+anima (3.5e Bloodline)
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The +Anima Bloodline is a strange one indeed. Rather than something your character is born with, a character may gain this bloodline during a near-death experience. It is not completely known how the character gets this bloodline exactly, however it seems to become active just as the individual is about to perish possibly preventing the person's death. The most common belief behind this bloodline is that an animal's spirit enters the body when they are most vulnerable, this spirit can vary greatly on how much it affects both the characteristics and the physical appearance of the character. For a start, it may not affect the character at all but, on the other hand, they may develop the primal characteristics of that animal and can sometimes become more like that animal than their former selves. Another important note is no-one knows the origin of the Bloodline as it is both rare, yet can occur in any human. The only certain change to the character is that they develop a strange singular tattoo in a shape and place on there body, depending on what type of +Anima bloodline they are.
- Note: The character must be a Human in order to have the chance to gain this bloodline.
- Note: The one thing I do advise whilst taking this bloodline is having a high wisdom score and taking feats which add on bonuses to will saves.
Each +Anima Bloodline type has its own characteristics and traits, in addition to changes to in physical appearance and personality. The types are listed below with a summary of there capabilities.
|Wolf||An intimidating type focused on finding an opponents weakness.|
|Bear||A brutish type which can focus on sheer force and strength to prevail.|
|Fish||A specialized warrior who can fight on sea as well as land.|
|Crow||An airborne type who benefits from speed and delivers their punch from the sky.|
|Bat||An airborne type whose echolocation ability can allow them to fight in pitch black conditions.|
|Cat||A dexterous type whose acrobatic prowess can allow them to move with ease.|
+Anima Wolf sub-type
|1st||+Anima form||+Anima form||+Anima form, +2 to Listen, Spot and Intimidate checks, characters also gain the ability to have Scent|
|2nd||—||+2 to Listen, Spot and Intimidate checks, characters also gain the ability to have Scent||detect +Anima aura|
|3rd||—||—||+2 to Dexterity|
|4th||+2 to Listen, Spot and Intimidate checks, characters also gain the ability to have Scent||detect +Anima aura||Druids Animal Companion|
|5th||—||—||Wolf Affinity +2|
|6th||—||+2 to Dexterity||+Anima Hydra Form|
|7th||—||—||+2 to Jump,Climb and Swim|
|8th||detect +Anima aura||Druids Animal Companion||Wolves Determination|
|9th||—||—||+2 to Strength|
|10th||—||Wolf Affinity +2||+Anima Animal Form|
|11th||—||—||Wolf Affinity +4|
|12th||+2 to Dexterity||+Anima Hydra Form||Wolves Precision|
|13th||—||—||+2 to Swim,Hide and Move Silently checks|
|14th||—||+2 to Jump,Climb and Swim||Wolves Memory|
|15th||—||—||+2 to Dexterity|
|16th||Druids Animal Companion||Wolves Determination||Wolves Speed|
|17th||—||—||Wolf Affinity +6|
|18th||—||+2 to Strength||Wolves Precision 2|
|19th||—||—||+ 2 to Scent, Spot and Listen checks|
|20th||Wolf Affinity +2||+Anima Animal Form||True Loyalty|
* Wolf affinity also includes Handle Animal
+Anima form: A Human with the +Anima bloodline only gains the benefits of this bloodline when he is in his +Anima form. This is dependent on the potency of the bloodline. (excludes other forms) A minor +Anima will of this type choose two from the following which changes when in his form (they will become the same as the animal they are linked to): Ears, Claws, Hair Colour, Eyes. A minor +Anima needs not role to see he becomes 'berserk'. An intermediate or Major +anima gains all of the following: Eyes, Ears, Hair Colour, claws, and tail.
When coming into their +anima form, and every 2 hours whilst in this form, a character must pass a check dependent on the potency of the bloodline, a Minor character can only fail this check with a natural 1, An intermediate character roles a DC (10) check and adds the level of which he has this bloodline at. A major character roles a DC (12) check and adds the level of which he has this bloodline. the roll is equal to (Dice roll + Wis + Will save + 1/2 bloodline level + Misc)
If a character fails to pass this check he suffers from the drawbacks of 'berserk'. until he is ever Knocked Out, Killed, or passes a DC (20) Will save which e makes at the end of each turn. the roll is equal to(Dice roll + Wis + Will save + Misc)
for a character with the major version of this bloodline, the +anima form is there default form and they cannot change back into a human. However, the major bloodline can grant some more powerful bonuses and effects.
If Claws is selected, the character may choose deal lethal damage when using their fists.
Detect +Anima aura (Sp): This ability works similarly to skills. A +anima character may use 'Detect +Anima aura' to find other +anima within a 6 square (30ft) radius. like other skills you may put skill points into it. its overall modifier is determined by how many skill points you have in it plus your 'Wisdom' bonus.
|fail||you do not detect any +anima|
|10||you can detect any +anima in animal or hybrid form.|
|20||you can detect any +anima in +anima form|
|30||you can detect major +anima in human form.|
|40||you can detect intermediate +anima in human form.|
|50||you can detect minor +anima in human form.|
Druids Animal Companion: a Wolf +Anima character gains a Druids Animal Companion as if they are a druid. ( must be a wolf ) If a character already has this, they may choose another feat, provided they have the requirements.
