Carceri Noble Families

Noble Families

Some time before the Madness, the Carceri pantheon came to live as Avatars amongst the people of Carceri. Each of the deities chose a consort to join with their Avatars and founded the Noble Families of Carceri. Those deities then returned to their celestial homes, with the Noble Families acting as guardians of their clergy and people. The children of the perished Carceri gods hope that one of their number may one day claim the powers of their progenitors and restore their divinities to the Pantheon through them.

Players and NPCs may be aligned with one of the five leading houses who trace their lineage directly to the Gods of Men. Those with the strongest connection to their celestial (and infernal) progenitors are born as Aasimar (and Teiflings) who carry the prefix Val (or Mal) before their family name. The house as a whole take the name of their Aasimar.

Val’Shee ~ Children of Larissa – This family has the highest status outside of Carceri, owing to the fact that Larissa was accepted into the Twelve. Diviners, prostitutes, hospitalers, analysts, and camp-followers mostly hail from this house.

Val’Ishan ~ Children of Beltine (Ishi) and Neroth (Mordane) – This largest family is decended from the divine couple, the Aasimar of which take the name of the deity they feel the strongest pull in their blood. Morticians and physicians mostly come from this house, as well as most of the Gifted.

Val’Mehan ~ Children of Sarish – This family draws their lineage from the Human god of Law, who bound demons and devil to his service through contracts and divine will. Politicians and lawyers mostly come from this house.

Mal’Assante ~ Children of Illir – The family of the Traitor God, forever branded by his sin, the members of this house have strong military bend, but can vary from servants of the people to power players. The former emperors ofCeoriyani were all members of the Val’Assante and the Mal’Assante still hold positions of power: owning businesses and running trade groups/mecenary bands.

The “Orphaned” Val ~ Children of the dead – These families grouped together after their progenitor Gods died in the Madness. Many of their original numbers were outright killed when their progenitors were stuck down, but Aasimar from these families still crop up from time to time. Heretical cults have been built from some of these “Orphans” claiming to be their progenitors reborn.

Val’Abebi ~ Orphans of Knowledge – This noble family is in actuality a group that was founded by Val’Abebi aasimars after the death of their progenitor. The Followers of the Azure Way have not had a visible aasimar of Althares, the human god of knowledge, for many generations; the term Val had been transformed by the Followers’ common parlance to refer to the most senior members of the Azure Way.

Val’Iura ~ Orphans of Moonlight – Missing goddess whose children are becoming rarer since the disappearance of the Ceoriyani moon.

Enemies and Allies

GM Only

Members

Type

Cabal

Scale

6

Titles, Benefits, and Duties

Executive Powers: TBD

Criterion levels discovery important to the affiliation+2 affiliation in combat (CR equal to or greater than the PC)+1/4 the creature’s CR Benefits
 * Character level+1/2
 * TBD+1
 * TBD+3
 * TBD+2
 * TBD+1
 * Recruits a new member into the affiliation+1
 * Makes a
 * Defeats a violent enemy of the
 * TBD-4
 * TBD-4
 * TBD-4
 * 3 or lower        : no benefits.
 * 4-10                :
 * 11-20              :
 * 21-29              :
 * 30 or higher    : This player takes the role of one of the most powerful members of the organization,

GM Only

Specific bloodlines if they make sense

Favored combat styles, recommended feats

Classes and archetypes

More detail

Mal’Asante use Kyton spawn Teifling racial traits. Kyton share many similar vices to Illir and began to work in concert with his servants after his fall, drawn partially by the Burning Glory’s charisma and partially by the prospective torture fodder. Mal’Asante warriors have long favored sword and shield, specifically favoring the gladius for its piercing accumen.

Bloodline Powers  A Val’s bloodline reflects the divine influence granted to him and his kin by their patron deity. A Val’s blood rank reflects the strength of this deific gift. As such, no Val can ever possess more than one bloodline, nor can he voluntarily change the bloodline he was born with under any normal circumstances. In all recorded history, the only reported instance of a Val switching bloodlines occurred during the creation of the val’Sosi. Once a Val’s bloodline and blood rank have been determined, he must select his bloodline powers. The number of these powers is equal to the Val’s blood rank, and the powers are divided into different levels of strength. Whenever there is more than one bloodline power for any given level, a Val must possess two powers from that level before he can select powers of the next higher level. Therefore, a val’Abebi may choose the tongues of man are of all men as his first bloodline power, but he must then choose either wisdom of the ages or enhanced memory before he may choose any of the second-level bloodline powers.

Once a power is chosen, a Val may not change his selection for any reason. A Val may advance his blood rank every four levels (4th, 8th, 12th, 16th, 20th) instead of increasing one of his ability scores. Some Val may begin their lives with a higher blood rank than others. Please see the Val racial entry for more information on character creation and blood rank.

Unless otherwise noted, all bonuses from bloodline powers are considered to be divine bonuses and do not stack with either profane or sacred bonuses. All bloodline powers are considered to have a caster level equal to the Val’s total character level. For powers that require a saving throw, the DC is equal to 10 + the Val’s blood rank + the Val’s Charisma modifier. Whenever a bloodline power requires the Val to divide either his blood rank or character level in half, the resulting number is always rounded down.

The Major Bloodlines

Val’Abebi  The val’Abebi are the descendents of the Valinor of Althares. They are originally from the far south of the eastern continent, and currently maintain a strong presence in the Republic of Altheria. They are renowned for their analytical minds and are regarded as the finest scholars on Onara today.

1st Level Bloodline Powers Enhanced Memory (Ex)For a total number of times per day equal to the Val’s blood rank, enhanced memory allows a Val to memorize up to 800 words, numbers, or symbols as if he had a photographic memory. These can be in the form of anything from mathematical equations to pages of text, but they cannot include any form of magical script whatsoever. The Val must spend one minute per 100 words he wishes to memorize. Using this power more than once in a day does not erase any previous memorizations, but each usage must be done in one sitting, from one source. Therefore, if a Val with a blood rank of 2 chooses to use this power in the morning but only memorizes 50 words from a letter, he may not use the remaining 750 at any time during the rest of the day. However, if he then uses this power again in the afternoon and memorizes the full 800 words from a single book, he does not lose the 50 words he memorized in the morning. A Val will not forget information learned from this ability by any natural means, but if the memories are more than one day old, the Val must expend a daily use of this ability to recall the information.

