Melanis Zbri's page

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We are just starting Lords of Rust but events in FoC have followed some of my sketched out plots for the middle third of the series. Choking Tower and Valley of the Brain Collectors always seemed a bit disconnected from the rest of the campaign. Now, they are bits of conflict to free Torch from Technic League control (they, unfortunately, trusted a certain FoC NPC and are now wanted by the TL and the Black Horse clan, and Torch's charter with the clan is at risk, occupied by the TL as its only means to remain), and to handle the growing issue in the Felldales. I've created a faction of former Mendevian crusaders who hold up in a ruined dropship (there is a Darklands path that leads into the Worldwound region and pops up in the Felldales). The 'vaulters' (inspired by Steel Brotherhood from Fallout) are succumbing to TL influence, and are fighting a losing battle with the things in the Valley and their annihilator robots raiding local settlements for information and brains.

So CT will involve the PCs likely hunting down a League task force (essentially a chartered adventuring party) looking for the books stolen from the League. VotBC will be more tracking the annihilators down after one of their raids. There's a bit more going on than that but some players read these boards so I will leave it at that for now.


Hey folks. First post here, but fairly long-time reader. I've seen a couple of sorc conversions for bloodrager, but I cobbled two for an upcoming Iron Gods AP campaign. I did have a third, but it really fell apart (if someone has some suggestions for bloodline powers for a Stormsoul path, put a reply in here).

The two I did make up were rather easy, since both lines make the Sorc more combat/melee-focused. I'll only note the bits that differ from the original sorceror lines.

I'm looking for feedback from folks with a bit more Pathfinder-specific rules mastery. In both cases I didn't want to go too far afield from the original sorceror material, so I know they aren't terribly innovative. The goal wasn't to create new but to adapt existing for possible PC bloodrager use.

Boreal Bloodrager:
This one was realtively simple - a bloodline that turns the sorceror into a melee'ing frost giant-y sort of person.

Feats: Arcane Strike, Endurance, Power Attack, Skill Focus (Intimidate), Toughness ((needs 1-2 more))

Bonus spells: Enlarge Person (7th), Ice Slick (10th), Elemental Aura (Cold only) (13th), Wall of Ice (16th)
I switched out Rage for Ice Slick given the class has a built in barbarian rage. I wanted to swap out Wall of Ice as well but then thought it might be useful to have a more utility spell on the list.

Powers:
1st level - Cold Strike
4th level - Ice Walker
8th level - Snow Shroud
12th level - Terrain Mastery: Cold +4 (new, as the Ranger class ability, stacks with ranger/nature warden abilities of the same name)
16th level - Giant Form (when ranging, can assume Frost Giant form as the Giant Form I spell, each round transformed uses 2 round of rage; at level 20 it's a 1:1 ratio for duration)
20th level - Child of Ancient Winters

I've seen the Boreal version drafted up on this board, but I wanted to shy away from a Monkey Grip-type ability. So I kept that transformative element until the level 16 power - in part because bloodrager spell casting will never get the Giant Form spell but at that level it seemed appropriate to the combat ability the class otherwise has.

Nanite Bloodrager:
I was thinking of using this bloodline to make the class a bit more android-useful but had second thoughts and decided to stay with the idea.

Feats: Blind Fight, Combat Expertise, Dodge, Improved Disarm, Lightning Reflexes, Skill Focus (Knowledge: Engineering)

Bonus Spells: Body Capacitance (7th), Defensive Shock (10th), Miasmatic Form (13th), Echolocation (17th)
Changed up the level 1, moved the level 4 to 3, and brought in a 4th level that felt appropriate without going for offensive power.

Powers:
1: Nanite Strike (this is no longer counted as a poison but as a nanite infestation)
4: Nanite Surge
8: Nanotech Resurgence
12: Reactive Adaptation (at this level the bloodrager's nanites will reactively protect their body from any form of energy damage. The bloodrager gains the benefits of a Resist Energy spell cast as an immediate interrupt, at their full class level for a duration of 1/2 their bloodrager level. The energy type resisted must match the energy damage that triggers the interrupt. This ability can be used 3 times + Con modifier per day and lasts for 1 round per 2 bloodrager class levels)
16: Distributed Body
20: Living Swarm