Bloodline Disciple


General Discussion (Prerelease)


Ok guys here is my shot at making the dragon disciple good for all bloodlines.

Spoiler:

Bloodline Disciple

HD: d12
Requirements:
To qualify to become a bloodline disciple, a character must fulfill all the following criteria.
Race: Any non bloodline type (cannot already have a template or any ability asserted with your bloodline creature).
Skills: Knowledge (arcana) 5 ranks.
Languages: Native tongue of bloodline type if there is one.
Spellcasting: Ability to cast 1st level arcane spells without preparation. If the character has levels of sorcerer, he must have the same bloodline as he takes in disciple. If the character gains levels of sorcerer after taking this class, he must take the same bloodline.

Class skills:
The bloodline disciple’s class skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist
(Dex), Knowledge (all skills taken individually) (Int), Perception (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class features:
All of the following are Class Features of the bloodline disciple prestige class.
Weapon and Armor Proficiency: Bloodline disciples gain no proficiency with any weapon or armor.
Spells per Day: At the indicated levels, a bloodline disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a bloodline disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

Power of the blood: A bloodline disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the bloodline disciple does not have levels of sorcerer, he instead gains bloodline powers of the chosen bloodline, using his bloodline disciple level to determine the bonuses gained. He must choose a bloodline type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Lost bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.

Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a bloodline Disciple an increase to the character’s existing natural armor (if any), (the numbers represent the total increase gained to that point). As his skin thickens, a bloodline disciple take son more and more of his progenitor’s physical aspect.

Ability Boost (Ex): As a bloodline disciple gains levels in this prestige class, his ability scores increase
.These increases stack and are gained as if through level advancement.
Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a Bloodline disciple receives one bonus feat, chosen from the bloodline’s bonus feat list.

Bloodline power 1: at 3rd level the bloodline disciple gains the power of his bloodline from table 2
He gains a 2nd power at 9th level

Bindsenses with a range of 30 feet. Using nonvisual senses the bloodline disciple notices things it cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the bloodline disciple cannot see still has total concealment against him, and the bloodlinedisciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of
a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Bloodline form[su]: At 7th level a bloodline disciple can assume the form of his bloodline for a limited period of time.

Class abilitys ; Table 1
1st : Power of the blood, natural armor increase [+1] arcane spellcaster level +1
2nd: Ability boost [str+2]Bloodline feat
3rd Bloodline power 1, Arcane spellcaster level +1
4th Ability boost [str +2] , natural armor increase [+2], arcane spellcaster level +1
5th Blindsense 30’, Bloodline feat
6th Ability boost [con+2], arcane spellcaster level +1
7th Bloodline form 1/day, natural armor increase [+3], arcane spellcaster level +1
8th Ability boost [Int +2], Bloodline feat
9th Bloodline power 2 , arcane spellcaster level +1
10th Blindsense 60’ , Bloodline form 2/day , arcane spellcaster level +1

Table 2 Bloodline powers.

Aberrant;
Bloodline power 1:
Unusual Anatomy (Ex): At 3rd level, your anatomy changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple gains a 50% % chance of ignoring any critical hit or sneak attack scored against him.

Bloodline power 2: At 9th level the bloodline disciple grants you Alien Resistance (Su): you gain spell resistance equal to your sorcerer level +10. Even if his sorcerer level is not high enough to grant it..

Abyssal :
Bloodline power 1:
At 3rd level you gain Strength of the Abyss (Ex): you gain a +2 inherent bonus to your Strength. even if his sorcerer level is not high enough to grant it. Once his level is high enough to grant this ability through the bloodline, the bloodline disciple power increases to a total of +4 Strength

Bloodline power 2: At 9th level the bloodline disciple gains Added Summonings (Su): whenever you summon a creature with the Demon subtype or the fiendish template using a summon monster spell, you summon one additional creature. He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple summons two additional creatures

Arcane:
Bloodline power 1:
At 3rd level you gain New Arcana (Ex): you can add any one spell that
you are capable of casting to your list of spells known. He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple gains an another spell

