Wednesday, January 5, 2011

Campaign Design - Sorcerer Heritages: Sûlic

Sûlic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Heritage Arcana: Whenever you cast a spell with an energy descriptor that matches your sûlic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Dragon TypeEnergy TypeBreath Shape
AmethystForce60-foot line
ArcaneCold30-foot cone
BlackAcid60-foot line
BlueElectricity60-foot line
BrassFire60-foot line
BronzeElectricity60-foot line
BrownAcid60-foot line
CopperAcid60-foot line
CrystalCold30-foot cone
DeepCorrosive Gas30-foot cone
EmeraldSonic30-foot cone
FangAbility DrainBite
GoldFire30-foot cone
GreenAcid30-foot cone
MoltenFire30-foot cone
RedFire30-foot cone
ReefGrit30-foot cone
SandFire30-foot cone
SapphireSonic30-foot cone
ShadowEnergy Drain30-foot cone
SilverCold30-foot cone
SongSonic30-foot cone
TopazDehydration30-foot cone
WhiteCold30-foot cone
WildAbility Drain30-foot cone
Heritage Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the true dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the table to the right.
  • Claws (Ex): Starting at 1st level you can make two claw attacks as a full attack action. These claws are treated as natural weapons, meaning that you are always considered armed, and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level these claws are considered to be +1 weapons for the purpose of overcoming DR. At 7th level the damage increases to 1d6 points of damage (1d4 if you are Small). At 11th level these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability.

    Fang dragon-blooded sorcerers claw attacks are more powerful than those of other heritages. They initially deal 1d6 points of damage with their claw attack (1d4 if they are Small). At 7th level, the damage increases to 1d8 points of damage (1d6 if they are Small).

  • Dragon Resistance (Ex): At 3rd level you gain resistance 5 against your energy type and a +1 natural armor bonus. At 10th level your energy resistance increases to 10 and your natural armor bonus increases to +2. At 15th level your natural armor bonus increases to +4.

    Amethyst dragon-blooded sorcerers do not gain energy resistance. At 3rd level they gain a +2 bonus to all saves against force effects. At 10th level their saving throw bonus against force effects rises to +4.

    Deep dragon-blooded sorcerers do not gain energy resistance. At 3rd level they gain a +4 bonus to all saves against charm effects. At 10th level they gain a +4 bonus to all saves against gaseous attacks such as stinking cloud or cloudkill.

    Fang and Wild dragon-blooded sorcerers do not gain energy resistance. At 3rd level they gain a +8 bonus to all saves against ability drain effects. At 10th level their saving throw bonus against ability drain effects rises to +8.

    Reef dragon-blooded sorcerers do not gain energy resistance. At 3rd level they gain a +4 bonus to all saves against blindness effects. At 10th level their saving throw bonus against blindness effects rises to +8.

    Sapphire dragon-blooded sorcerers do not gain resistance to sonic energy. Instead, they gain resistance to electricity.

    Shadow dragon-blooded sorcerers do not gain energy resistance. At 3rd level they gain a +8 bonus to all saves against energy drain effects. At 10th level their saving throw bonus against energy drain effects rises to +8.

  • Topaz dragon-blooded sorcerers do not gain resistance to dehydration. Instead, they gain resistance to cold.

  • Breath Weapon (Su): At 9th level you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per caster level. Those caught in the area of this save is equal to 10 + ½ your sorcerer level + your Constitution modifier. The shape of the breath weapon depends on your dragon type. At 9th level you can use this ability once per day. At 17th level you can use this ability twice per day. At 20th level you can use this ability three times per day.

    Amethyst dragon-blooded sorcerers can choose to inflict nonlethal damage with their breath weapon if they desire to do so. The choice to inflict lethal or nonlethal damage can be changed with each use of the breath weapon.

    The breath weapon of arcane dragon-blooded sorcerers is a cone of disjunction. All magical effects and magic items within the area of the breath weapon, except for those that the sorcerer carries or touches, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. The cone of disjunction also has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined. Artifacts are not subject to the effects of the cone of disjunction.

    The breath weapon of crystal dragon-blooded sorcerers is a cone of brilliant light. Those who fail the Reflex save take the listed damage and are also blinded for 1d3 rounds.

