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| paths:adventurer_path:material_impositions [2026/03/09 21:32] – Hyperlinking Craft entries elfinlocks | paths: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, | Advanced research into various chemical reactions has taught you how to create a substance that can drastically lower temperatures, | ||
| - | **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 | + | **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: |
| **Secondly**, | **Secondly**, | ||
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| * **Requirements: | * **Requirements: | ||
| - | 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: |
| ==== 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: | + | 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: |
| </ | </ | ||
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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: | + | 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: |
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | 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: |
| - | 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: |
| ==== 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: |
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | 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: |
| ==== 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: | + | 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: |
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | 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: |
| - | 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: |
| 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, | A Lodestone’s unusual properties often seem like magic to the uninitiated, | ||
| - | **Firstly, | + | **Firstly, |
| - | **Secondly, | + | **Secondly, |
| ==== 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: |
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | 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: |
| 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. | ||
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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, | + | 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, |
| </ | </ | ||
