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Gez's Arcane Nifties Gathered
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<blockquote data-quote="Gez" data-source="post: 1161404" data-attributes="member: 1328"><p>The following, hidden, has now been discarded, in favor of the Epigone variant class. This first system proved too complicated to use and balance.</p><p></p><p>[spoiler]Since the sorcerer class was designed, with a little blurb alluding to supernatural ancestry as the source of their arcane powers, numerous were the attempt at giving this ancestry a game mechanic. The way that were chosen were usually through feats or prestige classes. For something different, let me introduce my own interpretation of...</p><p></p><p><span style="font-size: 18px">Sorcerous Bloodlines</span></p><p></p><p>Sorcerers can often trace their ancestry to a mythical creature, celestial or fiend, dragon or sphinx, fey or elemental. While the wizards get a bonus feat at levels 5, 10, 15 and 20, sorcerers get nothing. To compensate, they may now gain ancestral aspects, according to their nature.</p><p>Ancestral aspects are divided into four magnitudes (minor, lesser, greater, transcendant) and at least various sources.</p><p></p><p><span style="font-size: 12px">Ancestral aspects prerequisites</span></p><p>Ancestral aspects have prerequisites. A sorcerer's player choose at character creation (or upon adopting these rules <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />) what was the nature of his ancestor.</p><p></p><p>Listed here are the prerequisite in language and alignment of the various ancestors. Creating more ancestors is be possible the same way.</p><p></p><p><em>Air outsider or elemental:</em> auran, any</p><p><em>Angel:</em> celestial, LG, NG or CG</p><p><em>Archon:</em> celestial, LN, LG or NG</p><p><em>Daimon:</em> abyssal or infernal, LE, NE or CE</p><p><em>Demodand:</em> abyssal, NE or CE</p><p><em>Demon:</em> abyssal, CN, CE or NE</p><p><em>Devil:</em> infernal, LN, LE or NE</p><p><em>Dragon, Generic:</em> draconic, any</p><p><em>Earth outsider or elemental:</em> terran, any</p><p><em>Eladrin:</em> celestial, NG, CG or CN</p><p><em>Fire outsider or elemental:</em> ignan, any</p><p><em>Guardinal:</em> celestial, LG, NG or CG</p><p><em>Oni:</em> shadowlands, LE, NE or CE</p><p><em>Seelie fey:</em> sylvan, any non-evil</p><p><em>Sphinx:</em> sphinx, any</p><p><em>Unseelie fey:</em> sylvan, any non-good</p><p><em>Water outsider or elemental:</em> aquan, any</p><p></p><p><em>Dragon, Amethyst:</em> draconic, any</p><p><em>Dragon, Black:</em> draconic, CN, CE or NE</p><p><em>Dragon, Blue:</em> draconic, LN, LE or NE</p><p><em>Dragon, Brass:</em> draconic, CN, CG or NG</p><p><em>Dragon, Bronze:</em> draconic, LN, LG or NG</p><p><em>Dragon, Brown:</em> draconic, LE, NE or CE</p><p><em>Dragon, Cloud:</em> draconic, any</p><p><em>Dragon, Copper:</em> draconic, CN, CG or NG</p><p><em>Dragon, Crystal:</em> draconic, N, CN, CG or CE</p><p><em>Dragon, Deep:</em> draconic, CN, CE or NE</p><p><em>Dragon, Emerald:</em> draconic, N, LN, LG or LE</p><p><em>Dragon, Fang:</em> draconic, N, CN, CG or CE</p><p><em>Dragon, Gold:</em> draconic, LN, LG or NG</p><p><em>Dragon, Green:</em> draconic, LN, LE or NE</p><p><em>Dragon, Mist:</em> draconic, any</p><p><em>Dragon, Lung:</em> draconic, any</p><p><em>Dragon, Obsidian:</em> draconic, N, LE, NE or CE</p><p><em>Dragon, Red:</em> draconic, CN, CE or NE</p><p><em>Dragon, Sapphire:</em> draconic, N, LN, LG or LE</p><p><em>Dragon, Shadow:</em> draconic, CN, CE or NE</p><p><em>Dragon, Silver:</em> draconic, LN, LG or CG</p><p><em>Dragon, Slarecian:</em> draconic, LE, NE, CE</p><p><em>Dragon, Song:</em> draconic, CN or CG</p><p><em>Dragon, Topaz:</em> draconic, N, CN, CG or CE</p><p><em>Dragon, White:</em> draconic, CN, CE or NE</p><p><em>Dragon, Yellow:</em> draconic, CN, CE or NE</p><p></p><p><span style="font-size: 12px">Minor aspects</span></p><p></p><p>A minor ancestral aspect can be gained at level 5 if the sorcerer pays 100 XP. </p><p></p><p><strong>Healer</strong></p><p><em>Ancestry:</em> Archon, Angel, Eladrin, or Guardinal.</p><p>The Heal skill becomes a class skill and you freely gain rank 8 in it.</p><p></p><p><strong>Minor Arcane Spell</strong></p><p><em>Ancestry:</em> Any.</p><p>You gain an additional spell known of level 0 or 1. This spell must be from the sorcerer's spell list. You may also cast it one additonal time per day.</p><p></p><p><strong>Minor Elemental Spell</strong></p><p><em>Ancestry:</em> Elemental, Outsider with elemental subtype.