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View Full Version : D&D 3.x Class Heritage feat-based sorcerer revamp, plus numerous heritage feats



Hashmalum
2017-02-19, 07:09 PM
So I decided to attempt to create a sorcerer class that compared better to wizard than the existing sorcerer class. I also decided that I wanted to incorporate a bloodline class feature, but I did not want to simply use the Pathfinder sorcerer for various reasons:

The various bloodline arcana powers are a form of "Pathfinderitis" (the swelling of the character sheet with numerous small abilities, many of which are of questionable use).
PrCs are a major part of 3.5E for good or for ill, and making the bloodline advancement strictly dependent on staying in the base class hampers that.
Pathfinder bloodlines don't interact with the existing draconic and heritage feats.
Pathfinder didn't take the opportunity to get rid of the unnecessary and completely inexplicable 1 level delay in spell advancement relative to wizard.
Pathfinder bloodline bonus spells don't incorporate applicable spells from 3.5E sourcebooks such as Draconomicon, Libris Mortis, etc.

So I created a sorcerer that gives bloodline powers in the form of heritage feats. Of course there weren't nearly enough such feats, and many bloodlines weren't covered, so I created a bunch more. This addresses the first three points above; players don't have to take feats that give character sheet bloating useless powers, bloodlines can still be advanced while taking a PrC (albeit at a slower rate), and the existing heritage feats are an integral part of the system.

I would like to thank aimlessPolymath for his numerous invaluable contributions in reviewing and suggesting changes to this project.



BEBook of Exalted Deeds
BVBook of Vile Darkness
CAComplete Arcane
CDComplete Divine
CiCityscape
CMComplete Mage
CRChampions of Ruin
DMDragon Magic
DrDraconomicon
DrUDrow of the Underdark
FCIFiendish Codex I
FFFiend Folio
FrFrostburn
LMLibris Mortis
MM2Monster Manual II
MPManual of the Planes
PH2Player's Handbook II
PlHPlanar Handbook
RDrRaces of the Dragon
RSRaces of Stone
SaSandstorm
SKSerpent Kingdoms
SpCSpell Compendium
UnaUnapproachable East




HD and skills are as for the Player's Handbook sorcerer.


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Bloodline, heritage feat, spontaneous metamagic, summon familiar53
2nd+1+0+0+3Bloodline spell (0 level)64
3rd+1+1+1+3-653
4th+2+1+1+4Bloodline spell (1st level)664
5th+2+1+1+4Bloodline feat6653
6th+3+2+2+5Bloodline spell (2nd level)6664
7th+3+2+2+5-66653
8th+4+2+2+6Bloodline spell (3rd level)66664
9th+4+3+3+6-666653
10th+5+3+3+7Bloodline feat, bloodline spell (4th level)666664
11th+5+3+3+7-6666653
12th+6/+1+4+4+8Bloodline spell (5th level)6666664
13th +6/+1+4+4+8-66666653
14th +7/+2+4+4+9Bloodline spell (6th level)66666664
15th+7/+2+5+5+9Bloodline feat666666653
16th +8/+3+5+5+10Bloodline spell (7th level)666666664
17th+8/+3+5+5+10-6666666653
18th+9/+4+6+6+11Bloodline spell (8th level)6666666664
19th+9/+4+6+6+11-6666666665
20th +10/+5+6+6+12Bloodline feat, bloodline spell (9th level)6666666666


Bloodline: You must choose one bloodline which may not be changed thereafter. This bloodline will determine your bonus feats and bonus spells known. If you have already taken the heritage feat of a given bloodline, you must take that bloodline. If you are an aasimar or good outsider, you must take the celestial bloodline; if you are a tiefling or evil outsider, you must take the fiendish bloodline; if you are a dragon or have the dragonblood subtype, you must take either of the two draconic bloodlines; if you are a fey, you must take the fey bloodline; and if you have an elemental subtype (air, earth, fire, water) you must take that bloodline.
Heritage feat: You gain the listed heritage feat for your bloodline. If you already have this feat, you may choose a feat from the list of bloodline feats for your bloodline.
Bloodline feat: You may choose a feat from the list of bloodline feats for your bloodline, or from the following list: Extra Slot CA, Extra Spell CA, Heritage Scholar New.
Bloodline spell: You add the spell listed for your bloodline of the given level to your sorcerer spells known as a spell of the given level. Note that some bloodlines give access to spells at a lower level than they are normally attainable; these are denoted with an asterisk*. If you already know the given spell, choose another spell of the same level from the normal sorcerer spell list as a bonus spell.
Spontaneous metamagic: You can cast sorcerer spells (only) without increasing the casting time if you apply a metamagic feat.

Spells Known

Level01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd531
4th632
5th6421
6th7432
7th75321
8th85432
9th854321
10th955432
11th9554321
12th9554432
13th95544321
14th95544432
15th955444321
16th955444332
17th9554443321
18th9554443332
19th9554443332
20th9554443333



Spells

0Predict Weather New
1stPurify Air New
2ndGust of Wind
3rdWind Wall
4thCyclonic Blast* SpC
5thControl Winds
6thWind Walk
7thControl Weather
8thWhirlwind
9thStorm of Vengeance

Alignment requirements: None
Heritage feat: Air Heritage PlH
Bonus feats: Airy Buoyancy New, Airy Flight New, Airy Form New, Airy Mastery New, Airy Resistance New, Airy Transparency New, Element Focus New (air), Elemental Caller New, Elemental Protection New, Elemental Reflexes New, Elemental Spell Knowledge New, Elemental Spellcasting PlH (air), Greater Element Focus New (air), Heritage Darkvision New, Storm Magic Fr
Possible ancestors: Air Mephit, Djinn, Spirit of the Air FF, Sylph MM2



Spells

0Read Magic
1stIdentify
2ndInvisibility
3rdDispel Magic
4thDimension Door
5thOverland Flight
6thTrue Seeing
7thGreater Teleport
8thPower Word Stun
9thWish

Alignment requirements: None
Heritage feat: Scribe Scroll
Bonus feats: Any item creation or metamagic feat, Arcane Preparation CA, Greater Spell Focus (any), Metamagic School Focus CM (any), Spell Focus (any)
Possible ancestors: Arcane bloodline creatures come from a long line of wizards, or are the result of a blessing or descent from a god of magic.



Spells

0Light
1stDetect Evil
2ndGlorious Raiment BE
3rdMagic Circle Against Evil
4thCelestial Brilliance BE
5thDispel Evil
6thGreater Heroism
7thRighteous Smite BE
8thRapture* New
9thGate

Alignment requirements: Non-evil
Heritage feat: Celestial Heritage PlH
Bonus feats: Celestial Diplomat New, Celestial Envoy New, Celestial Familiar BE, Celestial Healing Thaumaturgy New, Celestial Legacy New, Celestial Power New, Celestial Purifier New, Celestial Resistance New, Celestial Sense New, Celestial Spell Knowledge New, Consecrate Spell CD, Heritage Darkvision New, Heritage Scholar New, Improved Outer Planar Heritage PlH, Purify Spell BE, Spell Focus CD (good), Words of Creation BE
Possible ancestors: Couatl (also snake bloodline), too many others to list.



Spells

0Know Weight New
1stCause Fear
2ndResist Energy
3rdDragonskin SpC
4thDragon Breath SpC
5thDraconic Might SpC
6thLesser Dragonshape DM
7thArcane Spellsurge DM
8thMind Blank
9thDragonshape PH2

Alignment requirements: None
Heritage feat: Draconic Heritage RDr
Bonus feats: Any draconic feat, Dragon Familiar Dr, Energy Focus New (chosen dragon type's associated energy type), Greater Energy Focus New (chosen dragon type's associated energy type), Practical Metamagic RDr
Possible ancestors: Dragon (any), Faerie Dragon Dr (also fey bloodline).



Spells

0Mage Hand
1stHoard Gullet DM
2ndScintillating Scales SpC
3rdMesmerizing Glare SpC
4thGreater Wings of Air SpC
5thDispelling Breath SpC
6thAura of Terror SpC
7thArcane Spellsurge DM
8thMind Blank
9thBreath Weapon Admixture SpC

Alignment requirements: None
Heritage feat: Eschew Materials
Bonus feats: Any breath feat, any metabreath feat, Awaken Spell Resistance Dr, Draconic Domain New, Draconic Knowledge Dr, Dragon Theurge New, Embed Spell Focus Dr, Practical Metamagic RDr
Possible ancestors: Dragon (any), Faerie Dragon Dr (also fey bloodline).



Spells

0Discern Depth New
1stFoundation of Stone SpC
2ndSoften Earth and Stone
3rdStone Shape*
4thStoneskin
5thWall of Stone
6thStone Tell
7thMaster Earth SpC
8thEarthquake
9thImprisonment

Alignment requirements: None
Heritage feat: Earth Heritage PlH
Bonus feats: Earth Adept RS, Earth Master RS, Earth Sense RS, Earth Spell RS, Earthen Bite New, Earthen Digestion New, Earthen Hide New, Earthen Scent New, Earthen Slam New, Earthen Toughness New, Element Focus New (earth), Elemental Caller New, Elemental Fortitude New, Elemental Protection New, Elemental Spell Knowledge New, Elemental Spellcasting PlH (earth), Greater Element Focus New (earth), Heritage Darkvision New, Heritage Scholar New
Possible ancestors: Dao MP, Earth Mephit, Rukarazyll MM2.



Spells

0Faerie Food New
1stFaerie Fire
2ndInvisibility
3rdDeceptive FacadeCM
4thLesser Geas
5thSeeming
6thEndless Slumber CM
7thMass Invisibility
8thOtto's Irresistable Dance
9thShapechange

Alignment requirements: Non-lawful
Heritage feat: Fey Heritage CM
Bonus feats: Dazzling Illusion CM, Deceptive Spell Ci, Fey Legacy CM, Fey Performer New, Fey Power CM, Fey Presence CM, Fey Reflexes New, Fey Skin CM, Fey Spell Knowledge New, Fey Trickster New, Greater Spell Focus (enchantment or illusion), Heritage Scholar New, Metamagic School Focus CM (enchantment or illusion), Spell Focus (enchantment or illusion), Unsettling Enchantment CM
Possible ancestors: Dryad, Faerie Dragon Dr (also draconic or true dragon bloodline), Nixie, Nymph, Pixie, Satyr, Sirine MM2.



Spells

0Unnerve New
1stProtection from Good
2ndSadism BV
3rdDevil's Eye BV
4thDamning Darkness BV
5thDispel Good
6thEyebite
7thWretched Blight BV
8thTrap the Soul
9thGate

Alignment requirements: Non-good
Heritage feat: Fiendish Heritage CM
Bonus feats: Corrupt Spell CD, Dark Speech FCI, Fiendish Defiler New, Fiendish Intimidator New, Fiendish Legacy CM, Fiendish Nocuous Mage New, Fiendish Power CM, Fiendish Presence CM, Fiendish Resistance CM, Fiendish Spell Knowledge New, Graft Flesh FF (fiendish), Heritage Darkvision New, Heritage Scholar New, Improved Outer Planar Heritage PlH, Spell Focus (evil) CD, Violate Spell BV
Possible ancestors: Night Hag (also hag bloodline), Yochlol FC1 (also spider bloodline), too many others to list.



Spells

0Discern Temperature New
1stBurning Hands
2ndCombust SpC
3rdFireball
4thFire Stride SpC
5thMass Fire Shield SpC
6thFire Spiders SpC
7thDelayed Blast Fireball
8thIncendiary Cloud
9thMeteor Swarm

Alignment requirements: None
Heritage feat: Fire Heritage PlH
Bonus feats: Element Focus New (fire), Elemental Caller New, Elemental Protection New, Elemental Reflexes New, Elemental Spell Knowledge New, Elemental Spellcasting PlH (fire), Fiery Aura New, Fiery Eyes New, Fiery Fascination New, Fiery Offering New, Fiery Smokescreen New, Fiery Speed New, Fiery Spell Sa, Greater Element Focus New (fire), Heritage Darkvision New, Heritage Scholar New, Searing Spell Sa
Possible ancestors: Azer, Efreet, Fire Mephit.



Spells

0Ghost Sound
1stDisguise Self
2ndFog Cloud
3rdBestow Curse*
4thAnimate Dead
5thBaleful Polymorph
6thVeil
7thVision
8thMind Blank
9thWeird

Alignment requirements: None
Heritage feat: Hag Heritage New
Bonus feats: Accursed Spell New, Alertness, Blind-fight, Combat Casting, Curse Focus New, Dazzling Illusion CM, Favored Magic Foe (humanoid, monstrous humanoid, or giant), Great Fortitude, Greater Curse Focus New, Greater Spell Focus (illusion), Hag Feast New, Hag Legacy New, Hag Might New, Hag Power New, Hag Resistance New, Hag Skin New, Hag Talons New, Hag Toughness New, Heritage Darkvision New, Heritage Scholar New, Metamagic School Focus CM (illusion), Spell Focus (illusion)
Possible ancestors: Dune Hag Sa, Hag (annis, green hag, or sea hag), Hag (bheur or shrieking hag) Una, Marzanna Fr, Night Hag (also fiendish bloodline)



Spells

0Detect Poison
1stSnake's Swiftness* SpC
2ndMass Snake's Swiftness* SpC
3rdPoison
4thSerpent Arrow SK
5thGutsnake SpC
6thWhirl of Fangs* SK
7thMass Poison New
8thBite of the King SpC
9thHa-Naga Form New

Alignment requirements: None
Heritage feat: Snake Heritage New
Bonus feats: Deflect Arrows, Graft Yuan-Ti Flesh SK, Improved Grapple, Improved Initiative, Lightning Reflexes, Master of Poisons DrU, Poison Spell DrU, Poison Use New, Snake Bite New, Snake Presence New, Snake Reflexes New, Snake Resistance New, Snake Scales New, Snake Senses New
Possible ancestors: Couatl (also celestial bloodline), Lamia Noble (http://www.giantitp.com/forums/showthread.php?514133-New-vestige-Echidna-and-numerous-monsters-%28PEACH%29), Naga, Yuan-Ti.



Spells

0Unhealth New
1stDetect Undead
2ndGhoul Touch
3rdAnimate Dead*
4thEnervation
5thSlay Living
6thCreate Undead
7thControl Undead
8thCreate Greater Undead
9thEnergy Drain

Alignment requirements: Non-good
Heritage feat: Tomb-Tainted Soul LM
Bonus feats: Arcane Defense CA (necromancy), Black Lore of Moil CA, Corpsecrafter LM, Deadly Chill LM, Destruction Retribution LM, Enervate Spell LM, Favored Magic Foe CM (undead), Fearsome Necromancy CM, Fell Animate LM, Fell Drain LM, Fell Frighten LM, Fell Weaken LM, Graft Flesh LM (undead), Greater Spell Focus (necromancy), Hardened Flesh LM, Heritage Darkvision New, Heritage Scholar New, Lord of the Uttercold CA, Master of Undeath CM, Metamagic School Focus CM (necromancy), Mother Cyst LM, Necromantic Might LM, Necromantic Presence LM, Nimble Bones LM, Spell Focus (necromancy), Stitched Flesh Familiar LM, Tomb-Born Fortitude LM, Tomb-Born Resilience LM, Tomb-Born Vitality LM, Vampiric Spell New
Possible ancestors: Vampire, Vampire Spawn.



