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If you picked the right ones. That could be said about many classes, picking the most optimized choices. However allowing one of each I see quiet a few intreasting combinations that were otherwise unatainable. While this still does impose pentalies as well. I may end up with a spell or two more but they are from fixed lists, which really is not fantastic however not really overwhelming either.

It wasn't (Crossblooded didn't exist when Ashiel wrote the Domain Sorcerer option), but the text prevents them from working together in any useful way since it completely shuts off all bloodline class features.

I'm inclined to agree with that, because combining the two negates most of the weaknesses of Crossblooded (or all of them if you pick the right domains) and produces a raw boost in power above what either of them provide alone.

Effects of Crossblooded

  • Extra class skill from 2nd bloodline
  • Can pick bloodline spells from either bloodline (you still get one per spell level)
  • Larger bloodline feat list
  • Extra bloodline arcana from 2nd bloodline
  • Can select bloodline powers from either bloodline (you still get the same amount of bloodline powers)
  • 1 less spell known at each level
  • -2 to Will saves

Effects of Domain Sorcerer

  • You don't gain a bloodline class skill or arcana
  • You gain no bloodline feats
  • You gain no bloodline powers
  • You get 2 domains
    • You gain 2 extra spells known of each level from a fixed list
    • You gain 2 sets of domain powers

Effects of Crossblooded & Domain Sorcerer

  • You get 2 domains
    • You gain 2 extra spells known of each level from a fixed list
    • You gain 2 sets of domain powers
  • 1 less spell known at each level
  • -2 to Will saves

The loss of a spell known at each level is offset by getting another 2 from your domains without losing bloodline spells, and the penalty to Will saves is outweighed by the effects of domain powers (some of which boost saves). If it worked, it would be strictly superior to both Domain Sorcerers and Crossblooded Sorcerers.

Why?

Was the house rule written with crossblooded not in mind?

You didn't list any of your non-core material. From the sticky:

Links to all material your character uses that isn't in the Pathfinder RPG Core Rulebook. You do not have to link individual maneuvers or spells. If you can't link to a piece of material (for example, the material is not available online), list its name and source.

Being a domain sorcerer is not compatible with Crossblooded. It's all or nothing- you get absolutely nothing from bloodlines if you're a domain sorcerer.

Sorcerers have the option to forgo their bloodline and instead select two domains. They gain no benefits from the bloodline class feature, nor related class features (such as bloodline feats and spells), but instead gain the benefits of the two domains they select. Rather than getting domain spells like a cleric, they instead add the domain spells to their spell list (and to their spells known, when they become high enough level to cast the spell).

Current issues:

  • Alexis has the halfling version of Helpful, which she does not qualify for (it requires you to be a halfling, which isn't a fluff prerequisite).
  • Alexis has an extra skill rank. She should have 6 (4 Base + 1 Skilled + 1 Favored Class)

Otherwise, good. I'd recommend including a quick summary of what your maneuvers and stance do so you don't have to memorize them or keep looking them up, for your own convenience (it would also make tracking how many Sleeping Goddess maneuvers you have and at what levels easier, for power points). You may also want to list the size and range of your collective (it comes up more often than you'd think).

Re: Alexis, Human Zealot by AxebirdAxebird, 18 Jun 2016 02:11

Current issues:

  • Karin has Raging Vitality, but does not qualify for it. She has a Con score of 14, but Raging Vitality requires Con 15.
  • She has spent 23 of her 25 point buy: 10 on 16 Str, 5 on 14 Dex, 5 on 14 Con, 5 on 14 Wis, and -2 on 8 Cha.

Otherwise, she looks good. I'd recommend including a quick summary of what your maneuvers and stance do so you don't have to memorize them or keep looking them up, for your own convenience.

Alexis, Human Zealot by TkagsTkags, 12 Jun 2016 00:56

Vampires
Description…

Vampire Statistics
Vampires have certain abilities and weaknesses based on what kind of vampire they are.

True Vampire
Vampires are…

Vampires have the following adjustments.

Creature Type: Vampires are undead with the augmented subtype.

Defensive Abilities

  • Natural Armor: Vampires gain a +1 natural armor bonus (this does not stack with any existing natural armor).
  • DR: Vampires have DR equal to 1/2 their HD that is bypassed by silver weapons (minimum DR 2/silver).
  • Resistances: Vampires have resistance to Cold and Electricity equal to 5 + their HD.
  • Immortality: A vampire has fast healing 2. If a vampire's body is destroyed improperly (see vampire weaknesses) the vampire's body reforms at next dusk in the place it was destroyed and the vampire returns to unlife. Any lost appendages (including its head) reform during this process.

Attacks: Vampires with hands have a pair of claw attacks that deal damage appropriate to their size. Vampires may alternatively perform a slam attack in place of a claw attack, dealing the same damage as their claws as bludgeoning damage. A vampire's natural weapons are treated as magical weapons (allowing them to harm incorporeal foes, bypass DR/magic, etc).

