Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Thursday, February 6, 2025

Fallen Empire: House Rules - House Rules for the Fallen Empire Setting

House Rules for the Fallen Empire Setting

Game Rules: The campaign will use the 3.5 edition Dungeons & Dragons rule set (referred to as “3.5e”) mostly “by the book” with a few modifications. Except where otherwise noted, material from the 3.5e Player’s Handbook and Dungeon Master’s Guide is generally available for players to use. In addition, I have selected certain modified rules (as specified on the site) from Unearthed Arcana for use in the campaign. Subject to review, material from most published Wizards of the Coast sourcebooks is available for use by players with appropriate campaign domestication as needed. If you want to use material from some other source, I may or may not allow it (depending on my assessment of whether it “fits” the campaign and the “soundness” of the proposed option). Most sourcebooks that I own are viable options for the campaign. The specific house rules are:
  1. Time: To the extent practicable, the campaign will use the rule that every day out of game is a day in game. Thus, if the campaign meets once every four weeks, there is the potential for four weeks to pass in the campaign between each session.

  2. 0th Level Characters: The campaign will use the rules for starting characters as 0th level characters.

  3. Races: The campaign will use some variant races. These are listed on the campaign page.

  4. Fractional Base Bonuses: Because I like them, the campaign will use the fractional base bonuses rule set forth in Unearthed Arcana in the sidebar on page 73. Classes that are listed on this site incorporate this rule information into their descriptions.

  5. Favored Classes: There are no favored classes in the campaign. There are no penalties for multiclassing for any characters.

  6. Multi-Classing: The multi-classing restrictions for monks are removed as game rules (the multi-classing restrictions for paladins are also removed, but because the base paladin class has been removed from the campaign, this is somewhat moot), although some particular organizations of such individuals may have particular rules regarding the “proper” area of study for those members.

  7. Class Skills: All classes gain +8 skill points at 1st level and +2 skill points per level thereafter. (Note that when using the 0-level rules, the +8 skill points applies to the character's 0th level rather than their 1st level).

  8. Skills: The following skills have been clarified, or expanded. The campaign will use the Skills by Character house rule. In addition, the campaign will use the expanded Synergy Bonuses listed in that page.
    • Craft: Alchemy: As a quasi-magical art, the Craft: Alchemy skill can be used by individuals who are not spell-casters.
    • Knowledge: Local: When this skill is selected, the character must specify the locality for the skill, usually a town, city, or relatively small region. The more specific the locale to which this skill applies, the more detailed the information it provides is. This skill may be taken multiple times. Each time it applies to a different locale.
    • Knowledge: War: This skill covers strategy, tactics, and logistics. At the start of a battle between two opposing forces numbering 50 combatants or more on each side, the leaders of each force may make an opposed Knowledge: War check (a commander may substitute a subordinate’s skill for his own if he delegates command). The winner of this opposed check may bestow a +1 circumstance bonus to attack rolls to a number of allied combatants equal to the margin by which he beat his opponent for a number of rounds equal to his Charisma modifier. Any number of subordinates may use the Aid Another action to increase the commander’s skill result provided he has had time to consult with them while formulating his battle plan.
    • Profession: Scribe: This skill may not be taken by illiterate characters.
    • Speak Language: While not a modification of the speak language skill per se, any time a character experiences a permanent increase in his or her Intelligence bonus, they may, after obtaining appropriate training, learn a new language without expending additional skill points.

  9. Racial Bonus Feats: All characters gain a racial bonus feat at 5th, 10th, 15th, and 2th level.

  10. Spellcraft: Because their powers and methods are so different, arcane casters suffer a -5 penalty to Spellcraft checks to identify divine spells, and vice versa. Characters who do not cast spells but have ranks in Spellcraft must specify whether their knowledge pertains more to the arcane or the divine. This is true whether the character is observing spell casting or using the skill to identify magical writing (such as a scroll). Multiclass casters of both arcane and divine spells suffer no penalty.

