Construct bloodline for sorcerer


Homebrew and House Rules

Scarab Sages

Ok I constructed this for a player that wanted to play a lifespark golem/sorcerer.. I was hoping to get feedback so I might tweak it to create the flavour we were looking for. He wanted it to be an artifice style sorcerer... create critters to follow him about and do his bidding, animate objects and so forth.

Construct Bloodline
Perhaps after being injured by a sentient sword or some artificer’s error sorcerers with this bloodline have a strange connection to animated objects and constructs.

Class Skill: Craft Construct

Bonus Spells: Animate Rope (3rd), Make Whole (5th), Shrink Item (7th), Geas, Lesser (9th), Fabricate (11th), Antimagic Field (13th), Statue (15th), Iron Body (17th), Time Stop(19th)

Bonus Feats: Master Craftsman , Craft Wand, Magical Aptitude, Toughness, Improved Initiative, Point Blank Shot, Precise Shot, Great Fortitude

Bloodline Arcana: Constructs are considered humanoid vs your mind affecting effects (charms, compulsions, phantasms, patterns and morale effects)

Bloodline Powers:
Artificers Touch (Sp) Starting at first level you can heal or harm constructs and objects through you touch dealing 1d6+1/2 your sorcerer level damage. You can use this ability 3+your Cha bonus per day.
Golem Skin (Su) At 3rd Level you gain an odd sheen to your skin it grows harder and very difficult to pierce you gain DR 2 adamantine. This bonus increases to DR 10 adamantine at 9th level
Animate Servant (Sp) At 9th Level your touch can animate objects as a standard action and performs as the spell of the same name. You may use this ability once at 9th level and twice at 12 and another every for levels thereafter.
Magical Immunity (Su) At 15th Level you become immune to any spell or spell like ability that allows for spell resistance. However, you still must roll to disbelieve illusions.
Construct Body (Ex) At 20th Level, Your body succumbs to it’s heritage and you take on construct traits. You gain immunity from critical hits, and electricity damage heals your form equal to 1/3 of the damage you would have taken. Magical Fire and Cold damage slows you for 2d6rnd (no save)


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
fatouzocat wrote:

Ok I constructed this for a player that wanted to play a lifespark golem/sorcerer.. I was hoping to get feedback so I might tweak it to create the flavour we were looking for. He wanted it to be an artifice style sorcerer... create critters to follow him about and do his bidding, animate objects and so forth.

Construct Bloodline
Perhaps after being injured by a sentient sword or some artificer’s error sorcerers with this bloodline have a strange connection to animated objects and constructs.

Class Skill: Craft Construct

Bonus Spells: Animate Rope (3rd), Make Whole (5th), Shrink Item (7th), Geas, Lesser (9th), Fabricate (11th), Antimagic Field (13th), Statue (15th), Iron Body (17th), Time Stop(19th)

Bonus Feats: Master Craftsman , Craft Wand, Magical Aptitude, Toughness, Improved Initiative, Point Blank Shot, Precise Shot, Great Fortitude

Bloodline Arcana: Constructs are considered humanoid vs your mind affecting effects (charms, compulsions, phantasms, patterns and morale effects)

Bloodline Powers:
Artificers Touch (Sp) Starting at first level you can heal or harm constructs and objects through you touch dealing 1d6+1/2 your sorcerer level damage. You can use this ability 3+your Cha bonus per day.
Golem Skin (Su) At 3rd Level you gain an odd sheen to your skin it grows harder and very difficult to pierce you gain DR 2 adamantine. This bonus increases to DR 10 adamantine at 9th level
Animate Servant (Sp) At 9th Level your touch can animate objects as a standard action and performs as the spell of the same name. You may use this ability once at 9th level and twice at 12 and another every for levels thereafter.
Magical Immunity (Su) At 15th Level you become immune to any spell or spell like ability that allows for spell resistance. However, you still must roll to disbelieve illusions.
Construct Body (Ex) At 20th Level, Your body succumbs to it’s heritage and you take on construct traits. You gain immunity from critical hits, and electricity damage heals your form...

Hi.

I like this, however, I'd make one little change concerning Golem Skin (Su) and that is at 7th level it increases to DR/5 adamantine, and at 11th level it increases to DR/10 adamantine.

