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Do you know what "schadenfreude" means?
Should it not rather be left to die ... cold, alone, and forgotten?
Do you think that John Kretzer's thread has finally died off?
As promised here is my revision of the Undead bloodline, mostly because of its bloodline arcana is very poorly worded. What happened is that the rules of the arcana doesn't match the flavor text.
To resolve this, I have greatly clarified the arcana, and I strengthend the sub-par resistance bonuses the bloodline got at its 3rd level.
Please Analyze and compare to PF Core p. 77.
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The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.
Class Skill: Knowledge [religion].
Bonus Spells: charm person (3rd), command undead (5th), slow (7th), crushing despair (9th), dominate person (11th), shadow walk (13th), waves of exhaustion (15th), horrid wilting (17th), energy drain (19th).
Bonus Feats: Diehard, Ectoplasimic Spell(APG), Endurance, Great Fortitude, Improved Great Fortitude, Improved Initiative, Persuasive.
Bloodline Arcana: Your thanatopic powers allow you to influence the minds of undead creatures. Your enchantment and illusion spells effect undead creatures (but not mindless undead) as if they were creatures of the type they were in life. Undead are not immune to your mind-affecting effects. This does not prevent you from using those spells on still living victims. Compare to Threnodic Spell form Ultimate Magic.
Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.
Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened (see PF Core Rulebook page 567) for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Death’s Gift (Su): At 3rd level, you gain resist cold 5 and a +2 bonus on saving throws made against disease and paralysis. At 9th level, your resistance to cold increases to 10 and your bonus on disease and paralysis saving throws increases to +4.
Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Ref lex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. 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 can use this ability three times per day. This power has a range of 60 feet.
Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.
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I know it. She HAD been a legitimate female entry into comics' intellectual elite.
No wonder they felt the need to "nerf" her.
She is known as Oracle, a.k.a. Batgirl, (a.k.a., Barbara Gordon).
Thank you for catching that.
I have banned the summoner class, due to its being overpowered (especially at lower levels). A tour of the Paizo boards shows that I am not alone.
None the less, the idea behind the class is a popular trope both in Fantasy Literature and MMO gaming. However, some players understandably don't want to play a Conjurer due to disliking prepared casters.
So, the following sorcerer "bloodline" is an attempt at compromise.
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While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner.
Class Skill: Knowledge [planes].
Bonus Spells: mage armor (3rd), glitterdust (5th), rage (7th), dimension door (9th), dismissal (11th), cat's grace, mass (13th), instant summons (15th), dimensional lock (17th), gate (19th).
Bonus Feats: Arcane Strike, Augment Summoning, Eschew Materials, Extend Spell, Improved Familiar, Iron Will, Superior SummoningUM), Toughness.
Bloodline Arcana: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your sorcerer level (minimum 1). This increase is not doubled by Extend Spell, but would be added after adjusting the spell's base duration.
Bloodline Powers: You have focused on the study of summoning monsters and magic alike to bend to your will.
Familiar (Su): At 1st level, you gain a familiar as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar. This ability does not allow you to have both a familiar and a bonded item. Rules for familiars appear on page 82.
Armored Caster (Ex): At 3rd level, your become proficient with light armor. You can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spell caster, if you are wearing medium or heavy armor, or using a shield, you incur the chance of arcane spell failure if the spell in question has a somatic component. At 9th level, you gain medium armor proficiency and can cast without the normal arcane failure chance.
Transposition (Su): At 9th level, you can swap locations with one of your summoned creatures. If it is larger than you, you can appear in any square occupied by the creature. The summoned creature is dispelled when you use this ability. You can use this ability once per day at 9th level, twice per day at 13th level, and three times per day at 17th level.
Added Summoning (Su): At 15th level, whenever you summon multiple creatures with a summon monster spell, you summon one additional creature of the same kind. This stacks with Superior Summoning.
Permanent Summons (Su): At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
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This thread will now return to your regularly scheduled sorcerer bloodlines.
Point taken. It would also not generate the same kind of media buzz.
Actually, the best way to "try again" with MARVEL's heroines would be through the Cinematic Universe (which would almost certainly boost the tie-in print title).
Re-posting this because it was ignored in favor of the other point in my previous post.
As to changing THOR to a Disney princess. I admit that I am not 100% happy with it.
But MARVEL already has several existing female heroes that deserve more focus (Captain Marvel, Valkyrie, Spider Woman, Tigra, Black Cat, etc - this is avoiding mutants).
Cimbria Arctus wrote:
Calm Down. Name calling helps no-one.
However, it is true that Comics are actually doing fairly well. A move to a digital format may even improve profitability.
As to changing THOR to a Disney princess. I admit that I am not 100% happy with it. This is not just because they are making a change to an Iconic character, but also because MARVEL already has several existing female heroes that deserve more focus (Captain Marvel, Valkyrie, Spider Woman, Tigra, Black Cat, etc - this is avoiding mutants).
