Saturday 19 April 2014

Nisibisi (Infernal) bloodlines

Mostly pinched from here; http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/infernal-bloodline modified for Pathfinder and the Thieves World background.

Somewhere in your family's history, a relative made a deal with an infernal power, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Class Skill: Diplomacy.

Bonus Spells: protection ward (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).

Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.

Thieves World
Hell is not one place, but rather seven planes, and each hell is an infinite place designed for one purpose alone: to contain evil. The home of Dyareela, daemons, demons and devils, and untold twisted souls, the seven hells are the very worst of nightmares brought to life. Nightmares that are summoned into the world by powerful magic and witchcraft.

The witches of Nisibisi north of Wizardwall, have no gods instead making pacts with the devils and demons of the seven hells in return for the power to raise the dead, to summon infernal powers and to prolong their unnatural lives. As the war between Ranke and Mygdonian rages the corrupting  tendrils of the Nisibisi extends south seducing many into such deals with infernal powers.

Evil aura  the corrupting touch leaves it’s victims with an evil aura, causing a -2 curse penalty to all reaction rolls and influence skills checks e.g.  bluff, diplomacy etc.

Protection ward (gain at 3rd level – 1st level spell.)   - similar in function to protection from evil, the caster must declare three truths when casting the spell, and the ward protects against creatures who meet those truths.

Taint: the unfortunate consequence of the infernal bloodline is that your magic is tainted by association with the Nisibisi. Any spell that causes a permanent effect inflicts the target with a number of taint points equal to the level of the spell. Spells that cause a temporary effect allow the target a will save DC10+level of spell, to avoid this affliction.

This stink of Nisibisi / infernal magic is recognizable to other spell casters with a spellcraft check of DC15 (modified by +1 per 10 points of taint), The taint naturally fades at the rate of one point per day. Speculation has it that a Nisibisi witch can invoke this taint as a penalty to saving throws against various effects. Luckily the Nisibisi are far from Sanctuary.

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