Inevitable Bloodline (needs some work; suggestions?)


Homebrew and House Rules

RPG Superstar 2011 Top 8

Inevitable Bloodline:

At some point in your family’s history, a relative made a pact that was overseen and possibly enforced by the unflinching hand of an inevitable. Now a portion of that being’s essence has fused to your family’s bloodline and become particularly potent in you. You have always viewed yourself as incomplete or broken, and strive to put things back the way they belong.

Class Skill: Knowledge (planes).

Bonus Spells: command (3rd), make whole (5th), magic circle against chaos or dispel magic (7th), dimensional anchor or order’s wrath? (9th), spell resistance (11th), undeath to death or greater dispel magic (13th), banishment or dictum? (15th), shield of law (17th), imprisonment (19th).

Bonus Feats: Combat Casting, Defensive Combat Training, Enlarge Spell, Great Fortitude, Improved Great Fortitude, Skill Focus (Knowledge [planes]), Spell Focus, Toughness.

Bloodline Arcana: ?

Bloodline Powers: Your ancestral association with the inevitables begets your magical talents.

Artificer’s Touch (Sp): At 1st level, you can cast mending at will, using your sorcerer level as the caster level to repair damaged objects. In addition you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two sorcerer levels you possess. This attack bypasses an amount of damage reduction equal to your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Inevitable Resistances (Ex): At 3rd level, you gain a +2 bonus on saving throws made against poison and +1 natural armor bonus. At 9th level, your bonus on poison saving throws increases to +4 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Perfect Voice (Su): At 9th level, you understand all efforts to communicate through sound, and can make yourself understood to any creature able to understand language. You can speak to, and understand the speech of, any creature that understands at least one spoken language. The save DCs of any language dependant spells you cast increase by +1.

Forged in Iron (Sp): At 15th level, once per day, you can call upon your ancestry to temporarily transform your body into a mechanical form. This power functions as stone skin except you do not need to provide a material component, it provides damage reduction 10/chaotic, and it can prevent a maximum of 200 points damage. At 20th level, this power functions as iron body except the damage reduction is 15/chaotic, the duration increases to 10 min./level (D) and you do not gain any effects listed in the second paragraph of the spell description. At 20th level, you can use this ability twice per day.

Ex Machina (Ex): At 20th level, you become a living construct. You gain the half-construct subtype with the following modifications. For the purpose of effects targeting you (such as a ranger’s favored enemy and bane weapons), you count as both your original creature type and a construct. You become immune to disease, exhaustion, fatigue, and poison. You also gain darkvision 60 ft., low-light vision, and receive a +6 racial bonus on saves against mind-affecting effects. You may be raised or resurrected as though you did not possess the half-construct subtype.

I'm having trouble settling on which bonus spells are most appropriate, the law descriptor spells tend to be an easy way out but I think there should be more interesting options.

I'm drawing a blank on a decent bloodline arcana ability. I was thinking this should be on par with the protean bloodline arcana, which simply makes it more difficult to dispel certain spells, but I don't know what yet.

Artificer's Touch was lifted from the artifice domain ability and needs to be changed or replaced. Maybe some kind of minor geas/quest or mark of justice type effect.

Perfect Voice was lifted from the maestro bloodline, but sort of fits with the inevitables' truespeech ability. I could see tweaking it and renaming it "Voice of Command" or something along those lines.

Thoughts? Comments?


robots dont hanky panky
well my first thought on the Bloodline Arcana was to raise the dc of command like spells (kinda of a whole my word is law thing)

RPG Superstar 2011 Top 8

I figure it isn't so much a matter of direct descent as it is the mystical je ne sais quoi that became infused in the bloodline. Constant interaction with the inevitables or some strange contracts led to this rare bloodline.

Yeah, that isn't bad, but Perfect Voice already grants a DC boost to language dependent spells. Of course, I still need to change that up anyway.

Thanks for checking it out though.


Inevitables are hunters. An inherent, detect rulebraker/ tracking ability would be good.
Since anarcists destroy metal statues for laughs, they(the inevitables) may have developed terminator like minions. Some people may have nanites in their blood. A gearforged sorcerer may have some gears from an inevitable in their makeup.


Goth Guru wrote:

Inevitables are hunters. An inherent, detect rulebraker/ tracking ability would be good.

Since anarcists destroy metal statues for laughs, they(the inevitables) may have developed terminator like minions. Some people may have nanites in their blood. A gearforged sorcerer may have some gears from an inevitable in their makeup.

+1 to detect chaos/ law breaker this might be the best fit also noting that the laws of the cosmos are do not define good and evil so he/she could be hunting a paladin who is hell bent on damming up the river stix or some thing really cool like that. it would be great for keeping the game going at later levels.

RPG Superstar 2011 Top 8

Good call, Guru, I could get behind some sort of detection ability.

I'm surprised that there isn't any guardian inevitable, they all seem very Judge-Dreadish in their need to run around waterboarding lawbreakers. They seem more interested in punishing individuals than crime prevention.


inevitable are the punishments.there are 3 different races that live on meckantis(the lawful plane i am sure i miss-spelled) and they are the warrior caste in a society similar to old India.


An axiomite power similar to the Crysralline Dust Form might make for a good bloodline power. I also think that it would be more likely to have an axiomite as a grandparent than an inevitable. Just a thought.

RPG Superstar 2011 Top 8

From a physical stand point I would agree with you, Arcanemuses, about axiomites being directly involved in this bloodline, but inevitables are a staple for a lot of gamers and I felt that there should be some counterpart to the protean bloodline. If axiomites had the same support that inevitables do, I would have tailored this class to them instead. I don't see why this couldn't be reworded a bit to make it more focused on the "forces of law" angle, but the mechanical man aspect is more interesting to me. In a game as high-fantasy as Pathfinder there could be plenty of ways to explain a connection to the inevitables anyway; a non-biological explanation.

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