Theme Sorcerers

Couple of things.

WoTC has a list of "supplimental" spells for free on their web site. Some of Cleric, some Ranger, but most are wizard/sorcerer type spells.

Theye have a fourth level version of Magic missle. The missles do something like 2d6 and have 1d6 "splash" damage to others nearby.

Also, with magic missle (and moreso with empower) you can get by with no other damage spells until 3rd or even 4th level spells. You might be a little boring but all of the other spells could be used on other more fun things.

I suggest that every sorcerer take true strike. It and a crossbow can be your friend at low levels.

g!
 

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Re: Re: Genie blood?

Fenes 2 said:
I built my own sorceress up in a similar way, and tagged on a home-brew prestige class dubbed "Genie Adept" similar to the dragon disciple & elemental savant. (Nothing too powerful, gives outsider status - with vulnerability to summoning etc. - as well as resistance to fire 10, darkvision, evasion-like immunity to fire as well as a vulnerability to cold.)

I don't suppose you've posted the class anywhere? If I ever work myself up to playing an arcane caster, that sounds similar to the route I'd like to take it.
 

Re: Re: Re: Genie blood?

Canis said:


I don't suppose you've posted the class anywhere? If I ever work myself up to playing an arcane caster, that sounds similar to the route I'd like to take it.

I can repost it Here:

Prestige Class: Genie Adept (Efreet variant)

“For the last time, I can’t grant wishes!”

Most people that descended from genies live their lives without anything extraordinary happening to them. Some spellcasters with genie blood in their veins however manage to awaken their heritage - often involuntarily as they cast spells that duplicate genie powers - and trigger a transformation process. As they progress in their ability to wield magic they become more and more like their ancestors – they even receive the questionable gift to be able to be summoned as a normal outsider. Genie Adepts descended from Efreet are often mistaken for Fire Genasi.

Hit Die: 1d4

Requirements:

Knowledge (Arcana): 8 ranks
Languages: Ignan
Feat: Bloodline of Fire
Spells: Ability to cast arcane spells without preparation,
Ability to cast at least three of the following spells, at least one of these must be 4th level or higher: detect magic, enlarge, fly, gaseous form, invisibility, permanent image, planeshift, polymorph self, produce flame, pyrotechnics, wall of fire or wish.
Special: The character must have been to another plane. A character that has taken one level in this prestige class cannot take another level in a spellcasting class until she has reached 5th level in Genie Adept – her blood, once awakened, forces her on this path.

Level BAB Fort Ref Will Special Spells per Day:
1 +0 +0 +0 +2 Genie transition +1 level of existing class
2 +1 +0 +0 +3 Resistance 5 +1 level of existing class
3 +1 +1 +1 +3 Darkvision +1 level of existing class
4 +2 +1 +1 +4 Resistance 10 +1 level of existing class
5 +2 +1 +1 +4 Genie transformation +1 level of existing class

Class Skills: Alchemy, Concentration, Craft, Knowledge (Arcana), Profession, Scry, Spellcraft

Skill Points at each level: 2 + Int Modifier

Class Features:

Weapon and Armor Proficiency: The Genie Adept gains no additional proficiency in any weapon or armor.

Spells per Day: The use of magic, especially spellcasting, causes the transformation Genie Adepts undergo. Therefore when a new Genie Adept level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, increased powers of a familiar) except for an increased effective level of spellcasting.

Genie Transition: Beginning at 1st Level, the Genie Adept begins to transcend her mortal form, on the path toward becoming a genie. At 1st level she can produce at will a candle-sized flame in her hand, or on the tip of a finger. The flame does not harm her, but produces heat and light as a normal candle would. This is a spell-like ability. She also begins to become vulnerable to summoning and calling – every day she has to make a will save with a DC of 13 or she can be summoned or called by spells like planar binding as if she was an outsider (genie, fire) for the next 24 hours. The same applies to getting turned or rebuked as a fire creature. The DC rises by 3 for each additional level of Genie Adept.

Resistance (Ex): As her Efreeti-blood becomes stronger, the Genie Adept gains part of her ancestor’s immunity to fire. At 2nd level she gains resistance 5 against fire damage. This rises to 10 at 4th level.

Darkvision (Ex): At 3rd level a Genie Adept gains darkvision with a range of 60 feet.