</p><p>You gain an additional spell known of level 0 or 1 with an elemental descriptor appropriate to your ancestry. This spell may come from the sorcerer's, cleric's, druid's, shaman's, or druid's spell list. You cast it as a normal sorcerer spell of same level.</p><p></p><p><strong>Minor Holy Spell</strong></p><p><em>Ancestry:</em> Archon, Angel, Eladrin, or Guardinal.</p><p>You add to your spell known list a cleric or paladin spell of level 0 or 1 with the Good descriptor. You cast it as a normal sorcerer spell of same level.</p><p></p><p><strong>Minor Natural Armor</strong></p><p><em>Ancestry:</em> Dragon (any), Elemental (earth), outsider (any).</p><p>You get a +1 natural armor bonus to AC. This stacks with previously existing natural armor.</p><p></p><p><strong>Minor Nature Spells</strong></p><p><em>Ancestry:</em> Fey (any).</p><p>You add to your spell known list a druid spell of level 0 or 1 that isn't also on the cleric's spell list. You cast it as a normal sorcerer spell of same level.</p><p></p><p><strong>Minor Psionic Manifesting</strong></p><p><em>Ancestry:</em> Dragon (Amethyst, Crystal, Emerald, Obsidian, Sapphire, Topaz).</p><p>You may once per day manifest rather than cast one of your spell known of level 0 or 1. Verbal, somatic, and inexpensive (1 gp or less) material components or focus are replaced respectively by audible, visual, and mental displays. Spells with expensive material components or focus can't be cast this way. The spell is affected only in the way it is cast (or manifested) -- you still use your Charisma bonus and your caster level for DC and spell parameters.</p><p></p><p><strong>Minor Psionic Power</strong></p><p><em>Ancestry:</em> Dragon (Amethyst, Crystal, Emerald, Obsidian, Sapphire, Topaz).</p><p>You add to your spell known list a psion or psychic warrior power of level 0 or 1. You cast this power as a normal sorcerer spell of same level.</p><p></p><p><strong>Minor Resistance</strong></p><p><em>Ancestry:</em> Depends.</p><p>You get a +2 bonus to saves against certain spells and effects, and the appropriate energy resistance 1 when said effect may be a source of damage (like fire, acid, or force). Even if your ancestry is compatible with several resistances, you get only one, chosen from the list below:</p><p><em>Air:</em> Dragon (Cloud, Crystal, Emerald, Fang, Green, Silver)</p><p><em>Acid:</em> Angel, Daimon, Demon, Devil, Dragon (Black, Brown, Copper, Green, Silver), Oni</p><p><em>Cold:</em> Angel, Daimon, Demon, Devil, Dragon (Crystal, Deep, Silver, Slarecian, Topaz, White), Eladrin, Guardinal, Oni</p><p><em>Charm:</em> Dragon (Deep)</p><p><em>Disease:</em> Elemental</p><p><em>Earth:</em> Dragon (Amethyst, Blue, Brown, Copper, Deep, Sapphire)</p><p><em>Electricity:</em> Angel, Archon, Daimon, Demon, Dragon (Blue, Bronze, Cloud, Sapphire, Song), Eladrin, Guardinal</p><p><em>Energy Drain:</em> Dragon (Shadow)</p><p><em>Fire:</em> Angel, Daimon, Demon, Devil, Dragon (Brass, Deep, Gold, Mist, Obsidian, Red, Yellow), Eladrin, Oni</p><p><em>Force:</em> Dragon (Amethyst)</p><p><em>Paralysis:</em> Demodand, Elemental</p><p><em>Petrification:</em> Angel, Archon, Eladrin, Guardinal</p><p><em>Poison:</em> Angel, Archon, Demodand, Demon, Daimon, Devil, Dragon (Amethyst, Song), Elemental, Guardinal, Oni</p><p><em>Sonic:</em> Dragon (Emerald), Guardinal</p><p><em>Sleep:</em> Dragon (any), Elemental</p><p><em>Water:</em> Dragon (Black, Bronze, Mist, Topaz)</p><p></p><p><strong>Minor Unholy Spell</strong></p><p><em>Ancestry:</em> Daimon, Demodand, Demon or Devil.</p><p>You add to your spell known list a cleric or blackguard spell of level 0 or 1 with the Evil descriptor. You cast it as a normal sorcerer spell of same level.</p><p></p><p><strong>Occultist</strong></p><p><em>Ancestry:[/b] Dragon (any), Sphinx.</em></p><p><em>The Use Magic Device skill becomes a class skill and you freely gain rank 8 in it.</em></p><p><em></em></p><p><em><span style="font-size: 12px">Lesser Aspects</span></em></p><p><em></em></p><p><em>A lesser ancestral aspect can be gained at level 10 if the sorcerer pays 500 XP. A lesser aspect may have a minor aspect as a prerequisite. Rather than gaining a lesser ancestral aspect, the 10th-level sorcerer may wish to get up to three minor aspects instead.</em></p><p><em></em></p><p><em><strong>Lesser Ancestral Spell</strong></em></p><p><em><em>Ancestry:</em> Depends.</em></p><p><em>As the appropriate Minor X Spell ancestral aspect, except you may gain a spell known of level 2 or 3.</em></p><p><em></em></p><p><em><strong>Lesser Natural Armor</strong></em></p><p><em><em>Ancestry:</em> Dragon (any), Elemental (earth), outsider (any).</em></p><p><em>You get a +2 natural armor bonus to AC. This stacks with previously existing natural armor.