  11. Death and Dying: Instead of the standard rules detailed in the section titled Injury and Death on pages 145-146 of the Player’s Handbook, I’d like to use the following alternate rules. Except where noted here, all other rules detailed in this section are unchanged:
    • Disabled: When a character reaches 0 hit points, he is disabled. You remain disabled until you reach a negative hit point total equal to your Constitution modifier (minimum 0, no one is ever disabled at a positive hit point total). You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous actions, such as casting a quickened spell) you take 1 point of damage after completing the act. Unless your activity increased your hit points above 0, you remain disabled, unless your negative hit point total exceeds your Constitution modifier, in which case you fall unconscious and are dying. Healing that raises your hit points above 0 makes you fully functional again, just as if you had never been reduced to 0 or fewer hit points. A spell caster retains the spell casting capability she had before becoming disabled. You can also become disabled when recovering from dying. In this case, it is a step towards recovery, and you can have more negative hit points that your Constitution modifier (see Stable Characters and Recovery, below).
    • Dying: When your negative hit point total exceeds your Constitution modifier, but are less than your total Constitution score, you are dying. A dying character immediately falls unconscious and can take no actions. Every round, you must roll a d% to see whether you become stable. You have a percentage chance equal to your Constitution score of becoming stable. If you do not become stable, you lose 1 hit point. This continues until you die or become stable (see below).
    • Dead: When your negative hit point total equals your Constitution score, you die. You can also die from taking ability damage or suffering an ability drain that reduces your Constitution to 0. When a character dies, his soul immediately departs. It is virtually impossible to return from death (see Campaign Rules, Section 5 concerning spells that are generally unavailable in the campaign).
    • Stable Characters and Recovery: On the next turn after your negative hit point total exceeds your Constitution modifier, but is less than your total Constitution score, and on all subsequent turns, roll d% to see whether you become stable. You have a percentage chance equal to your Constitution score to become stable. If you don’t, you lose 1 hit point. When you are unconscious or dying you cannot use any special action that changes the initiative count on which your action occurs. If your negative hit points exceed your Constitution score, you die. Someone can keep you from losing any more hit points and make you stable with a DC 15 Heal check. If any sort of healing cures you of even 1 point of damage, you stop losing hit points and become stable. Healing that raises your hit points to a point where your negative hit point total is equal to or less than your Constitution modifier makes you conscious and disabled. Healing that raises your hit point total to 1 or more makes you fully functional again, just as if you had never been reduced to 0 or lower. A spell caster retains the spell casting capability she had before being in danger of dying.
    • Nonlethal Damage – Staggered and Unconscious: When your nonlethal damage equals your current hit points, but does not exceed it by more than your Constitution modifier, your are staggered (no one is ever staggered at a positive hit point total). You are so roughed up that you can only take a standard action of a move action in each round. You cease being staggered when your current hit points once again exceed your nonlethal damage. When your nonlethal damage exceeds your current hit points by more than your Constitution modifier, you fall unconscious. While unconscious, you are helpless (see Helpless Defenders, page 153 of the Player’s Handbook). Spell casters who fall unconscious retain any spell casting ability they had before going unconscious.

  12. Weapon Sizes: The unnecessarily overcomplicated weapon sizing rules in 3.5e will not be used. Instead, the original 3rd edition weapon sizing rules (because they are easier to work with) will be used. For those of you unfamiliar with these rules, they are simple. All weapons are given a “size”, for example, a short sword is a “Small” weapon, a longsword is a “Medium” weapon, and a greatsword is a “Large” weapon. The size of a weapon compared to a character’s size determines whether the weapon is light, one-handed, two-handed, or too large to use for that character:
    • Light: If the weapon’s size category is smaller than the character’s, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.
    • One-Handed: If the weapon’s size category is the same as a character’s, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character’s Strength bonus to damage (provided the character has a bonus).
    • Two-Handed: If the weapon’s size category is one step larger than a character’s, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character’s Strength bonus to damage (provided the character has a bonus).
    • Too Large to Use: If the weapon’s size category is two or more steps larger than a character’s own, the weapon is too large for the character to use.
    • Thrown Weapons: Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character’s size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character’s Strength bonus to damage.
    • Missile Weapons: A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a sling, a mighty composite shortbow, or a mighty composite longbow.
    • Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

  13. Scribing Scrolls: A single standard scroll can hold up to nine levels worth of spells, combined in any manner the scribe desires. A single scroll could hold one ninth level spell, a fourth and a fifth level spell, nine first level spells, or any combination with total spell levels of nine or less. A cantrip scribed onto a scroll counts as a half-level for the purpose of this rule (therefore, a single scroll could conceivably hold up to eighteen cantrips). For the purpose of calculating the crafting time under the item creation rules, a single scroll may be scribed as if it were a single item, no matter how many spells it holds.

