Beckett
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@Beckett: For a guy who dislikes domains you are giving great feedback ^^
Thank you. I just feel that Pathfinder took every class except the Cleric leaps and bounds forward, but that's neither here nor there. I appriciate the compliment, and let me know if you would like me to take a look at anything else. I enjoy helping.
| darth_borehd |
| 1 person marked this as a favorite. |
First you need decide what timeline you are going to use. Classic or current?
Races: Use the Advanced Race Guide preview to build a medium-size minotaur race, shapeshifting Irda race, gully dwarves, and draconians. Remove half-orcs. Dragonlance has no orcs except for the rare planar traveler (AKA writer mistakes). Rename halflings to kender and replace Keen Senses with bonus feat Well-Prepared. Rename halfling sling-staff to Hoopak. All other races are just flavor text changes and mechanics should stay the same.
Sorcerer: In the current timeline, sorcerers exist separate from wizards and have their own organization (The Academy). Otherwise, treat the same as wizards or renegades.
Bards: Dragonlance bards can't use healing magic. To compensate bards, I would give bards Eschew Materials as a free feat.
Nobles: Should be an archetype for bards. Since PF bards no longer have to use perform for the morale bonuses, it should fit well. The hard part is finding something comparable to replace spellcasting with. I guess the 3.5 Noble powers could replace all the spells. Add proficiency with Medium Armor.
Cavalier: Could be renamed in Dragonlance as a Knights of Solamnia or Takhisis. Dump the 3.5 prestige class for both.
Paladin/Anti-Paladin: Should be removed. Knights are the equivalent in Dragonlance.
Oracle: Rename to mystic.
Alchemist: Rename to Tinkerer. Describe infusions as single use gizmos instead of vials of liquid. Mutagens are instead clockwork battle suits that break apart when a mutagen would wear off. Bombs are also single-use crazy inventions that explode. Shouldn't change anything mechanically, just the flavor and roleplaying.
Wizards: Leave the same. I would do away with that 3.5 Tower Mage prestige class and just have the player decide to join the Tower and follow all their rules or be a Renegade.
Clerics: I believe Dragonlance clerics MUST choose a deity. No other change needed.
Fighter: No change
Rogue: No change
Ninja: Rename to Assassin
Samurai: Should be removed.
Druid: No change.
Barbarian: No change
Ranger: No change
Summoner: Lot of possibilities here. Could be a Tinkerer with a clockwork that does not break down or a dragon rider.
Inquisitor: Remove? Not sure what to do here.
Witch: No Change. I think there were some witches in Dragonlance books that were previously statted as Druid/Wizard/Cleric. You may to check on that. I'm not sure.
Gunslinger: Remove.
Magus: Not sure. Could be a renegade fighter-wizard.
Monk: No change.
Beckett
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These are not me saying you are wrong, just ideas to bounce off you. :)
First you need decide what timeline you are going to use. Classic or current?
I believe he had decided on the Age of Mortals, after the War of Souls, so the "current" time of play.
Races: Use the Advanced Race Guide preview to build a medium-size minotaur race, shapeshifting Irda race, gully dwarves, and draconians. Remove half-orcs. Dragonlance has no orcs except for the rare planar traveler (AKA writer mistakes). Rename halflings to kender and replace Keen Senses with bonus feat Well-Prepared. Rename halfling sling-staff to Hoopak. All other races are just flavor text changes and mechanics should stay the same.
For simlicity, I would just suggest saying DL Minotaurs use PF Half-Orc stats, which would includ a lot of Feats and Traits, that work so well.
Bards: Dragonlance bards can't use healing magic. To compensate bards, I would give bards Eschew Materials as a free feat.
Nobles: Should be an archetype for bards. Since PF bards no longer have to use perform for the morale bonuses, it should fit well. The hard part is finding something comparable to replace spellcasting with. I guess the 3.5 Noble powers could replace all the spells. Add proficiency with Medium Armor.
I'm really curious if Bards are even needed in DL. Noble does really fill their role better, I think, and a multiclass Wizard/Sorcerer and Noble might d the job better, (Gilthanas) without wrecking the old school flavor. A multiclass Noble and Cleric would also represent the before mentioned Goldmoon build, (though I do like the Choirster from the WotL book).
Cavalier: Could be renamed in Dragonlance as a Knights of Solamnia or Takhisis. Dump the 3.5 prestige class for both.
