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Sorceror Improvement
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<blockquote data-quote="netnomad" data-source="post: 839931" data-attributes="member: 4784"><p><strong>Elemental Sor.</strong></p><p></p><p>I was just thinking about this on the way to work this morning. I’m not sure of the balance of this stuff yet but here is what I came up with: </p><p></p><p>Sorcerers don’t get a familiar at level one but Summon Familiar is now a feat.</p><p></p><p>Sorcerers can become Elemental Specialists. They can choose one Element Type (Air, Earth, Fire, Metal, Water or Wood) and those spells have a +2 DC to save and the Sor get –2 to save against the opposite Element. Metal and wood oppose each other and they are “optional”. Metal and wood is found in OA. </p><p></p><p>Sor have elemental affinity. They get a bonus spell each spell level (like a cleric) that has an elemental spell descriptor [Air, Earth, Fire, Metal, Water or Wood]. If such spells are not available (There are no Air, Earth and Water Descriptors on the SRD) then to Sor gets the spell from the appropriate cleric domain. These spells gain any bonuses/penalties from being an Element Specialist above. Damage from such clerical spells are not divine in origin. For example Flame Strike is 100% Fire damage not 50% Fire and 50% Divine.</p><p></p><p>Some alternate spell descriptors can also be used:</p><p>- Air uses the Lighting spell descriptor.</p><p>- Earth uses Force spell descriptor.</p><p>- Fire uses the Fire spell descriptor.</p><p>- Water uses the Acid descriptor.</p><p></p><p>Sor now must pick a bloodline at level 1. A bloodline is the source of a Sor power and their heritage. Each bloodline has both positive and negative effects. </p><p></p><p>Celestial –</p><p>Minor Effects: When casting spells the Sor’s eye pupil disappears and the eyes glow blue.</p><p>Befits: SR5</p><p>Penalties: Spells that target the PC’s alignment receive –5 to there save. Detect alignment has a 25% chance of a detecting the Sor as Good (Even if the sor is not good.</p><p></p><p>Dragon –</p><p>Minor Effects: When casting spells with verbal components the mouth mimics the effects of the Sor ancestor. Examples a Sor with a red or plat dragon ancestor will spew a small amount of smoke, a blue dragon Sor will have a static electricity discharge around his teeth and black dragon Sor will spilt up bits of acid when chanting.</p><p>Befits: +2 to Intimidate and+2 Save vs. Dragon Ancestors Type of Breath Weapon Damage (Fire damage for Red Dragon, Acid Damage for Black Dragon, Etc…)</p><p>Penalties:-2 Animal Handling, -2 Animal Empathy, and –2 Ride. Animals can smell the dragon heritage on the Sor’s and are naturally skittish around them.</p><p></p><p>Deluded - Has no effects because time has erased the Sor’s heritage. </p><p></p><p>Divine – </p><p>Minor Effects: All spells with somatic spell components cause the Sor body to glow slightly (not enough to provide light).</p><p>Befits: Can cast Orisons as well as Cantrips, Elemental Spells do 50% Divine Damage.</p><p>Penalties: Protection spells that effect Alignments will be doubly effective against her. Example a Protection from Chaos spell will allow the caster gets a +4 deflection bonus to AC and a +4 resistance bonus on saves instead of the normal +2 when facing the Divine bloodline Sor. </p><p></p><p>Fey-</p><p>Minor Effects: All spells with verbal spell components have a sound of laughter faintly heard in the background. </p><p>Befits: - +2 to Bluff, +2 save vs. illusion spells.</p><p>Penalties: -2 to innuendo and –2 save vs. necromantic spells. </p><p></p><p>Ogre Magi – </p><p>Minor Effects: When casting spells that have a personal range the skin gains a greenish-yellow hue that lasts as long as the spell does.</p><p>Befits: Has double the normal healing rate per day.</p><p>Penalties: Receives –1 hit points healed with cure spells and healing items (such as potions).</p><p></p><p>Taint (Evil Outsider) – </p><p>Minor Effects: When casting spells the Sor’s eye pupil disappears and the eyes glow red.</p><p>Befits: Fire or Cold DR 5</p><p>Penalties: Spells that target the PC’s alignment receive –5 to there save. Detect alignment has a 25% chance of a detecting the Sor as Evil (Even if the sor is not evil). </p><p></p><p>So what do you think?</p><p></p><p>-Netnomad</p></blockquote><p></p>