The Tongues of Man are of All Men (Sp) All knowledge is the province of Althares, and His children shall not be hindered from learning by any language barrier. For a number of times per day equal to the Val’s blood rank, he may use a full-round action to read any text as if he were affected by comprehend languages.

Wisdom of the Ages  (Ex) Althares’ wisdom lives in His children. The Val gains all Knowledge skills as class skills.

2nd Level Bloodline Powers The Face of Althares (Su)To most, the motives of Althares’ children are inscrutable. The Val may hide his aura as if he were affected by undetectable alignment for a number of times per day equal to his blood rank. Should the effects of the face of Althares be dispelled, it will instantly re-activate, providing the Val with uninterrupted protection. This power will reactivate in this manner any number of times per day up to the Val’s blood rank. Each reactivation is counted as an additional use of this ability, however. To activate this power is a standard action. If dispelled, any reactivation is a free action.

The Lessons of Master Craftsmen(Su)The teachings of the great artificers live on in the blood of Althares’ children. Once per day, the Val may gain a +10 bonus on any single Craft skill check.

Perfect Recollection  (Ex) Once per day, the Val gains the ability to recall and review anything he has seen within the past week. With a full-round action, he may look back upon an event, a location, or any other purely visual memory for the purpose of picking out details he may have previously missed. The Val may make either a Spot or a Search check as if he were reliving the moment, regardless of whether or not he made the check the first time. If he is unsuccessful, nothing new may be learned from his memories. The Val may attempt to use this power on the same location or event more than once, but must wait a period of 24 hours before doing so. Therefore, if a Val looked back upon a battle just before breaking camp for the night, he would have to wait until the following night to look back at that same battle again. However, if he chose to look back on a different event, he would only need to wait until dawn to do so.

3rd Level Bloodline Powers The Gift (Su) As Althares is the Artificer of the Pantheon, so too are His children able to create items of great wonder. With this gift, a Val may concoct potions of divine spells as if he were a 5th level cleric and possessed the Brew Potion feat. Only clerical potions from Core Rulebook II may be created with this ability. The Val does not need to be able to cast spells to create these potions, though all other rules for creating potions must be followed. The Val may not use this version of the Brew Potion feat in combination with any other spellcasting classes or in conjunction with any abilities that he may have to brew other potions.

The Secrets of Antiquity  (Sp)Because history is one of the world’s greatest teachers, the children of Althares often go to great lengths to learn as much as they can about the past. Once per day, the Val may learn the history of any one item, place, or person, exactly as if he had cast legend lore, though all normal restrictions of the spell apply.

4th Level Bloodline Powers The Blast(Ex)Without the blessings of Althares, the alchemical formula for blastpowder creates little more than black sand. It is only in the prayers and incantations to Althares that the power which allows the powder to ignite and explode is found. Only a select few of His children are so gifted to know the secrets of infusing the alchemical with the divine. With an hour of prayer to Althares, the Val may infuse up to 200 shots of blastpowder with the required divine spark.

Mal’Assanté  The Mal’Assanté are the descendents of the Valinor of Illiir. The hereditary leaders of the Coryani Empire, they currently maintain their base of power in Grand Coryan. Traditionally viewed as the most prominent Mal family, the Mal’Assanté are famous for their oratory and leadership skills.

1st Level Bloodline Powers The Morning Banishes Shadows (Sp)The tricks of light and shadow are no match for Illiir’s unwavering light of truth. Once per day, the Val may dispel magic, though he may only affect spells from the Illusion school or spells with the Darkness descriptor. Alternatively, they can cast Flare 0 Lvl cantrip as a caster of their level with Cha as their spellcasting stat.

Illiir Lights Your Way  (Su)Illiir illuminates the path of His faithful in even the darkest of places. At will, the Val may summon a small globe that floats around his body. The Val may move the globe in any direction as a free action by force of will alone, but the globe must remain within two feet of the Val at all times. The globe glows with a radiance equal to the light spell. Summoning the globe is a swift action.

The Blinding Light of Truth (Sp)The Val cannot be deceived by simple sophisms, and he may test the honesty of those around him as if he had cast discern lies. This may be done once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth).

2nd Level Bloodline Powers His Glory is With You Always (Sp)Even in the darkest of nights, Illiir watches over mankind. His children are blessed with the ability to create daylight. This may be done once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth).

He is With Me, I Shall Not Fail (Sp) Illiir is the King of the Gods and His power is absolute. His children embody a small portion of this potential. Once per day, the Val may empower himself as if he had cast divine power.

The Searing Light of Illiir’s Glory (Sp)As the sun’s gift is light and warmth, so too is its curse. The children of Illiir know this well. The Val may harness and concentrate the sun’s energies to punish his enemies as if he had cast searing light. This may be done once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth).

3rd Level Bloodline Powers The Gift of Perfection (Su) Illiir grants a small gift of His perfection to His children. Once per day, the Val may perform a single perfect act, automatically scoring a natural 20 on any single attack roll, saving throw, or skill check. Use of this gift is a free action and does not change the time required to perform the chosen act. However, use of this gift must be selected en lieu of a die roll before the die is rolled; it may not be used to “fix” a low roll after the fact, nor may it be used to confirm an already-rolled critical threat. (Most of the time when this power is used on an attack roll, however, the natural 20 will represent a critical threat, and the confirming roll should then be rolled as normal.)

The Voice of the King of Gods (Sp) Illiir’s children share His bearing of command. Once per day, the Val may pour his force of will into his voice and impose his divinely granted authority upon those around him as if he had cast greater command.

