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paths:sorcerer_path:ghoul_bloodline [2024/09/26 17:08] elfinlockspaths:sorcerer_path:ghoul_bloodline [2024/11/26 00:01] (current) elfinlocks
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 ===== Consume Life ===== ===== Consume Life =====
  
-**Requirements:** BaB or CL 1, Stealth 3, 10 EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Stealth 3, 10 EXP
  
 Whenever you successfully kill a creature with negative energy damage, you are healed 1 [[game_systems:health|Hit Point]] per [[priority:health|Hit Dice]] the creature(s) possessed. If this would exceed your maximum Hit Points, you gain the remainder in [[chargen:common_terms#barrier|Barrier]], up to an amount equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. The Barrier lasts for a number of hours equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. Whenever you successfully kill a creature with negative energy damage, you are healed 1 [[game_systems:health|Hit Point]] per [[priority:health|Hit Dice]] the creature(s) possessed. If this would exceed your maximum Hit Points, you gain the remainder in [[chargen:common_terms#barrier|Barrier]], up to an amount equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. The Barrier lasts for a number of hours equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]].
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 ===== Ghoul's Claws (Su) ===== ===== Ghoul's Claws (Su) =====
  
-**Requirements:** Consume Life, BaB or CL 3, Stealth 5, 15 EXP+**Requirements:** Consume Life, [[chargen:common_terms#core_stats|CST]] 5, Stealth 5, 15 EXP
  
 You can grow claws as a Free Action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these attacks deals 1d6 points of damage + your Strength modifier (1d4 if you are Small). At [[priority:magic|CL]]/[[priority:prowess|BaB]] 5, creatures damaged with your claw attack are paralyzed for 1d4 rounds, as the ghoul ability (Fort negates). At [[priority:magic|CL]]/[[priority:prowess|BaB]] 7, the duration of the paralysis increases to 1d4+2 rounds, and the claws are considered magic weapons for the purpose of overcoming DR. Your claws may be used at will. You can grow claws as a Free Action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these attacks deals 1d6 points of damage + your Strength modifier (1d4 if you are Small). At [[priority:magic|CL]]/[[priority:prowess|BaB]] 5, creatures damaged with your claw attack are paralyzed for 1d4 rounds, as the ghoul ability (Fort negates). At [[priority:magic|CL]]/[[priority:prowess|BaB]] 7, the duration of the paralysis increases to 1d4+2 rounds, and the claws are considered magic weapons for the purpose of overcoming DR. Your claws may be used at will.
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 ===== Leathery Skin (Ex) ===== ===== Leathery Skin (Ex) =====
-**Requirements:** Ghoul's Claws, BaB or CL 5, Stealth 7, 20 EXP+**Requirements:** Ghoul's Claws, [[chargen:common_terms#core_stats|CST]] 10, Stealth 7, 20 EXP
  
 For every 4 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess, you gain cold resistance 5 and 1 natural armor, up to a maximum of cold resistance 20 and 5 natural armor at [[priority:magic|CL]]/[[priority:prowess|BaB]] 20. For every 4 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess, you gain cold resistance 5 and 1 natural armor, up to a maximum of cold resistance 20 and 5 natural armor at [[priority:magic|CL]]/[[priority:prowess|BaB]] 20.
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 ===== Ghoulish Frenzy (Ex)===== ===== Ghoulish Frenzy (Ex)=====
-**Requirements:** Leathery Skin, BaB or CL 9, Stealth 10, 25 EXP+**Requirements:** Leathery Skin, [[chargen:common_terms#core_stats|CST]] 15, Stealth 10, 25 EXP
  
 You gain the benefits of [[priority:magic:spells:tier3:haste|]] for a number of rounds per day equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. These rounds don’t need to be consecutive. Each time you hit a creature with two or more claw attacks during a full attack while affected by this ability, that creature takes 1d4 points of Constitution damage. You gain the benefits of [[priority:magic:spells:tier3:haste|]] for a number of rounds per day equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. These rounds don’t need to be consecutive. Each time you hit a creature with two or more claw attacks during a full attack while affected by this ability, that creature takes 1d4 points of Constitution damage.
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 ===== Earth Crawler (Su) ===== ===== Earth Crawler (Su) =====
-**Requirements:** Ghoulish Frenzy, BaB or CL 12, Stealth 15, 35 EXP+**Requirements:** Ghoulish Frenzy, [[chargen:common_terms#core_stats|CST]] 20, Stealth 15, 35 EXP
  
 You gain a burrow speed of 30 feet. Additionally, as long as you are surrounded by at least 5 feet of dirt or natural stone on all sides, you gain fast healing 10. You can heal a number of hit points per day equal to 10 × your [[priority:magic|CL]]/[[priority:prowess|BaB]] with this ability. You gain a burrow speed of 30 feet. Additionally, as long as you are surrounded by at least 5 feet of dirt or natural stone on all sides, you gain fast healing 10. You can heal a number of hit points per day equal to 10 × your [[priority:magic|CL]]/[[priority:prowess|BaB]] with this ability.
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 ===== Ghoulish Creature (Su) ===== ===== Ghoulish Creature (Su) =====
-**Requirements:** Earth Crawler, BaB or CL 15, Stealth 20, 50 EXP+**Requirements:** Earth Crawler, [[chargen:common_terms#core_stats|CST]] 25, Stealth 20, 50 EXP
  
 You take on aspects of the nature and appearance of ghouls. You no longer feel the need to eat, and are immune to hunger (though you are still able to consume flesh if you choose to). You gain immunity to cold, nonlethal damage, paralysis, stun, and sleep effects. You also gain DR 5/—. Additionally, you gain the stench ability with a radius of 10 feet. Creatures that fail their Fortitude saving throws (DC 10 + your caster level + your primary casting attribute modifier) are sickened for 1d6+4 minutes.  You take on aspects of the nature and appearance of ghouls. You no longer feel the need to eat, and are immune to hunger (though you are still able to consume flesh if you choose to). You gain immunity to cold, nonlethal damage, paralysis, stun, and sleep effects. You also gain DR 5/—. Additionally, you gain the stench ability with a radius of 10 feet. Creatures that fail their Fortitude saving throws (DC 10 + your caster level + your primary casting attribute modifier) are sickened for 1d6+4 minutes.