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5. Realización del proyecto

5.6 Mejoras al sistema global

We all know somebody who's affected by this bloodline. He has a talent or skill that only awakens when he's totally blitzed, or where others fall flat on their face and start to gibber in that way that only a drunk does, this individual could go off, sign a contract with a fiend, and not get screwed over by the fine print.

Parent Bloodline(s): Accursed Class Skill: Acrobatics

Bonus Spells: enhance water (3rd), tattoo potion (5th),

pugwampi’s grace (7th), confusion (9th), cleanse (11th), legend lore (13th), power word blind (15th), mind blank

(17th), dominate monster (19th)

Bonus Feats: Brew Potion, Create Sanguine Elixir,

Dodge, Great Fortitude, Improved Initiative, Ironguts*, Raging Blood, Truth in Wine

Feats marked with an asterisk (*) have no race prerequisite, but only when taking said feats as drunkard bloodline bonus feats.

Bloodline Arcana: You gain a +1 bonus to the Difficulty

Class of your spells if your subject is drunk.

Bloodline Powers: Your family’s history with alcohol

isn’t deleterious in the least. Strangely, you seem to function at your peak when blitzed.

Drunken Charmer (Ex): At 1st level, you tend to become

significantly more charming when there’s some alcohol in your belly. You gain a +1 bonus to all Charisma­based skills for 1 hour after consuming an alcoholic beverage. This bonus increases by +1 for every eight sorcerer levels you possess, to a maximum of +3 at 16th level.

Liver of Steel (Ex): At 3rd level, your liver becomes hardy

enough to qualify for dwarven citizenship. You gain a +2 luck bonus on saving throws made against poison, disease, and the sickened and nauseated conditions.

Staggering Trajectory (Su): At 9th level, you gain the

ability to “turn” your ray and line spells once over the course of their flight. This means that you can stop the ray or line in mid­flight as an immediate action, change its angle, and have the spell continue on its course. You have a 50% chance to miss creatures you cannot see when that creature becomes affected by a ray or line “turned” in this fashion and all modifiers for cover continue to apply. You can use this ability a number of times per day equal to your Charisma modifier.

Ethanol’s Protective Haze (Ex): At 15th level, you become

immune to mind­affecting abilities for 1 hour whenever you consume an alcoholic beverage. This immunity is lost after a single mind­affecting ability is used upon you, forcing you to drink another alcoholic beverage to regain it.

Drunken Master (Su): At 20th level, you gain a ki pool, as

well as the Deny Death and Ki Stand feats as bonus feats. You do not need to meet the prerequisites of these feats. The number of points in your ki pool is equal to 1; however, whenever you consume an alcoholic beverage, you gain a +2 luck bonus to saving throws for 1 minute, as well as 1 temporary ki point that lasts for 1 hour. Finally, as a swift action, you may expend 1 ki point to gain a +4 bonus to concentration checks until the beginning of your next turn.

Chapter 2: Sorcerer Bloodlines

Drunkard

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Ethertouched (Complex)

Your family has a long history of producing ethermancers, ethermagi, and other practitioners of ethermagic; however, not all connections to the ether are powerful enough to allow for a total focus on the gift. This is where you fall.

Parent Bloodlines: Aberrant, Starsoul Class Skill: Knowledge (planes)

Bonus Feats: Great Fortitude, Iron Will, Lightning

Reflexes, Toughness, Void's Embrace, Void Study, Voidchild, Voidkissed

Note: Void’s Embrace, Void Study, Voidchild, and

Voidkissed can all be found in Ultimate Ethermagic or Strange Magic by Interjection Games. Since all of these feats link back into the extensive spellbook of their parent book, they are not reprinted here because they’re useless without the rest of the book behind them.

Bonus Spells: None. Whenever you would gain a bonus

spell, you instead choose one of the following manifestations. Whenever you use the channeled blast bloodline power, you may add a single manifestation to the resulting blast at no additional cost.

Athermal Extremes: Your blast deals your choice of acid

or electricity damage.