Spells

0Create Water
1stAnimate Water SpC
2ndSwim SpC
3rdWater Breathing
4thControl Water*
5thCloak of the Sea* SpC
6thTidal Surge SpC
7thWaterspout SpC
8thRed Tide SpC
9thTsunami SpC

Alignment requirements: None
Heritage feat: Water Heritage PlH
Bonus feats: Element Focus New (water), Greater Element Focus New (water), Elemental Caller New, Elemental Fortitude New, Elemental Protection New, Elemental Spell Knowledge New, Elemental Spellcasting PlH (water), Heritage Darkvision New, Heritage Scholar New, Watery Breathing New, Watery Breathing Link New, Watery Drenching New, Watery Form New, Watery Freedom New, Watery Resistance New
Possible ancestors: Marid MP, Triton, Water Mephit.

Hashmalum
2017-02-19, 07:11 PM
The toughness feats are probably too strong.

Draconic Skin [Draconic]
Your skin takes on a sheen, luster, and hardness related to your draconic ancestor.
Prerequisites: Draconic Heritage, sorcerer level 1st.
Benefit: Your natural armor bonus increases by the number of draconic feats you have (including this one).

Draconic Toughness [Draconic]
Your draconic nature reinforces your body as you embrace your heritage.
Prerequisites: Draconic Heritage, sorcerer level 1st.
Benefit: When you take this feat, you gain a number of hit points equal to the number of draconic feats you have (including this one) times your Hit Dice. Whenever you take a draconic feat, you gain a number of hit points equal to your Hit Dice. Whenever you gain a Hit Dice, you gain a number of hit points equal to the number of draconic feats you have (including this one).


Curse Focus [General]
Your curse spells are particularly powerful.
Prerequisites: Ability to cast at least one spell with the curse descriptor, alignment non-good.
Benefit: The DC of any spells with the curse descriptor you cast increases by 1.
Special: This ability overlaps (does not stack) with the increase to save DC from the Spell Focus feat.

Element Focus [General]
Choose an element (air, earth, fire, or water). Your spells that use that element are more potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that have the subtype of the chosen element. This benefit overlaps (does not stack) with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of element.

Energy Focus [General]
Choose a type of energy (acid, cold, electricity, fire, or sonic). Your spells that use that type of energy are more potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that have the subtype of the chosen energy type.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of energy.

Greater Curse Focus
Your curse spells are now more powerful than ever before.
Prerequisites: Curse Focus, alignment non-good.
Benefit: The DC of of any spells with the curse descriptor you cast increases by 1. This stacks with bonus from Curse Focus.
Special: This ability overlaps (does not stack) with the increase to save DC from the Greater Spell Focus feat.

Greater Element Focus
Choose an element to which you have already applied the Element Focus feat. Your spells of that element are now even more potent than before.
Prerequisites: Element Focus.
Benefit: Add +1 to the DC for all saving throws against spells that have the subtype of the chosen element. This benefit overlaps (does not stack) with the bonus from Greater Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new element to which you have already applied the Element Focus feat.

Greater Energy Focus
Choose an energy type to which you have already applied the Energy Focus feat. Your spells of that energy type are now even more potent than before.
Prerequisites: Energy Focus.
Benefit: Add +1 to the DC for all saving throws against spells that have the subtype of the chosen energy type.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new energy type to which you have already applied the Energy Focus feat.


Airy Buoyancy [Heritage]
You can float in the air due to your air elemental ancestry.
Prerequisites: Air Heritage, character level 5th.
Benefit: You can levitate (as the spell) in the air as a supernatural ability at will. You can feather fall as a supernatural ability at will. These abilities are only usable in gas, not in vacuum or liquid.

Airy Flight[Heritage]
You can fly like your air elemental ancestor.
Prerequisites: Air Heritage, Airy Buoyancy, character level 12th.
Benefit: You gain a flight speed of 60 ft. (perfect). This is a supernatural ability.

Airy Form[Heritage]
You can assume a gaseous form.
Prerequisites: Air Heritage, character level 5th.
Benefit: You can assume gaseous form as a supernatural ability as many times per day as you have heritage feats (including this one).

Airy Mastery [Heritage]
You are more formidable against airborne creatures.
Prerequisites: Air Heritage.
Benefit: You gain the air mastery special quality: airborne creatures take a -1 attack and damage penalty against you.

Airy Resistance[Heritage]
You are resistant to the effects of strong winds due to your air elemental heritage.
Prerequisites: Air Heritage, Airy Mastery, Improved Elemental Heritage.
Benefit: Damage dealt to you by air elemental spells and effects is reduced by an amount equal to five times the number of heritage feats you have (including this one). Furthermore, the distance you are blown by high winds is halved.

Airy Transparency [Heritage]
You can become invisible due to your air elemental ancestry.
Prerequisites: Air Heritage, character level 3rd.
Benefit: You can use invisibility (as the spell) as a spell-like ability once per day per heritage feat you have (including this one).

Celestial Diplomat [Heritage]
Your innate goodness inherited from your celestial ancestors inclines you to find nonviolent solutions.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: Diplomacy is always a class skill for you. In addition, you gain a bonus to Diplomacy checks equal to the number of heritage feats you have (including this one).

Celestial Envoy [Heritage]
You can speak in tongues like your celestial ancestor.
Prerequisites: Non-evil alignment, Celestial Heritage, Celestial Diplomat.
Benefit: You constantly receive the benefit of the tongues spell (caster level equal to your Hit Dice). This is a supernatural effect.

Celestial Healing Thaumaturgy [Heritage]
Your celestial heritage has taught you a few healing spells.
Prerequisites: Non-evil alignment, sorcerer level 1st, Celestial Heritage, any three other heritage feats.
Benefit: Add to your sorcerer class list and sorcerer spells known the following spells: neutralize poison, remove disease, resurrection.

Celestial Legacy [Heritage]
The magical powers of your ancestors manifest in you.
Prerequisites: Non-evil alignment, Celestial Heritage, character level 9th.
Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (celestial creatures only), and holy smite. Your caster level equals your character level.

Celestial Power [Heritage]
Your celestial heritage augments the power of certain types of magic.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: Your caster level and save DCs for good spells increase by 1.

Celestial Purifier [Heritage]
Your celestial heritage has taught you a few holy spells.
Prerequisites: Non-evil alignment, sorcerer level 1st, Celestial Heritage, any three other heritage feats.
Benefit: Add to your sorcerer class list and sorcerer spells known the following spells: hallow, holy smite, holy word.

Celestial Resistance [Heritage]
You have a minor resistance to electricity and petrification like your celestial ancestor.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: You gain electricity resistance equal to three times the number of heritage feats you have (including this one). This value stacks with any electricity resistance you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.

You also gain a bonus equal to the number of heritage feats you have (including this one) on saving throws against petrification.

Celestial Sense [Heritage]
You can sense evil like your celestial ancestor.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: You can detect evil at will as a caster of a level equal to your Hit Die.

Celestial Spell Knowledge [Heritage]
Your celestial heritage allows you to learn spells you shouldn't be able to cast.
Prerequisites: Non-evil alignment, sorcerer level 1st, Celestial Heritage.
Benefit: Choose one spell from the cleric spell list of a level up to one level lower than the highest level spell you can cast. You add that spell to your sorcerer spells known and sorcerer class list at a level one level above what it was on the cleric spell list. You may not choose a spell with the evil descriptor or one that uses negative energy.
Special: You can take this feat more than once, choosing a different spell each time.

Earthen Bite [Heritage]
You gain a stony bite.
Prerequisites: Earth Heritage.
Benefit: You gain a bite attack that deals 1d4 damage if you are small or 1d6 if you are medium. If you have three heritage feats (including this one), it penetrates damage reduction as if it were a magic weapon.

Earthen Digestion [Heritage]
You can eat metals like your earth elemental ancestor.
Prerequisites: Earth Heritage, Earthen Bite.
Benefit: Your bite attack gains the ability to penetrate hardness and damage resistance as if it were an adamantine weapon. Furthermore, you can now eat metal. One pound of metal of any type is enough to live on for a day. Eating magic items made of metal restores hit points equal to the item's market price divided by 1,000. Hit points in excess of your normal maximum become temporary hit points which fade after a day. You cannot gain more than your normal maximum hit points in temporary hit points in this way.

Earthen Hide [Heritage]
You gain a stony hide like your earth elemental ancestor.
Prerequisites: Earth Heritage.
Benefit: You gain a bonus to your natural armor equal to the number of heritage feats you have (including this one).

Earthen Scent [Heritage]
You can smell metals and gems.
Prerequisites: Earth Heritage, character level 5th.
Benefit: You continually benefit from the effect of the spell treasure scent (Spell Compendium). This is a supernatural ability.

Earthen Slam [Heritage]
You can slam foes with your earthen arms.
Prerequisites: Earth Heritage, Earthen Hide.
Benefit: You gain a slam attack that deals 1d6 damage if you are small or 1d8 if you are medium.

Earthen Toughness [Heritage]
You possess the toughness of your earth elemental ancestor.
Prerequisites: Earth Heritage.
Benefit: You gain hit points equal to your Hit Dice × the number of heritage feats you have (including this one). Whenever you gain a Hit Dice, you gain hit points equal to the number of heritage feats you have (including this one). Whenever you gain a heritage feat, you gain hit points equal to your Hit Dice.

Elemental Caller [Heritage]
Your ancestry makes you known to powerful elemental beings, better enabling you to call them.
Prerequisites: One of: Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage.
Benefit: When casting any planar binding spell to call an elemental or outsider that has the same subtype as your elemental heritage, add a bonus to your Charisma check equal to the number of heritage feats you have (including this one).

In addition, you gain a 10% discount for every heritage feat you have (including this one) in the price required when you cast any planar ally spell to call an elemental or outsider with the same subtype as your elemental heritage.

Furthermore, when casting contact other plane to contact the elemental plane that is the same as your heritage, reroll (once) if the result is "lie" or "random answer".

Elemental Fortitude [Heritage]
You have the fortitude of your elemental ancestor.
Prerequisites: Earth Heritage or Water Heritage, Great Fortitude, sorcerer level 1st.
Benefit: Your sorcerer class now uses the good progression for Fortitude saves. This benefit applies retroactively to levels of sorcerer already attained.

Elemental Protection [Heritage]
You can share your elemental resistance to energy with your friends.
Prerequisites: One of: Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage; Improved Elemental Heritage.
Benefit: As a free action on your turn, you may select one creature within 5 feet of you and give that creature the improvement in energy resistance that your Improved Elemental Heritage feat gives you. This supernatural ability renews automatically for that creature until you direct the ability to another creature or withdraw your power from it (a free action). The creature's improved energy resistance ends immediately if you are separated by more than 5 feet or if you die. You may have a number of creatures under your protection at a time equal to the number of heritage feats you have (including this one).

Furthermore, your familiar automatically gains the benefit of your improved energy resistance as above as long as it is within range of your empathic link (normally 1 mile).

Elemental Reflexes [Heritage]
You have the reflexes of your elemental ancestor.
Prerequisites: Air Heritage or Fire Heritage, Lightning Reflexes, sorcerer level 1st.
Benefit: Your sorcerer class now uses the good progression for Reflex saves. This benefit applies retroactively to levels of sorcerer already attained.

Elemental Spell Knowledge [Heritage]
Your elemental ancestry allows you to learn spells you shouldn't be able to cast.
Prerequisites: One of: Air Heritage, Earth Heritage, Fire Heritage, Water Heritage.
Benefit: Choose one spell from any other class spell list that has the descriptor that matches your elemental heritage and of a level up to one level lower than the highest level spell you can cast. You add that spell to your sorcerer spells known and sorcerer class list.
Special: You can take this feat more than once, choosing a different spell each time.

Fey Performer [Heritage]
You share your fey ancestor's affinity for artistic performance in all its forms.
Prerequisites: Non-lawful alignment, Fey Heritage.
Benefit: Perform is always a class skill for you. You gain a bonus to Perform checks equal to the number of heritage feats you have (including this one).

Fey Reflexes [Heritage]
Your fey heritage grants you the ability to gracefully dodge harmful effects.
Prerequisites: Non-lawful alignment, sorcerer or warlock level 1st, Fey Heritage, Lightning Reflexes.
Benefit: Your sorcerer and warlock classes now use the good progression for Reflex saves. This benefit applies retroactively to levels of sorcerer and warlock already attained.

Fey Skin [Heritage]
Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron.
Source: Complete Mage, slightly rewritten.
Prerequisites: Non-lawful alignment, Fey Heritage
Benefit: You gain damage reduction (overcome by cold iron) equal to the number of heritage feats you have (including this one).

This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources such as spells or magic items.

Fey Spell Knowledge [Heritage]
Your fey heritage allows you to learn spells you shouldn't be able to cast.
Prerequisites: Non-lawful alignment, sorcerer level 1st, Fey Heritage.
Benefit: Choose one spell from the druid spell list of a level up to one level lower than the highest level spell you can cast. You add that spell to your sorcerer spells known and sorcerer class list.
Special: You can take this feat more than once, choosing a different spell each time.

Fey Trickster [Heritage]
You share your fey ancestor's skill at lying.
Prerequisites: Non-lawful alignment, Fey Heritage.
Benefit: Bluff is always a class skill for you. You gain a bonus to Bluff checks equal to the number of heritage feats you have (including this one).

Fiendish Defiler [Heritage]
Your fiendish heritage has taught you a few evil spells.
Prerequisites: Non-good alignment, sorcerer level 1st, Fiendish Heritage, any three other heritage feats.
Benefit: Add to your sorcerer class list and sorcerer spells known the following spells: unhallow, unholy blight, blasphemy.

Fiendish Intimidator [Heritage]
You share your fiendish ancestor's talent for causing fear.
Prerequisites: Non-good alignment, Fiendish Heritage.
Benefit: Intimidate is always a class skill for you. In addition, you gain a bonus to Intimidate checks equal to the number of heritage feats you have (including this one).

Fiendish Nocuous Mage [Heritage]
Your fiendish heritage has taught you a few harmful spells.
Prerequisites: Non-good alignment, sorcerer level 1st, Fiendish Heritage, any three other heritage feats.
Benefit: Add to your sorcerer class list and sorcerer spells known the following spells: contagion, poison (as a 3rd level spell), destruction.

Fiendish Resistance [Heritage]
Your bloodline inures you against corrosion and fire.
Source: Complete Mage, slightly rewritten.
Prerequisites: Non-good alignment, Fiendish Heritage
Benefit: You gain resistance to acid and fire equal to three times the number of heritage feats you have (including this one). These values stack with any resistance to acid or fire you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.

Fiendish Spell Knowledge [Heritage]
Your fiendish ancestry allows you to learn spells you shouldn't be able to cast.
Prerequisites: Non-good alignment, Fiendish Heritage.
Benefit: Choose one spell from any other class list that has the evil descriptor and of a level up to one level lower than the highest level spell you can cast. You add that spell to your sorcerer spells known and sorcerer class list.
Special: You can take this feat more than once, choosing a different spell each time.

Fiery Aura [Heritage]
You can wrap yourself in an aura of flame.
Prerequisites: Fire Heritage, Improved Elemental Heritage.
Benefit: You can surround yourself in flame, or extinguish your flame aura, as a free action. While you are surrounded by flames, your natural weapons and unarmed attacks deal an additional 1d6 fire damage, and those you strike must succeed on a Reflex save (DC 10 + half your Hit Dice + your Con modifier) or catch fire for 1d4 rounds; the target may take a move action to put out the flames. Furthermore, creatures that strike you with natural weapons or unarmed attacks take fire damage, and they must succeed on a Reflex save or catch fire as above. Creatures you are grappling or grappled by also take the fire damage and automatically catch fire.

Fiery Eyes [Heritage]
Your have burning eyes like your fire elemental ancestor.
Prerequisites: Fire Heritage.
Benefit: You have burning eyes which grant you a +4 bonus to Intimidate checks and a +4 bonus to Diplomacy and Bluff checks made against creatures with the fire subtype. Furthermore, your eyes shed light as a torch.

