irongod:ramh
Ramh
- Ein Nanite Bloodline Sorcerer dessen Vorfahren Numeria verlassen hatten und jetzt kehrt er zurück in die Heimat seiner Ahnen um zu verstehen was mit ihm los ist (und um Unmengen von Reichtümer zu sammeln)
Bloodline: Nanite
- Bloodline Arcana: Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell.
- Bloodline Powers: The microscopic nanites in your blood grant you incredible powers and alien magic.
- Nanite Strike (Ex, 7/day, DC: 12): At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).
At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.
You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive.
irongod/ramh.txt · Zuletzt geändert: 2024/11/12 22:41 von karaan