Bloodline power 2: At 9th level you gain School Power (Ex): pick one school of magic.
The DC for any spells you cast of that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Even if his sorcerer level is not high enough to grant it

Celestial
Bloodline power1:
AT 3RD level you gain Wings of Heaven (Su):, you can sprout feathery wings and f ly for a number of minutes per day equal to your sorcerer level with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments.
He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use it a number of minutes equal to his caster level +3

Bloodline power 2: At 9th level you gain Conviction (Su):, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it is worse. You can use this
ability once per day. . Even if his sorcerer level is not high enough to grant it

Destined
Bloodline power 1:
At 3rd level you gain It Was Meant To Be (Su):1/day you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second
result, even if it is worse. He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use it 2/day

Bloodline power 2: At 9th level you gain Within Reach (Su): your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –9 hit points and are automatically stabilized.
The bonus from your fated ability applies to this save . Even if his sorcerer level is not high enough to grant it

Draconic
Bloodline power 1:
At 3rd level, a bloodline disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the bloodline disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the bloodline disciple, as noted on page 45

Bloodline power 2: At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple’s speed increases to 90 feet.

Elemental
Bloodline power 1:
At 3rd level, a bloodline disciple gains the elemental blast bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the bloodline disciple gains an additional use of his elemental blast each day. The type and shape of the breath weapon depends on the type of element selected by the bloodline disciple, as noted on page 46

Bloodline power 2: At 9th level you gain Elemental Movement (Su): you gain a special movement type or bonus. This ability is based on your element.. Even if his sorcerer level is not high enough to grant it. If you have or later gain this power your speed increase 15 feet

Fey
Bloodline power 1:
Fleeting Glance (Su): At3rd level, you can turn invisible for a number of rounds per day equal to your caster level. This ability functions as greater invisibility. These rounds need not be consecutive. . He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use a number equal to there caster level +3

Bloodline power 2: Fey Magic (Su): At 9th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed. You must take the second result, even if it is worse. You can use this ability at will. You gain this power Even if his sorcerer level is not high enough to grant it

Infernal
Bloodline power 1:
Hellfire (Su):1/day at 3rd level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their save are shaken for 1 round per caster level.
The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use this power 2/.day

Bloodline power 2: On Dark Wings (Su): At 9th level, you can grow fearsome bat wings as a standard action, giving you a f ly speed of 60 feet with average maneuverability. The wings can be dispelled as a free action You gain this power Even if his sorcerer level is not high enough to grant it

Undead
Bloodline power 1:
Grasp of the Dead (Su): 1/day At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per caster level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. He gains this ability even if his sorcerer level is not high enough to grant it . Once his level is high enough to grant this ability through the bloodline, the bloodline disciple may use this power 2/.day

Bloodline power 2: Incorporeal Form (Su): At 9th level, you can become incorporeal for 1 round per caster level. While in this form, you gain the incorporeal subtype and your spells do not affect corporeal creatures, but your grave touch ability functions normally. You can use this ability once per day.

Table 3: Bloodline forms:
Aberrant Aberrant form[new spell]
Abyssal abyssal form[ new spell]
Arcane: not sure
Celestial angelic form[ new spell]
Destined
Draconic: Form of the dragon I at 7th 1/DAY at 10 it is form of the dragon II and 2/day
Elemental Elemental form III, 1/day at 10 it elemental form IV and is 2/day
Fey fey form [new spell]
Infernal hellish form[new spell]
Undead: undead form[ new spell.

Others I need new spells am working on it

Now it may need a bit of formatting and such but ya get the jest of it.
I will have to have new sharp form spells but am working on that

now many of this can be done with new spells. I am thinking abyssal, celestial and infernal should be a new spell[ form of outsider?]
While fey, aberrant and undead all get there own spells.

Now what of destined?

also if ya think something needs improved or is just plan wrong let me know

Edit: I may rip out the arcane and destined blood lines ass they really don't fit. Also I am strongly thinking the HD should be a d10.


