stardust |
Unicorn Bloodline
At some point in your family's history, a Unicorn offered his or her blood as a personal sacrifice to resurrect or heal a relative. Over the years, descendants have sometimes demonstrated a spark of this divine creature's influence.
Class Skill: Heal
Bonus Spells: cure light wounds (3rd), delay poison (5th), good hope (7th), break enchantment (9th), cure light wounds, mass (11th), heal (13th), sunbeam (15th), sunburst (17th), freedom (19th)
Bonus Feats: Dodge, Extend Spell, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Quicken Spell, Skill Focus (Knowledge [nature]), Skill Focus (Heal)
Bloodline Arcana: Whenever you touch your unicorn's horn to an ally as a spell focus for any beneficial spell, your caster level is increased by +2. Whenever you use your own blood as a spell component (taking 1d4 points of damage) for any beneficial spell used on yourself or an ally, your caster level is increased by +1.
Bloodline Powers: Your magic benefits from the healing blood of unicorns that runs through your veins.
Horn of the Unicorn (Ex): At 1st level, you can grow a unicorn horn from your forehead as a free action. This horn is treated as a natural weapon, allowing you to make a gore attack as a full round action using your full base attack bonus. This attack deals 2d4 points of damage (2d3 if you are Small) plus your Strength modifier. At 5th level, this horn is considered good for the purpose of overcoming DR. At 7th level, the damage increases to 2d6 points of damage (2d4 if you are Small). At 11th level, this horn becomes a holy weapon, dealing an additional 2d6 points of holy damage to evil creatures on a successful hit. If you are evil, you take 2d6 holy damage and have a negative level each round your unicorn horn is active. This is a supernatural ability. You can use your unicorn horn for a number of rounds per day equal to 3 + your Charisma modifier.
Unicorn's Sight (Ex): At 3rd level, your eyes become more unicorn-like in appearance, granting you low-light vision. If you already have low-light vision, you gain darkvision 60 ft. If you already have darkvision 60 ft., the range is extended to 120 ft. As a full round action, you can detect good or detect evil. This is a supernatural ability.
Charge of the Unicorn (Su): At 9th level, whenever you charge an opponent with your unicorn horn active, you can make a full attack. For a number of minutes per day equal to your sorcerer level, your land movement speed becomes 60 feet.
Divine Protection (Ex): At 15th level, damage reduction 5/evil. At 19th level, you are continually surrounded by a magic circle against evil as a supernatural ability and your damage reduction increases to 10/evil.
Unicorn Form (Su): At 20th level, you gain the ability to shapechange into a unicorn as a standard action. You can change forms up to a total of five times per day, though there is no maximum duration to how long you can stay in unicorn form.
Abraham spalding |
Ok, first understand I think the idea is neat however I have a few problems with the bloodline.
First HOW?!?!?!
Second I wouldn't give Cure Light Wounds, Mass Cure Light Wounds and heal to a single arcane bloodline. I might be convinced of Cure Light wounds... maybe mass cure moderate wounds... but never on Heal. Good Hope is another deal breaker for me. I understand how it makes sense, however for me that's a bard only spell, and always should be... Heroism I could go with though but magical circle of protection from evil works really well since it's a 3rd level spell, and something the unicorn actually has as an ability.
The Bleed to improve my spells is an odd one to me, and seems more martyr than Unicorn to me, and a full attack with a natural weapon is useless since it only gets one attack per natural attack. Maybe if the Horn counts as a lance and they get the benefits of the spirited charge attack only while using the horn that would work better, since that's an actual damage increase, and works with the rules as they stand.
I would move the unicorn ability down to level 15 at least, and have it simply work as a Beast Form 4 spell.
Level 20 could be a good point to give an immunity to poison, an aura, and maybe an increase in how some spells work.
Kevin Andrew Murphy Contributor |
What sort of unicorn gets Delay Poison but not Neutralize Poison? I'd ditch Good Hope and put in Neutralize Poison.
The business with the blood would make sense with a pelican (in the mythical/heraldic sense) but not a unicorn.
I think it would be more appropriate if the unicorn sorcerer had the ability to Detect Good rather like the Paladin's Detect Evil, but of course this is less powerful, since it just tells you who to trust, but doesn't sort the neutral from the evil.
Mike Welham Contributor, RPG Superstar 2012 |
Nero24200 |
Not too sure of the fluff (personally, not a big fan of the "You have some trace of X race in your blood" fluff that comes with the standard bloodlines).
