Liquid's Alt. Sorcerer (Complete)

Finished! Thanks for everyones input!

Sorcerer Revised

Alignment: Any
Hit Dice: d4
Skill Points: 4 + Int modifier
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Profession (Wis), Spellcraft (Int).
Weapon and Armor Proficiencies: Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of armor or shield.

Class Features

Arcanic Bloodline: Sorcerers harness the arcane power that courses through their veins through instinct, intuition, and sometimes just trial and error. This source of inner power is a result of the fusion of magic into the Sorcerer's ancestral bloodline somewhere far in the past, only now re-emerging after possibly generations of dormancy. This Arcanic Bloodline only provides the source that fuels the Sorcerer's arcane power, manifesting only in limited ways, such as bloodline spells and additional class skills.

A sorcerer derives their inner power from 10 common sources of magical essence: Celestial, Deathtouched, Draconic (Chromatic/Metallic), Elemental (Air/Earth/Fire/Water), Fey, or Fiendish. It is possible for other sources to yield an Arcanic Bloodline, speak with your DM when creating a new Arcanic Bloodline.

At each spell level the Sorcerer may cast a single Bloodline spell 1/day. A sorcerer may choose to cast a lower level bloodline spell by spending a higher level Bloodline spell slot instead. For example, an 8th level Sorcerer with the Earth Bloodline can cast Hail of Stone 1/day, Protection from Arrows 1/day, Earthen Shield 1/day, and Stone Shape 1/day. Having already cast Protection from Arrows today an Earth Sorcerer can instead spend a higher level bloodline spell slot (either Earthen Shield or Stone Shape) to cast a second Protection from Arrows.

Summon Familiar: For Sorcerers, possession of a familiar is as much a show of power and status amongst the ego-driven Sorcerer social circles as magical prowess. Sorcerer familiars, though they do not gain the level of intelligence a Wizard familiar does, are usually larger, stronger, and much more impressive. A Sorcerer’s familiar progresses are per the core familiar for arcane casters, starting with an Int 6 but only gains a point of Int every four Sorcerer levels (instead of every 2 levels). The Familiar gains a +1 Str instead of the +1 Int bonus. Note that once the familiar gains a +4 Str it’s size automatically increases by one degree.

Eschew Sorcerous Materials I: At 3rd level a Sorcerer can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. This ability is limited to spells cast as a sorcerer only. Multiclass sorcerers cannot eschew material components for another class' spells.

Spell Evolution: "As Core Sorcerer"

Augment Familiar: At 5th and 15th levels a Sorcerer may select one of the augmentations below to modify their familiar with.
Exotic: The Sorcerer selects an exotic familiar as per the Improved Familiar Feat based upon the Sorcerer's current level. This ability only applies once and must be selected again to attain a more powerful Improved Familiar.
Increase Size: A Sorcerer may elect to increase the size of his familiar to make it more powerful and impressive, increase your familiar's size by one degree. This augmentation may only be selected once and does not apply to unique familiars such as dragons or cohorts.
Bloodline Aspect: The powerful magical essence that is the Sorcerer's bloodline has affected his familiar, altering it to take on the aspects of the Sorcerer's chosen bloodline. Apply the appropriate creature template: Celestial Creature (MM), Draconic Creature (Draconomicon), Air/Earth/Fire/Water Elemental (Manual of the Planes), Fiendish Creature (MM), Corpse/Skeleton Creature (Book of Vile Darkness), and Winged Creature (Savage Species). This augmentation may only be selected once.​

Bonus Metamagic Feat: At 10th and 20th levels a Sorcerer may select either a bonus Metamagic Feat or the Metamagic Mastery Feat (an Exclusive Sorcerer Feat, see below).

Metamagic Mastery Feat (Spontaneous Metamgaic Rules Only)
As a Sorcerer with your natural magic talent you have mastered the ability to spontaneously modify a spell being cast with a single metamagic ability.
Prerequisite: Sorcerer level 1st, any Metamagic Feat
Benefit: Each time you take this feat, select a Metamagic Feat from your list known. From this point on, you can spontaneously alter any spells with this metamagic feat beyond the daily allowance at the equivalent spell level. Casting in this way is a full-round action.
For example: A 5th level Sorcerer has selected Metamagic Mastery: Silent Spell (+1 spell level) and may now cast any of their 1st level spells altered by Silent Spell using a 2nd level spell slot. This is of course once the daily allotment has been spent for the Silent Spell Feat/s.​

Eschew Sorcerous Materials II: At 7th level a Sorcerer may cast a spell with a listed material component valued at 1 gp or more, by drawing from her personal essence, expending 1/10th of the gp value in XP to complete the spell (minimum expenditure of 1 XP). If the sorcerer desires, and has the components on hand, she may use them instead of paying the experience point cost. Focus or XP cost components are still required for spells that list them. This ability only applies to Sorcerer spells as per the Eschew Sorcerous Materials ability.

