| Dragon78 |
Aeon
Class skill: Any one knowledge sill
Bonus spells
1)comprehend languages
2)detect thoughts
3)dispel magic
4)dimensional anchor
5)major creation
6)disintegrate
7)tempory ressurection
8)moment of prescience
9)time stop
Bonus feats: Alertness, Combat casting, cosmopoliton, Craft Rod,
Elemental spell, Improved counter spell, Skill focus(sense motive),
Spell penetration
Bloodline arcana: You get a +1 to dispell and counter spell checks plus a +1 to resist dispelling and being counter spelled
Bloodline powers
1st-Energy touch(sp)you can do a touch attack that deals 1d8+1/2sorcerer level in damage. This damage is either positive or negative damage wich ever is most effective. You can use this ability a number of times per day equal to 3+cha mod and this ability can never be used to heal damage.
3rd-Aeon resilency(Su)cold res 5 and +2 save vs poison, and a -2 to conferm crits against you. At 9th level cold res. 10, +4 poison, and -4 confirm.
9th-Extension of all(Ex)add 1/2 sorcerer level to all knowledge skill checks, knowledge sills can be used untrained, 1/day can take a 20 on a knowledge skill check.
15th-Sphere of life/death(sp)1/day You create a sphere of either positive or negative energy doing 1d6 per sorcerer level fort(will if undead) save for half DC10+ 1/2 sorcerer level+ cha mod, the range of this ability is 60ft. You can use this ability to heal but only once per target per day. You can use this ability 2/day at 17th and 3/day at 20th. But there is one draw back you can never use the same orb type twice in a row.
20th-Power of the ages(su)You gain immunity to cold, poison, critical hits, Resistance of 10 vs fire and electricity, Telepathy(range 100')
and Legend lore1/day as a spell like ability
| SmiloDan RPG Superstar 2012 Top 32 |
Giant Bloodline
Bonus Class Skill: Survival.
Bonus Feats: Endurance, Extend Spell, Great Fortitude, Improved Bull Rush, Intimidating Prowess, Point Blank Shot, Power Attack, Toughness.
Bonus Spells:
3rd: Enlarge Person
5th: Bull's Strength
7th: Heroism
9th: Divine Power
11th: Righteous Might
13th: Transformation
15th: Giant Form I
17th: Giant Form II
19th: Meteor Swarm
Bloodline arcana (Su): For 1 round after casting a transmutation spell, you gain a bonus to weapon and unarmed damage rolls equal to the spell’s level.
Bloodline Powers:
1st. Summon Boulders (Su). As a standard action, you can summon and throw a boulder with range increment of 30 feet. Its base damage is 1d6 + your Strength modifier, but its base damage die increases if you increase in size. Your summon boulder base damage increases by 1 die category to 1d8 at 15th level when you gain the Powerful Build bloodline power, and to 2d6 at 20th level when you gain the Giant Size bloodline power. A summoned boulder disappears after 1 round whether you throw it or not.
3rd. Arcane Combatant (Ex). You add your caster level to your Combat Maneuver Bonus and Combat Maneuver Defense.
9th. Giant Strength (Ex). You gain a +2 inherent bonus to Strength. This increases to +4 at 13th level and +6 at 17th level.
15th. Powerful Build (Ex). As you grow in arcane might, you also physically grow in size, to the upper limits of your size category. You are considered 1 size category larger than you are if that would be advantageous. You can wield weapons that are sized for creatures 1 size category larger than you without penalty. Your reach is unaffected.
