Cerulean Exploits
Altered Shifting (Su)
Strength: Normal
When the Cerulean is under the effect of a spell of the polymorph subschool that she cast, she can expend 1 point from her storm energy to change to another valid form allowed by the spell. This reduces the spell’s caster level by 1, which can take the spell’s caster level below the minimum caster level necessary to cast the spell, and reduces the spell’s duration if applicable. The Cerulean must have the Lepidstadt shifter exploit to select this exploit.
Armored Mask (Su)
Strength: Normal
By expending 1 point from her storm energy as a standard action, the Cerulean grants herself an effective illusion of armor. She gains the benefits of mage armor with a caster level that’s equal to her Cerulean level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her storm energy as an immediate action to also gain the benefits of shield of faith with a caster level equal to her Cerulean level.
Aspect of Innocence (Su)
Strength: Normal
A Cerulean can expend 1 point from her storm energy as an immediate action to gain the benefits of innocence, with a caster level equal to her Cerulean level.
Cerulean Absorption (Ex)
Strength: Normal
The Cerulean can use the consume spells class feature or the consume magic items exploit as swift actions instead of as move actions.
Cerulean Cloak (Su)
Strength: Normal
The Cerulean can grant herself spell resistance for a number of rounds equal to her Charisma modifier (minimum 1) as a standard action by expending 1 point from her storm energy. This spell resistance is equal to 6 + her Cerulean level and cannot be suppressed, but it can be ended as a free action on her turn.
Cerulean Enhancement (Su)
Strength: Normal
Whenever the Cerulean expends 1 point from her storm energy to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her storm energy to increase the spell’s DC, it increases by 2 instead of 1.
Cerulean Growth (Su)
Strength: Normal
The Cerulean infuses herself with the toughness of the nature pulled forth by the storm. The Cerulean can spend 1 point from her storm energy to gain a +2 natural armor bonus and DR/slashing equal to her Charisma modifier (minimum 1) for 1 minute per Cerulean level. While this ability is in effect, she counts as both her original creature type and a plant creature for the purpose of abilities and spells.
Cerulean Link (Ex)
Strength: Normal
The Cerulean can prepare a spell in place of an existing spell by expending 1 point from her storm energy. Using this ability is a full-round action that provokes an attack of opportunity. The Cerulean must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Cerulean Lock (Su)
Strength: Normal
The Cerulean can use cerulean magic to mix with other magics to temporarily disrupt a spell by expending 1 point from her storm energy and succeeding at a dispel check against the spell, as dispel magic. This ability suppresses a spell effect for a number of rounds equal to the Cerulean’s Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the Cerulean must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.
Cerulean Modification (Su)
Strength: Normal
The Cerulean can alter an existing spell effect by expending 1 point from her storm energy. To use this ability, she must be adjacent to the spell effect (or the effect’s target) and be aware of the effect. She can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but the Cerulean must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.
Cerulean Nature (Su)
Strength: Normal
The Cerulean can spend 1 point from her storm energy to ignore impediments to her movement and vision in natural growth. For 1 minute per level, the Cerulean gains the druid’s woodland stride ability and can see through plant material as if she had greensight with a range of 60 feet.
Cerulean Sight (Su)
Strength: Normal
The Cerulean can see magical auras. If she expends 1 point from her storm energy, for 1 minute she instantly recognizes magic item auras and spell effects (as detect magic). During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the Cerulean must first succeed at a melee touch attack to identify the item.
Cerulean Spell Shifting (Su)
Strength: Normal
When casting a spell, the Cerulean can spend 1 point from her storm energy to make the spell being cast appear to be a different spell. The spell can be disguised as any other spell that the Cerulean knows. This exploit raises the DC for a Spellcraft check to correctly identify the spell being cast by double the Cerulean’s caster level. Identification attempts that fail by an amount less than double the Cerulean’s caster level mistakenly identify the spell being cast as the false spell chosen by the Cerulean.
Cerulean Spirits
Strength: Normal
A Cerulean who selects this Cerulean exploit learns an arcane discovery. When she learns an arcane discovery, her level must be high enough for her to qualify for that discovery, using half her Cerulean level as her wizard level to determine whether she qualifies. The effects of any arcane discovery that she selects with this exploit apply only to Cerulean spells that she casts, not to wizard spells, and she cannot select an arcane discovery in place of a feat (unless she also has wizard levels, in which case the discovery applies only to her wizard spells).
