Nascent Bloodline: Difference between revisions

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| Bonus-Spell-1 = Summon Monster I
| Bonus-Spell-1 = Summon Monster I
| Bonus-Spell-2 = Summon Monster III
| Bonus-Spell-2 = Stone Call
| Bonus-Spell-3 = Stoneskin
| Bonus-Spell-3 = Summon Monster III
| Bonus-Spell-4 = Summon Monster V
| Bonus-Spell-4 = Stoneskin
| Bonus-Spell-5 = Phantom Steed
| Bonus-Spell-5 = Summon Monster V
| Bonus-Spell-6 = Summon Monster VII
| Bonus-Spell-6 = Phantom Steed
| Bonus-Spell-7 = Phantom Steed, Communal
| Bonus-Spell-7 = Summon Monster VII
| Bonus-Spell-8 = Summon Monster IX
| Bonus-Spell-8 = Phantom Steed, Communal
| Bonus-Spell-9 = Uncommon Stoneskin
| Bonus-Spell-9 = Summon Monster IX
| Bonus-Spell-10 = Rare Stoneskin
| Bonus-Spell-10 = Uncommon Stoneskin
| Bonus-Spell-11 = Blade Snare
| Bonus-Spell-11 = Blade Snare
| Bonus-Spell-12 = Elemental Aura
| Bonus-Spell-12 = Elemental Aura
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  <!-- This is a passive ability, or always-on bonus granted by the bloodline.                                                -->
  <!-- This is a passive ability, or always-on bonus granted by the bloodline.                                                -->


| Bloodline-Power-1 = Tremor (Su): You cause the earth and air to sudder violently.  You may inflict {{circle|1}} damage in a fifteen foot diameter area (a 3x3x3 square area centered with the range of the ability) once per round as a standard action, inflicting {{dmg|bludgeoning}} damage. This area must be centered within 30 feet of your space. Creatures caught in this effect may make a saving throw against a DC of 10 + caster stat modifier + 1/2 caster level in order to take half damage. Note that you may Manaburn this effect! Note further that [[Selective Spell (Feat)]] does not work with this effect. Approach with caution!
| Bloodline-Power-1 = Tremor (Su): You cause the earth and air to shudder violently.  You may inflict {{circle|1}} damage in a fifteen foot diameter area (a 3x3x3 square area centered with the range of the ability) once per round as a standard action, inflicting {{dmg|bludgeoning}} damage. This area must be centered within 30 feet of your space. Creatures caught in this effect may make a saving throw against a DC of 10 + caster stat modifier + 1/2 caster level in order to take half damage. Note that you may Manaburn this effect! Note further that [[Selective Spell (Feat)]] does not work with this effect. Approach with caution!
| Bloodline-Power-2 = Worldseer (Ex): You gain [[tremorsense]] with a range of 5 feet. If you already had tremorsense, air sense, heart sense, or blind sight, such as from a racial ability or magic item, that sense instead increases by five feet. (This ability might also apply to other senses, at the GM's discretion.) This addition expands to 10 feet if you possess 15 or more class levels of Sorcerer, or 20 feet if you possess 30 or more class levels of Sorcerer.
| Bloodline-Power-2 = Worldseer (Ex): You gain [[tremorsense]] with a range of 5 feet. If you already had tremorsense, air sense, heart sense, or blind sight, such as from a racial ability or magic item, that sense instead increases by five feet. (This ability might also apply to other senses, at the GM's discretion.) This addition expands to 10 feet if you possess 15 or more class levels of Sorcerer, or 20 feet if you possess 30 or more class levels of Sorcerer.
| Bloodline-Power-3 = Crystal Shard (Su): You cause a crystal of clear stone to appear from the ground at your feet and shoot toward a target you choose who is also standing on that same ground.  The GM adjudicates all unusual circumstances. This is a [[ray]] attack with a range of thirty feet, dealing {{circle|3}} of {{dmg|piercing}} damage if your attack roll is successful. Far more powerfully, until the beginning of your next turn, you may treat any struck target as being yourself for purposes of triggering attacks of opportunity. If any enemy creature moves adjacent to an enemy who is carrying your Crystal Shard, you may make a second ray attack as if with this ability against them. This may only be used once per round per attack of opportunity you are allowed to make, and only once per round per creature you have struck with this power. Note that you may manaburn this power, and if you do, that manaburning also applies to any attacks of opportunity you make with this ability.
| Bloodline-Power-3 = Crystal Shard (Su): You cause a crystal of clear stone to appear from the ground at your feet and shoot toward a target you choose who is also standing on that same ground.  The GM adjudicates all unusual circumstances. This is a [[ray]] attack with a range of thirty feet, dealing {{circle|3}} of {{dmg|piercing}} damage if your attack roll is successful. Far more powerfully, until the beginning of your next turn, you may treat any struck target as being yourself for purposes of triggering attacks of opportunity. If any enemy creature moves adjacent to an enemy who is carrying your Crystal Shard, you may make a second ray attack as if with this ability against them. This may only be used once per round per attack of opportunity you are allowed to make, and only once per round per creature you have struck with this power. Note that you may manaburn this power, and if you do, that manaburning also applies to any attacks of opportunity you make with this ability.

