Sorcerer Fix - Continued from "D&D Rules" (PART 2)

Take this is commentary. I am not flaming – just explaining. A lot of this has already been covered so forgive me if the answers seem a bit abrupt, as I am just reiterating a summary of long discussions on the topics. I thank you for the ideas and opinions. As with all of us - Some good ones, some not so good ones. :)

Jens said:
The basic changes seem a little too much. It's good that armor proficiency is gone but I'm not sure about the d6 for HPs. You say it's still less than clerics etc., but it is also as much as bards and rogues who are much more physical classes. I'd leave it at d4 and concentrate the benefits on spellcasting.
The d6 HD is due to being a more combat trained and self-reliant class. The reason Wizards have a d4 is specifically because they spend their entire apprenticeship locked away studying books and scrolls. They are the classic bookworm geeks of the D&D world.

Look at it this way if no other way…
A human wizard spends from like age 10 to15 plus another 2d6 years in training for their class, 90% of which is huddled up somewhere reading books and tomes. Sorcerers on the other hand are grouped with Barbarians and Rogues for “training time”, coming into their powers within a 1d4 year period of when they begin to show themselves. In the class description they are listed as a self-taught class with no formal training which means they basically go on about their lives as normal (like a Barbarian and some Rogues) and try to grasp control of their powers while doing so. Now look at the NPC classes (a.k.a. The Normal, or Non-Adventuring folk in the world). The sorcerer is closest in nature to the Adept which is a d6. Only the commoner receives a d4 and this is supposed to reflect (due to its description) the average European pre-Renaissance “serf-like” poverty stricken commoner, thus basically the “classical” starving and sickly peasant. Even the aristocrat (the fop) gains a d8.

Lineages/affinities is a good idea. However, they should be kept really simple or the whole thing balloons out of proportion. I would give the special abilities at an even progression of levels such as 1, 4, 8, 12, 16, 20.
I agree that they should remain relatively simple. The levels will work themselves out more when the abilities settle more.

Even though I think the lineages should be simple, how about removing all class skills except the bare minimum (concentration, craft, spellcraft, profession) and instead let lineages give a couple of class skills?
First, this would be unfair to the generalist who has no lineage related skill to draw upon. Secondly it makes the class far too mutable and “clunky”.
“Since Sorcerers often have a powerful presence that gives them a way with people, they frequently serve as the “face” for an adventuring party, negotiating, bargaining, and speaking for others. The Sorcerer’s spells often help him sway others or gain information, so he makes an excellent spy or diplomat for an adventuring party.”
* Bluff is currently a core skill and I feel it fits the sorcerer well as it is a common skill when you have a “way with people” and to “sway others”.
* Diplomacy covers the ability to ”serve as the “face” for an adventuring party, negotiating, bargaining, and speaking for others”
* Gather Information is specifically mentioned as something the sorcerer does but it is unfair to say the only way they can do it is through spells. Anyone that is supposed to be this charismatic and a force of personality would know how to pick up information from a social engagement.
* Intimidate is a function of the sheer force of the sorcerer’s personality. Whether it be from knowing what to say to intimidate or from some more metaphysical “evil-eye” syndrome.
* Spellcraft has been argued to be fitting of the sorcerer in many previous posts and explains the sorcerer’s interest and wish to know about their own abilities.
* Concentration is necessary for any combat oriented caster.
* Craft & Profession should be in any class for RP reasons.

The only one on the list that I can argue against really is Sense Motive. However, it places an emphasis on a skill other than their Charisma and it really is a necessary skill when dealing with others. A true negotiator, or someone who can sway others would not be able to function worth a bean without it.

The spell-like abilities have to go. It's too little to be really significant and adds a whole new set of rules.
Now see, most everyone else thought they were quite powerful. And wanted to trim them. People are still arguing that Arcane Sense is too powerful even though it’s a mere cantrip. I am curious how you see it as adding a whole new set of rules? Only in that it is evolving from the spells? Or spell-like abilities to begin with? Quite a few classes gain spell-like abilities.

