Sorcerer Perks: Difference between revisions

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'''Attendance at the Court Bones'''
'''Attendance at the Court Bones'''
:Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 turns.
:Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 minutes.


==Bouldermancer==
==Bouldermancer==
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'''Level 1'''  
'''Level 1'''  
*Flame Weapon element changed to electrical.  
*Flame Weapon element changed to electrical.  
*When hit by Electric Jolt or Gedlee's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 turns. (Does not stack with itself)
*When hit by Electric Jolt or Gedlee's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 minutes. (Does not stack with itself)
'''Level 5'''  
'''Level 5'''  
*Rechargable Infuser Orb with 1/charge Geedle's Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul's Boom is cast on the item. Max 9 charges.
*Rechargable Infuser Orb with 1/charge Geedle's Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul's Boom is cast on the item. Max 9 charges.
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*Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.
*Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.
'''Level 8'''  
'''Level 8'''  
*Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 turn/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.
*Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 minute/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.
*Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.
*Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.


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**VFX change, Additional 20 points of damage absorption, DR remains at 10/+5
**VFX change, Additional 20 points of damage absorption, DR remains at 10/+5
*'''Enervation'''
*'''Enervation'''
**For each drained level, the caster gets 5% physical DI for caster level / turn
**For each drained level, the caster gets 5% physical DI for caster level / minute


'''Level 1'''
'''Level 1'''
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*Immunity to Poison
*Immunity to Poison
*Spawns a random poison each time they rest
*Spawns a random poison each time they rest
*Poison Empower: Instead of getting poisoned, the Snake Charmer is empowered by the poison for 1 turn/level of the Snake Charmer. This ability doesn't stack and new poisons won't overwrite the existing effect. The empowering is based on the primary poison effect. for example, if a poison decreases 1d6 CON, the Charmer will get 1d6 CON. Poisons that don't have a primary stat ability damage default to 1d6 CON. This ability is relevant to poisons when inflicted by spells and consuming poisonous items. Poisons weapons don't trigger this ability, but the Charmer will still be immune to them.
*Poison Empower: Instead of getting poisoned, the Snake Charmer is empowered by the poison for 1 minute/level of the Snake Charmer. This ability doesn't stack and new poisons won't overwrite the existing effect. The empowering is based on the primary poison effect. for example, if a poison decreases 1d6 CON, the Charmer will get 1d6 CON. Poisons that don't have a primary stat ability damage default to 1d6 CON. This ability is relevant to poisons when inflicted by spells and consuming poisonous items. Poisons weapons don't trigger this ability, but the Charmer will still be immune to them.


'''Level 8'''
'''Level 8'''
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* +10 Temporary HP to Mirror Images
* +10 Temporary HP to Mirror Images
* Once per reset, when the PC suffers a lethal blow there's a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.
* Once per reset, when the PC suffers a lethal blow there's a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.
** Greater Sanctuary effect for a single round and an invisibility effect for a single turn.
** Greater Sanctuary effect for a single round and an invisibility effect for a single minute.
** The corpse of the mirror image will disappear after a few minutes.
** The corpse of the mirror image will disappear after a few minutes.


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* The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX.  
* The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX.  
** They get a second tool that just fires the same VFX but doesn't swap between them.  
** They get a second tool that just fires the same VFX but doesn't swap between them.  
** Shared cooldown of 5 turns every usage of either of the tools.
** Shared cooldown of 5 minutes every usage of either of the tools.


[[Category:Character_Perks]]
[[Category:Character_Perks]]


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