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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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<blockquote data-quote="Khaalis" data-source="post: 1503781" data-attributes="member: 2167"><p>Ok - so we have some support for the idea of making the 2nd level power mutable. The difficulty is in what choices, and how many of such choices to give. I can agree with the Feats, as I too tend to feel they are a bit too generic, though they can add flavor if used correctly. For this tweak will drop the bonus feats. Also the more I think about it, I agree on the metamagic as well. Leave this ability to its appropriate Lineages otherwise it takes some of the uniqueness away from those lineages.</p><p></p><p>However, that doesn’t leave us with many options, only: Animal Companion, Arcane Sense, and Item Familiar. Is this enough? Should we come up with more options such as Arcane Channeling, Arcane Strike, etc.?</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>Sorcerer Ability:</strong></span> A sorcerer is not a defined term beyond that they share manipulation of arcane magic in common. Sorcerers can develop vastly different abilities from one another, usually as a reflection of their lineage, but other times it is a reflection of the sorcerer's upbringing and environmental influence. Sorcerers can fill many roles such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, adventurers, oracles and many other concepts as influenced by their surroundings. The varied abilities required by each different specialty are a reflection of the sorcerer’s specific culture and heritage. At 2nd level the sorcerer gains one option from the list below that reflects the type of sorcerer they are developing into.</p><p></p><p><strong>Animal Companion (Ex):</strong> A sorcerer may use their presence and natural charm to gain an animal companion. This is a free-willed animal and acts in all respects as a druid's animal companion (see the <em>Druid</em> in the <u>Player's Handbook</u>.)</p><p></p><p><strong>Arcane Sense (Sp):</strong> The sorcerer is so in tune with magic that they can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, at 2nd level, the sorcerer’s senses allow them to see as if using detect magic (as the spell) a number of times per day equal to their Charisma modifier. This spell-like ability is activated as a standard action that draws an attack of opportunity and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).</p><p></p><p><strong>Item Familiar:</strong> The sorcerer may choose to imbue an item with a part of thei magical essence and eventually have it mirror their personality, thus gaining the ability to create an item familiar, using the “Item Familiar" option from the <u>Unearthed Arcana</u> (p.170). Note that a sorcerer cannot have both a familiar and an item familiar unless they possess the Extra Familiar feat.</p><p></p><p>Thoughts & Discussion?</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1503781, member: 2167"] Ok - so we have some support for the idea of making the 2nd level power mutable. The difficulty is in what choices, and how many of such choices to give. I can agree with the Feats, as I too tend to feel they are a bit too generic, though they can add flavor if used correctly. For this tweak will drop the bonus feats. Also the more I think about it, I agree on the metamagic as well. Leave this ability to its appropriate Lineages otherwise it takes some of the uniqueness away from those lineages. However, that doesn’t leave us with many options, only: Animal Companion, Arcane Sense, and Item Familiar. Is this enough? Should we come up with more options such as Arcane Channeling, Arcane Strike, etc.? [COLOR=RoyalBlue][b]Sorcerer Ability:[/b][/COLOR] A sorcerer is not a defined term beyond that they share manipulation of arcane magic in common. Sorcerers can develop vastly different abilities from one another, usually as a reflection of their lineage, but other times it is a reflection of the sorcerer's upbringing and environmental influence. Sorcerers can fill many roles such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, adventurers, oracles and many other concepts as influenced by their surroundings. The varied abilities required by each different specialty are a reflection of the sorcerer’s specific culture and heritage. At 2nd level the sorcerer gains one option from the list below that reflects the type of sorcerer they are developing into. [b]Animal Companion (Ex):[/b] A sorcerer may use their presence and natural charm to gain an animal companion. This is a free-willed animal and acts in all respects as a druid's animal companion (see the [i]Druid[/i] in the [u]Player's Handbook[/u].) [b]Arcane Sense (Sp):[/b] The sorcerer is so in tune with magic that they can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, at 2nd level, the sorcerer’s senses allow them to see as if using detect magic (as the spell) a number of times per day equal to their Charisma modifier. This spell-like ability is activated as a standard action that draws an attack of opportunity and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description). [b]Item Familiar:[/b] The sorcerer may choose to imbue an item with a part of thei magical essence and eventually have it mirror their personality, thus gaining the ability to create an item familiar, using the “Item Familiar" option from the [u]Unearthed Arcana[/u] (p.170). Note that a sorcerer cannot have both a familiar and an item familiar unless they possess the Extra Familiar feat. Thoughts & Discussion? [/QUOTE]
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