User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
paths:pactmaker_path:patrons:protean [2024/03/09 19:44] – [Patron Weapon] elfinlockspaths:pactmaker_path:patrons:protean [2024/03/09 19:49] (current) – [Ascension] elfinlocks
Line 29: Line 29:
   * **Requirements:** CL 3, Knowledge (Planes) 5, Patron Weapon, 10 EXP   * **Requirements:** CL 3, Knowledge (Planes) 5, Patron Weapon, 10 EXP
  
-Your mind and body are constantly struggling against being torn apart by the forces working against it. You gain MP every time you fail a save against a hostile effect. Such effects must not come from a source which would be considered an ally. The GM has the final say on what is considered hostile for the purpose of this ability.+Your mind and body are constantly struggling against being torn apart by the forces working against it. You gain MP equal to your [[priority:magic|Caster Level]] every time you fail a save against a hostile effect. Such effects must not come from a source which would be considered an ally. The GM has the final say on what is considered hostile for the purpose of this ability.
  
 ===== Eldritch Flesh ===== ===== Eldritch Flesh =====
Line 39: Line 39:
   * **Requirements:** CL 10, Knowledge (Planes) 15, Eldritch Flesh, 30 EXP   * **Requirements:** CL 10, Knowledge (Planes) 15, Eldritch Flesh, 30 EXP
  
-Every time you use Eldritch Blast, it gains one of the following special abilities. Roll 1d6 and consult the following table (this is in addition to the damage type adjustment from your Patron Weapon Talent).+Every time you use Eldritch Blast, you may spend 1 [[priority:magic#mana|MP]] to gain one of the following special abilities. Roll 1d6 and consult the following table (this is in addition to the damage type adjustment from your Patron Weapon Talent).
  
 ==== Table: Empowered Protean Blast ==== ==== Table: Empowered Protean Blast ====
Line 45: Line 45:
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ 1d6  ^ Weapon Ability  ^ ^ 1d6  ^ Weapon Ability  ^
-| 1    | Corrosive       | +| 1    | [[equipment:weapons:weaponenchantments#corrosive_1|Corrosive]]       | 
-| 2    | Cruel           +| 2    | [[equipment:weapons:weaponenchantments#resonant_1|Resonant]] 
-| 3    | Flaming         | +| 3    | [[equipment:weapons:weaponenchantments#flaming_1|Flaming]]         | 
-| 4    | Frost           | +| 4    | [[equipment:weapons:weaponenchantments#frost_1|Frost]]           | 
-| 5    | Shocking        | +| 5    | [[equipment:weapons:weaponenchantments#shock_1|Shock]]        | 
-| 6    | Thundering      |+| 6    | [[equipment:weapons:weaponenchantments#vicious_1|Vicious]] |
 </WRAP> </WRAP>
  
Line 56: Line 56:
   * **Requirements:** CL 15, Knowledge (Planes) 20, Empowered Blast, 50 EXP   * **Requirements:** CL 15, Knowledge (Planes) 20, Empowered Blast, 50 EXP
  
-You form mutates and becomes much like the nonsensical shape of your patron. Your type changes to outsider, with the chaos, protean, and native subtypes. You gain blindsense 30 ft., the constant effects of Freedom of Movement as a Supernatural ability, and the Amorphous Anatomy (Ex) ability:+You form mutates and becomes much like the nonsensical shape of your patron. Your type changes to outsider, with the chaos, protean, and native subtypes. You gain blindsense 30 ft., the constant effects of [[priority:magic:spells:tier4:freedom_of_movement|Freedom of Movement]] as a Supernatural ability, and the Amorphous Anatomy (Ex) ability:
  
 Your vital organs shift and change shape and position constantly. This grants you a 50% chance to ignore additional damage caused by critical hits and sneak attacks. The Pactmaker automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised. Your vital organs shift and change shape and position constantly. This grants you a 50% chance to ignore additional damage caused by critical hits and sneak attacks. The Pactmaker automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.