OK we know the Sorcerer is Broken, How would you fix him

I use Khaalis' sorcerer thread
http://www.enworld.org/forums/showthread.php?t=82388&page=1&pp=20
One of the primary benifits is the special ablities as the sorcerer gains levels -
2nd, 8th, 14th, 20th and minor changes at 5th and 11th - this provides a counter to prestige classing as soon as possible.

I dropped the HD back to d4 per players request - they argued that all most all arcane prestige classes have d4 hd and d6 made little sence balancewise.

I have also always hated the dragon bloodline concept. So a plethora of bloodlines is all good.
 

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Fieari said:
I agree with the premise, and make use of Khaalis's Sorcerer Varient, which is basically like Sorcerers with free eschew materials, a domain-like thingy, a slight HD bump, a small increase in spells known, and one or two spell like abilities. I know that list sounds like a lot, but I've been playing it for a few months now and it's worked spectacularly well. I don't outshine anyone, and they don't outshine me. That's all I really look for when it comes to balance.

Thanks for the plug Fieari. "My" version isnt really a creation of my own but a mass project with much input by many of the members of this site. With that said, I know my version isnt for everyone as it is very much rooted in linking the flavor text of bloodline to the sorcerer. If I were to abandon that concept, I would still make the following changes to the sorcerer at the least.

HD: d6

Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, Sense Motive, Spellcraft and Use Magic Device.

Skill Points: 4+INT

Spells Known: Begins knowing six 0-level spells and two 1st-level spells of their choice. At each new sorcerer level, they gain 2 new spells. These spells may be acquired from any spell level that they currently may utilize, but only one may be applied to the highest spell level the sorcerer has access to.

Additionally I allow spell evolution if the player so chooses, in addition to the standard Spell Swap ability. This basically is a sepearate spell swapping that allows a spell to "evolve" rather than having to waste slots on reiterated spells of the same general function. For example levitate to fly or invisibility to improved invisibility.

Abilities:
1st: Eschew Material, Improved Eschew Materials
5th, 10th, 15th & 20th: Spontaneous Metamagic (of any +1 spell level metamagic such as Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell) as per the Unearthed Arcana. Thus each Spontaneous Feat taken grants 3 uses per day.


In addition to this I allow the "Battle Sorcerer" adaptation to be applied as well. Which basically grants d8 HD, Cleric BAB, Martial Proficiency in 1 Weapon, Light Armor proficiency (an no spell failure in light armor) at the cost of ons spell slot per spell level reduction and an even more reduced number of spells known.

JMHO. YMMV.

[EDIT: Thanks also for the plug to EvilHalfling.]
 
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I provide d6 Hit Dice, 4 skill points per level, one social skill of the player's choice added to class skills (all predicated on the fact that, unlike the wizard, the sorcerer has time to do Other Stuff), and a free Eschew Materials feat (which, should it matter, applies only to sorcerer spells).

I'm still not sure it's enough, as everybody still goes wizard, but I'm certainly not gonna do more.
 

Evilhalfling said:
I dropped the HD back to d4 per players request - they argued that all most all arcane prestige classes have d4 hd and d6 made little sence balancewise.

Monte Cook has been quoted as saying that he (and I believe others) argued strongly against including d4 as a Hit Die type at all in 3E. He felt -- and I agree -- that it just makes arcanists too vulnerable. He finally acquiesced to the arguments of "frail magic-users are traditional!" because, at least in part, of the existence of bear's endurance; he figured that wizards in dangerous circumstances could up their HP for several hours at a time.

Then came 3.5 ...
 

wilder_jw said:
He finally acquiesced to the arguments of "frail magic-users are traditional!" because, at least in part, of the existence of bear's endurance; he figured that wizards in dangerous circumstances could up their HP for several hours at a time.

Then came 3.5 ...
Where the same function is provided by false life, which gives 1d10+level (max +10) temporary hp for 1 hour/level. Note that unlike endurance, these are "temporary" hp instead of "extra" hp, which means you don't have to worry about healing up if you're low on hp and the duration is running out.
 

I guess I would use wilders instead of sorcerers... or give sorcerers some emotional boost abilities.

Agreeing with Monte about the HD. I'd prefer to see d6 for pure spellcasters (wizards, druids, clerics), d8 for the rogue skill types (ranger, rogue, bard, monk), d10 for the fightertypes. I don't really mind the barbarians d12.
 
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Darklone said:
I guess I would use wilders instead of sorcerers... or give sorcerers some emotional boost abilities.

Agreeing with Monte about the HD. I'd prefer to see d6 for pure spellcasters (wizards, druids, clerics), d8 for the rogue skill types (ranger, rogue, bard, monk), d10 for the fightertypes. I don't really mind the barbarians d12.

I like your Hit Die by Type breakdown. I'm not exactly anti-d12 Hit Dice, but I think the purpose would be served by giving the Barbarian a free Improved Toughness at 1st level, and dropping the d12 to a d10. Nice and consistent.

Nothing sucks harder than going to 2nd level in barbarian and rolling that 1 on your d12. Ouch.

And to Staffan, regarding false life: True enough. I still tend to forget about that spell, which is especially odd since my theurge PC makes habitual use of it.
 

keep d4 HD, bab, saves
drop familiar


skills: 4+int, add umd, intimidate, one choosable knowledge skill

eschew materials at level 1

change spell slot progression to 2(if enough cha ala bard),3,4,5,6 for all levels starting at the uneven levels (ala wizard)

change spells known to 2(if enough cha ala bard),3,4,5 for all levels starting at the uneven levels

class ability to permanently drop a base spell slot to learn an extra spell of that level

class ability to cast metamagic as a standard action: ignore x levels of increased spell level needed to cast metamagic spells to determine if full-round casting is needed. ignore 1 level at lvl5 and 1 level each 5 levels after (for a total of 4 levels ignored at level 20). actual spell slot needed to cast the metamagic is unchanged.
 

jarlaxlecq said:
and keep him balanced with the Wizard and Psion?
There are quite a few ideas in the house rule forum.

HERE's one I have written up (which I think is about ok with a specialist wizard (maybe even a bit much, TBH), but not yet on par with the psion, but my opinion here should be well-known. ;) To come even with the psion Spells Known should be further increased and there should be a method to merge spell slots on the fly (that is, just use a 1st and 2nd level slot to cast a 3rd level spell). And of course, Option 1 has to be used then.)

What I have been doing in my campaign is the following...

Eschew Materials for free at 1st level.
4+Int skill points per level.
Diplomacy, Intimidate, Knowledge: the planes and Use Magic Device as additional Class Skills.

Use Option 3.

These are all minor goodies, which do not really tamper with the power level of the sorcerer, but make the class more fun to play.

Bye
Thanee
 
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No, no. Sorcerers aren't broken. . . "broken" implies too powerful. Sorcerers got the shaft. It's an important distinction here at EN World. :D
 

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