| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| paths:sorcerer_path:aberrant_bloodline [2024/06/08 02:27] – elfinlocks | paths:sorcerer_path:aberrant_bloodline [2025/11/12 03:06] (current) – elfinlocks |
|---|
| |
| <WRAP round box> | <WRAP round box> |
| ===== Warp Flesh ===== | ===== No Breath (Ex) ===== |
| |
| **Requirements:** [[priority:prowess|BaB]] or [[priority:magic|CL]] 1, [[priority:skills:knowledge|Knowledge Dungeoneering]] 3, 10 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge Dungeoneering]] 3, 10 EXP |
| |
| Whenever you cast a spell of the Transmutation school or use a [[paths:shifter_path|Shifter Talent]], you may increase the duration of the effect by 50% (to a minimum increase of 1 round). | Your innards begin to change in unforeseen ways, granting you a new adaptability to your environment. You no longer breathe, and thus are immune to effects which require breathing. |
| </WRAP> | </WRAP> |
| ---- | ---- |
| |
| <WRAP round box> | <WRAP round box> |
| ===== Warp The Material (Sp) ===== | ===== Long Limbed (Su) ===== |
| | **Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Dungeoneering 7, 15 EXP |
| |
| **Requirements:** Warp Flesh, BaB or CL 3, Knowledge Dungeoneering 5, 15 EXP | 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 Modifier. The reach gained is a number of feet equal to your [[chargen:common_terms#core_stats|CST]], rounded down to the nearest increment of 5. |
| | |
| You may create brief, disorienting changes in a creature’s physical form by spending 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] as a Swift Action. This ability affects one creature within 30 feet, who is then dazed for 1 round (Fortitude negates; DC 10 + 1/2 your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute). | |
| </WRAP> | </WRAP> |
| |
| |
| <WRAP round box> | <WRAP round box> |
| ===== Long Limbed (Sp) ===== | ===== Angled Entry (Sp) ===== |
| **Requirements:** Warp The Material, BaB or CL 5, Knowledge Dungeoneering 7, 20 EXP | **Requirements:** Long Limbed, [[chargen:common_terms#core_stats|CST]] 10, Knowledge Dungeoneering 12, 20 EXP |
| |
| You may spend [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] equal to the number of feet to increase your reach for a number of minutes equal to your Primary Attribute. In order for this ability to have an effect, you must spend a minimum of 5 TP or MP (to grant 5 ft of additional reach). | 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 a 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 room, but 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> |
| ===== Unusual Anatomy (Su) ===== | ===== Abhorrent Migration (Sp) ===== |
| **Requirements:** Long Limbed, BaB or CL 9, Knowledge Dungeoneering 10, 25 EXP | **Requirements:** Angled Entry, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Dungeoneering) 15, 25 EXP |
| |
| Your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. You may spend 3 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to increase this chance to 100% until the beginning of your next turn, as an immediate action (You must make this choice before the results of the roll are revealed). | 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> |
| ===== Alien Resistances (Ex) ===== | ===== Incoherent Biological Reconfiguration (Ex) ===== |
| **Requirements:** Unusual Anatomy, BaB or CL 12, Knowledge Dungeoneering 15, 35 EXP | **Requirements:** Abhorrent Migration, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Dungeoneering) 20, 35 EXP |
| |
| You gain Spell Resistance equal to your [[priority:health|Hit Dice]] + 10. | 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. |
| </WRAP> | |
| |
| ---- | 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. |
| | |
| <WRAP round box> | |
| ===== Form of the Aberrant (Su) ===== | |
| **Requirements:** Alien Resistances, BaB or CL 15, Knowledge Dungeoneering 20, 50 EXP | |
| |
| Your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain constant [[priority:magic:spells:tier6:true_seeing|True Sight]] with a range of 60 feet, and damage reduction 5/—. | |
| </WRAP> | </WRAP> |
| |
| ---- | ---- |
| |