Realized that mechanics go here, fluff goes worldbuilding. I'm building my own setting for 3.P game for a family game and a game at a local game store that will be more pathfinder. I've always kinda liked the partial gestalt to balance 3.5 this game will use major bloodlines to do the same tier 1/2 get a minor. Tier 3 get a major, tier 4 a major + benefits, and tier 5 gets turned into a bloodline itself. So the in shop game starts on the 29 so I'm going to need to get writing mechanics so I'm going to try to get my ideas online as a place to motivate myself to get it done.



Bloodline TEMPLATE
1: SKILL 1
2:
3: ABILITY BOOST 1
4:
5: AFFINITY +2
6:
7: SKILL 2
8:
9: ABILITY BOOST 2
10:
11: AFFINITY +4
12:
13: SKILL 3
14:
15: ABILITY BOOST 3
16:
17:AFFINITY + 6
18:
19: SKILL 4
20:

VITAR BLOODLINE

SKILLS: KNOWLEDGE RELIGION, KNOWLEDGE NOBILITY, KNOWLEDGE ARCANA, PERCEPTION
ABILITY: INTELLEGENCE, CONSTITUTION, WISDOM
AFFINITY: UNDEAD
ABILITIES: 1:TOMB TAINTED SOUL, 2:Skeletal Minion:
http://www.d20srd.org/srd/variant/cl...skeletalMinion
6: SKELETOL MINION +2 TO SAVES AND TURN RESISTANCE 8 SKELETOL MINION SPELLSTICHED(FREE) 10 SKELETOL MINION +2 TO WISDOM AND FAMILIAR INTELLEGENCE 12 +2 TO SKELETOL COMPANION WISDOM 14 +2 TO SKELETOL COMPANION WISDOM 16 +2 TO SKELETOL COMPANION WISDOM 18 +2 TO SKELETOL COMPANION WISDOM 20SPELLL RESISTANCE?


CURSE OF LUNA
SKILLS: SURVIVAL, PERCEPTION, KNOWLEDGE NATURE, ACROBATICS
ABILITY: CONSTITUTION WISDOM DEX/STRENGTH
AFFINITY: SHAPCHANGERS
2: ABILITIES: GAIN SHIFTING OF A SHIFTER 4: SHIFTER FEAT 6 EXTRA SHIFTER TRAIT 8 SHIFTER FEAT 10: OPTIONS 12 14 16 18 20 SHIFTER FEATS
OPTIONS, SHARE SHIFTING WITH MOUNT/FAMILIAR COMPANION, SIZE INCREASE, OTHER IDEAS?

BANNER: THE FLAYED MAN, The banner of the flayed man was the last to turn against the Vitar. They almost fought to the last being used as simple pawns for an agenda of a mad king. They now only have land on the most barren rocky coast of the south. The lords of the barren lands work as mercenaries to help keep their lands continue.
SKILLS: INTIMIDATE, BLUFF, SENSE MOTIVE, KNOWLEDGE ARCANA
ABILITY: CHA, STR, CON
AFFINITY CURSED INDIVIDUALS
2 HEXBLADES CURSE 1/DAY 4: 3/DAY 6: CHA TO DAMAGE TO THOSE EFFECTED BY A CURSE 8: IMPROVED CURSE 10: AURA OF UNLUCK 12 CURSE 5/DAY 14: AURA OF UNLUCK 3/DAY 16 GREATER CURSE 18:Imperious command? 20

BANNER:The blood red banner, leaders holders of the capital city. The Mishtai Karos took the capital city and has kept its many factions of maesters, septums and other nobles who wanted the city for themselves at bay.
Skills: diplomacy, sense motive, perception, martial lore
Ability: cha, str, wis
Affinity: people who have marched under the red banner
2: martial minor aura 4 major aura +1 6 second aura major and minor 8: Major aura +2 10: 3rd aura 12 +3 14: 4th aura 16: +4 18 5th aura 20: +5

Asassins(soulknife), they say their is a guild of asassins that use no weapon.
Skills: Stealth, Perception, Knowledge Psionics, ?
Ability: Dex, int, wis
Affinity: Criminals
2 Soulknife 4 + 1 soulknive 6 ability 8+2 soulknife continues as is but need to add some features as 162000GP is a weak group of abilities at least needs throw for soulbow.