</em></p><p><em></em></p><p><em><strong>Lesser Resistance</strong></em></p><p><em><em>Ancestry:</em> Depends.</em></p><p><em><em>Prerequisite:</em> Minor resistance in same category.</em></p><p><em>You get a +4 bonus to saves against certain spells and effects, and the appropriate energy resistance 5 when said effect may be a source of damage (like fire, acid, or force). Even if your ancestry is compatible with several resistances, you get only one, chosen from the list below:</em></p><p><em><em>Air:</em> Dragon (Cloud, Crystal, Emerald, Fang, Green, Silver)</em></p><p><em><em>Acid:</em> Angel, Daimon, Demon, Devil, Dragon (Black, Brown, Copper, Green, Silver), Oni</em></p><p><em><em>Cold:</em> Angel, Daimon, Demon, Devil, Dragon (Crystal, Deep, Silver, Slarecian, Topaz, White), Eladrin, Guardinal, Oni</em></p><p><em><em>Charm:</em> Dragon (Deep)</em></p><p><em><em>Disease:</em> Elemental</em></p><p><em><em>Earth:</em> Dragon (Amethyst, Blue, Brown, Copper, Deep, Sapphire)</em></p><p><em><em>Electricity:</em> Angel, Archon, Daimon, Demon, Dragon (Blue, Bronze, Cloud, Sapphire, Song), Eladrin, Guardinal</em></p><p><em><em>Energy Drain:</em> Dragon (Shadow)</em></p><p><em><em>Fire:</em> Angel, Daimon, Demon, Devil, Dragon (Brass, Deep, Gold, Mist, Obsidian, Red, Yellow), Eladrin, Oni</em></p><p><em><em>Force:</em> Dragon (Amethyst)</em></p><p><em><em>Paralysis:</em> Demodand, Elemental</em></p><p><em><em>Petrification:</em> Angel, Archon, Eladrin, Guardinal</em></p><p><em><em>Poison:</em> Angel, Archon, Demodand, Demon, Daimon, Devil, Dragon (Amethyst, Song), Elemental, Guardinal, Oni</em></p><p><em><em>Sonic:</em> Dragon (Emerald), Guardinal</em></p><p><em><em>Sleep:</em> Dragon (any), Elemental</em></p><p><em><em>Water:</em> Dragon (Black, Bronze, Mist, Topaz)</em></p><p><em></em></p><p><em><strong>Fast Metamagic</strong></em></p><p><em><em>Ancestry:</em> Dragon (any).</em></p><p><em>Once per day per Cha bonus, you may use a metamagic feat without increasing casting time.</em></p><p><em></em></p><p><em><strong>Speak with Animals</strong></em></p><p><em><em>Ancestry:</em> Fey (any), Dragon (Bronze), Guardinal</em></p><p><em>Once per day per Cha bonus, you may <em>speak with animals</em> as a spell-like ability.</em></p><p><em></em></p><p><em><span style="font-size: 12px">Greater Aspects</span></em></p><p><em></em></p><p><em>A greater ancestral aspect can be gained at level 15 if the sorcerer pays 2 500 XP. A greater aspect may have minor or lesser aspects as prerequisites. Rather than gaining a greater ancestral aspect, the 10th-level sorcerer may wish to get up to three lesser aspects instead.</em></p><p><em></em></p><p><em><strong>Greater Ancestral Spell</strong></em></p><p><em><em>Ancestry:</em> Depends.</em></p><p><em>As the appropriate Minor X Spell ancestral aspect, except you may gain a spell known of up to level 5.</em></p><p><em></em></p><p><em><strong>Greater Natural Armor</strong></em></p><p><em><em>Ancestry:</em> Dragon (any), Elemental (earth), outsider (any).</em></p><p><em>You get a +3 natural armor bonus to AC. This stacks with previously existing natural armor.</em></p><p><em></em></p><p><em><strong>Greater Resistance</strong></em></p><p><em><em>Ancestry:</em> Depends.</em></p><p><em><em>Prerequisite:</em> Minor and lesser resistances in same category.</em></p><p><em>You get a +8 bonus to saves against certain spells and effects, and the appropriate energy resistance 10 when said effect may be a source of damage (like fire, acid, or force). Even if your ancestry is compatible with several resistances, you get only one, chosen from the list below:</em></p><p><em><em>Air:</em> Dragon (Cloud, Crystal, Emerald, Fang, Green, Silver)</em></p><p><em><em>Acid:</em> Angel, Daimon, Demon, Devil, Dragon (Black, Brown, Copper, Green, Silver), Oni</em></p><p><em><em>Cold:</em> Angel, Daimon, Demon, Devil, Dragon (Crystal, Deep, Silver, Slarecian, Topaz, White), Eladrin, Guardinal, Oni</em></p><p><em><em>Charm:</em> Dragon (Deep)</em></p><p><em><em>Disease:</em> Elemental</em></p><p><em><em>Earth:</em> Dragon (Amethyst, Blue, Brown, Copper, Deep, Sapphire)</em></p><p><em><em>Electricity:</em> Angel, Archon, Daimon, Demon, Dragon (Blue, Bronze, Cloud, Sapphire, Song), Eladrin, Guardinal</em></p><p><em><em>Energy Drain:</em> Dragon (Shadow)</em></p><p><em><em>Fire:</em> Angel, Daimon, Demon, Devil, Dragon (Brass, Deep, Gold, Mist, Obsidian, Red, Yellow), Eladrin, Oni</em></p><p><em><em>Paralysis:</em> Demodand, Elemental</em></p><p><em><em>Petrification:</em> Angel, Archon, Eladrin, Guardinal</em></p><p><em><em>Poison:</em> Archon, Demodand, Demon, Daimon, Devil, Dragon (Amethyst, Song), Elemental, Oni</em></p><p><em><em>Sonic:</em> Dragon (Emerald), Guardinal</em></p><p><em><em>Sleep:</em> Dragon (any), Elemental</em></p><p><em><em>Water:</em> Dragon (Black, Bronze, Mist, Topaz)</em></p><p><em></em></p><p><em><strong>Lay on Hands</strong></em></p><p><em><em>Ancestry:</em> Guardinal.