Cerulean Strike (Su)
Strength: Normal
The Cerulean can unleash a jet of cerulean energy (lightning/rain/hail) by expending 1 point from her stored storm energy and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of lightning damage + the Cerulean’s Charisma modifier, plus an additional 1d6 points every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) for an increase of the energy you can pull from the storm. After the initial lightning it will alternate every time starting at rain to enhance the effectiveness of the lightning, and then a chunk oh hail is fired out with the initial blast, and then starts over with an improved lightning attack. The target is also sent into a sickened state for 1d4 rounds. It can attempt a Fortitude saving throw to negate the sickened condition.
Charmer (Su)
Strength: Normal
An Cerulean can expend 1 point from her storm energy as a standard action to gain the benefits of glibness, with a caster level equal to her Cerulean level. The Cerulean must have the aspect of innocence exploit to take this exploit.
Consume Magic Items (Su)
Strength: Normal
The Cerulean can consume the power of potions, scrolls, staves, and wands, using them to fill her storm energy. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Using this ability is a move action that provokes an attack of opportunity. When using this exploit, the Cerulean adds a number of points to her storm energy equal to 1/2 the level of the spell contained in the item (0-level and 1st-level spells do not recharge the Cerulean’s storm energy). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and the Cerulean gains no benefit. If used on a staff, it loses 1 charge and the Cerulean gains a number of points to his storm energy equal to the level of the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, the Cerulean cannot consume that staff’s magic. No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the Cerulean’s reservoir’s maximum are lost. This exploit has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above.
Counterspell (Su)
Strength: Normal
By expending 1 point from her storm energy, the Cerulean can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the Cerulean can attempt to counter the spell as an immediate action and by expending an available Cerulean spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the Cerulean must attempt a dispel check as if using dispel magic. If the spell being countered is one that the Cerulean has prepared, she can instead expend an available Cerulean spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Elemental Jet (Su)
Strength: Normal
The Cerulean can unleash a jet of one element (chosen at the start of the day) by expending 1 point from her storm energy. This creates a 30-foot line of water that deals damage equal to 1d8 points of damage plus the Cerulean’s Charisma modifier, plus an additional 1d8 points of damage for every 2 levels beyond 1st (to a maximum of 10d8 at 19th level) to each target in the line that would normally take damage from holy water. Creatures in the area of effect can attempt a Reflex saving throw to halve the damage.
Energy manipulation (Su)
Strength: Normal
As a swift action, the Cerulean can spend 1 point from her storm energy to gain either a bite attack that deals 1d6 points of damage (1d4 points of damage if she is Small) or two claw attacks that deal 1d4 points of damage (1d3 points of damage if she is Small) for a number of minutes equal to her Charisma modifier (minimum 1). These are primary natural attacks.
Energy Shield (Su)
Strength: Normal
The Cerulean can protect herself from energy damage as a standard action by expending 1 point from her storm energy. She must pick one energy type and gains resistance 10 against that energy type for 1 minute per Cerulean level. This protection increases by 5 for every 5 levels the Cerulean possesses (up to a maximum of 30 at 20th level).
Ethereal Shifting (Su)
Strength: Normal
The Cerulean can expend 1 point from her storm energy to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per Cerulean level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Familiar (EX)
Strength: Normal
An Cerulean with this exploit can acquire a familiar as the arcane bond wizard class feature, using her Cerulean level as her wizard level to determine any of the statistics and abilities of the familiar. If the Cerulean receives a familiar from another class, her levels of Cerulean stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).
Flame Control (Su)
Strength: Normal
The Cerulean can spend 1 point from her storm energy to move or extinguish one 5-foot square per Cerulean level of an ongoing nonmagical fire. If she chooses to move a portion of the fire, it must be moved to a square contiguous with that fire. If she also expends a spell slot of at least 3rd level when activating this ability, she can attempt to dispel a magical fire effect, as dispel magic.
Focused Summoning (Su)
Strength: Normal
When an Cerulean is on a plane other than the Material Plane, she can expend 1 point from her storm energy as part of casting a spell that summons a single outsider native to that plane. If she does so, the outsider’s attacks bypass all types of DR that it has. For example, a nabasu demon, which has DR/cold iron or DR/good, would bypass both DR/cold iron and DR/good.
Force Strike (Su)
Strength: Normal
The Cerulean can unleash a blast of force by expending 1 point from her storm energy. This attack automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage, plus 1 point of damage per Cerulean level. Spells and effects that negate magic missile also negate this effect.
Ice Missile (Su)
Strength: Normal
The Cerulean can unleash a freezing projectile by expending 1 point from her storm energy and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the Cerulean’s Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.
