Hi yeah I think Pathfinder already did a good job and we should largely just crib from that system and tone it down where appropriate. I will start with Celestial as it's my go-to example and others are welcome to suggest more. This is all mostly informal and I'm bad at formatting so I apologize in advance.
CelestialFirst, I think that's a perfectly good selection of bonus spells that are all already able to be represented on POTM. For those who hate clicking links, they are in order from Circles 1-9:
- Bless (Level 3)
- Resist Energy (Resist Elements in NWN) (Level 5)
- Magic Circle against Evil (Magic Circle against Alignment) (Level 7)
- Remove Curse (Level 9)
- Flame Strike (Level 11)
- Greater Dispel Magic (Greater Dispelling) (Level 13)
- Banishment (Level 15)
- Sunburst (Level 17)
- Gate (Level 19)
The bonus feats listed would all be pretty nice to have considering sorcerer's abysmal feat economy but I don't think they really move much of a needle for me personally. Several of them can't be represented in NWN anyway, particularly the riding feats.
So, too, can the bloodline arcana not really be represented. We don't have damage reduction that can be broken by anything but attack bonuses/weapon enhancements, we can't use alignment-based DR.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
I would not be bothered if that were dropped too. Now we get into the nitty gritty! The bloodline powers would be what really distinguishes any particular bloodline from wizards and would be things they should not be able to replicate.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Heavenly Fire, I think, could easily be adapted as-is. Perhaps it could be adapted to a Light-based power just for thematic concerns since Infernal and several Draconic bloodlines will have fire locked down. A contextual ability depending on the target's alignment is not a very common ability but it is also not unheard of: paladin and blackguard smites perform this way, and Damning Darkness (4th circle) has varied effects depending on target alignment.
Wizards cannot directly heal anyone no matter their alignment, and I think this ability is thematic, appropriately powerful at each level of scaling, and really fun. There are PVP opt-in concerns so I think there'll be some RP responsibility to carry before using this ability: I would not personally use it on anyone who hasn't given me permission, or someone with whom I do not have opt-in.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
I think these are fair resistances to get. I think that the increase they get at 9 should cap there (I will get to this when we get to the capstone).
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
While this would be really awesome it can't really be implemented fairly on POTM and I expect it'd be dropped entirely. Maybe someone can come up with an angelic halo-like ability to replace it, but I would not be too fussed not to get anything here (9th level) at all save the resistances.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
This just can't be implemented on POTM. Instead I would give the Celestial sorcerer Resist Fire 5 and Resist Electricity 5 at 15th level, to accurately represent Celestial resistances to the favored elements of their primary fiendish foes. In addition I would consider the Tongues effect (more in next segment) to take effect at 15.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:
Immunity to acid, cold, and petrification
Resist electricity 10
Resist fire 10
+4 racial bonus on saves against poison
Unlimited use of the Wings of Heaven ability
the ability to speak with any creature that has a language (as per the tongues spell).
This is obviously too good. I would strip out the immunities and tone down the secondary resistances. Perhaps keep the immunity to petrification only as it's very very niche yet thematic. Wings of Heaven won't be implemented so that's gone. So as I see it, the 20th level capstone would at best be:
Immunity to petrification
Resist acid and cold 10
Resist electricity and fire 5
+4 saves vs poison
and the big one: Bonus language slots equal to the Sorcerer's Charisma modifier. Celestials in D&D are always under the effects of a Tongues spell and obviously knowing
every language would be absurd, but this would be a good compromise to represent their heritage and their development of their blood - it would be something unique to Sorcerers that other classes cannot benefit from. It'd be a fun way to distinguish them in RP that has a real, mechanical benefit, and it closes the gap between the Celestial sorcerer and a Wizard with respect to language slots.