Mechanically though, I love it. It actually gives the sorcerer something he can use that the wizard can't - Healing spells.
I'd personally do a little more to up the power of the healing spells though - Otherwise the cleric will simply out-shine in the healing department without much resistance.
Vult Wrathblades |
I'd personally do a little more to up the power of the healing spells though - Otherwise the cleric will simply out-shine in the healing department without much resistance.
That is like saying the Rogue needs access to higher level spells because the wizard will outshine in the casting department.
This idea looks great the way it is. To give it more healing would be unbalanced. Just the idea of the sorcerer having a little healing is apealing to me.
Sorta thinking about a Phoenix Bloodline now....
"Once a month (or year) if the character is killed it is brought back to 0 HP the next round but suffers all the effects of dying.
stardust |
Thanks for all the comments, I am still playing with the spell selection, but if I put in neutralize poison, I will probably take out delay poison and put in something else. Thanks for not kicking out the healing spells completely, I will look for a replacement for the heal spell. It just seemed to fit at the time.
As for the natural weapon, I tried to word it as closely to the claw abilities as possible, but I understand it needs some tweaking. The 15th and 20th level abilities are similar to a bloodline from the Book of Arcane Magic, so I'm thinking of keeping them the way they are for now.
Updated Bonus Spells List: cure light wounds(3rd), invisibility (5th), neutralize poison (7th), break enchantment (9th), cure light wounds, mass (11th), Heroism, greater (13th), sunbeam (15th), sunburst (17th), freedom (19th)
Nero24200 |
That is like saying the Rogue needs access to higher level spells because the wizard will outshine in the casting department.
Classes are allowed to have some things in common. Rogues aren't the only classes with sneak attack, fighter's definately ain't the only class with bonus feats, wizards are the only class with access to the wizard spell list etc.
The reason why I feel the healing power should be upped is because I feel the main reason to have such a bloodline is to fill the "healer" role, something which is pretty pointless if it can be outshone so easily. A war-cleric specialising in melee combat and buffs has access to more healing than a sorcerer, even with this bloodling. Even if the bonus spells were changed to grant healing magic at lower levels and eventually spells like Raise Dead and Heal, the cleric would still have more raw healing power due to channel energy.
Vult Wrathblades |
The reason why I feel the healing power should be upped is because I feel the main reason to have such a bloodline is to fill the "healer" role, something which is pretty pointless if it can be outshone so easily. A war-cleric specialising in melee combat and buffs has access to more healing than a sorcerer, even with this bloodling. Even if the bonus spells were changed to grant healing magic at lower levels and eventually spells like Raise Dead and Heal, the cleric would still have more raw healing power due to channel energy.
Respectfully disagree with you. To take a class that traditionally has no healing at all and give them "some" is a great idea. But to try and make them into a party healer is not.
The cleric IS the healing class, no other class should bypass them in healing or even compare. It is not possible to make a cleric that puts out the offensive spells a sorcerer is capable of and it should not be.
A little dip into the stuff that another class can do is cool but if you wanna be GOOD at what that class can do then you should play that class. Otherwise there is no reason for classes.
Zurai |
The cleric IS the healing class, no other class should bypass them in healing or even compare.
Disagree. Other classes should (and do) compare.
It is not possible to make a cleric that puts out the offensive spells a sorcerer is capable of and it should not be.
Sure it is.
stardust |
Ok, first understand I think the idea is neat however I have a few problems with the bloodline.
First HOW?!?!?!
I'm assuming you're asking how the Unicorn bloodline is passed on?
Well, there are a variety of ways a sorcerous bloodline can be made manifest. It's not like the sorcerer is an actual descendant of a Unicorn. (although that could be the case for some of them.) The flavor text indicates that a Unicorn voluntarily gave up some portion of their life force to heal an injured ancestor, which forever changed their bloodline.
stardust |
Just a note... I would seriously consider balance with giving an arcane caster access to healing spells. I would think that paizo would have done this with the celestial bloodline if they felt it was balanced. Not to say it isn't, but they must have had reasons for not putting it in.
A bard is an arcane caster with access to healing spells, so its been done before. (Actually I never really understood why a bard could cast an arcane healing spell, but none of the other arcane casters could, even if a bard explains it to them.)
A sorcerer has such a limited spell selection as it is, I do not think that adding cure light wounds and cure light wounds, mass to their spell repertoire will imbalance it. The heal spell was pushing it, but the new spell list fixed that.