    Fang dragon-blooded sorcerers do not gain a breath weapon. Instead, they gain a bite attack that deals 2d6 points of damage (1d8 if they are Small). In addition, this bite attack can also inflict 1d4 points of Constitution damage on a successful hit. At 15th level, this increases to 1d6 points of Constitution damage on a successful bite, and at 20th level, 1d8 points of Constitution damage. At 9th level you can use this Constitution drain ability once per day. At 17th level you can use this ability twice per day. At 20th level you can use this ability three times per day.

    The breath weapon of sand dragon-blooded sorcerers is a cone of flaywind, inflicting damage upon all creatures or objects with a hardness of 5 or less within its area of effect. Instead of d6s, the flaywind inflicts the same number of d4s of damage. Instead of a Reflex save to halve the damage, creatures must succeed at a Fortitude save to halve the damage inflicted by the flaywind.

    The breath weapon of sapphire dragon-blooded sorcerers is a cone of almost inaudible sonic energy. Instead of d6s, the cone of sonic energy inflicts the same number of d4s of damage. In addition to the Reflex save to halve the damage, creatures must succeed at a Will save at the same DC or be panicked for 1d3 rounds.

    The breath weapon of shadow dragon-blooded sorcerers inflicts energy drain, dealing one negative level to all those in its area of effect. This increases to 2 negative levels at 13th level, and 3 negative levels at 20th level. A successful Reflex saving throw reduces the number of negative levels by half (round down). A Fortitude saving throw against the same DC is required to remove the negative levels.

    In addition to the normal breath weapon damage, the breath weapon of a reef dragon-blooded sorcerer has a blinding effect: All those caught within the cone must make a Fortitude saving throw at the same DC or be blinded for 1d6 rounds as countless tiny particles tear into their eyes. Creatures that are wearing protective eye gear or who lack eyes automatically succeed at this save. A reef dragon-blooded sorcerer can use their breath weapon both below and above water.

    The breath weapon of topaz dragon-blooded sorcerers is a 30-foot cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mostly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Creatures caught in the cone take the indicated damage with the usual Reflex saving throw for half damage.

    The breath weapon of a wild dragon-blooded sorcerer has an Intelligence draining effect. Any aberration, animal, dragon giant, humanoid, magical beast, monstrous humanoid, shapechanger, or vermin caught in the area of the breath weapon suffers the effective 1d3 points of Intelligence drain. Creatures caught in the area can attempt Reflex saves for half damage. For every 2 points (rounded down) of Intelligence the creature loses, it gains an effective increase of 1 point of Strength. At 14th level, the Intelligence damage rises to 1d4 points, and finally to 1d6 points at 20th level. Multiple blasts of this breath weapon stack, but they cannot drop a creature's Intelligence or Dexterity scores below 1. The breath weapon cannot further affect subjects with an Intelligence score of 1. Intelligence and Strength scores return to normal at a rate of 1 point each day.

  • Wings (Su): At 15th level leathery dragon wings grow from your back as a standard action giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

    If you have the brown sûl or wild sûl bloodline, you do not gain wings, but instead gain the ability to burrow with a speed of 20 feet. If you already have a burrow speed, this ability increases your burrow speed by +10 feet.

    If you have the reef sûl bloodline, you do not gain wings, but instead gain a swim speed of 20 feet. If you already have a swim speed, this ability increases you swim speed by +10 feet.

    If you have the shadow sûl bloodline, your wings give you a fly speed of 90 feet.

  • Power of Wyrms (Su): At 20th level your sûlic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

    Amethyst dragon-blooded sorcerers do not become immune to force effects, although they retain their save bonuses against force effects. In addition, they gain Fire Resistance 10.

    Deep dragon-blooded sorcerers do not gain energy immunity, but instead gain immunity to charm effects and all gaseous attack forms.

    Fang and wild dragon-blooded sorcerers do not gain energy immunity, but instead gain immunity to ability drain effects.

    Reef dragon-blooded sorcerers do not gain energy immunity, but instead gain immunity to all blindness effects.

    Sapphire dragon-blooded sorcerers do not gain immunity to sonic damage. Instead they gain immunity to electricity.

    Shadow dragon-blooded sorcerers do not gain energy immunity, but instead gain immunity to energy drain effects.

    Topaz dragon-blooded sorcerers do not gain immunity to dehydration. Instead they gain immunity to cold.

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