But, that's just what I'd do. :)

Otherwise, fatouzocat, this is pretty cool.

Dean; The_Minstrel_Wyrm

Scarab Sages

I struggled a bit with the mechanics on the Golem Skin following the pathfinder progression the sorcerer would get a bloodline power at 3rd level and I don't think the DR2 is overkill I suppose it could increase to DR4 at Lev 5, DR6 at 7, DR8 at 9 and, DR 10 at 11. This would actually strengthen the bloodline over it's development and sacrifice very little from the original Bloodline Power description.

Or I could go with your graduation which would work equally
Good suggestion Thanks.


I like it, would've made some previous campaigns I've ran GMPCs in much more interesting.

The class skill is confusing:

All classes get craft as a class skill and Craft (Construct) doesn't really apply to any golem creation; iron golems require craft (armorsmithing), clay golems require craft (sculpting), and so forth.

I'd consider Disable Device or Knowledge (Engineering) instead.


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
fatouzocat wrote:

I struggled a bit with the mechanics on the Golem Skin following the pathfinder progression the sorcerer would get a bloodline power at 3rd level and I don't think the DR2 is overkill I suppose it could increase to DR4 at Lev 5, DR6 at 7, DR8 at 9 and, DR 10 at 11. This would actually strengthen the bloodline over it's development and sacrifice very little from the original Bloodline Power description.

Or I could go with your graduation which would work equally
Good suggestion Thanks.

You're Welcome. :) Glad I could provide an alternate P.O.V.

And thank you too for sharing your bloodline creation.


Intriguing! Could we get a bit of your campaign fluff on this as well?


I like the class and the flavor, but it took me a bit to understand what the flavor is.

Here's my four comments
1.) I'd get rid of either Statue or Iron Body. They overlap an awful lot and Sorcerers need more variety in their spells
2.) Why Lesser Geas?
3.) Why Golem Skin? This is a bloodline all about animating objects, right?
So, how about an increasing amount of cover - representing these objects dancing about him?
4.) Why Magical Immunity?

Scarab Sages

Bwang wrote:
Intriguing! Could we get a bit of your campaign fluff on this as well?

OK its a pretty free flow campaign. The PC's are searching through old Thasilonian ruins for items of power rumored to be stored within. They have happened upon criiter that have made the upper levels there home

(an owlbear nest )within scores of outsiders down in the depths and a plethora of traps set to allow only those who were supposed to enter. The traps did in one PC an over eager Barbarian.. (putting a meat shield first vs traps when you have a wizard that can summon creatures to trip them before you??? oh well) The Barbarian died and I wanted to give the player a PC to continue on with. The rest of the PC's shrugged when the Barbarian died and continued into the depths (not the brightest PC's I suppose) Anyway i had them enter into a room filled with flesh golems, (they were told to stand and wait for orders by their past masters) a multitude of carrion crawler, and other vermin began to eat away at their bodies until few still functioned and those that did did so in as complete berserkers except for one. This lifespark golem was then befriended through a dip check and now my ex Barbarian player has a PC.. (he wished it to have the critter posses sorcerer levels... Ta da). This is about where we ended last encounter. The healing will be a bit of an issue since he heals damage at a slow rate daily and isn't healed by the clerics typical array. Should be interesting if not short lived...

LilithsThrall wrote:

I like the class and the flavor, but it took me a bit to understand what the flavor is.

Here's my four comments
1.) I'd get rid of either Statue or Iron Body. They overlap an awful lot and Sorcerers need more variety in their spells
2.) Why Lesser Geas?
3.) Why Golem Skin? This is a bloodline all about animating objects, right?
So, how about an increasing amount of cover - representing these objects dancing about him?
4.) Why Magical Immunity?

I tried to keep the bloodline focused, rather than scatter it into what might seem more powerfully playable but unrealistic.

#1 yeah I suppose that's true.. hmmm I will look at options here.
#2 Lesser Geas is used to give orders to people and such kind of like charm, it seemed both useful (variety of spells)and leading to Geas which is used, however, Geas/quest is used for greater creations like golems.
#3+4 Most bloodlines seem to affect the sorcerer physically, making it not unlike the taint it gets its power from for example those of the draconic (breath weapon, wings and claws) and undead (incorporeal form rotten body )lines... giving the sorcerer these features makes them gain construct traits.
So although yes the construct line allows the sorcerer more intimate knowledge of things constructed s/he is also going through physical transformation due to the tapping of the powers within them.

