Yuletide Bloodline for your holiday enjoyment!


Homebrew and House Rules


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Yuletide Bloodline

A merry spirit has blessed you and your family with the deep magic of good will to all and peace between enemies. You are inspired to grant gifts and bring joy to others -- on the darkest days, and all the year round.

Class Skill: Sense Motive.

Bonus Spells: restful sleep (3rd), calm emotions (5th), good hope (7th), scrying (9th), oath of peace (11th), legend lore (13th), mass fly (15th), euphoric tranquility (17th), wish (19th).

Bonus Feats: Bodyguard, Combat Expertise, Craft Wondrous Item, Exotic Weapon Proficiency (Whip), In Harm's Way, Magical Aptitude, Merciful Spell, Swift Aid.

Bloodline Arcana: Whenever you cast a harmless or merciful spell on a living creature, you gain temporary hit points equal to the spell's level. These stack with other temporary hit points and last until used or until the next time you ready your daily spell slots.

Bloodline Powers: The blood of certain northern elves runs through your ancestry, inspiring a jolly family tradition of peace, good will, and giving to others.

Change of Heart (Sp): At 1st level, when you touch an evil, unconscious and helpless creature for one minute, you can change his or her alignment to good (it remains lawful, neutral, or chaotic). The target's attitude toward you becomes (or remains) hostile.

Naughty or Nice? (Sp): At 3rd level, you can detect evil, as the spell. You can, as a move action, focus on a single individual that is within 60 feet or that you are scrying and determine if he or she is naughty (evil) or nice (not evil), learning the strength of the creature's aura as if having studied it for three rounds. While focusing on one individual, you learn only about that individual.

Caroling (Ex): At 9th level, you may use Perform (Song) instead of Diplomacy to change the initial attitudes of nonplayer characters. Also, as a standard action that does not provoke attacks of opportunity, you can make a Perform (Song) check vs DC10 to give a +2 bonus to AC, saving throws, and effective level of those using bardic performance; this +2 aid another bonus lasts for one round per sorcerer level.

Wish List (Su): At 15th level, focusing your Naughty or Nice? power on a creature also reveals 1d3 things that would make the target most happy -- these are usually objects (sometimes expensive, sometimes not) but could include events or actions. If you fulfill a creature's desire from this list, by giving a gift or arranging for an action or event, his or her attitude toward you changes by one level.

Peace on Earth (Sp): At 20th level, once per day you can cast a form of calm emotions that affects all creatures, allies and foes, within line of sight. Those in contact with the ground gain no benefit from spell resistance, immunity, or saving throw; those in the air are affected as if by a 9th level spell for determining the saving throw and effectiveness. This power lasts for one hour and does not require concentration.

Source and links: Cayzle's Wemic Site


What a wonderful bloodline.
Have you considered a Wildblood variant?

Bloodrager bloodline?


I have never wanted to play a sorcerer but this makes it tempting

RPG Superstar Season 9 Top 16

Amusing. Though, the bloodline arcana fails the bag of kittens test.


Cyrad wrote:
Amusing. Though, the bloodline arcana fails the bag of kittens test.

Excellent point.

It should perhaps be unable to stack, and/or have a shorter amount of time.


Wait ... recalculating ...


Cyrad wrote:
Amusing. Though, the bloodline arcana fails the bag of kittens test.

Well, the suggested feats (Bodyguard, In Harms Way, etc) are intended to get the Yuletide Sorcerer into melee range of enemies in order to help friends. That's why I wanted to grant extra hit points.

You do not need to have a bag of kittens as targets to activate the power either. You can just cast buffs on yourself and on friends. In other words, I have no problem letting the sorcerer trade all his spell levels for temporary hit points on a daily basis.

A Yuletide Sorcerer casting only buffs and merciful spells could end up with ...

1st level ... 4 xtra hp (16 Cha)
5th level ... 7+10 = 17 xtra hp (17 Cha)
10th level ... 7+14+21+24+15 = 81 xtra hp (18 Cha)
15th level ... 8+16+21+28+35+42+28 = 178 xtra hp (22 Cha)
20th level ... 8+16+24+32+35+42+49+56+54 = 316 xtra hp (26 Cha)

Okay, yes, seeing the math (recalculated from my initial figures), that is too high after level 10. Let's say you only get one temp hit point for each buff/merciful spell you cast, not 1 per spell level. Then the math looks like ...

1st level ... 4 xtra hp (16 Cha)
5th level ... 7+5 = 12 xtra hp (17 Cha)
10th level ... 7+7+7+6+3 = 30 xtra hp (18 Cha)
15th level ... 8+8+7+7+7+6+4 = 47 xtra hp (22 Cha)
20th level ... 8+8+8+8+7+7+7+7+6 = 66 xtra hp (26 Cha)

Now, that seems more reasonable. Comments?

Thank you for the feedback!


Next morning ... maybe 1 temp hp per spell is too little ... maybe 1d3 temp hp per spell ...

RPG Superstar Season 9 Top 16

I'd just increase the amount of temporary hit points you get and make them not stack.

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