Trying to create a new sorcerer bloodline


Homebrew and House Rules


Pathfinder Adventure Path Subscriber

I am trying to think of a new sorcerer bloodline, and have a few questions before I get down to spending time typing it up.

First question: Would giving a sorcerer healing spells be too much? Not so much the cure spells (cure light wounds, etc), but a different type. Which brings me to the next question.

Second question: Are there any spells that give fast healing, published by Paizo? I tried looking, but I didn't find any. I ask this one, because I thought of "converting" the regenerate ___ wounds spells from the Masters of the Wild book to Pathfinder, and giving them to this particular bloodline.

My basis for this deals with my campaign world. In it, there are 8 "elements", being the original 4 (earth, air, fire, water), plus 4 others: life (positive energy), death (negative energy), shadow and light. So, wanting to make a bloodline based on the positive energy element. And in this world, celestial isn't synonymous with life energy.

So, would giving the sorcerer access to the regenerate wounds spells from Masters of the Wild in this bloodline be overpowered? For those who don't know, those spells gave fast healing (light = 1, moderate = 2, severe = 3, critical = 4) over 10 rounds, +1 round per level. Would this be too much?


Answer to 2nd question: There is the "Infernal Healing" spell from Inner Sea World which is from Paizo, but requires unholy water or a drop of devil's blood to work and is an evil spell (even though it does not make people evil).
Gives fast healing 1 for 1 minute.

The only other healing ability I found was through the Empyreal Bloodline which gives you Channel Energy. But at -4 level and only once per day.

Answer to 1st question: As you can see healing spells are the great divide between the arcane full casters and the divine casters.
If for example you want to add arcane spells to your divine spell list your only legal way (I know of) is with Eldtrich Heritage which is a 3 feat tax.

3 feats for a few extra spells is quite a lot (even though you get neat stuff from the first 2 feats as well).

So if you give a Sorcerer the ability to heal, there should be some kind of restriction to balance it out (that fits thematically).
For example he may have to forfeit one or two schools of magic similar to a specialist wizard... necromancy perhaps?
Maybe half the damage with his damage spells is non-lethal?

It depends a lot on what else he gets. You could give him lay on hands or channel energy instead of giving him healing spells at all. Or even invent your own (like you mentioned the fast healing abilities)
However if your world has no clerics/oracles at all then the bloodline could be that replacement and would need no counterbalance.


There is also a ranger/druid spell--blessing of the salamander granting the caster fast healing 5 for 1 round/level--but again it's within the domain of divine spell casting.

Ruyan.


Pathfinder Adventure Path Subscriber

Yeah, the only healing spells granted with this bloodline would be those fast healing spells (plus possibly the regenerate ring (kind of a mass version of regenerate light wounds ) and regenerate circle (mass version of the serious wounds one). I would just need to figure out the bloodline powers and other aspects of it.

Restricting the sorcerer from using necromancy spells would fit thematically with the bloodline. I don't think I would give the bloodline the full cure wounds spells. Leaving those for the bard and the divine spellcasters.


Sounds like a good plan.

Didn't know about the Salamander spell. Very nice.


Pathfinder Adventure Path Subscriber

So far, this is what I got for this bloodline:

Class Skill: Heal
Bonus Spells: Regnerate Light Wounds (3rd), Regenerate Moderate Wounds (5th), Regenerate Serious Wounds (7th), Reincarnate (9th), Regenerate Critical Wounds (11th), Mass Regenerate Light Wounds (13th), Mass Regenerate Moderate Wounds (15th), Mass Regenerate Serious Wounds (17th), True Reincarnation (19th)
Bonus Feats: Skill Focus (Heal), Great Fortitude, Weapon Finesse, Endurance, Toughness, Empower Spell
Bloodline Arcana: same as the Empyreal wildblooded bloodline, plus being incapable of learning or casting any Necromancy spells.

