You carry the blood-sigil of your ancestors, a symbol that answers both to steel and to oath.
Prerequisites: Cha 13, Knowledge (Religion) 2 ranks
Benefit: Once per day, when you or an adjacent ally would fall below 0 hit points, you may draw a drop of your own blood (take 1 point of damage) as an immediate action to grant that creature temporary hit points equal to your Charisma modifier + half your level (minimum 1).
You’ve hunted and fought so long in the fog that its cover is no longer a hindrance, but a home.
Prerequisites: Perception 2 ranks, base attack bonus +1
Benefit: You do not take the normal 20% miss chance for ranged or melee attacks caused by fog, mist, or similar visual concealment effects. In addition, you gain a +2 circumstance bonus on Perception checks made in fog or misty conditions.
This ability does not apply to conditions of darkness or dim light.
You have learned to etch protective runes of ash and blood, calling the fire’s favor.
Prerequisites: Wis 13, Knowledge (Religion) 2 ranks
Benefit: By spending 10 minutes tracing a rune in ash or soot on a surface or object, you may create a flame-bound sigil that lasts for 8 hours. The sigil sheds light as a candle and grants a +1 sacred bonus on saving throws against fear to all allies within 10 feet. You may maintain a number of active sigils equal to your Wisdom modifier (minimum 1).
If an undead creature enters the sigil’s light, it must succeed at a Will save (DC 10 + half your level + Wis modifier) or take a –1 penalty on attack rolls while remaining in the light.
You channel the rhythm of battle like a craftsman’s hammer, steady, purposeful, unyielding.
Prerequisites: Con 13, Base Attack Bonus +2
Benefit: Once per round, after making a successful melee attack, you gain a bonus on your next attack roll made before the end of your next turn equal to half your Hit Dice (minimum +1).
Ancestral shades linger near the warm fires of their descendants.
Prerequisites: Knowledge (History) 2 ranks
Benefit: When you light a fire and tend it for at least 10 minutes, a faint ancestral spirit manifests beside you. The spirit remains near you for 24 hours or until dismissed. As an immediate action, you may call upon the spirit to grant one ally within 30 feet a +2 bonus on a single saving throw. Once this benefit is used, the spirit fades until the next time you perform the vigil.
The call of your kin stirs courage even when the fire burns low.
Prerequisites: Member of a Hearthblood
Benefit: Once per day per Hit Die, you may invoke the name of your Kinhold or family line as a move action. All allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and saving throws against fear for 3 rounds.
If the affected allies are members of the same Kinhold as you, this bonus increases to +2.
The cliffs teach hard lessons, you’ve learned to strike with the same unyielding force.
Prerequisites: Str 13, Base Attack Bonus +2
Benefit: When making a melee attack, you gain a +1 bonus on critical confirmation rolls. Additionally, once per day per Hit Die, you may, as an immediate action after taking melee damage, gain damage reduction equal to your Hit Dice (DR X/—) until the start of your next turn.
You know the old rites of tending the hearth, rituals that feed more than warmth and light.
Prerequisites: Wis 13, Knowledge (Religion) 2 ranks
Benefit: When performing a vigil around a lit fire, all allies who take part heal an additional 2 hit points per Hit Die from their next full night of natural rest.
You are at home in the endless mist of the Valley of Mist, its chill has marked you, its silence shaped you.
Prerequisites: Survival 2 Ranks, Endurance
Benefit: You gain a +2 bonus on all saving throws against cold, fatigue, and fear effects. Whenever you are within fog, rain, or heavy mist, you gain a +2 morale bonus on Will saves.
Your weapon bears the weight of your Kinhold Oath, burning with the strength of sworn blood and shared honor.
Prerequisites: Member of a Kinhold
Benefit: Once per day per Hit Die, when invoking your Kinhold Oath aloud as a move action, your next melee or ranged attack gains a +2 bonus to hit and deals +2d4 aditional damage, of the same damage type as the weapon.
If the target is an enemy of your Kinhold the damage is increased to +3d4.
You’ve learned to fight where others flounder, through mud, reeds, and waist-deep water.
Prerequisites: Survival 2 ranks
Benefit: You move through mud, shallow bogs, and waist-deep water at half your normal speed instead of one-quarter. You do not take the normal –2 penalty on attack rolls or AC for fighting in shallow water. Additionally, once per day per Hit Die, you may shift position while in such conditions as a 5-foot step, even though this terrain would normally prevent it.
You move like the mist itself, unseen and unheard.
Prerequisites: Stealth 2 ranks, Dex 13
Benefit: You gain a +4 competence bonus on Stealth checks made in fog, smoke, rain, or other obscuring weather.
Threads of fate knot tightly around you; you feel their pull in dreams and omen.
Prerequisites: Wyrdlorn(Arcane Caster)
Benefit: Before rolling an attack, saving throw, or skill check, you may declare that you are “following the Wyrd.” When you do, roll twice and take the better result. However, fate demands balance: the GM gains one ominous token. At any later time, the GM may spend that token to make you roll twice and take the worse result on a single d20 roll. You may use this ability once per day per Hit Die, but no more than once on any single roll.