4th Level Bloodline Powers Word of Illiir(Sp) Illiir’s virtuous radiance shines brightly within all His children, but only those closest to Him know how to release its glory. Once per day, the Val may purge the area around him of the impure and unworthy as if he had cast word of purification with the following exceptions: The Val’s effective radius is reduced to 20 feet centered on himself; the damage dealt to creatures with the Entropic or Tainted subtypes is altered to 2d8 per blood rank of the Val; the burst of light does not deal extra damage to fungi, mold, oozes, and slimes; and the hallow effects only last for a number of rounds equal to the Val’s blood rank.

Val’Borda  The val’Borda are the descendents of the Valinor of Cadic. Within their seat of power in Plexus in the Coryani Empire, this Val family is usually viewed with fear and suspicion. Though never proven to be directly involved with shady or otherwise disreputable activities, they always seem to be peripherally associated. The val’Borda are master information brokers, spies, and if one believes the rumors…assassins.

1st Level Bloodline Powers Music’s Soothing Charms (Sp) Music is Cadic’s gift to Man, and His children understand the captivating intricacies of all melodies. Once per day, the Val may use music and song as if he were casting hypnotism. The Val must sing or play an instrument for at least 1 standard action and may only affect those who can hear him. In addition, the Val gains Perform as a class skill, though no Perform skill check is required to use this bloodline ability.

Summon Night’s Shadow  (Sp)Cadic’s children roam freely throughout the night and many have discovered how to harness the shadows even in the daylight. Once per day, the Val may summon the night to his aid as if he had cast darkness.

To Know the Gloom of Night (Ex) The darkness of night is a welcome sight to the children of Cadic. The Val gains darkvision to a range of 60 feet. Unlike regular darkvision, he may still discern color at close range (within 30 feet). The Val is also unaffected by the darkness cast via summon night’s shadow, but he is still affected by all other forms of magical darkness and other spells and effects that obscure vision.

2nd Level Bloodline Powers Cadic Guides My Hand (Su)The children of Cadic have an uncanny knack for finding their opponents’ weaknesses. Once per day, the Val may treat one melee attack as a touch attack or one ranged attack as a ranged touch attack. Use of this gift is a free action and does not change the time required to perform the chosen attack. The use of this ability must be declared before the attack roll is made.

To Pierce the Veil of Shadow (Su) Darkness cannot deny Cadic’s chosen from their destinies. Spells of the Evocation school with the Darkness subtype (including darkness and deeper darkness) have no effect upon the Val.

Within Night’s Embrace  (Sp) The shadows are Cadic’s ally, and His children have learned to move unnoticed within them. Once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth), the Val may blend into the darkness as if he had cast invisibility. This ability may only be used in areas of low illumination, such as moonlight or candlelight. The presence of brighter light will dispel the effect.

3rd Level Bloodline Powers In Darkness There Is Death (Su) The children of Cadic have an instinctual habit of carefully studying their surroundings that, when combined with the intent to kill, can have devastating results. The Val learns to use the assassin’s death attack class ability (see Core Rulebook II for details). Should the Val possess the ability to perform a sneak attack as a class ability (items that grant sneak attack damage, such as gloves of the rogue, do not qualify) then he may perform the death attack as normal. Otherwise, the bloodline ability Cadic guides my hand must be used in conjunction with this ability for the death attack to be attempted. Furthermore, should this combination method be used, the attack deals an additional 1d6 points of damage.

Walking the Web of Shadows (Sp) Cadic’s children can intuitively sense the presence of natural darkness and become one with the shadows around them, slipping from one location to the next as if the shadows themselves were a doorway. The Val may use shadows as if he had cast the shadow stride spell. This may be done once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth).

4th Level Bloodline Powers Path of Shadows (Sp) Some believe that the first shadow dancers must have tailored their shadow jump ability around one of the most famed and feared of the val’Borda bloodline powers. Tales abound of family monarchs “dropping in” unannounced upon their fellow kin and enemies alike. Once per day, the Val may jump from any one area of shadow to another as if he had cast greater teleport. If the Val also possesses the shadow jump ability, he gains one additional use of this ability per day. Using this ability incurs the same risks as the shadow jump ability. See Chapter 3 – Core Classes, the Order of the Twilight Warrior.

Val’Dellenov  The val’Dellenov are the descendents of the Valinor of Saluwé. Within their ancestral home of Panari in the Coryani Empire, the val’Dellenov follow a matriarchal system of family leadership. Most commoners associate this family with nature, and it is no surprise that this family controls vast expanses of farmlands and foodstuffs.

1st Level Bloodline Powers The Hands of Our Mother (Su) Saluwé’s hunters stalk their prey as their animal brethren would, forgoing the weaponry of Man in favor of claws or talons. At will, the Val may, as a full-round action that does not provoke attacks of opportunity, sprout claws from her fingertips. These claws are natural weapons that deal 1d4 points of slashing damage. Monks who gain this ability may choose to strike with bludgeoning, piercing, or slashing damage when using their unarmed attacks.

We Are All Her Children  (Sp) All natural creatures are the children of the Green Mother, and just as the val’Dellenov care for the wild, the wild cares for them. The Val gains an animal companion as if she were a druid equal to one-half her character level. This animal must be a natural animal and must be of a type normally available to a druid. See the druid core class information in Chapter 3 – Core Classes for more details. Should the Val already possess an animal companion from any class-related source (i.e. druid, ranger, master of the hounds, etc.) she is instead considered to be two levels higher in that class for the purposes of determining her animal companion’s special abilities. This gift does not allow the Val to gain an additional animal companion if she already possessed one from her class levels. Furthermore, this gift does not allow a Val to select an alternative animal companion before meeting the class’s level prerequisites (i.e. her actual class level, without the additional 2 levels granted by this power, must be sufficient to gain the specific animal companion according to the normal rules for the class).

The Earth’s Grasping Hand (Sp)Be it through a plentiful harvest, a fine and successful hunt, or the maintenance of a simple flower garden, the val’Dellenov appreciate and enjoy their connection with the land. The Val is so close to nature that she may call upon it for protection as if she had cast entangle. This may be done once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth).

2nd Level Bloodline Powers Nature’s Voice (Ex)All natural creatures are the children of Saluwé, and this bond allows the Val to communicate freely with her siblings. The Val is at all times considered to be under the effects of speak with animals.

