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paths:sorcerer_path:djinni_bloodline [2026/03/09 04:41] – Replacing BaB abbreviation with Prowess elfinlockspaths:sorcerer_path:djinni_bloodline [2026/03/09 21:48] (current) – Hyperlinking Knowledge skill entries elfinlocks
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 ===== Wind Form (Sp) ===== ===== Wind Form (Sp) =====
  
-**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Planes) 3, 10 EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge]] (Planes) 3, 10 EXP
  
 As a 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]].  As a 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:** Wind Form, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Planes) 5, 15 EXP+**Requirements:** Wind Form, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Planes) 5, 15 EXP
  
 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|Prowess]] + 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]]. 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|Prowess]] + 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:** Conductivity, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Planes) 7, 20 EXP+**Requirements:** Conductivity, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Planes) 7, 20 EXP
  
 You gain 1 ft of land move speed per [[chargen:common_terms#core_stats|CST]] you possess, rounding down to the nearest 5 ft. increment. You gain 1 ft of land move speed per [[chargen:common_terms#core_stats|CST]] you possess, rounding down to the nearest 5 ft. increment.
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 ===== Wind's Grace (Su) ===== ===== Wind's Grace (Su) =====
-**Requirements:** Speed of the Wind, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Planes) 10, 25 EXP+**Requirements:** Speed of the Wind, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Planes) 10, 25 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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 ===== Storm's Wrath (Su) ===== ===== Storm's Wrath (Su) =====
-**Requirements:** Wind's Grace, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Planes) 15, 35 EXP+**Requirements:** Wind's Grace, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Planes) 15, 35 EXP
  
 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 turn. Additionally, any spell you cast with the [Electricity] descriptor may critically hit, even if it would not normally be capable of doing so. If 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. 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 turn. Additionally, any spell you cast with the [Electricity] descriptor may critically hit, even if it would not normally be capable of doing so. If 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.