Firstly I would like to apologize to all for letting this thread get derailed from its intent. To correct this I will place us back on track by clearly stating (and posting on Post #1) the mission statement for this thread.
Now on to some specific topics…
ON SKILLS…
ON DIPLOMACY
Logic Proof
ON INTIMIDATE
Logic Proof
ON KNOWLEDGE (Arcana)
Logic Proof
ON MAGIC ITEM USE
Logic Proof
Which leads to…
ON USE MAGIC DEVICE
Logic Proof
The questions falls down to this:
Do we want the sorcerer to be able to freely use Spell Items from ANY spell list, and magic items normally restricted to specific classes, races, alignments or ability score requirements?
On another topic…
ON HEREDITY
Since the Flavor Text states:
“A Sorcerer’s power is inborn, and part of his soul.
And
“Some Sorcerers claim the blood of dragons courses through their veins. Sorcerers even often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage.”
Do we want to actually quantify Heredity in the core class or leave it to a PrC build?
The tricky part of the topic is that it almost delves into mixing class and race, as does the “Dragon Disciple” PrC.
There are two options:
1) Bring Heredity into the core class and lay the basis of heredity for a future growth into specialized evolution of the heredity aspect through a PrC.
2) Simply not mention heredity in the core class, but expand on the option with specialized evolution of the heredity aspect through a PrC.
I think I am leaning toward a Heredity-free base class but creating a Sorcerer PrC along the lines of the an “Enlightened Sorcerer” using the ideas portrayed in the Unearthed Arcana “Prestigious Character Classes” (converts Bard, Ranger, Paladin into PrC’s).
It could basically either be a 15 level PrC that would use all of the standard Sorcerer information we develop in the core class as far as Skills, BAB, Saves, etc. but instead of using the generic class abilities, would instead follow a heredity path of abilities (standard template so others could be developed) and slightly more abilities, Or it would be a very small PrC that simply developed the heredity package.
This would have to be based upon a Sorcerer specific class ability, such as “Spell Path” from the current build idea, as it is a PrC only open to those of the Sorcerer class.
Requirements:
Skills: Spellcraft 8 ranks
Special: Must be able to spontaneously cast spells of 2nd level or higher.
Special: Must have chosen a spell path from the Spell Path class ability.
Example Class progressions using the current build:
5….. Heredity, Improved Innate Ability
6….. Sorcerer Ability
9….. Improved Innate Ability
10… Sorcerer Ability
13… Greater Innate Ability
14… Sorcerer Ability
16… Greater Innate Ability
18… Sorcerer Ability
20… Master Innate Ability
OR (+1 level of existing spellcasting class @ each level)
1….. Heredity, Heredity Innate Ability
3….. Heredity Sorcerer Ability
5….. Heredity Innate Ability
Heredity: All Sorcerers are born to the heritage of Sorcerous power, though some do not know what heritage it is that brings them their power and these are the un-enlightened sorcerers. The sorcerer’s heritage plays a dramatic part in determining what each individual sorcerer actually is, and what they can do. No two sorcerers will ever be identical. The sorcerer may choose from the following types of heritage: Arcane Experiment, Child of Magic, Child of Nature, Child of the Elements, Divine Receptacle, and Sorcerous Family.
Each Heredity:
• Gain one Class Skill related to the heredity.
• Gain an appropriate bonus language (draconic by default)
• Special Bonuses
o Specific Ability related to the heredity
o Spell List designation – what spells the heredity may learn outside of the Wizard spell list, and any restrictions on spells they may not learn at all
• Additional Spell Path (gain a Spell Path related to the heredity)
Example (Child of Magic – Dragon)
• Gain Survival as a Class Skill.
• Gain Draconic as a bonus language
• Special Bonuses
o Strange Appearance: The draconic sorcerer manifests minor but strange colorations in their hair and/or skin reflecting the coloration for their draconic heritage. This grants a +2 racial bonus to Bluff, Diplomacy, Gather Information and Intimidate skill checks, but applies a -4 racial penalty to all Disguise skill checks.
o The sorcerer may learn any spell with the energy descriptor of their ancestral dragon type (if that dragon has more than one energy type, choose one) regardless of spell list. However, the sorcerer may not learn any new spells that are of that energy type’s oppositional energy type.
