Thursday, June 27, 2019

Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Pure Alchemy

Pure Alchemy

Then records show that the discipline of pure alchemy was the domain of the Tauta' warlords, who used its arcane transformative power as both an offensive weapon and a defensive measure. There are numerous folk tales in which a terrible monster turns out to be a Tauta'an warrior in disguise, or a Tauta'an sorcerer punishes those who penetrate the mystic confusions that hide his home by transforming them into stone, or a toad, or dust. Most of these bits of folklore are certainly fanciful inventions, but the documents deciphered from the U'pesuristean Vault demonstrate that they have a kernel of truth.

By studying the ancient Tauta' techniques, pure alchemists have perfected the art of transforming matter, lifting alchemy from a craft of concoctions and mixtures practiced by hedge wizards and wise women into the realm of high wizardry. They have, like druids, the ability to reshape themselves as well, but these powers are gained through arcane and not divine means.

Specialty Skill: Craft: Alchemy

Spell List:

0th Level

Detect Poison
Mending

1st Level

Acid Spittle (RR)
Detect Gold (RR)
Enlarge Person
Glue (RR)
Grease
Reduce Person

2nd Level

Alter Self
Intoxicate
Melf's Acid Arrow
Pyrotechnics
Shatter

3rd Level

Gas Cloud (RR)
Gaseous Form
Shrink Item
Stinking Cloud

4th Level

Minor Creation
Polymorph
Solid Fog
Tattoo Item (RR)

5th Level

Baleful Polymorph
Cloudkill
Dolomar's Limited Liquification (RR)
Fabricate
Major Creation
Meld Object (RR)
Pillar of Attraction/Repulsion (RR)
Stone Shape
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Iron
Wall of Stone

6th Level

Acid Fog
Disintegrate
Flesh to Stone
Otiluke's Freezing Sphere
Stone to Flesh

7th Level

Freezing Curse (RR)
Statue

8th Level

Horrid Wilting
Incendiary Cloud
Iron Body
Polymorph Any Object

9th Level

Shape Change

Home     Prestige Classes     Sage of the U'pesuristean Vault

Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Planar Geography

Planar Geography

It is unquestionable that he Tauta' were masters of planar magic. Much of the network of gates and portals that knit the Three Worlds together into one, and that provide access to the realms of Færie and Shadow are the work of that ancient vanished race. The historical records found in the Vault show that the Tauta' originated on Ilkeas, and through their arcane efforts they discovered Midrun, Cærulus, and the other realms. This has led some to speculate that there may be many other possible worlds accessible to the denizens of the Three Worlds yet to be discovered - a notion that drives many of those who choose to specialize in the study of planar geography. A handful of scholars, on the other hand, hold that the Tauta' are responsible for the very creation of the various planes of existence, but this is a decidedly minority - and heretical - view.

Planar geography is the study of nothing less than the shape and nature of the cosmos. By utilizing and understanding of the shape and nature of cosmic boundaries, planar geographers have learned a large number of techniques for locating objects, distorting and bending space, and traveling quickly across the multiverse. In addition to the acquisition of raw magical knowledge, the goals of planar geographers include the complete mapping of the multiverse and the categorization of all planar entities. The planar geographers are the most numerous of the sages of the U'pesuristean Vault, and include several subgroups, from the Curators who collect planar artifacts and bind outsiders in a secret museum, to the Orrery Keepers, tinkers who have dedicated their existence to constructing a whirling, mechanized model of the interaction of the planes relative to one another.

