Liquid's Alt. Sorcerer (Complete)

Liquidsabre

Explorer
Thanks of course goes out to the many, the strong, the torchbearer's for the revision to the Sorcerer Class (*nod* Khalis). I've been working on my version for nigh 3 months or so now and have taken marvelous ideas from the WOTC boards, ENWorld, and my own RPG-Board discussions. Collectively many in the camp for an Alternate Sorcerer agree on a few fundamental but relatively minor changes such as increase in HD, more skill points, add Intimidate/remove Knowledge (arcana), some sort of Arcane Bloodline, Eschew Materials, and so on. I've incorporated some but not all of these changes into my version but have llisted what has been done below.

This is a relatively simple version of the Alternate Sorcerer that is easy to implement and gnaw upon at your pleasure, as was it's intent. It is important to note that this version was created under the use of the Unearthed Arcana Rule: Spontaneous Metamagic, and the exclsuive sorcerer feat Metamagic Mastery was a direct result of this, if not using Spontaneous Metamagic just ignore this feat.

Changes
  • 4+Int Skill Points
  • Add Intimidate/Remove Knowledge (Arcana)
  • Arcanic Bloodline (Spontaneous Domain Spells/Day & +2 Bonus Class Skills)
  • Decrease spell/day/level by one. (this spell/day/level is now dedicated to the Arcanic Bloodline Spell List)
  • Summon Familiar progression altered slightly to suit the Sorcerer (too Wizard-centric, afterall, at higher levels it did not make much sense that a Sorcerer's Familiar was, more than likely, more intelligent than his master)
  • Eschew Sorcerous Materials I & II (Monte Eschew Materials split into two and works for Sorcerer spells only)
  • Spell Evolution (same as Core Sorcerer spell exchange but made a class ability so that this does not apply to spell progression in a PrC)
  • Bonus Metamgaic Feats (as per the Wizard except restricted to the Sorcerer's speciaty: Metamagic Feats)

That's it, not too much. No specials, no frills, just the basics. Decided to leave the HD at d4 as the feat boost is nice and opens up for such feats as Improved Toughness for more hitpoints as it is. I also used Arcanic Bloodlines but revamped the spell lists and added class skills. Through play-testing we found that adding the Bloodline spells to the Sorcerer known spells to be unbalancing (i.e. too powerful) as they added up to alot of spells that may be spontaneously cast at higher levels. As a result these bloodline spells were folded into spells/day (i.e. Domain Spells Sorcerer-Style). This provides flavorful spells that can only be used 1/day (or more if higher level bloodline slots used to power lower level ones) but did not add so much as to become overly powerful.

I tried adding specials and bunch of neat things to the class that added variety and flavor but they were either too ponderous and cluttered or too powerful. As a result I ended up just adding Bonus Metamagic Feats, freeing up character feats for customizing the character and emphasizing Metamagic (morphing of spells), a Sorcerer's speciality.

Adding the bonus feats at higher levels and folding certain class abilities into the Sorcerer class-only help to encourage characters to remain within the class rather than multiclasssing or going for a Prestige Class (i.e. make them at least think about it before deciding ;) ).

Well, here it is. Have at it fellow ENWorlders and feel free to poke, peel, and take bits & pieces of it out that you like/don't like! This is simply the culmination of my own humble collaborative/compilation efforts and wished to share with others and see what fellow conspirators/detractors think of it.


Alternate Sorcerer

Alignment: Any
Hit Dice: d4
Skill Points: 4 + Int modifier
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Profession (Wis), Spellcraft (Int).
Weapon and Armor Proficiencies: Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of armor or shield.

Class Features

Arcanic Bloodline: Sorcerers harness the arcane power that courses through their veins through instinct, intuition, and sometimes just trial and error. But where did this inner power come from? Likely it is a result of a fusion of magic into the Sorcerer's ancestral bloodline somewhere far in the past only now emerging after possibly generations of dormancy. A sorcerer derives their inner power from 10 common sources of magical essence: Celestial, Deathtouched, Draconic (Chromatic/Metallic), Elemental (Air/Earth/Fire/Water), Fey, or Fiendish. A Sorcerer's bloodline reveals itself in time through the Sorcerer's spells and additional class skills.

