TheNewProgrammer
Active member
Hi all, last month I made a post about scripting a sorcerer bloodline. I finished creating it all, and now I need help to balance it. It is supposed to be for melee combat and similar to the hexblade from 5e. I also made some spells to go with it. Any opinions?
Swordbond Bloodline
Class Skill: Knowledge (martial).
(I had trouble thinking of a good skill, maybe perception?)
Bonus Spells: Arcane Magestrike* (3rd), (5th), (7th), (9th), (11th), (13th), (15th), (17th), (19th).(its a custom spell)
(I haven't created the other spells yet, maybe haste for the 3rd level spell?)
Bonus Feats: Arcane Strike, Combat Casting, Combat Reflexes, Dodge, Two-weapon fighting, improved Two-weapon fighting, Greater Two-weapon fighting, improved initiative, lunge, Power attack, toughness, weapon focus, greater weapon focus.
(this bloodline gets feets at 4/8/12/16/18 instead of 7/13/19
Reduced spellcasting: You get this many spells per day instead.
1 — — — — — — — —
2 — — — — — — — —
3 — — — — — — — —
4 1 — — — — — — —
4 2 — — — — — — —
4 3 1 — — — — — —
4 4 2 — — — — — —
4 4 3 1 — — — — —
4 4 4 2 — — — — —
4 4 4 3 1 — — — —
4 4 4 4 2 — — — —
4 4 4 4 3 1 — — —
4 4 4 4 4 2 — — —
4 4 4 4 4 3 1 — —
4 4 4 4 4 4 2 — —
4 4 4 4 4 4 3 1 —
4 4 4 4 4 4 4 2 —
4 4 4 4 4 4 4 3 1
4 4 4 4 4 4 4 4 2
4 4 4 4 4 4 4 4 4
(the character is doing melee combat and does not need as many spells)
Bloodline Arcana: You gain bonded weapon at no cost. It is the physical manifestation of the magic in your blood. Choose one simple or martial melee weapon with the light or 1-handed trait. This choice is permanent and cannot be changed. You are proficient with the chosen weapon in addition to the regular weapon proficiencies of a sorcerer. This weapon uses your charisma bonus in place of your strength for attack and damage rolls made with this weapon.
While wielding this weapon, or the weapon is in your possession, you gain the following benefits:
Your base attack bonus increases to 3/4th.
You gain +1 hp per level of sorcerer you have.
You may cast spells with a material focus and or somatic components as if you were not holding the weapon.
You can cast sorcerer spells while wearing light and medium armor without incurring the normal arcane spell failure chance and as if you were proficient in light and medium armor.
If a bonded object is damaged, it is restored to full hit points the next time the sorcerer regains his spells. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per sorcerer level. This ritual takes 8 hours to complete. This does not create a new weapon, merely returning it to your possession undamaged. If a bonded weapon’s owner dies, or the item is replaced, the object is destroyed.
(I think it is fine. Weapon using Cha instead of Str means you can go Dex/con/CHA instead of Str/Dex/con/Cha, and you need dex cause no heavy armor. I think the benefits are fine. 3/4th BaB is okish, same with d8 instead of d6 health. Without the third ability, you could not cast spells. The armor ability is a bit of an issue, but I think its fine as you can't afford medium armor at level one anyways)
Weapon Surge (Ex): Starting at 1st level, you can add a +1 bonus to attack rolls of a weapon you are holding for one round as an immediate action. This bonus increases by +1 at 6th level, 12th level, and 18th level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
(I think this is fine as it can never bring you above the to-hit of a fighter of your level)
Powerful Bond (Sp): At 3rd level your bonded weapon gains the masterwork quality. At 5th level it becomes a +1 magic weapon. The same is true with +2 and 8th, +3 and 11th, +4 and 14th, and finally +5 at level 17.
