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| paths:sorcerer_path:abyssal_bloodline [2024/05/19 00:56] – elfinlocks | paths:sorcerer_path:abyssal_bloodline [2025/11/06 02:45] (current) – elfinlocks |
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| ====== Abyssal Bloodline ====== | ====== Abyssal Bloodline ====== |
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| //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 evil, but 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.// |
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| **Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Planes) | **Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Planes) |
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| <WRAP round box> | <WRAP round box> |
| ===== Demonic Rampage ===== | ===== Demonic Rampage (Su) ===== |
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| **Requirements:** BaB or CL 1, Knowledge (Planes) 3, 10 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge]] (Planes) 3, 10 EXP |
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| 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, once per day you may leave a trail of destruction in your wake - for the duration of your turn upon using this Talent, every square you step upon warps and corrupts, becoming permanently altered into difficult terrain (this may be "repaired" through a suitable skill check and one Standard Action per square). | 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. |
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| | Additionally, you may leave a 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. |
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| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ===== Abyssal Tentacles (Su) ===== | ===== Thrall (Su) ===== |
| | **Requirements:** Demonic Rampage, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Planes) 7, 15 EXP |
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| **Requirements:** BaB or CL 3, Knowledge (Planes) 5, 15 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 creature, you may bestow that creature with the ability to use any spell or Talent which you know, and that they otherwise qualify for. |
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| You may manifest two wicked Abyssal tentacles from your arms as a Move action. These are treated as primary natural weapons, allowing you to make two attacks as a full attack action, using your full Base Attack Bonus (however, you may only summon one “arm” of tentacles, if you wish). These tentacles deal 1d8 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]]. Upon summoning the tentacles, you drop any held items on your square. You 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 example, if 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 it, which may be done at any time of your choosing as a non-action. Abilities which provide a specific number of uses reserves one such use from yourself, with the Thrall gaining that use on the same cooldown period. |
| </WRAP> | |
| <WRAP round box> | You may only have one Thrall at a time, and 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 one. Your 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, Knowledge (Planes) 7, 20 EXP | |
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| You may spend [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] up to your [[priority:magic|CL]]/[[priority:prowess|BaB]] to grant your Abyssal Tentacles the [[equipment:weapons:weaponenchantments#flaming_1|Flaming quality]], causing them to deal fire damage upon a successful hit. The flames disperse after a number of rounds equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. | |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ===== Lash Flesh ===== | ===== Flames of the Deep (Ex) ===== |
| **Requirements:** BaB or CL 9, Knowledge (Planes) 10, 25 EXP | **Requirements:** Thrall, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Planes) 12, 20 EXP |
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| | 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. |
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| Your demonic heritage allows you to truly revel in suffering, even your own. When you are bloodied and in combat, you may spend an amount of [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] up to one-fifth of your [[priority:magic|CL]]/[[priority:prowess|BaB]] (to a maximum of 4 at CL/BaB 20) to grant you the equivalent amount of fast healing until the end of combat. | |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ===== Wings of the Abyss (Su) ===== | ===== Whips of Hell (Ex) ===== |
| **Requirements:** BaB or CL 15, Knowledge (Planes) 15, 35 EXP | **Requirements:** Flames of the Deep, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Planes) 15, 25 EXP |
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| | 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. |
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| | 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]]. |
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| | 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. |
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| | 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). |
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| You can sprout leathery wings and fly for a number of minutes per day equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]], 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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| <WRAP round box> | <WRAP round box> |
| ===== Demonic Might (Su) ===== | ===== Flame and Shadow (Su) ===== |
| **Requirements:** BaB or CL 20, Knowledge (Planes) 20, 50 EXP | **Requirements:** Whips of Hell, [[chargen:common_terms#core_stats|CST]] 20, [priority:skills:knowledge|Knowledge]] (Planes) 20, 35 EXP |
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| | 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. |
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| | 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. |
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| | 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. |
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| 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> |
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