The regenerate wounds spells are conversions from Masters of the Wild/Complete Divine, as would be True Reincarnate. I am not entirely sure about them having Reincarnate/True Reincarnate for spells, but I honestly couldn't think of another spell. True Reincarnate is basically the True Resurrection version of Reincarnate.
I guess I could drop Reincarnate, reduce the level they get the other Regenerate Wounds spells by one step, add in a mass version of critical wounds, and give them Regenerate for their 19th level bonus spell.

Haven't figured out the powers yet. Now sure what to give them. Thought about giving them the Elemental Bloodline powers, but I am not really sure on that (this is basically the elemental (life) bloodline).


Try a ray of positive energy, bonus on saves against death effects (instead of a resistance), movement type could be replaced by full on channel energy (positive only). Btw why do you have weapon finesse as a bonus feat?


Pathfinder Adventure Path Subscriber

Looking through a number of bloodlines for inspiration (and seeing if 9 feats to choose from was the template), I noticed a number of them had Weapon Finesse, so figured I would toss it in there. I wouldn't be adverse to suggestions on what to replace it with, if anyone has one.


You can go about this two ways.

Give them elemental bloodline powers, flavored for healing (positive energy) living and harming the undead, boosting their healing done by spells and channeling...

Or

You can do it a fun way. Whenever the character gains a bloodline power, let them instead pick a revelation from the Oracle Life Mystery. This will give the sorcerer bloodline a unique a flavorful approach. Also, allows the sorcerer to take the feat 'Extra Revelation' to get other powers he might want, even if they choose to multiclass away.


Pathfinder Adventure Path Subscriber

I went with reflavoring of the Elemental Ray power from the elemental bloodline. Here are the proposed bloodline powers.

Ray of Life (Sp): Starting at 1st level, you can unleash a ray as a standard action, targeting anyone within 30 feet as a ranged touch attack. this ray heals 1d6 points of damage +1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Against creatures healed by negative energy, this ability damages instead of heals.
Negative Energy Resistance (Ex): At 3rd level, you gain a +5 bonus on saves against negative energy attacks, and gain energy resistance 5 vs negative energy damage (such as an evil cleric's channel energy ability). At 9th level, these increase to 10.
Regenerative Blast (Su): At 9th level, you can channel energy once per day as a cleric of your sorcerer level -4. at 17th level, you can do this twice per day. at 20th level, you can do this three times per day. The healing done is treated as fast healing equal to a maximum of your Charisma modifier. When used to harm, the damage done acts as bleed damage to a maximum of your Charisma modifier per round. This is not removed when the subject is healed.
Regenerative Touch (Su): At 15th level, you can use lay on hands as a paladin of your sorcerer level -4, but only to heal. The healing done is treated as fast healing equal to a maximum of your Charisma Modifier. This is useable a number of times per day equal to 1/2 effecive paladin level + Cha mod.
Life Apotheosis (Ex): At 20th level, you gain the effects of the final revelation of the oracle's life mystery.

To expand on the Regenerative Blast and Regenerative Touch abilities: Say you have a Charisma of 20, and roll 15 for your healing. You could make it act as fast healing 5 for 3 rounds (Cha mod +5), or even fast healing 1 for 15 rounds.

I decided to base the powers on both the Elemental bloodline and Celestial (Empyreal) bloodline. Since Regenerative Touch replaces the elemental movement (which is always active), I figured letting them use Regenerative Touch the same amount of times per day as a paladin of 4 levels lower wasn't too bad. I could reduce the number of times per day if it seems too much.

I thought of allowing them some Life revelations, but they didn't seem to fit much to me, as this bloodline is more about healing over time.

If anyone finds anything overly strong, please speak up (though do so in a non-jerkish way. Remember the most important rule of Paizo's board).

I also have plans of making a death (negative energy) bloodline as the counterpart to this bloodline. I know about the undead bloodline, and may just use that instead of creating a death bloodline. Not sure at this point.

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