Atrophy: Creatures dealt damage by your blast take 1

point of damage to an ability score of your choice. A successful DC 10 + 1/2 your sorcerer level + your Charisma modifier Fortitude save negates.

Deep Impact: Creatures damaged by your blast take a ­2

penalty to attack rolls for 1 round.

Empower Ether: Your blast deals +1 damage for every

four sorcerer levels you possess.

Extremes of Infinity: Your blast deals your choice of fire

or cold damage. This overwrites the bludgeoning damage normally dealt by it.

Farshaping: The range of your blast is now 120 feet. You

must be at least 13th level to select this manifestation.

Inorganic Formulation: Your blast ignores the hardness

of unattended inanimate objects.

Merciful Ether: Your blast deals nonlethal damage. Noxious Blast: Creatures damaged by your blast are

sickened for 1 round with a DC 10 + 1/2 your sorcerer level + your Charisma modifier Fortitude save to negate.

Raw Ether: Creatures damaged by your blast are

entangled for 1 round with a DC 10 + 1/2 your sorcerer level + your Charisma modifier Reflex save to negate.

Shaped Blast: Your blast deals your choice of piercing or

slashing damage. This overwrites the bludgeoning damage normally dealt by it.

Shielding Blast: Residual energy left behind by your blast

grants a +4 shield bonus to AC for 1 round. While affected by this manifestation, you are immune to magic missile.

Staggering Blast: Creatures dealt damage by your blast

take a ­1 penalty to a saving throw of your choice for 1 round.

Bloodline Powers: Your hereditary connection to the

ether, though imperfect, is still a tool you can leverage. Channeled Blast (Sp): At 1st level, you may channel your

inherent arcane power in such a way that it simulates the raw power of the ether. As a standard action, you may expend a sorcerer spell of any level to produce a ray of energy. Make a ranged touch attack with a range of 60 feet, dealing 1d4 points of bludgeoning damage per sorcerer level you possess, to a maximum of five times the spell level of the spell expended, plus additional bludgeoning damage equal to your Charisma modifier. In addition, select two of the manifestations that are listed above in place of bonus spells. You gain the selected manifestations.

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Ether Pool (Su): At 3rd level, you gain an ether pool, the

hallmark of all practitioners of ethermagic. The number of points in your ether pool is equal to 3 + 1/2 your sorcerer level, rounded down. Whenever you would expend a sorcerer spell to pay for the channeled blast bloodline power, you may instead expend ether points equal to the spell level of the spell that would otherwise have been expended.

The ether pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ether Vampirism (Ex): At 9th level, whenever you kill or

destroy a creature with the channeled blast bloodline power, you gain 1 ether point. You can surpass the base maximum size of your ether pool in this fashion, but as replenishing your ether pool sets the number of ether points in the pool to the base maximum value each morning, you can eventually lose additional ether points gained in this fashion.

Channeled Alteration (Sp): At 15th level, whenever you

use the channeled blast bloodline power, you gain one of the following benefits. Each time you use the channeled blast bloodline power, you may select a different ability.

Ablative Ether: Choose acid, cold, electric, fire, or sonic.

You gain resistance 20 against the chosen energy type until the end of your next turn.

Cosmic Wards: You gain a +8 armor bonus to AC equal

until the end of your next turn.

Edge with Ether: You gain a +3 circumstance bonus to

weapon damage rolls until the end of your next turn.

Ethereal Fortitude: You gain a +2 insight bonus to

Fortitude saves until the end of your next turn.

Ethereal Reflexes: You gain a +2 insight bonus to Reflex

saves until the end of your next turn.

Ethereal Willpower: You gain a +2 insight bonus to Will

saves until the end of your next turn.

Light Speed: You gain a +30­foot bonus to base land

speed until the end of your next turn. This is an enhancement bonus.

Ethereal Apotheosis (Sp): At 20th level, you may add two

manifestations to blasts produced by the channeled blast bloodline power. If you add two manifestations that change the damage type of your blast, the blast deals half damage of one type and half damage of the other type.

Chapter 2: Sorcerer Bloodlines

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