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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="Kerrick" data-source="post: 4087097" data-attributes="member: 4722"><p>What you're suggesting is more along the lines of specialist wizards who gain extra abilities based on the specialty. It's an intriguing idea, to be sure... maybe once I finish the sorcerer thing up, I'll go back to wizards and take a look at that too. I've already got a <a href="http://shtar.pbwiki.com/Summoner" target="_blank">Summoner PrC</a> - I don't think it'd be hard to adapt that to a normal Conjurer specialist.</p><p></p><p></p><p></p><p>Hmm.. what kind of spells would they cast? I mean, besides "wizard" spells - as I said in the first post, they'd have a limited list of thematic spells to choose from.</p><p></p><p>I told a friend about this, and he wants me to make him a fiend-blooded sorcerer for his Friday night game (CR 6, so nothing major, thankfully), so I'll be keeping those for the time being. </p><p></p><p></p><p>The idea for minor powers is a good one... I was thinking something along the lines of performing a small ritual to further tap into your heritage (bloodline) and gaining small benefits (stat bonuses, minor SLAs, or bonuses to spells - a fey, frex, would have a bonus to charm/illusion spell DCs). Your thinking on both points pretty well parallels mine here.</p><p></p><p></p><p>That's pretty much what I was thinking - give them augmentations at, say, 1 and 10, and adaptations at 5 and 15. I was going to scale the powers with level (this is only a partial example):</p><p></p><p>Hellfire (Su): At 1st level, a fiend-blooded sorcerer can infuse herself with hellfire, which manifests as red-orange flames tinged with blackness. She can unleash it immediately as a bolt of energy, or she can make a touch attack, infusing a creature or object with the hellfire and causing it to burst into flame.</p><p></p><p>At 1st level, the bolt is similar to an arrow; the sorcerer can make a ranged touch attack against a target within 30 feet to deal 1d8 damage.</p><p></p><p>At 5th level, the bolt is larger (about 1 inch in diameter); the sorcerer can make a ranged touch attack against a target within 50 feet to deal 2d6 damage.</p><p></p><p>At 10th level, the bolt is 1 foot wide and 40 feet long. All creatures in the area of effect must make Reflex saves or suffer 2d8 points of damage.</p><p></p><p></p><p>Giving them the option to choose power-ups instead might work better - I was considering it last night at work, running things through my head. The downside is that if you choose it at a higher level, it's not as effective, but the upside is that you couldn't just take it at, say, L15 and get a super-powerful effect. I also want to work in some base sorcerer abilities that all sorcerers get, regardless of bloodline - sense magic, arcane sight (at higher level), and maybe another. Great ideas overall, though. Thanks a lot for the input.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4087097, member: 4722"] What you're suggesting is more along the lines of specialist wizards who gain extra abilities based on the specialty. It's an intriguing idea, to be sure... maybe once I finish the sorcerer thing up, I'll go back to wizards and take a look at that too. I've already got a [url=http://shtar.pbwiki.com/Summoner]Summoner PrC[/url] - I don't think it'd be hard to adapt that to a normal Conjurer specialist. Hmm.. what kind of spells would they cast? I mean, besides "wizard" spells - as I said in the first post, they'd have a limited list of thematic spells to choose from. I told a friend about this, and he wants me to make him a fiend-blooded sorcerer for his Friday night game (CR 6, so nothing major, thankfully), so I'll be keeping those for the time being. The idea for minor powers is a good one... I was thinking something along the lines of performing a small ritual to further tap into your heritage (bloodline) and gaining small benefits (stat bonuses, minor SLAs, or bonuses to spells - a fey, frex, would have a bonus to charm/illusion spell DCs). Your thinking on both points pretty well parallels mine here. That's pretty much what I was thinking - give them augmentations at, say, 1 and 10, and adaptations at 5 and 15. I was going to scale the powers with level (this is only a partial example): Hellfire (Su): At 1st level, a fiend-blooded sorcerer can infuse herself with hellfire, which manifests as red-orange flames tinged with blackness. She can unleash it immediately as a bolt of energy, or she can make a touch attack, infusing a creature or object with the hellfire and causing it to burst into flame. At 1st level, the bolt is similar to an arrow; the sorcerer can make a ranged touch attack against a target within 30 feet to deal 1d8 damage. At 5th level, the bolt is larger (about 1 inch in diameter); the sorcerer can make a ranged touch attack against a target within 50 feet to deal 2d6 damage. At 10th level, the bolt is 1 foot wide and 40 feet long. All creatures in the area of effect must make Reflex saves or suffer 2d8 points of damage. Giving them the option to choose power-ups instead might work better - I was considering it last night at work, running things through my head. The downside is that if you choose it at a higher level, it's not as effective, but the upside is that you couldn't just take it at, say, L15 and get a super-powerful effect. I also want to work in some base sorcerer abilities that all sorcerers get, regardless of bloodline - sense magic, arcane sight (at higher level), and maybe another. Great ideas overall, though. Thanks a lot for the input. [/QUOTE]
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The sorcerer as a unique class (with bloodlines - see post #1)
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