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  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    Aug 2014

    Default The Legacy Sorcerer [PEACH]

    Yay! My first homebrew!

    The Legacy Sorcerer
    Part 1: Making the most boring class table into one of the most interesting ones
    Spoiler: Class Features
    Show
    Level BAB Fortitude Reflex Will Special
    1 0 0 0 2 Summon Familiar, Sorcerous Legacy
    2 1 0 0 3 Sorcerous Path (Least)
    3 1 1 1 3 Ancestor's Mark (Least)
    4 2 1 1 4 Bonus Feat (Heritage)
    5 2 1 1 4 Ancestor's Gift (Least)
    6 3 2 2 5
    7 3 2 2 5 Bonus Feat (Heritage or Metamagic)
    8 4 2 2 6 Sorcerous Path (Lesser)
    9 4 3 3 6
    10 5 3 3 7 Ancestor's Gift (Lesser), Bonus Feat (Heritage)
    11 5 3 3 7 Ancestor's Mark (Lesser)
    12 6/1 4 4 8
    13 6/1 4 4 8 Bonus Feat (Heritage or Metamagic)
    14 7/2 4 4 9 Sorcerous Path (Greater), Unlimited Cantrip Use
    15 7/2 5 5 9 Ancestor's Gift (Greater)
    16 8/3 5 5 10 Bonus Feat (Heritage)
    17 8/3 5 5 10
    18 9/4 6 6 11
    19 9/4 6 6 11 Ancestor's Mark (Greater), Bonus Feat (Heritage or Metamagic)
    20 10/5 6 6 12 Ancestor's Gift (Legacy)

    Spoiler: Spells/Day
    Show
    Level 1 2 3 4 5 6 7 8 9
    1 2
    2 3
    3 4 2
    4 5 3
    5 6 4 2
    6 6 5 3
    7 6 6 4 2
    8 6 6 5 3
    9 6 6 6 4 2
    10 6 6 6 5 3
    11 6 6 6 5 4 2
    12 6 6 6 5 5 3
    13 6 6 6 5 5 4 2
    14 6 6 6 5 5 5 3
    15 6 6 6 5 5 5 4 2
    16 6 6 6 5 5 5 4 3
    17 6 6 6 5 5 5 4 4 2
    18 6 6 6 5 5 5 4 4 3
    19 6 6 6 5 5 5 4 4 4
    20 6 6 6 5 5 5 4 4 4

    Spoiler: Spells Known
    Show
    Note: "L" indicates the spell granted by a sorcerer's chosen Legacy Path, and "S" indicates the spell granted by a sorcerer's chosen Sorcerous Path.
    Level 1 2 3 4 5 6 7 8 9
    1 L
    2 L+S
    3 L+S L
    4 L+S L+S
    5 L+S+1 L+S L
    6 L+S+1 L+S L+S
    7 L+S+1 L+S+1 L+S L
    8 L+S+1 L+S+1 L+S L+S
    9 L+S+2 L+S+1 L+S+1 L+S L
    10 L+S+2 L+S+1 L+S+1 L+S L+S
    11 L+S+2 L+S+2 L+S+1 L+S+1 L+S L
    12 L+S+2 L+S+2 L+S+1 L+S+ L+S L+S
    13 L+S+3 L+S+2 L+S+2 L+S+1 L+S+1 L+S L
    14 L+S+3 L+S+2 L+S+2 L+S+1 L+S+1 L+S L+S
    15 L+S+3 L+S+3 L+S+2 L+S+2 L+S+1 L+S+1 L+S L
    16 L+S+3 L+S+3 L+S+2 L+S+2 L+S+1 L+S+1 L+S L+S
    17 L+S+4 L+S+3 L+S+3 L+S+2 L+S+2 L+S+1 L+S+1 L+S L
    18 L+S+4 L+S+3 L+S+3 L+S+2 L+S+2 L+S+1 L+S+1 L+S L+S
    19 L+S+4 L+S+3 L+S+3 L+S+2 L+S+2 L+S+1 L+S+1 L+S L+S
    20 L+S+4 L+S+3 L+S+3 L+S+2 L+S+2 L+S+1 L+S+1 L+S L+S

    Class Feature Descriptions
    Spoiler: The Basics
    Show
    Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.
    Alignment: Any
    Hit Die: d4

    Class Skills: The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). The sorcerer also gains class skills based on their selected legacy; see Sorcerous Legacies, below.
    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s arcane gestures, which can cause his spells with somatic components to fail.