  14. Critical Hits: By the standard 3.5e rules, the critical threat range increases from the Improved Critical feat and the Keen weapon enhancement do not stack with one another. I am reversing this to the original 3rd edition rule, and an individual with the Improved Critical feat who is using a Keen weapon has the base critical threat range of his weapon tripled.

  15. Dodge: The Dodge feat as written is somewhat cumbersome to use in play. The Dodge feat as written provides a +1 dodge bonus to Armor Class against one opponent designated each round. Instead, for simplicity, the Dodge feat will simply grant a character a +1 dodge bonus to Armor Class against all attackers. If you are caught flat-footed or otherwise denied your Dexterity bonus, you lose this bonus.

  16. Metamagic: For the time being, the use of metamagic and the effects of metamagic feats are both governed by the Highly Experimental Metamagic Rule. This rule is provisional, and may be subject to change if it becomes a problem.

  17. Skill Bonus Feats: There are several feats that give a +2 bonus to two skills, such as Alertness, Diligent, Investigator, Stealthy and so on. Rather than having a dozen or more feats that basically do the same thing, I’m replacing them all with the Skill Augmentation feat.

  18. Spell Focus: Abjuration: In addition to its normal effects, the Spell Focus: Abjuration feat grants a +1 caster level bonus when making caster level checks related to spells from the Abjuration school of magic (such as those resulting from casting dispel magic, or banishment), and adds +1 to the DC to disarm magical traps created with spells from the Abjuration school of magic (such as that resulting from casting explosive runes).

  19. The Volley Rule: The "volley" rule described on Page 86 of Complete Arcane is the work of a total idiot and should never have been written. If you cast a weaponlike spell with multiple targets, bonuses to damage (including bonuses like sneak attack or skirmish damage, if applicable) apply to all attacks, not just the first one. As a side note, whoever at Wizards of the Coast wrote the volley rule should be banned from every writing game rules again and should hang their heads in shame.

  20. Mithral: The rules in the Dungeon Master's Guide concerning the cost of mithral weapons and other non-armor items are unclear. They state that a mithral item costs 500 additional shillings per pound over the base cost for the item, but also say that the item weighs half as much as an item made from other metal, raising the question of whether the 500 shillings per pound cost is applied before or after the weight adjustment. To bring the cost of weaponry in general alignment with the cost of mithral armor, I am ruling that the 500 per pound additional cost is post weight adjustment, with the limitation that the minimum cost for an item made from mithral is 300 shillings of additional cost (so a mithral dagger costs 302 shillings, not 252 shillings).

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Fallen Empire: Races - Humans

Humans

This is a variant version of humans that will be used in the Fallen Empire campaign setting.

Because the Fallen Empire does not use favored classes, this version of the human race has no defined favored class, but if it did, the favored class would be any class.

Human Racial Traits
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.

  • Human base land speed is 30 feet.

  • 1 extra feat at 1st level.

  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.

  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

  • Versatility: Humans may add +2 to any one ability score, but they must subtract -2 from another ability score (If they add +2 to their Strength score, they must subtract -2 from two other ability scores). A human character may choose not to do this.

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Fallen Empire: Races - Half-Elves

Half-Elves

This is a variant version of half-elves that will be used in the Fallen Empire campaign setting. Because elves in the campaign setting were hunted almost to extinction during the Age of Tyranny, many elves took refuge among friendly communities of other races, and inevitably intermixed with them. Many of the remnant elven families have many members who are actually half-elves.

Because the Fallen Empire does not use favored classes, this version of the half-elf race has no defined favored class, but if it did, the favored class would be any class.

Half-Elven Racial Traits
  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

  • Half-elf base land speed is 30 feet.

  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

  • +1 racial bonus on Listen, Search, and Spot checks.

  • +2 racial bonus on Diplomacy and Gather Information checks.

  • Elven Blood: For all effects related to race, a half-elf is considered an elf.