Fiery Fascination [Heritage]
Your burning eyes can fascinate those who meet your gaze.
Prerequisites: Fire Heritage, Fiery Eyes, character level 7th.
Benefit: You may make a gaze attack that fascinates the target if it fails a Will save (DC 10 + half your Hit Dice + your Cha modifier). You may continue this fascination effect until line of sight is broken, or until you make a suggestion. The maximum duration of the suggestion is 1 hour. This is a supernatural ability that you may use a number of times per day equal to the number of heritage feats you have (including this feat).

Fiery Offering [Heritage]
You can gain benefits by burning creatures or magic items.
Prerequisites: Fire Heritage, Fiery Aura.
Benefit: If you kill or destroy a creature with fire damage, you gain the benefit of a death knell spell effect.

Destroying a flammable magic item with fire restores hit points equal to the item's market price divided by 1,000. Hit points in excess of your normal maximum become temporary hit points which fade after a day. You cannot gain more than your normal maximum hit points in temporary hit points in this way. This is a supernatural ability.

Fiery Smokescreen [Heritage]
You can emit smoke, obscuring your form.
Prerequisites: Fire Heritage.
Benefit: You emit smoke giving you 10% concealment. You can turn this ability on or off as a free action. If you have four or more heritage feats, the concealment improves to 20% concealment.

Furthermore, you can see through smoke; smoke offers no concealment from you.

Fiery Speed [Heritage]
Your are fast like your fire elemental ancestor.
Prerequisites: Fire Heritage.
Benefit: Your base land speed increases by 10 ft.

Hag Feast [Heritage]
Your ancestral connection to hags allows you to gain special benefit from cannibalistic acts.
Prerequisites: Hag Heritage.
Benefit: If you eat at least 10 pounds of meat from a humanoid, monstrous humanoid, or giant that died less than one hour ago, you gain a number of benefits. You gain the effect of death knell, as if you had slain the creature you ate yourself. This death knell effect also improves the caster level of any spell-like abilities you might have. You regain hit points equal to the number of heritage feats you have (including this one) times the Hit Dice of the creature you ate; any hit points in excess of your normal maximum hit points become temporary hit points lasting as long as the death knell effect.

You may only use this supernatural ability once per day.

Hag Heritage [Heritage]
You, or one of your ancestors, was carried to term in a hag's womb. This has rendered you resistant to hag magic.
Benefit: You receive a +4 bonus to saving throws against figment effects. You also receive a +1 bonus to saving throws against spell-like and supernatural abilities.

Furthermore, if you have three or more heritage feats, you can join a hag covey, as long as the other two covey members are full-blooded hags. All covey members gain all the standard benefits of being part of a hag covey.

Hag Legacy [Heritage]
The magical powers of hags manifest in you.
Prerequisites: Hag Heritage, character level 9th.
Benefit: You gain the following spell-like abilities, each usable once per day: arcane eye, seeming, and polymorph. Your caster level equals your character level.

Hag Might [Heritage]
You can temporarily assume the strength and skill at combat of a hag.
Prerequisites: Hag Heritage, character level 7th.
Benefit: You can use divine power as a spell-like ability as many times per day as your number of heritage feats (including this one). Your caster level is equal to your character level.

Hag Power [Heritage]
Your ancestral connection to hags strengthens certain types of your magic powers.
Prerequisites: Hag Heritage.
Benefit: The caster level and save DC of your spell-like and supernatural abilities increases by 1.

Hag Resistance [Heritage]
You gain a hag's resistance to magic.
Prerequisites: Hag Heritage, any three other heritage feats.
Benefit: You gain spell resistance 5 + your Hit Dice + the number of heritage feats you have (including this one).

Hag Skin [Heritage]
Your skin turns hard and leathery like a hag.
Prerequisites: Hag Heritage.
Benefit: You gain a natural armor bonus equal to the number of heritage feats you have (including this one). If you already have a higher natural armor bonus, this has no effect.

Hag Talons [Heritage]
Your nails lengthen and toughen, giving you a claw attack.
Prerequisites: Hag Heritage.
Benefit: You gain a pair of claw attacks doing 1d3 damage each if you are small or 1d4 damage each if you are medium. If you have three or more heritage feats, these claw attacks count as cold iron for purpose of overcoming damage reduction. If you have four or more heritage feats, these claw attacks count as magic weapons for purposes of overcoming damage reduction. If you have five or more heritage feats, you gain a rend attack; if both of your claw attacks hit, you automatically rend the target's flesh, inflicting an additional 2d6 damage plus one and half times your Strength bonus.

Hag Toughness [Heritage]
You gain a hag's ability to endure injury.
Prerequisites: Hag Heritage.
Benefit: When you take this feat, you gain a number of hit points equal to the number of heritage feats you have (including this one) times your Hit Dice. Whenever you take a heritage feat, you gain a number of hit points equal to your Hit Dice. Whenever you gain a Hit Dice, you gain a number of hit points equal to the number of heritage feats you have (including this one).

Heritage Darkvision [Heritage]
You can see in the dark as well as your exotic ancestor.
Prerequisites: One of: Air Heritage, Celestial Heritage, Earth Heritage, Fiendish Heritage, Fire Heritage, Hag Heritage, Shadow Heritage, undead bloodline, or Water Heritage; must not already have darkvision.
Benefit: You gain darkvision to a distance of 60 feet.

Heritage Scholar [Heritage]
You are a keen student of your ancestry.
Prerequisites: One of the prerequisites listed in the table below..
Benefit: The skills listed in the table below for your prerequisite for this feat are always class skills for you.

PrerequisiteSkill 1Skill 2Creature
Air HeritageKnowledge (the planes)Knowledge (nature)Air subtype
Celestial HeritageKnowledge (the planes)Knowledge (religion)Outsider with good subtype
Earth HeritageKnowledge (the planes)Knowledge (nature)Earth subtype
Fey HeritageKnowledge (nature)Knowledge (local)Fey
Fiendish HeritageKnowledge (the planes)Knowledge (religion)Outsider with evil subtype
Fire HeritageKnowledge (the planes)Knowledge (nature)Fire subtype
Hag HeritageKnowledge (nature)Knowledge (local)Monstrous humanoid
Snake HeritageKnowledge (nature)Knowledge (dungeoneering)Serpentfolk (see Serpent Kingdoms p.5)
Undead bloodlineKnowledge (religion)Knowledge (history)Undead
Water HeritageKnowledge (the planes)Knowledge (nature)Water subtype

Furthermore, you get a bonus equal to the number of heritage feats you have (including this one) to any knowledge skill check to identify the kind of creature listed in the table.
Note: Draconic Heritage was omitted because they can take Draconic Knowledge instead, which is superior to this feat.

Improved Elemental Heritage [Heritage]
You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects.
Source: Rewritten version of feat from Planar Handbook.
Prerequisites: One of: Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage.
Benefit: You gain resistance to one energy type equal to three times the number of heritage feats you have (including this one). The energy type is based on your elemental heritage: acid (earth), cold (water), electricity (air), or fire (fire). These values stack with any energy resistance you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.

You also gain a bonus equal to the number of heritage feats you have (including this one) on saving throws against spells with the descriptor that matches your chosen elemental heritage (air, earth, fire, or water).

Snake Bite [Heritage]
You develop fangs like a snake.
Prerequisites: Snake Heritage
Benefit: You gain a bite attack that deals 1d4 damage if you are small, 1d6 damage if you are medium. If you have three or more heritage feats (including this one), your bite is poisonous. The poison is an injury poison that deals 1d6 Con damage as primary and secondary damage; the Fort save DC of this poison equals 10 + half your Hit Dice + your Con modifier.

Snake Heritage [Heritage]
You are descended from creatures that are part snake and part human—yuan-ti, lamia nobles, or even a naga in human form.
Benefit: You gain a +4 bonus on Fortitude saving throws against poison.

You gain a +1 bonus on all Reflex saving throws.

You are considered to be a serpentfolk (see Serpent Kingdoms p. 5).

Snake Power [Heritage]
Your snake ancestry increases the potency of your psionics and poison magic.
Prerequisites: Snake Heritage.
Benefit: Add +1 to the caster level and saving throw DC of all spells that deal poison damage or inflict the poisoned condition, and all psionic powers that you manifest.

Snake Presence [Heritage]
You can affect others' minds in the same way that your serpentine ancestors did.
Prerequisites: Snake Heritage, character level 6th.
Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, fear, and suggestion. Your caster level equals your character level.

Snake Reflexes [Heritage]
Your fast reflexes harken back to your serpentine ancestor.
Prerequisites: Snake Heritage, Lightning Reflexes, sorcerer level 1st.
Benefit: Your sorcerer class now uses the good progression for Reflex saves. This benefit applies retroactively to levels of sorcerer already attained.

Snake Resistance [Heritage]
You develop spell resistance like your serpentine ancestor.
Prerequisites: Snake Heritage, any three other heritage feats.
Benefit: You gain spell resistance 5 + your Hit Dice + the number of heritage feats you have (including this one).

Snake Scales [Heritage]
Your develop a scaly skin like your serpentine ancestor.
Prerequisites: Snake Heritage
Benefit: You gain a natural armor bonus equal to the number of heritage feats you have (including this one). If you already have a higher natural armor bonus, this has no effect.

Snake Senses [Heritage]
You develop the keen senses of a snake—scent, vibratory, and infrared.
Prerequisites: Snake Heritage.
Benefit: You gain the scent special quality. If you have three or more heritage feats (including this one), you gain blindsense to a distance of 30 feet due to your keen vibratory sense and scent. If you have four or more heritage feats (including this one), you gain blindsight to a distance of 15 feet as your infrared sense develops.

Spider Bite [Heritage]
You gain a poisonous bite like your spider ancestors.
Prerequisites: Spider Heritage.
Benefit: You gain a poisonous bite attack that deals 1d4 damage if you are small, 1d6 damage if you are medium. The poison is an injury poison that deals 1d6 Str damage as primary and secondary damage; the Fort save DC of this poison equals 10 + half your Hit Dice + your Con modifier.

Spider Deceiver [Heritage]
You are skilled at drawing others into your web of lies.
Prerequisites: Spider Heritage.
Benefit: Bluff is always a class skill for you. You gain a bonus to Bluff checks equal to the number of heritage feats you have (including this one).

Spider Form [Heritage]
You have inherited your spider ancestor's ability to change shape.
Prerequisites: Spider Heritage.
Benefit: You may assume the shape of a monstrous spider, as per the alternate form special ability in the Monster Manual. Initially, you can choose from the forms of a Small monstrous spider or a Medium monstrous spider; as your character level increases, you can choose additional forms. At 5th level, you gain the ability to assume the form of a Large monstrous spider or a Tiny monstrous spider, and at 9th level, you may assume the form of a Huge monstrous spider. You may use this supernatural ability once per day per heritage feat you possess (including this one), and may revert back to your normal form at will. There is no limit on the time spent in spider form, only on the number of changes to spider form per day.

You also gain the shapechanger subtype.

Spider Heritage [Heritage]
You are descended from shapechanging arachnids.
Benefit: You gain a climb speed of half your base land speed. If you already have a climb speed, it increases by 15 feet. A creature with a climb speed has a +8 racial bonus on all Climb checks and can always choose to take 10 even if rushed or threatened during climbing.

Spider Silk [Heritage]
You grow spinnerets that can produce cords of spider silk like your ancestor.
Prerequisites: Spider Heritage.
Benefit: You may throw a web. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. The web anchors the target in place, allowing no movement.

An entangled creature can escape with an Escape Artist check or burst the web with a Strength check. The DC of the Escape Artist check is 10 + half your Hit Dice + your Con modifier. The DC of the Strength check is 10 + half your Hit Dice + your Con modifier + a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

You may use this once per day per heritage feat you have (including this one).

Spider Speed [Heritage]
You run with great speed like your spider ancestors.
Prerequisites: Spider Heritage.
Benefit: Your base movement rate increases by 10 feet.

Watery Breathing [Heritage]
Your water elemental ancestry allows you to breath underwater.
Prerequisites: Water Heritage.
Benefit: You can breathe underwater.

Watery Breathing Link [Heritage]
You can share your water breathing ability with friends.
Prerequisites: Watery Breathing.
Benefit: As a free action on your turn, you may select one creature within 5 feet of you and give that creature the ability to breathe water that your Watery Breathing feat gives you. This supernatural ability renews automatically for that creature until you direct the ability to another creature or withdraw your power from it (a free action). The creature's ability to breathe water ends immediately if you are separated by more than 5 feet or if you die, at which point the creature begins to drown if it is still underwater. This ability does not hamper the creature's ability to breathe air, nor does it change the creature's ability (or inability) to swim. You may have a number of creatures under this effect at a time equal to the number of heritage feats you have (including this one).

Furthermore, your familiar automatically gains the ability to breathe water as above as long as it is within range of your empathic link (normally 1 mile).

Watery Drenching [Heritage]
Your water elemental ancestry allows you to drench those you touch.
Prerequisites: Water Heritage.
Benefit: You can drench those you strike with your melee touch attacks, natural weapons and unarmed attacks. This puts out nonmagical fires of Large size or smaller, extinguishes flaming creatures, deals 1d6 damage to elemental creatures of the fire subtype for each heritage feat you have (including this one), and has a chance to extinguish magical fires (treat as if dispel magic were being employed by a caster of a level equal to your Hit Dice). If you successfully put out a fire, touching it deals no damage to you. This is considered to be a supernatural ability.

Watery Form [Heritage]
Your water elemental ancestry allows you to change into a liquid form.
Prerequisites: Water Heritage, character level 5th.
Benefit: You can change into water along with all your gear as a supernatural ability a number of times per day equal to the number of heritage feats you have (including this one). This is similar to the effect of the spell amorphous form SpC, except that in addition you are invisible in water.

Watery Freedom [Heritage]
Your water elemental ancestry allows you to act underwater as if you were on land.
Prerequisites: Water Heritage, character level 6th.
Benefit: You are treated as if continually under the effects of freedom of movement for purposes of moving and fighting underwater. This feat by itself does not convey the ability to breathe underwater.

Watery Resistance [Heritage]
Your water elemental ancestry bestows upon you resistance to water pressure.
Prerequisites: Water Heritage, Watery Freedom, Improved Elemental Heritage.
Benefit: You are immune to pressures of the depths. Furthermore, damage dealt to you by water spells and effects is reduced by five times the number of heritage feats you have (including this one). In addition, the distance you are moved by water spells and effects is halved.


Accursed Spell [Metamagic]
You can imbue your spells with the power of hatred and vindictiveness, turning them into curses.
Prerequisites: Must be able to cast at least one spell with the curse descriptor.
Benefit: An accursed spell acquires the curse descriptor. Dispel magic no longer dispels an accursed spell, but remove curse does. Only non-harmless, targeted spells with a duration other than instantaneous may be affected by this feat. An accursed spell uses up a spell slot of one level higher than its normal level.

Vampiric Spell [Metamagic]
Your damaging spells restore your vitality.
Prerequisites: Ability to cast spells from the school of necromancy.
Benefit: Any spell that deals lethal hit point damage, Constitution damage, any type of ability drain, or bestows negative levels can be cast as a vampiric spell. A vampiric spell restores hit points to the caster equal to the total amount of lethal hit point damage it deals (up to the target's hit points + 10), plus 5 points per point of Constitution damage, ability drain, or negative level bestowed. Against nonliving targets, no hit points are restored. Hit points in excess of the caster's normal maximum become temporary hit points that last for one hour. You may not have more temporary hit points than your normal total maximum. A vampiric spell uses up a slot four levels higher than the spell's actual level.