Specialty Skill: Knowledge: the Planes

Spell List:

0th Level

Detect Magic
Mage Hand

1st Level

Detect Chaos
Detect Evil
Detect Good
Detect Law
Protection from Chaos
Protection from Evil
Protection from Good
Protection from Law

2nd Level

Dolomar's Mapping (RR)
Locate Object
Rope Trick
See Invisibility

3rd Level

Blink
Ghost Body (RR2)
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law

4th Level

Bottomless Pit (RR)
Dimension Door
Dimensional Anchor
Mirror Safe (RR)

5th Level

Contact other Plane
Dismissal
Leomund's Secret Chest
Lesser Planar Binding
Teleport

6th Level

Planar Binding
True Seeing

7th Level

Banishment
Drawmij's Instant Summons
Ethereal Jaunt
Greater Teleport
Phase Door
Plane Shift
Sever (RR)
Vanish

8th Level

Discern location
Etherealness
Greater Planar Binding
Maze
Rapid Journey (RR)

9th Level

Astral Projection
Gate
Teleportation Circle

Home     Prestige Classes     Sage of the U'pesuristean Vault

Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Oneiromancy

Oneiromancy

One thing the sages of the U'pesuristean Vault have found that runs through the histories of the Tauta' is that they were obsessed with prophecy, and those most devoted to studying the oracular arts believed that the surest path to prophetic visions was in the world of dreams. Ceyx, the most prominent of the ancient Tauta'an oneiromancers went to far as to assert that the study of dreams was the foundation of all arcane endeavors. Whether his contemporaries agreed with him is a mystery lost to the mists of time. The Tauta'an obsession with the dreamlands has led some modern oneiromancers to claim that the dream folk and other inhabitants of the dreaming world are in fact the remnants of the Tauta'an people, who retreated and become trapped there following the devastation of the lieutsignis

Some sages of the U'pesuristean Vault begin their exploration of the planes and prophecy with the study of oneiromancy, the magic of dreams. Although this is only a stepping stone for many, there are a few who continue in their oneiromantic studies, delving deeply into the nature of dreams, the dreamlands, and the dreaming mind. These wizards have uncovered many secrets of how to uncover the hidden meaning of dreams that were hitherto known only to the clergy of Woda and Füllar, although many believe that this branch of magic is more aligned with the mind of Lyßa than with Woda or Füllar. As a result, oneiromancers have gained a reputation among many as dangerous transgressors whose study harms the dreamlands and imperils the capacity of mortals to dream.

Specialty Skill: Knowledge: Dreams

Spell List:

0th Level

Daze
Steal Sleep (RR)

1st Level

Hypnotism
Silent Image
Sleep

2nd Level

Alibi (RR)
Hypnotic Pattern
Minor Image
Perfect Recollection (RR)
Sleep of the Dead (RR)

3rd Level

Detect Dreams (RR2)
Major Image

4th Level

Dream Walk (WW)
Modify Memory
Phantasmal Killer

5th Level

Dream
Nightmare
Sending

6th Level

Deep Sleep (RR2)
Summon Monster VI [dream folk only]

7th Level

Summon Monster VII [1d3 dream folk only]
Vision

8th Level

Demand
Mind Blank
Summon Monster VIII [1d4+1 dream folk or 1 dreamwraith only]

9th Level

Astral Projection
Summon Monster IX [1d4+1 dream folk, 1d3 dreamwraiths, 1 night hag, or 1 nightmare only]
Weird

Home     Prestige Classes     Sage of the U'pesuristean Vault

Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Chronomancy

Chronomancy

The records in the U'pesuristean Vault show that the Tauta' were intensely interested in chronomancy, and invested enormous amounts of effort into perfecting the arcane art of manipulating time. They were driven, in part by their innate curiosity about eldritch matters, but mostly due to their increasingly desperate efforts to stave off defeat by the Hallitsijainen. There are suggestions in the records that the ultimate goal of the Tauta' chronomancers was to find a way to change the past and prevent their undead foes from ever coming into existence, although they clearly never achieved this objective. Other documents hint that the devastating lieutsignis was the result of chronomantic magic.

