- Frost Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess.
- Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
- Water’s Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + ½ your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect.
- Elemental Movement (Su): At 15th level, you gain a swim speed of 60 feet.
- Power of the Marid (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component. You become immune to cold damage, and can use plane shift once per day to travel to or from the Plane of Water.
Role-playing gaming, Game mastering musings, and campaign design. Also, chunks of information about my continuously evolving campaign settings.
Wednesday, January 5, 2011
Campaign Design - Sorcerer Heritages: Marid
Marid
You were born with the power of water genies, and the magic of the marids is strong in you.
Heritage Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell’s descriptors to match this energy type.
Heritage Powers: Like a marid, you have both natural power over water and several other genie-based abilities.
Campaign Design - Sorcerer Heritage: Dao
Dao
You were born with the power of earth genies, and the magic of the dao is strong in you.
Heritage Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to acid. This effect also changes the spell’s descriptors to match this energy type.
Heritage Powers: Like a dao, you have both natural power over earth and several other genie-based abilities.
- Acid Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess.
- Elemental Resistance (Ex): At 3rd level, you gain acid resistance 10. At 9th level, your acid resistance increases to 20.
- Avalanche (Su): At 9th level, whenever you hit a single target with a spell that deals damage, you may make a bull rush attempt as a swift action. Your effective Strength for this maneuver is equal to your sorcerer caster level + your Charisma bonus. You can make this bull rush attempt even if the target is not in melee range, and you do not provoke an attack of opportunity for making this maneuver. If the target is in contact with earth, stone, or rock, you gain a +4 bonus on your bull rush attempt.
- Elemental Movement (Su): At 15th level, you gain a burrow speed of 30 feet.
- Power of the Dao (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component. You become immune to acid damage, and can use plane shift once per day to travel to or from the Plane of Earth.
Campaign Design - Sorcerer Heritages: Conjuration
Conjuration
Self reliance is a misconception, the real secret to success is the ability to choose the right person for the job. Your mastery in conjuring allies at the right time with the right qualifications means the difference between success and failure.
Prerequisite: Only an alvari of the conjuration birth school may take this bloodline.
Heritage Arcana: When casting any spell from the school of conjuration (summoning) that summons forth extraplanar creatures, summoned creatures appears with a number of temporary hit points equal to your class level in addition to their normal hit points.
Heritage Powers: Your ties to the school of conjuration grant you a variety of powers that rely on summoning or calling forth power and materials to shape and mold to your whim.
Home Base Classes Sorcerer Sorcerer Heritages
- Extended Summoning (Sp): At 1st level, you may extend the duration of any conjuration (summoning) spell by a number of rounds equal to ½ your sorcerer level. This power may be used in conjunction with the Extend Spell metamagic feat, but the bonus duration is not included in the extended duration from the metamagic effect. At 20th level, you may make the duration of a conjuration (summoning) permanent, though only one such spell may be made permanent at a time. If you choose to make another conjuration (summoning) spell permanent, the previous spell immediately ends.
- Vexing Vapors (Sp): At 3rd level, you may generate a dark haze that surrounds you with a 10 foot radius as a move action. This haze provides you with concealment (20% miss chance) and moves with you, lasting for a number of rounds equal to ½ your sorcerer level, though you may dismiss it as a standard action. When subjected to a hex or spell that specifically targets you, the haze grants you a +1 enhancement bonus to any saving throws allowed, increasing by an additional +1 at 7th level and every four levels thereafter. You may generate this haze 3 + your Charisma modifier times per day.
- Transpositioning (Sp): At 9th level, you may touch a single ally as a swift action. You may then use an immediate action in a later round to instantly teleport to your ally’s position while he appears in your location. Once you touch your ally, this ability to transport locations lasts for a number of rounds equal to ½ your sorcerer level. When activating the swapping action, neither you nor your ally is subject to attacks of opportunity, though any other actions may provoke as normal. You must have line of sight to the chosen ally in order to trigger this power. This tradition power may be used a number of times per day equal to your Charisma modifier, though you may only use it with one ally at a time. If you use this power with another ally while it is still active with a previous ally, the connection to the previous ally is automatically lost.
- Master of Matter (Sp): At 15th level, when you cast a conjuration (creation) spell with a duration of at least 1 hour per caster level (such as the minor creation spell), the object created becomes permanent. If the duration of the object created is less than 1 hour per caster level, you may use this power to extend the duration by an additional number equal to your Charisma modifier. Thus if casting major creation to create gold, the duration would be extended an additional 20 minutes multiplied by your Charisma modifier. This only functions on inanimate objects and you may use this power to make a created object permanent a number of times per day equal to your Charisma modifier.
