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paths:sorcerer_path:solar_bloodline [2024/03/10 02:07] 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 inflict fire damage on an enemy (or enemies), the effect deals +1 point of damage per die rolled.+You draw energy directly from the sun, as 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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 +----
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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 [[priority:magic|CL]]/[[priority:prowess|BaB]] 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 may travel between areas of sunlight by expending [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] based upon the distance traveled. This 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 a [[priority:magic:spells:tier3:daylight|]] spell. You do not need to see the the location, but if suitable sunlight is not present, this Talent cannot be used (no TP/MP is expended in this case).
  
-You gain fire resistance 10. In addition, when in contact with flame or a burning object (including a flaming weapon, lantern, or torch), add +1 per die to any healing effect of which you are the target. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 10, your fire resistance increases to fire resistance 20. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 20, you receive full immunity to fire.+Additionally, you gain fire resistance equal to your [[priority:health|]].
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-===== Cleansing Flames (Su) ===== 
-**Requirements:** BaB or CL 9, Perception 10, 27 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 [[priority:magic|CL]]/[[priority:prowess|BaB]] points of damage. You can also remove one of the following conditions affecting the target: +----
  
-  * 1d6 points of ability damage  +<WRAP round box> 
-  * blinded +===== Solar Caravan (Su) ===== 
-  confused +**Requirements:** Walking on Sunshine, [[chargen:common_terms#core_stats|CST]] 15, Perception 10, 25 EXP 
-  dazzled + 
-  deafened +As a Full Action, you can step into the planar border where the Astral Plane abuts the Material Plane, pulling 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 day, when the sun is out.
-  diseased +
-  * exhausted +
-  * fatigued +
-  * nauseated +
-  * poisoned +
-  * sickened+
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 +
 +----
 +
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 ===== Praise the Sun (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
  
-You begin to radiate with the holy cleansing light of the sun. You radiate true daylight in a 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]].+You begin to radiate with the holy cleansing light of the sun. You radiate true daylight in a 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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 +
 +----
 +
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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. 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).+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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 +
 +----
 +