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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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<blockquote data-quote="FoxWander" data-source="post: 1780771" data-attributes="member: 1356"><p>Sorry, I went on a mini-vacation and haven't been around a computer.</p><p></p><p>I think I agree with most of your points above. I unfortunately tend toward the slightly unbalanced when designing new stuff. That's why I appreciate your comments.</p><p></p><p>I wish there was some balanced way to allow a good-aligned Death-touched to animate/summon good-aligned undead. I think calling a good-aligned ghost to help the sorcerer would be a perfect ability for this lineage. Perhaps gaining a spirit familiar, like the Ancestor Spirit Shaman would work. Here's that write-up for reference...</p><p>I think that would work quite well for the Death-touched 14th level ability as well.</p><p></p><p>Then for the 20th level lineage ability, drop the Ghost template ability I had and replace it with the ability to go <em>Incorporeal</em> at will, along with their equipment. They'd also have the +1 bonus to the save DCs of their spells, for being closer to the source of thier powers while incorporeal. And for a little more "ghostly" feel to this ability, I'd like to add that if the sorcerer should cast <em>Magic Jar</em> while incorporeal they do not need the gem or crystal focus for the spell. Instead they need to succeed at a touch attack where they simply merge with the body of the possessed if the <em>Magic jar</em> spell is successful. (Sorry, I just really like the idea of the sorcerer becoming very akin to a ghost as part of the transformation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>Everything else I'd keep the same as I previously posted. I know the two spell choices in the spell list breaks with the template, but it's the best way I can think to allow good or evil Death-touched. And I really don't like limiting the class to just non-good alignments. Granted, I can't see too many people playing a good-aligned version of this class, but I'd like to keep the option there. We could also avoid the issue by just dropping the <em>Create undead</em> and <em>Planar Ally</em> spells off the list and leaving those types of spells to the choice of the players for their normal spell lists- but then we're back to, I'm not sure what spells really fit for the lineage at 4th, 6th and 8th levels. <strong>Open call to anyone reading this: Have any suggetions for appropriate spells based on the lineage concept as developed so far?</strong> </p><p></p><p>Optionally, back to what I mentioned above, do you think allowing the creation of undead that match the alignment of the sorcerer would create any problems? Rules-wise I don't see it as unbalancing by itself. Nothing else would change about the undead, except for its alignment. So it would still be affected by all the same spells in the same way, could still be turned/rebuked, etc.. The only problem really comes from the roleplaying side, which makes it not really a problem but a great roleplaying oppurtunity. How does the good sorcerer reconcile the creation of undead, even though they serve willingly and are of the same alignment he is? How do intelligent, good undead deal with their inherently "evil" powers? There are all kinds of great concepts in the idea of creating good undead that would have to be dealt with, but that could be a problem in itself- does the idea add "too much" to the game for just being a variant core class? That may be the problem more than any potential "rules issues" with the alignment of the undead themselves. </p><p></p><p>So what does anyone else following this thread think? And of course, to Khallis, about the lineage ability ideas... Thoughts? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="FoxWander, post: 1780771, member: 1356"] Sorry, I went on a mini-vacation and haven't been around a computer. I think I agree with most of your points above. I unfortunately tend toward the slightly unbalanced when designing new stuff. That's why I appreciate your comments. I wish there was some balanced way to allow a good-aligned Death-touched to animate/summon good-aligned undead. I think calling a good-aligned ghost to help the sorcerer would be a perfect ability for this lineage. Perhaps gaining a spirit familiar, like the Ancestor Spirit Shaman would work. Here's that write-up for reference... I think that would work quite well for the Death-touched 14th level ability as well. Then for the 20th level lineage ability, drop the Ghost template ability I had and replace it with the ability to go [i]Incorporeal[/i] at will, along with their equipment. They'd also have the +1 bonus to the save DCs of their spells, for being closer to the source of thier powers while incorporeal. And for a little more "ghostly" feel to this ability, I'd like to add that if the sorcerer should cast [i]Magic Jar[/i] while incorporeal they do not need the gem or crystal focus for the spell. Instead they need to succeed at a touch attack where they simply merge with the body of the possessed if the [i]Magic jar[/i] spell is successful. (Sorry, I just really like the idea of the sorcerer becoming very akin to a ghost as part of the transformation. ;) ) Everything else I'd keep the same as I previously posted. I know the two spell choices in the spell list breaks with the template, but it's the best way I can think to allow good or evil Death-touched. And I really don't like limiting the class to just non-good alignments. Granted, I can't see too many people playing a good-aligned version of this class, but I'd like to keep the option there. We could also avoid the issue by just dropping the [i]Create undead[/i] and [i]Planar Ally[/i] spells off the list and leaving those types of spells to the choice of the players for their normal spell lists- but then we're back to, I'm not sure what spells really fit for the lineage at 4th, 6th and 8th levels. [b]Open call to anyone reading this: Have any suggetions for appropriate spells based on the lineage concept as developed so far?[/b] Optionally, back to what I mentioned above, do you think allowing the creation of undead that match the alignment of the sorcerer would create any problems? Rules-wise I don't see it as unbalancing by itself. Nothing else would change about the undead, except for its alignment. So it would still be affected by all the same spells in the same way, could still be turned/rebuked, etc.. The only problem really comes from the roleplaying side, which makes it not really a problem but a great roleplaying oppurtunity. How does the good sorcerer reconcile the creation of undead, even though they serve willingly and are of the same alignment he is? How do intelligent, good undead deal with their inherently "evil" powers? There are all kinds of great concepts in the idea of creating good undead that would have to be dealt with, but that could be a problem in itself- does the idea add "too much" to the game for just being a variant core class? That may be the problem more than any potential "rules issues" with the alignment of the undead themselves. So what does anyone else following this thread think? And of course, to Khallis, about the lineage ability ideas... Thoughts? :D [/QUOTE]
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