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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Khaalis" data-source="post: 1350889" data-attributes="member: 2167"><p><strong>Sorcerer Revision 0.01</strong></p><p></p><p>Here is what we have so far on the revision.</p><p></p><p><u>CORE</u></p><p><strong>BAB:</strong> Worst (Wizard)</p><p><strong>Saves:</strong> Will Good</p><p><strong>HD:</strong> d6</p><p><strong>Class Skills:</strong> Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, and Sense Motive.</p><p><strong>Skill Points per Level:</strong> 4+INT</p><p><strong>Weapon & Armor Proficiency:</strong> Simple Weapons and Light Armor.</p><p></p><p><u>MAGIC</u></p><p>A Sorcerer uses arcane magic primarily from the Sorcerer/Wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their heritage and archetype. However, sorcerers do not actually cast spells. Instead, they use Spell-Like Abilities. Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.</p><p></p><p> <strong>Activation:</strong> A sorcerer’s magic is innate and is not the external channeling that wizards and clerics use. Spell-like abilities are thus easier to use due to the innate nature of the magic. Sorcerers use these spell-like abilities by focusing their force of presence and then releasing the magical energies at their command, rather than using the arcane formulae, material components and arcane gestures that other casters use. Thus sorcerer “spells” do not require any somatic, verbal or material components. </p><p></p><p> <strong>Preparation:</strong> Unlike a wizard or cleric, a sorcerer does not have any spells to prepare. They can use any spell-like ability that they know, at any time, assuming they have not yet used up their spell-like ability uses per day slots for that spell level. A sorcerer must however, still spend <span style="color: Red">15 minutes</span> each day in a form of meditation to prepare themselves to use their spell-like abilities again that day. <span style="color: Red">Note however that any spell-like ability used within 8 hours previous to the meditation time is still considered a part of the sorcerer's new daily alotment.</span></p><p></p><p> <strong>Spell-Like Abilities on the Defensive:</strong> Spell-like abilities may be used on the defensive, just as with casting a spell. A standard Concentration check (DC 15 + spell level) is required. If the check fails, the sorcerer cannot use the spell-like ability. If the attempt fails due to a special modifier (as seen below), the attempt counts as if they had used the ability and the spell-like ability slot is used for the day. (See Concentration skill for details on modifiers.)</p><p></p><p> <strong>Spell Identification:</strong> The use of spell-like ability effects rather than true spellcasting makes all of the sorcerer’s “spells” much harder to identify. This adds a +15 modifier to the DC of all Spellcraft checks made to ascertain the nature of a spell-like ability in process.</p><p></p><p> <strong>Thematics:</strong> Although a sorcerer does not make any outward sign of casting spells with the classic verbal, material or somatic components, a sorcerer’s spell-like abilities always give off a distinct thematic (visual, auditory, olfactory and/or tactile) manifestation with their use. The sorcerer’s heredity suggests common thematic elements, or the player and the DM may choose what the sorcerer’s thematic is. While all sorcerer thematic possibilities differ, they are based on the four senses (Audio, Visual, Olfactory, and Tactile) and range from Subtle, Moderate, and Obvious to Extreme. All thematics must include auditory and visual components and either or both olfactory or tactile. The strength of the thematic effect determines the range and DC to notice the effect (using a base Wisdom check for olfactory and tactile, or by Spot and Listen for visual and auditory effects) and the power of the thematic is based on the spell level of the spell-like ability being used.</p><p><strong>Spell.......Effect.........Notice</strong></p><p><strong><u>Level.......Level..........DC.........Range</u></strong></p><p>1-2.........Subtle..........15...........10’ radius/spell level</p><p>3-5.........Moderate......10...........30’ radius/spell level</p><p>6-7.........Obvious........5.............60’ radius/spell level</p><p>8-9.........Extreme........Always.....120’ radius/spell level</p><p><em><strong>Example:</strong> The draconic sorcerer manifests shadowy illusory dragon wings accompanied by the sound of a dragon’s roar when using their spell-like abilities. The olfactory and/or tactile thematic is dependant upon the species of dragon the sorcerer is descended from. Some examples are the smell of acid or sulfur, the sound of electricity or fire crackling, etc.</em></p><p></p><p><strong>Use Limitations:</strong> To acquire or use a spell-like ability, the sorcerer must have a Charisma score of 10+the spell-like ability’s level. The difficulty class for saving throws against the sorcerer’s spell-like abilities is 10+ spell level + sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can use only a certain number of spell-like abilities of each spell level per day as seen in the table in the <u>Player Handbook</u>. In addition, they receive bonus spell-like abilities per day if they have a high Charisma score. Note that a higher level spell slot may be used to utilize a lower level spell-like ability.