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tedcahill2
2017-02-19, 01:00 PM
If you frequent the other boards you may have seen me posting a lot of stuff about the Dragonfire adept. I really wanted to refluff the class into my campaign as the sorcerer class. I took away all of the overtly dragon related abilities, although I left the invocations alone.

I really wanted the sorcerer to be able to just throw magic around all day. Sorcerer needed to be more differentiated from wizards, and spontaneous casting wasn't enough for me. Sorcerers are naturally in tune with the magic of the world and can manipulate it tirelessly.

So I based my sorcerer on the Dragonfire adept, because their ability to use a breath weapon (renamed arcane blast) right from level 1 is exactly the kind of thing I think a sorcerer should be doing. I modified it a bit, making it a short range burst instead of a breath weapon.

tedcahill2
2017-02-19, 01:01 PM
Sorcerer
"Magic is as natural to me as breathing."
-- Alexia, a sorcerer

Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, sorcerers are imposing figures with an unrivaled connection to arcane magic. Able to create elemental attacks at will and augment themselves with spell-like abilities, sorcerer's have access to powers normally beyond the reach of other spell casters.
Sorcerers do not learn spells the way normal arcane or divine casters do, instead they draw upon a direct link with the nature of magic, infusing their soul with the raw magic of the world. The most obvious incarnation of this link is their arcane blast, but as they gain experience, sorcerers learn powerful invocations that allow them to access new abilities. Cunning, hearty, and learned, sorcerers can be warleaders or sages with equal ease.
Making a Sorcerer: A sorcerer is a flexible character, able to provide support in combat and aid her allies directly or indirectly. While she lacks the fighting capability of a fighter or spell versatility of a wizard, they are more resistant to magical effects and can use their abilities to make her comrades more effective.
Abilities: Constitution is critical to a sorcerer; it makes them more resilient and affects how well targets can resist their arcane blast attacks. Charisma, their second most important ability, impacts the effectiveness of their invocations.
Of course, Dexterity is useful for any character in combat, but this is especially true for a sorcerer. She lacks skill with heavy armor, and her magic focuses on offense over defense. Worse, a sorcerer has limited range with their arcane blast attacks, forcing her to move closer to combat than a typical arcane spellcaster. A high Dexterity helps mitigate these various defensive drawbacks.

Starting Gold: 2d4x10 (50 gp)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Arcane Blast
Invocations Known


1st

+0

+0

+0

+2
Invocations (least)

1d6

1


2nd

+1

+0

+0

+3
Blast effect, flux +2

1d6

2


3rd

+1

+1

+1

+3
Overload

2d6

2


4th

+2

+1

+1

+4
Decipher Magic

2d6

3


5th

+2

+1

+1

+4
Blast effect

3d6

3


6th

+3

+2

+2

+5
DR 2/magic, invocations (lesser)

3d6

4


7th

+3

+2

+2

+5


4d6

4


8th

+4

+2

+2

+6
Flux +3

4d6

5


9th

+4

+3

+3

+6


5d6

6


10th

+5

+3

+3

+7
Blast effect

5d6

6


11th

+5

+3

+3

+7
Invocations (greater)

6d6

7


12th

+6/+1

+4

+4

+8


6d6

8


13th

+6/+1

+4

+4

+8
Flux +4

6d6

8


14th

+7/+2

+4

+4

+9


7d6

9


15th

+7/+2

+5

+5

+9
Blast effect

7d6

9


16th

+8/+3

+5

+5

+10
DR 5/magic, invocations (dark)

7d6

10


17th

+8/+3

+5

+5

+10


8d6

11


18th

+9/+4

+6

+6

+11
Flux +5

8d6

11


19th

+9/+4

+6

+6

+11


8d6

12


20th

+10/+5

+6

+6

+12
Blast effect

9d6

12



Slightly modified skill list from core DFA. Removed all knowledge skills and removed appraise. Added tumble.
Class Skills (4 + Int modifer per level, x4 at 1st level): Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)

Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with simple weapons, but not with armor or shields. Like other wielders of arcane magic, a Sorcerer wearing armor or using a shield incurs a chance of arcane spell failure (all invocations have somatic components).

Invocations still work as core DFA.
Invocations: A sorcerer has a repertoire of attacks, defenses, and other abilities known as invocations, which allow Their to focus magic energy to produce a number of effects. A Sorcerer can use any invocation they knows at will.

A sorcerer's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Sorcerer can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a Sorcerer is hit by an attack while invoking, they is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Their invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Sorcerer's caster level with their invocations is equal to their class level. They can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the sorcerer's Cha modifier. Since spell-like abilities are not spells, a Sorcerer cannot benefit from the Spell Focus feat or from draconic feats that let their convert or spend an arcane spell slot to produce some other effect. They can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level Sorcerer begins with knowledge of one least invocation, gaining access to more invocations and higher grades as they attains levels. At any level when a Sorcerer learns a new invocation, they can also replace an invocation they already knows with another invocation of the same or lower grade. See Invocations, below, for a list of available invocations.

Unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.

Finally, just like warlocks (see Complete Arcane), sorcerers can qualify for some prestige classes usually intended for spellcasters. For details, see the Sorcerers and Prestige Classes sidebar on page 24.

This scales identically to the DFAs breath weapon, but starts as a 5ft burst ability, which can be modifed using blast effects, and a metablast feat allows cones and lines as well.
Arcane Blast (Sp): The first and most basic ability discovered by a young sorcerer is their ability to create destructive bursts of magic. At 1st level, your arcane blast deals fire damage, in a 5ft burst, at a range of up to 20ft; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. Arcane blast can be used at will and is a standard action that provokes attacks of opportunity. Your arcane blast deals 1d6 damage at 1st level, and increases by 1d6 at every odd number level thereafter.

At 10th level, your blast doubles in size, to a 10ft burst, and range, to 40 ft. Anything that changes the shape of your arcane blast also double in size, cones to 30ft and lines to 60ft.

Blast Effect: At 2nd, 5th, 10th, 12th, 15th, and 20th level, you can select a blast effect for which you meet the minimum level prerequisite. These blast effects can alter your arcane blast's damage type or area, or apply a condition to targets in place of damage. Each time you use your blast, you can choose to apply any one blast effect that you know. The chosen effect either replaces the normal fire damage dealt by your arcane blast or replaces the standard area of your arcane blast. You can't apply more than one blast effect to your blast unless the effect specifically states otherwise. Also, you can't apply the same blast effect in two consecutive rounds (though you still can use your normal fire blast every round).

Straight refluff of the DFAs scales ability. Changes bonus type from natural armor to shield.
Flux (Su): The air around a sorcerer is brimming with a magic flux, invisible to the naked eye, but glows with a faint aura of abjuration magic when viewed with detect magic. At 2nd level, this magic flux is dense enough to deflect some attacks, granting a +2 shield bonus to your armor. This bonus improves to +3 at 8th level, to +4 at 13th level, and to +5 at 18th level.

Unique ability. Allows a sorcerer to overload their arcane blast increase damage or making it harder to resist. Metablast feats allow spending surge points to produce additional effects.
Overload (Su): A 3rd level sorcerer can overload their arcane blast with a surge of magic power. Sorcerers gain 1 surge point at levels 3, 7, 11, 15, and 19, for a total of 5 surge points. When using arcane blast a sorcerer can spend some or all of their available surge points to increase the power of their blast. For each surge point spent a sorcerer can choose to increase their blast damage by +1 per die, increase the save DC by +1.

After overloading a blast you must wait a number of rounds, equal to the number of surge points used, before arcane blast can be used again.

Decipher Magic (Ex): A sorcerer can more easily identify spells being cast, or lingering in an area, gaining a +4 bonus to spellcraft checks. Sorcerer's can also take 10, even when distracted or otherwise not able to take 10.

Damage Reduction (Ex): At 6th level, you gain damage reduction 2/magic. At 16th level, this improves to damage reduction 5/magic.

tedcahill2
2017-02-19, 01:04 PM
No significant changes to the DFAs breath affects. Renamed the Bahamut and Tiamat ones to remove the dragon's names. May need to further hash out those to effects as theirs no lore reason for one to be good aligned and one to be evil.

Added a new blast effects, Entangling Blast. This was formerly a metabreath feat but it fits better as a blast effect in my opinion.
Blast Effects

The blast effects available to sorcerer's are described below. Each description starts with the minimum level at which the blast effect can be selected.

Acid Blast
Minimum Level: 5th
Your blast deals acid damage instead of fire damage.

Avatar Blast
Minimum Level: 15th
As a full-round action, you create five different blasts simultaneously: a cone of acid, a cone of cold, a cone of fire, a line of acid, and a line of electricity. Each blast deals damage equal to your normal arcane blast damage, and each one allows a Reflex save to halve the damage dealt.
When you use this blast effect, you also take a number of points of damage equal to twice your class level, which can't be lessened by damage reduction or any similar benefit. A non-evil sorcerer instead takes damage equal to four times her class level. In addition, you can't use any breath weapon in the round following the one in which you apply this breath effect.
You must have a non-good alignment to learn or use this invocation.

Cloud Blast
Minimum Level: 10th
Your blast takes the form of a 20-foot-radius spread, centered on you. You can choose to apply any one other blast effect, that you know, to the cloud blast, as long as it is a cone shaped blast. For example, you could create a cloud of cold (with Frost Breath) or sleep (with Sleep Breath), but not a cloud of lightning or force.

