Sorcerer: Difference between revisions

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(Created page with "=General= File:Sorcerer.jpg Sorcerers are people who owe their arcane talent to no dedication of study but to their heritage or to some strange accident outside of their...")
 
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''Evil only.''
''Evil only.''


Sewer and oozed Lower area bonus:
===Sewer and oozed Lower area bonus===
+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.
*+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.


Spell modifications:
===Spell modifications===
*Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
*Acid Splash summons the Summon I Slime at target.
*Slimes innate summoning theme.


    Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
===Level 1===
    Acid Splash summons the Summon I Slime at target.
*Flame Weapon changed to acid. Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).
    Slimes innate summoning theme.
===Level 5===
*Acid Splash 3/day. Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.
===Level 8===
*50% Acid Immunity. Crumble 1/day.


Level 1: Flame Weapon changed to acid. Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).
==Planar Bound==
Level 5: Acid Splash 3/day. Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.
Some sorcerers have an ancestry that one way or another is directed towards the higher or lower planes. These arcanists often find it easier to call upon or command allies from a more reflective society and often carry some traits connected to those.
Level 8: 50% Acid Immunity. Crumble 1/day.


''Good/Evil only''


===Level 1===
*Summon Creature 1 1/day token. Summoning theme set depending on alignment (Good: Higher Planes, Lawful-Evil: Devils, Non-lawful evil: Demons).
===Level 5===
*+2 save vs opposite alignment's spells. Light emanates from the sorcerer. Good only: 10% Cold Immunity. Evil only: 10% Fire Immunity.
===Level 8===
*Damage Reduction 5/+1. Good only: +2 wisdom. Evil only: +2 int. Stronger light emanates from the sorcerer.


Planar Bound - Some sorcerers have an ancestry that one way or another is directed towards the higher or lower planes. These arcanists often find it easier to call upon or command allies from a more reflective society and often carry some traits connected to those.
==Positivist==
 
Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.
Good/Evil only.
 
Level 1: Summon Creature 1 1/day token. Summoning theme set depending on alignment (Good: Higher Planes, Lawful-Evil: Devils, Non-lawful evil: Demons).
Level 5: +2 save vs opposite alignment's spells. Light emanates from the sorcerer. Good only: 10% Cold Immunity. Evil only: 10% Fire Immunity.
Level 8: Damage Reduction 5/+1. Good only: +2 wisdom. Evil only: +2 int. Stronger light emanates from the sorcerer.
 
 
 
Positivist - Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.


-APPLICATION ONLY-
-APPLICATION ONLY-
Good only (Exceptions possible via app)
Good only (Exceptions possible via app)


Spell modifications:
===Spell modifications===
 
*All hostile spells are disabled (unless otherwise modified below)
    All hostile spells are disabled (unless otherwise modified below)
    Flare: Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance
    Light: in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)
    Burning Hands - Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison
    Combust - Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.
    Fireball - Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.
    Wall of Fire - Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)
    Elemental Shield - Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the Positive Energy Bath - Lesser Restoration + Healing for Positivist's CHA modifier.
    Cloudkill - Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on enter.
    Firebrand - Rain of Positive Energy - 1d6/lvl Healing for every non undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)
 
Level 1: Flame Weapon changed to positive energy, celestial summoning theme granted
Level 5: Sorcerer Token in order to brew healing/restortive brews 5/day (Need the Brew Potion feat in order to use)
Level 8: +1 positive energy to physical attacks, begins to glow, regeneration +1. Receive Rain of Positive Energy Token (Firebrand(4) 1/day)
 
Rotbringer (male only) - In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.
 
Evil only.
 
Level 1: Animate Dead 2/day player tool. Suitable creatures slain come back as special zombies.
Level 5: Negative Energy Ray and Negative Energy Burst heal the sorcerer. Flies start to circle. Animating without a corpse creates two zombies.
Level 8: Negative Energy Burst (5) 2/day. Control Undead 1/day.
 
 
 
Scion - Most bloodborn arcanists realize their origin and fates greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.
 
Level 1: +1 Natural AC, +1d4 Slashing Damage to unarmed attacks (Needs gauntlets), +3 Lore, +2 Saves VS Traps
Level 5: +1 Attack Bonus, +2 Strength, 2/- physical damage resistance, Changed to +3 Saves VS Traps
Level 8: Changed to +2 Natural AC, Changed to +1d6 Slashing Damage to unarmed attacks (Needs gauntlets), Immunity to Poison, Changed to +4 Saves VS Traps
 
 
 
Spellsword - Uncommonly heard of, and even more rarely practiced, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of it's difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.
 
Level 1: Weapon Proficiency (Martial), Weapon Proficiency (Exotic), +1 AB
Level 5: +3 Taunt, +2 Magical Damage on melee & ranged attacks
Level 8: Damage Reduction 5/+1, +1 Dodge AC, AB bonus changed to +2
 
 
 
Stalker - Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...
 
Level 1: +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller, Camouflage (5) 1 use/day
Level 5: Darkness (3) 3 use/day, -2 WIS, +2 DEX
Level 8: Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect "Invisibility" is applied to them automatically. The PC may not switch this off. Skin irreversibly becomes ashen in tone.
 
