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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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<blockquote data-quote="Mark Causey" data-source="post: 1493086" data-attributes="member: 13347"><p>Wow, I've been reading too much about Eberron. It's influencing my speech patterns :\ </p><p></p><p>I believe I was looking for someone with a slightly alien mindset and strange abilities and the first thing I thought of was a clone. But, there are probably many more experiments on other kinds of creatures than just for the purpose of a replacement body (if the Monster Manuals and Fiend Folio are any evidence). Thus, I was actually looking for the descendents of magical experimentation on humanoid races, an Abberation.</p><p></p><p>Aberration Type: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.</p><p></p><p>Traits: An aberration possesses the following traits (unless otherwise noted in a creature’s entry).</p><p></p><p>—Darkvision out to 60 feet.</p><p></p><p>—Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.</p><p></p><p>—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.</p><p></p><p>—Aberrations eat, sleep, and breathe.</p><p></p><p>So, the core concept of having Aberration Ancestry would be one of the three defining characteristics of an Aberration Type.</p><p></p><p>Aberrant Lineage: Aberrant sorcerers are the descendant of a magical experiment that had no obvious effects on the subject, who was thus released back into society, or possibly rescued, and continued their lives as normally as they could. Further generations bore out a subtle arcane energy within themselves, and their lineage bore sorcerers. Aberrant sorcerers of whatever base race find others of their 'kind' and most other humanoids to be strange and somewhat alien. They seek to understand more about themselves and the alien world they live in. These sorcerers gain the following abilities and restrictions:</p><p></p><p>Benefits: Aberrant sorcerers gain an inherent +1 bonus to Sense Motive and Gather Information checks as they often practice at learning who is doing what and why. However, as they bear more arcane energy from within than can be handled under normal circumstances, it focuses itself in ways almost as alien as the sorcerer themself. Aberrant sorcerers can make a Confusing Gaze a number of times per day equal to 3 + sorcerer's Cha modifier. </p><p></p><p>[Confusing Gaze (Su): Any creature within 30 feet that meets the sorcerer's gaze is affected as if by confusion (caster level equal to sorcerer's caster level; Will DC 15 negates)]</p><p></p><p>Finally, Sorcerers can manipulate magical energy much in the way that their ancestors were manipulated. They are able to choose any spell from the Abjuration or Transmutation schools.</p><p></p><p>Special Limitation: Aberrant sorcerers are heavily influenced by the will and energies used to create their ancestor, and through that chaotic will, they must always be Chaotic, and this shows in their Aura as well. Aberrant sorcerers can never use any item or spell that has the Law descriptor. Any Aberrant sorcerer that pushes themselves to other alignments along the Law-Chaos axis find that they are suppressing the mystical energy within themselves and can never progress in the Sorcerer class again. Also, Aberrant sorcerers find their minds somewhat malleable to others and suffer a -2 penalty against Mind Affecting spells and effects, and have trouble with Illusions, never receiving the +4 bonus from communication from others that an illusion is present.</p><p></p><p>Lineage Spells: The Aberrant sorcerer has a specific affinity with aberrant magic that manifests in a Lineage Spell List. These Lineage spells may never be changed through spell swapping or through 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 level. The sorcerer gains the Aberrant Lineage spell list. Aberrant Lineage Spell List: 0 - Flare, 1 - Endure Elements, 2 - Spider Climb, 3 - Fly, 4 - Stoneskin, 5 - Telekinesis, 6 - Transformation, 7 - Spell Turning, 8 - Iron Body, 9 - Freedom.</p><p></p><p>Lineage Abilities: The Aberrant sorcerer's connection with the chaotic magic within themselves becomes stronger as they become more attuned with their own volatile natures, and that of others. At 8th Level, the sorcerer gains the feat Arcane Strike (Complete Warrior) for free, as they can tap into their internal mutable energy and bring it forth in unusual ways. At 14th Level, the sorcerer's heritage becomes much more evident as some part of the experiment comes forth in the form of a natural attack which deals damage per the sorcerer's size. The sorcerer can choose to gain one of the following: Bite, Claw, Gore, Slam or Talon. Once chosen, this can never be reversed. The sorcerer also gains the Weapon Focus feat for their natural attack. Note, Arcane Strike can be made through the natural weapon attack. At 20th Level, the sorcerer's heritage transforms her fully, and she changes type to Aberrant (no change in Hit Die, BAB, or skill points is made). This leaves them immune to any spell that targets humanoids only, and they also gain Darkvision out to 60'. The swirling arcane energies within them lash out at other magic and grant her Spell Resistance of 30 and her body's transformation finalizes with granting her Damage Resistance of 15/Law.</p><p></p><p>How's that?</p><p></p><p>AtR</p></blockquote><p></p>