If it were me, I'd just replace the "Breath Weapon" class ability of the Dragon Disciple with an equivalent energy blast. E.g.:

  • Aberrant bloodline gets a line of acid
  • Abyssal bloodline gets a cone of fire
  • Celestial bloodline gets a cone of fire
  • Elemental bloodline gets fire/acid/cold/electricity as appropriate
  • Infernal bloodline gets a cone of fire
  • Undead bloodline gets a cone of cold

The "if you get this ability twice" wording is only necessary for the Draconic bloodline.

Likewise, I'd just give some kind of flight ability at level 9 (winged or not) and then give an increase in flight speed if you happen to have a flight bloodline ability from the sorcerer class.

Just my two cents.


I think the aberant should give a mind blast ability like the ithillid have were the breath weapon would normally be.


Abraham spalding wrote:
I think the aberant should give a mind blast ability like the ithillid have were the breath weapon would normally be.

That would make sense, but for whatever reason Aberrant sorcerers in Pathfinder shoot acid. :-)


I see it as an eye ray, like the beholder has. The reach ability looks like something that would come from a choker.


well how the class was set up was it gave the 9th and 15th level ability.
that was breath weapon and wings. So I did the same with all the bloodlines. Breath weapon and blasty energy is nice and all but fails to fit all the bloodlines.

This class is under revision but the 3rd level powers are gonna stay the 9th level powers. Maybe with some adjust ment


this the the direction I am going

1st : Power of the blood, natural armor[+1] arcane spellcaster +1
2nd: Ability boost 1,Bloodline feat
3rd Bloodline power 1, Arcane caster level +1
4th Ability boost 2 , natural armor increase [+2], arcane spellcaster level +1
5th Blindesense 30’, Bloodline feat
6th Ability boost 3, arcane spellcaster level +1
7th bloodline power 2, natural armor increase [+3], arcane spellcaster level +1
8th Ability boost 4 , Bloodline feat
9th Bloodline power 3 , arcane spellcaster level +1
10th Blindsences 60’ , bloodline power 4 , arcane spellcaster level +1

The ability changes with the bloodline. I will post a few bloodlines later

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I think I would prefer an array prestige classes for the bloodlines rather than one than the one presented, although they have the problem of taking longer to build. Different class skills, more appropriate abilities (I don't think blindsense fits well with every bloodline for example).

While this may not work for everyone, here is an example of what I would think of a fey bloodline prestige class.

Spoiler:
Fey Disciple
Hit Die: d8
Base Attack Bonus: 3/4 (As Cleric)
Fort Save: Poor
Ref Save: Good
Will Save: Good

Level : Special
1st : Blood of Fey, damage reduction (1/cold iron)
2nd : Wild shape (1/day), enhanced magic, bloodline feat
3rd : Fleeting glace
4th : Wild shape (2/day), damage reduction (2/cold iron)
5th : Enhanced magic, bloodline feat
6th : Wild shape (3/day)
7th : Natural spell, damage reduction (3/cold iron)
8th : Wild shape (4/day), enhanced magic, bloodline feat
9th : Fey magic
10th : Wild shape (5/day), enhanced magic

Level : Spells Per Day
1st : +1 level to existing casting class
2nd : -
3rd : +1 level to existing casting class
4th : +1 level to existing casting class
5th : -
6th : +1 level to existing casting class
7th : +1 level to existing casting class
8th : -
9th : +1 level to existing casting class
10th : +1 level to existing casting class

Requirements
To qualify to become a fey disciple, a character must fulfill all the following criteria.
Skills: Knowledge (nature) 5 ranks.
Languages: Sylvan.
Spellcasting: Caster level 1st. If the character uses levels of sorcerer, she must have the fey bloodline. If the character gains levels of sorcerer after taking this class, she must take the fey bloodline.
Special: Woodland stride.

