Arcane Bloodline: Difference between revisions

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''Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.''
{{Template:Bloodline


'''Class Skill:''' [[Knowledge]] (any one).
| Flavor-Text=<onlyinclude>{{#ifeq:{{{transcludesection|Flavor-Text}}}
| Flavor-Text| Your ancestors have always shown an affinity for the most esoteric expressions of magic. Pure arcane power runs in your veins as your birthright. Your inborn skill means that you don't have to concern yourself with spellbooks and tedious memorization to twist the knowledge of magic into your aura, no.  Your aura carries the imprint of power indelibly from the day of your birth, just waiting for you to discover it.
}}</onlyinclude>


'''Bonus Spells:''' identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).


'''Bonus Feats:''' Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
| Bloodline-Skill = Knowledge (Planes)
<!-- Just put in the name of the skill, the link will be created automatically. E.g. "Stealth" (it is caps sensitive!)      -->


'''Bloodline Arcana:''' Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spells DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.


'''Bloodline Powers:''' Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
| Bonus-Spell-1 = Magic Aura
| Bonus-Spell-2 = Codespeak
| Bonus-Spell-3 = Embrace Destiny
| Bonus-Spell-4 = Bells
| Bonus-Spell-5 = Dispel Magic
| Bonus-Spell-6 = Enervation
| Bonus-Spell-7 = Overwhelming Grief
| Bonus-Spell-8 = Astral Projection, Lesser
| Bonus-Spell-9 = Sending
| Bonus-Spell-10 = Antimagic Field
| Bonus-Spell-11 = Eyebite
| Bonus-Spell-12 = Insanity
| Bonus-Spell-13 = Project Image
| Bonus-Spell-14 = Ghosthowl
| Bonus-Spell-15 = Astral Projection
| Bonus-Spell-16 = Etherealness
<!-- Just put the name of the spell in, the link will be created automatically.  E.g. "Fireball" (it is caps sensitive!)    -->


:* '''Arcane Bond (Su):''' At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizards bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.


:* '''Metamagic Adept (Ex):''' At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
| Bonus-Feat-1 = Combat Casting
| Bonus-Feat-2 = Initiative, Improved
| Bonus-Feat-3 = Spell Focus
| Bonus-Feat-4 = Weapon Focus
| Bonus-Feat-5 = Spell Penetration
<!-- Just put the name of the feat in, the link will be created automatically. E.g. "Weapon Focus" (it is caps sensitive!) -->


:* '''New Arcana (Ex):''' At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.


:* '''School Power (Ex):''' At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
| Bloodline-Arcana = Sorcerers with the Arcane bloodline gain a +1 bloodline bonus to the saving throw DC's of any spell they cast with a metamagic feat applied. This bonus stacks with other feats, class features, or abilities that also improve the saving throw DC's of spells cast.
<!-- This is a passive ability, or always-on bonus granted by the bloodline.                                               -->


:* '''Arcane Apotheosis (Ex):''' At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
| Bloodline-Power-1 = '''Arcane Bond (Su):''' Whenever you wield an Implement, you gain a +1 bloodline bonus to all Caster Checks you make while wielding that Implement. In addition you may use your implement to inflict {{circle|2}} damage as a [[ray]] attack once per round as a [[swift action]], at a maximum range of thirty feet, inflicting {{dmg|interstice}} damage. Note that you may mana burn this effect!
 
| Bloodline-Power-2 = '''Metamagic Adept (Su):''' Whenever you wield an Implement, each Metamagic Feat you apply to a spell you cast has its level increase reduced by 1, to a minimum of 1.  Metamagic feats that have a level increase 1 or 0 are unaffected by this bloodline power.
 
| Bloodline-Power-3 = '''New Arcana (Ex):''' When you gain this bloodline power, you can choose a number of spells from the Sorcerer/Wizard spell list equal to the number of experience tiers of the Sorcerer class you have taken, plus one additional if Sorcerer is your favored class.  These spells are added to your list of spells known.  If you take additional tiers of the Sorcerer class in the future, you gain one additional spell known from this bloodline power each time (to a maximum of 7 bonus spells known &mdash; one for each tier of the Sorcerer class, or up to 8 if Sorcerer is your favored class).
 
| Bloodline-Power-4 = '''School Power (Su):''' Choose one School of magic. All spells you cast from that School gain a +1 [[circumstance bonus]] to their saving throw DC's. This bonus stacks with other feats, class features, or abilities that also improve the saving throw DC's of spells cast.
 
| Bloodline-Power-5 = '''Arcane Apotheosis (Su):''' Whenever you mana burn to increase the Circle of a spell, every spell slot you expend counts as two slots.
 
| Bloodline-Power-6 = '''Invincible Arcana (Su):''' Whenever you cast a spell with a metamagic feat applied, or use one of your bloodline abilities, to inflict any sort of Uncommon damage type, you gain +1 damage per die rolled. Whenever you cast a spell with a metamagic feat applied, or use one of your bloodline abilities, to inflict any sort of Rare damage type, you gain +2 damage per die rolled.  
 
| Bloodline-Power-7 = '''Auric Sensitivity (Su):''' Any time you make an active [[Perception]] check, you can innately see magical auras as if using a [[Detect Magic (Sorcerer/Wizard Spell) | Detect Magic]] spell.
 
