
submit2me |

I've had this homebrewed bloodline on my computer for a while, but just now decided I should post it here. It was a challenge to come up with something that didn't make the sorcerer look like a divine caster or be too overpowered. I think I did a decent job. The bonus spells might seem a bit ridiculous, but it really does fit the theme. Anyway, here it is:
PHOENIX BLOODLINE
One of your ancestors sought knowledge or restoration from this great, fiery bird, and the phoenix bestowed it upon them. This encounter pulses through your bloodline, and ignites a fire deep within you.
Class Skill: Knowledge (any).
Bonus Spells: burning hands (3rd), continual flame (5th), magic circle against evil (7th), wall of fire (9th), flame strike (11th), greater dispel magic (13th), regenerate (range personal) (15th), firestorm (17th), fiery body (19th).
Bonus Feats: Alertness, Combat Reflexes, Critical Focus, Dodge, Flaring Spell, Improved Initiative, Iron Will, Mobility, Skill Focus (Knowledge [any]).
Bloodline Arcana: Whenever you cast a spell with the fire descriptor, you gain a number of temporary hit points equal to the level of the spell. These hit points do not stack with each other. Anytime you gain hit points in this way, choose to keep whichever amount is highest.
Bloodline Powers: Both restorative and destructive, the power of the phoenix manifests itself in a number of ways.
Injunctive Fire (Sp): At 1st level, you can unleash a ray of fire as a standard action, targeting any creature within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of fire damage +1 for every two sorcerer levels you possess. This damage is not subject to spell resistance or immunity. This ray heals good creatures for 1d4 points of damage +1 for every two sorcerer levels you possess. Good creatures cannot benefit from this healing more than once per day. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Phoenix Resistances (Ex): At 3rd level, you gain fire resistance 5, and you automatically stabilize if brought below 0 hit points (unless you are dead). At 9th level, your fire resistance increases to 10, and, if brought below 0 hit points (but not dead), you heal 1 hit point per round until you reach 0 hit points and regain consciousness.
Shroud of Flame (Su): At 9th level, as a standard action, your body can burst into flames that protect you while harming others. Any natural attacks or melee weapons that you possess deal an extra 1d6 points of fire damage on a successful hit. At the start of its turn, any creature within 10 feet of you must make a Reflex save each round to avoid taking 4d6 points of fire damage. The DC for this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Any creature within reach of the flames that attacks you with natural attacks or a melee weapon (including reach weapons) also takes 1d6 points of fire damage with each successful hit. This ability lasts for a number of rounds per day equal to your sorcerer level, and can be dismissed as a free action. These rounds need not be consecutive.
Fiery Flight (Su): At 15th level, as a standard action, your body is wreathed in flames while you take flight. This functions as the spells continual flame and fly. You can fly for a number of minutes per day equal to your sorcerer level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
New Life (Su): At 20th level, your phoenix powers become completely manifest. You gain the fire subtype. When slain, you only remain dead for 1d4 rounds, after which a fully healed version of yourself emerges from the remains (or you simply regain consciousness if your body is still intact). This functions as the spell resurrection, except that it does not work in an area of a desecrate spell. Once the desecrate effect ends, or if your body is removed from the area, you immediately resurrect. You can only resurrect yourself once per year. If you die a second time before that year passes, your death is permanent. If you are brought back to life by other means, you never gain any negative levels as a result.

Corlindale |
Fiery Flight seems a little weak for a 15th level power. Most bloodlines that grant flight give either minutes/level flight at level 9 or permanent flight at level 15.
It would thus be perfectly balanced to give permanent flight instead of minutes/level here, especially since the continual flame power basically adds nothing significant.

Da'ath |

submit2me |

All of you have made fine points, and they aren't things I haven't already considered myself. As I was making this all on my own, and with no playtesting, I wasn't sure what would be too powerful or stepping too much on a divine caster's toes. I wasn't looking for fixes, I was just sharing it. I do appreciate the feedback, though.
I did consider breath of life and reincarnate for the bonus spell list at one point, but I changed my mind. I ruled out breath of life because I feel that the sorcerer should be the only one who truly benefits from his healing/resurrection. Regenerate as a personal spell fulfills this purpose quite nicely.
To me, reincarnate doesn't fit the flavor at all because the dead creature comes back in another body. Sure, you retain memories and everything, but otherwise you are a completely different creature. A phoenix is still a phoenix when it is resurrected, and you wouldn't even be able to use this spell on yourself. Also, I feel that giving this bloodline reincarnate and/or resurrection on their spell list would diminish the point of the capstone ability.
Upon reading it, I am not a fan of the other phoenix bloodline. I actually prefer my own with a little tweaking. Maybe the minutes/level flight is a bit underpowered. In the future, I would make this an always on/off ability, but keep the effects of continual flame because I like the flavor of it. They should be shedding some kind of light if they have flaming wings, right?
I wouldn't mind changing regenerate back to affect anybody, but I like it better as a personal spell for this bloodline. It's like having fast healing without actually having fast healing. That was the idea, anyway.