</p><p></p><p><strong>Spell-like Abilities Known:</strong> A Sorcerer’s spell-like ability arsenal is limited when compared to that of a wizard. The fact that sorcerers use spell-like abilities rather than spells, limits the sorcerer in the spell-like abilities that they can use. Any spell-like ability with a material component equal to or greater in value than 1gp is not useable by a sorcerer, unless otherwise noted as a special ability with the individual spell-like ability. However, those spell-like abilities that have an XP cost (but not a material component cost over 1gp) can still be learned and used by paying the XP cost normally. </p><p>A Sorcerer begins play knowing 6 0-Level spell-like abilities (Cantrips), and 2 1st-Level spell-like abilities of their choice plus any bonus known spell-like abilities from their heritage. At each new experience level, the sorcerer gains 2 new spell-like abilities that may be acquired form any spell level that they currently may utilize.</p><p></p><p><strong>Swapping Spell-Like Abilities:</strong> Upon attaining 4th level and at every even-numbered level thereafter, a sorcerer can choose to learn a new spell in place of one they already know. In effect, the sorcerer “loses” the old spell-like ability in exchange for the new spell-like ability. The new spell-like ability’s level must be the same as that of the spell-like ability being exchanged and it must be at least one level lower than the highest spell level the sorcerer can use. For instance upon reaching 4th level, the sorcerer could trade in a single 0-level or 1st-level spell-like ability (since they can now use 2nd level spell-like abilities) for a different spell-like ability of the same level. A sorcerer may only swap a single spell at any given level, and must chose whether or not to swap the spell-like ability at the same time that they gain new spell-like abilities known for the level. Note that no bonus spell-like ability gained from heredity may be swapped in this manner.</p><p></p><p></p><p><u>CLASS ABILITIES</u></p><p><strong>Heritage:</strong> All Sorcerers are born to the heritage of Sorcerous power, though some do not know what heritage it is that brings them their power. 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 one heredity at 1st level from the following types of heritage: </p><p><em><strong>Arcane Experiment:</strong></em> The arcane experiment sorcerer is a mortal being that has been experimented with by powerful spellcasters or otherworldly powers. Many arcane experiment sorcerers are the product of an Archmage or powerful Outsider seeking to create their own legacy while others are the product of special potions used during pregnancy to attempt to breed a powerful spellcaster. Some arcane experiment sorcerers are willing participants to powerful spells and rituals while others are unwilling or even unwitting pawns of some greater power. Arcane experiments also receive specialized training in their abilities by those that have imbued them with power. Some arcane experiment sorcerers seek revenge for their condition while others feel they are blessed with the power they have received.</p><p><em><strong>Arcane Orphan:</strong></em> The arcane orphan sorcerer is the most common of sorcerers and is considered the default sorcerer heritage for those not choosing another specific heritage. The arcane orphan sorcerer is unaware of the heredity that they carry nor how they come by their power. In fact most do not care to know, for all they care is that they have the power. Most arcane orphan sorcerers are also true orphans either from birth or from being outcast as their uncontrolled powers began to emerge, forced to survive in a rough world relying on their wit and their burgeoning powers.</p><p><em><strong>Child of Magic:</strong></em> The Child of Magic is the descendant of a species of supernatural origin that has been known to have dalliances with humanoids (Draconic, Outsider, Shapeshifter or Storm Giant). This ancestry is a very distant relative, removed by dozens of generations. The sorcerer’s powers are strongly influenced by this heritage.</p><p><em><strong>Child of Nature:</strong></em> The Child of Nature is the descendant of a supernatural fey species such as Satyrs, Unicorns, Faeries, etc. or possibly even been imbued with their special powers by the powers that control nature. This ancestry is powerful and of all heredities, most directly links the sorcerer to the forces of their heredity – nature, imbuing in them a sense of need to protect nature. Their personalities are even reflective of the changing of the seasons. The nature sorcerers powers are born and influenced by this heritage.</p><p><em><strong>Child of the Elements:</strong></em> This sorcerer caries the essence of one of the four primary elements in their blood. This heritage is acquired either through contact with the elemental plane at birth or through a distant relative, removed by dozens of generations that had elemental heritage such as a Djinn or Genie. The elemental sorcerer’s powers are born and influenced by this heritage.</p><p><em><strong>Divine Receptacle:</strong></em> The Divine Receptacle is specifically chosen by a deity, usually a deity of magic, to be given the power to wield arcane magic through divine province in the service of that deity. The chosen divine receptacle sorcerer is as much an embodiment of the deity’s tenants as any divine worshiper and most likely will even be a member of the deity’s faith.</p><p><em><strong>Sorcerous Family:</strong></em> The Sorcerous Family heritage is a prestigious heritage where a sorcerer comes from a long line of talented arcane casters. The innate sorcerous talent is bred into the family line and most offspring are arranged by mating powerful casters together. This most often breeds arcane casters with a strong innate understanding and connection to the workings of magic.</p><p></p><p><em>Example</em></p><p><em><strong>Child of Magic - Dragon:</strong></em> Draconic sorcerers are the descendant of a chromatic, gem or metallic dragon far in their family’s past. Draconic sorcerers gain the following abilities and restrictions.</p><p><strong>Skills:</strong></p><p>• Gain Spellcraft and Survival as class skills, and a +2 to all Survival skill checks.