Class Skills
The fey disciple's class skills (and the key ability for each skill) are Acrobatics (Dex), Escape Artist (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the fey disciple prestige class.
Weapon And Armor Proficiency: Fey disciples gain no proficiency with any weapon or armor.
Spells per Day: At the indicated levels, a fey disciple gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level in spellcasting. If a character had more than one spellcasting class before becoming a fey disciple, she must decide to which class she adds the new level for purposes of determining spells per day.
Blood of Fey: A fey disciple adds her level to her sorcerer level when determining the powers gained from her bloodline. If the fey disciple does not have levels of sorcerer, she instead gains bloodline powers of the fey bloodline, using her fey disciple level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer unless she possesses spell slots of an appropriate level. Lost bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.
Damage Reduction (Ex): A fey disciple gains damage reduction 1/cold iron. If she already has damage reduction bypassed by cold iron, that damage reduction increases by 1 instead. At 4th and 7th level the damage reduction bypassed by cold iron increases by another 1.
Wild Shape (Su): At 2nd level, a fey disciple gains the ability to turn herself into any Small or Medium animal or a Small or Medium fey and back again once per day. When taking the form of an animal, a few disciple's wild shape functions as beast shape I, and when taking the form of an fey, a few disciple's wild shape functions as alter self except it allows you to assume the form of Small and Medium fey instead of humanoids. Also, unlike the referenced spells, the effect lasts for one hour per fey disciple level, or until she changes back. The duration increase by one hour per sorcerer level or druid level. Changing form (to animal/humanoid or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal or humanoid the druid is familiar with.
A fey disciple loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A fey disciple can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of five times at 10th level. As a fey disciple gains in levels, this ability allows the fey disciple to take on the form larger and smaller animals and plants. Each form expends one daily usage of this ability, regardless of the form taken. If the fey disciple has wild shape from another source the daily uses of this ability stack and all uses can be used on any form from either of the classes.
At 4th level, a fey disciple can use wild shape can use wild shape to change into a Large or Tiny animal. When taking the form of animals, a fey disciple's wild shape now functions as beast shape II. Also when taking the form of a fey, she can also gain any of these listed abilities if the form she assumes has any of them: fly 30 ft. (average manueverability) and damage reduction 1/cold iron.
At 6th level, a fey disciple can use wild shape can use wild shape to change into a Huge or Diminutive animal or a Small or Medium plant creature. When taking the form of animals, a fey disciple's wild shape now functions as beast shape III. When taking the form of a plant creature, a fey disciple's wild shape functions as plant shape I. Also when taking the form of a fey, she can also gain any of these listed abilities if the form she assumes has any of them: fly 60 ft. (good manueverability) and damage reduction 3/cold iron.
At 8th level, a fey disciple can use wild shape can use wild shape to change into a Large plant creature or a Tiny fey. When taking the form of a plant creature, a fey disciple's wild shape now functions as plant shape II. When taking the form of a Tiny fey, she gains a +6 enhancement bonus to her Dexterity and a -2 penalty to her Strength. Also when taking the form of any fey, she can also gain any of these listed abilities if the form she assumes has any of them: 5/cold iron.
At 10th level, a fey disciple can use wild shape can use wild shape to change into a Huge plant creature. When taking the form of a plant creature, a fey disciple's wild shape now functions as plant shape III. Also when taking the form of a fey, she can also gain any of these listed abilities if the form she assumes has any of them: damage reduction 10/cold iron.
Bloodline Feat: Upon reaching 2nd level, and every three level thereafter, a fey disciple recieves one bonus feat, chose from the fey bloodline's bonus feat list.
Enhanced Magic (Su): At 2nd level, a fey disciple gets a +1 bonus on caster level checks made to overcome a creature's spell resistance. At 5th and 8th level this bonus increases by 1.
At 5th level, the fey disciple adds +1 to the Difficulty Class for all saving throws for her spells and spell-like abilities. This bonus increases by +1 at 10th level.
Fleeting Glance (Su): At 3rd level, a fey disciple gains the fleeting glance power, even if her level is not high enough to grant that power. Once her level is high enough to grant this ability through the bloodline, the fey disciple can use this ability for an additional 5 rounds.
Natural Spell: At 7th level, a fey disciple gets Natural Spell as a bonus feat even if she does not meet the prerequisites.
Fey Magic (Su): At 9th level, a fey disciple gains the fey magic bloodline power, even if her level does not yet grant that power. Once her level is high enough to grant this ability through the bloodline, she may use the first result if it is better than the second result.


