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paths:sorcerer_path:abyssal_bloodline [2023/05/22 04:22] – created elfinlockspaths:sorcerer_path:abyssal_bloodline [2025/11/06 02:45] (current) elfinlocks
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 ====== Abyssal Bloodline ====== ====== Abyssal Bloodline ======
  
-//Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evilbut your destiny (and alignment) is up to you.//+//Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. Your lust for power over others is strong, and almost too easy to manifest.//
  
-**Bloodline Skill:** Knowledge (Planes)+**Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Planes)
  
 <WRAP round box> <WRAP round box>
-===== Bloodline Arcana =====+===== Demonic Rampage (Su) =====
  
-**Requirements:** BaB or CL 1Skill 3, EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2[[priority:skills:knowledge|Knowledge]] (Planes) 3, 10 EXP
  
-Whenever you cast spell of the summoning subschool, the creatures summoned gain DR/good equal to your CL (minimum 1). This does not stack with any DR the creature might already have - only the highest is applied.+You tend towards not only causing destruction, but thriving in it. You may now ignore the adverse effects of difficult terrain of magical or mundane nature.  
 + 
 +Additionally, you may leave trail of destruction in your wake - by spending 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]], every square you step upon warps and corrupts, becoming permanently altered into difficult terrain. This effect lasts for a number of rounds equal to your CST.
  
 </WRAP> </WRAP>
 +----
 +
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-===== Abyssal Tentacles (Su) =====+===== Thrall (Su) ===== 
 +**Requirements:** Demonic Rampage, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Planes) 7, 15 EXP
  
-**Requirements:** BaB or CL 3Skill 59 EXP+You have learned to provide power to those who would serve you. By spending 1 hour conducting a ritual between yourself and a willing creatureyou may bestow that creature with the ability to use any spell or Talent which you knowand that they otherwise qualify for. 
  
-You may manifest two wicked Abyssal tentacles from your arms as a Move action. These are treated as primary natural weaponsallowing you to make two attacks as a full attack actionusing your full Base Attack Bonus (however, you may only summon one “arm” of tentaclesif you wish). These tentacles deal 1d8 slashing damage each (or 1d6 if you are small)plus your Strength modifierIn addition, the tentacles possess the reach weapon qualityUpon summoning the tentacles, you drop any held items on your squareYou may have them out for as long as you wish (though NPCs are unlikely to look upon you favorably). +When you do this, you must permanently reserve the MP or TP cost of the spell or Talent (if any)by decreasing your own maximum reserves by that amount (so for exampleif you provided your Thrall with the ability to cast [[priority:magic:spells:tier4:chaos_hammer|]], you would lose 4MP from your maximum Mana). This reduction stays in place until your revoke itwhich may be done at any time of your choosing as a non-actionAbilities which provide a specific number of uses reserves one such use from yourselfwith the Thrall gaining that use on the same cooldown period. 
-</WRAP> + 
-<WRAP round box> +You may only have one Thrall at a timeand you may only provide one power at a time, but by deliberately sacrificing an innocent and sentient humanoid, you may get another Thrall or increase your powers of bestowal by oneYour Thralls may help you do this, but you must be the one conducting the sacrifice. You may repeat this process indefinitely. 
-===== Flames of the Depths (Sp) ===== +
-**Requirements:** BaB or CL 5, Skill 7, 15 EXP+
  
-You may spend Mana up to your CL to grant your Abyssal Tentacles the Flaming quality, causing them to deal fire damage equal to the amount of Mana expended, upon a successful hit. The flames disperse after a number of rounds equal to your CL. 
 </WRAP> </WRAP>
 +
 +----
 +
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-===== Summon Minions (Su) ===== +===== Flames of the Deep (Ex) ===== 
-**Requirements:** BaB or CL 9Skill 10, 27 EXP+**Requirements:** Thrall[[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Planes) 12, 20 EXP 
 + 
 +Your body begins to take demonic form: you can sprout leathery wings and fly at will, with a speed of twice your land speed, and good maneuverability.
  
-Whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind. 
 </WRAP> </WRAP>
 +
 +----
 +
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-===== Wings of the Abyss (Su) ===== +===== Whips of Hell (Ex) ===== 
-**Requirements:** BaB or CL 15, Skill 15, 45 EXP+**Requirements:** Flames of the Deep, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Planes) 15, 25 EXP 
 + 
 +The wrath of the demon lords swells within you - you may now sprout two vicious tentacles from anywhere on your body as a Swift Action. These are treated as primary natural weapons, though they do not inhibit you from making Unarmed Strikes or wielding weapons with them, if you wish.  
 + 
 +These tentacles deal 1d10 slashing damage each (or 1d6 if you are small), plus your Strength modifier. In addition, the tentacles possess the [[equipment:weapons:weapontraits#reach|Reach I Weapon Trait]].  
 + 
 +You may spend 5 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] as a Swift Action to attack with both tentacles, as if you had spent a Half Action on each. This only works with the tentacles themselves, and does not apply if they are wielding weaponry. 
 + 
 +You may have your tentacles active for as long as you wish (though you are unlikely to be looked upon favorably by most individuals, at GM discretion).
  
-You can sprout leathery wings and fly for a number of minutes per day equal to your caster level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1-minute increments.  
 </WRAP> </WRAP>
 +
 +----
 +
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-===== Demonic Might (Su) ===== +===== Flame and Shadow (Su) ===== 
-**Requirements:** BaB or CL 20, Skill 20, 60 EXP+**Requirements:** Whips of Hell, [[chargen:common_terms#core_stats|CST]] 20, [priority:skills:knowledge|Knowledge]] (Planes) 20, 35 EXP 
 + 
 +Your flame burns hotter than any other, and your wicked form seems to herald darkness. First, you half any Fire resistance a creature possesses against you, treating immunity as Resistance 40 for this purpose. This may be superseded only by divine intervention greater than yourself. 
 + 
 +Secondly, you become one with the darkness of the world - you are never adversely affected by darkness effects, whether they are supernatural, magical, or natural. This means you ignore concealment from darkness, and any bonuses a creature may gain against you from darkness effects by means of spells, Talents, or other abilities.  
 + 
 +In addition, you gain half concealment in low light conditions, and full concealment in total darkness. Lastly, any area you can physically see which is in a condition of low light or less is treated as adjacent to you for all purposes. This means you may move into, attack to, and otherwise treat such squares as if they were right next to you, ignoring your "true" position.
  
-You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language). 
 </WRAP> </WRAP>
 +
 +----
 +