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{{#set:Summary=[[SRD:Grapple|Seize an opponent]] with your [[Art Flow User (3.5e Prestige Class)#Paint Shot|''paint shot'']] and pump them full of the Art Flow's essence, rapidly [[SRD:Poison|poisoning]] them.}}
With this invocation, your [[Art Flow User (3.5e Prestige Class)#Paint Shot|''paint shot'' ]] becomes capable of seizing your foes and steadily draining the life out of them, replacing it with raw essence from the Art Flow to preserve their corpse as a work of art for eternity. A creature struck by your ''paint shot'' must succeed on an opposed [[SRD:Grapple|grapple]] check against you (with you using your Charisma modifier in place of your Strength modifier, and using your caster level in place of your base attack bonus if the former is higher). If you lose the grapple check, the ''paint shot'' is resolved normally (since you are using your ''paint shot'' to grapple, your opponent cannot attempt to retaliate). If you win the grapple check, your ''paint shot'' abruptly engulfs the target, trapping it in an orb of paint which promptly flies to your location and levitates in front of you, providing you with cover against attacks; an attack that strikes the orb of paint instead of you deals half its damage to the trapped creature, with the other half being absorbed by the orb of paint (something you may not be happy about if you want your victim's corpse preserved as immaculately as possible). If your paint shot hits multiple creatures at once (such as if it is augmented by ''eldritch cone'' or ''eldritch doom''), each creature that is struck makes a separate grapple check, though you make a single grapple check opposing each of them; creatures that successfully make Reflex saves for half damage (if allowed by the invocation) automatically succeed on their grapple checks, and each creature that fails its grapple check is engulfed and trapped in a separate orb of paint, with all of the orbs of paint flying to hover near your position.
Creatures trapped in orbs of paint are effectively [[SRD:Pinned|pinned]] inside of their paint orb, automatically rendered unable to speak, and automatically take quadrupled damage from your ''paint shot'' on each round as the paint forces itself inside their bodies; they must also succeed on a Fortitude save each round or, at your option, either be [[SRD:Poison|poisoned]] four times (taking four times your ''paint shot''<nowiki>'</nowiki>s regular [[SRD:Ability Score Loss#Ability Damage|ability damage]] and being required to make four separate secondary saves 1 minute later (if they somehow survive that long)) or be heavily poisoned twice (taking twice your ''paint shot''<nowiki>'</nowiki>s regular ability damage, but converting that ability damage to [[SRD:Ability Score Loss#Ability Drain|ability drain]], and requiring two separate secondary saves against ability drain 1 minute later). There is also no air inside a paint orb, so creatures who remain in the orb for a really long time without somehow dying are at risk of [[SRD:Environment#Drowning|drowning]]. Creatures inside a paint orb can escape in one of four ways: they can escape with a grapple check (as the check to not be grabbed in the first place), they can escape with an [[SRD:Escape Artist Skill|Escape Artist]] check against a grapple check from you, they can escape with a [[SRD:Swim Skill|Swim]] check against a DC of 30 + your caster level, or they can just teleport out if they can somehow do so under the limitations of being pinned by the paint orb (with the automatic paint orb damage being treated as continuous damage for the purpose of [[SRD:Concentration Skill|Concentration]] DCs).