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paths:sorcerer_path:infernal_bloodline [2024/03/09 22:42] elfinlockspaths:sorcerer_path:infernal_bloodline [2025/11/06 20:31] (current) elfinlocks
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 //Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit.// //Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit.//
  
-**Bloodline Skill:** Diplomacy+**Bloodline Skill:** [[priority:skills:diplomacy|Diplomacy]]
  
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-===== Bloodline Arcana =====+===== Shake My Hand (Ex) =====
  
-**Requirements:** BaB or CL 1, Diplomacy 3, EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Diplomacy 3, 10 EXP
  
 Humanoids possess a [[priority:skills:diplomacy|starting attitude]] of indifferent towards you, even if they would normally be aggressive on sight. This has no effect if combat has already erupted. Humanoids possess a [[priority:skills:diplomacy|starting attitude]] of indifferent towards you, even if they would normally be aggressive on sight. This has no effect if combat has already erupted.
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-===== Corrupting Touch (Sp) ===== 
  
-**Requirements:** BaB or CL 3, Diplomacy 5, 9 EXP+----
  
-You can spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] cause a creature to become frightened as a melee touch attack. This effect persists for a number of rounds equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]] (minimum 1). Creatures frightened by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. 
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-===== Infernal Resistances (Ex) ===== +===== Benign Bestowing (Sp) =====
-**Requirements:** BaB or CL 5, Diplomacy 7, 15 EXP+
  
-You gain resist fire 5and a +2 bonus on saving throws made against poison effects for every 4 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possessto a maximum of resist fire 20 and +10 to saving throws against poison at [[priority:magic|CL]]/[[priority:prowess|BaB]] 20.+**Requirements:** Shake My Hand, [[chargen:common_terms#core_stats|CST]] 5, Diplomacy 7, 15 EXP 
 + 
 +The powers of intrigue veil your poisons and magic items from magical scrutiny. As a Half Action, you can touch an object, granting it the benefits of [[priority:magic:spells:tier1:magic_aura|]], and immunity to [[priority:magic:spells:tier0:detect_poison|]]. Creatures attempting to perceive this Talent on an object you have affected must make a [[priority:skills:perception|Perception]] check against a DC of 10 + your CST. You can use this ability at will.
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 +
 +----
 +
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-===== Tough As Hell (Ex) ===== +===== Keeping An Eye Out (Sp) ===== 
-**Requirements:** BaB or CL 9Diplomacy 10, 27 EXP+**Requirements:** Benign Bestowing[[chargen:common_terms#core_stats|CST]] 10, Diplomacy 12, 20 EXP
  
-You gain +2 inherent bonus to your Constitution for every 6 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess, to a maximum of +6 at [[priority:magic|CL]]/[[priority:prowess|BaB]] 18.+Once per day, you may place a [[priority:magic:spells:tier4:scrying|scrying]] sensor on a touched creature, object, or point in space. This allows you to see and hear the creature, object, or point and their surroundings (approximately 10 feet in all directions) by concentrating as a Half Action. Placing the sensor on an unaware creature grants them a [[priority:skills:perception|Perception]] check to notice it, but they do not receive Will save against the Scrying effect. 
 + 
 +If the creature or object moves, the sensor moves with it. You may have a number of active sensors up to half your [[priority:magic|CL]]/[[priority:prowess|BaB]]. All other normal limitations on Scrying apply.
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 +
 +----
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 ===== On Dark Wings (Su) ===== ===== On Dark Wings (Su) =====
-**Requirements:** BaB or CL 15, Diplomacy 15, 45 EXP+**Requirements:** Keeping An Eye Out, [[chargen:common_terms#core_stats|CST]] 15, Diplomacy 15, 25 EXP
  
-You can grow fearsome bat wings as a Standard Actiongiving you a fly speed of 60 feet with average maneuverabilityThe wings can be dismissed as a free action.+Your base land speed is doubled. Secondly, you may choose to instantaneously warp to your destination when moving. Doing so uses your movement as normalso if you warp 60 feet, 60 feet of your movement is still usedHowever, you move to your chosen location instantly (and thus provoke no attacks of opportunity, even upon arriving), and you may move to any location of your choice as long as it is in range - this includes the air, areas that you cannot see, and so-on. Normal hazards of jumping somewhere that you're not prepared for still apply.
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 +
 +----
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-===== Power of the Pit (Su)===== +===== One of You (Ex) ===== 
-**Requirements:** BaB or CL 20, Diplomacy 2060 EXP+**Requirements:** On Dark Wings, [[chargen:common_terms#core_stats|CST]] 15, Diplomacy 1535 EXP
  
-Your form becomes infused with vile powerYou gain immunity to fire and poisonYou also gain resistance to acid 10 and cold 10and the See in Darkness ability out to a range of 120 ft (glowing eyes are optional, but encouraged).+As an Immediate Action, you may display your alignment as whatever you wishAdditionally, you always know when a creature or effect are attempting to discern your alignmentFinallyat will you may learn the surface thoughts desires of a creature you can physically see, as if using [[priority:magic:spells:tier2:detect_thoughts|]], but the target receives no save against this effect.
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 +
 +----
 +