Draconic Domain [Monstrous]
You add the spells from a chosen clerical domain to your sorcerer class list.
Prerequisites: Dragon type, ability to cast spells as a sorcerer.
Benefit: Choose a clerical domain. Add the spells from that domain to your sorcerer class list. This does not add any spells to your list of sorcerer spells known, but merely allows you to choose to learn such spells. You do not gain the domain's granted power. You may not choose an alignment domain that is opposed to your own alignment.
Special: You may take this feat as many times as desired, choosing a different domain each time.

Dragon Theurge [Monstrous]
You add the spells from the cleric list to your sorcerer class list.
Prerequisites: Draconic Domain (three from the table below), dragon of one of the species listed on the table.
Benefit: Add the spells from the cleric list to your sorcerer class list. This does not add any spells to your list of sorcerer spells known, but merely allows you to choose to learn such spells. You do not gain any other cleric abilities, such as domains or turning undead.
Special: The three domains that you must choose before taking this feat depend on your dragon species.

Dragon speciesDomains
Black DragonChaos, Evil, Water
Green DragonEvil, Law, Plant
White DragonChaos, Cold Fr, Evil

Hashmalum
2017-02-19, 07:12 PM
Ha-naga form is probably too strong.

Discern Depth
Divination [Earth]
Level: Drd 0 ,Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

The caster instantly learns his depth below the surface of the ground to within the nearest foot.

Focus: A length of rope, knotted at both ends, that is one foot long.

Discern Temperature
Divination
Level: Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Effect: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You learn the exact temperature of any single object of your choice within range. Each round, you may choose a new object, or gain an updated reading on the previous object. While this spell is in effect, you gain a +2 bonus on skill checks for Profession (cook) and Craft (alchemy) checks.

Faerie Food
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusionary food to sustain three humans or one horse/level
Duration: 1 hour
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

You create illusionary food that looks, smells, tastes, and feels completely real. The illusion reacts appropriately to being cut, handled, or eaten. The illusionary food even causes creatures that eat it to feel satiated normally—although it does not truly provide nourishment. However, when the spell's duration expires, any feeling of satiation from the food also expires, likely leaving those who have eaten it even hungrier than before.

If the food is crushed, burnt, or otherwise destroyed by any means other than cutting or eating it, it disappears. It will likewise disappear if touched by cold iron.

Ha-Naga Form
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a ha-naga (Serpent Kingdoms pp. 75-76). While under the effect of the spell, your creature type changes to aberration, and your size changes to Colossal. You have the space and reach of a ha-naga (30 feet/20 feet). You gain a coil whip attack, which deals 4d6 points of damage + your Str modifier, a secondary sting attack, which deals 2d8 points of damage + half your Str modifier plus poison (injury, DC 10 + half your character level + your Con modifier, initial and secondary damage 2d8 Con), and a secondary bite attack which deals 4d8 points of damage + half your Str modifier. You gain the Strength, Dexterity, and Constitution of an average ha-naga (Str 27, Dex 38, Con 32), but you retain your own mental ability scores. Your base land speed becomes 60 feet, and you gain a fly speed of 120 feet (perfect maneuverability) as a supernatural ability. You gain darkvision out to 60 feet.

Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any spell-like abilities of your own form, and you lose any extraordinary special abilities from your own form. You retain any supernatural abilities of your own form. You keep all extraordinary special attacks derived from class levels (such as a barbarian's rage or a rogue's sneak attack), but you lose any from your normal form not derived from class levels. You do not gain the ha-naga's spellcasting, but you can speak and cast your own spells while in ha-naga form although you must physically touch any necessary material components. Your natural armor bonus becomes +24, regardless of any natural armor bonus from your normal form. While in ha-naga form, you gain the ha-naga's damage reduction 15/epic and spell resistance 30 qualities. Your equipment melds into your new form and becomes nonfunctional. You gain a ha-naga's charming gaze as a supernatural ability; all those who meet your gaze must make a Will save (DC 10 + half your character level + your Cha modifier) or be charmed as per mass charm monster. You gain a ha-naga's improved grab extraordinary ability; if you hit with your coil whip attack, you may attempt to start a grapple as a free action that does not provoke an attack of opportunity provided the target is Huge or smaller. If you grapple an opponent, you can constrict as an extraordinary ability for 4d6 points of damage + one-and-a-half times your Str modifier.

Material component: The scale of a ha-naga.

Know weight was originally created by Ciaran on ENWorld.
Know Weight
Divination
Level: Bard 0, Cleric 0, Wiz/Sor 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Object or objects touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You learn the exact weight of an object or collection of objects that you touch. As with a merchant's scale, this spell gives you a +2 circumstance bonus to an Appraise check involving items valued by weight, such as precious metals and spices.

Predict Weather
Divination [Air]
Level: Brd 0, Drd 0, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

When this spell is cast, you instantly know the general weather conditions (approximate wind speed and direction, type and approximate degree of precipitation, approximate degree of cloud cover, approximate temperature, and presence of fog, lightning, or tornadoes) in a 2 mile radius for the next 8 hours. The weather cannot be predicted if it is currently being magically altered somehow (such as with a control weather spell); if this is the case, the caster knows it (although not who is controlling the weather or how).

Purify Air
Transmutation [Air]
Level: Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 10-ft. cube/level (S)
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You purify air and render it safe to breathe, removing nonmagical fog, smoke, dust, spores, poisonous vapors, and so on, and restoring oxygen to stale air. This spell does not affect creatures of any sort, including air elementals or creatures in gaseous form, nor does it affect magical vapors.


Rapture
Conjuration (Teleportation) [Good]
Level: Clr 7, Sor/Wiz 9
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
Duration: See text
Saving Throw: Will negates (harmless) and see text
Spell Resistance: Yes (harmless)

You transport the spell's subjects to a special region of the plane of Elysium for intense recovery. This region intensifies both the plane's minor positive-dominant trait and the plane's entrapping trait; creatures in this region experience rapid healing and an intense feeling of well-being—so much so, that they may never want to leave.

Creatures affected by this spell gain fast healing 10, and recover one point of ability damage and ability drain in every ability score per round. Lost limbs and organs grow back in 2d10 rounds; severed body parts may be reattached in just one round. Negative levels are removed at a rate of one per round, starting with the most recent. Spells and effects that inflict morale penalties or specifically inflict pain, despair, or hopelessness expire. Even vile damage may be healed, as the special region of Elysium is considered to be a hallowed area.

Each subject of the spell may return to exactly where they were when the spell was cast at any time by act of will as a free action; however, the longer that they have remained in Elysium, the higher the DC of the Will save they must make to return. The DC is 10 + half the number of rounds that the subject has stayed in Elysium; if the Will save is failed, the creature loses all desire to return to their normal life and is trapped in Elysium as a petitioner, requiring a full wish or miracle to recover (see Manual of the Planes p. 139). When the subject's Will save DC reaches their Will save bonus + 20 (in other words, they would need to roll 20 to save), entrapping occurs automatically. Outsiders are immune to the entrapping effect.

If this spell is dispelled, the subjects lose their ability to return by act of will described above, and will eventually be entrapped unless they can arrange their own transport off the plane. Creatures attempting to leave the plane by other means still must make the Will save or be entrapped, and whether they succeed or fail, the duration of the spell expires for them and they lose their "free trip" back.

Arcane Focus: A special forked platinum rod costing 1,000 gp.



Spider Form, Least
Transmutation (Polymorph)
Level: Sor/Wiz 0

As lesser spider form (Drow of the Underdark p. 63), except you take on the abilities of a Small fiendish monstrous spider (Monster Manual pp. 288-289). You are treated as having the spider's Hit Dice (1) for the purpose of adjudicating the abilities gained from the fiendish template. Unlike the other spider form spells, you do not gain any temporary hit points.


Unhealth
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target sustains one point of Constitution damage. Multiple castings of this spell over a long period of time can thus gradually reduce even a healthy person to sickness and death. When cast as a still, silent spell, the cause of the victim's illness can be quite effectively hidden.

Material component: A pinch of mold or mold spores.

Unnerve
Necromancy [Fear, Mind-Affecting]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature of 5 HD or less
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

The affected creature becomes shaken. It suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. However, it does not flee. Fear effects are cumulative; if you use this spell on a creature that is already shaken, it becomes frightened and flees as per cause fear (see DMG p. 301 for more on the various levels of fear).


Web of Lies
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: See text
Spell Resistance: See text

You gain the benefits of the glibness spell; in addition, whenever you use your Bluff skill to convince someone of something you know to be untrue, they must make a Will save or become a secondary target of the spell (spell resistance is also applicable).

You are aware of the location of secondary targets of the spell as if you had cast status on them. If a secondary target ceases to believe the lie that you told them, they cease to be a secondary target, and you are mentally alerted of this. Furthermore, when a secondary target attempts to convince somebody else of the lie that you told them, the individual(s) become tertiary targets of the spell.

Tertiary targets are targeted with a mass suggestion (as if you had cast it on them directly) to believe what they were just told. This may happen a number of times equal to your caster level. (All secondary targets share the same mass suggestion pool. You are aware at all times how many mass suggestions remain in the pool.) Like the secondary targets, you are also aware of the location of tertiary targets who fail to resist the mass suggestion, and you are alerted if they cease to believe the mass suggestion (which also causes them to cease to be tertiary targets).

Successful dispels against a tertiary target remove the mass suggestion and status effect from them, but the remainder of the web of lie's effects continue unabated. Successful dispels against a secondary target likewise cause them to cease to be secondary targets (you are also mentally alerted of this), but do not otherwise affect the spell. But if you are personally affected by a successful dispel against the web of lies, all of its effects collapse immediately.

Material Component: A carefully preserved and intact spider web.

aimlessPolymath
2017-02-19, 07:20 PM
This is a really neat fix! I'm definitely going to take a look when I have more time, but I'm definitely with you on bloodlines-as-feats.

Hashmalum
2017-03-07, 11:04 PM
So I did a chaos bloodline. A law bloodline would be tougher to do since there aren't any suitable lawful outsiders that breed with humanoids. Grey slaad can assume humanoid form at will, but formians and modrons can't and probably wouldn't want to.


Spells

0Alter Coloration New
1stProtection from Law
2ndDissonant Chant SpC
3rdConfusion*
4thPerinarch SpC
5thGreater Corporeal Instability New
6thAnimate Objects
7thWord of Chaos
8thPolymorph Any Object
9thMaw of Chaos SpC

Heritage feat: Anarchic Heritage PlH
Bonus feats: Anarchic Crusader New , Anarchic Healing New, Anarchic Legacy New, Anarchic Morph New, Anarchic Perinarch New, Anarchic Power New, Anarchic Resistance New, Anarchic Shapechanger New, Heritage Darkvision New, Heritage Scholar New, Improved Outer Planar Heritage PlH, Spell Focus CD (chaos)



Alter Coloration
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You can alter the color of your hair, eyes, or skin (choose one only per casting) to any other single color of your choosing, whether natural or unnatural. The change cannot be dispelled or dismissed, but the effect will gradually wear off over the course of several weeks as your hair grows out, the affected skin cells die out and are replaced, etc. If used as part of a disguise, changed eye color gives a +1 bonus to the Disguise check, changed hair color gives a +2 bonus to the Disguise check, and changed skin color gives +3 (all of these bonuses stack with each other, but not with other magic such as change self, alter self, or polymorph).



Corporeal Instability, Greater
Transmutation [Chaotic]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You cause the target to become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast. The chaos beast has an initial attitude towards you of indifferent.

A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary based on the spell level or caster's ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

Corporeal instability is not a disease or a curse and so is hard to remove. As this spell is instantaneous, dispel magic and similar do not work. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

Material Component: Slime from a chaos beast.


Note that the Anarchic Morph and Anarchic Shapechanger feats assume that alter self and polymorph have been nerfed.

Anarchic Crusader [Heritage]
You have abilities that harken back to the war your most distant extraplanar ancestors fought against the forces of Law at the dawn of history.
Prerequisites: Non-lawful alignment, Anarchic Heritage, sorcerer level 1st.
Benefit: Add to your sorcerer class list and sorcerer spells known the following spells: anarchic water SpC, anarchic storm SpC, and chaos hammer.

Anarchic Healing [Heritage]
You share your ancestor's healing factor.
Prerequisites: Non-lawful alignment, Anarchic Heritage.
Benefit: You gain fast healing; each round, you recover one hit point of lethal damage for every two heritage feats you have (including this one), and an equal amount of nonlethal damage. Fast healing does not restore damage from starvation, thirst, or suffocation. Fast healing does not allow you to regrow or reattach lost body parts.

Anarchic Legacy [Heritage]
The magical powers of your ancestor manifest in you.
Prerequisites: Non-lawful alignment, Anarchic Heritage, character level 9th.
Benefit: You gain the following spell-like abilities, each usable once per day: dispel law, summon monster V (chaotic creatures only), and chaos hammer. Your caster level equals your character level.

Anarchic Morph [Heritage]
Having an creature of chaos as an ancestor gives you the ability to alter your own form.
Prerequisites: Non-lawful alignment, Anarchic Heritage, character level 5th.
Benefit: You can use alter self as a spell-like ability with caster level equal to your Hit Dice a number of times per day equal to the number of heritage feats you have, including this one.

Anarchic Perinarch [Heritage]
Your ancestry gives you control over elemental chaos.
Prerequisites: Non-lawful alignment, Anarchic Heritage, character level 7th.
Benefit: You automatically succeed at the Wisdom check needed to control an area of raw Limbo. Furthermore, any such area remains under your control if you lose consciousness (but not if you die).

Anarchic Power [Heritage]
Your anarchic heritage augments the power of certain types of magic.
Prerequisites: Non-lawful alignment, Anarchic Heritage.
Benefit: Your caster level and save DCs for chaotic spells increase by 1.

Anarchic Resistance [Heritage]
Your bloodline inures you to energy damage.
Prerequisites: Non-lawful alignment, Anarchic Heritage.
Benefit: You gain resistance to acid, cold, electricity, fire, and sonic equal to the number of heritage feats you have (including this one). These values stack with any resistance to acid, cold, electricity, fire, or sonic you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.

Anarchic Shapechanger [Heritage]
Your chaotic morphing capabilities have improved.
Prerequisites: Non-lawful alignment, Anarchic Heritage, Anarchic Morph, character level 9th.
Benefit: You can use your alter self ability from Anarchic Morph an unlimited number of times per day.

Furthermore, you can use polymorph as a spell-like ability a number of timers per day equal to the number of heritage feats you have (including this one). Caster level equals your Hit Dice.

In addition, you gain the shapechanger subtype.

aimlessPolymath
2017-03-08, 01:45 PM
Alright, I said I would, I'm going to do a review.
First of all, I'd like to say that the biggest problem I've had with Pathfinder bloodlines is that they're sorcerer only- you can only be a "draconic" or "elemental" person if you use it to cast spells. These feats don't have this problem, which is fantastic.

There's a lot of bloodlines here, so I'm going to take a while.

