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Sorcerer Fix - Continued from "D&D Rules" (PART 3)
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<blockquote data-quote="Khaalis" data-source="post: 1437902" data-attributes="member: 2167"><p><strong>Another Variant</strong></p><p></p><p><span style="color: royalblue"><strong>MUTABLE SORCERER VARIANT</strong></span></p><p>This is adapted from the <u>Forgotten Heroes – Sorcerer</u> variant to fit the new sorcerer build. This is a system for altering some of the basic core elements of the sorcerer, to make them more specific to the sorcerer’s heritage concept. The system allows for restricting the sorcerer’s Spell List into splits as well as by limiting their abilities or how they use them. The mechanic allows for acquiring “alteration points” from these restrictions that may then be spent on customizations to the base features of the class. The system is adapted as follows.</p><p></p><p><strong>Step 1) Splits:</strong> Determines the number of spell lists the sorcerer has access to, furthermore known as “Splits”. The original sorcerer/wizard spell list is considered a “Single Primary” split. When choosing splits, each split grants +1 Alteration Point (AP), and the Sorcerer may choose up to a maximum of 4 spell list splits (+4 AP’s). </p><p><strong><em>Special:</em></strong> Note that a sorcerer’s Lineage spells do NOT count as a split.</p><p></p><p></p><p><strong>Step 2) Spell List Restrictions:</strong> Determine the actual spell lists the sorcerer will be restricted to. These are broken down as follows: (Each restricted list grants a number of AP’s as indicated).</p><p>• <span style="color: darkorange"><strong>Full Sorcerer:</strong></span> As per the <u>Player’s Handbook</u> sorcerer/wizard spell list. This costs -1 AP. (Thus choosing the Core sorcerer/wizard spell list results in a 0 balance [+1 for a single split, -1 for core spell list].)</p><p>• <span style="color: darkorange"><strong>Minor Restriction: </strong></span> A spell list larger than ½ of the core sorcerer/wizard spell list, such as banning a single school of magic. Grants +1 AP.</p><p>• <span style="color: darkorange"><strong>Thematic Restriction: </strong></span> A spell list no larger than ½ of the core sorcerer/wizard spell list and of a specific theme. These lists may include a small number of spells from a spell list not normally available to the sorcerer/wizard spell list if they fit the theme. These non-sorcerer/wizard spell list spells are acquired at one spell level higher than they would normally be gained (for example Animate Dead (Clr3) would be gained as Sor4). Examples of Thematic Lists would be the <em>Bard Spell List</em>. Grants +2 AP’s.</p><p>• <span style="color: darkorange"><strong>Spell Path: </strong></span> Similar to Thematic lists but comprised of no more than 5-10 spells per Spell Level. Grants +3 AP’s.</p><p>• <span style="color: darkorange"><strong>Single Path: </strong></span> This is similar to a Lineage Spell List, with only one spell available per spell level in the list. Grants +4 AP’s.</p><p></p><p></p><p><strong>Step 3) Casting Restrictions or Aids:</strong> Determine what spellcasting restrictions (if any) the sorcerer has. Each set of restrictions is applied directly to each chosen Split or to one individual spell as noted. Each restricted list grants or costs a number of points. Those that apply to a single spell may be taken multiple times, each applying to a different spell.</p><p>• <span style="color: darkorange"><strong>Permanent Metamagic: </strong></span> A single spell of the sorcerer’s spell list may be affected by a permanent metamagic feat that does not increase the level of the spell being used. Costs -2 AP’s.