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paths:sorcerer_path:aberrant_bloodline [2024/11/14 17:21] elfinlockspaths:sorcerer_path:aberrant_bloodline [2025/11/12 03:06] (current) elfinlocks
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-===== Warp Flesh =====+===== No Breath (Ex) =====
  
 **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[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 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 breatheand thus are immune to effects which require breathing.
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-===== Warp The Material (Su) =====+===== Long Limbed (Su) ===== 
 +**Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Dungeoneering 7, 15 EXP
  
-**Requirements:** Warp Flesh[[chargen:common_terms#core_stats|CST]] 5, Knowledge Dungeoneering 5, 15 EXP +Your warping flesh begins to emulate the creatures of elderforeign worlds. You may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to increase your reach for number of minutes equal to your Primary Attribute ModifierThe 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 3 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] as Swift ActionThis ability affects one creature within 30 feet, who is then [[game_systems:combat:status_conditions#nauseated|Nauseated]] for 1d4 rounds. This is reduced to [[game_systems:combat:status_conditions#sickened|Sickened]] for the same duration if the target succeeds on a Fortitude save.+
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-===== Long Limbed (Sp) ===== +===== Angled Entry (Sp) ===== 
-**Requirements:** Warp The Material, [[chargen:common_terms#core_stats|CST]] 10, Knowledge Dungeoneering 7, 20 EXP+**Requirements:** Long Limbed, [[chargen:common_terms#core_stats|CST]] 10, Knowledge Dungeoneering 12, 20 EXP
  
-You may [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to increase your reach for number of minutes equal to your Primary Attribute ModifierThe reach gained is equal to your CL.+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 edgesThis ability otherwise functions as [[priority:magic:spells:tier4:dimension_door|]].
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-===== Abhorrent Migration (Su) ===== +===== Abhorrent Migration (Sp) ===== 
-**Requirements:** Long Limbed, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Dungeoneering) 10, 25 EXP+**Requirements:** Angled Entry, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Dungeoneering) 15, 25 EXP
  
 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: 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 CL.+  * 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 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.   * 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 CL.+  * Your DR/Magic is equal to your [[chargen:common_terms#core_stats|CST]] divided by 2.
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-===== Alien Resistances (Ex) ===== +===== Incoherent Biological Reconfiguration (Ex) ===== 
-**Requirements:** Unusual Anatomy, [[chargen:common_terms#core_stats|CST]] 20, 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.
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----- +On account of your now alien biologyremoving the Body is a common choice. You still die if all of your [[game_systems:combat:health|Wound]] pools reach zerowhether you possess a Body or not. It is inadvisable to remove all of your Legs or Armsif you still use those. Additional Arms are fully functional as your original two.
- +
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-===== Form of the Aberrant (Su) ===== +
-**Requirements:** Alien Resistances, [[chargen:common_terms#core_stats|CST]] 25Knowledge Dungeoneering 2050 EXP+
  
-Your body becomes truly unnatural. You are immune to critical hits and precision damage, you gain constant [[priority:magic:spells:tier6:true_seeing|True Sight]] with a range of 60 feet, and DR/- equal to half your Hit Dice. Finally, you may now cast [[priority:magic:spells:tier9:shapechange|]] as a Swift Action by spending 9 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]]. 
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