Oh and necromancer... sorry but craft construct is necessary for everything from homunculus to ice golem


fatouzocat wrote:
Oh and necromancer... sorry but craft construct is necessary for everything from homunculus to ice golem

But he was saying that everyone already gets Craft[anything] as a class skill.

You gave it a class skill that it already has from base Sorcerer.


I wouldn't say it's necessary to take out one of statue or iron body. Look at the other bloodlines. There's often quite a lot of overlap. The variety of spells can be used as a balancer. If you add in good powers, reduce the usefulness of the bloodline spell list. If the powers are less good, increase the quality of the spell list.

Scarab Sages

Umbral Reaver wrote:
I wouldn't say it's necessary to take out one of statue or iron body. Look at the other bloodlines. There's often quite a lot of overlap. The variety of spells can be used as a balancer. If you add in good powers, reduce the usefulness of the bloodline spell list. If the powers are less good, increase the quality of the spell list.

Thanks... balance yes the need for balance.

Oh and OK I see what your getting at Necro and DRdrew there seems to be little benefit since you can take it anytime... However, this choice means that the sorcerer gets a bonus to this specific form of craft and one other that they select with their character creation. I believe this works in the same with knowledge... hmmm because Knowledge [something] is a typical sorcerer class skill.

This is super useful for creating items. For example, when building an Iron cobra the caster needs Craft Construct, some spells and

Pathfinder_OGC wrote:
Skill Craft (armor), Craft (blacksmithing), Craft (carpentry [for darkwood cobras only]), or Craft (weapons)
Pathfinder_OGC wrote:
each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into.

Basically (if I understand correctly) the PC gets a +3 to the Craft [Construct] skill when s/he takes ranks in this skill, but not to all craft skills. Likewise the sorcerer would receive a +3 to Knowledge [Arcana] since it is one of his class skills but not Knowledge [Planes]

Pathfinder_OGC wrote:
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons. A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.


But ALL Craft skills are already class skills. You don't get anything extra for making it a class skill again.

Just like Bards get ALL Knowledge skills as class skills, picking a prestige class that gave him Knowledge(Alchemy) as a class skill would do nothing for him. It's still a class skill.


1) Craft Construct is screwing you up because it's not a skill, it's a feat, like Craft Wand... It should be on the bonus feats list however. May be have Knowledge (Arcana) as the bonus skill...it covers constructs IIRC.

2) Magical Immunity (Su) At 15th Level you become immune to any spell or spell like ability that allows for spell resistance. However, you still must roll to disbelieve illusions.

is just insanely powerful... I can fireball/cloudkill/etc myself...and that's just scratching the surface. I assume you can lower this, like you could in 3ed edition, otherwise healing and buff spells went out the window...

3) Bloodline Arcana: Constructs are considered humanoid vs your mind affecting effects (charms, compulsions, phantasms, patterns and morale effects)

I'd include a 20 or 30% price break on construct creation here; otherwise they are insanely expensive for everything in the core books.


pad300 wrote:
1) Craft Construct is screwing you up because it's not a skill, it's a feat, like Craft Wand... It should be on the bonus feats list however. May be have Knowledge (Arcana) as the bonus skill...it covers constructs IIRC.

Sorcerers already get Knowledge (Arcana) as a class skill.

Scarab Sages

pad300 wrote:
1) Craft Construct is screwing you up because it's not a skill, it's a feat, like Craft Wand... It should be on the bonus feats list however. May be have Knowledge (Arcana) as the bonus skill...it covers constructs IIRC.

Hmmm, yes I see that makes sense and arguments become moot ok. I will replace it with Disable Device since Knowledge [engineering] is more flavored to answer questions about architectural structures as I read the text

pad300 wrote:

2) Magical Immunity (Su) At 15th Level you become immune to any spell or spell like ability that allows for spell resistance. However, you still must roll to disbelieve illusions.

is just insanely powerful... I can fireball/cloudkill/etc myself...and that's just scratching the surface. I assume you can lower this, like you could in 3ed edition, otherwise healing and buff spells went out the window...