Enduring Blast
Minimum Level: 10th
Your deals deals damage over 2 consecutive rounds. When you use Enduring Blast, the target takes the normal amount of damage from your breath weapon. In the next round, the same target takes half that amount of damage. For example, a creature that takes 22 points of damage from your breath weapon's initial use takes 11 more points of damage in the next round. A creature that takes no damage from the initial use (whether because of evasion, resistance, immunity, or any other reason) also takes no damage in the next round. No save is allowed against this damage.

Entangling Blast
Minimum Level: 2nd
Your blast creates entangling strands of energy, enmeshing all creatures in a 15ft cone, instead of producing its normal effect. Your blast deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds.

Force Blast
Minimum Level: 15th
Your blast becomes a 30ft line of force. Its damage has no energy type, but it affects incorporeal creatures normally.

Frost Blast
Minimum Level: 2nd
Your blast becomes a 15ft cone that deals cold damage instead of fire damage.

Lightning Blast
Minimum Level: 2nd
Your blast becomes a 30ft line that deals electricity damage instead of fire damage.

Paralyzing Breath
Minimum Level: 15th
Rather than dealing damage, your blast paralyzes all creatures in a 15ft cone for 1 round. A successful Fortitude save negates this effect.

Solar Blast
Minimum Level: 15th
Your arcane blast loses its normal energy type and becomes a bright white 30ft line of pure energy. This blast effect doubles the number of dice of damage normally dealt by your blast (for example, from 7d6 to 14d6). In addition, any creature that is reduced to 0 or fewer hit points by the blast is disintegrated (as the disintegrate spell). A successful Fortitude save halves the damage dealt. Unlike disintegrate, this blast effect has no effect on objects, even those made of force.
When you use solar blast, you also take a number of points of damage equal to twice your class level, which can't be lessened by damage reduction or any similar benefit. A non-good sorcerer instead takes damage equal to four times her class level.
This blast effect produces a line-shaped blast. You must have a non-evil alignment to learn or use this invocation.

Shaped Blast
Minimum Level: 5th
You can choose to leave up to 4 squares within the area of your arcane blast unaffected by the blast. Effectively, you create one or more small "safe zones" within the area of your blast (typically to prevent it from affecting allies). These unaffected squares need not be adjacent to one another.
You can choose to apply any one other breath effect that you know to the same blast.

Sickening Blast
Minimum Level: 2nd
Rather than dealing damage, your blast sickens all creatures in a 15ft cone for 2 rounds. A successful Fortitude save reduces the duration to 1 round.

Sleep Blast
Minimum Level: 10th
Rather than dealing damage, your blast puts all living creatures in a 15ft cone to sleep for 1 round. Any creature that makes a successful Will save is instead exhausted for 1 round. Any creature whose Hit Dice exceeds your class level is unaffected by this breath weapon.

Slow Blast
Minimum Level: 5th
Rather than dealing damage, your blast slows all creatures in a 15ft cone for 2 rounds. A successful Fortitude save reduces the duration to 1 round. A slowed creature can take a single move action or standard action each turn, but not both (nor can it take full-round actions). Additionally, it takes a -1 penalty to its Armor Class and on its attack rolls and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Multiple uses of this blast effect on the same creature don't stack; use only the longer duration. Slow Blast suppresses any haste effect on creatures in its area for the duration of the slow effect.

Thunder Blast
Minimum Level: 10th
Your blast deals sonic damage in a 15ft cone. A successful Fortitude save halves the damage.

Weakening Blast
Minimum Level: 5th
Rather than dealing damage, your blast imposes a -6 penalty to the Strength scores of all creatures in a 15ft cone 4 rounds. A successful Fortitude save reduces the duration to 2 rounds.

tedcahill2
2017-02-19, 01:05 PM
None of these are new per se. I refluffed all of the metabreath feats to create these metablast feats. Any feat that would have increased the number of rounds before a dragon could use their breath weapon again, instead required a surge point to be spent. Same effect (one round delay) but surge points are limited so they can't be stacked endless like some of the metabreath feats could be.
Metablast Feats

Clinging Blast [Metablast]
Your blast clings to creatures and continues to affect them in the next round.

Prerequisite: Con13, at least 1 sure point
Benefit: Your arcane blast has its normal effect, but also clings to anything caught in its area. A clinging blast lasts for 1 round. Anything damaged by your arcane blast is dealt one half damage in the following round.

Clinging blast only works on a blast that has instantaneous duration and that deals some kind of damage, such as energy damage (acid, cold, electricity, fire, or sonic), ability damage, or negative levels.

A sorcerer must spend 1 surge point to create a clinging blast. For each additional surge point spent on clinging blast add 1 round to the duration. You gain 1 additional surge point.

Barrier Blast [Metablast]
You can use your arcane blast to create a wall of energy.

