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paths:adventurer_path:material_impositions [2024/10/29 18:34] elfinlockspaths:adventurer_path:material_impositions [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks
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 Advanced research into various chemical reactions has taught you how to create a substance that can drastically lower temperatures, or even freeze an opponent solid. You may activate this imposition in two ways: Advanced research into various chemical reactions has taught you how to create a substance that can drastically lower temperatures, or even freeze an opponent solid. You may activate this imposition in two ways:
  
-**First**, you may use it to lower the ambient temperature in an area, protecting yourself, and every creature within 30 ft. from the effects of extreme heat, such as heat exhaustion, and nonlethal damage, for 10 minutes. This cooling effect can even protect the you and your allies from the heat of lava, cooling molten stone within the radius of the effect and allowing you and your allies to safely traverse it. Creatures within the radius of this effect also gain fire resistance equal to your ranks in [[priority:skills:craft|Craft]] (Alchemy), or increase any fire resistance they currently possess by the same amount. This effect may be moved freely with you, but if you cease to possess the solution, the effect ends.+**First**, you may use it to lower the ambient temperature in an area, protecting yourself, and every creature within 30 ft. from the effects of extreme heat, such as heat exhaustion, and [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]], for 10 minutes. This cooling effect can even protect the you and your allies from the heat of lava, cooling molten stone within the radius of the effect and allowing you and your allies to safely traverse it. Creatures within the radius of this effect also gain fire resistance equal to your ranks in [[priority:skills:craft|Craft]] (Alchemy), or increase any fire resistance they currently possess by the same amount. This effect may be moved freely with you, but if you cease to possess the solution, the effect ends.
  
 **Secondly**, you may toss the concoction at a target: make a single ranged touch attack against an opponent within 30 ft.; on a successful attack the opponent takes 1d8 cold damage for every five ranks in [[priority:skills:craft|Craft]] (Alchemy) you possess (rounded down, minimum 1d8), and must make a Fortitude save or be frozen solid in a block of ice for 1 round, plus 1 round for every 4 ranks in [[priority:skills:knowledge|Knowledge]] (Nature) you possess. This ability can affect objects and undead. While trapped in the ice, the creature is paralyzed, but does not need to eat or breathe for the duration of the effect, and any physical attack or damaging spell deals damage to the ice first, and cannot harm the trapped creature until the ice is destroyed, which ends all other effects of this ability. The ice has 20 hit points and hardness 0. **Secondly**, you may toss the concoction at a target: make a single ranged touch attack against an opponent within 30 ft.; on a successful attack the opponent takes 1d8 cold damage for every five ranks in [[priority:skills:craft|Craft]] (Alchemy) you possess (rounded down, minimum 1d8), and must make a Fortitude save or be frozen solid in a block of ice for 1 round, plus 1 round for every 4 ranks in [[priority:skills:knowledge|Knowledge]] (Nature) you possess. This ability can affect objects and undead. While trapped in the ice, the creature is paralyzed, but does not need to eat or breathe for the duration of the effect, and any physical attack or damaging spell deals damage to the ice first, and cannot harm the trapped creature until the ice is destroyed, which ends all other effects of this ability. The ice has 20 hit points and hardness 0.
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   * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Nature) 5, 5 EXP    * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Nature) 5, 5 EXP 
  
-You learn how to use copper to disperse and manipulate electricity to your advantage. You may activate this imposition as a Full Action to apply copper coils strategically upon yourself or an ally (if affecting an ally, you must be adjacent to them), granting the target electricity resistance 5 for a number of minutes equal to your Intelligence modifier (minimum 1). This electricity resistance increases by 5 for every 5 ranks in Knowledge (Nature) you possess, and stacks with other sources of electricity resistance.+You learn how to use copper to disperse and manipulate electricity to your advantage. You may activate this imposition as a Full Action to apply copper coils strategically upon yourself or an ally (if affecting an ally, you must be adjacent to them), granting the target electricity resistance 5 for a number of minutes equal to your Intelligence modifier (minimum 1). This electricity resistance increases by 5 for every 5 ranks in [[priority:skills:knowledge|Knowledge]] (Nature) you possess, and stacks with other sources of electricity resistance.
  