We Are One with Her Domain (Su) Nothing betrays hunted creatures more than their own footsteps, and the children of Saluwé were not meant to suffer such a fate. As such, the Val moves without ever leaving evidence of her passing, exactly as if she had the trackless step druid class ability. Furthermore, should the Val have three or more levels of druid or ranger, she may use trees for magical transportation as if she were casting tree stride, with the following exceptions: use of this power counts as a full-round action, with one standard action to activate it and one move-equivalent action to choose an exit point; the trees must be entered and exited in the same round; the Val may only move into a total number of trees equal to her blood rank; and she is limited to a transport range of 500 feet.

The Thousand Forms of Nature (Sp) Saluwé blesses Her faithful with the ability to complete their connection to the environment by taking on the shape of natural animals. Once per day, the Val may, as a full-round action, assume the form of any natural creature of Small or Medium size as if she were a druid equal to her character level. This power may not be used to shift into any animal larger than Medium size. Unlike the druid’s wild shape ability, this power does provoke attacks of opportunity. Druids who possess this abilitygain one additional use of their wild shape ability per day. Additionally, druids are considered to be one caster level higher for the purposes of selecting their wild shape form.

3rd Level Bloodline Powers The Land is My Ally (Sp) Those close to Saluwé’s teachings learn to call upon their brethren in times of need. Once per day, the Val may summon natural animals as if she had cast summon nature’s ally V. All normal restrictions of the spell apply, except that this ability takes only a standard action to use instead of one full round.

The Wild Within  (Su) The children of Saluwé can tap into the primal nature within themselves with terrifying results. When acquiring this bloodline power, the Val must choose a form from one of the following: Wolf, bear, boar, or shadow lion. Once per day, as a full-round action that provokes attacks of opportunity, the Val may change into a hybrid, bipedal form of that creature. When assuming this form, the Val gains animalistic features including advantages and disadvantages (listed on the sidebar). However, the Val does not heal hit points when shifting form and her equipment all melds into her new form (becoming unusable for the duration of this ability). This form is otherwise subject to the same restrictions as the druid’s wild shape ability regarding spellcasting, weapon use, etc.The Val may remain in this hybrid form for one minute per character level, and she may end the effect at will. If a Val with this bloodline power is infected with lycanthropy, she loses access to this ability until the curse is somehow removed.

The Wild Within  – Hybrid Form Ability AdjustmentsHybrid FormAbilities & AttacksBear+4 Strength, 2 Constitution, -2 Dexterity; +1 natural armor; attacks: 2 claws 1d6, bite 1d8; increase size to Large (-1 to attack and armor class.)Boar2 Strength, 4 Constitution; +2 natural armor; attacks: Ram (on charge only) 2d8, gore 2d4; Ferocity (Ex) as per boar (see Core Rulebook III.)Shadow Lion2 Constitution, 4 Dexterity; +1 natural armor; attacks: 2 claws 1d8, bite 1d4; Improved Grab (Ex) as per lion (see Core Rulebook III.)Wolf2 Strength, +2 Constitution, +2 Dexterity, +1 natural armor; attack: Bite 2d6; Trip (Ex) as per wolf (see Core Rulebook III.)

4th Level Bloodline Powers The Fist of the Earth (Sp)As the children of the Green Mother, the val’Dellenov have a unique connection to all things associated with soil and stone. By using this connection, once per day the Val may summon earth elementals as if she had cast elemental swarm, though she must concentrate on nothing but controlling the elementals for the entirety of the spell or else they will return from whence they came. As per the spell, it takes 10 minutes for the first elemental to appear, and this time must be spent in uninterrupted prayer. This power may only be used to summon earth elementals; no other type of elemental will respond to the val’Dellenov’s call. Val’Holryn The val’Holryn are unique in that they have no bloodline powers of their own and no patron deity in the Pantheon of Man. Essentially the val’Holryn are the chameleons of the Val race, able to assume the bloodline powers of any other Val family, while possessing none of their own. When selecting bloodline powers and abilities, a val’Holryn chooses any one of the other bloodlines to use for his power progression. Like all other Val, once this selection is made, it may never be changed. Historians and scholars alike are baffled by this mystery, but as of yet, no plausible explanation has been given to this enigma. Despite the mystery surrounding their lineage, the val’Holryn enjoy a reputation for being fiercely loyal and noble souls. Currently their main base of power lies in the city of Tralia in the Kingdom of Milandir.

_*Val’Inares*_The val’Inares are the descendents of the Valinor of Anshar. Generally pitied by the common populace due to the woe and suffering they endure, this Val family is scattered throughout Onara and enjoys no central base of power. However, even scattered as they are, this Val family has a power envied by all other Val families. Only they know can control the Portals of Anshar.

1st Level Bloodline Powers She Takes Our Burden (Ex) The favored of the Suffering Goddess gain a small measure of Her boundless endurance. While the Val still feels the adverse effects of harsh climates, he is no longer burdened by them and can withstand temperatures from zero to 110 degrees Fahrenheit with no ill effects. More extreme temperatures have their negative effects reduced by one-half.

Walk the Path of Stars  (Sp) The Ansharan portals predate even the elder races of Onara and Her children hold a special affinity for their use. As a full-round action, the Val may activate a portal and attune it to travel to any other portal he has studied or traveled through. Should the Val begin play with this bloodline ability, he is attuned to one portal of his choice; most often this is a portal in his home region. In order to attune himself to any further portals, the Val must either travel through said portal or spend 10 minutes studying it and running his hands over the stones. A list of portals the Val has become attuned to should be carefully maintained.

To Stride the World Entire (Ex)The children of the Far Traveler need not worry about the limitations of the body while out on the open road. Being able to resist the rigors of prolonged journeys, the Val receives a +10 bonus on his Constitution checks to resist non-lethal damage and fatigue while making a forced march.