+Anima hydra Form: the +Anima Hydra Form is a more powerful version of the +Anima form, making the character look more like a werewolf than a Human with the Wolf +anima, The character grows fur across there body and they gain some of the dominant features of a wolf. They gain the ears, fangs and snout of a wolf as well as the powerful legs and tail. they also gain claws and there characteristics lean more towards the stereotypical acts of a wolf. ( aggressive, intimidiating, yet loyal and brave and will strike at the weak spots ). At the DM's discretion, the clothes may ever still on the character and become more fitting or will also merge whilst transforming, although this will affect the armour bonus the character has in this state. any weapons and shields do not get merged into this form and the character will continue to use these if he wishes, although it will be better roleplay if they used there newly found natural weapons.
A +anima Wolf in hydra form automatically gains a +4 in Strength, a +2 in Dexterity and Constitution and a -2 to Intelligence, Wisdom and Charisma, alongside an additional +5 to Intimidate checks and Handle Animal checks on a wolf. as well as a +5 bonus to Jump and Tumble checks. A +anima Wolf gains two claws which each deal 1d6 damage, and bite which deals 1d6 damage. A +anima Wolf also gains an additional +5 ft to movement speed. ( those effects accumulate with the bonuses from the bloodline )
A +anima Wolf in hydra form has its drawbacks, first of all, a +anima Wolf in hydra form must take a DC(25) Will save, which in this case they add on half of there Bloodline Level to the existing modifiers ( so it would be Dice roll + Wis + 1/2 Bloodline lvl + misc + class bonus).
If a character fails to pass this check he suffers from the drawbacks of 'berserk'. until he is ever Knocked Out, Killed, or passes a DC (25) Will save which e makes at the end of each turn.This does not allow you to include the bloodline level bonus to the roll.( so it would be dice roll + Wis + misc + class bonus ).
Wolves Determination: the character becomes more determined of victory, like a wolf, they will become more vicious as long as they see a threat whilst injured. when bloodied. the character gains an additional +2 to hit with natural/light weapons and a +1 to hit with other weapons. they also gain a +1 to Armour Class. the effects last until the end of combat.
+Anima Animal Form: the character has the ability to become a wolf. In this transformation, any armour and equipment is also magically merged so when they come out of this form, they are wearing there clothes and armour again. The character takes 1d8 non-lethal damage from the transformation and gain the physical appearance of a wolf.
The characters stats are different in this form, Strength, Dexterity and Constitution gain a +4, whilst Intelligence, Wisdom and Charisma take a -4 penalty. The character has a number of (d8) Hit dice equal to there character level - 2. they also have two claws (1d6) and a mouth (1d6) for which they may deal damage. and a AC of 10 + Dex bonus + Misc + (1/2 character level - 10). and a movement speed of 45ft.
- Note:(1/2 character level - 10 cannot go below 0)
they also earn a + 5 bonus on Intimidate, Jump, Swim, Hide, Move Silently and Tumble checks, they will also gain a +10 handle animal check whilst using it on wolves. ( those effects are accumulative with the bonuses from the bloodline )
The character personality becomes more wolf-like, often Loyal, Intimidating and Noble, but they cannot talk whilst in this form. A character can also use Scent as if using Listen or Spot to identify, and possibly locate creatures.
A +anima Wolf in animal form has its drawbacks, first of all, a +anima Wolf in animal form must take a DC(25) Will save, which in this case they add on half of there Bloodline Level to the existing modifiers( so it would be Dice roll + Wis + 1/2 Bloodline lvl + misc + class bonus).
If a character fails to pass this check, he suffers from the drawbacks of 'berserk' until he is knocked out, killed, or passes a DC (25) Will save which e makes at the end of each turn. This does not allow you to include the bloodline level bonus to the roll.( so it would be dice roll + Wis + misc + class bonus ).
Wolves Precision:Wolves focus on the weak spots of creatures, increase the margin of the weapons critical range by +1 and gain a +2 bonus to hitting.
Wolves Memory: You never forget a face, you gain a +3 additional spot check to identify a person you've met before. You also gain a +1 damage bonus on any enemies you've met before. ( old grudges die hard )
Wolves Speed: Like a wolf, you become fast footed and gain +10 ft movement speed and +2 Reflex save.
Wolves Precision 2: you can pick out the weak from the strong, and the bloodied from the healthy. You gain a +2 to hit and a +1 to damage on bloodied enemies.
True Loyalty: You would do anything for a friend, even take an arrow. If an ally within two squares of you is bloodied and is attacked by an enemy in your field of view, then you may step and switch places with the ally, taking the hit which they would've taken for them. If the enemy is in an adjacent square to you or your ally, you may also make a counter-attack with a one-handed melee weapon.
A minor wolf +Anima will generally have the ears, eyes or claws of the wolf breed of there chose. and will generally have lightly coloured hair, similar to the wolf breed of there chose.
An Intermediate Wolf +Anima will generally have the ears, and claws of the wolf breed of there chose, in addition, they may also grow the feet, tail or snout of a wolf.
A Major Wolf +Anima will have the ears, claws, snout shape and tail of a wolf +anima, but they are more recognizable as humans than wolves, sometimes they will have the feet of a wolf. they will also have the same coloured hair as that wolves fur.
Generally, Wolf +anima are quite well-built and dexterous.
A Wolf +Anima can inherit the characteristics of a wolf, with it being more likely for the stronger bloodlines to have more dominant characteristics. A wolf +anima can be loyal and noble, and seen as a friendly and commutative character to have in a party, at the same time, they can be vicious and deadly, sometimes hunting down there enemies with no remorse. It is also known for Wolf +Anima to be the leader of the group, often making his views there law and not listening to anyone who disagrees.
Ihis bloodline is not an original idea of mine, I am merely responsible for formatting and designing how the mechanics would work in DnD.