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Story Hour
"Out of the Frying Pan" Story Hour Portal Thread (new compiled and complete PDFs + supplement game info for 2021!)
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<blockquote data-quote="Tony Vargas" data-source="post: 2865702" data-attributes="member: 996"><p>Interesting. She has almost exactly the number of spells known that a standard 3E wiz would have just from levelling (not as many cantrips, 2 fewer 1st level, 2 more 3rd level).</p><p></p><p>I quite liked Defensive Manifestation of the Spirit - powerful, but a cool concept - a Sorcerer (Aquerran Witch) could sure get a lot of milage out of the CHA to AC concentration check. </p><p></p><p>BTW, I just glanced at the Witch, again, to check that it was CHA-based, and it's a very cool take on the Sorcerer.</p><p></p><p>Though, I do say that as someone who came up with this:</p><p></p><p><a href="https://groups.google.com/group/rec.games.frp.dnd/msg/54a1a185b67f1e9a?&hl=en&q=Sorcerer+Revised+group%3 Arec.games.frp.dnd" target="_blank">3e Sorcerer (Revised)</a></p><p></p><p>[sblock]This is a revision of the Sorcerer class to be, well sorcerers, in the</p><p>classic sense of those who gain magical power from dealing with</p><p>spirits.</p><p></p><p>----------------------------------------------------------</p><p>Sorcerer (Revised)</p><p></p><p> Sorcerers are Arcane spell casters who's spells are learned from</p><p>and/or powered by, spirits (and, possibly other supernatural allies).</p><p>Different sorcerers may have different aproaches. Some merely learn</p><p>from spirits, others chanell thier power. Some serve spirits, others</p><p>bargain with them, while still others 'command' them. Whatever a given</p><p>sorocerer's attitudes and style, the results are about the same. The</p><p>sorcerer is freed from the constant study, books, minutiae and</p><p>memorization of a conventional Wizard, but limmitted in the breadth of</p><p>the powers he can call on, by need to keep a coterie of spirit allies</p><p>happy...</p><p> Adventuring: Sorcerers sometimes adventure to find new spirits with</p><p>which to ally themselves or to fulfill bargains made with thier spirit</p><p>allies. Sorcerers also tend to crave power and influence - adventuring</p><p>can gain them oportunities for temporal status and power to match thier</p><p>mystical stature and might.</p><p> Other Classes: Sorcerers gain thier power from supernatural</p><p>alliances and are prone to forming more mundane alliances, as well.</p><p>Fighter-types are much apreciated, as they can defend the sorcerer long</p><p>enough to cast his spells in dangerous situations. Wizards are bit</p><p>stuffy, by comparison, but can have useful informations. Clerics and</p><p>Sorcerers are sometimes leary of eachother. Sorcerers see Clerics as</p><p>unequal partners in a supernatural alliance, while generally seeing</p><p>themselves as equals or masters of the spirits at thier disposal, while</p><p>Clerics are wary of the sorcererous penchant for dealing with</p><p>outsiders. Sorcerers, who tend to be young and a bit flushed with</p><p>power early in thier carreers often get along well with equally young</p><p>and oportunistic Rogues.</p><p></p><p>Class Attributes:</p><p></p><p>HD: d4 (unchanged)</p><p></p><p>Weapons & Armor: Proficient in all Simple Weapons, no armor, no</p><p>shields. (unchanged)</p><p></p><p>Skills: (unchanged) + Bluff(CHA), Diplomacy(CHA), Intimidation(CHA),</p><p>Knowledge:Spirits(Int), Sense Motive(CHA) (all to represent knowledge</p><p>of and skill at negotiating with, spirits and the like).</p><p></p><p>Level Benefits:</p><p> Base Attack Bonus: (unchanged)</p><p> Saving Throws: (unchanged)</p><p> Skills: (unchanged)</p><p> Feats: (unchanged)</p><p></p><p>Spell Casting:</p><p> The Sorcerer's bonus spells from CHA aply to the number of spells he</p><p>can know, instead of the number he can cast in one day. Each</p><p>spell 'known' represents a relationship with a spirit who provides the</p><p>spell. Some spirits provide multiple spells, but they take up a 'slot'</p><p>for each such spell. Optionally, additional spirits can be courted,</p><p>and Outsiders can provide greater power to a Sorcerer, but there is</p><p>always a price, often a steep one. (otherwise unchanged)</p><p></p><p>**********************************************************</p><p>*We can just leave it at that. A few (much needed) CHA-based</p><p>*skills added, a slight difference in how they deal with</p><p>*spells, and leave most of the actual spirit-stuff, like</p><p>*most of the actual arcane stuff done by wizards or religous</p><p>*stuff done by clerics, in the background. Or, we can continue</p><p>*and add some apropriate abilities and restrictions and other</p><p>*options to represent the sorcerer's dealings with spirits and</p><p>*other things...</p><p>**********************************************************</p><p></p><p>======================================</p><p>Table of Class Abilities/Restrictions:</p><p>- 1 - Fetch (Replaces Familiar), Speak with Spirits/Taboo</p><p>- 2 -</p><p>- 3 - See Ethereal</p><p>- 4 -/Taboo</p><p>- 5 -</p><p>- 6 -/Taboo</p><p>- 7 - Crossing/Service</p><p>- 8 -/Taboo</p><p>- 9 -</p><p>-10 -/Taboo</p><p>-11 -/Service</p><p>-12 -/Taboo</p><p>-13 - Projection</p><p>-14 -/Taboo</p><p>-15 -</p><p>-16 -/Taboo</p><p>-17 -</p><p>-18 -/Taboo</p><p>-19 -/Service</p><p>-20 - Etherealness</p><p>======================================</p><p></p><p>Class Abilities:</p><p> Fetch: To begin his training, each Sorcerer enters into a permanent</p><p>alliance with a minor spirit called a Fetch. The Fetch helps the</p><p>sorcerer contact other spirits and gain increasing access to the spirit</p><p>world. In return, the Fetch gains a focus in the Prime Material, and</p><p>gains in power as it's sorcerer does. A Fetch can be placed in a small-</p><p>animal body, in which case it acts much as a Familiar, tied to a Fetish</p><p>object, or simply allowed to use the Sorcerer, himself, as a focus. A</p><p>Fetch-Familiar whose body is killed is lost. If a Fetch-Fetish is</p><p>lost, it can be recovered, if damaged, but not totally destroyed it may</p><p>still serve as a focus. A Fetch using the Sorcerer as a Focus is</p><p>virtually a part of him, and cannot be lost through any normal means.