- Private Sanctum (Sp): At 20th level, you may create a permanent extra-dimensional space as defined by the create demiplane spell. When you gain this power you must determine which plane this space is connected (ethereal or astral plane) and its basic conditions (air, water, or other) and environment including the appearance of the borders of the plane, the light level, and so on. You may enter your private sanctum as a standard action and may take a number of people with you equal to 10 + your Charisma modifier. When you leave the sanctum you automatically return to the same location you left to enter the sanctum. You may eject others from your private sanctum as a swift action, though the person or creature being ejected is allowed a Will saving throw to resist the eviction (you may attempt to eject the same person each round as desired). Anyone within your private sanctum is immediately ejected when you leave the sanctum, deposited randomly within 30 feet of your point of entry (no saving throw is allowed). The private sanctum may be furnished with austere furniture and goods and you may bring additional items within the sanctum as desired. You may also add space to the private sanctum, applying additional create demiplane spells as desired. Additions are limited in duration unless followed with a permanency spell as defined by the create demiplane spell. The private sanctum is not susceptible to dispel magic, but more powerful magics including limited wish, Woda’s disjunction, miracle, or wish may be used to attempt to destroy it. If you are killed or destroyed, the private sanctum automatically implodes upon itself, any permanent furnishings, equipment, or treasure stored within the sanctum is randomly deposited within the plane the sanctum was attached. If your private sanctum is destroyed or lost, you may recreate it by spending 50,000 shillings and spending a full week spent in the design and construction of the plane using your own arcane power.
Home Base Classes Sorcerer Sorcerer Heritages
Campaign Design - Sorcerer Heritages: Efreeti
Efreeti
You were born with the power of fire genies, and the magic of the efreet is strong in you.
Heritage Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell’s descriptors to match this energy type.
Heritage Powers: Like an efreeti, you have both natural power over air and several other genie-based abilities.
- Fire Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess.
- Elemental Resistance (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.
- Efreeti Form (Su): At 9th level, you gain the ability to assume the form of an efreeti once per day. This acts like the spell polymorph, except you only use it to become an efreeti and its duration is 1 round per level. While in this form, you also gain an efreeti’s heat ability.
- Elemental Movement (Su): At 15th level, your base speed increases by +30 feet.
- Power of the Efreet (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component. You also become immune to fire damage, and can use plane shift once per day to travel to or from the Plane of Fire.
Campaign Design - Sorcerer Heritages: Abjuration
Abjuration
Abjuration-blooded alvari believe that only through a good defense can one hope to withstand the onslaughts of others. They have mastered the ability to harness protective energies against all sorts of attacks, both magical and mundane.
Prerequisite: Only an alvari of the abjuration birth school may take this bloodline.
Heritage Arcana: When you cast a spell from the school of abjuration, the duration for any spell with a variable duration based on your class level lasts 50% longer. This bonus does not stack with the increase granted by the Extend Spell feat.
Heritage Powers: Your ties to the school of abjuration grant you defensive abilities that grow stronger as you gain experience and power.
- Mystic Shield (Sp): At 1st level, you can create a force shield granting a +4 shield bonus to your Armor Class as a move action that lasts a number of rounds equal to your sorcerer level. The shield also automatically absorbs up to 20 points of damage from Force effect spells such as magic missile. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
- Natural Resistance (Ex): At 3rd level, you may choose one type of energy (acid, cold, electricity, fire, or sonic) and gain energy resistance 5 for that type of energy. Once chosen it cannot be changed. At 9th level, you may either choose another energy type and gain Energy Resistance 5 for the second type of energy or you may increase your initial selection by 5 to Energy Resistance of 10.
- Minor Invulnerability (Su): At 9th level, you may use a swift action to grant yourself Immunity to 1st level spells for a number of rounds equal to ½ your sorcerer level. You may use this ability once per day. At 17th level the immunity expands to 2nd level spells and this power may be used twice per day. At 20th level the immunity expands to 3rd level spells and this power may be used three times per day.
- Magic Resistance (Su): At 15th level, you gain spell resistance equal to 10 + your sorcerer class level.
- True Abjurer (Sp): At 20th level, the initial resistance you chose for your Natural Resistance becomes Immunity and your Mystic Shield power grants you a +6 shield bonus and automatically absorbs up to 100 points of force damage from spells such as magic missile. In addition, when you cast any spell from the school of Abjuration you may apply the effects of either the Empower Spell or Extend Spell metamagic feat without increasing the effective spell level of the spell, though the casting time when applying a metamagic feat to a spontaneous spell still applies.
