This is less of a suggestion and more of an idea. In Pathfinder, which is basically a reworked/balanced form of DnD 3.5, sorcerors are the same natural spellcasters, but their ancestry (and the root of their power) can grant them specific abilities. There are choices like: celestial, infernal, undead, etc.
QuoteBloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
There's a whole list of bloodlines and their powers here (//%22http://paizo.com/pathfinderRPG/prd/classes/sorcerer.html%22).
I realize this would probably take an incredible amount of scripting and so I'm not exactly calling for it, just throwing it out there as an idea.
I'm down for anything that helps sorcerers and isn't bloodmage (read, very difficult to earn).
Pathfinder FTW
Yes, this would add a lot to sorcerers, though they are already rather powerful, just not as flexible in what they can do when compared to wizards. I'd say nothing major, but something nice and decently strong, that adds flavor to them and lets them RP their magical origins a bit better.
Something like this could potentially be integrated into the perk system.
I know you can apply for special and / or unusual bloodlines. That's what I did for Mactl'ysha. No mechanical benefits though, only RP enhancement.
The theme ideas are awesome for Sorcerer only perks.
This could be easily implemented with the perk sistem, althouh in that case, i'd say sorcerers should be able to pick a bloodline perk and an additional perk, but that's just me. I would love to see this, since it would make sorcerers a lot more desirable to play, and also make them suck a bit less.
QuoteBloodline: Draconic
Bonus spells:
-Ultravision (Once a day at level 3, twice at level 5 and thrice at level 7)
-Unlimited cantrips
Abilities:
Spell resistance (12)
Inmunity: sleep
Bloodline: Celestial
Bonus spells:
-Resistance (Once a day per caster level)
-Bless (Once a day at level 5, twice at level 7)
-Searing light (Once a day at level 3, twice at level 5, and thrice at level 7)
-Magic circle vs evil (Once a day at level 7)
Bloodline: Abyssal
Bonus spells:
-Bane (Once a day at level 1, twice at level 3, thrice at level five, four times at level 7 and five times at level 9)
-Magic circle vs good (once a day at level 5)
-Aura of unatural (once a day at level 7)
Bloodline: Arcane
Bonus spells:
-Magic missile (Three times a day)
-Lesser dispell (Once a day at level 5, twice at level 7)
Abilities:
+1 bonus to spellcraft per caster level
Bloodline: elemental
Bonus spells:
-Endure elements (once a day at level 3, twice at level 5, trice at level 7)
-Unlimited cantrip of the chosen element
Abilities:
Elemental bond perk of the chosen element
Bloodline: Fey
Bonus spells:
-Sleep (three times a day)
-One with the land (Once a day starting since level 5)
Abilities:
Woodland stride
Trackless step
Bloodline: Undead
Bonus spells:
-Animate dead (Once a day at level 5, twice at level 7, thrice at level 9)
-Negative pulse (Once a day at level 3, twice at level 5, thrice at level 7)
Or something along thouse lines.
Drakill, that is amazingly well done.
Sorcerer bloodline perks seems like a good idea. Not sure that 1) It'll be those listed above or 2) That Sorcs will get a regular perk and a bloodline perk. Bard Song perks, for instance, take up a perk, and I think Sorcerer ones should be their regular one as well.
I agree with Deputy. The elemental bloodline can be the elemental focus perk regardless.
I am a huge fan of this idea. I always felt that 'mages' get forced down an elemental path, which I wasn't keen on. Options are great!
I like the perk idea though definately reccomend change to some, SR is pretty damn powerful.
Yes, putting Sorc specific perks would be amazing! Nnot as powerful as Immunity to Sleep, SR 12 and unlimited cantrips, but this is a very, very good idea!
Great suggestion.
Sorcerers really are not great when compared to wizards, if not in spell selection (do the math, they get less spells at our levels,) simply in the loss of two feats over the course of their career.
SR 12, cantrips, is not actually that wild on a pure sorcerer.
I think that these perk ideas are awesome. However:
Make them available only to characters with five levels -of- sorcerer?
I love the idea, but would agree that they should only be available to characters with 5 levels of Sorcerer, similar to the Cleric Perks.
Probably not these bloodlines.
The idea of every sorceror having an Abberant, Dragon, Celestial or demonic ancestry is sort-of silly to me.
But the idea is nice.
Yes. I'd be for sorcerer only perks at 5, and 10, TBH. Similar to wizard bonus feats but more general than BLOODLINES, though perhaps capable of being RP'd in the same way as bloodlines, if the player so chose.
How about perks that focus on a sorcerer's background, rather than bloodline.
Examples:
Tribal[/u]
Only available to wilderness PC's.
Effect:
Gain Camoflauge (5) 1x/day
+5 Move Silently in Wilds at level 5
+10 Move Silently in Wilds at level 8
Wildseer[/u]
Ever since childhood, you've been able to see things that others cannot.
