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New sorcerer variant (need comments)
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<blockquote data-quote="DreamChaser" data-source="post: 951202" data-attributes="member: 1190"><p>Perhaps something like this. I tweeked a couple things. I unloaded some of the feats...this one may seem much weaker than the previous. I'm not sure.</p><p></p><p></p><p>SORCERER VARIANT</p><p></p><p><snip></p><p></p><p>Hit dice: d4.</p><p>Base attack bonus: Poor (as wizards).</p><p>Good Saving Throws: Will.</p><p>Alignment: Any.</p><p>Spell known/Spells per day: As original sorcerer.</p><p></p><p>Skill points per level: 4 + Int modifier (x4 at 1st level).</p><p></p><p>Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).</p><p></p><p><strong>Class abilities:</strong></p><p>Weapon and armor proficiency: All simple weapons, no armor, no shield.</p><p></p><p>Spells: As original sorcerer, but a sorcerer must choose a theme for his spells (i.e. light, fire, ice, birds, stone) and every spell learned must fit this theme. The spell can be changed cosmetically and have energy substitution applied but must otherwise retain the original spell effect.</p><p></p><p>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, and -2 to AC. He cannot cast defensively and cannot go more than 2 rounds without casting a spell or the channeling ends prematurely.</p><p></p><p>The normal duration of channelling is 3 rounds plus the sorcerer's new Con modifier (it can be stopped at will). At the end of the channeling, the sorcerer is fatigued. 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).</p><p></p><p>At 9th level, the sorcerer's channeling has become charged with the effects of his theme. Anyone within 5 feet of the channeling sorcerer takes 1d6 points of damage.</p><p></p><p>Upon reaching 15th level, the sorcerer's connection to the magical energies while channeling has grown to the point where his concentration can no longer be disrupted no matter how much damage he takes.</p><p></p><p>Personal sorcery: A sorcerer's power is innate, wild, and highly personal. Because of this, a sorcerer never needs to use material components except those with a specific gold piece value. Unforturnately, sorcerers cannot craft magical items and require a Use Magical Device check (albeit with a +5 to the check) to use any spell completion item (scroll, wand, or staff).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 951202, member: 1190"] Perhaps something like this. I tweeked a couple things. I unloaded some of the feats...this one may seem much weaker than the previous. I'm not sure. SORCERER VARIANT <snip> 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). [B]Class abilities:[/B] Weapon and armor proficiency: All simple weapons, no armor, no shield. Spells: As original sorcerer, but a sorcerer must choose a theme for his spells (i.e. light, fire, ice, birds, stone) and every spell learned must fit this theme. The spell can be changed cosmetically and have energy substitution applied but must otherwise retain the original spell effect. 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, and -2 to AC. He cannot cast defensively and cannot go more than 2 rounds without casting a spell or the channeling ends prematurely. The normal duration of channelling is 3 rounds plus the sorcerer's new Con modifier (it can be stopped at will). At the end of the channeling, the sorcerer is fatigued. 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). At 9th level, the sorcerer's channeling has become charged with the effects of his theme. Anyone within 5 feet of the channeling sorcerer takes 1d6 points of damage. Upon reaching 15th level, the sorcerer's connection to the magical energies while channeling has grown to the point where his concentration can no longer be disrupted no matter how much damage he takes. Personal sorcery: A sorcerer's power is innate, wild, and highly personal. Because of this, a sorcerer never needs to use material components except those with a specific gold piece value. Unforturnately, sorcerers cannot craft magical items and require a Use Magical Device check (albeit with a +5 to the check) to use any spell completion item (scroll, wand, or staff). 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. [/QUOTE]
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