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Arcanist - a Sorcerer variant
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<blockquote data-quote="Grayhawk" data-source="post: 1386899" data-attributes="member: 11288"><p>Inspired by some recent threads about the Sorcerer - especially <a href="http://www.enworld.org/forums/showthread.php?t=77631&page=1&pp=25" target="_blank">this one</a> by Khaalis - I've tried to come up with a Sorcerer variant of my own.</p><p></p><p>My reasons for changing the core Sorcerer are twofold:</p><p></p><p>1: Giving them a slight powerboost, and</p><p>2: Giving them an unique mechanic (besides spontaneous casting) to further differentiate them from the Wizard</p><p></p><p>When making a change to a class, it's hard not to pile on the extra HP, skill points, class skills, class abilities, etc - but since I don't feel that the Sorcerer needs much in terms of power, I've tried to exercise moderation.</p><p></p><p>While this variant is supposed to replace the core version of the Sorcerer, I'm not above adding to the flavor text of the Sorcerer. I will also ignore those parts of the existing flavor text which I find unnecessary or I disagree with. (Specifically the part about Sorceres being offspring of dragons, etc. This variant won't have any mechanic to address the 'blood of dragons' bit - though anyone may claim to be the relative of dragons as much as they want.)</p><p></p><p>There seems to be some disagreement as to whether the Sorcerer is underpowered, owerpowered or balanced just right (with the majority going with 'underpowered' or 'just right', hence my choice of boosting it slightly). </p><p></p><p>But there seems to be a majority that finds the Sorcerer somewhat bland. While a lot of what should make a <em>character</em> stand out will come from roleplaying, a <em>class</em> ought to have somethings that makes it special.</p><p></p><p>I'm not sure if my Sorcerer variant succeeds in this regard mechanically, but I hope the added flavor text about their spellcasting makes up for it. Here goes:</p><p></p><p></p><p></p><p><strong>Arcanist</strong></p><p></p><p>Flavor text: As Sorcerer, but add the following: </p><p></p><p>'An Arcanist doesn't cast spells as a Wizard as much as he manifests innate powers. An Arcanist may still need to utter a word of power and make a powerful gesture - like pointing at the target of a spell - but you won't see him chanting and waving his hands around, sprinkling rosepetals to unlock his powers. As his experience and familiarity with his spells increase, he can command his powers with nothing but a thought or mold and shape them as he sees fit. </p><p></p><p>Some say that the way the Arcanist directs his power is the <em>original</em> arcane magic, and that Wizards merely are copying the effects that have naturally manifested themselves in Arcanists over time. As such Wizards need their material components to put themselves in the right state of mind (which comes naturally to an Arcanist), and they need to weave and dodge and chant to 'coax' the magic into producing the desired effect, whereas an Arcanist merely 'commands' it.'</p><p></p><p>Alignment: Any</p><p>Hit Die: d4</p><p>Saves: Good Will </p><p>BAB: Poor </p><p>Weapons: Simple </p><p>No Armors or Shields</p><p>Skill Points/lvl: 2</p><p>Class skills: Concentration, Craft, Diplomacy, Intimidate, Profession, Spellcraft</p><p></p><p>Spells per day: As Sorcerer</p><p>Spells Known: As Sorcerer + 1 spell of each level. This extra spell comes from one of the arcane domains in Unearthed Arcana p.57-58. The domain must be chosen at creation, and these spells can not 'evolve'.</p><p></p><p>Spell Evolution: An Arcanist may choose to evolve a known spell when he gets the option to learn a similar spell of a higher level. This may only be done once per new level and it replaces the current spell swapping mechanic. This works as the 'Path Magic For Sorcerers, Low Power' found <a href="http://www.seankreynolds.com/rpgfiles/misc/pathmagic.html" target="_blank">here</a>.</p><p></p><p>The Arcanist doesn't get a Familiar, but can obtain one at the cost of a feat.</p><p></p><p>To illustrate the Arcanist's different way of casting spells, he's treated as having the Eschew Materials feat from 1st level. In return he cannot learn spells with a material component costing more than 1 GP.</p><p></p><p>Spontaneous Metamagic: An Arcanist gets 3+Cha bonus slots per day to improve his spells with Metamagic feats. For this purpose the Arcanist is supposed to know all metamagic feats, without the spending of any feats.</p><p></p><p>Spontaneous Metamagic can only be applied to spells the Arcanist could have affected using the core rules. Thus a 4th level Arcanist can apply metamagicfeats with a level adjustment of +1 to either his 0 or 1st level spells, metamagicfeats feats with a +2 adjustment to his 0 level spells only, and cannot affect his 2nd level spells (yet). Upon reaching 8th level he can apply the Quicken Spell feat to his 0 level spells, etc.</p><p></p><p>The cost is one 'slot' per increased level adjustment. Thus a 4th level Arcanist with a Cha of 16 has 6 slots to freely improve his spells by each day. These 6 slots can for example be used in the following way: Silent 2 1st level spells and both Silent and Still 2 0 level spells, or any other combination that adds up to 6 levels worth of adjustments.</p><p></p><p>Spells thus adjustet don't increase in casting time and don't require higher level spell slots.</p><p></p><p></p><p></p><p>That's it. Comments and critique are welcomed. Especially regarding the Spontaneous Metamagic mechanic. Is it too powerful? Should it only apply to Still and Silent from the get go, allowing for additional applications at the normal feat cost? If anybody feels the class could still use a little boost, would you rather see an increase in dit die to a d6 or 4 skill points per level?