Tainted Bloodline: Difference between revisions

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| Bloodline-Power-4 = Dread Stare (Su): You stare, as a move action, and your fell gaze lances forth as a [[ray]] of terrible despite.  This ray has a range of 50 feet, and if it hits, inflicts {{circle|5}} of {{dmg|rugosic}} damage and inflicts the [[humbled]] status on its victims. Note that this effect may be manaburned.  
| Bloodline-Power-4 = Dread Stare (Su): You stare, as a move action, and your fell gaze lances forth as a [[ray]] of terrible despite.  This ray has a range of 50 feet, and if it hits, inflicts {{circle|5}} of {{dmg|rugosic}} damage and inflicts the [[humbled]] status on its victims. Note that this effect may be manaburned.  
| Bloodline-Power-5 = Flickering Gate (Su): Once per day, you tear open space and step through, messily. This ability is treated exactly as a [[Dimension Door (Sorcerer/Wizard Spell)]], and any feats you know which aply to that spell apply to this ability. Unfortunately, the violent flickers in reality you cause with this power inflicts {{circle|9}} of {{dmg|interstice}} damage to all squares within 15 feet of your space  when you arrive (typically, a 7x7x7 square area). You are immune to this power, but if you carry others, they are not. This ability may be manaburned to increase the damage, and every spell slot you expend increases the range of your Flickering Gate by an additional 300 feet.  Be wary of getting shunted, as this ability can let you move far enough to be very, very painful indeed, if not immediately fatal. At 25th level you may use this ability twice per day, at 29th level 3 times per day, and at 33rd level, 4 times per day.  
| Bloodline-Power-5 = Flickering Gate (Su): Once per day, you tear open space and step through, messily. This ability is treated exactly as a [[Dimension Door (Sorcerer/Wizard Spell)]], and any feats you know which aply to that spell apply to this ability. Unfortunately, the violent flickers in reality you cause with this power inflicts {{circle|9}} of {{dmg|interstice}} damage to all squares within 15 feet of your space  when you arrive (typically, a 7x7x7 square area). You are immune to this power, but if you carry others, they are not. This ability may be manaburned to increase the damage, and every spell slot you expend increases the range of your Flickering Gate by an additional 300 feet.  Be wary of getting shunted, as this ability can let you move far enough to be very, very painful indeed, if not immediately fatal. At 25th level you may use this ability twice per day, at 29th level 3 times per day, and at 33rd level, 4 times per day.  
| Bloodline-Power-6 =  
| Bloodline-Power-6 = Breaching the Gulf (Su): Gain +1 Caster Level when not on the Prime Material Plane. Note that this ability is in effect when you use your Guise of Smoke ability.
| Bloodline-Power-7 =  
| Bloodline-Power-7 = Warped Mirror (Su): All damage you take is also inflicted on all enemies in the current combat, to which you have line of sight and line of effect when the damage is inflicted. The maximum number of creatures you can affect with this damage is equal to one half your Charisma modifier, round down, minimum 1. Only damage which actually lowers your hit points is reflected to your foes by this ability, and the damage is returned to them as the same type of damage as you received. If any enemy creature is killed by this reflected damage, you receive a number of temporary hit points equal to their Challenge Rating (which will stop it working again until the temporary hit points are removed). This ability is always on.
  <!-- The first power is always an 'at-will' spell-like ability that scales with level.                                      -->
  <!-- The first power is always an 'at-will' spell-like ability that scales with level.                                      -->


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Revision as of 17:52, 6 December 2019

Your ancestors have had dealings with... Things best left alone. Whether voluntarily or accidentally, by hook or by crook, your blood carries the touch of eerie and disquieting Powers. That dark trace of might flows through your veins like an uneasy alliance, like a deal you wish you could revoke. But the power lurks there, whether you like it or not, always ready to do your bidding.

Bloodline Skill

A sorcerer with this bloodline gains a bonus Natural Talent in the Linguistics 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 Tainted bloodline gain 1 temporary hit point for every creature that fails a saving throw against one of their Bloodline Spells. This ability may only activate adders to healing (such as the effects of some Dweomermetals) once per round, no matter how many failed saves there are.

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: Slimer (Su): As a standard action, you violently expectorate a frankly unbelieveably huge gobbet of... liquid. This is a Splash Weapon attack with a range of 20 feet, that inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of slime (physical, common) damage and inflicts the mellow condition on the direct target of the attack, if the attack hits them. At sorcerer level 13 the condition inflicted worsens to genial. At sorcerer level 25, the condition inflicted worsens to rowdy. The ranged touch attack for this splash weapon can be boosted by your Implement, if you have one. Note that this ability may be manaburned!
  • 6th: Guise of Smoke (Su): Once per day, in combat or an otherwise stressful state (such as a group skill challenge), as a swift action, you may turn ethereal by looking into a mirror. If desired, you may purchase a tiny mirror expressly for this purpose for the cost of 1 gp. This tiny mirror is broken by the use of this power, but it counts as a spell component, and so it is generally easy to get a new one. Your ethereal state lasts for 1 round, then dissipates. At sorcerer level 9, you may use this ability twice per day. At 12th, 3 times per day, at 15th, 4 times, at 18th, 5 times, at 21st, 6 times, at 24th 7 times. Starting at sorcerer level 27, your ethereal state lasts until the end of the current encounter or until you dismiss it as a free action. At sorcerer level 30, you may bring another creature you touch along with you. At sorcerer level 33, you may use this ability at will (and may find yourself falling out of reality by accident) and the ethereal state persists until the end your next encounter or a full night's rest unless yu dismiss it or lose it earlier.
  • 11th: Unusual Anatomy (Ex): You are immune to critical hits.
  • 16th: Dread Stare (Su): You stare, as a move action, and your fell gaze lances forth as a ray of terrible despite. This ray has a range of 50 feet, and if it hits, inflicts (Circle 5 damage): 1d6+1 points of damage per character level (max 15d6+15 at character level 15) of rugosic (physical, uncommon) damage and inflicts the humbled status on its victims. Note that this effect may be manaburned.
  • 21st: Flickering Gate (Su): Once per day, you tear open space and step through, messily. This ability is treated exactly as a Dimension Door (Sorcerer/Wizard Spell), and any feats you know which aply to that spell apply to this ability. Unfortunately, the violent flickers in reality you cause with this power inflicts (Circle 9 damage): 1d6+3 points of damage per character level (max 25d6+75 at character level 25) of interstice (physical, rare) damage to all squares within 15 feet of your space when you arrive (typically, a 7x7x7 square area). You are immune to this power, but if you carry others, they are not. This ability may be manaburned to increase the damage, and every spell slot you expend increases the range of your Flickering Gate by an additional 300 feet. Be wary of getting shunted, as this ability can let you move far enough to be very, very painful indeed, if not immediately fatal. At 25th level you may use this ability twice per day, at 29th level 3 times per day, and at 33rd level, 4 times per day.
  • 26th: Breaching the Gulf (Su): Gain +1 Caster Level when not on the Prime Material Plane. Note that this ability is in effect when you use your Guise of Smoke ability.
  • 31st: Warped Mirror (Su): All damage you take is also inflicted on all enemies in the current combat, to which you have line of sight and line of effect when the damage is inflicted. The maximum number of creatures you can affect with this damage is equal to one half your Charisma modifier, round down, minimum 1. Only damage which actually lowers your hit points is reflected to your foes by this ability, and the damage is returned to them as the same type of damage as you received. If any enemy creature is killed by this reflected damage, you receive a number of temporary hit points equal to their Challenge Rating (which will stop it working again until the temporary hit points are removed). This ability is always on.