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**

* Character level+1/2

levels

* TBD+1
* TBD+3
* TBD+2
* TBD+1
* Recruits a new member into the affiliation+1
* Makes a

discovery important to the affiliation+2

* Defeats a violent enemy of the

affiliation in combat (CR equal to or greater than the PC)+1/4 the creature’s
CR

* TBD-4
* TBD-4
* TBD-4

**Benefits**

* 3 or lower  : no benefits.
* 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.~~