Spells:
0: Predict Weather: Niche ability, but you get tons of 0-level spells anyway. Not on Sorcerer spell list.
1: Purify Air: Not a very good 1st level spell due to extremely niche usage. Not on Sorcerer spell list.
2: Gust of Wind: A handy but somewhat niche spell.
3: Wind Wall: A good spell. Not one you would normally take due to the presence of many good 3rd level spells.
4: Air Walk: Inferior to fly in all respects except for duration, sadly. Not on Sorcerer spell list. Sadly, I don't think it combines well with Air Heritage.
5: Control Winds: It's very useful for battlefield control, if somewhat limited in immediate effect. I think you don't get the druid version? It's good at higher CL to make a tornado, of course. Not on Sorcerer spell list
6: Cloud-Walkers: Like Air Walk, it beats out Mass Fly mostly in duration (which is good! Could get some nice overland travel over a short distance!). Not on Sorcerer spell list
7: Control Weather: Weather control is very nice.
8: Whirlwind: Nice. Very fun spell. Not on Sorcerer spell list
9: Storm of Vengeance: VERY fun spell, if you get the time to concentrate. Not on Sorcerer Spell list

Verdict: Compared to the Arcane or Draconic bloodlines, which I peeked at later on, spell options are somewhat limited and niche, up until you get the 8th-9th level bombs. It does contain a good amount of spells not on the Sorcerer spell list, but they are fairly limited. I'd like to see either dropping the breadth of those later bloodlines or making these spells a bit more generally usable- specifically Cloudwalkers and Air Walk, which neither benefit from Air Heritage nor offer significant benefits over fly. Maybe grab Wind Walk instead of Cloudwalkers?

Feats:
Air Heritage is weakish for people without fly speeds, great otherwise.

Feats:
Airy Bouyancy is very handy for pseudo-flight- could help out archers who want to avoid melee, fighters who want to chase fliers ("jump" as a move action 20 ft up), sorcerers who want an elevated firing position.
Airy Flight: Fantastic feat to take for a constant fly speed, I think. Saves at least a standard action to get off the ground, works well with Air heritage.
Airy Form: I am a fan of this spell, and giving it to stealthy characters is nice.
Airy Mastery: Eh. Improbable to come up.
Airy Resistance: Could maybe see a combination with Control Winds, but I can't think of many specifically air element damaging spells.
Airy Transparency: Everyone loves invisibility! Good feat.
Element Focus: Not a whole lot of these spells have DCs, actually. The ones that do (8th-9th level bombs) do get some help, I guess.
Element Caller: Pretty good maybe, but keep in mind many elementals have pretty cruddy Charisma already. Discount is nice. Contact Other Plane is handy,
Elemental Protection: Resistance 5 is okay. Not great, but okay.
Elemental Reflexes: This is pretty good. Lightning Reflexes as a prereq is a bit bad, but the bonus you get goes from +2 to +6 total. Squishy wizard don't want to die to unexpected blasts, although Reflex saves are the least nasty to fail.
Elemental Spellcasting: Ooh! Could be pretty useful!
Greater Element Focus: See Element Focus.
Heritage Darkvision: It's decent. Depends how much there's darkness in the game. Could fill a party out to all-darkvision, which is a big help to stealth.
Storm Magic: Very very nice, since they can whip up a storm with a bit of preparation.

Verdict: The heritage-specific ones are pretty good even for noncasters. Looks like there are good options here.


I'll try to do a few in that vein when I have time.
A quick observation: Air bloodline has a number of spells not on the Sorcerer spell list, but they're more niche spells. Arcane bloodline (and also Draconic) have spells that are mostly on the Sorcerer spell list already, but are more generally useful. Is this an intentional trade-off you're making?

Hashmalum
2017-03-08, 03:13 PM
First of all, I'm really glad to see specific and detailed feedback on this! Thank you!



Verdict: Compared to the Arcane or Draconic bloodlines, which I peeked at later on, spell options are somewhat limited and niche, up until you get the 8th-9th level bombs. It does contain a good amount of spells not on the Sorcerer spell list, but they are fairly limited. I'd like to see either dropping the breadth of those later bloodlines or making these spells a bit more generally usable- specifically Cloudwalkers and Air Walk, which neither benefit from Air Heritage nor offer significant benefits over fly. Maybe grab Wind Walk instead of Cloudwalkers?Wind walk for cloudwalkers sounds like a good substitution, yes. I'll edit that in. My goal when doing the air list was to have more stuff that was specifically air-related, rather than filling it out with things that were one step removed like lightning spells, etc. This entailed a lot of raiding druid's list, because that's where the air spells were. (If I relaxed this restriction and redid the list, I'd probably create a feat that added a bunch of the original spells to sorcerer's list.) Anyway I was fine with having weaker spells if the feats made up for it. If you think that air bloodline ends up being weak compared to the other bloodlines, though, then I'm fine with changing the bonus spells to something more broadly useful. I'd like to see reviews of the other bloodlines first though.



Verdict: The heritage-specific ones are pretty good even for noncasters. Looks like there are good options here.
Yeah, it was easy to think of good stuff appropriate for air feats. The other elements were harder.



I'll try to do a few in that vein when I have time.
A quick observation: Air bloodline has a number of spells not on the Sorcerer spell list, but they're more niche spells. Arcane bloodline (and also Draconic) have spells that are mostly on the Sorcerer spell list already, but are more generally useful. Is this an intentional trade-off you're making?Not specifically, no. Arcane bloodline bonus spells were in fact ripped off from Pathfinder's arcane bloodline. Draconic was chosen mostly to help a sorcerer imitate a dragon and the spells to do that just happened to be better than most of the air spells.

Anyway, thanks again for your interest!

aimlessPolymath
2017-03-08, 05:24 PM
Alright, moving on!

Alternate 4th level spell option for Air: Cyclonic Blast, dropped from a 5th level to a 4th level spell. It's basically an untyped Lightning Bolt which bull rushes. It's good for blaster mages due to untyped-ness, but not overpowering, I don't think.

Arcane Bloodline:

Most of these spells are very handy to have, to a significant degree. I will note alternatives which could be in-theme, if somewhat less powerful, if you're interested in tweaking the list for less general power. (note: I found a version of dndtools which has working filters, and am using it to pick spells-most of my picks will be from early in the alphabet as a result)
Spells:
0: Read Magic is a decent spell to have available, if somewhat of an odd one- the spell's function is essentially least comprehend languages for magical inscriptions only. Detect Magic might be more appropriate.
1: Identify is a generally useful spell, if not one your average sorcerer will know. Alternative option is Nystul's Magic Aura.
2: Invisibility is a extremely handy spell, both on yourself while you toss out buffs, and on the rogue. A sorcerer has good reason to want it! Alternative spell: Dispelling Touch (Player's Handbook II, single-target dispel magic at touch range which only ever dispels one spell).
3: Dispel Magic, useful against a wide variety of spells, and one of the spells a sorcerer would probably pick at this level anyway. Alternate spell is Arcane Sight, probably.
4: Dimension Door: Good mobility. Not necessarily a first pick for this level (polymorph, looking at you), but something that will probably come up. Most directly theme-relevant spell here is Assay Spell Resistance, from Complete Arcane/Spell Compendium. Other alternates include Detect Scrying (situational), Globe of Invulnerability, Lesser (ditto), Mystic Surge (Player's Handbook II, adds +2 DC and +1 CL to one spell).
5: Overland Flight. Cast it and forget it. Rarely takes more than one spell slot out of your day, and flight is always good. Alt. options here are Aiming at the Target(+Concentration checks, Complete Arcane), Break Enchantment, Duelward (better counterspells- only add this if you keep Dispel Magic; Complete Arcane/Spell Compendium), or Mana Flux(20% spell failure rate for basically everyone).
6: True Seeing. A more situational spell than the rest, but when you need it, you need it. Alternatives include Antimagic Field and Contingency, but I'd say True Seeing is a fine spell to add here.
7: Greater Teleport: A fantastic spell to have and everyone knows it. There's Greater Arcane Sight, Limited Wish, Greater Scrying, and Spell Turning, I think.
8: Power Word Stun: No save, just suck (as long as you have few enough hit points). There are fewer spells of this level, but take a look at Chain Dispel (PHII), Protection from Spells, and... that's about it. Leaving the big spells in at this level is maybe OK, really.
9: Wish. It's got an XP cost, which I'm not really big on for a spell you have to take, but it's basically a solve-anything button. Alternatives include Absorption(Spell turning, but you recharge spell slots instead: Complete Arcane/Spell Compendium), Elminister's Effulgent Epuration (nope up to CL spells. You can give the spell to other people, too. Doesn't block area spells, but you basically win against most casters. In the Spell Compendium), and maybe Eye of Power(Cast up to 3rd level spells through an Arcane Eye. Range: Unlimited. Spell Compendium). Honestly, most 9th level spells are amazing.

Verdict: All good spells. Maybe too good. Included possible alternatives to pull it back a bit- all pulled from the Sorcerer/Wizard list.

Feat options:
Spell Focus/Greater spell focus- just great.
Any metamagic or item creation feat? Also great.
Arcane Preparation: Eh, you get no-increase metamagic anyway.
Metamagic School Focus: Now we're cooking with optimizer gas.
Verdict: Amazing picks, all of which are useful for the class (except Arcane Preparation). Suggest maybe dropping either item creation or metamagic options for reserve feats, which are fun but less overpowering.


Celestial Bloodline:

Spells:
0: Light. Sure, makes sense. Disrupt Undead might also work.
1: Detect Evil: A niche but useful spell- good to have when you need to check someone quickly and the cleric can't prepare spells right now.
2: Glorious Raiment: Great buff spell for 2nd level. Really great, especially if you have a good aligned frontliner. At low levels, the DR pulls its weight well due to the lack of DR-bypass available at that level, at high levels, the AC bonus is great because there are few sacred bonuses out there. Note that it's usually only available for a prestige class or a specific domain- on a sorcerer, the player can keep casting it for each fight. Might switch it over to Bless Weapon...?
3: Magic Circle Against Evil: Good spell to have available. Usually takes second string to Haste or Fly, but it's a good buff with niche usage against summons or mind control. Fits well into this level as a forced pick- it's a spell which you'll be glad to have when it comes up, but doesn't outpower the other things to get.
4: Celestial Brilliance. It's a really bright light. Deals damage over time, but not much at this level... Not a great spell to have.
5: Call Faithful Servants: The sorcerer will almost always end up with 2 HD per level of servants floating around. It's useful generally, but not well for any given purpose, which is nice, I guess- fills out space in the party. I'm not a huge fan of the Abstinence component or the "holy purpose"- it seems to punish nongood people with the Celestial bloodline.
6: Greater Heroism. A great buff. No problems here.
7: Righteous Smite. It's like a better Holy Smite, I guess? It's decent if you regularly fight Evil creatures due to selectiveness, but sorcerers often have better offensive options. Blindness is a good debuff, though, and it synergizes with Spell Focus/G.spell focus/Celestial Power, which is great.
8: Sunburst: Bam! Good anti-undead weapon, massive area, but the big thing here is the blindness. However, it fills pretty much the same niche as Righteous Smite- I'd say drop one or the other.
9:Gate: No problems here- reminiscent of half-celestials.
Verdict: A strong start, containing a mix of spells which come up only sometimes (which is good- the sorcerer needs a little forced breadth, IMHO), and powerful buffs. It falls off a bit in the 4-7 range, I think. Consider grabbing some spells from the Good domain, maybe? Dispel Evil would fit the 5th level slot pretty well.

Feats:
Celestial Heritage: Saving throw bonus is very nice. Disease bonus is less great, but disease can wreck you until clerics get Cure Disease.

Celestial Diplomat: Amazing on a Charisma class. Party diplomat forever.
Celestial Envoy: Decent feat? Might grab if I had lots of language-dependent spells, or if I were the party face. Not great with 3.5's limited feat rate.
Celestial Familiar: It's an exalted feat, which always has its problems. On the other hand, better familiars are great. On the other, other hand, the best familiars you get from this can be grabbed by Call Faithful Servants... not great.
Celestial Healing Thaumaturgy: Ooh. All three of those spells are useful sometimes. Sometimes you need to rez the cleric, and it's a new set of spells the cleric doesn't need to have ready.
Celestial Legacy: Spell-like abilities are nice. Fun on a martial chassis, since they give more options.
Celestial Power: See Spell Focus(good). It's surprisingly easy to load on Consecrate/Purify Spell, I suspect.
Celestial Purifier: Holy wow this feat is good. Holy Smite is eh, but you can stack a whole lot of caster level onto Holy Word (well, some), and Hallow is super fun.
Celestial Resistance: It scales, which is very nice. Electricity can come up a bunch. Petrification won't come up much, but you'll want the save when it does. Would take it for electricity resist.
Celestial Sense: Well... that sort of negates the whole Detect Evil as spell known. Switch the 1st level spell known for Protection from Evil?
Celestial Spell Knowledge: Oh geez oh geez ohhh geez. I might take Celestial sorcerer just for this. Heal spell on a moment's notice? Amazing. Stack cleric buffs (two in particular...) onto sorcerer buffs? Even more so. Divine Insight: Amazing.
Consecrate Spell: A very important thing for blaster sorcerers against immunities. Pretty good.
Heritage Darkvision: Good to have? You have Light as a automatically known spell, so you always have a torch. See Air.
Heritage Scholar: Class skills are OK. Not great for the Sorcerer since he's not an Int class, but OK.
Improved Outer Plane Heritage: It's not great since you have few natural weapons, but it can't be left out of the list.
Purify Spell: It's Righteous Smite in a metamagic feat. Purified Fireball~= Holy Smite.
Spell Focus(good): Good combination with Consecrate Spell/Purify Spell, since they add the good tag.
Words of Creation: Exalted feat. Pretty decent, I think? I actually don't remember how good they are outside Bard optimization.

Verdict: Feats go from okay (Celestial Envoy) to amazing(Celestial Spell Knowledge aaaah), with about half the feats falling on the amazing side. Very good options here, easily enough to make up for slightly weaker mid-level spells. At minimum, I'd increase the level of the spell learned through Celestial Spell Knowledge by 1(so you learn Cure Light Wounds as a 2nd level spell), because it's just that great. (Significant effects: it means that Divine Insight is fighting with Haste for spell slots, and Heal jumps to level 7, which delays acquisition via feat to level 15, at which point clerics have more spell options for healing and aren't overshadowed as healers by 4+ spell slots per day of that level)

It's not that hard to stack on +3 DC, +1 caster level using a +1 metamagic feat and Spell Focus/G.spell focus/Celestial power stacking, which is pretty good! I might trade out the fourth level spell for a blast of some kind to capitalize on that (holy smite?), the fifth one for utility with Dispel Evil, and swap out either the 7th or 8th level spells due to how similar they are.


That's two done- it's more exhausting than I expected. I'll try and hit up both Draconic ones tonight.
Arcane has amazing spells and strong feats, but Celestial has decent spells and incredible feats. It's a toss up which is better. Included notes on swapping out some spells- feel free to ignore if you like.

Here goes on the first Draconic option.

Spells:
0: Know Weight- Nice unique spell. No problems here.
1: Charm Person- Strong staple enchantment spell. I'm actually not quite sure of the inspiration for this one. If you change it out, I'd recommend jump, a fear spell, or maybe sensory spells? Scent or Low-Light vision? Magic Fang?
2: Resist Energy: Makes a whole lot of sense for a dragon, but this is a very useful buff- energy resistance helps out against a great deal of enemies. If you change it out, I'd grab a stat increasing or fear-related spell. Swift Fly is an option if you drop Fly from 3rd level.
3: Fly: Staple spell. Sorcerer would take it anyway. Change it out. Blindsight is a somewhat more situational spell which is just as good to get. Sense of the Dragon is a more thematic version which grants Blindsense. Dragonskin is a combo energy resistance + natural armor spell which is personal only.
4: Dragon Breath: No problems here- highly appropriate spell.
5: Draconic Might: A strong offensive and defensive buff for martial classes- teamwork is nice. Looks fine. (The fact that it adds an odd number to stats does confuse me, but that's a quirk of the spell)
6: Lesser Dragonshape: Looks good.
7: Arcane Spellsurge: This is an incredibly good spell to get automatically due to abuse potential. Energy Immunity fits dragon resistances, Dragon Ally is planar ally but dragons, and if you're OK with going outside Sorcerer, Mass Spell Resistance is a very nice spell which buffs your whole team. Alternatively, playing off frightful presence, you could pick Death Dragon, which is vaguely evil-aligned and can repeatedly use Inflict something Wounds.
8: Mind Blank is partly draconic, I guess? I don't see the connection with this as much as I did most of the others. I'm going to plug Protection from Spells as pseudo-spell resistance as an alternate defensive buff, or possibly Greater Spell Immunity.
9: Looks good.

