Should have explained better....I'm doing synthesist...so hooves are out :P Amulet of mighty fists is a possibility....
It also looks like what I need is to bypass "hardness" in many cases...
UllarWarlord wrote:
So do they have sub-domains for all seven sins ?
Kyrinn S. Eis wrote:
Damn I wish I could change the name (grimace). Actually my name is Nighttree (Marian is my female housemate who let me use her CC to make an order....now I'm stuck with the name in my profile):)The revision I'm suggesting is actually pretty simple. Taking the Sorcerer "as is" as a starting point.
Everything else on the base class stays as is. The work comes in regards to the bloodlines themselves. 3rd level bloodline power would need to be a Sp ability (that fits the theme of the bloodline)of probably equivalant power to a 1st or 2nd level spell, possibly increasing to equivalant of a 3rd or 4th level spell at 9th level. At 9th level, you would gain an additional at will Sp, equal to a 3rd or 4th level spell, that would increase to the equivalant of a 5th or 6th level spell at 17th level. At 15th level, you would gain an Sp equal to a 6th level or higher spell. The real work is in finding spells that fit the theme of the bloodline, and that have logical scaling variants for them to bump up to. Example: Celestial bloodline...... 3rd level: Protection from evil (as the spell) at will as a Sp ability
9th level:Cure criticle wounds at will, at 17th level, functions as Mass cure moderate wounds (just an example, the particular spell chain may be to powerful for an "at will" ability). At 15th level: Use Holy Aura as an at will Sp (just an example, the particular spell chain may be to powerful for an "at will" ability). The only hurdle to balance I see, is making sure that the replacement abilities of the bloodline are not "cherry picked" to break game balance. The best starting point I can think of is to look at existing Warlock invocations.
Kyrinn S. Eis wrote:
I know the battle sorcerer lost one spell of highest level, to make up for it's increase to BA, and the ability to cast in light armor, but as the pathfinder classes have been a bit of a bump in power anyway, I'm not so sure it's unbalanced. I mean look at the Duskblade....sure he has a limited spell list, but full BA, can cast in medium armor, and higher HD ? And although it's a strong class, it's not broken.
Using the bloodline from pathfinder greatly reduces the damage from eldritch blast, and what we are looking at are a lot fewer SL's, so Im not convinced it's overpowered. Your turn....
DivineAspect wrote:
If you are going to drop the Spell Progression, I would bump the first level attack ability a bit. Something like 1D6 +1 per caster level at least (which is still a lot weaker than the current Warlock.I was thinking more along the lines of keeping the Sorcerer spell progression, keeping the first level attack power as is, and just switching some of the bloodline abilities to low level spell like abilities.
OK....here is a starting point for re-working the bloodlines.
looking at the bloodlines that do not currently have a blast. Abyssal: 1st level Bloodline/Pact ability. Hellfire Blast (Su) Fire dmg. Arcane: 1st level Bloodline/Pact ability. Eldritch Blast (Su)untyped. Draconic: Breath weapon that does dmg based on dragon type. Fey: ??? Infernal: Add 30 foot range. Undead: Charnel Touch (Su): This ability allows you to channel negative energy through your hands at will (but no more than once per round), which you can use to either attack living foes or heal undead.
There have been several suggestions about combining Warlock abilities into the Sorcerer class and creating a single class that is markedly different from the Wizard. As I have thought about it, I'm liking the idea more and more. Bloodlines can easily be expressed as pacts (I know, it's a rip off from 4E, but it's a cool idea)and it moves the Sorcerer that much closer to what many seem to feel it should be (as well as further from the highley ritualized Wizard). What I'm currently thinking goes something like this.
Add the ability to cast in light armor to the pathfinder Sorcerer.
Adjust some of the bloodline abilities to be more like warlock invocations....at will spell like abilities based on the specific bloodline/pact that they made at first level. Switch all of the bloodline first level abilities to some kind of touch attack (most of them have some form of blast allready, so just need a few new options for those that don't). Allow Sorcerers to "invest" spell slots into the touch attack ability, gaining +1D6 dmg to their blast for each level of spell slot invested. So what do people think of these ideas ?
I'm in complete agreement with the idea of folding the Sorcerer and the Warlock together. Both represent parts of what I have always felt a Sorcerer should be. It was suggested in another thread, that some of the bloodline abilities should be more like the "at will" invocations of a Warlock, and as I have thought about the idea, I'm liking it more and more. I was pretty much "out the gate" trying to figure a Pathfinder version of Warlock for this very reason, but was concerned about stepping on the Sorcerers toes. Since Bloodlines, can just as easily be discribed as Pacts, I think it's logical to move more in this direction, and fold the two into a distinct class, that is obviously different from the Wizard.
Interesting idea. Most of the Bloodlines give some kind of "at will" blast ability, so If the Sorcerer can expend spell slots to bump the damage a limited number of times per day, that would be workable. I'm also looking at doing the whole "invocations" as replacements to bloodline power.
I'm actually really liking the idea of rolling Sorcerer and Warlock into one.
My innitial "knee jerk" is now over, and I'm thinking this idea has potential. Borrowing from the Warlock class, might in fact give the Sorcerer the distinctiveness that has been missing (not to mention it solves the problem of having to homebrew a pathfinder version of the Warlock). In addition it allows the option of percieving the Bloodline as a "pact" made with otherwordly forces, just as easily as an inherited bloodline.
These are some of the houserules we use for Sorcerers. In the setting we play in, Wizards require much more complex mechanisms for casting, which "tames" the energy so that it is more controlled. Sorcerers tap directly into ambient arcane power, and as a result are more like Fey or Dragons wielding spell-like abilities. Eschew materials at first level (I was tickled pink that Pathfinder added this). Able to cast in light armor due to simpler somatic components. Detect magic @ will. Spontaniouse meta-magic.
Diego Bastet wrote:
Thanks DB....that's all I was looking for in the first place (grin). The only thing I have running through my head at the moment, is if it's comparable "as is", or if I need to consider some degree of additional "domain" type power that scales like the domain abilities of a Cleric (of course, allowing them one domain at first level is the obviouse answer).
Psychic_Robot wrote:
I thought the whole point of buffing the core classes was to make them comprabable to later classes. Spirit shaman is in itself a pretty potent class, which is why I assumed it didn't really need much tweaking to stand with the core classes.
I just stumbled on to this thread, looking for information on creating a Pathfinder Warlock. Thought I would throw out my ideas (since the WOTC sight would be kind of in bad taste of me). Pathfinder Warlock
1st level Invocation: Your first level least invocation must be chosen from those listed under the pact you have chosen. Pact Boon: You treat your Caster level with invocations listed under your pact as if it where two higher than your actual caster level. You also gain a +2 on the save DC (if any) of all invocations that appear on your Pact list. Fey Pact Invocations:
Infernal Pact Invocations:
Star Pact Invocations:
New Invocations Unbearable Countenance (lesser 4th) An inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within thirty feet shaken for one round (Will negates; DC 14 + Cha modifier). Your glance becomes a mind effecting fear effect, and using it requires a move action.
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