I really do not understand the Cavlier push for any of the major Knights orders (outside of the eras without magic)? Both the Knights of Solomnia and Takhisis/Neraka have longstanding traditions With Cleric specifically an Wizards/Sorcerers/Mystics. While I can ertainly see a Cavalier being a Knight, I do not think at all the Knights should be refittd for Cavaliers, at all. Existing Cavalier Orders can already fit into the Solomnic and Nerake/Takhisis Knighly Orders, as well as the Legion of Steel Knightly Orders (Circles ?), and the Prestige Classes, in my opinion are both prestigious and fill the mechanical gap of the "paladin". Nobles, Rangers, Clerics, Fighters, (even Rogues), have a place within the ranks, and probably even more so than Cavaliers. Also a badass note, the Ultimate Pretige Classes book iin Sept promses a Knght Bse Class. :)
Paladin/Anti-Paladin: Should be removed. Knights are the equivalent in Dragonlance.
While true, there are published Paladins, and this is kind of a point of debate, even since the begining. It is usually taken more as a suggestion, than "there ar no paladin classes in DL".
Oracle: Rename to mystic.
The problem is that Oracles really do not fit the bill. It's a quick fix, if you want to ignor ome setting issues, (which is fine and not that big a deal), and this could go for Witches, too) but no Mystic has ever had a curse that I am aware of, not displayed anything like the powers that Oracles get. They are a little more like Psionics with different flavor. In the case of the Oracle, they are NOT fuelled by any deity, nor do they steal or tap into deity divine powers in any way. Thy literally fuel themselvs through their one emtional understanding and wisdom in their place in the universe and understanding of spiritual misteries.
Wizards: Leave the same. I would do away with that 3.5 Tower Mage prestige class and just have the player decide to join the Tower and follow all their rules or be a Renegade.
This is a ommon misunderstanding. One an be a Wizard of the Towers without the Prestige Classes, just like the Knights of Solomnia/Steel/Neraka/Takhisis. The Prestige Classes are there if the individual wants to be "all that they an be" within those ranks, but they are not exclusive. For example, even after becoming a Knight of the Crown, Sturm continued to level in Fighter.
How simple is the conversion from 3.5 WOHS to Pathfinder?
I may just be having a complete brainfart here, but what is WOHS? WoS (War of Souls?)
Beckett
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Wizards of High Sorcery, gotcha. What do you mean? The Prestige Classes? I wouldn't say to hard. Most of it is already done in the basic rules conversion, like skills. Obviously the Saves change to how PF does them for all Prestige Classes, and certain abilities might change or become irrelivant as the Wizards specialty owers have changed. I believe all of them, for example require you to give up another school of magic, which in 3E meant can no longer cast at all, and in F means it just costs more. But all in all, should be pretty easy to houserule.
Beckett
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The idea given for primal magic, both divine and arcane, is that when the deities forst created the world, only primal magic existed, but it was so strong, so untapped, it was too dangerous to use most of the time, (and was in a sense a punishment from Chaos for their creating the world without his say so). Those that did tap into it had a tendency to do some pretty epic destruction along the lines of FR mythals and flying cities, . . . falling. Opening two way doorways to the Abyss, and the like. That is why the deities basically forbid it, articularly the three deities of magic, and why the Test and observance to the Towers is so imortant. That is why they will literally hunt down and kill a renegade mage, because they do not have the self imposed limits that the Tower mages set forth to protect the world.
After one of the early Dragon Wars, (I want to say the second one), primal magic was essentually stamped out completely, with a ultra rare one popping up here and there. But godly magic (that is to say Clerics, Druids, and Wizards) became the only form of magic (of the main caster casses) and primal magic was esssentually lost to time. But, it never went away completely, but so rare most have never heard of it, even scholars within the towers.
However, over time, the amount of ambient, primal magic in the world began to rebuild itself, and when Chaos was released from the Greygem in Summer Flame, it basically topped of. But, no one really knew how to access it. It took years (decades?) of Goldmoon and Palin, not to menton the world, searching for "the new form of magic" promised at the end of the book, for it to finally be resicovered. Remember in DL neither Mystics or Sorcerers (classes) are fueled by "bloodlines". While there are some bloodlines that are strong in magic talent (like the Force) this is not the same thing has having, say dragon's blood.
Once the secret was discovered, it began to spread throughout the world quickly, (as at the time, the only form of magic was very inconsistant, and involved literally draining magic from magic items to use, which are a finite source). If you think of it like building up an electrical charge, Arcane Primal Magic is sort of like pulling it from the world in the same way as static electricity on a rug. It's not going to run out, and it is not harmful to the environment to take and use it, but sometimes it just takes a little time to rebuild itself. Divine magic is sort of like the human batteries in the Matrix. It's there, and always has been, Mystis just need to learn to fcus and use it. Another big ifference between Mystics/Sorceres and other worlds spontanious casters is that using ambient magic is not accedental. It is something that requires study, discipline, and development, more along the lines of Psionics than spontanious or Wizardly magic. I do not ascribe to the ommon idea of Cleric magic being just granted, but it is not that either.
| Hellder |
| 1 person marked this as a favorite. |
@Kelsey MacAilbert: No, you don't need to use them. One of the first objetives I had with my conversions was to have organizatuional PRCs changed to base class options, as the already posted Orders, and the Wizard I'll be posting next.
