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paths:pactmaker_path [2024/09/29 01:51] – [Hexes] elfinlockspaths:pactmaker_path [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks
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   * **Requirements:** Patron's Allegiance, 0 EXP   * **Requirements:** Patron's Allegiance, 0 EXP
  
-You may conjure a ray of magical force known as an Eldritch Blast. This Talent channels the power of your patron to create pure destructive force. The blast has a range increment of Close (25 ft. + 5 ft./2 CL), and is resolved as a ranged touch attack against your chosen target at a distance, or against the target's normal AC if used in melee combat. The Blast deals Force damage. The Blast is treated as a wielded light weapon in melee and a ranged weapon when used at a distance, meaning you may use it multiple times in one Full Attack Action and even use Two Weapon Fighting or Sneak Attack with it, provided that you possess the ability to do so with other weapons. However, this also means you must have a free hand (or hands, if two weapon fighting) to use Eldritch Blast. As you gain Caster Levels, the damage of the Blast increases, as shown on the table below:+You may conjure a ray of magical force known as an Eldritch Blast. This Talent channels the power of your patron to create pure destructive force. The blast has a range increment of Close (25 ft. + 5 ft./2 CL), and is resolved as a ranged touch attack against your chosen target at a distance, or against the target's normal [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] if used in melee combat. The Blast deals Force damage. The Blast is treated as a wielded light weapon in melee and a ranged weapon when used at a distance, meaning you may use it multiple times in one Full Attack Action and even use Two Weapon Fighting or Sneak Attack with it, provided that you possess the ability to do so with other weapons. However, this also means you must have a free hand (or hands, if two weapon fighting) to use Eldritch Blast.  
 + 
 +As you gain Caster Levels, the damage of the Blast increases, as shown on the table below. All attacks with an Eldritch Blast inflict additional damage equal to your Primary Casting Attribute modifier.
  
 ==== Table: Eldritch Blast ==== ==== Table: Eldritch Blast ====
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   * **Requirements:** Patron's Allegiance, 10 EXP   * **Requirements:** Patron's Allegiance, 10 EXP
  
-You gain the ability to conduct a special 24 hour ritual to gain a Familiar. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a Familiar. An Animal Companion cannot also function as a familiar. The Familiar functions as a guide and consultant in regards to the wishes of your Patron, and they will do their best to answer any questions or to propose solutions to problems within the purview and alignment of your Patron.+You gain the ability to conduct a special 24 hour ritual to gain a Familiar. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, [[priority:prowess|Prowess]], base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a Familiar. An Animal Companion cannot also function as a familiar. The Familiar functions as a guide and consultant in regards to the wishes of your Patron, and they will do their best to answer any questions or to propose solutions to problems within the purview and alignment of your Patron.
  
 Additionally, you may store spells within your Familiar rather than commit them to memory. To record spells with your Familiar, you must expend 2 times the Tier of the spell you wish to record in TU of Magic Components (for example, recording Fireball would cost 6 TU in Magic Components). You may add as many spells to your Familiar as you wish, but if the Familiar is killed, the spells are also lost. To cast any spell from the Familiar, you must have the Familiar on your person, or they must be within a square adjacent to you. You must still expend MP to cast spells stored with your Familiar as if you knew the spell. Additionally, you may store spells within your Familiar rather than commit them to memory. To record spells with your Familiar, you must expend 2 times the Tier of the spell you wish to record in TU of Magic Components (for example, recording Fireball would cost 6 TU in Magic Components). You may add as many spells to your Familiar as you wish, but if the Familiar is killed, the spells are also lost. To cast any spell from the Familiar, you must have the Familiar on your person, or they must be within a square adjacent to you. You must still expend MP to cast spells stored with your Familiar as if you knew the spell.