 ==== Voltaic Bursts [explosive]: ==== ==== Voltaic Bursts [explosive]: ====
    
-You may apply coils of copper and other conductive metals to your flashbangs, allowing them to deal an additional 1d6 electricity damage per two ranks you possess in [[priority:skills:knowledge|Knowledge]] (Nature); creatures who succeed at their Fortitude save against the flashbang take ½ damage from this effect. Additionally, all creatures adjacent to the target must also succeed at a Reflex saving throw, or suffer an amount of electricity damage equal to your ranks in Knowledge (Nature) as electricity leaps from the original target.+You may apply coils of copper and other conductive metals to your flashbangs, allowing them to deal an additional 1d6 electricity damage per two ranks you possess in [[priority:skills:knowledge|Knowledge]] (Nature); creatures who succeed at their Fortitude save against the flashbang take ½ damage from this effect. Additionally, all creatures adjacent to the target must also succeed at a Reflex saving throw, or suffer an amount of electricity damage equal to your ranks in [[priority:skills:knowledge|Knowledge]] (Nature) as electricity leaps from the original target.
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 Your studies have taught you how to identify objects that serve as natural dowsing rods capable of leading you towards a person, place, or thing. You must have seen the target you seek, or an accurate representation of it (such as a detailed portrait) in order for this ability to work. If searching for a non-specific type of thing (such as the nearest body of water, the nearest city, etc.) you need not have seen it or a representation before, but the rod becomes much less accurate, and may lead to something other than what you seek (for example, seeking the nearest body of water could lead to a puddle, or the ocean, and one seeking the nearest city could be led to a bustling metropolis or the ruins of an ancient civilization).  Your studies have taught you how to identify objects that serve as natural dowsing rods capable of leading you towards a person, place, or thing. You must have seen the target you seek, or an accurate representation of it (such as a detailed portrait) in order for this ability to work. If searching for a non-specific type of thing (such as the nearest body of water, the nearest city, etc.) you need not have seen it or a representation before, but the rod becomes much less accurate, and may lead to something other than what you seek (for example, seeking the nearest body of water could lead to a puddle, or the ocean, and one seeking the nearest city could be led to a bustling metropolis or the ruins of an ancient civilization). 
  
-Once activated, the dowsing rod will always point towards the desired target, though it gives no indication as to the target’s distance, and always points directly towards it, regardless of obstacles. If the target is protected by a [[priority:magic:spells:tier3:nondetection|]] spell or similar effect, use half of your combined ranks in Knowledge (Nature) and Survival as your Caster Level when determining if your dowsing rod can pierce the effect (for example, possessing 10 ranks in each equates to an effective CL of 10). This is a supernatural effect, except for when using it to locate the nearest body or source of water, in which case it can be used as an extraordinary ability.+Once activated, the dowsing rod will always point towards the desired target, though it gives no indication as to the target’s distance, and always points directly towards it, regardless of obstacles. If the target is protected by a [[priority:magic:spells:tier3:nondetection|]] spell or similar effect, use half of your combined ranks in [[priority:skills:knowledge|Knowledge]] (Nature) and [[priority:skills:survival|Survival]] as your Caster Level when determining if your dowsing rod can pierce the effect (for example, possessing 10 ranks in each equates to an effective CL of 10). This is a supernatural effect, except for when using it to locate the nearest body or source of water, in which case it can be used as an extraordinary ability.
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   * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Religion) 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 5 EXP   * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Religion) 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 5 EXP
  
