This tree needs a mult-enhancement selector for +DCs. Call it... Fiendish Magic: Pick from +1 to Evocation, Conjuration, Necromancy or Enchantment spells.
This tree needs a mult-enhancement selector for +DCs. Call it... Fiendish Magic: Pick from +1 to Evocation, Conjuration, Necromancy or Enchantment spells.
It would be nice if in addition to Devil vs Demon choices, there was a 3rd option that was more funky-weird, aligned with Eberron strangeness instead of classic D&D. Something from Xoriat, Kyrthi, or Dal Quor.
Ok Round 3 seems rather good. Flavor is good and tree itself seems pretty nice. Only one question: How will the Barrier of this tree stack with Eldritch Knight barrier, as they seem to work very similarly? And do they stack with that one spell?(Forgot its name)
Edit:NVM the spell just realized it is Arti only spell. But maybe someone scrolls it, hmmmm.........
Last edited by Holybird; 09-18-2014 at 02:11 PM.
Aye, I have spell pen covered the Fiendish Fear aura, but absolutely zero DC bonuses, will look and see. We already have a completely full tree, but maybe I can find room. Its a good request.
Agree, maybe not a third multi-select, but we can at least insert a tribute feature.
Seems like I need another space.
Labelled profane, but it would reduce the flavor and power of EK copying it like that,
and it seems I need a tier 4 and 5 slot. So let us just remove it.
Round 4 coming up with that change.
The version of AOTS at the top of this page seems too much like a "Fire or Lightning" tree, meaning it's practically an extension of the Fire Savant / Air Savant that Sorcerer already has.
Think for a minute about what that means for builds... would you ever make an Air Savant without quite a few AOTS points for better crit and a shoulder cannon? Would you ever make AOTS without heavy points in Air or Fire Savant? I wouldn't want AOTS to have a strong build linkage to any elemental damage type... keep it generic.
(Also, when was the last time you ever fought a DDO Devil and got blasted with fire? That's rare, but are there any DDO Demons who shoot you with Lightning? I can think of one named guy...)
Round 4 and 5 are up:
Changes:
Removed tier 4 and 5 Outsider Defense I and II.
Replaced with :
Tier 5
Planar Edge: Multi-select: Choose one school from all the spell schools, you gain +1 DCs for that spell school.
Round 4 introduces:
Tier Four
Planar Madness: Your spells have a 2% chance of triggering the Vortex of Madness which can trigger only once every 60/45/30 seconds. Vortex of Madness adds a random effect to your spells. {I'll let Varg and Sev figured out the random effect charts, or they can plug into Colors of the Queen instead.}
Round 5 changes Planar Madness to:
Planar Madness: Your spells have a 2%/4%/6% chance of triggering the Vortex of Madness which can trigger only once every 60/45/30 seconds. Vortex of Madness is the equivalent of drinking a potion of wonder (without actually having to drink a potion).
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
An excellent point and one that eventually I ran into with the Warmage project, I am not sure that any Sorcerer tree except maybe a Eldritch Knight type would be able to avoid the impact of the Savants.
I could try to add a cold multi-select option, are there evil outsiders who are immune to cold?
If we are trying to reduce the situation, it currently stands at:
+1% spell crit fire or electric at tier one and three
along with the archon with although it does do damage, it is not overwhelmingly strong
I could further reduce the spell crits, but I did want to encourage Savants to dip into the tree.
Last edited by Silverleafeon; 09-18-2014 at 03:52 PM.
That's sorta a fun idea... but here's an alternative way to do it:
Planar Madness is an active icon which costs some spellpoints and pulls you through a portal for a brief meeting with an Archfiend. You roll the better of Bluff, Intim, or Dip (not exactly the same DC for each) and receive a few minutes buff (or debuff) according to the result. (The buff is exclusive with Queen Tea)
It's fun to give players an ability with a random weird result, and actually more fun to give it a small chance of being bad for you. But it's important to at least let the player decide when to subject himself to the randomness; so he can avoid it during especially critical moments. So it shouldn't be attached to every spell you cast.
Note that a nice way to do "Bad For You" results is to lower your DPS, but greatly raise your survivability. So the player can have a laugh at being turned into a melee-only Dretch for 40 seconds, but when that form expires (or runs out of hp) he's back as a healed-up Sorcerer.
Last edited by Scrabbler; 09-18-2014 at 04:04 PM.
