[first time homebrewing] So I made an ocuultist-style archetype for the Bloodrager - THE BLOODCRYSTAL RAGER -Please rate and comment your thoughts.


Homebrew and House Rules


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I've been playing around a lot lately with making legit bloodrager builds, then I started trying out the occult adventures material, and LOVED it, especially the Occultist. Then I found the Relic Hunter Inquisitor, and thought it was pretty damn cool way to jam the two classes together, even if it resulted in a "powerdull" archetype.

Anyway, because I have a lot of spare time on my hands, i thought "why not have a go at combining my two favorite classes as a homebrew archetype", and so, I present to you, the Bloodcrystal Rager (name is WiP, as is super literal flavor text.):

(Please give constructive advice on whether or not you think it'd be too powerful, too weaksauce, or anything else really.)

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-THE BLOODCRYSTAL RAGER-
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"This bloodrager stands out from other bloodragers due to his unique powers and the blood red crystal shards that emanate with arcane power during his rages."
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Spell Casting:
A Bloodcrystal Rager casts arcane spells drawn from the bloodrager spell list, but his chosen bloodcrystal schools (see Bloodcrystals below) limit him to schools he knows, similar in function to an occultist's implements. Any spell gained by the bloodcrystal rager has a bloodcrystal component (see Bloodcrystals below), and is not considered to be on the bloodcrystal rager's spell list until he selects its school though the bloodcrystals alternate class feature. Once he chooses a school, all spells of that school are considered to be on the bloodcrystal rager's class spell list, allowing him to use spell trigger and spell completion magic items of those spells. A bloodcrystal rager's spells per day, daily spell allotment, Difficulty Class, and minimum Charisma score requirements remain unchanged from the bloodrager's normal spellcasting class feature.

-This ability alters the bloodrager’s spellcasting.

Bloodcrystals:
At 1st level, a bloodcrystal rager gains the occultist's implements class feature and learns to use two occultist implement schools as bloodcrystal schools. At 4th level and every 4 levels thereafter, a bloodcrystal rager can choose to take either his bloodline power or an additional bloodcrystal school, gaining access to that school’s resonant power and base focus power. A bloodcrystal rager can select the same school twice, each time gaining an additional bloodcrystal but otherwise gaining no benefit.

Whenever a bloodcrystal rager casts a spell or activates a focus power, he must have a bloodcrystal in his possession or within 30ft.

Bloodcrystals are small blood red crystals usually attached to lengths of string on the bloodcrystal rager’s possession. Although they can be made part of an item at the GMs approval (As an extra gem in a ring, weapon hilt or necklace for example).

-This ability alters the bloodline class feature and replaces the bloodline power gained at 1st level.


Bloodied Focus:
At 1st level, a bloodcrystal rager learns to invest arcane power into his chosen bloodcrystals. This acts like the occultist's focus powers and mental focus class features, with the following adjustments.

Each day, a bloodcrystal rager has a number of points of bloodied focus equal to his bloodrager level + his Constitution modifier. At the start of each day he may reduce the number of bloodrage rounds he gains per day by any amount to refresh an equal amount of bloodied focus points.

At 1st level, the bloodcrystal rager learns the two base focus powers from his chosen bloodcrystal schools but he does not gain access to any additional focus powers beyond the base focus power, neither is he able to obtain them from other sources until 6th level. Whenever he gains a new bloodcrystal school, he gains the base focus power of that school. All the bloodcrystals in the bloodcrystal rager’s possession simultaneously serve as his implement component to cast bloodrager spells of all the schools he knows and are treated collectively as the same implement.

However, he must split his bloodied focus among the schools he knows for the purpose of determining resonant powers and using focus powers. For each bloodcrystal that is lost or destroyed he takes a -1 penalty to caster level and a -1 penalty to will saves, until it is replaced in a ceremony costing blah blah blah nitty gritty.

At 6th level and every 3 levels thereafter, he learns a new focus power selected from the powers granted by all of the bloodcrystal schools he knows.