Verdict: Spells are good options, possibly too good staple options at the top and bottom ends. Could pick spells out from the Dragon domain, maybe.

Feats:
Draconic Heritage: Dragonblood subtype can be handy, depending. Saving throw bonus is handy.

Any Draconic feat: Not evaluating this, but it's probably good.
Dragon Familiar: I don't use familiars much. No comment.
Energy Focus: Nice on a blaster sorcerer, I suppose, once you grab Spell Focus(Evocation).
G. energy focus- same.
Practical Metamagic: Niice. Metamagic sorcerer is a go.

Verdict: Okay, if somewhat focused on draconic feats for good options (maybe. not reading them.)

Draconic bloodline feels somewhere in between Air and Arcane- the generally relevant and useful spells of Arcane, mixed with the focus on a specific playstyle (self-buff) of Air.

Question: What role do the bloodline spells play? Do you want them to be semi-specialized options which expand the sorcerer's versatility within a particular sphere, or powerful/staple options which leave him free to pick from whatever he likes? This will help me offer advice and criticism; I realize that I've been assuming the first one.
I've been suggesting a couple alternate spells- is this helpful, or should I stop?

Hashmalum
2017-03-09, 12:17 PM
Alright, moving on!

Alternate 4th level spell option for Air: Cyclonic Blast, dropped from a 5th level to a 4th level spell. It's basically an untyped Lightning Bolt which bull rushes. It's good for blaster mages due to untyped-ness, but not overpowering, I don't think.
Hmm. I didn't want players to have to wait until 6th level for wind walk to take to the air... but I suppose if they really want to take to the air they'd have picked up fly earlier anyway. Plus there is the Airy Flight feat. Also, it would make the list better for air creature sorcerers, who need no magic to fly. So I guess I'll change it.



Arcane Bloodline:

Most of these spells are very handy to have, to a significant degree. I will note alternatives which could be in-theme, if somewhat less powerful, if you're interested in tweaking the list for less general power. (note: I found a version of dndtools which has working filters, and am using it to pick spells-most of my picks will be from early in the alphabet as a result)
Spells:
0: Read Magic is a decent spell to have available, if somewhat of an odd one- the spell's function is essentially least comprehend languages for magical inscriptions only. Detect Magic might be more appropriate.
The idea is basically that the arcane bloodline represents Lamarckian evolution operating on a family line where the members tend to become wizards; eventually, the magic works its way into their blood. Since all wizards can prepare read magic from memory, there really wasn't any other spell that this could be.


Verdict: All good spells. Maybe too good. Included possible alternatives to pull it back a bit- all pulled from the Sorcerer/Wizard list.

Feat options:
Spell Focus/Greater spell focus- just great.
Any metamagic or item creation feat? Also great.
Arcane Preparation: Eh, you get no-increase metamagic anyway.
Metamagic School Focus: Now we're cooking with optimizer gas.
Verdict: Amazing picks, all of which are useful for the class (except Arcane Preparation). Suggest maybe dropping either item creation or metamagic options for reserve feats, which are fun but less overpowering.

Arcane Preparation was added because it resembles the style of magic that the character's wizard ancestors had (prepared magic). Besides being in theme, I had the thought that it would allow the character to use sanctified and corrupt spells (which can only be used by prepared spell casters). About reserve feats, I actually don't like or allow those; my feeling is that being able to run out of spells is the trade-off you make for the burst power of a spellcaster, and that it shouldn't be so easy to just evade that limitation. But the feat list is quite strong, so I'd better drop the desirability of the spell list to compensate.



Celestial Bloodline:

Spells:
0: Light. Sure, makes sense. Disrupt Undead might also work.
1: Detect Evil: A niche but useful spell- good to have when you need to check someone quickly and the cleric can't prepare spells right now.
2: Glorious Raiment: Great buff spell for 2nd level. Really great, especially if you have a good aligned frontliner. At low levels, the DR pulls its weight well due to the lack of DR-bypass available at that level, at high levels, the AC bonus is great because there are few sacred bonuses out there. Note that it's usually only available for a prestige class or a specific domain- on a sorcerer, the player can keep casting it for each fight. Might switch it over to Bless Weapon...?
3: Magic Circle Against Evil: Good spell to have available. Usually takes second string to Haste or Fly, but it's a good buff with niche usage against summons or mind control. Fits well into this level as a forced pick- it's a spell which you'll be glad to have when it comes up, but doesn't outpower the other things to get.
4: Celestial Brilliance. It's a really bright light. Deals damage over time, but not much at this level... Not a great spell to have.

I chose it as a source of holy damage that wasn't holy smite, which you'd already get from Celestial Purifier or as a spell-like ability from Celestial Legacy or even your half-celestial template (remember, if you're a half-celestial you're forced into taking this bloodline). Also, for symmetry with the fiendish bloodline's damning darkness.



5: Call Faithful Servants: The sorcerer will almost always end up with 2 HD per level of servants floating around. It's useful generally, but not well for any given purpose, which is nice, I guess- fills out space in the party. I'm not a huge fan of the Abstinence component or the "holy purpose"- it seems to punish nongood people with the Celestial bloodline.

Point taken. Also I failed to notice that it has a celestial component meaning most players won't even be able to cast it! So this one is definitely being replaced.



6: Greater Heroism. A great buff. No problems here.
7: Righteous Smite. It's like a better Holy Smite, I guess? It's decent if you regularly fight Evil creatures due to selectiveness, but sorcerers often have better offensive options. Blindness is a good debuff, though, and it synergizes with Spell Focus/G.spell focus/Celestial Power, which is great.
8: Sunburst: Bam! Good anti-undead weapon, massive area, but the big thing here is the blindness. However, it fills pretty much the same niche as Righteous Smite- I'd say drop one or the other.

Righteous smite is another source of damage that isn't holy smite (for the reasons listed above) and also is symmetrical with fiendish bloodline's wretched blight. So sunburst will probably end up being dropped then.


9:Gate: No problems here- reminiscent of half-celestials.
Verdict: A strong start, containing a mix of spells which come up only sometimes (which is good- the sorcerer needs a little forced breadth, IMHO), and powerful buffs. It falls off a bit in the 4-7 range, I think. Consider grabbing some spells from the Good domain, maybe? Dispel Evil would fit the 5th level slot pretty well. Yeah, I'll definitely swap call faithful servants for dispel evil, which will also add symmetry with the fiendish bloodline's dispel good.



Feats:
Celestial Heritage: Saving throw bonus is very nice. Disease bonus is less great, but disease can wreck you until clerics get Cure Disease.

Celestial Diplomat: Amazing on a Charisma class. Party diplomat forever.
Celestial Envoy: Decent feat? Might grab if I had lots of language-dependent spells, or if I were the party face. Not great with 3.5's limited feat rate.
Celestial Familiar: It's an exalted feat, which always has its problems. On the other hand, better familiars are great. On the other, other hand, the best familiars you get from this can be grabbed by Call Faithful Servants... not great.
Celestial Healing Thaumaturgy: Ooh. All three of those spells are useful sometimes. Sometimes you need to rez the cleric, and it's a new set of spells the cleric doesn't need to have ready.
Celestial Legacy: Spell-like abilities are nice. Fun on a martial chassis, since they give more options.
Celestial Power: See Spell Focus(good). It's surprisingly easy to load on Consecrate/Purify Spell, I suspect.
Celestial Purifier: Holy wow this feat is good. Holy Smite is eh, but you can stack a whole lot of caster level onto Holy Word (well, some), and Hallow is super fun.
Celestial Resistance: It scales, which is very nice. Electricity can come up a bunch. Petrification won't come up much, but you'll want the save when it does. Would take it for electricity resist.
Celestial Sense: Well... that sort of negates the whole Detect Evil as spell known. Switch the 1st level spell known for Protection from Evil?
Celestial Sense is better for non-sorcerers; as you mentioned, celestial sorcerers already get it as a spell. Still it's a celestial heritage feat so if a celestial sorcerer really really wants to take it anyway they can use one of their bonus feat slots on it.



Celestial Spell Knowledge: Oh geez oh geez ohhh geez. I might take Celestial sorcerer just for this. Heal spell on a moment's notice? Amazing. Stack cleric buffs (two in particular...) onto sorcerer buffs? Even more so. Divine Insight: Amazing.
Consecrate Spell: A very important thing for blaster sorcerers against immunities. Pretty good.
Heritage Darkvision: Good to have? You have Light as a automatically known spell, so you always have a torch. See Air.
Heritage Scholar: Class skills are OK. Not great for the Sorcerer since he's not an Int class, but OK.
Improved Outer Plane Heritage: It's not great since you have few natural weapons, but it can't be left out of the list.
Purify Spell: It's Righteous Smite in a metamagic feat. Purified Fireball~= Holy Smite.
Spell Focus(good): Good combination with Consecrate Spell/Purify Spell, since they add the good tag.
Words of Creation: Exalted feat. Pretty decent, I think? I actually don't remember how good they are outside Bard optimization.

Verdict: Feats go from okay (Celestial Envoy) to amazing(Celestial Spell Knowledge aaaah), with about half the feats falling on the amazing side. Very good options here, easily enough to make up for slightly weaker mid-level spells. At minimum, I'd increase the level of the spell learned through Celestial Spell Knowledge by 1(so you learn Cure Light Wounds as a 2nd level spell), because it's just that great. (Significant effects: it means that Divine Insight is fighting with Haste for spell slots, and Heal jumps to level 7, which delays acquisition via feat to level 15, at which point clerics have more spell options for healing and aren't overshadowed as healers by 4+ spell slots per day of that level)Ok, I'll probably implement the Celestial Spell Knowledge change. By the way, fey bloodline gets a parallel feat that does the same thing for druid spells; should that have the same chanage made as well?



It's not that hard to stack on +3 DC, +1 caster level using a +1 metamagic feat and Spell Focus/G.spell focus/Celestial power stacking, which is pretty good! I might trade out the fourth level spell for a blast of some kind to capitalize on that (holy smite?), the fifth one for utility with Dispel Evil, and swap out either the 7th or 8th level spells due to how similar they are.

That's two done- it's more exhausting than I expected. I'll try and hit up both Draconic ones tonight.
Arcane has amazing spells and strong feats, but Celestial has decent spells and incredible feats. It's a toss up which is better. Included notes on swapping out some spells- feel free to ignore if you like.

Again, I really appreciate all the effort you are putting into this. Thank you!



Here goes on the first Draconic option.

Spells:
0: Know Weight- Nice unique spell. No problems here.
1: Charm Person- Strong staple enchantment spell. I'm actually not quite sure of the inspiration for this one. If you change it out, I'd recommend jump, a fear spell, or maybe sensory spells? Scent or Low-Light vision? Magic Fang?My thinking was basically that dragons are charming (high Charisma) and often use humans as servants, thus charm person. You're right that fear would be more thematic though.



2: Resist Energy: Makes a whole lot of sense for a dragon, but this is a very useful buff- energy resistance helps out against a great deal of enemies. If you change it out, I'd grab a stat increasing or fear-related spell. Swift Fly is an option if you drop Fly from 3rd level.
3: Fly: Staple spell. Sorcerer would take it anyway. Change it out. Blindsight is a somewhat more situational spell which is just as good to get. Sense of the Dragon is a more thematic version which grants Blindsense. Dragonskin is a combo energy resistance + natural armor spell which is personal only.
Yeah, you're right, plus there are also two (!) draconic feats that allow you to fly. Now I need to decide between dragonskin and sense of the dragon.



4: Dragon Breath: No problems here- highly appropriate spell.
5: Draconic Might: A strong offensive and defensive buff for martial classes- teamwork is nice. Looks fine. (The fact that it adds an odd number to stats does confuse me, but that's a quirk of the spell)
6: Lesser Dragonshape: Looks good.
7: Arcane Spellsurge: This is an incredibly good spell to get automatically due to abuse potential. Energy Immunity fits dragon resistances, Dragon Ally is planar ally but dragons, and if you're OK with going outside Sorcerer, Mass Spell Resistance is a very nice spell which buffs your whole team. Alternatively, playing off frightful presence, you could pick Death Dragon, which is vaguely evil-aligned and can repeatedly use Inflict something Wounds.
I just thoughtlessly ported this one over from the true dragon bloodline spell list. I might swap it for dragon ally if this bloodline's spell list is too good.



8: Mind Blank is partly draconic, I guess? I don't see the connection with this as much as I did most of the others. I'm going to plug Protection from Spells as pseudo-spell resistance as an alternate defensive buff, or possibly Greater Spell Immunity.

Again, mind blank was thoughtlessly ported over from true dragon's list.



9: Looks good.

Verdict: Spells are good options, possibly too good staple options at the top and bottom ends. Could pick spells out from the Dragon domain, maybe.

Feats:
Draconic Heritage: Dragonblood subtype can be handy, depending. Saving throw bonus is handy.

Any Draconic feat: Not evaluating this, but it's probably good.
Dragon Familiar: I don't use familiars much. No comment.
Energy Focus: Nice on a blaster sorcerer, I suppose, once you grab Spell Focus(Evocation).
G. energy focus- same.
Practical Metamagic: Niice. Metamagic sorcerer is a go.

Verdict: Okay, if somewhat focused on draconic feats for good options (maybe. not reading them.)

Draconic bloodline feels somewhere in between Air and Arcane- the generally relevant and useful spells of Arcane, mixed with the focus on a specific playstyle (self-buff) of Air.

Question: What role do the bloodline spells play? Do you want them to be semi-specialized options which expand the sorcerer's versatility within a particular sphere, or powerful/staple options which leave him free to pick from whatever he likes? This will help me offer advice and criticism; I realize that I've been assuming the first one.
I've been suggesting a couple alternate spells- is this helpful, or should I stop?The first. And yes, the alternate spells are definitely helpful, please.

aimlessPolymath
2017-03-09, 07:33 PM
Hmm. I didn't want players to have to wait until 6th level for wind walk to take to the air... but I suppose if they really want to take to the air they'd have picked up fly earlier anyway. Plus there is the Airy Flight feat. Also, it would make the list better for air creature sorcerers, who need no magic to fly. So I guess I'll change it.
Alright.


The idea is basically that the arcane bloodline represents Lamarckian evolution operating on a family line where the members tend to become wizards; eventually, the magic works its way into their blood. Since all wizards can prepare read magic from memory, there really wasn't any other spell that this could be.
Makes sense, although in my mind the Arcane bloodline is the one where the sorcerer can use magic "just because".


Arcane Preparation was added because it resembles the style of magic that the character's wizard ancestors had (prepared magic). Besides being in theme, I had the thought that it would allow the character to use sanctified and corrupt spells (which can only be used by prepared spell casters). About reserve feats, I actually don't like or allow those; my feeling is that being able to run out of spells is the trade-off you make for the burst power of a spellcaster, and that it shouldn't be so easy to just evade that limitation. But the feat list is quite strong, so I'd better drop the desirability of the spell list to compensate.
Leaving reserve feats alone is fine by me, although I've never really had many problems with it- the group often stops altogether if the caster is out of spells. Arcane Preparation is a super niche feat (maybe use it to qualify for some prestige class?) but it's fine to leave it in.


