Michael Morris
First Post
I'm thinking of instituting some changes for this class... First, here's the original, and any comments on it are welcome....
Clan Sorcerer
In the campaign description of the sorcerer class it is noted that many sorcerers belong to distinct clans. Most of these sorcerers have additional powers that they have developed in concert with each other. These are the clan sorcerers, some of Carthasana’s most deadly spellcasters.
The various clans only rarely admit bards into their number.
Hit Die: d4
Requirements
The character must meet the following requirements to become a clan sorcerer.
Spells: The ability to cast 2nd level arcane spells spontaneously.
Skills: Knowledge (Arcanology) 8 ranks
Feats: Any three metamagic feats. Specific clans may require specific feats at the GM’s option.
Level Attack
Bonus Fortitude
Save Reflex
Save Will
Save Special
1 +0 +0 +0 +2 Spellcaster Level +1, Clan Focus
2 +1 +0 +0 +3 Arcing
3 +1 +1 +1 +3 Spellcaster Level +1
4 +2 +1 +1 +4 Combine
5 +2 +1 +1 +4 Spellcaster Level +1
6 +3 +2 +2 +5 Transfer
7 +3 +2 +2 +5 Spellcaster Level +1
8 +4 +2 +2 +6 Commune
9 +4 +3 +3 +6 Spellcaster Level +1
10 +5 +3 +3 +7 Clan Elder
Class Skills
The class skill list and points per level of a Clan sorcerer is identical to that of the sorcerer class.
Class Features
Spellcaster +1: At each odd clan sorcerer level, the character may add a level to his previous spellcasting class for determining his caster level and spells known. Other abilities associated with gaining a level in a class are not aquired.
Clan Focus: Each clan is known for a school of magic or an effect category (such as fire spells). Newly initiated members of the clan are taught how to use these spells especially well. The save DC’s of these spells increases by 2.
Arcing: At 2nd level sorcerers of the same clan can cast spells through and upon each other with ease. This power works at medium range and is calculated by the combined caster levels of both casters. Hence clan elder of 11th level can stay back and cast a spell as if he were standing in the spot occupied by a 6th level newcomer. All effects of the spell are calculated according to the actual caster, but the spell’s orgin belongs to the recipient caster, who can then place the spell within its normal range from him. Personal spells can be cast upon another with this ability. The recipient caster places the arced spell as a free action.
Combine: At fourth level the character may add his spellcasting potential to another’s spell. The two casters must be within the same range as arcing. The lead caster loses a slot for the spell’s level. The assistant gives up whatever slot level he wishes. This slot has the effect of increasing the lead caster’s effective level for the spell by its amount (a third level slot increases the effective level by three) and it also heightens the resultant spell as per metamagic feat by that amount. Optionally, a sorcerer can apply a metamagic feat he knows to the lead caster’s spell – if he does the spell’s caster level doesn’t increase and it doesn’t heighten as well.
Transfer: At 6th level two sorcerers of the same clan can trade spells they know. This process takes a full day. It is most commonly used to make sure that the higher-level members of the clan do not necessarily need to keep suboptimal spells such as invisibility as opposed to improved invisibility.
Commune: At 8th level two clan sorcerers within medium range of each other can use each other’s spell’s known list as if it where their own. Only two sorcerers may be in commune at a given time, and establishing the commune takes one minute.
Clan Elder: At 10th level the clan sorcerer becomes clan elder. Note that a given clan can only have one elder at a given time, so the character may have to put off advancing to this level for some time before attaining it. A clan elder can instantly commune with any of the clan sorcerers nearby, even if they are not able to commune with her in return. As a result, a clan elder with enough clan members nearby can easily have more spells at her disposal than even a learned wizard.
A formatted version is at http://enworld.cyberstreet.com/hosted/Dusk/?file=classes.php&body=./classes/clansorcerer.php
Clan Sorcerer
In the campaign description of the sorcerer class it is noted that many sorcerers belong to distinct clans. Most of these sorcerers have additional powers that they have developed in concert with each other. These are the clan sorcerers, some of Carthasana’s most deadly spellcasters.
The various clans only rarely admit bards into their number.
Hit Die: d4
Requirements
The character must meet the following requirements to become a clan sorcerer.
Spells: The ability to cast 2nd level arcane spells spontaneously.
Skills: Knowledge (Arcanology) 8 ranks
Feats: Any three metamagic feats. Specific clans may require specific feats at the GM’s option.
Level Attack
Bonus Fortitude
Save Reflex
Save Will
Save Special
1 +0 +0 +0 +2 Spellcaster Level +1, Clan Focus
2 +1 +0 +0 +3 Arcing
3 +1 +1 +1 +3 Spellcaster Level +1
4 +2 +1 +1 +4 Combine
5 +2 +1 +1 +4 Spellcaster Level +1
6 +3 +2 +2 +5 Transfer
7 +3 +2 +2 +5 Spellcaster Level +1
8 +4 +2 +2 +6 Commune
9 +4 +3 +3 +6 Spellcaster Level +1
10 +5 +3 +3 +7 Clan Elder
Class Skills
The class skill list and points per level of a Clan sorcerer is identical to that of the sorcerer class.
Class Features
Spellcaster +1: At each odd clan sorcerer level, the character may add a level to his previous spellcasting class for determining his caster level and spells known. Other abilities associated with gaining a level in a class are not aquired.
Clan Focus: Each clan is known for a school of magic or an effect category (such as fire spells). Newly initiated members of the clan are taught how to use these spells especially well. The save DC’s of these spells increases by 2.
Arcing: At 2nd level sorcerers of the same clan can cast spells through and upon each other with ease. This power works at medium range and is calculated by the combined caster levels of both casters. Hence clan elder of 11th level can stay back and cast a spell as if he were standing in the spot occupied by a 6th level newcomer. All effects of the spell are calculated according to the actual caster, but the spell’s orgin belongs to the recipient caster, who can then place the spell within its normal range from him. Personal spells can be cast upon another with this ability. The recipient caster places the arced spell as a free action.
Combine: At fourth level the character may add his spellcasting potential to another’s spell. The two casters must be within the same range as arcing. The lead caster loses a slot for the spell’s level. The assistant gives up whatever slot level he wishes. This slot has the effect of increasing the lead caster’s effective level for the spell by its amount (a third level slot increases the effective level by three) and it also heightens the resultant spell as per metamagic feat by that amount. Optionally, a sorcerer can apply a metamagic feat he knows to the lead caster’s spell – if he does the spell’s caster level doesn’t increase and it doesn’t heighten as well.
Transfer: At 6th level two sorcerers of the same clan can trade spells they know. This process takes a full day. It is most commonly used to make sure that the higher-level members of the clan do not necessarily need to keep suboptimal spells such as invisibility as opposed to improved invisibility.
Commune: At 8th level two clan sorcerers within medium range of each other can use each other’s spell’s known list as if it where their own. Only two sorcerers may be in commune at a given time, and establishing the commune takes one minute.
Clan Elder: At 10th level the clan sorcerer becomes clan elder. Note that a given clan can only have one elder at a given time, so the character may have to put off advancing to this level for some time before attaining it. A clan elder can instantly commune with any of the clan sorcerers nearby, even if they are not able to commune with her in return. As a result, a clan elder with enough clan members nearby can easily have more spells at her disposal than even a learned wizard.
A formatted version is at http://enworld.cyberstreet.com/hosted/Dusk/?file=classes.php&body=./classes/clansorcerer.php