</p><p>When a Fetch is lost, the Sorcerer is unable to andvance his Sorcerer</p><p>level until he obtains a new one. Obtaining a new Fetch requires a</p><p>special quest by the Sorcerer or expenditure of enough experience</p><p>points to gain a new level. Placing a Fetch in a body (Familiar) has</p><p>the same costs as summoning a Wizard's Familiar. Placing a Fetch in a</p><p>Fetish simply requires an apropriate object (costing double normal -</p><p>25gp minimum - if done at 1st level). Until a Fetch is placed in a</p><p>Familiar or Fetish, it remains linked to the Sorcerer, once it has been</p><p>given a body or object as a focus, it cannot change to a new focus, nor</p><p>return to focusing on the Sorcerer - if the focus is lost, so is the</p><p>Fetch.</p><p></p><p>###################################</p><p>Fetish Objects:</p><p> A Fetish object can be anything the Sorcerer can carry - from a tiny</p><p>seed pearl to a massive greatsword - but the item must be of unique</p><p>qualities and/or apearance (Masterwork items, curios, and items of</p><p>unique design all work). The Fetch can see and hear as if it were in</p><p>the Prime Material, at the point where the object is located, and can</p><p>communicate with it's master, like a Familiar of the same level. The</p><p>Fetish has Hardness and hps typical of it's type, but gains another</p><p>point of Hardness each time a Familiar would gain another point of AC,</p><p>and gains hps as a Familiar of the same level, as well. If the Fetish</p><p>is a tool or other useful object, it grants a +2 to apropriate checks</p><p>made with it. If it is a weapon or Armor, it has a +1 Enhancement</p><p>bonus. If it is a curio, jewel, article of clothing, or other non-</p><p>utilitarian item, it grants the Sorcerer a +1 Resistance bonus to all</p><p>his saves, as long as he is in contact with it. If a Fetish is</p><p>damaged, it can usually be repaired, if destroyed, often, the largest</p><p>fragment can still be used by the Fetch as a focus - if it is</p><p>completely destroyed, the Fetch is lost.</p><p>###################################</p><p></p><p> Speak with Spirits: The Sorcerer can communicate with spirits and</p><p>other Ethereal creatures in the general area. 'Spirit Speach' is a</p><p>sort of common-tounge among spirits, and is automatically known to the</p><p>Sorcerer (a Secret Language), but many Ethereal creatures will speak</p><p>other languages instead, especially elemental languages. The Sorcerer</p><p>is not automatically aware of such beings, however, though his Fetch</p><p>may be (this is /not/ the same as seeing an Ethereal creature, just</p><p>giving a basic idea of location and nature). Speaking with active,</p><p>willing spirits is a free action. Trying to contact an inactive spirit</p><p>is much more difficult, taking a Charisma check at DC 20.</p><p> Taboo: Each time the Sorcerer makes contact with a more powerful</p><p>class of spirits (gains access to a new spell level), he must undertake</p><p>an observance or accept a restriction on his behavior to appease his</p><p>allied spirits and make contact with more rarefied regions of the</p><p>spiritual world. If the Sorcerer does not have the CHA to cast spells</p><p>of a given level, he gains no Taboos when gaining the corresponding</p><p>Sorcerer level (he is unable to gain the alliegance of such potent</p><p>spirits). In addition, if the Sorcerer wants additional spirit allies</p><p>(spells) beyond the norm (and the DM permits him to try), he must</p><p>undertake additional taboos of the same level - 1 for each spirit.</p><p></p><p>###################################</p><p>Possible Taboos</p><p> Tokens: The Sorcerer must have an object in his possession to deal</p><p>with his spirits of a given level (or the specific spirit the token is</p><p>for). For low-level spirits, the token can be small and innocuous.</p><p>For more powerful ones, it must be larger, valuable, and/or obviously</p><p>displayed, or be detectable for magic and the spirit's alignment.</p><p>Tokens of very powerful spirits and outsiders radiate palpable (to</p><p>anyone) alignment and magical auras. If the sorcerer loses the token,</p><p>he must recover it to re-gain access to the corresponding spells. If</p><p>it is destroyed, he must create a new one and contact each spirit it</p><p>aplies to (taking 1 day per spirit) so they can re-focus on it.</p><p> Restriction: The Sorcerer is forbidden from doing or having</p><p>something. At low levels, restrictions are minor and specific (never</p><p>wear a red shirt, don't talk to Orcs of the DeathFist tribe, don't eat</p><p>durring the night, etc). At moderate levels, they can be broader or</p><p>more onerous (never wear or carry anything red, never talk to Orcs,</p><p>don't eat meat, never tell a lie). At higher levels, they should be</p><p>quite inconvenient (never wear armor, don't carry weapons, don't kill</p><p>in anger, don't cast spells at night, never hide the truth, etc). If</p><p>a Sorcerer violates a restriction, he loses access to the</p><p>corresponding spirits for 24 hours. Note that this is not usually</p><p>in 'punishment' - keeping to the Restriction is necessary to stay in</p><p>contact with the corresponding spirit(s).</p><p> Observance: The Sorcerer is required to periodically perform odd or</p><p>meaningless activities to keep in contact with the corresponding spirit</p><p>(s). At low levels, this could be turning three times widdershins</p><p>before going to sleep, reciting a brief incantation at noon, making a</p><p>certain sign whenever walking through a doorway, etc. At higher</p><p>levels, it could be difficult to perform for some reason (sacrifice an</p><p>animal at the dark of each moon, recite an original poem to an acorn</p><p>and burry it far from the oak where it fell, make anyone you're</p><p>introduced to laugh, etc..) At high levels, the observance can be</p><p>expensive and/or hard to keep up on (drink a flask of holy water with</p><p>every meal, deflower a virgin each night, save a life between the new</p><p>and half moon each month, leave a magic item behind in each house you</p><p>visit, etc...). If a Sorcerer fails in his observances, he loses</p><p>access to the corresponding spirits until the next observance is due</p><p>and properly performed.</p><p>###################################</p><p></p><p> See Ethereal: The Sorcerer can gaze into the Ethereal plane.</p><p>Shifting his senses from the material to the Ethereal is a move-</p><p>equivalent action. Doing so renders the Sorcerer vulnerable to attack</p><p>by Ethereal Creatures as if he were present in that plane, but he</p><p>cannot affect them in return.