-Gold is the metal most closely associated with the sun, willpower, and vitality. By following a carefully designed formula and creating a small structure in an adjacent square using at least 2 TU worth of gold per square, you and all allies in a 30 ft. radius of the structure are protected from the powers of negative energy and undeath, gaining a +2 morale bonus to saving throws against death effects, disease, and paralysis effects for a number of minutes equal to ½ your ranks in Knowledge (Religion). This bonus increases by +2 for every 5 ranks you possess in both Knowledge (Religion) and (Arcana), to a maximum of +8 at 20 ranks in each.+Gold is the metal most closely associated with the sun, willpower, and vitality. By following a carefully designed formula and creating a small structure in an adjacent square using at least 2 TU worth of gold per square, you and all allies in a 30 ft. radius of the structure are protected from the powers of negative energy and undeath, gaining a +2 morale bonus to saving throws against death effects, disease, and paralysis effects for a number of minutes equal to ½ your ranks in [[priority:skills:knowledge|Knowledge]] (Religion). This bonus increases by +2 for every 5 ranks you possess in both [[priority:skills:knowledge|Knowledge]] (Religion) and (Arcana), to a maximum of +8 at 20 ranks in each.
  
-In addition, any undead creature attempting to enter the protected radius of the structure must succeed on a Will save or find itself prevented from entering. The structure can be destroyed if it takes a number of points of damage equal to 5 times your combined ranks in Knowledge (Arcana) and (Religion). As long as the structure is not destroyed, you can retrieve it, and reuse it later. Retrieval is a full round action. The structure’s smallest size occupies a 5ft square, and weighs 50 pounds, though they may be made bigger, at the GMs discretion. +In addition, any undead creature attempting to enter the protected radius of the structure must succeed on a Will save or find itself prevented from entering. The structure can be destroyed if it takes a number of points of damage equal to 5 times your combined ranks in [[priority:skills:knowledge|Knowledge]] (Arcana) and (Religion). As long as the structure is not destroyed, you can retrieve it, and reuse it later. Retrieval is a full round action. The structure’s smallest size occupies a 5ft square, and weighs 50 pounds, though they may be made bigger, at the GMs discretion. 
  
 ==== Purifying Detonations [explosive]: ==== ==== Purifying Detonations [explosive]: ====
    
-You learn how to mix small amounts of gold flakes and holy water into your flashbangs, allowing you to damage undead with positive energy in addition to the flashbang’s normal effects, though the target must make a Will save instead of the Fortitude save normally granted. Undead creatures targeted by this ability take 1d6 points of positive energy damage per two ranks in Knowledge (Religion) that you possess. This ability has no effect on living creatures, unless they are also damaged by positive energy, such as most dhampirs. Undead who succeed on their Will save take ½ damage from this effect.+You learn how to mix small amounts of gold flakes and holy water into your flashbangs, allowing you to damage undead with positive energy in addition to the flashbang’s normal effects, though the target must make a Will save instead of the Fortitude save normally granted. Undead creatures targeted by this ability take 1d6 points of positive energy damage per two ranks in [[priority:skills:knowledge|Knowledge]] (Religion) that you possess. This ability has no effect on living creatures, unless they are also damaged by positive energy, such as most dhampirs. Undead who succeed on their Will save take ½ damage from this effect.
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   * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Nature) 5, 5 EXP   * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Nature) 5, 5 EXP
  
-The mandrake root is feared in myth and legend for its ability to rend the life from mortals with its banshee-like wail. You have learned that while much of this is simply myth, the root does contain certain properties that gave rise to the legends. By ingesting a small portion of ground mandrake root mixed with various catalyzing agents, you are able to unleash a piercing scream that deals an amount of sonic damage equal to 1d4 per rank in Knowledge (Nature) to all creatures within a 30 ft. radius (Fortitude save for half damage). This ability affects objects and undead. You are immune to the damage from this effect.+The mandrake root is feared in myth and legend for its ability to rend the life from mortals with its banshee-like wail. You have learned that while much of this is simply myth, the root does contain certain properties that gave rise to the legends. By ingesting a small portion of ground mandrake root mixed with various catalyzing agents, you are able to unleash a piercing scream that deals an amount of sonic damage equal to 1d4 per rank in [[priority:skills:knowledge|Knowledge]] (Nature) to all creatures within a 30 ft. radius (Fortitude save for half damage). This ability affects objects and undead. You are immune to the damage from this effect.
  
