Chaos Sorcerer (Mongoose)

laiyna

First Post
I did look at the Chaos Sorcerer of Mongoose and I was very impressed except for one point. The Paths of Chaos where very severe, even so severe that often at the first stage you got an unplayable character (implications, social or infight). But I saw what they where trying to do so I made so far 2 paths of chaos myself. Did more people notice this problem? And did more people made they're own Path's of Chaos?

I hope I will find in this thread a few new paths of Chaos and comments how you could make them playable (or atleast a discusion why they are already playable if thats the opinion). I'll post my 2 paths of chaos below in a new post.

thanks,

Laiyna
 

log in or register to remove this ad

The Path of Bright Crystal

The Path of Bright Crystal

1) The eyes of the Sorcerer become clear crystal. The eyes don’t have a pupil or anything except the shape of the eye. This will not hinder the Sorcerer much after 1d6 days of adaptation, the chaotic nature of the magic still gives the sorcerer a form of vision equal to the vision the sorcerer had before. But everybody looking at the sorcerer will see the clear crystal eyes. Also the hair of the Sorcerer will turn bright white as the first stage of the transformation emerges. With some care all these effects can be disguised.
2) As the second stage of the transformation happens the mage will feel a terrible pain for 1d6 hours. While this pain emerges all bones of the Sorcerer transforms to crystal. The crystal bones will function almost as normal bones. But after the sorcerers death his skeleton would be a valuable addition to somebody who collects crystal structures or art. Because the crystal bones are less flexible then normal bones the dexterity of the Sorcerer is reduced by 1 point but because of the heightened feelings of sonic vibrations becomes listen a class skill .
3) As the bones further harden, will also the flesh and texture of the Sorcerer change slightly. The sorcerer is unable to hold fat inside its body and will grow more sturdy. This will result in a change of the appearance of the caster. All pigment color is lost in this change turning the Sorcerer into an albino for view. Also will the Sorcerer lose weight what results into the minimum weight of the race of the caster with an extra 10% reduction. Because of the change in structure the caster will be more vernable to sonic attacks, giving him a 5 point penalty on all sonic saving throws, but as a positive side the natural armor class of the Sorcerer is increased by 1 point.
4) As the body even further changes towards crystal the Sorcerers tissue becomes slightly transparent enabling everybody looking into the Sorcerers organs. Also the crystal bones of the Sorcerer become more fragile during the changes resulting in the fact that the Sorcerer takes 1 point of damage on each damage dice from a blunt attack. But gives an enhancement bonus of +1 to armor class (raising it in total to +2).
5) As the tissue of the Sorcerer becomes tougher and thinner the ability to respond on sonic vibrations becomes stronger for the Sorcerer enabling him a +2 circumstance bonus to listen checks. As a down side the sorcerer loses another point of dexterity.
6) As the mage develops more towards its crystal bone structure it will become more aware of its surrounds and vibrations enabling the Sorcerer to become more attuned to its surroundings, not only giving the Sorcerer another +2 circumstance bonus to listen checks (raising the bonus to +4) but even feel the disturbances of magic items towards its surroundings. The Sorcerer now has an 10 feet radius detect magic on a successful listen check (DC 10 + level of spell + bonus item creator).
7) As the Sorcerers nerves become from crystal the Sorcerer even becomes more resistant and vibration sensitive, this will give the Sorcerer a +2 armor class bonus (raising the total to +4 AC). But also will make the Sorcerer more vernable to sonic attacks doubling all damage dealt to the sorcerer of this attack form. Also a very loud noise nearby (like an explosion) will deafen the sorcerer if a fortitude save is failed for 1d6 minutes per level of the sound.
8) At this stage a Sorcerer does no longer need nutrition or air to keep the Sorcerer alive the raw power of magic will give the Sorcerer all he needs. More tissue will turn to crystal and making the Sorcerer more heavy. This will result in a tipple in the Sorcerers current weight and a need to cast 1 chaos magic spell each day or suffer the next day 3d6 hit points of damage because of the lack of nutrition. Because of the difficulty the Sorcerer now has to move more slowly this will result into a loss of 1d3 points of dexterity but increases again his ability to feel vibrations giving the Sorcerer an other +2 circumstance bonus to listen checks (raising the bonus to +6).
9) At this Stage all color variations in the body of the Sorcerer becomes lost, no longer truly alive nor solid. The Sorcerer will lose all contact with its surroundings often and stand still for days, sometimes even weeks. The Sorcerer will lose in this stage another 1d3 points of dexterity but becomes more resistance to fire and cold based attacks, taking only half damage of such attacks.
10) The Sorcerers crystal bone structure attaches itself to its crystal flesh. All material of the Sorcerer become crystal and colorless in a matter of seconds. This entraps the soul of the Sorcerer in the statue formed from its own flesh, destroying all life essence utterly and irrevocably. A small awareness of the Sorcerer will stay in the statue till it shatters. But in case the statue is solid crystal could take this a very long time. Most likely a group of adventurers will find the statue and sell it to an art collector because of its high value.
 

