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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Khaalis" data-source="post: 1380952" data-attributes="member: 2167"><p>Thanks for the idea, but when we are done, the Storm Giant and Child of Air will not be the same. If nothing else the lineage ability will be very different. Most likely something along the line of Air/Lightining Resistance 5+Charisma mod. and a saves vs. Earth/Acid equal to charisma mod for the Child of Air and something more like <em>enlarge person</em> Charisma times per day for the Giant (or something - thats just off the top of my head. In fact what I need are ideas.</p><p></p><p>Example Lineage:</p><p></p><p><span style="color: DarkOrange">CELESTIAL LINEAGE:</span> Celestial sorcerers are the descendant of a celestial outsider such as an angel far in their family’s past. Celestial sorcerers gain the following abilities and restrictions.</p><p><strong>Benefit:</strong> Celestial sorcerers gain Knowledge (Religion) as a class skill as well as gaining Celestial as a bonus language. They may also detect evil (as the spell), as a spell-like ability, at will. Celestial sorcerers may learn any spell with the Light or Good descriptor as well as any spell from the Good cleric domain. </p><p><strong>Special Limitation:</strong> Celestial sorcerers are strongly affected by their sorcerer blood. Due to this they may not be of any evil alignment nor may they take any Prestige Class or Template that involves racial or heredity related abilities unless they are specifically Celestial oriented (for example cannot take Half-Dragon). The celestial sorcerer may never learn any spell, spell-like ability, nor use any item that activates a spell or spell-like ability with the Evil or Darkness descriptor nor that belongs to the Evil cleric domain or Fiendish Lineage spell list (unless it is the same as one on the Celestial Lineage spell list).</p><p><strong>Lineage Spells:</strong> The sorcerer has a specific affinity with celestial magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell 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’s bonus lineage spells are cast as if the sorcerer were one level higher, and where applicable gain a +1 to all save DC’s. The sorcerer chooses one affinity from the following choices.</p><p><u>Celestial Lineage Spell List</u>: 0–<em>light</em>; 1st-<em>vision of heaven</em>; 2nd-<em>consecrate</em>; 3rd-<em>blessed sight</em>; 4th-<em>lesser planar ally</em>; 5th-<em>heavenly lightning</em>; 6th-<em>call faithful servants</em>; 7th-<em>heavely lightning, greater</em>; 8th-<em>holy aura</em>; 9th-<em>gate</em> (uses <u>Book of Exalted Deeds</u>)</p><p>Alternate from PHB Only</p><p><u>Celestial Lineage Spell List</u>: 0–<em>light</em>; 1st-<em>summon monster I</em>; 2nd-<em>summon monster II</em>; 3rd-<em>summon monster III</em>; 4th-<em>summon monster IV</em>; 5th-<em>summon monster V</em>; 6th-<em>summon monster VI</em>; 7th-<em>summon monster VII</em>; 8th-<em>summon monster VIII</em>; 9th-<em>summon monster IX</em> (summon good only)</p><p></p><p></p><p></p><p></p><p>For some they work and for others they dont. Sometimes a designatoralone is fine or even better than "domains" especially when you get into all the million and a half domains that are out there.</p><p></p><p></p><p>I honestly dont think its that complex. If people can figure out Turning and Attacks of Opportunity I think they can handle this. Asside from that its not like I defined the rules. This is straight from UA, so I know the mechanic is relatively solid. Just cuz WotC published it doesnt make it perfect, but at least more accepted.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1380952, member: 2167"] Thanks for the idea, but when we are done, the Storm Giant and Child of Air will not be the same. If nothing else the lineage ability will be very different. Most likely something along the line of Air/Lightining Resistance 5+Charisma mod. and a saves vs. Earth/Acid equal to charisma mod for the Child of Air and something more like [i]enlarge person[/i] Charisma times per day for the Giant (or something - thats just off the top of my head. In fact what I need are ideas. Example Lineage: [COLOR=DarkOrange]CELESTIAL LINEAGE:[/COLOR] Celestial sorcerers are the descendant of a celestial outsider such as an angel far in their family’s past. Celestial sorcerers gain the following abilities and restrictions. [b]Benefit:[/b] Celestial sorcerers gain Knowledge (Religion) as a class skill as well as gaining Celestial as a bonus language. They may also detect evil (as the spell), as a spell-like ability, at will. Celestial sorcerers may learn any spell with the Light or Good descriptor as well as any spell from the Good cleric domain. [b]Special Limitation:[/b] Celestial sorcerers are strongly affected by their sorcerer blood. Due to this they may not be of any evil alignment nor may they take any Prestige Class or Template that involves racial or heredity related abilities unless they are specifically Celestial oriented (for example cannot take Half-Dragon). The celestial sorcerer may never learn any spell, spell-like ability, nor use any item that activates a spell or spell-like ability with the Evil or Darkness descriptor nor that belongs to the Evil cleric domain or Fiendish Lineage spell list (unless it is the same as one on the Celestial Lineage spell list). [b]Lineage Spells:[/b] The sorcerer has a specific affinity with celestial magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell 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’s bonus lineage spells are cast as if the sorcerer were one level higher, and where applicable gain a +1 to all save DC’s. The sorcerer chooses one affinity from the following choices. [u]Celestial Lineage Spell List[/u]: 0–[i]light[/i]; 1st-[i]vision of heaven[/i]; 2nd-[i]consecrate[/i]; 3rd-[i]blessed sight[/i]; 4th-[i]lesser planar ally[/i]; 5th-[i]heavenly lightning[/i]; 6th-[i]call faithful servants[/i]; 7th-[i]heavely lightning, greater[/i]; 8th-[i]holy aura[/i]; 9th-[i]gate[/i] (uses [u]Book of Exalted Deeds[/u]) Alternate from PHB Only [u]Celestial Lineage Spell List[/u]: 0–[i]light[/i]; 1st-[i]summon monster I[/i]; 2nd-[i]summon monster II[/i]; 3rd-[i]summon monster III[/i]; 4th-[i]summon monster IV[/i]; 5th-[i]summon monster V[/i]; 6th-[i]summon monster VI[/i]; 7th-[i]summon monster VII[/i]; 8th-[i]summon monster VIII[/i]; 9th-[i]summon monster IX[/i] (summon good only) For some they work and for others they dont. Sometimes a designatoralone is fine or even better than "domains" especially when you get into all the million and a half domains that are out there. I honestly dont think its that complex. If people can figure out Turning and Attacks of Opportunity I think they can handle this. Asside from that its not like I defined the rules. This is straight from UA, so I know the mechanic is relatively solid. Just cuz WotC published it doesnt make it perfect, but at least more accepted. [/QUOTE]
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