Rakshasa Bloodline for Sorcerers


Lost Omens Campaign Setting General Discussion

Dark Archive

Hi everyone, I've included a customized Rakshasa bloodline (which I created) for Pathfinder that anybody can use or critique as you like. Let me know what you think. It is scaled to the power of other bloodline powers etc. in the beta book.

Rakshasa Bloodline:

Brilliant and malevolent, full-blooded Rakshasas are nefarious outsiders who cherish power above all else. In their far-ranging quest for self-pleasure and status, Rakshasa often pay little heed to the lives they destroy in their wake. Some of the more nomadic of the race have scattered mixed progeny across the realm of Golarion – a rare event indeed. The influence of these bloodlines have enhanced sorcerous tendencies in some of the more common of races.

Class Skill: Diplomacy

Bonus Spells: Disguise self (3rd), detect thoughts (5th), displacement (7th), phantasmal killer (9th), baleful polymorph (11th), disintegrate (13th), greater polymorph (15th), iron body (17th), time stop (19th).

Bonus Feats: Alertness, Combat Casting, Dodge, Quicken Spell, Improved Initiative, Spell Focus, Persuasive, Spell Penetration

Bloodline Powers: Tainted by the power of the mystical Rakshasa, you gain many powers that illustrate your power over mind, body and time.

Claw Force Ray (Su): Starting at 1st level, you can unleash a force-based ray that takes on the shape of a tiger claw. To do so is a standard action, targeting any foe within 30 feet as a ranged touch attack. The Claw Force Ray deals 1d6 points of force damage +1 for every two caster levels you possess.

Arcane Barrier (Su): At 3rd level, you gain +1 on all saves versus arcane spells. As you begin to exhibit more control over your body, you also gain DR 1/Piercing, which increases to DR 2 at 7th, DR 3 at 11th, DR 4 at 15th and DR 5 at 19th.

Zero Presence (Su): At 9th level, you can turn invisible a number of rounds equal to your caster level. This ability functions as greater invisibility. These rounds need not be consecutive.

Revealing Eye (Su): At 15th level, you gain the ability to see things as they really are. This ability functions as True Seeing at half your level (thus 15th level sorcerers could use it for 7 minutes) but it does not need to be used in consecutive rounds as the spell. To activate the ability is a standard action.

Empty Mind, Empty Body (Su): At 20th level, you’ve gained a form of mastery over your mind and physical form, granting you a continuous mind blank effect. In addition, your saving throw bonus versus arcane spells increases to +3 and you can go ethereal once per day as the spell ethereal jaunt for your level.


Claw force ray is a bit over the top, force damage is special as it can do things othe types can't. It should be at least reduced to 1d4 base damage, and maybe instead become slashing damage, similar to telekinetic fist. On the flavour side, a tiger claw is ok for a tiger headed rakshasa, but their are many types in golarion, like vulture, alligator, orangutan, snake etc.

Other than that top notch.

Liberty's Edge

Why not just give them claws like the Dragon bloodline? And make their hands twist backwards too!

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Coridan wrote:
Why not just give them claws like the Dragon bloodline? And make their hands twist backwards too!

I would agree that seems better.


Yeah, that works!


vagrant-poet wrote:
Claw force ray is a bit over the top, force damage is special as it can do things othe types can't. It should be at least reduced to 1d4 base damage...

If you were to keep it "FORCE" energy type, then it should be 1d4, but should have a 60 Ft. range then.

I justify this info with the example of 2 spells in comparison...

Sorching Ray - [evocation/fire] Wiz/Sor 2: 1 ray/4 levels, ranged touch, 4d6 each ray(max 3 rays), Close Range (25'+5'/2 levels).{PHB pg. 274}

Blast of Force [evocation/force] Wiz/Sor 2: 1 ray, ranged touch, 1d6 per 2 levels(max 5d6), Medium Range (100'+10'/Level), Chance to knock target prone(fort save).{SPC pg.31}

This sort of comparison can be seen a few times between the Spell Compendium and the Player's Handbook... Chain Missiles vs. Chain Lightning, Force Missiles vs. Fireball(might be a better example, used Fireball due to the exploding nature of both spells).

Force descriptor spells almost ALWAYS have 2 out of the 4 things:

  • Longer Range
  • Lower Damage
  • Auto-Hit
  • No Save (for the damage)

    Please don't make it have claws, if you want to, I suggest at least waiting until they put out the FINAL release in August to see how they've fixed Sorcerers having claws from becoming a "trap" after level 5-ish.

    EDIT: Everything else looks good the way it is. :)

  • Dark Archive

    Thanks everyone. the d6 came about because it keeps it at the same damage level as the other bloodlines, but I do agree that force damage is a bit more kickin' than acid for instance.

    The claw "shape" of the ray is simply for flavor.

    RPG Superstar 2008 Top 32

    If there is going to be a Raksasha bloodline, it needs to be one a Rakshasa could take if they devide to stack actual class levels on top of their racial casting.


    Pretty nice job! I realize you have the "bonus to save vs. arcane spells" going on, but I think Spell Resistance should be one of the bonus spells.

    I'd call the DR a little early, but DR 1 isn't too bad, and the most likely thing for a sorcerer to be hit with is piercing, so it works out.

    And agreed with the above - Force should do base 1d4 damage (makes little difference in the long run). Also the universality of 30' range for the at-will abilities overrides any tendency for force effects to have longer range.

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