Chronomancers attempt to obtain an understanding of time that lets them transcend its boundaries. Time travel, the resetting of the past, and the completely accurate prediction of the future are this branch of magic's ultimate goals, but the U'pesuristean Vault's knowledge at this point is still rudimentary at best. Even the most powerful chronomantic spells such as time stop and widdershins only let the wizard manipulate the time that is close to the present, and then only for a short duration. Still, while the spells chronomancers have uncovered are still few, they are powerful and the promise that this area of study offers is vast. One of the discoveries that the chronomancers of the U'pesuristean Vault have made is that peering through the timeline to the times when the lieutsignis was used is not possible, as time itself is shattered by the power of that eldritch enchantment.

Specialty Skill: Knowledge: History

Spell List:

0th Level

Enumerate (RR)
Quick Sober (RR)

1st Level

Expeditious Retreat
Feather Fall
Foreaction (RR2)
True Strike

2nd Level

Augury
Dead Man's Eyes (RR)
Perfect Recollection (RR)

3rd Level

Haste
Slow

4th Level

Accelerate Reflexes (RR2)
Divination
Lesser Timeheal (RR2)

5th Level

Permanency
Slow the Years (RR2)
Speed the Years (RR2)

6th Level

Contingency
Mass Haste
Pass the Years (RR)

7th Level

Ease the Ages' Burden (RR2)
Greater Timeheal (RR2)
Reverse Gravity
Stop the Years (RR2)

8th Level

Timeskip (RR)
Widdershins (RR)

9th Level

Foresight
Temporal Stasis
Time Stop
Two Minds

Home     Prestige Classes     Sage of the U'pesuristean Vault

Campaign Design - Prestige Classes: Sage of the U'pesuristean Vault Specialties

Sage of the U'pesuristean Vault Specialties (from Relics & Rituals II)

Research into the wisdom of the ancient Tauta' has uncovered four specialties in the U'pesuristean Vault. These are currently the only known specialties, but given that only a small fraction of the documents in the Vault have been deciphered, it seems likely that new specialties will be discovered in the future.

Chronomancy
Oneiromancy
Planar Geography
Pure Alchemy

Home     Prestige Classes     Sage of the U'pesuristean Vault

Wednesday, June 26, 2019

Campaign Design - Bloodlines: Emerald Sûl-Blooded

Emerald Sûl-Blooded
(adapted from Unearthed Arcana)

As with most of the gem dragons, those descended from Elliðagrimr tend to prefer to dwell in the Færie Realms, and by inclination most are at least nominally aligned with the Unse̊ðie Court. Those who live within the Three Worlds often form working arrangements with sages, scholars, and even entire institutions of research and learning. These alliances have been known to result in offspring as the emerald dragons mix their bloodline with both fæy and mortals.

Those who bear this bloodline often share their forbears' thirst for knowledge, and frequently pursue callings that involve a life devoted to research and study. They tend to be angular and thin, with pale skin and a greenish tint to their hair. The most common, and striking, physical feature of those who bear this bloodline are deep green eyes lacking any whites.

Emerald Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Knowledge checks1
4th
+2 on Knowledge checks1Skill Augmentation (Listen and Spot)
6th
Wisdom +1
8th
Skill Augmentation (Listen and Spot)Sonic resistance 5 (Ex)3
10th
Emerald Sûl affinity +22
12th
Wisdom +1+1 to natural armor
14th
+2 on bardic knowledge checks or Knowledge checks4
16th
Sonic resistance 5 (Ex)3Sonic resistance 10 (Ex)3
18th
Charisma +1
20th
Emerald Sûl affinity +22Legend lore, once per day (Sp)
1 Pick one Knowledge skill. You gain the indicated bonus on checks made for that Knowledge skill.
2 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with emerald dragons and other creatures descended from emerald dragons, including others with this bloodline.
3 If you gain sonic resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow sonic resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
4 If you have the bardic knowledge ability, you gain the indicated bonus to all bardic knowledge checks. Otherwise, pick a different Knowledge skill from the one you picked at 1st level. You gain the indicated bonus on checks made for that Knowledge skill.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Emerald Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select emerald dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. An Emerald Sûl-Blooded dragon shaman must choose the Emerald Sûl Totem.

