Wednesday, January 5, 2011

Campaign Design - Sorcerer Heritages: Hœnir-Touched


The divine machine Hœnir's influence has impacted your heritage. If this mechanical perception doesn’t drive you mad, you may learn to make the impossible into reality.

Heritage Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting. Constructs are treated as living creatures for the purposes of determining which of your spells affect them.

Heritage Powers: You see the world differently from others, and can mold it to suit your needs.
  • Disorienting Touch (Sp): At 1st level, as a melee touch attack, you can cause a creature to doubt its sense of depth and direction. The target is sickened for a number of rounds equal to ½ your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration.

  • Spontaneous Generation: At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item (except a potion, a spell-trigger item, or a spell-completion item), you may ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels.

  • Distracting Pattern (Su): At 9th level, you can distort the scenery around you for a number of rounds equal to your sorcerer level. This ability provides a 20% miss chance on ranged attacks made against you and grants you a bonus on Hide and Move Silently checks equal to ½ your sorcerer level. You can use this ability once per day at 9th level, twice per day at 17th level, and three times per day at 20th level.

  • Relativity (Su): At 15th level, you can traverse vertical surfaces as easily as you walk on the ground. When climbing, you move at your normal land speed and take none of the penalties associated with climbing. The surface must be able to support your weight, and difficult terrain affects your speed as normal. You are also immune to reverse gravity and similar effects.

  • Living Paradox (Ex): At 20th level, your outward appearance remains the same, but beneath your skin lies not flesh and blood but clockwork gears, miniature steam chambers, or something equally uncanny. You gain immunity to disease and poison. You become immune to bleed effects, critical hits, and sneak attacks.
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