I like that well, Its close to the way I am headed in. Well done


I think Seeker's idea of having a template for how you spread out abilities is pretty cool but each one needs to be customized... I really dig the Fey bloodline Zynette... that's coolio. I'm not so sure about the progression with wild shape though... I gotta poke around with it more than I have time for now.

Both of you... cool stuff.

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Dennis da Ogre wrote:

I think Seeker's idea of having a template for how you spread out abilities is pretty cool but each one needs to be customized... I really dig the Fey bloodline Zynette... that's coolio. I'm not so sure about the progression with wild shape though... I gotta poke around with it more than I have time for now.

Both of you... cool stuff.

I'm glad you liked it.

I'm not sure of the wild shape progression myself, especially the abilities for wild shaping into fey. Seeing that the special abilities of fey seemed to be damage reduction and spells, and I could figure a way to represent that quickly. But in the end I just wanted to finish it rather than let is sit on my computer for a long time as I figure out a better way myself.

Especially during the beta when things can be changing soon.


Dennis da Ogre wrote:
I think Seeker's idea of having a template for how you spread out abilities is pretty cool but each one needs to be customized...

I agree. But the risk you run with having a bunch of customised bloodlines/"dragon disciple" classes is that you can end up with the situation where they vary wildly in usefulness (e.g. wizard schools).


Personally I tried the same thing with my Eldritch Knight expansion thread. I think this is a great direction to head in with several of the prestige classes.

Mystic theurge could do something similiar where you can just take two power types (arcane and divine, psionic and arcane, psionic and divine, spontaneous and prepared, et al).

It would say time and space in the future, becuase there wouldn't be a need for each prestige class to be spelt out all on it's own.

However:

I do have a problem with the Bloodline disciple idea... The fact is it's just straight up better than straight sorcerer... so now we are back to square one and why pathfinder is redoing all of d20 OGL anyways.

Other than that this is dead on in my opinion.


hogarth wrote:
Dennis da Ogre wrote:
I think Seeker's idea of having a template for how you spread out abilities is pretty cool but each one needs to be customized...
I agree. But the risk you run with having a bunch of customised bloodlines/"dragon disciple" classes is that you can end up with the situation where they vary wildly in usefulness (e.g. wizard schools).

I agree. I don't see Seeker's work as a plug and play solution but as a more general template where I could build a custom PrC using it as a starting point if one of my players is looking for such a thing.


Abraham spalding wrote:
I do have a problem with the Bloodline disciple idea... The fact is it's just straight up better than straight sorcerer... so now we are back to square one and why pathfinder is redoing all of d20 OGL anyways.

How is losing some caster levels in exchange for some mildly interesting abilities (e.g. polymorph 2/day) "straight up better" than levels of sorcerer?

Now if you were arguing that levels in Dragon Disciple are much better than levels in monk, or ranger, or barbarian, I might agree with you.

For instance, I have a monk/sorcerer in seekerofshadowlight's campaign; I was originally going to go with a build like sorcerer 1/monk 19, but now I'm hard-pressed to think why I wouldn't go with sorcerer 2/monk 4/bloodline disciple 7/ranger(?) 1/eldritch knight 6. There's not really anything that the monk class gives you that compares with 12 levels' worth of spellcasting (and boosted Str, natural armor, bonus feats, etc., etc.).


hogarth wrote:
Abraham spalding wrote:
I do have a problem with the Bloodline disciple idea... The fact is it's just straight up better than straight sorcerer... so now we are back to square one and why pathfinder is redoing all of d20 OGL anyways.

How is losing some caster levels in exchange for some mildly interesting abilities (e.g. polymorph 2/day) "straight up better" than levels of sorcerer?

Now if you were arguing that levels in Dragon Disciple are much better than levels in monk, or ranger, or barbarian, I might agree with you.

For instance, I have a monk/sorcerer in seekerofshadowlight's campaign; I was originally going to go with a build like sorcerer 1/monk 19, but now I'm hard-pressed to think why I wouldn't go with sorcerer 2/monk 4/bloodline disciple 7/ranger(?) 1/eldritch knight 6. There's not really anything that the monk class gives you that compares with 12 levels' worth of spellcasting (and boosted Str, natural armor, bonus feats, etc., etc.).