I think the Strength of Magic ability should go as well, it's just too good and trespasses on paladin territory. I would actually prefer a fixed bonus to saves versus magic, maybe +1 per 3-5 levels.
Curious – how is a bonus to saves vs. Spells/Spell-likes equal to Charisma mod. better than a Fixed bonus versus magic ranging from +4 (at every 5 levels) to +6 (at every 3 levels)? Its the same bonus but places the emphasis more on the primary stat (something really needed for Charisma).

And how does it tread on the Paladin? The Paladin gains a bonus to ALL saves regardless of source. Much more potent ability, though on average Paladins will have a slightly lower Charisma (average 16).

Personally I am still iffy on this ability myself but I haven’t heard any decent replacement suggestions yet.

How about introducing a little MAD? As it is, the sorcerer is really focused on only one stat with little meed for anything else. Specifically, how about giving bonus spells known for inherent intelligence? (I also think wizards should want wisdom and clerics should need charisma more, but that's not so relevant here.) I suppose this could be the standard rule for all cha-based (spontaneous) casters.
The reason we steered more away from MAD is because every other class NEEDS MAD to help offset the fact that their primary stat grants benefits in-and-of-itself. Charisma has little to no benefit other than to determine spellcasting. So it had to be created. Also as the sorcerer is described, there are no other stats of import to them other than for the core abilities the stats grant. Sorcerers are not exceptionally athletic, nor are they exceptionally wise, nor do they have a penchant for study.

Personally I have thought about the Intelligence bonus to Spells Known in the past as it makes sense under the “Spells Known” guise. However, this has been argued ad nauseum. A sorcerers spells are not “learned”... they develop. They are supposed to be more akin to spell-like abilities or even “super powers” than “spells”. Since they do not study magic nor receive formal training in magic and thus Intelligence should hold no sway on the spell ability of the sorcerer.

How about giving sorcerers access to their lineage spells a level earlier? Specifically, how about replacing the current progression for spells known with either the druid's or the wizard's progression for daily spells, requiring the first spell gained of each level to be the lineage spell. (The two progressions are almost identical, except the wizard's is capped at 4.) Using the wizard's progression would make a lot of sense if combined with giving bonus spells known.
This has also been argued ad nauseum and was met with a pretty resounding No. The balance factor in gaining higher level spells at the levels they are acquired is necessary to keep. This would also make a clumsy mechanic. I have tried to simplify acquisition of spells known. To go back to a “table” of spells known, and one that isn’t even the sorcerer table is (IMHO) a bad thing. Worse would be then to muddle the mechanic by making a new chart for spells known that has a * in the 2nd level spell slot at 3rd level and in the 3rd level spell slot at 5th level etc and so forth, and then having to explain that the * means that at that level the sorcerer only gains their lineage spell as a spell known. Then comes the trouble of re-writing the spells per day table to make an allowance for spells gained at a level early which goes back to the balance issue.

If you wish a sorcerer with the same level spell access as Wizards, Clerics etc. Check out Sonofapreacherman’s sorcerer at http://www.wakinglands.com/htm_files/the_classes_page.htm.

Spell Evolution is an ugly mechanic. Only few spells belong to a path and few paths are complete (go all the way from level 0/1 to 9th). Until spells and chains are balanced, it's an ugly mechanic which requires another list and skews spell selection toward certain spells. For no real purpose when replacing spells is so much simpler.
How is spell evolution an ugly mechanic. I don’t understand this comment. It is no more complex than spell swapping. It is not something that is necessary to use, it is an option. A spell path does not need to go from 1-9. A Spell Path can be as simple as 2 Spells or as complex as 9.
Example 1: Bull’s Strength - Bull’s Strength, Mass
Example 2: Teleport – Teleport, Greater
Example 3: Levitate – Fly – Overland Flight
Example 4: Summon Monster 1-9
Why should a sorcerer’s abilities not be able to evolve when the spells build on themselves? This allows for a slight bit more flexibility than standard spell swapping as it expands on spell swapping. However instead of letting you swp any spell for any spell, it merely allows you to swap related spells.