</p><p><strong>Special Bonuses:</strong></p><p>• <strong>Strange Appearance:</strong> 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.</p><p>• <strong>Bonus Known:</strong> The Sorcerer gains the Dragon Spell Path as one bonus spell-like ability per spell level. </p><p>0: Resistance.............................5: Mind Fog</p><p>1: Comprehend Languages............6: True Seeing</p><p>2: Darkvision..............................7: Vision</p><p>3: Protection from Elements..........8: Mind Blank</p><p>4: Fear......................................9: Dominate Monster</p><p><strong>Thematics:</strong></p><p>• The draconic sorcerer manifests shadowy illusory dragon wings accompanied by the sound of a dragon’s roar when using their spell-like abilities. The olfactory and/or tactile thematic is dependant upon the species of dragon the sorcerer is descended from. Some examples are the smell of acid or sulfur, the sound of electricity or fire crackling, etc.</p><p><strong>Restrictions:</strong></p><p>• The draconic sorcerer chooses one spell Descriptor from the school listed below (based on their heritage). They may never learn any spell-like ability, nor use any item that activates a spell or spell-like ability with that descriptor. </p><p>(Chromatic Dragon = Illusion, Gem Dragon = Abjuration, Metallic Dragon = Conjuration)</p><p>• The draconic sorcerer may not take any Prestige Class or Template that involves racial or heritage abilities unless they are specifically dragon oriented. (Example: A draconic sorcerer cannot take templates such as Celestial or Half-Celestial.)</p><p>• Must be of an alignment based on their Heritage.</p><p>...o Chromatic Dragon = Any Non-Good</p><p>...o Gem Dragon = Any Neutral</p><p>...o Metallic Dragon = Any Non-Evil</p><p>• May not choose the Dragon Spell Path as a Spell List Restriction.</p><p></p><p><strong><em>Ex-Sorcerer</em></strong></p><p>A Sorcerer with a heritage that has a required alignment and that later changes to an unacceptable alignment, can no longer gain new levels as a Sorcerer but retains all Sorcerer abilities.</p><p></p><p><strong>Sorcerer Ability:</strong> A sorcerer is only a defined term in that sorcerers are known to be arcane casters who derive their innate magic ability from some ancient magical bloodline. Individual sorcerers can cover quite a number of concepts such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, oracles and so many other concepts. The varied abilities required by each different bloodline and concept are developed by the individual over time and reflect the sorcerer’s dealings with those that help them learn their specific craft. No two sorcerers should ever be exactly the same in their skills and the only difference should not just be their spell-like abilities known. “Sorcerer Abilities” are gained as shown in the progression table. At each level that sorcerer abilities are gained (1st, 2nd, 5th, 8th, 11th, 14th, 17th, and 20th), the sorcerer chooses one option from the list below (<strong>Options</strong>). Note that some of these abilities have prerequisites that are required to attain the ability.</p><p></p><p><em>The Abilities</em></p><p>Ok, for review here are the lists of abilites I have compiled for the "Sorcerer Ability" gained at (1st, 2nd, 5th, 8th, 11th, 14th, 17th, and 20th).</p><p></p><p>This list breaks them down by power level, and shows each iteration of a standard ability that stacks. Note that to get any iterated ability of 2 or higher you must have the 1st iteration of the ability and also meet the new prerequisites of the higher iteration as well. </p><p></p><p>The power levels are based on the following stats where:</p><p>"Levels" indicates the Sorcerer class level range that should be able to attain these powers.</p><p>"# (# SL)" = Class Level (Spell Level used for pre-requisite)</p><p></p><p><strong>Low Power =</strong> Levels 1-5 / 1 (1st SL), 2 (1st SL), 5 (2nd SL)</p><p><strong>Medium Power =</strong> Levels 6-13 / 8 (4th SL), 11 (5th SL)</p><p><strong>High Power =</strong> Levels 14-20 / 14 (7th SL), 17 (8th SL), 20 (9th SL)</p><p></p><p><u>All</u></p><p><strong>Low:</strong> Arcane Sense, Bonus Feat, Metamagic Feat, Purity 1, Spell Templates, Spellshaping, Weapon Channel</p><p><strong>Medium:</strong> Arcane Sense Identify, Improved Arcane Sense, Mutable Thematics, Power Manipulation 1, Purity 2</p><p><strong>High:</strong> Arcane True Sight, Power Manipulation 2, Purity 3, Speed Use</p><p></p><p><u>Arcane Experiment</u></p><p><strong>Low:</strong> Arcane Soul 1, Familiar, Hard Body, Oracle, Spirit Guide</p><p><strong>Medium:</strong> Arcane Soul 2, Flight 1</p><p><strong>High:</strong> Arcane Soul 3, Flight 2</p><p></p><p><u>Arcane Orphan</u></p><p><strong>Low:</strong> Arcane Soul 1, Hard Body, Oracle, Spirit Guide</p><p><strong>Medium:</strong> Arcane Soul 2, Flight 1, Survivalist</p><p><strong>High:</strong> Arcane Soul 3, Flight 2</p><p></p><p><u>Child of Magic – Dragon</u></p><p><strong>Low:</strong> Arcane Soul 1, Fear Aura 1, Hard Body, Scent, Superior Vision</p><p><strong>Medium:</strong> Arcane Soul 2, Energy Resistance, Fear Aura 2, Flight 1, Survivalist</p><p><strong>High:</strong> Arcane Soul 3, Fear Aura 3, Flight 2, Immunity, Telepathy</p><p></p><p><u>Child of Magic – Celestial</u></p><p><strong>Low:</strong> Arcane Soul 1, Celestial Light, Hard Body, Summoner, Superior Vision</p><p><strong>Medium:</strong> Arcane Soul 2, Celestial Aura 1, Energy Resistance, Flight 1</p><p><strong>High:</strong> Abundant Step, Arcane Soul 3, Celestial Aura 2, Flight 2, Immunity, Tongues</p><p></p><p><u>Child of Magic - Fiendish</u></p><p><strong>Low:</strong> Arcane Soul 1, Hard Body, Summoner, Superior Vision</p><p><strong>Medium:</strong> Arcane Soul 2, Fiendish Aura 1, Energy Resistance, Flight 1, Survivalist</p><p><strong>High:</strong> Abundant Step, Arcane Soul 3, Fiendish Aura 2, Flight 2, Immunity, Telepathy</p><p></p><p><u>Child of Magic - Shapeshifter</u></p><p><strong>Low:</strong> Change Shape 1, Detect Thoughts 1</p><p><strong>Medium:</strong> Change Shape 2, Detect Thoughts 2, Nature’s Ally 1, Wild Shape 1</p><p><strong>High:</strong> Change Shape 3, Detect Thoughts 3, Nature’s Ally 2, Tongues, Wild Shape 2</p><p></p><p><u>Child of Magic - Storm Giant</u></p><p><strong>Low:</strong> Hard Body, Superior Vision, Towering Stature</p><p><strong>Medium:</strong> Energy Resistance</p><p><strong>High:</strong> Immunity</p><p></p><p><u>Child of Nature</u></p><p><strong>Low:</strong> Arcane Soul 1, Familiar, Fey Fate, Fey Resistance, Nature Sense, Oracle, Scent, Totem Avatar, Trackless Step</p><p><strong>Medium:</strong> Arcane Soul 2, Charming, Flight 1, Invisibility I, Nature’s Aura 1, Survivalist, Wild Shape 1</p><p><strong>High:</strong> Arcane Soul 3, Flight 2, Invisibility II, Nature’s Aura 2, Wild Shape 2</p><p></p><p><u>Child of the Elements</u></p><p><strong>Low:</strong> Fleetness of the Elements (Air/Fire), Friend of the Earth (Earth), Hard Body, Summoner, Superior Vision, Waterborn (Water)</p><p><strong>Medium:</strong> Air Ken (Air), Earth Ken (Earth), Element Mastery, Energy Resistance, Fire Ken (Fire), Flight 1, Survivalist, Water Ken (Water)</p><p><strong>High:</strong> Abundant Step, Elemental Form, Flight 2, Immunity</p><p></p><p><u>Divine Receptacle</u></p><p><strong>Low:</strong> Divine Aura 1, Divine Channel, Divine Courage, Divine Grace, Hard Body, Oracle, Spirit Guide, Summoner</p><p><strong>Medium:</strong> Confer Blessing, Divine Aura 2, Power Over Undead</p><p><strong>High:</strong> Clarity, Divine Aura 3, Impervious Mind</p><p></p><p><u>Sorcerous Family</u></p><p><strong>Low:</strong> Arcane Soul 1, Familiar, Kinship</p><p><strong>Medium:</strong> Arcane Soul 2, Flight 1</p><p><strong>High:</strong> Arcane Soul 3, Flight 2</p><p></p><p></p><p>This is the Master Table as it will appear in the writeup.</p><p></p><p><strong><u>Sorcerer Abilities Available By Heredity</u></strong></p><p><strong>All Heredities:</strong> Arcane Sense, Arcane Sense Identify, Arcane True Sight, Bonus Feat, Improved Arcane Sense, Metamagic Feat, Mutable Thematics, Power Manipulation, Purity, Speed Use, Spell Templates, Spellshaping, Weapon Channel</p><p><strong>Arcane Experiment:</strong> Arcane Soul, Familiar, Flight, Hard Body, Oracle, Spirit Guide</p><p><strong>Arcane Orphan:</strong> Arcane Soul, Hard Body, Flight, Oracle, Spirit Guide, Survivalist</p><p><strong>Child of Magic – Dragon:</strong> Arcane Soul, Energy Resistance, Fear Aura, Flight, Hard Body, Immunity, Scent, Superior Vision, Survivalist, Telepathy</p><p><strong>Child of Magic – Celestial:</strong> Abundant Step, Arcane Soul, Celestial Aura, Celestial Light, Energy Resistance, Flight, Hard Body, Immunity, Summoner, Superior Vision, Tongues</p><p><strong>Child of Magic – Fiendish:</strong> Abundant Step, Arcane Soul, Energy Resistance, Fiendish Aura, Flight, Hard Body, Immunity, Summoner, Superior Vision, Survivalist, Telepathy</p><p><strong>Child of Magic – Shapeshifter:</strong> Change Shape, Detect Thoughts, Nature’s Aura, Tongues, Wild Shape</p><p><strong>Child of Magic - Storm Giant:</strong> Energy Resistance, Hard Body, Immunity, Superior Vision, Towering Stature</p><p><strong>Child of Nature:</strong> Arcane Soul, Charming, Familiar, Fey Fate, Fey Resistance, Flight, Invisibility, Nature Sense, Nature’s Aura, Oracle, Scent, Survivalist, Totem Avatar, Trackless Step, Wild Shape</p><p><strong>Child of the Elements:</strong> Abundant Step, Air Ken (Air), Earth Ken (Earth), Element Mastery, Elemental Form, Energy Resistance, Fire Ken (Fire), Fleetness of the Elements (Air/Fire), Flight, Friend of the Earth (Earth), Hard Body, Immunity, Summoner, Superior Vision, Survivalist, Water Ken (Water), Waterborn (Water)</p><p><strong>Divine Receptacle:</strong> Clarity, Confer Blessing, Divine Aura, Divine Channel, Divine Courage, Divine Grace, Hard Body, Impervious Mind, Oracle, Power Over Undead, Spirit Guide, Summoner</p><p><strong>Sorcerous Family:</strong> Arcane Soul, Familiar, Flight, Kinship</p><p></p><p></p><p><em>Low Power Example</em></p><p><strong>Fey Fate (Su):</strong> If the sorcerer is of the Child of Nature heritage, they can draw on the power of their heritage and gain a +1 racial bonus to all saving throws.</p><p></p><p><em>Medium Power Example</em></p><p><strong>Survivalist (Su):</strong> If the sorcerer is of the Arcane Orphan, Child of Magic (Dragon or Fiendish), Child of the Elements or Child of Nature heredities and has 13 or more ranks in Survival, they may fend for themselves in most any environment. They have learned to scrape by with little food and water and have trained themselves to be able to function on only ½ the normal need for food and water each day that a normal member of their race would need. In addition, they gain a +4 competence bonus to Survival checks when trying to forage for food and water.</p><p></p><p><em>High Power Example</em></p><p><strong>Telepathy (Su):</strong> If the sorcerer is of the Child of Magic (Dragon or Fiendish) heredities and is able to cast 7th level spells, the sorcerer gains the ability to communicate telepathically with other creatures within 50’ of the sorcerer that has a language in common with the sorcerer. It is not possible for the sorcerer to communicate with multiple targets at once.</p><p></p><p><em>Power String Example</em></p><p><strong>Purity (Su):</strong> If the sorcerer can cast 2nd level spells they can learn to channel their magic to purify their body. </p><p><u>Purity I:</u> This purity of body grants the sorcerer immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).</p><p><u>Purity II:</u> If the sorcerer can cast 5th level spells and has the Purity I ability, they can gain immunity to all diseases including supernatural and magical diseases (such as mummy rot and lycanthropy).