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paths:pactmaker_path:patrons:demon [2024/05/09 22:32] – [Reservoir] elfinlockspaths:pactmaker_path:patrons:demon [2026/03/09 21:50] (current) – Hyperlinking Knowledge skill entries elfinlocks
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 ===== Patron Weapon ===== ===== Patron Weapon =====
-  * **Requirements:** CL 1, Knowledge (Religion) 1, 5 EXP+  * **Requirements:** CL 1, [[priority:skills:knowledge|Knowledge]] (Religion) 1, 5 EXP
  
 The Pactmaker gains access to a natural weapon of their choice that they can manifest or hide at will as a Free Action. This natural weapon can either be two claws (1d6) or a bite attack (1d8). These natural attacks are primary natural attacks. If the Pactmaker already has these natural attacks, then the Pactmaker grows a leathery tail or a pair of ram-like horns, gaining either a gore (1d8) or tail slap (1d6) secondary natural attack.  The Pactmaker gains access to a natural weapon of their choice that they can manifest or hide at will as a Free Action. This natural weapon can either be two claws (1d6) or a bite attack (1d8). These natural attacks are primary natural attacks. If the Pactmaker already has these natural attacks, then the Pactmaker grows a leathery tail or a pair of ram-like horns, gaining either a gore (1d8) or tail slap (1d6) secondary natural attack. 
  
 ===== Reservoir ===== ===== Reservoir =====
-  * **Requirements:** CL 3, Knowledge (Religion) 5, Patron Weapon, 10 EXP+  * **Requirements:** CL 3, [[priority:skills:knowledge|Knowledge]] (Religion) 5, Patron Weapon, 10 EXP
  
-Your patron relishes in destruction, and empowers you when you fulfill their wishes. Any time you destroy at least 10 TU of items of any kind, you gain 1 MP for every 10 TU destroyed. If the items are in possession of or otherwise owned by good-aligned creatures (for example, valuables within the church of a good-aligned deity), you gain 2 MP instead.+Your patron relishes in destruction, and empowers you when you fulfill their wishes. Any time you destroy at least 10 TU of items of any kind, you gain 1 MP for every 10 TU destroyed. If the items are in possession of or otherwise owned by good-aligned creatures (for example, valuables within the church of a good-aligned deity), you gain 2 MP per 10 TU instead.
  
 ===== Eldritch Flesh ===== ===== Eldritch Flesh =====
-  * **Requirements:** CL 7, Knowledge (Religion) 10, Reservoir, 20 EXP+  * **Requirements:** CL 7, [[priority:skills:knowledge|Knowledge]] (Religion) 10, Reservoir, 20 EXP
  
 You gain resist cold, electricity, and fire 10. Additionally, as a Free Action, you may manifest a Balor's flames around your body - A creature that grapples you, or is grappled by you, takes 1d6 points of fire damage per [[priority:health|Hit Dice]] you possess for the duration of the Grapple, occurring on your turn. Creatures which strike you with a natural weapon or unarmed strike take half of this damage for every successful attack made against you. You gain resist cold, electricity, and fire 10. Additionally, as a Free Action, you may manifest a Balor's flames around your body - A creature that grapples you, or is grappled by you, takes 1d6 points of fire damage per [[priority:health|Hit Dice]] you possess for the duration of the Grapple, occurring on your turn. Creatures which strike you with a natural weapon or unarmed strike take half of this damage for every successful attack made against you.
  
 ===== Empowered Blast ===== ===== Empowered Blast =====
-  * **Requirements:** CL 10, Knowledge (Religion) 15, Eldritch Flesh, 30 EXP+  * **Requirements:** CL 10, [[priority:skills:knowledge|Knowledge]] (Religion) 15, Eldritch Flesh, 30 EXP
  
 You may give your Eldritch Blasts the [[equipment:weapons:weaponenchantments#frost_1|Frost]] weapon property at will.  You may give your Eldritch Blasts the [[equipment:weapons:weaponenchantments#frost_1|Frost]] weapon property at will. 
  
 ===== Ascension ===== ===== Ascension =====
-  * **Requirements:** CL 15, Knowledge (Religion) 20, Empowered Blast, 50 EXP+  * **Requirements:** CL 15, [[priority:skills:knowledge|Knowledge]] (Religion) 20, Empowered Blast, 50 EXP
  
 You change fundamentally to represent your demonic patron - your type changes to outsider, with the demon, evil, and native subtypes. You may still be affected by any spell that would affect your original form, if you wish (you may choose for each such spell that targets you). You gain SR 11 + your CL against spells and spell-like abilities from good creatures (or which possess the good descriptor), and you gain DR 15/good. You change fundamentally to represent your demonic patron - your type changes to outsider, with the demon, evil, and native subtypes. You may still be affected by any spell that would affect your original form, if you wish (you may choose for each such spell that targets you). You gain SR 11 + your CL against spells and spell-like abilities from good creatures (or which possess the good descriptor), and you gain DR 15/good.