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paths:sorcerer_path:nanite_bloodline [2023/05/22 05:24] – created elfinlockspaths:sorcerer_path:nanite_bloodline [2024/11/26 00:04] (current) elfinlocks
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 //Your conception was marked by alien influences.// //Your conception was marked by alien influences.//
  
-**Bloodline Skill:** Knowledge (Engineering)+**Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Engineering)
  
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-===== Bloodline Arcana =====+===== Shifting Form =====
  
-**Requirements:** BaB or CL 1, Knowledge (Engineering) 3, EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Engineering) 3, 10 EXP
  
-Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with Metamagic Talents or abilities such as Extend Spell.+The nanites within you allow you to easily adjust and reframe your physiology to some degree. You may stow one item which is one or more size categories below you within the shifting layers of nanites as a Full Action. This object may be retrieved and placed in an open hand as a Swift Action. Additionally, whilst stored within you, the chosen item is impossible to find, meaning no [[priority:skills:sleight_of_hand|Sleight of Hand]] check is necessary to hide it away.
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 ===== Nanite Strike (Ex) ===== ===== Nanite Strike (Ex) =====
  
-**Requirements:** BaB or CL 3, Knowledge (Engineering) 5, EXP+**Requirements:** Shifting Form, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Engineering) 5, 15 EXP
  
-As a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + your caster level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).+As a Free Action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, you may spend 3 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to cause some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).
  
-At caster level 5, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At caster level 7, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At caster level 11, the cure becomes two successful saves+At [[priority:magic|CL]]/[[priority:prowess|BaB]] 5, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 7, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 11, the cure becomes two successful saves.
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-You can use this ability for a number of rounds per day equal to 3 + your Primary Casting Attribute modifier; these rounds need not be consecutive.+
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-===== Nanite Surge (Ex) ===== +===== Detach Limbs (Ex) ===== 
-**Requirements:** BaB or CL 5, Knowledge (Engineering) 7, 15 EXP+**Requirements:** Nanite Strike, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Engineering) 7, 20 EXP
  
-Once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your caster level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.+As a Half Action, you may cause one arm or one leg to detach from you, and to move about on its own. As part of this process, your Strength and Dexterity scores are reduced by 1/4, and the newly detached limb gains these numbers as its own (for example, if you have 20 Strength and 20 Dexterity, you would lose 5 from each Ability Score for the duration of this Talent, and the limb would have a Strength and Dexterity of 5). The limb may roam about as you wishbut it may not depart further than 100 feet for every [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess
  
-At caster level 9, you can use this ability an additional time per day.+Whilst the limb is missing, you lose all functionality which it would have normally granted. If you're missing a leg, your speed is halved. If you're missing an arm, checks which may require two hands (such as [[priority:skills:disable_device|Disable Device]]), would be at a penalty, at GM discretion. The limb moves on your turn and acts as you desire, but you must be conscious and aware to command it, as it is effectively mindless. It may reattach to you as a Full Action (taken by you and the limb). You may detach one limb for every 5 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess, but you will lose points from your Ability Scores for each. Your Ability Scores can not go below 1 from using this ability.
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 ===== Nanite Resurgence (Ex) ===== ===== Nanite Resurgence (Ex) =====
-**Requirements:** BaB or CL 9, Knowledge (Engineering) 10, 27 EXP+**Requirements:** Detach Limbs, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Engineering) 10, 25 EXP
  
-Once per day as an immediate action upon being reduced to one-quarter your maximum hit points, you can force the mechanical swarm living inside you to keep you alive. This ability functions like resurgent transformation spell using your caster levelexcept it is an extraordinary ability and cannot be dispelledYou may do this twice per day at caster level 15.+Once per day as an Immediate Action upon being reduced to one-quarter your maximum [[game_systems:health|Hit Points]], you can force the mechanical swarm living inside you to keep you alive. Once triggered, you immediately gain +4 enhancement bonus to Constitution and Strength, damage reduction 5/-, and the benefits of a [[priority:magic:spells:tier3:haste|Haste]] spell. In additionyou heal 4d8 points of damage + 1 point per [[priority:magic|CL]]/[[priority:prowess|BaB]] (maximum +25). Nanite Resurgence can even save you from death by healing the damage from an otherwise mortal wound, though it does not prevent death from massive damage or from causes other than hit point lossYour mental faculties are impaired by this magical transformation, however, causing 1d4 points of Intelligence and Wisdom damage.
  
-At caster level 20, you never die of system shock from using this ability.+The advantages from your transformation persist for 1 round per [[priority:magic|CL]]/[[priority:prowess|BaB]] after the effect is triggered. Once the effect ends, it takes a heavy toll, leaving you exhausted and inflicting 1d4 points of Constitution damage. Utilizing more than one resurgent transformation in a day is particularly risky; the expiration of a second Nanite Resurgence in a 24-hour period inflicts an additional 1d4 points of Constitution damage and results in death from system shock unless you succeed at a DC 15 Fortitude save, made after the Constitution damage has been applied. 
 + 
 +You may do this twice per day with no ill effect at [[priority:magic|CL]]/[[priority:prowess|BaB]] 15. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 20, you never die of system shock from using this ability.
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 ===== Distributed Body (Ex) ===== ===== Distributed Body (Ex) =====
-**Requirements:** BaB or CL 15, Knowledge (Engineering) 15, 45 EXP+**Requirements:** Nanite Resurgence, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Engineering) 15, 35 EXP
  
 Anytime you are struck by a critical hit or a sneak attack, there is a 50% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead. Anytime you are struck by a critical hit or a sneak attack, there is a 50% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead.
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 ===== Living Swarm (Su) ===== ===== Living Swarm (Su) =====
-**Requirements:** BaB or CL 20, Knowledge (Engineering) 20, 60 EXP+**Requirements:** Distributed Body, [[chargen:common_terms#core_stats|CST]] 25, Knowledge (Engineering) 20, 50 EXP
  
-You and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, critical hits, and poisons, and gain DR 5/—. At will, you can break down your body and move in a shimmering stream of flying nanites, gaining the abilities of a gray goo.+You and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, critical hits, and poisons, and gain DR 5/—. At will, you can break down your body and move in a shimmering stream of flying nanites, gaining the abilities of a [[https://www.d20pfsrd.com/bestiary/monster-listings/constructs/gray-goo/|gray goo]].
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