My alt sorcerer

Kerrick

First Post
I won't bore you with all the rambling and backstory as to how this came about; if you're really interested, you can check this thread

Because this thing's a little long, I attached it as a doc, but here's a summary of the changes:

d6 HD (for reasons that will become apparent);

More skills, 4+Int skill points;

Eschew Material Components at first level;

Every 5 levels, sorcerers can choose a bonus metamagic feat or an innate ability;

Sorcerers can apply metamagic, but it takes a full-round action as normal (yes, I actually managed to justify this to myself). He CAN cast it as a standard action, but he must make a Spellcraft check to avoid blowing the spell - if he does, it backlashes and he takes damage (hence the d6 HD). One of the innate abilities is Metamagic Mastery, where he can apply metamagic at normal casting time without the roll (but not Quicken).

Spells/day were changed to every even level, like the wizard, but at 4th, 6th, etc. (when he would normally get new spells), he gets bonus spells only. I yoinked this idea from Nifft on another thread.

The sorcerer's spell list got cut down quite a bit. They have fewer "utility" spells than the wizard, but they keep the blaster-type spells, which better fits their archetype as a blaster mage, IMO.

And that's about it. Questions, comments, criticism? I'm fairly sure this is a little powerful, but I figured it'd be easier to go too powerful and tone it down than too weak and increase it.

Edits: The DC for casting spontaneous metamagic is now 20+2x level (this means you have to roll 17 on the die at any level).

I ditched the familiar bonus to Spellcraft thing.

I changed the spell progression slightly.

Witchlight got some further explanation.
 

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d6 HD, 4+ skills, normal metamagic casting, bonus feats as a wizard? Let me play one of these babies any day! I don't have to be a munchkin to know that this 'fix' makes the wizard completely obsolete!
 

This is pretty similar to the variant I created with the help of much of the board's members a while back (see my sig). However, I think that increasing their spell acquisition rate to the same as the Wizard is too much. It is one of the key balancing points for having more spells per day.

Also on witchlight, I dont think this power makes much sense to me. If I read this correctly, you are basically adding the Light spell as a bonus 1st level spell known. The only differenc is its a free-floating light rather than lighting an object. Personally, I dont think its a very worthwhile ability. I would cast light anytime over witchlight. However, this could also be interpreted as granting an "At Will" Spell-Like Ability of Light that is similar in respect to Psionic Focus - in that you must have at least 1 spell level uncast to use the Spell-Like Ability. If this is the case, it is slightly more useful, but not something that really adds much to the flavor of the class. In either case, the ability needs to be better detailed.

On your "faster metamagic" ability... I am not sure I like this mechanic. If you really have your heart set on backlashing magic thats fine, but I think the mechanic is a bit cumbersome. I would also increase the DC to 15+ x2 Spell Level as this should be a very complex action, especially since you give them an automatic +2 to the roll (and save) through the familiar note about metamagic and fortitude saves. I also personally think this familiar bonus is too much to add to the familiar as it trivializes the metamagic mechanic. Add to this the increased metamagic control abilities at high level go way too overboard. You are simply giving them the PHB2 Alternate Ability without taking anything away from the class. Not good. Overall, the sorcerer needs the full round metamagic mechanic to balance it. Otherwise the wizard becomes quite obsolete.

JMHO.
 

However, I think that increasing their spell acquisition rate to the same as the Wizard is too much. It is one of the key balancing points for having more spells per day.

I can put that back... I just think it's silly to have to wait till 4th level to gain 2nd level spells - sorcerers get screwed vs. wizards when it comes to qualifying for some PrCs.

If this is the case, it is slightly more useful, but not something that really adds much to the flavor of the class.

Have you ever seen in the books where the wizard channels his power and makes a little ball of glowing light? That's what this is - it was intended as nothing more than a flavor thing, just a neat little power that arcane casters can use. But yeah, it does look like it could use some more explanation - what kind of action, how long does it last, yadda yadda.

I also personally think this familiar bonus is too much to add to the familiar as it trivializes the metamagic mechanic.

Yeah.. I didn't really like that when I put it in, for a similar reason. I'll cut that.

I would also increase the DC to 15+ x2 Spell Level as this should be a very complex action...

Ooh.. you're right. I didn't even take into account the sorcerer's Spellcraft score at the minimum level vs. the DC. Shame on me. If we go with 15+2x level (and if I go back to the original spell progression), a sorcerer casting a 3rd level spell (6th level sorc) would have to roll a 12, assuming max Spellcraft. That's a bit low, even for my taste - I wanted this to be a difficult save (15+), not something he could do almost 50% of the time. *sigh* Back to the drawing board...

Overall, the sorcerer needs the full round metamagic mechanic to balance it.

I don't see why everyone seems to think sorcerers gaining full use of metamagic is overpowered... but then, I never use metamagic, so I'm probably the wrong person to ask. We use it in our campaign, and the sorcerer doesn't seem to have any special advantage over anyone else.
 

Metamagic is INTENDED to be tricky stuff. Wizards can manage it just fine, but that's because they study rigorously and take extra time to prepare their spells ahead of time. Sorcerers working on the fly to, for instance, manipulate their fireball into 3 seperately aimed wirlwinds of fire (that's one possible effect of Spell Shape) have to really grit their teeth and go through the motions of some seriously complicated arcane manipulations. Wizards just trigger the spell and make sure it doesn't go awry, because they already did all the hard work hours ago.

Also, wizards' bonus feats and normal metamagic casting times are two defining advantages over sorcerers, which offset the wizards' not insignificant inconvenience of requiring forethought and study each day just to cast any of their spells.

Besides, if the sorcerer is too bland for your tastes, just pick (or make up) a prestige class with a full arcane spellcaster progression, then ditch your familiar or take feats/spells to beef it up.


Good thinking, though. I don't like it in the least, but at least you're using your brains.
 

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