Flame_Excess
Explorer
Class is UNDER REVISION
New objectives:
My old new objectives:
I'm open to any suggestion of new special powers
ARCANARCHIST (Sorcerer's Variant)
Alignment: Any nonlawful.
Hit Die: d4.
Class Skills
The Arcanarchist’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge(Arcana) (Int), Intimidate (Cha), Sense Motive (Wis) and Spot (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
CLASS FEATURES
Arcanarchist's friends
Since this corrupted humanoid has reached his state of will upon power from rebellion against others, there are very few creatures that he considers as friendly. Entities that should always be considered as friendly are creatures of the mithic rank (legendary heroes, gods, epic creatures,etc). Otherwise, the Arcanarchist will at most act neutrally toward his surroundings, from adventuring companions to reasons like not to get troubles from a dragon which opposes his will (though he will defenitively try to accomplish it somehow else). However, even when acting neutrally, that entity will always be treated as an enemy when power uses are considered.
Weapon and Armor Proficiency: (Same as Wizard)
They are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Arcanarchist’s movements, which can cause his spells to fail.
Bonus Power: (Powers Uses)
At 1st, 4th, 8th, 12th, 16th and 20th level, the arcanarchist become unlocks one of the following nine powers. This characteristic spell casting consists of the connection with a plane he focused on arcanes. It affects any target either negatively, neutraly, or positively and intersects a negative, neutral or positive force. He can cast any of these Powers without preparing it ahead of time. These manifestations are cast with by words and gestures similarly to the wizard and sorcerer therefore requires concentration in addition to cause attacks of opportunity. Like other spellcasters, the Arcanarchist can use these powers only a certain number per day. Note that these power uses per day and the total die rolls can never exceed the arcanarchist's wisdom characteristic. His base daily powers allotment is given on Table: Arcanarchist. This is a description of his nine forms of mix of positive and negative energies he can cast:
All powers can be cast at any target in your Sight Range.
(+,-)ORGANISM’S REESTABLISHMENT (Red,Blood power): Heals a friend or self of 1d6/level.
(-,-)DIRECT DAMAGE (Purple,Bloody power): Deals a target (living or not) 1d6/level damage (Type: Force) with a Fort DC of (levelx2+wis.mod.).
(+,+)COVERS FROM HITS (Green,Nature power): Shields versus the next 1d6/level points of physical damage or until *your wisdom modifier* rounds pass. Cumulative casting doesn't stack.
(-,+)SHIFT WORLD (Orange,Portal power): Move to another plane a creature with HD equal or lower than your caster level for your *your wisdom modifier* of rounds with a Ref DC of (levelx2+wis.mod.) This effect is harmless to the target.
(_,+)SHUTS MAGICAL COVER (Black,Void power): The totality of nearby enhancement are dispelled if their total spell level is less than or equal to your caster level. Any spellcaster failing a Fort DC of (levelx2+wis.mod.) sees his protective spell countered, effect that last for the next *your wisdom modifier* rounds.
(_,-)INDUCE PARANOIA (Pink,Trauma power): Dealing yourself points of damage equal to the total number of HD of affected creatures, you inflict 1d6/level (Type: Fear) with a Will DC of *your caster level x2 + wis.mod.* to every creatures in your sight range.
(_,_)ALLOWS TIME WARP (White,Flash power): You benefit of *your caster level* seconds to act freely. Cumulative casting doesn't stack.
(-,_)ADJACENT DAMAGE (Yellow,Powder power): For the next *your wisdom modifier* rounds, every foe next to you (5ft) takes 1d6/level of damage (Type: Sonic)
with Ref DC of *your caster level x2 + wis.mod.* and you can't take any movement.
(+,_)SEVERE INTIMIDATION (Brown,Glue power): For the next *your wisdom modifier* rounds, every foe wishing to attack you is harmlessly stunned with a Will DC of *your caster level x2 + wis.mod.* and you can't take any movement.
All powers can be cast at any target in your Sight Range.
Spell Resistance
The use of magical energy become so much innate as experience is acquired that this arcane user gains, at 2nd level, a flux of constant vibrations inside his body that reflects nefast energy hence grants him spell resistance.
Inner Energy
With time, a constant flow of energy, alike spell resistance, forms a shield to supply flesh an aura of protection for the Arcanarchist, depending on his activities. From this ritual, he shows his highest mask of interest in power.