He can use these focus powers only by expending points of bloodied focus. Unless otherwise noted, the DC for any saving throws against a focus power is equal to 10 + 1/2 the bloodrager’s class level + the bloodrager’s Constitution modifier. He cannot select a focus power more than once. He uses his bloodrager level in place of an occultist level to qualify for focus powers.

-This ability replaces all bonus feats and bonus spells gained as part of a bloodline

Ninth Blood Resonance:
At 3rd level the bloodcrystal rager can invest arcane power into his own magical blood, treating it as a unique bloodcrystal school that he is proficient in. As long as the bloodcrystal rager stores at least 2 points of bloodied focus in this way he gains the following resonant power, gaining the benefits of this power until the bloodcrystal rager refreshes his focus.(:)

"The bloodcrystal rager’s base land speed increases by 10ft. In addition, the bloodcrystal rager is always aware of the exact location of any of his bloodcrystals within 30ft."

-This ability replaces blood sanctuary and fast movement.

-

Ninth Blood Focus:
At 14th level, a bloodcrystal rager gains the following focus power, using the bloodied focus stored via the Ninth Blood Resonance class feature.(:)

"If a bloodcrystal is within 30ft of the bloodcrystal rager, even if it is not within sight, he can expend 1 point of bloodied focus to treat the square the bloodcrystal is in as the source of any one spell he casts this turn, although he is prohibited from casting spells that require a ranged touch attack in this way. If another creature is in possession of the bloodcrystal, any melee touch attack rolls made as part of a spell cast in this way automatically hit that creature regardless of the intended target."

-This ability replaces indomitable will.

So... this is my first attempt at making a homebrew archetype, what do you guys think? Would you allow it in a casual game?

Feel free to generally chat about it too, whether or not it trades out too much, i spent a fair bit of time on this, figure i might aswell show it around.

Thanks for taking the time to read it too of course ;)


Update 1: *

Bloodied Focus:
At 1st level, a bloodcrystal rager learns to invest arcane power into his chosen bloodcrystals. This acts like the occultist's focus powers and mental focus class features, with the following adjustments.

Each day, a bloodcrystal rager has a number of points of bloodied focus equal to his bloodrager level + his Constitution modifier. At the start of each day he may reduce the number of bloodrage rounds he gains per day by any amount to refresh an equal amount of bloodied focus points.

At 1st level, the bloodcrystal rager learns the two base focus powers from his chosen bloodcrystal schools but he does not gain access to any additional focus powers beyond the base focus power, neither is he able to obtain them from other sources until 6th level. Whenever he gains a new bloodcrystal school, he gains the base focus power of that school. All the bloodcrystals in the bloodcrystal rager’s possession simultaneously serve as his implement component to cast bloodrager spells of all the schools he knows and are treated collectively as the same implement.

However, he must split his bloodied focus among the schools he knows for the purpose of determining resonant powers and using focus powers. For each bloodcrystal that is lost or destroyed he takes a -1 penalty to caster level and a -1 penalty to will saves, until it is replaced in a ceremony costing blah blah blah nitty gritty.

At 6th level and every 3 levels thereafter, he learns a new focus power selected from the powers granted by all of the bloodcrystal schools he knows.

He can use these focus powers only by expending points of bloodied focus. Unless otherwise noted, the DC for any saving throws against a focus power is equal to 10 + 1/2 the bloodrager’s class level + the bloodrager’s Constitution modifier. He cannot select a focus power more than once. He uses his bloodrager level in place of an occultist level to qualify for focus powers.

* Unlike occultist implements, bloodcrystals can only grant their resonant powers to the bloodcrystal rager.

-This ability replaces all bonus feats and bonus spells gained as part of a bloodline

Note: I'm also working on exploring Ninth Blood Resonance & Ninth Blood Focus to make them stand out a bit more and make the archetype feel a bit more unique.


Update 1: *

Update 2: **

Bloodied Focus:
At 1st level, a bloodcrystal rager learns to invest arcane power into his chosen bloodcrystals. This acts like the occultist's focus powers and mental focus class features, with the following adjustments.

