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Sorcerer Fix - Continued from "D&D Rules" (PART 4)

FoxWander

Adventurer
Khaalis said:
Thanks for all the comments. I am always seeking more viewpoints on the build. Now onto your addition… I like the premise and the work you have done on it, just have a few comments and questions.



Small question: Mind if play with grammar, spelling, etc?
First off, thanks- glad to add something useful to the discussion. ANd feel free to adjust grammar, spelling, whatever.

Khaalis said:
Also, their seems to be a bit of cross-over in your ideas presented here. You state that a Death-touch sorcerer is one who has a relationship to lineage exposure to necromancy and undead. Yet on the other hand you give them abilities relating more to a shamanic-religious philosophy of death and the afterlife, rather than undeath…

Is this an intentional crossover? Are they more like a Sensitive or are they sorcerers with Necromantic power of the undead? Currently the class seems to bounce back and forth and is a bit too unclear.
Well the smarmy answer to both your questions is "yes". I was going for both a Sensitive AND Necromantic power. The reason is because I'm basing this on the character in Necroscope, mixed with D&D magic. In Necroscope the main power (and actually, the only power) of the character was his ability to speak with the dead. To hold a conversation with them exactly as if they were still alive. But he was one of the ONLY people on earth who COULD actually speak with the dead, and so most of the dead he talked to were very grateful for the conversation- because they had no one else to talk to. Being dead, they now existed in a purely mental state and had nothing better to do than contemplate the ideas and hobbies they had in life. But they had noone else to discuss these with until the necroscope came along. So the main character learned all kinds of interesting things. When he had a math problem at his university he found the grave of a dead professer and mathmatical genius to tutor him. In the years since he'd died the professor had contemplated math so much he had found solutions to supposedly unsolvable problems, and secrets that would allow someone to bend space/time. All of which he eagerly passed on to the necroscope character. And so went the rest of the book as villains tried to capture the necoscope to abuse his powers. But, as the necroscope was a good guy, very respectful of the dead
and would often help them complete their unfinished tasks (like the kid in Sixth Sense)- the dead were very protective of the necroscope. Eventually this connection was such that they rose up from the grave a few times to help and defend him.

Of course, that cosmology doesn't exist in D&D, and it puts magic in the equation also. The main gist, and I suppose 'source of power', for the Death-Touched that I was going for was in this ability to freely communicate with the dead and the sorcerous powers that might evolve from that connection. Hopefully I'm making since here- I'm a little tired.


Khaalis said:
Ok, following the above questions, I need to sort out some of the reasoning behind the abilities…

Why Knowledge (religion and arcana) and Move Silently? I assume…
Knowledge (religion) = religious philosophy of the afterlife?
Knowledge (arcana) = innate understanding of necromancy?
Move Silently = confused on this one, but I assume it’s the reference to ‘quiet as the grave’?

1st the skill section of benefits should follow one of the following patterns:
* Add 2 Class Skills
* Add 1 Class Skill and 1 Language
* Add 1 Class Skill and +1 to a skill
* Add +2 to a skill (can also add a language)

2nd – I would lean toward some different skill choices depending on the orientation of the class.
If the class is a link to undeath and the negative plane, I would add Knowledge (planes) or specifically Knowledge (undead) as a class skill. I would then grant something such as a +1 to all Intimidate skill checks, or Move Silent as the second class skill.
To reflect more what I'm trying to portray, maybe the skills should be Knowledge (arcana and planes). Just drop Move Silently. That mostly stemmed from the idea of someone routinely sneaking into graveyards and such, and maybe a little of the "quiet as the dead" (and not "the grave") connection. Regardless, Move Silently isn't a core of the class as much as esoteric knowledge should be, so the two knowledge skills fit better.

Khaalis said:
I like the Speak with the Dead ability, but I am not sure how usable it is in game. The spell has set rules for how it works and why. The ability you list will only work on the DM’s approval considering that most cosmologies assume the spirit has left the world for other planes of existence, thus only making the ability usable on ghosts.
Personally, I would probably lean toward…

They may also speak with the spirits of the dead as per speak with dead, as a spell-like ability, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. However, unlike the spell the information gathered is as if using the Gather Information skill at a +2 bonus to the skill check rather than the standard Will save. Also, the death-touch sorcerer can communicate with any deceased regardless of someone else has used speak with dead on the corpse. The sorcerer can still use this ability on a corpse that has been deceased for any amount of time, but the body does not have to be mostly intact to be able to respond, as only the head is required to speak with the sorcerer. This ability, unlike the spell does let you actually speak to the departed spirit but its memories of life are vague at best and the spirit never remembers previous conversations through this ability just as with the spell. This ability still does not affect a corpse that has been turned into an undead creature.

However, if you are going for an Undead/Necromancy touched sorcerer rather than a shamanic spirit sorcerer, I would simply grant speak with dead as a spell-like ability 3+Cha mod times per day.
Your first suggestion is more what I'm going for. And it works better since you clarify it in more of a rules-sense than I did. The main thing is that, for the Death-Touched, it's as if the spirit of the deceased is right there with him, and he can converse with them freely. But he has no way to COMPEL them to answer, unless he resorts to the actual spell- in which case the rules of the spell apply. Although I would add that use of the spell would probably be considered insulting to the dead person and would have a negative effect on future conversations using the Death-Touch ability.

