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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Another Sorceror class redesign question (not 4e...)
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<blockquote data-quote="cwhs01" data-source="post: 3736104" data-attributes="member: 18388"><p>Take a break from the 4e paranoia and look at this thing for a minute or two <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I'll probably be tweaking the sorceror class for my next campaign, and want to have it be a little more different in fell from the wizard class. I am thinking about implementing the following changes to the base class:</p><p></p><p></p><p>lvl 1. 2 bonus feats: Magical aptitude and a heritage feat (celestial, infernal, fiendish, fey or draconic from PhB2, c.a. and c.m.). Loose: animal companion. This class ability can instead be added as a feat choice.</p><p></p><p>lvl.2-20 no changes.</p><p></p><p>Class skills: add use magic device</p><p>Skillpoints: 4+int per level (x4 at lvl.1)</p><p></p><p>spells per day/known: same as normal. Spells can be chosen from wizard/cleric or druid spell lists.</p><p>For purposes of casting from scrolls, activating wands and staffs, the sorcerors class spell list is the same as his list of known spells.</p><p>When casting spells normally requiring a divine focus as a component, the sorceror instead uses an arcane focus; a personalized talisman of the same size and cost as a clerics holy symbol.</p><p></p><p></p><p>Yes i realize this results in an arcane magic class capable of healing. But i guess i can live with slaughtering that particular sacred cow<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="cwhs01, post: 3736104, member: 18388"] Take a break from the 4e paranoia and look at this thing for a minute or two ;) I'll probably be tweaking the sorceror class for my next campaign, and want to have it be a little more different in fell from the wizard class. I am thinking about implementing the following changes to the base class: lvl 1. 2 bonus feats: Magical aptitude and a heritage feat (celestial, infernal, fiendish, fey or draconic from PhB2, c.a. and c.m.). Loose: animal companion. This class ability can instead be added as a feat choice. lvl.2-20 no changes. Class skills: add use magic device Skillpoints: 4+int per level (x4 at lvl.1) spells per day/known: same as normal. Spells can be chosen from wizard/cleric or druid spell lists. For purposes of casting from scrolls, activating wands and staffs, the sorcerors class spell list is the same as his list of known spells. When casting spells normally requiring a divine focus as a component, the sorceror instead uses an arcane focus; a personalized talisman of the same size and cost as a clerics holy symbol. Yes i realize this results in an arcane magic class capable of healing. But i guess i can live with slaughtering that particular sacred cow:) [/QUOTE]
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