<!-- The first power is always an 'at-will' spell-like ability that scales with level.                                     -->
 
}}

Latest revision as of 21:09, 21 November 2020

Your ancestors have always shown an affinity for the most esoteric expressions of magic. Pure arcane power runs in your veins as your birthright. Your inborn skill means that you don't have to concern yourself with spellbooks and tedious memorization to twist the knowledge of magic into your aura, no. Your aura carries the imprint of power indelibly from the day of your birth, just waiting for you to discover it.

Bloodline Skill

A sorcerer with this bloodline gains a bonus Natural Talent in the Knowledge (Planes) skill. Natural talent skills can have any ability modifier added to them, in place of the ability modifier they normally use. In addition, natural talent skills never suffer from an Armor Check Penalty, even if the assigned ability modifier is STR or DEX.

Bonus Spells

Upon gaining a 3rd level in the sorcerer class, and at every odd-numbered sorcerer class level thereafter, the sorcerer's bloodline provides them a bonus spell known, in addition to the spells known granted by the sorcerer class. These bonus bloodline spells do not increase the number of spells the sorcerer may cast per day.

Bonus Feats

Upon gaining a 4th level in the sorcerer class, the character may choose one bonus feat from the list below. The sorcerer's bloodline grants them additional bonus feats for every 5 sorcerer class levels beyond 4th (i.e. 9th level, 14th level, 19th level, 24th level, 29th level, and 34th level). In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Bloodline Arcana

Sorcerers with the Arcane bloodline gain a +1 bloodline bonus to the saving throw DC's of any spell they cast with a metamagic feat applied. This bonus stacks with other feats, class features, or abilities that also improve the saving throw DC's of spells cast.

Bloodline Powers

Sorcerer bloodlines grant powers to the sorcerer at 1st, 6th, 11th, 16th, 21st, 26th, and 31st sorcerer class levels. These powers are:

  • 1st: Arcane Bond (Su): Whenever you wield an Implement, you gain a +1 bloodline bonus to all Caster Checks you make while wielding that Implement. In addition you may use your implement to inflict (Circle 2 damage): 1d6 points of damage per character level (max 6d6 at character level 6) damage as a ray attack once per round as a swift action, at a maximum range of thirty feet, inflicting interstice (physical, rare) damage. Note that you may mana burn this effect!
  • 6th: Metamagic Adept (Su): Whenever you wield an Implement, each Metamagic Feat you apply to a spell you cast has its level increase reduced by 1, to a minimum of 1. Metamagic feats that have a level increase 1 or 0 are unaffected by this bloodline power.
  • 11th: New Arcana (Ex): When you gain this bloodline power, you can choose a number of spells from the Sorcerer/Wizard spell list equal to the number of experience tiers of the Sorcerer class you have taken, plus one additional if Sorcerer is your favored class. These spells are added to your list of spells known. If you take additional tiers of the Sorcerer class in the future, you gain one additional spell known from this bloodline power each time (to a maximum of 7 bonus spells known — one for each tier of the Sorcerer class, or up to 8 if Sorcerer is your favored class).
  • 16th: School Power (Su): Choose one School of magic. All spells you cast from that School gain a +1 circumstance bonus to their saving throw DC's. This bonus stacks with other feats, class features, or abilities that also improve the saving throw DC's of spells cast.
  • 21st: Arcane Apotheosis (Su): Whenever you mana burn to increase the Circle of a spell, every spell slot you expend counts as two slots.
  • 26th: Invincible Arcana (Su): Whenever you cast a spell with a metamagic feat applied, or use one of your bloodline abilities, to inflict any sort of Uncommon damage type, you gain +1 damage per die rolled. Whenever you cast a spell with a metamagic feat applied, or use one of your bloodline abilities, to inflict any sort of Rare damage type, you gain +2 damage per die rolled.
  • 31st: Auric Sensitivity (Su): Any time you make an active Perception check, you can innately see magical auras as if using a Detect Magic spell.