  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

  • Versatility: Half-elves may add +2 to any one ability score, but they must subtract -2 from another ability score. (If they add +2 to their Strength score, they must subtract -2 for two other ability scores). Alternatively, a half-elf may choose one of the following feats as a bonus feat. The character must meet all prerequisites to take one of these feats: Bonding, Bane Elf, Blood Elf, Death Elf, Earth Elf, Faith Elf, Feign Elf, Fire Elf, Forsaken Elf, Gray Elf, High Elf, Keebler Elf, Lifegiver Elf, Mercy Elf, Moon Elf, Pain Elf, Pale Elf, Red Elf, Star Elf, True Elf, War Elf, Water Elf, Wind Elf, Windrider Elf, Fæy Blood, Grace of the Fæy, Mark of the Fæy, Natural Birth Gift.

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Tuesday, February 4, 2025

Fallen Empire: Races - Elves

Elves

This is a variant version of elves that will be used in the Fallen Empire campaign setting. Elves in the campaign setting were hunted almost to extinction during the Age of Tyranny, and the remnants are all members of a handful of isolated families. Each family has developed distinctively in the time since the Age of Tyranny, which is reflected in the various starting elven bonus feats available to elven characters.

Because the Fallen Empire does not use favored classes, this version of the elf race has no defined favored class, but if it did, the favored class would be druid or wizard.

Elven Racial Traits

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Fallen Empire: Races - Dwarves

Dwarves

This is an alternate set of rules for dwarves. Dwarves in the Fallen Empire setting all come from a handful of dwarven clans, reflected in their varied starting bloodgift feats, as outlined below. Since the Fallen Empire setting does not use favored classes, there is no favored class defined for this variant version of dwarves, but if there were, it would be the fighter class.

Dwarven Racial Traits
  • +2 Constitution, -2 Charisma.

  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

  • +2 racial bonus on saving throws against poison.

  • +2 racial bonus on saving throws against spells and spell-like effects.

  • +1 racial bonus on attack rolls against orcs and goblinoids.

  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

  • +2 racial bonus on Appraise checks that are related to stone or metal items.

  • +2 racial bonus on Craft checks that are related to stone or metal.

  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

  • Dwarven Bonus Feat: To represent their family heritage, dwarves gain a single bonus feat, selected from the following list. The character must meet all prerequisites for the feat: Blood of Kings, Deepblood, Drakeblood, Flameborn Sorcery, Forgeblood, Seaborn Sorcery, Skyborn Sorcery, Stoneblood, Stoneborn Sorcery, Warborn Dwarf

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Sunday, February 28, 2021

Third Imperium - A Note About Races in GURPS and Races in GURPS: Traveller

Races in GURPS

Races in the GURPS game system are essentially fixed-cost point packages paid for during character creation. For the most part, they are an array of advantages and disadvantages that reflect the characteristics of that race. One generally cannot pick and choose which racial characteristics one wishes to have out of a racial package - one is either a member of the race, with all of the benefits and drawbacks that entails, or one is not. On a side note, there are some advantages and disadvantages that are usually only available as part of a racial package, although magic and extremely high-technology could conceivably change that.

Note that racial disadvantages do not count against a character's 40 point disadvantage limit for the purpose of character creation. In a similar manner, racial quirks do not count against the character's 5 point quirk limit. It should also be noted that some racial packages have very high point totals, and as a result may be difficult or even impossible to take when using a standard 100 point character build.

Races in GURPS: Traveller

As a general rule of thumb, all of the races found in the various GURPS: Traveller sourcebooks, including GURPS: Humaniti and all of the GURPS: Alien Races books, are available as character options in the Third Imperium. I will note that all of those sourcebooks are GURPS Third Edition books, and thus the point costs for those racial packages may be inaccurate for GURPS Fourth Edition. I am in the process of converting all the the racial templates to the more recent edition, but this is a time-consuming process and likely won't be completed for quite a while. Any player wishing to play a particular race that has not yet been converted should contact me and I will do the necessary conversion.

