Terath Ninir
Yog Sothoth loves you
Okay, those of us on Nutkinland (the sort-of sister board of ENWorld) have been working on an alt.sorcerer class. Now, before anyone goes on about how the sorcerer class is fine as it is, bear in mind that those who have worked on this so far do not agree. Our starting postulate is the official class is not good enough, so we're really not going to listen to arguments to the contrary.
This is a mostly complete list of class abilities. It does not yet have the details on how spontaneous spellcasting works (I got bored typing, and I haven't cut and pasted from the SRD yet). The Spells section is otherwise complete.
The biggest problem that readers have had so far is dropping familiars as an automatic class ability, and making it an optional feat. I think they make the sorcerer too much like a wizard, but lots of people like them.
Any and all comments are welcome, though constructive ones are most welcome.
If you want to see how we came up with this class, the original thread is here:
http://www.nutkinland.com/viewtopic.php?t=8811

This is a mostly complete list of class abilities. It does not yet have the details on how spontaneous spellcasting works (I got bored typing, and I haven't cut and pasted from the SRD yet). The Spells section is otherwise complete.
The biggest problem that readers have had so far is dropping familiars as an automatic class ability, and making it an optional feat. I think they make the sorcerer too much like a wizard, but lots of people like them.
Any and all comments are welcome, though constructive ones are most welcome.

If you want to see how we came up with this class, the original thread is here:
http://www.nutkinland.com/viewtopic.php?t=8811
NKL.Sorcerer
Hit Die: d6.
Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), and Use Magic Device (Cha).
Skill Points at 1st level: (4+Int modifier) x4.
Skill Points at Each Additional Level: 4+Int modifier.
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s arcane gestures, which can cause his spells with somatic components to fail.
Spells: The NKL.sorcerer can choose any spell off of the wizard, cleric, or druid list. A sorcerer’s spells are always arcane, even if they come from the cleric or druid list. If a spell is available at different levels on different lists, use the wizard level if there is one; if none, then the cleric level; or the druid level if it is exclusive to druids. The DM can decide whether the NKL.sorcerer has access to spells from books other than the Player’s Handbook.
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10+ the spell level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a sorcerer’s spell is 10+ the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 3-16: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells).
The NKL.sorcerer gains a limited selection of spells. A sorcerer begins play knowing four 0-level spells (also called cantrips) and two 1st-level spells of your choice. Your character also gains bonus spells known for a high Charisma score, so a 1st level sorcerer will most likely have three 1st level spells. At each new sorcerer level, he gains one or more new spells, as indicated on Table 3-17: Sorcerer Spells Known. (Don’t forget to add bonus spells for Charisma when your character learns spells of a new spell level). Note that you do not gain bonus spells known for temporary increases in Charisma. Spells and items that grant temporary bonuses increase the number of spells you can use per day, but not the number of spells you know.
Eschew Materials and Spell Thematics: A sorcerer gains these feats for free at 1st level. You do not have to use material components or foci, unless they have a cost greater than 1 gp. You also do not have to use divine foci, since your spells are arcane. You also pick a spell theme at 1st level that carries on to all of your spells as you advance in levels. See Tome & Blood for more information.
Swap spells: Every level after 1st, you can change one spell you know for any other spell of the same level. The spell has the same restrictions as any other spell you learn (wizard, cleric, or druid list; spell level taken in that order.)
Familiar: A sorcerer can summon a familiar any level after 1st. However, they have to use a feat slot to do so. The sorcerer can also only gain a familiar on a character level when he is gaining a class level of sorcerer.
Balancing Factors: The NKL.sorcerer does not automatically get a familiar, which is a decent if not spectacular ability. This balances out the two feats they gain at 1st level.
The class list is changed to make the sorcerer fit the flavor text of their description (as party leaders and diplomats). Knowledge Arcana and Spellcraft were dropped because sorcerers do not study magic. They do magic, but they don't know how it works, unless they figure it out on their own. So there is no good reason for them to have those skills -- they only had them because the other spellcasters had them.
One of the biggest problems with the current sorcerer is that you lose nothing and usually gain a lot if you multiclass. (Your familiar stops advancing, except in HD and hp, but at least half of all sorcerers don't care.) The NKL.sorcerer has things to lose, however, when it multiclasses, making them more balanced.
Sorcerers that multiclass lose the Swap Spells ability. They also face a class skill list that is unlikely to match theirs much, and probably only has 2 skill points/level. Most prestige classes (other than eldritch knight) also have a d4 HD, rather than d6. The sorcerer also will qualify for few divine prestige classes, since he uses arcane spells.