Home     Three Worlds     Bloodlines

Campaign Design - Prestige Class: Sage of the U'pesuristean Vault

Sage of the U'pesuristean Vault (adapted from Relics & Rituals II; originally Sage of the Phylacteric Vault)

The U'pesuristean Vault is the largest known trove of arcane knowledge of the ancient and mysterious Tauta'. Although much has been learned from studying the scrolls and tomes found there, only a tiny fraction of the material contained within its halls has been deciphered. The key to unlocking the vast repository of learning is its sages. These wizards are dedicated to unveiling the magical secrets of the Tauta'. Each pursues this end through intense study in the four known field of U'pesuristean magic: Chronomancy, Oneiromancy, Planar Geography, or Pure Alchemy.

The sages of the U'pesuristean Vault form a close-knit community in Sealand. These sages generally know most other Vault scholars within their specialty, and many in the other disciplines as well. Their life is one of intense, dedicated scholarship. The results of their research are published in treatises that are debated, celebrated, reviled, or ignored, depending on popular prejudice, luck, talent, and reputation. The U'pesuristean Vault is a highly scrutinized and structured environment in which to undertake magical scholarship. Those who do follow this difficult path do so for the promise of unlocking ancient secrets and unraveling impenetrable mysteries.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a sage of the U'pesuristean Vault, one must meet the following criteria:
  • Skills: Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranks. In addition, the sage of the U'pesuristean Vault must have 10+ ranks in Craft: Alchemy, Knowledge: Dreams, Knowledge: History, or Knowledge: the Planes, depending upon which specialty they intend to pursue.
  • Feats: Skill Focus in Craft: Alchemy, Knowledge: Dreams, Knowledge: History, or Knowledge: the Planes, depending upon which specialty they intend to pursue. In addition, the sage of the U'pesuristean Vault must have Spell Mastery and select as one of his mastered spells at least one spell from among those in the intended specialty.
  • Special: Must be able to cast prepared arcane spells, at least 5 of which must be among those in the intended specialty.
Class Skills
  • The sage of the U'pesuristean Vault's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft: Any (all skills taken individually)(Int), Knowledge: Any (all skills taken individually)(Int), Profession: Any (all skills taken individually)(Wis), Ritual Casting (Con), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the sage of the U'pesuristean Vault prestige class.
  • Base Attack Bonus: Poor. A sage of the U'pesuristean Vault gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. sage of the U'pesuristean Vault gains +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A sage of the U'pesuristean Vault gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A sage of the U'pesuristean Vault gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Sages of the U'pesuristean Vault gain no new proficiencies with weapons or armor.

  • Spells: A sage of the U'pesuristean Vault continues training in magic. Thus, when a new sage of the U'pesuristean Vault level is gained, the character gains new spells per day, as if she had also gained a level in a spell casting class he already belongs to. He does not gain any other benefit a character of that class would have gained (such as an improved chance of controlling or rebuking undead, metamagic or item creation feats and so on). This essentially means that he adds the sage of the U'pesuristean Vault levels to the level of some other spell casting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before becoming a sage of the U'pesuristean Vault, he must decide to which class he adds each level of sage of the U'pesuristean Vault for purposes of determining spells per day when he adds the new level. Levels of wizard and sage of the U'pesuristean Vault stack for the purpose of determining familiar abilities.

  • Speciality: At 1st level, a sage of the U'pesuristean Vault must choose an area of specialization. To choose an area as his specialty, the sage must have 10+ ranks in the appropriate specialty skill, and must already know 5 arcane spells that appear on that specialty's spell list. The four specialties that have been developed from the documents in the U'pesuristean Vault are Chronomancy, Oneiromancy, Planar Geography, and Pure Alchemy.

    A sage of the U'pesuristean Vault gains a +2 competence bonus on any Spellcraft check related to spells in his area of specialty. In addition, sage of the U'pesuristean Vault may prepare one additional spell per spell level each day, provided that spell comes from their specialty list.