    Spoiler: Sorcerous Legacies
    Show
    (Note: fluff is normal text, crunch is bold)
    At 1st level, a sorcerer learns to awaken to latent magical potential in their blood, granted to them by having a being of great power in their ancestry, usually many generations removed. They must choose one sorcerous legacy; their choice of sorcerous legacy cannot ever be changed by any means (whether mundane or magical), even if they are drained of all of their levels of sorcerer and proceed to take the first level of sorcerer again. The exact nature of this ancestor varies from sorcerer to sorcerer, but almost all sorcerous ancestors fall into five types:
    • Draconic: the draconic sorcerer is descended from a dragon (and thus from one or more half-dragons as well). These are the most common sorcerous ancestors, as dragons of all types occasionally choose human mates. Due to the long lifespan of a dragon, a sorcerer’s draconic ancestor may still be alive by the time they awaken their magical potential, and some draconic sorcerers seek to be reunited with the source of their power. Draconic sorcerers are often drawn to dragon-centric prestige classes such as the Dragon Disciple, and can be of any alignment. They gain Knowledge (History) as a class skill. Draconic sorcerers also gain Draconic Heritage as a bonus feat at 1st level. Some of the class features they gain are dependent on the type of dragon they choose for their Draconic Heritage feat, such as the spells they learn.
    • Fiendish: sometime in the past, an ancestor of the fiendish sorcerer consorted with beings from the Lower Planes, either gaining a fiend’s power for themselves or producing offspring with devilish or demonic traits. Fiends are almost always willing to bargain with mortals (as long as the fiend comes out on top), so fiends are only slightly less common than dragons as sorcerous ancestors. Although the final destination of this ancestor’s soul is hardly in doubt, sorcerers with fiendish ancestry need not be evil. Fiendish sorcerers often seek other magical powers, and many attempt to further unlock the powers given to them by the Lower Planes by taking levels in the Warlock class. They can be of any alignment and gain Knowledge (The Planes) as a class skill. Fiendish sorcerers gain Fiendish Heritage as a bonus feat at 1st level, for which they do not need to meet the prerequisites.
    • Fey: The fey are capricious entities, and some fey that are capable of mating with humanoids will take a mortal lover long enough to produce a child and then run off to never return. These “spirit children” are seen as a shameful thing for a family to harbor, but sometimes one will survive long enough to produce offspring of its own. The children of a half-fey are much more likely to find a place in society than their parents, and after many generations are nearly indistinguishable from normal members of their race. These descendants may, however, still be able to awaken the powers of their faery ancestors. Fey sorcerers are challenging to define, as their personalities and traits vary greatly depending on their ancestor and upbringing. Despite the generally chaotic nature of their ancestors, they can be of any alignment. Fey sorcerers gain Knowledge (Nature) as a class skill and gain Fey Heritage as a bonus feat at 1st level.
    • Celestial: Just as fiends sometimes offer power to mortals or produce offspring with them, beings from the Upper Planes may grant boons to mortals or even take them as lovers. The half-celestial children of such pairings go on to produce children of their own, usually with other mortals of their race. Celestial sorcerers are the eventual result of this dilution of celestial blood, but do not necessarily follow in the footsteps of their forebears. They can be of any alignment, and gain Knowledge (Religion) as a class skill. Celestial sorcerers gain Celestial Heritage (see post 3) as a bonus feat at 1st level, for which they do not need to meet the prerequisites.
    • Farspawn: Horrific though it may be, the unknowable entities inhabiting the Far Realms sometimes manifest on the Material Plane and use a mortal (whether willing or unwilling) as the vessel for a child. The rare few of these half-farspawn who survive to adulthood (most are slain either by their parents or by other members of the community in which they live) live secluded lives, hiding from those who seek to destroy them. Occasionally, they will find an accepting community, and there will have a chance to live a normal life, possibly raising a family. After many generations, the mark of the Outer Gods is diluted enough that they may pass as fully mortal, but its bearers nonetheless still hold the potential to become farspawn sorcerers. Farspawn sorcerers can be of any alignment and gain Knowledge (The Planes) as a class skill; they often pursue prestige classes that put them back in touch with the source of their power, such as the Alienist. Farspawn sorcerers gain Aberration Blood as a bonus feat at 1st level.

      Other Sorcerous Legacies could exist; whether they do, and where they draw their power from, is up to the DM to determine.


    Spoiler: Legacy Path and Sorcerous Path
    Show
    Legacy Path: The nature of a sorcerer's magical ancestor has a great deal of influence not only on their physical qualities but on their magic as well. Each sorcerous legacy has a sequence of nine spells associated with it, one of each from 1st to 9th level. The first spell a sorcerer learns of each spell level must be the one indicated in their chosen legacy’s spell list.

    Sorcerous Path: Regardless of its source, the innate magic wielded by sorcerers has some underlying similarities; thus, a sorcerer with one type of ancestry can learn some of the magic granted by the other ancestries.
    At 2nd level, a sorcerer chooses one legacy path other than the one chosen at 1st level; this newly chosen path is their Least Sorcerous Path. When they learn their second 1st-level spell, they must learn the spell of that level from their Least Sorcerous Path's list. Their second 2nd-level spell learned and their second 3rd-level spell known must also be the spells indicated on their Least Sorcerous Path's list.
    At 8th level, a sorcerer chooses another legacy path, which may be either the path chosen at 2nd level or an entirely new path; this newly chosen path is their Lesser Sorcerous Path. When they learn their second 4th-level spell, they must learn the spell of that level from their Lesser Sorcerous Path's list. Their second 5th-level spell learned and their second 6th-level spell known must also be the spells indicated on their Lesser Sorcerous Path's list.
    At 14th level, a sorcerer chooses another legacy path; they may choose one of the paths they have already selected, or may choose an entirely new path. This newly chosen path is their Greater Sorcerous Path. When they learn their second 7th-level spell, they must learn the spell of that level from their Greater Sorcerous Path's list. Their second 8th-level spell learned and their second 9th-level spell known must also be the spells indicated on their Greater Sorcerous Path's list.

    The third spell they learn of each spell level, along with any further spells learned of each level, are chosen from the sorcerer/wizard spell list as normal. The spells associated with each legacy path (and thus also with each sorcerous path) are described in part 2.

    Spoiler: Ancestor's Mark
    Show
    At 3rd level, a sorcerer undergoes a slight physical change that denotes them as "different" from other members of their race due to their ancestry. At 11th level, their Ancestor's Mark becomes more pronounced, and at 19th level it grows stronger still. The Ancestor's Marks are as follows:
    • Draconic: Natural armor increases by 2 at 3rd, 11th, and 19th levels (total increase of +6)
    • Fiendish: +1 insight bonus to attack rolls (+2 at 11th level, +3 at 19th level)
    • Fey: +1 insight bonus to Reflex saves (+2 at 11th level, +3 at 19th level)
    • Celestial: +1 insight bonus to Will saves (+2 at 11th level, +3 at 19th level)
    • Farspawn: +1 insight bonus to Fortitude saves (+2 at 11th level, +3 at 19th level)

    However, these benefits are accompanied by somewhat exaggerated features that make a sorcerer appear more akin to the ancestral source of their power. The exact nature of the changes in appearance are up to the sorcerer's player to determine, but they all nonetheless make it harder to disguise a sorcerer's inherently magical nature. A sorcerer takes a -1 circumstance penalty to Disguise checks at 3rd level; this penalty increases to -2 at 11th level and -3 at 19th level.

    Spoiler: Bonus Feats
    Show
    The sorcerer gains bonus feats at 1st, 4th, 7th, 10th, 13th, 16th, and 19th level. At first level their bonus feat must be the one named in the description of their chosen Sorcerous Legacy. At 4th, 10th, and 16th level, their bonus feat must be a feat that has their 1st level bonus feat as a prerequisite. At 7th, 13th, and 19th level, their bonus feat must be either a metamagic feat or a feat that has their 1st level bonus feat as a prerequisite. They must meet all prerequisites other than alignment prerequisites for a bonus feat in order to select it. For example, a chaotic good Fiendish Legacy Sorcerer could select Fiendish Resistance at 4th level despite its requiring a nongood alignment, but they could not select Fiendish Presence until they were of at least character level 6th.