20th. Giant Size (Ex). As you approach the peak of your arcane power, your physical size also grows immense. Your height doubles, your weight increases by a factor of 8, and your size category increases by one. If you were originally Medium Sized, you take a -1 size penalty to attack rolls and AC, gain +8 to Strength, -2 to Dexterity, +4 to Constitution, +3 to Natural Armor, and +10 feet to speed. You also gain Lowlight vision. Giant Size stacks with your Powerful Build bloodline power.
| Dragon78 |
Daemon
Class skill:Knowledge the planes
Bonus spells
1ray of enfeeblement
2summon swarm
3rage
4contagion
5blight
6eyebite
7finger of death
8horrid wilting
9energy drain
Bonus feats:skill focus(knowledge the planes)craft arms/armor,silent spell, great fortitude, mounted combat, iron will, ride by attack, toughness
Bloodline arcana:+2 to the DC of spells with the "death" subtype
Bloodline powers
1st-Men of war(sp)-creature touched gains a bonus on damage rolls equal 1/2 your sorcerer level(min.+1) against the first creature struck within 1 round. this ability is usable 3+cha mod times a day.
3rd-Abaddon skin(ex)-acid res.5 +2 save vs death effects,disease, and poison,at 9th level acid res. 10, +4 saves
9th-Breath of pestiliance(su)-1/day breath a cone of disease, 30'cone fort partial DC10+1/2sorcerer level+cha mod. the targets take 1d6 for every 2 sorcerer levels, are sickened for 1d4 rounds and contract a disease(at random from the contagion spell) a succesful save halves the damage, are sickened for 1 round and negates the disease.
15th-Four horsemen(sp)-Summon "four horsemen"(use stats for Dullahan riding nightmares(see bellow) this ability otherwise functions as monster summoning 7.
20th-Abaddon born(su)You gain DR10/silver, immunity to acid, death effects, disease, and poison, resistance of 10 vs cold, electricity. and fire.
The "Four Horsemen"
All hosemen gain DR10/silver or good
Immunity to acid and fire,cold,elec 10
Black rider-Weapn+1d6 acid damage +disease(Fort DC19, pick one from the contagion spell)
Red rider-weapon+1d6 fire damage +confusion(Will DC19, 1d4 rounds)
Whit rider-weapon+1d6 elec. damage +Stunned(Will DC19, 1 round)
Pale rider-weapon+cold damage+death(Fort DC19, or take 30 damage)
| SmiloDan RPG Superstar 2012 Top 32 |
What there are no other people interested in showing there home brewed sorcerer bloodlines. Oh yeah like the Giant bloodline SmiloDan except I would find another spell than "Meteor swarm" but every thing else works well.
Yeah, I'm not a huge fan of it either. It's the most "throw bouldery" spell from the Core rulebook. I'll have to check the APG and (when I get it) the UM for a more appropriate spell.
| Dragon78 |
Nature born(druid)
skill: knowlwdge nature
spells
1)entagle
2)barskin
3)call lightning
4)ice storm
5)control winds
6)control water
7)control weather
8)control plants
9)storm of vengance
feats
natural spell, skill focus(knowledge nature), toughness, dodge, comat casting, power attack, silent spell, craft wonderous items
arcana
convert spell slot int summon nature's ally equal spell level used
powers
1st-Natures bond- animal companion as druid level
3rd-woddland stride- as druid
9th-child of nature-wild shape-1/day,13th 2/day,17th 3/day
15th-nature's gift-gain a +4 to str/dex/con while in wild shape form
20th-born of nature-immunity to poison, disease, paralysis, and magical aging, +4 saves vs fey, trackless step, animal will not attack unless magically compelled.
Dragonborn3
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Yeah, I'm not a huge fan of it either. It's the most "throw bouldery" spell from the Core rulebook. I'll have to check the APG and (when I get it) the UM for a more appropriate spell.