At each spell level the Sorcerer may cast a single Bloodline spell 1/day. A sorcerer may choose to cast a lower level bloodline spell by spending a higher level Bloodline spell slot instead. For example, an 8th level Sorcerer with the Earth Bloodline can cast Hail of Stone 1/day, Protection from Arrows 1/day, Tremorsense 1/day, and Spike Stones 1/day. Having already cast Protection from Arrows today an Earth Sorcerer can instead spend a higher level bloodline spell slot (either Tremorsense or Spike Stones) to cast a second Protection from Arrows.

Summon Familiar: For Sorcerers, possession of a familiar is as much a show of power and status amongst the ego-driven Sorcerer social circles as magical prowess. Sorcerer familiars, though they do not gain the level of intelligence a Wizard familiar does, are usually larger, stronger, and much more impressive. A Sorcerer’s familiar progresses are per the core familiar for arcane casters, starting with an Int 6 but only gains a point of Int every four Sorcerer levels (instead of every 2 levels). The Familiar gains a +1 Str instead of the +1 Int bonus. Note that once the familiar gains a +4 Str it’s size automatically increases by one degree.

Eschew Sorcerous Materials I: At 3rd level a Sorcerer can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. This ability is limited to spells cast as a sorcerer only. Multiclass sorcerers cannot eschew material components for another class' spells.

Spell Evolution: Upon reaching 4th level, and every two sorcerer levels thereafter (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell's level must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. For instance, upon reaching 4th level, a sorcerer could trade in a single 0th-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0th-level spell. At 6th level, she could trade in a single 0th-level or 1st-level spell (since she now can cast 3rd-level sorcerer spells) for a different spell of the same level. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. This ability is exclusive to the Sorcerer class and does not carry over to spell progression in a Prestige Class.

Bonus Metamagic Feat: At 5th, 10th, 15th and 20th level a Sorcerer may select either a bonus Metamagic Feat or the Metamagic Mastery Feat (an Exclusive Sorcerer Feat, see below).

Metamagic Mastery Feat
As a Sorcerer with your natural magic talent you have mastered the ability to spontaneously cast a metamagic ability.
Prerequisite: Sorcerer level 1st, any Metamagic Feat
Benefit: Each time you take this feat, select a Metamagic Feat from your list of feats known. From this point on, you can spontaneously alter any spells with this metamagic feat beyond the daily allowance at the equivalent spell level. (For example: A 5th level Sorcerer has selected Metamagic Mastery: Silent Spell [+1 spell level] and may now cast any of their 1st level spells altered by Silent Spell using a 2nd level spell slot. This is of course once the daily allotment has been spent for the Silent Spell Feat/s.)​

Eschew Sorcerous Materials II: At 7th level a Sorcerer may cast a spell with a listed material component valued at 1 gp or more, by drawing from her personal essence, expending 1/10th of the gp value in XP to complete the spell (minimum expenditure of 1 XP). If the sorcerer desires, and has the components on hand, she may use them instead of paying the experience point cost. Focus or XP cost components are still required for spells that list them. This ability only applies to Sorcerer spells as per the Eschew Sorcerous Materials ability.

Code:
Table 1-1 	Alternate Sorcerer				
Level	Special
				
1	Arcanic Bloodline		
2	Summon Familiar			
3	Eschew Sorcerous Materials I	
4	Spell Evolution			
5	Bonus Metamagic Feat		
6					
7	Eschew Sorcerous Materials II	
8					
9					
10	Bonus Metamagic Feat		
11					
12					
13					
14					
15	Bonus Metamagic Feat		
16					
17					
18					
19					
20	Bonus Metamagic Feat		


Table 1-2	Spells per Day
Level	0   1   2   3   4   5   6   7   8   9

1	4   2   -   -   -   -   -   -   -   -
2	5   3   -   -   -   -   -   -   -   -
3	5   4   0   -   -   -   -   -   -   -
4	5   5   2   -   -   -   -   -   -   -
5	5   5   3   0   -   -   -   -   -   -
6	5   5   4   2   -   -   -   -   -   -
7	5   5   5   3   0   -   -   -   -   -
8	5   5   5   4   2   -   -   -   -   -
9	5   5   5   5   3   0   -   -   -   -
10	5   5   5   5   4   2   -   -   -   -
11	5   5   5   5   5   3   0   -   -   -
12	5   5   5   5   5   4   2   -   -   -
13	5   5   5   5   5   5   3   0   -   -
14	5   5   5   5   5   5   4   2   -   -
15	5   5   5   5   5   5   5   3   0   -
16	5   5   5   5   5   5   5   4   2   -
17	5   5   5   5   5   5   5   5   3   0
18	5   5   5   5   5   5   5   5   4   2
19	5   5   5   5   5   5   5   5   5   3
20	5   5   5   5   5   5   5   5   5   5

