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paths:sorcerer_path:destined_bloodline [2023/05/22 04:48] – created elfinlockspaths:sorcerer_path:destined_bloodline [2025/11/06 20:17] (current) elfinlocks
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 //Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline’s origin, you have a great future ahead.// //Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline’s origin, you have a great future ahead.//
  
-**Bloodline Skill:** Knowledge (History)+**Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (History)
  
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-===== Bloodline Arcana =====+===== Fate's Favored =====
  
-**Requirements:** BaB or CL 1, Knowledge (History) 3, EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (History) 3, 10 EXP
  
-Whenever you cast spell with range of “personal,” you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.+Whenever you spend [[game_systems:hero_points|Hero Point]] to reroll D20, you gain a luck bonus equal to your total Hero Points on that roll.
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 ===== Touch of Destiny ===== ===== Touch of Destiny =====
  
-**Requirements:** BaB or CL 3, Knowledge (History) 5EXP+**Requirements:** Fate's Favored, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (History) 715 EXP
  
-You can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to your caster level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Primary Casting Attribute modifier.+You can spend 4 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to touch a creature as a Half Action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]] (minimum 1) for 1 round.
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 ===== Fated (Su) ===== ===== Fated (Su) =====
-**Requirements:** BaB or CL 5, Knowledge (History) 715 EXP+**Requirements:** Touch of Destiny, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (History) 1220 EXP
  
-You gain the Uncanny Dodge Talent (as from the Path of Mobility), which scales based upon your caster level.+You gain the [[paths:mobile_path#uncanny_dodge|Uncanny Dodge]] Talent. If you already have the Talentyou gain this Talent for free. This Talent counts as Uncanny Dodge for any Talents, spells, abilities, or other effects which require Uncanny Dodge.
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 ===== It Was Meant To Be (Su) ===== ===== It Was Meant To Be (Su) =====
-**Requirements:** BaB or CL 9, Knowledge (History) 1027 EXP+**Requirements:** Fated, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (History) 1525 EXP
  
-You gain one extra Hero Point that may be expended however you wish. This “spare” Hero Point refreshes once per week, or once per game session, whichever is longer.+You gain one extra [[game_systems:hero_points|Hero Point]] that may be expended however you wish. This “spare” Hero Point refreshes once per week, or once per game session, whichever is longer.
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 ===== Within Reach (Su) ===== ===== Within Reach (Su) =====
-**Requirements:** BaB or CL 15, Knowledge (History) 1545 EXP+**Requirements:** It Was Meant To Be, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (History) 2035 EXP
  
 Your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized.  Your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. 
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-===== Destiny Realized (Su) ===== 
-**Requirements:** BaB or CL 20, Knowledge (History) 20, 60 EXP 
  
-Your moment of destiny is at hand. You become immune to critical hits and precision damage. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. Additionally, once per day you may cause a spell to critically strike, even if it would not normally be capable of doing so (such as a [[priority:magic:spells:tier3:fireball|Fireball]]) such a spell is treated as having a 2x critical multiplier for this purpose. You must declare use of either of these abilities before making the roll. +---- 
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