Fiendblood: Difference between revisions

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__NOAUTOLINKS__
[[Category:Lineage]]
[[Category:Lineage]]
{{LineageInfobox|Height=4'8" - 6'5"|Weight=80 - 250 lbs|Size=Medium|Base Speed=20 ft|Appearance=<u>Prior to 16 y/o</u>: Resemble the species they were born into (ie human, kettek, et.)
{{LineageInfobox|Height=4'8" - 6'5"|Weight=80 - 250 lbs|Size=Medium|Base Speed=20 ft|Appearance=<u>Prior to 16 y/o</u>: Resemble the species they were born into (ie human, kettek, et.)
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<u>Lifespan</u>: 70 - 90 years|image=Fiendblood.png}}
<u>Lifespan</u>: 70 - 90 years|image=Fiendblood.png}}


The [[Fiends of Inferno]] are a brutal and cunning lot whose thoughts and behaviors are far beyond the comprehension of mortal beings. Those that act beyond instinct feel nothing of love, appreciation, or admiration and their dealings are always of a transactional nature. Those foolish enough to bargain usually find, to their horror, that they do not receive quite what they expect. Humans are particularly susceptible to Fiendish influences.
The Fiends of Inferno are a brutal and cunning lot whose thoughts and behaviors are far beyond the comprehension of mortal beings. Those that act beyond instinct feel nothing of love, appreciation, or admiration and their dealings are always of a transactional nature. Those foolish enough to bargain usually find, to their horror, thatthey do not receive quite what they expect. Humans are particularly susceptible to Fiendish influences.


Fiendbloods result in the mingling of Fiend and humanoid blood, which produces a twisted hybrid offspring. Though the child itself may appear perfectly normal and healthy for the first few years of life, their nature quickly becomes apparent as they grow and signs of their parentage begin to show. Horns begin to poke from their heads, their skin takes on strange green, red, or gray tones, their eyes darken to black orbs, and strange tragedy follows wherever they go. Those that do manage to avoid suspicion learn the truth when they reach maturity and the first blood transformation takes place.
Fiendbloods result in the mingling of Fiend and humanoid blood, which produces a twisted hybrid offspring. Though the child itself may appear perfectly normal and healthy for the first few years of life, their nature quickly becomes apparent as they grow and signs of their parentage begin to show. Horns begin to poke from their heads, their skin takes on strange green, red, or gray tones, their eyes darken to black orbs, and strange tragedy follows wherever they go. Those that do manage to avoid suspicion learn the truth when they reach maturity and the first blood transformation takes place.


==='''Fiendblood Traits'''===
===Fiendblood Traits===


'''Height:''' 4’8” - 6’5”
'''Height:''' 4’8” - 6’5”
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'''Base Speed:''' 20 ft
'''Base Speed:''' 20 ft


'''Appearance:''' Fiendbloods generally resemble a typical member of the species they were born into until they reach their sixteenth birthday when they undergo their first transformation and all manner of changes occur. They might sprout twisted goat horns or spines, wicked claws and fangs, spiked tails or even bat-like wings. Their skin becomes a mottled red, gray, or green and their eyes fade to solid black or dull red.
'''Appearance:''' Fiendbloods generally resemble a typical member of the species they were born into until they reach their sixteenth birthday when they undergo their first transformation and all manner of changes occur. They might sprout twisted goat horns or spines, wicked claws and fangs, spiked tails or even bat-like wings. Their skin becomes a mottled red, gray, or green and their eyes fade solid black or dull red.


'''Sanguineth-Blooded'''
'''Sanguineth-Blooded'''


* Those of the Sanguineth blood must forever fight against the baser urges of excess and indulgence that so define their heritage. The Sanguineth typically appear the most humanoid of their lineage, as the Fiendish influence usually comes through in subtle ways. Slit, blood red eyes are often the first signs followed by extra long, double jointed fingers. Those that embrace their blood might have limbs that look quite long and sinewy and teeth that appear a little too pointed.
* Those of the Sanguineth blood must forever fight against the baser urges of excess and indulgence that so define their heritage. The Sanguineth typically appear the most humanoid of their lineage, as the Fiendish influence usually comes through in subtle ways. Slit, blood-red eyes are often the first signs followed by extra long, double-jointed fingers. Those that embrace their blood might have limbs that look quite long and sinewy and teeth that appear a little too pointed.