Table 1-3            Known Spells
*As per Core Sorcerer*

Table 1-4 	Alt. Sorcerer Familiar Progression
Master		Natural
Class Level	Armor Adj.	Int	Str	Special

1st-2nd		+1              6	-	Alertness, improved evasion, 
						share spells, empathic link
3rd-4th		+2              6	+1	Deliver touch spells
5th-6th		+3              7	-	Speak with master
7th-8th		+4              7	+1	Speak with animals of its kind
9th-10th             +5              8	-	-
11th-12th	+6              8	+1	Spell Resistance
13th-14th	+7              9	-	-
15th-16th	+8              9	+1	Size Increase
17th-18th	+9              10	-	-
19th-20th	+10             10	+1	-
 
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Arcanic Bloodlines

Arcanic Bloodlines

Key - [DLCS] Dragonlance Campaign Setting, [FRCS] Forgotten Realms Campaign Setting, [MoF] Magic of Faerun, [T&B] Tome & Blood, [UE] Unapproachable East, [UD] Underdark.

Air Elemental
Gather Information (Cha) and Listen (Wis) are considered class skills for you. Air Elemental bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spell.

1 Horizakaul's Boom [MoF]
2 Whispering Wind
3 Windwall
4 Airwalk
5 Horizakaul’s Versatile Vibration [MoF]
6 Control Winds
7 Control Weather
8 Whirlwind
9 Elemental Swarm (as Air Spell only)

Celestial
Diplomacy (Cha) and Knowledge: Planes (Int) are considered class skills for you. Celestial bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spell.

1 Protection from Evil
2 Resist Energy
3 Daylight
4 Thunderlance [MoF]
5 Dismissal
6 Guards and Wards
7 Prismatic Spray
8 Sunburst
9 Summon Monster IX (Good outsiders only)

Deathtouched
Disguise (Cha) and Move Silently (Wis) are considered class skills for you. Deathtouched bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spells.

1 Chill Touch
2 Darkvision
3 Vampiric Touch
4 Bestow Curse
5 Ghost Form [T&B]
6 Shadow Walk
7 Control Undead
8 Horrid Wilting
9 Energy Drain

Draconic (Chromatic)
Knowledge: Arcana (Int) and Sense Motive (Wis) are considered class skills for you. Draconic (Chromatic) bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spells.

1 Cause Fear
2 Touch of Idiocy
3 Suggestion
4 Fear
5 Mind Fog
6 Geas
7 Finger of Death
8 Demand
9 Dominate Monster

Draconic (Metallic)
Diplomacy (Cha) and Knowledge: Arcana (Int) are considered class skills for you. Draconic (Metallic) bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spells.

1 Comprehend Languages
2 Detect Thoughts
3 Tongues
4 Confusion
5 Break Enchantment
6 Analyze Dweomer
7 Vision
8 Protection from Spells
9 Foresight

Earth Elemental
Balance (Dex) and Climb (Str) are considered class skills for you. Earth Elemental bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spell.

1 Hail of Stone [Un]
2 Protection from Arrows
3 Earthen Shield [DLCS]
4 Stone Shape
5 Wall of Stone
6 Move Earth
7 Phase Door (Stone only)
8 Earthquake
9 Elemental Swarm (as Earth Spell only)

Fey
Gather Information (Cha) and Sleight of Hand (Dex) are considered class skills for you. Fey bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spells.

1 Charm Person
2 Glitterdust
3 Deep Slumber
4 Hallucinatory Terrain
5 Wall of Thorns
6 Veil
7 Ethereal Jaunt
8 Otto's Irresistible Dance
9 Wail of the Banshee

Fiendish
Hide (Dex) and Knowledge: Planes (Int) are considered class skills for you. Fiendish bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spells.

1 Protection from Good
2 Darkness
3 Protection from Energy
4 Crushing Despair
5 Nightmare
6 Fiendform [UE]
7 Insanity
8 Maze
9 Summon Monster IX (Evil creatures only)


Fire Elemental
Perform (Cha) and Spot (Wis) are considered class skills for you. Fire Elemental bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spells.

