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paths:sorcerer_path:accursed_bloodline [2024/05/19 08:48] elfinlockspaths:sorcerer_path:accursed_bloodline [2025/11/06 20:12] (current) elfinlocks
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 //Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage.// //Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage.//
  
-**Bloodline Skill:** Perception+**Bloodline Skill:** [[priority:skills:perception|Perception]]
  
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-===== Hag-like =====+===== Dread Gaze (Su) =====
  
-**Requirements:** BaB or CL 1, Perception 3, 10 EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2[[priority:skills:perception|Perception]] 3, 10 EXP
  
-You count as a Hag for the purpose of joining covenand may cause others to count as such for a number of days equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]] by spending 5 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] per member (maximum “fake” hags equal to ½ your [[priority:magic|CL]]/[[priority:prowess|BaB]]). Such covens may use the [[https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/hag/|standard spell-like abilities]] available to normal hag covens. +Your evil eye brings down the most determined enemies. As Half Actionyou may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to fix your gaze on any one creature within 60 feet. The target is [[game_systems:combat:status_conditions#hindered|Hindered]] and [[game_systems:combat:status_conditions#staggered|Staggered]] for that round, and every round afterwards that you spend a Half Action to maintain this Talent
-</WRAP> +
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-===== Horrifying Visage (Su) =====+
  
-**Requirements:** Hag-likeBaB or CL 3Perception 5, 15 EXP+Maintaining the Dread Gaze costs no additional [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]]but if interrupted you must pay [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to begin anew. Interruptions include failing to maintain the actionor losing sight of your target. 
  
-You can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + ½ your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute modifier) or be panicked for 1 round for every 2 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Primary Attribute modifier. 
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 +----
 +
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-===== Wretched Endurance (Ex) ===== +===== Witches' Brew (Su) ===== 
-**Requirements:** Horrifying VisageBaB or CL 5, Perception 7, 20 EXP+**Requirements:** Dread Gaze[[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:perception|Perception]] 7, 15 EXP 
 + 
 +By sacrificing certain creatures in a suitably large cauldron (usually costs 10TU or so), you may make powerful brews which confer a magical effect upon those who take from it. Creating a Witches' Brew is an objectively evil act, though drinking from it is not, unless the creature is aware of what it is (you are always aware). 
 + 
 +By brewing any sentient humanoid child, the brew confers the effects of [[priority:magic:spells:tier3:fly|Fly]] for 24 hours. This takes 1 hour. 
 + 
 +By brewing any sentient humanoid, the brew confers an [[priority:magic:spells:tier2:augury|Augury]] effect at a fixed accuracy of 100%, though the spirits you contact via this method may have their own opinions on what is weal and woe. This takes 2 hours. 
 + 
 +Alternatively, any brewed subject may be melted down over an 8 hour period. Doing so sacrifices the brew itself, but provides you with 1d4 [[equipment:crafting_materials|Alchemical Parts]]. Brewing a child provides 1 guaranteed Advanced Alchemic part. You may brew as many people at once as you are capable of sourcing.
  
-You may spend [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] up to your [[priority:magic|CL]]/[[priority:prowess|BaB]] as an immediate action when you are forced to make a save against a charm, cold, fear, fire, or sleep effect. The amount of Mana expended comes as a magical bonus to your saving throw against the effect in question. You may do this a number of times per day equal to your Primary Attribute Modifier. 
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 +
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-===== Dread Gaze (Su) ===== +===== Crone's Gift (Sp) ===== 
-**Requirements:** Wretched EnduranceBaB or CL 9, Perception 1025 EXP+**Requirements:** Witches' Brew[[chargen:common_terms#core_stats|CST]] 10[[priority:skills:perception|Perception]] 1220 EXP 
 + 
 +You may infuse a single food or drink with a wicked purpose. To create a Crone's Gift, select any food, drink, or cheer-food and sacrifice 5 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]]. You may then choose to do the following with it: 
 + 
 +  * Infuse with [[priority:magic:spells:tier4:poison|]], as the spell. 
 +  * Infuse with an eternal slumber 
 +  * Infuse with any Spell you know 
 + 
 +If you choose an eternal slumber, the Gift requires a Will save on any creature who possesses more Hit Dice than your [[chargen:common_terms#core_stats|CST]]. If a creature possesses an equal or lesser amount, they fall into an eternal rest that may only be removed by powerful magic such as [[priority:magic:spells:special:limitedwish|]]. Your death does not remove this effect, if it were to occur. 
 + 
 +Infusing with a Spell that you know sacrifices the [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] required for the Spell, in addition to the cost of this Talent. A spell so infused only targets the creature which consumes the Gift, even if it normally would not. 
 + 
 +A Crone's Gift appears benign under all but the most thorough magic - normal means such as [[priority:magic:spells:tier0:detect_poison|]], [[priority:magic:spells:tier0:detect_magic|]], and [[priority:magic:spells:tier1:identify|]] fail to discern the nature of the Gift. Only an [[priority:magic:spells:tier5:analyze|]] spell or greater effect is capable of seeing through this trick. You may make as many Gifts as you desire, as long as you sacrifice the [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] for each.
  