</p><p><u>Purity III:</u> If the sorcerer can cast 8th level spells and has the Purity II ability, they can gain immunity to all poisons.</p><p></p><p><em>Stacked Ability Example</em></p><p><strong>Energy Resistant (Su):</strong> If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or the Child of the Elements heredities and is able to cast 4th level spells, the sorcerer gains energy resistance based on their heredity.</p><p><u>Celestial:</u> Gains energy resistance of 1 per 2 sorcerer levels against electricity and fire.</p><p></p><p><strong>Immunity (Su):</strong> If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or the Child of the Elements heredities and can cast 7th level spells, and has the Energy Resistance ability, the sorcerer gains an immunity based on heredity. If the ability is chosen again, they may acquire more of the heredity’s immunities. </p><p><u>Celestial:</u> Gains immunity to one of the following: acid, cold or petrification.</p><p></p><p></p><p>Ok... let me know your thoughts and whether or not you wish to see more.</p><p></p><p></p><p><span style="color: Red">Red</span> = edited for correctness.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1350889, member: 2167"] [b]Sorcerer Revision 0.01[/b] Here is what we have so far on the revision. [u]CORE[/u] [b]BAB:[/b] Worst (Wizard) [b]Saves:[/b] Will Good [b]HD:[/b] d6 [b]Class Skills:[/b] Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, and Sense Motive. [b]Skill Points per Level:[/b] 4+INT [b]Weapon & Armor Proficiency:[/b] Simple Weapons and Light Armor. [u]MAGIC[/u] A Sorcerer uses arcane magic primarily from the Sorcerer/Wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their heritage and archetype. However, sorcerers do not actually cast spells. Instead, they use Spell-Like Abilities. Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise. [b]Activation:[/b] A sorcerer’s magic is innate and is not the external channeling that wizards and clerics use. Spell-like abilities are thus easier to use due to the innate nature of the magic. Sorcerers use these spell-like abilities by focusing their force of presence and then releasing the magical energies at their command, rather than using the arcane formulae, material components and arcane gestures that other casters use. Thus sorcerer “spells” do not require any somatic, verbal or material components. [b]Preparation:[/b] Unlike a wizard or cleric, a sorcerer does not have any spells to prepare. They can use any spell-like ability that they know, at any time, assuming they have not yet used up their spell-like ability uses per day slots for that spell level. A sorcerer must however, still spend [COLOR=Red]15 minutes[/COLOR] each day in a form of meditation to prepare themselves to use their spell-like abilities again that day. [COLOR=Red]Note however that any spell-like ability used within 8 hours previous to the meditation time is still considered a part of the sorcerer's new daily alotment.[/COLOR] [b]Spell-Like Abilities on the Defensive:[/b] Spell-like abilities may be used on the defensive, just as with casting a spell. A standard Concentration check (DC 15 + spell level) is required. If the check fails, the sorcerer cannot use the spell-like ability. If the attempt fails due to a special modifier (as seen below), the attempt counts as if they had used the ability and the spell-like ability slot is used for the day. (See Concentration skill for details on modifiers.) [b]Spell Identification:[/b] The use of spell-like ability effects rather than true spellcasting makes all of the sorcerer’s “spells” much harder to identify. This adds a +15 modifier to the DC of all Spellcraft checks made to ascertain the nature of a spell-like ability in process. [b]Thematics:[/b] Although a sorcerer does not make any outward sign of casting spells with the classic verbal, material or somatic components, a sorcerer’s spell-like abilities always give off a distinct thematic (visual, auditory, olfactory and/or tactile) manifestation with their use. The sorcerer’s heredity suggests common thematic elements, or the player and the DM may choose what the sorcerer’s thematic is. While all sorcerer thematic possibilities differ, they are based on the four senses (Audio, Visual, Olfactory, and Tactile) and range from Subtle, Moderate, and Obvious to Extreme. All thematics must include auditory and visual components and either or both olfactory or tactile. The strength of the thematic effect determines the range and DC to notice the effect (using a base Wisdom check for olfactory and tactile, or by Spot and Listen for visual and auditory effects) and the power of the thematic is based on the spell level of the spell-like ability being used. [b]Spell.......Effect.........Notice [u]Level.......Level..........DC.........Range[/u][/b] 1-2.........Subtle..........15...........10’ radius/spell level 3-5.........Moderate......10...........30’ radius/spell level 6-7.........Obvious........5.............60’ radius/spell level 8-9.........Extreme........Always.....120’ radius/spell level [i][b]Example:[/b] The draconic sorcerer manifests shadowy illusory dragon wings accompanied by the sound of a dragon’s roar when using their spell-like abilities. The olfactory and/or tactile thematic is dependant upon the species of dragon the sorcerer is descended from. Some examples are the smell of acid or sulfur, the sound of electricity or fire crackling, etc.