Infused weapon (Su)
Strength: Normal
As a standard action, the Cerulean can expend 1 point from her storm energy to enhance her weapon. The weapon is treated as magic for the purposes of overcoming damage reduction. At 5th level, the weapon gains a +1 enhancement bonus, which increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level). These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. An Cerulean can also use this exploit to add one of the following weapon special abilities: dancing, defending, distance, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, and throwing. Adding these special abilities replaces an amount of enhancement bonus equal to the ability’s cost. Duplicate special abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added to it before any other weapon special abilities can be added. The benefits are decided upon when the exploit is used, and they cannot be changed unless the exploit is used again. These benefits only apply to weapons wielded by the Cerulean; if another creature attempts to wield the weapon, it loses these benefits, though they resume if the Cerulean regains possession of the weapon. The Cerulean cannot have more than one use of this ability active at a time. This effect lasts for a number of minutes equal to the Cerulean’s Charisma modifier (minimum 1).
Invoke Ancient Magic (Su)
Strength: Normal
When an event within 30 feet of the Cerulean would trigger a chance for a storm magic effect, the Cerulean can spend 1 point from her storm energy as an immediate action to increase the chance to 100%.
Item Crafting
Strength: Normal
The Cerulean can select one item creation feat as a bonus feat. She must meet the prerequisites of this feat.
Precision Energy Casting (Su)
Strength: Normal
The Cerulean can pull forth a precise amount of energy, giving them predictable results. As a swift action, she can spend 1 point from her storm energy. For the next minute, her spells deal damage as if she had rolled exactly average on all of the dice, rounded down. To find the average, treat the Cerulean as if she had rolled 2-1/2 on all d4s, 3-1/2 on all d6s, 4-1/2 on all d8s, 5-1/2 on all d10s, and 6-1/2 on all d12s. For example, if a 3rd-level Cerulean used this exploit and cast burning hands, the spell would deal a total of 7 points of damage.
Lepidstadt Shifter (Su)
Strength: Normal
The Cerulean can expend 1 point from her storm energy to cast a spell while under the effects of a polymorph spell. This ability works like Natural Spell, except the Cerulean uses the ability to cast while under the effects of a spell instead of wild shape.
Lightning Lance (Su)
Strength: Normal
The Cerulean can unleash a lance of lightning by expending 1 point from her storm energy and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of electricity damage + the Cerulean’s Charisma modifier, plus 1d6 points of electricity damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target’s vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. It can attempt a Fortitude saving throw to negate the impaired vision.
Mending Flesh (Su)
Strength: Normal
The Cerulean can expend 1 point from her storm energy as a standard action and touch a target to grant superficial healing. This stops any bleed effects the target is suffering and grants a number of temporary hit points equal to 1d8 + the Cerulean’s Charisma modifier, lasting for a number of hours equal to the Cerulean’s level. At 6th level, the number of hit points granted increases to 2d8 + the Cerulean’s Charisma modifier. A creature can benefit from mending flesh only once per day.
Nibenay’s Shadow Veil (Su)
Strength: Normal
By expending 1 point from her storm energy, an Cerulean can pull a veil of shadows around her, making her more difficult to spot and strike. The Cerulean gains concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts a number of rounds equal to 1 + the Cerulean’s Charisma bonus.
Redirect Ancient Magic (Su)
Strength: Normal
If the Cerulean triggers a ancient magic event, she can spend 1 point from her storm energy as an immediate action to redirect the event. The event occurs at a location of the Cerulean’s choosing within a 20-foot radius. This radius expands by 5 feet for every 2 Cerulean levels she has.
Resist Ancient Magic (Su)
Strength: Normal
When attempting to cast spells in an area infused by ancient magic, the Cerulean can spend 1 point from her storm energy as part of the casting to gain a bonus equal to half her Cerulean level on Spellcraft checks to avoid triggering an ancient magic effect.
Specialist Contact *
Strength: Normal
The Cerulean can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The Cerulean gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the Cerulean’s Charisma modifier. As a swift action, the Cerulean can expend 1 point from her storm energy to bolster her understanding, allowing her to treat her Cerulean level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level.
If the Cerulean already has an arcane school (or gains one later), taking this exploit instead allows her Cerulean levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school.
Spirit mask (Su)
Strength: Normal
The Cerulean can expend 1 point from her storm energy to assume an illusory disguise as disguise self. If she expends 2 points from her storm energy instead of 1, the duration of the effect increases to 10 minutes per level.
Spirit Scream (Su)
Strength: Normal
The Cerulean can create a deafening blast of sonic energy unleashing the screams of spirits in the storm by expending 1 point from her storm energy and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals an amount of sonic damage equal to 1d6 + the Cerulean’s Charisma modifier, plus an additional 1d6 points of sonic damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also deafened for 1 minute. The target can attempt a Fortitude save to halve the damage and negate the deafness.
