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| Cullwch02-20-04, 08:33 PM | Dragon Issue 311 gave an article for bloodline feats for sorcerors. Basically, instead of draconic heritage, sorcerors could have any magical ancestry. The bloodline feats presented dealt with fey, air, water, fire, earth, dragon, fiends, and celestials as ancestors. I wanted something a bit more specific, but I fear my bloodline feats are a bit overpowered. Here are my ideas. Storm Bloodline [Bloodline Feat] You are descended from a creature of storm: lightning literally courses through your veins. Small static shocks are a nearly constant occurance. Physically, your features are similiar to those of your race, but the ridges and valleys of your irises seem to sparkle with electricity. Occassionally, the Storm Bloodline results in blue hair or skin, but such variations are uncommon. Alternatively, your physical features may revolve around blizzards, hailstorms, or tornadoes. For example, some of the members of the Storm bloodline have incredibly blue white skin, with matching eyes. Others have dusky gray skin, with eyes like the sky before rain. Very few magical matings result in Storm progeny. Storm Giants, of course, are the most common ancestors, but a few cloud giants, the occasional dragon, and fey storm-riders (See fey feature: Energy Fey, part 3 of 5) all have the potential to produce sorcerors with thunder in their veins. Many sorcerous characters reflect their specific magical ancestor; Storm bloodline personalities develop based on the type of storm the character is most like. All those who choose to develop their "inclement" heritage tend heavily toward chaos as opposed to law, but Storm character may be of any moral alignment. (Good, Neutral, or Evil) Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar. Benefit: Your Storm ancestry gives you two bonus spells known per spell level, but it does not affect your spells per day. Starting at 1st level, you learn the following spells. 1. Obscuring Mist, Shocking Grasp 2. Fog Cloud, Shout 3. Sleet Storm, Call Lightning 4. Air Walk, Solid Fog 5. Control Winds, Ice Storm 6. Control Weather, Chain Lightning 7. Reverse Gravity, Wind Walk 8. Whirlwind, Thunderstorm* 9. Storm of Vengeance * - An "Energy Substitution: Lightning" Firestorm Special: Storms rarely, if ever, touch earth. In addition, storms associated with the Storm Bloodline do NOT rain fire or Brimstone. A character with the Storm bloodline cannot learn new spells with the Fire or Earth descriptors, and all such spells on their spell lists are removed. Ride the Wild Wind [Bloodline Feat] You have the ability to take advantage of the heavy winds associated with inclement weather, and can pick up speed thereby. Prerequisites: Storm Bloodline, Ability to cast third level arcane spells without preparation. Benefit: In light or stronger winds, you have the ability to add a multiple of five to your base speed, as long as you are going "with the wind." Tacking reduces your speed improvement to 1/2 of the tailwind speed, rounded down to the nearest foot. Flight speeds are affected similarly. See list below. Light wind: Add 5 feet to your base land speed, or 10 feet to your base speed if you are flying. Medium Wind: Add 10 feet to your base land speed, or 15 feet to your speed if you are flying. Strong Wind: Add 15 feet to your base land speed, or 30 to your base speed if you are flying. Hurricane Winds: Add 15 feet to your base land speed. Tacking is impossible with hurricane force winds blowing behind you, to remain upright you must travel with the wind directly at your back. Note that most hurricane force winds are rotating around a central "eye," so straightforward movement may not be possible. For those flying, speed increases by 40 feet, but there is a 15% cumulative chance each turn that the character is blown away (see DMG). Tornado Force Winds: "Riding" Tornado Force winds is next to impossible. Characters with the Ride the Wild Wind feat may attempt to jump into the tornado in the same direction as its spin, and slingshot around the tornado for a 60 feet speed boost, but doing so is incredibly dangerous. Characters who make such attempts have a 45% chance of being sucked into the tornado and of suffering such ill effects as listed in the DMG. Flying in Tornado Force Winds is impossible, except in rare circumstances. (DM Option: Characters with the "Ride the Wild Wind Feat" may spend an action point (as delineated in the Eberron previews) to attempt to slingshot around a tornado as per their earthbound brethren.) What do you think? |
| Seeker9502-20-04, 10:53 PM | Before going into much more detail on this, you might want to check out the extensive bloodlines development (for more than just sorcerers) in the new Unearthed Arcana. |
| Cullwch02-20-04, 10:58 PM | Really? I didn't know that. I'll have to give it a look. :) Until I'm able to, however, do any of you have any suggestions for me? Especially those of you who have read the new bloodline rules? I was merely continuing the vein of thought from Dragon 311, but any suggestions at all would be appreciated. |
| Seeker9502-20-04, 11:06 PM | They seem pretty solid. Unearthed Arcana is definitely worth it. Streamlines the approach to bloodlines and provides enough examples to develop your own ideas easily. |
| Cullwch02-22-04, 04:40 PM | Any other comments? Anyone? |
| ShadowShinobi02-22-04, 05:49 PM | Here's one of mine. Shadow Bloodline [General] Sorcerers with the Shadow Bloodline are usually descended from Shadow Dragons. Spells 1-Shadow Hands, Negative Energy Ray 2-Darkness, Veil of Shadow 3-Shadow Bolt, Slashing Darkness 4-Shadow Conjuration, Armor of Darkness 5-Shadow Evocation, Greater Shadow Conjuration 6-Shades, Greater Shadow Evocation 7-Sword of Darkness, Simalcruam 8-Create Greater Undead, Etherealness 9-Energy Drain, Soul Bind A sorcerer with the Shadow Bloodline feat may not cast positve energy spells or spells that create light. |