Khaalis said:
I think the drawback is a bit steep and somewhat complex. If you want them resistant to magical healing I would give them an involuntary spell resistance versus all Conjuration (Healing) spells that scales as they grow more powerful toward the negative energy. Thus I would grant SR (Conjuration-healing) 10 + Sorcerer Level. (Possibly 5+level if you don’t want to be too severe.)

Since this is a limitation, I would not add the ability to heal from Inflict spells or it simply is not a limitation, but only changes the manner in which they heal.
This is a good idea. I'd go with the 5+level SR. This could potentially be a very bad limitation, but since it also avoids the chance to be injured by healing spells, it should work.

Khaalis said:
Some other limitation considerations I would look at are as follows.

If this is based on a link to negative energy and undeath, I would do this as follows.

Limitations: A death-touched sorcerer is strongly affected by the negative energy of their lineage and thus may not be of any good alignment. They may also never learn any spell, spell-like ability or supernatural ability with either the Good or Conjuration (healing) descriptor or any other positive energy oriented ability. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of necromancy, they are left with a natural weakness toward magic of good and light, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of positive energy, thus those with the good, sacred and healing descriptors or used by creatures of the good subtype. This necromantic aura also prevents the sorcerer from benefiting from healing magic. The death-touched sorcerer gain Spell Resistance 10 + their Sorcerer Level versus all Conjuration (healing) spells, spell-like and supernatural abilities. A death-touched sorcerer who becomes good or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer but retains all sorcerer abilities. Also, like a member of any other class, a death-touched sorcerer may be a multiclass character, but they face a special restriction. A death-touched sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically Necromantic (or Undead) oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).
I specifically wanted to avoid limiting the Death-Touched to non-good alignments. His connection to necromancy is involuntary and, depending on how he views it (a curse, a gift, a chance to champion the lost casues of the departed, etc.) shouldn't necessarily dictate whether he is good or evil. For the same reason, I don't like the idea of barring him from any spells. I would still keep the -2 versus Good spells. Whether he uses his gifts for good or not, he is still tainted by them. So good aligned Death-touched will have to live with being tragic heroes, cursed by the very powers they use to fight evil. Perhaps to play up this side more, as well as giving somewhat of an appropriate alignment limitation- we could add a rule the whatever his alignment, the death-touched detects as evil to any alignment sensing effects.

Khaalis said:
This looks fine for an undead oriented sorcerer. However if going for the more benevolent shamanic orientation I would lean more toward…
Death-Touched Lineage Spell List: 0–disrupt undead; 1st-unseen servant; 2nd-see invisibility; 3rd-gaseous form; 4th-fear; 5th-contact other plane; 6th-undeath to death; 7th-ethereal jaunt; 8th-trap the soul; 9th–soul bind
Hmm, I'm torn... both spell lists seem somewhat appropriate for the idea I was going for. The control/create undead spells in my list were a reflection of the 'willing to serve even to the point of reanimation' devotion the dead might have towards the sorcerer (from the Necroscope idea). But the creation of the outright evil greater undead doesn't really fit the concept. (if an individual player wants to go that route they can choose the create undead spells for their spells known). And now I don't lik either of our choices for 8th and 9th level. How about this list...0–disrupt undead; 1st-unseen servant; 2nd-command undead; 3rd-gaseous form; 4th-animate dead; 5th-contact other plane; 6th-undeath to death (I'm not sure about this one either, but can't think of something more appropriate); 7th-ethereal jaunt; 8th-polymorph any object; 9th–time stop The last two are to reflect the 'learning i]impossible[/i] secrets' idea from Necroscope (in that the character basically learned a psionic teleportation power from the math professors quantum mathmatics theories) I don't know... can you think of better spells for 6, 8 and 9th level?

Khaalis said:
What is the definition of “spirits”?
What information is gained when “sensed”? I assume that it is specific since it reduces miss chances. However, how does merely sensing them reduce miss chances?
Additionally, I would have to note that the 2 of these powers combined is too much, especially with being at will/permanent.

If you are going the shamanic spirit version I would grant...

-- At 8th level the sorcerer gains a supernatural aura that may be activated as a move-equivalent action a number of times per day equal to 3+ the sorcerer’s Charisma modifier and acts as the see invisibility spell (at the sorcerer’s class level) except that it detects undead as well as invisible and ethereal creatures by outlining them in a faint aura. This ability also reveals illusions used to hide or camouflage undead, and also reveals undead creatures who are simply hiding, concealed, or otherwise hard to see. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Again, you've hit the idea I was going for, but with a more rules-fruiendly approach. And your right, gaining Death Ward as well would be too much. How about an idea from the Dustmen faction of Planescape? They gained an ability called (I think) Death Truce. Basically, as long as they didn't attack the undead, the undead wouldn't attack them. This worked even against intelligent undead- they could not attack unless the Dustman character broke the truce first. However, "breaking the truce" could logically, and rightfully, include such actions as obviously aiding those who were attacking the undead creature, obvious preparations for an attack and such. The only immunity they had was being nuetral. Do you think the sight ability AND the truce would be too much at once?

Khaalis said:
-- At 14th level the death-touched sorcerer gains the supernatural ability to change into the form of an undead spirit (and back again) a number of times per day equal to their Charisma modifier. This ability acts as the ghostform spell (Tome & Blood).
I'll have to find my T&B but this looks like a good idea. And again, it has the convenience of simple rules-friendliness. ;)

As for the 20th level ability, I'm not sure where to go now. I was going for some kind of 'Aspect of Undeath' transformation without actually becomming ubdead. One, the traits and abilities of the Undead type are pretty powerful (specifically immunity to crits and fortitude saves), and two, I wanted them to still be living but so connected with death that they took on some of the strengths of undeath. That's why I went Outsider rather than Undead.