2nd Level Bloodline Powers Anshar Guides My Steps (Sp) Anshar is the Far Traveler and Her children’s feet move with Her uncanny sense of direction. The Val gains Survival as a class skill and, once per day, he may pray to Anshar to guide him on his journeys. This prayer acts as the spell find the path, with the following exceptions: the Val may not sense or bypass glyphs of warding or any other magical traps; the Val may not sense or bypass any mundane traps unless they are specifically set off by feet (i.e. tripwires, false stone tiles, pressure plates on steps, etc); this gift may not be bestowed upon another person; and the Val may not use this gift to exit a maze spell, though he does receive a +10 bonus on his Intelligence checks to escape.

As Always, We Endure  (Ex) The val’Inares are blessed with the incredible ability to tolerate even the worst pain, and even poison cannot break this steadfast endurance. As such, the Val is immune to damage from natural poisons such as a scorpion’s sting or poison oak. Poisons from an unnatural source, such as shadow essence, are still deadly to the Val, though he receives a +5 bonus on his saving throws to resist their effects.

Endure the Pain of Others (Su) As Anshar shoulders the suffering of others, so too shall Her children take these burdens upon themselves. For a number of times per day equal to his blood rank, the Val may transfer damage from a willing subject onto himself. With a successful touch attack, the Val may completely heal another natural, living creature by assuming that creature’s wounds. The Val suffers damage equal to the total amount and type (lethal, non-lethal, ability) taken from the other creature, even if the amount is enough to kill him. The Val must take any and all damage at once. The Val may not select an amount of damage to heal with this ability; it is an all-or-nothing proposition.

3rd Level Bloodline Powers Anshar’s Mighty Strides (Sp)Anshar’s children shall not be restricted from traveling anywhere, even to the most remote places where Her great portals cannot reach. Once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth), the Val may travel great distances in one step as if he had cast dimension door.

As We Suffer; So Shall They (Su) The Weeping Goddess carries the weight of grief and pain not only upon Her shoulders, but also throughout Her entire being. Her children also carry such burdens, and they have learned to let it flow from their fingertips to inflict others who do not understand the path of suffering. Once per day, the Val may attempt a melee touch attack upon another living creature. This touch of pain stuns creatures with 50 or fewer hit points for 2d4 rounds and creatures with 51 or more hit points for 1d4 rounds. A successful Will save negates this effect.

4th Level Bloodline Powers Her Gates are Everywhere (Sp) The purest of Anshar’s blood become internally attuned to the magics which flow through Her portals. Once per day, with a full minute of uninterrupted concentration, the Val may create a temporary portal within 20 feet of himself. He must select an existing gate of Anshar to which he has already become attuned to serve as his destination point the moment he opens the portal, and may not change this destination by any means. This portal will remain open for one minute, until the Val passes through it, or until it is dismissed. Whenever a portal is spontaneously created in this fashion, it leaves behind a trail that can be sensed by an Ansharan Gatekeeper’s locate portal ability. This trail lasts for a period of hours equal to the Val’s blood rank, and always registers as an inactive portal.

Val’Ishi  The val’Ishi are the descendents of the Valinor of Beltine. From their base of power in Enpebyn in the Coryani Empire, the members of this family are often viewed as holy men by the general populace due to their intimate connection to the afterlife.

1st Level Bloodline Powers Return to Your Rest (Sp) It is a rare val’Ishi who does not seek to free the walking dead from their unholy bonds of servitude to Neroth, and an even rarer one who does not wish to destroy them completely. As a child of the Warden of the Afterlife, once per day per character level, the Val may send beams of his own positive energy into his foes as if he had cast disrupt undead with the following exceptions: The number of rays cast with each use of this gift is equal to the Val’s blood rank; and each ray requires its own separate ranged touch attack.

Speak With the Voice of Ancestors (Sp) The blessed children of Beltine have a powerful connection to the spirits of others. Once per day, the Val can converse with a departed soul simply by visiting the gravesite or a place that was vitally important to the soul in question. Treat this ability as the spell speak with dead except that the Val speaks to the soul, not to the intellect or to the memories of the body.

The Hand of Ghosts  (Su) As the Forger of Souls stirs Her cauldron, seeking to simmer out the imperfections in the souls within, so too do Her children seek to touch the very spirits of those who would do wrong on Onara. Once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth), the Val may make a single melee attack as if he were incorporeal (in other words, his normal melee attack is treated as if it were an incorporeal touch attack). Using this gift is a free action, and the Val is only considered incorporeal for the purposes of his attack; he does not remain incorporeal for the round.

2nd Level Bloodline Powers The Loving Caress of Our Goddess (Sp) The souls of mortal men require a lifetime of experience to learn and grow towards perfection, and a soul passing on too soon is often one that could have redeemed itself with more time. As such, the children of Beltine are tasked with healing those who cannot heal themselves. Once per day, plus one additional time per day for every two blood ranks beyond 1st(twice at blood rank 3, three times at blood rank 5, and so forth), the Val may channel positive energy into his companions as if he had cast mass cure light wounds with a number of targets equal to his blood rank.

The Spirit Endures  (Su) The souls of Beltine’s children know they will find no serenity in the afterlife, and thus they cling jealously to their mortal bodies. The Val, combining this resilience with the strength of his blood, gains immunity to death magics as if he were permanently protected by death ward.

To Heal the Soul  (Sp) As the val’Ishi are tasked with healing the flesh, so too must they learn to heal the spirit and the very life essences governing the body. Once per day, the Val may cure a target’s non-physical damage as if he had cast restoration.

3rd Level Bloodline Powers Our Mistress Returns the Lost (Sp) Not all souls are ready to pass into the afterlife when the body falls. Through his intense connection to all spirits, once per day the Val may restore the soul back to its broken remains as if he had cast raise dead. All normal rules and time constraints for the spell apply, except the Val does not need to meet the material component requirement.

The Body is But a Shell  (Su)As the val’Ishi grows in power, he gains a greater ability to take upon the aspect of a ghost. Once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth), the Val may shed his physical limitations and become incorporeal for a number of rounds equal to his character level. The Val gains all advantages and disadvantages of the Incorporeal Subtype (as described in Core Rulebook III) except he does not suffer damage from holy water.