Effect:
Gain See Invis (5) 1x/day at level 5
Gain See Clairaudience/Clairvoyance (5) at level 7
Gain See Invis (5) 2x/day at level 9
Counts as SF: Divination for the purposes of Scrying.
Witch's Mark[/u]
Non-Good Only
Your powers have a sinister source that you have only just begun to discover.
Effect:
Gain Invis (5) 1x/day at level 5
Gain Protection from Elements (5) 1x/day at level 6
Gain Invis (5) 2x/day at level 7
Summoning Theme - Infernal.
WHy not make certain perks app only?
Quote from: Mort;187459Probably not these bloodlines.
The idea of every sorceror having an Abberant, Dragon, Celestial or demonic ancestry is sort-of silly to me.
But the idea is nice.
I thought all sorcerers forcefully had a bloodline, such as these, from where it's power came?
Quote from: Drakill Tannan;187479I thought all sorcerers forcefully had a bloodline, such as these, from where it's power came?
Some claim it is from dragon in-character. That is somewhat true but untrue at the same time. The origin was never clarified in manuals, and there is mystery surrounding it.
The fact it isn't precise, that no one knows for sure, that it is odd and bizarre is what makes the sorceror.
That means that 99% of sorcerors dont know shit about their origin and the origin of their power is idiopathic. That 1% might know a little more or might have blood that is a little more pure to be known as a bloodline and have traits specific to the race from which their powers are drawn from.
To have that 1% translate into 100% of sorceror on EFU:A having dragon blood, abberant blood, divine blood, and the traits associated to these races (like horns, claws, fireproof...), etc. is not desired.
I would like the idea of boosting types of spells or making a Sorceror more powerful at very specific roles (given their nature of only having limited spells) than + spells / day, like ANIMAL SHAMAN or RUNESCREAMER.
PYRO KOBOLD
So, sorc only bonus perks. Something different to wizard ones, that add a distinct flavour to the class. How about:
Unsubtle Casting
With spear in hand and hunting leathers worn proudly, your gifts have not come at the detriment of your other training. On the other hand, perhaps you've been as handy with a buckler as a fireball. Regardless, things get in the way less.
-10% arcane spellfailure
Supernaturally Charming
Your powers manifest in more than simply the overt spells you cast, but also improve your general presence.
+2 Persuade, Bluff, Intimidate
Adventurous
The lack of need to study your powers really HAS made you more skilled with weapons than a wizard. You can correctly recognise the pointy end of a sword and shoot bows.
Gain Weapon Proficiency: Rogue
Chaotic Manifestation (Chaotic only)
Your spells don't always come out as intended, but the results are rarely short of spectacular
All offensive spells may randomly (20%) trigger one of the bonus effects from the Elemental Bond perks.
Great power, Great Responsibility (Good Only)
"Whatever source your power comes from, it seems to have a strong moralistic streak." Your offensive spells deal +1d4 Acid Damage to Evil targets, but (reduced damage/cure spell/deals 1 neg dmg to you) when fired at Good targets.
I can't remember the last time I saw a Good Sorc.
Power Hungry (Evil Only)
"You really shouldn't have ended up being able to throw spells. It's corrupted you beyond usual, and you can't get enough."
Every time you cast a spell, use a scroll or use a wand, you heal 1 HP.
I dig these, I only wish my sorceress hadn't chosen her perk already. :( Assuming they're implemented of course.
I also suggest this:
Shadow Bloodline
You have always had a connection to shadows, bending them to your will and benefit.
Level 5: Summon shadow as a third (or fourth)-level spell 1/day
Level 7: Shadow Evade, 1/day
Level 10: Summon said shadow 3/day
Quote from: Mort;187485Some claim it is from dragon in-character. That is somewhat true but untrue at the same time. The origin was never clarified in manuals, and there is mystery surrounding it.
The fact it isn't precise, that no one knows for sure, that it is odd and bizarre is what makes the sorceror.
That means that 99% of sorcerors dont know shit about their origin and the origin of their power is idiopathic. That 1% might know a little more or might have blood that is a little more pure to be known as a bloodline and have traits specific to the race from which their powers are drawn from.
To have that 1% translate into 100% of sorceror on EFU:A having dragon blood, abberant blood, divine blood, and the traits associated to these races (like horns, claws, fireproof...), etc. is not desired.
While i agree it is awful that sorcerers develop the traits of the bloodline, that is not what i suggested. The magical powers of the sorcerer should vary depending on the source, but growing claws and such is lame, i agree. That is why i suggested additional spells and a few feats, that are not a trait to the bloodline, but are rather similar.
Also, the origin is not specified, but EFU is non-cannon, so technically the DMs could make a ruling so that this is so. I'd hate to see sorcerers claiming their ancestry though, luckly there is diference in between IC knoweldge and OOC knowledge, a big red warning when taking the perk could make sure players knew this:
//OOC: Your PC has no knowledge of the origin of his power. He/she is completly ignorant of the bloodline.
The sorcerer's powers could be still treated as the mistery they are now, so no real harm would be done.
And they might not be as weak now. That would be awsome.