Voodoo Bloodline


Homebrew and House Rules


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I'm running a homebrew campaign with my brother and some friends. My brother wants to try out the new bloodrager class but doesn't like any of the current bloodlines. I told him to come up with something he likes and ill try to make it work. He chose Voodoo. After many hours of trying to figure it out. Here is what i ended up with. Let me know what you guys think. I am more than happy to receive suggestion.

Bokor Bloodline
The blood of the great priests of voodoo curse through your veins, making you closer to the spirits when you bloodrage.

Bonus Feats: Toughness, Iron Will, Diehard, Forge Ring, Incrisbe Magical Tattoo, Arcane Vendetta

Bonus Spells: Animate Dead (7th), False Life (10th), Desecrate or Consecrate (Choice is made when obtained) (13th), Vampiric Touch (16th)

Bloodline Powers:
Sacrifice to the Loa – At 1st level, by spending 5 HP to the lesser deities of the world, you gain a +1 luck bonus to any roll or can give a -1 penalty to an opponent’s roll. This bonus is applied as an immediate action after a roll is made but before the results are given. HP is not recovered until bonus has been used. Every 4th level the number of sacrifices that can be made increases by one (Max 5). Multiple bonuses cannot be used on the same roll.

Voodoo Dolls – At 4th level you gain knowledge on how to create voodoo dolls. The voodoo doll can be bonded to any creature as long as you have some part of her to use. Bonding the doll is a full round action. By spending a standard action you can push pins into the doll and cause the target to become shaken for 1d4 rounds, Will save negates (DC 10 + ½ bloodrager level + Cha Modifier). Also a standard action you may attempt to trip, or bull rush the target creature from far away. Target gets two rolls, first is a will save to negate, second is standard CMB vs CMD. Start of with only being able to have 1 active bond but increase by 1 every 2nd level after 4th. The making of a doll takes 1 hour.

Voodoo Stare – At 8th level, creature gains gaze attack with a 30 ft range. By locking eyes the bloodrage can take control of the target (Will save DC 10 + ½ bloodrage level + Cha modifier). The target is affected for 1+ Cha modifier rounds per stare. The stare can only be used once per day plus one additional time every fourth level. During this time target takes all damage taken by bloodrager. The bloodrager can also expend the entire entire use (min 3 rounds) and compel the creature to act upon her command. If the action risks the creatures own life, she gets a will save. Must have proper rest to recover daily uses.

Trap Soul – At 12th level the bloodrage can trap Cha modifier number of souls. The souls must be placed into a talisman that takes the bloodrage 1 full day to create said talisman. To trap a soul target creature must be at o HP or less and gets a fort save to prevent her soul from being taken. The soul is then trapped until released or the talisman is broken. The soul may be used in one of three ways: gain +4 to knowledge checks based on the creature (GM Discretion); can force the soul to fight for you 1d4 +Cha modifier rounds. Creature keeps the same stats as when it was put into the talisman but becomes incorporeal; Gain 1 DR/magical ever 4 levels of the soul, only applies while bloodraging. In the latter two instances the talisman is used up when. While the soul is trapped the body can be saved and kept alive but is comatose until its soul returns.

Incorporeal Bloodrager - 1/day choose to become incorporeal. You take only half damage from magic corporeal sources, and you take no damage from non-magic weapons and objects. Your attacks deal damage as normal due.

For the final power I had no idea how to end the bloodline so i made three different options, if you guys want to let me know what would be best.

Ring Shout – When entering bloodrage you create a 30 foot area around you the moves as you move. Any spell targeted within the area targets all creatures except those exempt by you. All spells act as if using the consecrate/desecrate metamagic feat (choice is made at the beginning of the bloodrage) and ectoplasmic spell feat.

Or

Spiritual Dualism – the gros bon ange (biological functions) and the ti bon ange (personality and will power) reach their full potential. Automatically stabilize, immune to poisons, electrical resistance 10, acid resistance 10, and gain fast healing 2 when bloodraging. Not affected by charms, and compulsions. Gain +4 to all Cha checks.

Or

Resurrection (20th) -


You have some really favorable abilities here! I like it a lot, but I feel like some of your abilities are too weak (the going rate for Bloodrager Bloodline powers is essentially 1 = 2 Barbarian Rage powers as per the Primalist archetype) and some might be more powerful than you think but in unconsidered ways. Here are some of my thoughts:

Sacrifice to the Loa:
I always liked life tapping mechanics so it's cool to see that you have one. That said, making the bonuses/penalties un-stackable really limits the usefulness of the ability to the point where it won't mean much at all beyond super low levels.

Maybe consider having a number of "sacrifice slots" equal to non-raging constitution modifier; from there have the number of HP that can be sacrificed into an individual slot be level based like you already have. So at 1st level, each slot can hold a 5 hp sacrifice for a +/-1, at 4th up to a 10 hp sacrifice for +/-2, etc. Another idea: Maybe let the bonus option also apply to spell DCs or caster level checks vs SR.