Make sure that it doesn't blow things up? And I mean literally. It wouldn't be very nice to fear every time it goes on that ye may explode. It would look funny tho
P.S Now the tree seems to be pretty good. Dunno how many times I have already said this, but keep on this good work![]()
That would be something, lol, here comes one of the AotS!
Everyone Run I hear a hissing sound!
THANKS YOU FOLKS ARE GREATEST, LOVE BRAINSTORMING WITH ALL OF YOU!P.S Now the tree seems to be pretty good. Dunno how many times I have already said this, but keep on this good work![]()
Darn, fire immunity.White Abishai
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 30ft (6 squares), fly 40ft (average)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Tail sting +6 melee (1d6+2 plus 1d6 cold)
Full Attack: Tail sting +6 melee (1d6+2 plus 1d6 cold), 2 claws +4 melee (1d4+1) and bite +4 melee (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Cold, spell-like abilities, summon baatezu
Special Qualities: Darkvision 60ft, DR 5/ good or silver, immunity to fire and poison, regeneration 2, resistance to acid 10 and cold 10, see in darkness, spell resistance 16, telepathy 100ft
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 12
Skills: Bluff +8, Diplomacy +5, Concentration +9, Escape Artist +9, Hide +9, Intimidate +8, Listen +8, Move Silently +9, Spot +8
Feats: Improved Initiative, Multiattack
Environment: Nine Hells of Baator
Organization: Solitary, pair or wail (3-12 of mixed types)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful evil
Advancement: 5-8 HD (Medium)
Level Adjustment: +6
A gameplay need Sorcerers have is to obtain self-healing, or something similar. Wizards currently have the Pale Master tree to get healing, and if you're a Construct then Sorcerer has lots of healing. But biological Sorcs are far behind in that regard... too far.
Something like that could be a good addition for Acolyte of the Skin. You wouldn't want it to be too good compared to Pale Master (which carries a serious drawback), or even compared to Cleric spells. So probably the cooldown on the healing should be pretty long, or it shouldn't be healing at all (like a much stronger version of the False Life spell, which adds 50-100 temp hp)
Acolyte of the Skin round 6 is up.
Changes:
Tier Four
Planar Madness: Multi-select chose one:
Devil: Your Imp now does Acid damage instead of Fire.
Demon: Your Quasit now does Cold damage instead of Electric.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Now that leaves the ability to utilize all four energies with only a small advantage to fire and electric.
If folks want totally energy neutrality I can remove the two +1 fire/electric spell crit and find something else to replace them with, or just remove one of them and leave tier 3 one in, I think I might do that.
Need a tier 1 flavor,,,,hmm...or a tier 3...
Maybe I'll ponder minor self healing...
Last edited by Silverleafeon; 09-18-2014 at 04:25 PM.
Round 7 is up.
Changes:
Removed +1 fire/electric spell crit from Path of Heresy III and replaced with:
Tier Three
Path of Heresy III: Multi-select chose one:
Devil: Flaming Sphere Spell Like Ability: Flaming Sphere (Activation Cost: 2 Spell Points. Cooldown: 7 seconds. Considered a level 2 spell.)
Demon: False Life Spell Like Ability: False Life (Activation Cost: 2 Spell Points. Cooldown: 7 seconds. Considered a level 2 spell.)
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy II
I think this is the best I can offer for simple self healing.
The Demon branch gets false life of 2 sp which is not bad, and combined for cure serious potions, and the fiendish DR might be pretty good.
The Devil branch gets a cheap summons practically free to balance out.
For self healing to sorcs maybe Imp would work like arti dog with automated repairs enhancement( or whatever it is called). SO it heals you 4d4+1 POSITIVE HEALING ( no toaster love heh) per 6 seconds. Not bad , not overpowered eh?
Very nice, when we start talking about self healing and the like, its a good sign others things are looking good.
Ok, into the notes section on the front page:
Want self healing options including one or more of the following, etc:
- Better potions to drink
- New spell ~ Greater False Life granting 50~100 temp hp.
- Option for Imp/Quasit to do healing pulses every X seconds for YdZ positive energy.
- Palemaster has self healing, would like to see something for Sorcerer as well.
That will do for starters, will ponder more.
How about an upgrade (T5?) to the Imp/Quasit that allows it to heal you by a small amount of damage that it deals with it's attacks.