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Can someone please help me create this bloodline.

Senko

Well-known member
I asked this before but even after the advice I'm just lost. I think I can create most of the individual components but I can't figure out how to create the linking bloodline since I seem to be finding them in multiple places and its complicated because I want to use a variant too. Anyway the base bloodline is . . .


Kitsune Bloodline (Sorcerer)

One of your ancestors was a kitsune who achieved the apex of their race’s mystical powers. Your sorcerous abilities stem from the same font of mystic power, allowing you to effortlessly dominate the minds of your enemies with powerful enchantments and illusions.

Class Skill: Disguise

(Just use class, class special, arcane bloodlines class skill)

Bonus Spells: silent image (3rd), invisibility (5th), major image (7th), charm monster (9th), magic jar (11th), mislead (13th), project image (15th), mass charm monster (17th), wish (19th).

(I'm pretty sure I've found this "Bonus Spell Choice (cSorChBonS)" but its grayed out in same section as above well they all are really. However there's also a "Bloodline spells (cSorChPow)" which could be it.)

Bonus Feats: Alertness, Craft Wondrous Item, Dodge, Lightning Reflexes, Improved Initiative, Skill Focus (Disguise) Bloodline Arcana: Whenever you cast an enchantment or illusion spell, creatures targeted by or that interact with your spell suffer a –2 penalty on their saving throw if you have won them over with Diplomacy or fooled them with Bluff in the past 24 hours.

(There's a lot of bonus feats but none of them seem sorcerer based but I can fiddle it I think by using a suppliment one "Bonus Feat (cPsiBonusF)")

Bloodline Powers: You manifest mystical powers that allow you to befuddle and outwit your enemies with magic.

(These ones are tricky I can't find anything suitable except a grayed out "Bloodline power choice (cSorChPow)") which is for crossblooded sorcerers but I'm hopeful the overarching description might help.


Foxfire (Sp): At 1st level, as a standard action, you can create up to four eerie spheres of light that function as dancing lights. While in possession of one or more of these spheres, you can attack one target within 30 feet as a ranged touch attack by directing a sphere at it. This sphere deals 1d6 points of fire damage. Whether or not the sphere hits, it disappears as if its duration
ended. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Shift Form (Su): At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These minutes need not be consecutive. At 7th level, you can also change shape into any animal allowed by beast shape I. At 11th level, you can also change shape into any animal allowed by beast shape II. At 15th level, you can also change shape into any animal allowed by beast shape III. At 19th level, you can also change shape into any natural, inanimate object (such as a rock or a tree) as the spell statue except this ability is a polymorph effect and grants you a +10 racial bonus on Disguise checks to appear as an ordinary object.

Potent Illusions (Su): At 9th level, any illusion spell that you cast with a duration of concentration lasts an additional number of rounds equal to half your sorcerer level. Additionally, when casting an illusion spell you can expend two spell slots of the spell’s level (including level adjustments from metamagic) as a free action in order to imbed an illusion within your
illusion. Effectively, if a creature disbelieves the illusion, it sees a second, identical illusion in its place, which it must attempt todisbelieve separately. You cannot imbed more than two illusions into a spell using this ability or any similar one.

Formless Casting (Su): At 15th level, you can complete the verbal and somatic components of spells while polymorphed into any creature allowed by greater polymorph or while possessing a living creature with magic jar by substituting various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. At 20th level, you gain this benefit while under any polymorph effect, even if the form you take cannot normally make any noise or gestures.

Master Manipulator (Su): At 20th level, you no longer need to make concentration checks to cast enchantment spells and can concentrate on illusion spells as a swift action, rather than a standard action. Additionally, you can expend a spell slot as a free action in order to regain a number of minutes of your shift form ability equal to the spell’s level. This ability does not allow you to exceed the ability’s maximum minutes per day– any excess minutes are lost.

Now I want to use this variant, I think I'll need to simply create the variant as the base bloodline to use it.

Nine-Tailed Bloodline
The ki of a powerful nine-tailed kitsune sleeps within your blood, which you harness to empower your spellcasting.

Associated Bloodline: Kitsune.

Bloodline Arcana: You gain a +1 bonus to your caster level with enchantment and illusion spells.

(I can just edit the fey bloodline arcana to get this)

Bloodline Powers: You enhance your considerable magical
prowess with the ki of a nine-tailed kitsune.

Ki Pool (Su): At 9th level, you gain a pool of ki points, supernatural energy you can use to accomplish amazing feats. The number of points in your ki pool is equal to 1/3 of your sorcerer level + your Charisma modifier. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If you possess levels in another class that grants points to a ki pool, ki points gained from the sorcerer class stack with those gained from the other class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is permanent. You can use ki points from this pool to power the abilities of every class you possess that grants a ki pool.

(Aside from my issue with bloodline powers I think I can fiddle something here using the rogue ki pool trick if I can figure out how to create bloodline powers, for the actual abilities below they're easy to follow ingame as you need to spend the ki and I don't really need to track them in herolab.)

As long as you have at least 1 point in your ki pool, your gain a +1 bonus on caster level checks made to overcome spell resistance per 4 sorcerer levels you possess (max. +5). As a swift action, you may spend 1 point of ki to gain one of the following benefits.

Ki Insight: Gain a +4 insight bonus on skill checks made with your bloodline’s associated class skill for 1 round.Ki Magic: Add +1 to the DC of the next spell you cast on your turn.

Ki Impact: Add +1 to all damage dice dealt by the next spell that you cast on your turn. This bloodline power replaces potent illusions.

So right now I've got 2 basic problems I'm hoping someone can help me with so I can progress to the next step.

