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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Khaalis" data-source="post: 1355262" data-attributes="member: 2167"><p>Now for some of the specific mech material:</p><p> </p><p></p><p></p><p>All of the “{Element} Ken” abilities are OGL source abilities from Green Ronin’s <u>The Book of the Righteous</u>. Personally I feel that most of Green Ronin’s works are the best of the 3rd party work on the shelves. As for the specifics of the Air ability, I do not necessarily have a problem with granting languages. In fact I had been thinking of granting free languages to the other heredities as well. I could however just as easily give No heredity bonus languages. In my opinion languages are such a trifling small ability that they don’t really register. However, for design purposes it should be uniform. Either all get, or none get. If you think they should be added to the base Package – that is cool and works well with me and works with all of the heredities. Although, should I add it as a free language? Or should I simply add it as an addition to their Bonus Language selection and make them pay to take it?</p><p></p><p>As for the Air granted feats you gain: </p><p>• +1 dodge bonus to AC against one target per round</p><p>• +4 bonus to initiative.</p><p></p><p>As for your Air suggestions:</p><p>• I am not sure how I feel about the addition of a Charisma modifier bonus to Dexterity skills. That just pushes the realm of suspended disbelief a bit too far. That and the sorcerer really doesn’t have any Dexterity based skills to get bonuses on.</p><p>• As for the Charisma bonus to Initiative – this could become more powerful than the Improved Initiative feat – especially with power gamers who will have a minimum 20 Charisma (+5 initiative). Also the idea of Charisma affecting initiative doesn’t sit well, especially when the “simple” answer is to just grant the feat.</p><p></p><p>A way to limit the impact of the Air ability but to give the same bonus would be to say the Sorcerer simply gains a racial bonus of +1 to AC and +4 to initiative, thus removing the ability to later take any feat that stacks off of dodge and improved initiative – but I think this is more damaging than helpful.</p><p></p><p>As for your Earth suggestion: Would you grant the Strength bonus as a part of the AC bonus, or as something they could activate separately from the AC?</p><p></p><p></p><p></p><p></p><p>The skill ranks are a way of restricting access to the ability and is a pretty common theme in my versatile class builds. It shows that the character must spend time honing themselves in a related area before they can attain the use of the listed ability. Just as a feat has prerequisite, class abilities should/could have them as well.</p><p>• For the base ability, it is one that is based on the use of Concentration (<em>detect magic</em> must be concentrated upon to use and is more of a “sense” ability than a “vision” ability). Thus to limit every sorcerer from picking up the skill at 1st level we limit it to those that have honed their skills in Concentration. To limit it to those of 3rd level and above determines the ranks (level+3).</p><p>• For <strong>Identification</strong>, you are correct. Knowledge (Arcana) is a necessity to identify magic items.</p><p>• For <strong>Improved</strong>, we want to limit the access to this even more. <em>Arcane Sight</em> is a 3rd level spell, so we do not want this to be able to be used “at will” easily. You should have to work for this ability, thus as it is a visual spell, Spot makes a good prerequisite. To make it even more difficult we force the sorcerer to have an above average secondary stat (same as many feats). Since Spot is a cross class skill, the Sorcerer must be a minimum of 9th level to acquire 6 ranks in the skill. On a similar note <em>true sight</em> would require a minimum of 13th level (these minimums do not count multiclassing however which has its own associated costs and is thus balanced).</p><p></p><p>Does that make sense?</p><p></p><p></p><p></p><p>Again, this ability is an OGL source ability from Green Ronin’s <u>The Book of the Righteous</u>. No changes to their version except the prerequisites and basing uses on Charisma. I don’t think its too complex an ability as written, but I am liking the idea of splitting it into two levels. Your suggestions are interesting, but they don’t take into account the suppression of the effect. You suggest simply allowing a second saving throw. Perhaps the answer would be thus.</p><p></p><p><strong><u>Clarity</u> (Su):</strong> If the sorcerer is of the Divine Receptacle heredity, and can cast 4th level spells, they can draw on the power of their heritage and can with a touch cut through anything altering the mental capacity of another.</p><p><strong><em>Clarity I:</em></strong> The sorcerer can, with a touch a number of times per day equal to the sorcerer’s Charisma modifier, cut through any temporary effect (those with a duration) altering the mental capacity of another. This removes insanity, confusion, charm, loss of Intelligence or Wisdom, or other mind-altering effects. If it is an effect for which a negating saving throw is allowed, the touched party receives an new saving throw, this time with a bonus equal to the sorcerer’s Charisma modifier. This ability may be used on naturally occurring effects such as drunkenness and exhaustion as well as on magical effects. Natural effects are automatically removed by the use of this ability as no saving throw is required. This does not effect changes in emotional state such as rage or fear or perceptions such as illusions, blindness, etc.