| Both sides previous revisionPrevious revision | |
| paths:sorcerer_path:aberrant_bloodline [2026/03/09 21:48] – Hyperlinking Knowledge skill entries elfinlocks | paths:sorcerer_path:aberrant_bloodline [2026/05/01 21:05] (current) – elfinlocks |
|---|
| ===== No Breath (Ex) ===== | ===== 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]] 4, 10 EXP |
| |
| 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. | 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 round box> | <WRAP round box> |
| ===== Long Limbed (Su) ===== | ===== Long Limbed (Su) ===== |
| **Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] Dungeoneering 7, 15 EXP | **Requirements:** No Breath, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] Dungeoneering 8, 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. | 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. |
| <WRAP round box> | <WRAP round box> |
| ===== Abhorrent Migration (Sp) ===== | ===== Abhorrent Migration (Sp) ===== |
| **Requirements:** Angled Entry, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 15, 25 EXP | **Requirements:** Angled Entry, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 16, 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: |
| <WRAP round box> | <WRAP round box> |
| ===== Incoherent Biological Reconfiguration (Ex) ===== | ===== Incoherent Biological Reconfiguration (Ex) ===== |
| **Requirements:** Abhorrent Migration, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 20, 35 EXP | **Requirements:** Abhorrent Migration, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 20, 30 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. | 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. |