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paths:adventurer_path:material_impositions [2026/03/09 21:50] – Hyperlinking Knowledge skill entries 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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 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 [[priority:skills:knowledge|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.
 </WRAP> </WRAP>
  
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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 [[priority:skills:knowledge|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>