From the APG: Clashing Rocks
Will that work?
| Dragon78 |
Oni
skill:Disguise
spells
1)charm person
2)Invisibility
3)gasious form
4)wall of fire
5)cone of cold
6)transformation
7)spell turning
8)clenched fist
9)shapechange
feats: skill focus(disguise), power attack, cleave, empower spell, craft arms and armor, dodge, toughness, improved unarmed strike
arcana
targets that fail there saves from spells that cause damage are shaken for 1 round forevery 2 sorcerer levels(min. 1).
powers
1st-oni destruction-same as the war domain power "destructive strike", useable 3+cha mod/day
3rd-Oni body-gain lowlight vision and +1 natural armor 9th level- darkvision and +2n 15th level- +4n
9th-Oni strength- +2str at lv13 +4str at lv17 +6str
15th-Oni flight- fly at will as the spell fly
20th-Oni Soul-regeneration 5, SR26, type changes to outsider(native), change shape at will(alterself, form of the giant 1)
| Dragon78 |
Coutl
skill:knowledge religion
spells
1)obscurring mist
2)invisibility
3)call lightning
4)ice storm
5)control wind
6)chain lightning
7)control weather
8)sunburst
9)etherealness
feats:alertness, dodge, empower spell, craft staff, improved initiative, lightning reflexes, iron will, skill focus(knowledge religion)
aracana +1 spell DC for "air" and "electrical" subtypes
powers
1st-electric ray-30'range touch 1d6+1/2 level electrical damage, 3+cha mod/day
3rd-couatl insight-detect thoughts 1/day and +2 perception/sense motive, 9th 2/day and +4skills, 15th 3/day and +6skills
9th-couatl wings-1min/level
15th-ethereal jaunt-as spell 1round/level
20th-couatle form-detect good/evil/law/chaos always active, wings ar will, change into a couatl(large size, +4 size str/dex, grab, poison, constrict, fly 60(good), +4natural armor)
| Alzrius |
It's not fan-made, but be sure to check out the sorcerer bloodline database I've made of all published sorcerer bloodlines to date!
| SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:Yeah, I'm not a huge fan of it either. It's the most "throw bouldery" spell from the Core rulebook. I'll have to check the APG and (when I get it) the UM for a more appropriate spell.From the APG: Clashing Rocks
Will that work?
Yeah! I really like that spell. It seems fun. I never get to play that level, but we're on our way in the current campaign.
Set
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| 1 person marked this as a favorite. |
One I threw together as an example of one of the dozen-ish Sorcerer Bloodlines that would exist in a Scarred Lands game (Sorcerers in that setting commonly derive their powers from the thirteen Titans who preceded the gods, and Plague-Bearer was just the easist to throw together. A sorcerer Bloodline centered around Hrinrukk, the Great Huntsman, or Lethene, the Dame of Storms, or Mormo, Mother of Serpents, or Gormoth, the Writhing Lord, would be way more interesting....);
Plague-Bearer
Drawing upon the pestilent teachings of the most unclean, Chern, the last sickeness and suffering, you see a healthy body as weakness not yet realized.
Class Skill: Heal
Bonus Spells: chill touch (3rd), summon swarm (5th), stinking cloud (7th), contagion (9th), cloudkill (11th), create undead (13th), insanity (15th), finger of death (17th), energy drain (19th)
Bonus Feats: Endurance, Extend Spell, Great Fortitude, Iron Will, Self-Sufficient, Spell Focus (necromancy), Spell Penetration, Toughness
Bloodline Arcana: Whenever you cast a spell that would inflict disease, ability damage / drain, energy drain or confer a temporary penalty to an ability score, you can increase the casting to a full round action to add +2 DC to the save. This bonus stacks with the effects of Spell Focus.
Bloodline Powers: blah-blah, flavor text, rhubarb.
...Ray of Palsy (Sp): Starting at 1st level, you can fire a pale ray as a standard action targeting any foe within 30 ft. as a ranged touch attack that causes the target to be Fatigued for one round per two sorcerer levels you possess. You can use this ability a number of times equal to 3 + your Charisma modifier.
...Perverse Metabolism (Su): At 3rd level, whenever you afflicted a foe with any form of disease, ability damage, or a temporary penalty to an ability score through the use of sorcerer spell or bloodline power, you gain an enhancement bonus equal to any ability penalty inflicted for the duration of the effect, or 1 hour, whichever is least. These bonuses do not stack with themselves or any other source of enhancement bonuses. Additionally, if you inflict negative levels upon another, or inflict the fatigued, sickened, nauseated or exhausted condition through the use of sorcerer spell or bloodline power, any similar effect on yourself is mitigated by that amount for the duration of the impairment or 1 hour, whichever is least.