(gives you a magic weapon, 'nuff said)
Weapon Fusion (Sp): At 9th level the swordbond sorcerer may fuse a wand, staff, or rod to his swordbond weapon by performing a ritual that takes 3 hours and 10 gp. If a single use item is substituted, the ritual takes one round and 0 gp. As long as the swordbond weapon is held, the wand, staff, or rod may be used, but only by the sorcerer. You may not fuse a wand or staff with a spell level higher than the highest spell level you can cast. Anyone familiar with the fused item can recognize it as if you were holding the item. If the swordbond weapon is unsummoned or destroyed, the fused item is returned.
(lets you hold a wand/staff/rod and your weapon at the same time. The gp cost is to make sure you can't do it with no gear at all, say in a prison)
Adamantine Form (SP): At 15th level, the magic suffusing your body protects it as if it were adamantine. You gain Dr 3/- as if you were wearing heavy adamantine armor. This ability does not stack with other forms of damage resistance from adamantine. Weapons you wield count as adamantine for the purpose of overcoming damage resistance.
(at 15th level, other bloodlines can fly or turn into monsters, so I think this is fine)
Ultimate Combatant (Su): At 20th level, whenever the swordbond sorcerer makes an attack as part of a spell he may make an additional number of attacks as if he was making a full attack action. These additional attacks do not have any of the spells benifits.
(just added a capstone)
I am also adding a series of spells called magestrikes. This is how this class is going to do melee spellcasting. Here is an example.
Arcane Magestrike
School evocation; Level bloodrager 1, magus 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, see text
EFFECT
Range melee
Target creature attacked
Duration instantaneous
Saving none
DESCRIPTION
The attack you make with arcane magestrike never misses but cannot critical hit.(as if magic missile) The attack deals an additional 1 force damage, plus an additional 1 damage at 3rd, 5th, 7th, and 9th level.
{b}Magestrike{/b}:This spell does not provoke an attack of opportunity to cast. As part of this spell make a single melee attack at your highest base attack bonus against a creature within range. It is a component for the spell. You may not modify this spell with the vital strike feat of any such feat. If the attack misses, the spell is wasted with no effect. The attack counts as magical. The weapon damage is weapon damage and any magic damage is magic damage.
(do you all think this is balanced? I want these spells to be a magical melee attack and I like this one)
Swordbond Bloodline
Class Skill: Knowledge (martial).
(I had trouble thinking of a good skill, maybe perception?)
Bonus Spells: Arcane Magestrike* (3rd), (5th), (7th), (9th), (11th), (13th), (15th), (17th), (19th).(its a custom spell)
(I haven't created the other spells yet, maybe haste for the 3rd level spell?)
Bonus Feats: Arcane Strike, Combat Casting, Combat Reflexes, Dodge, Two-weapon fighting, improved Two-weapon fighting, Greater Two-weapon fighting, improved initiative, lunge, Power attack, toughness, weapon focus, greater weapon focus.
(this bloodline gets feets at 4/8/12/16/18 instead of 7/13/19
Reduced spellcasting: You get this many spells per day instead.
1 — — — — — — — —
2 — — — — — — — —
3 — — — — — — — —
4 1 — — — — — — —
4 2 — — — — — — —
4 3 1 — — — — — —
4 4 2 — — — — — —
4 4 3 1 — — — — —
4 4 4 2 — — — — —
4 4 4 3 1 — — — —
4 4 4 4 2 — — — —
4 4 4 4 3 1 — — —
4 4 4 4 4 2 — — —
4 4 4 4 4 3 1 — —
4 4 4 4 4 4 2 — —
4 4 4 4 4 4 3 1 —
4 4 4 4 4 4 4 2 —
4 4 4 4 4 4 4 3 1
4 4 4 4 4 4 4 4 2
4 4 4 4 4 4 4 4 4
(the character is doing melee combat and does not need as many spells)
Bloodline Arcana: You gain bonded weapon at no cost. It is the physical manifestation of the magic in your blood. Choose one simple or martial melee weapon with the light or 1-handed trait. This choice is permanent and cannot be changed. You are proficient with the chosen weapon in addition to the regular weapon proficiencies of a sorcerer. This weapon uses your charisma bonus in place of your strength for attack and damage rolls made with this weapon.