    Spoiler: Ancestor's Gift
    Show
    Starting at 5th level, the magical nature of a sorcerer's soul begins to truly take shape, in the form of a number of abilities that bring them closer to their progenitors. These gifts increase in power at 10th, 15th, and 20th levels. The Ancestor's Gifts are as follows:
    • Draconic: a progression of qualities possessed by the dragon type, including resistance (and eventually immunity to) the energy type of their chosen dragon
    • Fiendish: stuff that gives them traits similar to Tanar'ri or Baatezu, depending on whether they are chaotic or lawful
    • Fey: stuff that makes them more similar to fey
    • Celestial: stuff that makes them more similar to eladrins or archons
    • Aberrant: stuff that makes them more similar to aberrations


    Stuff I want help with:
    1. 1st- through 6th-level spells for each Legacy Path
    2. Whether the Ancestor's Gift ability should be in there, and what abilities it should provide
    3. Maybe doing something with the PHBII Celestial Sorcerer Heritage feat chain
    4. Reworking the spells known progression, maybe.

    Note: Yeah, there aren't 0-level spells on here. I just haven't added them yet; they don't matter enough.

    special thanks to:
    Mcdt2 for feedback on the initial spells known progressions, and general early support
    Zaydos for the 1st-6th level spells (yes, all of them)
    Last edited by Extra Anchovies; 2014-09-08 at 07:41 PM.
    Please use they/them/theirs when referring to me in the third person.
    My Homebrew (PF, 3.5)
    Awesome Bone Knight avatar by Chd.
    Spoiler: Current Characters
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    Cassidy Halloran, Human Scout
    William Gamache, Human Relic Channeler Medium
    Spoiler: Quotes
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    Quote Originally Posted by AGrinningCat View Post
    Lay on hands? More like Lay your Eyes on this sick elbow drop!

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    Aug 2014

    Default Re: The Legacy Sorcerer

    Part 2:
    Legacy Paths
    If anyone has suggestions for the 1st- through 6th-level spells, that would be much appreciated. There are enough that it's really hard to choose.
    Spoiler
    Show
    Spell Level Draconic Legacy Fiendish Legacy Fey Legacy Celestial Legacy Farspawn Legacy
    1 Lesser Orb of X (matches breath weapon type) Summon Monster I (Evil creatures only) Charm Person Light of Lunia Magic Missile
    2 Scorching Ray (matches breath weapon type) Shatter Tasha's Hideous Laughter Close Wounds Detect Thoughts
    3 Dragonskin Magic Circle Against Good Summon Nature's Ally III Magic Circle Against Evil Evard's Menacing Tentacles
    4 Orb of X (matches breath weapon type) Contagion Charm Monster Summon Monster IV (Good creatures only) Evard's Black Tentacles
    5 Manifest Dragon Heritage Teleport True Seeing Greater Vigor Telekinesis
    6 Aura of Terror Summon Monster VI (Evil creatures only) Overwhelm Blade Barrier Insanity
    7 Glorious Master of the Elements (chosen dragon's breath type only) Energy Ebb Transfix Brilliant Aura Spell Turning
    8 Polar Ray (energy type changes to that of chosen dragon's breath weapon) Plague Otto's Irresistible Dance Wrathful Castigation Mind Blank
    9 Dragonshape (into a 25 HD dragon of the chosen type) Gate (cannot be used to summon creatures) Summon Elemental Monolith Gate (cannot be used to summon creatures) Sphere of Ultimate Destruction
    Last edited by Extra Anchovies; 2014-09-08 at 07:29 PM.
    Please use they/them/theirs when referring to me in the third person.
    My Homebrew (PF, 3.5)
    Awesome Bone Knight avatar by Chd.
    Spoiler: Current Characters
    Show
    Cassidy Halloran, Human Scout
    William Gamache, Human Relic Channeler Medium
    Spoiler: Quotes
    Show
    Quote Originally Posted by AGrinningCat View Post
    Lay on hands? More like Lay your Eyes on this sick elbow drop!

  3. - Top - End - #3
    Ettin in the Playground
    Join Date
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    Default Re: The Legacy Sorcerer

    Final reserved post in case I need to add more. PEACH away!

    ETA: Knew there was something I forgot.
    Spoiler: Celestial Heritage Feats
    Show
    Celestial Heritage
    You are descended from creatures native to the Upper Planes. You share some of your ancestors' natural resistance to poison, and you are resistant to the magic of evil foes.
    Prerequisite: Non-evil alignment.
    Benefit: You gain a +4 bonus on Fortitude saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects produced by evil creatures.

    Celestial Legacy
    The magical powers of your ancestors manifest in you.
    Prerequisites: Non-evil alignment, Celestial Heritage, character level 9th.
    Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (celestial creatures only), and holy smite. Your caster level equals your character level.

    Celestial Power
    Your celestial heritage augments the power of certain types of magic.
    Prerequisites: Non-evil alignment, Celestial Heritage.
    Benefit: Your caster level and save DCs for good spells and warlock invocations increase by 1.

    Celestial Presence
    Not sure which three SLAs this one should grant. The Fiendish counterpart grants cause fear, detect thoughts, and suggestion. Advice?

    Celestial Resistance
    Your bloodline inures you against electricity and cold.
    Requirements: Non-evil alignment, Celestial Heritage
    Benefit: You gain resistance to cold and electricity equal to three times the number of feats you have that list Celestial Heritage as a prerequisite (including such feats that you take after gaining this one). These values stack with any resistance to cold or electricity you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
    Last edited by Extra Anchovies; 2014-09-08 at 07:40 PM.
    Please use they/them/theirs when referring to me in the third person.
    My Homebrew (PF, 3.5)
    Awesome Bone Knight avatar by Chd.
    Spoiler: Current Characters
    Show
    Cassidy Halloran, Human Scout
    William Gamache, Human Relic Channeler Medium
    Spoiler: Quotes
    Show
    Quote Originally Posted by AGrinningCat View Post
    Lay on hands? More like Lay your Eyes on this sick elbow drop!

  4. - Top - End - #4
    Orc in the Playground
     
    PaladinGuy

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    Default Re: The Legacy Sorcerer [PEACH]

    Yay! I got someone else to do my 'brewing for me!

