Sorcerers as Super Heroes Part II
It took a while, but I finally managed to start work on breaking down the sorcerer bloodlines into more generic abilities. (See my earlier entry Sorcerers as Super Heroes). These are not comprehensive, and only represent the bloodline abilities that occur most often without modification. They can be incorporated into any theme a player desires. A sorcerer can choose one of the following as his 1 st level bloodline power: 1) An elemental ray he can fire as a ranged touch attack at one opponent within 30 ft. The ray inflicts 1d6+1 per two sorcerer levels. He must choose the type of damage this ray inflicts (acid, cold, electricity, fire or sonic) when he gains this power. This can not be changed. He may use this ray a number of times per day equal to 3 + his Charisma modifier. 2) Two natural melee weapons that inflict 1d4 + Str modifier damage (or 1d3 if he is Small). He can manifest these weapons as a free action and both are treated as natural weapons that ...