If a nerf is needed (bonus spells known, even for intelligence, would be quite a treat), how about limiting the sorcerer's spell list to his spell known. This would bar him from using spell completion/trigger items with other spells, making scrolls and wands *much* less useful. Flavorwise, I think it would be a positive step to make sorecerers rely less on magic items manufactured by others.
They could still use UMD, but it probably should not be a class skill.
Again, if you want this mechanic, check out Sonofapreacherman’s sorcerer at http://www.wakinglands.com/htm_files/the_classes_page.htm.

We have argued this topic as well. It not only requires a metaphysical leap that a sorcerer has no potential to learn a spell. A Sorcerer until they can no longer ever learn a new spell, still posseses the “Potential” to learn any available spell, just as do Wizards and Bards. Even though a Wizard doesnt know aa spell they are still allowed to use items they have never seen the spell for - so why cant a sorcerer? This is singling out the Sorcerer for restrictions that could and Should be targeted to ALL classes if used.

Aside from those points, it would require not only re-writing the sorcerer mechanic but would also require re-writing the magic item use mechanics in the DMG, which I am unwilling to do. Not as part of a core class design. The class design should be using as many existing core rules systems as possible rather than making new ones. Even Spell Evolution isn’t new. Its an expansion of the Spell Swapping.

Another possible nerf could be to a restriction on, say, the 4th spell known of each level, something like limiting it to spells 'similar' to the lineage spell. This would be simpler if the lineage spell was not one specific spell from a list but instead was chosen from a narrowly defined type of spell, such as 'fire based' or 'from the school of illusion'. It would take some care to define the groupings, but it would make sorcerers more diverse and make the class instantly compatible with spells from other sources than the PHB.
This would become a very ugly mechanic. It breaks the KISS test and it removes flexibility and choice. We do not want to remove a sorcerer’s flexibility in the choice of their spells to quite that specific a degree as it is hard enough to create a good spell selection that makes the sorcerer a viable class. The lineage spells add a small bit of flexibility in that it grants an added spell known, but it focuses the flavor of making it fit a specific theme, something that is rarely ever done with sorcerer spell selection due to a need to pick the most adaptive and broad reaching spells possible. The lineages also lend to a certain flavor allowing the sorcerer to learn spells outside the normal range of the Wizard list but at an equal cost.

Also keep in mind, and this is not meant to offend, but this class build is not meant to take into account 3rd party and expansion material. The Core Class build (our starting point) is meant to fit in the core book. Once the core class is hammered out – Then we will look into expansion material such as spell points, alternate spell lists, spell templates, item familiars, etc. etc.

Can I propose a different mechanic for metamagic? How about allowing to cast a metamagiced spell without delay by sacrificing a spell slot of a level equal to the level adjustment? Of course he still needs to know the mm feat. This should probably just be an option available to all spontaneous casters, but sorcerers will benefit the most since they have many more spell slots than bards.
This is basically the second option in Unearthed Arcana. It is not a “bonus” it is merely a different way of paying the cost of a Metamagic feat. What I wanted was a class ability, thus granting a virtual feat with free uses as a bonus. Anyone can choose to allow spellcasters an alternate way to pay for a metemagic use and it falls more to the realm of house rule than a class ability.

Instead of free detect magic, why not just increase the number of cantrips per day? Specifically, how about increasing the number of daily 0-level spells by the charisma bonus? This might be done for all casters or it could be a perk just for sorcerers.
Because not all sorcerers should have to choose Detect Magic as a known spell. This goes back to the argument that for a Sorcerer to be “useful” they must choose these X spells (like Detect Magic, Magic Missile, Shadow Evocation, etc.). A sorcerer should not HAVE to pick certain spells to be useful. Many people like the Arcane Sense, the argument is whether “At Will” is too powerful. I was seeking a class ability that was a spell-like/supernatural ability that would be most fitting to all sorcerers. Similar to all bards getting fascinate and suggestion, or all druids getting wild shape and thousand faces or all paladins getting detect evil, special mount and remove disease.