Every four level, starting at 6th, the Arcanarchist may choose, among a special list, a new inner energy that requires no activation that the arcanarchist will retain permanently. The restriction to it is that the arcanarchist must have taken an hour to devour totally or partially the body of a creature that has the chosen characteristic. Obviously, corpses of elementals, undeads, contructs and oozes (etc, with logic) can't be ate. Among the special qualities of the monster, the arcanarchist can choose one of those to have it become a special ability of his own. For example, at level 3, an archanarchist eats a bugbear which special qualities are darkvision 60ft and scent. At level 6, he will have the choice to develop scent (or darkvision). Thereafter, at level 10, he could choose the darkvision 60ft (or scent). If at a certain level, the arcanarchist did not eat enough to learn new special qualities (or the player prefers to wait for a better use of this Inner Energy) , he can stock it for any level later.
* * *
There ends my new version of the sorcerer which represents more what I expect a sorcerer to be since that before, the sorcerer looked like the wizard too much and an iffy wording always got on my nerves, concerning the sorcerer: "he casts at will"; then why is charisma the prerequisite ? Another thing that I wanted to take a change at was the fact that a sorcerer is powerful... I mean the most powerful character one can have and he wasn't. Why not the wizard ? (Which goes second, along my opinion) Because he has much more options: different abilities (masterisation, craft skills, scribe scroll, summon familiar, metamagic), skills, choice of spells.
PLeaSe, LeT Me KNoW iF You THiNK THiS VeRSioN iS BaLaNCeD.
Thanks for reading!
New objectives:
- Create a spell list based on spells only useful in fights
- Remove the opportunity to master spells of 9th level
- Remove the option to craft magical items since a sorceror doesn't have the control over it's magic talents
- Change main characteristic from charisma to constitution since the class is all about concentration and your metabolism's resistance (which would explain why elves are mostly wizards and not sorcerors)
My old new objectives:
- Sorceror-like core class
- Mentality of a worshiper, powers more alike wizard's
- Special Powers must differ from wizard or cleric spellcasting
- Evil-based character
- Background mentality of Nihilist (Much like Tharizdun's)
I'm open to any suggestion of new special powers

ARCANARCHIST (Sorcerer's Variant)
Alignment: Any nonlawful.
Hit Die: d4.
Class Skills
The Arcanarchist’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge(Arcana) (Int), Intimidate (Cha), Sense Motive (Wis) and Spot (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Code:
Table: Arcanarchist
|Level |BAB |Saves |Spell Resis. |Power Uses |Ability
|1 |+0 |0 |0 |Wis. Mod. |Main(Bonus) Power
|2 |+1 |0 |3 |1+Wis. Mod. |Spell Resis.
|3 |+1 |1 |4 |2+Wis. Mod.
|4 |+2 |1 |6 |3+Wis. Mod. |Bonus Power
|5 |+2 |1 |7 |4+Wis. Mod.
|6 |+3 |2 |9 |5+Wis. Mod. |Inner Energy
|7 |+3 |2 |10 |6+Wis. Mod.
|8 |+4 |2 |12 |7+Wis. Mod. |Bonus Power
|9 |+4 |3 |13 |8+Wis. Mod.
|10 |+5 |3 |15 |9+Wis. Mod. |Inner Energy
|11 |+5 |3 |16 |10+Wis. Mod.
|12 |+6/+1 |4 |18 |11+Wis. Mod. |Bonus Power
|13 |+6/+1 |4 |19 |12+Wis. Mod.
|14 |+7/+2 |4 |21 |13+Wis. Mod. |Inner Energy
|15 |+7/+2 |5 |22 |14+Wis. Mod.
|16 |+8/+3 |5 |24 |15+Wis. Mod. |Bonus Power
|17 |+8/+3 |5 |25 |16+Wis. Mod.
|18 |+9/+4 |6 |27 |17+Wis. Mod. |Inner Energy
|19 |+9/+4 |6 |28 |18+Wis. Mod.
|20 |+10/+5 |6 |30 |19+Wis. Mod. |Bonus Power
*Total Power Uses and die Rolls cannot exceed your wisdom characteristic.
CLASS FEATURES
Arcanarchist's friends
Since this corrupted humanoid has reached his state of will upon power from rebellion against others, there are very few creatures that he considers as friendly. Entities that should always be considered as friendly are creatures of the mithic rank (legendary heroes, gods, epic creatures,etc). Otherwise, the Arcanarchist will at most act neutrally toward his surroundings, from adventuring companions to reasons like not to get troubles from a dragon which opposes his will (though he will defenitively try to accomplish it somehow else). However, even when acting neutrally, that entity will always be treated as an enemy when power uses are considered.
Weapon and Armor Proficiency: (Same as Wizard)
They are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Arcanarchist’s movements, which can cause his spells to fail.
