Difference between revisions of "Primeval Bloodline"

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| Bloodline-Power-2 = Primal Resistance (Ex): You gain ER and DR equal to your Sorcerer Class level, against the Energy damage and Physical damage types you chose for your Bloodline Arcana. If you already have ER or DR of the exact same type from another class ability, racial ability, feat, etc, this stacks.
 
| Bloodline-Power-2 = Primal Resistance (Ex): You gain ER and DR equal to your Sorcerer Class level, against the Energy damage and Physical damage types you chose for your Bloodline Arcana. If you already have ER or DR of the exact same type from another class ability, racial ability, feat, etc, this stacks.
 
| Bloodline-Power-3 = Eruption (Su): The magic in your blood erupts as a 7x7x7 cone adjacent to your space. You may inflict {{circle|3}} damage once per round as a standard action, inflicting either Energy or Physical damage of the type you chose as your Bloodline Arcana. Creatures caught in this effect may make a saving throw against a DC of 12 + your Charisma stat modifier + 1/2 your Sorcerer 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-3 = Eruption (Su): The magic in your blood erupts as a 7x7x7 cone adjacent to your space. You may inflict {{circle|3}} damage once per round as a standard action, inflicting either Energy or Physical damage of the type you chose as your Bloodline Arcana. Creatures caught in this effect may make a saving throw against a DC of 12 + your Charisma stat modifier + 1/2 your Sorcerer 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-4 = Primeval Enclave (Su): Any time you cast a spell that creates an interdimensional pocket or shelter of any sort, it is twice as large in one spatial dimension and can hold or sustain twice as many people. If you have 24 levels of Sorcerer, this increases to twice as large in two spatial dimensions, and can hold four times as many people. If you have 32 levels of Sorcerer, this increases to triple in size in all three spatial dimensions, and it can hold thirty times as many people. If you have items, abilities, or feats that also increases the size of an extradimensional space made with a spell you cast, this stacks!  
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| Bloodline-Power-4 = Primeval Demesne (Su): Any time you cast a spell that creates an interdimensional pocket or shelter of any sort, it is twice as large in one spatial dimension and can hold or sustain twice as many people. If you have 24 levels of Sorcerer, this increases to twice as large in two spatial dimensions, and can hold four times as many people. If you have 32 levels of Sorcerer, this increases to triple in size in all three spatial dimensions, and it can hold thirty times as many people. If you have items, abilities, or feats that also increases the size of an extradimensional space made with a spell you cast, this stacks!  
| Bloodline-Power-5 =  
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| Bloodline-Power-5 = Worldbender (Ex): The world subtly shifts and moves as you walk through it. This is usually a modest effect, but if you stay in one place and concentrate, this acts as a [[Move Earth (Sorcerer/Wizard Spell)]].  You may use this effect once per day at 21st level, twice per day at 27th level, and three times per day at 34th level.  Note that this would require over twelve hours of ritual casting to use to maximum effect, but note further that this effect IS affected by your Primeval Demesne ability, so, if you want to raise up a mountain range, you certainly can.
| Bloodline-Power-6 =  
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| Bloodline-Power-6 = Reckless Creation (Su): Whenever you cast one of your bloodline spells which creates a lasting item (Flaming Sphere, Fog Cloud, Force Anchor, Pillar of Ice, Solid Fog, Rolling Stone, Pillar of Stone, Moving Mountain, Standing Wave, Pillar of Lava, or Volcano), you may choose to have that effect also inflict the [[Immolated]] condition upon any creatures affected by it (damaged by it, ending their turn adjacent to it, or ending their turn within it), dealing either the same damage type as the effect, or one of the damage types you chose as your Bloodline Arcana.
| Bloodline-Power-7 = Reflesh (Su): Once per day, as a standard action, you can shuck off your body like a soiled robe, leaving you standing as a glowing skeleton. Your skeleton form may then teleport, as part of the same action, to any un-blocked square you can see. As you teleport away, your left-behind husk ignites into a maelstrom of primeval effects, creating a Prismatic Zone of 7x7x7 squares centered on your former body. All creatures in this zone are treated as if they were affected by all possible colors of a [[Prismatic Sphere (Sorcerer/Wizard Spell)]], as if they traversed all the way through the Sphere from outside to in, in that order. All saves are made against a DC of 10 + your Charisma stat modifier + 1/2 your Sorcerer level. As the Prismatic Zone dissipates, the colors swirl and converge on your new location, cloaking your radiant skeleton in your flesh again. Note that if you choose to teleport to a square inside the Prismatic Zone, you are Immune to all effects.
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| Bloodline-Power-7 = Reflesh (Su): Once per day, as a standard action, you can shuck off your body like a soiled robe, leaving you standing as a glowing skeleton. Your skeleton form may then teleport, as part of the same action, to any un-blocked square you can see. As you teleport away, your left-behind husk ignites into a maelstrom of primeval effects, creating a Prismatic Zone of 7x7x7 squares centered on your former body. All creatures in this zone are treated as if they were affected by all possible colors of a [[Prismatic Sphere (Sorcerer/Wizard Spell)]], as if they traversed all the way through the Sphere from outside to in, in that order. All saves are made against a DC of 10 + your Charisma stat modifier + 1/2 your Sorcerer level. As the Prismatic Zone dissipates, the colors swirl and converge on your new location, cloaking your radiant skeleton in your flesh again. Note that if you choose to teleport to a square inside the Prismatic Zone, you are Immune to all effects. Also note that you may Manaburn this effect! Note further that [[Selective Spell (Feat)]] does not work with this effect. Extremely dangerous, use with care....
 