Genie transformation: At 5th level the Genie Adept completely transcends her mortal form to become a genie. She acquires one or two unusual traits reflecting her nature, like hair that waves like flames, eyes that glow or seem to burn when she is angry, small horns protruding from her head, a reddish tint to her skin, or a body temperature warmer than normal.
Her type changes permanently to “Outsider (Fire Subtype)”, which means (among other things) that she is no longer affected by spells that specifically target humanoids, such as charm person. For all special abilities and effects she is considered a genie – a trap designed for genies will affect her, for example, as a Efreeti Bottle would hold her (DMG p. 216). She will also be affected by effects or spells that target fire creatures – a cleric with the Fire domain can rebuke or command her (PHB p. 139).
Unlike a normal fire creature she is not completely immune to fire damage but takes only half damage from fire (after the effect of her fire resistance), or none with a successful save. She also takes double damage from cold energy attacks, unless the attack allows a save for half damage, in which case she takes half damage on a successful save.
She is treated like a native outsider (FRCS p. 18) except that she can be banished and summoned like a normal outsider. She can also be hedged out (or trapped) by a magic circle against her alignment.
She can survive on the Elemental Plane of Fire without magical help.
She can be called by spells like Planar Binding (if she is level 16 or lower) or Greater Planar Binding (detailed on p. 157 of the PHB).
She can also be summoned with any summon monster spell that can summon a genie (The variant rule: Summoning Individuals from p. 96 of the DMG could apply.)

Note: The Genie Adept does not become an Efreeti.
 

very cool Fenes 2!

have you thought about adapting this to any other elements? (i guess this would require an earth, air and/or water equivalent to Bloodline of Fire, though...)
 

Oni said:
[edit: On a side note something I meant to ask. What would you say are the personality differences between someone with a slightly below avg Int and a slightly above avg Wis and someone witha slightly above avg Int and a slightly below avg Wis?]

Above average int, below average wisdom:
This character is creative--he's always coming up with ideas but a lot of them have flaws in them. He's apt to charge across a rope bridge, figuring that it looks sturdy and could probably hold his weight without realizing that the orcs with greataxes on the other side of the chasm could simply cut the ropes.

Above average wisdom, below average int:
This character is a bit slow but has a lot of common sense. The character probably abuses language every now and then with unintentional malapropisms. The character may need something complex explained to him twice. But he'll be the one to point out obvious flaws in plans--"Sure, the boards will hold, but couldn't they just cut the ropes when you're halfway across?"
 

Intelligence is far more useful for a sorcerer than Wisdom, because the Sorcerer is already short on skill points. Sorcerers already have good Will saves, and the only Wisdom-based class skill is Profession. The more important Sorcerer skills are based on Int.

Above average Int, below average Wis
Character is bright enough, and often has something to contribute to a conversation or a plan. But he may be a little reckless, with a tendency to act without having a good plan, and this sometimes gets him in trouble. He may be a bit immature, which would work well with your "peasant boy" concept. He may be a bit flighty, or lacking in discipline (will power).

Above average Wis, below average Int
A lower Int score might reflect a lack of formal education (which also works with the peasant boy concept). Intelligence does not equal education, strictly speaking, but there is a strong relationship; education is important in exercising those brain muscles. He doesn't know any of those "fancy city words" that people don't use in his village. But he's got a lot of common sense, and good instincts.

I'd talk to your DM about the gauntlet idea, and how he wants to implement it. It doesn't really fit anything I've seen in print, in terms of feats and prestige classes. There would be some mechanical differences between that character and a standard sorcerer, whose power comes from within, but he may decide that such mechanical differences would be minimal.
 

Mr Fidgit said:
very cool Fenes 2!

have you thought about adapting this to any other elements? (i guess this would require an earth, air and/or water equivalent to Bloodline of Fire, though...)

Should not be too difficult, you only need the equivalent Genie (Djinn, Marid, Dao) for the required spells, switch all fire-relevant feats and powers for Air, Cold/Water, and Acid/Earth ones and you are set. Bloodline of Air/Water/Earth should pose no problem to add to the regional feats of Calimshan, for example.
 

Sounds to me like Oni needs to play a wizard instead of a sorc. If you can decide what "theme" your sorc would like to have... maybe you should consider wizard. they do have a little bit of a disadvantage when it comes to buying and wrighting spells, but they have the versitality that u seem to want.

A wiz can cast spells at lower levels and also have a more versitile selection. he is only limited by the spells in his mind, and the spells in his book.
 

Elder-Basilisk said:
Since you're playing a themed sorceror in a party of religious characters, why not try a sorceror whose power stems from the fact that he's a descendant of one of the gods (or at least one of their servants). There are a lot of ways you could spin this depending upon what god you selected but you could start with their domains to get the concept for your spell selection.

Or you could use the domain sorceror developed by myself, Vrylakos, and a few others:

http://members.tripod.com/vrylakos/sorcerer_domain_system.htm

Pick the celestial bloodline or just pick two domains that mirror the domains of the god you select as your ancestor.

Wow, beat me to it, Basilisk! I see you've been upgraded to Elder status.

BTW, drop me an email. I'm considering a revision of the SDS, and am looking at some way to 'standardize' the Granted Powers, as well as add a few Domain sorcerer feats.

Nice to see you're still around!

VRYLAKOS
 

The die is cast.

I went with the guantlet idea. I purposed using Monte Cook's variant sorcerer (the lack of material component really goes well with the idea), the DM agreed, and he really liked the idea. I'm really excited about playing this character (I love that feeling).
 

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