zalmatra
2010-07-28, 09:17 PM
Path of the Desert Sun
all abilities and spells that deal fire damage deal a additional 1+ damage and gain a additional 1+ in damage for every 4 char levels
The grave chill of the desert night: requires path of the desert sun
As a swift action once a encounter you can change all spells and abilities that deal fire damage to instead deal cold damage cold spells and abilities gain the effect of all path feats you can can change back into fire and vice versa you also must choose when you recharge spells and abilities for the day to have it be to have all your fire/cold spells to be fire or cold
example if you prepare fireball and you prepare cone of cold you cannot simply leave them be you must choose for them and all other applicable spells and abilities to deal just fire damage or cold damage
any effect that normally catches a creature on fire and deals ongoing Fire damage when using cold damage requires a fort save rather then a reflex save to resist the effect or end the effect
path of the penetrating flame: requires path of the desert sun
you ignore 1 fire resistance for every char level you have
Path of the Searing Sun: requires path of penetrating flame
even creatures immune to fire still take half damage rounded down
The long road of the Desert: requires The grave chill of the desert night,Path of the Searing Sun
all spells that deal damage of the acid, lightning or sonic subtype deal fire damage or cold damage depending on your choice when you prepare/refresh abilities/spells
all abilities and spells that deal fire damage deal a additional 1+ damage and gain a additional 1+ in damage for every 4 char levels
The grave chill of the desert night: requires path of the desert sun
As a swift action once a encounter you can change all spells and abilities that deal fire damage to instead deal cold damage cold spells and abilities gain the effect of all path feats you can can change back into fire and vice versa you also must choose when you recharge spells and abilities for the day to have it be to have all your fire/cold spells to be fire or cold
example if you prepare fireball and you prepare cone of cold you cannot simply leave them be you must choose for them and all other applicable spells and abilities to deal just fire damage or cold damage
any effect that normally catches a creature on fire and deals ongoing Fire damage when using cold damage requires a fort save rather then a reflex save to resist the effect or end the effect
path of the penetrating flame: requires path of the desert sun
you ignore 1 fire resistance for every char level you have
Path of the Searing Sun: requires path of penetrating flame
even creatures immune to fire still take half damage rounded down
The long road of the Desert: requires The grave chill of the desert night,Path of the Searing Sun
all spells that deal damage of the acid, lightning or sonic subtype deal fire damage or cold damage depending on your choice when you prepare/refresh abilities/spells