| SmiloDan RPG Superstar 2012 Top 32 |
1. Beastly Bloodline
Bonus Class Skill: Handle Animal
Bonus Feats: Alertness, Extend Spell, Great Fortitude, Lightning Reflexes, Multi-attack, Toughness, Weapon Finesse, Weapon Focus (claw, bite, or some other natural weapon).
Bonus Spells:
3rd: Magic Fang
5th: Barkskin
7th: Beast Shape I
9th: Beast Shape II
11th: Beast Shape III
13th: Beast Shape IV
15th: Greater Polymorph
17th: Animal Shapes
19th: Shapechange
Bloodline Powers:
1st: Beastly Attacks (Ex). 2 primary Claw attacks and 1 secondary Bite Attack for 1d6 + Str bonus damage (1d4 if Small). At 5th level, they overcome DR as if silver. At 7th level, their damage increases to 1d8. At 11th, their damage increases to 2d6.
3rd: Beastly Hide (Ex). Your natural armor increases by +1. At 7th, it increases to +2. At 11th it increases to +3, at 15th it increases to +4, and at 19th it increases to +5. This is an actual increase to the beastly sorcerer's natural armor, so the enhancement bonus from Barkskin spells and the like stack with it.
9th: Beastly Transformation (Su). When you are the target of a spell of the Polymorph sub-school, your Strength, Dexterity, and Constitution scores increase by an additional +2. At 13th level, they increase by an additional +4, and at 17th level they increase by an additional +6.
15th: Enhanced Critical (Ex). Your natural attacks, including your Beastly Attacks bloodline power and any natural attack you gain from a spell of the Polymorph sub-school, gain a threat range and critical multiplier of (18-20/x3).
20th: Beastly Apotheosis (Su). You gain DR 10/silver, Darkvision 60 feet and Low-light Vision. Once per night, you can howl at the moon, gaining the use of Greater Shout.
| SmiloDan RPG Superstar 2012 Top 32 |
2. Giant Bloodline
Bonus Class Skill: Survival.
Bonus Feats: Endurance, Extend Spell, Great Fortitude, Improved Bull Rush, Intimidating Prowess, Point Blank Shot, Power Attack, Toughness.
Bonus Spells:
3rd: Enlarge Person
5th: Bull's Strength
7th: Heroism
9th: Divine Power
11th: Righteous Might
13th: Transformation
15th: Giant Form I
17th: Giant Form II
19th: Meteor Swarm
Bloodline Powers:
1st. Summon Boulders (Su). As a standard action, you can summon and throw a boulder with range increment of 30 feet. Its base damage is 1d6 + your Strength modifier, but its base damage die increases if you increase in size. Your summon boulder base damage increases by 1 die category to 1d8 at 15th level when you gain the Powerful Build bloodline power, and to 2d6 at 20th level when you gain the Giant Size bloodline power. A summoned boulder disappears after 1 round whether you throw it or not.
3rd. Arcane Combatant (Ex). You add your caster level to your Combat Manuver Bonus.
9th. Giant Strength (Ex). You gain a +2 inherent bonus to Strength. This increases to +4 at 13th level and +6 at 17th level.
15th. Powerful Build (Ex). As you grow in arcane might, you also physically grow in size, to the upper limits of your size category. You are considered 1 size category larger than you are if that would be advantageous. You can wield weapons that are sized for creatures 1 size category larger than you without penalty. Your reach is unaffected.
20th. Giant Size (Ex). As you approach the peak of arcane power, your physical size also grows immense. Your height doubles, your weight increases by a factor of 8, and your size category increases by one. If you were originally Medium Sized, you take a -1 size penalty to attack rolls and AC, gain +8 to Strength, -2 to Dexterity, +4 to Constitution, +3 to Natural Armor, and +10 feet to speed. You also gain Lowlight vision. Giant Size stacks with your Powerful Build bloodline power.
| SmiloDan RPG Superstar 2012 Top 32 |
3. Rakshasa Bloodline
Bonus Class Skill: Disguise.
Bonus Feats: Alertness, Combat Casting, Deceptive, Dodge, Extend Spell, Spell Focus enchantment, Spell Penetration.
Bonus Spells:
3rd: Disguise Self
5th: Cat's Grace
7th: Suggestion
9th: Charm Monster
11th: Polymorph
13th: Mass Suggestion
15th: Spell Turning
17th: Mass Charm Monster
19th: Shapechange
Bloodline Powers:
1st. Your hands look like backwards claws. This does not affect your manual dexterity. Your claws do 1d6 points of damage (1d4 if small). At 5th level, they overcome Damage Resistance as if they were magic, at 8th level their base damage increases to 1d8, and at 11th level, they increase to 2d6.