 ==== Sonic Shriekers [explosive]: ==== ==== Sonic Shriekers [explosive]: ====
    
-You may enhance your flashbangs with mandrake root, granting them thunderous power. In addition to the flashbang’s normal effects, the target also takes 1d6 points of sonic damage per two ranks in Knowledge (Nature) you possess, and the DC for Fortitude saves against flashbangs modified with this imposition increases by 1 for every 5 [[chargen:common_terms#core_stats|CST]] which you possess. Creatures who succeed on their Fortitude save against the flashbang take ½ damage from this effect. The damage and effects from this ability apply to both objects and undead.+You may enhance your flashbangs with mandrake root, granting them thunderous power. In addition to the flashbang’s normal effects, the target also takes 1d6 points of sonic damage per two ranks in [[priority:skills:knowledge|Knowledge]] (Nature) you possess, and the DC for Fortitude saves against flashbangs modified with this imposition increases by 1 for every 5 [[chargen:common_terms#core_stats|CST]] which you possess. Creatures who succeed on their Fortitude save against the flashbang take ½ damage from this effect. The damage and effects from this ability apply to both objects and undead.
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   * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 5 EXP   * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 5 EXP
  
-Lead is a metal particularly problematic for practitioners of divination magic, foiling the magical emanations they rely upon. When you first gain this imposition, you learn how to craft a thin helmet liner out of lead, which costs 1 hour and a total of 2 TU times your ranks in Knowledge (Arcana) to create.+Lead is a metal particularly problematic for practitioners of divination magic, foiling the magical emanations they rely upon. When you first gain this imposition, you learn how to craft a thin helmet liner out of lead, which costs 1 hour and a total of 2 TU times your ranks in [[priority:skills:knowledge|Knowledge]] (Arcana) to create.
  
-As long as you or an ally is wearing this helmet liner, any Divination school effect that targets or would reveal information about the subject requires the caster to make a caster level check against a DC of 11 + [your ranks in Knowledge (Arcana)] or have the effect fail. These liners do not occupy an item slot, but wearing more than one has no additional effect. +As long as you or an ally is wearing this helmet liner, any Divination school effect that targets or would reveal information about the subject requires the caster to make a caster level check against a DC of 11 + [your ranks in [[priority:skills:knowledge|Knowledge]] (Arcana)] or have the effect fail. These liners do not occupy an item slot, but wearing more than one has no additional effect. 
  
 Because they are not true magic items, but rather science and geometry applied in a way that interferes with divination magic, these liners are somewhat fragile, and they cease to function after they have forced casters to attempt a caster level check a number of times equal to your Intelligence modifier (minimum 1), as determined at the time the liner was crafted.  Because they are not true magic items, but rather science and geometry applied in a way that interferes with divination magic, these liners are somewhat fragile, and they cease to function after they have forced casters to attempt a caster level check a number of times equal to your Intelligence modifier (minimum 1), as determined at the time the liner was crafted. 
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 A Lodestone’s unusual properties often seem like magic to the uninitiated, but to you, it is a predictable and reliable tool. You may activate this imposition in one of two ways:  A Lodestone’s unusual properties often seem like magic to the uninitiated, but to you, it is a predictable and reliable tool. You may activate this imposition in one of two ways: 
  
