Ok, I definitely want to play one of those sorcerers, NOW!
Great job
Round 2 is up, hopefully the final round.
Changes:
Added a fifth column introducing:
Tier 1
Superiority of the Outsiders I: Passive: Your total Arcane Spell Failure chance is reduced by 2%/4%/6%.
{The idea is tempt EK fans to splash this tree, and help them out a bit as their ASFC is a bit too high.}
Tier 2
Superiority of the Outsiders II: +5%/+10%/+15% to apply Planar Superiority to wands, scrolls, and other items that cast spells. Planar Superiority applies a stacking +100% effectiveness.
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Superiority of Outsiders I
{Something a little different.}
Tier 3
Superiority of the Outsiders III: +5%/+10%/+15% when cast for your spells to be considered +1/+2/+3 spell level. This does not stack with Heighten Spell Metamagic.
AP Cost: 1 Ranks: 3 Progression: 20 Requirement: Superiority of Outsiders II
{Although this looks heavy, its only +0.45 DC on average.}
Tier 4 ~ a bit of arranging here:
Blindness Planar Madness: Your spells have a 5% chance of applying Blindness to foes as per the wizard spell. This can only trigger once every second. If the Spell that applied Blindness had heighten spell metamagic feat applied to it then the Blindness is also considered to be heightened.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Bestow Curse Planar Madness: Your spells have a 5% chance of applying Bestow Curse to foes as per the wizard spell. This can only trigger once every second. If the Spell that applied Bestow Curse had heighten spell metamagic feat applied to it then the Bestow Curse is also considered to be heightened.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Contagion Planar Madness: Your spells have a 5% chance of randomly applying a version of Contagion to foes as per the wizard spell. This can only trigger once every second. If the Spell that applied Contagion had heighten spell metamagic feat applied to it then the Contagion is also considered to be heightened.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
{Removed Poison as it is divine only spell.}
Tier 5
Spell Penetration: +1/+2/+3 to your Caster Level check to overcome enemy spell resistance.
AP Cost: 2 Ranks: 3 Progression: 30 No requirements
{Something to temp players to take tier 5.}
Make it 1/2/3 AP cost, 3/6/10% and we have a deal.
Consider that in EK light armor, medium armor and shield proficiency each cost 2 AP and each grant a feat on top of 5% ASF reduction.
I know it's T5, but Still Spell costs 1/2/3 AP and grants 5/10/15% ASF reduction.
Keep in mind that EK isn't a strong tree, so I'd say 10% for 3APs would be fine. But it's up to you
You have plenty of SLAs (from AotS and Savants), lots of spellpoints, bonus spellpoints from tree, and maybe you don't have to use quicken thanks to the autosuccess on concentration checks.
This means you'll make great use of heighten, both on spells and SLAs. If this enhancement doesn't stack with heighten, you only benefit from it with 9th level spells.
Round 3 is up.
Changes:
Great suggestion, its done.
I agree, its been changed to this:You have plenty of SLAs (from AotS and Savants), lots of spellpoints, bonus spellpoints from tree, and maybe you don't have to use quicken thanks to the autosuccess on concentration checks.
This means you'll make great use of heighten, both on spells and SLAs. If this enhancement doesn't stack with heighten, you only benefit from it with 9th level spells.
Superiority of the Outsiders III: +10%/+20%/+30% when cast for your spells to be considered +1 spell level.
AP Cost: 1 Ranks: 3 Progression: 20 Requirement: Superiority of Outsiders II
Now its useful and hopefully not overpowered.
I considered making the percent a bit higher - 33~40, but its only a tier three enhancement and I want wizard to remain king of DCs.
Looking over this tree as a possiblility to share with the possible Warlock class.
The main point I can see, (beside superiority of outsiders III increasing % slightly)
rewording:
Summon Fiend I: Any Evil outsider that you summon automatically has.....
into
Summon Fiend I: Any Non-Good outsider that you summon automatically has.....
that way your summon bonus alignment matcher your person alignment.
This buffs a few more critters and possibly makes it more flexible for Warlocks.
{Went ahead and changed this in the round 3 version as summon buffs are pretty minor affair for most.}
Otherwise, I am really like this tree.
It would be fun to play and offers something very different from Savants.
THANKS EVERYONE FOR ALL THE HELP, WE DID THIS TOGETHER.
YOU FOLKS ARE GREAT!
Will listen to any more comments on this tree, and submitting a report in the Player's Council as well as adding it to the Player's Project Index.
Update 23 is tomorrow which means the PC is looking at update 24 stuff now and in the near future.
Will be focusing on the last of the lost trees (artificer) as well the possible Warlock class.
THANKS AGAIN!
Last edited by Silverleafeon; 09-28-2014 at 03:07 PM.
Round 4 rerolled is up.
Thank you Edrein, congratulations.
It needs some power adjusting, but I like the ideas therein.
Orthon I: You gain proficiency with light crossbows and can use your charisma score to hit with crossbows.
Sorcerers are already proficient with all simple weapons, including light and heavy crossbows. Maybe you mean light repeating crossbows.
I'd say give it heavy repeating crossbow proficiency at level 12, too. This helps staying pure without wasting a feat.
If this hits live you will see Holybird Tr:ing to sorc at the same second. Love the Hezrou line. Keep up the good work
Ah yes, whoopsies that is indeed a typo on my end. That should be light repeater proficiency. The reason it remains only light is the fact that an Orthon's crossbow is a small wrist-mounted device. I kept my changes to the tree from a lore and functional perspective. As to Blade Barrier, what do you all think? I know it'd be a bit silly to give a sorcerer the option to run around dropping them at level 12, but at the same time if we switched it to say core 18 or the capstone, the power balance of that tree would shift heavily. A marilith can innately cast blade barriers, hence why I put it as a spell for them. If you were to switch it for the core, you'd have to deeply nerf the doublestrike to not make the option compete with Tempest from ranger.
I think just increasing the cooldown would be enough for the core 12 blade barrier.
Maybe 1 minute, leaving the sp cost alone?
No more than 1 minute and possibly 45 seconds.
I hate to say it, but blade barrier really should be the lv 20 capstone with a standard cooldown. With it, the sorc has access to every massive-damage-over-time AOE in the game. I know that it is the one and only spell I miss from my days as a divine caster. If you swap it with Tenser's at lv 18, it leaves room for a 2-level melee splash, perhaps fighter, monk, or paladin and able to have full BAB. I think this would be a better change overall, because if you go 20 sorc you will get more out of the extra damage spell, and if you have only 18 levels of sorc and 2 of a melee splash, you can get a lot out of that as well.
We kind of had this discussion with Warmage and in the end, earthquake (recommended by pen and paper) was not added, but blade barrier (recommended by pen and paper) was added as capstone. So I kind of think long term, Trillea's thoughts are going to prevail.
We DO need a reason for Sorcerers to go pure.
Blade Barrier is a shirdai lovers dream come true...well after nuclear magic missles anyway...