1 Burning Hands
2 Pyrotechnics
3 Flame Arrow
4 Fire Shield
5 Cloudkill
6 Disintegrate
7 Delayed Blast Fireball
8 Incendiary Cloud
9 Elemental Swarm (as Fire Spell only)

Water Elemental
Escape Artist (Dex) and Swim (Wis) are considered class skills for you. Water Elemental bloodline adds the following list of spells to be cast 1/day. Higher level bloodline spell slots may be spent to cast lower level bloodline spells.

1 Speed Swim [MoF]
2 Fog Cloud
3 Water Breathing
4 Solid Fog
5 Rushing Waters [UD]
6 Control Water
7 Waterspout [FRCS]
8 Maelstrom [FRCS]
9 Elemental Swarm (as Water Spell only)
 
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Liquidsabre said:
Thanks of course goes out to the many, the strong, the torchbearer's for the revision to the Sorcerer Class (*nod* Khalis). I've been working on my version for nigh 3 months or so now and have taken marvelous ideas from the WOTC boards, ENWorld, and my own RPG-Board discussions. Collectively many in the camp for an Alternate Sorcerer agree on a few fundamental but relatively minor changes such as increase in HD, more skill points, add Intimidate/remove Knowledge (arcana), some sort of Arcane Bloodline, Eschew Materials, and so on. I've incorporated some but not all of these changes into my version but have llisted what has been done below.

This is a relatively simple version of the Alternate Sorcerer that is easy to implement and gnaw upon at your pleasure, as was it's intent. It is important to note that this version was created under the use of the Unearthed Arcana Rule: Spontaneous Metamagic, and the exclsuive sorcerer feat Metamagic Mastery was a direct result of this, if not using Spontaneous Metamagic just ignore this feat.

This is an interesting version. It is relatively simple, I agree, though a little too Wizard-like for my taste still. But that’s JMHO. But anyway, I’m not here to criticize, everyone knows my standpoint. :D

Just a few comments…

* Decrease spell/day/level by one. (this spell/day/level is now dedicated to the Arcanic Bloodline Spell List)
I notice that this is the same mechanic as the Battle Sorcerer from UA. Then re-adding that spell as a domain spell. I have seen this suggested on my own thread, but I get the impression that most people feel that the sorcerer’s known spells are already far too restrictive. What made you decide to restrict it even more?

* Summon Familiar progression altered slightly to suit the Sorcerer (too Wizard-centric, afterall, at higher levels it did not make much sense that a Sorcerer's Familiar was, more than likely, more intelligent than his master)
I agree that the familiar is too Wizard-centric, but I didn’t want to get into re-writing the core familiar mechanic. Yours is more similar to an Animal Companion/Familiar crossover. What brought you to this version?

Also, why do you keep the Familiar? I ask this question from a literary point of view. Personally, I have never much liked the Wizard familiar to begin with as it is far too stereotypical of the Judeo-Christian view of Witchcraft and the typical Black Cat. Most of the iconic wizards in literature don’t really have familiars. I just like to get people’s views on this.

*Eschew Sorcerous Materials I & II (Monte Eschew Materials split into two and works for Sorcerer spells only)
Eschew Sorcerous Materials II: At 7th level a Sorcerer may cast a spell with a listed material component valued at 1 gp or more, by drawing from her personal essence, expending 1/10th of the gp value in XP to complete the spell (minimum expenditure of 1 XP). If the sorcerer desires, and has the components on hand, she may use them instead of paying the experience point cost. Focus or XP cost components are still required for spells that list them. This ability only applies to Sorcerer spells as per the Eschew Sorcerous Materials ability.
What source does this come from? I am very interested in this but don’t remember seeing it. I am assuming BoEM I or II? I may have to use this…

[*]Spell Evolution (same as Core Sorcerer spell exchange but made a class ability so that this does not apply to spell progression in a PrC)
What do you mean by not a spell progression in a PrC? I am kind of confused on this. This is a core functionality of the Sorcerer’s Known Spell acquisition. Just curious on the logic of this one.

Thanks and Good Luck!
 

Khaalis said:
What source does this come from? I am very interested in this but don’t remember seeing it. I am assuming BoEM I or II? I may have to use this…

Hehe, Khaalis you don't remember, we were mentioning this as a potential mechanic near the start of the 2nd thread:)
 


Khaalis said:
I notice that this is the same mechanic as the Battle Sorcerer from UA. Then re-adding that spell as a domain spell. I have seen this suggested on my own thread, but I get the impression that most people feel that the sorcerer’s known spells are already far too restrictive. What made you decide to restrict it even more?

