Need ideas for Ardent (aka fire-based) Bloodline.


Homebrew and House Rules


Since cold got the Boreal Bloodline, I figured it would only be fair for fire to get it's own as well (yes I know the elemental bloodline has a fire option). Anywho, I'd like some ideas...anyone?

RPG Superstar 2012 Top 32

I would probably try adding some of the cool druid fire spells to the list of bonus spells. I'm thinking produce flame, heat metal, flame blade, flame strike.

Maybe the ability to bypass some fire resistance, like 10 at 9th, 20 at 13th, and 30 at 17th. 20th level might give the ability to cause half damage to those with fire immunity.

Maybe an ashes to ashes ability, where if the target is reduced to minus their Con, they are considered disintegrated. Maybe at 15th?

I'm still reading my APG, so I haven't read the spells yet. There might be some cool ones in there too.

Shadow Lodge

Berselius wrote:
Since cold got the Boreal Bloodline, I figured it would only be fair for fire to get it's own as well (yes I know the elemental bloodline has a fire option). Anywho, I'd like some ideas...anyone?

Use the right type of Draconic or Elemental bloodline. Change the name in the case of Draconic and the name of some features (i.e. claws=ice dagger) You're done.

All the Best,

Kerney


Hope this is better:

Ardent Bloodline:

Ardent Bloodline
The power of fire, flame, and magma resides in you and you feel its burning drive to reduce all who stand against you to ash. This influence comes from a distant relation to an outsider with the fire type in your family history (such as an efreet) or perhaps once of your ancestors was a descendant from a former concubine who escaped from the fabled city of brass.

Alignment: Any neutral

Class Skills: Intimidate

Bonus Spells: Burning Hands (3rd), Burning Gaze (5th), Fireball (7th), Fire Shield (9th), Fire Snake (11th), Contagious Flame (13th), Firebrand (15th), Incendiary Cloud (17th), Meteor Swarm (19th)

Bonus Feats: Combat Reflexes, Dodge, Elemental Focus (fire), Improved Initiative, Mobility, Skill Focus (Intimidate), Spring Attack, Wind Stance

Bloodline Arcana: Any time you cast a spell that deals damage, you may choose to have it deal fire damage instead of its normal damage type. When you use this ability, damaging spells you cast gain the [fire] descriptor. If the spell has an effect other than dealing damage there is no change to its non-damaging effect. If you use this ability with spells that have the [force] descriptor (such as magic missile), the spell loses that descriptor.

Bloodline Powers: The powers of fire and flame are yours to command, and your mastery of them allows you to litter the razed ground with the smoking ashes of your enemies.

Fiery Determination (Ex): At 1st level, you suffer no harm from being in a hot environment. You can see through fire ad and smoke without penalty as long as the light is sufficient to allow you to see normally.

Tempered Skin (Ex): At 3rd level you gain energy resistance 10 against cold and can add a +2 bonus to all saving throws against spells and abilities with the [fire] descriptor. At 9th level, your resistance to fire increases to 15 and you’re save bonus against fire increases to +4.

Incineration (Sp): At 9th level, any creature reduced to 0 or fewer hit points by any damaging spell you cast gain the [fire] descriptor is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

Pyromaniac (Su): At 15th level, any of your spells with the [fire] descriptor are so utterly hot that they can damage creatures normally resistant or immune to fire. Any spell with the [fire] descriptor you cast completely ignores any resistance and immunity to fire a creature possesses, bypassing this resistance or immunity and dealing damage to the target as if it did not possess any resistance or immunity to fire at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).

Molten Mastery (Ex): At 20th level you become a paragon of volcanic power. You gain immunity to fire damage and any time you deal damage with a spell you cast with the [fire] descriptor, you add +1 to each die of damage dealt. You can communicate telepathically with any creature of the [fire] subtype, and gain a +5 circumstance bonus to any Diplomacy checks made with such creatures.

Shadow Lodge

Not sure Molten Mastery is really a good capstone. The +1 to damage per die rolled is the Draconic Bloodline Arcana...


It needs a 3+cha per day attack or buff power at level 1, at least if you want it to follow the Bloodline formula.

EDIT: Also, what's with the alignment restriction? No other bloodline has one.


Hmmm...must makes changes...^_~

RPG Superstar 2012 Top 32

It looks pretty good. I would probably go with even more of the more exotic fire spells from APG, and maybe rearrange Incineration and Pyromaniac. Dusting an opponent is pretty powerful, since it can prevent raising and resurrection....maybe akin to a 6th level, 12th level caster ability....

For Pyromaniac, I would let it ignore 10 points of resistance at 9th, 20 points at 13th, and 30 at 17th. As a capstone, cause half damage to those immune....totally bypassing an immunity is extremely powerful for a 15th level ability...


Hope this meets everyone's expectations:

Sorcerer Archetype: Ardent Bloodline:

Sorcerer Archetype: Ardent Bloodline
The power of fire, flame, and magma resides in you and you feel its burning drive to reduce all who stand against you to ash. This influence comes from a distant relation to an outsider with the fire type in your family history (such as an efreet) or perhaps once of your ancestors was a descendant from a former concubine who escaped from the fabled city of brass.

Class Skills: Intimidate

Bonus Spells: Burning Hands (3rd), Scorching Ray (5th), Fireball (7th), Fire Shield (9th), Fire Snake (11th), Contagious Flame (13th), Firebrand (15th), Incendiary Cloud (17th), Meteor Swarm (19th)

Bonus Feats: Combat Reflexes, Dodge, Elemental Focus (fire), Improved Initiative, Mobility, Skill Focus (Intimidate), Spring Attack, Wind Stance

Bloodline Arcana: Any time you cast a spell that deals damage, you may choose to have it deal fire damage instead of its normal damage type. When you use this ability, damaging spells you cast gain the [fire] descriptor. If the spell has an effect other than dealing damage there is no change to its non-damaging effect. If you use this ability with spells that have the [force] descriptor (such as magic missile), the spell loses that descriptor.

Bloodline Powers: The powers of fire and flame are yours to command, and your mastery of them allows you to litter the razed ground with the smoking ashes of your enemies.

Burning Brand (Ex): At 1st level, you suffer no harm from being in very hot, severely hot, or extremely hot conditions and cannot suffer from heatstroke. Boiling water does not inflict scalding damage on you (you might still drown if completely immersed in boiling water though). You are no longer at risk of having your clothes, hair, or equipment catching fire via being exposed to burning oil, bonfires, and non-instantaneous magic fire. You can breathe normally in smoke and you see through smoke without penalty as long as the light is sufficient to allow you to see normally.

Tempered Skin (Ex): At 3rd level you gain energy resistance 10 against cold and can add a +2 bonus to all saving throws against spells and abilities with the [fire] descriptor. At 9th level, your resistance to fire increases to 15 and you’re save bonus against fire increases to +4.

Incineration (Sp): At 9th level, any creature reduced to 0 or fewer hit points by any damaging spell you cast gain the [fire] descriptor is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

Pyromaniac (Su): At 15th level, any of your spells with the [fire] descriptor are so utterly hot that they can damage creatures normally resistant or immune to fire. Any spell with the [fire] descriptor you cast completely ignores any resistance and immunity to fire a creature possesses, bypassing this resistance or immunity and dealing damage to the target as if it did not possess any resistance or immunity to fire at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).

Molten Mastery (Ex): At 20th level you become a paragon of volcanic power. You gain immunity to fire damage and any time you deal damage with a spell you cast with the [fire] descriptor, you add +1 to each die of damage dealt. You can communicate telepathically with any creature of the [fire] subtype, and gain a +5 circumstance bonus to any Diplomacy checks made with such creatures.


Any opinions guys/gals?


Berselius wrote:
Any opinions guys/gals?

2 things:

First:
Incineration should not be at 0 hit points, but at negative con score hit points.
In this case it kind of feels wrong to incinerate at 0, while many groups don't care to keep track of negative hit points for anybody except the group, in some instances it quite matters.

2nd:
Pyromaniac is TOO good. Completely ignoring resistance and immunity is WAY powerful.
How about: Reduce creatures fire resistance by your caster level+the level of the spell you cast.
Creatures immune to fire take half damage from your spells. If the spell allows a save for half damage, the damage is further reduced to one quarter.

I mean, even if you ARE a fire sorcerer, you should have a hard time incinerating fire elementals, nay?

Just as an aside: Tempered skin is MEANT to give fire and cold resistance?

And on a side note: I customized my draconic bloodline sorcerer to make him into a fire bloodline using some oracle stuff. Basically instead of Claws, she gets Cinder Dance, instead of Dragon Breath, she gets Firestorm, and instead of the dragon wings, she gets fire wings.
Feels quite fluffy and the bloodline arcana still fits.(with +1 per die to fire spells). some spells or feats could use reworking, though, and there your list seems good, except instead of intimitate, i'd take acrobatics for skill focus(mobility, wind stance, ...)


I agree with most of what has been said already.

A 3+CHA mod ability should be in there at level 1, even if its mostly useless at later levels. Why not something like a flaming touch (like burning gaze, only that it requires a meele attack and the saving throw dc is based on cantrip level.

Incineration: You could change the wording to: "is killed/destroyed by your one of your spells with the fire descriptor" for ease of play.

Tempered skin: Is cold resistance , fire resistance of both intended?

Burning Brand:I can see that the ability lets you walk through hot water, oil and maybe lava (once you got fire resist), so shouldn´t this ability be (su) after all it protects your newspaper while you sit in lava.
The other thing I found a bit weird, is that while you can stand in wall of fire (reading said newspaper) without problem, a burning gaze spell or similar effects will still affect you.

Pyromaniac: The suggestion above sounds good: subtract your CL+Cha bonus from the enemies fire resist. (I differe from cl+sell level to make it work a the lower levels.)

Bonus Feats: Suggest adding Greater Elemental Focus, maybe lightning reflexes

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