</p><p></p><p>Edit: Put a link to Sean K. Reynolds' spell path mechanic in the Spell Evolution section.</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1386899, member: 11288"] Inspired by some recent threads about the Sorcerer - especially [url=http://www.enworld.org/forums/showthread.php?t=77631&page=1&pp=25]this one[/url] by Khaalis - I've tried to come up with a Sorcerer variant of my own. My reasons for changing the core Sorcerer are twofold: 1: Giving them a slight powerboost, and 2: Giving them an unique mechanic (besides spontaneous casting) to further differentiate them from the Wizard When making a change to a class, it's hard not to pile on the extra HP, skill points, class skills, class abilities, etc - but since I don't feel that the Sorcerer needs much in terms of power, I've tried to exercise moderation. While this variant is supposed to replace the core version of the Sorcerer, I'm not above adding to the flavor text of the Sorcerer. I will also ignore those parts of the existing flavor text which I find unnecessary or I disagree with. (Specifically the part about Sorceres being offspring of dragons, etc. This variant won't have any mechanic to address the 'blood of dragons' bit - though anyone may claim to be the relative of dragons as much as they want.) There seems to be some disagreement as to whether the Sorcerer is underpowered, owerpowered or balanced just right (with the majority going with 'underpowered' or 'just right', hence my choice of boosting it slightly). But there seems to be a majority that finds the Sorcerer somewhat bland. While a lot of what should make a [i]character[/i] stand out will come from roleplaying, a [i]class[/i] ought to have somethings that makes it special. I'm not sure if my Sorcerer variant succeeds in this regard mechanically, but I hope the added flavor text about their spellcasting makes up for it. Here goes: [b]Arcanist[/b] Flavor text: As Sorcerer, but add the following: 'An Arcanist doesn't cast spells as a Wizard as much as he manifests innate powers. An Arcanist may still need to utter a word of power and make a powerful gesture - like pointing at the target of a spell - but you won't see him chanting and waving his hands around, sprinkling rosepetals to unlock his powers. As his experience and familiarity with his spells increase, he can command his powers with nothing but a thought or mold and shape them as he sees fit. Some say that the way the Arcanist directs his power is the [i]original[/i] arcane magic, and that Wizards merely are copying the effects that have naturally manifested themselves in Arcanists over time. As such Wizards need their material components to put themselves in the right state of mind (which comes naturally to an Arcanist), and they need to weave and dodge and chant to 'coax' the magic into producing the desired effect, whereas an Arcanist merely 'commands' it.' Alignment: Any Hit Die: d4 Saves: Good Will BAB: Poor Weapons: Simple No Armors or Shields Skill Points/lvl: 2 Class skills: Concentration, Craft, Diplomacy, Intimidate, Profession, Spellcraft Spells per day: As Sorcerer Spells Known: As Sorcerer + 1 spell of each level. This extra spell comes from one of the arcane domains in Unearthed Arcana p.57-58. The domain must be chosen at creation, and these spells can not 'evolve'. Spell Evolution: An Arcanist may choose to evolve a known spell when he gets the option to learn a similar spell of a higher level. This may only be done once per new level and it replaces the current spell swapping mechanic. This works as the 'Path Magic For Sorcerers, Low Power' found [url=http://www.seankreynolds.com/rpgfiles/misc/pathmagic.html]here[/url]. The Arcanist doesn't get a Familiar, but can obtain one at the cost of a feat. To illustrate the Arcanist's different way of casting spells, he's treated as having the Eschew Materials feat from 1st level. In return he cannot learn spells with a material component costing more than 1 GP. Spontaneous Metamagic: An Arcanist gets 3+Cha bonus slots per day to improve his spells with Metamagic feats. For this purpose the Arcanist is supposed to know all metamagic feats, without the spending of any feats. Spontaneous Metamagic can only be applied to spells the Arcanist could have affected using the core rules. Thus a 4th level Arcanist can apply metamagicfeats with a level adjustment of +1 to either his 0 or 1st level spells, metamagicfeats feats with a +2 adjustment to his 0 level spells only, and cannot affect his 2nd level spells (yet). Upon reaching 8th level he can apply the Quicken Spell feat to his 0 level spells, etc. The cost is one 'slot' per increased level adjustment. Thus a 4th level Arcanist with a Cha of 16 has 6 slots to freely improve his spells by each day. These 6 slots can for example be used in the following way: Silent 2 1st level spells and both Silent and Still 2 0 level spells, or any other combination that adds up to 6 levels worth of adjustments. Spells thus adjustet don't increase in casting time and don't require higher level spell slots. That's it. Comments and critique are welcomed. Especially regarding the Spontaneous Metamagic mechanic. Is it too powerful? Should it only apply to Still and Silent from the get go, allowing for additional applications at the normal feat cost? If anybody feels the class could still use a little boost, would you rather see an increase in dit die to a d6 or 4 skill points per level? Edit: Put a link to Sean K. Reynolds' spell path mechanic in the Spell Evolution section. [/QUOTE]
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