Etrivar
2016-09-12, 10:56 PM
Hey all!
I've always been bothered by the presence of a shadow bloodline, but the lack of a balancing force, so I have created a bloodline which goes some way towards redressing the imbalance.
There are some concerns that I already have, and they can be found in the spoiler at the bottom of the post (I don't want to bias anyone before they have the chance to form their own initial impressions).
Luminous Bloodline
There is a radiance in your blood that stems from early exposure to supernatural light. As your magic grows brighter and brighter, so does your blood, forming a bright tracery over your entire body whenever you cast a spell.
Class Skill: Perception
Bonus Spells: color spray (3rd), glitterdust (5th), searing light (7th), wandering star motesAPG (9th), glimpse of truthUI (11th), particulate formMTT (13th), sunbeam (15th), sunburst (17th), prismatic sphere (19th)
Bonus Feats: Alertness, Eagle Eyes, Flaring Spell, Improved Initiative, Iron Will, Skill Focus (Perception), Spell Focus, Widen Spell
Bloodline Arcana: When casting a bloodline spell, or a spell with the [light] descriptor or (pattern) subschool, increase the DC by +1. This ability stacks with other abilities that increase save DC’s, such as the Spell Focus feat.
Bloodline Powers: Your powers can serve as a beacon in the dark, or to go out and eliminate the shadows of the world. How you use your powers is up to you.
Luminous Ray (Su): Starting at 1st level, you can fire a bright beam of light as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against undead, fungi, mold, oozes, and slimes this ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. Any other creature hit by the ray is dazzled for 1d4 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Supernal Sight (Ex): At 3rd level, you gain lowlight vision and a +2 racial bonus on saving throws made against blinding and dazzling effects and against sight-based illusions (all patterns and any figments or glamers that have visual components). If you already poses low-light vision, the distance increases to three times greater than normal, instead of two times greater. If you poses darkvision, the range of your darkvision improves by 30 feet. At 9th level, you become immune to blinding and dazzling effects, and the bonus to saves against sight-based illusions increases to +4.
Shooting Star (Su): At 9th level, you can replace much of the material of your body with light for a number of minutes per day equal to your sorcerer level. While this ability is active you gain a fly speed of 60 feet with good maneuverability and you glow as if you were the target of a daylight spell. This duration does not need to be consecutive, but it must be used in 1 minute increments. At level 20 the fly speed improves to 90, and the maneuverability improves to Perfect.
Nimbus of Light (Su): At 15th level, you can emit a 45-foot cone of light for a number of rounds per day equal to your sorcerer level. This acts as a daylight spell. In addition, undead, fungi, mold, oozes, and slimes within this cone take an amount of damage equal to your sorcerer level each round that they remain inside the cone. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this cone. The cone originates from you, and moves with you, but changing the direction of the cone is a move action. These rounds do not need to be consecutive.
Radiant Form (Su): At 20th level, your form becomes more luminescence than not, and your mastery over light becomes unparalleled. You are immune to critical hits and sneak attacks, and automatically succeed at any saving throw against sight-based illusions. Additionally, you gain unlimited use of your Shooting Star ability.
Changes from previous version
Moved Shooting Star to level 9 and Nimbus of Light to level 15
Changed Nimbus of light to a cone and gave it additional range to make it less risky for a sorcerer to use
Changes from previous version
Corrected the duration of shooting star
Replaced chains of light with particulate form as the 6th level bloodline spell
Removed excess verbiage from the Bloodline Arcana.
Luminous Bloodline
There is a radiance in your blood that stems from early exposure to supernatural light. As your magic grows brighter and brighter, so does your blood, forming a bright tracery over your entire body whenever you cast a spell.