</p><p><strong><em>Clarity II:</em></strong> If the sorcerer is of the Divine Receptacle heredity, and can cast 7th level spells, they can now cut through any effect altering the mental capacity of another including those with no set duration, extremel long durations, or permanent. This removes all such mind-altering effects for one round per sorcerer level. At the end of this time, if the effect on the touched target is permanent or still in effect due to an extensive duration, it returns. However, if it is an effect for which a negating saving throw was possible when it first took hold, the touched party receives an additional saving throw at the end of the Clarity’s duration, this time with a bonus equal to the sorcerer’s Charisma modifier. This ability may be used on naturally occurring effects such as drunkenness and exhaustion as well as on magical effects. Natural effects are removed by the use of this ability as no saving throw is required. This does not effect changes in emotional state such as rage or fear or perceptions such as illusions, blindness, etc.</p><p></p><p> </p><p></p><p>I see a theme with the Ronin abilities… <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>This ability is also an OGL source ability from Green Ronin’s <u>The Book of the Righteous</u>. As far as I know there is no spell that grants a similar effect. The closest would be <em>aid</em> granting +1 to attack and saves and +1d8+Level in temp hp and <em>remove fear</em> which gives the +4 fear save bonus to one target +1 target/level. This power is a watered down combination of the 2 spell effects.</p><p>• No attack bonus or general save bonus</p><p>• Only Level in temp hit points (lose the added 1d8)</p><p>• Remove fear effect on only the single target instead of a vast number of targets</p><p></p><p></p><p></p><p>Nope. Took this direct form the <u>Monster Manual</u>. Of the shapechangers even – this is unique to the Doppelganger. The outsiders do not gain this. Most celestials gain Tongues and Fiends (Demon and Devil) gain Telepathy.</p><p></p><p></p><p></p><p>Divine Channel is based on the <em>”Ki”</em> ability from the Monk. I thought about a Paladin’s Smite ability but it is actually much more powerful and much more Melee class oriented. Smite grants a melee attack bonus equal to Charisma modifier (likely +4) and bonus melee damaged equal to class level. That’s a pretty hefty melee combat bonus which really doesn’t fit the sorcerer. This ability simply allows the sorcerer to overcome one not-so-common Damage Resistance modifier related more to their magical orientation.</p><p></p><p></p><p></p><p>I thought about this, but I based the ability on the Druid’s Wild Shape. When the Druid gets this ability they can change into a Small, Medium or Large elemental (their choice). At 20th level the druid can choose a Huge elemental. Thus I used the standard mechanic for the ability that already existed and granted it to the sorcerer when they can cast 8th level spells but with no option to upgrade to a Huge elemental. The elemental form (small-large) is actually not that powerful an ability at 16th level so I didn’t really see it as necessary to make the sorcerer burn multiple abilities on it.</p><p></p><p></p><p></p><p>As I mentioned in my previous post on this, I think that this falls under the <strong><em>Bonus Feat</em></strong> ability. If the sorcerer already has access to a familiar they can choose any of the dozen or so "Improved Familiar" style feats that are out there (up to the DM obviously) but at the very least the Improved Familiar feat from the <u>DMG</u>. Do you think any other ability needs to be covered?</p><p></p><p></p><p>Thanks!! Looking forward to your responses and further comments.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1355262, member: 2167"] Now for some of the specific mech material: All of the “{Element} Ken” abilities are OGL source abilities from Green Ronin’s [u]The Book of the Righteous[/u]. Personally I feel that most of Green Ronin’s works are the best of the 3rd party work on the shelves. As for the specifics of the Air ability, I do not necessarily have a problem with granting languages. In fact I had been thinking of granting free languages to the other heredities as well. I could however just as easily give No heredity bonus languages. In my opinion languages are such a trifling small ability that they don’t really register. However, for design purposes it should be uniform. Either all get, or none get. If you think they should be added to the base Package – that is cool and works well with me and works with all of the heredities. Although, should I add it as a free language? Or should I simply add it as an addition to their Bonus Language selection and make them pay to take it? As for the Air granted feats you gain: • +1 dodge bonus to AC against one target per round • +4 bonus to initiative. As for your Air suggestions: • I am not sure how I feel about the addition of a Charisma modifier bonus to Dexterity skills. That just pushes the realm of suspended disbelief a bit too far. That and the sorcerer really doesn’t have any Dexterity based skills to get bonuses on. • As for the Charisma bonus to Initiative – this could become more powerful than the Improved Initiative feat – especially with power gamers who will have a minimum 20 Charisma (+5 initiative). Also the idea of Charisma affecting initiative doesn’t sit well, especially when the “simple” answer is to just grant the feat. A way to limit the impact of the Air ability but to give the same bonus would be to say the Sorcerer simply gains a racial bonus of +1 to AC and +4 to initiative, thus removing the ability to later take any feat that stacks off of dodge and improved initiative – but I think this is more damaging than helpful. As for your Earth suggestion: Would you grant the Strength bonus as a part of the AC bonus, or as something they could activate separately from the AC? The skill ranks are a way of restricting access to the ability and is a pretty common theme in my versatile class builds. It shows that the character must spend time honing themselves in a related area before they can attain the use of the listed ability. Just as a feat has prerequisite, class abilities should/could have them as well. • For the base ability, it is one that is based on the use of Concentration ([i]detect magic[/i] must be concentrated upon to use and is more of a “sense” ability than a “vision” ability). Thus to limit every sorcerer