• Gain the Dragon Domain Spell Path. The sorcerer gains the spells of this domain as bonus known spells as soon as they are able to cast spells of that spell level. These bonus domain spells are cast as if the sorcerer were one level higher.
o Dragon Domain Spell Path: 0 – Resistance; 1st - Comprehend Languages; 2nd - Darkvision; 3rd - Protection from Elements; 4th - Fear; 5th - Mind Fog; 6th - True Seeing; 7th - Vision; 8th - Mind Blank; 9th - Dominate Monster
Innate Ability would change to making the sorcerer choose their Heredity Spell Path or Specific spells that relate to the heredity as Innate Abilities.
Example: Dragon would have to choose from the Dragon spell path or could choose spells that their dragon ancestor gets as a spell-like ability.
Thoughts, comments?
Mission Statement: To create a dynamic and appealing version of the sorcerer class that:
A) Make a sorcerer class mechanic that Matches the Flavor Text as designated in the PHB.
B) Balances the class to the existing core classes of the PHB.
C) Could be used as a substitute for the core sorcerer of the PHB.
D) Present further options to advance and customize the sorcerer.
A) Make a sorcerer class mechanic that Matches the Flavor Text as designated in the PHB.
B) Balances the class to the existing core classes of the PHB.
C) Could be used as a substitute for the core sorcerer of the PHB.
D) Present further options to advance and customize the sorcerer.
Now on to some specific topics…
ON SKILLS…
ON DIPLOMACY
Logic Proof
Since the Flavor Text states:
“Since Sorcerers often have a powerful presence that gives them a way with people, they frequently serve as the “face” for an adventuring party, negotiating, bargaining, and speaking for others. The Sorcerer’s spells often help him sway others or gain information, so he makes an excellent spy or diplomat for an adventuring party.”
And Diplomacy is defined as:
“This skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others.”
Then:
I must agree with Stormborn and Knight-Errant. Diplomacy is a fitting skill to the sorcerer and stays in the skill list.
“Since Sorcerers often have a powerful presence that gives them a way with people, they frequently serve as the “face” for an adventuring party, negotiating, bargaining, and speaking for others. The Sorcerer’s spells often help him sway others or gain information, so he makes an excellent spy or diplomat for an adventuring party.”
And Diplomacy is defined as:
“This skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others.”
Then:
I must agree with Stormborn and Knight-Errant. Diplomacy is a fitting skill to the sorcerer and stays in the skill list.
ON INTIMIDATE
Logic Proof
Since Intimidate states:
”You can change another’s behavior”. “Intimidate consists of verbal threats and body language.”
Diplomacy states:
”You can change the attitudes of others.” “to persuade” “to convince” “to negotiate”
]“This skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others.”
This shows that they are not in antithesis of one another, they are rather companion skills. Two sides of the same coin. One uses guile to influence while the other uses the same knowledge and skill to use the right words to intimidate.
”You can change another’s behavior”. “Intimidate consists of verbal threats and body language.”
Diplomacy states:
”You can change the attitudes of others.” “to persuade” “to convince” “to negotiate”
]“This skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others.”
This shows that they are not in antithesis of one another, they are rather companion skills. Two sides of the same coin. One uses guile to influence while the other uses the same knowledge and skill to use the right words to intimidate.
ON KNOWLEDGE (Arcana)
Logic Proof
Since the Flavor Text states:
“Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have.”
And States:
“Sorcerers cast spells through innate power rather than through carefully trained skills.”
And states:
“Sorcerers find they have most in common with members of the other self-taught classes, such as Druids and Rogues.”
And States:
“Sorcerers have no sense of identity as a group. Unlike Wizards, they gain little by sharing their knowledge and have no strong incentive to work together.”
And States:
“For Sorcerers, magic is an intuitive art, not a science.”
And States:
“{they} have no books, no mentors, no theories…”
And Knowledge is defined as:
“Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.”