</p><p>• <span style="color: darkorange"><strong>Early Spell: </strong></span> A single spell of the sorcerer’s spell list may be moved down the list making it effectively one spell level lower (also thereby lowering the save DC of the spell). Costs -1 AP.</p><p>• <span style="color: darkorange"><strong>Alternative Spell Save DC: </strong></span> All of the sorcerer’s spell save DC’s for the spells they cast from one spell list are based on some other ability score rather than their Charisma. Costs -1 AP if a mental ability score, -2 AP’s if a physical ability score.</p><p>• <span style="color: darkorange"><strong>Component Spell: </strong></span> A single spell may be cast ignoring the required material component even though it is a cost higher than 1gp. Costs -1 AP.</p><p>• <span style="color: darkorange"><strong>Focus Restriction: </strong></span> The sorcerer requires a specific focus to use spells from a specific spell list (such as needed a crystal ball to cast form the Gypsy Lore Spell List).</p><p>.....<strong>Focus Step 1:</strong> Choose the focus to be used and determine its availability.</p><p>..........o <em>Easily Replaced</em> (bought or crafted): Gain +1 AP.</p><p>..........o <em>Almost Irreplaceable</em> (very rare): Gain +2 AP’s.</p><p>.....<strong>Focus Step 2:</strong> Determine what happens if the caster does not have the focus.</p><p>..........o <em>Requires a Concentration Check</em> (DC10+Spell Levelx2): Gain +0 AP.</p><p>..........o <em>If Concentration check fails results in Spell Failure:</em> Gain +0 AP.</p><p>..........o <em>If Concentration check fails results in Spell Backlash</em> (Wild Surge): Gain +1 AP.</p><p>..........o <em>Spell cast at -1 Caster Level:</em> Gain +1 AP.</p><p>..........o <em>Spell costs one spell level higher:</em> Gain +1 AP.</p><p>..........o <em>Unable to cast spell:</em> Gain +2 AP’s.</p><p></p><p></p><p><strong>Step 4) Determining Expendable Alteration Points:</strong> Determine the number of Alteration Points the Sorcerer has to spend for altering the core abilities of the class. <strong>The maximum number of Alteration Points that may be accumulated is 6.</strong></p><p>• <strong>Find the Base Alteration Points:</strong> Base AP = 1 AP per split chosen.</p><p>• <strong>Find the Total Spell List Alteration Points:</strong> Adding together all Spell List Restrictions and Casting Restrictions/Aids for all spell lists.</p><p>• <strong>Balance the Splits:</strong> Balanced AP = Subtract 1 AP per Split over the 1st from the Base AP. </p><p>• <strong>Working AP:</strong> Working AP = Divide the Balanced AP by the total number of Splits chosen (Round down).</p><p>• <strong>Expendable AP:</strong> Expendable AP = Working AP plus Base AP.</p><p></p><p></p><p><strong>Step 5) Choose Class Alterations:</strong> Spend the acquired alteration points from the following choices.</p><p>• <span style="color: darkorange"><strong>Increased Hit Dice: </strong></span></p><p>.....o <strong>D6 to D8:</strong> 3 AP’s</p><p>.....o <strong>D6 to D10:</strong> 5 AP’s</p><p>.....o <strong>D8 to D10 (<em>Battle Sorcerer Variant</em>):</strong> 3 AP’s</p><p>• <span style="color: darkorange"><strong>Increased Saving Throw: </strong></span></p><p>.....o <strong>Poor Fortitude to Good Fortitude:</strong> 2 AP’s</p><p>.....o <strong>Poor Reflex to Good Reflex:</strong> 2 AP’s</p><p>• <span style="color: darkorange"><strong>Increased Base Attack Progression: </strong></span></p><p>.....o <strong>Poor to Average:</strong> 2 AP’s</p><p>.....o <strong>Poor to Good:</strong> 3 AP’s</p><p>.....o <strong>Average to Good (<em>Battle Sorcerer Variant</em>):</strong> 2 AP’s</p><p>• <span style="color: darkorange"><strong>Increased Skills: </strong></span></p><p>.....o <strong>+1 Skill Points/Level & 1 additional Class Skills:</strong> 1 AP</p><p>.....o <strong>+2 Skill Points/Level & 2 additional Class Skills:</strong> 2 AP</p><p>• <span style="color: darkorange"><strong>Bonus Feats: </strong></span> (Must choose both Level Progression and List Access)</p><p>.....o <strong>Level Progression:</strong></p><p>.......... <em>1 Bonus Feat @ 1, 5, 10, 15 and 20:</em> 2 AP’s</p><p>.......... <em>1 Bonus Feat @ 1, 4, 8, 12, 16 and 20:</em> 4 AP’s</p><p>.....o <strong>List Access:</strong></p><p>.......... <em>Choose from Sorcerer Bonus Feat List:</em> 2 AP’s</p><p>.......... <em>Choose from Eldritch Feat List:</em> 2 AP’s</p><p>.......... <em>Choose from General Feat List:</em> 4 AP’s</p><p>.......... <em><u>Sorcerer Feat List: </u></em> Any metamagic or item creation feat.</p><p>.......... <em><u>General Feat List: </u></em> Any feat this is designated as a general feat.</p><p>.......... <em><u>Eldritch Feat List:</u></em> new feats from <u>Forgotten Heroes – Sorcerer</u> (<em>Absorption, Carapace, Claws, Density Decrease, Density Increase, Disruptive Strike, Elemental Arrow, Elemental Blade, Elemental Fist, Eldritch Arrow, Eldritch Blade, Eldritch Fist, Eldritch Shield, Energy Bolt, Energy Palm, Foresight Attack, Grow, Heightened Awareness, Improved Regeneration, Improved Toughness, Lightning Strike, Power Leap, Primal Energy, Quickened Strike, Regeneration, Shrink, Tanglesword, Thunderslam, Vorpal Strike</em>).</p><p>• <span style="color: darkorange"><strong>Additional Spell-Like Ability: </strong></span> These abilities are priced based on the level of the spell effect and the frequency of use. The abilities assume a Base use of “once per day” and can be increased at further cost. This grants the sorcerer a spell-like ability outside of their normal spell-like ability progression and may come from any spell available to them from their chosen Spell Lists. However, the spell-like ability is not gained until they can normally cast spells of the spell level of the ability, though the spell-like ability can also be modified to acquire it at earlier levels for an additional cost. </p><p><strong>Example:</strong> Zythar wishes to gain See Invisible as a Spell-Like ability. To gain this as a 1/day ability gained at 3rd level, it would cost 2 Alteration Points. If he wishes to acquire the ability at 2nd level or wishes to have the uses increase at 1/day every other spell level acquired (7th, 11th, & 15th) it would cost 4 Alteration Points for either option (or 6 points for both).</p><p><strong>Note:</strong> Cantrips count as ½ for determining costs. Round up fractions after all abilities are gained. (Cost is in AP’s)</p><p>.....o <strong>1/day at appropriate spell level:</strong> Base = Spell Level in AP</p><p>.....o <strong>Additional use every other spell level gained:</strong> +Spell Level</p><p>.....o <strong>Additional use every spell level gained:</strong> +Spell Level x2</p><p>.....o <strong>Gain the ability 1 spell level earlier:</strong> Original Spell Level</p><p>.....o <strong>Gain the ability 2 spell levels earlier:</strong> Original Spell Level x2</p><p></p><p></p><p><strong><u>Example</u>:</strong> Zythar is a sorcerer with 2 Spell Lists focusing on Invisibility (Single Path) and Stealth (Spell Path of 5-10 spells). He also has the following modifications to his personal magic.</p><p>..........The Invisibility Path grants Invisibility at 1st level rather than 2nd level. The Stealth Path requires the use of Thieves’ Tools as a spell focus, requiring a concentration check to cast without them or the spell fails.