I will also point out that the area covered by the Third Imperium and its neighbors is huge. Space is vast, and between the various interstellar civilizations detailed in the setting, there are tens of thousands of inhabited star systems. Consequently, this means that there are likely a myriad of minor alien races that are not detailed in the official GURPS: Traveller sourcebooks. With some modification, races from GURPS: Aliens, GURPS: Uplift, or GURPS: Lensman could be fit into the GURPS: Traveller setting. It is plausible that a race from GURPS: Fantasy Folk or even GURPS: Myth could be modified to fit the setting as well, although that determination would have to be made on a case-by-case basis. If a player wishes to play a particular race from one of those sources, they should contact me and we can work together to place them into the setting and establish an appropriate point cost.

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Sunday, July 14, 2019

Campaign Design - Bloodlines: Topaz Sûl-Blooded

Topaz Sûl-Blooded
(adapted from Unearthed Arcana)

While they are rare, due to the somewhat less than friendly attitudes of most topaz dragons, there are those who bear the unmistakable pupiless golden-brown eyes and pale yellow skin of a descendant of Tvennumbrúni's. Topaz dragons are more likely to form alliances resulting in offspring with fæy who have an affinity for water than they are to interbreed with members of the mortal races, but even so, such unions have been known to occur.

Like their sire, those who bear this bloodline are often unpredictable, selfish, and difficult to deal with. They tend to gravitate to lives that take them onto the seas, and a number of the greatest sea explorers, mariners, and pirates in history have been known or suspected of being topaz-blooded.

Topaz Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Swim checks
2nd
-+2 on Swim checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Swim checksSkill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
5th
--Topaz Sûl affinity +21
6th
-Strength +1+1 to natural armor +1
7th
--+2 on Survival checks
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
9th
--Constitution +1
10th
-Topaz Sûl affinity +21Water breathing(Ex)
11th
--Topaz Sûl affinity +41
12th
Strength +1+1 to natural armor +1+1 to natural armor
13th
--+2 on Knowledge: Nature checks
14th
-+2 on Survival checksPower Attack
15th
--Charisma +1
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Topaz Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Intimidate checks
20th
Topaz Sûl affinity +21Water breathing (Ex)Cold immunity (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with topaz dragons and other creatures descended from topaz dragons, including others with this bloodline.
2 If you gain cold resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold 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 dehydration that looks like a watery blast, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). When directed against an aqueous liquid (water or a liquid composed mostly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Creatures caught in the cone take the indicated 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 +2d6 to your dragon shaman breath weapon.

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

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

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Saturday, July 13, 2019

Campaign Design - Bloodlines: Sapphire Sûl-Blooded

Sapphire Sûl-Blooded
(adapted from Unearthed Arcana)

Although those descended from Salgerðr tend to be extremely antisocial, tales tell of a rare few who have formed alliances with dwellers in the deep places of the earth, working for their mutual protection against the dire threats that lurk in the depths. From these alliances, offspring have been reported, although they are so rare as to be thought of as mere myths in many places.

Those who bear the sapphire dragon bloodline tend to be reclusive, which only further fuels the belief that they are mythical. They tend to have dark blue eyes, and dark hair that has an almost bluish tint in the sunlight. The handful of sapphire sûl-blooded individuals who have been identified have gravitated towards occupations that combine military life with working with earth and stone.

Sapphire Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Climb checks
4th
+2 on Climb checksSkill Augmentation (Listen and Spot)
6th
Dexterity +1
8th
Skill Augmentation (Listen and Spot)Sonic resistance 5 (Ex)2
10th
Sapphire Sûl affinity +21
12th
Dexterity +1+1 to natural armor
14th
+2 on Intimidate checks
16th
Sonic resistance 5 (Ex)2Sonic resistance 10 (Ex)2
18th
Strength +1
20th
Sapphire Sûl affinity +21Skate, 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 sapphire dragons and other creatures descended from sapphire 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.
3This ability allows you or an inanimate object to slide along any solid surface with no friction. You can control your movement by thought alone, skating, turning, or stopping as desired. Your base speed is your normal land speed plus 15 feet. You can move up or down inclines that he or she could otherwise walk on, but skating upward reduces speed to normal while skating downward adds 30 feet (instead of 15 feet) to your speed. An object under the influence of the skate effect can be dragged across the ground as if it weighed only one-tenth its normal weight. This ability lasts for one round per character level.

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

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

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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.

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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.

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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.

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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.

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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.

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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.

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