Alexander Kilcoyne |
I'm trying to cook up an alternative bloodline arcane for a celestial sorceror as summoning doesn't really appeal to this player much.
Something to do with healing would fit nicely thematically. What i've come up with so far is healing an ally/self every time a spell is used, especially as the Celestial doesn't get any cure spells or breath of life, even though they get Heal as a class skill. For example-
Celestial Sorceror casts fireball, is level 6. I was thinking they could heal an ally within range an amount equal to 1/2 Sorceror Level x Level of the spell slot. In this case, heals 18HP on an ally.
This peaks at 20th level, healing 90HP whenever a 9th level spell is cast. Too much? Thoughts?
Any other proposed Celestial bloodline arcana replacements are welcome, this is just one idea I was cooking up ^
Name Violation |
I'm trying to cook up an alternative bloodline arcane for a celestial sorceror as summoning doesn't really appeal to this player much.
Something to do with healing would fit nicely thematically. What i've come up with so far is healing an ally/self every time a spell is used, especially as the Celestial doesn't get any cure spells or breath of life, even though they get Heal as a class skill. For example-
Celestial Sorceror casts fireball, is level 6. I was thinking they could heal an ally within range an amount equal to 1/2 Sorceror Level x Level of the spell slot. In this case, heals 18HP on an ally.
This peaks at 20th level, healing 90HP whenever a 9th level spell is cast. Too much? Thoughts?
Any other proposed Celestial bloodline arcana replacements are welcome, this is just one idea I was cooking up ^
thats ridiculously powerful. try heal damage = spell level
Alexander Kilcoyne |
I would go with something along the lines of healing twice the spell level whenever you cast a harmless spell on an ally. An endless stream of healing that requires only casting offensive spells seems pretty damn broken.
Again, its only one of my ideas and I accept the amount of healing was probably too high. I'm looking for suggestions to replace the celestial sorcerors bloodline arcana.
Sean FitzSimon |
Sean FitzSimon wrote:I would go with something along the lines of healing twice the spell level whenever you cast a harmless spell on an ally. An endless stream of healing that requires only casting offensive spells seems pretty damn broken.Again, its only one of my ideas and I accept the amount of healing was probably too high. I'm looking for suggestions to replace the celestial sorcerors bloodline arcana.
Right. And I offered a suggestion.
Dragonchess Player |
How about you gain a +2 on save DCs (or spell penetration checks) to affect evil creatures.
Or maybe you gain a +2 resistance bonus on saves against attacks and effects from evil creatures.
Alexander Kilcoyne |
How about you gain a +2 on save DCs (or spell penetration checks) to affect evil creatures.
This sounds pretty good to me, the resistance bonus not so much as it will be overtaken by a cloak of resistance fairly early on.
+2 on save DC's and spell penetration checks against evil creatures is pretty strong though, the equivalent of 3 feats (admittedly only against evil but still).
Perhaps +1 to the DC's and +1 to Spell Penetration against evil creatures is more in order? Other bloodlines grant a +2 to DC's but they are pretty specific in nature (Charm only etc.)
Sean FitzSimon |
Dragonchess Player wrote:How about you gain a +2 on save DCs (or spell penetration checks) to affect evil creatures.
This sounds pretty good to me, the resistance bonus not so much as it will be overtaken by a cloak of resistance fairly early on.
+2 on save DC's and spell penetration checks against evil creatures is pretty strong though, the equivalent of 3 feats (admittedly only against evil but still).
Perhaps +1 to the DC's and +1 to Spell Penetration against evil creatures is more in order? Other bloodlines grant a +2 to DC's but they are pretty specific in nature (Charm only etc.)
Looking at the other bloodlines that seems incredibly powerful, as more than half the creatures an adventurer faces will be evil. I suggest something like automatically succeeding on spell penetration checks against creatures with the Evil subtype. Or +2 DC against evil outsiders. Something very specific, like the other bloodlines.
Alexander Kilcoyne |
Alexander Kilcoyne wrote:Looking at the other bloodlines that seems incredibly powerful, as more than half the creatures an adventurer faces will be evil. I suggest something like automatically succeeding on spell penetration checks against creatures with the Evil subtype. Or +2 DC against evil outsiders. Something very specific, like the other bloodlines.Dragonchess Player wrote:How about you gain a +2 on save DCs (or spell penetration checks) to affect evil creatures.
This sounds pretty good to me, the resistance bonus not so much as it will be overtaken by a cloak of resistance fairly early on.
+2 on save DC's and spell penetration checks against evil creatures is pretty strong though, the equivalent of 3 feats (admittedly only against evil but still).
Perhaps +1 to the DC's and +1 to Spell Penetration against evil creatures is more in order? Other bloodlines grant a +2 to DC's but they are pretty specific in nature (Charm only etc.)
I was thinking along similar lines- +1 to DC's and +1 to Spell Penetration against evil outsiders and those with the evil subtype.
Note that this character is for Kingmaker though.