I chose it as a source of holy damage that wasn't holy smite, which you'd already get from Celestial Purifier or as a spell-like ability from Celestial Legacy or even your half-celestial template (remember, if you're a half-celestial you're forced into taking this bloodline). Also, for symmetry with the fiendish bloodline's damning darkness.
Okay, that makes sense. The problem really stems from the fact that darkness is more useful than daylight in most cases.


Point taken. Also I failed to notice that it has a celestial component meaning most players won't even be able to cast it! So this one is definitely being replaced.
K.


Celestial Sense is better for non-sorcerers; as you mentioned, celestial sorcerers already get it as a spell. Still it's a celestial heritage feat so if a celestial sorcerer really really wants to take it anyway they can use one of their bonus feat slots on it.
K.


Ok, I'll probably implement the Celestial Spell Knowledge change. By the way, fey bloodline gets a parallel feat that does the same thing for druid spells; should that have the same chanage made as well?
My instinctive response is YES, but a look over at the druid spell list doesn't really show as many incredible spells as Cleric. I'll shelve the issue for now.


Again, I really appreciate all the effort you are putting into this. Thank you!
Sure!



Yeah, you're right, plus there are also two (!) draconic feats that allow you to fly. Now I need to decide between dragonskin and sense of the dragon.
Neither of them will be overpowering, really.



I just thoughtlessly ported this one over from the true dragon bloodline spell list. I might swap it for dragon ally if this bloodline's spell list is too good.
Again, mind blank was thoughtlessly ported over from true dragon's list.
It's OK. Up next: True Dragon. Will evaluate the spells in the context of being a dragon.


The first. And yes, the alternate spells are definitely helpful, please.
Alright!

True Dragon:
[SPOILER]
Looking at this from the perspective of dragons as boss fights, including covering weaknesses, and influence on approaches to fighting the dragon.
Spells:
0: Mage Hand. Once I saw that you picked this, I couldn't imagine a True Dragon taking another spell for level 0. Manual dexterity is important.
1: Hoard Gullet: Sure? It's an odd spell, but that's OK? There's a bit of a funny bit at the end of the spell where you vomit up your entire inventory. I might switch it out, but probably not. Would be a lot more useful of a spell if the duration were 2 hours/level, but as-is, it can be used to keep adventurers from grabbing crap from your treasure hoard.
2: Ohhh boy is this an important spell for a dragon. Touch spell vulnerability, away! A good pick. I would say the most important thing about it is that every dragon gets it, which affects how people approach battles with dragons.
3:Mesmerizing Glare. A decent spell to pause the battle while you monologue, I guess. Makes some sense on a dragon. Possible alternate: Greater Magic Fang.
4: Dispelling Breath: Oh ho ho! Of all the metabreath spells, this one feels the most boss-fight appropriate, because it means that the standard tactics of buffing defenses to incredible heights are much reduced. Another spell which affects how dragons are approached. However- the spell is level 5 in the Spell Compendium, and should maybe be adjusted as such, maybe(?). Alternates for this level: Treasure Scent (smell gold), Ruin Delver's Fortune(Despite the name, it's the swiss army knife of defensive spells), Voice of the Dragon, Greater Wings of Air.
5: Draconic Polymorph: Ehhhh... While it's a good spell, it's not something I would see on each and every dragon. For social purposes, many already have their own shapeshifting, and the idea of a dragon who's typically fought in a different form doesn't sit well with me. Combined with notes on Dispelling Breath, move that one up a level, and add a different spell to 4. Alternates include Draconic Might, Superior Magic Fang, Undying Vigor of the Dragonlords for healing.
6: Aura of Terror: No problems here- fear is classic.
7: Arcane Spellsurge: See previous issues. It's such a good spell! On the flip side, dragons need help with their action economy. I'd keep it because bosses are at a natural action disadvantage, but it probably shouldn't be an auto-in for normal sorcerers. Alternates: Animate Breath, Dragon Ally (all dragons know of each other, right?), Energy Immunity, Evil Glare(paralysis gaze), Justice of the Wyrm King (retribution damage)..
8: Mind Blank: Well, they need it, that's for sure. It doesn't make much sense in-theme, but if it will keep adventuring parties from disabling the dragon with mind-affecting effects at the beginning of the fight, I'm all for it.
9: Breath Weapon Admixture: Powerful damage and avoiding the ability of most to prepare energy resistances. Was an 8th level spell in Draconomicon, but it belongs at 9. Looks good.

Verdict: A little funny around levels 3-5, but a very strong set of spell options to choose from. Gets a little funny when different books have the same spell at different levels- I'd pick one to stick to. Could see some fun stuff happening if you use Delay Spell to stack on two metabreath spells onto the same spell.

Feats:
Eschew Materials: Like Mage hand, makes sense that dragons need it.

Breath and Metabreath feats: Not reviewing, assuming that they're decent.
Awaken Spell Resistance: Stacking +SR can be pretty good. Not great if you don't have it, but yay dragons!
Draconic Knowledge: Class skills are nice? Skill bonus can get medium big.
Embed Spell Focus: Need it if you're big.
Practical Metamagic: It was good earlier, it's good now.

Verdict: Decent feats. Not much in the way of awful ones considering that you're a dragon and have trouble with not having hands. Could see breath weapons getting out of hand?
/SPOILER]

Looks very nice as a boss fight! Includes much-needed buffs, a couple of big splashy attacks, and a bit of things they need to function as players.

Hashmalum
2017-03-09, 08:59 PM
Makes sense, although in my mind the Arcane bloodline is the one where the sorcerer can use magic "just because".
I should probably include a blurb for each bloodline in the description, explaining where it comes from, and giving a list of eligible ancestor creatures for RP purposes. I should also include alignment restrictions, since many of the heritage feats have them.



4: Dispelling Breath: Oh ho ho! Of all the metabreath spells, this one feels the most boss-fight appropriate, because it means that the standard tactics of buffing defenses to incredible heights are much reduced. Another spell which affects how dragons are approached. However- the spell is level 5 in the Spell Compendium, and should maybe be adjusted as such, maybe(?). Alternates for this level: Treasure Scent (smell gold), Ruin Delver's Fortune(Despite the name, it's the swiss army knife of defensive spells), Voice of the Dragon, Greater Wings of Air.
5: Draconic Polymorph: Ehhhh... While it's a good spell, it's not something I would see on each and every dragon. For social purposes, many already have their own shapeshifting, and the idea of a dragon who's typically fought in a different form doesn't sit well with me. Combined with notes on Dispelling Breath, move that one up a level, and add a different spell to 4. Alternates include Draconic Might, Superior Magic Fang, Undying Vigor of the Dragonlords for healing.Oops, I did not notice that Spell Compendium bumped up the level on dispelling breath. You're right about consistency, since I've been using Spell Compendium versions of all the other spells I should with this one too. And point taken about dragons with independent shapechanging. Hmm... Treasure scent is redundant for gold dragons who already have their detect gems spell-like, otherwise it would be a shoo-in. Voice of the dragon seems to me more like the "imitate a dragon" rather than "be a dragon" spells. Ruin delver's fortune would be fun with dragon charisma, but it doesn't scream "dragon" to me. Greater wings of air seems best to me; dragons generally have lousy maneuverability and would really benefit from it. It also allows some more interesting fights.



8: Mind Blank: Well, they need it, that's for sure. It doesn't make much sense in-theme, but if it will keep adventuring parties from disabling the dragon with mind-affecting effects at the beginning of the fight, I'm all for it.
It also explains why the major dragons are still around and not scry-buff-teleport killed already. It's absolutely vital really, thematic or not.



Verdict: Decent feats. Not much in the way of awful ones considering that you're a dragon and have trouble with not having hands. Could see breath weapons getting out of hand?I had a couple of other monstrous feats that specifically increased dragon sorcerer abilities, but I forgot to post them. I'll edit them into my feats post.

By the way, I've been wanting to include some dual-bloodline options like night hag (fiendish and hag) and couatl (celestial and snake), but I'm not sure how to balance them. Any thoughts?

aimlessPolymath
2017-03-10, 12:56 AM
No idea on how to construct hybrid bloodlines right now. I suspect the best way is to in some fashion force the player to take options from both sides, keeping them from picking and choosing the best ones.

Earth:

0: Discern Depth: Feels like being a dwarf, which is good.
1: uugh I hate having this spell here but there are so few 1st level earth spells. When you get it, it's about to instantly hit its damage cap, and you won't be happy about having it later... Swap for Magic Stone, a spell which inexplicably is missing the Earth descriptor, or Foundation of Stone, a very nice 1st level group buff which gives an untyped bonus to AC... but might be too good.
2: Sweet. No problems.
3: Yes! The prototypical Earth spell.
4: A very good buff to have, which is nice, since it's the first combat spell for a while.
5: It's another good spell with utility and combat uses.
6: This is possibly too good? Petrification is very useful against a variety of foes, including those immune to death effects. Possible swap with Stone Tell, the druid spell.
7: Nice, splashy bomb which feels good. Alternative to consider here might be Statue, but that's a very odd buff spell, and I wouldn't feel comfortable not giving them access to Earthquake sometime. Other alternative is Master Earth, which is greater teleport by ultra-burrow speed.
8: I had to look this one up. Good spell. It's a lot like earthquake, though? Possibly move Earthquake here (mimicking the cleric/druid/Destruction level instead of Earth domain, and add a different spell at 7, or something else here?
9: Eh. Powerful single-target elimination which works on almost everyone, but... Undermaster is a 9th level spell which, for 5 rounds, gives you like a dozen earth-related spell-like abilities.

Verdict: A nice mix of combat-related and utility magic. Gets a bit attack-focused near the top end, but that's OK.

Feats:
Earthen Heritage: A good feat for fighters, less so for sorcerers (other than self-buffs).

Earthen Bite:Rarely relevant. Ever, even to people with natural attacks. Am not clear on connection with Earth.
Earthen Digestion: Okay, maybe it might be relevant. Metal-eating is a very neat ability, if incredibly inefficient money-wise, but you can double your health like that? Might cap it to Con score/mod in bonus hit points and combine it with Earthen Bite, because otherwise I have no idea how to balance this.
Earthen Hide: oooooh boy. Keep in mind that 1 feat = +1 AC normally (Dodge, Shield Focus, that one epic feat, etc.) so this is INCREDIBLE, making each of your heritage feats worth an extra feat.
Earthen Scent: Hah! I like it. Would be a fun pick on a rogue or appraiser- they can literally smell counterfeit coins.
Earthen Slam: Eh. Not a fan. Bump damage die one size, I think. Damage is less than you could get out of Weapon Proficiency(longsword), but takes one of your hands, unlike Earthen Bite.
Earthen Toughness: Prerequisites:Original is odd. It's like many multiple copies of Improved Toughness. Combined with Earthen Hide, this makes heritage feats far overvalued- to the degree where I would take Earthen Bite or Earthen Slam as a sorcerer.
Element Focus: See notes for Air.
Elemental Caller: See notes for Air.
Elemental Fortitude: Good for making Fortitude saves- somewhat more valuable than the reflexes version due to the importance of the saves. Good!
Elemental Protection: See notes for Air.
Elemental Spellcasting: Could be very handy.
G. Element Focus: See Element Focus.
Heritage Darkvision: You know the drill.
Heritage Scholar: Class skills are nice but less so on a low-skills class, earth creatures are rarish.

Verdict: Love the spell picks (except for Imprisonment), feats are generally below par except for Earthen Toughness/Hide, which scale so well that they overpower all the other feats. Add Earth Sense from Races of Stone and some of its feat chains.

Hashmalum
2017-03-10, 11:21 AM
No idea on how to construct hybrid bloodlines right now. I suspect the best way is to in some fashion force the player to take options from both sides, keeping them from picking and choosing the best ones.

That might work. And of course the base heritage feat won't have any benefit besides functioning as a prerequisite for two different heritage groups. I'll have to try that once I am done with this technical report project for school.



Earth:

0: Discern Depth: Feels like being a dwarf, which is good.
1: uugh I hate having this spell here but there are so few 1st level earth spells. When you get it, it's about to instantly hit its damage cap, and you won't be happy about having it later... Swap for Magic Stone, a spell which inexplicably is missing the Earth descriptor, or Foundation of Stone, a very nice 1st level group buff which gives an untyped bonus to AC... but might be too good.
Thinking about it, you're right about this spell being bad due to having such a low cap. There's no retraining for bloodline spells after all, so it can't be swapped out for something better later. I think I'll go with foundation of stone instead.


2: Sweet. No problems.
3: Yes! The prototypical Earth spell.
4: A very good buff to have, which is nice, since it's the first combat spell for a while.
5: It's another good spell with utility and combat uses.
6: This is possibly too good? Petrification is very useful against a variety of foes, including those immune to death effects. Possible swap with Stone Tell, the druid spell.

Yes, but as you noted, most of the feats are subpar, so the spells need to be good to make up for it. On the other hand, the bloodline doesn't have any other way to grab stone tell, which it should have. I think I need to do an Elemental Spell Knowledge feat allowing the elemental bloodlines to grab spells with their element descriptor from other class lists. Also, having some divination would add variety. And we can always fix the feats. Yeah, I think I'll go with stone tell after all.


7: Nice, splashy bomb which feels good. Alternative to consider here might be Statue, but that's a very odd buff spell, and I wouldn't feel comfortable not giving them access to Earthquake sometime. Other alternative is Master Earth, which is greater teleport by ultra-burrow speed.
8: I had to look this one up. Good spell. It's a lot like earthquake, though? Possibly move Earthquake here (mimicking the cleric/druid/Destruction level instead of Earth domain, and add a different spell at 7, or something else here?
Yeah, I think I'll move earthquake to 8th and put in master earth for 7th. Gives them some good variety in capabilities, and they need something good for moving through earth.


9: Eh. Powerful single-target elimination which works on almost everyone, but... Undermaster is a 9th level spell which, for 5 rounds, gives you like a dozen earth-related spell-like abilities.I considered undermaster, but rejected it due to overlapping too much with the spells that we already have. Also consider what happens if a player invests in things like Element Focus (earth) and so on and grabs a bunch of earth spells (which is the kind of thematics we wish to enable); undermaster might end up completely useless to them.



Verdict: A nice mix of combat-related and utility magic. Gets a bit attack-focused near the top end, but that's OK.

Feats:
Earthen Heritage: A good feat for fighters, less so for sorcerers (other than self-buffs).

Earthen Bite:Rarely relevant. Ever, even to people with natural attacks. Am not clear on connection with Earth.
Earthen Digestion: Okay, maybe it might be relevant. Metal-eating is a very neat ability, if incredibly inefficient money-wise, but you can double your health like that? Might cap it to Con score/mod in bonus hit points and combine it with Earthen Bite, because otherwise I have no idea how to balance this.
The bite was inspired by the xorn (and its cousin from earlier editions the xaren). The metal eating was also inspired by the fact that in earlier editions, the xorns actually permanently gained hit points by eating magic metal. Considering that you can literally eat your expected wealth by level, I wonder if some form of permanent gain (up to your normal max hit points per die) might work, sort of like a lesser form of Vow of Poverty? Anyway, temporarily doubling your hit points sounds great but it's so incredibly expensive so I'm not worried about it. Maybe I should move the temp hit point gain to the base bite so that it's good for something, and have the digestion feat give permanent hit point gain?


Earthen Hide: oooooh boy. Keep in mind that 1 feat = +1 AC normally (Dodge, Shield Focus, that one epic feat, etc.) so this is INCREDIBLE, making each of your heritage feats worth an extra feat.

