These are some rules I've developed in the last few days, let me know what you think...
Rule of Defense is Changed to The Rule Of Fear.
Rule of Fear: Sorcery and the Supernatural cause fear in men who dare not tread those dark waters. Dramatic displays of the supernatural demoralize potential threats. This is handled as a demoralization check DC10 + 1/2 Scholar level + Cha bonus. Failure results in being shaken (-2 to attacks, saves, checks). The duration depends on the trigger...
Mighty spells 1d6 rounds.
Spells that results in death lasts 1d6 rounds.
Dramatic spells, and alchemy 1 round, and only trigger the check once in an encounter.
Scholar Additions:
When taking a feat instead of New Style: add Steely Gaze, Menacing Aura, and Poison Use to the available feats.
Drop Iron Will at 5th level, and replace with Bonus Feat (same selection of feats that are available for New Style).
Alchemy:
Flame Powder: Damage is 1d8 fire per dose (max 5 doses) applied to location, and burns 1 round per dose. For each round reduce the damage by one die i.e. if 3 doses were applied to one square it would burn for 3 rds. doing 3d8, 2d8, and finally 1d8 on the 3rd round. If more than one consecutive square has Flame powder, all connected squares ignite at the end of the round it is triggered. This seems to match up better with the Black Colosses than it's current rule.
Demon-Fire: All versions of Demon-Fire when thrown at an individual still apply the area effect conditions, i.e. Kothic Demon-Fire still does 2d8 to the 10ft radii as well as the 5d8 to targeted individual.
New Spell:
Loathsome Weapon:
PP cost: 2 PP
Components: S,F
Casting Time: Standard Action
Range: Touch
Effect: 1 creature touched
Duration: 1 round per Scholar level or until thrown (whichever is less)
Saving Throw: Fort negates Poison
Prerequisites: Summon Beast, Knowledge (nature) 5 ranks Handle Animal 5 ranks
Magic Attack Roll: Sets Fort save DC
Enchanted animal becomes a lethal weapon in the sorcerers hands. This is usually used on a scopion or viper. The poison does 1d6 Con primary/secondary. The animal must be one size smaller than the caster, and does damage based on the creatures natural attacks.
A sorcerer is considered proficient with the weapon, and due to the intelligence behind them may be finessed. The animal may be thrown with a 10ft range increment. In addition the loathsome weapon counts as an envenomed weapon and all its risk applies, i.e. without Poison Use the scholar risks poisoning himself.
All I got for tonight...
Rule of Defense is Changed to The Rule Of Fear.
Rule of Fear: Sorcery and the Supernatural cause fear in men who dare not tread those dark waters. Dramatic displays of the supernatural demoralize potential threats. This is handled as a demoralization check DC10 + 1/2 Scholar level + Cha bonus. Failure results in being shaken (-2 to attacks, saves, checks). The duration depends on the trigger...
Mighty spells 1d6 rounds.
Spells that results in death lasts 1d6 rounds.
Dramatic spells, and alchemy 1 round, and only trigger the check once in an encounter.
Scholar Additions:
When taking a feat instead of New Style: add Steely Gaze, Menacing Aura, and Poison Use to the available feats.
Drop Iron Will at 5th level, and replace with Bonus Feat (same selection of feats that are available for New Style).
Alchemy:
Flame Powder: Damage is 1d8 fire per dose (max 5 doses) applied to location, and burns 1 round per dose. For each round reduce the damage by one die i.e. if 3 doses were applied to one square it would burn for 3 rds. doing 3d8, 2d8, and finally 1d8 on the 3rd round. If more than one consecutive square has Flame powder, all connected squares ignite at the end of the round it is triggered. This seems to match up better with the Black Colosses than it's current rule.
Demon-Fire: All versions of Demon-Fire when thrown at an individual still apply the area effect conditions, i.e. Kothic Demon-Fire still does 2d8 to the 10ft radii as well as the 5d8 to targeted individual.
New Spell:
Loathsome Weapon:
PP cost: 2 PP
Components: S,F
Casting Time: Standard Action
Range: Touch
Effect: 1 creature touched
Duration: 1 round per Scholar level or until thrown (whichever is less)
Saving Throw: Fort negates Poison
Prerequisites: Summon Beast, Knowledge (nature) 5 ranks Handle Animal 5 ranks
Magic Attack Roll: Sets Fort save DC
Enchanted animal becomes a lethal weapon in the sorcerers hands. This is usually used on a scopion or viper. The poison does 1d6 Con primary/secondary. The animal must be one size smaller than the caster, and does damage based on the creatures natural attacks.
A sorcerer is considered proficient with the weapon, and due to the intelligence behind them may be finessed. The animal may be thrown with a 10ft range increment. In addition the loathsome weapon counts as an envenomed weapon and all its risk applies, i.e. without Poison Use the scholar risks poisoning himself.
All I got for tonight...