Harrison |
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I've seen the Phoenix Bloodline on the Pathfinder Database, and never liked the capstone power for that ability, since "once per year" is so exclusive that you'll almost never get a second use of it unless you take year-long breaks in a homebrew campaign.
However, ever since the Paths of Prestige book came out, I've been inclined to look at the Phoenix Bloodline and tinker with it myself, most notably getting rid of that 20th level power and replacing it with the 10th level class ability of the Dawnflower Dissident:
Flight of the Phoenix (Su): At 10th level, when a Dawnflower dissident is killed his body is engulfed in a column of holy fire equivalent to a f lame strike at his caster level. At the beginning of his next turn, his spirit returns in the form of a phoenix (Pathfinder RPG Bestiary 227) that fights as he directs for up to 1 minute and then disappears. This phoenix is not considered called or summoned. The Dawnflower dissident is reborn (as resurrection) 1d4 rounds after it disappears in a random location within 1 mile, with his gear intact but with two permanent negative levels. If the phoenix is killed before it disappears, the Dawnflower dissident cannot be reborn via this ability, though other methods of raising him still work.
This ability is MUCH more useful than a once-per-year resurrection.

submit2me |

I've seen the Phoenix Bloodline on the Pathfinder Database, and never liked the capstone power for that ability, since "once per year" is so exclusive that you'll almost never get a second use of it unless you take year-long breaks in a homebrew campaign.
However, ever since the Paths of Prestige book came out, I've been inclined to look at the Phoenix Bloodline and tinker with it myself, most notably getting rid of that 20th level power and replacing it with the 10th level class ability of the Dawnflower Dissident:
Flight of the Phoenix (Su): At 10th level, when a Dawnflower dissident is killed his body is engulfed in a column of holy fire equivalent to a f lame strike at his caster level. At the beginning of his next turn, his spirit returns in the form of a phoenix (Pathfinder RPG Bestiary 227) that fights as he directs for up to 1 minute and then disappears. This phoenix is not considered called or summoned. The Dawnflower dissident is reborn (as resurrection) 1d4 rounds after it disappears in a random location within 1 mile, with his gear intact but with two permanent negative levels. If the phoenix is killed before it disappears, the Dawnflower dissident cannot be reborn via this ability, though other methods of raising him still work.
This ability is MUCH more useful than a once-per-year resurrection.
That is much more useful. And since it's a 10th-level prestige power, I suppose it's about on par with a 20th-level capstone. I'm just not sure how balanced it is with the rest of the bloodline. And that's not a dispute. I really am not sure. I wouldn't mind others chiming in about that. Would this be a better capstone? Or maybe even an alternate version of it?

Corlindale |
It's definately cooler than your once per year effect (since as others have pointed out, it will effectively be "once per game" in many campaigns). Consider all the other capstones that give self-resurrection, but don't have the 1/year limit.
I like the prestige power because while it is unrestricted in use, it is A) conditional upon the phoenix surviving, and B) Makes it harder to directly rejoin the fray upon revival.
Both capstones have one problem, though: They only provide a benefit upon your death, yet ideally you won't be dying at all. You could take a hint from the 10th level capstone of the Jade Phoenix Mage in 3.5, which allows the character to trigger the fiery explosion which destroys himself while blasting everyone around him with fire - only to be reborn 1d6 rounds later in the same spot. It's limited to 1/week, but it's kind of cool to be able to trigger the effect yourself, rather than having to wait for death before getting anything cool from your capstone.