I know about the expected feat->AC rate, but the problem is that that rate is terrible! Dodge is a notorious feat tax that even people who have forget to use, Draconic Skin is considered not worth taking, nobody would take that epic feat with so many other more interesting things to take, etc. I want AC-boosting feats to be worth taking, but not so good that everybody takes them. But I am unsure how to do that.


Earthen Scent: Hah! I like it. Would be a fun pick on a rogue or appraiser- they can literally smell counterfeit coins.
Earthen Slam: Eh. Not a fan. Bump damage die one size, I think. Damage is less than you could get out of Weapon Proficiency(longsword), but takes one of your hands, unlike Earthen Bite.
Ok, I'll bump it up.


Earthen Toughness: Prerequisites:Original is odd. It's like many multiple copies of Improved Toughness. Combined with Earthen Hide, this makes heritage feats far overvalued- to the degree where I would take Earthen Bite or Earthen Slam as a sorcerer.

Oops, the prerequisites line somehow got screwed up! It should say "Prerequisites: Earth Heritage." Thank you for catching that.

So anyway, do you think that should Earthen Toughness scale multiplicatively, like it does now, but at a slower rate (say, one hit point per die per two heritage feats, for example), or additively (say, improved toughness, plus an extra 3 hit points per heritage feat)?


Element Focus: See notes for Air.
Elemental Caller: See notes for Air.
Elemental Fortitude: Good for making Fortitude saves- somewhat more valuable than the reflexes version due to the importance of the saves. Good!
Elemental Protection: See notes for Air.
Elemental Spellcasting: Could be very handy.
G. Element Focus: See Element Focus.
Heritage Darkvision: You know the drill.
Heritage Scholar: Class skills are nice but less so on a low-skills class, earth creatures are rarish.

Verdict: Love the spell picks (except for Imprisonment), feats are generally below par except for Earthen Toughness/Hide, which scale so well that they overpower all the other feats. Add Earth Sense from Races of Stone and some of its feat chains.Ok, I'll add Earth Sense, Earth Adept, Earth Master, and of course Earth Spell. Thanks for pointing those feats out! Again, thank you for all your work and valuable feedback!

aimlessPolymath
2017-03-11, 12:32 AM
On undermaster: There is some overlap, yes, but I think it's mostly outweighed by Undermaster taking both a costly material component (if an inexpensive one) and it taking a standard action to use. That might just be me, though.

On the bite:
You have a point about eating your wealth-per-level. On the balance, I think it would be fine to give temp hit point gain to the base feat. Worst-case scenario is that it makes it much harder to estimate appropriate treasure for villains (who might have eaten some of their loot).

On Earthen Hide:
Why not just give a static +2 AC bonus? It's a decent bonus above the norm, but it's somewhat made up for by the 1-feat prerequisite. I don't know enough about AC balance to offer more than that, sorry.

Earthen Toughness probably shouldn't be multiplicative.
Incarnum-Fortified Body and Psionic Body gave a static 2 hp per feat, and is comparable, but is admittedly pretty awful feats. I'd like to avoid stepping too hard on Toughness/Imp. Toughness's toes, even if they aren't particularly good feats. I'd go for additive increases- say, 2-3 hit points per heritage feat plus a minor static bonus (saves against massive damage?), but make a note that sorcerers gain it per feat they have which they could take as a bonus feat. This doesn't need to be a great feat- there are some other decent picks around. I'd have liked to see more options in the vein of Airy Flight/Transparency, but I think that Earth Sense and Treasure Scent cover those areas pretty well, making Earth surprisingly useful defensively!
Personally, given that Earthen Hide occupies most of the same conceptual space, I'd actually scrap it, or turn it into some kind of Heritage Body general feat- I don't feel it adds much to the bloodline.

Fey Bloodline:

Spells:
0: Faerie Food: Prank'd! Love it.
1: Faerie Fire: Good vs. invisibility, which is always very useful to have, and something which sorcerers often aren't ready for. Not very good until that comes up, though. I like it.
2: Invisibility: Very useful spell to have, matches Faeries pretty well. A bit too good maybe, but given how little Faerie Fire is useful often, probably needs it.
3: Deep Slumber... This is a good spell at the level you get it, but falls off quickly. Change it out. Alternates: Crown of Veils (a long-lasting buff which can be expended to be better at trickery), Suggestion, or Major Image (classic illusion spell). I stopped reading in the M's when I saw that one, but there could be others.
4: Huh. I feel like this is a very appropriate spell to put...somewhere. I'm not sure that it's here, and I'd like to hear your reasoning before I criticize it. Alternatives: Bestow Curse, which feels similar, Charm Monster, Hallucinatory Terrain, Nightmare Terrain, Unluck.
5: I'm happy with this spell.
6: See Lesser Geas. Alternatives:Dream Casting, False Sending, Opalescent Glare(arguably), Probe Thoughts, Programmed Image, and Veil.
7: I'm OK with this, for similar reasons to Invisibility. Also, the spell doesn't feel that good. Mass Bull's Strength is a level lower than this, but both Invisibility and Bull's Strength are the same level. What's up with that?
8: Wouldn't have a different spell here. Too classic.
9: Makes loads of sense for a trickster. Very happy.

I'd like to see one of the ____ Image spells in there. Not all, but at least one, so all fey sorcerers know how to do some level of illusion. If anywhere, it wold go at level 3.

Feats:
Fey Heritage: Will save bonus is nice, it's just that it's strictly worse than Iron Will.

Dazzling Illusion: Minor but fun effect.
Deceptive Spell: Eh. Useful in combination with Silent/Still, but metamagic isn't great at that point. Still, nice-ish to have.
Fey Legacy: Ohh yes. Love the SLAs. At least two out of three (summons, dim door) will still be very relevant later on.
Fey Performer: Eeeh.
Fey Power:Excellent, especially with Spell Focus- could get significant DC boosts.
Fey Presence: Decent SLAs. Deep Slumber drops off, but Charm stays relevant, and Disguise Self comes in handy once in a while. Could see it on a rogue.
Fey Reflexes: See notes on similar feats.
Fey Skin: It's OK on a sorcerer, but you don't want to be in a situation where it comes up. Powerlevel has come up a bit due to there being so many more heritage feats available. Rewrite helps this somewhat. Damage Reduction stacking is nice, but difficult to abuse due to not working with magic items.
Fey Spell Knowledge: I don't strongly feel that this breaks the Fey Bloodline. For consistency, it might make sense to make them level-shifted like the cleric set, but I don't see strong balance-affecting spells like I do for the cleric.
Fey Trickster: Much more generally useful than Fey Performer.
Greater Spell Focus: See Spell Focus.
Heritage Scholar: See notes on previous Heritage Scholar cases- while this is probably one of the better ones, it's still not a fantastic feat for a class with these skill points.
Metamagic School Focus: Very nice to have. Not sure how many Illusions benefit, but many Enchantments do.
Spell Focus: Like it- these are some of the most DC-heavy spells, so this is great.
Unsettling Enchantment: Good feat which makes sense. Turns even weak enchantments into a backup option.

Feat Verdict:
Very nice selection of feats, including a few defenses, some SLAs relevant for roguish types, and a powerful group of options to buff enchantments or illusions.

Spell rating: A nice curve mixing weaker and better spells at almost a rate of exactly every other level up to 8. Could use some explaining for Geas, which is a bit more specific. Only criticism is that Mass Invis and Geas are both better versions of earlier spells, resulting in redundancy.
Feat Rating: Closest equivalent is Celestial power-wise, both in that it can expand its spell list, and that it can get really high save DCs within its specialty. Fine magic-wise, but it also has some of the general utility I saw in the elemental options.

Hashmalum
2017-03-11, 01:08 PM
On Earthen Hide:
Why not just give a static +2 AC bonus? It's a decent bonus above the norm, but it's somewhat made up for by the 1-feat prerequisite. I don't know enough about AC balance to offer more than that, sorry.

Earthen Toughness probably shouldn't be multiplicative.
Incarnum-Fortified Body and Psionic Body gave a static 2 hp per feat, and is comparable, but is admittedly pretty awful feats. I'd like to avoid stepping too hard on Toughness/Imp. Toughness's toes, even if they aren't particularly good feats. I'd go for additive increases- say, 2-3 hit points per heritage feat plus a minor static bonus (saves against massive damage?), but make a note that sorcerers gain it per feat they have which they could take as a bonus feat. This doesn't need to be a great feat- there are some other decent picks around. I'd have liked to see more options in the vein of Airy Flight/Transparency, but I think that Earth Sense and Treasure Scent cover those areas pretty well, making Earth surprisingly useful defensively!
Personally, given that Earthen Hide occupies most of the same conceptual space, I'd actually scrap it, or turn it into some kind of Heritage Body general feat- I don't feel it adds much to the bloodline.

Earth (and hag) bloodlines are the ones that are intended for a sorcerer who will end up in melee for one reason or another, with earth being the more defensive of the two. Also, I'm not worried about stepping on Improved Toughness too much, given that the prerequisite feat you need for Earthen Toughness has a heavy opportunity cost in the form of locking you out of a lot of good options like Celestial Spell Knowledge, Airy Transparency, etc.


Fey Bloodline:

Spells:
0: Faerie Food: Prank'd! Love it.
1: Faerie Fire: Good vs. invisibility, which is always very useful to have, and something which sorcerers often aren't ready for. Not very good until that comes up, though. I like it.
2: Invisibility: Very useful spell to have, matches Faeries pretty well. A bit too good maybe, but given how little Faerie Fire is useful often, probably needs it.
3: Deep Slumber... This is a good spell at the level you get it, but falls off quickly. Change it out. Alternates: Crown of Veils (a long-lasting buff which can be expended to be better at trickery), Suggestion, or Major Image (classic illusion spell). I stopped reading in the M's when I saw that one, but there could be others.
Yeah, in keeping with the reasoning that had me dropping hail of stone from the earth bloodline, I think I'll ditch this one too. Deceptive facade from Complete Mage looks like a good replacement to me, I think.


4: Huh. I feel like this is a very appropriate spell to put...somewhere. I'm not sure that it's here, and I'd like to hear your reasoning before I criticize it. Alternatives: Bestow Curse, which feels similar, Charm Monster, Hallucinatory Terrain, Nightmare Terrain, Unluck.
The modern concept of "fairy" actually derives from the same origin (Celtic lore) as the concept of a "geas", so I felt like geases should be in the fey list somewhere. Admittedly they don't need to be in it twice. Bestow curse would also be good, but I gave it to the hag bloodline, and I'm trying to avoid too much duplication between bloodline spells. If I swapped it for anything it would probably be charm monster.


5: I'm happy with this spell.
6: See Lesser Geas. Alternatives:Dream Casting, False Sending, Opalescent Glare(arguably), Probe Thoughts, Programmed Image, and Veil.
I think I'll swap this one for endless slumber from Complete Mage since I'm getting rid of deep slumber.


7: I'm OK with this, for similar reasons to Invisibility. Also, the spell doesn't feel that good. Mass Bull's Strength is a level lower than this, but both Invisibility and Bull's Strength are the same level. What's up with that?
8: Wouldn't have a different spell here. Too classic.
9: Makes loads of sense for a trickster. Very happy.

I'd like to see one of the ____ Image spells in there. Not all, but at least one, so all fey sorcerers know how to do some level of illusion. If anywhere, it wold go at level 3.

Feats:
Fey Heritage: Will save bonus is nice, it's just that it's strictly worse than Iron Will.

Dazzling Illusion: Minor but fun effect.
Deceptive Spell: Eh. Useful in combination with Silent/Still, but metamagic isn't great at that point. Still, nice-ish to have.
Fey Legacy: Ohh yes. Love the SLAs. At least two out of three (summons, dim door) will still be very relevant later on.
Fey Performer: Eeeh.
Yeah, this one was always intended for theme value rather than having any great practical use.


Fey Power:Excellent, especially with Spell Focus- could get significant DC boosts.
Fey Presence: Decent SLAs. Deep Slumber drops off, but Charm stays relevant, and Disguise Self comes in handy once in a while. Could see it on a rogue.
Fey Reflexes: See notes on similar feats.
Fey Skin: It's OK on a sorcerer, but you don't want to be in a situation where it comes up. Powerlevel has come up a bit due to there being so many more heritage feats available. Rewrite helps this somewhat. Damage Reduction stacking is nice, but difficult to abuse due to not working with magic items.
Fey Spell Knowledge: I don't strongly feel that this breaks the Fey Bloodline. For consistency, it might make sense to make them level-shifted like the cleric set, but I don't see strong balance-affecting spells like I do for the cleric.
Making it consistent would also entail making it significantly worse, so I think I'll just let it be.


Fey Trickster: Much more generally useful than Fey Performer.
Greater Spell Focus: See Spell Focus.
Heritage Scholar: See notes on previous Heritage Scholar cases- while this is probably one of the better ones, it's still not a fantastic feat for a class with these skill points.
Metamagic School Focus: Very nice to have. Not sure how many Illusions benefit, but many Enchantments do.
Spell Focus: Like it- these are some of the most DC-heavy spells, so this is great.
Unsettling Enchantment: Good feat which makes sense. Turns even weak enchantments into a backup option.

Feat Verdict:
Very nice selection of feats, including a few defenses, some SLAs relevant for roguish types, and a powerful group of options to buff enchantments or illusions.

Spell rating: A nice curve mixing weaker and better spells at almost a rate of exactly every other level up to 8. Could use some explaining for Geas, which is a bit more specific. Only criticism is that Mass Invis and Geas are both better versions of earlier spells, resulting in redundancy.
Feat Rating: Closest equivalent is Celestial power-wise, both in that it can expand its spell list, and that it can get really high save DCs within its specialty. Fine magic-wise, but it also has some of the general utility I saw in the elemental options.I might do something about mass invisibility, but not sure what yet. I still might swap lesser geas for charm monster. Other than that I think this bloodline is finished. Finally, thank you again for your contribution! I've edited the OP to credit you (better late than never).

Edit:

I went ahead and changed draconic 3rd to dragonskin.
I added the rapture spell under new spells, and changed celestial 8th to rapture.
I added Elemental Spell Knowledge under heritage feats, and added it to the bonus feat list for air, earth, fire, and water bloodlines.
I noticed that Master of Poisons was a stronger feat than my Poison Use feat, so I replaced Poison Use with Master of Poisons for the snake bloodline and deleted Poison Use.

Hashmalum
2017-03-23, 11:07 AM
So I added a new bloodline. The bonus feat list is pretty short and I hope to add to it later.



0Spider Form, LeastNew
1stJump
2ndWeb
3rdSpiderskinSpC
4thWingbindSpC
5thDridershapeDrU
6thSpider PlagueSpC
7thBrain SpiderSpC
8thWeb of LiesNew
9thForesight

Alignment requirements: None
Heritage feat: Spider HeritageNew
Bonus Feats: Coercive SpellDrU, Entangling SpellCR, Master of PoisonsDrU, Poison SpellDrU, Spider BiteNew, Spider DeceiverNew, Spider FormNew, Spider SilkNew, Spider SpeedNew, Spiderfriend MagicDrU
Possible ancestors: Aranea, Yochlol FC1 (also fiendish bloodline)


Other changes: added alignment requirements and possible ancestors to other bloodlines, added Fiendish Spell Knowledge and Vampiric Spell feats.

Still to do: Nerf _____ Toughness feats to be less overwhelming, nerf arcane bloodline spell lists, make some changes to Earthen Bite/Earthen Digestion, probably a few other things. Axiomatic, Githyanki, and Githzerai bloodlines are planned at some point. The dual bloodline feats (Couatl Heritage, Faerie Dragon Heritage, Night Hag Heritage, and Yochlol Heritage ) and rules still need to be done.