Draugin
First Post
This is the sorcerer variant class I'm working on. I'd like very much comments and opinions from you on flavour, balance and game mechanics.
For now I'll write only the short version, without all the descriptive text (too much to translate for a little gain, it's only blah blah blah).
This is already 3.5 oriented.
SORCERER VARIANT
The sorcerer is usually a self-taught raw magic power user. He's a prodigy with innate arcane strenght, and for that he's hated and feared by many. Where he lacks in technique, he can channel and unleash tremendous amounts of magical energy.
Hit dice: d4.
Base attack bonus: Poor (as wizards).
Good Saving Throws: Will.
Alignment: Any.
Spell known/Spells per day: As original sorcerer.
Skill points per level: 4 + Int modifier (x4 at 1st level).
Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Class abilities:
Weapon and armor proficiency: All simple weapons, no armor, no shield.
Spells: As original sorcerer, but a sorcerer must be focused (every sorcerer develops related powers, and don't pick up a spell here and there). Choose four schools. You can know spells only of that schools. Oher schools are not barred, you can use magic items (such as wands or staves) of a school you do not know, but your innate powers don't go in that direction. You can increase your repertoire with the feat below. Sorcerers can swap spells (as 3.5 rules).
Extra School: Only a sorcerer can take this feat. Choose a school you don't have access to. You now can know spells of that school. You can gain choose this feat multiple time, but each time it applies to a different school.
Channeling: A sorcerer can channel magical energy from the environment, becaming a visible and spectacular fulcrum of power. While channeling he gains +4 Con, +4 Cha and +2 to saves against magic and magical effects, -2 to AC. He cannot cast on the defensive and do complex works (except for casting spells or using magic items). At the end of the channeling he's fatigued. Channeling duration is 3 round + new Con modifier (it can be stopped at will). Effects of channeling grow with levels (greater channeling at 11th, supreme channelling at 20th). I'll follow what they do for rage in 3.5.
At 1st level, you can channel 1/day. You gain another channeling every four levels (2/day at 4th, 3/day at 8th and so on).
Personal sorcery: Every sorcerer develops his own way to cast spells. At 1st level, a sorcerer gain a bonus feat chosen from these: Augment Summoning, Combat Casting, Eschew Materials, Magical Affinity, Silent Spell, Spell Penetration or Still Spell.
Magic illiteracy: Sorcerers cannot cast spells from scrolls (but they can activate them with Use Magic Device).
Spell Focus: At 2nd level a sorcerer gains Spell Focus in a chosen school as a bonus feat.
Magic sense: At 3rd level, a sorcerer has developed keen senses about flows of magic. The sorcerer is considered permanently under the effects of a detect magic spell, and he only has to concentrate to use it (supernatural ability). If he already knew detect magic, he can swap it for another 0-level spell.
At 13th level the sorcerer's magic sense improves, as he always benefits from the effects of an arcane sight spell (T&B, hope they make it SRD). If he already knew this spell, he can swap it for another 3rd level spell.
Greater Spell Focus: At 5th level a sorcerer gains Greater Spell Focus in a chosen school as a bonus feat. He has to meet all the requirements of the feat in order to benefit from it.
Unbreakable casting: At 15th no one can stop a sorcerer's link with magic powers. While channeling a sorcerer gains a +10 bonus to Concentration checks to avoid losing a spell because of distractions while casting (i.e. damage, distracting spells, etc.).
I'm looking for more mid to high level neat abilities to balance it - the school restriction is irrilevant at start but heavy after some levels- but for now you've got the idea.
BTW, I like channeling because you can use it not only to raise your spell-DCs, but also to be more effective at other tasks, such as intimidate (do you remember the scene in which Gandalf scares Bilbo?).
Edit: Added Spell Focus and Greater Spell Focus and modified Magic Sense (thanks to Destil).
Fixed channeling amorphous shape and shifted it from channelling to channeling.
Added unbreakable casting ability (thanks to DreamChaser).