@Beckett: All help is welcome.
@Shalafi2412: I'll be posting the wizards next.
| Shalafi2412 |
I think that if one goes by Holy Order of the Stars then paladins are indeed possible in Dragonlance. One of the Knights in Dragons of Winter, his name escapes me, but he was a Knight of the Sword, had levels in Paladin. albeit he did not have spells. If I remember correctly, after he talked to Elistan about the gods he was supposed to get the abilities of the paladin.
Paladine, Habbakuk, Kiri-Jolith and Mishakel, all had the capability of giving a paladin their vocation, but the only exist in eras where the gods are present.
| Hellder |
As wizards from the Pathfinder Core Rolebook, with the following changes:
Bonus Languages: A wizard may substitute Magius for one of the bonus languages available to the character because of his race.
Test of High Sorcery: At 4th level, a wizard is invited to take the Test of High Sorcery. If he refuses, he is branded a renegade.
When the wizard successfully completes the Test, those conducting the Test determine which color robes he will wear and which god of magic focuses his power. The moon aligned with his particular Order has an effect upon his magic (see Moon Magic on either DragonLance Campaign Setting or Towers of High Sorcery).
He gains access to any operational Tower of High Sorcery and its resources for spell research and the creation of magical items (see Tower Resources on either DragonLance Campaign Setting or Towers of High Sorcery).
Arcane Focus: Upon passing the Test of High Sorcery, a wizard has the option of narrowing the focus of his arcane power in accordance with the favored schools of his order (abjuration and divination for White Robes, illusion and transmutation for Red Robes, and enchantment and necromancy for Black Robes). The effects of this optional focus depend on whether the wizard was already a specialist or not.
Universalists: At 4th level, a wizard who has successfuly completed the Test of High Sorcery and was not already a specialist wizard may choose a specialty school from one of those favored by his Order (see above). From this point on, he follows all of the rules regarding specialist wizards, including school powers and the selection of opposition schools. Spells from his new opposition schools he knew prior to becoming a Wizard of High Sorcery need two spell slots of that level to prepare from now on.
Specialists: If the wizard was already a specialist in one of the two favored schools of his order, his specialization is enhanced. In addition to his existing benefits, he gains a +1 bonus to caster level on spells from the specialist school, as well as gaining a +1 bonus on saving throws against spells from his specialist school and against spell-like abilities (but not supernatural abilities) that duplicate such spells.
In exchange for this enhanced focus on one school, the wizard must give up one additional school of magic, chosen from among the specialist schools of the other two Orders of High Sorcery (see above). Spells from his new opposition school he knew prior to becoming a Wizard of High Sorcery need two spell slots of that level to prepare from now on.
A wizard who is not a universalist or a specialist in one of the two favored schools of his order gain no benefits from this ability.
Order Secret (Su): At 5th, 10th, 15th, and 20th level, a wizard who passed the Test of High Sorcery learns one of the secrets of his order (see Order Secret on either DragonLance Campaign Setting or Towers of High Sorcery). Any secret may only be chosen once. Alternatively, he can instead choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
War wizards are masters of magical warfare, using their arcane might to turn the tide of battle.
Associated School: Evocation.
Replacement Powers: The following school power replace the elemental wall power of the evocation school.
Arcane Aegis (Su): At 8th level, you can add your Intelligence modifier as a deflection bonus to your armor class for a number of rounds per day equal to your wizard level. For every two wizard levels you possess beyond 8th, you can designate one ally within 30 ft. to also receive the benefit.
The Knights of the Thorn were founded in secret by Takhisis when she created the Knights of Takhisis. They are the mortal enemies of the Wizards of High Sorcery,
Alignment: Lawful evil.
Armor Proficiency, Light: At 1st level, a knight of the thorn gains Armor Proficiency, Light as a bonus feat. This replaces Scribe Scroll.
Test of High Sorcery: A knight of the thorn never takes the Test of High sorcery, and gain no access to Moon Magic or Tower Resources.
Divination Focus: At 4th level, a knight of the thorn has the option of narrowing the focus of his arcane power on the arts of divination.
Non-Specialists: If he was not already a specialist wizard, he may choose to specialize in the divinaion school. From this point on, he follows all of the rules regarding specialist wizards, including school powers and the selection of opposition schools. Spells from his new opposition schools he knew prior to becoming a knight of the thorn need two spell slots of that level to prepare from now on.