'''Melaneth-Blooded'''
'''Melaneth-Blooded'''


* The Melaneth reside in The Black City of Durlossoth, where twisting streets of endless dilapidation drive unfortunate travelers mad with hopelessness. Melaneth fiendbloods usually have wispy hair of black or white and shriveled features. A dour nature comes with the blood, and many Melaneth fiendbloods find an unconscious stirring in their souls when the opportunity for a deal or an imparting of dark wisdom arises.
* The Melaneth reside in the Black City of Durlossoth, where twisting streets of endless dilapidation drive unfortunate travelers mad with hopelessness. Melaneth fiendbloods usually have wispy hair of black or white and shriveled features. A dour nature comes with the blood, and many Melaneth fiendbloods find an unconscious stirring in their souls when the opportunity for a deal or an imparting of dark wisdom arises.


'''Cholereth-Blooded'''
'''Cholereth-Blooded'''
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'''Phlegmereth-Blooded'''
'''Phlegmereth-Blooded'''


* It is said that the Phlegmereth are the source of all known illness and [[disease]], and those that share their blood might enforce the idea with sickly pale skin, skull-like features, and any number of swollen knots or nodules. It is surprising, then, that most Phlegmereth fiendbloods show an unusual strength of both body and will that bely this appearance. The fervent, often zealous nature of their heritage is difficult for such a fiendblood to escape, and they must always be tempered against losing themselves in a cause or belief.
* It is said that the Phlegmereth are the source of all known illness and disease, and those that share their blood might enforce the idea with sickly, pale skin, skull-like features, and any number of swollen knots or nodules. It is surprising, then, that most Phlegmereth fiendbloods show an unusual strength of both body and will that bely this appearance. The fervent, often zealous nature of their heritage is difficult for such a fiendblood to escape, and they must always be tempered against losing themselves in a cause or belief.


'''Lifespan:''' Fiendbloods reach maturity around age 16 and naturally live about 70-90 years.
'''Lifespan:''' Fiendbloods reach maturity around age 16 and naturally live about 70-90 years.


=== '''Fiendblood Features''' ===
=== Fiendblood Features ===


==== '''Fiendblood Starting Features''' ====
==== Fiendblood Starting Features ====
At level 1, you gain the following features as a fiendblood. You also gain additional features based on your sublineage choice.
At level 1, you gain the following features as a fiendblood. You also gain additional features based on your sublineage choice.
{| class="wikitable"
{| class="wikitable"
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|-
|-
|'''Creeping Dread'''
|'''Creeping Dread'''
|While your Blood Transformation feature is activated, you may spend 4 AP to attempt to sow a [[primal]] fear in those near you. You must make a CHA attack against the WILL of all creatures within 15 ft. If successful, those creatures are struck with the Broken condition until the end of their next turn.
|While your Blood Transformation feature is activated, you may spend 4 AP to attempt to sow a primal fear in those near you. You must make a CHA attack against the WILL of all creatures within 15 ft. If successful, those creatures are struck with the Broken condition until the end of their next turn.
|}
|}


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|-
|-
|'''War Bringer'''
|'''War Bringer'''
|While your Blood Transformation feature is activated, you may spend 4 AP to inspire up to two allies within 30 feet to bring death and [[carnage]]. Those allies do an additional +2 [[damage]] whenever they hit an enemy for a number of rounds equal to your CHA+1 (min 1).
|While your Blood Transformation feature is activated, you may spend 4 AP to inspire up to two allies within 30 ft to bring death and carnage. Those allies do an additional +2 damage whenever they hit an enemy for a number of rounds equal to your CHA+1 (min 1).
|}
|}