1) Where is the basic bloodline description in herolab kept, that is the big overarching component which has the flavour text and pulls all the different abilities together for the different bloodlines when you select them (aberrant, fey, demonic etc)?

2) Is there away to get around (copy/duplicate) grayed out options in the editor aside from the one I'm currently using of writing down each detail and then putting them into a new one?
 
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1) Where is the basic bloodline description in herolab kept, that is the big overarching component which has the flavour text and pulls all the different abilities together for the different bloodlines when you select them (aberrant, fey, demonic etc)?

Bloodlines are Custom Abilities (in the "Class" tab group in the editor). The bloodline abilities they add (in you example that would be "Foxfire" and "Shift Form") are Class Specials (also in the "Class" tab group).

First build the Class Specials (unless you are using already existing ones), and then bootstrap them to the Custom Ability.

2) Is there away to get around (copy/duplicate) grayed out options in the editor aside from the one I'm currently using of writing down each detail and then putting them into a new one?

No, sorry. That's to allow people to see how stuff works, but still make it annoying to copy and spread our content illegally.
 
First advice is break the above done into small questions to ask. Hitting everyone with a "wall" of text is overwhelming. Its hard to figure out "exactly" what your question is. So going to try and break up the different stuff below.

I asked this before but even after the advice I'm just lost. I think I can create most of the individual components but I can't figure out how to create the linking bloodline since I seem to be finding them in multiple places and its complicated because I want to use a variant too. Anyway the base bloodline is . . .
The more complex stuff such as a Bloodline is broken up into multiple pieces or 'Things' in the editor. The Bloodline is a Custom Ability and each "ability" is a class ability.

Then we also bootstrap the "Spells" onto the Custom Ability with a pair of helper tags.

In the editor go to "Class->Custom Ability" and do a new copy against Aberrant (cSorAberra) to get an idea of how this all comes together.

Class Skill: Disguise
Button on the Custom Ability to setup "Additional Class Skills".

Bonus Spells: silent image (3rd), invisibility (5th), major image (7th), charm monster (9th), magic jar (11th), mislead (13th), project image (15th), mass charm monster (17th), wish (19th).
Button on the Custom Ability to setup "Spontaneous Bonus Spells".

Bonus Feats: Alertness, Craft Wondrous Item, Dodge, Lightning Reflexes, Improved Initiative, Skill Focus (Disguise) Bloodline Arcana: Whenever you cast an enchantment or illusion spell, creatures targeted by or that interact with your spell suffer a –2 penalty on their saving throw if you have won them over with Diplomacy or fooled them with Bluff in the past 24 hours.
Button on the Custom Ability to setup "Bonus Feats Allowed".


Bloodline Powers: You manifest mystical powers that allow you to befuddle and outwit your enemies with magic.

Foxfire (Sp): At 1st level, as a standard action, you can create up to four eerie spheres of light that function as dancing lights. While in possession of one or more of these spheres, you can attack one target within 30 feet as a ranged touch attack by directing a sphere at it. This sphere deals 1d6 points of fire damage. Whether or not the sphere hits, it disappears as if its duration
ended. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Shift Form (Su): At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These minutes need not be consecutive. At 7th level, you can also change shape into any animal allowed by beast shape I. At 11th level, you can also change shape into any animal allowed by beast shape II. At 15th level, you can also change shape into any animal allowed by beast shape III. At 19th level, you can also change shape into any natural, inanimate object (such as a rock or a tree) as the spell statue except this ability is a polymorph effect and grants you a +10 racial bonus on Disguise checks to appear as an ordinary object.

Potent Illusions (Su): At 9th level, any illusion spell that you cast with a duration of concentration lasts an additional number of rounds equal to half your sorcerer level. Additionally, when casting an illusion spell you can expend two spell slots of the spell’s level (including level adjustments from metamagic) as a free action in order to imbed an illusion within your
illusion. Effectively, if a creature disbelieves the illusion, it sees a second, identical illusion in its place, which it must attempt todisbelieve separately. You cannot imbed more than two illusions into a spell using this ability or any similar one.

Formless Casting (Su): At 15th level, you can complete the verbal and somatic components of spells while polymorphed into any creature allowed by greater polymorph or while possessing a living creature with magic jar by substituting various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. At 20th level, you gain this benefit while under any polymorph effect, even if the form you take cannot normally make any noise or gestures.

Master Manipulator (Su): At 20th level, you no longer need to make concentration checks to cast enchantment spells and can concentrate on illusion spells as a swift action, rather than a standard action. Additionally, you can expend a spell slot as a free action in order to regain a number of minutes of your shift form ability equal to the spell’s level. This ability does not allow you to exceed the ability’s maximum minutes per day– any excess minutes are lost.
Each one of these "Things" is built separately on the "Class-Class Special" tab. After its created and compiled you can add it to your "Custom Ability" with a the button "Class Special Abilities".

Now I want to use this variant, I think I'll need to simply create the variant as the base bloodline to use it.

Nine-Tailed Bloodline
The ki of a powerful nine-tailed kitsune sleeps within your blood, which you harness to empower your spellcasting.
This is for all purposes a new bloodline. Start at step one above and create a new Custom Ability.
 
Ok thanks very much for the help, I'll get back to you on whether I succeed.

EDIT
Thwarted by trying to figure out the eval scripts for the custom abilities as they have things like minutes per caster level or functions as dancing lights but you can make ranged touch attacks rather than straightforward X functions Y times per day. Still progress has been made now I know where to find the core ability. For now more research is needed on the eval scripts thank you again for the help.

EDIT 2
I know I shouldn't do this but I'm just really, really happy I have my bloodline now even if the abilities still don't work properly I finally have the overarching bloodline to use hehe. Thank you again for the help.
 
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