Code:
[SIZE=3]Table 1-1 Alternate Sorcerer[/SIZE]				
[B]Level[/B]	[B]Special[/B]
				
[B]1[/B]	Arcanic Bloodline		
[B]2[/B]	Summon Familiar			
[B]3[/B]	Eschew Sorcerous Materials I	
[B]4[/B]	Spell Evolution			
[B]5[/B]	Augment Familiar		
[B]6[/B]					
[B]7[/B]	Eschew Sorcerous Materials II	
[B]8[/B]					
[B]9[/B]					
[B]10[/B]	Bonus Metamagic Feat		
[B]11[/B]					
[B]12[/B]					
[B]13[/B]					
[B]14[/B]					
[B]15[/B]	Augment Familiar		
[B]16[/B]					
[B]17[/B]					
[B]18[/B]					
[B]19[/B]					
[B]20[/B]	Bonus Metamagic Feat		


[SIZE=3]Table 1-2	Spells per Day[/SIZE]
[B]Level   0   1   2   3   4   5   6   7   8   9[/b]

[B]1[/B]	4   2   -   -   -   -   -   -   -   -
[B]2[/B]	5   3   -   -   -   -   -   -   -   -
[B]3[/B]	5   4   0   -   -   -   -   -   -   -
[B]4[/B]	5   5   2   -   -   -   -   -   -   -
[B]5[/B]	5   5   3   0   -   -   -   -   -   -
[B]6[/B]	5   5   4   2   -   -   -   -   -   -
[B]7[/B]	5   5   5   3   0   -   -   -   -   -
[B]8[/B]	5   5   5   4   2   -   -   -   -   -
[B]9[/B]	5   5   5   5   3   0   -   -   -   -
[B]10[/B]	5   5   5   5   4   2   -   -   -   -
[B]11[/B]	5   5   5   5   5   3   0   -   -   -
[B]12[/B]	5   5   5   5   5   4   2   -   -   -
[B]13[/B]	5   5   5   5   5   5   3   0   -   -
[B]14[/B]	5   5   5   5   5   5   4   2   -   -
[B]15[/B]	5   5   5   5   5   5   5   3   0   -
[B]16[/B]	5   5   5   5   5   5   5   4   2   -
[B]17[/B]	5   5   5   5   5   5   5   5   3   0
[B]18[/B]	5   5   5   5   5   5   5   5   4   2
[B]19[/B]	5   5   5   5   5   5   5   5   5   3
[B]20[/B]	5   5   5   5   5   5   5   5   5   5

[SIZE=3]Table 1-3            Known Spells[/SIZE]
*As Core Sorcerer*

[SIZE=3]Table 1-4 	Alt. Sorcerer Familiar Progression[/SIZE]
[B]Master		Natural[/B]
[B]Class Level	Armor Adj.	Int	Str	Special[/B]
[B]1st-2nd[/B]		+1              6	-	Alertness, improved evasion, 
					          share spells, empathic link
[B]3rd-4th[/B]		+2              6	+1	Deliver touch spells
[B]5th-6th[/B]		+3              7	-	Speak with master
[B]7th-8th[/B]		+4              7	+2	Speak with animals of its kind
[B]9th-10th[/B]      +5               8	-	-
[B]11th-12th[/B]	+6              8	+3	Spell Resistance
[B]13th-14th[/B]	+7              9	-	-
[B]15th-16th[/B]	+8              9	+4	Size Increase
[B]17th-18th[/B]	+9              10	-	-
[B]19th-20th[/B]	+10            10	+5	-
 
Last edited:

log in or register to remove this ad

I have to admit that I'm not thrilled with the way that the bloodline spells work out. I don't think it makes any sense at all to have the most basic manifiestation of their powers be useable only once per day each.

I just don't see how a Deathtouched sorcerer could be limited in his ability to call upon his Chill Touch. It seems like it would be the first 1st level spell he discovered and would likely be a favorite. The one that seems the most "right" with his magic.

Does that make sense?

DC
 

DreamChaser said:
I have to admit that I'm not thrilled with the way that the bloodline spells work out. I don't think it makes any sense at all to have the most basic manifiestation of their powers be useable only once per day each.

Similar to a Tiefling's Darkness 1/day or a Air Genasai's Levitation 1/day? Or how about a Gnome's cantrip spells 1/day? These races have a magical heritage as well that manifests as a limited spell ability. Do these races and their limited spell ability also make no sense?

