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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Stormborn" data-source="post: 1348615" data-attributes="member: 14041"><p>K, looks good. I think the pre-heriatage skill list works, and 2 more for a heritage is perfect. So the numbers are good there, especially in comparison with the other skill lists.</p><p></p><p>I def. think the class ability trees should be tied to heritage, although there could be some universal ones as well. They should build on each other, abilites that grant small bonuses (a +2 to some skills, or usable 1/day, or the ability to uses a 0-level spell like ability more often, any of the Clerical domain special abilites) should be pre-10th level, post-10th would allow greater powers (boosted familiar, Greater versions of lesser abilites...)</p><p>Maybe subdivide each division into Lesser and Greater.</p><p></p><p>If it helps, here are some things that were cut from the Arcane Ancestry Article. I haven't looked over them in a while, so there maybe some flaws in them, and I know one repeats an idea Khallis had.</p><p></p><p>For what it is worth:</p><p></p><p>Additional Feats for other Bloodlines:</p><p>Celestial Fury [Bloodline]</p><p>Prerequisite: Celestial Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: Once per day you may use the Smite ability on a creature of evil or neutral alignment. This is the supernatural ability to make a single melee attack with a +4 bonus and a damage bonus equal to your Sorcerer level if you hit. The ability does not work on good beings. You must declare the Smite before making the attack.</p><p></p><p>Dragon Armor [Bloodline]</p><p>Prerequisite: Draconic Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: Sometimes your draconic nature rises to the surface. Once per day you can summon the blood of your ancestor to grant you a +2 AC bonus for a number of minutes equal to your Sorcerer level. This is a supernatural ability. When manifesting this ability your skin becomes like dragon hide in the color and texture of your draconic ancestor.</p><p></p><p>Wind’s Grace [Bloodline]</p><p>Prerequisite: Elemental: Air Bloodline, ability to cast 3rd level arcane spells </p><p>Benefit: Once per day you can act with the grace of your Air Elemental ancestors. Add a number equal to one-half your sorcerer level, rounded down, to your Dexterity. This affect lasts for a number of rounds equal to your Charisma modifier.</p><p></p><p>Strength of Earth [Bloodline]</p><p>Prerequisite: Elemental: Earth Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: Once per day you can act with the strength of your Earth Elemental ancestors. Add a number equal to one-half your sorcerer level, rounded down, to your Strength. This affect lasts for a number of rounds equal to your Charisma modifier.</p><p></p><p>Salamander’s Skin [Bloodline]</p><p>Prerequisite: Elemental: Fire Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: Resistant to damage from heat and fire, you ignore a number of points from fire damage equal to your Sorcerer level. This is a supernatural ability.</p><p></p><p>Water Breathing [Bloodline]</p><p>Prerequisite: Elemental: Water Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: As a supernatural ability, you can breath underwater for a number of hours per day equal to your Sorcerer level.</p><p></p><p>Fey’s Luck [Bloodline]</p><p>Prerequisite: Fey Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: Once per day you may call upon the luck of your ancestors to aid you, granting you a +1d6 bonus to any d20 roll you make. You must declare the use of the ability after the roll is made but before the DM announces the results. This is a supernatural ability. </p><p></p><p>Fiendish Armor [Bloodline]</p><p>Prerequisite: Fiendish Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: You gain a +2 AC bonus to attacks made by creatures, weapons, and spells of Good alignment. When struck your skin takes on a demonic appearance for a brief moment, making your heritage evident to all.