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Request for alternate sorcerer sources
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<blockquote data-quote="Gaiden" data-source="post: 1606933" data-attributes="member: 103"><p>Sorry it has taken me so long to get back to everyone. Thanks for the replies. I did check out almost all of the links and have a 1st draft of my alternate sorcerer. I am hesitant to post it until I am finished, though (it involves 3 different files - actually 4, if I include my mod's to weapon proficiencies).</p><p></p><p>What I instead wanted to do was get some feedback on what everyone thought formed the crux of the sorcerer class.</p><p></p><p>I noticed several common features built into the various alternate sorcerer classes. I wish I was more fluent in creating polls because one with multiple possible selections would be perfect for what information I am seeking.</p><p></p><p>The question, then, is what do you think ought to be class features of the sorcerer. The commonalities I saw, and that I am looking for opinions on, were these:</p><p></p><p>Eschew Materials - almost every single version had this as a bonus feature at 1st level. Moreover, almost all went beyond the 3.5 feat to include that expensive material components instead cost 1/25th of their price in experience. IIRC, that is Monte Cook's version of Eschew Materials.</p><p></p><p>Bloodline - many of the alterations (but not all) incorporated the flavor text in the sorcerer class (RAW) and incorporated them into class abilities. The flavor text just talks about dragon blood, but there was also a Dragon article that introduced bloodline feats that expanded upon this to include other types of heritage (celestial, elemental, fey, etc.). Some of the variations also followed the Unearthed arcana ancestral bloodline abilities working them into the class.</p><p></p><p>Magic Sensitivity - another commanility was the ability to sense magic innately. Sometimes this worked out to having detect magic as a spell like ability, sometimes it worked more like the sensitive feat in Arcana Unearthed.</p><p></p><p>Lack of a Familiar - almost all alternate sorcerers I saw eliminated this as a class feature.</p><p></p><p>Overchannel - some called it mainline, some burn, some overchanneling. The clearest explanation is the channeling ability detailed in Wheel of Time - you cast a spell with more power than you could normally handle possibly at the risk of injury to yourself and others. This could take the form of increased CL, SP, DC, or SL (usually for metamagic).</p><p></p><p>Wizard progression of bonus feats - instead of gaining a bonus feat for use with item creation or metamagic, the sorcerer's bonus feats (at 5th, 10th, etc.) were limited to metamagic.</p><p></p><p>Increased survivability - this usually took the form of modifying the basic numbers of the class either in the form of increased HD to d6, increase in skill points to 4+int/level, and/or additional weapon/armor proficiencies possibly including a martial weapon.</p><p></p><p>Spontaneous metamagic - variations on reducing the casting time of a metamagicked spell from a full round action to a standard action.</p></blockquote><p></p>
[QUOTE="Gaiden, post: 1606933, member: 103"] Sorry it has taken me so long to get back to everyone. Thanks for the replies. I did check out almost all of the links and have a 1st draft of my alternate sorcerer. I am hesitant to post it until I am finished, though (it involves 3 different files - actually 4, if I include my mod's to weapon proficiencies). What I instead wanted to do was get some feedback on what everyone thought formed the crux of the sorcerer class. I noticed several common features built into the various alternate sorcerer classes. I wish I was more fluent in creating polls because one with multiple possible selections would be perfect for what information I am seeking. The question, then, is what do you think ought to be class features of the sorcerer. The commonalities I saw, and that I am looking for opinions on, were these: Eschew Materials - almost every single version had this as a bonus feature at 1st level. Moreover, almost all went beyond the 3.5 feat to include that expensive material components instead cost 1/25th of their price in experience. IIRC, that is Monte Cook's version of Eschew Materials. Bloodline - many of the alterations (but not all) incorporated the flavor text in the sorcerer class (RAW) and incorporated them into class abilities. The flavor text just talks about dragon blood, but there was also a Dragon article that introduced bloodline feats that expanded upon this to include other types of heritage (celestial, elemental, fey, etc.). Some of the variations also followed the Unearthed arcana ancestral bloodline abilities working them into the class. Magic Sensitivity - another commanility was the ability to sense magic innately. Sometimes this worked out to having detect magic as a spell like ability, sometimes it worked more like the sensitive feat in Arcana Unearthed. Lack of a Familiar - almost all alternate sorcerers I saw eliminated this as a class feature. Overchannel - some called it mainline, some burn, some overchanneling. The clearest explanation is the channeling ability detailed in Wheel of Time - you cast a spell with more power than you could normally handle possibly at the risk of injury to yourself and others. This could take the form of increased CL, SP, DC, or SL (usually for metamagic). Wizard progression of bonus feats - instead of gaining a bonus feat for use with item creation or metamagic, the sorcerer's bonus feats (at 5th, 10th, etc.) were limited to metamagic. Increased survivability - this usually took the form of modifying the basic numbers of the class either in the form of increased HD to d6, increase in skill points to 4+int/level, and/or additional weapon/armor proficiencies possibly including a martial weapon. Spontaneous metamagic - variations on reducing the casting time of a metamagicked spell from a full round action to a standard action. [/QUOTE]
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