</p><p> Service: As the Sorcerer's connection to the spirit world deepens,</p><p>it's denizens begin to look upon him as one of thier own. This allows</p><p>him special abilities and access to greater sorceries, but is also</p><p>leaves him beholden to the spirits - even if his relationship to them</p><p>is as an equal or master. If the Sorcerer owes Service (see level</p><p>table) then, once per level (that is, before he can gain another</p><p>Sorcerer level), the sorcerer must perform a Service for his spirit</p><p>allies (a 19th level Sorcerer owes 3 Services before gaining 20th</p><p>level). A Service usually entails overcoming challenges amounting to</p><p>an Encounter level equal to the Sorcerer level at which it is incurred.</p><p>The Sorcerer does gain experience for challenges overcome in</p><p>fullfilling a Service, and may accept help from friends and allies - he</p><p>will also usually still have access to his Sorcery spells.</p><p> If a Sorcerer has more than the usual number of spirits at his</p><p>disposal, each additional spirit will also insist on a Service, each</p><p>level - the Sorcerer can advance in level without completing these</p><p>Services, but he loses the help of the corresponding spirit(s) until</p><p>they are fulfilled (and, if he gains multiple levels, 'overdue'</p><p>Services accumulate, and must be completed before the spirit(s) will</p><p>again provide spells to the Sorcerer). Services performed for an</p><p>individual spirit usually require overcoming challenges equal to an</p><p>Encounter Level of twice that of the spell the spirit provides.</p><p></p><p>###################################</p><p>Dealing with Spirits:</p><p> A Sorcerer's dealings with the spirit world can be kept 'in the</p><p>background,' if desired. Each level, the Sorcerer's Fetch introduces</p><p>him to a new spirit, giving him access to a new spell. Additional</p><p>spirit-names can be gleaned from books and other Sorcerers, or</p><p>researched. In short, allying with a spirit can be treated exactly</p><p>like learning a spell. The Sorcerer can even be allowed to learn</p><p>Arcane spells from Wizards or Wizard's writings, if desired. In this</p><p>last case, the Wizard's Fetch is assumed to help him learn/power the</p><p>spell (and a 'slot' of the apropriate level is still taken up).</p><p> However, a Sorcerer can gain greater power (and more RPing</p><p>oportunities), and also face more restrictions and challenges, if his</p><p>spirit-dealings are played through. The DM can limmit or encourage 'in</p><p>play' interactions with spirits (if they take play time away from the</p><p>other players, they can be curtailed, if they are interesting or</p><p>provide plot hooks or serve to keep the Sorcerer balanced, they can be</p><p>encouraged or required), and the Sorcerer can choose to persue such</p><p>opportunities or 'play it safe.'</p><p> Adding spirits to increase spells available: The Sorcerer can simply</p><p>enter into alliances with more spirits than normal. Each additional</p><p>spirit requires it's own taboo be followed, and that a Service be</p><p>performed for it, immediately, before it will begin providing it's</p><p>spell to the Sorcerer, and each level thereafter, if the Sorcerer is to</p><p>continue to recieve it's support.</p><p> Gaining the aid of a higher-level spirit: The Sorcerer can negotiate</p><p>with a spirit that provides a spell of higher level than he can</p><p>normally obtain (due to Charisma). If the spirit agrees, the Sorcerer</p><p>must treat it as an additional spirit (above) and must perform an</p><p>additional Service each and every time he uses the spell the spirit</p><p>provides. He must still be of high enough level to actually cast such</p><p>a spell, however - if not, he simply cannot channell such power.</p><p> Trading Services: Some spirits are potent enough to affect the</p><p>physical world on thier own, and all are capable of performing missions</p><p>in the Ethereal plane. A spirit can be persuaded to aid the Sorcerer</p><p>directly in some way of which it is capable, in return for an</p><p>additional Service - but, usually only if the Sorcerer has met all his</p><p>current Services and often only if the Service is provided in advance.</p><p> Empowering Items: If the Sorcerer wishes to create a magic item, but</p><p>lacks a spell, feat, level (a single level), or experience required to</p><p>make the item, he can instead persuade one of his spirits to inhabit</p><p>and empower the item. Such an item takes the normal time and money to</p><p>make, but /one/ of the above requirements is waived, and Permenancy is</p><p>never required. The spirit is present in the item, and able to</p><p>communicate with anyone using it (it is effectively an intelligent</p><p>item). It continues to count as one of the Sorcerer's spirits, but no</p><p>longer provides it's spell to him. If the Sorcerer sells or loses the</p><p>item, the new owner must assume a Sorcererous Taboo (usuall regarding</p><p>the treatment of the item, or eschewing of other similar items) and</p><p>perform occassional Services (at the whim of the DM) or the spirit can</p><p>cause the item to cease to function magically. Though the spirit can</p><p>withold the power of the item, it cannot activate any such powers</p><p>itself. When an</p><p> Allying with Outsiders: A Sorcerer with Astral Awareness (or some</p><p>other means of contacting Outsiders) can gain considerable power from</p><p>dealing with them. Outsiders can provide several spells of different</p><p>levels, while taking up only one spell 'slot' (that of the highest</p><p>level spell they can provide), provide a Divine spell instead of an</p><p>Arcane one, grant the Sorcerer a special ability, provide a spell he is</p><p>not high enough level to cast normally, or even materialize to act on</p><p>his behalf in the physical world. However, the price they demand is</p><p>conmensurate with the power the bestow. Regardless of the number of</p><p>spirits the Sorcerer is allied with, each Outsider demands it's own</p><p>Taboo and Service, and the spell they provide is considered a level</p><p>higher when figuring the severity of the Taboo or EL of the Service.