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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Khaalis" data-source="post: 1357597" data-attributes="member: 2167"><p>Thanks for replying Stormborn! The more comments the better.</p><p></p><p></p><p></p><p>Agreed. The bonus languages will be added, no stacking CHA and DEX and Clarity goes with the new version.</p><p></p><p> </p><p></p><p>It is easier to replicate the existing power. I also have to think about scalability balance. By the time the Sorcerer gains this ability, is a Medium Elemental of much use? Elementals of that size are quite weak compared to most anything else a Sorcerer can do at that level of ability.</p><p></p><p></p><p></p><p>I separated these because they are a different type of Feat than those gained in the Bonus Feat section. I have found that most people like seeing Item Creation and Metamagic feats listed separately from General feats, as the <u>Player’s Handbook</u> does on p.91 Its more of a format issue, and makes it easier for the player to pick what category of feat they want to look at. I know that if I want to add a Metamagic feat, I don’t want to dig through a score of feats looking for ones that sound like they might be Metamagic feats.</p><p></p><p></p><p></p><p></p><p><u>2nd Drafts</u>:</p><p>On oracle I don’t want to get into writing a whole new Skill or “New Use for Old Skill”. It tends to bog things down too much. I agree on necromancy and that is easily made to fit Oracle. Summoner on the other hand is much tougher. I do not want to re-write the summoning spell lists. So with that said, how about these?</p><p></p><p><strong><u>Oracle</u> (Su):</strong> If the sorcerer is of the Arcane Expert, Arcane Orphan, Child of Nature, or Divine Receptacle heritage and has 6 ranks or more in one of the following Knowledge skills (Arcana, Nature or Religion), they are blessed (or cursed) with the innate ability in the arts of Divination. Once per day equal to their Charisma modifier, they may use the typical trappings of Fortune Telling (such as Tarot Cards, Crystal Ball, etc.) as a focus item to use <em>augury</em>. In addition, oracles use all Divination spell-like abilities at a +1 caster level. If the Sorcerer also uses the typical trappings of Fortune Telling (as noted above) as a spell focus, their Divination spell-like abilities are used at +2 caster levels.</p><p></p><p><strong><u>Spirit Guide</u> (Su):</strong> If the sorcerer is of the Arcane Expert, Arcane Orphan, or Divine Receptacle heritage and has 6 ranks or more in one of the following Knowledge skills (Arcana or Religion), they can be blessed (or cursed) with an ability to channel necromantic energy that tends to focus on the world of ghosts and spirits. The sorcerer gains the ability to [/I]speak with dead[/I] a number of times per day equal to their Charisma score. The sorcerer are also uses all necromantic spells at a +1 caster level.</p><p></p><p><strong><u>Summoner</u> (Su):</strong> If the sorcerer is of the Child of Magic (Celestial or Fiendish), Child of the Elements or Divine Receptacle heritage, they can attain a specialized affinity for summoning creatures from other planes. All creatures summoned by a summoner gain a +2 enhancement bonus to Strength and Constitution for the duration of time they are summoned for and also have maximum possible hit points for their species. The sorcerer also uses all conjuration (summoning) spell-like abilities at a +1 caster level.</p><p></p><p></p><p></p><p>If you come up with something, great. The spellshaping is originally an idea taken from the Wild Sorcerer from the unofficial Dragonlance and then modified.</p><p></p><p></p><p></p><p>I toyed with this idea but I am not sure I like the idea as it may quickly become unbalanced. Size in D&D is a major advantage because with Size comes Reach. For each extra 5’ of Reach beyond a Medium creature’s base 5’ reach you are effectively gaining a +1 Level Adjustment (per <u>Savage Species</u>). Personally I think this is a bit steep considering that I do not see having 5’ extra Reach is anywhere near the bonuses gained in a level in ANY class (including NPC classes). However, it is the basic rule.</p><p></p><p></p><p>Keep the thoughts and comments coming!!</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1357597, member: 2167"] Thanks for replying Stormborn! The more comments the better. Agreed. The bonus languages will be added, no stacking CHA and DEX and Clarity goes with the new version. It is easier to replicate the existing power. I also have to think about scalability balance. By the time the Sorcerer gains this ability, is a Medium Elemental of much use? Elementals of that size are quite weak compared to most anything else a Sorcerer can do at that level of ability. I separated these because they are a different type of Feat than those gained in the Bonus Feat section. I have found that most people like seeing Item Creation and Metamagic feats listed separately from General feats, as the [u]Player’s Handbook[/u] does on p.91 Its more of a format issue, and makes it easier for the player to pick what category of feat they want to look at. I know that if I want to add a Metamagic feat, I don’t want to dig through a score of feats looking for ones that sound like they might be Metamagic feats. [u]2nd Drafts[/u]: On oracle I don’t want to get into writing a whole new Skill or “New Use for Old Skill”. It tends to bog things down too much. I agree on necromancy and that is easily made to fit Oracle. Summoner on the other hand is much tougher. I do not want to re-write the summoning spell lists. So with that said, how about these? [b][u]Oracle[/u] (Su):[/b] If the sorcerer is of the Arcane Expert, Arcane Orphan, Child of Nature, or Divine Receptacle heritage and has 6 ranks or more in one of the following Knowledge skills (Arcana, Nature or Religion), they are blessed (or cursed) with the innate ability in the arts of Divination. Once per day equal to their Charisma modifier, they may use the typical trappings of Fortune Telling (such as Tarot Cards, Crystal Ball, etc.) as a focus item to use [I]augury[/i]. In addition, oracles use all Divination spell-like abilities at a +1 caster level. If the Sorcerer also uses the typical trappings of Fortune Telling (as noted above) as a spell focus, their Divination spell-like abilities are used at +2 caster levels. [b][u]Spirit Guide[/u] (Su):[/b] If the sorcerer is of the Arcane Expert, Arcane Orphan, or Divine Receptacle heritage and has 6 ranks or more in one of the following Knowledge skills (Arcana or Religion), they can be blessed (or cursed) with an ability to channel necromantic energy that tends to focus on the world of ghosts and spirits. The sorcerer gains the ability to [/I]speak with dead[/I] a number of times per day equal to their Charisma score. The sorcerer are also uses all necromantic spells at a +1 caster level. [b][u]Summoner[/u] (Su):[/b] If the sorcerer is of the Child of Magic (Celestial or Fiendish), Child of the Elements or Divine Receptacle heritage, they can attain a specialized affinity for summoning creatures from other planes. All creatures summoned by a summoner gain a +2 enhancement bonus to Strength and Constitution for the duration of time they are summoned for and also have maximum possible hit points for their species. The sorcerer also uses all conjuration (summoning) spell-like abilities at a +1 caster level. If you come up with something, great. The spellshaping is originally an idea taken from the Wild Sorcerer from the unofficial Dragonlance and then modified. I toyed with this idea but I am not sure I like the idea as it may quickly become unbalanced. Size in D&D is a major advantage because with Size comes Reach. For each extra 5’ of Reach beyond a Medium creature’s base 5’ reach you are effectively gaining a +1 Level Adjustment (per [u]Savage Species[/u]). Personally I think this is a bit steep considering that I do not see having 5’ extra Reach is anywhere near the bonuses gained in a level in ANY class (including NPC classes). However, it is the basic rule. Keep the thoughts and comments coming!! [/QUOTE]
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