True, the Battle Sorcerer does have reduced spells per day but also do not receive the 0 spell slots at odd levels where the Sorcerer may get an extra slot from their bonus spells. This adds nothing the Sorcerer already had (i.e. bonus spells) but provides more spells/day sooner, boosting the power slightly in the early levels (1-6) where the core Sorcerer is noticeably weak compared to later levels. This also grants the next level Bloodline Spell earlier (at odd levels) and provieds a higher level slot that may be used for metamagic'd spells sooner (again at odd levels), so a Sorcerer dosn't lag behind the Wizard as far as metamgic goes (but still lags in casting the higher level known spells).

Not sure what you mean by restricting known spells even more. Known spells for this variant are as per the Core Sorcerer. With this version there are Known Spells (base 5/day) and then there are Bloodline Spells (base 1/day). Both may be cast spontaneously down spell levels (i.e. using higher level slot to cast lower level spells) but remain separate.


Khaalis said:
I agree that the familiar is too Wizard-centric, but I didn’t want to get into re-writing the core familiar mechanic. Yours is more similar to an Animal Companion/Familiar crossover. What brought you to this version?
Oh I completely agree. I didn't want to make any drastic changes to the Familiar either. Instead it was only tweaked (i.e. Scry on familiar removed and replaced with Size Increase) and instead of +1 Int for the Familiar every 2 levels it instead alternates bewteen +1 Int and +1 Str. That was it.

It's an interesting story how it came to this version of it, mostly involving a bucnh of special class abilities augmenting the familiar (as the flavor text goes, Sorc familiars are more poweful, exotic, and grand as a matter of ego and show of power) abilities and what not. Was too complex, added too much, and was generally unbalanced. So I cut it all out and simply "adjusted" the core familiar for the Sorcerer, making it suit the egoism of the sorcerer over the intellectual of the wizard.


Khaalis said:
Also, why do you keep the Familiar? I ask this question from a literary point of view. Personally, I have never much liked the Wizard familiar to begin with as it is far too stereotypical of the Judeo-Christian view of Witchcraft and the typical Black Cat. Most of the iconic wizards in literature don’t really have familiars. I just like to get people’s views on this.
A very good question. You have a very interesting viewpoint Khalis and I agree whole-heartedly, from a literary and historical standpoint. But by now arcane casters and their familiars are rather core to the D&D archetype and the original intention of this revision was not to recreate the Sorcerer but simply adapt the Sorcerer to a more acceptable version of the class. As was done with ranger in 3.5e.


Khaalis said:
What source does this come from? I am very interested in this but don’t remember seeing it. I am assuming BoEM I or II? I may have to use this…
This was actually taken from the variant sorc on the WOTC boards, though the original of course stems from the variant sorc in BoEM II (which had the XP cost at 1/25 the gp value).


Khaalis said:
What do you mean by not a spell progression in a PrC? I am kind of confused on this. This is a core functionality of the Sorcerer’s Known Spell acquisition. Just curious on the logic of this one.

Thanks and Good Luck!

While spell exchange is core 3.5, the idea was to restrict this, along with bloodlines, to the core class progression only (hence why spell evolve was included in the class special abilities) to make it more appealing to stick with the core class. The thought behind this is if a Sorcerer pursues another path (a Prestige Class) they focus their attention somewhere else (not their core class and hence spell exchange) and lose this ability. However, whether this will remain this way is yet to be seen. :p Personally, I don't think the logic behind it was all that great but at the time the focus was to bring characters back to the core class and giving them reasons to want to stick with it.

Many thanks Khalis! Your input is invaluable and I appreciate you taking the time to give me your thoughts on this.
 
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Stalker0 said:
Oh come on, the deathtouched one has to have death knell!!:)

Heh, Death Knell is a Clerical spell. While many of the bloodlines occasionally borrowed from one or two appropriate Druid spells (mostly just the elementals) I thought dipping into the Cleric spell list to be going a bit too far. :p
 
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Personaly, I think if you take Monte Cook's varient sorcerer and let it use the normal spell list, your doing pretty well. However, a bloodline sort of thing for more flavor is interesting. Especialy if it doesnt have to be ascribe to a literal bloodline of descent...I dont really like having the sorcerer pigeonholed into the descended from dragons or celestials or elementals or whatever thing automaticaly.
Also...why remove Knowledge (Arcana)? I'd be in favor of adding knowledge skills, not taking them away.
 