-**Firstly,** you may draw one primarily metal item or creature within 60 ft. directly towards yourself. This item or creature cannot weigh more than 50 lbs., and if it is a living creature or an item held by a living creature, you must succeed on a combat maneuver check against the opponent’s CMD, using your ranks in Knowledge (Engineering) in place of your base attack bonus and your Intelligence modifier in place of your Strength modifier for the check. Upon a successful use of this ability, the targeted creature or item is moved up to 30 ft. directly towards you; if this ability is used on a creature, this movement provokes attacks of opportunity.+**Firstly,** you may draw one primarily metal item or creature within 60 ft. directly towards yourself. This item or creature cannot weigh more than 50 lbs., and if it is a living creature or an item held by a living creature, you must succeed on a combat maneuver check against the opponent’s CMD, using your ranks in [[priority:skills:knowledge|Knowledge]] (Engineering) in place of your [[priority:prowess|Prowess]] and your Intelligence modifier in place of your Strength modifier for the check. Upon a successful use of this ability, the targeted creature or item is moved up to 30 ft. directly towards you; if this ability is used on a creature, this movement provokes attacks of opportunity.
  
-**Secondly,** you may use this ability to repel all metal creatures or objects within a 30 ft. radius; this ability cannot affect a single item or creature whose weight is more than 100 lbs. Any unattended metal objects within the radius of this effect are immediately moved directly away from you to the first legal square outside of the effect’s radius; when you activate this ability, you make a single combat maneuver check using your ranks in Knowledge (Engineering) in place of your base attack bonus, and your Intelligence modifier in place of your Strength modifier, and compares the result against the CMD of all metal creatures or creatures wielding metal equipment within the area’s effect, moving any creature whose CMD your check exceeds directly away to the first legal square outside of the effect’s radius. Creatures wielding metal weapons may choose to drop them rather than be subject to this ability’s effects, but creatures wearing metal armor are treated as metal creatures for determining this ability’s effects. You may affect an additional 50 pounds for every 5 ranks in Knowledge (Engineering) you possess, to a maximum of 250 lbs. at 20 ranks.+**Secondly,** you may use this ability to repel all metal creatures or objects within a 30 ft. radius; this ability cannot affect a single item or creature whose weight is more than 100 lbs. Any unattended metal objects within the radius of this effect are immediately moved directly away from you to the first legal square outside of the effect’s radius; when you activate this ability, you make a single combat maneuver check using your ranks in [[priority:skills:knowledge|Knowledge]] (Engineering) in place of your [[priority:prowess|Prowess]], and your Intelligence modifier in place of your Strength modifier, and compares the result against the CMD of all metal creatures or creatures wielding metal equipment within the area’s effect, moving any creature whose CMD your check exceeds directly away to the first legal square outside of the effect’s radius. Creatures wielding metal weapons may choose to drop them rather than be subject to this ability’s effects, but creatures wearing metal armor are treated as metal creatures for determining this ability’s effects. You may affect an additional 50 pounds for every 5 ranks in [[priority:skills:knowledge|Knowledge]] (Engineering) you possess, to a maximum of 250 lbs. at 20 ranks.
  
 ==== Magnetic Bursts [explosive]: ==== ==== Magnetic Bursts [explosive]: ====
    
-You may enhance your flashbangs with lodestone flakes that cling to the target, making it easier for metallic weapons, or weapons whose primary damage-dealing apparatus is composed of metal, such as spear or arrowheads, to hit the target. For the next 1d4 rounds, any attack made with a metal weapon against a target who has failed their save against a flashbang modified with this explosive gains a +1 circumstance bonus to the attack roll, with an +1 for every 5 ranks in Knowledge (Engineering) you possess.+You may enhance your flashbangs with lodestone flakes that cling to the target, making it easier for metallic weapons, or weapons whose primary damage-dealing apparatus is composed of metal, such as spear or arrowheads, to hit the target. For the next 1d4 rounds, any attack made with a metal weapon against a target who has failed their save against a flashbang modified with this explosive gains a +1 circumstance bonus to the attack roll, with an +1 for every 5 ranks in [[priority:skills:knowledge|Knowledge]] (Engineering) you possess.
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   * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Esoteric) 5, 5 EXP   * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Esoteric) 5, 5 EXP
  