[QUOTE="Mark Causey, post: 1493086, member: 13347"] Wow, I've been reading too much about Eberron. It's influencing my speech patterns :\ I believe I was looking for someone with a slightly alien mindset and strange abilities and the first thing I thought of was a clone. But, there are probably many more experiments on other kinds of creatures than just for the purpose of a replacement body (if the Monster Manuals and Fiend Folio are any evidence). Thus, I was actually looking for the descendents of magical experimentation on humanoid races, an Abberation. Aberration Type: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Traits: An aberration possesses the following traits (unless otherwise noted in a creature’s entry). —Darkvision out to 60 feet. —Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using. —Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. —Aberrations eat, sleep, and breathe. So, the core concept of having Aberration Ancestry would be one of the three defining characteristics of an Aberration Type. Aberrant Lineage: Aberrant sorcerers are the descendant of a magical experiment that had no obvious effects on the subject, who was thus released back into society, or possibly rescued, and continued their lives as normally as they could. Further generations bore out a subtle arcane energy within themselves, and their lineage bore sorcerers. Aberrant sorcerers of whatever base race find others of their 'kind' and most other humanoids to be strange and somewhat alien. They seek to understand more about themselves and the alien world they live in. These sorcerers gain the following abilities and restrictions: Benefits: Aberrant sorcerers gain an inherent +1 bonus to Sense Motive and Gather Information checks as they often practice at learning who is doing what and why. However, as they bear more arcane energy from within than can be handled under normal circumstances, it focuses itself in ways almost as alien as the sorcerer themself. Aberrant sorcerers can make a Confusing Gaze a number of times per day equal to 3 + sorcerer's Cha modifier. [Confusing Gaze (Su): Any creature within 30 feet that meets the sorcerer's gaze is affected as if by confusion (caster level equal to sorcerer's caster level; Will DC 15 negates)] Finally, Sorcerers can manipulate magical energy much in the way that their ancestors were manipulated. They are able to choose any spell from the Abjuration or Transmutation schools. Special Limitation: Aberrant sorcerers are heavily influenced by the will and energies used to create their ancestor, and through that chaotic will, they must always be Chaotic, and this shows in their Aura as well. Aberrant sorcerers can never use any item or spell that has the Law descriptor. Any Aberrant sorcerer that pushes themselves to other alignments along the Law-Chaos axis find that they are suppressing the mystical energy within themselves and can never progress in the Sorcerer class again. Also, Aberrant sorcerers find their minds somewhat malleable to others and suffer a -2 penalty against Mind Affecting spells and effects, and have trouble with Illusions, never receiving the +4 bonus from communication from others that an illusion is present. Lineage Spells: The Aberrant sorcerer has a specific affinity with aberrant magic that manifests in a Lineage Spell List. These Lineage spells may never be changed through spell swapping or through 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 level. The sorcerer gains the Aberrant Lineage spell list. Aberrant Lineage Spell List: 0 - Flare, 1 - Endure Elements, 2 - Spider Climb, 3 - Fly, 4 - Stoneskin, 5 - Telekinesis, 6 - Transformation, 7 - Spell Turning, 8 - Iron Body, 9 - Freedom. Lineage Abilities: The Aberrant sorcerer's connection with the chaotic magic within themselves becomes stronger as they become more attuned with their own volatile natures, and that of others. At 8th Level, the sorcerer gains the feat Arcane Strike (Complete Warrior) for free, as they can tap into their internal mutable energy and bring it forth in unusual ways. At 14th Level, the sorcerer's heritage becomes much more evident as some part of the experiment comes forth in the form of a natural attack which deals damage per the sorcerer's size. The sorcerer can choose to gain one of the following: Bite, Claw, Gore, Slam or Talon. Once chosen, this can never be reversed. The sorcerer also gains the Weapon Focus feat for their natural attack. Note, Arcane Strike can be made through the natural weapon attack. At 20th Level, the sorcerer's heritage transforms her fully, and she changes type to Aberrant (no change in Hit Die, BAB, or skill points is made). This leaves them immune to any spell that targets humanoids only, and they also gain Darkvision out to 60'. The swirling arcane energies within them lash out at other magic and grant her Spell Resistance of 30 and her body's transformation finalizes with granting her Damage Resistance of 15/Law. How's that? AtR [/QUOTE]
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