Special Abilities
A vampire gains the following special abilities and attacks. Unless noted otherwise, the saving throw DC against a vampire's special attacks is 10 + ½ the vampire's HD + the vampire's Charisma modifier.

  • Blood Drain (Ex): A vampire can suck blood from a willing creature as a standard action, or a creature it is grappling. During a round that the vampire maintains a grapple, it can drain blood, dealing 2 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. For every 6 HD the vampire has, the vampire gains an additional 5 hit points or temporary hit points each round it drains blood (10 at 6HD, 15 at 12HD, and 20 at 18HD). Vampires using this ability on other vampires ignore their immunity to Constitution damage.
  • Kiss of the Vampire (Su): A vampire who successfully uses its Blood Drain on a creature may curse it with the Kiss of the Vampire affliction (see below). The curse remains until it is broken with a successful remove curse spell is cast within 1 minute of a remove disease spell or the vampire is slain. Creatures that die while they are cursed rise as vampires at dusk and are considered charmed by the vampire that cursed them. This charm remains indefinitely or until it's broken by their master ordering them to do something they are vehemently opposed to and their make a successful Will saving throw to break the charm (see Charms and Compulsions in the Core Rulebook Glossary).
    • Kiss of the VampireType curse; Save Fortitude negates; Onset immediate; Frequency constant; Effect The creature is doomed to become a vampire. While cursed, the creature receives a -4 morale penalty on saving throws against a vampire's special abilities and rises as a vampire at next dusk when it dies, acting as if charmed by the vampire that cursed it. While the curse remains, the creature detects as Undead to spells and effects such as detect undead or deathwatch, and is sickened each round they are subjected to any effect that specifically harms or wards against undead or vampires (such as Channel Positive Energy, cure spells, halt undead, direct sunlight, holy symbols, etc.); Cure slaying the vampire that cursed them, a remove curse spell and a remove disease spell cast within 1 minute of each other, or the vampire deigning to release them from their curse
  • Hypnotic Gaze (Su): A vampire can entrap the minds of creatures. As a standard action, a vampire can fascinate a creature within 30 ft., similar to the spell hypnotism except it only affects one creature and isn't limited by hit dice. A vampire can perform threatening actions (short of actually attacking them) without breaking the fascination, and may use their Blood Drain on their victim without breaking the fascination. If the creature can understand the vampire, it can make requests of the creature as though it were charmed while it remains fascinated. Finally, the vampire can choose to alter the subject's memories as per a modify memory spell, though they must only concentrate for one minute per 5 minutes to be modified, and they can only modify memories that were gained while the creature was fascinated or within 5 minutes of being fascinated. Creatures remain fascinated until either 1 hour pass, the vampire deigns to end their fascination, or the fascination is broken (such as by a creature shaking them out of it, or the vampire physically attacking them).
  • Spiderclimb (Su): A vampire constantly acts as if under the effects of a spiderclimb.

Weaknesses
A vampire has the following special weaknesses collectively categorized as “vampire weaknesses”.

Aversion to Divine Symbols: Vampires have an aversion to holy symbols that makes it difficult for them to approach. A vampire that wants to approach a holy symbol must make a DC 15 Will save or it cannot approach within 15 ft. of it as if affected by a repulsion spell. The vampire may attempt a new saving throw against the effect once per round on its turn to act normally for that round. A creature need only openly display a symbol (such as wearing one as a necklace) to benefit from its protection.

A creature with a holy symbol may, as a standard action, invoke the divinity associated with it to drive the vampire away for that round. By doing so, the DC for the vampire to resist the repulsion effect increases to 25, and the vampire must make a saving throw each round it remains in the area of the repulsion effect or become shaken for 1 round. If it fails this save by 10 or more, it becomes frightened instead. The benefits of the invocation last as long as the barer continues to use its standard action to maintain it.

Aversion to Sunlight: Vampires that begin their turn caught in direct sunlight (that is an area of bright light illuminated by the sun, not merely bright light or within the radius of a daylight spell) become staggered for as long as they remain in the sunlight and until the end of their turn after leaving an area of direct sunlight. While staggered in this way, a vampire losses access to all special abilities gained by the vampire template except Blood Drain, and loses the benefits of its fast healing. Additionally, sunlight hurts vampires and each minute that the vampire remains in direct sunlight causes the vampire to suffer 2 points of Constitution damage. A vampire reduced to 0 Constitution in this way is reduced to ashes as if consumed by fire and is destroyed. This Constitution damage ignores the vampire's immunity to ability damage to physical ability scores.

Impaling Vulnerability: A helpless vampire can be disabled by impaling them through their hearts, typically with a silver stake (though a wooden stake driven with a hammer is common as well). “Staking” a vampire is a full-round action that provokes attacks, similar to a coup de grace. The person stabbing the vampire deals critical damage with a piercing weapon and vampire must make a Will save (DC 10 + the damage dealt) or be temporarily slain (as if its hit points were reduced enough to kill it). The piercing weapon used to execute the vampire remains lodged in its body unless removed and disables the vampire's fast healing for as long as it remains (a common practice among vampire slayers is to stake a vampire and then leave it in the sun to be destroyed).