...Plague-Caller (Su): At 9th level, any creatures you summon that normally have a disease-bearing attack (]summon swarm – rats, summon monster I – dire rat, etc.) gain a +2 bonus to the DCs of their disease attacks, and the effects strike immediately, as if their target had been the subject of a contagion spell. Any fiendish animal you summon with a summon monster spell is infected with filth fever and becomes rabid, gaining the rage quality, while any actual fiends you summon are infected with demon fever or devil chills, as appropriate, but these creatures do not benefit from the previous benefits, as they do not normally possess disease attacks. Your perverse metabolism does not benefit from any diseases passed on by your summoned creatures.
...Festering Transformation (Su): At 15th level, you can dissolve into a swarm of bats, rats or spiders, as per the summon swarm spell, retaining your full hit points, but otherwise being treated as the appropriate swarm for all effects for 1 minute per sorcerer level. These minutes do not need to be consecutive, but each use expends one minute of the effects duration, even if you choose to resume your form earlier.
...Avatar of the Plague (Su): At 20th level you become an avatar of contagion, gaining DR 5/- and becoming immune to all disease and the distraction effect of swarms. You can convert any of your sorcerer spell slots of 3rd level or higher to contagion, and if the slot expended is of a higher level, the contagion is treated as if it was heightened to the level of the spell slot expended.
.
and the Spider-Mage, Spider-Mage bloodline, which does whatever a Spider or a Mage can do.
Aranea
Through some unwholesome experimentation you try your best not to think about, the alien qualities of the spiderfolk have become interwoven with your blood and soul.
Class Skill: Climb.
Bonus Spells: charm person (3rd), web (5th), hold person (7th), black tentacles (9th), dominate person (11th), veil (13th), mass hold person (15th), screen (17th) and mass hold monster (19th)
Bonus Feats: Agile Maneuvers, Improved Grapple, Improved Initiative, Iron Will, Skill Focus (climb), Spell Focus (enchantment), Spell Focus (illusion), Weapon Finesse
Bloodline Arcana: Whenever you cast a spell of the Enchantment or Illusion schools, you are treated as if being both one caster level and one Hit Die higher than you are. Whenever you cast a spell with the Fire descriptor, you reduce your caster level by one (which, at 1st level, makes you incapable of casting burning hands, for instance). Additionally, your mind-affecting spells function unimpeded on mindless spiders, but not only any other sort of mindless vermin.
Bloodline Powers: The alien traits nesting within your flesh continue to grow as your magical talents expand, resulting in several arachnid abilities.
...Ensnaring Web (Sp): Starting at 1st level, you can take a standard action hurl a tangled mass of spider web at a single target within 30 ft. as a ranged touch attack. This is similar to an attack with a net, and is effective against targets up to size Large. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + ½ your Sorcerer level + your Charisma modifier. Attempts to burst a web by those caught in it suffer a -4 penalty. You can throw webbing in this manner a number of times per day equal to 3 + your Charisma modifier.
...Arachnid Physiology (Ex): At 3rd level, your body undergoes subtle changes that are not distinctive enough to warrant attention, but combine to give you a +2 bonus to Perception checks, +1 Natural Armor and a Climb Speed equal to half ground move (like all creatures with a Climb speed, you gain a +8 racial bonus to Climb checks and can always take 10 on a Climb check, even if threatened or distracted).
