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| paths:sorcerer_path:djinni_bloodline [2026/03/09 04:41] – Replacing BaB abbreviation with Prowess elfinlocks | paths: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) ===== |
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| **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 |
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| 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]]. |
| ===== Conductivity (Sp) ===== | ===== Conductivity (Sp) ===== |
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| **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 |
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| 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]]. |
| <WRAP round box> | <WRAP round box> |
| ===== 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 |
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| 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. |
| <WRAP round box> | <WRAP round box> |
| ===== 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 |
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| You gain a fly speed of 60 feet with average maneuverability. | You gain a fly speed of 60 feet with average maneuverability. |
| <WRAP round box> | <WRAP round box> |
| ===== 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 |
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| 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. |