New Sorcerer Bloodlines


General Discussion (Prerelease)


In addition to the Genie Bloodlines and Zelazny Bloodlines I've already posted, I've gone through the SRD bloodlines section and done conversions for some others -- storm/cloud giant, troll, aquatic fey, etc. I'd be willing to post them if anyone is interested, but I'll spare myself the trouble if not.

Also, if anyone else has done some of their own bloodlines, I'd love to see them!


I'd love to see Aquatic Fey and the giant ones, although my main interest in the giant ones is for humanoid OPFOR.

I liked the others you posted.


Pathfinder Rulebook Subscriber

I'd love to see them as well!

Paizo Employee Director of Game Development

I've got some notes on a div bloodline. When I get it finished, I'll let y'all know if you are interested.

RPG Superstar 2009 Top 8

By all means, post away!

I always enjoy reading what other folk come up with in regards to these types of things - it makes really neat comparison against my own.


Mistah J wrote:
I always enjoy reading what other folk come up with in regards to these types of things - it makes really neat comparison against my own.

Then you'll post your versions as well? Please?


AQUATIC FEY BLOODLINE

Spoiler:
Your ancestry contains an aquatic fey creature: a nixie, sirine, fossergrim, or even a kelpie.
Class Skill: Swim.
Bonus Spells: charm person (3rd), alter self (5th), water breathing (7th), charm monster (9th), mind fog (11th), control water (13th), control weather (15th), horrid wilting (17th), shapechange (19th).
Bonus Feats: Greater Spell Focus (enchantment), Greater Spell Focus (transmutation), Natural Spell, Spell Focus (enchantment), Spell Focus (transmutation).
Bloodline Powers:
Laughing Touch (Su): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day.
Wild Shape (Su): At 3rd level, you gain the ability to turn yourself into any aquatic Small or Medium animal and back again once per day. Your options for new forms include all creatures with the animal type and a listed swim speed that you are familiar with. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per 2 caster levels you possess, or until you change back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
You lose your ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as the new form.
You can use this ability an additional time per day per 4 levels beyond the 3rd you possess (2/day at 7th, etc., to a maximum of 5/day at 19th level). Starting at 13th level, you can also assume the form of a Tiny or Large animal, as if under a beast shape II spell.
Fleeting Glance (Su): At 9th 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.
Elemental Movement (Ex): At 15th level, you gain a swim speed of 60 ft.
Soul of the Waters (Su): At 20th level, your soul becomes one with the world of the aquatic fey. You gain DR 10/cold iron and the ability to breathe water. Whenever you are submerged underwater, you gain the effects of a freedom of movement spell.

Unlike the others I've posted (aquatic fey, all four genie types, Amber, Courts of Chaos, and Initiate of the Broken Pattern bloodlines), these two I'm not quite finished with... suggestions and comments are most welcome.

GIANT

Spoiler:
In ages past, giants mingled more freely with smaller humanoids. Today, the evidence of such relationships is rare at best. Characters with bloodlines of the lesser evil giants (hill, frost, and fire) may be the result of voluntary or involuntary breeding with the greatfolk. Bloodlines of stone, cloud, or storm giants, on the other hand, are more likely the results of long-ago alliances between those races and the ancient nobility of the world.
Class Skill: Climb.
Bonus Spells: enlarge person (3rd), bull’s strength (5th), (7th), ? (9th), ? (11th), chain lightning (13th), giant shape I (15th), ? (17th), ? (19th).
Bonus Feats: Improved Bull Rush, Improved Sunder, Power Attack.
Bloodline Powers: Gifted with a mighty stature beyond that of most men, the traits of your giant ancestor become even more pronounced as you progress in power.
Powerful Build (Ex): Your physical stature lets you function in many ways as if you were one size category larger. You gain a +1 size bonus to your Combat Maneuver Bonus. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change your size category.
3rd—?
Giant’s Might (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
15th- ?
Giant Size (Su): At 20th level, you come into the full growth of your giant ancestry. Your size becomes Large (if your ancestry is of a hill, stone, fire, or frost giant) or Huge (if a cloud or storm giant), and you permanently gain the benefits of a giant shape II spell: a +8 enhancement bonus to Strength, a –2 penalty to Dexterity, a +6 enhancement bonus to Constitution, a +6 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. You also gain rock catching and rock throwing ability (range 120 feet, 2d10 damage). If your giant ancestor has immunity or resistance to one element, you gain that immunity or resistance. If the giant has vulnerability to an element, you gain that vulnerability.