    As they increase in level, sages of the U'pesuristean Vault continue to add spells to their spellbooks, gaining 3 spells every time they gain a sage of the U'pesuristean Vault level. These spells must be from their area of specialization. if they already have all of the spells of a given level within their specialization, they may learn others, but may learn a maximum of 2 non-specialty spells per level in this manner.

    A sage of the U'pesuristean Vault has no restrictions as to what spells he may copy into his spellbooks from scrolls or from other wizard's spellbooks. As sage of the U'pesuristean Vault does suffer a -2 penalty to Spellcraft checks to learn or research a spell that falls outside of his area of specialty.

  • Profound Understanding: The sage of the U'pesuristean Vault has gained a profound understanding of his area of specialty. He gains a +2 insight bonus to all skill checks using his specialty skill. This stacks with the specialty bonus to Spellcraft checks, as well as with the bonus provided by the Skill Focus feat.

  • Strength of Learning: At 2nd level, the sage of the U'pesuristean Vault gains a +2 bonus to the save DC of any spell from his specialty.

  • Metamagic Mastery: A 3rd level sage of the U'pesuristean Vault may subtract 1 spell level from the cost of augmenting one of his specialty's spells with metamagic feats. This ability improves as the sage of the U'pesuristean Vault increases in level: At 6th level, he may subtract 2 levels from the metamagic cost, and at 9th level, he may subtract 3 levels. This may never reduce the effective spell level of the spell to below its normal level.

  • Spell Mastery: At 4th level and again at 8th, the sage of the U'pesuristean Vault gains the Spell Mastery feat as a bonus feat, although this feat may only be used to master spells from within his specialty.

  • Greater Learning (Ex): Upon reaching 5th level, any time a sage of the U'pesuristean Vault makes a skill check for the skill that corresponds to his specialty, and the die result is lower than a 10, it is calculated as though he had rolled a 10.

  • Specialist Craftsman: At 7th level, the sage of the U'pesuristean Vault gains an improved ability to create magic items whose powers fall within his field of expertise. Any magic items that has at least one of the spells of his specialty as a crafting prerequisite costs only 75% of the normal shilling and experience point value. The sage must have the appropriate item creation feats needed to craft the item.

  • True Understanding: Upon reaching 10th level, the sage of the U'pesuristean Vault has gained as close to a "true" understanding of his area of specialty as a mortal can realistically hope to achieve. He may always take 20 on skill checks using his specialty skill.
Sage of the U'pesuristean Vault
LevelSpecialSpells per Day
1stSpecialty, Profound Understanding+1 level of existing class
2ndStrength of Learning+1 level of existing class
3rdMetamagic Mastery I+1 level of existing class
4thSpell Mastery+1 level of existing class
5thGreater Learning+1 level of existing class
6thMetamagic Mastery II+1 level of existing class
7thSpecialist Craftsman+1 level of existing class
8thSpell Mastery+1 level of existing class
9thMetamagic Mastery III+1 level of existing class
10thTrue Understanding+1 level of existing class

Home     Prestige Classes

Friday, June 21, 2019

Campaign Design - Bloodlines: Crystal Sûl-Blooded

Crystal Sûl-Blooded
(adapted from Unearthed Arcana)

The descendants of Kristrán are friendly and gregarious, but the relative remoteness of their lairs makes interactions between them and other species relatively rare. Even so, some crystal dragons have friendly relations and even form alliances with mountain tribes, and offspring sometimes result from these cooperative arrangements. Those who bear this bloodline tend to be thin and angular, with white hair and eyes that shine like crystal.

Crystal Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Bluff checks
4th
+2 on Bluff checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
Crystal Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Gather Information checks
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
18th
Constitution +1
20th
Crystal Sûl affinity +21Color spray, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with crystal dragons and other creatures descended from crystal dragons, including others with this bloodline.
2 If you gain cold resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Crystal Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select crystal dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Crystal Sûl-Blooded dragon shaman must choose the Crystal Sûl Totem.

