Sian Daemodus

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Ok, so I took a look at the Fast Healer Feat, which reads:

"Prerequisites: Con 13, Diehard, Endurance.

Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."

Now...if an Inquisitor used the Healing Judgement with it...

"Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses."

Would that mean he would heal half his Con mod in addition to his fast healing each round??


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Woah, thanks for all the responses!

I was definitely thinking more along the lines of Zelda from Hyrule Warriors, but a Smash build or a Tetra style build would be more than welcome...Also a Sheik...err so many choices, but priority is:

1. Hyrule Warriors
2. As Sheik
3. As Tetra


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Just wanna say that I love what has been done in the book and with the setting. One thing I would like to address in the Thaumaturge, though, is that level 13 in the table shows him getting something called "Twin Soul," but that ability is never explained in the text. Could I have some insight as to what the ability is?


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So, I was looking through the core rule book when I was making my sorcerer, and noticed that there wasn't a vampiric bloodline. There also wasn't one in the APG. So, I began work on my own bloodline...keep in mind this is just a first draft, and could have some balancing or flavor issues. Any and all feedback on this is welcome, and PLEASE do NOT be afraid to be critical...just do so in a friendly matter.

Class Skill: Diplomacy

Bonus Spells: Chill Touch (3rd), Command Undead (5th), Vampiric Touch (7th), Fear (9th), Dominate Person (11th), Eyebite (13th), Finger of Death (15th), Horrid Wilting (17th), Energy Drain (19th)

Bonus Feats: Endurance, Die Hard, Persuasive, Iron Will, Improved Iron Will, Dodge, Skill Focus (Intimidate), Toughness

Bloodline Arcana: Whenever an enemy is affected by a Necromancy spell you cast, gain 1d6 of HP per dice rolled.

Bloodline Powers:

Vampiric Teeth: Starting at 1st level, you can grow vampiric canines as a free action. You can use these teeth as natural weapons, using your full attack bonus. The attack deals 1 d6 damage plus your charisma modifier. At 5th level, if the attack is successful, you gain ½ the amount of damage dealt in HP, rounded down. This attack is now considered a touch attack. Your teeth can be used for a number of rounds per day equal to your Charisma modifier plus 3.

Paralyzing Grip: At 3rd level, you can use the spell Ghoul Touch as an ability a number of times per day equal to your Charisma modifier. At 9th level, you can use Detect thoughts a number of times per day equal to your Charisma modifier plus 2.

Creatures of the Night: At 9th level, you can call forth a massive swarm of bats to attack all enemies in a 20-foot radius burst. All enemies in the burst take 2d6 damage, but those closest to the center (between 1 and 5 feet) are also fatigued for one round. (A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.) You can use this ability once per day at 9th level. At 17th level, the blast radius increases to 30 feet. All enemies between 1 and 10 feet of the center of the blast are fatigued, while all enemies in the blast are dealt 2d6 damage. You can also use this ability twice per day. At 20th level, the radius is increased to 60 feet. 3d6 of damage is dealt to all enemies, while those between 1 and 15 feet from the center are also fatigued.

Manipulation of the Mind: At 15th level, any succeeding touch attack you make causes the target to become confused for 1 round per every 2 Sorcerer levels you possess. Confusion:Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round.

Metamorphosis of Darkness: At 20th level, vampiric strength flows through your body. You receive a +4 bonus to Charisma and Intelligence, as well as a +2 bonus to Dexterity. You gain immunity to non-lethal damage, paralysis, and critical hits. Once per day, you may enter a state of blood healing. During this time, you may heal back to your maximum HP and cure yourself of all negative conditions.

As previously stated, please be critical. Feedback on ALL aspects of the bloodline--bonus spells, bonus feats, flavor, etc.--are welcome in every capacity. Thanks in advance, and I REALLY hope you guys like it.