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Elemental Sorcerers: Need ideas for Sorcerous feats

Started by Xeviat, April 03, 2006, 05:03:11 PM

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Xeviat

After a long time, I've finally come to an ultimate conclusion on the nature of spellcasters for my setting. There will be four casters: cleric, druid, meditant (formerly psion), and sorcerer. There will also be five half-casters: bard (sort of all), channeler (sorcerer), monk (meditant), ranger (druid), templar (cleric).

Currently, clerics, druids, and meditants have their own unique set of feats. Clerics have divine feats, which are powered by the energy channeling ability of all clerics (I'm altering the domains so that each domain utilizes a 3+ability modifier number of charges per day; sun is turn undead and death is rebuke undead for instance), druids have wild feats (which upgrade or alter their wild shape ability), and meditants have Ki Focus (formerly Psionic Focus). I'm here to get some help developing Sorcerous feats, obviously for my Sorcerer and it's half caster the Channeler to utilize.

Here is the descriptive information on my Sorcerer:

SORCERER
All living beings possess five energy centers within their bodies, known as chakras, which contain the elemental energy which fuels their existence. Either by birthright, accident, or spontaneous generation, the sorcerer possesses something different, an enlarged, mutant chakra that has consumed is opposite and continues to draw in more energy than the body can handle. Some see this as unhealthy, but the sorcerer has embraced this power. By focusing it, the sorcerer has learned to wield their excess energy in the form of potent elemental magic.
Adventurers: Because a sorcererâ,¬,,¢s magical growth is not tied to tradition or study, the only way for a sorcerer to grow more powerful is to exercise their ability. Sorcerers adventure to test themselves, to encounter, and hopefully overcome, new risks. Because of the sorcererâ,¬,,¢s volatile inner power, the common folk tend to fear them once their secret is discovered. A sorcerer is more likely to find acceptance amongst adventurers and mercenaries than they are amongst the frightened masses.
Characteristics: Because so much of a sorcererâ,¬,,¢s development depends on their spell selection, sorcerers differ greatly depending on their elemental focus. Air and fire sorcerers are often aggressive in nature, while earth and water sorcerers tend to be more passive. Air spells wield the energy of electricity and control the wind, as well as spells related to speed, and travel. Earth spells wield the energy of acid and control rocks and metal, as well as spells related to defense of the body and mind. Fire spells wield the energy of fire and control heat and flames, as well as spells related to strength and pure force. Water spells wield the energy of cold and control water, as well as spells which are related to dexterity and transformation. Even though common sorcerers are not specialized in the Void chakra, they possess some manner of ability with it, having access to the destructive powers of death and the sun, as well as pure magic itself.
As sorcerers grow in power, they are able to release excess stored energy, empowering their spells beyond their normal maximum. This display of power is risky, and puts the sorcerer at risk of loosing the ability to cast spells till their chakra recharges.
Alignment: Though the sorcerous mutation is unpredictable and many sorcerers are of chaotic alignments, it is possible to find sorcerers who attempt to temper their inner anarchy with some measure of order. Sorcerers may be of any alignment, though they tend towards chaos.
Religion: Sorcerers drift to no particular religion; in fact most sorcerers are ambivalent to faith. Because they owe their own power to no one but their own strength, the only sorcerers who seek religion are ones who put value in its doctrines or ones who feel that their faith strengthens them. Many feel particular tie to the dragon deities or other elemental deities.
Background: The sorcerous mutation can appear in anyone, though it more common amongst elemental kin. The mutation can come from many sources: random chance, overuse of a particular chakra, exposure to a tragedy involving powerful magic, or having the blood of an elemental kin in your veins. Often sorcerers exhibit some abnormality as children, creating minor spell effects at random (and often destructively), but the mutation doesnâ,¬,,¢t fully set in until they fully grasp their first true spells.
Races: The sorcerous mutation can appear in any of the common races, though the races created by the elemental dragons always exhibit the mutation on the chakra of their particular element (dwarves: earth; elves: air; goblins: water; orcs: fire). Those of elemental-touched lineage (gnomes, salamanders, sylphs, and undines), dragon-touched, and half-dragons are very likely to acquire the sorcerous mutation, though the mutation is always on the chakra tied to their element.
Amongst the savage races, anthros do not possess any special affinity toward the sorcerous mutation (though it can occur in them as any other race), giants have it in high frequency (acquiring it on the chakra tied to their element), and elemental-outsiders and elemental-dragons always possess it.
Other Classes: Sorcerers get along best with berserkers, who share their unbridled nature and free spirits. Meditants see the sorcerous mutation as an unhealthy cancer, and druids tend to view sorcerers as a danger to the natural order. Most sorcerers find it easy to befriend clerics of elemental deities who often share similar dispositions. They have no special connection to members of other classes.

