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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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<blockquote data-quote="Khaalis" data-source="post: 1494133" data-attributes="member: 2167"><p>So basically a Magical Experiment lineage?</p><p>The problem I have is how this works. Considering some SRD Aberrations = Aboleth, Athach, Choker, Chuul, Cloaker, Drider, Ethereal Filcher, Ettercap, Gibbering Mouther, Grick, Otyugh, Phasm, Rust Monster, Skum.</p><p></p><p>How would these be introduced into a humanoid sorcerer? Wouldn’t Monstrous Humanoid be more fitting? Something more along the lines of experiments with: Centaur, Gargoyle, Grimlock, Hag, Harpy, etc? Just trying to get a better picture of where/how/why the lineage exists. It mostly comes down to semantics but the application of the correct type is a bit important.</p><p></p><p><strong>Monstrous Humanoid Type:</strong> Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.</p><p><em>Traits:</em> A monstrous humanoid possesses the following traits (unless otherwise noted in a creature’s entry).</p><p>—Darkvision out to 60 feet.</p><p>—Proficient with all simple weapons and any weapons mentioned in its entry.</p><p>—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.</p><p>—Monstrous humanoids eat, sleep, and breathe.</p><p></p><p></p><p></p><p></p><p>What is it that is making them Aberrant? How are they alien?</p><p></p><p> </p><p></p><p>If they are of alien mindset, wouldn’t they have a harder time with these skills? I would think that a good Restriction for them would be that all Social Skills suffered a penalty due to their alien nature which would influence their dealings with others.</p><p></p><p>I could see gaining Survival as a class skill and a +1 to Intimidate skill checks. Survival because they are used to being on their own and fending for themselves. The +1 to intimidate due to their strangeness and alienisms.</p><p></p><p></p><p></p><p>I would make the save scaling rather than static, such as (Will DC 10 + ½ the sorcerer’s level + sorcerer’s Charisma modifier / Negates).</p><p></p><p></p><p></p><p>Need to add … “regardless of the spell list they come from.” to the end. </p><p></p><p>Why these schools? I would lean more toward Abjuration and Illusion.</p><p></p><p>Examples of Transmutation and Abjuration (non-Wiz) from SRD A-L: Air Walk, Align Weapon, Animal Shapes, Animate Objects, Animate Plants, Antilife Shell, Antiplant Shell, Atonement, Awaken, Barkskin, Bless Water, Bless Weapon, Changestaff, Chill Metal, Cloak of Chaos, Command Plants, Control Plants, Control Winds, Diminish Plants, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Disrupting Weapon, Entangle, Entropic Shield, Forbiddance, Freedom of Movement, Giant Vermin, Glibness, Glyph of Warding, Glyph of Warding-Greater, Goodberry, Heat Metal, Hide from Animals, Hide from Undead, Holy Aura, Ironwood, Liveoak, Longstrider…</p><p></p><p></p><p></p><p>Ok, this is the first mention of the influence of Chaos. This should be more clearly defined in the original description. I would say that the general feel of this is that they are almost more of a Chaos Extraplanar influence, kind of a Chaos Sorcerer. This would lean me to the Outsider/Native more so than Aberration.</p><p>Also why the penalty on Mind-Affecting effects and Illusions? Being alien and chaotic in nature I would think it harder to influence their minds and harder to influence them with illusions. Illusions are based on a basic understanding of what the viewer expects. For example, an Illusory door is made to look like oak with iron bindings and hinges because that is what most expect to see. However, someone that is rather alien may not expect that, thus would be harder to predict what they expect and thus harder to fool with illusions. Also considering the chaotic bent, Illusion fits very well with that aspect. </p><p></p><p>I would however give them a substantial penalty on Divination magic (such as casting at -1 caster level) as it is harder for them to understand that which they see and hear, as well as probably disallowing any <em>Charm</em> denominated spells as they just do not have the social understanding to control other’s minds. Being quite alien I would also give the afore mentioned social penalties as well. I would also have them suffer the standard listed penalties against the banned LAW denominator.</p><p></p><p></p><p></p><p>Why these spells? I would have leaned more toward the chaotic/alien aspect…</p><p><em>0 - prestidigitation, 1 – lesser confusion, 2 - misdirection, 3 – blink (or displacement), 4 - confusion, 5 - mislead, 6 - repulsion, 7 - spell turning, 8 – cloak of chaos, 9 – freedom (or storm of vengeance)</em></p><p></p><p></p><p></p><p>Great ability, but why? From a Gaze Attack at 1st to Arcane Strike at 8th? I am not sure where this fits in with the Aberration or Chaos aspects.</p><p></p><p></p><p></p><p>I can understand that this is from a Physical Transformation into an aberration. I personally am not a fan of permanent physical transformations but I can see where this is coming from. Kind of like the Oozemaster, Geomancer, Dragon Disciple, etc. If you stuck with this aspect, I would limit it to Claws (Talon is the same thing), Slam and Gore (with the appropriate physical changes for Claws and Gore). I would also fully detail this section with the exact specifics of the damage by size category, whether it is considered armed or unarmed attack, etc. Instead of Weapon Focus, I might think about Monk’s Ki Strike (magic) as you are trying to make the class reliant on their natural form as a weapon.