Revision as of 20:42, 30 November 2019

Your ancestors were Big Players in the fate of the Natural World. Beasts and Monsters learned ages ago to obey your lineage, because discounting the voice of their Master brought dire consequences indeed. The Nascent Seed infests your blood, the seething power of Potential Itself rumbling slow and mighty in your veins, the latent power just waiting for you to discover the wonders it holds for you.

Bloodline Skill

A sorcerer with this bloodline gains a bonus Natural Talent in the Survival 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 Nascent bloodline gain the Earthbound ability, which is that whenever you and the target of any of your effects (spells, bloodline powers, racial traits, class abilities, etc...) both share the same common ground to stand upon, all your save DC's are increased by a +1 circumstance bonus.

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: Tremor (Su): You cause the earth and air to shudder violently. You may inflict (Circle 1 damage): 1d6 points of damage per character level (max 4d6 at character level 4) damage in a fifteen foot diameter area (a 3x3x3 square area centered with the range of the ability) once per round as a standard action, inflicting bludgeoning (physical, common) damage. This area must be centered within 30 feet of your space. Creatures caught in this effect may make a saving throw against a DC of 10 + caster stat modifier + 1/2 caster level in order to take half damage. Note that you may Manaburn this effect! Note further that Selective Spell (Feat) does not work with this effect. Approach with caution!
  • 6th: Worldseer (Ex): You gain tremorsense with a range of 5 feet. If you already had tremorsense, air sense, heart sense, or blind sight, such as from a racial ability or magic item, that sense instead increases by five feet. (This ability might also apply to other senses, at the GM's discretion.) This addition expands to 10 feet if you possess 15 or more class levels of Sorcerer, or 20 feet if you possess 30 or more class levels of Sorcerer.
  • 11th: Crystal Shard (Su): You cause a crystal of clear stone to appear from the ground at your feet and shoot toward a target you choose who is also standing on that same ground. The GM adjudicates all unusual circumstances. This is a ray attack with a range of thirty feet, dealing (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of piercing (physical, common) damage if your attack roll is successful. Far more powerfully, until the beginning of your next turn, you may treat any struck target as being yourself for purposes of triggering attacks of opportunity. If any enemy creature moves adjacent to an enemy who is carrying your Crystal Shard, you may make a second ray attack as if with this ability against them. This may only be used once per round per attack of opportunity you are allowed to make, and only once per round per creature you have struck with this power. Note that you may manaburn this power, and if you do, that manaburning also applies to any attacks of opportunity you make with this ability.
  • 16th: Strider (Ex): Your Walk speed increases by 10 feet. This increases again to +15 feet at sorcerer level 19, +20 feet at sorcerer level 22, +25 feet at sorcerer level 25, +30 feet at sorcerer level 28, +40 feet at sorcerer level 31, and +50 feet at sorcerer level 34.
  • 21st: Earthglide (Su): You gain the movement type Earth Glide equal to half your Walk speed. This increases to be equal to your Walk speed at character level 33. Note that this increases with any gains from your Strider ability and magic items or spells you may be affected by, racial and class abilities, feats, etc.
  • 26th: Stoneguts (Ex): While standing on the ground, you gain a +2 circumstance bonus to your AC and all saving throws. This increases to +3 at sorcerer level 29, +4 at sorcerer level 32, and +5 at sorcerer level 35.