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paths:sorcerer_path:solar_bloodline [2024/03/10 02:07] elfinlockspaths:sorcerer_path:solar_bloodline [2026/05/01 20:15] (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 3EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2[[priority:skills:perception|Perception]] 410 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 3Perception 5, EXP+**Requirements:** Sun-Soak[[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:perception|Perception]] 8, 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|Prowess]] on saves against blinding effects.
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-===== Friend of Fire (Su) ===== 
-**Requirements:** BaB or CL 5, Perception 7, 15 EXP 
  
-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. +---- 
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-===== Cleansing Flames (Su) ===== +===== Walking on Sunshine (Su) ===== 
-**Requirements:** BaB or CL 9Perception 10, 27 EXP+**Requirements:** Sunsight[[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:perception|Perception]] 12, 20 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: +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).
  
-  * 1d6 points of ability damage  +Additionally, you gain fire resistance equal to your [[priority:health|]].
-  * blinded +
-  * confused +
-  * dazzled +
-  * deafened +
-  * diseased +
-  * exhausted +
-  * fatigued +
-  * nauseated +
-  * poisoned +
-  * sickened+
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 +
 +----
 +
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-===== Praise the Sun (Su) ===== +===== Solar Caravan (Su) ===== 
-**Requirements:** BaB or CL 15, Perception 1545 EXP+**Requirements:** Walking on Sunshine, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:perception|Perception]] 1625 EXP
  
-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]].+As 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|Prowess]] 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.
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 +
 +----
 +
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-===== Solar Ascension (Su) ===== +===== Praise the Sun (Su) ===== 
-**Requirements:** BaB or CL 20, Perception 20, 60 EXP+**Requirements:** Solar Caravan, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:perception|Perception]] 20, 30 EXP
  
-As a full round action, you may ascend to a solar beingWhilst in this form, any hostile creatures perceiving you must make Will save (DC 10 + your caster level + your primary casting attribute) or be permanently blindedYour light spells count as two levels higher for the purpose of counteracting darkness spellsand any damage-dealing fire spells you cast are automatically maximized. If you wield weapon with the [[equipment:weapons:weaponenchantments#flaming_1|Flaming]] propertythe bonus damage is doubled (for example, a flaming longsword would inflict 4d8 points of damage).+You begin to radiate with the holy cleansing light of the sunYou radiate true daylight in a 30 ft. radius spread around you, which may be suppressed at willAdditionally, you may spend 4 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to generate [[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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