Diviners: If the he was already a specialist in the divination school, his specialization is enhanced. In addition to his existing benefits, he gains a +1 bonus to caster level on spells from the divination school. He may learn one divination spell not on the sorcerer/wizard list as an arcane spell of equal level, and one additional divination spell not on the sorcerer/wizard list as an arcane spell of equal level every four levels thereafter.
In exchange for this enhanced focus, he must give up one additional school of magic of his choice. Spells from his new opposition school he knew prior to this point need two spell slots of that level to prepare from now on.
A knight of the thorn who is not a universalist or a diviner gain no benefits from this ability.
This replaces arcane focus.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a knight of the thorn gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, Arcane Armor Mastery, Arcane armor training, or Spell Mastery. The knight of the thorn must still meet all prerequisites for a bonus feat, including caster level minimums. This replaces order secret.
| Shalafi2412 |
Hellder, I love what you have done. However, I do have a question or two. For KOT how would you reconcile this write up with the fact that now KOT are almost all sorcerers? Also, what about KOT who were WOHS, like the first generation? I am not sure that adding that they never take the Test is accurate since some did, though as WOHS.
For the Tower Mage and the Order Secrets, one of the benefits, from my reading of the PRC is that the Secrets were part of the benefits of the dedication to the Order and were not necessarily something that the Mage needed to pick as an option against a regular wizard feat. Is it possible to reconcile this?
| Hellder |
Hellder, I love what you have done. However, I do have a question or two. For KOT how would you reconcile this write up with the fact that now KOT are almost all sorcerers? Also, what about KOT who were WOHS, like the first generation? I am not sure that adding that they never take the Test is accurate since some did, though as WOHS.
Thanks for asking. I forgot to mention that the KoT archetype was meant for the wizards who were trained as KoT wizards from the beginning . As with all orders, one can be a KoT without having this archetype.
A WoHS who betray his order to become a KoT lose access to Moon Magic and Tower Resources. He retain any Order Secret he already has, but can no loger learn any other.Any sorcerer can ba a KoT. Sorcerers trained in the order may replace eschew materials with Light Armor Proficiency.
For the Tower Mage and the Order Secrets, one of the benefits, from my reading of the PRC is that the Secrets were part of the benefits of the dedication to the Order and were not necessarily something that the Mage needed to pick as an option against a regular wizard feat. Is it possible to reconcile this?
I tried to integrate the benefits of the prc as best as I could on the wizard, since the WoHS in DragonLance is the 'default' wizard (and de core wizard from the Pathfinder Campaign Sertting can be used to represent renegade wizards). So, I made the Order Secrets into options (just like the Arcane Discoveries in Ultimate Combat). I forgot to add this to the wizard (I think this help show the dedication of the WoHS to the orders):
Ex-Wizards of High SorceryA Wizard of High Sorcery who forswears his vows or does not answer a summons from the Conclave becomes a renegade. He no longer gains any of the benefits (nor suffers any of the restrictions) of being a Wizard of High Sorcery. He loses access to Moon Magic and Tower Resources. He retain any Order Secret he already has, but can no loger learn any other. He is no longer bound by the laws of High Sorcery.
A Wizard of High Sorcery who gains a level in any class other than a class that prepares arcane spells may never again raise his Wizard of High Sorcery level, though he retains all class abilities unless taking the additional class also violates his vows. The path of the Wizard of High Sorcery requires an absolute commitment to magic, to the exclusion of all other careers.
| Kelsey MacAilbert |
I have decided that Hellder is awesomesauce. If not mistaken, I believe we are now left only to the Sorcerer?
Above it is suggested to perhaps use a Summoner to create a dragonrider. I have decided that this is a rather fine idea and that there is no reason it couldn't be done. Just need something to replace it's spell selection.
| Hellder |
Helder, IIRC another way to become renegade was to take levels in a class that does not grant prepared spell casting once the Test has been taken.
If the class taken can be considered a violation of the vows, surely the ofender becomes renegade. In the curren era, where many WoHS were forced to take other paths in life, many even becoming practicers of primal sorcery for years and then returning to the path of high sorcery, I think it is possible to take a case-by-case approach, since the orders are a bit more flexible, trying to restructure.
@Kelsey MacAilbert: Thanks. Sorcerers and Mystics, I've left both to the end because they are the longest and with lots of options.
Do you have the Draconomicon? That book have a feat, Dragon Cohort, similar to leadership but only for a dragon, that can also be used for a more open way to making a dragonrider.
| Shalafi2412 |
@ Hellder, that depends if you go by Wizard's Conclave the novel or by Towers of High Sorcery. It also depends on the Order. It seems like the White and Black Robes tend to be more intolerant of sorcerers, even though the current head of the White Robes was once a sorcereress, and the Red more tolerant.
