Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules" (PART 2)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Khaalis" data-source="post: 1388119" data-attributes="member: 2167"><p>Wow. Thanks for all that work. What do you think when compared to other classes of the same level? How did it feel to build? Would it be something you wanted to play?</p><p></p><p>I think it looks fine, though on a DM/RP note, I would have made the character take at least some ranks in Profession (Fortune Telling) though.</p><p></p><p>One note on Level 12 though, Only 1 Lineage ability (gained at 8th level). Improved Lineage ability isnt gained until 17th.</p><p></p><p><span style="color: Red">Edit:</span> As for the gypsy this is what I am looking at currently for the Gypsy Lineage.</p><p></p><p><span style="color: DarkOrange"><strong>GYPSY FAMILY LINEAGE:</strong></span> The Gypsy Family heritage is a deep lineage where a sorcerer comes from a long line of talented “true gypsies” or “gypsy seers”. The innate sorcerous talent is passed on in one or more offspring in a gypsy clan from generation to generation. Gypsy sorcerers have a strong innate magical connection to the cosmos, and the gypsy families train their offspring in all to do with the gypsy arts focusing on that connection.</p><p><strong>Benefit:</strong> Gypsy sorcerers gain Knowledge (Religion) and Sleight of Hand as a class skills. They may also divine the future as per an augury (as the spell), as a spell-like ability, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. However, unlike other spell-like abilities, this augury still requires the use of a fortune telling medium such as bones, tarot, crystal ball, etc. worth 25gp (as the spell) but does not require the use of incense. Gypsy sorcerers may learn any spell of the Divination designator regardless of the spell list from which it comes as well as any spell with the Compulsion descriptor.</p><p><strong>Special Limitation:</strong> Gypsy sorcerers, though adepts at divination and enchantment magic, they are also inept in areas of destruction. Gypsy sorcerer feel that purely destructive magic is an antithesis to the natural order and thus have no talent with harnessing evocation magic. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer.</p><p><strong>Lineage Spells:</strong> The sorcerer has a specific affinity with gypsy magic which 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 Gypsy Lineage spell list.</p><p><em><u>Gypsy Lineage Spell List</u>: 0–know direction; 1st-charm person; 2nd-detect thoughts; 3rd-clairaudience/clairvoyance; 4th-scrying; 5th-true seeing; 6th-gease/quest; 7th-insanity; 8th-power word stun; 9th-foresight</em></p><p><strong>Lineage Abilities:</strong> The sorcerer’s affinity with gypsy magic grows over time. At 8th level the gypsy sorcerer learns the ancient gypsy way of the evil eye, a supernatural ability gifted to true gypsies. A number of times per day equal to the sorcerer’s Charisma modifier, the gypsy sorcerer may curse a target as a move-equivalent action that does not provoke an attack of opportunity. The target must be visible to the sorcerer and within 60’. The target of a gypsy sorcerer’s evil eye takes a –3 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls for 1 day thereafter. A successful Will save (DC 10 + ½ their sorcerer level + sorcerer’s Charisma modifier) negates the effect. Multiple evil-eye effects do not stack. At 17th level the gypsy sorcerer’s ability to use their evil eye ability grows in strength. They may still only use the evil eye a number of times per day equal to their Charisma modifier, but the penalty applied to the target increase to –6, and the effect lasts for 1 hour per 2 sorcerer levels.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1388119, member: 2167"] Wow. Thanks for all that work. What do you think when compared to other classes of the same level? How did it feel to build? Would it be something you wanted to play? I think it looks fine, though on a DM/RP note, I would have made the character take at least some ranks in Profession (Fortune Telling) though. One note on Level 12 though, Only 1 Lineage ability (gained at 8th level). Improved Lineage ability isnt gained until 17th. [COLOR=Red]Edit:[/COLOR] As for the gypsy this is what I am looking at currently for the Gypsy Lineage. [COLOR=DarkOrange][B]GYPSY FAMILY LINEAGE:[/B][/COLOR] The Gypsy Family heritage is a deep lineage where a sorcerer comes from a long line of talented “true gypsies” or “gypsy seers”. The innate sorcerous talent is passed on in one or more offspring in a gypsy clan from generation to generation. Gypsy sorcerers have a strong innate magical connection to the cosmos, and the gypsy families train their offspring in all to do with the gypsy arts focusing on that connection. [B]Benefit:[/B] Gypsy sorcerers gain Knowledge (Religion) and Sleight of Hand as a class skills. They may also divine the future as per an augury (as the spell), as a spell-like ability, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. However, unlike other spell-like abilities, this augury still requires the use of a fortune telling medium such as bones, tarot, crystal ball, etc. worth 25gp (as the spell) but does not require the use of incense. Gypsy sorcerers may learn any spell of the Divination designator regardless of the spell list from which it comes as well as any spell with the Compulsion descriptor. [B]Special Limitation:[/B] Gypsy sorcerers, though adepts at divination and enchantment magic, they are also inept in areas of destruction. Gypsy sorcerer feel that purely destructive magic is an antithesis to the natural order and thus have no talent with harnessing evocation magic. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. [B]Lineage Spells:[/B] The sorcerer has a specific affinity with gypsy magic which 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 Gypsy Lineage spell list. [I][U]Gypsy Lineage Spell List[/U]: 0–know direction; 1st-charm person; 2nd-detect thoughts; 3rd-clairaudience/clairvoyance; 4th-scrying; 5th-true seeing; 6th-gease/quest; 7th-insanity; 8th-power word stun; 9th-foresight[/i] [B]Lineage Abilities:[/B] The sorcerer’s affinity with gypsy magic grows over time. At 8th level the gypsy sorcerer learns the ancient gypsy way of the evil eye, a supernatural ability gifted to true gypsies. A number of times per day equal to the sorcerer’s Charisma modifier, the gypsy sorcerer may curse a target as a move-equivalent action that does not provoke an attack of opportunity. The target must be visible to the sorcerer and within 60’. The target of a gypsy sorcerer’s evil eye takes a –3 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls for 1 day thereafter. A successful Will save (DC 10 + ½ their sorcerer level + sorcerer’s Charisma modifier) negates the effect. Multiple evil-eye effects do not stack. At 17th level the gypsy sorcerer’s ability to use their evil eye ability grows in strength. They may still only use the evil eye a number of times per day equal to their Charisma modifier, but the penalty applied to the target increase to –6, and the effect lasts for 1 hour per 2 sorcerer levels. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules" (PART 2)
Top