Improved magic sense ability (thanks to Destil).
For now I'll write only the short version, without all the descriptive text (too much to translate for a little gain, it's only blah blah blah).
This is already 3.5 oriented.
SORCERER VARIANT
The sorcerer is usually a self-taught raw magic power user. He's a prodigy with innate arcane strenght, and for that he's hated and feared by many. Where he lacks in technique, he can channel and unleash tremendous amounts of magical energy.
Hit dice: d4.
Base attack bonus: Poor (as wizards).
Good Saving Throws: Will.
Alignment: Any.
Spell known/Spells per day: As original sorcerer.
Skill points per level: 4 + Int modifier (x4 at 1st level).
Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Class abilities:
Weapon and armor proficiency: All simple weapons, no armor, no shield.
Spells: As original sorcerer, but a sorcerer must be focused (every sorcerer develops related powers, and don't pick up a spell here and there). Choose four schools. You can know spells only of that schools. Oher schools are not barred, you can use magic items (such as wands or staves) of a school you do not know, but your innate powers don't go in that direction. You can increase your repertoire with the feat below. Sorcerers can swap spells (as 3.5 rules).
Extra School: Only a sorcerer can take this feat. Choose a school you don't have access to. You now can know spells of that school. You can gain choose this feat multiple time, but each time it applies to a different school.
Channeling: A sorcerer can channel magical energy from the environment, becaming a visible and spectacular fulcrum of power. While channeling he gains +4 Con, +4 Cha and +2 to saves against magic and magical effects, -2 to AC. He cannot cast on the defensive and do complex works (except for casting spells or using magic items). At the end of the channeling he's fatigued. Channeling duration is 3 round + new Con modifier (it can be stopped at will). Effects of channeling grow with levels (greater channeling at 11th, supreme channelling at 20th). I'll follow what they do for rage in 3.5.
At 1st level, you can channel 1/day. You gain another channeling every four levels (2/day at 4th, 3/day at 8th and so on).
Personal sorcery: Every sorcerer develops his own way to cast spells. At 1st level, a sorcerer gain a bonus feat chosen from these: Augment Summoning, Combat Casting, Eschew Materials, Magical Affinity, Silent Spell, Spell Penetration or Still Spell.
Magic illiteracy: Sorcerers cannot cast spells from scrolls (but they can activate them with Use Magic Device).
Spell Focus: At 2nd level a sorcerer gains Spell Focus in a chosen school as a bonus feat.
Magic sense: At 3rd level, a sorcerer has developed keen senses about flows of magic. The sorcerer is considered permanently under the effects of a detect magic spell, and he only has to concentrate to use it (supernatural ability). If he already knew detect magic, he can swap it for another 0-level spell.
At 13th level the sorcerer's magic sense improves, as he always benefits from the effects of an arcane sight spell (T&B, hope they make it SRD). If he already knew this spell, he can swap it for another 3rd level spell.
Greater Spell Focus: At 5th level a sorcerer gains Greater Spell Focus in a chosen school as a bonus feat. He has to meet all the requirements of the feat in order to benefit from it.
Unbreakable casting: At 15th no one can stop a sorcerer's link with magic powers. While channeling a sorcerer gains a +10 bonus to Concentration checks to avoid losing a spell because of distractions while casting (i.e. damage, distracting spells, etc.).
I'm looking for more mid to high level neat abilities to balance it - the school restriction is irrilevant at start but heavy after some levels- but for now you've got the idea.
BTW, I like channeling because you can use it not only to raise your spell-DCs, but also to be more effective at other tasks, such as intimidate (do you remember the scene in which Gandalf scares Bilbo?).
Edit: Added Spell Focus and Greater Spell Focus and modified Magic Sense (thanks to Destil).
Fixed channeling amorphous shape and shifted it from channelling to channeling.
Added unbreakable casting ability (thanks to DreamChaser).
Improved magic sense ability (thanks to Destil).
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