Alt.sorcerer (or a complete new class)

Steven McRownt

First Post
Sorcerer are individuals inborn with magic. They have no book, no mentors, no theories, no gods to follow –just raw power that they direct at will. Sorcerers attune with nature, with elements in particular. They are not specialist, as a wizard could be in some schools of powers, nor they share the idea of nature as a supernatural thing as druids do.

Each element has a diametrical opposite: air opposes earth, fire opposes water, and vice versa. Every sorcerer must choose one element as his specialty (that is, is something related to their claimed dragon blood: each dragon is attuned with an element). He may learn and cast any spells (arcane AND divine) relating to his chosen element.

They can learn also all the universal cantrips.

GAME RULE INFORMATION:

Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells a sorcerer can cast per day, and how those spells are hard to resist. To cast a spell a sorcerer must have a Charisma score of 12 + the spell’s level. A sorcerer get bonus spells based on Intelligence. The difficulty class of a saving throw against a sorcerer’s spell is 12 + the sorcerer Wisdom modifier. A High Constitution improves a sorcerer hit points.
Alignment: Any, even if sorcerers tend to be chaotic.
Hit Dice: d4
Class Skills: The sorcerer class skills are Alchemy, Concentration, Craft, Knowledge (Element*), Profession, Spellcraft.
*elementals, elemental plane, general information on how this elements affects the world in physical terms.
Skill points: 3+ Int modifier
Weapon and Armor proficiency: All simple weapons, and they are proficient with light armours and shields. They occur always in the normal spell casting failure chances, but those are reduced by 1% per bonus point of charisma.
BAB progression: same as wizards.
Save progression: same as druids.
Spells: A sorcerer can cast spells with the same progression of druid from the list of his chosen element.
Bonus Language: A sorcerer at first level gains the ability to talk and understand the language of the elementals and elemental-kin of his chosen element.
Turn Element: Starting form second level, a sorcerer can command elementals of his chosen type as a cleric of half his level. At fourth level he can turn elementals of his opposite element as a cleric of a fourth his level.
Elemental Resistance: at fifth level a sorcerer gains a +2 on S.T.against his type of elements and a +1 against the other two that are not in opposition. Those bonuses raise by +1 for every five levels thereafter (10th, 15th,20th)
Elemental Shape: A Sorcerer can shapechange at 7th level for half his level /rounds per day in an elemental of equals hit dice (but gaining the new hit dice type) with all his abilities. The shapechange takes a round to be complete, and provokes attack of opportunity.



i know that is still missin' the spell list. I'm having problems finding a complete spell list in english instead of translating them one by one with the risk they do not coincide.... :(
BTW what do you think about it? The CCE says that is not unbalanced, even if has some points more than the core sorcerer, but we all know that a number is a good judge!

Steven McRownt
 

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Sorcerers should not be shafted with a d4 for hit die. They are genrally more worldy and do not spend their lives indoors studying ancient tomes. Give the poor slobs a d6. :)
 

Each element has a diametrical opposite: air opposes earth, fire opposes water, and vice versa. Every sorcerer must choose one element as his specialty (that is, is something related to their claimed dragon blood: each dragon is attuned with an element).

I don't like this idea for two reasons. First off, you have to decide which spell goes with what element. Exactly what element to you put polymorph self into and make logical sense?

He may learn and cast any spells (arcane AND divine) relating to his chosen element.
Now - if the meaning of this is that all the spells are on his class list, I like the idea. The sorcerer's could even mix arcane and divine magics at will... but considering a powerful limitation.

Sure, He can learn 2 first level spells at char level 1...
But he only gets 2 - period.

So, yeah, you might be able to use magic missile and cure light wounds - but that is ALL you could do.

no bless, no sleep, no charm person... just to name a few.

At first glance, the class concept would be "broken" - but when you think about it - the individual character just doesn't have the needed number of spells to "break" the system.

lose the elemental theory -
keep the arcane and divine caster idea -
the blood of dragons theory - is probably best left to something that is either a PrC or VERY campaign specific. I wouldn't use it like this.
 

Magus_Jerel said:
Now - if the meaning of this is that all the spells are on his class list, I like the idea. The sorcerer's could even mix arcane and divine magics at will... but considering a powerful limitation.

no bless, no sleep, no charm person... just to name a few.
Yep, that's the idea. Someone truly spontaneus. A small spell list: some universal like cure light and read magic, and then the element related spells.

lose the elemental theory -
keep the arcane and divine caster idea -

Uhm, i thought that could be their way to identifies themself. They will not be wizards, nor druids, nor a multiclass of those two careers. So they shoulb be something special, unique, even because we need to have some reasons to have a sorcerer class in a campaign, otherwise we can use the others (wizards, druids, psions -they are very versatile after all- or combinations of the three)

the blood of dragons theory - is probably best left to something that is either a PrC or VERY campaign specific. I wouldn't use it like this.

Yes, it is just for add some flavor; i never meant to consider it in someway as a class restriction or center....

Thanx... i'll be workin' on it

And ...i'll probably use the d6!

Steven Mcrownt
 

"All spells are on the spell list"

I'd reconsider this. Immidiately.

This doesn't just mean that he can select any spell from arcane or divine lists. It means he can use any wand. It means that scrolls of all spells are probably available to him.

Furthermore, it means that spells are available to him at lower levels than normal.

Suggestion is a 2nd level spell for bards. (Sor/Wiz 3)
Emotion is a 3rd level spell for bards (Sor/Wiz 3)
Flame Strike is a 4th level spell for druids (Clr 5)
Miracle will duplicate any lower level spell for no experience cost (why would a sorceror take any other spell at 9th level?)

This will vastly broaden the array of items available for your alt.sorceror to use and will allow the sorceror to aquire certain spells significantly earlier than a normal sor/wiz (due to said spells varying in level on different lists).
 

Elder-Basilisk said:
I'd reconsider this. Immidiately.

This doesn't just mean that he can select any spell from arcane or divine lists. It means he can use any wand. It means that scrolls of all spells are probably available to him.

The idea is making some spell list, different in areas. A sorcerer could take just few of them, advancing in levels (sort of special feats that give them access to new domains). In Each list there will be spells drwn from divine and arcane magic. There will be broadly divided in somethin' similar to old 2nd ed. spheres of influences of clerics, to be more clear. Is that something that could work?

Steven Mc Rownt
 

I just wanted to point out that this class shares some similarities with the Shugenka (sp?) from OA. Both have elemental specialization, as well as access to Arcane and Divine magic. If possible, check the class out and see if you like it, or at least, if you can plumb it for ideas.
 

I, too, wanted to suggest using or varying the Shugenja from OA/L5R, which is, in effect, kinda an elemental spellcaster.
With a few cultural modifications, I'm using them for my own non-L5R-campaign. I think, abilities-wise, they might work for you.
 

Thanks a lot for the suggestion, but Oriental Adventure is still not distributed in Italy, and i found lot of difficulties ordering it on-line.

Anyway, i will keep trying to work on it, and i hope to still have yor help!

Steven McRownt
 

Hmm. If it's a unique, themed domain system that will produce unique spell lists for different sorcerors you want, I'd recommend that you check out the alt.sorceror (domain based).

http://members.tripod.com/vrylakos/SorcererDomainREVISIONv11.pdf

If you wanted to have the elementalist effect, I'd require all sorcerors to select one elemental domain and bar them from using spells with a descriptor opposite to that domain. That might be a significant enough hinderance to justify upping their hit die to a d6 too.
 

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