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Sorcerer Fix - Continued from "D&D Rules" (PART 3)
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<blockquote data-quote="Khaalis" data-source="post: 1446595" data-attributes="member: 2167"><p>Welcome back! I was starting to think I got sucked into a black hole. The boards have been dead.</p><p></p><p></p><p></p><p>I am working on getting a PDF going as well as some true formatting and maybe small art - just so I feel better about releasing it out there as a living document.</p><p></p><p></p><p></p><p></p><p>Thanks for the comments. I know that the Tarot option was a bit odd, but it was done on a special request to fit the style of the AU Witch class (which I kind of liked). However, considering this is for "Core" and not "AU" I think you may be right. I do feel that for that particular build the choices should stay as I dont like the idea of saying that at X level you get Wands, at Y level swords, etc.</p><p></p><p>As for reduction, I think the CHA uses per day should stick as it is the same as all of the other lineage builds, but the power needs dropped. How are these?</p><p></p><p><strong>Lesser Arcana - Wands (Air):</strong> Lightning – The tarot sorcerer can release a blast of electrical energy from their hand at a target within 50 feet. It inflicts 1d6 points of electricity damage plus 1d6 per five sorcerer levels, although a Reflex saving throw (DC 10 + half the sorcerer’s level + the sorcerer’s Charisma modifier) reduces the damage by half. The sorcerer can use this ability a number of times per day equal to their Charisma modifier. This is a standard action.</p><p></p><p><strong>Lesser Arcana - Cups (Water):</strong> Draught of Life – The tarot sorcerer can channel the healing energies found in the power of the cup’s water to heal a living creature’s wounds. The sorcerer’s touch heals 1d4 +the sorcerer’s Charisma modifier damage. The sorcerer can use this ability a number of times per day equal to their Charisma modifier. This is a full-round action.</p><p></p><p>Pentacles and Swords I think are fine.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1446595, member: 2167"] Welcome back! I was starting to think I got sucked into a black hole. The boards have been dead. I am working on getting a PDF going as well as some true formatting and maybe small art - just so I feel better about releasing it out there as a living document. Thanks for the comments. I know that the Tarot option was a bit odd, but it was done on a special request to fit the style of the AU Witch class (which I kind of liked). However, considering this is for "Core" and not "AU" I think you may be right. I do feel that for that particular build the choices should stay as I dont like the idea of saying that at X level you get Wands, at Y level swords, etc. As for reduction, I think the CHA uses per day should stick as it is the same as all of the other lineage builds, but the power needs dropped. How are these? [b]Lesser Arcana - Wands (Air):[/b] Lightning – The tarot sorcerer can release a blast of electrical energy from their hand at a target within 50 feet. It inflicts 1d6 points of electricity damage plus 1d6 per five sorcerer levels, although a Reflex saving throw (DC 10 + half the sorcerer’s level + the sorcerer’s Charisma modifier) reduces the damage by half. The sorcerer can use this ability a number of times per day equal to their Charisma modifier. This is a standard action. [b]Lesser Arcana - Cups (Water):[/b] Draught of Life – The tarot sorcerer can channel the healing energies found in the power of the cup’s water to heal a living creature’s wounds. The sorcerer’s touch heals 1d4 +the sorcerer’s Charisma modifier damage. The sorcerer can use this ability a number of times per day equal to their Charisma modifier. This is a full-round action. Pentacles and Swords I think are fine. Thoughts? [/QUOTE]
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