It is powerful I was/am trying to garner an 'construct like' embodiment however, after pursuing the other bloodlines further perhaps the bloodline power should garner spell resistance rather than immunity the standard seems to be 10+caster level or in other words SR25 at level 15

pad300 wrote:

3) Bloodline Arcana: Constructs are considered humanoid vs your mind affecting effects (charms, compulsions, phantasms, patterns and morale effects)

I'd include a 20 or 30% price break on construct creation here; otherwise they are insanely expensive for everything in the core books.

I thought about that, however, for the most part I believe the costs to be material and spell component derived thus a savings seems inappropriate for where would it come from? limiting waste product?. This is why the Bloodline Arcana is found as it is here.

Scarab Sages

Here is my edit

Construct Bloodline
Perhaps after being injured by a sentient sword or some artificer’s error sorcerers with this bloodline have a strange connection to animated objects and constructs.

Class Skill: Disable Device

Bonus Spells: Animate Rope (3rd), Make Whole (5th), Shrink Item (7th), Geas, Lesser (9th), Fabricate (11th), Antimagic Field (13th), Limited Wish (15th), Iron Body (17th), Time Stop(19th)

Bonus Feats: Master Craftsman , Craft Wand, Magical Aptitude, Toughness, Craft Construct, Point Blank Shot, Precise Shot, Great Fortitude

Bloodline Arcana: Constructs are considered humanoid vs your mind affecting effects (charms, compulsions, phantasms, patterns and morale effects)

Bloodline Powers:
Artificers Touch (Sp) Starting at first level you can heal or harm constructs and objects through you touch dealing 1d6+1/2 your sorcerer level damage. You can use this ability 3+your Cha bonus per day.
Golem Skin (Su) At 3rd Level you gain an odd sheen to your skin it grows harder and very difficult to pierce you gain DR 2 adamantine. This bonus increases to DR 10 adamantine at 9th level
Animate Servant (Sp) At 9th Level your touch can animate objects as a standard action and performs as the spell of the same name. You may use this ability once at 9th level and twice at 12 and another every for levels thereafter.
Magical Resistance(Su) At 15th you gain spell resistance equal to your sorcerer level + 10.
Construct Body (Ex) At 20th Level, Your body succumbs to it’s heritage and you take on construct traits. You gain immunity from critical hits, and electricity damage heals your form equal to 1/3 of the damage you would have taken. If the amount of healing would cause you to exceed your full normal hit points, you gain any excess as temporary hit points. A Magical attack that deal Fire or Cold slows you (as the slow spell) for 2d6 rounds (no save).


fatouzocat wrote:

Here is my edit

Construct Bloodline
Perhaps after being injured by a sentient sword or some artificer’s error sorcerers with this bloodline have a strange connection to animated objects and constructs.

Class Skill: Disable Device

Bonus Spells: Animate Rope (3rd), Make Whole (5th), Shrink Item (7th), Geas, Lesser (9th), Fabricate (11th), Antimagic Field (13th), Limited Wish (15th), Iron Body (17th), Time Stop(19th)

Bonus Feats: Master Craftsman , Craft Wand, Magical Aptitude, Toughness, Craft Construct, Point Blank Shot, Precise Shot, Great Fortitude

Bloodline Arcana: Constructs are considered humanoid vs your mind affecting effects (charms, compulsions, phantasms, patterns and morale effects)

Bloodline Powers:
Artificers Touch (Sp) Starting at first level you can heal or harm constructs and objects through you touch dealing 1d6+1/2 your sorcerer level damage. You can use this ability 3+your Cha bonus per day.
Golem Skin (Su) At 3rd Level you gain an odd sheen to your skin it grows harder and very difficult to pierce you gain DR 2 adamantine. This bonus increases to DR 10 adamantine at 9th level
Animate Servant (Sp) At 9th Level your touch can animate objects as a standard action and performs as the spell of the same name. You may use this ability once at 9th level and twice at 12 and another every for levels thereafter.
Magical Resistance(Su) At 15th you gain spell resistance equal to your sorcerer level + 10.
Construct Body (Ex) At 20th Level, Your body succumbs to it’s heritage and you take on construct traits. You gain immunity from critical hits, and electricity damage heals your form equal to 1/3 of the damage you would have taken. If the amount of healing would cause you to exceed your full normal hit points, you gain any excess as temporary hit points. A Magical attack that deal Fire or Cold slows you (as the slow spell) for 2d6 rounds (no save).

