Sorcery House rules by Netherek

Netherek

Mongoose
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...
 
I forgot to add,

Under rule of fear, add:

NPC's that are shaken due to Mighty Spells, and spells that kill are unlikely to approach the sorcerer and most likely flee if of low level (GM option) with out some use of leadership i.e. using a charisma based skill.
 
I need to work out a few kinks in Loathsome spell. I am going to increase the PP cost and remove the poison increase. My reason for making this spell is that the only instance I recall the ability used was by a sorcerer, so I felt it's more fitting as a spell.

I've added that without Poison Use that you run risk of being poisoned just like using an envenomed weapon.
 
I've got to say, I like all of the above. The Rule of Fear is nice, simple, and obvious in hindsight.

I think that low level opponents who fail their save, even against non-Mighty spells, should refuse to approach the sorceror. Adding some "retribution" abilities (optional feats or spells) to your campaign would help justify this.

I would consider tweaking Loathsome Weapon and allow it to cause the Sickened or Nauseated conditions in addition to ability damage. But then, I like adding those to all my poisons. :)
 
I like your poison options, they really make sense. I'll look into that.

As to the Rule of Fear, the reason I don't have them refusing to approach on non-mighty magic is that I include alchemy in this as well. Note, though that if you kill/drop your opponent falls in the catagory of Mighty for fear effects, so spells, like death touch and the like have a huge impact on NPC's.

I should have some more this weekend. I will be doing some other Combat House rules as well.
 
Spell power/duration Options.

Instead of using Scholar levels for determining incremental power, use Magic Attack Bonus instead. 2xMAB per increment, half that for dabblers, with a minimum of 1.

Another alternative is count non-scholar levels as half a level, with those relying entirely on Dabbler halve that again with a minimum of one.

This follows the same logic of the Magic Attack Bonus for all classes, encouraging multi-classing, while still favoring the single classed Scholar.
 
netherek i do something similar to that. each point of MAB is equal to 2 effective scholar levels and each point of charisma bonus is worth 1 scholar level. what it really means is that if you multiclass out of scholar you can get better at the spells you already know(mab increase) but wont learn any new ones unless you take sorcerors boon or the scholar class again. dabblers cant cast normal spells anyway they can only duplicate some minor aspects of a very few sorcery styles.

with it this way some one whos a full scholar will always be better at magic then a multiclass scholar but the multiclasser isnt completely gimped.
 
Modified Rule of Defense: Any spell the scholar may cast as a free action i.e. with Adept feat, maybe cast under the conditions of DB, i.e. this replaces DB. The Rule of Fear still applies.
 
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