-Silver is the metal most closely related to the moon, and is said to ward off bad luck and witchcraft. When you first gain this imposition, you learn how to craft a small amulet which takes 1 hour and a total of 2 TU times your ranks in Knowledge (Esoteric) to create. As long as you or an ally are wearing this amulet, they gain spell resistance equal to 10 + half your ranks in Knowledge (Esoteric). +Silver is the metal most closely related to the moon, and is said to ward off bad luck and witchcraft. When you first gain this imposition, you learn how to craft a small amulet which takes 1 hour and a total of 2 TU times your ranks in [[priority:skills:knowledge|Knowledge]] (Esoteric) to create. As long as you or an ally are wearing this amulet, they gain spell resistance equal to 10 + half your ranks in [[priority:skills:knowledge|Knowledge]] (Esoteric). 
  
 These charms do not occupy an item slot, but wearing more than one has no additional effect. Because they are not true magic items, but rather science and geometry applied in a way that interferes with magical energies, these amulets are exceedingly fragile, and they cease to function after they have forced casters to attempt a caster level check to overcome the granted spell resistance a number of times equal to your Intelligence modifier (minimum 1), as determined at the time the amulet was crafted.  These charms do not occupy an item slot, but wearing more than one has no additional effect. Because they are not true magic items, but rather science and geometry applied in a way that interferes with magical energies, these amulets are exceedingly fragile, and they cease to function after they have forced casters to attempt a caster level check to overcome the granted spell resistance a number of times equal to your Intelligence modifier (minimum 1), as determined at the time the amulet was crafted. 
  
-Once this limit has been reached, the amulet ceases to function until you spend at least 1 hour and 50% of the original craft cost re-attuning it. +Once this limit has been reached, the amulet ceases to function until you spend at least 1 hour and 50% of the original[[priority:skills:craft|Craft]] cost re-attuning it. 
  
 ==== Dispelling Detonations [explosive]: ==== ==== Dispelling Detonations [explosive]: ====
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 ==== Pyrotechnic Detonation [explosive]: ==== ==== Pyrotechnic Detonation [explosive]: ====
    
-By adding thermite into your flashbangs, you can cause great devastation to those caught within it, allowing them to cause targets who fail their save against her flashbangs to be blinded for 2d4+1 rounds, in addition to taking 1d8 points of fire damage per 2 ranks in Craft (Alchemy) you possess. Creatures who succeed at their Fortitude save against the flashbang take half damage from this effect. +By adding thermite into your flashbangs, you can cause great devastation to those caught within it, allowing them to cause targets who fail their save against her flashbangs to be blinded for 2d4+1 rounds, in addition to taking 1d8 points of fire damage per 2 ranks in[[priority:skills:craft|Craft]] (Alchemy) you possess. Creatures who succeed at their Fortitude save against the flashbang take half damage from this effect. 
  
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 ==== Burdening Blast [explosive]: ==== ==== Burdening Blast [explosive]: ====
    
-You may add tungsten shards to your flashbangs, causing targets who fail their save to also be struck by dense shrapnel, making them take a -2 penalty to attack rolls, AC, and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per shard lodged within the target. The target may remove a single shard as a Half Action, or may remove them all as a Full Action. You may only add 1 shard per 5 ranks in Knowledge (Engineering) to a flashbang.+You may add tungsten shards to your flashbangs, causing targets who fail their save to also be struck by dense shrapnel, making them take a -2 penalty to attack rolls, [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]], and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per shard lodged within the target. The target may remove a single shard as a Half Action, or may remove them all as a Full Action. You may only add 1 shard per 5 ranks in [[priority:skills:knowledge|Knowledge]] (Engineering) to a flashbang.
 </WRAP> </WRAP>