submit2me |

Would it be too much if I combined and tweaked the elements of both abilities? For instance:
Rise from the Ashes (Su): At 20th level, your phoenix powers are completely manifest. You become immune to fire. Also, you can engulf your body in a pillar of flame (effectively slaying yourself) as a full-round action. This functions as if you had cast the spell flame strike from your square. Your spirit returns in the form of a phoenix (page 227 of the Pathfinder Bestiary) that you control. This phoenix is not subject to dismissal, banishment, or any other similar effect. After 1 minute, the phoenix disappears, and you are reborn (as the spell resurrection) in a random location within a 1-mile radius. If the phoenix is killed before it disappears, you cannot be reborn (the resurrection spell fails), though you can still be brought back to life by other means. This ability automatically activates when you are slain. You can use this ability once per week.
If this is too much, I would ditch the part about the phoenix, change it back to a standard action, and have resurrection take effect 1d4 or 1d6 rounds later. (Similar to the 3.5 Phoenix Mage ability.) Also, the reason for the full-round action is that there is a lot of stuff going on here. If you need to rush into melee to set this up, either way this ability is going to happen (if you die or kill yourself).

Fallen_Mage |

Fiery Flight (Su): At 15th level, as a standard action, your body is wreathed in flames while you take flight. This functions as the spells continual flame and fly. You can fly for a number of minutes per day equal to your sorcerer level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Two words screamed in my head when I read this............Flame On!

submit2me |

submit2me wrote:Fiery Flight (Su): At 15th level, as a standard action, your body is wreathed in flames while you take flight. This functions as the spells continual flame and fly. You can fly for a number of minutes per day equal to your sorcerer level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.Two words screamed in my head when I read this............Flame On!
I was actually imagining Jean Grey as Phoenix (obviously) when I was writing this, but Human Torch works, too. =)

Da'ath |

It's definately cooler than your once per year effect (since as others have pointed out, it will effectively be "once per game" in many campaigns). Consider all the other capstones that give self-resurrection, but don't have the 1/year limit.
I agree, to a degree. It's definitely cooler. However, could you direct me to the Bloodline capstones which provide a self-resurrection? I'm not saying they don't exist, but that I only own the hard-cover books and I don't recall seeing any. Thanks!
I like the prestige power because while it is unrestricted in use, it is A) conditional upon the phoenix surviving, and B) Makes it harder to directly rejoin the fray upon revival.
Looking at it from a player perspective, it's clearly superior, and as a player, there are only 2 real circumstances you might have difficulty with, as my player controlled phoenix would fly away immediately so as to insure it survived (this would be difficult in certain circumstances, underwater and underground, for example). With the capstone of the prestige class, you can if you choose rejoin the fray as the phoenix immediately. With the PFDB power, you're not rejoining the fray.
Both capstones have one problem, though: They only provide a benefit upon your death
The PFDB capstone provides immunity to fire as a constant ability (fire is, arguably, the most common energy damage type) as well as no level loss on death. Most of the other bloodline capstones provide a high resistance to an energy type, but not immunity (I remember one of the genie ones does grant immunity to acid).
You could take a hint from the 10th level capstone of the Jade Phoenix Mage in 3.5, which allows the character to trigger the fiery explosion which destroys himself while blasting everyone around him with fire - only to be reborn 1d6 rounds later in the same spot. It's limited to 1/week, but it's kind of cool to be able to trigger the effect yourself, rather than having to wait for death before getting anything cool from your capstone.
That is a cool power, no argument.
My issue is what does the character give up for the Dawnflower prestige class vs what does the sorceror give up? No bloodline power is as powerful as the capstone for the prestige class, nor should they necessarily be. Pulling what you like from prestige classes you never intend to use is all well and good, if you balance them against pre-existing powers within a specific class you intend to put them in.
Balance is subjective in a lot of PnP games; what works at one GMs table won't necessarily work in anothers. Ultimately, it's up to you, as GM, to define what you consider balanced. So the obvious question to the original poster is, "How do you define balance for your table and what should we take into account when offering advice for your creation & player's use?"

submit2me |

So the obvious question to the original poster is, "How do you define balance for your table and what should we take into account when offering advice for your creation & player's use?"
I've never been a GM, so I can only define what is balanced by comparing it to other similar spells and abilities that exist at the same level. Compared to the other bloodlines, fire immunity and once per year self-resurrection seems like too little for a capstone. I see that now. I was just basing that capstone on the phoenix's powers from the bestiary.
As cool as it is, I think turning into a phoenix might cause problems for the player(s). There aren't as many places for a colossal creature to exist compared to a medium creature, even if you're outdoors. Also, no other bloodline lets you take control over a colossal creature, only huge. If there were smaller phoenixes, I would use one of those instead.
The Jade Phoenix Mage ability seems fine with some rewriting, though. None of the bloodlines get an offensive ability like that, but limiting it to once a week seems fair. Here is the original ability:
This is how I would change it:
This way, the blast is smaller and doesn't deal as much damage as the prestige class ability. I'm also adding back the fire subtype because I think giving them a vulnerability also helps balance this ability. Not to mention, a nice direct hit with a cold spell might just trigger this ability.