 


Tribal Shaman - Whether someone who makes their way as a shaman among their tribe, or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.
====Flare====
*Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance
====Light====
*in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)
====Burning Hands====
*Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison
====Combust====
*Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.
====Fireball====
*Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.
====Wall of Fire====
*Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)
====Elemental Shield====
*Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the ====Positive Energy Bath====
Lesser Restoration + Healing for Positivist's CHA modifier.
====Cloudkill====
*Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on enter.
====Firebrand====
*Rain of Positive Energy - 1d6/lvl Healing for every non undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)


Level 1: Animals do not attack you, +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller, One With the Land (7) 1/day
===Level 1===
Level 5: +3 Spot, +3 Listen, 10% Elemental Damage Reduction, Tracking Ability
*Flame Weapon changed to positive energy, celestial summoning theme granted
Level 8: +2 Wisdom, Hold Animal (3) 1/day
===Level 5===
*Sorcerer Token in order to brew healing/restortive brews 5/day (Need the Brew Potion feat in order to use)
===Level 8===
*+1 positive energy to physical attacks, begins to glow, regeneration +1. Receive Rain of Positive Energy Token (Firebrand(4) 1/day)


==Rotbringer (male only)==
In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.


''Evil only.''


Unpredictable - Either born from the chaos of Limbo or one who's talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.
===Level 1===
*Animate Dead 2/day player tool. Suitable creatures slain come back as special zombies.
===Level 5===
*Negative Energy Ray and Negative Energy Burst heal the sorcerer. Flies start to circle. Animating without a corpse creates two zombies.
===Level 8===
*Negative Energy Burst (5) 2/day. Control Undead 1/day.


Level 1: +3 Intimidate, On Hit Chaos Shield Level 3 (Needs a worn armor of any kind)
==Scion==
Level 5: Spell DC fluctuation, Random element on cast of "Flame Weapon"
Most bloodborn arcanists realize their origin and fates greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.
Level 8: A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your "gift" from the table. This can possibly permanently end your character)


===Level 1===
*+1 Natural AC, +1d4 Slashing Damage to unarmed attacks (Needs gauntlets), +3 Lore, +2 Saves VS Traps
===Level 5===
*+1 Attack Bonus, +2 Strength, 2/- physical damage resistance, Changed to +3 Saves VS Traps
===Level 8===
*Changed to +2 Natural AC, Changed to +1d6 Slashing Damage to unarmed attacks (Needs gauntlets), Immunity to Poison, Changed to +4 Saves VS Traps


==Spellsword==
*Uncommonly heard of, and even more rarely practiced, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of it's difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.


Witchcraft - Whether one who finds their home within the bogs, or who's hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.
===Level 1===
*Weapon Proficiency (Martial), Weapon Proficiency (Exotic), +1 AB
===Level 5===
*+3 Taunt, +2 Magical Damage on melee & ranged attacks
===Level 8===
*Damage Reduction 5/+1, +1 Dodge AC, AB bonus changed to +2


Level 1: +5 EFUSS Alchemy, +5 EFUSS Herbalism, +2 VS Disease, Use Poison
==Stalker==
Level 5: +5 Spellcraft, + 2 VS Poison
Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...
Level 8: Regeneration +1


===Level 1===
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller, Camouflage (5) 1 use/day
===Level 5===
*Darkness (3) 3 use/day, -2 WIS, +2 DEX
===Level 8===
*Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect "Invisibility" is applied to them automatically. The PC may not switch this off. Skin irreversibly becomes ashen in tone.


==Tribal Shaman==
Whether someone who makes their way as a shaman among their tribe, or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.


Zealous Faith - Those who come to the realization that their magic is a god given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.
===Level 1===
*Animals do not attack you, +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller, One With the Land (7) 1/day
===Level 5===
*+3 Spot, +3 Listen, 10% Elemental Damage Reduction, Tracking Ability
===Level 8===
*+2 Wisdom, Hold Animal (3) 1/day


Level 1: +2 Divine Save, When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil, Bless (2) 3/day
==Unpredictable==
Level 5: +2 Fear Save, When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil
Either born from the chaos of Limbo or one who's talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.
Level 8: +2 Will Save, When cast on oneself, the damage of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil[/INDENT] Akin to the fighter class implementations:


These are selected from the crafting menu.
===Level 1===
*+3 Intimidate, On Hit Chaos Shield Level 3 (Needs a worn armor of any kind)
===Level 5===
*Spell DC fluctuation, Random element on cast of "Flame Weapon"
===Level 8===
*A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your "gift" from the table. This can possibly permanently end your character)


Only usable by pure sorcerers, with the exception of PRCs.
==Witchcraft==
Whether one who finds their home within the bogs, or who's hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.


Changes are very possible in the future, as well as additional perks.
===Level 1===
*+5 EFUSS Alchemy, +5 EFUSS Herbalism, +2 VS Disease, Use Poison
===Level 5===
*+5 Spellcraft, + 2 VS Poison
===Level 8===
*Regeneration +1


Any ambiguously written perks are to be found out in game!
==Zealous Faith==
Those who come to the realization that their magic is a god given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.


Have fun!
===Level 1===
*+2 Divine Save, When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil, Bless (2) 3/day
===Level 5===
*+2 Fear Save, When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil
===Level 8===
*+2 Will Save, When cast on oneself, the damage of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil[/INDENT] Akin to the fighter class implementations:
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