3rd. Natural Armor +1. At 9th level it increases to +2, and at 15th level it increases to +4
9th. Detect Thoughts (Sp) You can use Detect Thoughts as a spell-like ability for 1 minute per caster level each day. These minutes need not be consecutive, but the minimum duration is 1 minute.
15th. Spell Resistance (Ex). You gain SR equal to 10 + your Caster Level.
20th. Avatar of the Rakshasa (Su). You gain DR 10/good and piercing. You also gain darkvision and your type changes to outsider (native), but you can still be raised or resurrected normally.
| SmiloDan RPG Superstar 2012 Top 32 |
4. Snake-Kin
Bonus Class Skill: Stealth
Bonus Feats: Alertness, Blindfight, Combat Expertise, Dodge, Improved Grapple, Improved Initiative, Stealthy.
Bonus Spells:
3rd: Entangle
5th: Darkness
7th: Suggestion
9th: Poison
11th: Polymorph
13th: Repulsion
15th: Creeping Doom (appears as tiny serpents)
17th: Antipathy
19th: Hold Monster
Bloodline Powers:
1st. Bite (Ex). You have a bite attack that causes 1d4 points of damage + your Strength modifier (1d3 if small). At 5th level, it causes 1d2 points of Constitution damage for 1 round (Fortitude DC 10 + 1/2 CL + Con modifier to negate). At 7th level the base damage increases to 1d6. At 11th level, the Constitution damage increases to 1d4, and a save must be made every round for 2 rounds.
3rd. Serpent Limb (Su). As a full round action, you can cause one or both of your arms to transform into serpents. They each gain a bite attack equal to your Bite bloodline power. They also increase your reach by 5 feet. At 11th level, they increase your reach by 10 feet. At 17th level, they increase your reach by 15 feet.
9th. Produce Acid (Sp). As a standard action, you can coat your body in acid. Your next natural attack does 3d6 points of acid damage in addition to its normal damage. If you are grappling, it causes 5d6 points of additional acid damage. You are and your equipment are not harmed by this acid.
15th. Aversion (Sp). As a standard action, you target one creature. If they fail a Will Save with a DC of 18 + your Charisma bonus, they cannot approach within 30 feet of you or any other reptile.
20th. Serpent Apotheosis. You gain immunity to poison and transmutation effects of the polymorph sub-school or that would transform your natural form that are cast on you against your will. You can still benefit from transmutation effects if you so choose.
Set
|
Awesome stuff, although coming up with 101 Bloodlines may be a bit of a challenge!
Some specific thoughts;
Beastly - wow, this is a shapeshifting gish dream. I like it, but somewhere in the mix, perhaps a non-combat specific power, such as communicate with / control animals could be squeezed in? My initial off-the-cuff unplaytested opinion is that it might be a little too combat-specific.
Giant - heh, that summon boulder power looks familiar. The stacking of size Large with Powerful Build is pretty cool, allowing the 20th level Sorcerer to wield Huge weapons!
Just as the Serpent Bloodline conjures a Creeping Doom made of tiny snakes, perhaps the Meteor Swarm is a Conjuration spell that inflicts Bludgeoning damage, rather than an Evocation (fire)? That would have a benefit (ignores SR and energy resistance), and a drawback (susceptible to damage reduction), and make it a more unique ability.
Rakshasa - love, love, love the backwards claws thing. (Not sure if I'd enjoy that power in play, but, as a visual, it's great.)
Snake-kin - awkward name, either Serpent Bloodline or Scalykind Bloodline might work better. The power set *screams* yuan-ti, to me, and, since the yuan-ti aren't OGL and won't be appearing in Golarion, feel a bit arbitrary (aversion / repulsion? Nah.). While mechanically interesting, the 15 ft. long snake arms sound like a kind of whacky visual, as well.
Just my opinion, but the snake bloodline should tie more to traditional 'snake' abilities or folkloric associations (hypnotism, avoid grapple, constrict, poison, wisdom, fear spells) or abilities common to the Serpentfolk that appear in Golarion (disguise self), than those of the unavailable Yuan-Ti.
| NChance RPG Superstar 2009 Top 16 |
5. Construct
Bonus Class Skill: Craft
Bonus Feats: Combat Casting, Defensive Combat Training, Endurance, Diehard, Great Fortitude, Intimidating Prowess, Skill Focus (Craft).