Unfortunately, it's quite late now and I'm can't think straight enough to come up with more ideas for what I'm going for. If you, or anyone else, have something- I'm open to suggestions. One thing I had thought yesterday when I posted was a few less powers than I actually listed, but with the added effect that when the sorcerer died they would become an undead creature, probably a lich.

Anyway, I'm going to sleep. Thanks for all the good ideas and suggestions. I'm sure we can work this into something that can be added to the awesome product you've already developed.

ps- normally I would go back and correct the many typing errors I'm sure I made, but I'm way too tired for that... so please ignore any spelling problems. :p
 

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Khaalis

Adventurer
Ok, taking all of your comments for flavor and feel into account... how is this revision?

DEATH-TOUCHED LINEAGE: Death-touched sorcerers are a rare lineage of sorcerers born with an ability to bridge the gap between the living and the dead, gifted with the ability to speak directly to the spirits of the dead. This forms the sorcerer’s power in an innate affinity for magic related to the dead, but not necessarily a necromancer that is a specialist in the undead. This connection to the dead is involuntary and death-touched sorcerers may choose to harness the ability for their own ends, champion the causes of the dead or simply feel forced into a life of a tragic hero cursed by the powers they were born with.

Benefit: Death-touched sorcerers gain Knowledge (arcana and planes) as class skills. The sorcerer’s link to the spirits of the dead allows them to speak with those spirits to converse or even to glean information. This acts as a speak with dead spell-like ability at will, with the following exceptions. Unlike the spell, the death-touched sorcerer does not compel a spirit to answer. Instead, information gathered is as if using the Gather Information skill (at a +2 insight bonus to the skill check) rather than the standard Will save. Also, the death-touch sorcerer can communicate with any deceased spirit regardless of whether or not someone has used speak with dead on the corpse. The sorcerer can still use this ability on a corpse that has been deceased for any amount of time, and the corpse still needs to be mostly intact to be able to respond, as it is the gate between the death-touched sorcerer and the spirit. This ability, unlike the spell, allows communication between the sorcerer and the departed spirit, not just lingering memories in the corpse. However, the spirit’s memories of life are vague at best due to their connection to their new plane of existence. The spirit always remembers previous conversations through this ability however, unlike the spell. This ability still does not affect a corpse that has been turned into an undead creature. Death-touched sorcerers may learn any spell, regardless of the spell list from which it comes from, that directly affects undead or incorporeal creatures.

Special Limitation: Death-touched sorcerers have an innate connection to the spirits of the dead and with many necromantic magics which leaves a tell-tale mark of negative energy on the sorcerer making it harder for them to heal by magical healing. The death-touched sorcerer gains an involuntary Spell Resistance equal to 5+ their sorcerer class level versus all Conjuration (healing) magic. By involuntary, this means that the Spell Resistance is always active and cannot be voluntarily dropped by the sorcerer. The sorcerer’s aura also always detects as necromantic regardless of the other powers they possess. The death-touched sorcerer may also never learn any spell, spell-like ability or supernatural ability with the Good or Healing designator. They cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of the spirit world, they are left with a natural weakness toward magic of good or positive origin, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the good designator or used by creatures of the good subtype. A death-touched sorcerer who learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, a death-touched sorcerer may be a multiclass character, but they face a special restriction. A death-touched sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically spirit oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with the spirits of the dead and the magic they wield manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Death-touched Lineage spell list.
Death-touched Lineage Spell List: 0–disrupt undead; 1st-unseen servant; 2nd-command undead; 3rd-gaseous form; 4th-planar ally, lesser; 5th-contact other plane; 6th-planar ally; 7th-ethereal jaunt; 8th-planar ally, greater; 9th-etherealness

Lineage Abilities: The death-touch sorcerer’s connection with the spirits of the dead grows over time and they become more akin to those spirits and to the force of the spirit world.
……….At 8th level the sorcerer gains a supernatural ability that may be activated as a move-equivalent action a number of times per day equal to 3+ the sorcerer’s Charisma modifier and acts as a see invisibility spell (at the sorcerer’s class level) except that it detects undead as well as invisible and ethereal creatures by outlining them in a faint aura. This ability also reveals illusions used to hide or camouflage undead, and also reveals undead creatures who are simply hiding, concealed, or otherwise hard to see. The aura also acts as a sanctuary spell against these creatures. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn and lasts for 10 minutes per sorcerer class level.

……….At 14th level the death-touched sorcerer begins to come closer to the spirits they have such a strong contact with and can become incorporeal once per day per point of Charisma modifier as a standard action. The sorcerer can remain incorporeal for up to 1 minute each time they transform. During this time, the sorcerer’s body fades into an immaterial form that retains their basic likeness. While incorporeal, the sorcerer gains the incorporeal subtype (see below). They gain a Fly speed equal to their base land speed with perfect maneuverability. Their material armor remains in place and continues to provide its armor bonus to AC and their material weapons also remain corporeal. The sorcerer can, in fact, use equipment normally, deriving benefits from items that enhance his capabilities; however, all their equipment remains material even when the sorcerer is incorporeal. Losing their physical form allows the sorcerer to more easily access their innate spell power, and they gain a +1 bonus on all save DCs for spells they cast while incorporeal.

