| nighttree |
Wanted to throw out an idea I have been working on, and see what the reaction was.
This is a bloodline for a Sorcerer that is heavily laced with Elemental/Chaos energies.
Most of the ideas are just pirated from existing sources.
Class skills:
Bonus Spells: Color Spray (3rd), Rainbow Beam (5th),Rainbow Blast (7th)??? (9th) Prismatic Ray (11th) Prismatic Aura (13th) Prismatic Spray (15th) Prismatic Wall (17th) Prismatic Deluge (19th)
Bonus Feats: Energy Substitution, Energy Admixture,???
1st level : Aura of Chaos (Su): The power of chaos infuses you body and soul. Your spells have the potential to be utterly devastating. When rolling damage for a spell, you gain a special benefit from any damage die that rolls it's maximum amount (such as a result of 6 on a D6). When one or more of your damage dice show a maximum possible result, reroll each such die and add it's result to the original damage total. You can continue to reroll as long as a die shows it's maximum possible result, adding each new number to the damage total until each die has shown less than a maximum result.
3rd level:Wild Surge (Su): A wild mage can let his magic rise to the surface in a wild surge when he casts a spell. During a wild surge, a wild mage gains phenomenal arcane strength, but may harm himself by the reckless use of his power (see Enervation, below).
A wild mage can choose to invoke a wild surge whenever he casts a spell. When he does so, he gains +2
to his caster level with that manifestation of the spell. The increased caster level effects all level based variables of the spell, including range, area of effect, spell penetration, and the difficulty of dispelling the spell. You can exceed the normal level fixed limits of a spell with this ability, so a 10th level sorcerer could cast a fireball spell dealing 12D6 pts of fire damage.
Caster level-dependent spell effects are improved, depending on the spell a wild mage manifests with his wild surge.
This improvement in caster level does not grant him any other benefits (magic item abilities do not advance, he
does not gain higher-level class abilities, and so on).
At 3rd level, a wild mage can choose to boost his caster level by two.
At 7th level, he can boost his caster level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.
3rd level: Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wild mage may be overcome by the strain of his effort. The chance of suffering enervation is equal to 5% per caster level added with the wild surge. For example, if, at 11th level, you use wild surge to boost your caster level by four, you have a 20% chance of suffering enervation as a result.
A wild mage who is overcome by enervation is dazed until the end of his next turn and loses a number of spell slots equal to his Sorcerer level.
9th level Bloodline: Random Deflector (Su): A wild mage has the ability to protect himself from certain attacks. Using this ability is an immediate action (see page 86) which means that a wild mage activates it when it is not his turn. When activated, the Random Deflector lasts until the beginning of the wild mage's next turn. The Random Deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating the wild mage as the sole target, but not area spells striking an area in which he happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes himself and his allies in among the possible new targets.
Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target's AC, the new targets saving throw if a spell or effect allows one, and so on. A wild mage can use this ability once per day at 9th level, twice per day at 17th level, and thrice per day at 20th level.
15th level Bloodline: Reckless Dweomer (Su): At 15th level and higher, a wild mage knows how to convert his own spell energy into random, unpredictable results. As a standard action, he can eliminate a spell slot of at least first level to create an effect similar to that of activating a greater rod of wonder.
20th level Bloodline: Wildstrike (Sp):
Would love opinions and suggestions......
| nighttree |
Can't seem to edit my existing post (is that correct ???)
I have re-done the bonus spell list, as I felt it was a bit to focused on one theme (Prismatic spells).
Bonus Spells: Color Spray (3rd), Rainbow Beam (5th) , Rainbow Blast (7th) Metal Melt (9th) Arcane Fusion (11th) Prismatic Aura (13th) Arcane Spellsurge (15th) Greater Arcane Fusion (17th) Prismatic Deluge (19th)
I also converted the "Student of chaos" ability into a feat available to sorcerers with this bloodline.
Student of Chaos
Prerequisites: Sorcerer level 1, Wild Mage bloodline.
Benefit: Whenever a Wild Mage uses a magic item that offers a randomly determined effect (such as a bag of holding or Rod of wonder), He can roll twice and choose between the two results.
If a random roll is made only once to determine the nature or content of a device (for example, a Robe of useful items or an Iron flask), a Wild mage gains no special advantage.
The Character's student of chaos ability applies when using his Reckless dweomer ability.
| nighttree |
I have never seen the idea of turning the old idea of a wild mage into a bloodline for the sorcerer, and I like it. It seems to recast the idea from a wizard who's a poor student, to an inherited power wielder struggling with the chaotic nature of that power.
What's really funny is I started working on this prior to Wizards releasing the wild mage option for their Sorcerer, but what they are doing with the sorcerer is really close to what I was trying for.
We play DL setting, so there is a theme of Sorcerers being influenced by chaos built into the setting as is, I was just going for a more extreme version....something the Conclave could be REALLY worried about.
I have switched the Wild mage mechanics from CA with the Wilder mechanics (because I like them better) and translated some of the feats created to help with enervation to arcane variants.
I don't think the Aura of Chaos ability is over powered, it replaces the "at will" blasty that most bloodlines get, with the potential to do more damage with a spell, but how often have you maintained max roll's on a die for any real length of time ?
| nighttree |
This is a more "polished" version of the bloodline based on suggestions from people (here and on other lists), that is getting close to finished as near as I can tell ;)
Class skills: Knowledge (Planes).