</p><p>Outsiders who provide the Sorcerer with a spell or ability that normal</p><p>spirits cannot will also demand an additional service each time the</p><p>spell or ability is used. Furthermore, an Outsider expects the</p><p>Sorcerer to turn towards it's alignment, and promote it's goals in the</p><p>physical world, even when not directly serving it. Outsiders are very</p><p>good at devising services that seem acceptable, but actually draw the</p><p>Sorcerer closer to thier ethos. Finally, powerful Outsiders (such as</p><p>those that grant spells of higher level), can even demand the</p><p>Sorcerer's soul in payment (usually, if promised a soul, the Outsider</p><p>will grant much power with little or no further price). The moment a</p><p>Sorcerer who has made a soul-bargain is slain, the Outsider claims his</p><p>due (the Sorcerer cannot be Raised or Ressurected by any means, unless</p><p>his soul is somehow rescued from the Outsider). Usually only Evil</p><p>outsiders demand souls. Good outsiders are notoriously reluctant to</p><p>empower, or even deal with, Sorcerers, however, so there is often</p><p>little choice...</p><p>###################################</p><p></p><p> Crossing: The Sorcerer can exist simultaneously in the physical and</p><p>spiritual worlds. He is present, aware and able to affect, both the</p><p>Material and Ethereal planes and creatures therein. Crossing takes a</p><p>full round action to initiate or terminate. When not Crossing, the</p><p>Sorcerer is in the Material Plane. Though it can't be used to leave</p><p>the Material Plane, a Sorcerer who finds himself in the Ethereal Plane</p><p>can return to the Material in 2 rounds by initiating, and then</p><p>immediately terminating, his Crossing ability.</p><p> Projection: The Sorcerer can project his own Spirit (Soul) into the</p><p>Ethereal Plane. His spirit is solid and real to other Ethereal</p><p>creatures, and has his usual hit points. However, his DEX in spirit</p><p>form is equal to his INT, while his WIS supplants his CON and his CHA</p><p>stands in for STR. The Spirit has what apears to be clothing and spell</p><p>components, but no other items, unless they are specifically extant in</p><p>the Ethereal. The Sorcerer's spirit can cast spells in the Ethereal,</p><p>and possibly journey to other planes, but may not return to the Prime</p><p>Material, save by returning to it's body (which lies, innert, until</p><p>said return). Projecting takes a minute of concentration to achieve.</p><p>Returning is nearly instantaneous, as long as no Ethereal obstructions</p><p>are between the spirit and the corresponding point where the body lies -</p><p> simply moving the body, or sealing it behind physical barriers has no</p><p>effect. Hit points taken by the spirit while projecting are real, but</p><p>do not manifest physically, even upon return. If the Spirit has more</p><p>hit points than the body when it returns, there is no damage carried</p><p>over. If it has less, the body's hit points are reduced to that level -</p><p> but no lower than the Sorcerer's 1st level hit points (4+CON bonus).</p><p>If the Spirit is killed (-10 hps), while unable to return, or if the</p><p>body is killed while helpless, the Sorcerer is slain.</p><p> Etherealness: The Sorcerer can enter the Ethereal Plane, physically</p><p>(cf: Ethereal Jaunt). To Enter the Ethereal, the Sorcerer must first</p><p>use Crossing, then spend a full round action shifting fully to the</p><p>Ethereal. The reverse is true for returning to the Material Plane.</p><p></p><p>Sorcerer-only Feat:</p><p></p><p>Astral Awareness:</p><p> As a Sorcerer, you are aware of the Astral as well as the Ethereal</p><p>planes.</p><p> Benefits: You can use your special abilities to communicate with,</p><p>see into, Cross, project into, or journey physically to and from the</p><p>Astral Plane just as you can the Ethereal Plane. Because of this</p><p>affinity, you can contact and deal with Outsiders through your Fetch,</p><p>in a manner similar to your dealings with normal spirits. You can have</p><p>a number of Outsider-granted spells equal to your Charisma bonus - but</p><p>no more than 1 of a given spell level. Half of these can be Divine</p><p>spells, instead of Arcane ones. You cannot gain any of the other</p><p>benefits of dealing with Outsiders (higher level spells, multiple</p><p>spells, special abilities) without playing through the contact, and</p><p>accepting the additional taboos, services, and other drawbacks of such</p><p>dealings.</p><p> Normally: See 'Allying with Outsiders,' above.</p><p></p><p>###################################</p><p>Outsiders:</p><p> Good Outsiders are reluctant to involve themselves with Sorcerers,</p><p>prefering to work through Priests and serve the dieties and causes they</p><p>champion in thier own ways. A virtuous Sorcerer, however, can</p><p>sometimes gain thier aid. They are more likely to intervene in a good</p><p>cause (especially where evil Outsiders are involved), and more likely</p><p>to make a temporary alliance for such a purpose. Sometimes, if the</p><p>Sorcerer's goal is truely noble and selfless, they will ask no</p><p>service. They often require that the Sorcerer always ascede to</p><p>reasonable requests for charity and succor, as a taboo. Good outsiders</p><p>almost never make soul-bargains - they consider an afterlife with</p><p>themselves to be a privilege. In fact, they might agree to accept a</p><p>certain number of (profoundly good) services from the Sorcerer, in</p><p>return for 'saving' his soul (though the end result is still that he is</p><p>unressurectable when slain, at least he's going to a better place).</p><p> Evil Outsiders are often very anxious to work with sorcerers. The</p><p>taboos and initial services they may request are often not that onerous</p><p>or distasteful, and they are willing to grant considerable powers in</p><p>return. They are particularly forthcoming with powerful spells and</p><p>abilities for which they can demand immediate further services. Once a</p><p>Sorcerer has gotten himself into a position where he /needs/ the</p><p>Outsider's power, the services become increasingly vile. Alternately,</p><p>Evil Outsiders will often grant as much power as they are able - in</p><p>return for a soul-bargain.</p><p> Lawful Outsiders are not generally enclined to aid Sorcerers, but,</p><p>when they do, they expect the relationship to be permanent. They tend</p><p>to require exacting taboos to maintain contact. The services they ask</p><p>are usually reasonable (if, again, exacting), but shirking them is a</p><p>sure way lose thier alliegance (and that of other Lawful Outsiders</p><p>you're dealing with), permanently. Lawful Outsiders are most likely to</p><p>grant a single spell or special ability, often with the Service</p><p>required in advance, or with some gaurantee (such as a contingent soul-</p><p>bargain) that it /will/ be fulfilled.