Here are the bloodlines I'm looking at implementing.
I'll work something out for the class skills and bonus feats. Currently, the special powers and bloodline spells need to be addressed.
Bloodline Spells
Special Abilities
Keep in mind I am working on a number of things at once, in addition to my real world obligations. This will go somewhere near the bottom of the list, but feel free to discuss/suggest things. I'll comment now and again, and take a good look at this thread when I do have time to rework sorcerer.
Please stay on topic. Make new threads if necessary.
I'll work something out for the class skills and bonus feats. Currently, the special powers and bloodline spells need to be addressed.
Bloodline Spells
- Increase max number of spell known on sorcerers by one, and require them to take their bloodline spell on levelup. The downside to this is that the same spells would be available to all wizards and sorcerers. It's simple enough to prevent characters from casting spells they shouldn't, but it doesn't look as neat.
- Give the bloodline spells as levelup feats, that decrement the other spells of its spell level when it's used. It wouldn't tie into the Spellbook UI, but could be hotbarred. They would not be able to be metamagiced, however.
- Redo the spell lists to only allow spells from the wizard/sorc spell lists, so the aesthetic integration is pleasing. Possibly alter the spells themselves to do different things when cast by a bloodlined sorcerer.
Special Abilities
- Arcane
- Arcane Bond: Remove familiar from sorcerer. Arcane bloodline gives familiar.
- Metamagic Adept: Arcane Scholar feats?
- New Arcana: Can't play around too much with spells known/unknown until I do some testing. For now, maybe let them cast more often?
- Arcane Apotheosis: More Arcane Scholar feats? Ability to recharge magic items.
- Boreal
- Icewalker: Movement speed bonus in the Spine. Cold Resist. Climb bonus in the Spine
- Celestial
- Wings: No. Movement speed bonus, or DR X/Evil, or saving throws (vs evil only?)
- Conviction: Saving throw bonus?
- Draconic
- Select dragon type. Get powers.
- Elemental
- Same deal. Select type. Get powers.
- Elemental Movement: Air/Earth teleport, but with different vfx's/IC descriptions? Fire is simple enough. Water is not so simple.
- Infernal
- On Dark Wings: Doubtful. Some other bonus needed.
- Undead
- Death's Gift: Nonlethal damage isn't a NWN2 damage type. Rework needed.
- Shadow
- Shadow Well: Hide in Plain Sight
Keep in mind I am working on a number of things at once, in addition to my real world obligations. This will go somewhere near the bottom of the list, but feel free to discuss/suggest things. I'll comment now and again, and take a good look at this thread when I do have time to rework sorcerer.
Please stay on topic. Make new threads if necessary.


)) being my two favorites.



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