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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: 4107735" data-attributes="member: 4722"><p>I need an opinion on this. I revised the immolation thing, but I'm thinking about just dropping it - it's a cool idea, but not really practical unless you're an NPC (you can pretty well guarantee they'd use it).</p><p></p><p> Hellfire (Su): At 1st level, a fiend-blooded sorcerer can infuse herself with hellfire as a free action. A sorcerer holding hellfire is easy to spot for those who know what to look for – her eyes have a slight orange glow, the air around becomes warm, and she glows with an elemental aura if spells or effects that detect magic are used.</p><p></p><p> She can hold it safely for up to 3 rounds; after that, she must make a Will save (DC 10, +1 per round after that) each round to avoid taking 1d6 points of damage from the fires. There is no way to mitigate this damage, as it is magical energy infusing her being. </p><p></p><p> The sorcerer can instead choose to immolate herself with hellfire; this kills her and destroys her body, but it deals massive damage to those around her. It is used as a last-ditch defense, or as a final act of defiance to those who would kill her anyway. In order to immolate, the sorcerer must open herself completely to the hellfire; this requires a full-round action, during which her eyes glow brightly and the air around her grows warm even to those not paying attention. On her turn on the next round, she explodes in a fiery inferno of black-tinged flames. All creatures and objects within 5 feet per class level take 1d6 points of fire damage per class level (they can make a DC 20 Reflex save for half damage).</p><p></p><p> The sorcerer can let the hellfire drain away at any time (this doesn’t count as a use), unleash it as a bolt of energy, or make a touch attack, infusing a creature or object with the hellfire and causing it to burst into flame. Releasing the hellfire is a free action; using a bolt or touch attack is a standard action.</p><p></p><p> A hellfire bolt is a ray of fiery energy that can strike a creature within 40 feet and deals 1d6 points of fire damage per class level. The sorcerer must make a ranged touch attack to hit; there is no save to mitigate the damage, but spell resistance does apply.</p><p></p><p> If the sorcerer chooses to make a touch attack, she deals 2d6 fire damage and the creature or object bursts into flames, taking an additional 1d6 points of fire damage per round until extinguished. Good-aligned creatures take an additional +1 points per die of damage due to the infernal origin of the fire. She can "hold the charge" for up to 3 rounds safely; after that, the hellfire begins to deal damage to her at the rate of 1d4 points per round (no save) as it burns her from the inside out. After 1 minute, she automatically immolates, destroying herself and dealing 10d6 fire damage to anything within 10 feet (anything caught in the blast can make a DC 20 Reflex save for half damage).</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4107735, member: 4722"] I need an opinion on this. I revised the immolation thing, but I'm thinking about just dropping it - it's a cool idea, but not really practical unless you're an NPC (you can pretty well guarantee they'd use it). Hellfire (Su): At 1st level, a fiend-blooded sorcerer can infuse herself with hellfire as a free action. A sorcerer holding hellfire is easy to spot for those who know what to look for – her eyes have a slight orange glow, the air around becomes warm, and she glows with an elemental aura if spells or effects that detect magic are used. She can hold it safely for up to 3 rounds; after that, she must make a Will save (DC 10, +1 per round after that) each round to avoid taking 1d6 points of damage from the fires. There is no way to mitigate this damage, as it is magical energy infusing her being. The sorcerer can instead choose to immolate herself with hellfire; this kills her and destroys her body, but it deals massive damage to those around her. It is used as a last-ditch defense, or as a final act of defiance to those who would kill her anyway. In order to immolate, the sorcerer must open herself completely to the hellfire; this requires a full-round action, during which her eyes glow brightly and the air around her grows warm even to those not paying attention. On her turn on the next round, she explodes in a fiery inferno of black-tinged flames. All creatures and objects within 5 feet per class level take 1d6 points of fire damage per class level (they can make a DC 20 Reflex save for half damage). The sorcerer can let the hellfire drain away at any time (this doesn’t count as a use), unleash it as a bolt of energy, or make a touch attack, infusing a creature or object with the hellfire and causing it to burst into flame. Releasing the hellfire is a free action; using a bolt or touch attack is a standard action. A hellfire bolt is a ray of fiery energy that can strike a creature within 40 feet and deals 1d6 points of fire damage per class level. The sorcerer must make a ranged touch attack to hit; there is no save to mitigate the damage, but spell resistance does apply. If the sorcerer chooses to make a touch attack, she deals 2d6 fire damage and the creature or object bursts into flames, taking an additional 1d6 points of fire damage per round until extinguished. Good-aligned creatures take an additional +1 points per die of damage due to the infernal origin of the fire. She can "hold the charge" for up to 3 rounds safely; after that, the hellfire begins to deal damage to her at the rate of 1d4 points per round (no save) as it burns her from the inside out. After 1 minute, she automatically immolates, destroying herself and dealing 10d6 fire damage to anything within 10 feet (anything caught in the blast can make a DC 20 Reflex save for half damage). [/QUOTE]
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The sorcerer as a unique class (with bloodlines - see post #1)
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