Also what kind of action is it to create the original "stored" sacrifice?

Voodoo dolls:
Very flavorful ability that can potentially add some extra tactical depth to certain encounters. I would suggest getting rid of the will negates aspect of this ability; the action cost is enough as using a standard action to apply shaken, trip (can normally be done in place of a melee attack), or bull rush isn't great.

That aside, I'd suggest increasing the duration of the shaken condition to something like 1/2 level. If you really wanted to keep the will negates aspect of this, I would suggest adding better status effects as level increases, something that would potentially be worth a standard action to apply; maybe make those extra effects require close proximity or at least vision (even through scrying) of the target to function.

Voodoo Stare:
I think you need to clarify what you mean by "take control" of the target, perhaps by adding "as per X spell BUT." I like the idea of it working like Marionette Possession except it can be used on unwilling creatures, but if that's not what you meant then feel free to disregard that suggestion. Same suggestion for the "compel" aspect; I'm assuming that would function like Dominate Person/Monster?

Also consider dropping the "gaze attack" language. That is kind of confusing as the ability really has nothing to do with the monster ability rules for gaze attacks. Maybe just say "Creatures without sight or eyes are immune to this effect."

Trap the Soul:
You mentioned 3 ways the souls can be used but only listed 2. Maybe I suggest the last way be for it to act as "Speak with Dead?" The soul fighting for you aspect is also potentially really powerful depending on what they find... I really like the idea but I'm not sure how I feel about it. The initial fort save is a limiting factor though.

What happens to the soul after it is done fighting by the way? Maybe consider adding a level of danger to the mechanic by forcing some sort of save on the soul or the caster or it persists for X amount of time after its service is completed and is free to do as it pleases... which probably means seeking revenge.

Something else to consider: It is not specified, but full out preventing all forms of resurrection with this ability would be really powerful, perhaps not in a usual gameplay sense, but in a narrative way. Is that something you want? If not, consider having it function like the last paragraph of the Create Soul Gem spell in regards to people trying to get their friend's soul back from the PC.

Incorporeal Bloodrager:
How long does it last? Also check out the spell Shadow Projection; maybe have it function like that except for less time and the PCs armor/weapon gain ghost touch and conductive (yay, getting to deal strength damage once per round in addition to your full attack!)... you know, I'm not really sure how I feel about that now but it definitely sounds cool and fitting to the concept.

Capstone ideas: I think this is the weakest aspect of what you have here as they don't really seem to tie it all together. With that said, perhaps consider some of these ideas, or maybe even all of them together as the capstone.

1. You gain a "sacrifice slot" for each Voodoo Doll victim, essentially sacrificing their HP to power your Sacrifice to the Loa ability. Once per day per doll. Actually that might be something to consider working into the Voodoo Doll ability instead of using it as a capstone...
2. Trap the Soul as per the spell 1/week without a material component; takes one hour to construct.
3. Immune to mind affecting, possession effects, negative energy, energy drain.


Wow. thank you for all the suggestions. Ill fiddle around with the mechanics and put up what i got.


OK so taking chaoseffect's suggestions these are the changes that I made.

For sacrifice to the loa removed the restritcion and allowed the bonuses to stack. And using the Spell DC idea, I turned this into a passive ability that increases the DC of spells cast as long as the points have not been used. Make the player have to choose between having max health or having more effective spells.(+1 DC inititally, +2 DC at the +3 bonus level and +3 DC at the +5 point). the sacrifice is a swift action.

For Voodoo Dolls im going to run with the half level and did get rid of the will save. Looking it over two rolls was a bit much. And then taking the suggestion for added bonuses i put At 5th level, along with causing them to be shaken, bloodrager may use voodoo doll to steal targets hp and use it for sacrifice to the Loa. At 9th level an enchantment or an illusion may be placed upon the voodoo doll and have it affect the target.

voodoo stare i made the wording changes but kept it overall the same

Trap soul for the second use this was added "If the body remains alive it will immediately return to its body. If the body has since passed the spirit may move on but has a 20% chance to remain behind and turn on the bloodrager."
and then this was the third use, Gain 1 DR/magical every 3 levels of the soul, only applies while bloodraging. Since my brother is using the spell eater archetype weird DR issues isn't an issue

for the 16th level spell i was thinking of changing it to this keep it to the spirit theme.
Blessed by the Spirits - 1/day the bloodrager can seek the aid of powerful spirits and merge part of himself into the spirit realm. The bloodrager gains concealment. Also she takes only half damage non-magic weapons and objects. Your attacks deal damage as normal and act as if they had ghost touch. Spells cast while in this form must be channeled through an attack. This ability lasts for half the number of bloodrage rounds.

the capstone ability still eludes me. I cant find the right flavor im looking for but since we are starting at level 6 i figure i have some time to figure it out.

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