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paths:sorcerer_path:solar_bloodline [2023/05/22 05:51] – created elfinlockspaths:sorcerer_path:solar_bloodline [2024/11/26 00:09] (current) elfinlocks
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 //Praise the Sun!// //Praise the Sun!//
  
-**Bloodline Skill:** Perception+**Bloodline Skill:** [[priority:skills:perception|Perception]]
  
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-===== Bloodline Arcana =====+===== Sun-Soak =====
  
-**Requirements:** BaB or CL 1, Perception 3, EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Perception 3, 10 EXP
  
-Whenever you cast a spell with the fire descriptorif it deals damage, it deals +1 point of damage per die rolled.+You draw energy directly from the sunas all creatures should. As long as you are exposed to at least 4 hours of direct sunlight per day, you do not need to eat to survive, and you become immune to ingested poisons. These benefits last for 24 hours, after which you must refresh them with further exposure
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 ===== Sunsight (Su) ===== ===== Sunsight (Su) =====
  
-**Requirements:** BaB or CL 3, Perception 5, EXP+**Requirements:** Sun-Soak, [[chargen:common_terms#core_stats|CST]] 5, Perception 5, 15 EXP
  
-You gain low-light vision and cannot be dazzled. In addition, you gain a bonus equal to your caster level on saves against blinding effects.+You gain low-light visionand cannot be dazzled. In addition, you gain a bonus equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]] on saves against blinding effects.
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-===== Friend of Fire (Su) ===== +===== Walking on Sunshine (Su) ===== 
-**Requirements:** BaB or CL 5, Perception 7, 15 EXP+**Requirements:** Sunsight, [[chargen:common_terms#core_stats|CST]] 10, Perception 7, 20 EXP
  
-You gain fire resistance 10In additionwhen in contact with flame or burning object (including a flaming weaponlanternor torch), add +1 per die to any healing effect of which you are the target. At caster level 10, your fire resistance increases to fire resistance 20. At caster level 20, you receive full immunity to fire.+You may travel between areas of sunlight by expending [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] based upon the distance traveledThis ability functions as [[paths:mobile_path#abundant_step|Abundant Step]]except it does not function in areas of less than bright light. However, you may artificially generate the light through certain means, such as [[priority:magic:spells:tier3:daylight|]] spell. You do not need to see the the locationbut if suitable sunlight is not presentthis Talent cannot be used (no TP/MP is expended in this case)
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 +Additionally, you gain fire resistance equal to your [[priority:health|]].
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-===== Cleansing Flames (Su) ===== +===== Solar Caravan (Su) ===== 
-**Requirements:** BaB or CL 9, Perception 10, 27 EXP+**Requirements:** Walking on Sunshine, [[chargen:common_terms#core_stats|CST]] 15, Perception 10, 25 EXP
  
-Twice per day, you can use fire to restore the health of yourself or your allies. As a standard action, you can wreathe your hand in a halo of flame and touch yourself or another creature. The touch heals 1d8 per caster level points of damage. You can also remove one of the following conditions affecting the target1d6 points of ability damageblinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened.+As a Full Action, you can step into the planar border where the Astral Plane abuts the Material Planepulling up to one additional person for every two [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess with you. You can’t travel fully into the Astral Plane or any of the other planes it borders, but while using this ability you can cover incredible distances, traversing 50 miles per hour, as per the [[priority:magic:spells:tier6:shadow_walk|]] spell. You must spend 3 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] for every hour of travel in this manner. This Talent only works at daywhen the sun is out.
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-===== Healing Fire (Su) ===== +===== Praise the Sun (Su) ===== 
-**Requirements:** BaB or CL 15, Perception 15, 45 EXP+**Requirements:** Solar Caravan, [[chargen:common_terms#core_stats|CST]] 20, Perception 15, 35 EXP
  
-Twice per day, a number of targets equal to your caster level within the area of a damage-dealing fire spell which you have cast are instead healed for an amount of damage equal to what the spell would have done to them (saving throws are not considered in this equation)+You begin to radiate with the holy cleansing light of the sun. You radiate true daylight in 30 ft. radius spread around you, which may be suppressed at will. Additionally, you may spend 4 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to generate a [[priority:magic:spells:tier7:sunbeam|Sunbeam]] effect, with a CL equal to your [[priority:health|Hit Dice]] or [[priority:magic|CL]], whichever is higher.
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 ===== Solar Ascension (Su) ===== ===== Solar Ascension (Su) =====
-**Requirements:** BaB or CL 20, Perception 20, 60 EXP+**Requirements:** Praise the Sun, [[chargen:common_terms#core_stats|CST]] 25, Perception 20, 50 EXP
  
-As a full round action, you may ascend to a solar being. Whilst in this form, any hostile creatures perceiving you must make a Will save (DC 10 + your caster level + your primary casting attribute) or be permanently blinded. Your light spells count as two levels higher for the purpose of counteracting darkness spells, and any damage-dealing fire spells you cast are automatically maximized.+As a Full Action, you may ascend to a solar being. Whilst in this form, any hostile creatures perceiving you must make a Will save (DC 10 + 1/2 your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute Modifier) or be permanently blinded. Your light spells count as two levels higher for the purpose of counteracting darkness spells, and any damage-dealing fire spells you cast are automatically maximized. If you wield a weapon with the [[equipment:weapons:weaponenchantments#flaming_1|Flaming]] property, the bonus damage is doubled (for example, a flaming longsword would inflict 4d8 points of damage).
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