Overall nice job! There are a few things I would change DR/10 is too high. I'd go DR/5 otherwise you just let him have a 4th level spell with a significant material component cost, up all the time.

Point Blank Shot, and Precise Shot do not really fit the flavor- maybe Skill Focus Craft (Any) chosen at the time of the feat, Spell Focus (Transmutation) - maybe too powerful, or possibly Endurance- a little chaff never hurt you already have a bunch of good feats on the list.

I think you may find that the Bloodline Arcana is OP, but you can control the number/kind of constructs he runs into so not as much of a problem as the DR.

Scarab Sages

Demigorgon 8 My Baby wrote:
Point Blank Shot, and Precise Shot do not really fit the flavor- maybe Skill Focus Craft (Any) chosen at the time of the feat, Spell Focus (Transmutation) - maybe too powerful, or possibly Endurance- a little chaff never hurt you already have a bunch of good feats on the list.

Thanks for the input I like the feat suggestions and have used the changes. I also forgot to step the DR as I had planned.. as it is the bloodline then gets DR10 at level 11. Yes I know this is a powerful ability but believe it is balanced out with a lack of offensive bonus spells or combat related feats thus making the bloodline survivable.

In regards to the bloodline arcana it is powerful vs constructs and nothing else... therefore the limitations balance the power.

Newer Edit..Last???

Construct Bloodline
Perhaps after being injured by a sentient sword or some artificer’s error sorcerers with this bloodline have a strange connection to animated objects and constructs.

Class Skill: Disable Device

Bonus Spells: Animate Rope (3rd), Make Whole (5th), Shrink Item (7th), Geas, Lesser (9th), Fabricate (11th), Antimagic Field (13th), Limited Wish (15th), Iron Body (17th), Time Stop(19th)

Bonus Feats: Master Craftsman , Craft Wand, Magical Aptitude, Toughness, Craft Construct, Skill Focus Craft (any), Spell Focus (Transmutation), Great Fortitude

Bloodline Arcana: Constructs are considered humanoid vs your mind affecting effects (charms, compulsions, phantasms, patterns and morale effects)

Bloodline Powers:
Artificers Touch (Sp) Starting at first level you can heal or harm constructs and objects through you touch dealing 1d6+1/2 your sorcerer level damage. You can use this ability 3+your Cha bonus per day.
Golem Skin (Su) At 3rd Level you gain an odd sheen to your skin it grows harder and very difficult to pierce you gain DR 2 adamantine. This bonus increases by 2 every two levels thereafter until it reaches DR 10 adamantine at 11th level
Animate Servant (Sp) At 9th Level your touch can animate objects as a standard action and performs as the spell of the same name. You may use this ability once at 9th level and twice at 12 and another every for levels thereafter.
Magical Resistance(Su) At 15th you gain spell resistance equal to your sorcerer level + 10.
Construct Body (Ex) At 20th Level, Your body succumbs to it’s heritage and you take on construct traits. You gain immunity from critical hits, and electricity damage heals your form equal to 1/3 of the damage you would have taken. If the amount of healing would cause you to exceed your full normal hit points, you gain any excess as temporary hit points. A Magical attack that deal Fire or Cold slows you (as the slow spell) for 2d6 rounds (no save).


fatouzocat wrote:


Animate Servant (Sp) At 9th Level your touch can animate objects as a standard action and performs as the spell of the same name. You may use this ability once at 9th level and twice at 12 and another every for levels thereafter.

Per day? Per round? Per hour?

Dark Archive

While the ability to affect constructs with mind-affecting spells is a good Bloodline Arcana here, another option might be to add Animated Objects to the Summon Monster lists, either instead or additionally (and / or the Homonculous, Iron Cobra and some of the Golems?).


The problem with the bloodline arcana is that currently, it doesn't do much. Most constructs are immune to magic, so you can only affect a few things.

Scarab Sages

DrDew wrote:
fatouzocat wrote:


Animate Servant (Sp) At 9th Level your touch can animate objects as a standard action and performs as the spell of the same name. You may use this ability once at 9th level and twice at 12 and another every for levels thereafter.
Per day? Per round? Per hour?