Vampire Exorcism: A vampire that is made helpless can be destroyed through a process that involves dousing the body in holy water and cremating the body within the area of a consecration spell.

Vampire Skills: Vampires receive a +10 racial bonus on Bluff and Disguise checks made to pass as a normal member of their race (so a human vampire would gain a +10 racial bonus on Bluff checks to convince someone they were a normal human, or a +10 racial bonus on Disguise checks to appear to be a normal human).

Ability Scores: Vampires have powerful undead bodies granting a +2 racial bonus to Strength.

Vetala Vampire
Vetala are disembodied spirits related to true vampires. These strange fleshwalkers have no physical bodies of their own and few can do little more than appear as ghostly apparitions without the aid of a vessel. Vetala drain the life essence of their victims and can possess soulless corpses to act as their bodies, allowing them to interact with the world directly.

Vetala have the following statistics.

Type: Vetala are undead with the augmented and incorporeal subtypes.

Defensive Abilities

  • Incorporeal: Vetala in their natural form are incorporeal. In this form they lose all natural armor but gain a deflection bonus to their AC equal to their Charisma modifier (minimum +1). They also cannot be harmed by nonmagical weapons and take 50% less damage from magic weapons and spells except those with the ghost touch property, abjuration effects, and force effects.
  • DR: Vetala have DR equal to 1/2 their HD that is bypassed by good-aligned weapons (minimum DR 2/good) in their spirit form.
  • Resistances: Vetala have resistance to Cold and Electricity equal to 5 + their HD.
  • Immortality: Vetala have fast healing 2. If the vetala's body is destroyed improperly (see vetala weaknesses) the vetala's spirit reforms at next dusk in the place it was destroyed and the vetala returns to unlife. Any lost appendages (including its head) reform during this process.

Attacks: In their natural form, a vetala has an incorporeal touch attack that causes the sickened condition for 1 round. They lose the benefit of any natural attacks or weapons without the ghost touch weapon property.

Special Abilities
A vetala gains the following special abilities and attacks. Unless noted otherwise, the saving throw DC against a vetala's special attacks is 10 + ½ the vetala's HD + the vetala's Charisma modifier.

  • Drain Prana (Su): A vetala can drain the mental vitality of from a willing creature as a standard action, or a creature it is grappling. During a round that the vetala maintains a grapple, it can drain prana, dealing 2 points of Charisma damage. Additionally, the victim is affected as per the spell modify memory, as if the vetala had spent 5 minutes concentrating. The vetala gains perfect knowledge of any memory it chooses to eliminate using this ability. Vetalas often use this ability to prevent victims from remembering they've been attacked. The vetala heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to half its normal hit points) each round it drains prana. For every 6 HD the vetala has, the vampire gains an additional 5 hit points or temporary hit points each round it drains prana (10 at 6HD, 15 at 12HD, and 20 at 18HD).
Revised Vampire Concept by AshielAshiel, 09 Jun 2016 10:46

A few things we need to discuss.

Class: A commoner isn't really fair to everyone else (including GMs). It might be better to keep the character as a RP-only character until she has been trained and can take a real class.

Traits: We can't approve an unfinished character. It creates too much potential for abuse.

Feats: Yes, Commoners do get a feat at first level. Everything does.

Race: Again, we cannot approve unfinished characters.

Point Buy: See class, above.

Concept: While I think the idea is cute, it's difficult to accommodate. "Over the course of her lifetime" isn't a very good description of when, and honestly sounds like it would never happen (presumably you mean at adulthood, but that would require literally years of play to come about).

Other: We literally cannot OK unfinished, vague, character proposals. We considered outright banning some of the weaker classes but buffed them instead so that everyone could play nice with each other, so OK'ing a Commoner character to adventure alongside heroic characters doesn't seem particularly wise either.

Re: Amber, Tanuki Commoner by AshielAshiel, 09 Jun 2016 05:05

Thanks for the heads up I'll trade out the tower for a heavy steel. listed disciplines as well.

Looks good. You should list your favored class bonus somewhere (which went into skillpoints), and you may find it helpful to list what your maneuvers do so you don't have to look them up if you forget.

Everything looks mechanically valid. Approved.

It would be useful for anyone looking at your sheet (and yourself in the future, if you forgot) to list what disciplines you have access to somewhere. Also, be warned that you can't shield bash with tower shields- unless you carry another shield to use with Angering Smash, you won't be able to use it.

Re: The Reaver, Forsworn Knight by NaleiNalei, 09 Jun 2016 02:16

I hosted a WIP version of the bloodline on the wiki we can mess with publicly. I included a few notes with my opinions on the bloodline, as it stands now.

Re: Nameless One change by AxebirdAxebird, 08 Jun 2016 20:01

Made by Justice, with edits over time by our original HoA group. I reworded and re-fluffed it to make it work for all mystic foxes, rather than just kitsune, so that its use could be expanded.

Mystic Fox Bloodline

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