Home     Three Worlds     Bloodlines

Thursday, June 20, 2019

Campaign Design - Bloodlines: Amethyst Sûl-Blooded

Amethyst Sûl-Blooded
(adapted from Unearthed Arcana)

The dragons from Ámgerðr's line are regal and proud, but also affable and friendly, at least insofar as dragons can be considered affable and friendly. Because of their fondness for both fæy and mortals, there are many who can claim descent from the mighty purple dragons. Like their forebears, those with this bloodline tend to be skilled at social interaction, making them natural diplomats, and also natural demagogues. Those who carry purple dragon blood in their veins tend to have sharp features, and a slight purple tint to their skin - some even have purple hair that hangs like strands of crystalline glass, although this is quite rare.

Amethyst Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Diplomacy checks
2nd
-+2 on Diplomacy checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Diplomacy checksSkill Augmentation (Listen and Spot)Force resistance +2 (Ex)2
5th
--Amethyst Sûl affinity +21
6th
-Strength +1+1 to natural armor +1
7th
--+2 on Bluff checks
8th
Skill Augmentation (Listen and Spot)Force resistance +2 (Ex)2Fire resistance 5 (Ex)2
9th
--Constitution +1
10th
-Amethyst Sûl affinity +21Body equilibrium, once per day (Sp)4
11th
--Amethyst Sûl affinity +41
12th
Strength +1+1 to natural armor +1+1 to natural armor
13th
--+2 on Sense Motive checks
14th
-+2 on Bluff checksPower Attack
15th
--Charisma +1
16th
Force resistance +2 (Ex)2Cold resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Amethyst Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Intimidate checks
20th
Amethyst Sûl affinity +21Body equilibrium, once per day (Sp)4Force resistance +4 (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with amethyst dragons and other creatures descended from amethyst dragons, including others with this bloodline..
2 You gain the indicated bonus on all saving throws against force effects. If you gain force or fire resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow force or fire resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 60-foot line of concussive force, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). Usable once per day. You can use this ability to deal nonlethal damage if you choose to. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d6 to your dragon shaman breath weapon.
4 Once per day, you can adjust your body equilibrium to correspond with any solid or liquid. Thus, you can walk on water, quicksand, or even a spider's web without sinking or breaking through. This does not confer any resistance to particularly sticky webs. Movement is at normal speed, but running on a fragile, mushy, or liquid surface requires a Dexterity check (DC 10 or more, depending on the surface) to avoid breaking through. Falling damage is halved while this power is in effect. Body equilibrium lasts 1 round per character level.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Amethyst Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select amethyst dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. An Amethyst Sûl-Blooded dragon shaman must choose the Amethyst Sûl Totem.

Home     Three Worlds     Bloodlines

Campaign Design - Bloodlines: Arcane Sûl-Blooded

Arcane Sûl-Blooded
(adapted from Unearthed Arcana)

The descendants of Gáldorléoð are the most reclusive and paranoid of all dragon-kind. As a result, despite their innate polymorph ability, individuals with the arcane dragon bloodline are exceedingly rare, with the number of known examples capable of being counted on one hand. Those few individuals known to have this bloodline have all been masters of arcane magic, although frequently disagreeable and difficult as well. Despite a general lack of evidence for this conclusion, almost every notable wizard or sorcerer is rumored to bear the blood of an arcane sûl in his heritage.

Arcane Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Spellcraft checks
4th
+2 on Spellcraft checksSkill Augmentation (Listen and Spot)
6th
Charisma +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
Arcane Sûl affinity +21
12th
Charisma +1+1 to natural armor
14th
+2 on Hide checks
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
18th
Intelligence +1
20th
Arcane Sûl affinity +21Magic Reservoir (Su)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with arcane dragons and other creatures descended from arcane dragons, including others with this bloodline.
2 If you gain cold resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 If you can cast arcane spells, you can "store" a number of levels of arcane spell potential equal to your Charisma or Intelligence bonus (whichever you use as your primary casting statistic). If you have levels in multiple arcane spellcasting classes, you may pick which ability score you wish to tie to this ability. This choice cannot be changed later. You can use stored spell energy to cast any spell you know without expending a spell slot. The only restriction is that the levels of spell energy stored in the horn must be equal to or greater than the level of the spell you want to cast. Expended spell levels are regenerated at a rate of one level per day.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Arcane Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select arcane dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. An Arcane Sûl-Blooded dragon shaman must choose the Arcane Sûl Totem.