Per Day yes.

Scarab Sages

Umbral Reaver wrote:
The problem with the bloodline arcana is that currently, it doesn't do much. Most constructs are immune to magic, so you can only affect a few things.

I get this. The idea here was that due to the intimate knowledge that the bloodline has the sorcerer could bypass some of that resistance for this ability. I had thought that perhaps I could do something regarding physical damage instead... along these lines

(Due to the intimate knowledge that this sorcerer has with constructs they do much more damage to creatures of this type. The Sorcerer may multiply the physical damage done by 2 and ignore the constructs Damage resistance when striking in melee.) Add to this an additional 1d6+1/2 sorc level for damage from the artificers touch. (the damage could be dealt through a weapon as with most touch spells {hold charge, strike, apply only applicable damage})
However the idea of a Sorcerer getting in close contact with many of these brutes seems foolish thus the previous arcana was created. I could also (although I think it overly powerful) state that the constructs spell immunities do not function against sorcerers of this bloodline (this would not change it's reactions to certain damage however).. ie fire and cold damage slowing a flesh golem. If you have a suggestion let it fly.
Set wrote:


While the ability to affect constructs with mind-affecting spells is a good Bloodline Arcana here, another option might be to add Animated Objects to the Summon Monster lists, either instead or additionally (and / or the Homonculous, Iron Cobra and some of the Golems?).

Thanks Set, hmmm yeah I suppose that would be possible, however the summoning usually derives from taking creatures from other planes... an extra planar golem.... I suppose a stone golem on the plane of earth. Would it really exist there? e allowed to. I don't know. Interesting thought.

PS Dr Dew, I love a good editor... Thanks ;)

Scarab Sages

Edit on Animate Servant

Animate Servant (Sp) At 9th Level your touch can animate objects as a standard action and performs as the spell of the same name. You may use this ability once per day at 9th level, twice at 12th and once more every three levels thereafter.


My point was that treating them like humanoids doesn't get past magic immunity.

I would suggest changing it to the following: You may treat constructs as not immune to mind-affecting effects and magic for the purposes of your enchantment spells.

This means you also don't get the humanoid discount and have to pull out the charm monster and such to work on them. Do remember they also don't have languages so language-dependent spells will never work on them.

Scarab Sages

Umbral Reaver wrote:

My point was that treating them like humanoids doesn't get past magic immunity.

I would suggest changing it to the following: You may treat constructs as not immune to mind-affecting effects and magic for the purposes of your enchantment spells.

This means you also don't get the humanoid discount and have to pull out the charm monster and such to work on them. Do remember they also don't have languages so language-dependent spells will never work on them.

Hmmm good point on the language. Maybe I should go the extra damage or spell immunity route. Probably the damage route tho.

Scarab Sages

fatouzocat wrote:
Umbral Reaver wrote:

My point was that treating them like humanoids doesn't get past magic immunity.

I would suggest changing it to the following: You may treat constructs as not immune to mind-affecting effects and magic for the purposes of your enchantment spells.

This means you also don't get the humanoid discount and have to pull out the charm monster and such to work on them. Do remember they also don't have languages so language-dependent spells will never work on them.

or this.. it's simple.

Whenever you cast a spell of the Transmutation , increase the spell's DC by +2.

Scarab Sages

I might replace animate rope with break as well, it really doesn't matter tho. However, I do like that spell.


fatouzocat wrote:


I also forgot to step the DR as I had planned.. as it is the bloodline then gets DR10 at level 11. Yes I know this is a powerful ability but believe it is balanced out with a lack of offensive bonus spells or combat related feats thus making the bloodline survivable.

I still think this is OP. Although I appreciate your point about their lack of offense, if I was playing one of these I'd be walking around with whatever constructs the GM would let me get a hold of and a small army of statues, so I don't think they'll lack punch. Most of the bloodline powers are limited in some way. I like the DR, but maybe you should think about limiting in some way like: Up to 60 hit points in a day, plus 10 hit points every other level to a maximum of 100 at 11th level. It is only a 3rd Level ability.

fatouzocat wrote:


In regards to the bloodline arcana it is powerful vs constructs and nothing else... therefore the limitations balance the power.