…..In this form the death-touched sorcerer appears almost like a ghost wearing items of the material world. This doesn’t make their equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the sorcerer to enter or pass through solid objects while wearing solid equipment. If they drop their material equipment, they can pass through solid objects at will as described below.

Incorporeal Subtype: An incorporeal sorcerer has no physical body. They can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. They are immune to all non-magical attack forms. Even when hit by spells or magic weapons, they have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).
…..An incorporeal sorcerer has no natural armor bonus - and, unlike other incorporeal creatures, does not gain a deflection bonus from their Charisma modifier. An incorporeal sorcerer can enter or pass through solid objects (subject to the restrictions described previously), but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than their own. They can sense the presence of creatures or objects within a square adjacent to their current location, but enemies have total concealment (50% miss chance) from an incorporeal sorcerer that is inside an object. To see farther from the object they are in and attack normally, the incorporeal sorcerer must emerge. An incorporeal sorcerer inside an object has total cover, but when they attack a creature outside the object they only have cover, so a creature outside with a readied action could strike at them as they attack. An incorporeal sorcerer cannot pass through a force effect.
…..An incorporeal sorcerer’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against them. They can pass through and operate in water as easily as they do in air. An incorporeal sorcerer cannot fall or take falling damage. They cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions.
…..Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attack rolls and its ranged attack rolls. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

……….At 20th level the death-touched sorcerer becomes so attuned to the spirit world and the dead that they become a being of pure magic and complete connection to the spirit world, gaining the incorporeal subtype permanently. If the sorcerer desires, they can become corporeal once per day per point of Charisma modifier for up to 1 minute each time they transform, but they spend the rest of their time as an entity of magic, untethered by the physical world. The sorcerer’s worn equipment (including armor and weapons) becomes incorporeal with them. This has no effect on the equipment’s function, but now when the sorcerer is incorporeal, they can enter or pass through solid objects while wearing their equipment. The equipment automatically changes to incorporeal when the sorcerer is incorporeal, and it returns to corporeality when the sorcerer does. Unlike other incorporeal creatures, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be.


Thoughts?
 

FoxWander

Adventurer
Wow, this looks really good. I only have comments on a few of your changes.

Khaalis said:
Lineage Spells: The sorcerer has a specific affinity with the spirits of the dead and the magic they wield manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Death-touched Lineage spell list.
Death-touched Lineage Spell List: 0–disrupt undead; 1st-unseen servant; 2nd-command undead; 3rd-gaseous form; 4th-planar ally, lesser; 5th-contact other plane; 6th-planar ally; 7th-ethereal jaunt; 8th-planar ally, greater; 9th-etherealness
I think Planar Ally is a good choice for the 6th and 8th level spells, however I still like Animate dead as the 4th level spell. It's in keeping with the source idea (Necroscope), but also I think it still fits the character concept. Something that could be added to somewhere is that any undead the Death-touched intends to create must agree to the idea first using the speak with dead ability. Also I'd add that undead created by the sorcerer may still be communicated with via that ability.


Khaalis said:
At 14th level the death-touched sorcerer begins to come closer to the spirits they have such a strong contact with and can become incorporeal once per day per point of Charisma modifier as a standard action. The sorcerer can remain incorporeal for up to 1 minute each time they transform. During this time, the sorcerer’s body fades into an immaterial form that retains their basic likeness. While incorporeal, the sorcerer gains the incorporeal subtype (see below). They gain a Fly speed equal to their base land speed with perfect maneuverability. Their material armor remains in place and continues to provide its armor bonus to AC and their material weapons also remain corporeal. The sorcerer can, in fact, use equipment normally, deriving benefits from items that enhance his capabilities; however, all their equipment remains material even when the sorcerer is incorporeal. Losing their physical form allows the sorcerer to more easily access their innate spell power, and they gain a +1 bonus on all save DCs for spells they cast while incorporeal.

…..In this form the death-touched sorcerer appears almost like a ghost wearing items of the material world. This doesn’t make their equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the sorcerer to enter or pass through solid objects while wearing solid equipment. If they drop their material equipment, they can pass through solid objects at will as described below.
I found my Tome & Blood book- I think the Ghostform spell you suggested before works just fine for this ability. Unless you had a specific balance point for including the bits about material armor and equipment that I highlighted above, I'd just drop it. It makes the ability unnecessarily complex, but mainly a ghost in solid armor just kinda looks goofy. ;) How about idea that all equipment and weapons aquire the Ghost Touch special ability while the sorcerer is in Ghostform? That might be a bit too much "best of both worlds" but it does work well and without adding rules to the system.

=Khaalis]At 20th level the death-touched sorcerer becomes so attuned to the spirit world and the dead that they become a being of pure magic and complete connection to the spirit world, gaining the incorporeal subtype permanently. If the sorcerer desires, they can become corporeal once per day per point of Charisma modifier for up to 1 minute each time they transform, but they spend the rest of their time as an entity of magic, untethered by the physical world. The sorcerer’s worn equipment (including armor and weapons) becomes incorporeal with them. This has no effect on the equipment’s function, but now when the sorcerer is incorporeal, they can enter or pass through solid objects while wearing their equipment. The equipment automatically changes to incorporeal when the sorcerer is incorporeal, and it returns to corporeality when the sorcerer does. Unlike other incorporeal creatures, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be.
I don't know about becoming a being of pure magic and permanently incorporeal. How about a variation on the Ghost template? From the SRD...