4th Level Bloodline Powers The Mortal Coil is Not Easily Abandoned (Sp) Despite the frailties of the human body, the human spirit is unmatched in its determination and heroism, and it is this inner strength that the val’Ishi call upon in times of need. In order to mend the damage done to his companions, once per day the val’Ishi may concentrate and use the power of his companions’ souls to restore their bodies as if he had cast mass heal, with the following exceptions: The Val may affect a maximum number of targets equal to his blood rank; no two targets may be more than 30 feet apart; and the maximum number of hit points the Val may restore to each creature is equal to 25 times his blood rank.

Val’Mehan  The val’Mehan are the descendents of the Valinor of Sarish. Centered in Nishanpur in Canceri, this Val family is treated with a mixture of fear and respect. Master manipulators and diplomats, val’Mehan are often found at the center of any intrigue. Though often shunned, the members of this family are often in high demand for their ability to create binding oaths.

1st Level Bloodline Powers Arcane Servant (Su)The blood of the Patron of Sorcerers and Magi carries with it an affinity towards magical creatures. Even a Val without the gift of the arcane may call a familiar which will grow with him exactly as a wizard or sorcerer’s familiar would. Should the Val already have a familiar, he gains the Improved Familiar feat instead, though he must meet all the normal prerequisites before he may utilize it. Therefore, a first level val’Mehan wizard may take arcane servant as his starting bloodline ability, but he may choose to wait as long as he desires to make use of the Improved Familiar feat he gains from it. Should the familiar granted by arcane servant die, the Val suffers all normal effects for losing a familiar as detailed in Core Rulebook I.

Oath Maker  (Sp)Sarish is the Oath Maker, and His children are wordsmiths by instinct, writing and sealing pacts in His name with a drop of blood and a bit of wax. However, despite the ease with which their words flow, a Sarishan Oath is a devastatingly serious agreement. The Val may witness an oath between two or more willing parties. Each member of each party must supply a small quantity of blood, which the Val mixes with sealing wax. Once both parties have reviewed and agreed upon all points of the contract, the Val then binds and finalizes it with the prepared wax and his own personal seal. Verbal agreements (known as bloodoaths) are also possible. As with the traditional Sarishan oath, the bloodoath is a pact to which all parties willingly agree. The blood required for the oath is collected in a goblet or on a sash of red cloth, during which the Val leads all involved in reciting the entirety of the agreement. While swearing upon the name of Sarish, the Val then finalizes the agreement by burning the cloth or drinking the blood. An informal version of the bloodoath can be done between two individuals by slashing their palms and shaking hands while reciting the desired oath, though the entire agreement must still be overseen by a val’Mehan. In either case, the Sarishan oath is null and void if all involved do not participate of their own free will or if the pact encompasses specific individuals who are not present at the time of the oath making. Should this contract be violated in any way, the offending person (or people) will be inflicted with the curse of the oath breaker as detailed in the oathspell.

Sarish is Known to His Chosen (Sp) As the Master of the Arcane, Sarish’s children have an instinctual ability to sense magic within their environment. At will, the Val may determine if an object is magical simply by touching and scrutinizing it for up to three rounds as if he had cast detect magic.

2nd Level Bloodline Powers Blood Calls to Blood (Sp) The children of the Blood God are gifted with the ability to sense and follow the trails this life-giving essence leaves behind. If the Val has access to even a single droplet of blood, regardless of age, he may unerringly track its owner once per day as if he had cast locate creature, with the following exceptions: The duration is extended to one day per character level; the range is extended to one mile per blood rank; firsthand knowledge, familiarity, and/or visualization of the intended target are not required; mislead and polymorph cannot be used to fool the Val; and nondetection on the intended target offers a 50% chance per day for the spell to hide the target from this ability. Blood calls to blood cannot be used more than once in any 24-hour period.

Our Master Bids You Obey  (Su)The Binder of Demons and Devils demands servitude and respect from the Infernal hordes, and a small piece of that deference and fear is passed on to His children. As such, for a number of times per day equal to his blood rank, the Val may turn, rebuke, or command Infernal outsiders as a cleric turns undead. Clerics of Sarish who already possess this ability instead gain a +2 bonus to turning checks and an additional 1d6 points of turning damage versus Infernal outsiders.

Grace of the Cat Lord  (Su)The favored animal of Sarish is the cat, and His children are gifted with feline grace and stability. The Val gains a +5 bonus on all Balance skill checks, a +1 dodge bonus to Armor Class, and an additional 5 feet to his base movement speed. He loses the AC bonus any time he would lose any other dodge bonuses to AC.

3rd Level Bloodline Powers Know the Work of Sarish (Sp)Magic is so close to the val’Mehan that no amount of illusion can hide the truth of enchanted items from them. At will, the Val may determine all magical properties of any item he touches as if he had cast identify. The Val may also ignore any enchantments that mask the true nature of an item’s magical properties, such as magic aura.

Stone Guardian  (Su)The children of Sarish can give some of their own essence to bind an Infernal to their service. The Val must obtain a small gargoyle statue (approximately 12 inches tall) with a market value of no less than 2,000 gold pieces, and bind it to his service with the soul of an Infernal outsider by smearing a touch of his own blood over its face and spending 24 continuous hours in ritualistic prayer. This results in the permanent loss of one hit point and costs the Val 500 experience points, but he gains a faithful and willing servant out of the statue, which now acts similarly to a figurine of wondrous power. Upon utterance of a chosen command word, the statue grows to the size and specifications of a Medium gargoyle (as detailed in Core Rulebook III). This figurine can be used once per day for a number of hours equal to the Val’s blood rank. The gargoyle is considered to be an Infernal outsider and will revert to statue form if turned or commanded by a Sarishan cleric regardless of the amount of turning damage dealt. Should the gargoyle be forced to return to its statue form, either from being turned or from the Val using his command word, the gargoyle may not be called upon again for another 24 hours. If the gargoyle is ever killed, it will return to its statue form and cannot be used again for one full week. The Val may not possess more than one such gargoyle at any given time. Should this statue ever be destroyed, the Val must wait one full year before creating another.