Dragonborn3 |
Charge of the Unicorn (Su): At 9th level, whenever you charge an opponent with your unicorn horn active, you are allowed to use your gore attack and deal triple normal damage. For a number of minutes per day equal to your sorcerer level, your land movement speed becomes 60 feet.
But what if you already have a land speed that equals or eceeds 60ft? A human Monk9/Unicorn BL Sorc11 for example.
stardust |
stardust wrote:But what if you already have a land speed that equals or eceeds 60ft? A human Monk9/Unicorn BL Sorc11 for example.Charge of the Unicorn (Su): At 9th level, whenever you charge an opponent with your unicorn horn active, you are allowed to use your gore attack and deal triple normal damage. For a number of minutes per day equal to your sorcerer level, your land movement speed becomes 60 feet.
This sounds like a very interesting character. I think I'll make her up.
Dragonborn3 |
Dragonborn3 wrote:This sounds like a very interesting character. I think I'll make her up.stardust wrote:But what if you already have a land speed that equals or eceeds 60ft? A human Monk9/Unicorn BL Sorc11 for example.Charge of the Unicorn (Su): At 9th level, whenever you charge an opponent with your unicorn horn active, you are allowed to use your gore attack and deal triple normal damage. For a number of minutes per day equal to your sorcerer level, your land movement speed becomes 60 feet.
Psst. Go with halfling instead of human.
Nero24200 |
The cleric IS the healing class, no other class should bypass them in healing or even compare. It is not possible to make a cleric that puts out the offensive spells a sorcerer is capable of and it should not be.
Like Zurai, I'm going to have to disagree with you here. Classes may have one or two advantages in certain areas, but they aren't unique to that role on it's own.
It's possible to make a damage focused fighter just as easily as it is to make a damage focused barbarian. It's easy to use paladins, rangers, or clerics as effective undead hunters. Now I agree that the classes should approach similer roles in different ways, but I still feel the option to fill those roles should be open.
One peeve I've always had with the cleric is the fact that it's so healing focused, to the point where you could devote 20 levels to other forms of spellcasting and still be labbeled the healer. It doesn't matter if your've taken feats like Augment summoning and preper nothing but summon spells, if you're good you'll still be expected to heal.
Back to my earlier examples though, if you didn't want your fighter to be a damage dealer, but a defensive warrior instead, you could. Same for a paladin as well. If you didn't want an undead hunting ranger, that's fine, just select different favoured enemies. If you want your wizard blasty, easy enough, and the reverse is true if you want a more utility focused wizard. But clerics are always going to be looked at to fill a healing role, and that's always something I didn't like.
Apparently, alot of others here didn't like it either, claiming that channel energy was good since it gave the cleric more room to use non-healing spells (and while I disagree with tonning down healing by providing more, I agree that I like the idea of my clerics being able to use non-healing spells without being hassled).
But as I said, even a cleric focuses entirely on non-healing, by doing things like taking non-healing domains and prepering non-healing spells, the class will still have better healing powers than a sorcerer with this bloodline, even if it's healing power was upped.
Even if it got channel energy as well, even if it's spells were put up a notch and given spells like Heal, it still wouldn't have "spontainious cures" so clerics would still outshine in the healing department anyway, and thats before clerics who focus on healing.
