Showing posts with label Blood Lines. Show all posts
Showing posts with label Blood Lines. Show all posts

Wednesday, January 5, 2011

Campaign Design - Sorcerer Heritages: Diabolic

Diabolic

Somewhere in your family's history, a relative made a deal with the devil and that pact influenced the line ever since. Now it manifests in direct and obvious ways, granting you powers and abilities. hile your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Heritage Arcana: Whenever you cast a spell of the charm subschool, increase the spell’s DC by +2.

Heritage Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
  • Corrupting Touch (Su): At 1st level, you can cause a creature to become shaken as a melee touch attack. The target also takes an additional -2 penalty on saves versus spells of the enchantment tool. This effect persists for 1 round per two caster levels you persists (minimum 1). Multiple touches do not stack, but they do reset the duration.

  • Infernal Resistances (Ex): At 3rd level, you gain fire resistance 5 and a +2 bonus to saving throws made against poison. At 9th level, your fire resistance increases to 10 and your bonus to poison saving throws increases to +4.

  • Hellfire (Su): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their save are shaken for 1 round per caster level as well. The DC of this save is equal to 10 + ½ your sorcerer level + your Constitution modifier. 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 an use this ability three times per day. This power has a range of 60 feet.

  • On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dispelled as a free action.

  • Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain acid resistance 10, cold resistance 10, and the ability to see perfectly in darkness of any kind. This fiendish sight extends for 60 feet.
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Campaign Design - Sorcerer Heritages: Demonic

Demonic

Some time ago, a demon infected your heritage. While it does not manifest in all of your kin, for you it is particularly strong, calling on you to bring ruin to those around you.

Heritage Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to ½ your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Heritage Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.
  • Claws (Ex): Starting at 1st level, you can make two claw attacks as your 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 1d6 points of damage plus your Strength-modifier (1d4 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws become flaming weapons, dealing 1d6 points of fire damage on a successful hit. This is a supernatural ability.

  • Demon Resistances (Ex): At 3rd level, you gain resist electricity and a +2 bonus on saving throws against poison. At 9th level, your resistance to electricity increases to 10 and your bonus to poison saving throws increases to +4.

  • Strength of the Demon (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

  • Added Summonings (Su): At 15th level, whenever you summon a creature with the Demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of that type.

  • Demonic Might (Su): At 20th level, the power of the Hells flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, resistance to cold 10, resistance to fire 10, and gain telepathy with a range of 60 feet.
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Campaign Design - Sorcerer Heritage: Celestial

Celestial

Your bloodline has been blessed with celestial power, either through a celestial ancestor, or as a result of a benefice granted by one of the Lords of Heaven. Although this power drives you along the path towards good, your fate is yours to determine.

Heritage Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to ½ your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Heritage Powers: Your celestial heritage grants you a great many powers, but they come at a price. The Lords of Heaven are watching you and your actions closely.
  • Heavenly Fire (Su): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any creature within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d6 points of fire damage +1 point for every two caster levels you possess. Against good creatures, this ray heals them of 1d6 points of damage +1 for every two caster levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect.

  • Celestial Resistance (Su): At 3rd level you gain acid resistance 5 and cold resistance 5. At 9th level, your resistances increase to 10.

  • Wings of Heaven (Su): At 9th level you can sprout feathery wings and fly for a number of minutes equal to your sorcerer level with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments.

  • Conviction (Su): At 15th level you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled but before the results are revealed. You must take the second result even if it is worse. You can use this ability once per day.

  • Ascension (Su): At 20th level you can call upon the power of the heavens. You gain immunity to acid, cold, and petrifaction. You also gain electricity resistance 10, fire resistance 10, and a +4 racial bonus to saves against poison. You also gain the tongues ability, allowing you to speak with any creature that has a language.
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