Bonus Spells:
3rd: Undetectable Alignment
5th: Shatter
7th: Stinking Cloud
9th: Spell Immunity
11th: Stoneskin
13th: Wall of Stone
15th: Wall of Iron
17th: Iron Body
19th: Crushing Hand (appears as a giant metal fist)
Bloodline Powers:
1st. Slam (Ex). You have a slam attack that causes 1d4 points of damage + your Strength modifier (1d3 if small) and is treated as magic for the purposes of ignoring damage reduction. At 5th level, the base damage increases to 1d6 (1d4 if small). At 7th level you may use your slam to make iteritive attacks. At 11th level, your slam is treated as adamantine for the purposes of ignoring damage reduction.
3rd. Deny Spells (Su). For a number of rounds per day equal to your sorcerer level, you gain a bonus to your saves against spells and spell-like abilities equal to half your sorcerer level. The rounds do not need to be consecutive. Activating this ability is a free action.
9th. Golem Skin (Ex). You "grow" metal plates over your skin, giving you a bonus to natural armor equal to your Charisma modifier (minimum +0). In addition, you may enchant this armor as if it were normal masterwork armor, though it costs twice as much to do so. This metal plating can be targeted by spells and abilities that affect metal, such as heat metal or by attacks from a rust monster. If destroyed, it regrows at a rate of 1 point of AC per day.
15th. Spell Resistance (Sp). Twice a day, as a standard action, you spell resistance (as the spell) for a number of rounds equal to your sorcerer level. These rounds need not be consecutive.
20th. Construct Perfection. You gain immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. You also gain 20 bonus hit points based (10 is small).
stardust
|
20th. Construct Perfection. You gain immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. You also gain 20 bonus hit...
Isn't that a lot of immunities for a 20th level? Maybe half of those.
Auxmaulous
|
Snake-kin - awkward name, either Serpent Bloodline or Scalykind Bloodline might work better. The power set *screams* yuan-ti, to me, and, since the yuan-ti aren't OGL and won't be appearing in Golarion, feel a bit arbitrary (aversion / repulsion? Nah.). While mechanically interesting, the 15 ft. long snake arms sound like a kind of whacky visual, as well.
"Spawn of Set" for the name of the bloodline? LOL
As the serpent bloodline or subset/variant of or the Serpent Bloodline.
If a subset mix in some darkness with snake related magic, maybe even combine the both, "Slithering Darkness" as a spell variant, etc.
You can try and create variant(but balanced) bloodline spell versions to create more bloodlines. Limiting it to the core spells can be tough and you will start getting some frequent repeats. As long as the variants are balanced and have appropriate drawbacks you can make the list work.
| Vulcan Stormwrath |
5. Construct
Bonus Class Skill: Craft
Bonus Feats: Combat Casting, Defensive Combat Training, Endurance, Diehard, Great Fortitude, Intimidating Prowess, Skill Focus (Craft).
Bonus Spells:
3rd: Undetectable Alignment
5th: Shatter
7th: Stinking Cloud
9th: Spell Immunity
11th: Stoneskin
13th: Wall of Stone
15th: Wall of Iron
17th: Iron Body
19th: Crushing Hand (appears as a giant metal fist)
How on earth would the construct bloodline even happen?
| NChance RPG Superstar 2009 Top 16 |
How on earth would the construct bloodline even happen?
Avoiding the obvious flesh golem humor, it's very simple;
A wizard did it. ;)
Isn't that a lot of immunities for a 20th level? Maybe half of those.
You're right. After looking at it, I'd say keep everything except the necromancy and death effects. Thoughts?
Dragonborn3
|
Vulcan Stormwrath wrote:How on earth would the construct bloodline even happen?Avoiding the obvious flesh golem humor, it's very simple;
A wizard did it. ;)
Bloodline doesn't have to mean you were born that way. Alternate sources make for interesting RP.
stardust wrote:Isn't that a lot of immunities for a 20th level? Maybe half of those.You're right. After looking at it, I'd say keep everything except the necromancy and death effects. Thoughts?
Perhaps they get to pick 5?
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I would probably trade out Knowledge architecture and engineering for Craft since sorcerers get Craft as a class skill anyways.
Maybe the character didn't have a natural talent for sorcery, so he had to "improve" himself by adding alchemical and clockwork devices to himself.