As for charisma granting bonus Cantrips that is again a house-rule kind of scenario (one I personally use) but doesn’t fit into the core mechanic as it would require a re-write of the spells per day table which I really don’t want to touch as it is the foundation stone of the class.

Material components: Rather than granting Eschew Materials to some lineages, how about simply letting sorcerers replace inessential components with xp, say 1 xp for gp value, no minimum? It could be a basic trait of spontaneous casting or just for sorcererous spellcasting.
All sorcerers gain eschew as a standard part of their spellcasting but still require those “special” components and foci. As for the XP for GP exchange – and this is personal – I personally don’t like it, but I will consider it based on feedback. XP is far more valuable than any GP value. XP is much harder to acquire than gold. Even IF I entertain this idea, I would use the existing mechanic from item creation. 1/25 of the GP in XP (minimum 1XP). Thus to ignore a 25gp focus would cost the Sorcerer 1XP. However, this adds up FAST, but might help give the sorcerer a small XP sink similar to a Wizard’s Scribe Scroll.
 

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For those not reading the whole thread...

REVISION UPDATE 2.24
(Edits)

This is an alternate version of the base Sorcerer class as presented in the 3.5 Edition Player’s Handbook. The current version of the Sorcerer has very little to do with the material provided in the class description. This alternate version of the sorcerer is designed to allow for a sorcerer mechanic that matches the descriptions of the class as described in the Player’s Handbook, and that is to show a link between the sorcerer’s abilities and their heritage as well as to give the sorcerer more balance with the other core classes.

GAME RULE INFORMATION
Sorcerers have the following game statistics.
Abilities: Charisma determines the effectiveness of a Sorcerer’s magic. To cast spells, a Sorcerer must have a Charisma score of 10+ the spell’s level. Sorcerers gain bonus spells based upon Charisma. The Difficulty Class of a saving throw against a Sorcerer’s spells is 10 + Spell Level + Sorcerer’s Charisma modifier.
Alignment: Any
Hit Die: d6

CLASS SKILLS
The class skills of the Sorcerer are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, and Sense Motive.
Skill Points for 1st Level: (4+INT modifier) x4
Skill Points at Each Additional Level: 4+INT modifier

BAB: Poor
SAVES: Will Good
1….. Aura, Lineage, Spells
2….. -----
3….. Arcane Sense
4….. -----
5….. -----
6….. Innate Ability (1st)
7….. -----
8….. Lineage Ability
9….. -----
10… -----
11… Innate Ability (2nd)
12… -----
13… -----
14… Innate Ability (3rd)
15… -----
16… -----
17… Improved Lineage Ability
18… -----
19… -----
20… Perfect Self

CLASS FEATURES
All of the following are class features for the Sorcerer.

Weapon and Armor Proficiency: Sorcerers have more time to study the art of fighting skills. Though not highly skilled, sorcerers are proficient with all simple weapons but not with light armor nor with shields.

Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their lineage and archetype. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).
..........To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. 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 spell level per day. Their base daily spell allotment is given on “Table 3-16: The Sorcerer” in the Player’s Handbook. In addition, he receives bonus spells per day if he has a high Charisma score.
..........A sorcerer’s selection of spells is extremely limited. A Sorcerer begins play 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.
..........Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
..........Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. This is referred to as Spell Evolution. This concept is based on the concept of spell paths (by Sean K. Reynolds), a series of spells that build and grow upon the same basic premise. When a sorcerer acquires new known spells, and they have a spell that exists on a spell path with an appropriate higher-level spell available, the sorcerer can choose to “upgrade” the spell-path spell they already know, replacing the original spell with the upgraded spell. They may then fill the abandoned spell slot with another spell that is available to them of the same spell level. A sorcerer can only upgrade one spell in this manner at any given level, even if they have multiple options for upgrading.
[Example: Vond is a Sor5 who knows the invisibility spell. Upon reaching Sor6 he chooses to acquire a new 3rd-level spell known as one of his 2 new spells. Invisibility is a 2nd-level spell on the “Path of Invisibility” and invisibility sphere is a 3rd-level spell on that spell-path. Vond decides to upgrade his invisibility to invisibility sphere, which uses his new 3rd-level spell known slot. However, he now has an open spell known slot at 2nd level (formerly occupied by invisibility), which he may use to learn any other 2nd-level spell available to him.]
..........Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
..........Also unlike wizards or cleric, the sorcerer’s innate magic serves as the focus for most common spells. As such the sorcerer can cast any spell that has a material component costing 1gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1gp, the sorcerer must have the material component at hand to cast the spell, just as normal.

