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paths:sorcerer_path:boreal_bloodline [2024/09/26 17:02] elfinlockspaths:sorcerer_path:boreal_bloodline [2025/11/06 20:11] (current) elfinlocks
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-===== Chill the Bones =====+===== Chill the Bones (Ex) =====
  
-**Requirements:** BaB or CL 1, Survival 3, 5 EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Survival 3, 5 EXP
  
-Whenever you cast a spell with the cold descriptor, you may select one target of the spell to be [[priority:magic:spells:tier3:slow|slowed]] (as the spell) for 1 round. This effect also applies if you strike a creature with a [[equipment:weapons:weaponenchantments#frost_1|Frost]] weapon.+Whenever you inflict [[game_systems:combat:energy_damage#cold|cold]] damage through a spell or through a [[equipment:weapons:weaponenchantments#frost_1|Frost]] weapon, the damage dice is not reduced as it normally would be
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-===== Cold Steel (Sp) =====+===== Child of Winter (Ex) ===== 
 +**Requirements:** Chill the Bones, [[chargen:common_terms#core_stats|CST]] 5, Survival 7, 10 EXP
  
-**Requirements:** Chill the BonesBaB or CL 3, Survival 5, 10 EXP +You become inherently immune to adverse effects from both mundane and magical extreme cold. Additionallyyou may move through snow and ice unimpeded. You never need to make [[priority:skills:acrobatics|Acrobatics]] checks to run or charge on ice. You leave no trail in ice or snowand cannot be tracked (though you may choose to leave trail if you so desire).
- +
-You may spend [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] as a Half Action, up to your [[priority:magic|CL]]/[[priority:prowess|BaB]]to grant a weapon or up to 50 pieces of ammunition the [[equipment:weapons:weaponenchantments#frost_1|Frost]] qualitycausing them to deal cold damage equal to the amount of [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] expended upon successful hit. The effect disperses after a number of rounds equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]].+
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-===== Child of Winter (Ex) ===== +===== Cold Steel (Sp) =====
-**Requirements:** Cold Steel, BaB or CL 5, Survival 7, 15 EXP+
  
-You become inherently immune to adverse effects from both mundane and magical extreme cold. Additionallyyou may move through snow and ice unimpeded. You never need to make [[priority:skills:acrobatics|Acrobatics]] checks to run or charge on ice. You leave no trail in ice or snowand cannot be tracked (though you may choose to leave a trail if you so desire).+**Requirements:** Child of Winter, [[chargen:common_terms#core_stats|CST]] 10Survival 12, 15 EXP 
 + 
 +Creatures who would be [[game_systems:combat:status_conditions#immobilized|Immobilized]] by the cold from your attacks are now also [[game_systems:combat:status_conditions#stunned|Stunned]], in addition to the normal effects. Creatures who are [[game_systems:combat:status_conditions#hindered|Hindered]] also become [[game_systems:combat:status_conditions#staggered|Staggered]].
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 ===== Snow Shroud (Su) ===== ===== Snow Shroud (Su) =====
-**Requirements:** Child of Winter, BaB or CL 9, Survival 10, 25 EXP+**Requirements:** Child of Winter, [[chargen:common_terms#core_stats|CST]] 15, Survival 15, 25 EXP
  
-You ignore concealment and Perception penalties in natural or magical snow, ice, fog, and similar weather conditions (including associated spells, such as [[priority:magic:spells:tier4:solid_fog|]]). In addition, as a Half Action you can surround yourself with a cloak of swirling snow for a number of rounds per day equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. This power acts and deals damage as a [[priority:magic:spells:tier4:fire_shield|]] (except it would be better called a chill shield) that sheds no light and deals cold damage instead. It provides a 20% miss chance on attacks made against you and grants a bonus on Stealth checks equal to 1/2 your [[priority:magic|CL]]/[[priority:prowess|BaB]] in snowy or icy areas. You may use this ability twice per day, and the rounds do not need to be consecutive. +You ignore concealment and Perception penalties in natural or magical snow, ice, fog, and similar weather conditions (including associated spells, such as [[priority:magic:spells:tier4:solid_fog|]]).  
 + 
 +In addition, as a Half Action you can surround yourself with a cloak of swirling snow for a number of rounds per day equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. This power acts and deals damage as a [[priority:magic:spells:tier4:fire_shield|]] (except it would be better called a chill shield) which sheds no light and deals cold damage instead. It provides a 20% miss chance on attacks made against youand grants a bonus on [[priority:skills:stealth|Stealth]] checks equal to 1/2 your [[priority:magic|CL]]/[[priority:prowess|BaB]] in snowy or icy areas. You may use this ability twice per day, and the rounds do not need to be consecutive. 
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-===== Wizard Blizzard (Sp) ===== +===== Wizard Blizzard (Su) ===== 
-**Requirements:** Snow Shroud, BaB or CL 12, Survival 15, 35 EXP+**Requirements:** Snow Shroud, [[chargen:common_terms#core_stats|CST]] 20, Survival 20, 35 EXP
  
 You can create a savage winter storm centered on you. This power acts as [[priority:magic:spells:tier5:control_winds|]], but in addition the entire area (not including the “eye” at the center of the storm) is affected as a [[priority:magic:spells:tier3:sleet_storm|]], and all in the area are exposed to extreme cold. You may use this ability once per day. You can create a savage winter storm centered on you. This power acts as [[priority:magic:spells:tier5:control_winds|]], but in addition the entire area (not including the “eye” at the center of the storm) is affected as a [[priority:magic:spells:tier3:sleet_storm|]], and all in the area are exposed to extreme cold. You may use this ability once per day.
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-===== Child of Ancient Winters (Su) ===== 
-**Requirements:** Wizard Blizzard, BaB or CL 15, Survival 20, 50 EXP 
- 
-You become a being of true cold. You gain immunity to fatigue, exhaustion, and cold damage. In addition, you gain immunity to sneak attacks and critical hits.  
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