stardust |
Psst. Go with halfling instead of human.[/smaller]
Andrea Livenpear
Halfling Monk 9/Sorcerer* 11LN Small humanoid (halfling)
Init +5; Senses low-light vision, Perception +7
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DEFENSES
AC 29, touch 24, flat-footed 22 (+7 monk, +5 armor, +1 size, +1 Dodge, +5 Dex)
hp 142 (9d8 + 11d6 + 60)
Fort +17, Ref +19, Will +23 (+2 vs. enchantment, fear, charm, compulsion)
Immune disease
DR 5/evil, SR 18
_________________________________________
OFFENSE
Move 60 ft. (90 ft. for 11 min/day)
Melee Unarmed +16/+11/+6 (1d8+4 plus 1d6 fire/19-20)
Flurry of Blows Unarmed +17/+17/+12/+12/+7 (1d8+4 plus 1d6 fire/19-20)
Special Attacks unicorn horn +16 (2d4+4 plus 2d6 holy plus 1d6 fire)
Sorcerer Spells Known (CL 11th)
5th (5/day) - teleport, wall of force, mass cure light wounds
4th (7/day) - secure shelter, remove curse, arcane eye, break enchantment
3rd (7/day) - daylight, magic circle against evil, protection from energy, fireball, neutralize poison
2nd (8/day) - protection from arrows, glitterdust, flaming sphere, scorching ray, eagle's splendor, invisibility
1st (8/day) - disguise self, mage armor, shield, magic missile, shocking grasp, cure light wounds
0 - arcane mark, resistance, flare, light, read magic, detect magic, message, mage hand, prestidigitation
Bloodline Unicorn
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STATISTICS
Str 18, Dex 20, Con 16, Int 16, Wis 20, Cha 28
BAB +11/+6/+1, CMB +17, CMD 33
Feats: Acrobatic Steps, Brew Potion, Combat Reflexes (B), Craft Staff, Craft Wondrous Item, Deflect Arrows (B), Dodge (B), Eschew Materials (B), Improved Unarmed Strike (B), Improved Critical (unarmed), Improved Vital Strike, Nimble Moves, Scorpion Style, Stealthy, Stunning Fist (B) (stun, fatigue, sicken), Vital Strike
Skills: Acrobatics +24, Climb + 18, Escape Artist +19, Heal +19, Knowledge (Arcana) +12, Knowledge (History) +23, Knowledge (Nature) +23, Knowledge (Engineering) +23, Spellcraft +11, Stealth +23, Use Magic Device +23
Background/Traits Birthmark, Focused Mind
Languages: Common, Halfling, Sylvan, Celestial, Elven
SQ horn of the unicorn, unicorn's sight, charge of the unicorn, improved evasion, maneuver training, still mind, ki pool (9), slow fall, high jump, purity of body, wholeness of body
Gear headband of mental superiority +6, amulet of flaming fists, belt of physical perfection +6, mantle of faith, gray robe of the archmage, staff of life (8 charges), ring of wishes (2), ring of water walking, rod of metamagic (quicken), boots of striding and springing, gem of seeing, lavender and green ioun stone (30 spell levels), instant fortress, 500 gp
Vult Wrathblades |
I never said that it is not possible to make a class do something a little different.
The truth is classes have roles and those should mean something. When you talk about toe trodding then you are again talking about what that classes role is.
Of course it is possible to make a class that is not the obvious choice for that role fill a void but you can not make them the quintessential choice for the class. If you make a sorcerer that heals and can do it as well as a cleric then it is a cleric.
Example, I make a druid that is based on a healer concept. Awesome, and would be fun and fluffy. As Druids already have decent healing then it could work well. But if there is a cleric with the same concept in the party then that Druid is not gonna be the man when it comes to healing. The ability to spontaneously cast automatically makes the cleric the better healer.
Nero you mentioned that if you tried to make a sorcerer (a class that traditionally has no healing ability at all) pick a bloodline that gives it some healing then if the healing is not enough the cleric will outshine them. I say of course they will, that is traditionally the clerics role! Why shouldnt they outshine a class that is "dipping" into another's role.
I guess I just view the idea of a "class" different than you. Of the core classes you can NOT make a healer that would do it better than a cleric and I am fine with that. Just as you should not be able to make a character that tracks better than a ranger, or has more "knowledge" than a bard... or smites evil like a paladin. Those are there roles and it is wrong for another class to stand in their light.
This is just my opinion.
Daniel Moyer |
I like the concept and agree with most of the suggestions, just a matter of which ones you choose to go with.
HOWEVER...
OTHER...
stardust |
I like the concept and agree with most of the suggestions, just a matter of which ones you choose to go with.
HOWEVER...
The horn does way too much damage. I Unicorn only does 1d8 and it's a LARGE creature. This would mean that a medium sized horn would do 1d6 damage. Bloodline abilities are never stronger than the original, that I'm aware of. I also do not see the horn ever increasing die-size, only adding the typical +1 and an additional +1 per 5 levels. (It would also receive STR bonus and be Arcane Strike viable, etc.) Back to the Unicorn, a Celestial Charger is an advanced Unicorn and it still only does 1d8(+str) damage. OTHER...
Low level options... Low-Light Vision or Dark Vision
High level options... DR & Resistance similar to a Celestial Charger
The horn deals damage on par with the claw abilities of the draconic/abyssal/etc bloodlines. (instead of two attacks at d4, one attack at 2d4).
All of the sorcerer abilities are designed to be similar to other bloodlines abilities at the same level, so I feel very strongly that this is playable as is without upsetting the balance of the game. The charge and spell list have been improved upon with feedback, but the class abilities, concept, and power level haven't been changed.
