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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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<blockquote data-quote="Evilhalfling" data-source="post: 1508432" data-attributes="member: 16991"><p>I modified the orginal concept, I was the one objecting to the CoN spell lists. This is what I was using -</p><p>Sprit Lineage Spell List : 0–know direction; 1st-Summon Nature’s Allay I; 2nd-Speak w/ animal; 3rd Summon Nature’s Ally III; 4th-BestowCurse; 5th- Summon Nature’s Ally V; 6th-Geas ; 7th- Summon Nature’s AllyVII; 8th-Stone Tell, 9th – Elemental Swarm</p><p></p><p>Lineage Abilities: The sorcerer’s affinity with their spirit lineage grows over time</p><p>……At 2nd level Spirit sorcerers gain animal empathy as a druid or ranger </p><p>…...At 5th level the sorcerer can cast their lineage spell as a spell-like ability a number of times equal to their CHR bonus per day. They loose the spell from known spells.</p><p>…..At 8th level the sorcerer gains woodland stride, and trackless step</p><p>…..At 11th level the sorcerers spell like ability is replaces by the 2nd lvl lineage spell</p><p>…..At 14th level the sorcerer can use wild shape three per day as a druid ½ their level. .</p><p></p><p>Spirit sorcerers gain survival, and heal as class skills. They cast lineage abilities at +1 caster level. They can learn any spell from the animal or plant clerical domains as a known spell. Lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level.</p><p>But I like your new Ideas <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I don't want to change the class to much from under the PC - but he is a powergamer so I am sure that any changes that result in more power will be accepted.</p><p></p><p>Lets see I like the augury. </p><p>as "the price of seeking knowledge" is the theme of this campaign </p><p>so I may feel evil enough to require a personal sacrifice in hit pts = caster level in blood loss perhaps? to fuel this power. (I realize this is only appropriate for this campagin) This can be added via quest as well - </p><p></p><p>See invisble and Buffing? not sure if both are appropriate and certainly tone the buff down to the houserule duration of existing spells i.e. 10min per level. </p><p></p><p>Adding all divinations to spell list is a great idea - it fixes my speak w/dead problem, improves the paltry lists I gave him (not wanting healing as druid) </p><p></p><p>I like new Limitations they fit better then CoN *Yoink* </p><p>The Wildshape at 14th makes more sense to me then the anchestor spirit - as he is closely linked to both Bear and Stag spirits - one by birth the other by vison quest. </p><p>I can move trackless step back to 2nd, but woodland stride is a huge change </p><p>I think i will keep it at 8th and use either buff or See Inv. </p><p>Did I mention this thread convinced me to quit lurking <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 1508432, member: 16991"] I modified the orginal concept, I was the one objecting to the CoN spell lists. This is what I was using - Sprit Lineage Spell List : 0–know direction; 1st-Summon Nature’s Allay I; 2nd-Speak w/ animal; 3rd Summon Nature’s Ally III; 4th-BestowCurse; 5th- Summon Nature’s Ally V; 6th-Geas ; 7th- Summon Nature’s AllyVII; 8th-Stone Tell, 9th – Elemental Swarm Lineage Abilities: The sorcerer’s affinity with their spirit lineage grows over time ……At 2nd level Spirit sorcerers gain animal empathy as a druid or ranger …...At 5th level the sorcerer can cast their lineage spell as a spell-like ability a number of times equal to their CHR bonus per day. They loose the spell from known spells. …..At 8th level the sorcerer gains woodland stride, and trackless step …..At 11th level the sorcerers spell like ability is replaces by the 2nd lvl lineage spell …..At 14th level the sorcerer can use wild shape three per day as a druid ½ their level. . Spirit sorcerers gain survival, and heal as class skills. They cast lineage abilities at +1 caster level. They can learn any spell from the animal or plant clerical domains as a known spell. Lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. But I like your new Ideas :) I don't want to change the class to much from under the PC - but he is a powergamer so I am sure that any changes that result in more power will be accepted. Lets see I like the augury. as "the price of seeking knowledge" is the theme of this campaign so I may feel evil enough to require a personal sacrifice in hit pts = caster level in blood loss perhaps? to fuel this power. (I realize this is only appropriate for this campagin) This can be added via quest as well - See invisble and Buffing? not sure if both are appropriate and certainly tone the buff down to the houserule duration of existing spells i.e. 10min per level. Adding all divinations to spell list is a great idea - it fixes my speak w/dead problem, improves the paltry lists I gave him (not wanting healing as druid) I like new Limitations they fit better then CoN *Yoink* The Wildshape at 14th makes more sense to me then the anchestor spirit - as he is closely linked to both Bear and Stag spirits - one by birth the other by vison quest. I can move trackless step back to 2nd, but woodland stride is a huge change I think i will keep it at 8th and use either buff or See Inv. Did I mention this thread convinced me to quit lurking :) [/QUOTE]
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