I like Umbral Reaver's suggestion here.

fatouzocat wrote:


Class Skill: Disable Device

I don't like this because Rogues are the only Class that gets this as a Class Skill, and it really is one of the few areas that totally outshine all other classes. Maybe Knowledge: Engineering, it isn't a Class Skill for sorcerers and it does fit the flavor.

fatouzocat wrote:


Construct Body (Ex) At 20th Level, Your body succumbs to it’s heritage and you take on construct traits. You gain immunity from critical hits, and electricity damage heals your form equal to 1/3 of the damage you would have taken. If the amount of healing would cause you to exceed your full normal hit points, you gain any excess as temporary hit points. A Magical attack that deal Fire or Cold slows you (as the slow spell) for 2d6 rounds (no save).

I'd take out the part about allowing them to gain temporary hit points from electricity. I immediately saw potential for abuse.

Player: OK, Start of the day I cast Shocking Grasp on myself 5 times, Intensified Shocking Grasp 5 times, Lightning bolt 3 Times and Intensified Lightning Bolt 3 Times. That gives my 150d6 temporary hit points, do you want me to roll that or should I just take the average which is 525?

I'd also give them a save of some kind vs. the slow effect from fire and cold. It's too big of a vulnerability, that they could be slowed with no save from Burning Hands.

Overall, I think the bloodline is well done, and I especially appreciate the flavor. Very Nice!

Scarab Sages

Demigorgon 8 My Baby wrote:

I still think this is OP. Although I appreciate your point about their lack of offense, if I was playing one of these I'd be walking around with whatever constructs the GM would let me get a hold of and a small army of statues, so I don't think they'll lack punch. Most of the bloodline powers are limited in some way. I like the DR, but maybe you should think about limiting in some way like: Up to 60 hit points in a day, plus 10 hit points every other level to a maximum of 100 at 11th level. It is only a 3rd Level ability.

I think the DR is fine the sorc can't wear armor and we can assume that s/he would use mage arm or like device thus creating a AC at aprox 14 the DR creates a graduated survivability clause.. I know if the sorc stays out of melle s/he might be fine, like a ranged fighter or summoner.

Fighter well AC beast
Barb...heh... yeah i know
Cleric, AC no problem,
Rouge, if built well not a problem.

I do see the issue however at level 11 most thinks will easily pass DR10 perhaps changing it from adamantine to DR10 vs Slashing and Piercing...

Demigorgon 8 My Baby wrote:


In regards to the bloodline arcana it is powerful vs constructs and nothing else... therefore the limitations balance the power.

I like Umbral Reaver's suggestion here.

OK, I see the logic, it's a wording issue. It will be taken care of. Done.

fatouzocat wrote:


Class Skill: Disable Device
Demigorgon 8 My Baby wrote:


I don't like this because Rogues are the only Class that gets this as a Class Skill, and it really is one of the few areas that totally outshine all other classes. Maybe Knowledge: Engineering, it isn't a Class Skill for sorcerers and it does fit the flavor.

I like the Disable device here, It is an odd one I understand. Yet the Sorc could be take it as a non class skill with the negatives (which in pathfinder isn't much) so It doesn't concern me much. If you think about it the class is pretty much tailored for a fiddling, detail oriented person so disable device works.

fatouzocat wrote:


Construct Body (Ex) At 20th Level, Your body succumbs to it’s heritage and you take on construct traits. You gain immunity from critical hits, and electricity damage heals your form equal to 1/3 of the damage you would have taken. If the amount of healing would cause you to exceed your full normal hit points, you gain any excess as temporary hit points. A Magical attack that deal Fire or Cold slows you (as the slow spell) for 2d6 rounds (no save).
Demigorgon 8 My Baby wrote:


I'd take out the part about allowing them to gain temporary hit points from electricity. I immediately saw potential for abuse.

Player: OK, Start of the day I cast Shocking Grasp on...

Yep that is a problem. Thanks.. Although the player would also be out of spells. I think capping the temp HP at equal to half the players current HP might be a way of keeping the ability but not overpowering it. Mind you at level 20 overpowered??? The slow will likely stay..

I could just post this though and dump the rest.. cast your vote people.

(taken and tweaked from construct traits)
you are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Those with a Construct Body are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

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