4th Level Bloodline Powers Brothers in Blood (Su) The children of Sarish are masters of ritual and cooperative casting. On his own, the Val may pour his very life essence into his casting to heighten the potency of any single spell, once per day. The Val may sacrifice 5 hit points per blood rank to increase his spell’s saving throw DC by 1 for every 5 hit points spent. The Val may not spend more hit points than he would normally possess. He may not go unconscious from using this power, nor may he expend hit points gained from a temporary source, such as heroes’ feast. This damage may not be healed in any way for 24 hours. Alternately, when using the Cooperative Spellcasting feat with his val’Mehan brethren, he may add an additional +1 caster level for every val’Mehan of equal or greater blood rank participating in the ritual, once per day. Using this ability is a free action, but only one version may be used per day. Its effects do not stack in any way; if there are two or more val’Mehan casters with the Cooperative Spellcasting feat, only one of them may make use of this bloodline ability at a time.

Val’Mordane

The val’Mordane are the descendents of the Valinor of Neroth. Centered around their power bases in Abessios and Ventaka, this Val family seems to be surrounded by an air of death, making most commoners give them a wide berth.

1st Level Bloodline Powers I Know You, Brother (Sp)As the children of He Who Extends Life Beyond Death, the val’Mordane have an instinctual ability to sense the walking dead within their environment. At will, the Val may determine if any undead are present in his general vicinity as if he had cast detect undead.

Neroth’s Discourse  (Sp)The flesh and the intellect are the domain of Neroth, and His children know well the value of a corpse. Once per day, the Val may call upon the memories still present in the body of the deceased, as if he had cast speak with dead.

The Mercy of Neroth  (Su)Neroth is the Decayed Master of Pestilence, and His children are blessed with an innate resistance to even the most lethal ailments. Though he may still carry and spread them, the Val is immune to all effects of non-magical diseases. Any time the Val needs to make a Fortitude save to determine whether or not he contracts a disease, the results of the saving throw are only used to determine whether or not he has become a carrier. In order to determine whether he is carrying a disease or not, the Val may make a Heal check (DC 15). If he is infected, all normal steps required to remove or treat the disease must be taken or else he risks infecting the others around him. (Of course, sometimes that is exactly the goal he hopes to achieve…)

2nd Level Bloodline Powers All Things Die (Sp)Death is many things: The passage of time, a doorway, a moment, a bit of rust, a corpse. Neroth’s followers know this well, and are able to see death and decay within all things. Once per day, the Val may make an unarmed melee touch attack as if he had cast rusting grasp.

Eternal Servant  (Sp)Those beyond the mortal coil are destined to forever serve Neroth and His children. Once per day, the Val may call upon this heritage as if he had cast skeletal companion. This may not be used in conjunction with any other casting of skeletal companion. Should this ability be used again before the first skeleton is destroyed or lost, the first skeleton will crumble to dust as the second one rises.

Neroth’s Embrace  (Sp) Disease and virulent illness are grim celebrations of the Decayed Master of Pestilence. In order to spread His teachings, once per day the Val may infect another creature with sickness as if he had cast contagion. The targeted creature still receives a saving throw against the disease as normal, but the initial infection is automatic (no melee touch attack is required). The creature to be targeted must be within 30 feet of the Val at the time this ability is used.

3rd Level Bloodline Powers Brother, Feed Elsewhere (Sp) The undead hunger for the life essence of the living, but the children of Neroth will not be fed upon by those who have received His blessings. As such, the Val gains immunity to death magics as if he were permanently protected by death ward.

Death is Not an Ending  (Sp) The body is but a shell, a vessel, and a tool. The children of Neroth do not view death as an end to the usefulness of the body, nor do they see the undead as something to be feared. To demonstrate the benefits of living and fighting alongside the walking dead, the Val may shake the sleep from nearby corpses once per day as if he had cast animate dead.

4th Level Bloodline Powers Neroth’s Final Blessing (Ex)The greatest blessings of Neroth do not come lightly, and few receive them with such open arms as the val’Mordane. The journey into un-life carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting, though only those closest to Neroth’s teachings truly comprehend this. In such a measure of understanding, the Val’s body is reborn as that of a walking dead, gaining the Undead template (see Appendix for details).

Val’Ossan  The val’Ossan are the descendents of the Valinor of Yarris. Centered around the city of Naeraanth in Milandir, these noble and slightly aloof Val enjoy being near the ocean and generally excel at all crafts and professions associated with the water.

1st Level Bloodline Powers Upon the Oceanlord’s Back (Sp) Any ship manned by val’Ossan may never fear being left drifting out at sea by a dead calm. Whenever the Val is sailing (or otherwise in a large body of water, no closer than one mile to shore) he may call upon the salty sea air to fill his sails as if he had cast gust of wind once per day. He may also predict the next 24 hours of weather with a successful DC 10 Knowledge (nature) or Survival skill check.

Yarris’ Breath  (Ex) The children of the Sea King were not meant to drown within His watery depths. Thus, the Val has been gifted with the ability to breathe underwater through a pair of gills that sprouts from his neck whenever he is immersed in water.

Yarris’ Step  (Sp) As Ruler of the Waves, Yarris grants His children the ability to exert control over liquids. With a small prayer and a shimmer of blue light, the Val may water walk once per day for 10 minutes per blood rank.

2nd Level Bloodline Powers He is Master of Waters (Sp)In all the human realms, the children of the Sea King are the only true masters of His domain. In demonstration of this intense connection to water, once per day the Val may calm even the most tumultuous waves or raise them into a dome as if he had cast control water with a duration of 10 minutes per blood rank.

My Brothers Shall Not Harm Me (Su) The Master of the Oceans will not permit His minions to assault His children. No natural animal of the sea will attack the Val, regardless of any orders the animal might have been given. If the animals are under the effects of an Enchantment (compulsion) spell, such as suggestion, they receive an additional Will save to break free of the spell each time they attempt to harm the Val.