Also, I would make the 15th level power a straight up SR of 10 + CL, like the abberrant bloodline ability.
EDIT:
Maybe make the 3rd level bloodline power activate as an immediate action.
Maybe base the armor ability on Constitution instead of Charisma.
Also, maybe at 20th level, he can gain the Living Construct sub-type (like warforged have), and maybe DR 5 or 10/adamantite. If he already has the living construct type, then gain full construct immunities and the bonus hit points.
Set
|
How on earth would the construct bloodline even happen?
The Renegade Mastermaker is an Eberron PrC where a flesh-and-blood person tries to graft Warforged parts onto themselves to become a fusion of man and metal. Someone attempting that sort of thing (and, having the tiniest shred of sanity, testing his theories on captured street children first) might have infused a passle of kids with arcane energies and cold steel. They grow up to learn to tap into the materials implanted into their bodies.
To de-Ebberon-ify it, someone may have been researching how to make Half-Golems, or implant Golem-like limbs on living bodies, to provide an arcane alternative to clerical Regeneration for soldiers who have lost limbs on the battlefield, and 'things didn't go as planned' (tm). Some of these volunteers did indeed receive limbs that functioned much like their living limbs, but also found that the arcane construct now replacing their human hand is 'leaking' arcane energies into their system, which manifests as cantrip-level 'accidents' occuring around them. A passing Sorcerer takes pity on the hapless individual, and teaches him how to use sorcery to tap into that power, and even to encourage it's growth, so that he can feel the threads of this arcane construction weaving themselves more deeply into his body, fortifying it, as the magic also grows in strength.
Another Construct Bloodline Sorceress might be named Galatea, and she was born from clay, brought to life, and, through a process which has not yet been successfully replicated, become flesh and blood. She retains some connection to the clay of her 'birth,' but is all woman, now, surging with arcane potential because of the powerful and unstable magics that turned clay to flesh, automaton to living tissue.
I'm sure there are a half-dozen other ideas out there that don't involve someone shouting 'no, that slot is for my batteries!' This is just what I've thought of while typing.
Dragonborn3
|
Another Construct Bloodline Sorceress might be named Galatea, and she was born from clay, brought to life, and, through a process which has not yet been successfully replicated, become flesh and blood. She retains some connection to the clay of her 'birth,' but is all woman, now, surging with arcane potential because of the powerful and unstable magics that turned clay to flesh, automaton to living tissue.
Can I use this?
| Abraham spalding |
Set wrote:Can I use this?Another Construct Bloodline Sorceress might be named Galatea, and she was born from clay, brought to life, and, through a process which has not yet been successfully replicated, become flesh and blood. She retains some connection to the clay of her 'birth,' but is all woman, now, surging with arcane potential because of the powerful and unstable magics that turned clay to flesh, automaton to living tissue.
Can't see why not, it's been used in at least 5 different mythologies already.
Hunterofthedusk
|
Or (as these are bloodlines), your character could be the son/daughter/descendant of a half-golem or living construct-experiment. You would show no overt outwardly signs, except for the magical energies you manifest through sorcery and maybe some stone-colored skin or hair with a metallic sheen. After all, constructs are animated through an elemental spirit, I don't see why it couldn't be a bloodline with the right story
| SmiloDan RPG Superstar 2012 Top 32 |
6. Night Hag
Bonus Class Skill: Ride
Bonus Feats: Alertness, Combat Casting, Craft Wonderous Item, Deceitful, Empower Spell, Iron Will, Magical Aptitude, Mounted Combat.
Bonus Spells:
3rd: Ray of Enfeeblement
5th: Alter Self
7th: Deep Slumber
9th: maximized Magic Missile
11th: Polymorph
13th: Planar Binding (suggested mount: Nightmare)
15th: Ethereal Jaunt
17th: Mind Blank
19th: Etherealness
Bloodline Powers:
1. Bite 1d6 + 1 1/2 Str bonus. At 5th level, overcomes DR as if magic. At 7th level, base damage increases to 1d8. At 11th, base damage increases to 2d6.
3. View Aura (Sp). At will, you can use Detect Chaos, Detect Evil, Detect Good, or Detect Law.
9. Hardy Soul. You gain a +2 inherent bonus to Consitution. At 13th, it increases to +4. At 17th, it increases to +6.
15. Heartstone. You gain a +2 profane bonus to Saving Throws.
20. You gain DR 10/cold iron and magic. You also gain Cold and Fire Resistance 20.
| The Shadow |
How do you go about making your own bloodlines? Any guidelines?
Anyways, how about a spider and a lamia (matriarch) bloodline?
I'd have to say use the previous bloodlines as guides, but also go with what you want. After a few levels, the one you suggested might be able to deal Wis damage(1 or 2 times a day) and a climb speed. Maybe even be able to trow a web like the MM spiders.
| SmiloDan RPG Superstar 2012 Top 32 |
I think you should add detect thoughts to the spells known for the Rakshasa bloodline since this is one of their most iconic abilities.
I gave it Detect Thoughts as a Spell-like ability at 9th level that it can use more often than the spell. I could switch that out for Cat's Grace as the bonus spell they get at 5th level....but what would they get at 9th level?
| Nero24200 |
well, oozes multiply by division (one ooze; idiot damages ooze; two oozes), not sexually. And they're mindless. I'm not entirely sure how that would work......... and I don't think I want to know
Undead create more undead by either
A: Using necromantic spellsB: Killing someone and turning them
C: In the case of a lich, possibly convincing a human to do what's needed to become one.
Simply by nature of being "not living", and thus unable to naturally produce living cells, cannot (or at the very least, should not) be able to conceive. Yet we still have "undead heritage".
| The Shadow |
well, oozes multiply by division (one ooze; idiot damages ooze; two oozes), not sexually. And they're mindless. I'm not entirely sure how that would work......... and I don't think I want to know
How to make an Ooze blodline Sorcerer in 8 easy steps
1. Find ooze2. Damage ooze
3. Wait for ooze to become two oozes,
4. Get killed by oozes
5. Let rest of group kill oozes while you are dissolving
6. Get brought back to life
7. Get married, have children
8. Children are Ooze bloodline sorcerers
Set
|
Cesare wrote:Anyways, how about a spider and a lamia (matriarch) bloodline?After a few levels, the one you suggested might be able to deal Wis damage(1 or 2 times a day) and a climb speed. Maybe even be able to throw a web like the MM spiders.
An Aranea bloodline would rock.
A naturally sorcerous race that shapeshifts into a humanoid form and lives among people would be perfect!
| Bill Lumberg |
The Shadow wrote:Cesare wrote:Anyways, how about a spider and a lamia (matriarch) bloodline?After a few levels, the one you suggested might be able to deal Wis damage(1 or 2 times a day) and a climb speed. Maybe even be able to throw a web like the MM spiders.An Aranea bloodline would rock.
A naturally sorcerous race that shapeshifts into a humanoid form and lives among people would be perfect!
I remember reading that sometimes araneas spend so much time in human form that they forget that they are shapeshifters. This would lend some plausibility to them being a bloodline for sorcerers.
Lamias are another great candidate for sorcerous heritage.
| SmiloDan RPG Superstar 2012 Top 32 |
Almost done with the Ooze bloodline, I just need to think about bonus spells and feats.
Spells:
1. Grease2. Web? Acid Arrow?
3. Stinking Cloud
4. Freedom of Movement? Black Tentacles?
5.
6. Regenerate?
7. Slimewave?
8. Mindblank
9.
Feats: Blindfight, Endurance, Great Fortitude, Iron Will, Skill Focus: Escape Artist, Toughness,
| The Shadow |
Ooze Bloodline
Class Skill: Escape Artist
Bonus Feats: Defensive Combat Training, Skill Focus(Escape Artist), Great Fortitude, Iron Will, Endurance, Diehard, Spell Penetration, Greater Spell Penetration
Bonus Spells: Grease(3rd), Acid Arrow(5th), Slow(7th), Freedom of Movement(11th), Passwall(13th), Disintegrate(15th), Spell Turning(12th), Shapechange(19th)
Special Abilities
1st-Acidic Body:Your body secreates an acidic substace that does not harm you or your equipment. Any attack made on you with weapons that are not reach weapons or ranged weapons cause the attacker to 1d6+1 per two caster levels of acid damage. The damage increases to 1d8+1 per two caster levels at 7th level.
3rd-Liquid Reach: This ability works like the Aberrant Bloodline ability Long Limbs.
9th-Paralyzing Touch: With a melee touch attack you may attempt to paralyze a foe for 3d6 rounds. A Fortitude save(DC 10+1/2 caster level+your Charisma modifier) negates the effect.
15th-Oozing Response: You gain DR 10/Bludgeoning as your body becomes more ooze-like. It becomes DR 15/bludgeoning and magic at 20th level.
20th-Ooze for Blood: You gain blid sight with a range of 20ft and are no longer subject to critical hits. You gain immunity to paralysis and sleep effects as well as immunities to two of the following: charms, compulsions, phantasms, patterns, or morale effects.
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Aranea-blooded
Bonus Skill: Climb
Bonus Spells:
3. Disguise Self
5. Web
7. Poison
9. Giant Vermin
11. Insect Plague
13. Eyebite
15. Forcecage (Forceweb)
17. Temporal Stasis (Cocoon)
19. Weird
Bonus Feats: Ability Focus--Poison, Exotic Weapon Proficiency--Net, Improved Initiative, Iron Will, Silent Spell, Skill Focus--Climb, Still Spell, Weapon Finesse.
Bloodline Powers:
1. Poisonous Bite (Ex). You gain a poisonous bite attack that deals 1d6 points of damage plus 1 1/2 times your Strength bonus. In addition, each round, it causes 1d3 points of Strength damage if a Fortitude Save with a DC of 10 + 1/2 your caster level + your Constitution modifier. The poison persists for 1 round plus 1 round for every 3 caster levels you possess.
3. Climb Speed (Ex). You gain a climb speed equal to your normal land speed. You gain a +8 racial bonus on Climb skill checks, and you retain your Dexterity bonus to AC (if any) when using the Climb skill.
9. Alternate Form (Su). As a full round action, you can change into a Medium sized spider once per day. You remain in the spider form until you spend a full round action to return to your normal form. You retain your Poisonous Bite and Climb Speed. You gain a speed of 50, a Natural Armor bonus of +1, +4 to Dexterity, and +4 to Constitution when in your spider form. You can cast spells in your spider form, but if they require Verbal, Somatic, and/or Material components, you must use the Silent Spell, Still Spell, and/or Eschew Materials feats to compensate. At 13th level, you can transform into a spider twice a day. At 17th level, you can transform into a spider 3 times per day.
15. Death Swarm (Su). If you are reduced to 0 hit points or less, you collapse into a swarm of spiders as an immediate action. You gain 2d8 hit points, and you take on the physical characteristics of a Spider Swarm until you rest for 8 hours or receive magical healing of any kind, at which point you return to your normal form.
20. Aranea Apotheosis (Su). You gain immunity to poison. You gain darkvision with a range of 60 feet, low light vision, and tremor sense with a range of 30 feet. You can use Alternate Form at will, or change into a swarm of spiders at will. You may also take on a form identical to a Bebelith, becoming size Huge and gaining +18 to Strength, +2 to Dexterity, +16 to Constitution, +13 Natural Armor, a speed of 40, a primary bite attack for 2d6 points of damage + your Strength bonus, and 2 secondary claw attacks for 2d4 points of damage + 1/2 your Strength bonus. You can speak and cast spells as normal in your Bebelith form.
Bryan
|
OK, my first attempt at one
9. Temporal
Class Skill: Knowledge (history)
Bonus Spells:
3. ray of enfeeblement
5. owl’s wisdom
7. slow
9. dimension door
11. feeblemind
13. legend lore
15. mass hold person
17. temporal stasis
19. time stop
Bonus Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Quick Draw, Quicken Spell, Skill Focus (Knowledge [history]), Spell Focus (transmutation)
Bloodline Powers:
1. Precognitive Touch (Su): You can touch a creature as a standard action, giving it an insight bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until used. Once a creature has benefited from precognitive touch, it can gain no further benefit from this ability for 1 day.
3. Danger Sense (Ex): At 3rd level, you gain a +2 insight bonus on initiative rolls and a +1 insight bonus to Reflex saving throws. At 9th level, these increase to +4 to initiative and +2 to Reflex saves. Finally, at 13th level, you gain the evasion ability.
9. Temporal Rewind (Su): At 9th level, as an immediate action usable once per day, you can force any creature to re-roll any one attack roll, skill check, ability check, or saving throw. 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, regardless of the result. At 17th level, you can use this ability twice per day.
15. Immortal (Ex): Upon attaining 15th level, you cease aging and no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you never die due to old age.
20. Temporal Master (Su): At 20th level, you truly become one with the time stream. You are never surprised and cannot be caught flat-footed. You gain the improved evasion ability. You become immune to haste, slow, temporal stasis, and any other spell that affects time or your speed (although you may allow those spells to affect you, if you wish), as well as the temporal rewind ability of other temporal bloodline sorcerers. Finally, if any other caster attempts to use the time stop spell within 30’, you may attempt to counterspell it as an immediate action. You need not expend a spell slot to use this ability.
Bryan
|
A note on the temporal bloodline ... I developed it based on the Destined bloodline, simply because I wasn't overly fond of it. That's why some of the powers are very similar. Ironically, the more I read it, the more I don't think I did what I wanted to do - make it a little less passive and a bit more offensive. So I'll probably repost a new one later as a '9b'.
Bryan
|
Alternate version ...
9b. Temporal
Class Skill: Knowledge (history)
Bonus Spells:
3. ray of enfeeblement
5. owl’s wisdom
7. slow
9. dimension door
11. feeblemind
13. legend lore
15. mass hold person
17. temporal stasis
19. time stop
Bonus Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Quick Draw, Quicken Spell, Skill Focus (Knowledge [history] or Profession [fortune teller]), Spell Focus (transmutation)
Bloodline Powers:
1. Inevitable Fate (Su): At 1st level, you can force a creature within 30’ to see a vision of its death or destruction as a ranged touch attack, causing it to become shaken for 1 round per caster level you possess. Once a creature has been affected inevitable fate, it is immune to its effects for 1 day.
3. Precognition (Su): At 3rd level, your skill with viewing possible futures allows you to prepare ahead of time for threats. You gain a pool of points each day equal to ½ your caster level that you can use to provide insight bonuses to any of the following: AC, initiative, one type of saving throw, or checks to cast defensively. No more than ½ of your points may go into any single area, and no bonus can exceed +5. You decide at the beginning of the day where to put these points, and they cannot be changed later (until the next day). For example, a 10th level temporal-blooded sorcerer gains a pool of 5 points each day. She could decide one day to gain a +2 insight bonus to AC, a +2 insight bonus to Fortitude saves, and a +1 insight bonus to Reflex saves. She could not give anything a +3 bonus, however, as that is more than ½ of her point pool. The next day, she could change these bonuses to give herself a +1 insight bonus to each of her saves, and a +2 insight bonus to cast defensively.
At 9th level, your ability to see into the future improves, and you gain the evasion ability.
9. Flashback (Su): At 9th level, once per day you are able to force others to view moments of their own past. You find the most intense, traumatic, and fearful events of a single creature’s past, then force the target to relive them. Unless the target succeeds on a Will save (DC 10 + ½ your caster level + your Constitution modifier), they are effectively nauseated for 1 round per caster level you possess as they relive the trauma and fear. A successful save results in the target being only sickened for the duration. Only creatures with an Intelligence score of 3 or more are affected by this ability. You can use this ability twice per day at 17th level, and three times per day at 20th level.
15. Immortal (Ex): Upon attaining 15th level, you cease to age. You no longer take penalties to your ability scores for aging nor can you be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you never die due to old age.
20. Master of Time (Su): At 20th level, you truly become one with the time stream. You are never surprised and cannot be caught flat-footed. You gain the improved evasion ability. You become immune to the supernatural abilities of other temporal-blooded sorcerers, and gain Spell Resistance equal to 15 + your caster level against any spell or spell-like ability that affects time or your personal speed (such as haste, slow, temporal stasis, etc.). Finally, if any other caster attempts to use the time stop spell within 30’, you may attempt to counterspell as an immediate action. You need not expend a spell slot to use this ability.
stardust
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Okay here goes. I've posted this elsewhere secretly but I'm going to post it more openly in case it needs revisions. Actually I've already started to revise it a little. The bloodline can be renamed to something more generic if desired. (Azlanti might not be OSC)
10. Azlanti Bloodline
Class Skill: Intimidate
Bonus Spells
3. charm person
5. misdirection
7. suggestion
9. lesser geas
11. dominate person
13. geas/quest
15. ethereal jaunt
17. whirlwind (ethereal cyclone)
19. etherealness
Bonus Feats: Arcane Strike, Greater Spell Penetration, Iron Will, Improved Counterspell, Intimidating Mind*, Leadership, Magical Aptitude, Persuasive, Spell Penetration.
Bloodline Powers:
Azlanti sorcerers' eyes glow unnaturally. Your eyes carry intense power. If your eyes are removed or damaged, you lose access to all spells and abilities until they are restored. You also suffer a -4 penalty on intimidate checks without your piercing gaze.
1. Eyes of Azlanti (Su): Starting at 1st level, you can focus your gaze into a ray of magical force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of force damage +1 for every two levels. At 5th level, the ray deals 2d6 points of force damage. At 11th level, the ray also deals 1d6 Wisdom damage. At 17th level, the Wisdom damage is increased to 1d6 + your intelligence modifier.
3. Gaze of Power (Su): At 3rd level, you can make a gaze attack as a standard action, targetting one creature within 30 ft. The creature suffers -2 penalty to saving throws and attacks made against you, and suffers a -2 penalty to Charisma, Intelligence and Wisdom based checks if interacting with you. An affected creature receive a Reflex save to avoid the gaze. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Intelligence modifier. At 7th level, the gaze stuns the effected creature for 1d4 rounds. While a creature is stunned, your eyes of azlanti ray deals maximum damage to it. At 13th level, the gaze affects all creatures facing you within a 30-foot cone.
9. Dominating Will (Su): At 9th level, you become immune to charm and compulsion effects. Any creature with the Azlanti subtype is charmed (as charm person or charm monster) by your gaze of power gaze attack. At 19th level, when you cast an enchantment or compulsion spell at a creature that is immune to charm and compulsion effects, it instead has SR equal to 15 + 1/2 its total level or Hit Dice + its Wisdom modifier.
15. Azlanti Magic (Su): At 15th level, you have mastered the secrets of Azlanti magic. You add +2 to the saving throw DCs of your spells, and receive +2 to caster level checks and concentration checks. In addition, you gain a +4 bonus to all knowledge checks. Azlanti artifacts that provide a bonus to knowledge checks instead enhance your spellcasting ability, increasing caster level by the amount of the knowledge bonus.
20. Mindmeld (Su): At 20th level, you instantly create a telepathic bond with any creature affected by the eyes of azlanti ray attack or the gaze of power gaze attack. While this telepathic bond is maintained, the creature fails all saves against mind-effecting spells you cast that target it. While maintaining the telepathic bond, you can concentrate fully as a standard action, to receive full sensory input as interpreted by the mind of the subject, and it can telepathically communicate with you. Once the telepathic bond is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You do not need to see the subject to receive telepathic or sensory information.
As a full round action, the subject can break telepathic contact with a Will save. The DC of this save is equal to 12 + 1/2 your sorcerer level + your Intelligence modifier.
Bryan
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11. Orvian
Class Skill: Knowledge (dungeoneering)
Bonus Spells:
3. true strike
5. detect thoughts
7. displacement
9. black tentacles
11. dominate person
13. true seeing
15. insanity
17. mind blank
19. weird
Bonus Feats: Arcane Strike, Blind-Fight, Improved Grapple, Iron Will, Skill Focus (Knowledge [dungeoneering]), Silent Spell, Spell Penetration, Stealth
Bloodline Powers:
1. Mind Attack (Su): Starting at 1st level, you can fire a mental blast of energy as a standard action, targeting any foe within 30 feet as a ranged touch attack. The mental blast deals 1d6 points of damage + 1 for every two caster levels you possess. Creatures immune to mind-affecting attacks are unaffected by your mind attack.
3. Darklands Adaptation (Ex): At 3rd level, you gain darkvision out to 60’ (or your existing darkvision increases by 30’) and a +2 bonus on saving throws against mind-affecting attacks. At 9th level, you gain blindsense out to 30’, and your saving throw bonus against mind-affecting attacks increases to +4.
9. Stunning Blast (Su): At 9th level, once per day you can send out a 30’ cone of mental energy. Any creature in the area of effect must make a Will save (DC 10 + ½ your caster level + your Constitution modifier) or be stunned for 1d4 rounds plus 1 round for every 5 caster levels you possess. Creatures immune to mind-affecting attacks are unaffected by your mind blast. You can use this ability twice per day at 17th level.
15. Mental Evolution (Su): At 15th level, you gain telepathy out to a range of 100’, usable at will.
20. Orvian Apotheosis (Ex): At 20th level, you become immune to mind-affecting attacks and radiation damage (such as that from glowstone). Your anatomy warps and becomes more alien, giving you a 50% to ignore any critical hit or sneak attack scored upon you. Finally, your blindsense changes to blindsight and extends out to 60’.
Cato Novus
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well, oozes multiply by division (one ooze; idiot damages ooze; two oozes), not sexually. And they're mindless. I'm not entirely sure how that would work......... and I don't think I want to know
Magic Experimentation seems to be a very common reason. Why couldn't a magic user have said one day "You know, I'd like a henchman with all the benefits of my trusted lieutenant and a black pudding."?