We use a scaled-down version of spontaneous casting in our campaign: wizards/clerics/druids prepare spells, but don't lose them when cast (so they can freely cast from their prepared list, up to their max spells for the day). This adds a little flexibility to "standard" casters, but had the unintended effect of making sorcerers (and bards) _much_ less appealing.
Basically, as it stands in our campaign, sorcerors have:
1. More spells per day than wizards
2. Delayed access to new spell levels (compared to any other caster)
3. Fewer available spells than a wizard (a wizard's high intelligence grants him more available spell slots, which means more spells prepped. A high int specialist will have more spells prepped than the sorceror knows!)
4. No bonus feats
5. Poor class skills, and few skill points (since he doesn't get the bonus skill points a wizard will get).
6. Delayed access to PRCs (since required skills are cross-class, he required twice the levels of a wizard to enter a PRC - which makes many of them nearly useless).
I'm desperate for suggestions. I'd like to create/find a version of the sorcerer that accomplishes the following.
1. Flavors the sorceror. He should feel like more than a watered-down wizard, with abilities that are unique. These abilities should focus on his spellcasting: giving him critical hits (as a bad example) might increaes his appeal, but doesn't "fit".
2. Gives him the option of stepping into PRCs down the road. This should come at a cost to him, naturally, and I'm fine with some PRCs being almost unattainable for him.
3. Balances him in a world where he _cannot_ purchase any item he wants at anytime (I've heard arguments that having a limited spell list doesn't matter if he can purchase wands/scrolls to increase his flexibility. In our campaign, this isn't an easy option, and items are rare).
I've come up with the following possibilities.
1. I purchased Monte's "Book of Eldritch Might II" for a look at his sorcerer (nice book btw, recommended). He adds hit points/skill points, and shuffles their spell list around slightly to emphasize "flash bang" spells. Nice rewrite, but a sorcerer ends up weaker as a spellcaster (with more hit points and skill points). This is the wrong focus for me.
2. alt.sorceror. I downloaded this from Vrylakos' website. Spells are divided into domains, and a sorceror gets his choice of two. This focuses his spellcasting down paths of related spells. GREAT idea... until you realize that a specialist wizard can do exactly the same thing... and have more spells... at earlier levels... and gets bonus feats. It would probably work well by itself, but with the rule changes I've already made, sorcerors end up looking weak.
3. Some wild-caster variant (either RangerWicketts or mine), which adds tons of flavor, but adds mucho complexity.
So... to make a long ramble even longer... anyone have suggestions for sorcerors? Please remember that I'm trying to balance with my existing house rule in place. [Btw... This is NOT a troll or an attempt to bring back the "s0rc3r0rs bl0w! wizzies rule!" threads of yore, so let's please avoid "finger-pointing"]
Thanks
Shaele
Basically, as it stands in our campaign, sorcerors have:
1. More spells per day than wizards
2. Delayed access to new spell levels (compared to any other caster)
3. Fewer available spells than a wizard (a wizard's high intelligence grants him more available spell slots, which means more spells prepped. A high int specialist will have more spells prepped than the sorceror knows!)
4. No bonus feats
5. Poor class skills, and few skill points (since he doesn't get the bonus skill points a wizard will get).
6. Delayed access to PRCs (since required skills are cross-class, he required twice the levels of a wizard to enter a PRC - which makes many of them nearly useless).
I'm desperate for suggestions. I'd like to create/find a version of the sorcerer that accomplishes the following.
1. Flavors the sorceror. He should feel like more than a watered-down wizard, with abilities that are unique. These abilities should focus on his spellcasting: giving him critical hits (as a bad example) might increaes his appeal, but doesn't "fit".
2. Gives him the option of stepping into PRCs down the road. This should come at a cost to him, naturally, and I'm fine with some PRCs being almost unattainable for him.
3. Balances him in a world where he _cannot_ purchase any item he wants at anytime (I've heard arguments that having a limited spell list doesn't matter if he can purchase wands/scrolls to increase his flexibility. In our campaign, this isn't an easy option, and items are rare).
I've come up with the following possibilities.
1. I purchased Monte's "Book of Eldritch Might II" for a look at his sorcerer (nice book btw, recommended). He adds hit points/skill points, and shuffles their spell list around slightly to emphasize "flash bang" spells. Nice rewrite, but a sorcerer ends up weaker as a spellcaster (with more hit points and skill points). This is the wrong focus for me.
2. alt.sorceror. I downloaded this from Vrylakos' website. Spells are divided into domains, and a sorceror gets his choice of two. This focuses his spellcasting down paths of related spells. GREAT idea... until you realize that a specialist wizard can do exactly the same thing... and have more spells... at earlier levels... and gets bonus feats. It would probably work well by itself, but with the rule changes I've already made, sorcerors end up looking weak.
3. Some wild-caster variant (either RangerWicketts or mine), which adds tons of flavor, but adds mucho complexity.
So... to make a long ramble even longer... anyone have suggestions for sorcerors? Please remember that I'm trying to balance with my existing house rule in place. [Btw... This is NOT a troll or an attempt to bring back the "s0rc3r0rs bl0w! wizzies rule!" threads of yore, so let's please avoid "finger-pointing"]
Thanks
Shaele