</em></p><p><em>You may heal a number of hit points equal to your sorcerer level times your Charisma bonus once per day. You may spread up these healed hit points in several healings, and decide freely of hit points allotment. This ability damages undead. If you have paladin levels, this ability stacks with the paladin's one.</em></p><p><em></em></p><p><em><strong>Wings</strong></em></p><p><em><em>Ancestry:</em> Dragon (any), Outsider (any winged), Sphinx.</em></p><p><em>You grow wings from your shoulders. They are not sufficient to fly, but they are still useful to break falls, help getting balance, or jumping farther or higher.</em></p><p><em>If your load is medium or less, you mayfall safely as if under the effects of a feather fall, except that this is a nonmagical ability. If you have a heavy load, treat any distance fallen as ten feet shorter than normal (this stacks with using the Jump or Tumble skill to treat a fall as a shorter distance).</em></p><p><em>You gain a +2 bonus to Balance checks, a +4 bonus to Jump checks, and a +1 bonus to saving throws or opposed rolls made to avoid falling or maintain your footing (such as catching the edge of a pit trap or resisting a trip attack).</em></p><p><em>Using these small wings is taxing. After each use of one of the above bonuses or abilities, make a Fortitude save (DC 14); failure means you become fatigued.</em></p><p><em>Magic armor automatigally changes to match your winged form, but nonmagic armor must be altered to allow for your wings (costing 10% of the armor's base price).</em></p><p><em><em>Note: See <a href="http://www.seankreynolds.com/rpgfiles/feats/dracowings.html" target="_blank">this</a>.</em></em></p><p><em></em></p><p><em><span style="font-size: 12px">Transcendant Aspects</span></em></p><p><em></em></p><p><em>A transcendant ancestral aspect can be gained at level 20 if the sorcerer pays 12 500 XP. A transcendant aspect may have minor, lesser or greater aspects as prerequisites. Upon gaining an transcendant ancestral aspect, the sorcerer changes type and become of the same type as his ancestor (elemental, dragon, fey, magical beast, or outsider). Rather than gaining a transcendant ancestral aspect, the 10th-level sorcerer may wish to get up to three greater aspects instead.</em></p><p><em></em></p><p><em><strong>Full Wings</strong></em></p><p><em><em>Ancestry:</em> Dragon (any, except Brown), Outsider (any winged), Sphinx.</em></p><p><em><em>Prerequisites:</em> Wings ancestral aspect.</em></p><p><em>Your wings reach their full span, allowing you to fly at your normal speed (up to 60 ft.) with average maneuverability. It is no more taxing for you to use your wings.</em></p><p><em></em></p><p><em><strong>Spell Domain</strong></em></p><p><em><em>Ancestry:</em> Depends.</em></p><p><em>You add to your spell known list all the spells from one clerical (or shamanic) domain. The domain in question must be appropriate to your ancestry.</em></p><p><em><em>Air:</em> Angel, Dragon (Blue, Cloud, Mist, Silver), Eladrin, Elemental (Air)</em></p><p><em><em>Animal:</em> Dragon (Bronze), Eladrin, Fey (any), Guardinal</em></p><p><em><em>Chaos:</em> Demon, Dragon (Brass, Copper, Fang, Red, Shadow), Eladrin</em></p><p><em><em>Death:</em> Daimon, Dragon (Fang)</em></p><p><em><em>Destruction:</em> Angel, Demon, Devil</em></p><p><em><em>Earth:</em> Dragon (Copper, Deep), Elemental (Earth)</em></p><p><em><em>Evil:</em> Daimon, Demodand, Demon, Devil, Dragon (Blue, Deep, Red, Shadow), Fey (unseelie)</em></p><p><em><em>Fire:</em> Dragon (Red), Elemental (Fire)</em></p><p><em><em>Good:</em> Angel, Archon, Dragon (Gold, Silver), Eladrin, Fey (seelie), Guardinal</em></p><p><em><em>Healing:</em> Dragon (Song)</em></p><p><em><em>Knowledge:</em> Dragon (Brass, Mist)</em></p><p><em><em>Law:</em> Archon, Devil, Dragon (Blue, Bronze, Gold, Silver)</em></p><p><em><em>Luck:</em> Dragon (Gold)</em></p><p><em><em>Magic:</em> Dragon (Fang)</em></p><p><em><em>Plant:</em> Eladrin, Fey (any)</em></p><p><em><em>Protection:</em> Dragon (Cloud, Fang)</em></p><p><em><em>Sun:</em> Dragon (Silver)</em></p><p><em><em>Travel:</em> Dragon (Song)</em></p><p><em><em>Trickery:</em> Daimon, Dragon (Copper, Deep, Shadow, Song)</em></p><p><em><em>War:</em> Angel, Demon, Devil</em></p><p><em><em>Water:</em> Dragon (Bronze, Cloud, Mist), Elemental (Water)</em></p><p><em>You cast these spells as normal sorcerer spells of their level.