-Your evil eye brings down the most determined enemies. As a standard action, you may fix your gaze on any one creature within 60 feet. The target is staggered for that round, and every round afterwards that you spend a Move action to maintain it. You may use this ability for a number of rounds equal to 3 + your Primary Attribute modifier. 
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 +
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-===== Dream Walker (Sp) ===== +===== Hag's Eye (Su) ===== 
-**Requirements:** Dread GazeBaB or CL 15, Perception 15, 35 EXP+**Requirements:** Crone's Gift[[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:perception|Perception]] 15, 25 EXP 
 + 
 +You may pluck your own eye(s), or the eye of a sentient humanoid child, to create a Hag's Eye. The Hag's Eye is a special necklace which appears to be a semiprecious gemstone, but is rather the eye transformed through wicked magicks. You may see through a Hag's Eye which you have created at will by spending a Swift Action - this works across any distance and even across planes, as long as there are not sufficient wards to prevent scrying effects. You may only look through one Hag's Eye at a time, and you are [[game_systems:combat:status_conditions#unaware|Unaware]] whenever you do so. You must spend additional actions to "cycle" to other eyes - you cannot spend one Swift Action to look through multiple in sequence. 
 + 
 +Hag's Eyes are easy to destroy; they possess no hardness, and have 10hp. They may be identified with a [[priority:skills:knowledge|Knowledge (Arcana)]] check equal to your CST + 10.
  
-You can now enter the ethereal plane. This functions like [[priority:magic:spells:tier7:ethereal_jaunt|]], but with a duration of 1 minute for every 2 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess. Once during this trip, you may cast [[priority:magic:spells:tier5:nightmare|]] as a spell-like ability on a creature you see on the Material Plane (This is an exception to the normal rule that ethereal creatures cannot affect targets on the Material Plane - you may either manifest the spell at its minimum CL for free, or spend your own [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] on the whole thing for an increased Caster Level). 
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 +
 +----
 +
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-===== Fearsome Resilience (Ex) ===== +===== Night Terror (Sp) ===== 
-**Requirements:** Dream WalkerBaB or CL 20, Perception 20, 50 EXP+**Requirements:** Hag's Eye[[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:perception|Perception]] 20, 35 EXP 
 + 
 +Your reach now extends beyond the physical world. Once per week, you may use [[priority:magic:spells:tier7:ethereal_jaunt|Ethereal Jaunt]] for an 8-hour period, beginning at sunset. You may reset the cooldown of this ability by sacrificing a sentient humanoid child in your cauldron, though you are still relegated to only using it after sunset. Alternatively, a sacrifice of this nature will let you use [[priority:magic:spells:tier9:etherealness|]] instead, if desired. 
 + 
 +Secondly, you may terrorize those you set sights upon. If you possess a body part (even a strand of hair), or a long-term possession (owned for one year or more) of a creature, you may cast [[priority:magic:spells:tier5:nightmare|Nightmare]] on them from any distance and even across planes every 24 hours at no cost. The required items confer the penalty on the target's Will save as normal. The DC for this effect is 10 + your CST. If a creature is killed by your Nightmare, you may expend 50TU in Alchemic or Magic Crafting parts to capture their soul, as [[priority:magic:spells:tier8:trap_the_soul|Trap the Soul]].
  
-You are certainly your mother’s child. You gain DR 10/magic, immunity to one standard element of your choice (cold, fire, acid, or electricity), and spell resistance of your [[priority:magic|CL]]/[[priority:prowess|BaB]] + 10. 
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 +
 +----
 +
 +
 +
 +
 +
 +----
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 +