@ Kelsey, the DLCS has a great dragonrider PRC.
| Hellder |
Just be careful with the Dragon Cohorts table from the Dragonrider, since some dragons are smaller in Pathfinder and can no longer be mounts for medium riders. A good place to consult dragon sizes and full stats for all age categories is here: Dragons, True (D20PFSRD)
| Hellder |
The one in D20PFSRD is expanded, they made stat blocks for all 12 age categories of all the true dragons, so it is easier to look and find which ones have the size changed compared to the 3.5 ones. It takes a bit more work to do this with the bestiary or the Paizo PRD.
Edit: I've taken a look for you, the ones changed are:
- Red, Very Young: Size is now Medium.
- Gold, Very Young: Size is now Medium.
- Green, Young: Size is now Large.
- Blue, Young: Size is now Large.
- Bronze, Young: Size is now Large.
- Silver, Young: Size is now Large.
| Hellder |
| 1 person marked this as a favorite. |
I discovered the changes on dragon sizes by accident some time ago.
Here's one more archetype:
HANDLER (ROGUE ARCHETYPE)
Light-Fingered (Ex): At 3rd level, a handler gains a +1 bonus on Sleight of Hand skill checks made to try to take something from a creature. These bonuses rise to +2 when the handler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. This replaces trap sense.
Handler’s Luck (Ex): At 8th level, a handler gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. This replaces improved uncanny dodge.
Uncle’s Luck (Ex): At 20th level, a handler is elevated to the title of Uncle or Aunt. She gains a bonus equal to her Charisma bonus (if any) to AC. This bonus to AC apply even against touch attacks or when the handler is flat-footed, immobilized or helpless. Additionally, each ally within 30 feet of her gains a bonus equal to the handler Charisma bonus (if any) on all Saving Throws. This replaces master strike.
| Alzrius |
I doubt this will be an issue in your campaign, but a little-known fact is that psionics don't function on Krynn. Not at all.
While mind-affecting magic works fine, psionics only work while on one of the planet's in Krynn's solar system, Reorx (which is a reddish "star" to the people of Krynn, much as Mars is to us). Given that your campaign is set after the War of Souls, Reorx should be part of Krynn's solar system again.
| Hellder |
Hellder, do you think that the Healer found in Ultimate Combat would make a good healing hand of Mishakel? I am not sure about loosing one domain though.
The Merciful Healer? I'm using it as healing hand, but with the following changes:
Channel Energy (Su): A healing hand channel positive energy, and when she does, she cannot choose to target undead. A healing hand may channel energy a number of times per day equal to 5 + her Charisma modifier. This ability is otherwise identical to the cleric ability of the same name.True Healer (Su): At 8th level, when a healing hand channels positive energy, she can choose to increase the amount of damage healed by half (+50%) instead of applying the benefits of merciful healing. She must choose which benefit to take before she rolls to see how much damage she heals.
I think the original archetype is underpowered, and with the change it can better represent the fact that no one should be a better healer than a healer of Mishakal.
| Hellder |
Before going to the sorcerer, one last cleric domain I've forgotten to include with the other domains. It's a special domain granted only for kender clerics:
Deity: Paladine (Age of Despair after the War of the Lance), Any God of Good (after the War of the Souls).
Granted Powers: You are a little closer to Fizban the Fabulous.
Dancing Lights (Sp): You can use dancing lights at will as a spell-like ability.
Absent-Minded (Su): At 8th level, you can add 1/2 your cleric level as a sacred bonus to a single Will saving throw. You must declare you are using the bonus before the save is made. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels you possess beyond 8th.
Domain Spells: 1st—feather fall, 2nd—web, 3rd—fireball, 4th—confusion, 5th—feeblemind, 6th—true seeing, 7th—delayed blast fireball, 8th—sunburst, 9th—gate.
| Shalafi2412 |
Shalafi2412 wrote:Hellder, do you think that the Healer found in Ultimate Combat would make a good healing hand of Mishakel? I am not sure about loosing one domain though.The Merciful Healer? I'm using it as healing hand, but with the following changes:
Channel Energy (Su): A healing hand channel positive energy, and when she does, she cannot choose to target undead. A healing hand may channel energy a number of times per day equal to 5 + her Charisma modifier. This ability is otherwise identical to the cleric ability of the same name.
True Healer (Su): At 8th level, when a healing hand channels positive energy, she can choose to increase the amount of damage healed by half (+50%) instead of applying the benefits of merciful healing. She must choose which benefit to take before she rolls to see how much damage she heals.I think the original archetype is underpowered, and with the change it can better represent the fact that no one should be a better healer than a healer of Mishakal.