SRD:Ghost template said:
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

The variation would be that the Death-touched remains a material creature but with the Manifestation ability shifts him into the Ethereal plane- and then he's effectively a ghost manifesting on the Material plane. The ability would change like this (changes in bold[/i])...

Death-touched Manifestation said:
A transcended Death-touched sorcerer dwells on the Material Plane and, as a material creature, it cannot affect or be affected by anything in the ethereal world. When a Death-touched manifests, it enters the
Death-touched Manifestation said:
Etherial[/b] Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (while manifested, all the Death-touched sorcerer's equipment, armor and weapons gain the ghost touch special ability). A manifested ghost remains partially on the Ethereal Plane, where it is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When an ascended Death-touched sorcerer is not manifested and is on the Material Plane, its spells cannot affect targets on the Etherial Plane, but they work normally against material targets. When a Death-touched manifests, its spells affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested sorcerer's touch spells don’t work on nonethereal targets.

An ascended Death-touched sorcerer has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
(I'm not sure if "ascended" is the best word to call the ability, I just used it to differentiate from a Death-touched without this ability.)

The rest of the ghost template would be the same, except that the Death-touched probably should probably be immune to turning- as he's not undead. I would allow the sorcerer to choose 3 special abilities from the template's list. If Malevolence is choosen, obviously it could only work when the sorcerer Manifests. (as per the above change to that ability)

What do you think?
 

Khaalis

Adventurer
FoxWander said:
I think Planar Ally is a good choice for the 6th and 8th level spells

After thinking about your linking to the idea of having the spirits of the dead actually ‘help’ the sorcerer, this was the best thing I could come up with, especially since the spirits of the undead in 99% of D&D cosmologies are outer planar entities.

however I still like Animate dead as the 4th level spell. It's in keeping with the source idea (Necroscope), but also I think it still fits the character concept. Something that could be added to somewhere is that any undead the Death-touched intends to create must agree to the idea first using the speak with dead ability. Also I'd add that undead created by the sorcerer may still be communicated with via that ability.

The only problem I see with this is you might want to re-write the intro-descriptive paragraph to include the reference to the novel and explain better the reason they might use Animate Dead when they really are against the idea of undead as the antithesis of death.

When working on the additional spell list, the addition of a spell cant really have “special requirements”. The spell isn’t being gained with exceptions like the “speak with dead” class ability. Its just a bonus spell known, as is. It would also seem to be an odd addition to the Limitations section when it has no real specific relation to the overall vision of the class.

Maybe I need more clarification on the ideal of why they would animate a corpse into a skeleton or zombie undead, yet they have a beef with greater undead…


I found my Tome & Blood book- I think the Ghostform spell you suggested before works just fine for this ability. Unless you had a specific balance point for including the bits about material armor and equipment that I highlighted above, I'd just drop it. It makes the ability unnecessarily complex, but mainly a ghost in solid armor just kinda looks goofy. ;) How about idea that all equipment and weapons aquire the Ghost Touch special ability while the sorcerer is in Ghostform? That might be a bit too much "best of both worlds" but it does work well and without adding rules to the system.

The more I thought about it, the more I realized that Ghostform was a bit ‘broken’. Obviously WotC agreed since it has yet to be reprinted to 3.5 in any source yet (unless it makes it to Complete Arcane but I doubt it). So what I did, is took the idea one more step and borrowed the same basic idea from a source that IS 3.5 rules based….the “PSION UNCARNATE”. This way I didn’t have to really make up rules, just a few minor tweaks to fit not being a PrC and it was already done for us.


I don't know about becoming a being of pure magic and permanently incorporeal. How about a variation on the Ghost template? From the SRD...
The variation would be that the Death-touched remains a material creature but with the Manifestation ability shifts him into the Ethereal plane- and then he's effectively a ghost manifesting on the Material plane. The ability would change like this (changes in bold[/i])...
The rest of the ghost template would be the same, except that the Death-touched probably should probably be immune to turning- as he's not undead. I would allow the sorcerer to choose 3 special abilities from the template's list. If Malevolence is choosen, obviously it could only work when the sorcerer Manifests. (as per the above change to that ability)


This again is the final expanded ability of the “Psion Uncarnate”. It is a balanced high end power that mimics what you stated you were looking for. Undead-like quality without being an actual undead.

The problems with the Ghost Template are that creature’s type Does changes to undead, as well as gaining the Incorporeal subtype. THAT is far too much. Also, the fact that the character is no longer of the material world, becoming a creature of the Ethereal Plane. Add to this, the ghost also gain a handful of special abilities above and beyond those gained by the Undead and Incorporeal type/subtype.

While your modification isn’t too bad, it is a bit cumbersome to work with as a warping of the existing ability. It is also only a temporary ability, rather than the end metamorphosis style ability that most of the 20th level sorcerers gain. Personally I find it much easier to attach a type/subtype than to make such a vast modification. The other issue I have is that it breaks a fundamental rule – giving the sorcerer 2 home planes of existence and making a planar creature as well as undead – which is far too much. The Ghost template is VERY powerful. However, if you start going through and modifying the entire template to a custom template, you are still basically adding a effectively a +3 to +5 Level Adjustment Template as a single level ability.

You can use whichever you like, but my personal preference is for the Uncarnate ability. It works more smoothly in my opinion and seems more like a magical transformation that taking a part of the Ghost’s template.

Thoughts?
 