Class Skill: Perception
Bonus Spells: color spray (3rd), glitterdust (5th), searing light (7th), wandering star motesAPG (9th), glimpse of truthUI (11th), particulate formMTT (13th), sunbeam (15th), sunburst (17th), prismatic sphere (19th)
Bonus Feats: Alertness, Eagle Eyes, Flaring Spell, Improved Initiative, Iron Will, Skill Focus (Perception), Spell Focus, Widen Spell
Bloodline Arcana: When casting a bloodline spell, or a spell with the [light] descriptor or (pattern) subschool, increase the DC by +1. This ability stacks with other abilities that increase save DC’s, such as the Spell Focus feat.
Bloodline Powers: Your powers can serve as a beacon in the dark, or to go out and eliminate the shadows of the world. How you use your powers is up to you.
Luminous Ray (Su): Starting at 1st level, you can fire a bright beam of light as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against undead, fungi, mold, oozes, and slimes this ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. Any other creature hit by the ray is dazzled for 1d4 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Supernal Sight (Ex): At 3rd level, you gain lowlight vision and a +2 racial bonus on saving throws made against blinding and dazzling effects and against sight-based illusions (all patterns and any figments or glamers that have visual components). At 9th level, you become immune to blinding and dazzling effects, and the bonus to saves against sight-based illusions increases to +4.
Nimbus of Light (Su): At 9th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your sorcerer level. This acts as a daylight spell. In addition, undead, fungi, mold, oozes, and slimes within this radius take an amount of damage equal to your sorcerer level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Shooting Star (Su): At 15th level, you can replace much of the material of your body with light for a number of minutes per day equal to your sorcerer level. While this ability is active you gain a fly speed of 60 feet with average maneuverability and you glow as if you were the target of a daylight spell. This duration does not need to be consecutive, but it must be used in 1 minute increments. At level 20 the fly speed improves to 90, and the maneuverability improves to Perfect.
Radiant Form (Su): At 20th level, your form becomes more luminescence than not, and your mastery over light becomes unparalleled. You are immune to critical hits and sneak attacks, and automatically succeed at any saving throw against sight-based illusions. Additionally, you gain unlimited use of your Shooting Star ability.
Luminous Bloodline
There is a radiance in your blood that stems from early exposure to supernatural light. As your magic grows brighter and brighter, so does your blood, forming a bright tracery over your entire body whenever you cast a spell.
Class Skill: Perception
Bonus Spells: color spray (3rd), glitterdust (5th), searing light (7th), wandering star motesAPG (9th), glimpse of truthUI (11th), chains of lightCoP (13th), sunbeam (15th), sunburst (17th), prismatic sphere (19th)
Bonus Feats: Alertness, Eagle Eyes, Flaring Spell, Improved Initiative, Iron Will, Skill Focus (Perception), Spell Focus, Widen Spell
Bloodline Arcana: When casting a bloodline spell, or a spell with the [light] descriptor or (pattern) subschool, increase the DC by +1. This ability stacks with other abilities that increase save DC’s (like the Spell Focus feat), but not with itself (i.e. a spell of the pattern subschool with the light descriptor does not benefit from this ability twice).
Bloodline Powers: Your powers can serve as a beacon in the dark, or to go out and eliminate the shadows of the world. How you use your powers is up to you.
Luminous Ray (Su): Starting at 1st level, you can fire a bright beam of light as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against undead, fungi, mold, oozes, and slimes this ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. Any other creature hit by the ray is dazzled for 1d4 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Supernal Sight (Ex): At 3rd level, you gain lowlight vision and a +2 racial bonus on saving throws made against blinding and dazzling effects and against sight-based illusions (all patterns and any figments or glamers that have visual components). At 9th level, you become immune to blinding and dazzling effects, and the bonus to saves against sight-based illusions increases to +4.
Nimbus of Light (Su): At 9th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your sorcerer level. This acts as a daylight spell. In addition, undead, fungi, mold, oozes, and slimes within this radius take an amount of damage equal to your sorcerer level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Shooting Star (Su): At 15th level, you can replace much of the material of your body with light for a number of minutes per day equal to your sorcerer level. While this ability is active you gain a fly speed of 60 feet with average maneuverability and you glow as if you were the target of a daylight spell. These rounds do not need to be consecutive. At level 20 the fly speed improves to 90, and the maneuverability improves to Perfect.