Each day, a bloodcrystal rager **can have a number of points of bloodied focus **up to a maximum of his bloodrager level + his Constitution modifier. At the start of each day he may reduce the number of bloodrage rounds he gains per day by any amount to refresh an equal amount of bloodied focus points.

At 1st level, the bloodcrystal rager learns the two base focus powers from his chosen bloodcrystal schools but he does not gain access to any additional focus powers. **beyond the base focus power, neither is he able to obtain them from other sources until 6th level. Whenever he gains a new bloodcrystal school, he gains the base focus power of that school. **All the bloodcrystals in the bloodcrystal rager’s possession simultaneously **Any of the bloodcrystal rager's bloodcrystals within 30ft are treated as in his possession for the purpose of casting spells of all the schools he knows**and serve as his implement component to cast bloodrager spells of all the schools he knows and are treated collectively as the same implement.

However, he must split his bloodied focus among the schools he knows for the purpose of determining resonant powers and using focus powers. **For each bloodcrystal that is lost or destroyed he takes a -1 penalty to caster level and a -1 penalty to will saves, until it is replaced in a ceremony costing blah blah blah nitty gritty. **If the bloodcrystal rager is more than 30ft away from any of his bloodcrystals, he gains the sickened condition until he is once again within 30ft of his bloodcrystals, or he replaces any missing bloodcrystals by performing a ritual that requires 1 pint of the bloodcrystal rager's blood per missing bloodcrystal. Performing this ritual takes 1 hour and causes any bloodcrystals further than 30ft from the bloodcrystal rager to vanish.

At 6th level and every 3 levels thereafter, he learns a **new focus power selected from the powers granted by all of the bloodcrystal schools he knows.

He can use these focus powers only by expending points of bloodied focus. Unless otherwise noted, the DC for any saving throws against a focus power is equal to 10 + 1/2 the bloodrager’s class level + the bloodrager’s Constitution modifier. He cannot select a focus power more than once. He uses his bloodrager level in place of an occultist level to qualify for focus powers.

* Unlike occultist implements, bloodcrystals can only grant their resonant powers to the bloodcrystal rager. **The bloodcrystal rager gains no benefit from the extra focus power or extra mental focus feats.

-This ability replaces all bonus feats and bonus spells gained as part of a bloodline


Bloodcrystal Berserker

An alternate version of my previous posting, just playing around with ideas a bit, could use some suggestions for the "Ninth Blood Berserking" schools, both to fill the gaps and to balance, could be a bit of a powerful ability...

Diminished Bloodrage:
At each level after first, the bloodcrystal berserker only gains 1 additional rounds of bloodrage per day.

-This ability alters bloodrage.

— — —

Spell Casting:
A bloodcrystal berserker casts arcane spells drawn from the bloodrager spell list, but his chosen bloodcrystal schools (see Bloodcrystals below) limit him to schools he knows, similar in function to an occultist's implements. Any spell gained by the bloodcrystal berserker has a bloodcrystal component (see Bloodcrystals below), and is not considered to be on the bloodcrystal berserker's spell list until he selects its school though the bloodcrystals alternate class feature. Once he chooses a school, all spells of that school are considered to be on the bloodcrystal berserker's class spell list, allowing him to use spell trigger and spell completion magic items of those spells. A bloodcrystal berserker's spells per day, daily spell allotment, Difficulty Class, and minimum Charisma score requirements remain unchanged from the bloodrager's normal spellcasting class feature.
-This ability alters the bloodrager’s spellcasting.

— — —

Bloodcrystals:
At 1st level, a bloodcrystal berserker gains the occultist's implements class feature and learns to use two occultist implement schools as bloodcrystal schools. At 4th level and every 4 levels thereafter, a bloodcrystal berserker can choose to take either his bloodline power or an additional bloodcrystal school, gaining access to that school’s resonant power and base focus power. A bloodcrystal berserker can select the same school twice, each time gaining a bloodcrystal as usual but otherwise gaining no additional benefit.

