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Main Forums => Suggestions => Topic started by: Lenthis on May 10, 2011, 04:45:28 PM

Title: Sorc Bloodlines, Do or Dont?
Post by: Lenthis on May 10, 2011, 04:45:28 PM
Well after a stimulateing conversation on such in IRC, And from the significant amount of dm proding to make a thread about such. Here we are!
 
Now do post your ideas, your counter arguements, your thoughts, and things that arnt so random as to steer it off topic.
 
Ill start it off, by nameing possible blood lines for the dms!
 
-Demon
Chaotic only
+2 intimidate +2 saves to fire +1 reflex
 
-Devil
Lawful only
+2 Apraise, +2 persuade +2 saves to fire +1 will
 
-Celestial
Good only
+2 Heal
Feat: Iron will
 
-Dragon
5/- fire resistance, Or have subsections which are
Cold/acid/fire/ice To represent the dragons color
 
-Elemental
Elemental bond in refrence to which ever blood line that char is in refrence to, In relation to the perks.
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Post by: Knight Of Pentacles on May 10, 2011, 04:49:21 PM
Some other general ideas

--Fey Bloodline
--Aberration Bloodline
--Sarrukh Bloodline
--Divine Bloodline
--Hag bloodline
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Post by: derfo on May 10, 2011, 04:50:15 PM
deaf bloodline
deafening clang 1/day
sound burst 1/day
blindness/deafness 1/day
-3 listen

mudman bloodline
on hit: grease level 1

earthworm bloodline
10% vulnerability to bludgeoning, slashing, piercing
5 negative energy resistance
5 acid resistance

dinosaur bloodline
magic fang 1/day
reptilian summoning theme

furniture bloodline
+3 efuss carpentry
furniture summoning theme
10% fire vulnerability

sewer filth bloodline
+2 vs disease
+2 vs acid
1/day rat summon
1/day ooze summon

troglodyte bloodline
+2 constitution
-2 charisma
stinking cloud 1/day

bog troll bloodline
+1 regeneration
25% vulnerability to acid and fire

recycled paper bloodline
5% immunity to slashing
barkskin 1/day
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Post by: Drakill Tannan on May 10, 2011, 04:50:18 PM
Sounds nice, but i'd like something that makes sorcerers mechanically powerfull (or not require the tribal loot to be powerfull since Talir doesn't want to make us some non-tribal sorc loot)


PS: Just ideas! more inspiration than me demaning the DM implement this exact perks.

Quoting me in the other thread...
QuoteBloodline: Draconic

Bonus spells:
 -Ultravision (Once a day at level 3, twice at level 5 and thrice at level 7)
 -Unlimited cantrips

 Abilities:
 Spell resistance (12)
 Inmunity: sleep

Bloodline: Celestial

 Bonus spells:
 -Resistance (Once a day per caster level)
 -Bless (Once a day at level 5, twice at level 7)
 -Searing light (Once a day at level 3, twice at level 5, and thrice at level 7)
 -Magic circle vs evil (Once a day at level 7)

Bloodline: Abyssal

Bonus spells:
 -Bane (Once a day at level 1, twice at level 3, thrice at level five, four times at level 7 and five times at level 9)
 -Magic circle vs good (once a day at level 5)
 -Aura of unatural (once a day at level 7)

Bloodline: Arcane

 Bonus spells:
 -Magic missile (Three times a day)
 -Lesser dispell (Once a day at level 5, twice at level 7)

 Abilities:
 +1 bonus to spellcraft per caster level

Bloodline: elemental

 Bonus spells:
 -Endure elements (once a day at level 3, twice at level 5, trice at level 7)
 -Unlimited cantrip of the chosen element

 Abilities:
 Elemental bond perk of the chosen element

Bloodline: Fey

 Bonus spells:
 -Sleep (three times a day)
 -One with the land (Once a day starting since level 5)

 Abilities:
 Woodland stride
 Trackless step

Bloodline: Not-Undead but something related

 Bonus spells:
 -Animate dead (Once a day at level 5, twice at level 7, thrice at level 9)
 -Negative pulse (Once a day at level 3, twice at level 5, thrice at level 7)
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Post by: Egon the Monkey on May 10, 2011, 05:02:07 PM
I'd suggest more mundane things that separate sorcerers from wizards by making them more adventurous and worldly, or letting them get more out of their natural charm.

Backgrounds that you get at L2, as a hint of what the PC was before they noted their powers. The "NPC class" they were, if you like. It would show how sorcerers can come from a variety of backgrounds other than witchdoctors. Like taking a flavour feat, but more limited. Sorcs don't get the free feat a wizard does, so a free background bonus would help you customise more.

Martial Background.

"Maybe you were training as a guard, or had fencing lessons from a noble master before you started developing your powers."
-Gain Weapon Proficiency:Rogue

Friends in Low/High Places
"Maybe you're a highborn son who noticed his charming manner was a bit more than natural. Or perhaps you rose from the gutter, using the arcane powers at your fingertips to con, frighten or steal your way to prosperity"
+2 Bluff, +2 Intimidate, +2 Persuade.

Faithful
Your powers manifested during a dark ritual to appease a fell power, or maybe as what you see as a divine miracle.Either way, you see your powers as a gift.
+2 Divine Saves, Still Spell

Witch Doctor

"You were a shaman, a spiritcaller, or wise woman. The tribe respected, and maybe feared you for your inborn talent"
+2 heal, +2 Spellcraft
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Post by: Lenthis on May 10, 2011, 05:05:31 PM
These are more like perks, but this being kinda a sorc idea super thread, then sure I guess that can be here. But for future refrence the goal of this is to look more into a not so much perk but blood line ideal.
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Post by: Divine Intervention on May 10, 2011, 05:10:45 PM
Bullywug bloodline: Underwater breathing, immunity poison.  You must always emote hopping like a frog.
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Post by: Damien on May 10, 2011, 07:07:21 PM
idiot troll bloodline: you constantly make stupid jokes about a suggestion that has merit

OH WAIT THIS IS WHAT I HAVE?!
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Post by: Talir on May 14, 2011, 11:44:37 AM
Three posts were deleted due to trolling.
 