Bonus Spells: Color Spray (3rd), Rainbow Beam (5th) , Rainbow Blast (7th) Metal Melt??? (9th) Arcane Fusion (11th) Prismatic Aura (13th) Arcane Spellsurge (15th) Greater Arcane Fusion (17th) Maw of Chaos (19th)
Bonus Feats: Enervation endurance, Energy Substitution, Energy Admixture, Improved initiative, Postpone enervation, Student of Chaos,
1st level : Chaos Bolt (Su): Starting at 1st level, you can unleash a chaos bolt as a standard action, targeting any foe
within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage +1 for every two caster levels you possess.
When rolling damage for your chaos bolt, you gain a special benefit from any damage die that rolls an even numbered damage result. When your damage dice show an even number result, you may treat the bolt as if effected by the Chain Spell metamagic feat at no additional cost to you.
3rd level:Wild Surge (Su): A wild mage can let his magic rise to the surface in a wild surge when he casts a spell. During a wild surge, a wild mage gains phenomenal arcane strength, but may harm himself by the reckless use of his power (see Enervation, below).
A wild mage can choose to invoke a wild surge whenever he casts a spell. When he does so, he gains +2
to his caster level with that manifestation of the spell. The increased caster level effects all level based variables of the spell, including range, area of effect, spell penetration, and the difficulty of dispelling the spell. You can exceed the normal level fixed limits of a spell with this ability, so a 10th level sorcerer could cast a fireball spell dealing 12D6 pts of fire damage.
Caster level-dependent spell effects are improved, depending on the spell a wild mage manifests with his wild surge.
This improvement in caster level does not grant him any other benefits (magic item abilities do not advance, he
does not gain higher-level class abilities, and so on).
At 3rd level, a wild mage can choose to boost his caster level by two.
At 7th level, he can boost his caster level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.
3rd level: Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wild mage may be overcome by the strain of his effort. The chance of suffering enervation is equal to 5% per caster level added with the wild surge. For example, if, at 11th level, you use wild surge to boost your caster level by four, you have a 20% chance of suffering enervation as a result.
A wild mage who is overcome by enervation is dazed until the end of his next turn and loses a number of spell slots equal to his Sorcerer level.
9th level Bloodline: Random Deflector (Su): A wild mage has the ability to protect himself from certain attacks. Using this ability is an immediate action (see page 86) which means that a wild mage activates it when it is not his turn. When activated, the Random Deflector lasts until the beginning of the wild mage's next turn. The Random Deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating the wild mage as the sole target, but not area spells striking an area in which he happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes himself and his allies in among the possible new targets.
Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target's AC, the new targets saving throw if a spell or effect allows one, and so on. A wild mage can use this ability once per day at 9th level, twice per day at 17th level, and thrice per day at 20th level.
15th level Bloodline: Reckless Dweomer (Su): At 15th level and higher, a wild mage knows how to convert his own spell energy into random, unpredictable results. As a standard action, he can eliminate a spell slot of at least first level to create an effect similar to that of activating a greater rod of wonder.
20th level Bloodline: Wildstrike (Sp): At 20th level, a Wild mage gains the ability to make a Wildstrike once per day. A wildstrike effects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2D6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the effected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a Greater rod of wonder.
Student of Chaos (Bloodline feat)
Prerequisites: Sorcerer, Wild Mage bloodline.
Benefit: Whenever a Wild Mage uses a magic item that offers a randomly determined effect (such as a bag of holding or Rod of wonder), He can roll twice and choose between the two results.
If a random roll is made only once to determine the nature or content of a device (for example, a Robe of useful items or an Iron flask), a Wild mage gains no special advantage.
The Character's student of chaos ability applies when using his Reckless dweomer ability.
| Abraham spalding |
nighttree, I would point out one more thing, you might want to rechoose bonus spells and bonus feats if you want this to have a chance of going towards the book (not saying it would, just as it stands now it can't at all). Several of those spells and feats are non-OGL and therefore not available for core use in Pathfinder (core meaning official from paizo, not what you want to play at home or where you normally play).
For the rechosen spells I would offer:
1st -- Color Spray 2nd -- Mirror Image 3rd -- Blink (maybe displacement) 4th level -- confusion (or rainbow pattern) 5th -- Mind Fog (maybe baleful polymorph or polymorph) 6th -- Disintegrate (Veil or Mislead) 7th level -- Insanity (prismatic spray, polymorph greater, limited wish) 8th level -- Polymorph any object (mind blank, symbol of insanity) 9th level -- Prismatic Sphere (Wish, Shapechange, time stop)
For Feat consideration:
Dodge, Wind Stance, Deceitful, Improved Intiative, Natural Spell (variant for polymorph), Empower Spell, Widen Spell
| nighttree |
nighttree, I would point out one more thing, you might want to rechoose bonus spells and bonus feats if you want this to have a chance of going towards the book (not saying it would, just as it stands now it can't at all). Several of those spells and feats are non-OGL and therefore not available for core use in Pathfinder (core meaning official from paizo, not what you want to play at home or where you normally play).
Actually, that never even crossed my mind.
We are approaching Pathfinder as "rule changes" to our existing 3.5 game (the whole backward compatability thing) so I was not overly concerned with OGL.
I guess if the powers that be asked if they could pirate ideas from my Wildmage bloodline, then I could change some of the options around, but at for now, I'm more concerned with keeping the flavor I'm trying to create with the options I have allready gone with.
Thanks for the suggestions though ;)