</em></p><p><em></em></p><p><em><strong>Transcendant Immunity</strong></em></p><p><em><em>Ancestry:</em> Depends</em></p><p><em><em>Prerequisite:</em> Minor resistance in same category.</em></p><p><em>You immunity against certain spells and effects, and the appropriate energy or element subtype when possible. Even if your ancestry is compatible with several immunities, you get only one, chosen from the list below:</em></p><p><em><em>Air:</em> Dragon (Cloud, Crystal, Emerald, Fang, Green, Silver), Elemental (Air)</em></p><p><em><em>Acid:</em> Angel, Daimon, Dragon (Black, Brown, Copper, Green, Silver)</em></p><p><em><em>Cold:</em> Angel, Dragon (Crystal, Silver, Slarecian, Topaz, White)</em></p><p><em><em>Charm:</em> Dragon (Deep)</em></p><p><em><em>Disease:</em> Elemental (any)</em></p><p><em><em>Earth:</em> Dragon (Amethyst, Blue, Brown, Copper, Deep, Sapphire), Elemental (Earth)</em></p><p><em><em>Electricity:</em> Archon, Demon, Dragon (Blue, Bronze, Cloud, Sapphire, Song), Eladrin, Guardinal</em></p><p><em><em>Energy Drain:</em> Dragon (Shadow)</em></p><p><em><em>Fire:</em> Devil, Dragon (Brass, Gold, Mist, Obsidian, Red, Yellow), Elemental (Fire)</em></p><p><em><em>Paralysis:</em> Demodand, Elemental (any)</em></p><p><em><em>Petrification:</em> Angel, Archon, Eladrin, Guardinal</em></p><p><em><em>Poison:</em> Demodand, Demon, Daimon, Devil, Dragon (Amethyst, Song), Elemental (any), Oni</em></p><p><em><em>Sonic:</em> Dragon (Emerald)</em></p><p><em><em>Sleep:</em> Dragon (any), Elemental (any)</em></p><p><em><em>Water:</em> Dragon (Black, Bronze, Mist, Topaz), Elemental (Water)</em></p><p><em></em></p><p><em><strong>Transcendant Natural Armor</strong></em></p><p><em><em>Ancestry:</em> Dragon (any), Elemental (earth), outsider (any)</em></p><p><em>You get a +5 natural armor bonus to AC. This stacks with previously existing natural armor.</em>[/spoiler]</p></blockquote><p></p>
[QUOTE="Gez, post: 1161404, member: 1328"] The following, hidden, has now been discarded, in favor of the Epigone variant class. This first system proved too complicated to use and balance. [spoiler]Since the sorcerer class was designed, with a little blurb alluding to supernatural ancestry as the source of their arcane powers, numerous were the attempt at giving this ancestry a game mechanic. The way that were chosen were usually through feats or prestige classes. For something different, let me introduce my own interpretation of... [size=5]Sorcerous Bloodlines[/size] Sorcerers can often trace their ancestry to a mythical creature, celestial or fiend, dragon or sphinx, fey or elemental. While the wizards get a bonus feat at levels 5, 10, 15 and 20, sorcerers get nothing. To compensate, they may now gain ancestral aspects, according to their nature. Ancestral aspects are divided into four magnitudes (minor, lesser, greater, transcendant) and at least various sources. [size=3]Ancestral aspects prerequisites[/size] Ancestral aspects have prerequisites. A sorcerer's player choose at character creation (or upon adopting these rules ;)) what was the nature of his ancestor. Listed here are the prerequisite in language and alignment of the various ancestors. Creating more ancestors is be possible the same way. [i]Air outsider or elemental:[/i] auran, any [i]Angel:[/i] celestial, LG, NG or CG [i]Archon:[/i] celestial, LN, LG or NG [i]Daimon:[/i] abyssal or infernal, LE, NE or CE [i]Demodand:[/i] abyssal, NE or CE [i]Demon:[/i] abyssal, CN, CE or NE [i]Devil:[/i] infernal, LN, LE or NE [i]Dragon, Generic:[/i] draconic, any [i]Earth outsider or elemental:[/i] terran, any [i]Eladrin:[/i] celestial, NG, CG or CN [i]Fire outsider or elemental:[/i] ignan, any [i]Guardinal:[/i] celestial, LG, NG or CG [i]Oni:[/i] shadowlands, LE, NE or CE [i]Seelie fey:[/i] sylvan, any non-evil [i]Sphinx:[/i] sphinx, any [i]Unseelie fey:[/i] sylvan, any non-good [i]Water outsider or elemental:[/i] aquan, any [i]Dragon, Amethyst:[/i] draconic, any [i]Dragon, Black:[/i] draconic, CN, CE or NE [i]Dragon, Blue:[/i] draconic, LN, LE or NE [i]Dragon, Brass:[/i] draconic, CN, CG or NG [i]Dragon, Bronze:[/i] draconic, LN, LG or NG [i]Dragon, Brown:[/i] draconic, LE, NE or CE [i]Dragon, Cloud:[/i] draconic, any [i]Dragon, Copper:[/i] draconic, CN, CG or NG [i]Dragon, Crystal:[/i] draconic, N, CN, CG or CE [i]Dragon, Deep:[/i] draconic, CN, CE or NE [i]Dragon, Emerald:[/i] draconic, N, LN, LG or LE [i]Dragon, Fang:[/i] draconic, N, CN, CG or CE [i]Dragon, Gold:[/i] draconic, LN, LG or NG [i]Dragon, Green:[/i] draconic, LN, LE or NE [i]Dragon, Mist:[/i] draconic, any [i]Dragon, Lung:[/i] draconic, any [i]Dragon, Obsidian:[/i] draconic, N, LE, NE