Radiant Form (Su): At 20th level, your form becomes more luminescence than not, and your mastery over light becomes unparalleled. You are immune to critical hits and sneak attacks, and automatically succeed at any saving throw against sight-based illusions. Additionally, you gain unlimited use of your Shooting Star ability.
1: The bloodline feats are leaning pretty heavily on the perception theme, can anyone think of a way to diversify this a touch?
2: Is the bloodline arcana casting a bit too wide a net with the three categories? Should this only include one of these three groups, or two of them? I think that it works, since most other similar DC-boosting abilities apply to categories far more voluminous than any of these three, and even at that there's significant overlap between them. Thoughts?
3: Should Nimbus of Light and Shooting Star switch places? Shooting Star is a flight ability with a 1-minute-per-sorcerer-level duration, which puts it precisely on par with the flight abilities that other bloodlines grant at 9th level. Additionally, putting Nimbus of Light at 15th would allow for a bit more power to it, and would allow for some more interesting, impactful-feeling effects.
4: Nimbus of Light is essentially the 8th level ability from the Sun Domain, except for the following changes: level changed from 8 to 9, all mentions of Cleric Level became Sorcerer Level, and fungi, mold, oozes, and slimes were added to effect. This is designed for a different class, with different progression and different needs. Is this is too much/not enough? Also, it was designed for a class that is designed to be in melee, so being caster-centric isn't a problem for a cleric, but it may be a problem for a sorcerer. Perhaps turn this into an ability usable at range with a duration and number of uses per day?
5: Is 90 feet and Perfect maneuverability too much? Since it's essentially a part of what would be an otherwise (I think) somewhat underwhelming capstone, I think that it evens out, but I'd like to hear opinions.
MTT= Magic Tactics Toolbox
APG= Advanced Player's Guide
UI= Ultimate Intrigue
CoP= Champions of Purity
Thank you for taking the time to read, and I very much appreciate any constructive criticism or ideas that you wonderful people can throw my way!
I've always been bothered by the presence of a shadow bloodline, but the lack of a balancing force, so I have created a bloodline which goes some way towards redressing the imbalance.
There are some concerns that I already have, and they can be found in the spoiler at the bottom of the post (I don't want to bias anyone before they have the chance to form their own initial impressions).
Luminous Bloodline
There is a radiance in your blood that stems from early exposure to supernatural light. As your magic grows brighter and brighter, so does your blood, forming a bright tracery over your entire body whenever you cast a spell.
Class Skill: Perception
Bonus Spells: color spray (3rd), glitterdust (5th), searing light (7th), wandering star motesAPG (9th), glimpse of truthUI (11th), particulate formMTT (13th), sunbeam (15th), sunburst (17th), prismatic sphere (19th)
Bonus Feats: Alertness, Eagle Eyes, Flaring Spell, Improved Initiative, Iron Will, Skill Focus (Perception), Spell Focus, Widen Spell
Bloodline Arcana: When casting a bloodline spell, or a spell with the [light] descriptor or (pattern) subschool, increase the DC by +1. This ability stacks with other abilities that increase save DC’s, such as the Spell Focus feat.
Bloodline Powers: Your powers can serve as a beacon in the dark, or to go out and eliminate the shadows of the world. How you use your powers is up to you.
Luminous Ray (Su): Starting at 1st level, you can fire a bright beam of light as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against undead, fungi, mold, oozes, and slimes this ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. Any other creature hit by the ray is dazzled for 1d4 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Supernal Sight (Ex): At 3rd level, you gain lowlight vision and a +2 racial bonus on saving throws made against blinding and dazzling effects and against sight-based illusions (all patterns and any figments or glamers that have visual components). If you already poses low-light vision, the distance increases to three times greater than normal, instead of two times greater. If you poses darkvision, the range of your darkvision improves by 30 feet. At 9th level, you become immune to blinding and dazzling effects, and the bonus to saves against sight-based illusions increases to +4.
