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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="fuindordm" data-source="post: 1379800" data-attributes="member: 5435"><p>As I understand it, they get +1 class skill, +1 (ancestral) language, a modified spell selection, and a "domain" of one additional (themed) spell known per level.</p><p></p><p>For example, Fire sorcerers might get Intimidate as a class skill,</p><p>Ignan as a bonus language, the ability to choose any spell with the Fire Descriptor (e.g. Flame Blade, Fire Seeds, Flame Strike),</p><p>is denied any spell with the Cold or Water descriptors, and gets a set domain of spells such as Burning Hands, Resist Energy (Fire/Cold), Fireball, Fire Shield, Wall of Fire, etc. Domain spells</p><p>would be filled with utility spells by preference, since its purpose</p><p>is to add flavor. </p><p></p><p>In addition, each heredity would get specific, appropriately themed special abilities at the levels listed in Khaalis' first post. The first such ability for a fire sorcerer might be 5 pts of fire resistance, for example. A later one might be to gain Fast Healing (1) when immersed in a normal fire. And so on...</p><p></p><p>The general sorcerer would get similar bonuses, but with more of a "generally arcane" theme as described.</p><p></p><p>So the main differences will be in the spell selection and special abilities.</p><p></p><p>--Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1379800, member: 5435"] As I understand it, they get +1 class skill, +1 (ancestral) language, a modified spell selection, and a "domain" of one additional (themed) spell known per level. For example, Fire sorcerers might get Intimidate as a class skill, Ignan as a bonus language, the ability to choose any spell with the Fire Descriptor (e.g. Flame Blade, Fire Seeds, Flame Strike), is denied any spell with the Cold or Water descriptors, and gets a set domain of spells such as Burning Hands, Resist Energy (Fire/Cold), Fireball, Fire Shield, Wall of Fire, etc. Domain spells would be filled with utility spells by preference, since its purpose is to add flavor. In addition, each heredity would get specific, appropriately themed special abilities at the levels listed in Khaalis' first post. The first such ability for a fire sorcerer might be 5 pts of fire resistance, for example. A later one might be to gain Fast Healing (1) when immersed in a normal fire. And so on... The general sorcerer would get similar bonuses, but with more of a "generally arcane" theme as described. So the main differences will be in the spell selection and special abilities. --Ben [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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