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| paths:sorcerer_path:aberrant_bloodline [2025/11/06 02:00] – elfinlocks | paths:sorcerer_path:aberrant_bloodline [2026/03/09 21:48] (current) – Hyperlinking Knowledge skill entries elfinlocks |
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| ===== Long Limbed (Su) ===== | ===== Long Limbed (Su) ===== |
| **Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, Knowledge Dungeoneering 7, 15 EXP | **Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] Dungeoneering 7, 15 EXP |
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| Your warping flesh begins to emulate the creatures of elder, foreign worlds. You may 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. | 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. |
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| ===== Angled Entry (Sp) ===== | ===== Angled Entry (Sp) ===== |
| **Requirements:** Long Limbed, [[chargen:common_terms#core_stats|CST]] 10, Knowledge Dungeoneering 12, 20 EXP | **Requirements:** Long Limbed, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] Dungeoneering 12, 20 EXP |
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| 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|]]. | 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|]]. |
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| ===== Abhorrent Migration (Sp) ===== | ===== Abhorrent Migration (Sp) ===== |
| **Requirements:** Angled Entry, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Dungeoneering) 15, 25 EXP | **Requirements:** Angled Entry, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 15, 25 EXP |
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| 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: |
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| ===== Incoherent Biological Reconfiguration (Ex) ===== | ===== Incoherent Biological Reconfiguration (Ex) ===== |
| **Requirements:** Abhorrent Migration, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Dungeoneering) 20, 35 EXP | **Requirements:** Abhorrent Migration, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 20, 35 EXP |
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| 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. | 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. |