Unlike occultist implements, the bloodcrystal berserker’s collection of bloodcrystals function as a single implement and any of his bloodcrystals within 30ft are considered to be in his possession for the purpose of receiving the bonuses of resonant powers, casting spells or activating focus powers. Any magic powers associated with a bloodcrystal berserker’s bloodcrystals function only for the bloodcrystal berserker.

If the bloodcrystal berserker is more than 30ft away from any of his bloodcrystals, he gains the sickened condition until he is once again within 30ft of his bloodcrystals, or he retrieves any missing bloodcrystals. In order to retrieve his bloodcrystals a bloodcrystal berserker can perform a ritual that requires 1 pint of the bloodcrystal berserker's blood per missing bloodcrystal. Performing this ritual takes 1 hour and causes any bloodcrystals further than 30ft from the bloodcrystal berserker to instantly appear in his hands.

Bloodcrystals are fist-sized blood red crystal shards usually attached to lengths of string on the bloodcrystal berserker’s possession. Although they can be made part of an item at the GMs approval (As an extra gem in a ring, weapon hilt or necklace for example).

-This ability alters the bloodline class feature and replaces the bloodline power gained at 1st level.

— — —
Bloodied Focus:
At 1st level, a bloodcrystal berserker learns to invest arcane power into his chosen bloodcrystals. This acts like the occultist's focus powers and mental focus class features, with the following adjustments.

Each day, a bloodcrystal berserker has a number of points of bloodied focus equal to his bloodrager level + his Constitution modifier; these points refresh each day.

At 1st level, the bloodcrystal berserker learns only the two base focus powers from his chosen bloodcrystal schools.

The bloodcrystal berserker must split his bloodied focus among the schools he knows for the purpose of determining resonant powers and using focus powers.

At 5th level the bloodcrystal berserker gains access to the additional focus powers available to an occultist of his level. He gains one focus power immediately and learns an additional focus power every 3 levels thereafter.

He can use these focus powers only by expending points of bloodied focus. Unless otherwise noted, the DC for any saving throws against a focus power is equal to 10 + 1/2 the bloodrager’s class level + the bloodrager’s Constitution modifier. He cannot select a focus power more than once. He uses his bloodrager level in place of an occultist level to qualify for focus powers.

-This ability replaces bloodline spells.

— — —

Ninth Blood Resonance:
At 3rd level the bloodcrystal berserker is always aware of the exact location of any bloodcrystals within 30ft. In addition, at 7th level the bloodcrystal berserker gains the following three bonus focus powers:

Blood Sense
As an immediate action, the bloodcrystal berserker can expend 1 point of bloodied focus from any bloodcrystal school to gain a +2 bonus on Reflex and Will saves for each of his bloodcrystals within 30ft for 1 round. During the following round, the bloodcrystal berserker is considered sickened.

Raging Focus
As a swift action, if the bloodcrystal berserker is within 30ft of a bloodcrystal, even if it is not within sight, he can expend 1 point of bloodied focus from any bloodcrystal school to treat the square the bloodcrystal is in as the source of any one spell that he casts this turn. During the following round, the bloodcrystal berserker is considered sickened.

Crystalline Clarity
As a free action the bloodcrystal berserker can expend 1 point of bloodied focus from any bloodcrystal school to ignore the penalties imposed during a bloodrage for one round. During the following round, the bloodcrystal berserker is considered sickened.

-This ability replaces blood sanctuary and all bloodline feats.

— — —

Ninth Blood Berserking: (WiP)
At 14th level, when a bloodcrystal berserker enters a bloodrage, he may empower a single bloodcrystal school he has access to, gaining additional benefits for the duration of the bloodrage based on his selection. While doing so he does not gain the benefit of any other bloodcrystal school's resonant or focus powers.