I like but does this still give up a domain?
| Hellder |
As sorcerers from the Pathfinder Core Rolebook, with the following changes:
School: Each sorcerer draws power from the world around them. This grants the sorcerer access to certain spells, bonus feats, an additional class skill, and other special abilities depending on which school the sorcerer is attuned to. A sorcerer must pick one school upon taking his first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from his school. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each school. The sorcerer must meet the prerequisites for these bonus feats. This replaces bloodline.
Sorcerer Schools (Part 1)
Note: I left the level the school bonus spells are gained on the school descriptions below at the same level the pathfinder sorcerer gains their bloodline spells (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th), but in my campaign I changed them to one level earlier (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th). It helps the class better fit the theme by getting the school spell at the same level it gets a new spell level, and so far I have seen no balance problem.
Class Skill: Acrobatics.
Bonus Spells: alter winds* (3rd), gust of wind (5th), wind wall (7th), river of wind* (9th), overland flight (11th), sirocco* (13th), control weather (15th), shout, greater (17th), winds of vengeance* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Acrobatic, Agile Maneuvers, Dodge, Enlarge Spell, Fleet, Lightning Reflexes, Skill Focus (fly), Weapon Finesse.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Air" descriptor as an arcane spell of equal level. This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another.
School Powers:
Wind Jaunt (Su): At 1st level, you can summon a burst of wind that will lift and carry you a very short distance. As your move action, you can fly 20 feet. At the end of this movement, if you are not on solid footing, you fall. You may use this power a number of times per day equal to 3 + your Charisma bonus.
Buffered by the Sky (Su): At 3rd level the air around you always acts to aid you. You gain a +1 deflection bonus to AC, and take damage from all falls as if the fall were 20 feet shorter than it actually is. At 9th level, this deflection bonus increases to +2 and you take damage from all falls as if the fall were 40 feet shorter.
Whirlwind (Su): At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per sorcerer level.
Flight (Su): At 15th level, you can summon the winds as a standard action, gaining a fly speed of 60 feet with average maneuverability. The winds can be dismissed as a free action.
Master Aeromancer (Su): At 20th level, the air arround you prevent any gas or attack that rely on your breathing to affect you. As a free action you can create a platform of wind (up to 10 feet in diameter) that flies with a 60-foot movement rate under your direction. The platform is as stable as unmoving ground. The platform remains, unmoving, up to a minute after you are disabled, knocked out, or killed. You may only have one such platform in existence at a time and may dismiss it as a free action. Your fly speed becomes perfect.
Class Skill: Survival.
Bonus Spells: chill touch (3rd), scorching ray* (5th), sleet storm (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), deep freeze** (15th), polar ray (17th), elemental swarm (19th)***.
*This spell deal cold damage, and the subtype change to [cold].
**See DLCS
***If you have the Spell Compendium, you can use obedient avalanche.
Bonus Feats: Diehard, Endurance, Empower Spell, Great Fortitude, Self-Sufficient, Skill Focus (survival), Spell Penetration, Toughness.
School 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 type to [cold].
School Powers:
Arctic Ray (Sp): Starting at 1st level, you can unleash a ray of pure cold 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. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Cold Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Icy Blast (Sp): At 9th level, you can unleash a blast of cold once per day. This 20-foot-radius burst does 1d6 points of cold damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to cold until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Cold Focus (Ex): At 15th level, the DC for any spells you cast with the cold descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Cryomancer (Su): At 20th level, you gain a immunity to cold damage. Any time you deal cold damage, you add +1 to each die of damage, and your cold spells and abilities ignore 10 points of cold resistance.
Class Skill: Sense Motive.
Bonus Spells: identify (3rd), locate object (5th), clairaudience/clairvoyance (7th), arcane eye (9th), prying eyes (11th), analyze dweomer (13th), vision (15th), moment of prescience (17th), foresight (19th).
Bonus Feats: Alertness, Diviner’s Delving*, Extend Spell, Improved Initiative, Iron Will, Quick-Thinking**, Skill Focus (sense motive), Spell Focus (divination).
*See Advanced Player’s Guide
**See DLCS.
School Arcana: You can make Knowledge skill checks even untrained, adding your Charisma modifier or your Intelligence modifier, whichever is greater.
School Powers:
Touch of Awareness (Su): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Second Sight (Su): At 3rd level, you have flashes of insight. You gain a +2 insight bonus to Perception and Sense Motive checks. This increases to +4 at 9th level. Once per day you can add your sorcerer level as a bonus to one Knowledge check, but if you choose to do so, you can’t take a 20 on this check. You can use this ability twice per day at 11th level, and three times per day at 19th level.