So, similar to the feat Wild Talent, there will be a Mutant Chakra feat. This feat represents one with the sorcerer's mutant chakra who did not become a Sorcerer or a Channeler. Currently, the mutant chakra will give the character a small mana pool with MP equal determined by the physical ability modifier tied to their chakra (strength for fire, constitution for earth ...); the equasion will be Modifier/2 x character level. This MP can be used to cast spells of the appropriate element, or to power Sorcerous feats (all of these ideas can change if a new mechanic presents itself).

Going with my first idea, Sorcererous feats will either require a certain number of MP be retained in the extra pool they have access to, or MP from the extra pool will need to be spent. This is taken from the old method of powering Psionic Feats from the 3.0 PsiHB.

Not only do I need to ultimately decide on a mechanic/limitation to these sorcerous feats, but I also need to determine the exact nature of the feats. Sorcerers are the opposite of Meditants (Psions) in my setting. Psionic feats allow a character to bend the laws of reality, to perform physical or mental tasks which seem otherwise impossible without the aid of magic.

To differentiate them, I think Sorcerous feats should change a character physically. The feats need to be organized by element, and each element needs to possess many feats because a character would only be able to choose sorcerous feats tied to their element. Now, first and foremost, none of the feats can work towards changing your creature type to elemental; that is the purpose of the Channeler class. But, if they allow you to gain elemental properties (Earth, Air, or Water Mastery; swim, burrow, or fly speeds; the fire elemental's burn damage), or the ability to create/release/project the pure element or elemental energy, those could work.

I'm currently looking at the Draconic feats for inspiration. I could go a slightly similar direction for my setting; not all Sorcerers are descended from dragons, but all true dragons do possess the sorcerous mutation, so they are kin of sorts.

Any ideas for a mechanic for these feats to work off of will be appreciated. Ideas for feats will be greatly appreciated. Next post I will reserve for posting suggested feats so they can be worked on more easily.

Thanks.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Xeviat

Mutant Chakra [Sorcerous]
One of your outer chakras (air, earth, fire, or water) has grown enlarged and has consumed its opposite.
Prerequisite: Your physical and mental ability score associated with the particular element must both be greater than 13; Air: Agi and Per; Earth: Con and Wis; Fire: Str and Cha; Water: Dex and Int.
Benefit: Choose one of your outer chakras (air, earth, fire, or water); you gain a +2 inherent bonus to all saving throws made against spells of the chosen element. You cannot change this choice after selecting this feat.
You loose access to the chosen chakra's opposite chakra; your mutant chakra has consumed it's opposite: Air opposes Earth; Fire opposes Water. You cannot cast spells from this element, though you may still wear magic items that are linked to this chakra (all body slot affinities are related to the five chakras).
In addition, you gain a bonus pool of mana points. This pool of mana is determined by your chosen chakra's physical ability score modifier; determine your sorcerous mana pool with the following equation: (Physical Ability Modifier/2) x character level. You may use this mana to cast spells tied to your chosen chakra, or you may use them to power future Sorcerous feats you choose.
Special: Sorcerers and Channelers begin with this feat. This feat may not be selected more than once, nor can it be lost or changed through any means short of a Wish, miracle, or reality revision spell.
Italicized Text may be changed.