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|'''Ancestral Communion'''
|'''Ancestral Communion'''
|
|
|(1/Rest) While sleeping, you may attempt to [[commune]] with the fiends related to your sublineage. Roll 1d20, on an 11 or higher you successfully contact a fiend determined by the MC. You may ask this fiend three questions, after which the communion ends. The fiend is under no obligation to answer honestly, or even to answer at all.  
|(1/Rest) While sleeping, you may attempt to commune with the fiends related to your sublineage. Roll 1d20. On an 11 or higher you successfully contact a fiend determined by the MC. You may ask this fiend three questions, after which the communion ends. The fiend is under no obligation to answer honestly, or even to answer at all. You may use this feature once each time you Take a Rest.  
|-
|-
|'''Blood Transformation II'''
|'''Blood Transformation II'''
|Blood Transformation, Character Level 5  
|Blood Transformation, Character Level 5  
|Gain a second use of your Blood Transformation feature, regaining all expended uses when you Take a Rest.
|Blood Transformation becomes 2/Rest.
|-
|-
|'''Blood Transformation III'''
|'''Blood Transformation III'''
|Blood Transformation II, Character Level 15  
|Blood Transformation II, Character Level 15  
|Gain a third use of your Blood Transformation feature, regaining all expended uses when you Take a Rest.
|Blood Transformation becomes 3/Rest.
|-
|-
|'''Claws'''
|'''Claws'''
|
|
|Your fingernails grow long, sharp, and rigid, taking on a dark, bloody hue. Gain a special attack that costs 2 AP and deals 1d4 Sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls.
|Your fingernails grow long, sharp, and rigid, taking on a dark, bloody hue. Gain a special attack that costs 2 AP and deals 1d4 sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls.
|-
|-
|'''Draining Touch'''  
|'''Draining Touch'''  
|
|
|(END/Rest). You have the ability to draw the very life force out of a living creature. You may make a special unarmed attack against one target's AR by spending 4 AP. If successful, you deal 1d6 Necrotic damage to the target and regain HP equal to the amount of damage you dealt. You regain all expended uses when you Take a Rest.  
|(END/Rest). You have the ability to draw the very life force out of a living creature. You may make a special unarmed attack against one target’s AR by spending 4 AP. If successful, you deal 1d6 necrotic damage to the target and regain HP equal to the amount of damage you dealt.  
|-
|-
|'''Draining Touch II'''
|'''Draining Touch II'''
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|'''Fiendish Endurance'''
|'''Fiendish Endurance'''
|
|
|''Repeatable.'' Gain +6 Skill Points to spend on [[skills]] with the Stamina tag. You cannot spend more than +4 points on a single skill in this way.
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Stamina tag. You cannot spend more than +4 points on a single skill in this way.
|-
|-
|'''Infernal Influence'''
|'''Infernal Influence'''
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|'''[[Occult]] Affinity'''
|'''[[Occult]] Affinity'''
|
|
|Learn two rituals from the Occult Source of magic. If you do not already know occult magic from another feature or talent, then use CHA as your magic attribute.
|Learn two rituals from the Occult Source of magic. Use your magic attribute. If you do not have one, use CHA.
|-
|-
|'''Pact Maker'''
|'''Pact Maker'''
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|
|You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA (min 1). You may end a pact in [[order]] to make a new one; if you do, the creature that was released from your pact immediately. When a pact is ended for any reason, both participants of the pact are aware.  
|You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA (min 1). You may end a pact in order to make a new one; if you do, the creature that was released from your pact immediately.
When a pact is ended for any reason, both participants of the pact are aware.
|-
|-
|'''Violent Vindication'''
|'''Violent Vindication'''
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|'''Wings of [[Darkness]]'''
|'''Wings of [[Darkness]]'''
|Blood Transformation
|Blood Transformation
|While your Blood Transformation feature is active, you sprout a pair of shadowy wings. While you are using your wings, your horizontal [[jump]] distance is doubled and you no longer take falling damage.
|While your Blood Transformation feature is active, you sprout a pair of shadowy wings. While you are using your wings, your horizontal jump distance is doubled and you no longer take falling damage.


|}
|}
== Notes ==
{| class="wikitable"
{| class="wikitable"
|+
|+