Spirit Vision (Su)
Strength: Normal
The Cerulean gains a +2 bonus on saving throws against illusions. If the Cerulean successfully disbelieves an illusion, she can expend 1 point from her storm energy to try to negate or steal control of the illusion. The Cerulean attempts a caster level check as if she were dispelling the effect with dispel magic. If she succeeds, she can either end the effect or alter it as if she were the spell’s caster. If the spell’s duration is concentration, the Cerulean must concentrate on the new effect or it ends. The Cerulean must have the spirit mask exploit to select this exploit.
Spirit Infusion
Strength: Normal
The Cerulean selects one spirit from the storm upon taking this exploit. The Cerulean gains that bloodline’s 1st-level bloodline power as though she were a 1st-level sorcerer. The Cerulean must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, the Cerulean can expend 1 point from her storm energy to bolster her latent nature, allowing her to treat her Cerulean level as her sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1).
She does not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, the Cerulean can only use that item to cast spells of a level equal to the level of spell that could be cast by her equivalent sorcerer level (limiting her to 1st level spells unless she spends a point from her storm energy).
If the Cerulean already has a bloodline (or gains one later), taking this exploit instead allows her Cerulean levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.
Spirit’s of Old (Sp)
Strength: Normal
In seeking to restore magic to the world, the Cerulean was told by the storm about a few methods of creating magic effects that did not follow consistent or logical rules. While the storm hides these more chaotic forms of magic and closely guarded secrets within the storm, some Ceruleans have been told by vague comments on other topics or how to independently rediscover the methods withheld by the storm. This “ancient magic” can be accessed one of two ways.
The Cerulean can expend 1 or more points from her storm energy to create an uncontrolled storm effect. This creates an effect from the Sample storm Magic Events table (Pathfinder Campaign Setting: Inner Sea Magic 13). The CR of this effect is equal to the Cerulean’s caster level, to a maximum caster level of 5 per point spent from her arcane reserve. In this case, the effect is treated as a spell with a spell level equal to half its CR (maximum spell level 9).
Alternatively, the Cerulean can expend 1 point from her storm energy and expend a spell slot of at least 3rd level to create an effect as if she has used a rod of wonder. Any spell created by the rod of wonder effect uses the Cerulean’s spell level, rather than the spell level set by the rod of wonder table (for example a fireball created by an 8th level Cerulean rolling on the rod of wonder table would deal 8d6, rather than the listed 6d6). In this case, the effect is treated as a spell with a spell level equal to the spell slot expended.
Storm Barrier (Su)
Strength: Normal
As a swift action, the Cerulean can expend 1 point from her storm energy to create a barrier of magic that protects her from harm. This barrier grants the Cerulean a number of temporary hit points equal to her Cerulean level + her Charisma modifier, and lasts for 1 minute per Cerulean level or until all the temporary hit points have been lost. Each additional time per day the Cerulean uses this ability, the number of stored storm energy points she must spend to activate it increases by 1 (so the second time it is used, the Cerulean must expend 2 points from her stored storm energy, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.
Storm Foresight (Su)
Strength: Normal
If she spends 1 point from her storm energy, the Cerulean can predict the weather in her current location for the next 24 hours. The Cerulean’s prediction is always accurate, but it cannot account for spells or supernatural effects that might alter conditions. In addition, she gains a bonus equal to half her Cerulean level on Fortitude saves against severe weather for the next 24 hours. She can share this benefit with a number of allies equal to her Charisma bonus.
Storm fusion
Strength: Normal
The Cerulean can select one storm enhancement(metamagic) as a bonus feat. She must meet the prerequisites of this feat.
Storm mixing (Su)
Strength: Normal
The Cerulean can expend 1 point from her storm energy to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.
Storm of Health (Su)
Strength: Normal
Whenever the Cerulean targets one or more allies (excluding herself ) with a spell, she can expend 1 arcane point from her storm energy in order to grant those allies a number of temporary hit points equal to the spell’s level. These temporary hit points stack with temporary hit points from other sources, but temporary hit points from multiple uses of this exploit don’t stack with each other. The temporary hit points last 1 minute per caster level or until expended.
Storm Wave (Su)
Strength: Normal
The Cerulean can unleash an arc of storm energy by expending 1 point from her storm energy. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the Cerulean’s Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.
Third Eye (Su)
Strength: Normal
The Cerulean can open her eye of the Arclord one additional time each day by expending 1 point from her storm energy. She can gain more uses, but each subsequent use costs 1 additional point from her storm energy (2 points for the second additional use, 3 points for the third use, and so on). The Cerulean must have the Eye of the Arclord feat to select this exploit.