Third Eye (Su): At 9th level, you cast all divination spells as a caster one level higher than your sorcerer level. This increases to +2 caster levels at 17th level. You add + 2 to the DC to resist any spell of the scrying subschool you cast. This bonus stacks with the Spell Focus and Greater Spell Focus feats.
Telepathy (Su): At 15th level, you gain the ability to communicate with any creature that has a language within 100ft.
Master Diviner (Su): At 20th level you cast all divination spells as if you were a caster four levels higher. You cannot be caught flat-footed, nor does you lose your Dex bonus to AC if the attacker is invisible, and you can always act in the surprise round.
Class Skill: Knowledge (nature).
Bonus Spells: shocking grasp (3rd), shocking spark* (5th), lightning bolt (7th), storm wall* (9th), lightning arc** (11th), chain lightning (13th), electrical storm* (15th), stormbolts (17th), storm of vengeance (19th).
*See DLCS
**See Ultimate Magic
Bonus Feats: Dodge, Empower Spell, Improved Initiative, Lightning Reflexes, Quick Draw, Skill Focus (knowledge [nature]), Spell Focus (evocation), Spell Penetration.
School Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to [electricity].
School Powers:
Electric Ray (Su): At 1st level, you can unleash an electric ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Electricity Resistance (Ex): At 3rd level, you gain electricity resistance 10. At 9th level, your resistance to electricity increases to 20.
Electric Blast (Sp): At 9th level, you can unleash a blast of electricity once per day. This 20-foot-radius burst does 1d6 points of electricity damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to electricity until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Electricity Focus (Ex): At 15th level, the DC for any spells you cast with the electricity descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Electromancer (Su): At 20th level, you gain immunity to electricity damage. Any time you deal electricity damage, you add +1 to each die of damage, and your electricity spells and abilities ignore 10 points of electricity resistance.
| Hellder |
Looks great! Have you done the mystic domains yet?
Yes, the mystic class and the mystic spheres. I'll post them after the sorcerer. Since these two classes have a lot of options, I'm posting in parts.
I think that the Healing Hand, since they are pacifists, should keep the second domain.
I just noticed that my healing hand archetype gives the 'empower channel' effect because since I houseruled the basic Healing domain to give the Ressurrection subdomain power instead of healer's blassing so that only healing hands get the 'empower channel' effect. I'll have to take a look to see if I can make a houserules free version later.
Inquistors would fit well. I am sure that the kingpriest and the KOS used them as well as the KOT and the Orders of High Sorcery.
I agree that inquisitors would fit really well in DragonLance.
| Hellder |
Sorcerer Schools (Part 2)
Note: The Enchantment sorcerer school is not related to the Enchantment school of magic. The sorcerer school was named based on the AD&D Enchantment/Charm school of magic, who originally had the spells that were used to give magical proprieties to items. D&D 3.X renamed the school to just Enchantment, and all non mind affecting spells were moved to other schools (mostly to the Transmutation school).
Class Skill: Diplomacy.
Bonus Spells: animate rope (3rd), arcane lock (5th), magic weapon, greater (7th), magic siege engine, greater* (9th), disrupting weapon (11th), hardening (13th), symbol of weakness (15th), symbol of death (17th), mage’s disjunction (19th).
*See Ultimate Combat. If you have the Spell Compendium, you can use entangling staff.
Bonus Feats: Craft Magic Arms & Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll, Skill Focus (craft).
School Arcana: You gain a competence bonus equal to half your sorcerer class levels to the skill check you must make at the end of a magic item creation process (minimum +1).
School Powers:
Bonded Object (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level, but you can only bond with an object. This ability does not allow you to have both a familiar and a bonded item.
Intuitive Crafter (Ex): At 3rd level, your understanding of the crafts needed to manufacture magic items allows you to be more efficient when doing so. You reduce the costs of magic item creation by 10%. At 9th level the costs are reduced by 20%.
Master Artificer (Ex): At 9th level, you create magic items in half the normal hours per day (4 hours for one day of work, or two hours for a day of work if you increase your completion DC by 5). As long as the total time spent on item creation does not exceed 8 hours per day, you can accomplish multiple days work on an item in a single day.
Recharge (Ex): At 15th level, your knowledge of magic items and construction of them is such that you can recharge a magic item by using any type of spell you know. The spell must be of the same level as the charged spell and each spell slot expended in this manner replaces 1 charge within the object.