</p><p></p><p></p><p></p><p>For these I would go with:</p><p>* Darkvision 60’</p><p>* Damage Reduction 10/law </p><p>* SR 30</p><p>* Ki Strike increases to magic and Chaos.</p><p></p><p>Just my humble thoughts. Hope it helps you to solidify your idea. Overall my personal impression would almost be that they are Slaad Lineage.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1494133, member: 2167"] So basically a Magical Experiment lineage? The problem I have is how this works. Considering some SRD Aberrations = Aboleth, Athach, Choker, Chuul, Cloaker, Drider, Ethereal Filcher, Ettercap, Gibbering Mouther, Grick, Otyugh, Phasm, Rust Monster, Skum. How would these be introduced into a humanoid sorcerer? Wouldn’t Monstrous Humanoid be more fitting? Something more along the lines of experiments with: Centaur, Gargoyle, Grimlock, Hag, Harpy, etc? Just trying to get a better picture of where/how/why the lineage exists. It mostly comes down to semantics but the application of the correct type is a bit important. [b]Monstrous Humanoid Type:[/b] Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. [i]Traits:[/i] A monstrous humanoid possesses the following traits (unless otherwise noted in a creature’s entry). —Darkvision out to 60 feet. —Proficient with all simple weapons and any weapons mentioned in its entry. —Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor. —Monstrous humanoids eat, sleep, and breathe. What is it that is making them Aberrant? How are they alien? If they are of alien mindset, wouldn’t they have a harder time with these skills? I would think that a good Restriction for them would be that all Social Skills suffered a penalty due to their alien nature which would influence their dealings with others. I could see gaining Survival as a class skill and a +1 to Intimidate skill checks. Survival because they are used to being on their own and fending for themselves. The +1 to intimidate due to their strangeness and alienisms. I would make the save scaling rather than static, such as (Will DC 10 + ½ the sorcerer’s level + sorcerer’s Charisma modifier / Negates). Need to add … “regardless of the spell list they come from.” to the end. Why these schools? I would lean more toward Abjuration and Illusion. Examples of Transmutation and Abjuration (non-Wiz) from SRD A-L: Air Walk, Align Weapon, Animal Shapes, Animate Objects, Animate Plants, Antilife Shell, Antiplant Shell, Atonement, Awaken, Barkskin, Bless Water, Bless Weapon, Changestaff, Chill Metal, Cloak of Chaos, Command Plants, Control Plants, Control Winds, Diminish Plants, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Disrupting Weapon, Entangle, Entropic Shield, Forbiddance, Freedom of Movement, Giant Vermin, Glibness, Glyph of Warding, Glyph of Warding-Greater, Goodberry, Heat Metal, Hide from Animals, Hide from Undead, Holy Aura, Ironwood, Liveoak, Longstrider… Ok, this is the first mention of the influence of Chaos. This should be more clearly defined in the original description. I would say that the general feel of this is that they are almost more of a Chaos Extraplanar influence, kind of a Chaos Sorcerer. This would lean me to the Outsider/Native more so than Aberration. Also why the penalty on Mind-Affecting effects and Illusions? Being alien and chaotic in nature I would think it harder to influence their minds and harder to influence them with illusions. Illusions are based on a basic understanding of what the viewer expects. For example, an Illusory door is made to look like oak with iron bindings and hinges because that is what most expect to see. However, someone that is rather alien may not expect that, thus would be harder to predict what they expect and thus harder to fool with illusions. Also considering the chaotic bent, Illusion fits very well with that aspect. I would however give them a substantial penalty on Divination magic (such as casting at -1 caster level) as it is harder for them to understand that which they see and hear, as well as probably disallowing any [i]Charm[/i] denominated spells as they just do not have the social understanding to control other’s minds. Being quite alien I would also give the afore mentioned social penalties as well. I would also have them suffer the standard listed penalties against the banned LAW denominator. Why these spells? I would have leaned more toward the chaotic/alien aspect… [i]0 - prestidigitation, 1 – lesser confusion, 2 - misdirection, 3 – blink (or displacement), 4 - confusion, 5 - mislead, 6 - repulsion, 7 - spell turning, 8 – cloak of chaos, 9 – freedom (or storm of vengeance)[/i] Great ability, but why? From a Gaze Attack at 1st to Arcane Strike at 8th? I am not sure where this fits in with the Aberration or Chaos aspects. I can understand that this is from a Physical Transformation into an aberration. I personally am not a fan of permanent physical transformations but I can see where this is coming from. Kind of like the Oozemaster, Geomancer, Dragon Disciple, etc. If you stuck with this aspect, I would limit it to Claws (Talon is the same thing), Slam and Gore (with the appropriate physical changes for Claws and Gore). I would also fully detail this section with the exact specifics of the damage by size category, whether it is considered armed or unarmed attack, etc. Instead of Weapon Focus, I might think about Monk’s Ki Strike (magic) as you are trying to make the class reliant on their natural form as a weapon. For these I would go with: * Darkvision 60’ * Damage Reduction 10/law * SR 30 * Ki Strike increases to magic and Chaos. Just my humble thoughts. Hope it helps you to solidify your idea. Overall my personal impression would almost be that they are Slaad Lineage. [/QUOTE]
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