</p><p>..........The Illusion Path is worth +3 AP’s (+4 Single Path, -1 Early Spell). The Stealth Path is worth +4 Alteration Points (+3 Spell Path, +1 Minor Spell Focus).</p><p>Thus Zythar would have the following Alteration Points to spend.</p><p>• <em>Base Alteration Points = 2 AP’s</em></p><p><em>• Total Spell List Alteration Points = +7 AP’s</em></p><p><em>• Balance the Splits: -1 AP (one Split over the 1st) = 6 AP</em></p><p><em>• Working AP = 6/2 = 3 AP’s</em></p><p><em>• Expendable AP’s = 3+2 = 5 AP’s</em></p><p>With these 5 Alteration Points, Zythar chooses to modify his abilities as follows:</p><p>• Gain +1 Skill Points/Level and gain 1 Class Skill: 1 AP</p><p>• Increase to Good Reflex saves: 2 AP</p><p>• Increase to an Average BAB: 2 AP</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1437902, member: 2167"] [b]Another Variant[/b] [color=royalblue][b]MUTABLE SORCERER VARIANT[/b][/color] This is adapted from the [u]Forgotten Heroes – Sorcerer[/u] variant to fit the new sorcerer build. This is a system for altering some of the basic core elements of the sorcerer, to make them more specific to the sorcerer’s heritage concept. The system allows for restricting the sorcerer’s Spell List into splits as well as by limiting their abilities or how they use them. The mechanic allows for acquiring “alteration points” from these restrictions that may then be spent on customizations to the base features of the class. The system is adapted as follows. [b]Step 1) Splits:[/b] Determines the number of spell lists the sorcerer has access to, furthermore known as “Splits”. The original sorcerer/wizard spell list is considered a “Single Primary” split. When choosing splits, each split grants +1 Alteration Point (AP), and the Sorcerer may choose up to a maximum of 4 spell list splits (+4 AP’s). [b][i]Special:[/i][/b] Note that a sorcerer’s Lineage spells do NOT count as a split. [b]Step 2) Spell List Restrictions:[/b] Determine the actual spell lists the sorcerer will be restricted to. These are broken down as follows: (Each restricted list grants a number of AP’s as indicated). • [color=darkorange][b]Full Sorcerer:[/b][/color] As per the [u]Player’s Handbook[/u] sorcerer/wizard spell list. This costs -1 AP. (Thus choosing the Core sorcerer/wizard spell list results in a 0 balance [+1 for a single split, -1 for core spell list].) • [color=darkorange][b]Minor Restriction: [/b][/color] A spell list larger than ½ of the core sorcerer/wizard spell list, such as banning a single school of magic. Grants +1 AP. • [color=darkorange][b]Thematic Restriction: [/b][/color] A spell list no larger than ½ of the core sorcerer/wizard spell list and of a specific theme. These lists may include a small number of spells from a spell list not normally available to the sorcerer/wizard spell list if they fit the theme. These non-sorcerer/wizard spell list spells are acquired at one spell level higher than they would normally be gained (for example Animate Dead (Clr3) would be gained as Sor4). Examples of Thematic Lists would be the [i]Bard Spell List[/i]. Grants +2 AP’s. • [color=darkorange][b]Spell Path: [/b][/color] Similar to Thematic lists but comprised of no more than 5-10 spells per Spell Level. Grants +3 AP’s. • [color=darkorange][b]Single Path: [/b][/color] This is similar to a Lineage Spell List, with only one spell available per spell level in the list. Grants +4 AP’s. [b]Step 3) Casting Restrictions or Aids:[/b] Determine what spellcasting restrictions (if any) the sorcerer has. Each set of restrictions is applied directly to each chosen Split or to one individual spell as noted. Each restricted list grants or costs a number of points. Those that apply to a single spell may be taken multiple times, each