New Bloodline for Sorcerer(Maybe!!!)


Homebrew


I've wracking my Brain over how to come about this.
Crystal Magic,... 1) use the Elemental sorcerer Bloodline Earth and change the disripter to Crystal.
2)Wizard(specialist=Elemental earth and change the disripter to Crystal.
3)Witch,use the patron earth but change the Discripter to Crystal.
I really need some help on this infinate idea.

Thanks!!!!


JarithBloodstone wrote:

I've wracking my Brain over how to come about this.

Crystal Magic,... 1) use the Elemental sorcerer Bloodline Earth and change the disripter to Crystal.
2)Wizard(specialist=Elemental earth and change the disripter to Crystal.
3)Witch,use the patron earth but change the Discripter to Crystal.
I really need some help on this infinate idea.

Thanks!!!!

That's "descriptor" and "infinite".


I did'nt need a spell check,....I was asking for Idea's,...but thanks anyway Gramour Nazi!!!


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Grammar


Didn't. Ideas.

There are no spells with a Crystal Descriptor, so that's out. Really, all you seem to be asking for is if you can change the fluff/flavor of something.


yes I think so, but which would it best suit,...which class would be best for it!!!!


Best for what? How does crystal differ from general earth? You need to figure this out to go anywhere. Is it piercing damage instead of blunt and acid? Psychic focusing like a New Age shop in California? Light refracting and focusing?

Dark Archive

JarithBloodstone wrote:

I've wracking my Brain over how to come about this.

Crystal Magic,... 1) use the Elemental sorcerer Bloodline Earth and change the disripter to Crystal.
2)Wizard(specialist=Elemental earth and change the disripter to Crystal.
3)Witch,use the patron earth but change the Discripter to Crystal.
I really need some help on this infinate idea.
Thanks!!!!

If you are the GM, or if the GM approves, you can simply choose the one of the above you most want to play, and ask for permission to reflavor some of your spells or powers to have more of a 'crystal' theme.

For instance, your magic missiles might appear to be brightly-colored rubies, emeralds and sapphires, in gemstone-shapes, a shield spell could appear as a targe-shield-shaped plane of faceted diamond, your glitterdust spell might appear as thousands of tiny floating reflecting gemstones of many dazzling colors, while your fireball could unfold into a gigantic ruby-like construct of planes of searing heat, intersecting across all within it's 20 ft. radius, and your stoneskin gives your skin the appearance of crystal. Other spells that fit the theme might include light-refracting illusions like color spray, blur, mirror image and displacement. Even sound effects might factor into it, so that if your color spray or mirror image include the sound of breaking glass, it could create more of a 'crystal magic' them.

If the GM is willing to go one step further, creating a unique sorcerer school, or wizard specialty, could be one way to go, with the option of a much easier witch patron or sorcerer Wildblooded option (from Ultimate Magic, branching off from Deep Earth (APG) or Elemental (earth)).

As earth elemental options are unfortunately linked heavily to acid effects, so much that four out of five of your elemental earth bloodline powers (and your bloodline arcana) are about acid, and not earth, it might be easier to branch off of something else, like the metal specialization school for wizards (from Ultimate Magic).

If you want to homebrew a Crystal Sorcerer bloodline, some thoughts;

Bloodline Arcana - As long as you hold a gemstone focus worth 100 gp times the level of the spell squared (100 gp for 1st level, 400 gp for 2nd level, 900 gp for 3rd level, etc.), you can enhance a sorcerer spell cast to be +1 caster level, or to have a +1 to it's spell DC.

Bloodline powers -
1st level - Crystal Shard - As a standard action you create and throw a blade, dart or sphere of crystal that inflicts 1d8 B, S or P damage (chosen when it is created) to a range of 30 ft, making a standard attack roll to hit. You add your charisma bonus to both attack and damage rolls with this attack. At 5th level, the crystal glows with magic, and penetrates DR as if a magic weapon, and the base damage increases to 1d20. At 10th level, the crystal adapts a reflection of your personality, and if you are chaotic, evil, good or lawful, the crystal also counts as if this type for the purposes of penetrating DR, and base damage increases to 2d6. At 15th level, the crystal counts as adamantine, for the purposes of bypassing DR and hardness, and as a free action, you can implant one of your spells into the crystal as if it was a weapon with the spell storing property. If the crystal misses it's target, it is destroyed and the spell stored is lost. You can create a number of crystals per day equal to 3 + your Charisma modifier.


You could see if the GM would allow Spheres of Power. There are a number of Crystal Blast types for the Destruction sphere which you may be interested in.


thnks for the help mate!!!!!,..its wht i was looking for in the way of help

Paizo Employee Customer Service Manager

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Folks, you can answer questions without repeatedly pointing out spelling or grammar issues. Not everyone here places the same value on spelling, nor does everyone on paizo.com have the same typing, writing or English language skill sets.


Set, I loved the tack you take in general. Especially the flavoring for standard spells. And a Crystal Wildblooded sorcerer looks highly doable. However...