Shooting Star (Su): At 9th level, you can replace much of the material of your body with light for a number of minutes per day equal to your sorcerer level. While this ability is active you gain a fly speed of 60 feet with good maneuverability and you glow as if you were the target of a daylight spell. This duration does not need to be consecutive, but it must be used in 1 minute increments. At level 20 the fly speed improves to 90, and the maneuverability improves to Perfect.
Nimbus of Light (Su): At 15th level, you can emit a 45-foot cone of light for a number of rounds per day equal to your sorcerer level. This acts as a daylight spell. In addition, undead, fungi, mold, oozes, and slimes within this cone take an amount of damage equal to your sorcerer level each round that they remain inside the cone. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this cone. The cone originates from you, and moves with you, but changing the direction of the cone is a move action. These rounds do not need to be consecutive.
Radiant Form (Su): At 20th level, your form becomes more luminescence than not, and your mastery over light becomes unparalleled. You are immune to critical hits and sneak attacks, and automatically succeed at any saving throw against sight-based illusions. Additionally, you gain unlimited use of your Shooting Star ability.
Changes from previous version
Moved Shooting Star to level 9 and Nimbus of Light to level 15
Changed Nimbus of light to a cone and gave it additional range to make it less risky for a sorcerer to use
Changes from previous version
Corrected the duration of shooting star
Replaced chains of light with particulate form as the 6th level bloodline spell
Removed excess verbiage from the Bloodline Arcana.
Luminous Bloodline
There is a radiance in your blood that stems from early exposure to supernatural light. As your magic grows brighter and brighter, so does your blood, forming a bright tracery over your entire body whenever you cast a spell.
Class Skill: Perception
Bonus Spells: color spray (3rd), glitterdust (5th), searing light (7th), wandering star motesAPG (9th), glimpse of truthUI (11th), particulate formMTT (13th), sunbeam (15th), sunburst (17th), prismatic sphere (19th)
Bonus Feats: Alertness, Eagle Eyes, Flaring Spell, Improved Initiative, Iron Will, Skill Focus (Perception), Spell Focus, Widen Spell
Bloodline Arcana: When casting a bloodline spell, or a spell with the [light] descriptor or (pattern) subschool, increase the DC by +1. This ability stacks with other abilities that increase save DC’s, such as the Spell Focus feat.
Bloodline Powers: Your powers can serve as a beacon in the dark, or to go out and eliminate the shadows of the world. How you use your powers is up to you.
Luminous Ray (Su): Starting at 1st level, you can fire a bright beam of light as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against undead, fungi, mold, oozes, and slimes this ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. Any other creature hit by the ray is dazzled for 1d4 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Supernal Sight (Ex): At 3rd level, you gain lowlight vision and a +2 racial bonus on saving throws made against blinding and dazzling effects and against sight-based illusions (all patterns and any figments or glamers that have visual components). At 9th level, you become immune to blinding and dazzling effects, and the bonus to saves against sight-based illusions increases to +4.
Nimbus of Light (Su): At 9th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your sorcerer level. This acts as a daylight spell. In addition, undead, fungi, mold, oozes, and slimes within this radius take an amount of damage equal to your sorcerer level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Shooting Star (Su): At 15th level, you can replace much of the material of your body with light for a number of minutes per day equal to your sorcerer level. While this ability is active you gain a fly speed of 60 feet with average maneuverability and you glow as if you were the target of a daylight spell. This duration does not need to be consecutive, but it must be used in 1 minute increments. At level 20 the fly speed improves to 90, and the maneuverability improves to Perfect.
Radiant Form (Su): At 20th level, your form becomes more luminescence than not, and your mastery over light becomes unparalleled. You are immune to critical hits and sneak attacks, and automatically succeed at any saving throw against sight-based illusions. Additionally, you gain unlimited use of your Shooting Star ability.
Luminous Bloodline
There is a radiance in your blood that stems from early exposure to supernatural light. As your magic grows brighter and brighter, so does your blood, forming a bright tracery over your entire body whenever you cast a spell.