    I like what I'm seeing here so far. I'd love to help out with picking spells, which I'll probably get to in a later post. First though, some brief PEACH'ing.

    *Sorcerous Legacies:
    I like the implementation, mostly. I instinctively bridle at alignment restrictions, but I suppose it makes sense for fiendish/celestial. (Sort of. I mean, why can't we have an anti-hero, or even totally good hero, who has rebelled against his dark origins? (Raven from the animated Teen Titans springs to mind). Further, why not a "fallen" child of an angel, who has turned the power of light against the heavens? The latter is more of a stretch perhaps, but...) At any rate, if you're gonna have alignment restrictions, they should make sense. Did you mean "any non-good" for Fiendish, or did you actually mean that only NG can't take it, and CG/LG are totally okay ?

    *Legacy/Sorcerous Path

    I like, but one small addition I feel should be added. I feel they should be allowed to pull from the Least paths when they take the Lesser Path (and likewise for Greater). Alternatively, just let them choose the Least Path as the Lesser as well. I don't see why it's a bad thing to allow the Sorcerer to be moderately themed; obviously they'll have at least two paths, sure, but with 4 paths they have to take and only 5 options (thus far) it's kinda hard to avoid taking some of them. Let's say the character has a Celestial Legacy, and thus has no desire to take Fiendish (if they even can), but they also have a personal hatred of Aberrations, and don't want to associate with their type of magic? Obviously, this problem will be less pronounced when/if you add more Legacies, but still.

    Further, I'd add some small ability to allow the sorcerers to swap spells (well, assuming you're keeping the text from Core about allowing them to swap a known spell at level 4 and every even level thereafter, but I'd copy that text here and add a line specifying it can change what spell you selected from the Legacies) You know, I only just seemed to notice something about the Legacy Path spells. For some reason I assumed there were multiple spells per level, not merely 1 per. For that matter I somehow missed that the basic Sorc/Wiz list was available as well. So, basically, it's like a standard Sorcerer, with a faster progression, and some glorified domains, one of which is actually 3 one-third chunks of domains. Hmm.

    In that case, I'd suggest you change the language around the Paths; instead of saying you must choose those spells, word it to say something like "You add these spells to your list of spells known; these spells do no count against your normal limit of known spells." You'd probably want to reduce the number of spells known on the table to reflect this, though. Of course, noticing this, it means something strange: they don't actually get to freely pick a 1st level spell until level 6, only getting the 1st levels from their Legacy and Least paths. I... don't know that I like this. Maybe leave the table alone, have the Path spells as bonuses, so at level 1 they get a 1st level spell from their Legacy, plus any 1 from the list. At level 2 they gain the Least Path 1st level and another chosen one. It would end up looking something like this (only up to level 11 because laziness brevity):
    Spoiler: I am bad at tables and also lazy
    Show

    lv| 1 2 3 4 5 6
    1 | 2
    2 | 4
    3 | 4 2
    4 | 4 4
    5 | 4 4 2
    6 | 5 4 4
    7 | 5 4 4 2
    8 | 5 5 4 4
    9 | 5 5 4 4 2
    10 | 6 5 5 4 4
    11 | 6 5 5 4 4 2

    No, that... really doesn't look too great either. That seems like a lot of spells known. Compared to the Core Sorc, at level 11, they get 1 more 3rd and 2 more 5ths, plus 1 more 6th (operating under the assumption they'd also get 1 level 6 known if they got them at that level). It's not too excessive a boost, especially if the basic list is trimmed and the Path spells aren't too strong, but it still rubs me wrong, and the progression is a little messy. Hmm...

    *Ancestor's Mark: Nothing offensive here, other than maybe to say it's a tad weak perhaps.

    *Bonus feats:
    Bonus feats are always good, but there's a problem with maikng them have the base heritage feats as prereqs, because, for Clestial at least, there aren't enough feats in the feat chain to take up every slot (it has precisely one feat with it as a prerequisite.) Now perhaps, you mean "Celestial Sorcerer Heritage", which is an entirely different feat, and does in fact have 4 other feats based off of it. I do note that your writeup has "(see below)" next to Celestial Heritage, but there's nothing below about it. Did you mean to point out exactly what I've said here, or did you have your own version of Celestial Heritage you were going to share, perhaps?

    *Ancestor's Gift:
    Hmm... Draconic should definitely give either claws or wings; maybe both, depending how strong you want to make this class feature.
    Fiendish should give the ability to see through magical darkness, at least on the LE side.
    As for the others... I dunno. Fey get Charm or something? I don't even know what Fey do in DnD, I think of Dresden Fae typically,which doesn't really mesh well.
    When in doubt, homebrew.
    If that doesn't work, use more homebrew.

    Need more homebrew? Check out my Extended Homebrewer's Signature!

  5. - Top - End - #5
    Ettin in the Playground
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    Default Re: The Legacy Sorcerer [PEACH]

    Quote Originally Posted by Mcdt2 View Post
    Yay! I got someone else to do my 'brewing for me!

    I like what I'm seeing here so far. I'd love to help out with picking spells, which I'll probably get to in a later post. First though, some brief PEACH'ing.
    Thanks! My responses:

    Spoiler: Sorcerous Legacies
    Show
    Quote Originally Posted by Mcdt2 View Post
    *Sorcerous Legacies:
    I like the implementation, mostly. I instinctively bridle at alignment restrictions, but I suppose it makes sense for fiendish/celestial. (Sort of. I mean, why can't we have an anti-hero, or even totally good hero, who has rebelled against his dark origins? (Raven from the animated Teen Titans springs to mind). Further, why not a "fallen" child of an angel, who has turned the power of light against the heavens? The latter is more of a stretch perhaps, but...) At any rate, if you're gonna have alignment restrictions, they should make sense. Did you mean "any non-good" for Fiendish, or did you actually mean that only NG can't take it, and CG/LG are totally okay ?
    I actually did mean that Fiendish sorcerers can be CG or LG, just not NG; their ancestor's lingering influence draws them slightly away from good, but only enough that they cannot wholly dedicate themselves to that alignment. Same goes for Celestial not being NE. I don't like alignment restrictions either, but those two make sense because the ancestors are inherently linked to an alignment. Raven would probably be a LN or LG Fiendish Legacy Sorcerer if she had levels in this class.


