Thursday, 31 March 2011

Sorcerers as Super Heroes Part II

It took a while, but I finally managed to start work on breaking down the sorcerer bloodlines into more generic abilities. (See my earlier entry Sorcerers as Super Heroes).

These are not comprehensive, and only represent the bloodline abilities that occur most often without modification. They can be incorporated into any theme a player desires.

A sorcerer can choose one of the following as his 1st level bloodline power:

1) An elemental ray he can fire as a ranged touch attack at one opponent within 30 ft. The ray inflicts 1d6+1 per two sorcerer levels. He must choose the type of damage this ray inflicts (acid, cold, electricity, fire or sonic) when he gains this power. This can not be changed. He may use this ray a number of times per day equal to 3 + his Charisma modifier.

2) Two natural melee weapons that inflict 1d4 + Str modifier damage (or 1d3 if he is Small). He can manifest these weapons as a free action and both are treated as natural weapons that allow a sorcerer to make two attacks as a full attack action at his full base attack bonus. At 5th level, these weapons are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if he is Small). At 11th level, these weapons also inflict elemental damage, each dealing an additional 1d6 points of elemental damage on a successful hit. Choose acid, cold, electricity, fire or sonic. The choice is permanent and can not be altered at a later time. The sorcerer can use these weapons claws for a number of rounds per day equal to 3 + his Charisma modifier. These rounds do not need to be consecutive.

3) The sorcerer can touch a weapon or up to 50 pieces of ammunition as a standard action, granting it a magic enhancement property equal to a +1 bonus for a number of rounds equal to 1/2 his sorcerer level (minimum 1). The type of enhancement must be chosen when this ability is selected and can not be changed later. At 9th level, the sorcerer can confer a more powerful property instead based on the property chosen at first level (see chart), but the duration of the power is halved. The sorcerer can use this ability a number of times per day equal to 3 + his Charisma modifier.

4) As a standard action, the sorcerer can perform a combat maneuver against one creature within 30 ft., using his sorcerer level plus his Charisma modifier in place of his CMB. He can use this ability a number of times per day equal to 3 + his Charisma modifier. The type of combat maneuver must be selected when the sorcerer gains this ability and can not change it.

Variants of the above include a ray attack that inflicts 1d4 points of damage but also grants some secondary effect. I’ll go into those modifications later. My next entry will cover abilities at 3rd level.

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