Stormborn Bloodline

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Your ancestors were adherents of The Primal Storm, that raging, unending maelstrom. Storm resides in the high, heavy airs, howls and rages over dark seas that have never known the hard-rock crash of a shoreline, blows with polar cold over endless frozen wastes, and spumes furiously in your veins. Storm fills you like ice, ready to break forth like thunder, if only you dare call upon your birthright.

Bloodline Skill

A sorcerer with this bloodline gains a bonus Natural Talent in the Acrobatics 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 Stormborn bloodline gain the ability to change the damage inflicted by their Bloodline Spells to be any of electricity (energy, common), cold (energy, common) or sonic (energy, common) each time they cast such a spell, if they wish to do so. The special effects of such altered spells are left to the players and GM's to adjudicate.

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: Borne Aloft (Su): You gain a Lesser Flight speed equal to half your normal Walk speed, or 20 feet, whichever is greater. If you already have a Lesser Flight speed from a racial ability or class ability, this flight stacks with that flight speed. At sorcerer level 8, this flight improves to equal your normal Walk speed. At sorcerer level 15, it becomes faster than your normal Walk speed by ten feet. At sorcerer level 22, it becomes Greater Flight. At sorcerer level 29, it becomes equal to your Walk speed plus 30 feet.
  • 6th: Stormcrow (Sp): As a standard action, you create a tiny stormcloud in your space that takes the form of a bird, girded with crackling lightning. It instantly darts forth, tracing out a line, moving thirty feet (six squares) before it dissipates. Each square of its path must be adjacent to (either corner to corner or edge to edge) its previous square, and also further away from the sorcerer. You determine the line it traces as it moves. The Stormcrow may pass adjacent to any creature's space, but may not pass through any blocked or occupied square. It provokes attacks of opportunity, and has an Armor Class equal to the Sorcerer's. Any successful hit dissipates it, but the striking creature takes the full damage (See below.) As the Stormcrow flies, the sorcerer may make a Melee Touch Attack, using their own stats to do so, against any creature to which any space in the Stromcrow's path passes adjacent. No creature can ever be damaged more than once by a single Stormcrow. If a creature is successfully touched, they take (Circle 1 damage): 1d6 points of damage per character level (max 4d6 at character level 4) of lightning (energy, common) damage. Note that this effect may be manaburned.
  • 11th: Battering Storm (Su): Once per day, as a free action, you may inflict a Push equal to one third your Charisma modifier (round down, minimum 1) upon any creature you have just damaged with electricity (energy, common), cold (energy, common), or sonic (energy, common) damage. At 17th level, you may use this twice per day. At 23rd level, you may use this three times per day. At 29th level, you may use this four times per day. At 35th level, when you use this ability with an effect that damages more than one foe, the Push applies to all of them.
  • 16th: Thunderstrike (Su): As a standard action, you may issue forth a shattering blast of thunder and lightning. This effect originates at your space and traces a line a number of squares in length equal to your Charisma modifier (minimum 1). All creatures in the line, or adjacent to it, suffer (Circle 7 damage): 1d6+2 points of damage per character level (max 20d6+40 at character level 20) of thundercrash (energy, rare) damage. They may make a Fortitude saving throw against a DC of 10 + your Charisma Modifier + 1/2 your character level to only take half damage. Even more damaging, all unattended objects in the directly traced line take a number of points of Siege Damage equal to your Constitution modifier, minimum 1. If the unattended object is large enough to fill a full square, the line ends there, even if the siege damage Breaks the object. Once broken, however, you can fire your next Thunderstrike through that space with impunity. Note that this ability cannot be manaburned.
  • 21st: Ruler of Storms (Su): You are immune to environmental damage and all other effects caused by wind, cold, rain, or altitude. This immunity applies to your entire space. At 24th level, this immunity expands to cover your space and all adjacent spaces. At 27th level it expands to cover all squares within 10 feet of your space. At 30th level, it expands to cover all squares within 20 feet of your space. At 33rd level, it expands to cover all squares within 30 feet of your space.
  • 26th: Shockwave (Su): You snap your fingers, and the Storm is unleashed. As an immediate action, you affect a cone 7x7x7 squares adjacent to your space. All creatures wholly or partly in the area suffer (Circle 9 damage): 1d6+3 points of damage per character level (max 25d6+75 at character level 25) of sonic (energy, common) damage. They are allowed a Reflex saving throw against a DC of 10 + your Charisma Modifier +1/2 your Sorcerer level to take half damage. This effect can be manaburned, and is subject to the use of Metamagic feats.
  • 31st: Storm Scion (Ex): You are immune to critical hits and precision damage as long as you are flying.