Home     Three Worlds     Bloodlines

Campaign Design - Bloodlines: Sand Sûl-Blooded

Sand Sûl-Blooded
(adapted from Unearthed Arcana)

Throughout the Tozlu Desert, there are wanderers who bear the unmistakable markings of one who is descended from Gréaþexe. In Camocim, noble families boast of their familial connections to the sand dragons, and while many of such lineages are fabricated, some are very genuine.

Sand Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Survival checks
2nd
-+2 on Survival checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Survival checksSkill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2
5th
--Sand Sûl affinity +21
6th
-Strength +1+1 to natural armor +1
7th
--+2 on Hide checks
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2
9th
--Wisdom +1
10th
-Sand Sûl affinity +21Haboob, once per day (Sp)
11th
--Sand Sûl affinity +41
12th
Strength +1+1 to natural armor +1+1 to natural armor
13th
--+2 on Spot checks
14th
-+2 on Hide checksPower Attack
15th
--Constitution +1
16th
Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Sand Sûl affinity +61
18th
-Wisdom +1+1 to natural armor
19th
--+2 on Listen checks
20th
Sand Sûl affinity +21Haboob, once per day (Sp)Immunity to Fire (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with sand dragons and other creatures descended from sand dragons, including others with this bloodline..
2 If you gain fire resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 30-foot cone of flaywind, 6d4 damage; Fortitude half (DC 10 + ½ your Hit Dice + your Constitution modifier). Any creature or object with a hardness of less than 5 in the area of your breath weapon takes the listed damage. Usable once per day. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d4 to your dragon shaman breath weapon.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Sand Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select sand dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Sand Sûl-Blooded dragon shaman must choose the Sand Sûl Totem.

Home     Three Worlds     Bloodlines

Monday, June 17, 2019

Campaign Design - Bloodlines: Song Sûl-Blooded

Song Sûl-Blooded
(adapted from Unearthed Arcana)

Because of their natural ability to assume human form and live much of their lives in the company of humans or fæy, the descendants of Drægrædsang commonly form bonds that result in dragon-blooded progeny. Though less often seen in the Three Worlds, song dragon-blooded individuals are almost common. One curious thing about song-dragon blooded individuals is that they are always female, and tend to be strikingly beautiful figures with powerful voices. Many who bear this bloodline become bards, orators, diplomats, and, more rarely, con artists.

Song Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Perform checks
4th
+2 on Perform checksSkill Augmentation (Listen and Spot)
6th
Charisma +1
8th
Skill Augmentation (Listen and Spot)Sonic resistance 5 (Ex)2
10th
Song Sûl affinity +21
12th
Charisma +1+1 to natural armor
14th
+2 on Diplomacy checks
16th
Sonic resistance 5 (Ex)2Sonic resistance 10 (Ex)2
18th
Wisdom +1
20th
Song Sûl affinity +21Tongues, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with song dragons and other creatures descended from song dragons, including others with this bloodline.
2 If you gain sonic resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow sonic resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Song Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select song dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Song Sûl-Blooded dragon shaman must choose the Song Sûl Totem.

Home     Three Worlds     Bloodlines

Campaign Design - Bloodlines: Reef Sûl-Blooded

Reef Sûl-Blooded
(adapted from Unearthed Arcana)

Because Vaimiti's line forms cooperative arrangements with other creatures so frequently, they often find themselves in in close contact with members of other species. As a result, reef dragons commonly form close connections with others that sometimes turn into romantic bonds and produce offspring. In some coastal areas of the world, being descended from a reef dragon is so common that it is almost a certificate of good standing in the community. Reef dragon-blooded individuals tend to be lanky and tall, and almost always have an affinity for the sea.

