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View Full Version : Pathfinder Sorceror Bloodline: Technology (PEACH, Help needed)



Flayerman
2009-10-18, 02:37 AM
Bloodline: Technology

It is not magic, but science that pulses through your veins! Through some quirk of magical nature, your own brilliant mind, or some great force, you see the world through a lens of reason, enabling you to harness magical effects through various 'machine' foci. These machines replace the material components for any spells that may require them (having the same cost to construct as the component requires to buy).

Class Skill: Knowledge (Engineering)

Bonus Spells: Magic Weapon, (3rd), Make Whole (5th), Greater Magic Weapon (7th), Minor Creation (9th), Major Creation (11th), Wall of Iron (13th), Instant Summons (15th), Iron Body (17th), Mage's Disjunction (19th)

Bonus Feat: Craft Wondrous Item, Craft Magic Arms and Armor, Skill Focus (Knowledge: Engineering), Skill Focus: Craft, Magical Aptitude, Master Craftsman, Forge Ring, Craft Staff, Craft Rod, Brew Potion

Bloodline Arcana: Some constructs are susceptible to your mind-affecting spells. Constructs are treated as having the living construct subtype when you cast mind-affecting spells on them; constructs with the living construct subtype take a -2 penalty to their will saves.

Bloodline Powers:
Scientific Weapon (Sp): Starting at first level, you can channel some of your magical science through a specially-made weapon. This scientific harnessing of magical energy is a standard action that projects a ray from your weapon; it deals 1d6 points of damage of an energy type chosen at 1st level +1 for every two sorceror levels. You can use this ability a number of times per day equal to 3 + Charisma modifier. Such a weapon costs a mere 10gp to create.
Constructed Armor (Ex): At 3rd level, you can construct a suit of powered armor to incorporate your scientific spells. You gain Electrical Resistance 5 and DR 5/- against lethal damage. This suit does not interfere with spellcasting. At 9th level, this increases to Electrical Resistance 10 and DR 10/- against lethal damage. This suit costs 300gp to create.
Greater Scientific Weapon (Su): At 9th level, your scientific technique has improved significantly, enabling you to channel your arcane energy into a new method. This cone deals 1d6 damage of the type your Scientific Weapon casts per sorceror level. Those caught in the area receive a Reflex save for half damage. The DC is 10 + Sorceror level + Charisma modifier. At 9th level, this may be used 1/day. At 17th level, it may be used 2/day. At 20th level, if may be used 3/day.
Power of Science (Su): At 15th level, you have nearly achieved perfect understanding of the magical science that you wield. You may gain a new movement speed at 60 feet (or 30 feet for fly). This creation costs 500gp to create.
SCIENCE! (Su): At 20th level, you are no longer a mere mortal, infused with the great power of the scientific principles you wield. You are infused with the power of your arcane sciences, transmogrified into a living creature of pure SCIENCE!. Your damage reduction becomes 10/-, and you become immune to electricity and poison.