</p><p> Chaotic Outsiders will often deal with Sorcerers on a temporary</p><p>basis - trading services for single-use spells or powers or other</p><p>services - but rarely enter into the typical Sorcerer-spirit</p><p>relationship. When they do, thier taboos are seemingly minor, but open-</p><p>ended, and can lead to unforseen requirements (or instance 'eat</p><p>something new every day' is minor, at first, but can get very onerous</p><p>indeed, after a few years...). Chaotic Outsiders often expect services</p><p>up-front, and sometimes fail to deliver desired spells or powers</p><p>(substituting something they think would be better), however, they also</p><p>don't get too miffed about delayed or (if they weren't particularly</p><p>called on at the time) missed Services (though they may decide to</p><p>collect on such at the worst possible moments, too). Non-evil Chaotic</p><p>Outsiders rarely make soul-bargains (and Evil ones often manage to</p><p>collect the soul without delivering the goods, or without the bargain</p><p>even being properly made), when they do, it is usually because of a</p><p>personal obsession with the Sorcerer - who may not be held to the</p><p>baragain, or may be released eventually.</p><p>###################################</p><p></p><p>Sent via Deja.com <a href="http://www.deja.com/" target="_blank">Google Groups</a>[/sblock]</p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 2865702, member: 996"] Interesting. She has almost exactly the number of spells known that a standard 3E wiz would have just from levelling (not as many cantrips, 2 fewer 1st level, 2 more 3rd level). I quite liked Defensive Manifestation of the Spirit - powerful, but a cool concept - a Sorcerer (Aquerran Witch) could sure get a lot of milage out of the CHA to AC concentration check. BTW, I just glanced at the Witch, again, to check that it was CHA-based, and it's a very cool take on the Sorcerer. Though, I do say that as someone who came up with this: [url=https://groups.google.com/group/rec.games.frp.dnd/msg/54a1a185b67f1e9a?&hl=en&q=Sorcerer+Revised+group%3 Arec.games.frp.dnd]3e Sorcerer (Revised)[/url] [sblock]This is a revision of the Sorcerer class to be, well sorcerers, in the classic sense of those who gain magical power from dealing with spirits. ---------------------------------------------------------- Sorcerer (Revised) Sorcerers are Arcane spell casters who's spells are learned from and/or powered by, spirits (and, possibly other supernatural allies). Different sorcerers may have different aproaches. Some merely learn from spirits, others chanell thier power. Some serve spirits, others bargain with them, while still others 'command' them. Whatever a given sorocerer's attitudes and style, the results are about the same. The sorcerer is freed from the constant study, books, minutiae and memorization of a conventional Wizard, but limmitted in the breadth of the powers he can call on, by need to keep a coterie of spirit allies happy... Adventuring: Sorcerers sometimes adventure to find new spirits with which to ally themselves or to fulfill bargains made with thier spirit allies. Sorcerers also tend to crave power and influence - adventuring can gain them oportunities for temporal status and power to match thier mystical stature and might. Other Classes: Sorcerers gain thier power from supernatural alliances and are prone to forming more mundane alliances, as well. Fighter-types are much apreciated, as they can defend the sorcerer long enough to cast his spells in dangerous situations. Wizards are bit stuffy, by comparison, but can have useful informations. Clerics and Sorcerers are sometimes leary of eachother. Sorcerers see Clerics as unequal partners in a supernatural alliance, while generally seeing themselves as equals or masters of the spirits at thier disposal, while Clerics are wary of the sorcererous penchant for dealing with outsiders. Sorcerers, who tend to be young and a bit flushed with power early in thier carreers often get along well with equally young and oportunistic Rogues. Class Attributes: HD: d4 (unchanged) Weapons & Armor: Proficient in all Simple Weapons, no armor, no shields. (unchanged) Skills: (unchanged) + Bluff(CHA), Diplomacy(CHA), Intimidation(CHA), Knowledge:Spirits(Int), Sense Motive(CHA) (all to represent knowledge of and skill at negotiating with, spirits and the like). Level Benefits: Base Attack Bonus: (unchanged) Saving Throws: (unchanged) Skills: (unchanged) Feats: (unchanged) Spell Casting: The Sorcerer's bonus spells from CHA aply to the number of spells he can know, instead of the number he can cast in one day. Each spell 'known' represents a relationship with a spirit who provides the spell. Some spirits provide multiple spells, but they take up a 'slot' for each such spell. Optionally, additional spirits can be courted, and Outsiders can provide greater power to a Sorcerer, but there is always a price, often a steep one. (otherwise unchanged) ********************************************************** *We can just leave it at that. A few (much needed) CHA-based *skills added, a slight difference in how they deal with *spells, and leave most of the actual spirit-stuff, like *most of the actual arcane stuff done by wizards or religous *stuff done by clerics, in the background. Or, we can continue *and add some apropriate abilities and restrictions and other *options to represent the sorcerer's dealings with spirits and *other things... ********************************************************** ====================================== Table of Class Abilities/Restrictions: - 1 - Fetch (Replaces Familiar), Speak with Spirits/Taboo - 2 - - 3 - See Ethereal - 4 -/Taboo - 5 - - 6 -/Taboo - 7 - Crossing/Service - 8 -/Taboo - 9 - -10 -/Taboo -11 -/Service -12 -/Taboo -13 - Projection -14 -/Taboo -15 - -16 -/Taboo -17 - -18 -/Taboo -19 -/Service -20 - Etherealness ====================================== Class Abilities: Fetch: To begin his training, each Sorcerer enters into a permanent alliance with a minor spirit called a Fetch. The Fetch helps the sorcerer contact other spirits and gain increasing access to the spirit world. In return, the Fetch gains a focus in the Prime Material, and gains in power as it's sorcerer does. A Fetch can be placed in a small- animal body, in which case it acts much as a Familiar, tied to a Fetish object, or simply allowed to use the Sorcerer, himself, as a focus. A Fetch-Familiar whose body