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paths:sorcerer_path:undead_bloodline [2024/06/08 02:50] elfinlockspaths:sorcerer_path:undead_bloodline [2024/11/26 00:11] (current) elfinlocks
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 ===== One Foot In The Grave ===== ===== One Foot In The Grave =====
  
-**Requirements:** BaB or CL 1, Knowledge (Religion) 3, 10 EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Religion) 3, 10 EXP
  
 You may affect undead creatures with mind affecting spells and even attempt [[priority:skills:diplomacy|Diplomacy]], as if they were living humanoids or monsters, respectively. You may affect undead creatures with mind affecting spells and even attempt [[priority:skills:diplomacy|Diplomacy]], as if they were living humanoids or monsters, respectively.
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 ===== Canopic Jar (Su) ===== ===== Canopic Jar (Su) =====
  
-**Requirements:** One Foot In The Grave, BaB or CL 3, Knowledge (Religion) 5, 15 EXP+**Requirements:** One Foot In The Grave, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Religion) 5, 15 EXP
  
 By spending 48 hours uninterrupted, you may prepare a special jar which contains your own life essence. As long as this jar exists on the same plane as you, you may grow back out of it upon death over the course of 24 hours (this expends the jar, meaning you must make another if you wish to have one). You are considered alive, but helpless, whilst growing out of the jar.  By spending 48 hours uninterrupted, you may prepare a special jar which contains your own life essence. As long as this jar exists on the same plane as you, you may grow back out of it upon death over the course of 24 hours (this expends the jar, meaning you must make another if you wish to have one). You are considered alive, but helpless, whilst growing out of the jar. 
  
-The jar may be freely moved about, and is very easy to destroy (Hardness 2, 5 HP). The jar is also instantly ruined if [[priority:magic:spells:tier1:bless_water|holy water]] is poured on or into it. A creature in possession of the jar may shake it about as a Move Action, which staggers you for the next 1d4 rounds (no save).+The jar may be freely moved about, and is very easy to destroy (Hardness 2, 5 HP). The jar is also instantly ruined if [[priority:magic:spells:tier1:bless_water|holy water]] is poured on or into it. A creature in possession of the jar may shake it about as a Half Action, which staggers you for the next 1d4 rounds (no save).
 </WRAP> </WRAP>
  
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 <WRAP round box> <WRAP round box>
 ===== Cold Flesh (Su) ===== ===== Cold Flesh (Su) =====
-**Requirements:** Canopic Jar, BaB or CL 5, Knowledge (Religion) 7, 20 EXP+**Requirements:** Canopic Jar, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Religion) 7, 20 EXP
  
 You gain resist cold 5 and DR 1/— against for every 5 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess, to a maximum of resist cold 20 and DR 4/- at [[priority:magic|CL]]/[[priority:prowess|BaB]] 20. You gain resist cold 5 and DR 1/— against for every 5 [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess, to a maximum of resist cold 20 and DR 4/- at [[priority:magic|CL]]/[[priority:prowess|BaB]] 20.
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 <WRAP round box> <WRAP round box>
 ===== Deathfire Grasp (Sp) ===== ===== Deathfire Grasp (Sp) =====
-**Requirements:** Cold Flesh, BaB or CL 9, Knowledge (Religion) 10, 25 EXP+**Requirements:** Cold Flesh, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Religion) 10, 25 EXP
  
 You can cause a swarm of flaming skeletal arms to burst from the ground to rip and tear at your foes by spending 5 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] You can cause a swarm of flaming skeletal arms to burst from the ground to rip and tear at your foes by spending 5 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]]
- as a Move Action. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage and 1d6 fire damage per two [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess. Those caught in the area receive a Reflex save: those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface.+ as a Half Action. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage and 1d6 fire damage per two [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess. Those caught in the area receive a Reflex save: those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface.
 </WRAP> </WRAP>
  
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 ===== Incorporeal Form (Sp) ===== ===== Incorporeal Form (Sp) =====
-**Requirements:** Deathfire Grasp, BaB or CL 12, Knowledge (Religion) 15, 35 EXP+**Requirements:** Deathfire Grasp, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Religion) 15, 35 EXP
  
-You can become incorporeal as a Move Action for 1 round per [[priority:magic|CL]]/[[priority:prowess|BaB]]. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.+You can become incorporeal as a Half Action for 1 round per [[priority:magic|CL]]/[[priority:prowess|BaB]]. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
 </WRAP> </WRAP>
  
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 ===== One Of Us (Su) ===== ===== One Of Us (Su) =====
-**Requirements:** Incorporeal Form, BaB or CL 15, Knowledge (Religion) 20, 50 EXP+**Requirements:** Incorporeal Form, [[chargen:common_terms#core_stats|CST]] 25, Knowledge (Religion) 20, 50 EXP
  
 Your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, paralysis, and sleep. Your DR/- also increases by 5, to a maximum of DR 10/-. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead. Lastly, you may command twice as many undead per [[priority:magic|Caster Level]]. Your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, paralysis, and sleep. Your DR/- also increases by 5, to a maximum of DR 10/-. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead. Lastly, you may command twice as many undead per [[priority:magic|Caster Level]].