And States:
“The {Knowledge skill} check represents what you know, and thinking about a topic a second time doesn’t let you know something you never learned in the first place.
And States:
“An untrained knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.
On PrC’s and Knowledge (Arcana):
There are no specific abilities that require the use of Knowledge (Arcana) beyond PrC entry. PrC entry is not an argument for class builds. A class should not be designed based on what PrC’s it can take as the core game should focus on playability of a class from levels 1-20 and not ASSUME nor ENCOURAGE the use of PrC’s.
On Comparison to the Bard:
Bards specifically state that they receive dedicated training in their skills from mentors and bardic colleges.
Then:
I must deduce that regardless of effect on PrC qualification, Knowledge Arcana does not fit within the definition of the sorcerer class.
“Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have.”
And States:
“Sorcerers cast spells through innate power rather than through carefully trained skills.”
And states:
“Sorcerers find they have most in common with members of the other self-taught classes, such as Druids and Rogues.”
And States:
“Sorcerers have no sense of identity as a group. Unlike Wizards, they gain little by sharing their knowledge and have no strong incentive to work together.”
And States:
“For Sorcerers, magic is an intuitive art, not a science.”
And States:
“{they} have no books, no mentors, no theories…”
And Knowledge is defined as:
“Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.”
And States:
“The {Knowledge skill} check represents what you know, and thinking about a topic a second time doesn’t let you know something you never learned in the first place.
And States:
“An untrained knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.
On PrC’s and Knowledge (Arcana):
There are no specific abilities that require the use of Knowledge (Arcana) beyond PrC entry. PrC entry is not an argument for class builds. A class should not be designed based on what PrC’s it can take as the core game should focus on playability of a class from levels 1-20 and not ASSUME nor ENCOURAGE the use of PrC’s.
On Comparison to the Bard:
Bards specifically state that they receive dedicated training in their skills from mentors and bardic colleges.
Then:
I must deduce that regardless of effect on PrC qualification, Knowledge Arcana does not fit within the definition of the sorcerer class.
Knight_Errant said:While I am not completely comfortable with sorcerers being able to pick up any spell-trigger item and use it; I am leery of changing magic item rules to suit or restrict a class.
ON MAGIC ITEM USE
Logic Proof
Since the DMG states:
“Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake. Activating a spell completion item is a standard action and provokes attacks of opportunity exactly as casting a spell does.”
And
“Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.”
And
“Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.
The spells identify and analyze dweomer both reveal command words.”
Then for Spell Completion:
Since spell completion is actually completing a spell casting, and since the rule states “To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake.”…
Then does that mean a sorcerer can only freely use scrolls for spell on their Spell Known list and must resort to the standard Spellcraft skill check to cast an unknown spell? Or is Spell Level access the only restriction?
Then for Spell Trigger & Command Word:
Since both use a single word to activate that must be learned and the rules state:
Trigger: “Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it.”…
Completion: “Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.”
Words: “The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.
The spells identify and analyze dweomer both reveal command words.”
Then the sorcerer is already naturally slightly limited in the spell triggers/command word items that they will be able to use based on learning and delayed spell level access. Though learning can easily be overcome with the use of spells, the spell level delay, delays the sorcerers use of these items. No “special” rules need be applied nor do the core magic item rules need to be altered to single out the sorcerer class.
“Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake. Activating a spell completion item is a standard action and provokes attacks of opportunity exactly as casting a spell does.”
And
“Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.”
And
“Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.
The spells identify and analyze dweomer both reveal command words.”
Then for Spell Completion:
Since spell completion is actually completing a spell casting, and since the rule states “To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake.”…
Then does that mean a sorcerer can only freely use scrolls for spell on their Spell Known list and must resort to the standard Spellcraft skill check to cast an unknown spell? Or is Spell Level access the only restriction?
Then for Spell Trigger & Command Word:
Since both use a single word to activate that must be learned and the rules state:
Trigger: “Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it.”…
Completion: “Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.”
Words: “The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.
The spells identify and analyze dweomer both reveal command words.”