Ninja in the Rye wrote:
Already fixed. :)
Another bloodline that needs to be improved is the Elemental, mostly because of its bonus spells. Quite simply, four elemental body spells is simply overkill. I removed both burning hands and scorching ray because the sorcerer will want these spells anyway, so should not be forced to wait one or more levels.
To resolve this, I have rearranged the spell list to be more balanced and moved the elemental body (as a supernatural ability - so it does not provoke) to a bloodline power. Besides, by 9th level, this bloodline hardly needs another blast.
Please Analyze and compare to PF Core p. 75.
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The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Class Skill: Knowledge [planes].
Bonus Spells: endure elements (3rd), resist energy (5th), sleet storm* (7th), wall of fire** (9th), Dismissal (11th), acid fog** (13th), plane shift (15th), stormboltsAPG** (17th), elemental swarm (19th).
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Precise Shot, Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Transformation (Su): At 9th level, you can turn an elemental of your type for a number of minutes per day equal to your sorcerer level. This ability functions as elemental body I, at 11th level this functions as elemental body II, at 13th level this upgrades to elemental body III, and finally at 15th level, this functions as elemental body IV. The duration need not be consecutive, must be used in one minute increments.
Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
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Lord Foul II wrote:
I liked the old arcana it made for a good summoner, especially for a tiefling summoning evil creatures
However, that was contrary to concept.
This version of the Celestial Bloodline is still a strong summoner, due to its bonus to the caster's effective level. Summoning celestial creatures being the most common "good" spell at lower levels. The ability to spam holy smite at 9th level is no bad thing either.
Note also, that this version also makes the flavor text true. Casting a "good" spell counts as a good act, which will draw neutral or even evil casters toward the good alignments.
This thread seeks to build upon gustavo iglesias's wonderful The Complete Sorcerer Guide.
One of the bloodlines that is really rated poorly is the Celestial, so I have taken the liberty of "improving" it to make it worthy of its name.
Please Analyze and compare to PF Core p. 74.
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Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Class Skill: Knowledge [religion].
Bonus Spells: protection from evil (3rd), resist energy (5th), heroisim (7th), holy smite (9th), summon monster V (good only) (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Alertness, Augment Summoning, Dodge, Ectoplasmic Spell(APG), Extend Spell, Iron Will, Skill Focus (Fly), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell of the good subtype, you treat your caster level as one higher for all level dependent variables.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer 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. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Conviction (Su): At 9th 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 by the GM. You must take the second result, even if it is worse. You can use this ability once per day at 9th level, twice per day at 13th level, and three times per day at 17th level.
Wings of Heaven (Su): At 15th level, you can sprout feathery wings from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).
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I intend to put other bloodlines up as I revise them.
Spanky the Leprechaun wrote:
But, I wonder ...
When Chris Hemsworth completes his contract, MARVEL is going to keep using the THOR character.
... will they have the current THOR hand off the hammer to a woman?
What? Who wouldn't want to Dazzle the recipient of their Sending spell?
You did the right thing.
Yes a character gen / group building session would have solved SO much here. Let them bounce ideas between you and each other and even link their backgrounds together. In the end you (hopefully) get a balanced team of heroes who know each other and have a common background and history in the campaign setting.
Actually a "character gen / group building session" can still resolve this impasse. You need to schedule it.
Nobody wants to play a western horror game. But instead of telling me that, they decided to behave like idiots. Well, good luck in finding a GM. I have better things to do than agonize over a bunch of ungrateful, immature people.
You are jumping to a conclusion or two here. This is why a "character generation" session is needed here.
If nothing else, it would put your players on the spot. They will be forced to speak honestly or comply with your guidelines.
Yay, 6 monts of not GMing coming up.
Don't panic yet.
Euliria of Caruskei wrote:
My reaction to the suggestion that we act in this play was that it was an overly convoluted plan to get the Pathfinders their building back, based on the suggestion (by a Pathfinder) that getting the Pathfinders their building back could potentially eradicate the Shadowplague. As a character with the Paranoid drawback, I felt that the chances the Pathfinders were using us was much higher than the chance that this plan would actually work.
This was my point.
Even without the drawback, the plan seems kind of high risk. for a maybe?
Would not simply breaking into Vaneo Arvanxi during the party have less risk for the same result?
Then, I would definitely go with Shelyn.
Really? I think it has become so démodé that I can hardly stand to look at it.
In any event, here is a question for you.
Honestly, I think we are going to get Belkula as a Spawn of Durkula for the next step. We know that Belkar is going to die from the prophesy, and since Belkar is going to not drop the Durkula hunt, Durkula will likely turn him. Hell, Roy may approve of the idea since as a spawn, he would be directly under "Durkon's" control.
Or Durkula may just kill him outright. ... in self-defense, of course.
Not only are they not in the final, they lost the third place match. And, Argentina is a serious rival.
Add with what the Brazilian government spent on this World Cup (especially given the current Brazilian economy), and now with "nothing" to show for it.
An Argentine victory would be rubbing salt into the wound.
But, that would imply that the "secret masters" are serpentfolk!