DM_aka_Dudemeister
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Telekinetic Bloodline
You are an anomaly, your genetic history isn't so important as the mutation that you carry now. Perhaps you believe yourself haunted, or cursed. Your power is new and strange, your ability to affect the world with your will alone is remarkable enough that you choose to seek your own destiny.
Class Skill: Knowledge (Arcana)
Bonus Spells: Unseen Servant (3rd), Levitate (5th), Fly (7th), Resilient Sphere (9th), Telekinesis (11th), Forceful Hand (13th), Reverse Gravity (15th), Telekinetic Sphere (17th), Crushing Hand (19th)
Bonus Feats: Combat Casting, Empower Spell, Extend Spell, Iron Will, Skill Focus Knowledge (Arcana), Still Spell, Silent Spell.
Bloodline Arcana: Whenever you cast a spell with the [force] descriptor increase its duration by 50%. This does not stack with the bonus granted by the Extend Spell feat.
Bloodline Powers: Your mental powers grow more prodigious, but and the powers you gain allow you to affect the world with your will alone.
Telekinetic Hand: You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Charisma modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Danger Sense: Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
Telekinetic Trick: At 9th level you may now use your Telekinetic Hand to perform a ranged Combat Manoeuvre at any target within 30 ft. Your CMB for this check is equal to your Caster Level + Your Charisma Modifier. This uses up one of your uses of Telekinetic Hand per day.
Telekinetic Flight: At 15th level you can fly at a speed equal to your base land speed with a manoeuverability of perfect for a number of minutes per day equal to your sorcerer level. These minutes need not be consecutive.
Mental Apotheosis: At 20th level your prodigious mental might constantly effects the world around you. You have a constant telekinetic shield around you gaining DR 5/- and Energy Resistance 5 against all energy types. Furthermore your telekinetic flight now has an unlimited duration.
Coming Soon: Telepath Bloodline.
DM_aka_Dudemeister
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Telepathic Bloodline
You are an anomaly, your genetic history isn't so important as the mutation that you carry now. You've always had a knack for knowing the thoughts and intentions of others. Your strange ability is your path to a greater destiny.
Class Skill: Sense Motive
Bonus Spells: Charm Person (3rd), Detect Thoughts (5th), Suggestion (7th), Charm Monster (9th), Telepathic Bond (11th), Suggestion, Mass (13th), Insanity (15th), Demand (17th), Dominate Monster (19th).
Bonus Feats: Empower Spell, Extend Spell, Iron Will, Still Spell, Silent Spell, Skill Focus (Sense Motive), Skill Focus (Bluff)
Bloodline Arcana: Whenever you cast a spell of the Charm sub-school add +2 to the DC.
Bloodline Powers: Your mental powers grow more prodigious, but and the powers you gain allow you to affect the minds of others with your will alone.
Mind Trick: You may improve the attitude of a creature you touch by up to two steps with a melee touch attack. The creature stays at this improved attitude for a number of rounds equal to 1/2 your sorcerer level rounded down. You may use this a number times per day equal to 3 + Charisma Modifier.
Danger Sense: Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
Hypnotic Command: At 9th level you may now use your Mind Trick to give a creature a command. This works as the spell Suggestion, except there is no will save and it only lasts for an amount of time equal to the Mind Trick.
Telepathic Defense: At 15th level you become adept at anticipating your opponent's moves by reading their surface thoughts. You gain Uncanny Dodge against any opponents with an Intelligence score of 3 or more. Furthermore you may use up one of your Mind Trick uses as a reaction to make a Sense Motive check and use it in place of your AC for one round (if higher).
Telepathic Apotheosis: At 20th level you've mastered the art of mind reading and bending the will of others around you. You may use Detect Thoughts at will. Furthermore you may change the duration of Dominate Monster to permanent, the target of this spell is usually called a thrall. A sorcerer may only have one thrall at a time, and the second casting of a permanent Dominate Monster causes the previous thrall to lose its dominated status.
DM_aka_Dudemeister
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Well,
don't I feel redundant. :/
There's no such thing as a Redundancy in House Rules, that's why the binder is expandable. :D
Thanks to those who like it. Any other feedback? Do they fit the theme well enough?
DM_aka_Dudemeister
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Metamorphic Bloodline
You are descended from a morphically unstable race such as a doppelganger. As such you have a natural talent for self-transformation, you seek new experiences and rarely refuse to define yourself simply taking on the mindset of whatever form you favour.
Class Skill: Disguise
Bonus Spells: 3rd- Diguise Self; 5th- Alter Self; 7th – Beast Shape I; 9th – Elemental Body I; 11th – Plant Shape I; 13th – Form of the Dragon I; 15th – Giant Shape I; 17th – Iron Body; 19th – Shapechange.