FoxWander

Adventurer
Wow, Khaalis, thanks for working on this with me. Of course, I have a few more tweaks to the idea. Rather than do the quote-then-comment game, I’ll just put all my comments here then post a whole new write up at the end.

You asked for more background on the concept. Well it’s been quite awhile since I read Necroscope so my ideas here may not really mesh with the character in the book (btw, for reference purposes I felt compelled to find my copy of the book- the character’s name is Harry Keough, though he’s just as often called “the necroscope”. His ability to speak with the dead is called “deadspeak”. This may be a good term for the death-touched communication ability, but since I’m not trying to make an exact ‘necroscope’ here, that may be inappropriate, or just smack of plagiarism.) The idea I have is just as much influenced by The Sixth Sense if you want to just skip the book references. The core of it is the innate ability to speak with the dead- combined with innate sorcerous necromantic spells and you get the concept I see as the Death-touched. That’s why I love your lineage sorcerer idea. The vanilla WOTC sorcerer just doesn’t hint at what kind of person a sorcerer must be. They’re born with innate magical powers! No long apprenticeship or book studying. No praying at the feet of the gods. Just magic- literally at their fingertips. That power HAS to shape who they are. So what kind of person comes from inborn power to speak with and summon the dead? A very different person than someone born with lightning bolt or fly in their blood, I should think. It all boils down to what they DO with that power though- just as it does with all things. So that’s why you’ll see I’ve tried to avoid any predefining of the death-touched sorcerer’s relationship to the dead, or the undead, in my write-up below. That’s for the player to decide. So if I gave the impression they viewed undead as the antithesis of the dead or automatically felt cursed by their powers, I apologize for not being clearer on my view of the concept. My calling them a ‘tragic hero’ was in reference to the always detecting as evil and negatives versus good limitations and how that would affect a good-aligned death-touched sorcerer.

This is also why I think animate dead works for the spell list. But part of that is colored by the original 3.0 write up for skeletons and zombies, when simple animated dead were neutral aligned. This made perfect sense to me- as mindless animated creatures, how could they be “evil”? This was changed in 3.5, but I kept it as a house rule. So that’s why I saw a distinction between animate dead and create (greater) undead. The create spells make straight up EVIL creatures. In Necroscope, the dead rose from their graves of their own accord simple from their love of and desire to protect Harry Keough- thus “evilness” didn’t seem to fit. But, all undead are evil now in D&D (regardless of how much that may or may not make sense) so that is neither here nor there. I had thought about adding an ability to the Benefit section to the effect that any undead created by the death-touched sorcerer were not automatically evil, but rather matched the alignment of the sorcerer. But that added more awkward rules, clashed somewhat with the “always detect as evil” taint of the lineage and would most likely be just too much for benefits. So instead I decided to add a choice to the spell list. I know this doesn’t really fit with the other lineage sorcerers, but I think it should work out fine. Especially since the spell levels match up in all cases. The choice deals with undead vs. planar allies, as you’ll see below.

As for the ghostform spell vs. the Psion Uncarnate class abilities. I still think simply referencing the ghostform spell should suffice and still be balanced, and here’s why. First of, you’re correct that the spell is probably overpowered for a 5th level spell, but it’s probably spot on for a 6th level spell. As a 6th level spell a sorcerer would be able to know it at 12th level. Since we’re talking about gaining it as a 14th level lineage ability, there shouldn’t be a balance issue. Second, the spell works almost exactly as the Psion Uncarnate Shed body ability combined with the Assume equipment ability gained at the 3rd level of that PrC. Looking at the requirements for becoming a Psion Uncarnate, the PrC can be taken as early as 5th level. So, a Psion Uncarnate can essentially replicate the ghostform spell as an 8th level character. Again, since the lineage ability is gained at 14th level, there shouldn’t be a balance issue.

Finally, you bring up a good point about the awkwardness of the changes I proposed to the Ghost template, and I had missed that the Undead type was gained as well. So awkward + way too powerful = scratch that idea. But I still like the ghostly concept, so I’ve taken a slightly different approach below.

OK, that’s enough talking, err, typing. (And don’t I make a lot more sense when I’m NOT falling asleep at the keyboard! ;) ) And now, yet another version of …


DEATH-TOUCHED LINEAGE: Death-touched sorcerers are a rare lineage of sorcerers born with an ability to bridge the gap between the living and the dead, gifted with the ability to speak directly to the spirits of the dead. This forms the sorcerer’s power in an innate affinity for magic related to the dead, but not necessarily a necromancer that is a specialist in the undead. This connection to the dead is involuntary and death-touched sorcerers may choose to harness the ability for their own ends- be they good, evil or some shade between. Harry Keough, of Brian Lumley’s Necroscope books, or Cole Sear, from the movie The Sixth Sense would be death-touched sorcerers were they to exist in the D&Dverse.

Benefit: Death-touched sorcerers gain Knowledge (arcana and planes) as class skills. The sorcerer’s link to the spirits of the dead allows them to speak with those spirits to converse or even to glean information. This acts as a speak with dead spell-like ability at will, with the following exceptions. Unlike the spell, the death-touched sorcerer does not compel a spirit to answer. Instead, information gathered is as if using the Gather Information skill (at a +2 insight bonus to the skill check) rather than the standard Will save. Also, the death-touch sorcerer can communicate with any deceased spirit regardless of whether or not someone has used speak with dead on the corpse. The sorcerer can still use this ability on a subject that has been deceased for any amount of time, however the sorcerer does not need a “mostly intact” corpse to communicate. This ability, unlike the spell, allows communication between the sorcerer and the departed spirit, not just “imprinted knowledge stored in the corpse”. However, a focus for communication is still required- this can be the corpse of the subject, a part of it, or an object very dear to the subject in life. Also, the spirit always remembers previous conversations through this ability, unlike the spell. This ability still does not affect a corpse that has been turned into an undead creature, unless the undead was created by the sorcerer. Death-touched sorcerers may learn any spell, regardless of the spell list from which it comes from, that directly affects undead or incorporeal creatures.