Master Enchanter (Su): At 20th level, you can craft special magic items that only you can use. Crafting these special items costs half as much as creating the normal magic item would and takes half the normal time. You must meet the normal prerequisites for crafting the standard magic item in order to create it. The created item acts like a standard magic item of its type but only when being used by you and only you gain the benefits of such items. As soon as the item is away from you, even for a moment, the effect ends until you touch it again. Single use magic items (such as scrolls or potions) are expended with use, as normal.
Class Skill: Knowledge (dungeoneering).
Bonus Spells: magic stone (3rd), stone call (5th), shifting sand* (7th), spike stones (9th), wall of stone (11th), move earth (13th), rampart* (15th), repel metal or stone (17th), clashing rocks* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Diehard, Endurance, Enlarge Spell, Great Fortitude, Improved Unarmed Strike, Power Attack, Skill Focus (knowledge [dungeoneering]), Toughness.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Earth" descriptor as an arcane spell of equal level. This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another.
School Powers:
Tremor (Sp): At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Rockseer (Su): At 3rd level, you gain the stonecunning trait as a dwarf; if already a dwarf, your bonus improves to +4. At 9th level, you gain tremorsense 30 feet. At 15th level, you can see through solid objects as if using a ring of x-ray vision for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Earth Bane (Sp): At 9th level, you can touch a metal or stone weapon (or up to 50 pieces of ammunition) as a standard action, giving it the bane property against any creature with the earth subtype, or constructs made of stone or metal, for 1 minute. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.
Earth Glide (Ex): At 15th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments.
Master Geomancer (Su): At 20th level, the range of your tremorsense increase to 60 ft. Your unarmed or weapon attacks are treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness. You become immune to bull rush, drag, grapple, reposition, and trip maneuvers, and to push and pull effects as long as you are standing on the ground.
Class Skill: Swim.
Bonus Spells: hydraulic push* (3rd), slipstream* (5th), aqueous orb* (7th), elemental body I (water only) (9th), geyser* (11th), fluid form* (13th), vortex* (15th), horrid wilting (17th), tsunami* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Athletic, Brew Potion, Endurance, Extend Spell, Great Fortitude, Skill Focus (swim), Toughness, Widen Spell.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Water" descriptor as an arcane spell of equal level. This benefit only comes into play when you sorcerer would learn new spells or be allowed to swap a known spell for another.
School Powers:
Dehydrating Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fluid Moves (Sp): At 3th level, you gain a +2 bonus to your CMD against bull rush, grapple, and trip maneuvers, and to CMB or Escape Artist checks to escape a grapple. At 9th level you can squeeze your body through openings as if you were one size category smaller. At 15th level, the bonus to CMD against bull rush, grapple, and trip maneuvers, and to CMB or Escape Artist checks to escape a grapple increase to +4.
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 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect.
Aquatic Adaptation (Su): At 15th level, you gain a swim speed of 60 feet and the amphibious special quality.
Master Hydromancer (Su): At 20th level, you can walk on the surface of water as if it were solid ground. You are immune to bleed damage. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water.
Class Skill: Perception.
Bonus Spells: burning hands (3rd), scorching ray (5th), fireball (7th), wall of fire (9th), fire snake* (11th), contagious flame* (13th), delayed blast fireball (15th), incendiary cloud (17th), meteor swarm (19th).
*See Advanced Player’s Guide.
Bonus Feats: Alertness, Diehard, Empower Spell, Forge Ring, Great Fortitude, Skill Focus (perception), Spell Focus (evocation), Spell Penetration.
School 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 type to [fire].
School Powers:
Fire Ray (Su): At 1st level, you can unleash a fire 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. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fire Resistance (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.
Fire Blast (Sp): At 9th level, you can unleash a blast of fire once per day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Fire Focus (Ex): At 15th level, the DC for any spells you cast with the fire descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Pyromancer (Su): At 20th level, you gain immunity to fire damage. Any time you deal fire damage, you add +1 to each die of damage, and your fire spells and abilities ignore 10 points of fire resistance.
| Hellder |
The problem that I can see is that Resurrection is VERY rare in DL. Only the Kingpriest, IIRC, was able to do that.
Yes, I used only the 8th level ability of the subdomain. I think that giving a fallen hero a few extra rounds of life to protect his allies really fit in the setting. Permanent ressurrection shoud really be very rare.
| JASON RODARTE |
Shalafi2412 wrote:The problem that I can see is that Resurrection is VERY rare in DL. Only the Kingpriest, IIRC, was able to do that.Yes, I used only the 8th level ability of the subdomain. I think that giving a fallen hero a few extra rounds of life to protect his allies really fit in the setting. Permanent ressurrection shoud really be very rare.
Is that something Mishakel would grant a cleric though? Healing, I think is different from bringing some one back from the dead.