TROLL

Spoiler:
Though the origin of such a bloodline is almost too hideous to contemplate, there are nonetheless a few sorcerers who display a certain trollish fortitude. Such characters tend to bear many scars from old wounds, and are often ferocious in attitude.
Class Skill: Perception.
Bonus Spells: enlarge person (3rd), bull’s strength (5th), rage (7th), ? (9th), ? (11th), transformation (13th), giant (troll) shape I (15th), ? (17th), ? (19th).
Bonus Feats: Combat Casting, Great Fortitude, Spell Focus (evocation), Toughness.
Bloodline Powers: The resilience and ferocity of your troll ancestors surges in you as your powers increase.
Claws (Ex): Starting at 1st level, you can make two claw attacks as a full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws deal an additional 1d6 points of acid damage on a successful hit. This is a supernatural ability.
Rend (Ex): Starting at 3rd level, If you hit with both claw attacks, you latch onto the opponent’s body and tear the flesh. This attack automatically deals additional damage equal to twice your base claw damage + 1½ times your Strength bonus.
Trollish Fortitude (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
15th- ?
Regeneration (Ex): At 20th level, you gain regeneration 5. Fire and acid deal normal damage to you. If you lose a limb or body part, the lost portion regrows in 3d6 minutes. You can reattach the severed member instantly by holding it to the stump.

Dark Archive

For the Giant bloodline, I'd consider limiting the 20th level power to just size Large, regardless of bloodline.

A decent mid-range ability might be Energy Resistance 5 (Cold for Frost Giant lineage, Fire for Fire Giant lineage, Electrical for Storm Giant lineage) or a +1/+2 (scaling?) Natural Armor bonus (for Stone Giant lineage), some spells added to the Sorcerer spells known (obscuring mist, levitate and fog cloud for a Cloud Giant lineage) and, uh, I have no idea for Hill Giant lineage...

Storm Giants also gain Freedom of Movement, water breathing and some spell-like abilities that could get added to the Sorcerer's spell list later on, or get a weaker variation on those traits (+4 to escape artist checks or rolls to avoid grapples, +4 to swim checks, +4 Con checks to hold breath?).

Another Giant-derived sorcerous ability might be the ability to hurl stones as if using a sling, but by hand, at low level, and increasing in damage dice as levels increase, so that a 16th level Sorcerer might be hurling rocks that inflict 1d8 or even 2d6 damage! Perhaps the Sorcerer magically conjures the stones that he hurls as well, as a move action (so create and throw as a full-round action), and they vanish at the end of any round in which they leave his grasp. That would make a nifty variation on the energy ray type powers used by many Bloodlines, as stones of ever-increasing size appear in his hand and he hurls them with uncanny skill.

Normally sling stones would inflict 1d4 (and simple thrown rocks might even start at 1d3), but the Jotunsblud sorcerer gets the advantage of Powerful Size, so their hurled stones would start at 1d6 damage (plus any strength bonus). For every six levels, the stone might increase by one size category, so that a 7th level Sorcerer hurls a 1d8 stone, a 13th level Sorcerer hurls a 2d6 stone or something. (Random numbers chosen here. I'm not sure I would want it to go higher than 2d6 damage, but then again, I'm not sure if a 20th level Giant bloodline Sorcerer could hurl a 3d6 rock once a round it would be all that horrible. Perhaps, at higher levels, the rock could be summoned quicker, as a free action, allowing a high level Sorcerer with a +8 BAB to throw two of them in a round, instead of just adding another die size with each increment?

Anywho, it's a thought.