submit2me |

Wow! Harrison, very cool! Mind if use it? I want a phoenix sorcerer for a The Serpent Skull AP that I'll be playing in =}
The ability Harrison posted is granted by the Dawnflower Dissident which is a prestige class from the Paths of Prestige book. It's not a sorcerer bloodline. Chances are you won't be using that ability until at the earliest 15th or 16th level. Also, as I stated above, I think it's too much for a bloodline's capstone ability and might cause issues depending on your location. Look at any other bloodline that exists. None on them get anything that powerful, mostly just immunities, resistances, and saving throw bonuses. I'm even crossing the line a bit with my revised capstone.

submit2me |

I know this thread is pretty much done, but I wanted to repost the bloodline one last time with all updates. I was reconsidering either breath of life or heal for the bonus spells, but I think it's already a powerful list. I don't want to go overboard, and I don't want to turn this into an option for a healer.
PHOENIX BLOODLINE
One of your ancestors sought knowledge or restoration from this great, fiery bird, and the phoenix bestowed it upon them. This encounter pulses through your bloodline, and ignites a fire deep within you.
Class Skill: Knowledge (any).
Bonus Spells: burning hands (3rd), continual flame (5th), magic circle against evil (7th), wall of fire (9th), flame strike (11th), greater dispel magic (13th), regenerate (range personal) (15th), firestorm (17th), fiery body (19th).
Bonus Feats: Alertness, Combat Reflexes, Critical Focus, Dodge, Flaring Spell, Improved Initiative, Iron Will, Mobility, Skill Focus (Knowledge [any]).
Bloodline Arcana: Whenever you cast a spell with the fire descriptor, you gain a number of temporary hit points equal to the level of the spell. These hit points do not stack with each other. Anytime you gain hit points in this way, keep whichever amount is higher.
Bloodline Powers: Both restorative and destructive, the power of the phoenix manifests itself in a number of ways.
Injunctive Fire (Sp): At 1st level, you can unleash a ray of fire as a standard action, targeting any creature within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of fire damage +1 for every two sorcerer levels you possess. This damage is not subject to spell resistance or immunity. This ray heals good creatures for 1d4 points of damage +1 for every two sorcerer levels you possess. Good creatures cannot benefit from this healing more than once per day. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Phoenix Resistances (Ex): At 3rd level, you gain fire resistance 5, and you automatically stabilize if brought below 0 hit points (unless you are dead). At 9th level, your fire resistance increases to 10, and, if brought below 0 hit points (but not dead), you heal 1 hit point per round until you reach 0 hit points and regain consciousness.
Shroud of Flames (Su): At 9th level, as a standard action, your body can burst into flames that protect you while harming others. Any natural attacks or melee weapons that you possess deal an extra 1d6 points of fire damage on a successful hit. At the start of its turn, any creature within 10 feet of you must make a Reflex save each round to avoid taking 4d6 points of fire damage. The DC for this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Any creature within reach of the flames that attacks you with natural attacks or a melee weapon (including reach weapons) also takes 1d6 points of fire damage with each successful hit. This ability lasts for a number of rounds per day equal to your sorcerer level, and can be dismissed as a free action. These rounds need not be consecutive.
Fiery Flight (Su): At 15th level, as a standard action, your body is wreathed in flames and you are able to take flight. You gain a fly speed of 60 feet with average maneuverability. While flying, your body also sheds light as if under the effects of a continual flame spell. You can dismiss this ability as a free action.
Phoenix Force (Su): At 20th level, your phoenix powers are completely manifest. You gain the fire subtype. Also, you can engulf yourself in a pillar of flame, destroying your body, as a standard action. This functions as if you had cast the spell flame strike from your square. You only remain dead for 1d4 rounds, after which your body reforms (with all of your gear equipped and intact), but you are prone. This functions as the spell resurrection. This ability triggers automatically when you are slain by any other means. You can use this ability once per week. If you are slain a second time before that week passes, your death is permanent.