Campaign Design - Sorcerer Heritages: Transmutation
Transmutation
The only constant in life is change. While some seek to change themselves or those around them, you have found new means of altering both yourself and your environment. Mastering the magics of change, you find new ways of bettering yourself and the world about you.
Prerequisite: Only an alvari of the transmutation birth school may take this bloodline.
Heritage Arcana: When you cast a transmutation spell that grants an enhancement bonus to an ability score, you add your Charisma modifier to the total bonus granted by the spell.
Heritage Powers: You learn to master not only your body, but the very environment around you.
- Hardened Blade (Su): At 1st level, you may treat your weapon, natural attack, or unarmed attack as magic for purposes of overcoming damage reduction as a swift action. This effect lasts for a number of rounds equal to ½ your sorcerer level (minimum of 1). At 9th level, you may use this power to treat your weapon as either silver or cold iron for purposes of overcoming damage reduction (chosen when the power is initiated). At 15th level, the weapon is treated as adamantine for purposes of overcoming damage reduction and hardness.
- Animalistic (Sp): At 3rd level, you may alter yourself to become more animalistic as the animal aspect spell as a standard action. You maintain this change for a number of minutes equal to your sorcerer level though you may dismiss the effect as a move action. In addition to the animals listed within the animal aspect spell description you may choose from the following animals as well:
- Badger: If you take damage in combat you may go into a blood rage that grants you a +2 bonus to your Strength and Constitution but you suffer a -2 penalty to your Armor Class.
- Boar: You do not fall unconscious when you are reduced below 0 hit points, but you are staggered and continue to lose 1 hit point per round.
- Dog: You gain a +2 competence bonus to your perception checks and gain the Scent special ability.
- Shaping (Sp): At 9th level, you can mold metal, stone, or wood into any desired shape as a full round action. The amount of material you may alter is equal to 1 cubic foot per caster level and only one type of material may be altered at a time. This power will not function on animated objects or magical items. The quality of the item is dependent on your crafting skill with the material and a Craft check is required if creating anything with moving parts or masterwork quality. You may use this power 3 + your Charisma modifier times per day.
- Dominate Construct (Sp): At 15th level, you may attempt to control a construct as the control construct spell, initiating control as a standard action and maintaining control through concentration. You gain a bonus to the Spellcraft check to control the construct equal to ¼ your sorcerer level. You may use this power once per day.
- Unimpeded (Su): At 20th level, you may enter or leave the Ethereal Plane as a swift action and may travel freely in any direction at your normal movement rate, passing through physical objects and ignoring anything that would impede your movement. Force effects and abjurations still affect you normally. While in this state you cannot interact with those on the material plane including attacks or spells. If you end the effect while within a solid object you are transported to the nearest open area, though you take 1d6 points of damage per 5 feet you are transported. You may use this power a total number of rounds per day equal to your sorcerer level, though they do not have to be consecutive.
Campaign Design - Sorcerer Heritages: Sirchade-Touched
Sirchade-Touched
Your bloodline has been blessed by the power of the Demon Lord Sirchade. As a result of horrible experimentation or the unholy union of slithering tracker and humanoid, your bloodline contains the foul ichor of oozes. This foulness gives you horrific powers.
Heritage Arcana: When you cast a spell with ooze or oozy in the name, increase the damage by 1 per damage die or the duration by 25% (minimum 1 round). This duration bonus does not stack.
Heritage Powers: As you grow in power, the hideous effects of the pollution in your blood manifest themselves as a series of eerie powers.
- Mucus Spray (Sp): Starting at 1st level, you can unleash a cone-shaped burst of acidic mucus with a 15-foot range. This spray deals 1d6 points of acid damage to all within the area of effect for every two sorcerer levels you possess. You can use this ability once per day per sorcerer level.
- Gray Ooze Nature (Ex): At 3rd level, you gain cold resistance or fire resistance 5 and a +2 bonus on saving throws made against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). At 9th level, your chosen resistance increases to 10 and your bonus to mind-affecting saves increases to +4. In addition, oozes do not attack you unless you move into contact with them.
- Ooze Shape (Sp): At 9th level, you can change your shape for a number of rounds equal to your sorcerer level. These rounds need not be consecutive. This ability otherwise functions as lesser ooze form. You can also move through and among all creatures with the ooze type without suffering any harm. At 12th level, your ooze shape ability improves to function like ooze form.
- Ooze Mind (Ex): At 15th level, you are considered mindless with regard to all spells and abilities. You cannot be targeted by scrying spells and your thoughts cannot be read.
- Split (Su): At 20th level, you gain the split ability of an ochre jelly. Only the original has your identity, the rest are mindless. You gain resistance 10 to all energy types.
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