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View Full Version : Variant: Sorcerer of Anger (PEACH)



waterpenguin43
2010-04-03, 10:23 AM
Nothing helps a bad mood like spreading it.
-Calvin, Calvin and Hobbes
Some sorcerers are powered by heritage of some sort, others in ways unknown. These sorcerers are powered by their rage. There raw anger, which manifests as a type of energy, empowers their spells.
The energy in question depends on the sort of anger.
You can gain this at Level 3.
Penalties: Do not advance at levels 8, 12, 16 or 20.
Gain one of the following:

Fire: Your anger is impulsive, and you start brawling in the heat of the moment.
Level 5: Explosion of rage: On the first round of combat, you deal 5d6 extra fire damage with a melee attack.
Level 10: Flames of Passion: All non-cold offensive spells cast deal an extra 4d10 fire damage.


Cold: Your anger is a long term, deep anger. You hold subtle, personal grudges against your foes.
Level 5: Withering Frost: Any cold spells you cast have a +3 bonus to DC.
Level 10: Icy Punishment: The round after a target is hit with cold damage from you, it takes one eighth the cold damage again if it failed it's save.

Electricity: Your wrath is unpredictable and mercurial, like a storm. You might seem perfectly fine one moment, then you fly into a rage the next.
Level 5: Stunning Voltage: When an opponent fails it's save against an electric spell, they are stunned for 1d4 rounds.
Level 10: Hyperconductivity: Your electricity spells have a 35% chance of doing double damage when a foe fails it's save.

Acid: You have a sadistic attitude when angry. You want to slowly inflict pain on your foes when you get mad.
Level 5: Painful Disintegration: If it fails a DC 15+ your charisma Fortitude save, a foe is treated as helpless on the round it fails a save against or fails to dodge an acid effect you create.
Level 10: Stinging wounds: If a foe is below half of it's full HP, your acid effects deal an extra 4d6 damage.

SONIC: You go around yelling when your mad. You scream, you shout and you try and make people cower in fear at your booming voice.
Level 5: Terrifying yell: As a full round action, one person hearing your voice must make a will save (DC 15 plus your charisma) or be frightened for 1d10 rounds.
Level 10: Dominance: Thrice per day, when someone fails a save against your sonic effects, they must make a will save of the same DC or obey you until they can succeed it. This is a fear effect.

bvdk99
2010-04-03, 10:36 AM
I think it's really cool, but I also think that the first sonic ability, and the first fire ability are both a bit cheap.

waterpenguin43
2010-04-03, 10:44 AM
I think it's really cool, but I also think that the first sonic ability, and the first fire ability are both a bit cheap.

The sonic ability essentially means you have to fail TWO saves, and the fire ability is only on melee attacks in the first round.

Milskidasith
2010-04-03, 10:56 AM
Nothing helps a bad mood like spreading it.
-Calvin, Calvin and Hobbes
Some sorcerers are powered by heritage of some sort, others in ways unknown. These sorcerers are powered by their rage. There raw anger, which manifests as a type of energy, empowers their spells.
The energy in question depends on the sort of anger.
Penalties: Lose Familiar, +1 LA.
Gain one of the following:

Fire: Your anger is impulsive, and you start brawling in the heat of the moment.
Explosion of rage: On the first round of combat, you deal 5d6 extra fire damage with a melee attack.
Flames of Passion: All non-cold offensive spells cast deal an extra 1d10 fire damage.

Cold: Your anger is a long term, deep anger. You hold subtle, personal grudges against your foes.
Withering Frost: Any cold spells you cast have a +5 bonus to DC.
Icy Punishment: The round after a target is hit with cold damage from you, it takes half the cold damage again if it failed it's save.

Electricity: Your wrath is unpredictable and mercurial, like a storm. You might seem perfectly fine one moment, then you fly into a rage the next.
Stunning Voltage: When an opponent fails it's save against an electric spell, they are stunned for 1d4 rounds.
Hyperconductivity: Your electricity spells have a 35% chance of doing double damage when a foe fails it's save.

Acid: You have a sadistic attitude when angry. You want to slowly inflict pain on your foes when you get mad.
Painful Disintegration: A foe is treated as helpless on the round it fails a save against or fails to dodge an acid effect you create.
Stinging wounds: If a foe is below half of it's full HP, your acid effects deal an extra 4d6 damage.

SONIC: You go around yelling when your mad. You scream, you shout and you try and make people cower in fear at your booming voice.
Terrifying yell: Anyone hearing your voice must make a will save (DC 15 plus your charisma) or be frightened for 1d10 rounds.
Dominance: When aomeone fails a save against your sonic effects, they must make a will save of the same DC or obey you until they can succeed it. This is a fear effect.


Wow, these are pretty absurd, or useless. The fire one is worthless; 5d6 melee damage on a class with low BAB is pointless, and 1d10 extra damage isn't worth 1 LA. The cold one is insane; +5 DC is a huge benefit, and the fact you deal 1.5x damage on failed saves has impressive synergy. Electricity is nuts; long term stunning on every spell is a crazy benefit. Acid is even more insane; treating a foe as helpless means you can CDG every time you hit with even a simple damage spell. Sonic is possibly the worst, though; infinite free action fear attempts *and* a free... I think dominate is sixth level? spell tacked on to all of your spells is absurd.

For once, there's something worth the LA, but it's just... broken. Or worthless, for fire types.

Mulletmanalive
2010-04-03, 11:04 AM
I like the idea, mostly.

You won't need the LA adjustment if you put the features at 3rd and 7th level, the weaker then more powerful. It might be worth trimming the casting at some level or another, possibly -1 spell per day on 4th and 8th level spells or something.

The electricity powers are difficult to read because of the yellow. Also, a percentage chance is rarely a good idea for benefits, they only show up when you least need them. Perhaps the ability to trigger it X times per day or perhaps using a slot of half the level of the spell being boosted.

Similarly, the second cold power [clinging breath, basically] needs a cost. It's too much just to hand out.

waterpenguin43
2010-04-03, 09:20 PM
I like the idea, mostly.

You won't need the LA adjustment if you put the features at 3rd and 7th level, the weaker then more powerful. It might be worth trimming the casting at some level or another, possibly -1 spell per day on 4th and 8th level spells or something.

The electricity powers are difficult to read because of the yellow. Also, a percentage chance is rarely a good idea for benefits, they only show up when you least need them. Perhaps the ability to trigger it X times per day or perhaps using a slot of half the level of the spell being boosted.

Similarly, the second cold power [clinging breath, basically] needs a cost. It's too much just to hand out.

I fixed it to my best based off your criticism.