I am going to open it again because it's true I want to look into something sorcerer specifics and bloodline is absolutely one thing I've had in mind. Not going to make any promises for it and if it happens it'll be in summer sometime. Be it bloodline or other quirks added to the sorcerer class, feel free to suggest it here.
 
Don't be disappointed if I don't bring your ideas into it, I truly appreciate that you make a suggestion.
 
Any posts made to spite or 'troll' will be taken as an incentive for me to learn how to ban people from the suggestion forum and as a voluntary call from you to test it.
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Post by: TheImpossibleDream on May 14, 2011, 12:31:56 PM
Not sure if you could consider this a "bloodline" but I think it would make sorcerers a little scarier.

QuoteElemental Affinity: Fire, Acid, Cold, Electric (Pick one)

Required Level: 6

Opponents targeted by the sorcerers spells must make a fortitude save of 10 + Sorcerer Level + Sorcerers charisma modifier or be afflicted with 20% elemental vulnerability of the chosen element for 2 rounds +1 round per sorcerer level to a maximuim of 10 rounds.
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Post by: Porkolt on May 14, 2011, 12:49:25 PM
I see this Opening up extremely deadly spell combos.
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Post by: TheImpossibleDream on May 14, 2011, 01:06:52 PM
Quote from: Porkolt;238941I see this Opening up extremely deadly spell combos.

Thats the idea. Would add some tactics to a sorcerer that are somewhat unqiue from other classes.
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Post by: Damien on May 14, 2011, 02:00:42 PM
Some perk based on the type of magic would be cool.

I.e

chaos sorceror - i dunno maybe their offensive spells gain higher dc or something

elemental - widget that allows them to switch between all elemental types
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Post by: Kinslayer988 on May 15, 2011, 03:31:07 AM
I believe if there will be bloodlines let them not be just mechanically good but flavorly.
 
Some ideas could be:
 
Abbyssal
Infernal
Draconic
Celestial
Netherese
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Post by: Drakill Tannan on May 15, 2011, 03:53:10 AM
Personally, i'd make the bloodline only concern the magical ability. That is, no phisical or psichological trait is asociated to it. Because that's honestly more of a race thing than a class thing. RDD already crosses that line quite a lot. I personally don't like it.

For example, have the bloodline give bonus spells that make sence for it, like bless for celestial, bane for abysal, rather than making the celestial bloodline good only, or giving red eyes to sorcerers of the abyssal bloodline.
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Post by: Gennedy on May 16, 2011, 03:34:14 AM
Just wanted to point out they did this for sorcs in pnp. Originally in the dragon magazine for most of it. IIRC it was elemental and planar based mostly. I believe fey and a couple others were added by WotC in 1 or 2 books. Just throwing this out there as a possible basis to work from.
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Post by: Kinslayer988 on May 19, 2011, 04:05:00 AM
I see the bloodlines as a chance to increase the individualism and diversity of sorcerors.
Make them look vastly different from eachother:
Evil traits (Dark energy erupting from their eyes, a deathly magic)
Good traits (Eyes burst with powerful light)
Elemental traits (Eyes are like their element?)

Overall:
Wizards have their spell schools (an advantage and disadvantage), an entire encyclopedia of spells, a more civilized tone, and seem more of a scientist like character.

Sorcerors represent wild magic, emotional power, and may get a great amount of spell charges, but their spell choice is slim.

Mechanically:
Most favor wizards
Role Playing:
Sorcerors are more interesting (they have bloodmage)

Truly though, bloodmage is a prestige class that may enhance sorcerors powers but you don't see every sorceror a bloodmage and most who try get horrible results.
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Post by: SkillFocuspwn on May 19, 2011, 09:08:41 AM
Can I just say, and I'm not sure if the DMs want me saying this, but Blood Mage is not some kind of horrific ritual in which 9/10 players who do it die as most of the player base seems to see it as OOCly!

It involves some risk but from what I've heard a lot of the player base imagines you roll a dice and if you don't get a 100 you die. Maybe people are just scared of risk, idk, but the reason there have been so few is because it's a very cool prestige class and few have earned it, not because it kills everyone who looks at the ritual.
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Post by: 9lives on May 19, 2011, 10:20:02 AM
There are some pretty horrific consequences from the Ritual, and those who've rolled have been damn lucky thus far.

Disappointingly so.
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Post by: Drakill Tannan on May 21, 2011, 02:43:06 PM
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..
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Post by: Lenthis on May 21, 2011, 03:03:47 PM
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.
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Post by: MaidensCall_ on May 22, 2011, 07:04:48 PM
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!
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Post by: MaidensCall_ on May 22, 2011, 07:09:03 PM
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.
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Post by: Random_White_Guy on May 23, 2011, 11:46:02 PM
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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Post by: MaidensCall_ on May 24, 2011, 01:30:47 AM
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.
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Post by: Ebok on May 24, 2011, 02:23:27 AM
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.
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Post by: Drakill Tannan on May 24, 2011, 02:25:11 AM
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
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Post by: xXCrystal_Rose on May 24, 2011, 03:47:11 PM
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!
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Post by: Seanzie on June 07, 2011, 10:48:16 PM
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.
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Post by: Drakill Tannan on June 08, 2011, 02:49:42 AM
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
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Post by: Kinslayer988 on June 08, 2011, 02:52:53 AM
Shall we get to the real purpose of this threat?
Blood Lines?