...Venomous Bite (Ex): At 9th level, you gain the ability to make a poisonous bite attack that counts as an armed attack and inflicts 1d6 piercing + ½ Str bonus as a secondary weapon at -5 to hit or 1d6 P + 1.5x Str bonus as a primary attack at your full attack bonus. Poison (Ex) Bite - injury; save Fort DC (10 + your Cha modifier + ½ your Sorcerer level); frequency 1/round for rounds equal to your Charisma modifier; effect 1d2 Strength damage; cure 1 save. You can make this attack Cha mod + 3 times / day. This venom cannot be extracted for other usage, and your venom-dripping mandibles only appear during these attack actions, otherwise melting away into your regular facial features.
...Call of the Web (Sp): At 15th level, you gain the ability to use summon monster VII as a spell-like ability to summon a single Bebilith and to cast summon monster V to summon 1d4+1 Giant Spiders as a spell-like ability a number of times equal to your Charisma modifier +3. You add your Charisma modifier to your caster level to determine the duration of these spell-like abilities, and the creatures summoned follow your mental commands, even if you do not share a language with them. These spell-like abilities require a Standard action to evoke, and you only require a free action to mentally command these creatures.
...Metamorphosis (Su):] A 20th level, your transformation is complete, and while you still appear as your previous race, your solid black eyes grant you 60 ft. darkvision and low-light vision, and the change to your body and soul confer a +2 inherent bonus to both Dexterity and Charisma. At will, as a standard action, you can Change Shape into an Aranea (+4 Dex, +4 Con, web) or Giant Spider (+6 Dex, +2 Con, web), and the webbing you produce in these forms does not decay like that of your ensnaring webs. You become immune to spells like charm person, dominate person and hold person, as if you were a Monstrous Humanoid (but do not gain other benefits of that creature Type), and you can choose to return to your own form, ending any unwanted polymorph effect, such as from a baleful polymorph or polymorph any object spell, upon yourself as a free action on your turn.
| Kirth Gersen |
If you look at my houserules documents under "Sorcerer," there are a ton of new bloodlines... but be advised they're written for "Kirthfinder," not Pathfinder, so they won't work as-written in a core game.
| Dragon78 |
Azata
skill:diplomacy
spells
1)cure light wounds
2)gust of wind
3)searing light
4)freedom of movement
5)break enchantment
6)greater heroism
7)prismatic spray
8)holy aura
9)freedom
feats:skill focus(diplomacy), dodge, nimble moves, acrobatic steps, mobility, spring attack, craft rod, quicken spell
arcana
when you use a spell to remove one of these conditions(stun, paralysis, entangle, staggerd, mind affecting, grappled, swallowed,or pinned) you gain freedom of movent effect for a number of rounds equal to the spell level used.
powers
1st-light ray- ranged touch 30' for 1d6+1/2 sorcerer level in dmg, 3+cha/day
3rd-azata resistance- elec res. 5 +2 save vs petrification 9th level res. 10 and +4 save
9th-elyssian summons- when you use a spell summon 2 or more azatas you one additional crature
15th-light form- transform into a incorpeal ball of light for 1 round per sorcerer level
20th-elysium- DR10/evil immunity to electricity and petrification cold and fire resistance 10, can summon 2 addition azatas
| Dragon78 |
Agathion
skill: handle animal
spells
1)speak with animals
2)cure moderate wounds
3)remove disease
4)neutralize poison
5)beast shape III
6)chain lightning
7)plant shape III
8)power word stun
9)mass hold monster
feats: skill focus(handle animal), craft staff, extend spell, animal affinity, endurance, great fortitude, run, defensive combat training
arcana
when you cast an abjuration spell on someone other than yourself you gain a sacred bonus to ac and saving throws equal the spell level used for one round
powers
1st-wild empathy- as druid level equal your sorcerer level
3rd-agathion hide-res. 5 elec. and +2 save vs petrification/poison 9th- res 10 and +4 saves
9th-protection aura- magic circle against evil(+4) and lesser globe of invulnerability for 1 round/ level
15thlay on hands-1/day as paladin -2 17th 2/day 19th level 3/day
20th-nirvana-DR10/silver immune: electricity, petrification resistances cold, sonic 10, speak with animals always active