from picking up the skill at 1st level we limit it to those that have honed their skills in Concentration. To limit it to those of 3rd level and above determines the ranks (level+3). • For [b]Identification[/b], you are correct. Knowledge (Arcana) is a necessity to identify magic items. • For [b]Improved[/b], we want to limit the access to this even more. [i]Arcane Sight[/i] is a 3rd level spell, so we do not want this to be able to be used “at will” easily. You should have to work for this ability, thus as it is a visual spell, Spot makes a good prerequisite. To make it even more difficult we force the sorcerer to have an above average secondary stat (same as many feats). Since Spot is a cross class skill, the Sorcerer must be a minimum of 9th level to acquire 6 ranks in the skill. On a similar note [i]true sight[/i] would require a minimum of 13th level (these minimums do not count multiclassing however which has its own associated costs and is thus balanced). Does that make sense? Again, this ability is an OGL source ability from Green Ronin’s [u]The Book of the Righteous[/u]. No changes to their version except the prerequisites and basing uses on Charisma. I don’t think its too complex an ability as written, but I am liking the idea of splitting it into two levels. Your suggestions are interesting, but they don’t take into account the suppression of the effect. You suggest simply allowing a second saving throw. Perhaps the answer would be thus. [b][u]Clarity[/u] (Su):[/b] If the sorcerer is of the Divine Receptacle heredity, and can cast 4th level spells, they can draw on the power of their heritage and can with a touch cut through anything altering the mental capacity of another. [b][i]Clarity I:[/i][/b] The sorcerer can, with a touch a number of times per day equal to the sorcerer’s Charisma modifier, cut through any temporary effect (those with a duration) altering the mental capacity of another. This removes insanity, confusion, charm, loss of Intelligence or Wisdom, or other mind-altering effects. If it is an effect for which a negating saving throw is allowed, the touched party receives an new saving throw, this time with a bonus equal to the sorcerer’s Charisma modifier. This ability may be used on naturally occurring effects such as drunkenness and exhaustion as well as on magical effects. Natural effects are automatically removed by the use of this ability as no saving throw is required. This does not effect changes in emotional state such as rage or fear or perceptions such as illusions, blindness, etc. [b][i]Clarity II:[/i][/b] If the sorcerer is of the Divine Receptacle heredity, and can cast 7th level spells, they can now cut through any effect altering the mental capacity of another including those with no set duration, extremel long durations, or permanent. This removes all such mind-altering effects for one round per sorcerer level. At the end of this time, if the effect on the touched target is permanent or still in effect due to an extensive duration, it returns. However, if it is an effect for which a negating saving throw was possible when it first took hold, the touched party receives an additional saving throw at the end of the Clarity’s duration, this time with a bonus equal to the sorcerer’s Charisma modifier. This ability may be used on naturally occurring effects such as drunkenness and exhaustion as well as on magical effects. Natural effects are removed by the use of this ability as no saving throw is required. This does not effect changes in emotional state such as rage or fear or perceptions such as illusions, blindness, etc. I see a theme with the Ronin abilities… :) This ability is also an OGL source ability from Green Ronin’s [u]The Book of the Righteous[/u]. As far as I know there is no spell that grants a similar effect. The closest would be [i]aid[/i] granting +1 to attack and saves and +1d8+Level in temp hp and [i]remove fear[/i] which gives the +4 fear save bonus to one target +1 target/level. This power is a watered down combination of the 2 spell effects. • No attack bonus or general save bonus • Only Level in temp hit points (lose the added 1d8) • Remove fear effect on only the single target instead of a vast number of targets Nope. Took this direct form the [u]Monster Manual[/u]. Of the shapechangers even – this is unique to the Doppelganger. The outsiders do not gain this. Most celestials gain Tongues and Fiends (Demon and Devil) gain Telepathy. Divine Channel is based on the [i]”Ki”[/i] ability from the Monk. I thought about a Paladin’s Smite ability but it is actually much more powerful and much more Melee class oriented. Smite grants a melee attack bonus equal to Charisma modifier (likely +4) and bonus melee damaged equal to class level. That’s a pretty hefty melee combat bonus which really doesn’t fit the sorcerer. This ability simply allows the sorcerer to overcome one not-so-common Damage Resistance modifier related more to their magical orientation. I thought about this, but I based the ability on the Druid’s Wild Shape. When the Druid gets this ability they can change into a Small, Medium or Large elemental (their choice). At 20th level the druid can choose a Huge elemental. Thus I used the standard mechanic for the ability that already existed and granted it to the sorcerer when they can cast 8th level spells but with no option to upgrade to a Huge elemental. The elemental form (small-large) is actually not that powerful an ability at 16th level so I didn’t really see it as necessary to make the sorcerer burn multiple abilities on it. As I mentioned in my previous post on this, I think that this falls under the [b][i]Bonus Feat[/i][/b] ability. If the sorcerer already has access to a familiar they can choose any of the dozen or so "Improved Familiar" style feats that are out there (up to the DM obviously) but at the very least the Improved Familiar feat from the [u]DMG[/u]. Do you think any other ability needs to be covered? Thanks!! Looking forward to your responses and further comments. [/QUOTE]
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