Bloodlines

HellHound said:
My only complaint about bloodlines as they stand is that not all bloodlines exist in all three strengths. Regardless of the bloodline type, I make sure that all bloodlines I write are available in all three strengths.

Expect to see a product with necromantic paragon classes and bloodlines from E.N.Publishing in the next few weeks (as soon as the art work comes back from Mr Krug)
I agree that the bloodlines that don't have full strengths could be quite annoying for most UA-users, but I like to tinker with bloodlines anyway, so it wasn't too tough to build the higher strengths up the few times I needed to do so ;)
 

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Just bumping this to see if anybody (most likely Rystil) has extended the ogre mage bloodline into a major one and replaced the affinity bonuses with something else. That would be very helpful. :)
 

Haven't done so yet, but let's take a stab at it, shall we? (Methinks the reason it wasn't done initially is because the Ogre Mage doesn't have so many abilities to use as a base, but I'll use my imagination ;) )

1- +2 Climb
2- Power Attack
3- Strength +1
4- +1 NA
5- +1 to Initiative checks
6- Darkness 1/day
7- +2 Concentration
8- Invisibility 1/day
9- Charisma +1
10- Fly 1/day
11- Detached Limbs that are reattached reconnect within 1 hour, though decapitation still results in immediate death
12- Spell Resistance 2+HD
13- +2 Spot
14- Gaseous Form 1/day
15- Consitution +1
16- Powerful Build (as the half-ogre ability to count as Size Large sometimes)
17- Darkvision 30 ft
18- +1 NA
19- +2 Spellcraft
20- Flight (Su) as the Ogre Mage ability
 

I will attempt to create one, but I am not sure as to my balancing skills:

1st- +2 on Climb Checks
2nd- Power Attack
3rd- Strength +1
4th- +1 to Natural Armour
5th- Scent (Ex)
6th- Darkness 1/day (Sp)
7th- +2 on Concentration Checks
8th- Invisibility 1/day (Sp)
9th- Charisma +1
10th- Fly 1/day (Sp)
11th- Double Heal Rate (Ex)
12th- Toughness (Improved Toughness)
13th- +2 on Spellcraft Checks
14th- Charm Person 1/day (Sp)
15th- Constitution +1
16th- Reattach Body Parts
17th- Flight 3/day (Sp)
18th- Polymorpgh 1/day (Sp)
19th- +2 on Listen Checks or Spot Checks
20th- Gaseous Form 1/day (Sp)
 

Rystil Arden said:
Haven't done so yet, but let's take a stab at it, shall we? (Methinks the reason it wasn't done initially is because the Ogre Mage doesn't have so many abilities to use as a base, but I'll use my imagination ;) )

1- +2 Climb
2- Power Attack
3- Strength +1
4- +1 NA
5- +1 to Initiative checks
6- Darkness 1/day
7- +2 Concentration
8- Invisibility 1/day
9- Charisma +1
10- Fly 1/day
11- Detached Limbs that are reattached reconnect within 1 hour, though decapitation still results in immediate death
12- Spell Resistance 2+HD
13- +2 Spot
14- Gaseous Form 1/day
15- Consitution +1
16- Powerful Build (as the half-ogre ability to count as Size Large sometimes)
17- Darkvision 30 ft
18- +1 NA
19- +2 Spellcraft
20- Flight (Su) as the Ogre Mage ability

It seems I was working a version when you posted this one. I think I prefer your version. Thanks a lot! :cool:

+1 NA is +1 Natural Armour right? Yeah, it must be, but briefly I was confused about what it meant. :o

Just out of interest, though, do you think my version of the Ogre Mage Major Bloodline is mechanically balanced?
 

Roman said:
It seems I was working a version when you posted this one. I think I prefer your version. Thanks a lot! :cool:

+1 NA is +1 Natural Armour right? Yeah, it must be, but briefly I was confused about what it meant. :o

Just out of interest, though, do you think my version of the Ogre Mage Major Bloodline is mechanically balanced?
Yup, yours is balanced. If anything, mine might be a bit strong. Funny how we came up with very nearly the same decisions though ;)
 

Rystil Arden said:
Yup, yours is balanced. If anything, mine might be a bit strong. Funny how we came up with very nearly the same decisions though ;)

True, many of the design decisions are similar. I guess it has something to do with the limited nature of Ogre Mage abilities...
 

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