    Spoiler: Legacy/Sorcerous Path
    Show
    Quote Originally Posted by Mcdt2 View Post
    *Legacy/Sorcerous Path
    I like, but one small addition I feel should be added. I feel they should be allowed to pull from the Least paths when they take the Lesser Path (and likewise for Greater). Alternatively, just let them choose the Least Path as the Lesser as well. I don't see why it's a bad thing to allow the Sorcerer to be moderately themed; obviously they'll have at least two paths, sure, but with 4 paths they have to take and only 5 options (thus far) it's kinda hard to avoid taking some of them. Let's say the character has a Celestial Legacy, and thus has no desire to take Fiendish (if they even can), but they also have a personal hatred of Aberrations, and don't want to associate with their type of magic? Obviously, this problem will be less pronounced when/if you add more Legacies, but still.
    Hm. What I'm getting from this is that you would like the sorcerer to be able to take the same path for two of their Sorcerous Paths? That makes sense, I didn't realize that otherwise you had to pick all but one of the paths at some point. I'll edit it such that you can only choose a given Legacy for a Sorcerous Path twice, and the Lesser and Greater paths can't be the same (so you can have Least A/Lesser A/Greater B, Least A/Lesser B/Greater A, or Least A/Lesser B/Greater C, but not Least A/Lesser B/Greater B).


    Spoiler: Swapping spells and similarity to domains
    Show
    Quote Originally Posted by Mcdt2 View Post
    Further, I'd add some small ability to allow the sorcerers to swap spells (well, assuming you're keeping the text from Core about allowing them to swap a known spell at level 4 and every even level thereafter, but I'd copy that text here and add a line specifying it can change what spell you selected from the Legacies) You know, I only just seemed to notice something about the Legacy Path spells. For some reason I assumed there were multiple spells per level, not merely 1 per. For that matter I somehow missed that the basic Sorc/Wiz list was available as well. So, basically, it's like a standard Sorcerer, with a faster progression, and some glorified domains, one of which is actually 3 one-third chunks of domains. Hmm.
    Swapping spells, yes, that's a thing I forgot to include. Will add that.

    There's only one per level to keep the class balanced at higher levels. I intentionally left out all of the true game-breakers (Gate summoning, Shapechange, Time Stop, Wish, PAO, etc).


    Spoiler: Wording regarding paths and spells known
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    Quote Originally Posted by Mcdt2 View Post
    In that case, I'd suggest you change the language around the Paths; instead of saying you must choose those spells, word it to say something like "You add these spells to your list of spells known; these spells do no count against your normal limit of known spells." You'd probably want to reduce the number of spells known on the table to reflect this, though.
    Possibly something like the CD Shugenja's spells known list, making the spells known entry for each spell level "L+P+X", where X is the number of freely chosen spells they get, P is the spell gained from their Sorcerous Path, and L is the spell gained from their Sorcerous Legacy? In this case, the first time they learn a spell of a given level the entry would read "L", the second time they learn a spell of that level it would read "L+P", the third time they learn a spell of that level it would read "L+P+1", and so on.


    Spoiler: Spells Known progression
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    Quote Originally Posted by Mcdt2 View Post
    Of course, noticing this, it means something strange: they don't actually get to freely pick a 1st level spell until level 6, only getting the 1st levels from their Legacy and Least paths. I... don't know that I like this. Maybe leave the table alone, have the Path spells as bonuses, so at level 1 they get a 1st level spell from their Legacy, plus any 1 from the list. At level 2 they gain the Least Path 1st level and another chosen one. It would end up looking something like this (only up to level 11 because laziness brevity):
    Spoiler: I am bad at tables and also lazy
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    lv| 1 2 3 4 5 6
    1 | 2
    2 | 4
    3 | 4 2
    4 | 4 4
    5 | 4 4 2
    6 | 5 4 4
    7 | 5 4 4 2
    8 | 5 5 4 4
    9 | 5 5 4 4 2
    10 | 6 5 5 4 4
    11 | 6 5 5 4 4 2

    No, that... really doesn't look too great either. That seems like a lot of spells known. Compared to the Core Sorc, at level 11, they get 1 more 3rd and 2 more 5ths, plus 1 more 6th (operating under the assumption they'd also get 1 level 6 known if they got them at that level). It's not too excessive a boost, especially if the basic list is trimmed and the Path spells aren't too strong, but it still rubs me wrong, and the progression is a little messy. Hmm...
    I'll admit, the spells known progression is by far the weakest link in the class so far. It started out as a formula adapted from the Shadowcaster, and then underwent a lot of different tweaks so that it was more organic and more regular. I'll probably end up reducing how many spells they know of each level. They should probably only ever learn a Legacy and a Path spell for 9th and 8th levels, because those are the most abusable ones by far. Maybe also only 2 7th-level spells?


    Spoiler: Ancestor's Mark, Bonus Feats, Ancestor's Gift
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    Quote Originally Posted by Mcdt2 View Post
    *Ancestor's Mark: Nothing offensive here, other than maybe to say it's a tad weak perhaps.
    It's mostly there for flavor, really. Replaces the progressing Darkvision that the Shadowcaster gets; that class was a big influence on how I structured this sorcerer.

    Quote Originally Posted by Mcdt2 View Post
    *Bonus feats:
    Bonus feats are always good, but there's a problem with maikng them have the base heritage feats as prereqs, because, for Clestial at least, there aren't enough feats in the feat chain to take up every slot (it has precisely one feat with it as a prerequisite.) Now perhaps, you mean "Celestial Sorcerer Heritage", which is an entirely different feat, and does in fact have 4 other feats based off of it. I do note that your writeup has "(see below)" next to Celestial Heritage, but there's nothing below about it. Did you mean to point out exactly what I've said here, or did you have your own version of Celestial Heritage you were going to share, perhaps?
    Oh crap, thanks for catching that! I was meaning to write up a sequence of Celestial Heritage feats, identical in structure to the Fiendish/Fey Heritage feats but granting different SLAs/bonuses/etc. I'll add that in to the "to do" list. I'll do that right now. It's important.