Naturally such a creature can embrace their heritage and become a caster that casts Levitation and Fly multiple times per day for example but this is a choice, and should remain a choice on the player's part.

DreamChaser said:
I just don't see how a Deathtouched sorcerer could be limited in his ability to call upon his Chill Touch. It seems like it would be the first 1st level spell he discovered and would likely be a favorite. The one that seems the most "right" with his magic.

Does that make sense?
DC

Sure it makes sense. That is why a Deathtouched Sorcerer may select Chill Touch as one of their known spells so that they may cast it multiple times per day.

The purpose of the Bloodline spells was to enhance the Sorcerer's available spells (in a balanced way) with a limited spell ability based on a flavorful heritage background. As this heritage is in fact distant in relation it won't control all of the Sorcerer's spell choices (except for a few Bloodline spells), though it may do so at the player's choice. The Arcanic Bloodline remains a limited spell-ability based on the charcter's heritage and represents this in a similar manner to other heritage-races, while still leaving the choice to embrace this heritage entirely up to the charcter.

Also interesting to note is that a Deathtouched Sorcerer may cast Chill Touch/day (once selected as a Known Spell) more times per day than a Sorcerer with another Bloodline. Representing how a character of a certain bloodline may harness more of their bloodline's power.
 

I was afraid you would say that. So in order to cast Chill Touch freely, he effectlively has to learn it twice.

So you should make sure to choose a bloodline that has the least useful spells in it. That way you'll never want to use them more than once per day, if even that.

DC
 

DreamChaser said:
I was afraid you would say that.

If you don't mind, which part was that? I'd like to know what you refute and why.

DreamChaser said:
So in order to cast Chill Touch freely, he effectlively has to learn it twice.
So you should make sure to choose a bloodline that has the least useful spells in it. That way you'll never want to use them more than once per day, if even that.
DC

The Sorcerer only learns the spell once. The number of known spells (those selected by the charcter) for this Variant are the same as the Core Sorcerer.

Bloodline spells are in addition to these known spells. Why does this bother you DC? Why would you select the Bloodline with the least useful spells? I don't see your reasoning here. The number of Sorcerer Known Spells are NOT reduced by their Bloodline Spells.

Bloodline Spells are similar to Domain Spells for a Cleric. At each spell level the Cleric has one Domain Spell they are able to cast. Why would a Cleric choose the least useful Domain Spells when selecting them?
 
Last edited:

What bothers me is the single shot spells are counted into the spells per day (since you lose one at each level) but you can't actually make use of it with the same versatility. It does not feel like an even trade to me. It is forcing me to use a particular spell each day whether I have use for it or not.

I guess at its core, the idea of a sorcerer having a set of spells that function completely differently from their other spells goes as counter to the idea of the natural sorcerer casting as instinct and bloodline decree as Knowledge (Arcana) does. In my mind, the domain spells aren't the same as a gnome's spells because a gnome does not gain more of them as she gains levels. They are fixed and standard for all gnomes.

I may simply be hypersensitive. I like what you did overall, but I don't think that the "domain spell" slots really fit.

DC
 

One part I forgot to address: why I don't mind this system for clerics:

A cleric has to select his spells to begin with and gains access to every spell of every level anyway. His domain spell does not subtract from his overall effectiveness (he has the same number of non domain spells as a wizard or druid).

Of course, on the same note, I don't know if this is legit or not, but I allow clerics to prepare a regular spell slot with a domain spell. I figure that if "Burning Hands" is such a critical part of their deity's repertoire, then they should be able to use it as a spell.


For the Sorcerer:
I would say that giving them the domain spells as added spells known, plus a domain slot of every level which could only be used to cast a domain spell would be just as balanced (and have more internal cohesion with the feel of the sorcerer) than to have an separate spell list.

DC
 

;)
DreamChaser said:
What bothers me is the single shot spells are counted into the spells per day (since you lose one at each level) but you can't actually make use of it with the same versatility.

I think you may be missing the writing on the wall. A Bloodline spell can't be cast with the same versitality as Known spells for a very good reason. To add more spells (such as the bloodline spells) to Known spells breaks the Sorc. class, making it far too powerful (an unfortunate and common mistake made in many Sorc. Revision attempts). Equally, subsuming bloodline spells into known spells restricts the Sorcerer's limited selection of spells dramatically to make the class entirely undesirable/unplayable (both routes have been explored and play-tested with these results).

DreamChaser said:
It does not feel like an even trade to me. It is forcing me to use a particular spell each day whether I have use for it or not.