Special Limitation: Death-touched sorcerers have an innate connection to the spirits of the dead and with many necromantic magics. This leaves a tell-tale mark of negative energy on the sorcerer making it harder for them to heal by magical healing. The death-touched sorcerer gains an involuntary Spell Resistance equal to 5+ their sorcerer class level versus all Conjuration (healing) magic. By involuntary, this means that the Spell Resistance is always active and cannot be voluntarily dropped by the sorcerer. The sorcerer’s aura also always detects as necromantic regardless of the other powers they possess. The death-touched sorcerer may also never learn any spell, spell-like ability or supernatural ability with the Good or Healing designator. They cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of the spirit world, they are left with a natural weakness toward magic of good or positive origin, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the good designator or used by creatures of the good subtype. A death-touched sorcerer who learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, a death-touched sorcerer may be a multiclass character, but they face a special restriction. A death-touched sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically spirit oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with the spirits of the dead and the magic they wield manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Death-touched Lineage spell list. (note: at levels 4, 6 and 8 two spells are listed, depending on the sorcerer’s alignment one or the other is gained- not both! Neutral aligned sorcerer’s may choose which one upon gaining 4th level spells, they then gain the matching 6th and 8th level spells when appropriate.)
Death-touched Lineage Spell List: 0–disrupt undead; 1st-unseen servant; 2nd-command undead; 3rd-gaseous form; 4th-planar ally, lesser or animate dead; 5th-contact other plane; 6th-planar ally or create undead; 7th-ethereal jaunt; 8th-planar ally, greater or create greater undead; 9th-etherealness

Lineage Abilities: The death-touch sorcerer’s connection with the spirits of the dead grows over time and they become more akin to those spirits and to the force of the spirit world.

-- At 8th level the sorcerer gains a supernatural ability that may be activated as a move-equivalent action a number of times per day equal to 3+ the sorcerer’s Charisma modifier and acts as a see invisibility spell (at the sorcerer’s class level) except that it detects undead as well as invisible and ethereal creatures by outlining them in a faint aura. This ability also reveals illusions used to hide or camouflage undead, and also reveals undead creatures who are simply hiding, concealed, or otherwise hard to see. The aura also acts as a sanctuary spell against these creatures. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn and lasts for 10 minutes per sorcerer class level.

-- At 14th level the death-touched sorcerer begins to come closer to the spirits they have such a strong contact with and can become incorporeal once per day per point of Charisma modifier as a standard action. This ability functions exactly as the Ghostform spell from Tome and Blood. Losing their physical form allows the sorcerer to more easily access their innate spell power, and they gain a +1 bonus on all save DCs for spells they cast while incorporeal.

-- At 20th level the death-touched sorcerer becomes so attuned to the spirit world and the dead that they transcend their mortal form and complete their connection to the spirit world, gaining the outsider type, as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the skin or eyes- such as a death-like pallor, an unusually cold touch or eyes that are completely white. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the sorcerer gains the following benefits.
  • Darkvision out to 60’
  • Gain Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction
  • No longer needs to eat or sleep, however the sorcerer still breathes
  • The ability to take on, or drop, the Ghost template at will, with the following modifications:
1) Type does not become undead while a ghost
2) Hit dice and hit points do not change
3) Gain the manifestation special attack and two other special attacks chosen when this ability is first gained (once chosen, these two special attacks cannot be changed)
4) Do not gain turn resistance, the sorcerer is not undead and therefore cannot be turned​
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be.

The obligatory call for- Thoughts?
 

Khaalis

Adventurer
No problem on working on the ideas, it’s the best way to hash out something close to balanced. As for the general concept, I will state that what I put together is attempting to remain to 3.5 SRD standards and that influences a lot of my comments and opinions on something like this.

So if I gave the impression they viewed undead as the antithesis of the dead or automatically felt cursed by their powers, I apologize for not being clearer on my view of the concept. My calling them a ‘tragic hero’ was in reference to the always detecting as evil and negatives versus good limitations and how that would affect a good-aligned death-touched sorcerer.

Sorry for the misinterpretation. I think I understand now, the lineage is simply related to the ability to speak with the dead as the primary and also throwing in some bit of linked necromantic magic and becoming something akin to a “spirit” themselves. Is that about right?


This is also why I think animate dead works for the spell list. But part of that is colored by the original 3.0 write up for skeletons and zombies, when simple animated dead were neutral aligned. This made perfect sense to me- as mindless animated creatures, how could they be “evil”? This was changed in 3.5, but I kept it as a house rule. So that’s why I saw a distinction between animate dead and create (greater) undead. The create spells make straight up EVIL creatures. In Necroscope, the dead rose from their graves of their own accord simple from their love of and desire to protect Harry Keough- thus “evilness” didn’t seem to fit. But, all undead are evil now in D&D (regardless of how much that may or may not make sense) so that is neither here nor there. I had thought about adding an ability to the Benefit section to the effect that any undead created by the death-touched sorcerer were not automatically evil, but rather matched the alignment of the sorcerer. But that added more awkward rules, clashed somewhat with the “always detect as evil” taint of the lineage and would most likely be just too much for benefits. So instead I decided to add a choice to the spell list. I know this doesn’t really fit with the other lineage sorcerers, but I think it should work out fine. Especially since the spell levels match up in all cases. The choice deals with undead vs. planar allies, as you’ll see below.