That's good stuff, Set. Energy resistance as the 3rd level power is a shoo-in for me. And I REALLY like the scaling rock throwing -- although I'm loathe to give up the Powerful Build, and I can't seem to get both. Maybe just get really good rock throwing all at once at 15th? For the capstone power, I agree that Large is probably fine for all... although I still think they should all get the full giant shape II benefits otherwise.


I'll have to poke through these, they sound cool. There are two more bloodlines in the Wayfinder Fanzine also. The Shadow Bloodline and The Ancestral Bloodline. The shadow bloodline from me and the Ancestral Bloodline from Larcifer (did one of the PFS scenarios).

Grand Lodge

I did a chaos bloodline a while back on the boards, but I can't find it anymore


This is great, I tride coming up with something for a Giant bloodline, but I got a lot of 'giants aren't magical' crap. I toyed with doing it on my own, but couldn't get a good power balance. This is very nice, although Giant size might be excessive, maybe just Large, I can see a lot of Halfling characters going giant just for the laughs and not role play. In any case very good work.

TTFN DRE

RPG Superstar 2009 Top 8

Kirth Gersen wrote:
Then you'll post your versions as well? Please?

I sure will!

Sorry about the late reply but it took me a while to find my notes! Anyway.. better late than never:

SHADOW BLOODLINE

Spoiler:

Class Skill: Stealth
Bonus Spells: Disguise Self (3rd), Blindness/Deafness* (5th), Deeper Darkness (7th), Black Tentacles (9th), Mind Fog (11th), Shadow Walk (13th), Shadow Conjuration, Greater (15th), Shadow Evocation, Greater (17th), Shades (19th)

*The sorcerer can only cast the 'blindness' version of this spell.

Bonus Feats: Blind-fight, Combat Expertise, Improved Feint, Iron Will, Silent Spell, Skill Focus [Knowledge: Planes], Spell Focus, Stealthy

Bloodline Powers:

1st - Touch of the Black Veil (Su): At 1st level, you can impede a creature's sight with a melee touch attack. The target suffers the penalties for being in shadowy illumination (all attacks have a 20% miss chance, other creatures can hide from the target as if they had concealment, etc.). This effect lasts for 1 round per two caster levels you posses (minimum 1). Creatures immune to sight based spells and abilities are immune to this effect.

3rd - Dark Sight (Ex): You gain darkvision to a range of 60 ft.. If you already have darkvision, its range increases by 30 ft. At 7th level the range increases by another 30 ft. or to 120 ft. (whichever is more). You can also see in areas of shadowy illumination clearly without suffering the penalties. At 13th level your darkvision no longer has a range limit and you can see through any form of magical darkness.

9th - Cloak of the Night (Su): As a standard action, you can envelop yourself in a shroud of magic shadows that acts as a displacement spell. While the cloak is active you are considered to have concealment for the purposes of hiding and gain a +3 circumstance bonus to all Stealth checks. The cloak may be used once per day and lasts for a number of rounds equal to your caster level. At 13th level, you may use this ability twice per day and the bonus to Stealth checks increases to +5. At 17th level you may use this ability three times per day and you gain the Hide in Plain Sight ability for as long as the cloak lasts. Dismissing the cloak is a free action.

15th - Master of Shadows (Su): The effect of any spell you cast with the shadow subtype is 10% more real. That is, if the target makes a successful save against the spell, it deals 10% more damage or is 10% more likely to affect the target. At 19th level it increases to 20% more real.

20th - Umbral Form (Su): You can become incorporeal for a number of rounds per day equal to your caster level. These rounds need not be consecutive. Dismissing the effect is a free action.

So that's the first one I did... if this thread gets going again I may show some more but I at least wanted to respond to the OP.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Not to derail the topic, but really shouldn't each bloodline be specific. As in a nymph bloodline different from any other fey or a succubus different from any other demon ect.

Just saying.


I remember spotting a rakshasa bloodline somewhere on these boards. Might anyone be able to post it up or put up a link? Thanks!