    Quote Originally Posted by Mcdt2 View Post
    *Ancestor's Gift:
    Hmm... Draconic should definitely give either claws or wings; maybe both, depending how strong you want to make this class feature.
    Fiendish should give the ability to see through magical darkness, at least on the LE side.
    As for the others... I dunno. Fey get Charm or something? I don't even know what Fey do in DnD, I think of Dresden Fae typically,which doesn't really mesh well.
    Wings and claws would be cool for draconic, yes. It's supposed to be sort of a secondary feature as well. The Shadowcaster's Sustaining Shadow, which is the inspiration for Ancestor's Gift, is as follows:
    5th: only need to eat 1 meal per week
    10th: only need to sleep 1 hour per day
    15th: immune to poison/disease
    20th: no need to breathe, eat, or sleep
    I plan to make the Ancestor's Gifts a bit stronger than each of those, but am going to have to put some thought into what exactly I want those to be.


    ETA: I just clarified how choosing the Legacy/Sorcerous Paths works, added double-dipping in Sorcerous Paths, and reorganized the spells known progression. The first to spells known of each level are from the Legacy Paths and Sorcerous Path respectively, after that they're free choice. As it is now they get 1 more 1st- and 3rd-level spells known than the normal sorcerer, but they lose one 8th- and one 9th-level spell known, and their 8th- and 9th-level spells are all from the Path lists. I also quickly wrote up the Celestial Heritage feats.
    Last edited by Extra Anchovies; 2014-09-08 at 10:16 AM.
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  6. - Top - End - #6
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    Default Re: The Legacy Sorcerer [PEACH]

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    Quote Originally Posted by Extra Anchovies View Post
    I actually did mean that Fiendish sorcerers can be CG or LG, just not NG; their ancestor's lingering influence draws them slightly away from good, but only enough that they cannot wholly dedicate themselves to that alignment. Same goes for Celestial not being NE. I don't like alignment restrictions either, but those two make sense because the ancestors are inherently linked to an alignment. Raven would probably be a LN or LG Fiendish Legacy Sorcerer if she had levels in this class.
    Seems a bit odd. I mean, what stops a LG or CG person from being just as Good (or even exalted) as a NG person? All Lawful Good means is they are both Lawful and Good; nothing is stated about the ratios thereof, nor does anything suggest Pure Goodness is incompatible with Law (Same goes for Chaos, of course). Further, why wouldn't a NG person be just as able to be an anti-hero powered by the forces of Evil? Is there something about Evil that totally allows for being a Good guy, but it forces you to be leaning one way or the other on the issue of ethical alignment? It doesn't make much sense to me.


    Hm. What I'm getting from this is that you would like the sorcerer to be able to take the same path for two of their Sorcerous Paths? That makes sense, I didn't realize that otherwise you had to pick all but one of the paths at some point. I'll edit it such that you can only choose a given Legacy for a Sorcerous Path twice, and the Lesser and Greater paths can't be the same (so you can have Least A/Lesser A/Greater B, Least A/Lesser B/Greater A, or Least A/Lesser B/Greater C, but not Least A/Lesser B/Greater B).
    Not certain why one couldn't be allowed to take the same one for all three, if they wanted, but it's certainly better. (A note: I'm objecting to this primarily on the basis of elegance; I tend to prefer elegant solutions, even when they wind up rather impractical/imbalanced. You have been warned, I'll probably be like this more. Feel free to ignore me if my rambling threatens to crush any semblance of balance the class has.)


    Possibly something like the CD Shugenja's spells known list, making the spells known entry for each spell level "L+P+X", where X is the number of freely chosen spells they get, P is the spell gained from their Sorcerous Path, and L is the spell gained from their Sorcerous Legacy? In this case, the first time they learn a spell of a given level the entry would read "L", the second time they learn a spell of that level it would read "L+P", the third time they learn a spell of that level it would read "L+P+1", and so on.
    That would probably work excellently, yeah.


    I'll admit, the spells known progression is by far the weakest link in the class so far. It started out as a formula adapted from the Shadowcaster, and then underwent a lot of different tweaks so that it was more organic and more regular. I'll probably end up reducing how many spells they know of each level. They should probably only ever learn a Legacy and a Path spell for 9th and 8th levels, because those are the most abusable ones by far. Maybe also only 2 7th-level spells?
    Ah that explains where the slightly odd progression came from. I like the idea of limiting them to only the legacy+path for 8ths and 9ths, although if you do so make it explicitly clear that is the case, maybe by removing the 8th/9th spells from the base list, so they can't access them with runestaves, maybe?


    It's mostly there for flavor, really. Replaces the progressing Darkvision that the Shadowcaster gets; that class was a big influence on how I structured this sorcerer.



    Oh crap, thanks for catching that! I was meaning to write up a sequence of Celestial Heritage feats, identical in structure to the Fiendish/Fey Heritage feats but granting different SLAs/bonuses/etc. I'll add that in to the "to do" list. I'll do that right now. It's important.



    Wings and claws would be cool for draconic, yes. It's supposed to be sort of a secondary feature as well. The Shadowcaster's Sustaining Shadow, which is the inspiration for Ancestor's Gift, is as follows:
    5th: only need to eat 1 meal per week
    10th: only need to sleep 1 hour per day
    15th: immune to poison/disease
    20th: no need to breathe, eat, or sleep
    I plan to make the Ancestor's Gifts a bit stronger than each of those, but am going to have to put some thought into what exactly I want those to be.
    Flavor abilities are always fine, I suppose. Although I'd note most of my players hate when a class gives out "meaningless" bonuses like that, but every group differs on that point.

    Yeah I figured on the Celestial Heritage ones. I definitely like your version, works very nicely.

    Oh yeah, forgot about Sustaining Shadow, mostly because it's so minor we usually don't both to write it down (on those rare occassions we have a shadowcaster, that is). I guess that gives a good metric for power level of the effects you want though.
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  7. - Top - End - #7
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    Default Re: The Legacy Sorcerer [PEACH]

    Spoiler: Alignments; Path choice restrictions
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    Quote Originally Posted by Mcdt2 View Post
    Seems a bit odd. I mean, what stops a LG or CG person from being just as Good (or even exalted) as a NG person? All Lawful Good means is they are both Lawful and Good; nothing is stated about the ratios thereof, nor does anything suggest Pure Goodness is incompatible with Law (Same goes for Chaos, of course). Further, why wouldn't a NG person be just as able to be an anti-hero powered by the forces of Evil? Is there something about Evil that totally allows for being a Good guy, but it forces you to be leaning one way or the other on the issue of ethical alignment? It doesn't make much sense to me.
    Now that you put it like that, I have to agree with you. Not sure exactly what I was thinking, I guess I wanted an alignment restriction but didn't want it to actually be restrictive. I'll remove it.