Larcifer |
Hey stardust, looking better. I have to agree, I'd make the horn damage 1d6, 2d4 is like wielding a Falchion, just my 2 cents. Also, I'd be cautions of taking too many spells from other lists the Bloodlines in the core rulebook have maybe at most 2 spells taken from the other lists.
Wondering if you could look at the bloodline I proposed, since you have put a lot of effort into this it is here:
Daniel Moyer |
The horn deals damage on par with the claw abilities of the draconic/abyssal/etc bloodlines. (instead of two attacks at d4, one attack at 2d4).
I don't think that is the route to go as far as weapons are concerned, but that is just my opinion. Example being, a medium dragon does 1d6/1d6, the sorcerer does less at 1d4/1d4. Use the Draconic/Abberant as a rough guidline, not a template. Change it up, trade damage equivalency for a standard action?(unless charging of course) It doesn't make a lot of sense to me, that a Unicorn-kin would do MORE damage than the original ancestor 4HD or 15HD, at 1st level.
Possible idea, Adding something similar to the Paladin's "Divine Bond(weapon)" mechanic would be interesting... assuming 1d6, standard action, no damage-die increase.
That said, it's your pony. *shrug*
Also, I'd be cautions of taking too many spells from other lists the Bloodlines in the core rulebook have maybe at most 2 spells taken from the other lists.
The Celestial Sorcerer uses almost all divine spells for it's bonus list. I say almost, because some of the spells are on both arcane & divine lists.
stardust |
The reasoning behind the damage mechanic:
A humanoid would likely not be able to successfully use a horn on their forehead without being assisted by magic. The structure of the body isn't made for gore attacks, especially with such a fragile neck. This isn't a weapon like most others, there is a certain amount of care and precision that goes into a horn attack, which is why an attack with the horn is a full round action. The sorcerer would have to thrust his head forward and then pull it back all without damaging themselves in the process. As a result, the damage is changed from 1d6 to 2d4 (an increase in the average amount of damage dealt from 3.5 to 5(2.5x2)).
The horn attack is a single attack, representing a considerable amount of effort, for an average increase of 1.5 points of damage over the horn attack of a traditional unicorn. A claw attack would be easier to perform, as it would not place the sorcerer immediately in harm's way, and a humanoid performing a claw attack is something that its body can more easily engage in.
If a player were to invest in the character class where they have access to a natural attack that is usable as a full round action (for reasons explained above), I personally feel that the benefits gained should be worth the effort and sacrifice of other actions.
If a character were to try to use the horn attack as a standard action, thus dealing 1d6 damage and not aiming the attack as precisely as in a full round action, I would have to say the such proximity allows the target an attack of opportunity, and potential safety risks for the person performing the attack - it would be all too easy to snap one's own neck in an attempt to do a gore attack with a forehead horn without proper planning. As a full round attack, the horn can be used as a natural weapon with some precision (and its very possible that the extra damage is caused as a result of that).
Realistic? Perhaps not. Fitting with the concept? Perhaps not. Understandable? I would hope so. A humanoid using a somewhat unfamiliar natural weapon should use it carefully. Bite and claws are natural attacks most humanoids are familiar with. A horn.... Not so much.
stardust |
Okay, I've playtested the 1d6 damage thing for a bit. It doesn't feel right at all. The sorcerer can deal as much damage with her staff, so what's the point of using the unicorn horn? I've also tried playing with the horn attack as a standard action. Again, it feels a little off. Standard action dealing 2d4 damage is too much. Standard action dealing 1d6 damage is generally the same as a normal attack, and not at all on par with the claw attacks of the other sorcerer bloodlines.
I've even considered letting the horn attack be a free action for 1d6 damage once per round, but again that feels like giving the sorcerer a little too much power. So, I think I'll keep the 2d4 damage as a full round attack. It feels the most appropriate to me, and does not overpower the sorcerer in comparison to other classes or sorcerer bloodlines. That was the main objective all along. I don't have the Pathfinder version of the Unicorn right in front of me, so I can't say how the sorcerer compares to the Unicorn, but in comparison to other sorcerers and other classes, I think we're there.
It should be noted that when the sorcerer is in Unicorn form, unless she also has the unicorn horn active, she deals damage with the horn appropriate to the unicorn.