Dark_Mistress wrote:
Not to derail the topic, but really shouldn't each bloodline be specific. As in a nymph bloodline different from any other fey or a succubus different from any other demon ect. Just saying.

In the Beta, if you've looked at it, all demons are already lumped together as the "abyssal bloodline." All fey are lumped together as well, although I've taken it upon myself to separate out aquatic fey.

Just saying.

If you want more specific bloodlines (e.g., annis vs. hag), please stat them up and post them here!


Dark_Mistress wrote:
ect.

"etc." = et cetera (Lat., "and so on").


Cesare wrote:
I remember spotting a rakshasa bloodline somewhere on these boards. Might anyone be able to post it up or put up a link? Thanks!

HERE


Mistah J wrote:
SHADOW BLOODLINE

THANKS! I've already replaced some of my draft shadow bloodline stuff with your ideas instead. Good stuff!

If you've got more bloodlines, please post 'em!

Dark Archive

Pathfinder Roleplaying Game Superscriber

Yeah i know they are, just saying i would like to see it expanded myself from the core condensed lines.


Thanks for the link guys!

Did anyone do anything with a pathfinder lamia bloodline (most likely of the matriarch variety)? If so, could that be the next on your list? Thanks again for the great work!

Sovereign Court

I haven't got the time or enthusiasm to develope a bloodline of my own, but I did toy around with the thought of having a Golem bloodline and Plant bloodline. Chrolophylls, attack!

What I so much hate about bloodlines is their inevitable "touch of poop" abilities. Why can't there be some passive ability? A golem bloodline sorcerer could, for example, be in no need of sleep, starting at 1st level.


Deussu wrote:
What I so much hate about bloodlines is their inevitable "touch of poop" abilities. Why can't there be some passive ability? A golem bloodline sorcerer could, for example, be in no need of sleep, starting at 1st level.

The logic, I think, was that Jason hates crossbows, and prefers casters to go "Pew! Pew!" instead when they run out of normal spells. I gave the giant bloodline Powerful Build at 1st level to (a) mirror the SRD half-giant, (b) avoid the "touch of poop" syndrome you allude to, but (c) still give them something cool to do in combat. The claws for the dragon bloodline are a similar trade-off. I know people are calling sorcerer melee abilities "traps" after 5th level, and they are... but they're nice to have until then. That's like saying a potion is a "trap" -- anything with a limited shelf life that still helps keep you alive once or twice is better than nothing.

RPG Superstar 2009 Top 8

Kirth Gersen wrote:
THANKS! I've already replaced some of my draft shadow bloodline stuff with your ideas instead. Good stuff!

If I may be so bold... what did you use? I'm interested in seeing what parts of my creations work for people and which don't.

Also, I just wanted to mention that Powerful Build for a Giant bloodline is pure gold. You can be sure I'm using that ability.

Silver Crusade

Kirth Gersen wrote:
Deussu wrote:
What I so much hate about bloodlines is their inevitable "touch of poop" abilities. Why can't there be some passive ability? A golem bloodline sorcerer could, for example, be in no need of sleep, starting at 1st level.
The logic, I think, was that Jason hates crossbows, and prefers casters to go "Pew! Pew!" instead when they run out of normal spells. I gave the giant bloodline Powerful Build at 1st level to (a) mirror the SRD half-giant, (b) avoid the "touch of poop" syndrome you allude to, but (c) still give them something cool to do in combat. The claws for the dragon bloodline are a similar trade-off. I know people are calling sorcerer melee abilities "traps" after 5th level, and they are... but they're nice to have until then. That's like saying a potion is a "trap" -- anything with a limited shelf life that still helps keep you alive once or twice is better than nothing.

What are your ideas on a Lycanthrope Bloodline?