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  <!-- The first power is always an 'at-will' spell-like ability that scales with level.                                      -->
  
 
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Latest revision as of 19:04, 3 December 2019

Your ancestors have gifted you a deep connection to the physical world through your aura. The energetic flows of the world are made of putty in your eyes, malleable and changeable. Your blood sings with the ability to makes things as YOU want them to be, not as they are, and you find endless delight in imposing your will on the world.

Bloodline Skill

A sorcerer with this bloodline gains a bonus Natural Talent in the Might 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 Primeval bloodline gain the ability to inject their own unique connection to the world into their magic.

For energy damage, they may substitute one Common Energy damage type for any energy damage type normally called for in any spell they cast. They choose the Common Energy type they have an affinity for at first level, and that energy type then remains for their entire career.

For physical damage, they may choose one Common Physical damage type for any physical damage type normally called for in any spell they cast. They choose the Common Energy type they have an affinity for at first level, and that energy type then remains for their entire career.

Once they have chosen their damage types, any time that they cast any spell which inflicts energy or physical damage, they may choose, at the time of casting as a free action, to substitute their bloodline damage types instead. Any unusual cases are adjudicated by the GM, as normal. Note that they must substitute Energy damage for energy damage, and Physical damage for physical. They cannot cast a Fireball and substitute the normal Fire (energy) damage for Piercing (physical) damage. They could substitute the Fire damage for Lightning, or Cold.

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: Primal Ray (Su): You may use your Bloodline 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 standard action, at a maximum range of thirty feet. This ray may inflict either Energy or Physical damage, of the types you chose as your Bloodline Arcana, as you wish. If you project multiple rays, you may make each one of the damage type you choose. Note that you may Manaburn this effect!
  • 6th: Primal Resistance (Ex): You gain ER and DR equal to your Sorcerer Class level, against the Energy damage and Physical damage types you chose for your Bloodline Arcana. If you already have ER or DR of the exact same type from another class ability, racial ability, feat, etc, this stacks.
  • 11th: Eruption (Su): The magic in your blood erupts as a 7x7x7 cone adjacent to your space. You may inflict (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) damage once per round as a standard action, inflicting either Energy or Physical damage of the type you chose as your Bloodline Arcana. Creatures caught in this effect may make a saving throw against a DC of 12 + your Charisma stat modifier + 1/2 your Sorcerer 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!
  • 16th: Primeval Demesne (Su): Any time you cast a spell that creates an interdimensional pocket or shelter of any sort, it is twice as large in one spatial dimension and can hold or sustain twice as many people. If you have 24 levels of Sorcerer, this increases to twice as large in two spatial dimensions, and can hold four times as many people. If you have 32 levels of Sorcerer, this increases to triple in size in all three spatial dimensions, and it can hold thirty times as many people. If you have items, abilities, or feats that also increases the size of an extradimensional space made with a spell you cast, this stacks!
  • 21st: Worldbender (Ex): The world subtly shifts and moves as you walk through it. This is usually a modest effect, but if you stay in one place and concentrate, this acts as a Move Earth (Sorcerer/Wizard Spell). You may use this effect once per day at 21st level, twice per day at 27th level, and three times per day at 34th level. Note that this would require over twelve hours of ritual casting to use to maximum effect, but note further that this effect IS affected by your Primeval Demesne ability, so, if you want to raise up a mountain range, you certainly can.
  • 26th: Reckless Creation (Su): Whenever you cast one of your bloodline spells which creates a lasting item (Flaming Sphere, Fog Cloud, Force Anchor, Pillar of Ice, Solid Fog, Rolling Stone, Pillar of Stone, Moving Mountain, Standing Wave, Pillar of Lava, or Volcano), you may choose to have that effect also inflict the Immolated condition upon any creatures affected by it (damaged by it, ending their turn adjacent to it, or ending their turn within it), dealing either the same damage type as the effect, or one of the damage types you chose as your Bloodline Arcana.
  • 31st: Reflesh (Su): Once per day, as a standard action, you can shuck off your body like a soiled robe, leaving you standing as a glowing skeleton. Your skeleton form may then teleport, as part of the same action, to any un-blocked square you can see. As you teleport away, your left-behind husk ignites into a maelstrom of primeval effects, creating a Prismatic Zone of 7x7x7 squares centered on your former body. All creatures in this zone are treated as if they were affected by all possible colors of a Prismatic Sphere (Sorcerer/Wizard Spell), as if they traversed all the way through the Sphere from outside to in, in that order. All saves are made against a DC of 10 + your Charisma stat modifier + 1/2 your Sorcerer level. As the Prismatic Zone dissipates, the colors swirl and converge on your new location, cloaking your radiant skeleton in your flesh again. Note that if you choose to teleport to a square inside the Prismatic Zone, you are Immune to all effects. Also note that you may Manaburn this effect! Note further that Selective Spell (Feat) does not work with this effect. Extremely dangerous, use with care....