Saturday, January 1, 2011

General Rules - Bloodgift Feats

Bloodgift Feats

This is a list of bloodgift feats. Bloodgift feats represent ancestral ties to powerful otherworldly forces in the distant past of the character's family. A character must first choose a prime bloodgift, a special feat that is a prerequisite for other bloodgift feats. A prime bloodgift can be chosen only at 1st level, but feats further down in its "tree" can be taken at any level, provided that the character meets the prerequisites. A character can never have more than one prime bloodgift. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Ancient Lineage
Feats
-You gain a bonus to Will saves, Bluff checks, and Intimidate checks
Aspect of Command
H&H
Charisma 14+, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedEnchantment spells you cast are more powerful than normal and you gain a bonus to your leadership score
Aspect of Fear
H&H
Charisma 16+, Aspect of Command, and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou can call upon your sûlic heritage to radiate fear
Blood of Kings
Feats
DwarfYou gain a bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with dwarves
Bonding
Feats
AlvariYou can sacrifice experience points to form an empathic bond with another creature
Deepblood
H&H
Dwarf, Wisdom 11+You gain a bonus to Spot checks when using darkvision
Deepsight
H&H
DeepbloodThe range of your darkvision increases
Divine Flame
H&H
Dwarf, Forgeblood, ability to channel entropic, positive, principled, or negative energy, Charisma 12+You can expend a channel attempt to grant your weapon the flaming ability
Dragon-Blooded
DMPI
-One of your distant ancestors was a dragon and that heritage gives you power
Dragon Eyes
DMPI
Wisdom 12+, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou can see four times as well as a normal human
Dragon Hearing
DMPI
Wisdom 12+, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou gain a bonus to Listen checks and a penalty to saves against Sonic attacks
Dragon Nose
DMPI
Wisdom 12+, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou gain the scent special ability
Dragon Senses
DMPI
Wisdom 12+, Dragon Nose, Dragon Hearing, and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYour senses are so sharp you gain blindsight with a range of 30 feet
Wünd's Flame
H&H
Charisma 12+, ability to channel axiomatic, negative, or positive energy, ForgebloodYou can channel energy to give your weapon the flaming attribute

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