Then the sorcerer is already naturally slightly limited in the spell triggers/command word items that they will be able to use based on learning and delayed spell level access. Though learning can easily be overcome with the use of spells, the spell level delay, delays the sorcerers use of these items. No “special” rules need be applied nor do the core magic item rules need to be altered to single out the sorcerer class.
Which leads to…
Knight_Errant said:I think that I tend to agree with your last statement here Son, Use Magic Device does seem to fit sorcerers; more so than Knowledge: Arcana IMO. I would think that this skill would be of more practical use to the class than any knowledge skill. Add to this idea that it is another charisma based skill and you start to get a list that is more in line with the other core classes skill lists; that is to say that they frequently have several skills that draw from their primary attribute rather than a few.
Also, there should probably be some stipulation that allows the sorcerer to only use magic device on arcane items rather than any magic item he may encounter.
ON USE MAGIC DEVICE
Logic Proof
Since the Use Magic Device states:
“Use this skill to activate magic devices,…that you could not otherwise activate.
And
“Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.”
Then allowing this skill would be not only overcoming the Sorcerers natural restriction with Spell Completion, Spell Trigger and Spell Completion items, you would also be overcoming the inherent class oriented “arcane” nature of the sorcerer and allowing them to use ANY magical device regardless of Racial, Alignment, Ability Score or Class restrictions. This means that a sorcerer may not only use any Divine Spell Completion and Spell Trigger items, they may defeat their own restrictions on these items placed by the core rules such as being able to use items that would normally be delayed to them due to spell level access. They also gain the ability to use specifically restricted items such as the Holy Avenger.
As I have stated before, the skill is specifically defined as a skill of deceit and trickery in that it allows you to “fool” a magic item into thinking you are something that you aren’t. It has nothing to do with an the manipulation of the magic in the item.
This is a HUGE advantage to the sorcerer as it not only removes some of its natural restrictions, but grants them the ability to mimic spell ability from any class’s spell list. Thus I am not sure it should be included in the skill list of the sorcerer. However, with that said, I do see it as possible due to it being a Charisma based skill and the sorcerer does lack in skills and abilities based on its Primary Stat, as well as the fact that the sorcerer is supposed to be a character that relies on their ability to blend in and fool others (spy, diplomat, etc.)
“Use this skill to activate magic devices,…that you could not otherwise activate.
And
“Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.”
Then allowing this skill would be not only overcoming the Sorcerers natural restriction with Spell Completion, Spell Trigger and Spell Completion items, you would also be overcoming the inherent class oriented “arcane” nature of the sorcerer and allowing them to use ANY magical device regardless of Racial, Alignment, Ability Score or Class restrictions. This means that a sorcerer may not only use any Divine Spell Completion and Spell Trigger items, they may defeat their own restrictions on these items placed by the core rules such as being able to use items that would normally be delayed to them due to spell level access. They also gain the ability to use specifically restricted items such as the Holy Avenger.
As I have stated before, the skill is specifically defined as a skill of deceit and trickery in that it allows you to “fool” a magic item into thinking you are something that you aren’t. It has nothing to do with an the manipulation of the magic in the item.
This is a HUGE advantage to the sorcerer as it not only removes some of its natural restrictions, but grants them the ability to mimic spell ability from any class’s spell list. Thus I am not sure it should be included in the skill list of the sorcerer. However, with that said, I do see it as possible due to it being a Charisma based skill and the sorcerer does lack in skills and abilities based on its Primary Stat, as well as the fact that the sorcerer is supposed to be a character that relies on their ability to blend in and fool others (spy, diplomat, etc.)
The questions falls down to this:
Do we want the sorcerer to be able to freely use Spell Items from ANY spell list, and magic items normally restricted to specific classes, races, alignments or ability score requirements?
On another topic…
ON HEREDITY
Since the Flavor Text states:
“A Sorcerer’s power is inborn, and part of his soul.
And
“Some Sorcerers claim the blood of dragons courses through their veins. Sorcerers even often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage.”
Do we want to actually quantify Heredity in the core class or leave it to a PrC build?