Bonus Feats: Combat Casting, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Great Fortitude, Natural Spell, Skill Focus (Disguise).
Bloodline Arcana: Whenever you cast a spell of the [polymorph] subschool, increase the duration by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Bloodline Powers: Metamorphic sorcerers show signs of their tainted heritage as they increase in level, although they are only visible when used.
Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action 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, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a claw attack with your Claws bloodline ability. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
Wings (Su): At 15th level, wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. These wings can be leathery or feathered at your discretion and of any color and simple pattern you choose. You can dismiss the wings as a free action.
True Shape Shifter (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.
DM_aka_Dudemeister
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Clairsentient Bloodline
You are an anomaly, your genetic history isn't so important as the mutation that you carry now. You've always had a knack for knowing things before they happen and experiencing visions you never quite understand.
Class Skill: Perception
Bonus Spells: Anticipate Peril (3rd), Locate Object (5th), Clairaudience/Clairvoyance (7th), Scrying (9th), Contact Other Plane (11th), True Seeing (13th), Vision (15th), Discern Location (17th), Foresight (19th).
Bonus Feats: Enlarge Spell, Extend Spell, Iron Will, Still Spell, Silent Spell, Skill Focus (Perception), Skill Focus (Knowledge (History))
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your insight to understand and master your mystic powers. You use your Wisdom rather than your Charisma, to determine all class features and effects related to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast number of daily uses of your bloodline powers. You gain a +2 bonus on Perception and Knowledge (History) checks.
Bloodline Powers: Your mental powers grow more prodigious, but and the powers you gain allow you to affect the minds of others with your will alone.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Danger Sense: Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
Sudden Insight (Su): At 9th level you may now use your Prescience ability to use True Strike as a Move Action. This expends one use of your Prescience ability.
Clairsentient Defense: At 15th level you become adept at anticipating your opponent's moves by reading their surface thoughts. You gain Uncanny Dodge, furthermore you may expend one use of your Prescience ability as an immediate action to gain either Improved Uncanny Dodge or Evasion until the end of your next turn.
Visionary Apotheosis: At 20th level you've mastered the art of seeing beyond your mere mortal senses. You gain Blindsight 120 ft., furthermore you may create a permanent prying eye as the spell greater prying eyes at will. Only one such eye can exist, and if a new eye is created while one is in existence the previous one winks out of existence.
| Psiphyre |
Finally! ^^
It's been a while, ne?
Very nice, although I'm not so keen on the phrase "You're an anomaly..." It closes up interesting character background/history options for players by limiting it to being an "anomaly". For example, many outsiders have 'telepathy' as a specific subtype trait, so it's feasible for planetouched races (aasimar & tiefling, mainly) to inherit a "Telepathy Bloodline" (instead of the corresponding [Outsider] Bloodline).
I understand that psionics are often seen as an "anomaly" by the rest of the spellcasting masses in the typical setting, but if one wants to get greater use out of these bloodlines posted above and use them in almost any setting, then built-in setting-specific conceits should be avoided. (There are settings where mental abilities may be seen as perfectly natural and not anomalies, so...) Also, these are sorcerer bloodlines, so it'll either be the norm or already an anomaly depending on how sorcerers are treated in the setting.
In other words: unless the bloodline actually has the name of the source as part of its name (Oni Bloodline, Draconic Bloodline, Fey Bloodline, etc.), I feel it would be better to be more vague about the origins/ancestry of the bloodline (as you were with the Metamorphic Bloodline that you posted above).
Just some nitpicky (because I want this to be not just Great, but AWESOME!) feedback on some Great write-ups.
And it's really minor, too, so...
Carry on!
-- C.
DM_aka_Dudemeister
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Yep it has been a while, I had some time this weekend so I put it together.
I was going for a mutant flavor, but an Aasimar or Tiefling with this bloodline would make sense too (see also: Supernatural).
I think next I want to work on some psychic Oracle Mysteries and Curses.
Then maybe some psychic archetypes for other classes.
| Psiphyre |
...I was going for a mutant flavor, but an Aasimar or Tiefling with this bloodline would make sense too (see also: Supernatural).
HA! Nice catch there! :D
Clairsentient Bloodline would work, too - if we're going with Supernatural. ;)___________________________________________________________________________
I think next I want to work on some psychic Oracle Mysteries and Curses.
Then maybe some psychic archetypes for other classes.
Have fun! I look forward to see what you come up with.
Carry on!
-- C.
| Dragon78 |
Knowledge arcana is already a class skill so that needs to be replaced for the telekinetic bloodline.
I like them except for the clairsentient for the fact I only like cha based soercers and would not play that one.
Metamorphic bloodline- I would replace disguise self with stone fist, touch of the sea, enlarge person, or reduce person.