New Sorcerer Bloodline: Construct


Homebrew and House Rules


Hello everybody,

I created a construct-themed bloodline. Maybe you have some advice for me to improve it. At the moment, it is not play-tested.

Construct Bloodline

One of your ancestors dabbled in construct-magic and infused your body with its essence. Or maybe you were captured by some insane mage who made you into the creature you are today.

Class Skill: Knowledge (engineering)

Bonus Spells: mage armor (3rd), make whole (5th), slow (7th), stoneskin (9th), major creation (11th), wall of iron (13th), statue (15th), iron body (17th), crushing hand (19th)

Bonus Feats: Light Armor Proficiency, Endurance, Improved Unarmed Strike, Craft Magic Arms and Armor, Toughness, Craft Construct, Power Attack, Skill Focus (Knowledge engineering)

Bloodline Arcana: You can use daze monster, hold monster, charm monster and dominate monster on constructs as if they were not immune to mind-affecting spells and effects.

Bloodline Powers: Fists of Steel (Ex): Starting at 1st level, you can transform your fists into stone or iron as a free action. Your fists are then treated as natural weapons, allowing you to make two slam attacks using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small).
At 5th level, your transformed fists are considered magic weapons for the purpose of overcoming damage reduction.
At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small).
At 11th level, the damage increases by another step to 1d8 points of damage (1d6 if you are Small). Your transformed fists are considered magic and adamantine weapons for the purpose of overcoming damage reduction.
You can transform your fists for a number of rounds per day equal to 3 + your Charisma modifier.
Skin of the Iron Golem (Ex): At 3rd level you gain fire resistance 10. At 9th level, every time this fire resistance absorbs damage, you heal 1/2 the number of hit points absorbed (maximum 5 hit points healed). This works only for your fire resistance from Skin of the Iron Golem. Fire resistance from different sources works normally.
Poisonous Breath (Su): At 9th level, you gain a breath weapon. This breath weapon poisons each target in a 30-foot cone (1d3 Con damage; 6 rounds; cure 1 save; DC 10 + 1/2 your sorcerer level + your Charisma modifier). At 12th level, the Con damage increases to 1d4. At 15th level, the target needs 2 sucessful saves to cure the affliction. At 9th level, you can use your breath weapon once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Immunity to Magic (Su): At 15th level, you gain spell resistance equal to 10 + your sorcerer level.
Unstoppable (Su): At 20th level, your body finally leaves his weaknesses behind. You gain a +6 inherent bonus to Strength and immunity to all critical hits and precision-based damage.

The Exchange

I will defenatly have to take a look at this when I get home.


Moorluck wrote:
I will defenatly have to take a look at this when I get home.

I´m looking very forward to what you think about it! :-)


Great idea, but needs some work.

The Bloodline fist powers are dangerous--to the sorcerer. They encourage melee in a character class that should stay away from melee as much as possible. How about gaining more construct-like defences instead?

Scarab Sages

darth_borehd wrote:

Great idea, but needs some work.

The Bloodline fist powers are dangerous--to the sorcerer. They encourage melee in a character class that should stay away from melee as much as possible. How about gaining more construct-like defences instead?

Yeah, but doesn't the bloodline that gives you claws encourage the same? If a sorcerer wants to go melee, let them go melee. I mean, hey, low HD with a bad BAB vs a fighter of the same level with a sword and board... I know where my vote goes.

I like this concept. May have to put it on an NPC in my Undermountain game and give it a whirl tomorrow night.

Liberty's Edge

Pathfinder Battles Case Subscriber

Teenage Sorceress: So you're telling me that grandfather clock in the hallway really is my grandfather? Then that means grandma and that clock...ewwww! *runs out of room violently shaking hands as if to drive the thought away*

Maybe it's just me, but I'd probably go with some bloodline powers that are a little less indicative of an iron golem being the source of the sorcerer's abilities. There are a lot of construct type monsters from animated objects to golems to inevitables with a plethora of abilities between them. It might be less golem-centric for you to come up with some abilities that all or most constructs share.

The slam attack is a good start, but you could also throw in a little DR/adamantine, fortification and various immunities (or at least bonuses against poisons, disease, etc.) I think the Green Star Adept prestige class from Complete Arcane would be a good model to use for this bloodline. It basically turns a wizard into a construct over ten levels. I might also ditch the light armor feat and grant the sorcerer a natural armor bonus and the option to take imp. natural armor as a bonus feat.

Just some ideas.


Yeah I think your heart was in the right place but I'd work on mechanics.

I like the Spells, Feats, and Arcana, but the Bloodline Powers need to be tweaked. I'd do like everyone else says and start giving things like increasing DR, partial immunity to things like crits/sneak attack (look at unusual anatomy under the aberrant bloodline), as well things like a progressing natural armor bonus.

The things I remember most about fighting constructs wasn't anything to do with offensive actions- but all those g+!%%& resistances and immunities, not to mention decent ACs. G@#@$@- you can't touch those things as a Rogue!

"Oh... you hit me? That's nice. DR... no sneak attack damage... I resist all that elemental damage your enchanted weapon did... oh that's right you don't have a strength bonus... oh... so total that up... yep... 2 damage... one hundred and eight to go, ok my turn..."


Constructs don't have any immunity to sneak attack or critical hits anymore.


originally posted this in here but realized I was hijacking your thread hehehe

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/2FeatsToMakeAnSweetArcaneFighter

Was thinking that something similar to these two feats integrated into the bloodline powers might give your construct bloodline a bit more staying power in melee

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