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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The sorcerer as a unique class (with bloodlines - see post #1)
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<blockquote data-quote="adamda" data-source="post: 4085882" data-attributes="member: 22066"><p>I think the project has merit! It's inspired me some, so I'll throw out what ideas I have and you can cannibalize any of it that you like. My thoughts are to have nothing inherently good or evil (thus no celestial/fiendish blood lines) and to de-emphasize draconic heritage. I am somewhat of a 4e fanboy, so my thoughts are rather tainted by the previews. </p><p></p><p>Elemental - this would include draconic bloodlines too, wizard/druid spells</p><p>Fey - positive energy, buffs, emotional manipulation, druid/bard spells</p><p>Shadow - negative energy and deception, undead bent - wizard spells</p><p>Astral - belief as reality, those of fiendish or celestial bent - wizard spells</p><p>Chaos - as you have it, I might call it Balance - wizard spells</p><p></p><p>The term astral might be strange, but I see it as being infused with the ability to make ones belief a reality. These thoughts come from Planescape, where locales on the Great Wheel could shift to the heavens, hells, or elsewhere if enough people believed or acted a certain way. No matter what the origin, an astral touched individual chooses their destiny - their actions shape their powers. They become what they believe in.</p><p></p><p>Your idea for major powers I'd call "adaptations" - the ability to adapt the raw magic inherent to ones being to a specific powerful shape. These would be powerful spells. The minor powers would be "augmentations", things that subtlety change their appearance, and grant a minor power. As well as this gift, depending on the powers they choose their blast or shield gains additional options. I'm thinking there would be few of these, but you could take a single one multiple times to get additional benefits. The gift would be useable a number of times per day equal to ones Charisma modifier + half class level.</p><p></p><p>For example, a fey blooded sorcerer has this as one of their augmentation options:</p><p></p><p>Life Burst</p><p>You can heal with a touch a number of hit points equal to 1d6 + 3. Each time you choose this power, the number of hit points healed increases by 1d6 + 3 (so 2d6+6 pr 3d6+9).</p><p>- Blast Augmentation: You can augment your blasts with positive energy. They do an additional d6 damage to undead and creatures similarly injured by positive energy, but do not grant any healing. Each time this augmentation is chosen, an additional d6 damage is dealt.</p><p>- Shield Augmentation: Your shield bolsters your life force. You gain a +2 bonus to Fortitude saves if this augmentation is active. Each time this augmentation is chosen, an additional +2 bonus to Fortitude saves is granted.</p><p></p><p>So you could at 11th level have Life Burst (Blast 2, Shield 2), and you'd heal 4d6+12 per touch, deal an extra 2d6 damage to undead, and gain a +4 to Fortitude saves. or you could put it all in Blast, dealing an extra 4d6 to undead, or all in Shield for a total of +8 to Fortitude saves.</p><p></p><p>In addition, at 10 and 20th level, a thematic boost would be granted depending on bloodline.</p><p></p><p>The progression could go something like this:</p><p></p><p>1 Eldritch Blast, Shield, 1 adaptation 1/day, first augmentation</p><p>2 </p><p>3 augmentation</p><p>4 </p><p>5 2 adaptations </p><p>6 </p><p>7 augmentation</p><p>8</p><p>9 3 adaptations 2/day</p><p>10 Living Conduit</p><p>11 augmentation</p><p>12</p><p>13 4 adaptations </p><p>14</p><p>15 augmentation</p><p>16</p><p>17 5 adaptations 3/day</p><p>18</p><p>19 augmentation </p><p>20 Transcendence</p></blockquote><p></p>
[QUOTE="adamda, post: 4085882, member: 22066"] I think the project has merit! It's inspired me some, so I'll throw out what ideas I have and you can cannibalize any of it that you like. My thoughts are to have nothing inherently good or evil (thus no celestial/fiendish blood lines) and to de-emphasize draconic heritage. I am somewhat of a 4e fanboy, so my thoughts are rather tainted by the previews. Elemental - this would include draconic bloodlines too, wizard/druid spells Fey - positive energy, buffs, emotional manipulation, druid/bard spells Shadow - negative energy and deception, undead bent - wizard spells Astral - belief as reality, those of fiendish or celestial bent - wizard spells Chaos - as you have it, I might call it Balance - wizard spells The term astral might be strange, but I see it as being infused with the ability to make ones belief a reality. These thoughts come from Planescape, where locales on the Great Wheel could shift to the heavens, hells, or elsewhere if enough people believed or acted a certain way. No matter what the origin, an astral touched individual chooses their destiny - their actions shape their powers. They become what they believe in. Your idea for major powers I'd call "adaptations" - the ability to adapt the raw magic inherent to ones being to a specific powerful shape. These would be powerful spells. The minor powers would be "augmentations", things that subtlety change their appearance, and grant a minor power. As well as this gift, depending on the powers they choose their blast or shield gains additional options. I'm thinking there would be few of these, but you could take a single one multiple times to get additional benefits. The gift would be useable a number of times per day equal to ones Charisma modifier + half class level. For example, a fey blooded sorcerer has this as one of their augmentation options: Life Burst You can heal with a touch a number of hit points equal to 1d6 + 3. Each time you choose this power, the number of hit points healed increases by 1d6 + 3 (so 2d6+6 pr 3d6+9). - Blast Augmentation: You can augment your blasts with positive energy. They do an additional d6 damage to undead and creatures similarly injured by positive energy, but do not grant any healing. Each time this augmentation is chosen, an additional d6 damage is dealt. - Shield Augmentation: Your shield bolsters your life force. You gain a +2 bonus to Fortitude saves if this augmentation is active. Each time this augmentation is chosen, an additional +2 bonus to Fortitude saves is granted. So you could at 11th level have Life Burst (Blast 2, Shield 2), and you'd heal 4d6+12 per touch, deal an extra 2d6 damage to undead, and gain a +4 to Fortitude saves. or you could put it all in Blast, dealing an extra 4d6 to undead, or all in Shield for a total of +8 to Fortitude saves. In addition, at 10 and 20th level, a thematic boost would be granted depending on bloodline. The progression could go something like this: 1 Eldritch Blast, Shield, 1 adaptation 1/day, first augmentation 2 3 augmentation 4 5 2 adaptations 6 7 augmentation 8 9 3 adaptations 2/day 10 Living Conduit 11 augmentation 12 13 4 adaptations 14 15 augmentation 16 17 5 adaptations 3/day 18 19 augmentation 20 Transcendence [/QUOTE]
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The sorcerer as a unique class (with bloodlines - see post #1)
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