is killed is lost. If a Fetch-Fetish is lost, it can be recovered, if damaged, but not totally destroyed it may still serve as a focus. A Fetch using the Sorcerer as a Focus is virtually a part of him, and cannot be lost through any normal means. When a Fetch is lost, the Sorcerer is unable to andvance his Sorcerer level until he obtains a new one. Obtaining a new Fetch requires a special quest by the Sorcerer or expenditure of enough experience points to gain a new level. Placing a Fetch in a body (Familiar) has the same costs as summoning a Wizard's Familiar. Placing a Fetch in a Fetish simply requires an apropriate object (costing double normal - 25gp minimum - if done at 1st level). Until a Fetch is placed in a Familiar or Fetish, it remains linked to the Sorcerer, once it has been given a body or object as a focus, it cannot change to a new focus, nor return to focusing on the Sorcerer - if the focus is lost, so is the Fetch. ################################### Fetish Objects: A Fetish object can be anything the Sorcerer can carry - from a tiny seed pearl to a massive greatsword - but the item must be of unique qualities and/or apearance (Masterwork items, curios, and items of unique design all work). The Fetch can see and hear as if it were in the Prime Material, at the point where the object is located, and can communicate with it's master, like a Familiar of the same level. The Fetish has Hardness and hps typical of it's type, but gains another point of Hardness each time a Familiar would gain another point of AC, and gains hps as a Familiar of the same level, as well. If the Fetish is a tool or other useful object, it grants a +2 to apropriate checks made with it. If it is a weapon or Armor, it has a +1 Enhancement bonus. If it is a curio, jewel, article of clothing, or other non- utilitarian item, it grants the Sorcerer a +1 Resistance bonus to all his saves, as long as he is in contact with it. If a Fetish is damaged, it can usually be repaired, if destroyed, often, the largest fragment can still be used by the Fetch as a focus - if it is completely destroyed, the Fetch is lost. ################################### Speak with Spirits: The Sorcerer can communicate with spirits and other Ethereal creatures in the general area. 'Spirit Speach' is a sort of common-tounge among spirits, and is automatically known to the Sorcerer (a Secret Language), but many Ethereal creatures will speak other languages instead, especially elemental languages. The Sorcerer is not automatically aware of such beings, however, though his Fetch may be (this is /not/ the same as seeing an Ethereal creature, just giving a basic idea of location and nature). Speaking with active, willing spirits is a free action. Trying to contact an inactive spirit is much more difficult, taking a Charisma check at DC 20. Taboo: Each time the Sorcerer makes contact with a more powerful class of spirits (gains access to a new spell level), he must undertake an observance or accept a restriction on his behavior to appease his allied spirits and make contact with more rarefied regions of the spiritual world. If the Sorcerer does not have the CHA to cast spells of a given level, he gains no Taboos when gaining the corresponding Sorcerer level (he is unable to gain the alliegance of such potent spirits). In addition, if the Sorcerer wants additional spirit allies (spells) beyond the norm (and the DM permits him to try), he must undertake additional taboos of the same level - 1 for each spirit. ################################### Possible Taboos Tokens: The Sorcerer must have an object in his possession to deal with his spirits of a given level (or the specific spirit the token is for). For low-level spirits, the token can be small and innocuous. For more powerful ones, it must be larger, valuable, and/or obviously displayed, or be detectable for magic and the spirit's alignment. Tokens of very powerful spirits and outsiders radiate palpable (to anyone) alignment and magical auras. If the sorcerer loses the token, he must recover it to re-gain access to the corresponding spells. If it is destroyed, he must create a new one and contact each spirit it aplies to (taking 1 day per spirit) so they can re-focus on it. Restriction: The Sorcerer is forbidden from doing or having something. At low levels, restrictions are minor and specific (never wear a red shirt, don't talk to Orcs of the DeathFist tribe, don't eat durring the night, etc). At moderate levels, they can be broader or more onerous (never wear or carry anything red, never talk to Orcs, don't eat meat, never tell a lie). At higher levels, they should be quite inconvenient (never wear armor, don't carry weapons, don't kill in anger, don't cast spells at night, never hide the truth, etc). If a Sorcerer violates a restriction, he loses access to the corresponding spirits for 24 hours. Note that this is not usually in 'punishment' - keeping to the Restriction is necessary to stay in contact with the corresponding spirit(s). Observance: The Sorcerer is required to periodically perform odd or meaningless activities to keep in contact with the corresponding spirit (s). At low levels, this could be turning three times widdershins before going to sleep, reciting a brief incantation at noon, making a certain sign whenever walking through a doorway, etc. At higher levels, it could be difficult to perform for some reason (sacrifice an animal at the dark of each moon, recite an original poem to an acorn and burry it far from the oak where it fell, make anyone you're introduced to laugh, etc..) At high levels, the observance can be expensive and/or hard to keep up on (drink a flask of holy water with every meal, deflower a virgin each night, save a life between the new and half moon each month, leave a magic item behind in each house you visit, etc...). If a Sorcerer fails in his observances, he loses access to the corresponding spirits until the next observance is due and properly performed. ################################### See Ethereal: The Sorcerer can gaze into the Ethereal plane. Shifting his senses from the material to the Ethereal is a move- equivalent action. Doing so renders the Sorcerer vulnerable to attack by Ethereal Creatures as if he were present in that plane, but he cannot affect them in return. Service: As the Sorcerer's connection to the spirit world deepens, it's denizens begin to look upon him as one of thier own. This allows him special abilities and access to greater sorceries, but is also leaves