Bonus Power: (Powers Uses)
At 1st, 4th, 8th, 12th, 16th and 20th level, the arcanarchist become unlocks one of the following nine powers. This characteristic spell casting consists of the connection with a plane he focused on arcanes. It affects any target either negatively, neutraly, or positively and intersects a negative, neutral or positive force. He can cast any of these Powers without preparing it ahead of time. These manifestations are cast with by words and gestures similarly to the wizard and sorcerer therefore requires concentration in addition to cause attacks of opportunity. Like other spellcasters, the Arcanarchist can use these powers only a certain number per day. Note that these power uses per day and the total die rolls can never exceed the arcanarchist's wisdom characteristic. His base daily powers allotment is given on Table: Arcanarchist. This is a description of his nine forms of mix of positive and negative energies he can cast:
All powers can be cast at any target in your Sight Range.
(+,-)ORGANISM’S REESTABLISHMENT (Red,Blood power): Heals a friend or self of 1d6/level.
(-,-)DIRECT DAMAGE (Purple,Bloody power): Deals a target (living or not) 1d6/level damage (Type: Force) with a Fort DC of (levelx2+wis.mod.).
(+,+)COVERS FROM HITS (Green,Nature power): Shields versus the next 1d6/level points of physical damage or until *your wisdom modifier* rounds pass. Cumulative casting doesn't stack.
(-,+)SHIFT WORLD (Orange,Portal power): Move to another plane a creature with HD equal or lower than your caster level for your *your wisdom modifier* of rounds with a Ref DC of (levelx2+wis.mod.) This effect is harmless to the target.
(_,+)SHUTS MAGICAL COVER (Black,Void power): The totality of nearby enhancement are dispelled if their total spell level is less than or equal to your caster level. Any spellcaster failing a Fort DC of (levelx2+wis.mod.) sees his protective spell countered, effect that last for the next *your wisdom modifier* rounds.
(_,-)INDUCE PARANOIA (Pink,Trauma power): Dealing yourself points of damage equal to the total number of HD of affected creatures, you inflict 1d6/level (Type: Fear) with a Will DC of *your caster level x2 + wis.mod.* to every creatures in your sight range.
(_,_)ALLOWS TIME WARP (White,Flash power): You benefit of *your caster level* seconds to act freely. Cumulative casting doesn't stack.
(-,_)ADJACENT DAMAGE (Yellow,Powder power): For the next *your wisdom modifier* rounds, every foe next to you (5ft) takes 1d6/level of damage (Type: Sonic)
with Ref DC of *your caster level x2 + wis.mod.* and you can't take any movement.
(+,_)SEVERE INTIMIDATION (Brown,Glue power): For the next *your wisdom modifier* rounds, every foe wishing to attack you is harmlessly stunned with a Will DC of *your caster level x2 + wis.mod.* and you can't take any movement.
All powers can be cast at any target in your Sight Range.
Spell Resistance
The use of magical energy become so much innate as experience is acquired that this arcane user gains, at 2nd level, a flux of constant vibrations inside his body that reflects nefast energy hence grants him spell resistance.
Inner Energy
With time, a constant flow of energy, alike spell resistance, forms a shield to supply flesh an aura of protection for the Arcanarchist, depending on his activities. From this ritual, he shows his highest mask of interest in power.
Every four level, starting at 6th, the Arcanarchist may choose, among a special list, a new inner energy that requires no activation that the arcanarchist will retain permanently. The restriction to it is that the arcanarchist must have taken an hour to devour totally or partially the body of a creature that has the chosen characteristic. Obviously, corpses of elementals, undeads, contructs and oozes (etc, with logic) can't be ate. Among the special qualities of the monster, the arcanarchist can choose one of those to have it become a special ability of his own. For example, at level 3, an archanarchist eats a bugbear which special qualities are darkvision 60ft and scent. At level 6, he will have the choice to develop scent (or darkvision). Thereafter, at level 10, he could choose the darkvision 60ft (or scent). If at a certain level, the arcanarchist did not eat enough to learn new special qualities (or the player prefers to wait for a better use of this Inner Energy) , he can stock it for any level later.
* * *
There ends my new version of the sorcerer which represents more what I expect a sorcerer to be since that before, the sorcerer looked like the wizard too much and an iffy wording always got on my nerves, concerning the sorcerer: "he casts at will"; then why is charisma the prerequisite ? Another thing that I wanted to take a change at was the fact that a sorcerer is powerful... I mean the most powerful character one can have and he wasn't. Why not the wizard ? (Which goes second, along my opinion) Because he has much more options: different abilities (masterisation, craft skills, scribe scroll, summon familiar, metamagic), skills, choice of spells.
PLeaSe, LeT Me KNoW iF You THiNK THiS VeRSioN iS BaLaNCeD.
Thanks for reading!
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