Vampiric Sorcerer Bloodline


Homebrew and House Rules


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So, I was looking through the core rule book when I was making my sorcerer, and noticed that there wasn't a vampiric bloodline. There also wasn't one in the APG. So, I began work on my own bloodline...keep in mind this is just a first draft, and could have some balancing or flavor issues. Any and all feedback on this is welcome, and PLEASE do NOT be afraid to be critical...just do so in a friendly matter.

Class Skill: Diplomacy

Bonus Spells: Chill Touch (3rd), Command Undead (5th), Vampiric Touch (7th), Fear (9th), Dominate Person (11th), Eyebite (13th), Finger of Death (15th), Horrid Wilting (17th), Energy Drain (19th)

Bonus Feats: Endurance, Die Hard, Persuasive, Iron Will, Improved Iron Will, Dodge, Skill Focus (Intimidate), Toughness

Bloodline Arcana: Whenever an enemy is affected by a Necromancy spell you cast, gain 1d6 of HP per dice rolled.

Bloodline Powers:

Vampiric Teeth: Starting at 1st level, you can grow vampiric canines as a free action. You can use these teeth as natural weapons, using your full attack bonus. The attack deals 1 d6 damage plus your charisma modifier. At 5th level, if the attack is successful, you gain ½ the amount of damage dealt in HP, rounded down. This attack is now considered a touch attack. Your teeth can be used for a number of rounds per day equal to your Charisma modifier plus 3.

Paralyzing Grip: At 3rd level, you can use the spell Ghoul Touch as an ability a number of times per day equal to your Charisma modifier. At 9th level, you can use Detect thoughts a number of times per day equal to your Charisma modifier plus 2.

Creatures of the Night: At 9th level, you can call forth a massive swarm of bats to attack all enemies in a 20-foot radius burst. All enemies in the burst take 2d6 damage, but those closest to the center (between 1 and 5 feet) are also fatigued for one round. (A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.) You can use this ability once per day at 9th level. At 17th level, the blast radius increases to 30 feet. All enemies between 1 and 10 feet of the center of the blast are fatigued, while all enemies in the blast are dealt 2d6 damage. You can also use this ability twice per day. At 20th level, the radius is increased to 60 feet. 3d6 of damage is dealt to all enemies, while those between 1 and 15 feet from the center are also fatigued.

Manipulation of the Mind: At 15th level, any succeeding touch attack you make causes the target to become confused for 1 round per every 2 Sorcerer levels you possess. Confusion:Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round.

Metamorphosis of Darkness: At 20th level, vampiric strength flows through your body. You receive a +4 bonus to Charisma and Intelligence, as well as a +2 bonus to Dexterity. You gain immunity to non-lethal damage, paralysis, and critical hits. Once per day, you may enter a state of blood healing. During this time, you may heal back to your maximum HP and cure yourself of all negative conditions.

As previously stated, please be critical. Feedback on ALL aspects of the bloodline--bonus spells, bonus feats, flavor, etc.--are welcome in every capacity. Thanks in advance, and I REALLY hope you guys like it.


What you were looking for was presented in Ultimate Magic:

Spoiler:
Sanguine (Wildblooded Archetype bloodline variation)

The power of undeath can derive from cold blood as well as hard bone.

Associated Bloodline: Undead.

Bloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.

Bloodline Powers: Your magic emulates that of the hungry dead.

The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.


Meh...I don't really see this as what I'm looking for. I didn't see this, true, but looking at it now, I'm not a fan of the sanguine wildblood. My group plans on doing a darker themed campaign after we finish our current one, and I wanted to use a vampire of sorts. I don't really feel like the sanguine covers the flavor of a vampire well enough. What advice can you give me for my bloodline? Do you think it's playable?


Adopted trait, orc, and then tusked, you get a bite attack for a trait. Not many bites are d6, but i wonder if you can use imp nat attack to get a bigger bite as an adopted orc.

So now you got permafangs and if sanguine, or a ghost kick monk, or a soul drinker inquisitor, you're pretty vampy.

I wish vicious was still neg energy damage, a spellslinger Dhampir would be sick with vicious on any gun he wields.


Maybe I should have outlined more what I was going for...I forgot to mention that I'm planning on using this eventually, and we're limited to races that are in the core rule book...meaning only human, elf, half-elf, half-orc, gnome, dwarf and halfling...which limits what I can do tremendously, and the main reason behind my choice of a sorcerer to carry the vampire flavor...that and I hate monks XD


If your Limited to core RAW will your gm even allow this?

Anyway

Class Skill: Looks fine

Bonus Spells: Look fine

Bonus Feats: Look fine

Arcana: the arcana is a bit too strong side in my opinion on the healing department for an arcane caster. "per dice rolled" Seems a bit to ambiguous. Looks like you were going for vampirism type Arcana. Maybe change it to "Per damage dice rolled" Maybe lower the Dice of healing rolled or even just say like 1/2 the damage or even 1/3 the damage.

Om leaning towards the 1/3 myself for balance. (though this would make spell that have no damage dive more viable for the arcana. Wail of the banish comes to mind.

Spells like Bone Shatter and Horrid Wilting would mean 15 to 25 dice of healing for thos spells respectively. It would effectively double the effects of vamperic touch.

Vamperic teeth You might want to model after claws it would read something like this.

Vamperic Teeth (Su): Starting at 1st level, you can grow Vamperic Teeth as a free action. These Teeth are treated as natural weapons, allowing you to make one additional Bite 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) And heals you an amount of health equal to 1/2 the damage inflicted. At 5th level, this bite is 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, the bite is increased an additional step and also inflicts a 1d4 bleed on a successful hit (Bleed damage dose-not Heal you). You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Paralyzing Grim dosnt seem vampirish, Neither dose detect thought (Atleast looking at the the template) Maybe Gasseous form For X rounds?
Im drawing a blank here.

Creatures of the night looks ok.

Metamorphosis of darkness Is a bit on the much side

Metamorphosis of Darkness: In my opinion this is pretty OP. Maybe something more like

At 20th level, vampiric strength flows through your body. You receive a +4 bonus to Charisma and fast healing 5. You gain immunity to non-lethal damage, Stunning and paralysis.

Hope this was helpfull


This was very helpful, clff rice. Thank you!
I said that for races we're limited to only those in the core rulebook, because DM doesn't like the monsters as PC idea. I also thought the arcana was a bit powerful, but I kept it like that just because. I like the new Vampiric Teeth model, except the str. modifier. This bloodline would be charisma and dex based IMO. Also like gasseous form instead of what i put. Metamorphosis was originally gonna be something like you showed, except with cold damage instead of stunning. But I like the suggestions you made. Thank you!


Your welcome :D For the teeth I was just going off the only other "grow natural attack" ability i could find as a benchmark so i went with strength like most every bit out there.

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