him beholden to the spirits - even if his relationship to them is as an equal or master. If the Sorcerer owes Service (see level table) then, once per level (that is, before he can gain another Sorcerer level), the sorcerer must perform a Service for his spirit allies (a 19th level Sorcerer owes 3 Services before gaining 20th level). A Service usually entails overcoming challenges amounting to an Encounter level equal to the Sorcerer level at which it is incurred. The Sorcerer does gain experience for challenges overcome in fullfilling a Service, and may accept help from friends and allies - he will also usually still have access to his Sorcery spells. If a Sorcerer has more than the usual number of spirits at his disposal, each additional spirit will also insist on a Service, each level - the Sorcerer can advance in level without completing these Services, but he loses the help of the corresponding spirit(s) until they are fulfilled (and, if he gains multiple levels, 'overdue' Services accumulate, and must be completed before the spirit(s) will again provide spells to the Sorcerer). Services performed for an individual spirit usually require overcoming challenges equal to an Encounter Level of twice that of the spell the spirit provides. ################################### Dealing with Spirits: A Sorcerer's dealings with the spirit world can be kept 'in the background,' if desired. Each level, the Sorcerer's Fetch introduces him to a new spirit, giving him access to a new spell. Additional spirit-names can be gleaned from books and other Sorcerers, or researched. In short, allying with a spirit can be treated exactly like learning a spell. The Sorcerer can even be allowed to learn Arcane spells from Wizards or Wizard's writings, if desired. In this last case, the Wizard's Fetch is assumed to help him learn/power the spell (and a 'slot' of the apropriate level is still taken up). However, a Sorcerer can gain greater power (and more RPing oportunities), and also face more restrictions and challenges, if his spirit-dealings are played through. The DM can limmit or encourage 'in play' interactions with spirits (if they take play time away from the other players, they can be curtailed, if they are interesting or provide plot hooks or serve to keep the Sorcerer balanced, they can be encouraged or required), and the Sorcerer can choose to persue such opportunities or 'play it safe.' Adding spirits to increase spells available: The Sorcerer can simply enter into alliances with more spirits than normal. Each additional spirit requires it's own taboo be followed, and that a Service be performed for it, immediately, before it will begin providing it's spell to the Sorcerer, and each level thereafter, if the Sorcerer is to continue to recieve it's support. Gaining the aid of a higher-level spirit: The Sorcerer can negotiate with a spirit that provides a spell of higher level than he can normally obtain (due to Charisma). If the spirit agrees, the Sorcerer must treat it as an additional spirit (above) and must perform an additional Service each and every time he uses the spell the spirit provides. He must still be of high enough level to actually cast such a spell, however - if not, he simply cannot channell such power. Trading Services: Some spirits are potent enough to affect the physical world on thier own, and all are capable of performing missions in the Ethereal plane. A spirit can be persuaded to aid the Sorcerer directly in some way of which it is capable, in return for an additional Service - but, usually only if the Sorcerer has met all his current Services and often only if the Service is provided in advance. Empowering Items: If the Sorcerer wishes to create a magic item, but lacks a spell, feat, level (a single level), or experience required to make the item, he can instead persuade one of his spirits to inhabit and empower the item. Such an item takes the normal time and money to make, but /one/ of the above requirements is waived, and Permenancy is never required. The spirit is present in the item, and able to communicate with anyone using it (it is effectively an intelligent item). It continues to count as one of the Sorcerer's spirits, but no longer provides it's spell to him. If the Sorcerer sells or loses the item, the new owner must assume a Sorcererous Taboo (usuall regarding the treatment of the item, or eschewing of other similar items) and perform occassional Services (at the whim of the DM) or the spirit can cause the item to cease to function magically. Though the spirit can withold the power of the item, it cannot activate any such powers itself. When an Allying with Outsiders: A Sorcerer with Astral Awareness (or some other means of contacting Outsiders) can gain considerable power from dealing with them. Outsiders can provide several spells of different levels, while taking up only one spell 'slot' (that of the highest level spell they can provide), provide a Divine spell instead of an Arcane one, grant the Sorcerer a special ability, provide a spell he is not high enough level to cast normally, or even materialize to act on his behalf in the physical world. However, the price they demand is conmensurate with the power the bestow. Regardless of the number of spirits the Sorcerer is allied with, each Outsider demands it's own Taboo and Service, and the spell they provide is considered a level higher when figuring the severity of the Taboo or EL of the Service. Outsiders who provide the Sorcerer with a spell or ability that normal spirits cannot will also demand an additional service each time the spell or ability is used. Furthermore, an Outsider expects the Sorcerer to turn towards it's alignment, and promote it's goals in the physical world, even when not directly serving it. Outsiders are very good at devising services that seem acceptable, but actually draw the Sorcerer closer to thier ethos. Finally, powerful Outsiders (such as those that grant spells of higher level), can even demand the Sorcerer's soul in payment (usually, if promised a soul, the Outsider will grant much power with little or no further price). The moment a Sorcerer who has made a soul-bargain is slain, the Outsider claims his due (the Sorcerer cannot be Raised or Ressurected by any means, unless his soul is somehow rescued from the Outsider). Usually only Evil outsiders demand souls. Good outsiders are notoriously reluctant to empower, or even deal with, Sorcerers, however, so there is often little choice... ################################### Crossing: The Sorcerer can exist simultaneously in the physical and spiritual worlds. He is present, aware and able to affect, both the Material and Ethereal planes and creatures therein. Crossing takes a full round action to initiate or terminate. When not Crossing, the Sorcerer is in the Material Plane. Though it can't be used to leave the Material Plane, a Sorcerer who finds himself in the Ethereal Plane can return to the Material in 2 rounds by initiating, and then immediately terminating, his Crossing ability. Projection: The Sorcerer can project his own Spirit (Soul) into the Ethereal Plane. His spirit is solid and real to other Ethereal creatures, and has his usual hit points. However, his DEX in spirit form is equal to his INT, while his WIS supplants his CON and his CHA stands in for STR. The Spirit has what apears to be clothing and spell components, but no other items, unless they are specifically extant in the Ethereal. The Sorcerer's spirit can cast spells in the Ethereal, and possibly journey to other planes, but may not return to the Prime Material, save by returning to it's body (which lies, innert, until said return). Projecting takes a minute of concentration to achieve. Returning is nearly instantaneous, as long as no Ethereal obstructions are between the spirit and the corresponding point where the body lies - simply moving the body, or sealing it behind physical barriers has no effect. Hit points taken by the spirit while projecting are real, but do not manifest physically, even upon return. If the Spirit has more hit points than the body when it returns, there is no damage carried over. If it has less, the body's hit points are reduced to that level - but no lower than the Sorcerer's 1st level hit points (4+CON bonus). If the Spirit is killed (-10 hps), while unable to return, or if the body is killed while helpless, the Sorcerer is slain. Etherealness: The Sorcerer can enter the Ethereal Plane, physically (cf: Ethereal Jaunt). To Enter the Ethereal, the Sorcerer must first use Crossing, then spend a full round action shifting fully to the Ethereal. The reverse is true for returning to the Material Plane. Sorcerer-only Feat: Astral Awareness: As a Sorcerer, you are aware of the Astral as well as the Ethereal planes. Benefits: You can use your special abilities to communicate with, see into, Cross, project into, or journey physically to and from the Astral Plane just as you can the Ethereal Plane. Because of this affinity, you can contact and deal with Outsiders through your Fetch, in a manner similar to your dealings with normal spirits. You can have a number of Outsider-granted spells equal to your Charisma bonus - but no more than 1 of a given spell level. Half of these can be Divine spells, instead of Arcane ones. You cannot gain any of the other benefits of dealing with Outsiders (higher level spells, multiple spells, special abilities) without playing through the contact, and accepting the additional taboos, services, and other drawbacks of such dealings. Normally: See 'Allying with Outsiders,' above. ################################### Outsiders: Good Outsiders are reluctant to involve themselves with Sorcerers, prefering to work through Priests and serve the dieties and causes they champion in thier own ways. A virtuous Sorcerer, however, can sometimes gain thier aid. They are more likely to intervene in a good cause (especially where evil Outsiders are involved), and more likely to make a temporary alliance for such a purpose. Sometimes, if the Sorcerer's goal is truely noble and selfless, they will ask no service. They often require that the Sorcerer always ascede to reasonable requests for charity and succor, as a taboo. Good outsiders almost never make soul-bargains - they consider an afterlife with themselves to be a privilege. In fact, they might agree to accept a certain number of (profoundly good) services from the Sorcerer, in return for 'saving' his soul (though the end result is still that he is unressurectable when slain, at least he's going to a better place). Evil Outsiders are often very anxious to work with sorcerers. The taboos and initial services they may request are often not that onerous or distasteful, and they are willing to grant considerable powers in return. They are particularly forthcoming with powerful spells and abilities for which they can demand immediate further services. Once a Sorcerer has gotten himself into a position where he /needs/ the Outsider's power, the services become increasingly vile. Alternately, Evil Outsiders will often grant as much power as they are able - in return for a soul-bargain. Lawful Outsiders are not generally enclined to aid Sorcerers, but, when they do, they expect the relationship to be permanent. They tend to require exacting taboos to maintain contact. The services they ask are usually reasonable (if, again, exacting), but shirking them is a sure way lose thier alliegance (and that of other Lawful Outsiders you're dealing with), permanently. Lawful Outsiders are most likely to grant a single spell or special ability, often with the Service required in advance, or with some gaurantee (such as a contingent soul- bargain) that it /will/ be fulfilled. Chaotic Outsiders will often deal with Sorcerers on a temporary basis - trading services for single-use spells or powers or other services - but rarely enter into the typical Sorcerer-spirit relationship. When they do, thier taboos are seemingly minor, but open- ended, and can lead to unforseen requirements (or instance 'eat something new every day' is minor, at first, but can get very onerous indeed, after a few years...). Chaotic Outsiders often expect services up-front, and sometimes fail to deliver desired spells or powers (substituting something they think would be better), however, they also don't get too miffed about delayed or (if they weren't particularly called on at the time) missed Services (though they may decide to collect on such at the worst possible moments, too). Non-evil Chaotic Outsiders rarely make soul-bargains (and Evil ones often manage to collect the soul without delivering the goods, or without the bargain even being properly made), when they do, it is usually because of a personal obsession with the Sorcerer - who may not be held to the baragain, or may be released eventually. ################################### Sent via Deja.com [url=http://www.deja.com/]Google Groups[/url][/sblock] ;) [/QUOTE]
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