Abjuration: Whenever the bloodcrystal berserker successfully saves against a spell or effect, he gains 2 additional rounds of bloodrage.
Conjuration: The bloodcrystal berserker adds any 7th level conjuration spell from the sorcerer/wizard spell list to his bloodrager spell list as a 4th level bloodrager spell for the duration of the bloodrage. If 15th level or higher he may select an additional 8th level conjuration spell. If 17th level he may select an additional 9th level conjuration spell.
Transmutation: The bloodcrystal berserker can assign the enhancement bonus granted by the Physical Enhancement resonant power to an additional physical ability score.

-This ability replaces indomitable will and Tireless Bloodrage.

- End -

I'm probably going to keep tweaking this and already have plans to try some simpler changes to the existing bloodrager, might have gone a bit mad with the changes and additions with this iteration.


Deciding to approach the idea from a completely different and simpler angle, here's the Trance Binder archetype for the Occultist:

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THE TRANCE BINDER
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"This occultist eschews the more subtle arts of his craft to form a deeper connection to his implements and their strange magic, entering trance like states and becoming capable of acts that defy explanation."

---

Trance

The trance binder’s unique bond with his implements grant him the ability to enter a trance.

At 1st level a trance binder can enter a trance for a number of rounds per day equal to 4 + his Intelligence modifier. At each level after 1st, he can sustain this trance for 1 additional rounds per day. Temporary increases to his intelligence don’t increase the total number of rounds that the trance binder can sustain this trance per day. The total number of rounds of trance per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A trance binder can enter a trance as a free action. While in a trance, he treats one of his occultist implements as though he had invested 3 extra mental focus points into it at the start of the day and he is treated as though his effective occultist level were 6 higher for the purpose of determining the effects of his resonant powers, but he gains no benefit from his other implement school’s resonant focus powers, focus powers or spells during the trance. The temporary mental focus points granted at the start of the trance disappear when the trance ends and are not used first when spending the implement’s mental focus points on focus powers.

A trance binder can end his trance as a free action. When the trance ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the trance. A trance binder cannot enter a new trance while fatigued or exhausted, but can otherwise enter a trance multiple times during a single encounter or combat. If a trance binder falls unconscious, his trance immediately ends, placing him in peril of death.

Trance counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

-This ability replaces the magic item skill, object reading, shift focus and aura sight class features.

---

Greater Trance

At 11th level, when a trance binder enters a trance, he treats one of his occultist implements as though he had invested 6 extra mental focus points into it at the start of the day and he is treated as though his effective occultist level were 12 higher for the purpose of determining the effects of his resonant powers.

Greater trance counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

-This ability replaces the magic circles, outside contact and binding circles class features.

---

Improved Resonance

At 17th level, the trance binder no longer loses access to his other implement school’s resonant focus powers, focus powers or spells during his trance.

-This ability replaces the fast circles class feature.

---

Mighty Trance

At 20th level, when a trance binder enters a trance, he treats one of his occultist implements as though he had invested 9 extra mental focus points into it at the start of the day and he is treated as though his effective occultist level were 18 higher for the purpose of determining the effects of his resonant powers.

-This ability replaces the implement mastery class feature.

---

This one is easier to understand anyway, essentially adding rage to the occultist class if you choose the transmutation implement, "spellcasting rage" to the occultist if using the evocation implement, or early access to some nice utility from other implements, such as the divination implement. The danger of this archetype is that I haven't run the numbers for every implement school, and there may be fairly broken bonuses available, so if anyone spots anything, let me know!

Edit: Just in case of trances giving too much power and flexibility, I've modified the number of rounds of trance so the trance binder will only gain 1 extra round of trance per character level instead of 2.


Well, given the lack of responses, i'll evaluate:

SillyString wrote:
let me know!

The Bloodcrystal Rager / The Bloodcrystal Berserker: Too much stuff packed into an already complex class, and a hybrid one that's already a sorcerer/barbarian at that. Some interesting ideas floating around with bloodcrystal implements and the ways they can be manipulated. They seem pretty cool both mechanically and thematically, but the complexity is probably better off as a non-hybrid archetype, as the basis for a new class, or even as an archetype for the sorcerer or a bloodrager that doesnt gain any of the complicated occultist schools and focus powers i've crow barred in along-side it.