    Quote Originally Posted by Mcdt2 View Post
    Not certain why one couldn't be allowed to take the same one for all three, if they wanted, but it's certainly better. (A note: I'm objecting to this primarily on the basis of elegance; I tend to prefer elegant solutions, even when they wind up rather impractical/imbalanced. You have been warned, I'll probably be like this more. Feel free to ignore me if my rambling threatens to crush any semblance of balance the class has.)
    Preventing a character from maxing out two Paths ensures that they always have more spells from their chosen Legacy Path than from any other Path, to represent the fact that the progenitor of their chosen Legacy Path has a more prevalent place in their bloodline than any of the other sources of power do. It might make sense for there to be dual-ancestor sorcerers, though, so I'll definitely consider allowing all three Sorcerous Paths to be from the same Legacy.


    Spoiler: Spells known progression, flavor abilities
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    Quote Originally Posted by Mcdt2 View Post
    Ah that explains where the slightly odd progression came from. I like the idea of limiting them to only the legacy+path for 8ths and 9ths, although if you do so make it explicitly clear that is the case, maybe by removing the 8th/9th spells from the base list, so they can't access them with runestaves, maybe?
    True. I'll alter the Spells Known list so that it's L+S+X (Legacy Path+Sorcerous Path+free choices) instead of just one number. Maybe I should add something along the lines of "If the only spells a sorcerer knows of a particular spell level are those derived from their Legacy Path and/or Sorcerous Path, then the sorcerer cannot cast other spells of that level using their own spell slots (such as by using a Runestaff). Once they learn a third spell of a particular spell level, this restriction is removed for spells of that level."?

    Quote Originally Posted by Mcdt2 View Post
    Flavor abilities are always fine, I suppose. Although I'd note most of my players hate when a class gives out "meaningless" bonuses like that, but every group differs on that point.

    Yeah I figured on the Celestial Heritage ones. I definitely like your version, works very nicely.

    Oh yeah, forgot about Sustaining Shadow, mostly because it's so minor we usually don't both to write it down (on those rare occassions we have a shadowcaster, that is). I guess that gives a good metric for power level of the effects you want though.
    Mhmm. Celestial, Fiendish, and Draconic shouldn't be too hard to figure out, because creatures of those sorts have a good number of traits, but I'm kind of drawing a blank for Fey and Aberration, because their only non-RHD-related traits are low-light vision and darkvision. Maybe a capstone for each could be DR/cold iron and telepathy, respectively?
    Last edited by Extra Anchovies; 2014-09-08 at 01:19 PM.
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  8. - Top - End - #8
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    Default Re: The Legacy Sorcerer [PEACH]

    Review Portion:

    Sorcerous Paths: I'd let them choose the same path all 3 times.

    Ancestor's Gift: Dragon's is decidedly better than all the rest. If it had the same bonus as the rest it'd be more or less equal, though I'd still say it'd be one of the better ones (Celestial might beat it out but probably not).

    Legacy Spells: Polar Ray is bad, as in weaker than 4th level spells bad, and should probably be replaced with something vaguely useful. I can see the reason for the limitations on Gate, but I'd allow fiendish/celestial sorcerers to gate to the Upper/Lower Planes respectively because it's a thing for Elysium that fiends are often sneaking in and meddling only to be driven out by the guardinals, and for celestials... Archons sometimes come en masse to help fight the Tanar'ri, Guardinals go on hunting parties to the Lower Planes all the time, and Eladrin hunt Baatezu in the Lower Planes. The only places you're more likely to meet a Celestial than the Lower Planes are the Upper ones and maybe the Prime... well and Sigil.

    Also need to include something to deal with dragons that have no damaging breath weapon (shadow, fang) or breath weapon which deals a non-standard energy type (force, prismatic); I'd suggest defaulting to fire as that seems to be Dragon Magic's choice.

    Ancestor's Mark: I'd say take out a few of the bonus feats and put this in instead. Dragon I'd go with wings/claws/breath weapon or Frightful Presence of sort. Personally I'd split Fiend into Baatezu and Tanar'ri completely and give them different spells, gifts, and marks (but that's extra work in general) and give Baatezu Spell Resistance (in the MM they have 12 + CR and tanar'ri have 8 + CR except Succubi which have 11 + CR), See in Darkness, fire resistance/immunity and Tanar'ri would get more energy resistances, electricity immunity, and maybe some sort of wild magic. Celestials you might want to do the same thing with (not as up on their traits); electricity/petrification immunity seems a natural and I know I for one love Aura of Menace, looking at Guardinals they instead get healing/animal speech but those lend themselves to spells, and eladrins are boring and get Tongues. For fey/aberrations... they both get associated with resistance to mind-affecting, fey get DR, aberrations have random tentacles though I'd go with an unstable/amorphous anatomy and give some crit resistance/amorphous trait to aberration, where you aren't truly amorphous but your body is just in flux.

    As for what you actually asked for help about in specific:

    Dragon:
    1st: Lesser Orb of X (tie to breath weapon type)
    2nd: Scorching Ray (substitute breath weapon damage type)
    3rd: Dragonskin (SpC; don't tie to heritage)
    4th: Orb of X (tie to breath weapon type)
    5th: Manifest Dragon Heritage (RoD)
    6th: Aura of Terror (SpC)

    Fiendish:
    1st: Summon Monster I (Evil creatures only)
    2nd: Shatter (dark speech and all)
    3rd: Magic Circle against Good
    4th: Contagion
    5th: Teleport
    6th: Summon Monster VI (Evil creatures only)

    Celestial:
    1st: Light of Lunia
    2nd: Close Wounds (SpC)
    3rd: Magic Circle against Evil
    4th: Summon Monster IV (Good creatures only)
    5th: Greater Vigor
    6th: Blade Barrier

    Fey:
    1st: Charm Person
    2nd: Tasha's Hideous Laughter
    3rd: Summon Nature's Ally III
    4th: Charm Monster
    5th: True Seeing
    6th: Overwhelm (PHBII)

    Aberration:
    1st: Magic Missile
    2nd: Detect Thoughts
    3rd: Evard's Menacing Tentacles (PHBII)
    4th: Evard's Black Tentacles
    5th: Telekinesis
    6th: Insanity

    Just some possibilities.
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    Default Re: The Legacy Sorcerer [PEACH]

    Quote Originally Posted by Zaydos View Post
    Review Portion:

    Sorcerous Paths: I'd let them choose the same path all 3 times.