Scarab Sages

brent norton wrote:
Kirth Gersen wrote:
Deussu wrote:
What I so much hate about bloodlines is their inevitable "touch of poop" abilities. Why can't there be some passive ability? A golem bloodline sorcerer could, for example, be in no need of sleep, starting at 1st level.
The logic, I think, was that Jason hates crossbows, and prefers casters to go "Pew! Pew!" instead when they run out of normal spells. I gave the giant bloodline Powerful Build at 1st level to (a) mirror the SRD half-giant, (b) avoid the "touch of poop" syndrome you allude to, but (c) still give them something cool to do in combat. The claws for the dragon bloodline are a similar trade-off. I know people are calling sorcerer melee abilities "traps" after 5th level, and they are... but they're nice to have until then. That's like saying a potion is a "trap" -- anything with a limited shelf life that still helps keep you alive once or twice is better than nothing.

What are your ideas on a Lycanthrope Bloodline?

Changeling ;)


brent norton wrote:
What are your ideas on a Lycanthrope Bloodline?

So far? The 11th level bonus spell will be baleful polymorph, and one of the bonus feats will be Iron Will. That's as far as I've gotten with that one. :)


Mistah J wrote:
If I may be so bold... what did you use? I'm interested in seeing what parts of my creations work for people and which don't.

Most of it, actually, although I've played with the levels a bit. Here's what I've got for it so far:

SHADOW BLOODLINE
Spoiler:
Class Skill: Stealth.
Bonus Spells: silent image (3rd), mirror image (5th), deeper darkness (7th), black tentacles (9th), summon monster V (1d3 shadows) (11th), shadow walk (13th), greater shadow conjuration (15th), greater shadow evocation (17th), shades (19th).
Bonus Feats: Blind-Fight, Combat Reflexes, Dodge, Improved Feint, Mobility, Silent Spell (+2 more).
Bloodline Powers:
Touch of the Black Veil (Su): You can impede a creature's sight with a melee touch attack. The target suffers the penalties for being in shadowy illumination (all attacks have a 20% miss chance, other creatures can hide from the target as if they had concealment, etc.). This effect lasts for 1 round per two caster levels you posses (minimum 1). Creatures immune to sight based spells and abilities are immune to this effect. A given creature can be affected only once in a 24-hour period.
Dark Sight (Ex): You gain darkvision to a range of 60 ft.. If you already have darkvision, its range increases by 30 ft. At 7th level the range increases to 90 ft. You can also see in areas of shadowy illumination clearly without suffering the standard penalties. At 13th level your darkvision no longer has a range limit and you can see through any form of magical darkness.
Shadow Jump (Su): At 9th level, you gain the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. You can jump up to a total of 30 feet per caster level each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Shadow Form (Sp): Starting at 15th level, you can become incorporeal as a move-equivalent action. You can spend a total number of rounds per day incorporeal equal to your caster level; these can be split up however you choose. In this form, you can fly at a rate equal to your base land speed. You lose natural and armor bonuses to AC, but gain a deflection bonus equal to your Charisma modifier. You cannot attack with weapons, and your spells fail against corporeal targets 50%, but you gain an incorporeal touch that deals 1d6 points of Strength damage. Becoming corporeal again is a move-equivalent action.
Shade (Su): At 20th level, you come into the full power of your shade heritage. You gain fast healing 2 and spell resistance equal to 11 + your character level.


Cesare wrote:
Did anyone do anything with a pathfinder lamia bloodline (most likely of the matriarch variety)? If so, could that be the next on your list?

That is a COOL idea. I hope someone runs with it.

Shadow Lodge

Has anyone tried to make a lycanthropic bloodline? Or even doppelganger?


Kirth Gersen wrote:
Mistah J wrote:
If I may be so bold... what did you use? I'm interested in seeing what parts of my creations work for people and which don't.

Most of it, actually, although I've played with the levels a bit. Here's what I've got for it so far:

SHADOW BLOODLINE
** spoiler omitted **...

I really like that one, I'm thinking of doing protean and axiomtite bloodlines, but gonna wait for the final rules.


Kirth Gersen wrote:
Cesare wrote:
Did anyone do anything with a pathfinder lamia bloodline (most likely of the matriarch variety)? If so, could that be the next on your list?
That is a COOL idea. I hope someone runs with it.

I would love to, but I do not know how to start. Can you tell me the guidelines for making your own bloodlines?


How about Slaadi and/or Gith?

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