Bloodline Feats
Over eight thousand years under The Seal, many bloodlines have been blended. Mortal species, immortals, elementals, and all manor of other creatures have left indelible marks on those who come after them. Bloodline feats represent this influence – those who bear these traits may be viewed as tainted, or as blessed, but in every case they are somehow different from normal members of their race.
Aberrant Bloodline
Though physically incompatible with natural creatures, aberrant creatures of the Far Realms sometimes touch the minds of mortals in the woomb, or through rituals of bonding such as those used by Star Pact warlocks. Those touched in this way often stake on bizarre physical traits, and may develop strange psionic powers.
Standard Action ♦ Close Burst 1
Minor Action ♦ Personal
Immediate Interrupt ♦ Personal
Immediate Reaction ♦ Close Burst 3
Aberrant Heritage [Aberrant Bloodline]
Prerequisite: Living Humanoid Race
Benefit: You gain Psychic Chaos as an encounter power. Additionally, you gain a +2 bonus to Perception and Insight checks to sense and recognize Aberrations.
Special: Your are considered an Aberrant for the purpose of effects that relate to creature origin.
Mercurial Will [Aberrant Bloodline]
Prerequisite: Aberrant Heritage Feat
Benefit: You gain Resist 5 Psychic, and +1 to saving throws against Psychic and Charm effects. Increases to Resist 10 and +2 bonus at 11th level, Resist 15 and +3 bonus at 21st level.
Psychic Backlash [Aberrant Bloodline]
Prerequisite: Aberrant Heritage Feat
Benefit: When you are attacked with a power with the Psychic or Charm key words, you deal psychic damage equal to your Constitution modifier plus your Wisdom modifier to the attacker immediately after the attack is resolved.
Mantra of Madness [Aberrant Bloodline]
Prerequisite: 10th Level, Aberrant Heritage Feat
Benefit: You can swap one 10th level or higher utility power you know for Mantra of Madness.
Manifest Hallucination [Aberrant Bloodline]
Prerequisite: 11th Level, Aberrant Heritage Feat
Benefit: You can swap on 10th level or higher utility power you know for Manifest Hallucination.
Labyrinthine Madness [Aberrant Bloodline]
Prerequisite: 11th Level, Aberrant Heritage Feat
Benefit: The duration of Psychic Chaos’s Daze effect becomes Save Ends.
Psychotic Reprisal [Aberrant Bloodline]
Prerequisite: 15th Level, Aberrant Heritage Feat
Benefit: You can swap one 15th level or higher daily attack power you know for Psychotic Reprisal.
Psychic Invasion [Aberrant Bloodline]
Prerequisite: 21st Level, Aberrant Heritage Feat
Benefit: When you hit an enemy with a Psionic or Psychic attack power, they grant combat advantage to you until the end of your next turn.