The Trance Binder: Increasing effective occultist levels by amounts of 6 seems a little mechanically "clunky", and increasing resonant powers is a pretty powerful ability, even if you trade out a LOT of your class's versatility to do so. Interesting to see if this could become a little broken for some implement schools. Overall I think this is a much more believable / elegant attempt at making an archetype than the previous attempts.

In fact, from this assesment i'd say only if you're going to comment then just comment on the (in my opinion) much better and believable Trance Binder archetype, and ignore the bloodcrystal dude.


Consider making any enhancement bonuses from the resonant powers become morale bonuses during a trance.


"A trance binder can enter a trance as a free action. While in a trance, he treats one of his occultist implements as though he had invested 3 extra mental focus points into it at the start of the day and he is treated as though his effective occultist level were 6 higher for the purpose of determining the effects of his resonant powers, but he gains no benefit from his other implement school’s resonant focus powers, focus powers or spells during the trance. Any resonant focus powers that grant enhancement bonuses instead grant morale bonuses for the duration of the trance. The temporary mental focus points granted at the start of the trance disappear when the trance ends and are not used first when spending the implement’s mental focus points on focus powers."


Deciding simplicity is going to win the archetype game, I've had another attempt at simplifying the abilities to better reflect what I'm trying to achieve. Once more, for your consideration, I present the trance binder:

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THE TRANCE BINDER
---

”A select few occultists eschew the more subtle arts of their craft to form a deeper connection to occult artifacts and their strange magic. By entering a trance like state he is able to awaken the latent potential energies within his implements and, in doing so, enhance his own power."

---

Trance

The trance binder’s unique bond with his implements grant him the ability to enter a trance.

At 1st level a trance binder can enter a trance for a number of rounds per day equal to 4 + his Intelligence modifier. At each level after 1st, he can sustain this trance for 1 additional rounds per day. Temporary increases to his intelligence don’t increase the total number of rounds that the trance binder can sustain this trance per day. The total number of rounds of trance per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A trance binder can enter a trance as a free action. While in a trance, he treats one of his occultist implements as though he had invested twice the number of mental focus points into it at the start of the day. In addition, his effective occultist level is treated as twice his class level for the purpose of determining the effects of his resonant powers. For the duration of the trance, a trance binder gains no benefit from his other implement school’s resonant focus powers, focus powers or spells. Any resonant focus powers that grant enhancement bonuses instead grant morale bonuses for the duration of the trance.The temporary mental focus points granted at the start of the trance are lost when the trance ends and are not used first when spending the implement’s mental focus points on focus powers.

A trance binder can end his trance as a free action. When the trance ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the trance. A trance binder cannot enter a new trance while fatigued or exhausted, but can otherwise enter a trance multiple times during a single encounter or combat. If a trance binder falls unconscious, his trance immediately ends, placing him in peril of death.

Trance counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

-This ability replaces the magic item skill, object reading and shift focus class features.

---

Agile Resonance

At 5th level, the trance binder gains dodge as a bonus feat, even if he does not meet the prerequisites.

-This ability replaces the aura sight class feature.

---

Greater Trance

At 11th level, the trance binder no longer loses access to his other implement school’s resonant focus powers, focus powers or spells during his trance.

Greater trance counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

-This ability replaces the magic circles, outside contact, binding circles and fast circles class features.

That's right, a whole two abilities. Not sure if I should add back in a minor class feature such as "magic item skill" or "aura sight", or just replace them with something new and equally minor. They're often fairly lackluster abilities, though they do flesh out the class a little...

Edit: Added a little something.


As always with editing a post at 59 minutes, I regret the edit, here's a fix to sure up the trance binder's skill-set:

Agile Resonance

At 5th level, the trance binder gains a +2 bonus to reflex saves during a trance. At 10th level and every 5 levels thereafter, this bonus increases by 2.

-This ability replaces the aura sight class feature.

---

Methinks i should move the trance binder to his own thread, save this super lengthy thread getting too confusing...

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