Class Skill: Perception
Bonus Spells: color spray (3rd), glitterdust (5th), searing light (7th), wandering star motesAPG (9th), glimpse of truthUI (11th), chains of lightCoP (13th), sunbeam (15th), sunburst (17th), prismatic sphere (19th)
Bonus Feats: Alertness, Eagle Eyes, Flaring Spell, Improved Initiative, Iron Will, Skill Focus (Perception), Spell Focus, Widen Spell
Bloodline Arcana: When casting a bloodline spell, or a spell with the [light] descriptor or (pattern) subschool, increase the DC by +1. This ability stacks with other abilities that increase save DC’s (like the Spell Focus feat), but not with itself (i.e. a spell of the pattern subschool with the light descriptor does not benefit from this ability twice).
Bloodline Powers: Your powers can serve as a beacon in the dark, or to go out and eliminate the shadows of the world. How you use your powers is up to you.
Luminous Ray (Su): Starting at 1st level, you can fire a bright beam of light as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against undead, fungi, mold, oozes, and slimes this ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. Any other creature hit by the ray is dazzled for 1d4 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Supernal Sight (Ex): At 3rd level, you gain lowlight vision and a +2 racial bonus on saving throws made against blinding and dazzling effects and against sight-based illusions (all patterns and any figments or glamers that have visual components). At 9th level, you become immune to blinding and dazzling effects, and the bonus to saves against sight-based illusions increases to +4.
Nimbus of Light (Su): At 9th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your sorcerer level. This acts as a daylight spell. In addition, undead, fungi, mold, oozes, and slimes within this radius take an amount of damage equal to your sorcerer level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Shooting Star (Su): At 15th level, you can replace much of the material of your body with light for a number of minutes per day equal to your sorcerer level. While this ability is active you gain a fly speed of 60 feet with average maneuverability and you glow as if you were the target of a daylight spell. These rounds do not need to be consecutive. At level 20 the fly speed improves to 90, and the maneuverability improves to Perfect.
Radiant Form (Su): At 20th level, your form becomes more luminescence than not, and your mastery over light becomes unparalleled. You are immune to critical hits and sneak attacks, and automatically succeed at any saving throw against sight-based illusions. Additionally, you gain unlimited use of your Shooting Star ability.
1: The bloodline feats are leaning pretty heavily on the perception theme, can anyone think of a way to diversify this a touch?
2: Is the bloodline arcana casting a bit too wide a net with the three categories? Should this only include one of these three groups, or two of them? I think that it works, since most other similar DC-boosting abilities apply to categories far more voluminous than any of these three, and even at that there's significant overlap between them. Thoughts?
3: Should Nimbus of Light and Shooting Star switch places? Shooting Star is a flight ability with a 1-minute-per-sorcerer-level duration, which puts it precisely on par with the flight abilities that other bloodlines grant at 9th level. Additionally, putting Nimbus of Light at 15th would allow for a bit more power to it, and would allow for some more interesting, impactful-feeling effects.
4: Nimbus of Light is essentially the 8th level ability from the Sun Domain, except for the following changes: level changed from 8 to 9, all mentions of Cleric Level became Sorcerer Level, and fungi, mold, oozes, and slimes were added to effect. This is designed for a different class, with different progression and different needs. Is this is too much/not enough? Also, it was designed for a class that is designed to be in melee, so being caster-centric isn't a problem for a cleric, but it may be a problem for a sorcerer. Perhaps turn this into an ability usable at range with a duration and number of uses per day?
5: Is 90 feet and Perfect maneuverability too much? Since it's essentially a part of what would be an otherwise (I think) somewhat underwhelming capstone, I think that it evens out, but I'd like to hear opinions.
MTT= Magic Tactics Toolbox
APG= Advanced Player's Guide
UI= Ultimate Intrigue
CoP= Champions of Purity
Thank you for taking the time to read, and I very much appreciate any constructive criticism or ideas that you wonderful people can throw my way!