    Ancestor's Gift: Dragon's is decidedly better than all the rest. If it had the same bonus as the rest it'd be more or less equal, though I'd still say it'd be one of the better ones (Celestial might beat it out but probably not).
    Really? I think I'll reduce the bonus to +1/2/3, then. Now that I think about it, a free, stackable (because it's a natural armor increase, not just natural armor) +6 AC is pretty great...

    Quote Originally Posted by Zaydos View Post
    Legacy Spells: Polar Ray is bad, as in weaker than 4th level spells bad, and should probably be replaced with something vaguely useful. I can see the reason for the limitations on Gate, but I'd allow fiendish/celestial sorcerers to gate to the Upper/Lower Planes respectively because it's a thing for Elysium that fiends are often sneaking in and meddling only to be driven out by the guardinals, and for celestials... Archons sometimes come en masse to help fight the Tanar'ri, Guardinals go on hunting parties to the Lower Planes all the time, and Eladrin hunt Baatezu in the Lower Planes. The only places you're more likely to meet a Celestial than the Lower Planes are the Upper ones and maybe the Prime... well and Sigil.

    Also need to include something to deal with dragons that have no damaging breath weapon (shadow, fang) or breath weapon which deals a non-standard energy type (force, prismatic); I'd suggest defaulting to fire as that seems to be Dragon Magic's choice.
    Good point on the gate spells, I'll change it to be less limiting. As for polar ray, I was pretty unsure about that one to begin with, so I don't think it'll be staying in. Any suggestions for a replacement spell of that level?

    Quote Originally Posted by Zaydos View Post
    Ancestor's Mark: I'd say take out a few of the bonus feats and put this in instead. Dragon I'd go with wings/claws/breath weapon or Frightful Presence of sort. Personally I'd split Fiend into Baatezu and Tanar'ri completely and give them different spells, gifts, and marks (but that's extra work in general) and give Baatezu Spell Resistance (in the MM they have 12 + CR and tanar'ri have 8 + CR except Succubi which have 11 + CR), See in Darkness, fire resistance/immunity and Tanar'ri would get more energy resistances, electricity immunity, and maybe some sort of wild magic. Celestials you might want to do the same thing with (not as up on their traits); electricity/petrification immunity seems a natural and I know I for one love Aura of Menace, looking at Guardinals they instead get healing/animal speech but those lend themselves to spells, and eladrins are boring and get Tongues. For fey/aberrations... they both get associated with resistance to mind-affecting, fey get DR, aberrations have random tentacles though I'd go with an unstable/amorphous anatomy and give some crit resistance/amorphous trait to aberration, where you aren't truly amorphous but your body is just in flux.
    Possibly only two bonus feats of each type, then? Six did seem like quite a lot.

    As for the Marks, Crit resistance is a good one. Maybe the progression for aberrations could be Darkvision 60 ft (5th level), 25% crit resistance (10th), +4 on saves vs illusions (15th), and 50% crit resistance (20th)? I might want to toss telepathy in there somewhere, though. The Fey Skin feat, which a Fey Heritage sorcerer will probably take, already gives some DR/cold iron (5 if you take all of the Fey Heritage feat tree), so I don't think their mark should give them more than another 5 to their DR. Maybe they could get improved low-light vision (see 3x the distance rather than 2x) at 5th, DR 2/cold iron at 10th, +4 on saves vs enchantment at 15th, and their DR increases to 5/cold iron at 20th? Dragons I was thinking maybe energy resistance 10 at 5th, claws at 10th, energy resistance 20 at 15th, and wings at 20th. Unless they should gain energy resistance equal to class level at 5th, claws at 10th, wings at 15th, and frightful presence at 20th?

    Splitting the Fiendish legacy into Baatezu and Tanar'ri was something I was considering; maybe not a separate spell list for each, but each of them would get slightly different abilities from the Marks. Not sure exactly what they should get, though; Baatezu get immunity to fire/poison, acid resistance 10, cold resistance 10, and super-darkvision, while Tanar'ri get immunity to electricity/poison and acid, cold, and fire resistance 10. They also both get telepathy. SR seems a little too powerful, IMO.

    Quote Originally Posted by Zaydos View Post
    As for what you actually asked for help about in specific:

    Spoiler: spells!
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    Dragon:
    1st: Lesser Orb of X (tie to breath weapon type)
    2nd: Scorching Ray (substitute breath weapon damage type)
    3rd: Dragonskin (SpC; don't tie to heritage)
    4th: Orb of X (tie to breath weapon type)
    5th: Manifest Dragon Heritage (RoD)
    6th: Aura of Terror (SpC)

    Fiendish:
    1st: Summon Monster I (Evil creatures only)
    2nd: Shatter (dark speech and all)
    3rd: Magic Circle against Good
    4th: Contagion
    5th: Teleport
    6th: Summon Monster VI (Evil creatures only)

    Celestial:
    1st: Light of Lunia
    2nd: Close Wounds (SpC)
    3rd: Magic Circle against Evil
    4th: Summon Monster IV (Good creatures only)
    5th: Greater Vigor
    6th: Blade Barrier

    Fey:
    1st: Charm Person
    2nd: Tasha's Hideous Laughter
    3rd: Summon Nature's Ally III
    4th: Charm Monster
    5th: True Seeing
    6th: Overwhelm (PHBII)

    Aberration:
    1st: Magic Missile
    2nd: Detect Thoughts
    3rd: Evard's Menacing Tentacles (PHBII)
    4th: Evard's Black Tentacles
    5th: Telekinesis
    6th: Insanity


    Just some possibilities.
    Oh. Wow. Thank you so much for coming up with these lists; there are so many spells of the lower levels that I had absolutely no idea where to begin for the 1st- through 6th-level spells for each path. These are great suggestions, I'll put them in the class description.
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