengths.

    If you should wish to construct a character with multiple types of Holy Blood, I suggest using the Mudblood bloodline, produced by Welknair, as a base. If you want an intermediate and a minor, I'd suggest using Hero-Blooded to fill in the empty slot.




    ==================

    A repost, I know, but. I've got the bloodlines completed, after FAR too long. I figured a clean new post would be best.

    To restate: These are intended to replicate the feel of the Fire Emblem holy blood mechanics and fluff, and are also intended to be a decent bit better than the dreck that WotC put out for the bloodline system.

    For more information on what a bloodline is, click here, or here.


    I want to just be clear that these are NOT Pathfinder Sorcerer Bloodlines. These are a separate thing altogether.
    Last edited by The-Mage-King; 2017-09-03 at 12:03 AM.
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    Default Re: Holy Bloodlines (Fire Emblem 4/5) (Bloodlines, 3.5)

    Update: Added one last bloodline, just because I felt bad about the ability not being there. Also, updated Neir some, so their fast healing is more in line with other bloodline abilities.
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