Merlion said:
Especialy if it doesnt have to be ascribe to a literal bloodline of descent...I dont really like having the sorcerer pigeonholed into the descended from dragons or celestials or elementals or whatever thing automaticaly.

The interesting thing is a character can still go this route if they want, easily making a half-celestial, celestial bloodlined Sorcerer. Or to make for an interesting conflicted character heritage a half-celestial fiendish bloodline. :D
Personally, the FR planetouched (aasimar, tiefling, all the elemental-tocuhed) open up a bunch of neat flavor combinations at only +1 LA.


Merlion said:
Also...why remove Knowledge (Arcana)? I'd be in favor of adding knowledge skills, not taking them away.

From the PHB, Knowledge: "Represents the study of a body of lore, possibly an academic or even scientific discipline."

I've never thought of the Sorcerer as the bookish/scholarly-type and always thought the Knowledge skill to be inappropriate, whereas the Intimidate skill seems to fall naturally into the Sorcerer's forte of egoism and charisma.

You may note that certain Bloodlines share an affinity with such subjects (relate to them naturally by heritage and in a sense they grasp the concepts and lore easier): The Draconic Bloodlines both provide Knowledge (Arcana) as one of the 2 class skills they provide and the Celestial/Fiendish Bloodline provides Knowledge (Planes) as one of the class skills, if this is of interest for a character.

On top of this the addition of 4 feats to the class open up the the possibility of emphasizing the Knowledge skills through various feats for a lore-type Sorcerer (who spends an unusual amount of time looking into such subjects).
 

Liquidsabre said:
True, the Battle Sorcerer does have reduced spells per day but also do not receive the 0 spell slots at odd levels where the Sorcerer may get an extra slot from their bonus spells. This adds nothing the Sorcerer already had (i.e. bonus spells) but provides more spells/day sooner, boosting the power slightly in the early levels (1-6) where the core Sorcerer is noticeably weak compared to later levels. This also grants the next level Bloodline Spell earlier (at odd levels) and provieds a higher level slot that may be used for metamagic'd spells sooner (again at odd levels), so a Sorcerer dosn't lag behind the Wizard as far as metamgic goes (but still lags in casting the higher level known spells).
My only issue is the acquisition of any spell level early. Even if it is just the bloodline spell. It throws off the balance factor between Sorcerer and all the other casters. It also (though I hate this point as a balance factor) lets them enter PrC’s earlier than designed when the PrC is based on Spell Level access.

Not sure what you mean by restricting known spells even more. Known spells for this variant are as per the Core Sorcerer. With this version there are Known Spells (base 5/day) and then there are Bloodline Spells (base 1/day). Both may be cast spontaneously down spell levels (i.e. using higher level slot to cast lower level spells) but remain separate.
My mistake. I was under the impression you were not only reducing Spells Casts Per day by One but also Spells Known.
I thought you were doing this…
Spells Known
1…..3+B…..1+B

Spells Cast
1…..4+B…..2+B

Which is why I thought you were limiting spells known be “forcing” the sorcerer to take one of their spell’s known as a bloodline spell. Instead you are granting it as if it were a true clerical Domain Spell. They cannot cast the spell normally, they don’t know it. They can only cast it once per day as a Spell-Like Ability? Correct?
I guess the wording could use a little brush-up, or maybe I just can’t read. ;)

