| Both sides previous revisionPrevious revision | |
| paths:sorcerer_path:nanite_bloodline [2026/05/01 20:41] – elfinlocks | paths:sorcerer_path:nanite_bloodline [2026/05/01 20:42] (current) – elfinlocks |
|---|
| **Requirements:** Detach Limbs, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Engineering) 16, 25 EXP | **Requirements:** Detach Limbs, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Engineering) 16, 25 EXP |
| |
| 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 a +4 enhancement bonus to Constitution and Strength, damage reduction 5/-, and the benefits of a [[priority:magic:spells:tier3:haste|Haste]] spell. In addition, you heal 4d8 points of damage + 1 point per [[priority:magic|CL]]/[[priority:prowess|Prowess]] (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 loss. Your mental faculties are impaired by this magical transformation, however, causing 1d4 points of Intelligence and Wisdom damage. | 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 a +4 enhancement bonus to Constitution and Strength, damage reduction 5/-, and any weapon you wield is considered to have the [[equipment:weapons:weaponenchantments#speed_3|Speed]] effect. In addition, you heal 4d8 points of damage + 1 point per [[priority:magic|CL]]/[[priority:prowess|Prowess]] (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 loss. Your mental faculties are impaired by this magical transformation, however, causing 1d4 points of Intelligence and Wisdom damage. |
| |
| The advantages from your transformation persist for 1 round per [[priority:magic|CL]]/[[priority:prowess|Prowess]] 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. | The advantages from your transformation persist for 1 round per [[priority:magic|CL]]/[[priority:prowess|Prowess]] 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. |