Prerequisite: Con 15, at least 1 surge point
Benefit: You can use your arcane blast to create a 10-foot-by-10-foot vertical plane of energy instead of producing its normal effect. The opaque wall's near endpoint begins at any corner of your space and extends in a straight line for 10 feet or until it contacts a solid surface. The wall lasts for 1d4 rounds. Any creature passing through the wall takes damage equal to that normally dealt by your blast. If you create the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Any saving throw allowed by your blast is allowed against the barrier effect.

Creating a barrier blast costs 1 surge point. For each additional surge point spent on barrier blast it extends an additional 5ft. You gain 1 additional surge point.

Lingering Blast [Metablast]
Your blast forms a lingering cloud.

Prerequisite: Clinging Blast, Con15
Benefit: Your blast has its normal effects, but also remains as a lingering cloud of the same shape and size as the original blast. This cloud lasts 1 round.

Foes caught in the blast's area take no additional damage from the lingering blast, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the blast's normal effects; any saving throw the blast normally allows still applies. Damaging blasts deal one-half their normal damage, and blasts with effects that have durations last for half the normal time. If a creature is affected by the same non-damaging blast twice, the effects do not stack.

For example, an old silver dragon uses this feat on its cold blast. Creatures caught in the 50-foot cone take 16d8 points of cold damage, and a DC 31 Reflex save reduces the damage by half. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it takes 8d8 points of cold damage, and a DC 31 Reflex save reduces the cold damage to 4d8 points. Creatures in the cone when the dragon blasted take no additional damage if they leave by the shortest available route on their next turn.

If the same dragon uses this feat on its paralyzing blast, a creature caught in the 50-foot cone must make a DC 31 Fortitude save or be paralyzed for 1d6+8 rounds. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it must make a DC 31 Fortitude save or be paralyzed for 1d3+4 rounds. Creatures in the cone when the dragon blasted take no additional damage if they leave by the shortest available route on their next turn. Creatures paralyzed by the initial blast cannot leave the cloud, but suffer no additional effects because the paralyzing effects do not stack.

A sorcerer must spend 2 surge points to create a lingering blast. For every two additional surge points spent on lingering blast add 1 round to the duration the cloud lingers. You gain 1 additional surge point.

Special: You can apply this feat to a blast that also has received the Clinging Blast feat, but the resulting blast clings only to foes caught in the initial blast.

Maximize Blast [Metablast]
You can take a full-round action to use your blast to maximum effect.

Prerequisite: Con17, at least 3 surge points
Benefit: If you use your blast as a full-round action, all variable, numeric effects of the attack are maximized. A maximized blast deals maximum damage, lasts for the maximum time, or the like. The DCs for saving throws against your blast are not affected.

A sorcerer must spend 3 surge points to create a maximized blast. You gain 1 additional surge point.

This feat stacks with the effects of blasts enhanced with other metablast feats, but does not maximize them. For example, a maximized blast further enhanced by the Tempest Blast feat produces the type of wind effect noted in that feat description, but the velocity of the wind is not also maximized.

Special: You cannot use this feat and the Quicken Blast feat on the same blast at the same time.

Quicken Blast [Metablast]
You can form a blast with but a snap of your fingers.

Prerequisite: Con17, at least 4 surge points
Benefit: Using your blast is a free action. Creating a quickened blast costs 4 surge points. You gain 1 additional surge point.

Special: You cannot use this feat and the Maximize blast feat on the same blast at the same time.

Quick Recovery [Metablast]
You recover magic energy faster after using metablasts.

Prerequisite: Con 15, any other two metablast feats
Benefit: When overloading your arcane blast you recover use of it 1 round sooner than usual, but must always wait at least 1 round. This feat stacks with the effects of metablast feats, reducing the total time you must wait to use your blast again by 1 round.

Shape Blast [Metablast]
You can make the area of your arcane blast a cone or a line, as you see fit.

Prerequisite: Con 13, arcane blast
Benefit: You can change the shape of your arcane blast to a 15ft cone, or a 30 ft line.
Normal: Without this feat, your arcane blast is always a 5ft burst, unless modified by a breath effect.

Split Blast [Metablast]
You can split your blast into a pair of weaker effects.

Prerequisite: Con13, shape blast, at least 1 surge point
Benefit: You can duplicate your blast, and aim each one separately. Your blast retains any effects, overloads, or metablast feats used to modify it but the effect of each blasts is halved. You can aim the split blast effects so that their areas overlap. Creatures caught in the area of overlap are struck by both weapons and are affected twice, subject to all the normal rules for stacking magical effects.

Creating a split blast costs 1 surge point. You gain 1 additional surge point.

Elricaltovilla
2017-02-19, 11:03 PM
This should be in the homebrew forum. You can report your post to ask a mod to move it for you.