Chaos Sorcerer Bloodline; Opinions?


Homebrew and House Rules


This is the first bloodline I've ever done. I tried to model the bonus scaling after what is in the book, but I'm not to sure how good of a job I did. But anyhow, what do you think?

CHAOS BLOODLINE:

The forces of chaos twist and swirl through you. Those with a strong history of mental illness in their family, over exposure to the plane of chaos or cross breeding all cause this to appear amongst the populace. Appropriately enough, even those with no connection to chaos are just as likely to have this bloodline.

Class Skill: Acrobatics

Bonus Spell: You gain a bonus spell at every level beyond first, and two at every odd level beyond first. These spells are chosen at random from the spell list of another arcane caster, and are always of the highest level of spell that you can cast. A Chaos Sorcerer does not chose his spells, they are picked randomly from the Sor/Wiz spell list.

Bonus Feat: Any combat, meta-magic, or teamwork feat may be selected.

Bloodline Arcana: any spell cast from the compulsion sub-school is cast at +1 caster level

Bloodline Powers:
The sheer randomness of your existence gives you the advantage of your life.

Touch of Insanity (Su): At 1st level, you gain a melee touch attack that affects any creature with an INT score as though under the effects of a confusion spell. A Will save DC 10 + ½ Sorcerer level + Charisma modifier negates this affect. The range for this increases by 5 feet for every 5 Sorcerer levels you have (5 feet at 5th level, 10 feet at 10th level, etc.). At 11th level, it instead uses an insanity spell. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Forces of Change (Su): At 3rd level, you may alter the energy type of any spell that deals damage to one that you desire. Half of the damage die are of that type and the other half are of type chosen randomly from the table below. In case of odd number of die, the extra goes to the desired type of energy. For example, a fireball spell dealing 3d6 damage is turned into a sonic ball. It would deal 2d6 sonic damage and 1d6 of a type chosen from the table (also possibly sonic).
1 Fire
2 Ice
3 Lighting
4 Acid
5 Force
6 Sonic

Alien Mind (Su): At 9th level, you become immune to compulsions of all kinds and gain a +4 to saves vs. the enchantment school.
Chaos Theory (Su): At 15th level, you can cause one roll to be rolled twice and the more desirable result taken. This can be a roll made by anyone, even the DM. However, this ability must be announced before the roll is made and can only be used once per day. This is an immediate action.

Chaotic Defense (Su): At 20th level, you gain immunity to one type of energy and resistance 10 to the others. You also gain one of the following: SR 10 + your caster level + your Charisma modifier or DR 20/-


I'm not much for the gears and puzzle pieces of puttin' stuff together, but I do give this idea the Erisian Stamp of Approval.


Ensirio the Longstrider wrote:
I'm not much for the gears and puzzle pieces of puttin' stuff together, but I do give this idea the Erisian Stamp of Approval.

I appreciate it. It at least means that the concept is sound.


Okay, alias silliness aside. You can't just keep a good Discordian down.

Randomly choosing spells, oooh boy. This one is going to require a lot of trust and cooperation between player and DM; lacking on either side could very easily end up in grabbing only awesome spells or shafting the player with very subpar choices. Not sure how to adjust this, other than coming up with a chaos-themed list that matches the other bloodlines.

Bloodline Arcana: Compulsion sounds more like Law (forcing others to submit to you) than Chaos to me personally. I'd go with confusion, insanity, etc. based spells, don't know if there's a subschool for that off the top of my head.

Touch of Insanity is good.

I LIKE Forces of Change. I would however put in a disclaimer of how a spell would be affected if a metamagic feat or other effect is used to manually change the base element of the spell.

Alien Mind is good.

Chaotic Defense should probably note that "once the decision is made it cannot be changed" or alternatively put a limit on how frequently it can be changed. Otherwise good.


Orthos wrote:

Okay, alias silliness aside. You can't just keep a good Discordian down.

Randomly choosing spells, oooh boy. This one is going to require a lot of trust and cooperation between player and DM; lacking on either side could very easily end up in grabbing only awesome spells or shafting the player with very subpar choices. Not sure how to adjust this, other than coming up with a chaos-themed list that matches the other bloodlines.

Bloodline Arcana: Compulsion sounds more like Law (forcing others to submit to you) than Chaos to me personally. I'd go with confusion, insanity, etc. based spells, don't know if there's a subschool for that off the top of my head.

First Part: ?

Second Part: I hope my players trust me more than that. But if need be, they'd be rolled up by the DM in front of everybody.

Third Part: Insanity and confusion are in the compulsion subschool. That is why I picked it.

Also, you're right on the part about the Chaotic Defense. I'll have to change it when I get home from work.


Sphen86 wrote:
First Part: ?

Ensirio is one of my aliases. Was just being silly with her ;)

Quote:
Second Part: I hope my players trust me more than that. But if need be, they'd be rolled up by the DM in front of everybody.

I've no doubts it would work for your group, that was more worrysome for other people who might want to use it.

Perhaps as an alternate option? "Either pick from this list of chaosy spells, or go full chaotic and have your spells chosen randomly"?

Quote:
Third Part: Insanity and confusion are in the compulsion subschool. That is why I picked it.

I did not know that! Good to go then. =)


Maybe it's because this is a chaos bloodline, but I'm not sensing a clear theme here at all. Protean is also chaos-based, but I can pick up on a theme when I read it. The bonus skill, spells, feats, arcana, and powers don't make any kind of sense together, and the powers don't seem properly scaled either.

I would suggest looking at all of the other bloodlines and grant an ability that gives the same amount of power at the same level. For example, you give them the power of a 4th level spell at 1st level. If you look at all of the other bloodlines, none of them do this. That would be something more like a 9th level bloodline power. Or you would have to scale it down a lot in power, like making it a touch attack (which you did), but they are only confused for 1 round and, once affected, they cannot be confused again by this power for 24 hours.


For the spells, I'd say make a list of 2-3 options at each level that they roll randomly between, with "every spell is completely random" as an alternate option for groups that really want to go that route. That way it keeps some of the randomness without being so extreme.


Sooooooo.......
I made the change to Chaotic Defense. I also changed the touch of insanity power to a lesser confusion spell and had it scale up to confusion at 11th level and insanity at 17th.

Any other changes/suggestions you guys (or anyone else) can think to make this better or more balanced?

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