[/i] [b]Use Limitations:[/b] To acquire or use a spell-like ability, the sorcerer must have a Charisma score of 10+the spell-like ability’s level. The difficulty class for saving throws against the sorcerer’s spell-like abilities is 10+ spell level + sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can use only a certain number of spell-like abilities of each spell level per day as seen in the table in the [u]Player Handbook[/u]. In addition, they receive bonus spell-like abilities per day if they have a high Charisma score. Note that a higher level spell slot may be used to utilize a lower level spell-like ability. [b]Spell-like Abilities Known:[/b] A Sorcerer’s spell-like ability arsenal is limited when compared to that of a wizard. The fact that sorcerers use spell-like abilities rather than spells, limits the sorcerer in the spell-like abilities that they can use. Any spell-like ability with a material component equal to or greater in value than 1gp is not useable by a sorcerer, unless otherwise noted as a special ability with the individual spell-like ability. However, those spell-like abilities that have an XP cost (but not a material component cost over 1gp) can still be learned and used by paying the XP cost normally. A Sorcerer begins play knowing 6 0-Level spell-like abilities (Cantrips), and 2 1st-Level spell-like abilities of their choice plus any bonus known spell-like abilities from their heritage. At each new experience level, the sorcerer gains 2 new spell-like abilities that may be acquired form any spell level that they currently may utilize. [b]Swapping Spell-Like Abilities:[/b] Upon attaining 4th level and at every even-numbered level thereafter, a sorcerer can choose to learn a new spell in place of one they already know. In effect, the sorcerer “loses” the old spell-like ability in exchange for the new spell-like ability. The new spell-like ability’s level must be the same as that of the spell-like ability being exchanged and it must be at least one level lower than the highest spell level the sorcerer can use. For instance upon reaching 4th level, the sorcerer could trade in a single 0-level or 1st-level spell-like ability (since they can now use 2nd level spell-like abilities) for a different spell-like ability of the same level. A sorcerer may only swap a single spell at any given level, and must chose whether or not to swap the spell-like ability at the same time that they gain new spell-like abilities known for the level. Note that no bonus spell-like ability gained from heredity may be swapped in this manner. [u]CLASS ABILITIES[/u] [b]Heritage:[/b] All Sorcerers are born to the heritage of Sorcerous power, though some do not know what heritage it is that brings them their power. 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 one heredity at 1st level from the following types of heritage: [i][b]Arcane Experiment:[/b][/i] The arcane experiment sorcerer is a mortal being that has been experimented with by powerful spellcasters or otherworldly powers. Many arcane experiment sorcerers are the product of an Archmage or powerful Outsider seeking to create their own legacy while others are the product of special potions used during pregnancy to attempt to breed a powerful spellcaster. Some arcane experiment sorcerers are willing participants to powerful spells and rituals while others are unwilling or even unwitting pawns of some greater power. Arcane experiments also receive specialized training in their abilities by those that have imbued them with power. Some arcane experiment sorcerers seek revenge for their condition while others feel they are blessed with the power they have received. [i][b]Arcane Orphan:[/b][/i] The arcane orphan sorcerer is the most common of sorcerers and is considered the default sorcerer heritage for those not choosing another specific heritage. The arcane orphan sorcerer is unaware of the heredity that they carry nor how they come by their power. In fact most do not care to know, for all they care is that they have the power. Most arcane orphan sorcerers are also true orphans either from birth or from being outcast as their uncontrolled powers began to emerge, forced to survive in a rough world relying on their wit and their burgeoning powers. [i][b]Child of Magic:[/b][/i] The Child of Magic is the descendant of a species of supernatural origin that has been known to have dalliances with humanoids (Draconic, Outsider, Shapeshifter or Storm Giant). This ancestry is a very distant relative, removed by dozens of generations. The sorcerer’s powers are strongly influenced by this heritage. [i][b]Child of Nature:[/b][/i] The Child of Nature is the descendant of a supernatural fey species such as Satyrs, Unicorns, Faeries, etc. or possibly even been imbued with their special powers by the powers that control nature. This ancestry is powerful and of all heredities, most directly links the sorcerer to the forces of their heredity – nature, imbuing in them a sense of need to protect nature. Their personalities are even reflective of the changing of the seasons. The nature sorcerers powers are born and influenced by this heritage. [i][b]Child of the Elements:[/b][/i] This sorcerer caries the essence of one of the four primary elements in their blood. This heritage is acquired either through contact with the elemental plane at birth or through a distant relative, removed by dozens of generations that had elemental heritage such as a Djinn or Genie. The elemental sorcerer’s powers are born and influenced by this heritage. [i][b]Divine Receptacle:[/b][/i] The Divine Receptacle is specifically chosen by a deity, usually a deity of magic, to be given the power to wield arcane magic through divine province in the service of that deity. The chosen divine receptacle sorcerer is as much an embodiment of the deity’s tenants as any divine worshiper and most likely will even be a member of the deity’s faith. [i][b]Sorcerous Family:[/b][/i] The Sorcerous Family heritage is a prestigious heritage where a sorcerer comes from a long line of talented arcane casters. The innate sorcerous talent is bred into the family line and most offspring are arranged by mating powerful casters together. This most often breeds arcane casters with a strong innate understanding and connection to the workings of magic. [i]Example[/i] [i][b]Child of Magic - Dragon:[/b][/i] Draconic sorcerers are the descendant of a chromatic, gem or metallic dragon far in their family’s past. Draconic sorcerers gain the following abilities and restrictions. [b]Skills:[/b] • Gain Spellcraft and Survival as class skills, and a +2 to all Survival skill checks. [b]Special Bonuses:[/b] • [b]Strange Appearance:[/b] 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. • [b]Bonus Known:[/b] The Sorcerer gains the Dragon Spell Path as one bonus spell-like ability per spell level. 