Reef Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Swim checks
4th
+2 on Swim checksSkill Augmentation (Listen and Spot)
6th
Intelligence +1
8th
Skill Augmentation (Listen and Spot)Summon nature's ally II, once per day (Sp)2
10th
Reef Sûl affinity +21
12th
Intelligence +1+1 to natural armor
14th
+2 on Hide checks
16th
Summon nature's ally II, once per day (Sp)2Summon nature's ally IV, once per day (Sp)2
18th
Charisma +1
20th
Reef Sûl affinity +21Water Breathing (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with reef dragons and other creatures descended from reef dragons, including others with this bloodline.
2 This ability can only be used to summon aquatic creatures. You use this spell-like ability as a druid of a level equal to your character level.
3 You can breathe underwater indefinitely and can freely use special abilities while submerged.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Reef Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select reef dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Reef Sûl-Blooded dragon shaman must choose the Reef Sûl Totem.

Home     Three Worlds     Bloodlines

Campaign Design - Bloodlines: Wild Sûl-Blooded

Wild Sûl-Blooded
(adapted from Unearthed Arcana)

As the self-appointed guardians of the wild places of the world, Walentyna's progeny would seem to have many opportunities to form unions with other woodland dwellers, but their preference for solitude tends to work in the opposite direction, making wild dragon-blooded individuals very rare, even in the Færie Realms. When wild dragons do produce mixed offspring, they tend to do so with fæy rather than the more mundane dwellers of the Three Worlds. Given the predilection of many fæy towards dalliances with humans and other mortal races, in rare cases the wild dragon bloodline is pass into human society in this manner. Those bearing the wild dragon bloodline tend to have a feral look about them - often seeming shaggier and more brutish than their peers, but tend to be possessed of a wisdom and patience beyond that which would be considered normal.

Wild Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
Constitution +1
8th
Skill Augmentation (Listen and Spot)Wild Empathy +2 (Ex)2
10th
Wild Sûl affinity +21
12th
Constitution +1+1 to natural armor
14th
+2 on Survival checks
16th
Wild Empathy +2 (Ex)2Wild Empathy +4 (Ex)2
18th
Wisdom +1
20th
Wild Sûl affinity +21Charm person or animal, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with wild dragons and other creatures descended from wild dragons, including others with this bloodline.
2 You gain Wild Empathy as a druid of a level equal to your character level, with an additional bonus equal to that listed.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Wild Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select wild dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Wild Sûl-Blooded dragon shaman must choose the Wild Sûl Totem.

Home     Three Worlds     Bloodlines

Campaign Design - Bloodlines: Molten Sûl-Blooded

Molten Sûl-Blooded
(adapted from Unearthed Arcana)

Though the descendants of Rœðan are rare, they are not nonexistent. Once in a great while, a molten dragon will form a bond with another creature that can withstand the intense heat of the dragon's body, and from those unions come the molten blooded. Most who bear this bloodline have rough, hardened skin, and when they gain their natural armor bonus, their skin begins to take on the appearance of sheets of rock. They tend to have flaming red hair and orange eyes that almost glow from the fires within their souls.

Molten Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Sense Motive checks
4th
+2 on Sense Motive checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Fire resistance 5 (Ex)2
10th
Molten Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Open Lock checks
16th
Fire resistance 5 (Ex)2Fire resistance 10 (Ex)2
18th
Constitution +1
20th
Molten Sûl affinity +21Summon Mephit, once per day (Sp)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with molten dragons and other creatures descended from molten dragons, including others with this bloodline.
2 If you gain fire resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow fire resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 You can summon a lava mephit once per day as if using Summon Monster XX as a sorcerer of a level equal to your character level.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Molten Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select molten dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Molten Sûl-Blooded dragon shaman must choose the Molten Sûl Totem.

Home     Three Worlds     Bloodlines