The tricky part of the topic is that it almost delves into mixing class and race, as does the “Dragon Disciple” PrC.
There are two options:
1) Bring Heredity into the core class and lay the basis of heredity for a future growth into specialized evolution of the heredity aspect through a PrC.
2) Simply not mention heredity in the core class, but expand on the option with specialized evolution of the heredity aspect through a PrC.
I think I am leaning toward a Heredity-free base class but creating a Sorcerer PrC along the lines of the an “Enlightened Sorcerer” using the ideas portrayed in the Unearthed Arcana “Prestigious Character Classes” (converts Bard, Ranger, Paladin into PrC’s).
It could basically either be a 15 level PrC that would use all of the standard Sorcerer information we develop in the core class as far as Skills, BAB, Saves, etc. but instead of using the generic class abilities, would instead follow a heredity path of abilities (standard template so others could be developed) and slightly more abilities, Or it would be a very small PrC that simply developed the heredity package.
This would have to be based upon a Sorcerer specific class ability, such as “Spell Path” from the current build idea, as it is a PrC only open to those of the Sorcerer class.
Requirements:
Skills: Spellcraft 8 ranks
Special: Must be able to spontaneously cast spells of 2nd level or higher.
Special: Must have chosen a spell path from the Spell Path class ability.
Example Class progressions using the current build:
5….. Heredity, Improved Innate Ability
6….. Sorcerer Ability
9….. Improved Innate Ability
10… Sorcerer Ability
13… Greater Innate Ability
14… Sorcerer Ability
16… Greater Innate Ability
18… Sorcerer Ability
20… Master Innate Ability
OR (+1 level of existing spellcasting class @ each level)
1….. Heredity, Heredity Innate Ability
3….. Heredity Sorcerer Ability
5….. Heredity Innate Ability
Heredity: All Sorcerers are born to the heritage of Sorcerous power, though some do not know what heritage it is that brings them their power and these are the un-enlightened sorcerers. The sorcerer’s heritage plays a dramatic part in determining what each individual sorcerer actually is, and what they can do. No two sorcerers will ever be identical. The sorcerer may choose from the following types of heritage: Arcane Experiment, Child of Magic, Child of Nature, Child of the Elements, Divine Receptacle, and Sorcerous Family.
Each Heredity:
• Gain one Class Skill related to the heredity.
• Gain an appropriate bonus language (draconic by default)
• Special Bonuses
o Specific Ability related to the heredity
o Spell List designation – what spells the heredity may learn outside of the Wizard spell list, and any restrictions on spells they may not learn at all
• Additional Spell Path (gain a Spell Path related to the heredity)
Example (Child of Magic – Dragon)
• Gain Survival as a Class Skill.
• Gain Draconic as a bonus language
• Special Bonuses
o Strange Appearance: The draconic sorcerer manifests minor but strange colorations in their hair and/or skin reflecting the coloration for their draconic heritage. This grants a +2 racial bonus to Bluff, Diplomacy, Gather Information and Intimidate skill checks, but applies a -4 racial penalty to all Disguise skill checks.
o The sorcerer may learn any spell with the energy descriptor of their ancestral dragon type (if that dragon has more than one energy type, choose one) regardless of spell list. However, the sorcerer may not learn any new spells that are of that energy type’s oppositional energy type.
• Gain the Dragon Domain Spell Path. The sorcerer gains the spells of this domain as bonus known spells as soon as they are able to cast spells of that spell level. These bonus domain spells are cast as if the sorcerer were one level higher.
o Dragon Domain Spell Path: 0 – Resistance; 1st - Comprehend Languages; 2nd - Darkvision; 3rd - Protection from Elements; 4th - Fear; 5th - Mind Fog; 6th - True Seeing; 7th - Vision; 8th - Mind Blank; 9th - Dominate Monster
Innate Ability would change to making the sorcerer choose their Heredity Spell Path or Specific spells that relate to the heredity as Innate Abilities.
Example: Dragon would have to choose from the Dragon spell path or could choose spells that their dragon ancestor gets as a spell-like ability.
Thoughts, comments?