The Path of Mutating Flesh

The Path of Mutating Flesh

1) The Sorcerer feels a slight sensation over his body when the power of chaos takes its effect. The chaos magic has such an effect on the caster that every time the Sorcerer cast a spell from now on will all the Sorcerers hair will grow with 1 inch. The Sorcerer is free to shave every hair of every morning, but the effect will still take effect. Even pulling out or burning away will not help or prevent this effect.
2) The chaos magic upsets more natural processes in the Sorcerer, and even further mutate the Sorcerer. Throw (with 1d8) on the next table what will grow on the Sorcerers body:
1 tail
2 horns
3 saber teeth
4 on each hand a 6th finger
5 hooves instead of feet
6 none usable wings
7 complete covering body hair
8 invent your own
Removing the grown thing will result in 3d6 damage and it will grow back the next time the Sorcerer uses a chaos magic spell.
3) After more of the bones get mutated of the Chaos Magic the Sorcerer will lose 1d3 points of dexterity permanently doing the lack of movement freedom.
4) As the Sorcerer will further sinks down the path of mutation his resistance will become stronger and stronger enabling the Sorcerer to add 3 points to its Fortitude Saving Throws.
5) The Sorcerer will grow an extra limb, roll on the next table (with 1d4) to see what limb this is:
1 Arm (The Sorcerer grows a fully functional arm, enabling him to wield a shield with it, reload a crossbow, etc.)
2 Tail (The Sorcerer grows a tail, this tail can be used to “attack” persons behind the Sorcerer with a –6 to hit, doing 1d4 damage. But doing the size of the tail its impossible to hide)
3 Wings (The Sorcerer grows functional wings, enabling the Sorcerer to fly at a speed of 10 [20 with wind in the back]. The wings are impossible to hide)
4 Claws (The Sorcerer grows claws just above his hands. When fighting with the hand it will do a +1 damage and all damage done is normal damage instead of sub dual)
6) As the Sorcerers muscles changes shape and the bones become more deformed will it hinder the Sorcerer more in his movement. The Sorcerer will lose 10 feet on his base movement.
7) As the disfiguring continues the Sorcerer will start to look even more hideous. This will result in a permanent lose of 1d3 points of charisma.
8) The Sorcerer will now lose about all control over the growth of his flesh and bones. This will result in the lose of a limb that gets mutated back into his body. Roll (with 1d6) on the next table to see what happens:
1 The Sorcerer will lose a hand (roll random for left or right)
2 The Sorcerer will lose an arm (roll random for right or left)
3 The Sorcerer will lose a feet (roll random for left or right)
4 The Sorcerer will lose a leg (roll random for left or right)
5 The Sorcerer loses the limb from stage 2
6 The Sorcerer loses the limb from stage 5
9) At this point the generation from cells is so fast the Sorcerer will become immune to diseases and regenerates 1 Hit Point each minute. Even lost limbs will regenerate back given enough time (usually within a few hours). Only when the sorcerer reaches –10 Hit Points it is considered killed. A Coupe the Grace can no longer be done, and the Sorcerer is considered stabilized at the moment it reaches negative Hit Points.
10) The mutation of the body of the Sorcerer is so fast even the Sorcerers brain will gets mutated, killing the Sorcerer utterly and permanently. The left over of the Sorcerers body (no more then a pool of regeneration slime) will attack all living things nearby to absorb its flesh to add to its own. The slime has an equal number of Hit Points as the Sorcerer had, regeneration of 1 hp each round and inflicting 2d6 damage with a BAB equal to that of the Sorcerer.
 


It's the price of chaos. And frankly any role player go into the class would realish being able to role play those paths as they slowly go down them. They are anything but unplayible. It adds so much more tom the game to have your character with obvious wierd traits. If you don't like the paths, just don't use them.

Yours aren't bad.
 

wrong ?

I think the problem with the paths as they are now is that a group of 5 players and 1 player is screaming all the time to the other players will ruine the fun for the other 4 players.

Dropping continual pebbles is not annoying but also ver "unrealistic". You go to sleep and in the night you drop (1 every 2 sec is 30 pebbles x 60 minuts x 8 hours = 14400 pebbles that makes about (20 gram 1 pebble) 288 kg of pebbles (572 pounds) whats about equal to 500 stone bricks to build a house, enough to crush your chest at night. Or does the guard of that night need to remove the pebbles every 20 minuts you sleep?

And for every path of chaos you get theese totally annoying unplayable examples within the first 3 steps on a path. The first 3 steps should be annoying for a player not for the group.

Its unplayable to punish the group becouse 1 player plays a character class that is not very well thaught about.

laiyna
 

Then it is obvious this class is not for your group. we've had no problem with it so far. Sure, it can be annoying but everyone enjoys it. THis=, like so much in gaming is YMMV :D
 

Remove ads

Top