LilithsThrall
Mongoose
Channel Demon becomes a feat
Counterspell works like a magic parry - the Sorcerer parries spells much as he would parry a weapon, but it has a seperate base parry bonus
Counterspell feats are feats which enhance his ability to parry magic. Counterspell feats enhance the ability to parry magic - they allow for stuff like parrying an attack targetted at someone else or parrying as a free action. As with regular feats, the more powerful counterspell feats will have prereqs.
Spells and PP are handled as per my earlier post - a d20 is rolled against a target number, etc. etc.
Sorcerers don't learn spells, they learn styles. Access to a style enables access to every spell in that style (basic, advanced, and major) - there is, however, a world of difference between having access to a spell (and thus being able to cast that spell) and being able to cast it safely (see earlier referencing the removal of pp).
feats gained as a class ability are chosen from a specific list.
The Sorcerer can summon beings (which kind depending on which styles of magic he learns) at 7th level. There are no hard restrictions on how powerful a being he can summon. However, the ability to control that being is a seperate matter. A Sorcerer who attempts to summon too great an entity may find that he, the Sorcerer, is now the creature's snack. Thus, wise Sorcerers will stick to summoning beings which are about equal to them in power. Certain counterspell feats might help the Sorcerer control entities he summons (bribes, such as virgin souls may also help).
Sense the Supernatural is a vague sense (rather a "all is not right here" kind of thing) whose source can't be pinned down without a great deal of effort, it does, however, have a substantial (mile?) range. It can sense magic, sorcerers, and demons. It requires a spot roll
1 Style 1, Scholar, Background, Knowledge is Power,
2 Feat
3 Iron Will
4 counterspell Feat
5 Sense the Supernatural (this )
6 Counterspell Feat
7 Style 2
8 Feat
9 Counterspell Feat
10 Thaumaturgy
11 Feat
12 +4 vs. Terror ("Hardened Soul")
13 Style 3
14 Master Words and Signs
15 Feat
16
17 Great Thaumaturgy
18
19
20 Immortality
Counterspell works like a magic parry - the Sorcerer parries spells much as he would parry a weapon, but it has a seperate base parry bonus
Counterspell feats are feats which enhance his ability to parry magic. Counterspell feats enhance the ability to parry magic - they allow for stuff like parrying an attack targetted at someone else or parrying as a free action. As with regular feats, the more powerful counterspell feats will have prereqs.
Spells and PP are handled as per my earlier post - a d20 is rolled against a target number, etc. etc.
Sorcerers don't learn spells, they learn styles. Access to a style enables access to every spell in that style (basic, advanced, and major) - there is, however, a world of difference between having access to a spell (and thus being able to cast that spell) and being able to cast it safely (see earlier referencing the removal of pp).
feats gained as a class ability are chosen from a specific list.
The Sorcerer can summon beings (which kind depending on which styles of magic he learns) at 7th level. There are no hard restrictions on how powerful a being he can summon. However, the ability to control that being is a seperate matter. A Sorcerer who attempts to summon too great an entity may find that he, the Sorcerer, is now the creature's snack. Thus, wise Sorcerers will stick to summoning beings which are about equal to them in power. Certain counterspell feats might help the Sorcerer control entities he summons (bribes, such as virgin souls may also help).
Sense the Supernatural is a vague sense (rather a "all is not right here" kind of thing) whose source can't be pinned down without a great deal of effort, it does, however, have a substantial (mile?) range. It can sense magic, sorcerers, and demons. It requires a spot roll
1 Style 1, Scholar, Background, Knowledge is Power,
2 Feat
3 Iron Will
4 counterspell Feat
5 Sense the Supernatural (this )
6 Counterspell Feat
7 Style 2
8 Feat
9 Counterspell Feat
10 Thaumaturgy
11 Feat
12 +4 vs. Terror ("Hardened Soul")
13 Style 3
14 Master Words and Signs
15 Feat
16
17 Great Thaumaturgy
18
19
20 Immortality