While wielding this weapon, or the weapon is in your possession, you gain the following benefits:
Your base attack bonus increases to 3/4th.
You gain +1 hp per level of sorcerer you have.
You may cast spells with a material focus and or somatic components as if you were not holding the weapon.
You can cast sorcerer spells while wearing light and medium armor without incurring the normal arcane spell failure chance and as if you were proficient in light and medium armor.
If a bonded object is damaged, it is restored to full hit points the next time the sorcerer regains his spells. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per sorcerer level. This ritual takes 8 hours to complete. This does not create a new weapon, merely returning it to your possession undamaged. If a bonded weapon’s owner dies, or the item is replaced, the object is destroyed.
(I think it is fine. Weapon using Cha instead of Str means you can go Dex/con/CHA instead of Str/Dex/con/Cha, and you need dex cause no heavy armor. I think the benefits are fine. 3/4th BaB is okish, same with d8 instead of d6 health. Without the third ability, you could not cast spells. The armor ability is a bit of an issue, but I think its fine as you can't afford medium armor at level one anyways)
Weapon Surge (Ex): Starting at 1st level, you can add a +1 bonus to attack rolls of a weapon you are holding for one round as an immediate action. This bonus increases by +1 at 6th level, 12th level, and 18th level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
(I think this is fine as it can never bring you above the to-hit of a fighter of your level)
Powerful Bond (Sp): At 3rd level your bonded weapon gains the masterwork quality. At 5th level it becomes a +1 magic weapon. The same is true with +2 and 8th, +3 and 11th, +4 and 14th, and finally +5 at level 17.
(gives you a magic weapon, 'nuff said)
Weapon Fusion (Sp): At 9th level the swordbond sorcerer may fuse a wand, staff, or rod to his swordbond weapon by performing a ritual that takes 3 hours and 10 gp. If a single use item is substituted, the ritual takes one round and 0 gp. As long as the swordbond weapon is held, the wand, staff, or rod may be used, but only by the sorcerer. You may not fuse a wand or staff with a spell level higher than the highest spell level you can cast. Anyone familiar with the fused item can recognize it as if you were holding the item. If the swordbond weapon is unsummoned or destroyed, the fused item is returned.
(lets you hold a wand/staff/rod and your weapon at the same time. The gp cost is to make sure you can't do it with no gear at all, say in a prison)
Adamantine Form (SP): At 15th level, the magic suffusing your body protects it as if it were adamantine. You gain Dr 3/- as if you were wearing heavy adamantine armor. This ability does not stack with other forms of damage resistance from adamantine. Weapons you wield count as adamantine for the purpose of overcoming damage resistance.
(at 15th level, other bloodlines can fly or turn into monsters, so I think this is fine)
Ultimate Combatant (Su): At 20th level, whenever the swordbond sorcerer makes an attack as part of a spell he may make an additional number of attacks as if he was making a full attack action. These additional attacks do not have any of the spells benifits.
(just added a capstone)
I am also adding a series of spells called magestrikes. This is how this class is going to do melee spellcasting. Here is an example.
Arcane Magestrike
School evocation; Level bloodrager 1, magus 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, see text
EFFECT
Range melee
Target creature attacked
Duration instantaneous
Saving none
DESCRIPTION
The attack you make with arcane magestrike never misses but cannot critical hit.(as if magic missile) The attack deals an additional 1 force damage, plus an additional 1 damage at 3rd, 5th, 7th, and 9th level.
{b}Magestrike{/b}:This spell does not provoke an attack of opportunity to cast. As part of this spell make a single melee attack at your highest base attack bonus against a creature within range. It is a component for the spell. You may not modify this spell with the vital strike feat of any such feat. If the attack misses, the spell is wasted with no effect. The attack counts as magical. The weapon damage is weapon damage and any magic damage is magic damage.
(do you all think this is balanced? I want these spells to be a magical melee attack and I like this one)