My Lord’s Domain is as Mine (Su) Water is the divine realm of the Sea King, and even the strongest undercurrent shall not hinder His children. By becoming one with the water, the Val may move unrestricted through it as if he were under the effects of freedom of movement. This gift may only be used in relation to moving and fighting while impeded by water or being grappled by a natural aquatic creature, and all other effects of the spell do not apply. This power activates as a free action once the Val is immersed in water or when grappled by an aquatic creature.

3rd Level Bloodline Powers The Oceanlord’s Gift (Sp) While the sea gives many gifts to the human lands, it also has the power to destroy many things that land-walkers love. With 10 full minutes of prayer to the Sea King, the Val may summon up a hurricane while in coastal areas or a terrible rainstorm while landlocked as if he had cast control weather. The Val may only summon up torrential rain or hurricane-force winds as detailed in the spell description, but he is not restricted to the seasonal requirements and may not change or stop his chosen weather conditions once he has summoned them; he must wait for them to pass naturally.

The Sea is My Ally  (Sp)The children of Yarris can call upon the creatures of the sea to aid them. If in an appropriate environment, the Val may summon aquatic beasts once per day as if he had cast summon nature’s ally V. This power may only be used to summon creatures that are completely aquatic in nature (such as a celestial sea cat) or that spend the majority of their life in or under water (such as a fiendish crocodile). All normal restrictions of the spell apply, except that this ability takes only a standard action to use instead of one full round.

4th Level Bloodline Powers Redeem What is His (Sp)Water is Yarris’ gift to life. Without it, the gardens of Saluwé would not bloom, the tears of Hurrian’s sky would not fall, the blood for Sarish would not flow, and all of Onara would crumble to dust. Water is only a gift, however, and the Val may reclaim this gift once per day as if he had cast horrid wilting.

Val’Sheem  The val’Sheem are the descendents of the Valinor of Larissa. Centered around their base of power in the city of Savona in the Coryani Empire, the val’Sheem are an extroverted and passionate family. They are widely renowned for their quick wits, winning smiles, endurance while imbibing, and their hedonistic practices.

1st Level Bloodline Powers Fortune Favors the Bold (Su) Luck is a fickle mistress, but She favors those who make their own fortune. Once per day, the Val may re-roll any single die roll, keeping the preferred result. This gift is limited to one die, and therefore may not be used to re-roll the total damage of a fireball,though it may be used to re-roll a single d6 of said damage.Walk the Web of Fate (Sp) Fate and fortune weave a tangled web that can be difficult for even the most devoted diviners to unravel. The children of Larissa, however, are blessed with an innate ability to peek into the near future to determine their fate. With a moment of meditation and a prayer, the Val may get a hint of insight into the wisdom of his actions once per day as if he had cast augury.

Gift of Joy and Pleasure  (Sp) Lady Luck understands that battle is as much of a gamble as any game of dice or cards, and She wishes for Her children to know the satisfaction of outmaneuvering their opponents. As such, the Val may fill his allies’ thoughts with the most joyful dreams of success as if he had cast bless in order to help turn the odds in his favor.

2nd Level Bloodline Powers The Temptations of the Flesh (Sp) The Divine Harlot blesses Her children with beauty and Charisma capable of wooing even the most modest knights of Milandir. Once per day, the Val may entrance another as if he had cast charm person, though he may only charm those who would have a reasonable chance of being physically attracted to him, such as those of the opposite sex.

Our Waters Are as Wine  (Sp) The Larissans of Sweet Savona have a saying: “In vino veritas,” or, “In wine, there is truth.” Whether it be for the sheer pleasure of imbibing or to loosen the tongue of a secretive noble, the Val may turn water to wine once per day as if he had cast transmute liquid.

The Rewards of the Flesh* (Su) Larissa teaches that there is joy to be found within all things, and Her children often spend a great deal of their life traveling the world to learn what they can of the numerous forms of pleasure. On such journeys of exploration, the Val may meet many people and hear many things, giving him a bit of insight beyond what a normal human would possess. Once per day, the Val may think back upon his travels to recall something he may have seen or heard as if he were using bardic knowledge as a bard equal to his total character level.

3rd Level Bloodline Powers Look Through the Eyes of Our Mistress (Su) The gift of foresight is often unwelcome. The character has uncontrollable flashes of insight into future events. These come as visions or dreams and cannot be directed or sought successfully. These visions are also typically cryptic and are often only appreciated after the events foretold transpire. Once per day, at the GM’s discretion, the Val may make a vision check to see if he has received a vision relevant to the area or situation he is in. To make a vision check, roll 1d20 and add the Val’s character level and his Charisma modifier. This ability is somewhat similar to a bardic knowledge check, although the visions the Val gains are fragmented and disjointed. These brief visions tend to focus on events and individuals with strong emotional or sexual elements.

Touch of Pleasure  (Sp) Those who study the Sixty-Seven Acts of Debauchery know of a pressure point that can send any human into a fit of ecstasy so powerful that they can do nothing but quiver with pleasure. The Val knows the location of this point so well that, once per day, he may simply concentrate on it from a distance as if he had cast euphoria with his saving throw DC increased by a number equal to his blood rank.

4th Level Bloodline Powers My Lover My Heart (Sp)The most blessed followers of Larissa can call upon the memories of past lovers to fulfill and heal themselves and their companions. With a shiver of pleasure, once per day the Val may send visions of love and physical gratification through his own mind and the minds of his companions, as if he had cast phantasmal lover with an extended number of targets equal to his blood rank.

Val’Tensen  The val’Tensen are the descendents of the Valinor of Hurrian. This Val family is currently divided between two bases of power. One is in Ulfila in the Coryani Empire; the other is in Moratavia in the Kingdom of Milandir. Tension between these two factions is high and has broken out into open warfare in the recent past. The val’Tensen have a reputation for not suffering fools lightly. They are generally even-tempered and slow to anger, but when they do, their fury knows no bounds. Currently rumors abound that this split house is condemned to oblivion in the afterlife, a curse that may only be lifted by removing the stain on the family’s honor that originally caused the divisive rift.