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PF to 5e Conversion: Kobold Bloodline Sorcerous Origin
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<blockquote data-quote="QuietBrowser" data-source="post: 6927848" data-attributes="member: 6855057"><p>Alright, let's see what I can do when I actually try to make this work... looking at the PHB, all Sorcerers get 2 1st level features, one 6th level feature, one 14th level feature, and one 18th level feature from their Sorcerous Origin. We have the official version to compare it to, so how might they cross-over?</p><p></p><p>The Kobold Bloodline, in PF, is a combination of a draconic archetype, an earth-manipulating archetype, and a roguish (trapmaster) archetype. With this in mind, my current kneejerk list of features looks something like this...</p><p></p><p><strong>1st Level Feature:</strong> <em>Draconic Ancestry</em></p><p>As per the Draconic Bloodline feature of the same name. You can spend 1 Sorcery Point to gain Damage Resistance to your ancestor's associated damage type for 1 hour.</p><p></p><p><strong>1st Level Feature:</strong> <em>Trapsense</em></p><p>You gain Proficiency with Thieves Tools and the Perception skill. When attempting to perceive or disarm traps, you double your Proficiency bonus.</p><p></p><p><strong>6th Level Feature:</strong> <em>Trap Runes</em></p><p>As a bonus action, you can spend sorcery points to cause a runic sigil imbued with elemental energy to form at a point you designate within hand's reach. This trap rune explodes in a 5ft burst if it is touched by any creature other than you, inflicting 3d6 (4d6 at 11th level, 5d6 at 16th level) elemental damage - this damage is chosen from the list of Acid, Cold, Fire, Lightning and Poison when you create the trap rune. Creatures caught in the explosion can attempt a Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency bonus) to halve the damage taken on a successful save. It costs 2 Sorcery Points to create 1 trap rune, and it remains in place for eight hours or until triggered, whichever comes first.</p><p></p><p><strong>14th Level Feature:</strong> <em>Arcane Ambusher</em></p><p>You no longer provoke opportunity attacks whilst moving through the space of an enemy creature.</p><p></p><p><strong>18th Level Feature:</strong> <em>Mineghost</em></p><p>You gain the Earth Glide racial trait. This is a Burrow speed equivalent to your default movement speed, but benefiting from any class-based improvements to movement speed. Unlike a normal Burrow speed, you do not displace the earth you are moving through, instead passing through it as though you were ethereal.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6927848, member: 6855057"] Alright, let's see what I can do when I actually try to make this work... looking at the PHB, all Sorcerers get 2 1st level features, one 6th level feature, one 14th level feature, and one 18th level feature from their Sorcerous Origin. We have the official version to compare it to, so how might they cross-over? The Kobold Bloodline, in PF, is a combination of a draconic archetype, an earth-manipulating archetype, and a roguish (trapmaster) archetype. With this in mind, my current kneejerk list of features looks something like this... [B]1st Level Feature:[/B] [I]Draconic Ancestry[/I] As per the Draconic Bloodline feature of the same name. You can spend 1 Sorcery Point to gain Damage Resistance to your ancestor's associated damage type for 1 hour. [B]1st Level Feature:[/B] [I]Trapsense[/I] You gain Proficiency with Thieves Tools and the Perception skill. When attempting to perceive or disarm traps, you double your Proficiency bonus. [B]6th Level Feature:[/B] [I]Trap Runes[/I] As a bonus action, you can spend sorcery points to cause a runic sigil imbued with elemental energy to form at a point you designate within hand's reach. This trap rune explodes in a 5ft burst if it is touched by any creature other than you, inflicting 3d6 (4d6 at 11th level, 5d6 at 16th level) elemental damage - this damage is chosen from the list of Acid, Cold, Fire, Lightning and Poison when you create the trap rune. Creatures caught in the explosion can attempt a Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency bonus) to halve the damage taken on a successful save. It costs 2 Sorcery Points to create 1 trap rune, and it remains in place for eight hours or until triggered, whichever comes first. [B]14th Level Feature:[/B] [I]Arcane Ambusher[/I] You no longer provoke opportunity attacks whilst moving through the space of an enemy creature. [B]18th Level Feature:[/B] [I]Mineghost[/I] You gain the Earth Glide racial trait. This is a Burrow speed equivalent to your default movement speed, but benefiting from any class-based improvements to movement speed. Unlike a normal Burrow speed, you do not displace the earth you are moving through, instead passing through it as though you were ethereal. [/QUOTE]
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