My own ideas:

I do want a number of feats to grant the movement type related to each element. The problem is that fire does not have a movement type related to it; it is a small stretch to imagine fire having a climb speed, but a climb speed is worth a whole lot less than a swim, burrow, or fly speed (swim speed being worth very little already, but coupled with water breathing it could be fine). One idea would be the movement modes are considered "the ability to move through one's element", and thus fire would gain fire resistance. This is tough, because each element already has it's own damage types (air is electricity, water is cold, and earth is acid).

Additionally, a number of feats to allow you to gain certain characteristics of the true elementals, such as the various mastery abilities, the fire elemental's burn, or others would be interesting. I can also see earth having natural armor or DR, possibly the ability to grow rock/bone weaponry (claws and stabbing implements), but I can't think of associated things for the other elements.

Please, any assistance will be appreciated.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Wix of Bel-Air

Air Aspects [Sorcerous] (Air)
You take on some of the minor qualities of air elementals.
Benefit: Airborne creatures suffer a -1 penalty to attack and damage rolls against you. Your skin turns a light shade of blue and you grow small non-usable wings, if you don't have any already.

Air Transformation [Sorcerous] (Air)
You take on the major physical qualities of air elementals.
Prerequisites: Air Aspects
Benefit: You become unnaturally quick, gaining a +4-6 (???) bonus to your Dexterity. Your usable or non-usable wings grow larger, you become more lithe, and you constantly have a small breeze about you.

Battle Fins [Sorcerous] (Water)
Your fins develop sharp end and can be used in battle, in and out of water.
Prerequisites: Jet Fins
Benefit: You can now use your fins as natural weapons that deal 1d4(small) or 1d6(medium) slashing damage plus your strength modifier. Your own natural damage reductions determine the ability to pass through other damage reductions (unless you have an 'all-type' damage reduction, then it's nothing).

Deflection Breeze [Sorcerous] (Air)
Projectiles can be blown away with a defensive wind about you.
Benefit: As long as you are conscious, all projectiles that target you have a 10% chance to miss because of the air currents around your body. Any projectiles that weigh more than you are not subject to this miss chance.

Earth Aspects [Sorcerous] (Earth)
You take on some of the minor qualities of earth elementals.
Benefits: You gain a +1 to attack and damage if you and your foe on both touching the ground. Your skin turns hard and shows small cracks in it.

Earth Transformation [Sorcerous] (Earth)
You take on the major physical qualities of air elementals.
Prerequisites: Earth Aspects
Benefit: You gain a +2 bonus to your Str but a -2 to your Dex, however you gain tremorsense 60ft. You also develop small spikes about your body and your hair becomes more grass-like.

Flame Shell [Sorcerous] (Fire)
You can burst into flames.
Benefit: As a move action, you can engulf your entire body in flames. Any creatures touching you or attacking you with natural weapons take 1d6 fire damage and have to make a Reflex (DC 15) to not catch on fire. Combustible objects on you or in contact with you will catch on fire. You can dismiss this as a free action.

Fire Aspects [Sorcerous] (Fire)
You take on some of the minor qualities of fire elementals.
Benefit: You gain the fire subtype. Your skin turns a light red and you produce more heat than usual.

Fire Transformation [Sorcerous] (Fire)
You take on the major physical qualities of air elementals.
Prerequisites: Fire Aspects
Benefit: You gain the burn quality to your attacks which deals an additional 1d4-1d6 (???) fire damage to your armed and unarmed attacks. Your hair is constantly aflame and your skin turns bright red.

Jet Fins [Sorcerous] (Water)
You can glide smoothly through the water with your new fins you've grown.
Benefit: You gain a swim speed equal to your normal land speed. Your arms or legs must be free to swim at this speed. Consequently, you gain a +8 bonus to your Swim checks.

