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paths:sorcerer_path:aberrant_bloodline [2023/05/22 04:14] elfinlockspaths:sorcerer_path:aberrant_bloodline [2025/11/12 03:06] (current) elfinlocks
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 //There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.// //There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.//
  
-**Bloodline Skill:** Knowledge (Dungeoneering)+**Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Dungeoneering)
  
 <WRAP round box> <WRAP round box>
-===== Bloodline Arcana =====+===== No Breath (Ex) =====
  
-**Requirements:** BaB or CL 1, Knowledge Dungeoneering 3, EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2[[priority:skills:knowledge|Knowledge Dungeoneering]] 3, 10 EXP
  
-Whenever you cast spell of the polymorph subschoolincrease the duration of the spell by 50% (minimum 1 round).+Your innards begin to change in unforeseen ways, granting you a new adaptability to your environment. You no longer breatheand thus are immune to effects which require breathing.
 </WRAP> </WRAP>
-<WRAP round box> +----
-===== Warp The Material (Sp) =====+
  
-**Requirements:** BaB or CL 3, Knowledge Dungeoneering 5, 9 EXP 
- 
-You create brief, disorienting changes in a creature’s physical form by spending 2 MP as a Swift Action. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your CL + your Primary Casting Attribute). 
-</WRAP> 
 <WRAP round box> <WRAP round box>
-===== Long Limbed (Sp) ===== +===== Long Limbed (Su) ===== 
-**Requirements:** BaB or CL 5, Knowledge Dungeoneering 7, 15 EXP+**Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Dungeoneering 7, 15 EXP
  
-You may spend MP equal to the number of feet to increase your reach for a number of minutes equal to your Primary Casting Attribute. In order for this ability to have an effect, you must spend minimum of 5 Mana (to grant 5ft of additional reach).+Your warping flesh begins to emulate the creatures of elder, foreign worlds. You may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to increase your reach for a number of minutes equal to your Primary Attribute ModifierThe reach gained is number of feet equal to your [[chargen:common_terms#core_stats|CST]], rounded down to the nearest increment of 5.
 </WRAP> </WRAP>
 +
 +----
 +
 <WRAP round box> <WRAP round box>
-===== Unusual Anatomy (Su) ===== +===== Angled Entry (Sp) ===== 
-**Requirements:** BaB or CL 9, Knowledge Dungeoneering 1027 EXP+**Requirements:** Long Limbed, [[chargen:common_terms#core_stats|CST]] 10, Knowledge Dungeoneering 1220 EXP
  
-Your anatomy changesgiving you a 25% chance to ignore any critical hit or sneak attack scored against you. You may spend 3 Mana to increase this chance to 100% until the beginning of your next turnas an immediate action (You must make this choice before the results of the roll are revealed).+By learning from the hounds, you may likewise relentlessly pursue your prey through all space and time. By spending 4 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] as Swift Action, you may teleport into a space adjacent to an angle of 90º (or more acute) in the structure or environment around you. For example, you could teleport to a space adjacent to a wall, or the corner of a roombut not to a flat plane, or a room of only curved corners and edges. This ability otherwise functions as [[priority:magic:spells:tier4:dimension_door|]].
 </WRAP> </WRAP>
 +
 +----
 +
 <WRAP round box> <WRAP round box>
-===== Alien Resistances (Ex) ===== +===== Abhorrent Migration (Sp) ===== 
-**Requirements:** BaB or CL 15, Knowledge Dungeoneering 15, 45 EXP+**Requirements:** Angled Entry, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Dungeoneering15, 25 EXP
  
-You gain Spell Resistance equal to your Caster Level + 10.+You may liquefy yourself into a pool of noxious acid as a Swift Action by spending 6 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]]. This acts as [[priority:magic:spells:tier3:gaseous_form|Gaseous Form]], with the following changes: 
 + 
 +  * Creatures and unattended objects which occupy your square take 1d4 [[game_systems:combat:energy_damage#acid|Acid]] damage per 2 [[chargen:common_terms#core_stats|CST]]. 
 +  * You do not gain a fly speed unless you already possessed one. However, you normal speed remains, and you gain a Swim speed equal to your base land speed. 
 +  * You may freely cast spells or use supernatural abilities in this form as normal, though you cannot attack. 
 +  * Your DR/Magic is equal to your [[chargen:common_terms#core_stats|CST]] divided by 2.
 </WRAP> </WRAP>
 +
 +----
 +
 <WRAP round box> <WRAP round box>
-===== Form of the Aberrant (Su) ===== +===== Incoherent Biological Reconfiguration (Ex) ===== 
-**Requirements:** BaB or CL 20, Knowledge Dungeoneering 20, 60 EXP+**Requirements:** Abhorrent Migration, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Dungeoneering20, 35 EXP 
 + 
 +You may spend 1 Full Action to adapt to your surroundings, as your forebears would. The process is both slightly painful and horrifying to watch (creatures who are not aberrations must make a Will save (DC 10 + your [[chargen:common_terms#core_stats|CST]]) or go [[priority:magic:spells:tier7:insanity|insane]] if they see this process (physically or via Divination magic), even for a moment. This Talent allows you to change what body parts you possess - you can swap a Leg for a second Head, an Arm for a third Leg, and so on. Your Body counts as two Limbs for this purpose. When you swap out a body part, you lose all the benefits of that part. This means that removing your head entirely removes your Head Wounds, though you also may not make [[priority:skills:perception|Perception]] checks without some way around this. 
 + 
 +On account of your now alien biology, removing the Body is a common choice. You still die if all of your [[game_systems:combat:health|Wound]] pools reach zero, whether you possess a Body or not. It is inadvisable to remove all of your Legs or Arms, if you still use those. Additional Arms are fully functional as your original two.
  
-Your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain [[priority:magic:spells:tier6:true_seeing|True Sight]] with a range of 60 feet and damage reduction 5/—. 
 </WRAP> </WRAP>
 +
 +----
 +