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Auditoría y Seguridad 47

In document ServidoresdeAplicaciones (página 54-73)

You are the chosen one, and you hate every minute of it.

Parent Bloodline(s): Accursed, Destined Class Skill: Diplomacy

Bonus Spells: true strike (3rd), warding weapon (5th),

weapon of awe (7th), death ward (9th), dream (11th), antimagic field (13th), finger of death (15th), protection from spells (17th), wish (19th)

Bonus Feats: Craft Magic Arms and Armor, Craft

Wondrous Item, Greater Iron Will, Iron Will, Skill Focus (Diplomacy), Spell Focus (any), Weapon Focus*, Weapon Specialization*

Feats marked with an asterisk (*) must apply to the weapon gained with the improbably­valuable ancestral weapon bloodline power and have their fighter level prerequisite satisfied by a corresponding sorcerer level, but only if taken as an angst bloodline feat.

Bloodline Arcana: You can cast spells unhindered

when separated from your bonded object. It’s not like you care about it or anything...

Bloodline Powers: Your powers proclaim you to be

The One, whether you like it or not.

Improbably­Valuable Ancestral Weapon (Su): At 1st

level, you gain the arcane bond ability as a wizard equal to your sorcerer level, using an exotic weapon as your bonded object. Additionally, you gain the Exotic Weapon Proficiency feat corresponding to the chosen weapon as a bonus feat. You do not need to meet the prerequisites of this feat. You may not choose a familiar or other type of bonded item, and may use the hand holding your bonded weapon for somatic components.

Endearing Flaw (Su): At 3rd level, your clumsy, negative

traits begin to shine forth in such a way that you become adorably endearing even when in the throes of failure. As it turns out, though you may be prone to stumbling, you only happen to do so when you're sure to be caught by somebody you'd like to take for a lover. You take a ­2 penalty to Acrobatics, Climb, and Swim checks; however, whenever you fail a check for one of these skills, you do so in an incredibly adorable fashion, imposing a ­1 penalty to weapon damage rolls made against you until the beginning of your next turn. Damage can be reduced to 0 in this fashion. For every three sorcerer levels you possess beyond 3rd, the penalty imposed by your adorable failure increases by ­1, to a maximum of a ­6 penalty to weapon damage rolls at 18th level.

Everybody Loves Me... and I Have No Idea Why! (Ex): At

9th level, you begin to attract just about everyone to your banner, even though you don't want them around. You don't even remember getting a banner! In any case, you gain the Leadership feat as a bonus feat. You do not need to meet the prerequisites for this feat. You never take a penalty to your Leadership score for failure, aloofness, cruelty, or causing the death of your cohort. You can never choose not to have a cohort. A new one just happens to show up 30 days after the death of the last one, no matter how far away from civilization you are.

Memories of a Lost Mentor (Su): At 15th level, you begin

to brood over a lost mentor. It might not even be your mentor; at this point in your development, all of the residual brooding done by your ancestors begins to mingle with your own and it becomes particularly difficult to remember exactly what it is you're supposed to be upset about. It had to have been important, though. Surely the sort of stuff that leads to riveting character development. Whenever you would be killed by any effect that calls for a saving throw, you retroactively gain a +2 luck bonus to that saving throw. If that would turn a failure into a success, then it retroactively does so.

The Chosen One (Su): At 20th level, you become the

chosen one. Yippee. Your first three natural 1s rolled each day are treated as natural 20s instead.

Chapter 2: Sorcerer Bloodlines

Angst

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Archon

You are favored in the eyes of the archons of the celestial host.

Parent Bloodline(s): Celestial, Elemental (fire) Class Skill: Fly

Bonus Spells: burning hands (3rd), scorching ray

(5th), fly (7th), lesser planar ally (9th), flame strike (11th), mass cure moderate wounds (13th), delayed blast

fireball (15th) holy word (17th), meteor swarm (19th)

Bonus Feats: Arcane Shield, Burning Spell, Great

Fortitude, Improved Initiative, Intensified Spell, Share Healing, Skill Focus (Fly), Skill Focus (Intimidate)

Bloodline Arcana: Your fire spells deal an additional

point of damage per damage die.

Bloodline Powers: Your connection with the archons

of the celestial host grants you abilities in line with their own, as well as a wide­open line of communication to call down the aid of various lesser celestials.

Lantern’s Light (Su): At 1st level, you gain the ability to

fire a ray of light at a single creature within 30 feet as a standard action, dealing 1d3 damage, plus an additional point of damage for every two sorcerer levels you possess, on a successful ranged touch attack. Oozes and undead take double damage from this ability. This ability may be used a number of times per day equal to 3 + your Charisma modifier.

Harbinger’s Cage (Su): At 3rd level, you gain the ability

to hinder a creature’s movement by manifesting the scraps of dozens of fallen harbinger archons. As a standard action, you cover a creature within 30 feet with the twisted steel of fallen harbinger archons, entangling that creature for 2d4 rounds with no saving throw allowed.

The subject can break free by making a DC 10 + 1/2 your sorcerer level + your Charisma modifier Strength check or by dealing 10 points of damage to the steel scraps with a weapon. A creature trying to damage the steel scraps does not need to make an attack roll; hitting them is automatic, after which the creature that hits makes a damage roll to see how much of the scraps he has sloughed off. The scraps have hardness equal to your sorcerer level.

Archon’s Charge (Su): At 9th level, you gain the Improved

Familiar feat as a bonus feat. You do not need to meet the prerequisites for this feat. In addition, you gain an arcane bond as a wizard equal to your sorcerer level. You must take a familiar as your selection, and that familiar must be a harbinger archon. Archon’s charge does not grant you an additional familiar, should you already have one. Should you ever replace your familiar, you must do so with a harbinger archon. If you have a familiar that is not a harbinger archon, it doesn’t gain the benefits of any archon bloodline powers that modify your familiar. For the purpose of determining the power of your familiar, your sorcerer levels stack with your levels in other familiar­granting classes.

Herald’s Trumpet (Sp): At 15th level, you gain the ability

to perform a ritual requiring 10 minutes of uninterrupted chanting with the intent of summoning a small squadron of archons. You may perform this ritual once per day. Once completed, the ritual summons your choice of six lantern archons, six harbinger archons, or four spyglass archons. These archons are bound to you as though summoned by the lesser planar ally spell, with the following exceptions. First, if this is the first time you have summoned archons in this manner this week, they do not require payment of you if you task them with a job that follows the constraints of their alignment. Second, the archons are only summoned for 24 hours or until their task is completed. Third, all archons summoned by this ritual have hardness equal to your Charisma modifier.

Earthbound Celestial (Su): At 20th level, the range of

your lantern’s light and harbinger’s cage bloodline powers increases to 60 feet and you may use the lantern’s light bloodline ability as a swift action. Further, the herald’s trumpet bloodline ability summons an additional number of archons equal to half again the base amount of whatever type of archon you elect to summon, and will also summon a single legion archon if you are willing to pay for its services.

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