or CE [i]Dragon, Red:[/i] draconic, CN, CE or NE [i]Dragon, Sapphire:[/i] draconic, N, LN, LG or LE [i]Dragon, Shadow:[/i] draconic, CN, CE or NE [i]Dragon, Silver:[/i] draconic, LN, LG or CG [i]Dragon, Slarecian:[/i] draconic, LE, NE, CE [i]Dragon, Song:[/i] draconic, CN or CG [i]Dragon, Topaz:[/i] draconic, N, CN, CG or CE [i]Dragon, White:[/i] draconic, CN, CE or NE [i]Dragon, Yellow:[/i] draconic, CN, CE or NE [size=3]Minor aspects[/size] A minor ancestral aspect can be gained at level 5 if the sorcerer pays 100 XP. [b]Healer[/b] [i]Ancestry:[/i] Archon, Angel, Eladrin, or Guardinal. The Heal skill becomes a class skill and you freely gain rank 8 in it. [b]Minor Arcane Spell[/b] [i]Ancestry:[/i] Any. You gain an additional spell known of level 0 or 1. This spell must be from the sorcerer's spell list. You may also cast it one additonal time per day. [b]Minor Elemental Spell[/b] [i]Ancestry:[/i] Elemental, Outsider with elemental subtype. You gain an additional spell known of level 0 or 1 with an elemental descriptor appropriate to your ancestry. This spell may come from the sorcerer's, cleric's, druid's, shaman's, or druid's spell list. You cast it as a normal sorcerer spell of same level. [b]Minor Holy Spell[/b] [i]Ancestry:[/i] Archon, Angel, Eladrin, or Guardinal. You add to your spell known list a cleric or paladin spell of level 0 or 1 with the Good descriptor. You cast it as a normal sorcerer spell of same level. [b]Minor Natural Armor[/b] [i]Ancestry:[/i] Dragon (any), Elemental (earth), outsider (any). You get a +1 natural armor bonus to AC. This stacks with previously existing natural armor. [b]Minor Nature Spells[/b] [i]Ancestry:[/i] Fey (any). You add to your spell known list a druid spell of level 0 or 1 that isn't also on the cleric's spell list. You cast it as a normal sorcerer spell of same level. [b]Minor Psionic Manifesting[/b] [i]Ancestry:[/i] Dragon (Amethyst, Crystal, Emerald, Obsidian, Sapphire, Topaz). You may once per day manifest rather than cast one of your spell known of level 0 or 1. Verbal, somatic, and inexpensive (1 gp or less) material components or focus are replaced respectively by audible, visual, and mental displays. Spells with expensive material components or focus can't be cast this way. The spell is affected only in the way it is cast (or manifested) -- you still use your Charisma bonus and your caster level for DC and spell parameters. [b]Minor Psionic Power[/b] [i]Ancestry:[/i] Dragon (Amethyst, Crystal, Emerald, Obsidian, Sapphire, Topaz). You add to your spell known list a psion or psychic warrior power of level 0 or 1. You cast this power as a normal sorcerer spell of same level. [b]Minor Resistance[/b] [i]Ancestry:[/i] Depends. You get a +2 bonus to saves against certain spells and effects, and the appropriate energy resistance 1 when said effect may be a source of damage (like fire, acid, or force). Even if your ancestry is compatible with several resistances, you get only one, chosen from the list below: [i]Air:[/i] Dragon (Cloud, Crystal, Emerald, Fang, Green, Silver) [i]Acid:[/i] Angel, Daimon, Demon, Devil, Dragon (Black, Brown, Copper, Green, Silver), Oni [i]Cold:[/i] Angel, Daimon, Demon, Devil, Dragon (Crystal, Deep, Silver, Slarecian, Topaz, White), Eladrin, Guardinal, Oni [i]Charm:[/i] Dragon (Deep) [i]Disease:[/i] Elemental [i]Earth:[/i] Dragon (Amethyst, Blue, Brown, Copper, Deep, Sapphire) [i]Electricity:[/i] Angel, Archon, Daimon, Demon, Dragon (Blue, Bronze, Cloud, Sapphire, Song), Eladrin, Guardinal [i]Energy Drain:[/i] Dragon (Shadow) [i]Fire:[/i] Angel, Daimon, Demon, Devil, Dragon (Brass, Deep, Gold, Mist, Obsidian, Red, Yellow), Eladrin, Oni [i]Force:[/i] Dragon (Amethyst) [i]Paralysis:[/i] Demodand, Elemental [i]Petrification:[/i] Angel, Archon, Eladrin, Guardinal [i]Poison:[/i] Angel, Archon, Demodand, Demon, Daimon, Devil, Dragon (Amethyst, Song), Elemental, Guardinal, Oni [i]Sonic:[/i] Dragon (Emerald), Guardinal [i]Sleep:[/i] Dragon (any), Elemental [i]Water:[/i] Dragon (Black, Bronze, Mist, Topaz) [b]Minor Unholy Spell[/b] [i]Ancestry:[/i] Daimon, Demodand, Demon or Devil. You add to your spell known list a cleric or blackguard spell of level 0 or 1 with the Evil descriptor. You cast it as a normal sorcerer spell of same level. [b]Occultist[/b] [i]Ancestry:[/b] Dragon (any), Sphinx. The Use Magic Device skill becomes a class skill and you freely gain rank 8 in it. [size=3]Lesser Aspects[/size] A lesser ancestral aspect can be gained at level 10 if the sorcerer pays 500 XP. A lesser aspect may have a minor aspect as a prerequisite. Rather than gaining a lesser ancestral aspect, the 10th-level sorcerer may wish to get up