Aura (Ex): Sorcerers have a particularly powerful aura of magic about them since they are a focus of innate raw magic. When viewed by detect magic or arcane sight the sorcerer radiates with the presence of a single magical aura of universal origin unless the sorcerer is of a lineage that lends them to a specific type of magic that can be read with detect magic, such as a General Abjurer Sorcerer will radiate an abjuration aura. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level).

Strength of Magic: REMOVED

Lineage: Each sorcerer’s magic is different and unique and manifests differently with them. Some sorcerer’s magical lineage is so lost in the ancient past that the power manifests in a focus more appropriate to the sorcerers personality and character. In some sorcerers however, their magical lineage runs so strongly in them that it influences the sorcerer and their magic. Each sorcerer chooses a lineage for their sorcerer. The sorcerer’s lineage choice influences how their magic and abilities manifests within them. Once the sorcerer has chosen a lineage they gain a set of abilities from that lineage that take effect at 1st, 8th and 17th levels. See “Table: Sorcerer Lineages” for the details of the sorcerer lineages.

Arcane Sense (Sp): The sorcerer is so in tune with magic that they can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, at 3rd level, the sorcerer’s senses allow them to see as if using detect magic (as the spell) a number of times per day equal to their Charisma modifier. This spell-like ability is activated as a standard action that draws an attack of opportunity and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).

Innate Ability (Sp): The sorcerer is a manifestation of innate magic prowess. This innate magic grows in them slowly and eventually becomes a part of them. At 6th level, the sorcerer’s 1st level lineage spell becomes a spell-like ability, that may be used a number of times per day equal to their Charisma bonus. This does not count against the sorcerer's spells per day. The spell-like ability is used at the sorcerer's character level (including any caster level bonus from the sorcerer's Affinity). The spell-like ability's saving throw DC (if applicable) is Charisma based.
.......... When this lineage spell becomes a spell-like ability, the sorcerer “loses” the spell as a known spell. This leaves the sorcerer with one less spell known slot for that spell level. The spell has evolved into a true innate ability.
..........If the spell-like ability spell has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the spell-like ability spell has a material component with negligible cost (under 1gp), they do not need the focus to use the spell-like ability. If the innate ability has a material component for which a gold piece value is given, the sorcerer needs that component to use the spell-like ability.
..........Since this is a spell-like ability and not an actual spell, it cannot be convert into any other spell nor given up to pay a spell slot cost, nor can it be converted to a signature spell.
..........As a spell-like ability, the Innate Ability is not subject to metamagic feats which affect spells. However, the sorcerer can learn metamagic feats which affect spell-like abilities, such as Empower Spell-like Ability and Quicken Spell-like Ability (see Chapter 6 of the Monster Manual).
..........At 11th level, the sorcerer’s 2nd level lineage spell evolves into a spell-like ability, and at 14th level, the sorcerer’s 3rd level lineage spell evolves into a spell-like ability

Perfect Self (Ex): At 20th level, a sorcerer becomes a magical creature. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the sorcerer gains damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the sorcerer can still be brought back from the dead as if they were a member of their previous creature type.
 
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Example Character up to Lvl 12 with Variant system

Edit with the Changes discussed below. Added bonus spells/day due to Charisma modifier. Took out Lineage supstitution spells. This of course is not including Magic Items, and such. I am liking this very much.