You do bring up an interesting point, the Alt. Sorc. has 1 spell/level/day that is dedicated to bloodline spells (the other base 5 spells/level/day of course still there and ready for use for the Sorc.'s Known spells). These slots must be spent to cast bloodline spells, whether you need such spells or not. How is this any more limiting than just a Sorcerer's regular Known spells? A Sorcerer's limited number of Known spells forces me to use a few particular spells each day whether I have use for it or not. In addition to these Known spells the Alt. Sorcerer has added bloodline spells (albeit generally ~1.day) to the available spells the Sorc may cast. Generally this increases the overall versatility of the Sorc., but with an appropriately selected complimentary list of Known spells versatility is indeed greater.

DreamChaser said:
I guess at its core, the idea of a sorcerer having a set of spells that function completely differently from their other spells goes as counter to the idea of the natural sorcerer casting as instinct and bloodline decree as Knowledge (Arcana) does.

The Bloodline spells essentially work as "racial" spells *see below* (or as they have been appropriately termed: "Bloodline" Spells) while the Alt. Sorc. retains their natural spontaneous spell-ability (same # of known spells and base 5 spells/level/day).

The conceptual hump I believe you may be caught up on (and one I will certainly address in the flavor text, thanks DC!!) is that Arcanic Bloodline ultimately does NOT determine the spells the Alt. Sorc. has available for instictive, natural, spontaneous casting but instead as per the Core Sorcerer flavor texts alludes is that it is this "Bloodline" that is the SOURCE of the Sorc.'s arcane power (i.e. the power generator and not the output filter). Bloodline makes casting magic as a Sorc. possible and does not overall influence the type of spells cast.

DreamChaser said:
In my mind, the domain spells aren't the same as a gnome's spells because a gnome does not gain more of them as she gains levels. They are fixed and standard for all gnomes.

Perhaps if the race of Gnomes don't satisfy (Gnomes were only an example as they aren't directly analogous for comparison to the Bloodline Sorc. since they don't gain Gnome levels and thus more spell-abilities/spell level ), a Half-Fiend is more appropriate for comparison. Both gain a specific set of spells that may generally be cast generallt ~1/day as they gain levels.

DreamChaser said:
I may simply be hypersensitive. I like what you did overall, but I don't think that the "domain spell" slots really fit.
DC

Thanks again for your interest and POV! It helps alot to see what other folk see when they look at this class so I can address the finer points and tweak the parts that aren't as stream-lined or clear as I'd like them to be. ;)
 

DreamChaser said:
A cleric has to select his spells to begin with and gains access to every spell of every level anyway. His domain spell does not subtract from his overall effectiveness (he has the same number of non domain spells as a wizard or druid).

A minor point, Druids & Clerics have base 6 0th lvl spells/day and base 5 (1st-5th level) spells/level/day while the Wizard has base 4 across the board.


Of course, on the same note, I don't know if this is legit or not, but I allow clerics to prepare a regular spell slot with a domain spell. I figure that if "Burning Hands" is such a critical part of their deity's repertoire, then they should be able to use it as a spell.

It isn't legit by the rules and makes for a much more powerful Cleric, though an interesting house rule for more Cleric-oriented campaigns.

For the Sorcerer:
I would say that giving them the domain spells as added spells known, plus a domain slot of every level which could only be used to cast a domain spell would be just as balanced (and have more internal cohesion with the feel of the sorcerer) than to have an separate spell list.
DC

I do see what you mean by internal cohesion, having a separate list of spells to keep track of does seem rather split. Unfortuantely to keep the class appropriately balanced for core-play you can't add the bloodline spells to the known spells without subtracting power elsewhere. The current method for Bloodline spells provided an excellent compromise to the class, allowing access to the spells while limiting their use (and hence the power level). Keep in mind that Bloodline spells can be cast spontaneously down-level (i.e. higher level bloodline spells may be spent to cast lower level bloodline spells for a limited amount of versatility).
 
Last edited:

Liquidsabre said:
Heh, Death Knell is a Clerical spell. While many of the bloodlines occasionally borrowed from one or two appropriate Druid spells (mostly just the elementals) I thought dipping into the Cleric spell list to be going a bit too far. :p

The idea [being able to draw strength from someone as they die] fits as much to someone with death running throught their veins as much as any cleric.

I would change balance on the earth elemental to concentration (or restrict it to on solid surfaces) as it would count to tight ropes as well as mountain sides. If any elemental bloodline deserves balance it should be water, as water find it's own level.

Also I would not given Fey gather information, rather I would have given bluff. On the same idea disguise isn't the first thing I would have given to undead bloodline.

Plus Arcanic would be better read as Archaic. Arcane does not mean magical it means old. Thaumaturgical would be better.
 

Remove ads

Top