to three minor aspects instead. [b]Lesser Ancestral Spell[/b] [i]Ancestry:[/i] Depends. As the appropriate Minor X Spell ancestral aspect, except you may gain a spell known of level 2 or 3. [b]Lesser Natural Armor[/b] [i]Ancestry:[/i] Dragon (any), Elemental (earth), outsider (any). You get a +2 natural armor bonus to AC. This stacks with previously existing natural armor. [b]Lesser Resistance[/b] [i]Ancestry:[/i] Depends. [i]Prerequisite:[/i] Minor resistance in same category. You get a +4 bonus to saves against certain spells and effects, and the appropriate energy resistance 5 when said effect may be a source of damage (like fire, acid, or force). Even if your ancestry is compatible with several resistances, you get only one, chosen from the list below: [i]Air:[/i] Dragon (Cloud, Crystal, Emerald, Fang, Green, Silver) [i]Acid:[/i] Angel, Daimon, Demon, Devil, Dragon (Black, Brown, Copper, Green, Silver), Oni [i]Cold:[/i] Angel, Daimon, Demon, Devil, Dragon (Crystal, Deep, Silver, Slarecian, Topaz, White), Eladrin, Guardinal, Oni [i]Charm:[/i] Dragon (Deep) [i]Disease:[/i] Elemental [i]Earth:[/i] Dragon (Amethyst, Blue, Brown, Copper, Deep, Sapphire) [i]Electricity:[/i] Angel, Archon, Daimon, Demon, Dragon (Blue, Bronze, Cloud, Sapphire, Song), Eladrin, Guardinal [i]Energy Drain:[/i] Dragon (Shadow) [i]Fire:[/i] Angel, Daimon, Demon, Devil, Dragon (Brass, Deep, Gold, Mist, Obsidian, Red, Yellow), Eladrin, Oni [i]Force:[/i] Dragon (Amethyst) [i]Paralysis:[/i] Demodand, Elemental [i]Petrification:[/i] Angel, Archon, Eladrin, Guardinal [i]Poison:[/i] Angel, Archon, Demodand, Demon, Daimon, Devil, Dragon (Amethyst, Song), Elemental, Guardinal, Oni [i]Sonic:[/i] Dragon (Emerald), Guardinal [i]Sleep:[/i] Dragon (any), Elemental [i]Water:[/i] Dragon (Black, Bronze, Mist, Topaz) [b]Fast Metamagic[/b] [i]Ancestry:[/i] Dragon (any). Once per day per Cha bonus, you may use a metamagic feat without increasing casting time. [b]Speak with Animals[/b] [i]Ancestry:[/i] Fey (any), Dragon (Bronze), Guardinal Once per day per Cha bonus, you may [i]speak with animals[/i] as a spell-like ability. [size=3]Greater Aspects[/size] A greater ancestral aspect can be gained at level 15 if the sorcerer pays 2 500 XP. A greater aspect may have minor or lesser aspects as prerequisites. Rather than gaining a greater ancestral aspect, the 10th-level sorcerer may wish to get up to three lesser aspects instead. [b]Greater Ancestral Spell[/b] [i]Ancestry:[/i] Depends. As the appropriate Minor X Spell ancestral aspect, except you may gain a spell known of up to level 5. [b]Greater Natural Armor[/b] [i]Ancestry:[/i] Dragon (any), Elemental (earth), outsider (any). You get a +3 natural armor bonus to AC. This stacks with previously existing natural armor. [b]Greater Resistance[/b] [i]Ancestry:[/i] Depends. [i]Prerequisite:[/i] Minor and lesser resistances in same category. You get a +8 bonus to saves against certain spells and effects, and the appropriate energy resistance 10 when said effect may be a source of damage (like fire, acid, or force). Even if your ancestry is compatible with several resistances, you get only one, chosen from the list below: [i]Air:[/i] Dragon (Cloud, Crystal, Emerald, Fang, Green, Silver) [i]Acid:[/i] Angel, Daimon, Demon, Devil, Dragon (Black, Brown, Copper, Green, Silver), Oni [i]Cold:[/i] Angel, Daimon, Demon, Devil, Dragon (Crystal, Deep, Silver, Slarecian, Topaz, White), Eladrin, Guardinal, Oni [i]Charm:[/i] Dragon (Deep) [i]Disease:[/i] Elemental [i]Earth:[/i] Dragon (Amethyst, Blue, Brown, Copper, Deep, Sapphire) [i]Electricity:[/i] Angel, Archon, Daimon, Demon, Dragon (Blue, Bronze, Cloud, Sapphire, Song), Eladrin, Guardinal [i]Energy Drain:[/i] Dragon (Shadow) [i]Fire:[/i] Angel, Daimon, Demon, Devil, Dragon (Brass, Deep, Gold, Mist, Obsidian, Red, Yellow), Eladrin, Oni [i]Paralysis:[/i] Demodand, Elemental [i]Petrification:[/i] Angel, Archon, Eladrin, Guardinal [i]Poison:[/i] Archon, Demodand, Demon, Daimon, Devil, Dragon (Amethyst, Song), Elemental, Oni [i]Sonic:[/i] Dragon (Emerald), Guardinal [i]Sleep:[/i] Dragon (any), Elemental [i]Water:[/i] Dragon (Black, Bronze, Mist, Topaz) [b]Lay on Hands[/b] [i]Ancestry:[/i] Guardinal. You may heal a number of hit points equal to your sorcerer level times your Charisma bonus once per day. You may spread up these healed hit points in several healings, and decide freely of hit points allotment. This ability damages undead. If you have paladin levels, this ability stacks with the paladin's one. [b]Wings[/b] [i]Ancestry:[/i] Dragon (any), Outsider (any winged), Sphinx. You grow wings from your shoulders. They are not sufficient to fly, but they are still