</p><p></p><p>Beast Bloodline [Bloodline]</p><p> With the use of polymorph spells, the humanoid offspring of sentient and magical beasts are many. A few of the Beast Bloodline are descendants of lycanthropes or nature deities. Sorcerers of this bloodline almost always share a similar coloration with their ancestors and tend toward neutrality. Predatory creatures, such as winter wolves, bear lycanthropes, griffons and others produce descendants prone to feral looks, predatory personalities, and aggressive behaviors. More pastoral creatures, like unicorns and legendary deer, produce sorcerers with hardy bodies who are prone to wander but make strong social connections when possible. Sorcerers of the Beast Bloodline prefer habitats similar to the ones their ancestors enjoyed. The descendant of a dire rat or other vermin might live in a dark cluttered apartment in the city while the descendant of a celestial lion might prefer to sleep in tents in the open fields. While these sorcerers are very diverse, they do share one thing in common; their connection to life prevents them from casting spells from the necromancy school.</p><p>Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar. </p><p>Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at first, from the following list:</p><p>1. Jump</p><p>2. Darkvision</p><p>3. Water Breathing</p><p>4. Charm Monster</p><p>5. Animal Growth</p><p>6. Tenser’s Transformation</p><p>7. Spell Turning</p><p>8. Mind Blank</p><p>9. Dominate Monster </p><p>Special: Cannot be taken by a character with any other bloodline feat. If a character takes this feat any time after first level and has learned any of the spells on this list as a Sorcerer, the character gains no new spells of that spell level. This restriction does not apply to any of these spells that may have been learned as part of another spellcasting class.</p><p></p><p>Animal Senses [Bloodline]</p><p>Prerequisites: Beast Bloodline, ability to cast 2nd level arcane spells</p><p>Benefit: The canny nature of your bloodline grants you a +2 bonus to Spot and Sense Motive.</p><p></p><p>Greater Animal Senses [Bloodline]</p><p>Prerequisites: Beast Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: You gain the Scent extraordinary ability.</p><p></p><p>Sense of Place [Bloodline]</p><p>Prerequisites: Planar Bloodline, ability to cast 2nd level arcane spells</p><p>Benefit: You have a strong feeling for the plane you are in, as well as for those who may be alien to it. You gain a +2 to Survival and Knowledge (planes).</p><p></p><p>Improved Sense of Place [Bloodline]</p><p>Prerequisites: Planar Bloodline, ability to cast 3rd level arcane spells</p><p>Benefit: You are so aware of the fabric of reality that once per day, after one full round of concentration, you can discern one quality (type, alignment, nature of magic, etc.) of any plane on which you are located. Each additional round of concentration reveals another quality of the plane. You have an innate affinity for your home plane and know its “feel” instinctively.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1348615, member: 14041"] K, looks good. I think the pre-heriatage skill list works, and 2 more for a heritage is perfect. So the numbers are good there, especially in comparison with the other skill lists. I def. think the class ability trees should be tied to heritage, although there could be some universal ones as well. They should build on each other, abilites that grant small bonuses (a +2 to some skills, or usable 1/day, or the ability to uses a 0-level spell like ability more often, any of the Clerical domain special abilites) should be pre-10th level, post-10th would allow greater powers (boosted familiar, Greater versions of lesser abilites...) Maybe subdivide each division into Lesser and Greater. If it helps, here are some things that were cut from the Arcane Ancestry Article. I haven't looked over them in a while, so there maybe some flaws in them, and I know one repeats an idea Khallis had. For what it is worth: Additional Feats for other Bloodlines: Celestial Fury [Bloodline] Prerequisite: Celestial Bloodline, ability to cast 3rd level arcane spells Benefit: Once per day you may use the Smite ability on a creature of evil or neutral alignment. This is the supernatural ability to make a single melee attack with a +4 bonus and a damage bonus equal to your Sorcerer level if you hit. The ability does not work on good beings. You must declare the Smite before making the attack. Dragon Armor [Bloodline] Prerequisite: Draconic Bloodline, ability to cast 3rd level arcane spells Benefit: Sometimes your draconic nature rises to the surface. Once per day you can summon the blood of your ancestor to grant you a +2 AC bonus for a number of minutes equal to your Sorcerer level. This is a supernatural ability. When manifesting this ability your skin becomes like dragon hide in the color and texture of your draconic ancestor. Wind’s Grace [Bloodline] Prerequisite: Elemental: Air Bloodline, ability to cast 3rd level arcane spells Benefit: Once per day you can act with the grace of your Air Elemental ancestors. Add a number equal to one-half your