guidelines for an innate spell caster

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guidelines for an innate spell caster

Post by nightstorm »

I want to include the warlock or call it sorcerer or whatever into C+C. How do i do it without making it too powerful/ not powerful enough. I love the warlock but think the term SORCERER would suffice. I remember spell-like abliities in 1e, but didnt see much in the c+c book thinikg all of that is in monster and treasures (which I dont have yet)

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Post by Treebore »

To fully answer this I will have to pull out my books and look, which one did the Warlock come out in? Are you using the 3.5E version or is there one in the PF book?

I will bet you will be able to use it largely as written, but there are likely some bonus' you will want to tone down for the power scale of C&C. Anyways, remind of which book it is in and I'll give you more specific advice, and yes, I do have all the books. Like you, I came to C&C from serious burn out.
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Post by nightstorm »

It is in the complete arcane

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Post by Treebore »

nightstorm wrote:
It is in the complete arcane

OK, that was what I was guessing.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by Treebore »

OK, it looks like it can be done largely as written, with obvious modifications to the C&C system, such as the DC will now be TN 12 or 18, and the CL will be the Warlocks level.

Other than that you will have to provide a house ruled definition of Sickened and Shaken, those are not used in default C&C.

I also do not believe Earthen Grasp is a spell in C&C, so you will need to adapt that.

Otherwise it looks to me like you should be able to use it straight.
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Sounds obvious to me! -Gm Michael

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Post by nightstorm »

well how it stands a warlock gets three invocations at every grade. That I think can remain the same. The damage reduction, fiendish reselancy and perhaps even the eldritch blast might have to go. Any thoughts?
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Post by nightstorm »

Here is what I have so far. Not having the Monsters and Treasure book I'm not certain how to go from here.
Sorcerer (Charisma)

While the Wizard and Illusionist must study their magic and then

record it in Large spell books, the Sorcerer needs not to do either of those things.

For the Sorcerer, magic is an innate matter, with their very souls a fountain of

Magical Energy. The source of this magic can vary.

Those born with the ability may receive It from being a descendant of some

outer planer being or bloodline that is infused with magic. Other sorcerers gain

Their power from making pacts with powerful beings.

Whatever the source of their power, Sorcerers tend to be charismatic and egotistical.

Unlike wizards and Illusionist, who have to study arcane and natural lore, Sorcerers do

Not have to do so.
Abilities

Invocations:

Sorcerers do not cast spells like wizards and Sorcerers, instead they use spell-like abilities

Called Invocations. Unlike spell-like abilities, Invocations are subjected to spell resistance.

Use Magic Device:

Because of their innate magical natures, Sorcerers can use any type

Of magic item, even those that may be only used by a certain class or race.

Prime Attribute: Charisma

Hit Die: d4

Alignment: Any

Weapons: Club, dagger, dart, staff plus any one weapon of choice.

Abilities: Invocations
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Post by Treebore »

Isn't the Eldritch Blast core to everything the Warlock does? I never played or Dmed for one, but if I understood what I read correctly all those Invocations are essentially modifications added on to the Eldritch Blast.

In my game I give spellcasters a "Eldritch/Divine Blast" that does damage similar to the Magic Missile Spell, 1d4/2 levels, and requires a somewhat expensive focus item, plus they have to make a to hit roll. I modified this from 4E, because I agreed a spell caster should have something magical they can do every round.

So you could maybe change the damage progression to that instead, and it would fit the power scheme of C&C better than the D6/2 levels.

OK, upon rereading it looks like they will only have 3 invocations by 11th level? Or 7 Known? Or does that mean they know 7, but can only cast 3 of them? How does that work?

As for the Damage reduction, C&C does not use special materials by default, but you can easily copy/paste them form the online SRD into a house rule document. I also don't think it progresses to quickly for C&C, but I am also assuming you will have them advance as either a full mage, or the Illusionist in C&C. So a DR of 5 by 18th level should be just fine in C&C.

As for the Fiendish Resilience, I see it as being just fine. So they have an innate power, that they cannot use in combat, to heal with instead of potions. I do not see it being a game breaker.

Looking over the Invocations in more detail I do see more things you will have to modify, or steal outright, from the SRD, such as Blindsense, Wall of Gloom, and probably a couple of others, but thats all easy enough to do. Oops, just checked and Wall of Gloom is not in the SRD, so you'll have to redo that by hand, unless you bought PDF's. Still, no big deal, just a few minutes of time.

