Do you Houserule Sorcerers?


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Caliber said:


That was the first feat I thought of, but obviously its function differs from the feat Firzair was talking about.

However, checking the eratta, I see that Spell Themantics has been changed to allow you to cast spells central to your theme at +1 Caster Level.

Thats not the same as allowing you to cast any spell at +1 Spell Level, but if misinterpreted, could easily be construed that way.

My sorcerers can learn every spell in the books, but if it's not an the Sorcerers spell list, he could only learn it at one level higher. So he could learn Cure light wounds as a second level spell.
The spell thematics is only for the effects and has no real other use in my campaign. It just seemed cool to have a sorcerer whose spells are always violett colored and produce a scream

Greetings
Firzair
 
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1/2 templates are better. Because its a lineage thing. If you have a parent thats black and one thats white, you would be mixed, not one or the other.

See?
 

Angelsboi -

I understood what you meant. I was just commenting that the ECL of the Half- templates was rather high, and that as a player I would rather use one of the lesser versions just so that I don't fall too far behind (unless the character concept calls for a Half- but that is something different.)

Also note that a regular Sorceror (which I guess has little bearing on a House Ruled one, but anyway) isn't really Half- anything. They might have Fiendish or Draconic blood somewhere far back in their lineage, but its not even enough to make them a Tiefling or something.

Firzair-

Oh, sorry about the misunderstanding. I thought you were saying the FEAT let Sorcerors pick any spell. Silly me. :D

And violet colored screaming spells sounds pretty spooky to me. Not sure if I would want to get that Cure Light spell. ;)
 

1) Sorcerers use an arcane focus for their material components. This costs 100 x the most expensive spell component to enchant.

2) All skills are class skills for everyone, so I can't say anything specifically about the Sorcerer's skills. If we still used cross-class skills, then I'd make Bluff, Diplomacy, Intimidate and Sense Motive class skills.
 

Sorcerer house rules for my new campaign:

1) Eschew Materials for free. Expensive components cost XP as with Monte's alt.sorcerer.

2) 4 skill points per level.

3) Number of spells cast per day: lose one of each level
Number of spells known: add one of each level

4) Each time the sorcerer gains a level, he can drop one known spell and learn a new spell of the same or lower level in its place. See (7) below for limits on this.

5) (all characters) All skills are considered class skills.

6) (all spell casters) Gain the following feats for free: Silent Spell, Still Spell, Empower Spell, Extend Spell, Enlarge Spell, Heighten Spell.

7) (all spell casters) Require teachers/mentors to learn any new spells of 3rd-level or above. This includes the "free" spells gained upon gaining a new level. Such spells can be also be learned from scrolls and spellbooks, with a successful Spellcraft check.

I think (3) makes a lot of sense - it allows sorcerers to be a bit more flexible, while increasing the possibility that they will actually run out of spells in a given day. If the sorcerer spends a lot of spells buffing the party, he can easily run out of fireball spells.

The only one I'm considering yanking is (6). While I feel those feats have enough "cost" when used (increased spell level) to justify making them free, they greatly increase the flexibility of a sorcerer. If this turns out to be a problem, I'll only grant these to spellcasters who memorize spells ahead of time. Note, the free feats do NOT count as prereq's toward taking other feats, e.g., Energy Substitution requires taking another metamagic feat first.
 

My sorcerer house rules from pretty much day 1:

1) No material components. Casting spells that would require an expensive component cost some exp instead. (I thought of it before Monty published. Woo!)

2) What is the source of their magic? If they can contact a patron creature of the appropriate type, they can enter a pact whereby they get 1 extra spell known per spell level, but have to perform services as and when demanded.

I also introduced a feat

"Sorcerous Mastery"
Pick 3+Cha bonus spells which you know. You are so familiar with these spells that you can modify them with metamagic as part of the normal casting process, rather than taking a full round action.
 

Angelsboi said:
My House Rules

1. Eschew Materials Feat for free.

2. Sorcerers MUST tell me how they have this bloodline (Elemental, Draconic, Demonic, Celestial, Fey).

3. As they near 7th level i start holding XP back. Why? This way after i have accumulated enough for them to go up a couple of levels, i slap on the appropriate template. A sorcerer with a bloodline of celestials will be getting the 1/2 celestial template.

4. Each time the sorcerer gets a new level of spells, i always pick ONE of those spells to reflect his bloodline.

5. Theme Sorcerers are great and i allow them to specialize like wizards.

My house rules are similar to yours, though I haven't thought about the template idea. Of course, the only sorceror in my campaign ended up taking Dragon Disciple anyways.

I think I'm going to combine those rules with Monte Cook's sorceror next time I run a campaign.
 


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