Personally, I feel the DD is fairly well balanced versus the core sorcerer if you are planning on a melee/ sorcerer build. Three levels of casting is a tough sell to me, each one being harder than the previous. My only comment is that it's a very tempting 1 level dip for a normal sorcerer.


Dennis da Ogre wrote:
My only comment is that it's a very tempting 1 level dip for a normal sorcerer.

Certainly. You give up basically nothing (BAB?), and you get +1 natural armor. That's easily fixed by changing the "no spellcasting" levels to 1, 4, and 8 instead of 2, 5, and 9 (say).


Three casting levels do hurt... it means you'll never cast 9th level spells for one thing... but how often do characters get that high?

Beyond that
it's 10 levels of Average BAB, d12 Hit Dice, and continuing (and improving) sorcerer class abilities.

You get for those 3 caster levels:
+4 Str (stacks with all other bonuses)
+2 Con (stacks with all other bonuses)
+2 Int (stacks with all other bonuses)

These along give you an additional hp and an extra skill point per level from those stat increases.

You gain Blindsense 10 levels before you do as a sorcerer (20th level capstone ability).
3 Bonus feats (in those same level a sorcerer will get 2 which depending on your reading you might get too)
+3 Natural Armor (and + 4 from your bloodlines total +7)
Wings 1 level eariler than a sorcerer
Fortitude as a good save
An additional use of your breath weapon
And 2 extra spells per day (dragon form 2, twice a day 7th level spell)

That's what you get over what the straight sorcerer got. The only thing you lose are 3 caster levels, and some time on your spell progression. Your Progression is still better than the bard's by the way ;D


I am still taking notes on this and have revised my ideal a bit. I do think it may need to give up another caster level but am not sure.

My revised version looks very similar yet the bloodlines go in slightly diff ways. I'll post it up in a few days so y'all can pick it apart and tell me what needs fixed.


Abraham spalding wrote:
That's what you get over what the straight sorcerer got. The only thing you lose are 3 caster levels, and some time on your spell progression. Your Progression is still better than the bard's by the way ;D

When you say "All you give up is 3 caster levels" it sounds small.

Put it in perspective:

A Sorcerer 5/ Dragon Disciple 10 casts as a 12th level sorcerer and has the following spells per day:
6 6 6 6 5 3
and spells known:
5 5 4 3 2 1

A Sorcerer 15 has:
6 6 6 6 6 6 4
Known:
5 5 4 4 4 3 2

The Sorc/ DD is missing:
1 5th level spell
3 6th level spells
4 7th level spells

That's a whole lot of lost potential. Including the ability to cast Form of Dragon II 4 times... or any 2 other 7th level spells they choose. Not to mention the 9 additional spells known (7 plus 2 bloodline bonus spells) at the highest levels which are quite useful.

It's a great choice IF you are interested in being a melee/ mix-em-up type sorcerer. If you are a spell tosser then it's a bad call to stay the whole route. Essentially that's how it should be.


In my opinion it as small as it sounds.

4 points of STR on a strength 10 character is 5 points in pathfinder.
2 points of Con and Int are a minimum 2 points each.

That's 9 extra points being through on the character, minimum.

In addition to going from the worse to the best hit dice in the game (an increase of 3 hp a level), at least 1 extra bonus feat.

Also you are getting your level 20 sorcerer ability (blindsense) at 10 levels eariler (fully realised at 5 levels eariler). While I realise it's not true seeing, it's really close, especially if you have a blasting spell to put into the area of your foe.

However , you are right there is still reason to take straight sorcerer, in this case it's those spells, not class features.


I am reworking it to do away with blindsence btw. Just to let y'all know


HA! glad I don't have to use your version! Nay just joking it probably wouldn't hurt at all to level the blindsense as the sorcerer's capstone. After all you're still going to get it becuase of the Dragon Disciple stacking with sorcerer.


Yeah I posted it for folks to pick apart. It was a fast ideal and so far I have got some great feedback. Some i will use some I will not. I kinda knew how i wanted to go with it b4 posting but was asked to post it so i did. It is very much a draft and I am glad y'all have taken the time to poke a few holes in it.

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