sorcerer level, rounded down, to your Dexterity. This affect lasts for a number of rounds equal to your Charisma modifier. Strength of Earth [Bloodline] Prerequisite: Elemental: Earth Bloodline, ability to cast 3rd level arcane spells Benefit: Once per day you can act with the strength of your Earth Elemental ancestors. Add a number equal to one-half your sorcerer level, rounded down, to your Strength. This affect lasts for a number of rounds equal to your Charisma modifier. Salamander’s Skin [Bloodline] Prerequisite: Elemental: Fire Bloodline, ability to cast 3rd level arcane spells Benefit: Resistant to damage from heat and fire, you ignore a number of points from fire damage equal to your Sorcerer level. This is a supernatural ability. Water Breathing [Bloodline] Prerequisite: Elemental: Water Bloodline, ability to cast 3rd level arcane spells Benefit: As a supernatural ability, you can breath underwater for a number of hours per day equal to your Sorcerer level. Fey’s Luck [Bloodline] Prerequisite: Fey Bloodline, ability to cast 3rd level arcane spells Benefit: Once per day you may call upon the luck of your ancestors to aid you, granting you a +1d6 bonus to any d20 roll you make. You must declare the use of the ability after the roll is made but before the DM announces the results. This is a supernatural ability. Fiendish Armor [Bloodline] Prerequisite: Fiendish Bloodline, ability to cast 3rd level arcane spells Benefit: You gain a +2 AC bonus to attacks made by creatures, weapons, and spells of Good alignment. When struck your skin takes on a demonic appearance for a brief moment, making your heritage evident to all. Beast Bloodline [Bloodline] With the use of polymorph spells, the humanoid offspring of sentient and magical beasts are many. A few of the Beast Bloodline are descendants of lycanthropes or nature deities. Sorcerers of this bloodline almost always share a similar coloration with their ancestors and tend toward neutrality. Predatory creatures, such as winter wolves, bear lycanthropes, griffons and others produce descendants prone to feral looks, predatory personalities, and aggressive behaviors. More pastoral creatures, like unicorns and legendary deer, produce sorcerers with hardy bodies who are prone to wander but make strong social connections when possible. Sorcerers of the Beast Bloodline prefer habitats similar to the ones their ancestors enjoyed. The descendant of a dire rat or other vermin might live in a dark cluttered apartment in the city while the descendant of a celestial lion might prefer to sleep in tents in the open fields. While these sorcerers are very diverse, they do share one thing in common; their connection to life prevents them from casting spells from the necromancy school. Prerequisites: Ability to cast arcane spells without preparation, ability to summon a familiar. Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at first, from the following list: 1. Jump 2. Darkvision 3. Water Breathing 4. Charm Monster 5. Animal Growth 6. Tenser’s Transformation 7. Spell Turning 8. Mind Blank 9. Dominate Monster Special: Cannot be taken by a character with any other bloodline feat. If a character takes this feat any time after first level and has learned any of the spells on this list as a Sorcerer, the character gains no new spells of that spell level. This restriction does not apply to any of these spells that may have been learned as part of another spellcasting class. Animal Senses [Bloodline] Prerequisites: Beast Bloodline, ability to cast 2nd level arcane spells Benefit: The canny nature of your bloodline grants you a +2 bonus to Spot and Sense Motive. Greater Animal Senses [Bloodline] Prerequisites: Beast Bloodline, ability to cast 3rd level arcane spells Benefit: You gain the Scent extraordinary ability. Sense of Place [Bloodline] Prerequisites: Planar Bloodline, ability to cast 2nd level arcane spells Benefit: You have a strong feeling for the plane you are in, as well as for those who may be alien to it. You gain a +2 to Survival and Knowledge (planes). Improved Sense of Place [Bloodline] Prerequisites: Planar Bloodline, ability to cast 3rd level arcane spells Benefit: You are so aware of the fabric of reality that once per day, after one full round of concentration, you can discern one quality (type, alignment, nature of magic, etc.) of any plane on which you are located. Each additional round of concentration reveals another quality of the plane. You have an innate affinity for your home plane and know its “feel” instinctively. [/QUOTE]
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