0: Resistance.............................5: Mind Fog 1: Comprehend Languages............6: True Seeing 2: Darkvision..............................7: Vision 3: Protection from Elements..........8: Mind Blank 4: Fear......................................9: Dominate Monster [b]Thematics:[/b] • The draconic sorcerer manifests shadowy illusory dragon wings accompanied by the sound of a dragon’s roar when using their spell-like abilities. The olfactory and/or tactile thematic is dependant upon the species of dragon the sorcerer is descended from. Some examples are the smell of acid or sulfur, the sound of electricity or fire crackling, etc. [b]Restrictions:[/b] • The draconic sorcerer chooses one spell Descriptor from the school listed below (based on their heritage). They may never learn any spell-like ability, nor use any item that activates a spell or spell-like ability with that descriptor. (Chromatic Dragon = Illusion, Gem Dragon = Abjuration, Metallic Dragon = Conjuration) • The draconic sorcerer may not take any Prestige Class or Template that involves racial or heritage abilities unless they are specifically dragon oriented. (Example: A draconic sorcerer cannot take templates such as Celestial or Half-Celestial.) • Must be of an alignment based on their Heritage. ...o Chromatic Dragon = Any Non-Good ...o Gem Dragon = Any Neutral ...o Metallic Dragon = Any Non-Evil • May not choose the Dragon Spell Path as a Spell List Restriction. [b][i]Ex-Sorcerer[/i][/b] A Sorcerer with a heritage that has a required alignment and that later changes to an unacceptable alignment, can no longer gain new levels as a Sorcerer but retains all Sorcerer abilities. [b]Sorcerer Ability:[/b] A sorcerer is only a defined term in that sorcerers are known to be arcane casters who derive their innate magic ability from some ancient magical bloodline. Individual sorcerers can cover quite a number of concepts such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, oracles and so many other concepts. The varied abilities required by each different bloodline and concept are developed by the individual over time and reflect the sorcerer’s dealings with those that help them learn their specific craft. No two sorcerers should ever be exactly the same in their skills and the only difference should not just be their spell-like abilities known. “Sorcerer Abilities” are gained as shown in the progression table. At each level that sorcerer abilities are gained (1st, 2nd, 5th, 8th, 11th, 14th, 17th, and 20th), the sorcerer chooses one option from the list below ([b]Options[/b]). Note that some of these abilities have prerequisites that are required to attain the ability. [i]The Abilities[/i] Ok, for review here are the lists of abilites I have compiled for the "Sorcerer Ability" gained at (1st, 2nd, 5th, 8th, 11th, 14th, 17th, and 20th). This list breaks them down by power level, and shows each iteration of a standard ability that stacks. Note that to get any iterated ability of 2 or higher you must have the 1st iteration of the ability and also meet the new prerequisites of the higher iteration as well. The power levels are based on the following stats where: "Levels" indicates the Sorcerer class level range that should be able to attain these powers. "# (# SL)" = Class Level (Spell Level used for pre-requisite) [b]Low Power =[/b] Levels 1-5 / 1 (1st SL), 2 (1st SL), 5 (2nd SL) [b]Medium Power =[/b] Levels 6-13 / 8 (4th SL), 11 (5th SL) [b]High Power =[/b] Levels 14-20 / 14 (7th SL), 17 (8th SL), 20 (9th SL) [u]All[/u] [b]Low:[/b] Arcane Sense, Bonus Feat, Metamagic Feat, Purity 1, Spell Templates, Spellshaping, Weapon Channel [b]Medium:[/b] Arcane Sense Identify, Improved Arcane Sense, Mutable Thematics, Power Manipulation 1, Purity 2 [b]High:[/b] Arcane True Sight, Power Manipulation 2, Purity 3, Speed Use [u]Arcane Experiment[/u] [b]Low:[/b] Arcane Soul 1, Familiar, Hard Body, Oracle, Spirit Guide [b]Medium:[/b] Arcane Soul 2, Flight 1 [b]High:[/b] Arcane Soul 3, Flight 2 [u]Arcane Orphan[/u] [b]Low:[/b] Arcane Soul 1, Hard Body, Oracle, Spirit Guide [b]Medium:[/b] Arcane Soul 2, Flight 1, Survivalist [b]High:[/b] Arcane Soul 3, Flight 2 [u]Child of Magic – Dragon[/u] [b]Low:[/b] Arcane Soul 1, Fear Aura 1, Hard Body, Scent, Superior Vision [b]Medium:[/b] Arcane Soul 2, Energy Resistance, Fear Aura 2, Flight 1, Survivalist [b]High:[/b] Arcane Soul 3, Fear Aura 3, Flight 2, Immunity, Telepathy [u]Child of Magic – Celestial[/u] [b]Low:[/b] Arcane Soul 1, Celestial Light, Hard Body, Summoner, Superior Vision [b]Medium:[/b] Arcane Soul 2, Celestial Aura 1, Energy Resistance, Flight 1 [b]High:[/b] Abundant Step, Arcane Soul 3, Celestial Aura 2, Flight 2, Immunity, Tongues [u]Child of Magic - Fiendish[/u] [b]Low:[/b] Arcane Soul 1, Hard Body, Summoner, Superior Vision [b]Medium:[/b] Arcane Soul 2, Fiendish Aura 1, Energy Resistance, Flight 1, Survivalist [b]High:[/b] Abundant Step, Arcane Soul 3, Fiendish Aura 2, Flight 2, Immunity, Telepathy [u]Child of Magic - Shapeshifter[/u] [b]Low:[/b] Change Shape 1, Detect Thoughts 1 [b]Medium:[/b] Change Shape 2, Detect Thoughts 2, Nature’s Ally 1, Wild Shape 1 [b]High:[/b] Change Shape 3, Detect Thoughts 3, Nature’s Ally 2, Tongues, Wild Shape 2 [u]Child of Magic - Storm Giant[/u] [b]Low:[/b] Hard Body, Superior Vision, Towering Stature [b]Medium:[/b] Energy Resistance [b]High:[/b] Immunity [u]Child