[QUOTE="netnomad, post: 839931, member: 4784"] [b]Elemental Sor.[/b] I was just thinking about this on the way to work this morning. I’m not sure of the balance of this stuff yet but here is what I came up with: Sorcerers don’t get a familiar at level one but Summon Familiar is now a feat. Sorcerers can become Elemental Specialists. They can choose one Element Type (Air, Earth, Fire, Metal, Water or Wood) and those spells have a +2 DC to save and the Sor get –2 to save against the opposite Element. Metal and wood oppose each other and they are “optional”. Metal and wood is found in OA. Sor have elemental affinity. They get a bonus spell each spell level (like a cleric) that has an elemental spell descriptor [Air, Earth, Fire, Metal, Water or Wood]. If such spells are not available (There are no Air, Earth and Water Descriptors on the SRD) then to Sor gets the spell from the appropriate cleric domain. These spells gain any bonuses/penalties from being an Element Specialist above. Damage from such clerical spells are not divine in origin. For example Flame Strike is 100% Fire damage not 50% Fire and 50% Divine. Some alternate spell descriptors can also be used: - Air uses the Lighting spell descriptor. - Earth uses Force spell descriptor. - Fire uses the Fire spell descriptor. - Water uses the Acid descriptor. Sor now must pick a bloodline at level 1. A bloodline is the source of a Sor power and their heritage. Each bloodline has both positive and negative effects. Celestial – Minor Effects: When casting spells the Sor’s eye pupil disappears and the eyes glow blue. Befits: SR5 Penalties: Spells that target the PC’s alignment receive –5 to there save. Detect alignment has a 25% chance of a detecting the Sor as Good (Even if the sor is not good. Dragon – Minor Effects: When casting spells with verbal components the mouth mimics the effects of the Sor ancestor. Examples a Sor with a red or plat dragon ancestor will spew a small amount of smoke, a blue dragon Sor will have a static electricity discharge around his teeth and black dragon Sor will spilt up bits of acid when chanting. Befits: +2 to Intimidate and+2 Save vs. Dragon Ancestors Type of Breath Weapon Damage (Fire damage for Red Dragon, Acid Damage for Black Dragon, Etc…) Penalties:-2 Animal Handling, -2 Animal Empathy, and –2 Ride. Animals can smell the dragon heritage on the Sor’s and are naturally skittish around them. Deluded - Has no effects because time has erased the Sor’s heritage. Divine – Minor Effects: All spells with somatic spell components cause the Sor body to glow slightly (not enough to provide light). Befits: Can cast Orisons as well as Cantrips, Elemental Spells do 50% Divine Damage. Penalties: Protection spells that effect Alignments will be doubly effective against her. Example a Protection from Chaos spell will allow the caster gets a +4 deflection bonus to AC and a +4 resistance bonus on saves instead of the normal +2 when facing the Divine bloodline Sor. Fey- Minor Effects: All spells with verbal spell components have a sound of laughter faintly heard in the background. Befits: - +2 to Bluff, +2 save vs. illusion spells. Penalties: -2 to innuendo and –2 save vs. necromantic spells. Ogre Magi – Minor Effects: When casting spells that have a personal range the skin gains a greenish-yellow hue that lasts as long as the spell does. Befits: Has double the normal healing rate per day. Penalties: Receives –1 hit points healed with cure spells and healing items (such as potions). Taint (Evil Outsider) – Minor Effects: When casting spells the Sor’s eye pupil disappears and the eyes glow red. Befits: Fire or Cold DR 5 Penalties: Spells that target the PC’s alignment receive –5 to there save. Detect alignment has a 25% chance of a detecting the Sor as Evil (Even if the sor is not evil). So what do you think? -Netnomad [/QUOTE]
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