Liquidsabre
Explorer
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.
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).
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.
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.
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.
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: