| 'Rixx |
Now, I know what you're going to say: "Rixx, 'Martial' isn't a magical bloodline, and you should feel terrible." But hear me out!
This is a bloodline where your magical abilities are bestowed upon you by your ancestors, who were legendary warriors. While this grants you magical powers, it also has the unique property of enhancing your martial prowess as well. Instead of getting new magical abilities, you get abilities and spells that let you overcome your combat shortcomings as a Sorcerer, allowing you to fight on the front lines.
While it's a good choice for multiclassing into Fighter / Eldritch Knight, taking a Martial Spirit Sorcerer to 20th level can give you a unique magic-focused warrior mage. Be careful, though, because you still only get a d6 hit die!
This hasn't been thoroughly playtested, so it may be a bit unbalanced, but let me know what you think.
Martial Spirit bloodline
There was either a legendary warrior of great prowess in your family tree, or perhaps you are the successor to a long line of such fighters. For some reason or another, the spirits of your ancestors have chosen you as their successor, and somehow lend you their mythic skill and power from beyond the veil of death, giving you supernatural abilities.
Class Skill: Knowledge (History)
Bonus Spells:
True Strike (3rd)
Bull's Strength (5th)
Heroism (7th)
Crushing Despair (9th)
Contact Other Plane (11th)
Transformation (13th)
Mage's Sword (15th)
Protection from Spells (17th)
Astral Projection (19th)
Bonus Feats:
Armor Proficiency (Light)
Arcane Armor Training
Arcane Armor Mastery
Combat Casting
Combat Expertise
Dodge
Martial Weapon Proficiency
Defensive Combat Training
Skill Focus (Knowledge: History)
Bloodline Arcana: You may deliver a melee touch spell through a single attack with a melee weapon. A spell cast in this way uses its standard casting time and you may make your attack as part of the casting - but you may not take a full attack action when delivering a spell in this way, and you provoke attacks of opportunity as normal when casting in melee. You declare use of this ability as well as which spell you are casting before making your attack roll. The spell takes effect even if the target's damage reduction negates the damage dealt, but you must land a successful hit.
Bloodline Powers: Guided by the souls of your ancestors, your weapons strike true and your enemies become humbled by your prowess.
Legendary Strike (Sp): At 1st level, you may add a +1 bonus per two Sorcerer levels to any of your attack rolls as a free action (minimum +1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Watchful Protectors (Su): At 3rd level, you gain a +1 enchantment bonus to your AC. At 9th level, this bonus increases to +3, and at 15th level, this bonus increases to +5.
Memory of Prowess (Su): At 9th level, you may treat your character level as your base attack bonus for a number of rounds per day equal to your sorcerer level (which may give you multiple attacks). These rounds need not be consecutive. Using this ability is a free action.
Mythic Grace (Ex): At 15th level, you gain +15 feet to your base land speed and gain a +8 dodge bonus against attacks of opportunity provoked by moving through a threatened square. You also gain a +4 dodge bonus against made attacks of opportunity made for any other reason.
True Successor (Ex): At 20th level, you have achieved legendary greatness equal to or surpassing that of your ancestors. When delivering a touch spell through a single melee attack (via your Bloodline Arcana), the spell automatically ignores the target's spell resistance. All of your Bloodline Powers become Extraordinary Abilities, and as such they work even in an antimagic field.
| Hydro RPG Superstar 2010 Top 32 |
Cool idea.
I don't know if Memory of Prowess should stack with Legendary Strike. Maybe that's not a problem, maybe adding half your level to 5-10 attack rolls per day (when you already effectively have full BAB) is okay for a sorcerer, at least if we're talking melee attacks.
Here's the thing, though: they're not going to be melee attacks. This guy is going to use these powers to auto-hit with finger of death and disintegrate.
I would say that Legendary Strike should only apply with physical weapons (which still lets you piggyback a touch spell onto that using your bloodline arcana). Memory of Prowess will still be used with ray spells and grasping hand, but that's nothing a regular mage couldn't do a few levels later using transformation.
I want to say that that bloodline arcana should be a general feat or a weapon property available to anyone, but there's nothing here saying that it can't be. In any event, expect these guys to double-up on the touchspell damage via spell storing polearms.
| 'Rixx |
Yeah, making Legendary Strike only apply to physical weapon attacks is a good idea - that way you couldn't Finger of Death people willy-nilly, but you could still deliver touch spells through your weapon reliably.
The point of Legendary Strike (and Memory of Prowess, to an extent) is that your Bloodline Arcana doesn't become useless at mid-levels. Sorcerers get a poor BAB, so they're not going to be able to reliably hit things without these abilities.
...On second thought, maybe Legendary Strike can apply to any attack roll, but Memory of Prowess can only apply to physical weapon attacks? That way, Memory of Prowess (which can be used more times per day) doesn't get used to supercharge spells, but Legendary Strike becomes more versatile (justifying the fewer uses per day). How does that sound?
| Hydro RPG Superstar 2010 Top 32 |
It's okay if you flip the wording (so that Legendary Strike treats your BAB as your character level while Memory gives a bonus).
You just don't want to give a Finger of Death/Grasping Hand/Disintegrate bonus that stacks with Tens- er, with Transformation.
(Edit: In which case I'd also reword Legendary Strike so that it treats your sorcerer bab as your sorcerer level. Otherwise you'll have 10th level rogues taking sorcerer dips just for that ability).
| Laurefindel |
While it's a good choice for multiclassing into Fighter / Eldritch Knight, taking a Martial Spirit Sorcerer to 20th level can give you a unique magic-focused warrior mage.
I'm thinking Sorcerer/Monk! ...unless you reeeally want to limit the Bloodline Arcana to melee weapons only (excluding unarmed strikes).
| 'Rixx |
I considered treating your Sorcerer level's BAB as being from the Good progression instead of the Poor progression, but that brings up a lot of messes with multiclassing - having BAB progressions from multiple classes and changing the progression for one class only would be a nightmare. Mechanically possible, but it would involve so much number crunching as not to be worth it.
That's why I had it as your character level. Since that made it significantly more powerful, though, I made sure it was deep enough into the class that another class can't just dip into Sorcerer for that benefit. Not to mention it doesn't start becoming really useful until mid levels anyway, where your wimpy Sorcerer BAB really starts to force you out of melee combat.
Besides, having a full BAB for 9-20 rounds isn't all it's cracked up to be! A Fighter gets a full BAB for... infinity rounds.
| 'Rixx |
All right! I've decided how it's going to work.
Legendary Strike can apply to any attack roll. Memory of Prowess, however, only gives you full BAB for attacks with physical weapons. The two powers can stack.
(For the record, if you have Improved Unarmed Strike, you are always considered armed, and as such your fists are considered weapons.)
I'm not too worried about Legendary Strike stacking with Memory of Prowess and Transformation, considering that True Strike, a 1st level spell, grants a +20 to any attack roll, and isn't considered broken. The most Legendary Strike can give you is +10, and that's not until all the way to 20th level.
Although since Legendary Strike is considered a Spell-like Ability until level 20, you can't use it during Transformation anyway (I think?).
Memory of Prowess being a 9th level bloodline ability helps - few classes can justify dipping into a Poor BAB class for nine whole levels just to give you an ability that gives you full BAB for one or two minutes per day.
Thanks for the feedback, by the way! Keep it coming if this bloodline has any more glaring flaws.
| Kirth Gersen |
I wonder about the bloodline arcana. Is that, like, at will? So I could attack-channel-vampiric touch all day, until I ran out of 3rd level spell slots, and the only limitation is that, after 12th level, I lose 1 attack that would probably miss anyway? Why wouldn't every eldritch knight in the entire world take this bloodline?
| 'Rixx |
Well... yes, pretty much. I figured the disadvantage to channeling through your weapon was that you actually had to hit them as opposed to simply touching them, and you can't take a full attack action.
When you put it that way, though, a single level dip into Sorcerer does grant you this ability... Perhaps a limit on the level of spell you can cast this way related to your Sorcerer level? (I.E. new spells you get by multiclassing into Eldritch Knight can't be delivered through a weapon)
I'm thinking something along the lines of only up to the second-highest level spell you can cast from your Sorcerer levels. (Perhaps this limit is removed entirely once you hit the level 20 capstone, as well). But if you wanted a more combat-focused Eldritch knight, then yes, there really wouldn't be another choice if this was available - though you'd be sacrificing a little bit of versatility in favor of mostly whacking people. Magically.
| Hydro RPG Superstar 2010 Top 32 |
All right! I've decided how it's going to work.
Legendary Strike can apply to any attack roll. Memory of Prowess, however, only gives you full BAB for attacks with physical weapons. The two powers can stack.
(For the record, if you have Improved Unarmed Strike, you are always considered armed, and as such your fists are considered weapons.)
I'm not too worried about Legendary Strike stacking with Memory of Prowess and Transformation, considering that True Strike, a 1st level spell, grants a +20 to any attack roll, and isn't considered broken. The most Legendary Strike can give you is +10, and that's not until all the way to 20th level.
A stacking +(half your level) to your ray attacks is a pretty big deal, especially for spells that can have a dramatic effect with no save (i.e, enervation).
True strike is balanced because it takes a standard action. Even if you quicken it, it consumes your swift action, which (at the levels that quicken sees common use) is almost as big a drawback. You can't compare a free-action power to true strike.
I can't say for sure that auto-hitting with rays would be an overpowering consequence, but at the very least it seems to be an unintended one.
On a different note, why would Legendary Strike be a spell-like? It's not a standard action and doesn't duplicate any existing spell. Shouldn't it be supernatural? Anyway, Transformation causes you to lose spells, just as if your "spells" class feature went poof (you can't even activate wands), but you can still use other magical abilities (whether SU or SP).
(incidentally, I now realize that transformation doesn't help at all with bigby's crasping hand or with ray attacks, because you can't cast spells with it in effect. Derp. How did I forget that?)
| 'Rixx |
Ahh. I must confess I'm not as familiar with the high-level side of things; I suppose that Touch AC doesn't scale with level the way regular AC does, so a +5 for a ray spell is pretty dramatic. It is a little redundant that there's also a power which increases your BAB, as well...
I figured it was spell-like because it somewhat mimiced the effects of True Strike, and because other Sorcerer abilities like Heavenly Fire and Elemental Ray were spell-likes, even though they didn't mimic an existing spell exactly.
Would turning it into a swift or move action balance it out?
(Thanks for all the feedback, by the way. I miss things like this easily, since I'm not terribly familiar with the metagame.)
| Hydro RPG Superstar 2010 Top 32 |
Swift action would do a lot to balance it at high levels, yes.
A spell-like doesn't have to mimic a spell, no, but it's a way to make a power that works like a spell (i.e, something that takes a standard action, provokes an attack of opportunity, and can be blocked by spell resistance). None of those things apply to your power which is why I'd say it's just SU. If you're wondering about your capstone, SU powers still don't work in an antimagic field, and your capstone would remove that. A level 20 martial sorcerer with an antimagic field running can rush at other mages and smack them around like stepchildren.
| 'Rixx |
Haha! And I was worried that the level 20 capstone wasn't good enough! But of course, if he meets any Fighters in that anti-magic field he's making, he's going to be reduced to a fine paste before you can say "d6 hit dice and no combat bonus feats".
All right, for the next writeup of this bloodline, I'll make it a Supernatural Ability and change it into a swift action instead of a free action.
| Kirth Gersen |
Well... yes, pretty much. I figured the disadvantage to channeling through your weapon was that you actually had to hit them as opposed to simply touching them, and you can't take a full attack action.
Since sorcerers have poor BAB, giving up a full attack is no sweat at all to them. I'd recommend that you start by looking at classes that grant the channel spells ability in 3.5, and what people need to give up to get it. In particular:
That said, allowing full spellcasting progression with that ability, with no daily usage limits and no reduction in spells that you can know, and you get it as a throwaway ability on top of quite a number of other class features...
| Hydro RPG Superstar 2010 Top 32 |
I don't think the bloodline arcana is that great. You still provoke an attack of opportunity for spellcasting for one.
More to the point, any sorcerer with claws (demon/devil/dragon-blooded) can already do this, as often as they want. The ability to deliver touch spells with unarmed or natural attacks is part of the core rules for spells with a range of "touch". The martial sorcerer gets to do it with manufactured weapons for slightly better damage (or for certain tactical advantages; reach with a polearm, for instance), but he doesn't get the other advantages of natural weaponry, such as making two swings on a full-attack or always being armed.
| 'Rixx |
I must also confess that most of the wealth of my knowledge comes from the Pathfinder core rules - I've never even read through the 3.5 books, eheh...
A good percentage of the other class features are based around getting the most out of your Bloodline Arcana, so I'd rather avoid changing it entirely if it could be helped - and most of the other Bloodline Arcana options don't have limited uses per day, so I'd like to avoid putting that sort of restriction on it.
That being said, what would be some good, simple ways to limit its power? I think putting a restriction on what level of spells can be delivered this way might be a good start, but I'm open to suggestion.
However, also note that while classes with this as their primary feature typically get better BAB progression and hit dice - and while the class abilities let you 'pretend' to have a better BAB bonus than you do, that power is limited.
| Hydro RPG Superstar 2010 Top 32 |
I'm voting that your bloodline arcana is fine and you should leave it. Your call, though. :)
On another topic, your capstone is weaker than the others; not because it isn't a cool power, but just because most class capstones are ridiculously over-the-top.
If I were you, I would sooner nerf all the other capstones than buff this one, but if you want you could throw in something like a +4 permanent bonus to strength and dexterity.
| 'Rixx |
'Rixx wrote:However, also note that while classes with this as their primary feature typically get better BAB progression...That's just the thing: for them to give up a full attack is a big deal; they're losing possibly as many as 3 attacks. Your bloodline sorcerer loses NO attacks at all until he hits 12th level, and thereafter he loses only one.
Aha, but once he hits 12th level, his BAB will be so far behind that of primary melee classes that the chance he'll actually hit anything without burning some of his limited use features will be slim. So if he uses his Memory of Prowess ability to deliver a touch spell that way, not only is he burning a use of that power, but he's also giving up the extra attacks he could have gotten by using it. Or he could burn a use of his Legendary Strike ability, but he loses the opportunity to use it on a ray spell or something similar.
Not to mention the fact that the gap between his own durability and the durability of what he's fighting is going to widen at higher levels, and he has to be in melee in order to use it, putting himself at risk. (Incidentially, that's why he gets Mythic Grace - so he can get in and out of the fray a bit easier.)
| Hydro RPG Superstar 2010 Top 32 |
Hydro wrote:More to the point, any sorcerer with claws (demon/devil/dragon-blooded) can already do this, as often as they want.To play devil's advocate, the use of the natural weapons granted by your bloodline are limited to uses per day in the final rules...
Really?
Ha, looks like you caught one that I'd missed. That's surprising to me, but maybe the designers agreed that tacking 1d4+STR onto your touch spell damage was too powerful, even if that means you're swinging for real AC rather than touch AC.
In any event, while the 1st-level abilities all have limited uses per day, the bloodline arcana are all generally unlimited. I don't think this is more powerful than, say, +2 to the DCs of all compulsion spells.
| Kirth Gersen |
(Shrug) It's your bloodline, do what you like with it. As written, it means that ALL Eldritch Knights basically must be sorcerers who take this particular bloodline, because it offers the one thing they really need to synergize their abilities, at absolutely no cost to them. And to me, if an "option" stops being an option and becomes an imperative, then something is a bit off, balance-wise.
| Hydro RPG Superstar 2010 Top 32 |
That's the main reason why I felt this power should be a feat or weapon property as well, so draconic EKs can have it too.
That said, someone gunning for an enchanter PrC is almost certainly going to start with the fey bloodline, and someone going for a blaster/offensive mage PrC is more likely to be an evoker than an illusionist.
| Kirth Gersen |
That's the main reason why I felt this power should be a feat or weapon property as well, so draconic EKs can have it too.
Weapon property: see "spell storing." For the feat, that's an idea that's been discussed at great length on any number of boards; the consensus seemed to be to make it a metamagic feat (+1 to +2 spell levels) that also requires a move action.
| 'Rixx |
Well, yes, it is my bloodline, but I've always been against the concept of a certain option overpowering others - though this bloodline was designed to make for a smooth transition to Eldritch Knight, but still be viable otherwise.
What I think of as the two best options would be to make this into a feat or ability that any class could take (maybe with a BAB or spell level requirement?) but the Martial Spirit sorcerer gets for free, or to limit the spell level that can be cast this way based on the Sorcerer level (so if you multiclass out of Sorcerer ASAP, you don't get to use very powerful spells that way, and as such it becomes less useful to Eldritch Knights).
Opinions?
(For the record, I'm glad that this bloodline hasn't been immediately debunked as a stupid concept / not viable or balancable / nonsensical from a flavor standpoint)
| Hydro RPG Superstar 2010 Top 32 |
Hydro wrote:Weapon property: see "spell storing." For the feat, that's an idea that's been discussed at great length on any number of boards; the consensus seemed to be to make it a metamagic feat (+1 to +2 spell levels) that also requires a move action.That's the main reason why I felt this power should be a feat or weapon property as well, so draconic EKs can have it too.
Spell storing is completely different, actually. It requires a whole action to cast the spell and then another to deliver it (so you usually only get it once per encounter, then recast between fights). On the other hand, it can be done any time that you can make a melee attack, which is much better than being a standard action which provokes an attack of opportunity. In fact the person who casts isn't even the one who has to deliver it.
Considering that spellcasting monks (or lizardmen) can do this for free, and draconic sorcerers can do it almost for free (5-10 times per day), I think that a spell level increase and a move action is serious overkill. I would just make it a general feat.
| 'Rixx |
It is also important to note that Pathfinder classes are generally better than 3.5 classes. The monsters are more powerful to make up for this.
(Anecdote: Our party converted to Pathfinder rules, and got pretty cocky until the Bonus Bestiary come out. That humbled us pretty quick.)
Although I think limiting the ability only to spells you can cast with your Sorcerer levels would be a good idea for that reason - keeping the other bloodlines as viable options for Eldritch Knights, that is.
...Oh! How about this: A Martial Spirit bloodline Sorcerer can treat any weapon he holds as a weapon of Spell Storing, though he must be the one that delivers the spell? (if the weapon leaves his hands, the spell is lost.) An Eldritch Knight using any other bloodline can mimic this by simply buying a weapon of Spell Storing.
While this limits the level of spell that can be cast this way, it does allow for a wider variety of spells (that is, any targeted spell as opposed to a spell with a range of "touch").
| Abraham spalding |
(Shrug) It's your bloodline, do what you like with it. As written, it means that ALL Eldritch Knights basically must be sorcerers who take this particular bloodline, because it offers the one thing they really need to synergize their abilities, at absolutely no cost to them. And to me, if an "option" stops being an option and becomes an imperative, then something is a bit off, balance-wise.
Disagree: Diviner is still an excellent choice, as is the transmuter, and the aberrant bloodline. Reach on touch spells is nasty.
Don't forget you take that PrC and you stop gaining class abilities, so it's still a trade off -- you leave off the good stuff at top, or you don't get the better BAB and HD.
The Arcana is nice, but it is not all that, while the level 1 ability while useful, isn't the only option for an EK... especially since you might want to activate that arcane armor training, or arcane strike, or cast a different quickened spell, -- or, if you do go EK might want to use that critical power at EK 10.
My vote: Good as is, I would allow it in, and use it without feeling guilty about it.
| 'Rixx |
Ah.. from that perspective, maybe keeping it as-is is just fine.
One last change to run past you guys before I post up a rewrite: On Watchful Protectors, I think changing it from an Enchantment bonus to AC to a Competence bonus would be ideal - since it's a Supernatural ability, you still lose it in an antimagic field, but you wouldn't lose it in an antimagic field once it becomes an Extraordinary ability at level 20. Thoughts?
| 'Rixx |
All right, thanks for all your comments, everyone! Here's the revised version, tell me what you think:
Martial Spirit bloodline
There was either a legendary warrior of great prowess in your family tree, or perhaps you are the successor to a long line of such fighters. For some reason or another, the spirits of your ancestors have chosen you as their successor, and somehow lend you their mythic skill and power from beyond the veil of death, giving you supernatural abilities.
Class Skill: Knowledge (History)
Bonus Spells:
True Strike (3rd)
Bull's Strength (5th)
Heroism (7th)
Crushing Despair (9th)
Contact Other Plane (11th)
Transformation (13th)
Mage's Sword (15th)
Protection from Spells (17th)
Astral Projection (19th)
Bonus Feats:
Armor Proficiency (Light)
Arcane Armor Training
Arcane Armor Mastery
Combat Casting
Combat Expertise
Dodge
Martial Weapon Proficiency
Defensive Combat Training
Skill Focus (Knowledge: History)
Bloodline Arcana: You may deliver a melee touch spell through a single attack with a melee weapon. A spell cast in this way uses its standard casting time and you may make your attack as part of the casting - but you may not take a full attack action when delivering a spell in this way, and you provoke attacks of opportunity as normal when casting in melee. You declare use of this ability as well as which spell you are casting before making your attack roll. The spell takes effect even if the target's damage reduction negates the damage dealt, but you must land a successful hit.
Bloodline Powers: Guided by the souls of your ancestors, your weapons strike true and your enemies become humbled by your prowess.
Legendary Strike (Su): At 1st level, you may add a +1 bonus per two Sorcerer levels to any of your attack rolls as a swift action (minimum +1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Watchful Protectors (Su): At 3rd level, you gain a +1 competence bonus to your AC. At 9th level, this bonus increases to +3, and at 15th level, this bonus increases to +5.
Memory of Prowess (Su): At 9th level, when making attacks with a physical weapon, you may treat your character level as your base attack bonus for a number of rounds per day equal to your sorcerer level (which may give you multiple attacks). These rounds need not be consecutive. Using this ability is a free action.
Mythic Grace (Ex): At 15th level, you gain +15 feet to your base land speed and gain a +8 dodge bonus against attacks of opportunity provoked by moving through a threatened square. You also gain a +4 dodge bonus against made attacks of opportunity made for any other reason.
True Successor (Ex): At 20th level, you have achieved legendary greatness equal to or surpassing that of your ancestors. When delivering a touch spell through a single melee attack (via your Bloodline Arcana), the spell automatically ignores the target's spell resistance. You gain a permanent +4 bonus to your Strength and Dexterity, and all of your Bloodline Powers become Extraordinary Abilities.
| Kirth Gersen |
You gain a permanent +4 bonus to your Strength and Dexterity.
You need to spell out whether these are enhancement bonuses (do not stack with magic belts), inherent bonuses (stack with items but not with manuals), or unnamed bonuses (stack with everything). The three are of greatly different values.
| tejón RPG Superstar 2010 Top 16 |
Okay, I totally apologize for hijacking your entire concept... but here's an alternate take. At least I kept the ability names! :)
Class Skill: Craft (weapons)
Bonus Spells:
Chill Touch (3rd)
Protection from Arrows (5th)
Displacement (7th)
Fire Shield (9th)
Inflict Critical Wounds (11th)
Antimagic Field (13th)
Giant Form I (15th)
Iron Body (17th)
Foresight (19th)
Bonus Feats:
Arcane Armor Mastery
Arcane Armor Training
Arcane Strike
Defensive Combat Training
Fleet
Skill Focus (Craft [weapons])
Toughness
Weapon Focus
Bloodline Arcana: When attacking with a touch spell, you gain a +1 bonus to hit. This bonus increases by +1 per five sorcerer levels, to a maximum of +5 at 20th level.
Legendary Strike (Su): At 1st level, you can cast a touch spell with a melee weapon in your hand, and deliver the spell by making a normal attack with that weapon. Your bloodline arcana bonus applies to this attack. The free touch attack you would normally receive in the round when you cast a touch spell replaced by attacking with the weapon. If your initial attack misses, the charge is held as normal and any subsequent strike with the weapon delivers the spell. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Mythic Grace (Ex): At 3rd level, you gain a +4 dodge bonus to AC against attacks of opportunity provoked by casting spells. At 9th level, you do not provoke attacks of opportunity by casting touch spells.
Memory of Prowess (Ex): At 9th level you can gain the effects of the transformation spell for a number of rounds per day equal to your Sorcerer level. These rounds need not be consecutive.
Watchful Protectors (Su): At 15th level, whenever you roll for initiative you roll twice and take the better result. Additionally, once per day when hit with a melee attack from a foe you threaten, you may force the enemy to re-roll its attack and take the new result. You must make this decision before damage is rolled.
True Successor (Su): At 20th level you are no longer limited in your daily uses of Legendary Strike. Additionally, any spells delivered through a weapon with Legendary Strike bypass the target's spell resistance. Finally, as a swift action you can use true strike as a spell-like ability a number of times per day equal to 3 + your Charisma modifier.
| 'Rixx |
For the record, I have my final version posted up on the Pathfinder database:
http://www.pathfinderdb.com/character-options/class-options/164-sorcerer-bl oodline-martial-spirit
Tejon, I do think you had some good ideas there! (Especially making the Bloodline Arcana the first level Bloodline Power instead). Its flavor is a bit different, but to each their own.
| tejón RPG Superstar 2010 Top 16 |
@Kirth - Ha! I actually hadn't noticed that every bloodline had metamagic. I'd use Quicken Spell, in place of either Defensive Combat Training or Fleet.
@Abraham - I do think my take is still pretty martial. Look at the bonus spells and some of the feats; there's a heavy focus on surviving melee, while dishing out serious hurt with touch spells (so you don't need to rely on full-round attacks), with the option (e.g. free-action class feature transformation + the multi-round chill touch) to do even better for several rounds a day. Granted the mechanics are significantly different from the original, but I think the core flavor survives. :)