of Nature[/u] [b]Low:[/b] Arcane Soul 1, Familiar, Fey Fate, Fey Resistance, Nature Sense, Oracle, Scent, Totem Avatar, Trackless Step [b]Medium:[/b] Arcane Soul 2, Charming, Flight 1, Invisibility I, Nature’s Aura 1, Survivalist, Wild Shape 1 [b]High:[/b] Arcane Soul 3, Flight 2, Invisibility II, Nature’s Aura 2, Wild Shape 2 [u]Child of the Elements[/u] [b]Low:[/b] Fleetness of the Elements (Air/Fire), Friend of the Earth (Earth), Hard Body, Summoner, Superior Vision, Waterborn (Water) [b]Medium:[/b] Air Ken (Air), Earth Ken (Earth), Element Mastery, Energy Resistance, Fire Ken (Fire), Flight 1, Survivalist, Water Ken (Water) [b]High:[/b] Abundant Step, Elemental Form, Flight 2, Immunity [u]Divine Receptacle[/u] [b]Low:[/b] Divine Aura 1, Divine Channel, Divine Courage, Divine Grace, Hard Body, Oracle, Spirit Guide, Summoner [b]Medium:[/b] Confer Blessing, Divine Aura 2, Power Over Undead [b]High:[/b] Clarity, Divine Aura 3, Impervious Mind [u]Sorcerous Family[/u] [b]Low:[/b] Arcane Soul 1, Familiar, Kinship [b]Medium:[/b] Arcane Soul 2, Flight 1 [b]High:[/b] Arcane Soul 3, Flight 2 This is the Master Table as it will appear in the writeup. [b][u]Sorcerer Abilities Available By Heredity[/u][/b] [b]All Heredities:[/b] Arcane Sense, Arcane Sense Identify, Arcane True Sight, Bonus Feat, Improved Arcane Sense, Metamagic Feat, Mutable Thematics, Power Manipulation, Purity, Speed Use, Spell Templates, Spellshaping, Weapon Channel [b]Arcane Experiment:[/b] Arcane Soul, Familiar, Flight, Hard Body, Oracle, Spirit Guide [b]Arcane Orphan:[/b] Arcane Soul, Hard Body, Flight, Oracle, Spirit Guide, Survivalist [b]Child of Magic – Dragon:[/b] Arcane Soul, Energy Resistance, Fear Aura, Flight, Hard Body, Immunity, Scent, Superior Vision, Survivalist, Telepathy [b]Child of Magic – Celestial:[/b] Abundant Step, Arcane Soul, Celestial Aura, Celestial Light, Energy Resistance, Flight, Hard Body, Immunity, Summoner, Superior Vision, Tongues [b]Child of Magic – Fiendish:[/b] Abundant Step, Arcane Soul, Energy Resistance, Fiendish Aura, Flight, Hard Body, Immunity, Summoner, Superior Vision, Survivalist, Telepathy [b]Child of Magic – Shapeshifter:[/b] Change Shape, Detect Thoughts, Nature’s Aura, Tongues, Wild Shape [b]Child of Magic - Storm Giant:[/b] Energy Resistance, Hard Body, Immunity, Superior Vision, Towering Stature [b]Child of Nature:[/b] Arcane Soul, Charming, Familiar, Fey Fate, Fey Resistance, Flight, Invisibility, Nature Sense, Nature’s Aura, Oracle, Scent, Survivalist, Totem Avatar, Trackless Step, Wild Shape [b]Child of the Elements:[/b] Abundant Step, Air Ken (Air), Earth Ken (Earth), Element Mastery, Elemental Form, Energy Resistance, Fire Ken (Fire), Fleetness of the Elements (Air/Fire), Flight, Friend of the Earth (Earth), Hard Body, Immunity, Summoner, Superior Vision, Survivalist, Water Ken (Water), Waterborn (Water) [b]Divine Receptacle:[/b] Clarity, Confer Blessing, Divine Aura, Divine Channel, Divine Courage, Divine Grace, Hard Body, Impervious Mind, Oracle, Power Over Undead, Spirit Guide, Summoner [b]Sorcerous Family:[/b] Arcane Soul, Familiar, Flight, Kinship [i]Low Power Example[/i] [b]Fey Fate (Su):[/b] If the sorcerer is of the Child of Nature heritage, they can draw on the power of their heritage and gain a +1 racial bonus to all saving throws. [i]Medium Power Example[/i] [b]Survivalist (Su):[/b] If the sorcerer is of the Arcane Orphan, Child of Magic (Dragon or Fiendish), Child of the Elements or Child of Nature heredities and has 13 or more ranks in Survival, they may fend for themselves in most any environment. They have learned to scrape by with little food and water and have trained themselves to be able to function on only ½ the normal need for food and water each day that a normal member of their race would need. In addition, they gain a +4 competence bonus to Survival checks when trying to forage for food and water. [i]High Power Example[/i] [b]Telepathy (Su):[/b] If the sorcerer is of the Child of Magic (Dragon or Fiendish) heredities and is able to cast 7th level spells, the sorcerer gains the ability to communicate telepathically with other creatures within 50’ of the sorcerer that has a language in common with the sorcerer. It is not possible for the sorcerer to communicate with multiple targets at once. [i]Power String Example[/i] [b]Purity (Su):[/b] If the sorcerer can cast 2nd level spells they can learn to channel their magic to purify their body. [u]Purity I:[/u] This purity of body grants the sorcerer immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy). [u]Purity II:[/u] If the sorcerer can cast 5th level spells and has the Purity I ability, they can gain immunity to all diseases including supernatural and magical diseases (such as mummy rot and lycanthropy). [u]Purity III:[/u] If the sorcerer can cast 8th level spells and has the Purity II ability, they can gain immunity to all poisons. [i]Stacked Ability Example[/i] [b]Energy Resistant (Su):[/b] If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or the Child of the Elements heredities and is able to cast 4th level spells, the sorcerer gains energy resistance based on their heredity. [u]Celestial:[/u] Gains energy resistance of 1 per 2 sorcerer levels against electricity and fire. [b]Immunity (Su):[/b] If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or the Child of the Elements heredities and can cast 7th level spells, and has the Energy Resistance ability, the sorcerer gains an immunity based on heredity. If the ability is chosen again, they may acquire more of the heredity’s immunities. [u]Celestial:[/u] Gains immunity to one of the following: acid, cold or petrification. Ok... let me know your thoughts and whether or not you wish to see more. [COLOR=Red]Red[/COLOR] = edited for correctness. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules"
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