As for the invocations, I need you to explain to me how the number given works versus what the text says in that table on page 10 before I can say what I think about that.
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Post by nightstorm »

Invocations are weapon-like, spell like abilities that are subjected to the same things as spells and require somatic componet (hence only able to wear armor. SOME modifiy the eldridch blast, but most do not .

From 1st through 5th the warlock gets least invocations (equ to 1st-2nd level spells) from levels 6th - 10th, Lesser (3rd-4th) 11th level -15th Greater (5th or 6th) and from 12th -20th levels Dark 7th -9th level.

As for the eldritch blast, it begins at 1d6 and goes up to 9d6 -way too much for a game like C+C I believe. though I could see having it do 1d4 +1 per level. It too is subjected to spell resistance.
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Post by nightstorm »

oh but I didnt even get to my point. I would like to do the warlock, but I think a more generic "Sorcerer" would fit in more. I think it's important to include a class with innate magic. Though I do love me warlock. I've played one for about 8 years, A tiefling named Azazel.
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Post by Ace of Swords »

http://www.cncplayer.net/download/Colin ... evised.pdf

Great source of alternate classes, it has a take on sorcerer you might like.

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Post by nightstorm »

Thanks for the link! Is this THE Colin Chapman from Changeling the Dreaming fame??
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Post by Ace of Swords »

I have no idea... just found this linked on DF i think.

I would advise against the races he made they are badly unbalenced.

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Post by nightstorm »

This is what I have so far. I'm now at an impasse. Not certian if I should use the warlock's invocations ( which comes with a whole slew of problems) or use spells in the C&C book but with limits (though not certain what that would be).

The Sorcerer (Charisma)

Born from descendents that have the blood of a supernatural entity, the Sorcerer can weld magic

That does not need dusty tomes of spells or posturing to a demanding God. Sorcerers do not cast

Spells, but instead use Evocations which are spell-like abilities.

Some Sorcerers are saint -like waging crusades across the lands for the cause of good. Others form

Cults around themselves claming a bloodline that runs from a god while others become sinister Warlocks

That make dark pacts with things that go bump in the night. No matter a sorcerers views, many are charismatic and arrogant, for after all magic is their birthright.

Abilities

Evocations

Evocations are spell -like abilities that generally follow the rules of spells in every way except for these:

1. Evocations require a somatic component, hence wearing armor ruins Evocations.

2.As a rule Evocations can be used an unlimited times per day, though the ones that have limits will say so.

Masterful Dominion

Being truly magical beings, Sorcerers can use any magic items, even ones that are made for only certain races or classes. This is not automatic. The Sorcerer must roll d20+level+Attribute.

Base difficulty for using a

Prime Attribute: Charisma

Hit Dice: 4

Alignment: Any

Weapons: Club, Dagger, Dart, Staff plus any one chosen at character creation.

Armor: None

Typical Races : Elf, Half-elf, Human , Planetouched

Abilities: Evocations, Masterful Dominion
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Post by Treebore »

Is Evocations their Eldritch Blast modified by certain spells, or actual spells? OR a combination? Because being able to do all spells all day is likely overpowered, but being able to do the blast all day isn't going to be much different than a specialized in Bows fighter doing arrows all day.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by nightstorm »

Ah I didnt get to that yet. There is no blast. If you want a blast take something like Burning hands. Evocations (not invocations like the warlock) would be VERY limited in number. The warlock gets 12 by 20th level. I'm thinking of less.
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Post by nightstorm »

After thinking about it more here is what I have.
Sorcerers can pick any spell from any list that goes this the concept of his ancestory.

So a sorcerer deceneded from a water elemental lord would have spells like water breathing and walk on water.

At character levels 1st, 2nd and 4th the Sorcerer can pick one 0,1st or 2nd level.

At character levels 6,8 and 10 the sorcerer can pick one 0,1st, 2nd, 3rd or 4th level spell

At character levels 16,18 and 20 the sorcerer can pick one spell of any level.
Spell Choice guidelines

1. No spells that heal.

2. No wish spells.

3. No spells that affects more than one person (such as Mass Invisibility). Does

Not apply to spells like Fireball.

4. Spells that require a save to take effect cannot be recast on subject for

24 hours if the subject saves(such as charm monster). Does not apply to saves

For half damage.

5. Spells that affect an individual (such as charm monster) can affect only one

Person at a time.

Any opinions? Is this still too powerful?
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Nightstorm: So tell me something about your elf.

Zippo: He's an elf. He lives in the woods.

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