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paths:sorcerer_path:djinni_bloodline [2023/05/22 04:52] – created elfinlockspaths:sorcerer_path:djinni_bloodline [2025/11/25 02:45] (current) elfinlocks
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 //You were born with the power of air genies, and the magic of the djinn is strong in you.// //You were born with the power of air genies, and the magic of the djinn is strong in you.//
  
-**Bloodline Skill:** Knowledge (Planes)+**Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Planes)
  
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-===== Bloodline Arcana =====+===== Wind Form (Sp) =====
  
-**Requirements:** BaB or CL 1, Knowledge (Planes) 3, EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Planes) 3, 10 EXP
  
-Whenever you cast spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell’s descriptors to match this energy type.+As Half Action once per day, you may assume a [[priority:magic:spells:tier3:gaseous_form|]], as the spell, for a number of rounds equal to your [[chargen:common_terms#core_stats|CST]]
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 ===== Conductivity (Sp) ===== ===== Conductivity (Sp) =====
  
-**Requirements:** BaB or CL 3, Knowledge (Planes) 5, EXP+**Requirements:** Wind Form, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Planes) 5, 15 EXP
  
-As a standard action, you may electrify the surface of a 30 ft diameter area that you can see. Creatures within the area must make a Reflex save (DC 10 + your caster level + your Primary Casting Attribute modifier) or be dazed for one round. Every round that creatures remain within the area, they must make another saving throw. This electrified terrain lasts for a number of rounds equal to your caster level. You may use this ability a number of times per day equal to your Primary Casting Attribute modifier.+As a Half Action, you may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to electrify the surface of a 30 ft diameter area that you can see. Creatures within the area must make a Reflex save (DC 10 + your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute modifier) or be dazed for one round. Every round that creatures remain within the area, they must make another saving throw. This electrified terrain lasts for a number of rounds equal to your [[[chargen:common_terms#core_stats|CST]].
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 ===== Speed of the Wind (Ex) ===== ===== Speed of the Wind (Ex) =====
-**Requirements:** BaB or CL 5, Knowledge (Planes) 7, 15 EXP+**Requirements:** Conductivity, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Planes) 7, 20 EXP
  
-You gain 1 ft of land movespeed per caster level, to a maximum of an additional 20 ft of movespeed at caster level 20.+You gain 1 ft of land move speed per [[chargen:common_terms#core_stats|CST]] you possessrounding down to the nearest 5 ft. increment.
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-===== Whirlwind (Su) ===== 
-**Requirements:** BaB or CL 9, Knowledge (Planes) 10, 27 EXP 
  
-You gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per caster level as a Move Action. +---- 
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-===== Grace of the Wind (Su) ===== +===== Wind's Grace (Su) ===== 
-**Requirements:** BaB or CL 15, Knowledge (Planes) 1545 EXP+**Requirements:** Speed of the Wind, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Planes) 1025 EXP
  
 You gain a fly speed of 60 feet with average maneuverability. You gain a fly speed of 60 feet with average maneuverability.
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-===== Power of the Djinni (Su) ===== +===== Storm's Wrath (Su) ===== 
-**Requirements:** BaB or CL 20, Knowledge (Planes) 2060 EXP+**Requirements:** Wind's Grace, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Planes) 1535 EXP
  
-You gain the power of genies to grant wishes. Once per day, you can cast [[priority:magic:spells:special:limitedwish|Limited Wish]] as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hoursIf you use this ability to duplicate a spell with a costly material componentyou must provide that componentYou also become immune to electricity damage, and the speed of your Grace of the Wind increases to 120 ft.+When you successfully strike a creature with a melee weapon with the [[equipment:weapons:weaponenchantments#shock_1|Shocking]] property, you gain the benefits of [[paths:mobile_path#lightning_stance|Lightning Stance]] until the beginning of your next turnAdditionally, any spell you cast with the [Electricity] descriptor may critically hiteven if it would not normally be capable of doing soIf the spell does not normally require an attack roll, simply roll a D20 as part of casting the spell. Spells which do not normally require an attack roll possess a critical multiplier of 20/x2.
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