The bloodline arcana & first level power that you suggest look to be waaaay overpowered to me. There might maybe be equivalent arcana that I'm just not thinking of, but I believe your wording is missing a limit. And I am very, very sure that I have never read right past a bloodline with a first-level arcana as powerful as this one! If I had seen such a bloodline (that is, if it is in the PRD), I'd have taken note. :-)

Ultimate Magic wrote:
A wildblooded sorcerer has a mutated version of a more common bloodline, with one arcana and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded sorcerer, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline. Use the normal bloodline's class skill, bonus spells, and bonus feats, and the mutated bloodline's bloodline arcana. Use the normal bloodline's bloodline powers, except when the mutated bloodline replaces one of those powers.

So I first found a source of a crystal bloodline: the (primal) Crystal Dragon in Bestiary 2. Note the references to sonic damage throughout; this is because that's what a Crystal Dragon's breath weapon does (as a cone). A very high-pitched vibration, perhaps.

That made the Draconic Bloodline in Core the obvious base bloodline. Sadly, I mostly just had to specify "sonic" as the energy type -- the really cool "crystal" powers in the Crystal Dragon's description didn't apply. So I substituted a new power for the 15th level one that grants wings; if the OP prefers to fly, they can put Wings back!

Last, not seeing a good arcana in the crystal dragon's description, I looked further for inspiration, and found the Angelic Flesh (Aasimar) racial feat. Here, we have utter crystalhood! Since sonic resistance didn't seem all that useful, I added the thematic bonus save bonus from the golden Aasimar feat to Draconic Resistances.

Put it all together, and I present...

Crystal Draconic Bloodline

Spoiler:
At some point in your family's history, a crystal dragon interbred with your bloodline, and now its ancient power flows through your veins.

Associated Bloodline: Draconic.

Bloodline Arcana: When you cast spells that are from the illusion (pattern) subschool or have the light descriptor, you do so at +1 caster level.

Bloodline Powers: The power of crystal dragons flows through you and manifests in a number of ways.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of slashing damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of sonic damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain a +1 natural armor bonus from hard, crystalline scales that grow. You also gain a +1 insight bonus to saves against blindness, dazzling, patterns, and effects with the light descriptor. At 9th level, both your natural armor and insight bonuses increase to +2. At 15th level, both your natural armor and insight bonuses increase to +3.

Breath Weapon (Su): At 9th level, you gain a cone-shaped breath weapon. This breath weapon deals 1d6 points of sonic damage per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. 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.

Scintillating Aura (Su): At 15th level, you may radiate an aura of scintillating color from your jeweled scales as a standard action. This is a 20-foot radius burst centered on you. All within this area must make a Will save to avoid being stunned (if the victim has no more than 6 fewer Hit Dice than you) or confused (if 5 fewer HD or more) for 1 round. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. This is a mind-affecting effect, and sightless creatures are not affected. You can use this ability at will.

Power of Wyrms (Su): At 20th level, your crystal draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and sonic damage. You also gain tremorsense 60 feet.

~~~
The following features of the Draconic bloodline from Core would also apply...

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.


PS: Interestingly, the base bloodline does not require that Resist Energy (the spell) or any of the Form of the Dragon spells be limited to your dragon's type. Evidently, you can play all of the metallic & chromatic types when casting spells.

So the OP could simply specify that Resist Energy includes sonic among its choices, and that the Form of the Dragon line may include the form of a primal Crystal Dragon from Bestiary 2. But I think the cooler choice would be to add the following:

Spells: Note that Resist Energy requires a choice between acid, electricity, fire, negative energy, and sonic. Correspondingly, the Form of the Dragon Line is limited to the five primal dragons presented in Bestiary 2.

~~~
PPS: I failed to reword the breath weapon power properly. Please substitute the following wording:

Breath Weapon (Su): At 9th level, you gain a breath weapon, which deals 1d6 points of sonic damage per sorcerer level. Those caught in a 30-foot cone-shaped area receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. 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.


One last point, mostly directed at all the spelling corrections.

It can be really annoying to have to retype a post in your head as you read, if it exhibits extremely bad spelling & punctuation. Yes, some of the people on paizo.com do not speak English natively, and some are at a technical disadvantage based on the equipment they're typing from. All the same, I think an apology for bad typing helps a lot.

And in this case, bad spelling probably changed the tone of even the helpful comments at first.

JarithBloodstone wrote:

I've wracking my Brain over how to come about this.

Crystal Magic,... 1) use the Elemental sorcerer Bloodline Earth and change the disripter to Crystal.
2)Wizard(specialist=Elemental earth and change the disripter to Crystal.
3)Witch,use the patron earth but change the Discripter to Crystal.
I really need some help on this infinate idea.

Like everyone else (apparently), my first thought when reading the OP was that they wanted help expanding the class list of who could have a "disripter" (ie, "descriptor") of Crystal, because they wanted help on this "infinate" (ie, "infinite") idea. As I was answering the post, however, it occurred to me that "infinate" might have been a misspelling of "indefinite."

In other words, it does seem like the OP wanted help in nailing down a vague concept. Proper spelling would have helped!

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