4. Análisis e Interpretación
4.4. Volumen de petróleo original en sitio (POES)
Bloodlords are defined by their struggle to control the powers of a small handful of magical or supernatural bloodlines that fight for expressive dominance in their bodies. A mongrel lord, on the other hand, grasps at straws. Where a bloodlord must fight not to allow one to overwhelm the others, a mongrel lord fights a neverending battle to force dozens of extremelydilute vestigial bloodlines to grant him power, the end result being a disjointed array of abilities that have no rhyme or reason.
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Mongrel lords have the following class features:
Bloodlines
Each mongrel lord has a staggering variety of magical sources speckled throughout his heritage. These sources are either weak and fading with each generation, or chaotic and fragmentary in their powers. Only those who can navigate the twists and turns of their arcane pedigree can make something of their muttlike heritage; those who cannot tend to live a life without magic or eventually mutate into the sort of beast that adventurers slay without pause. Each of these bloodlines reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways.
Bloodline Arcanas and Class Skills
As the mongrel lord sources his abilities from all extant bloodlines, he does not forge the connection required to gain benefit from bloodline arcanas or bloodline class skills.
Bloodline Powers
The mongrel lord gains two bloodline power slots at 1st level and 20th level, as well as a single bloodline power slot at 3rd level, 4th level, 8th level, 9th level, 12th level, 15th level, and 16th level. When the mongrel lord gains a bloodline power slot, he must immediately assign a compatible sorcerer bloodline power or a compatible bloodrager bloodline power from any bloodline to that bloodline power slot. A mongrel lord can source his bloodline powers from no more than six separate bloodlines.
A bloodline power slot is compatible with a bloodline power if the minimum level of that bloodline power is less than or equal to the level at which the mongrel lord gains that bloodline power slot. For example, the bloodline power slot gained at 12th level is compatible with 1stlevel bloodrager and sorcerer bloodline powers, 3rdlevel sorcerer bloodline powers, 4thlevel bloodrager bloodline powers, 8thlevel bloodrager bloodline powers, 9thlevel sorcerer bloodline powers, and 12thlevel bloodrager bloodline powers.
Each morning, the mongrel lord may spend one hour focusing on the lingering vestiges of his heritage. If he does, he may immediately forget one of his bloodline powers and prepare a new bloodline power in that bloodline power slot. This substitution is permanent, though nothing stops the mongrel lord from changing that same power out again and again on subsequent days. When choosing bloodline powers, the mongrel lord's alignment doesn't restrict his choices. A good mongrel lord could come from an abyssal bloodline and a celestial bloodline simultaneously! Similarly, though his bloodline powers empower him, they don't dictate or limit his thoughts and behavior.
Bonus Feats
At 2nd level and every four levels thereafter, a mongrel lord receives one bonus feat chosen from the bonus feats list of any bloodline in which he has taken at least one bloodline power. He must meet the prerequisites for these bonus feats.
Should the mongrel lord ever change his bloodline power selection such that none of the bonus feats lists accessible to him list a previouslyselected bonus feat, then he loses the benefit of that bonus feat until this is rectified.
Multiclassing
A mongrel lord may take levels in another class that grants bloodlines or bloodline powers without restriction. A mongrel lord cannot take a bloodline power twice if it has already been taken once through other means, such as feats or multiclassing.
This ability modifies bloodlines.
Chapter 3: The Bloodlord
Bloodlord Archetypes Mongrel Lord
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Chaotic Heritage: At 2nd level, a mongrel lord receives
a number of evolution points that can be spent to give himself a number of evolutions as though he were a summoner’s eidolon. A mongrel lord begins with 2 evolution points at 2nd level and gains an additional evolution point every three levels thereafter, to a maximum of 8 evolution points at 20th level. Evolution points must be spent immediately upon acquisition. A mongrel lord's chosen evolutions only grant him benefit while bloodboiling.
For the purpose of qualifying for evolutions, a mongrel lord has an effective summoner level equal to his mongrel lord level. Further, the mongrel lord ignores any base form or outsider subtype requirements imposed by an evolution; his form is malleable, chaotic, and prone to defy logic, after all.
A number of evolutions grant the mongrel lord additional natural attacks. Natural attacks listed as primary are made using the mongrel lord’s full base attack bonus and add the mongrel lord’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the mongrel lord’s base attack bonus – 5 and add 1/2 the mongrel lord's Strength modifier on damage rolls (if positive). If the mongrel lord only has a single natural attack, the attack is made using its full base attack bonus and it adds 11/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type. For each evolution that grants one or more natural attacks possessed by a mongrel lord, the evolution point cost of subsequent evolutions that grant one or more natural attacks increases by 100%. For example, if the mongrel lord desires to select three such evolutions that cost 1 evolution point each, the second evolution would cost 2 evolution points, and the third evolution would cost 3 evolution points. If such evolutions have differentiating point costs, then their order of application must be done in the way that costs the most evolution points (ie the expensive evolutions are applied last and take the largest cost multipliers).
Each morning, the mongrel lord may spend one hour focusing on the lingering vestiges of his heritage. If he does, he may immediately lose one of his evolutions and select one or more new evolutions whose total evolution point cost is equal to that of the lost evolution. If a mongrel lord forgets an evolution in this manner, he may not change one of his bloodline powers that day, and if the mongrel lord changed one of his bloodline powers, he cannot change one of his evolutions that day. If the mongrel lord enjoys downtime for a week or longer, he may choose to lose all of his evolutions and select new evolutions whose total evolution point cost is equal to the number of evolution points he possesses.
Transfusion Pool (Su): At 2nd level, a mongrel lord
gains a pool of transfusion points, a measure of his ability to arbitrate the contesting bloodlines doing war within his own body. The number of points in the mongrel lord's transfusion pool is equal to his mongrel lord level + his Charisma modifier.
This ability modifies transfusion pool and replaces arcane awakening, quickswap, and transfusion.
Bring to the Fore (Sp): Starting at 3rd level, the
mongrel lord gains the ability to cast bonus spells associated with any bloodline in which he has at least one bloodline power as spelllike abilities with a caster level equal to his mongrel lord level and Charisma as his key ability. To do so, the mongrel lord expends transfusion points equal to the spell's spell level. The spell level of a spell to be cast in this manner cannot exceed onethird the mongrel lord's class level, limiting him to a maximum of 6thlevel spells at 18th level.