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One of the only things I don't absolutely love about the new Sorcerer is that bloodlines are called bloodlines, which really implies genealogy. However, with the Destined and Arcane bloodlines, obiously there is room for some non-genetic bloodline concepts.
With that in mind, I present my rough draft of the Chronos Bloodline, a time-touched mage.
Chronos
You have an innate connection to and understanding of time and space. Perhaps you were born out of time, or your parents are time travelers. Whatever the cause, you manifest amazing abilities related to the flow of time-space in addition to the more usual magical talents.
Class Skill: Knowledge (history).
Bonus Spells: true strike (3rd), mirror image (5th), haste (7th), dimension door (9th), teleport (11th), contingency (13th), plane shift (15th), temporal stasis (17th), timestop (19th).
Bonus Feats: Combat Reflexes, Dodge,Improved Initiative, Lightning Reflexes,Mobility, Quick Draw, Quicken Spell, Skill Focus (Knowledge [history]).
Bloodline Powers: Chrono-sorcerers develop a strange relationship with time, bending it around them like cloak, and using ti to accomplish incredible feats.
Time Twist (Su): Starting at 1st level, you can create a time twist as a standard action. The time twist targets every character adjacent to you whether friend or foe. Targets that fail a Will save (DC = 10 + 1/2 Caster level) are dazed (as the spell) for one round.
Temporal Flux (Ex): At 3rd level, as a swift action you can wrap yourself in a fluctuating field of temporal energy that grants you 20% concealment. At 11th level, this concealment increases to total (50%).
Space Time Shift (Ex): At 9th level, you may teleport up to 20" as a move action, or 40" as a full move action. At 13th level these distances increase to 30" and 60" respectively. You must be able to see the location you are teleporting to.
Time Immunity (Su): At 15th level, you gain immunity to the effects of the following spells: hold person, mass hold person, and slow. In addition if you are caught in the area of effect of a time stop spell you did not cast, you may act as if you had cast it.
Chronomaster (Ex): At 20th level, you have become truly one with the timestream. You are never surprised and automatically go first in initiative, unless facing another Chronomaster. In addition, you are permanently hasted. Finally, you cease to age entirely and are immune to all aging effects.

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Rework the 1st level power. It should affect one targeted foe. that will balance it with the existing 1st level abilities in the existing bloodlines.
The 9th level power should work like the shadow dance power a certain total amount of distance per day divided into a minimum of 10 foot increments regardless of distance traveled. I would say 5 foot per every 2 class levels would be appropriate for a move equivalent. However 1d4 rounds must pass between each use of the power.

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Rework the 1st level power. It should affect one targeted foe. that will balance it with the existing 1st level abilities in the existing bloodlines.
I don't think it needs to be limited to 1 target, unless it had no saving throw. You might limit it to affecting a given creature only once per day, though.
Edit: And as far as the 20th level ability, I don't think I'd say you automatically go first in initiative automatically. That's a bit too strong on top of the auto-haste and no max age. Maybe you are always treated as if you had rolled a natural 20 for initiative.
15th level: Should just be immunity to paralysis effects, and giving you a save against Time Stop, success letting you act alongside the spell's caster. It shouldn't be automatic immunity.

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LazarX wrote:Rework the 1st level power. It should affect one targeted foe. that will balance it with the existing 1st level abilities in the existing bloodlines.I don't think it needs to be limited to 1 target, unless it had no saving throw. You might limit it to affecting a given creature only once per day, though.
Compare it to the Daze power of the Charm Domain, which works exactly this way. it's a Daze for one round by touch, as it is this power is extremely powerful compared to the existing domains and bloodlines at 1st.

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Kvantum wrote:Compare it to the Daze power of the Charm Domain, which works exactly this way. it's a Daze for one round by touch, as it is this power is extremely powerful compared to the existing domains and bloodlines at 1st.LazarX wrote:Rework the 1st level power. It should affect one targeted foe. that will balance it with the existing 1st level abilities in the existing bloodlines.I don't think it needs to be limited to 1 target, unless it had no saving throw. You might limit it to affecting a given creature only once per day, though.
Yes, but shouldn't a bloodline ability be stronger than a domain ability, since Clerics get two domains and Sorcerers only one bloodline? It does need to be toned down, I'm not debating that point, but it's the degree of nerfing that I'm not sure on. (Needs the 1/day/creature limitation for certain, and the DC should be 10 + Cha mod + 1/2 caster level.)

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I like it! I would call it the Temporal Bloodline rather than Chrono, though, but that's a small thing. One power I think would fit well would be something along the lines of an Action Point, granting an additional standard action 1/day at whatever level, and maybe ramping up to 2/day at a higher level. More than 2/day might be too much, though.

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15th level: Should just be immunity to paralysis effects, and giving you a save against Time Stop, success letting you act alongside the spell's caster. It shouldn't be automatic immunity.
I'm considering all of the comments, but I will say definite no to this one. Over the course of a character's career they will be exposed to enemy timestops so rarely that giving the ability a chance to fail could very well mean that the one time it actually comes up, it doesn't work.
It's just not a common enough spell to warrant making it an unreliable ability.

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I like it! I would call it the Temporal Bloodline rather than Chrono, though, but that's a small thing. One power I think would fit well would be something along the lines of an Action Point, granting an additional standard action 1/day at whatever level, and maybe ramping up to 2/day at a higher level. More than 2/day might be too much, though.
Oh, that's a MUCH better name. Now I feel dumb for not thinking of it.