I will look into some other options, as I have seen some rules for something that might work as a related benefit, basically a “spirit” as a familiar type. As for animate dead, I feel that if you want the class to be open to good-aligned sorcerers as well, I would not include this ability. 3.5 went back to “lesser” undead being evil, because of two reasons.
1) In D&D, these undead instinctively seek to destroy the living.
2) The act of creating undead, even as simple as animating a corpse is seen as an evil act.
There are a few forms of undead that are “good” but they are generally very powerful.

Personally I think the choice of the use/animation/creation of undead should be left to personal choice of the sorcerer thus allowing more freedom of alignment. Otherwise the minimum restriction must be that no death-touched sorcerer can be good-aligned.

As for the ghostform spell vs. the Psion Uncarnate class abilities. I still think simply referencing the ghostform spell should suffice and still be balanced, and here’s why. First of, you’re correct that the spell is probably overpowered for a 5th level spell, but it’s probably spot on for a 6th level spell. As a 6th level spell a sorcerer would be able to know it at 12th level. Since we’re talking about gaining it as a 14th level lineage ability, there shouldn’t be a balance issue. Second, the spell works almost exactly as the Psion Uncarnate Shed body ability combined with the Assume equipment ability gained at the 3rd level of that PrC. Looking at the requirements for becoming a Psion Uncarnate, the PrC can be taken as early as 5th level. So, a Psion Uncarnate can essentially replicate the ghostform spell as an 8th level character. Again, since the lineage ability is gained at 14th level, there shouldn’t be a balance issue.

The only core (major) issue I have with ghostform is that it is not open source SRD. The Psion Uncarnate is. Technically I cannot include ghostform (even the name) anywhere in the document. What I would look at is combining Shed body with the Assume equipment ability as a single ability.


Benefit:
this can be the corpse of the subject, a part of it, or an object very dear to the subject in life.

Not sure I like this as it is far too subjective and leaves a bit too much up to the DM to make this a viable condition.

Lineage Spells:
(note: at levels 4, 6 and 8 two spells are listed, depending on the sorcerer’s alignment one or the other is gained- not both! Neutral aligned sorcerer’s may choose which one upon gaining 4th level spells, they then gain the matching 6th and 8th level spells when appropriate.)
Death-touched Lineage Spell List: 0–disrupt undead; 1st-unseen servant; 2nd-command undead; 3rd-gaseous form; 4th-planar ally, lesser or animate dead; 5th-contact other plane; 6th-planar ally or create undead; 7th-ethereal jaunt; 8th-planar ally, greater or create greater undead; 9th-etherealness

Though this breaks the template it is a bit necessary if you must draw a line between good and ‘other’ death-touched sorcerers.

Lineage Abilities:
-- At 20th level ...
[*]No longer needs to eat or sleep, however the sorcerer still breathes
[*]The ability to take on, or drop, the Ghost template at will, with the following modifications:[/list]
1) Type does not become undead while a ghost
2) Hit dice and hit points do not change
3) Gain the manifestation special attack and two other special attacks chosen when this ability is first gained (once chosen, these two special attacks cannot be changed)
4) Do not gain turn resistance, the sorcerer is not undead and therefore cannot be turned​
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be.

The obligatory call for- Thoughts?

I still think the use of the template is far too powerful, most certainly more powerful than any other sorcerer. The “Ghost Template” ability technically only fills one slot of the ability template but it grants a slew of other abilities.

Personally, in my opinion I think it would be best to make them a Native Outsider but instead of the Incorporeal Subtype or the Ghost Template heavily modified, simply give them the Incorporeality special ability (per the SRD) at will but this does not allow them to carry equipment with them. That or allowing the Uncarnate Shed body and Assume equipment ability from 14 at will instead of limited uses per day.

INCORPOREALITY
Spectres, wraiths, and a few other creatures lack physical bodies. Such creatures are insubstantial and can’t be touched by nonmagical matter or energy. Likewise, they cannot manipulate objects or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature.
Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them.
Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids.
Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source—except for a force effect or damage dealt by a ghost touch weapon.
Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks. They move in any direction (including up or down) at will. They do not need to walk on the ground. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter.
Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents (see Invisibility, below).
Incorporeal creatures are inaudible unless they decide to make noise.
The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force (such as mage armor or bracers of armor) or has the ghost touch ability.
Incorporeal creatures pass through and operate in water as easily as they do in air.
Incorporeal creatures cannot fall or take falling damage.
Corporeal creatures cannot trip or grapple incorporeal creatures.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.

Thoughts again?
 

Khaalis

Adventurer


Khaalis

Adventurer
Actually I shouldnt update pages at my equivalent of Midnight. I need to relink the actual link to the file... DOH!

The link should now work fine. Thanks for the catch!
 

solomoncane

First Post
Congrats & a suggestion for the PDF

To Khaalis & everyone else on this project--great work.
Khaalis - on the next version of the PDF, could you drop in the spells per day and spells known charts from the SRD. It would make the document a complete reference for the sorcerer & variants.
Thanks.
 

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