Legacy of Blood Ravenloft
Each character will be allowed to choose a singular half bloodline, and it is required. This is to recognize there involvement within the game world. They the PC's are the Legacy of Blood that the title eludes to of course. Below is the ones you may choose from.
You are a Half Celestial, your blood is that of the divine, of the heavens and of those outsiders who strive to do good in the realms. In Legacy of Blood, your blood line is an attraction to those of like mind, those of the faiths often seek out those of your blood.
Alignment: Any Good
Type: Creatures type changes to outsider (native)
Armor Class: Natural Armor improves by +1
Defense/Qualities: A half-celestial gains darkvision 60 ft.; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature’s land speed (good maneuverability).
Smite Evil (su) Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
Spell Like Abilities
|1-2 HD||Protection from evil 3/day, bless|
|3-4 HD||Aid, detect evil|
|5-6 HD||Cure serious wounds, neutralize poison|
|7-8 HD||Holy smite, remove disease|
|9-10 HD||Dispel evil|
|11-12 HD||Holy word|
|13-14 HD||Holy aura 3/day, hallow|
|15-16 HD||Mass charm monster|
|17-18 HD||Summon monster IX (celestials only)|
Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
As a half dragon you are one of those people that radiate confidence, you radiate strength many will look to you to lead. Many will look to you in situations where there is trouble. On the other hand, there are those who might feel the need to cause trouble for you. Being of dragon blood.
Type: Creature type changes to dragon. Do not recalculate hit dice, base attack bonus, or saving throws.
Armor Class: Natural armor bonus improves by +4.
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature’s base land speed (average maneuverability).
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon’s size (see “Natural Attacks”).
|DRAGON VARIETY||BREATH WEAPON|
|Black of Copper||60-foot line of acid|
|Brass||60-foot line of fire|
|Blue or Bronze||60-foot line of electricity|
|Gold or Red||30-foot cone of fire|
|Green||30-foot cone of acid|
|Silver or White||30-foot cone of cold|
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).
A half fiend has a hard time in Ravenloft but they are also quiet powerful, they darkly alluring and often draw those that are weaker and looking to belong. Like the half fiend itself is often looking to belong. A half-fiend that fights its nature does well enough to aid the forces of good.
Alignment: Any none good.
Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor bonus improves by +1.
Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature’s CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature’s land speed (good).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size.
Special Attacks: A half-fiend gains the following.
Smite Good (Su)Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.
Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher).
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
|13-14||Unholy aura 3/day, unhallow|
|17-18||Summon monster IX|
You are a half janni your parents were likely summoned into the MIsts and could never get out. You are one of those people that draws attention with exotic beauty, and exotic natures. You draw those who seek something better, who desire something some would say temptation is your gift and those looking to escape life others say you are a miracle worker its up to you what you chose.
Size/Type:The creature’s type changes to outsider (augmented humanoid, human, native). Do not recalculate the base creature’s Hit Dice, base attack bonus, or saves. Size is unchanged.
Armor Class: The half-janni’s natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Speed: A half-janni gains the ability to fly, with a speed of 20 feet (good maneuverability).
Spell-Like Abilities: A half-janni with an Intelligence or Wisdom score of 8 or higher has spell-like abilities, depending on its level, as indicated on the table below.
The abilities are cumulative. Caster level equals the creature’s level, and the save DC is Charisma-based.
|1-2||Speak with animals 3/day|
|7-8||Invisibility (self only) 3/day|
|9-14||Create food and water 1/day|
|15-16||Ethereal jaunt 1/day|
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Int +2, Wis +4, Cha +4
You are a half fey, you may be related to the Arak in the Shadow Rift, you may be the child of fey in the untamed wilds of Ravenloft. Those drawn to wild places and those of fey like nature are drawn to you. You are exotic and attract attention anywhere you go.
Alignment: Any non-lawful.
Type: The creature’s type changes to fey. Do not recalculate HD, BAB, or saves.
Senses: A fey creature gains low-light vision.
Armor Class: Reduce the creature’s natural armor, if any, by 1 (minimum of 0).
Defensive Abilities: A fey creature gains a +4 bonus on saves against mind-affecting effects, resist cold and electricity 10, and DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more).
Speed: Unless the base creature flies better, the fey creature flies at 1-1/2 times the base creature’s land speed (good maneuverability), rounded down to the nearest multiple of 5 feet. If the creature already has flight with a maneuverability of good, it increases to perfect.
Special Abilities: A fey creature gains one of the following abilities for every 4 HD or fraction thereof.
A fey creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.
Change Shape (Su)
A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.
Energy Resistance (Ex)
A fey creature gains resistance 10 to one energy type, or increases an existing resistance by 10. Resistance increased beyond 30 becomes immunity instead. This ability can be selected more than once.
A fey creature gains evasion, as the rogue ability of the same name.
Long Step (Su)
A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
Spell Resistance (Ex)
A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.
Trackless Step (Ex)
A fey creature does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires.
As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
Woodland Stride (Ex)
A fey creature can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. This ability can be selected more than once, for a different terrain each time.
Spell-Like Abilities: A fey creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
|1-2||Dancing lights 3/day, faerie fire|
Abilities: A fey creature gains a +4 bonus to Dexterity and Charisma a +2 bonus to Intelligence . A fey creature receives a -2 penalty to Strength. Fey creatures derived from creatures without an Intelligence score gain an Intelligence of 3.