applying to a different spell. • [color=darkorange][b]Permanent Metamagic: [/b][/color] A single spell of the sorcerer’s spell list may be affected by a permanent metamagic feat that does not increase the level of the spell being used. Costs -2 AP’s. • [color=darkorange][b]Early Spell: [/b][/color] A single spell of the sorcerer’s spell list may be moved down the list making it effectively one spell level lower (also thereby lowering the save DC of the spell). Costs -1 AP. • [color=darkorange][b]Alternative Spell Save DC: [/b][/color] All of the sorcerer’s spell save DC’s for the spells they cast from one spell list are based on some other ability score rather than their Charisma. Costs -1 AP if a mental ability score, -2 AP’s if a physical ability score. • [color=darkorange][b]Component Spell: [/b][/color] A single spell may be cast ignoring the required material component even though it is a cost higher than 1gp. Costs -1 AP. • [color=darkorange][b]Focus Restriction: [/b][/color] The sorcerer requires a specific focus to use spells from a specific spell list (such as needed a crystal ball to cast form the Gypsy Lore Spell List). .....[b]Focus Step 1:[/b] Choose the focus to be used and determine its availability. ..........o [i]Easily Replaced[/i] (bought or crafted): Gain +1 AP. ..........o [i]Almost Irreplaceable[/i] (very rare): Gain +2 AP’s. .....[b]Focus Step 2:[/b] Determine what happens if the caster does not have the focus. ..........o [i]Requires a Concentration Check[/i] (DC10+Spell Levelx2): Gain +0 AP. ..........o [i]If Concentration check fails results in Spell Failure:[/i] Gain +0 AP. ..........o [i]If Concentration check fails results in Spell Backlash[/i] (Wild Surge): Gain +1 AP. ..........o [i]Spell cast at -1 Caster Level:[/i] Gain +1 AP. ..........o [i]Spell costs one spell level higher:[/i] Gain +1 AP. ..........o [i]Unable to cast spell:[/i] Gain +2 AP’s. [b]Step 4) Determining Expendable Alteration Points:[/b] Determine the number of Alteration Points the Sorcerer has to spend for altering the core abilities of the class. [b]The maximum number of Alteration Points that may be accumulated is 6.[/b] • [b]Find the Base Alteration Points:[/b] Base AP = 1 AP per split chosen. • [b]Find the Total Spell List Alteration Points:[/b] Adding together all Spell List Restrictions and Casting Restrictions/Aids for all spell lists. • [b]Balance the Splits:[/b] Balanced AP = Subtract 1 AP per Split over the 1st from the Base AP. • [b]Working AP:[/b] Working AP = Divide the Balanced AP by the total number of Splits chosen (Round down). • [b]Expendable AP:[/b] Expendable AP = Working AP plus Base AP. [b]Step 5) Choose Class Alterations:[/b] Spend the acquired alteration points from the following choices. • [color=darkorange][b]Increased Hit Dice: [/b][/color] .....o [b]D6 to D8:[/b] 3 AP’s .....o [b]D6 to D10:[/b] 5 AP’s .....o [b]D8 to D10 ([i]Battle Sorcerer Variant[/i]):[/b] 3 AP’s • [color=darkorange][b]Increased Saving Throw: [/b][/color] .....o [b]Poor Fortitude to Good Fortitude:[/b] 2 AP’s .....o [b]Poor Reflex to Good Reflex:[/b] 2 AP’s • [color=darkorange][b]Increased Base Attack Progression: [/b][/color] .....o [b]Poor to Average:[/b] 2 AP’s .....o [b]Poor to Good:[/b] 3 AP’s .....o [b]Average to Good ([i]Battle Sorcerer Variant[/i]):[/b] 2 AP’s • [color=darkorange][b]Increased Skills: [/b][/color] .....o [b]+1 Skill Points/Level & 1 additional Class Skills:[/b] 1 AP .....o [b]+2 Skill Points/Level & 2 additional Class Skills:[/b] 2 AP • [color=darkorange][b]Bonus Feats: [/b][/color] (Must choose both Level Progression and List Access) .....o [b]Level Progression:[/b] .......... [i]1 Bonus Feat @ 1, 5, 10, 15 and 20:[/i] 2 AP’s .......... [i]1 Bonus Feat @ 1, 4, 8, 12, 16 and 20:[/i] 4 AP’s .....o [b]List Access:[/b] .......... [i]Choose from Sorcerer Bonus Feat List:[/i] 2 AP’s .......... [i]Choose from Eldritch Feat List:[/i] 2 AP’s .......... [i]Choose from General Feat List:[/i] 4 AP’s .......... [i][u]Sorcerer Feat List: [/u][/i] Any metamagic or item creation feat. .......... [i][u]General Feat List: [/u][/i] Any feat this is designated as a general feat. .......... [i][u]Eldritch Feat List:[/u][/i] new feats from [u]Forgotten Heroes – Sorcerer[/u] ([i]Absorption, Carapace, Claws, Density Decrease, Density Increase, Disruptive Strike, Elemental Arrow, Elemental Blade, Elemental Fist, Eldritch Arrow, Eldritch Blade, Eldritch Fist, Eldritch Shield, Energy Bolt, Energy Palm, Foresight Attack, Grow, Heightened Awareness, Improved Regeneration, Improved Toughness, Lightning Strike, Power Leap, Primal Energy, Quickened Strike, Regeneration, Shrink, Tanglesword, Thunderslam, Vorpal Strike[/i]). • [color=darkorange][b]Additional Spell-Like Ability: [/b][/color] These abilities are priced based on the level of the spell effect and the frequency of use. The abilities assume a Base use of “once per day” and can be increased at further cost. This grants the sorcerer a spell-like ability outside of their normal spell-like ability progression and may come from any spell available to them from their chosen Spell Lists. However, the spell-like ability is not gained until they can normally cast spells of the spell level of the ability, though the spell-like ability can also be modified to acquire it at earlier levels for an additional cost. [b]Example:[/b] Zythar wishes to gain See Invisible as a Spell-Like ability. To gain this as a 1/day ability gained at 3rd level, it would cost 2 Alteration Points. If he wishes to acquire the ability at 2nd level or wishes to have the uses increase at 1/day every other spell level acquired (7th, 11th, & 15th) it would cost 4 Alteration Points for either option (or 6 points for both). [b]Note:[/b] Cantrips count as ½ for determining costs. Round up fractions after all abilities are gained. (Cost is in AP’s) .....o [b]1/day at appropriate spell level:[/b] Base = Spell Level in AP .....o [b]Additional use every other spell level gained:[/b] +Spell Level .....o [b]Additional use every spell level gained:[/b] +Spell Level x2 .....o [b]Gain the ability 1 spell level earlier:[/b] Original Spell Level .....o [b]Gain the ability 2 spell levels earlier:[/b] Original Spell Level x2 [b][u]Example[/u]:[/b] Zythar is a sorcerer with 2 Spell Lists focusing on Invisibility (Single Path) and Stealth (Spell Path of 5-10 spells). He also has the following modifications to his personal magic. ..........The Invisibility Path grants Invisibility at 1st level rather than 2nd level. The Stealth Path requires the use of Thieves’ Tools as a spell focus, requiring a concentration check to cast without them or the spell fails. ..........The Illusion Path is worth +3 AP’s (+4 Single Path, -1 Early Spell). The Stealth Path is worth +4 Alteration Points (+3 Spell Path, +1 Minor Spell Focus). Thus Zythar would have the following Alteration Points to spend. • [i]Base Alteration Points = 2 AP’s • Total Spell List Alteration Points = +7 AP’s • Balance the Splits: -1 AP (one Split over the 1st) = 6 AP • Working AP = 6/2 = 3 AP’s • Expendable AP’s = 3+2 = 5 AP’s[/i] With these 5 Alteration Points, Zythar chooses to modify his abilities as follows: • Gain +1 Skill Points/Level and gain 1 Class Skill: 1 AP • Increase to Good Reflex saves: 2 AP • Increase to an Average BAB: 2 AP [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 3)
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