Oh I completely agree. I didn't want to make any drastic changes to the Familiar either. Instead it was only tweaked (i.e. Scry on familiar removed and replaced with Size Increase) and instead of +1 Int for the Familiar every 2 levels it instead alternates bewteen +1 Int and +1 Str. That was it.
It's an interesting story how it came to this version of it, mostly involving a bucnh of special class abilities augmenting the familiar (as the flavor text goes, Sorc familiars are more poweful, exotic, and grand as a matter of ego and show of power) abilities and what not. Was too complex, added too much, and was generally unbalanced. So I cut it all out and simply "adjusted" the core familiar for the Sorcerer, making it suit the egoism of the sorcerer over the intellectual of the wizard.
A very good question. You have a very interesting viewpoint Khalis and I agree whole-heartedly, from a literary and historical standpoint. But by now arcane casters and their familiars are rather core to the D&D archetype and the original intention of this revision was not to recreate the Sorcerer but simply adapt the Sorcerer to a more acceptable version of the class. As was done with ranger in 3.5e.
Its not a bad idea. Don’t get me wrong. What you did with the familiar is fine. Is I said before I just think the Familiar concept as-is kinda sucks. It doesn’t thrill me and I don’t see its true link to the wizard much less the sorcerer. I have from day one House Ruled it that Wiz/Sor could swap out the familiar for a feat (or two if low end feats). JMHO. What you did for it works if you want to keep the familiar as a core idea. From a “fix” point of view, my only argument against the familiar is that it falls to the exclusivity of the wizard IMHO. The summoning ritual involved in acquiring a familiar is definitely something that would fall under the guise of dedicated magical study and research (aka Knowledge [Arcana]), and we both already know my viewpoint on that… see below.

If I really wanted to focus on familiars for the sorcerer, I would make them more of an animal companion myself or make them truly special by using the many feats out there. I might let them begin with Improved Familiar (but at a modest level decline from the core feat). For example allowing special familiars to be gained 2 levels lower than normal. Then possibly allow them to gain access to some of the other Familiar enhancement feats out there. But again, familiars just don’t thrill me.

This was actually taken from the variant sorc on the WOTC boards, though the original of course stems from the variant sorc in BoEM II (which had the XP cost at 1/25 the gp value).
Yeah I found this after going home and digging through the books. It is part of Monte’s Alt.Sorcerer core description. I have incorporated it into my build as well. Since sorcerers aren’t the greatest Item creators, this gives them an XP sink to more match a Wizard’s Scribe Scroll XP sink. Very Balancing.

While spell exchange is core 3.5, the idea was to restrict this, along with bloodlines, to the core class progression only (hence why spell evolve was included in the class special abilities) to make it more appealing to stick with the core class. The thought behind this is if a Sorcerer pursues another path (a Prestige Class) they focus their attention somewhere else (not their core class and hence spell exchange) and lose this ability. However, whether this will remain this way is yet to be seen. :p Personally, I don't think the logic behind it was all that great but at the time the focus was to bring characters back to the core class and giving them reasons to want to stick with it.
The only issue here is that the ability is gained at 4th level. Most PrC’s a sorcerer can gain access to are not available until 4th or 6th sorcerer level, so they will already have achieved this ability anyway. Which is why I believe it was just included as part of how spells work rather than as a level delineated class ability. Spell Swapping is a necessity for the sorcerer to make it a viable and balanced option. No one wants to play a class where they get stuck with crappy spells they can no longer utilize. I see your argument for making it more class ability restrictive but I think the core rule already does this. JMHO. Let me know how it works out for you.

Heh, Death Knell is a Clerical spell. While many of the bloodlines occasionally borrowed from one or two appropriate Druid spells (mostly just the elementals) I thought dipping into the Cleric spell list to be going a bit too far. :p
I see nothing wrong with granting some clerical spells to the sorcerer if it truly fits the bloodline. Even the UA Arcane Domains dip into the other spell lists occasionally. What I personally disagree with, is having a bunch of sorcerers running around casting healing spells. Can it happen, yes in specific cases but it needs to be controlled or you destroy the need for divine casters.

On Knowledge (Arcana)
liquidsabre said:
From the PHB, Knowledge: "Represents the study of a body of lore, possibly an academic or even scientific discipline."
In MHO you are exactly correct here Liquid. Sorcerers should NOT get Knowledge (Arcana). For those that have not seen my running threads on the sorcerer, here is my logic on why Not.

The arguments against Knowledge (Arcana) as a class skill:
From the Sorcerer flavor text…
  • “Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have. However they have more time to learn to fighting skills.”
  • “Sorcerers have no sense of identity as a group. Unlike Wizards, they gain little by sharing their knowledge and have no strong incentive to work together.”
  • “A Sorcerer’s power is inborn, and part of his soul. Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical. For Sorcerers, magic is an intuitive art, not a science.”
  • “Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories – just raw power that they direct at will.”

The Knowledge skill is defined in the rules as:
  • “Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.”
  • “The {Knowledge skill} check represents what you know, and thinking about a topic a second time doesn’t let you know something you never learned in the first place.”
  • “An untrained knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.”

Good luck with this. I hope it works out the way you plan. :)
 
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