Liquid Form [Sorcerous] (Water)
You can turn into a moveable form of water.
Benefit: For a number of rounds equal to your constitution score each day, you may turn into a large puddle of non-flammable, non-identifiable liquid as a full-round action. You are immune to most forms of damage and effects except for poisons and fire damage. Poison affects you normally and you have a fire resistance of 30. When the fire damage exceeds your resistance, you must make a Fortitude save (DC 15) or shift back into your normal form. While in your water form, you have a maximum ground and swim speed of 60ft. You can spread out your number of rounds in this form into a number of uses throughout the day.

Rock Hide [Sorcerous] (Earth)
Your skin becomes very tough and rock like.
Benefit: You gain a +1-3 (???) bonus to your natural armor.

Thermal Boost [Sorcerous] (Fire)
You can use bursts of heat to increase your speed.
Benefit: You gain a +10ft. bonus to all of your speed types. However, if you take any cold damage, this ability goes away for 1d6 minutes till it warms up again.

Tunneler [Sorcerous] (Earth)
You can tunnel through unworked rock and dirt or sand.
Benefit: You gain a burrow speed equal to your normal land speed. Your hands must be free to burrow at this speed.

Water Aspects [Sorcerous] (Water)
You take on some of the minor qualities of water elementals.
Benefits: You gain the cold subtype. Your skin turns pale and your hair is more brittle and straight.

Water Transformation [Sorcerous] (Water)
You take on the major physical qualities of air elementals.
Prerequisites: Water Aspects
Benefit: You gain the chill quality to your attacks which deals an additional 1d4-1d6 (???) cold damage to your armed and unarmed attacks. Your hair turns to rock hard icicles and your skin is fairly translucent.

Wings of the Sky [Sorcerous] (Air)
With the help of the air, you can take off into the sky.
Benefit: You gain a fly speed equal to your normal land speed with average maneuverability. Your feet must be free to fly at this speed.
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Xeviat

That's hard to read, and there aren't benefit ideas for a number of them.

You have some good ideas, and they're getting me thinking. I'm still not exactly sure of the nature of the feats, but it's a start. Thanks.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Soup Nazi

Have you considered a Chakra Focus, and feats based around it? It would help your sorcerery stay in perfect balance to your psionics

Granted focus may not be a good word for it, but perhaps attunement would. While attuned to your chakra you can get XY&Z based effects (various theme based bonuses attuned to the elements), and by expending your attunement you can get AB&C based effects (meta magic most likely).

-Nasty-
The spoon is mightier than the sword


Xeviat

I've considered "focus"; it would be explained as a sorcerer drawing in elemental energy from the world around them to overload their chakra.

Problem that I'm encountering now is that some of the feats are probably best left permanent, and not "hold focus" or "with reserve mp". I'm also starting to worry that there may not be enough things for this to all come together.

I'm finishing up the retouches on my Channeler class, for whom these feats will matter a great deal, so I'll be back presently to detail the class in full.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Soup Nazi

QuoteI've considered "focus"; it would be explained as a sorcerer drawing in elemental energy from the world around them to overload their chakra.
I figured you chose the 3.0 psionic feat system for a reason. I just wasn't sure what it would have been.

QuoteProblem that I'm encountering now is that some of the feats are probably best left permanent, and not "hold focus" or "with reserve mp". I'm also starting to worry that there may not be enough things for this to all come together.
No reason some couldn't be permanent. They just wouldn't be tied to the focus.

QuoteI'm finishing up the retouches on my Channeler class, for whom these feats will matter a great deal, so I'll be back presently to detail the class in full.
Yeah this will probably help. I've kind of got it stuck in my head that these guys are mechanically like arcane psions. Which is not likely very close to the actual feel of the class I suspect.

I've got this compulsive need for symetry...feel free to ignore it when it kicks from time to time.  :smoke:

-Nasty-
The spoon is mightier than the sword


Wix of Bel-Air

Quote from: Xeviat TranionThat's hard to read, and there aren't benefit ideas for a number of them.

You have some good ideas, and they're getting me thinking. I'm still not exactly sure of the nature of the feats, but it's a start. Thanks.

I WILL MAKE IT STRONGER!  :mad2:  (and more easier on the eyes...)



Edit: A dunna'!
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]