Barator |
One peeve I've always had with the cleric is the fact that it's so healing focused, to the point where you could devote 20 levels to other forms of spellcasting and still be labbeled the healer. It doesn't matter if your've taken feats like Augment summoning and preper nothing but summon spells, if you're good you'll still be expected to heal.
I get that completely, though kinda from the other end of it. I like being the healing, and it really bugs me that I have felt that there is very little that you can do to become a better healer.
I'm not saying that Clerics need to really try to be better healers, but that if my character wants to be a better healer there is little that I can do for it. When Augment Healing came out I was a very happy camper, and I know that later on a few other things came out that were decent. Empower, Maximize didn't cover it because you would be better off casting a higher level Cure spell.
I know that we ran a game where we gave a Sorcerer the Cure list and had a blast with the character. I was pretty disappointed that none of the Sorcerer Bloodlines in the PFCRB had any Cure spells on their list.
Barator
stardust |
1 person marked this as a favorite. |
Because I am about to add another sorcerer bloodline (that I think could use some help) to these forums, here is the Final Sorcerer Bloodline - Unicorn
Unicorn Bloodline
At some point in your family's history, a Unicorn offered his or her blood as a personal sacrifice to resurrect or heal a relative. Over the years, descendants have sometimes demonstrated a spark of this divine creature's influence.
Class Skill: Heal
Bonus Spells: cure light wounds (3rd), invisibility (5th), neutralize poison (7th), break enchantment (9th), cure light wounds, mass (11th), heroism, greater (13th), sunbeam (15th), sunburst (17th), freedom (19th)
Bonus Feats: Dodge, Extend Spell, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Quicken Spell, Skill Focus (Knowledge [nature]), Skill Focus (Heal)
Bloodline Arcana: Whenever you touch your unicorn's horn to an ally as a spell focus for any beneficial spell, your caster level is increased by +2. Whenever you use your own blood as a spell component (taking 1d4 points of damage) for any beneficial spell used on yourself or an ally, your caster level is increased by +1.
Bloodline Powers: Your magic benefits from the healing blood of unicorns that runs through your veins.
Horn of the Unicorn (Ex): At 1st level, you can grow a unicorn horn from your forehead as a free action. This horn is treated as a natural weapon, allowing you to make a gore attack. This attack deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier. At 5th level, this horn is considered good 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, this horn becomes a holy weapon, dealing an additional 2d6 points of holy damage to evil creatures on a successful hit. If you are evil, you take 2d6 holy damage and have a negative level each round your unicorn horn is active. This is a supernatural ability. You can use your unicorn horn for a number of rounds per day equal to 3 + your Charisma modifier.
Unicorn's Sight (Ex): At 3rd level, your eyes become more unicorn-like in appearance, granting you low-light vision. If you already have low-light vision, you gain darkvision 60 ft. If you already have darkvision 60 ft., the range is extended to 120 ft. As a full round action, you can detect good or detect evil. This is a supernatural ability.
Charge of the Unicorn (Su): At 9th level, whenever you charge an opponent with your unicorn horn active, you are allowed to use your gore attack and deal triple normal damage. For a number of minutes per day equal to your sorcerer level, your land movement speed is increased by 30 ft.
Protection from Evil (Ex): At 15th level, damage reduction 5/evil. At 19th level, you are continually surrounded by a magic circle against evil as a supernatural ability and your damage reduction increases to 10/evil.
Unicorn Form (Su): At 20th level, you gain the ability to shapechange into a unicorn as a standard action. You can change forms up to a total of five times per day, though there is no maximum duration to how long you can stay in unicorn form.
LazarX |
Okay, I've playtested the 1d6 damage thing for a bit. It doesn't feel right at all. The sorcerer can deal as much damage with her staff, so what's the point of using the unicorn horn?
If you take a look at most of the 1st level attack powers of the other bloodlines, they're nice extras at first level but eventually fall to the sidelines as flavor as more powerful options for character actions come into play.
The point is it's a flavor choice to use the horn instead of the staff and the horn itself could be aligned at later levels to bypass some significant DR.
On the whole, this bloodline needs some major revision and rethought if you're going for something other than a Mary Sue.
stardust |
Actually, if you will look at my final bloodline (in the post above the most previous one), you will find that I made the horn's damage 1d6 (eventually 1d8), based primarily on the suggestions of others. All other abilities match or are comparable to other sorcerer abilities.
On the whole, the bloodline as it has been revised several times and is finally something interesting to play for the player I am DMing with who enjoys it, the bloodline is as balanced as its going to get.