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View Full Version : Pathfinder New sorceror bloodline: Possessed



Boci
2014-10-24, 07:02 AM
Made this bloodline for a game I'm DMing, and was wondering what people thought of it.

Possessed Bloodline

Although there is no blood of some grand creature in your family tree, a parent of yours was possessed by a ghost when you were conceived, and in that moment you inherited a frightening potential, as the ghost’s essence was imprinted upon on your lifeforce.

Class skill: Knowledge (religion)

Bonus Spells: Silent Image (3rd), Levitate (5th), Major Image (7th), Invisibility, Greater (9th), Telekinesis (11th), Programmed Image (13th), Reverse Gravity (15th level), Undead Anatomy IV (incorporeal undead only) (17th level), Drain Energy (19th).

Bonus Feats: Agile Maneuvers, Dodge, Enforcer, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Intimidate), Stealthy, Tenebrous Spell.

Bloodline Arcana: Whenever you cast a spell, you gain a deflection bonus to your AC equal to the spell’s level for 1 round. If you cast multiple spells in the same round, only the highest applies.

Bloodline powers: You gain powers of incorporeal force that has somehow become a part of you, but it also marks you: a blessing and a curse.

Ghostly grasp (Sp): At 1st level, you can direct the ghost within you to grasp at a nearby creature or object. Similar to mage hand, this ability allows for finer manipulation, allowing you to make an aid another attempt for an ally within 30ft. You gain a bonus on this attempt equal to your charisma modifier. You can use this ability a number of times per day equal to 3 + your charisma modifier.

Fling (Sp): At 3rd level, you may now launch objects with enough force to damage creatures. This ability can only be used if there is a non-magical, unattended object within 20ft, and the target must be within 50ft. As a standard action you make a ranged attack, using your caster level instead of your BAB and your charisma modifier in place of your dexterity modifier. The damage depends on the weight of the object:
Less than 2lbs (mug, cutlery): 1d4+cha mod
2-5lbs (manacles, lantern): 1d6+cha mod
6-10lbs (chair, shovel): 1d8+cha mod
11-25lbs (small table, ladder): 2d6+cha mod
26-50lbs (empty barrel): 3d6+cha mod
51-100lbs (full chest, big table): 4d6+cha mod
101+lbs (chart, wagon): too heavy

Fleet (Su): At 9th level, you ignore difficult terrain when you move, gain a +20 bonus on escape artist checks and have a 20% miss chance on any attacks of opportunity. Force effects ignore this miss chance. At 17th level, you gain concealment against any creature more than 30ft away from you.

Flesh of the spirit (Su): At 15th level, you gain DR: 20 / magic, DR: 5 / - and resist acid, cold, electricity, fire and sonic at a value of 10, as only force affects can damage you fully.

Spirit Unleashed (Su): At 20th level you may turn incorporeal for 1 round as a free action. Whilst incorporeal from this ability, the spirit inside you can use your power, and you gain an additional standard action that can only be used to cast a spell. When this ability ends, you are dazed for 1 round, as releasing the ghostly essence badly shakes your corporeal form. You can use this ability a number of times per day equal to your charisma modifier (minimum 1).