Sorc Bloodlines, Do or Dont?

Started by Lenthis, May 10, 2011, 04:45:28 PM

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9lives

There are some pretty horrific consequences from the Ritual, and those who've rolled have been damn lucky thus far.

Disappointingly so.

Drakill Tannan

I like the ideas, regarding the tainted one, likely not to be noticed at all though, if you were to give it the aura of unatural ability though..

Lenthis

I think for tainted, Give him a deadly cloud about him that does nothing other then just show is abnormality.
 
For the rest of the ideas I really like the whispering one but confusion everytime you cast is.. a very bad idea.

MaidensCall_

Having played many sorcers i can say that what they need really is a mechnical boost, but something that will give them something unique that distinguishes them from the learned Arcane casters (Wizard).

The problem with sorcerers is that they require an extra level to have access to the same level spells as wizards. one level is alot on efu!

MaidensCall_

And saying sorcerers have bloodmage isn't really saying much because very few people will get such a prestegious class approved + achieved and its not exactly the goal of every sorcerer.

Sorcerers have a few limited selecetion of spells, i don't think increasing the number of spells you get will make much difference but perhaps spell power boost in some way.

Random_White_Guy

Quote from: MaidensCall_;240296i don't think increasing the number of spells you get will make much difference but perhaps spell power boost in some way.

Oh hell yes. I approve greatly. Sorcerer Steroids. Magical blood injections that allow a boost spell levels or durations or anything else of spells. Sold by a suspicious drugdealer in the Docks, the physician in the Ziggurat, or even possibly creatable by PCs if they delve enough into Blood Magic.
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MaidensCall_

I can't be can't be arsed about coming up with bloodline names and descriptions but if something is introduced also i think it should be 'purely' a magical bonus. For example.. Based on a sorcerers level one of the following:

Level 2 -
1a. Spell resistance (10)
1b. +1 dc to all spells
1c. +1 caster level to all spells
1d. +1 turn/round duration (depending on what the spell is based on)
1e. 5% immunity to element of choice +/1 resistance

Level 4 -
2a. Spell resistance (12)
2b. +2 dc to all spells
2c. +2 caster levels to all spells
2d. +2 turn/rounds duration
2e. 10% immunity to element of choice +/3 resistance

Level 6 -
3a. Spell resistance (14)
3b. +3 dc to all spells
3c. +3 caster levels to all spells
3d. +3 turns/rounds duration
3e. 15% immunity to element of choice +/5 resistance

Level 8 -
4a. Spell resistance (15) +2 spellcraft
4b. +3 dc to all spells, eagles splendor 1/day
4c. +3 caster levels to all spells, Brew cheaper potions
4d. +4 turns/rounds duration
4e. 15% immunity to element of choice +/5 resistance, breath weapon (4d6?) chosen element.

Level 10 -
5a. Spell resistance (16) + 3 spellcraft.
5b. +3 dc to all spells, eagles splendor 1/day, ion stone 1/day (the charisma one)
5c. +3 caster levels to all spells, brew cheaper potions, +1 sorcerer slots 0/1/2/3/4
5d. 5 turns/rounds duration
5e. 15% immunity to element of choice +/5 resistance, breath weapon (4d6?) eyes glow chosen element colour. (white,blue,red,green)

*for elemental i would also suggest 5% vunrability to the opposing element per 2 levels of sorcerer 5% at 2 upto 25% at 10.

A progression system like this would be cool and give sorcerers that extra boost (i feel they need) making them a little more interesting to play. Obviously these could all fit under various bloodlines and more could be included.

Ebok

I would like to point out that Caster Level increases would increase the duration by the same amount as the increased duration part of the perk.

Drakill Tannan

QuoteNatural Bond
Whatever the origin of your powers, they link you strongly to the natural world, allowing you to draw magic from it, gaining bonus spells when on the wilds:

-Barbskin (Self only) 1 use/day
-One with the land 1 use/day
Bonus feat: Trackless step
(Only usable in wilderness areas)

Quote
Deal with the devil
A bargain with a devil resulted on a powerfull gift for your family. You're likely unaware of this, but it grants you controll and the power to call devils.

Bonus spell: Lesser planar binding 1 use/day
Summoning theme: Devils
50% Divine damage vunerability.

QuoteBizzare power
Gods know what your power is, and where it came from. It makes you powerfull nonetheless, but feared by all that is natural.

+2 level 1 spellslots.
Aura of unaturalhttp://nwn.wikia.com/wiki/Aura_of_unnatural

xXCrystal_Rose

QuoteThere are some pretty horrific consequences from the Ritual, and those who've rolled have been damn lucky thus far.

Disappointingly so.

I always am a sucker for playing characters with a deep flaw or two, so I will take up this challenge!

Seanzie

Ancestorial Bond - The bond between you and your ancestors is so great, that they give you boons to your powers. Though, such mindset has made your mind week, and you are ceptible to mind spells.

- +2 lore/+2 spellcraft
- -1 will save
- (1 random, lvl 1 spell)/day ((perhaps a chosen spell))

Maybe the random spell per day is OP, but maybe it could turn to an extra spell slot.

Drakill Tannan

gave ma an idea
QuoteGhost whisperer
Your power is tied of the spirits of the land you inhabit. Resisting their infuence is a constant battle, but the wisdom you earn from them if very valuable, as is the power you draw.

+2 Lore/Spellcraft
-2 Will saving throws
You get random messages from spirits. This messages are vague but reveal a bit of the server's lore.

QuoteLifeforce channeler
Your power allows you to manipulate, chanel and use the very essence of life.

Get an OOC item, undroppable that allows you to cast:
Cure light wounds 3 uses/day
Inflict light wounds 3 uses/day

Kinslayer988

Shall we get to the real purpose of this threat?
Blood Lines?
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