useful to break falls, help getting balance, or jumping farther or higher. If your load is medium or less, you mayfall safely as if under the effects of a feather fall, except that this is a nonmagical ability. If you have a heavy load, treat any distance fallen as ten feet shorter than normal (this stacks with using the Jump or Tumble skill to treat a fall as a shorter distance). You gain a +2 bonus to Balance checks, a +4 bonus to Jump checks, and a +1 bonus to saving throws or opposed rolls made to avoid falling or maintain your footing (such as catching the edge of a pit trap or resisting a trip attack). Using these small wings is taxing. After each use of one of the above bonuses or abilities, make a Fortitude save (DC 14); failure means you become fatigued. Magic armor automatigally changes to match your winged form, but nonmagic armor must be altered to allow for your wings (costing 10% of the armor's base price). [i]Note: See [url=http://www.seankreynolds.com/rpgfiles/feats/dracowings.html]this[/url].[/i] [size=3]Transcendant Aspects[/size] A transcendant ancestral aspect can be gained at level 20 if the sorcerer pays 12 500 XP. A transcendant aspect may have minor, lesser or greater aspects as prerequisites. Upon gaining an transcendant ancestral aspect, the sorcerer changes type and become of the same type as his ancestor (elemental, dragon, fey, magical beast, or outsider). Rather than gaining a transcendant ancestral aspect, the 10th-level sorcerer may wish to get up to three greater aspects instead. [b]Full Wings[/b] [i]Ancestry:[/i] Dragon (any, except Brown), Outsider (any winged), Sphinx. [i]Prerequisites:[/i] Wings ancestral aspect. Your wings reach their full span, allowing you to fly at your normal speed (up to 60 ft.) with average maneuverability. It is no more taxing for you to use your wings. [b]Spell Domain[/b] [i]Ancestry:[/i] Depends. You add to your spell known list all the spells from one clerical (or shamanic) domain. The domain in question must be appropriate to your ancestry. [i]Air:[/i] Angel, Dragon (Blue, Cloud, Mist, Silver), Eladrin, Elemental (Air) [i]Animal:[/i] Dragon (Bronze), Eladrin, Fey (any), Guardinal [i]Chaos:[/i] Demon, Dragon (Brass, Copper, Fang, Red, Shadow), Eladrin [i]Death:[/i] Daimon, Dragon (Fang) [i]Destruction:[/i] Angel, Demon, Devil [i]Earth:[/i] Dragon (Copper, Deep), Elemental (Earth) [i]Evil:[/i] Daimon, Demodand, Demon, Devil, Dragon (Blue, Deep, Red, Shadow), Fey (unseelie) [i]Fire:[/i] Dragon (Red), Elemental (Fire) [i]Good:[/i] Angel, Archon, Dragon (Gold, Silver), Eladrin, Fey (seelie), Guardinal [i]Healing:[/i] Dragon (Song) [i]Knowledge:[/i] Dragon (Brass, Mist) [i]Law:[/i] Archon, Devil, Dragon (Blue, Bronze, Gold, Silver) [i]Luck:[/i] Dragon (Gold) [i]Magic:[/i] Dragon (Fang) [i]Plant:[/i] Eladrin, Fey (any) [i]Protection:[/i] Dragon (Cloud, Fang) [i]Sun:[/i] Dragon (Silver) [i]Travel:[/i] Dragon (Song) [i]Trickery:[/i] Daimon, Dragon (Copper, Deep, Shadow, Song) [i]War:[/i] Angel, Demon, Devil [i]Water:[/i] Dragon (Bronze, Cloud, Mist), Elemental (Water) You cast these spells as normal sorcerer spells of their level. [b]Transcendant Immunity[/b] [i]Ancestry:[/i] Depends [i]Prerequisite:[/i] Minor resistance in same category. You immunity against certain spells and effects, and the appropriate energy or element subtype when possible. Even if your ancestry is compatible with several immunities, you get only one, chosen from the list below: [i]Air:[/i] Dragon (Cloud, Crystal, Emerald, Fang, Green, Silver), Elemental (Air) [i]Acid:[/i] Angel, Daimon, Dragon (Black, Brown, Copper, Green, Silver) [i]Cold:[/i] Angel, Dragon (Crystal, Silver, Slarecian, Topaz, White) [i]Charm:[/i] Dragon (Deep) [i]Disease:[/i] Elemental (any) [i]Earth:[/i] Dragon (Amethyst, Blue, Brown, Copper, Deep, Sapphire), Elemental (Earth) [i]Electricity:[/i] Archon, Demon, Dragon (Blue, Bronze, Cloud, Sapphire, Song), Eladrin, Guardinal [i]Energy Drain:[/i] Dragon (Shadow) [i]Fire:[/i] Devil, Dragon (Brass, Gold, Mist, Obsidian, Red, Yellow), Elemental (Fire) [i]Paralysis:[/i] Demodand, Elemental (any) [i]Petrification:[/i] Angel, Archon, Eladrin, Guardinal [i]Poison:[/i] Demodand, Demon, Daimon, Devil, Dragon (Amethyst, Song), Elemental (any), Oni [i]Sonic:[/i] Dragon (Emerald) [i]Sleep:[/i] Dragon (any), Elemental (any) [i]Water:[/i] Dragon (Black, Bronze, Mist, Topaz), Elemental (Water) [b]Transcendant Natural Armor[/b] [i]Ancestry:[/i] Dragon (any), Elemental (earth), outsider (any) You get a +5 natural armor bonus to AC. This stacks with previously existing natural armor.[/i][/spoiler][i][/i] [/QUOTE]
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