What does everyone else think about my Julia Gypsy Sorcerer?? :)

Halma


Julia
Sorcerer Variant....................Human.......................Level 1

HD 1d6................HP: 8......AC: 11 (15 MA) Speed: 30
28 point buy.........BAB:+0....FF: 10...Touch: 11.Init: +5
Str......................10
Dex.....................12
Con.....................14
Int......................12
Wis.....................12
Cha.....................16

Skills................................Ranks:................ Total
Bluff...................................4.......................+7
Concentrate.........................4......................+6
Diplomacy............................4......................+7
Gather Information ................4.....................+7
Sense Motive........................4.....................+3
Sleight of Hands....................2......................+4
Knowledge (Religion)..............2......................+3

Feats
Combat Casting
Improved Init

Class Abilities
Eschew Materials for 1gp
Aura
Lineage: Gypsy
Augury 6 times a day
Lineage Spells Known:
Know Direction
Charm person
Any Divination Spells
Prohibited Evocation spells

Equipment.............To Hit Bonus.......Range..................Damage
Lt. Crossbow.............+1...................80’.......................1D8
Lt. Mace ...................+0............................................1D6

Spells per Day:....O lvl 6 per Day.......1st Lvl 4 per Day
Spells Known
0lvl Spells (6+L) DC 13
Mage Hand
Message
Light
Prestidigitation
Detect Magic
Know Direction (Lineage)

1st lvl Spells (2 + L) DC 14
Mage Armor
Enlarge Person
Charm Person
..................................................................................................................................
Julia
Sorcerer Variant................Human....................Level 4

HD 4d6................ HP: 23.................AC: 11(15 MA)......Speed:30
28 point buy.........BAB: +2...............FF: 10 Touch: 11....Init: +5
Str.....................10
Dex....................12
Con....................14
Int.....................12
Wis....................12
Cha....................16 (17)

Skills................... Points: 6/lvl..........Ranks:..................Total
Bluff................................................7.......................+10
Concentration...................................7.......................+9
Diplomacy........................................7........................+10
Gather Information.............................7.......................+10
Sense Motive....................................7........................+8
Sleight of Hands................................4.........................+5
Knowledge (Religion)..........................3.........................+4

Feats
Combat Casting
Improved Init
Spell Focus (Conjuration)

Class Abilities
Eschew Materials for 1gp
Aura
Lineage: Gypsy
Augury 6 times a day
Spells Known:
Know Direction
Charm person
Detect Thoughts
Arcane Sense: Detect Magic 3/day
Any Divination Spells
Prohibited Evocation spells

Equipment.............To Hit Bonus.....................Range..................Damage
Lt. Crossbow...............+3...............................80’......................1D8
Lt. Mace.....................+2........................................................1D6

Spells per Day: O lvl 7 per Day 1st Lvl 7 per Day 2nd lvl 4 per day
Spells Known
0lvl Spells (8+L) DC 13
Mage Hand
Message
Light
Prestidigitation
Know Direction (Lineage)
Resistance (Formally Detect Magic)
Detect Poison
Disrupt Undead
Touch of Fatigue

1st lvl Spells (5 + L) DC 14
Mage Armor
Enlarge Person
Charm Person (Lineage)
Summon Monster I
Protection from Evil
Grease

2nd lvl Spells (1+L) DC 15
Summon Monster II
Detect Thoughts (lineage)
.............................................................................................................................

Julia
Sorcerer Variant....................Human..................Level 8

HD 8d6.........HP: 43.......................AC:11(19 MA+SH).....Speed: 30
28 point buy....................BAB: +4....FF: 10 Touch: 11......Init: +5
Str...................10
Dex..................12
Con..................14
Int....................12
Wis...................12
Cha...................16 (18)

Skills Points: 6/lvl.........Ranks:.....Total..............................Saves:
Bluff............................11..........+15.................................Fort: +4
Concentration...............11..........+13.................................Ref: +3
Diplomacy.................... 11.........+15.................................Will: +7
Gather Information.........11........+15
Sense Motive................11 .........+12
Sleight of Hands.............8...........+9
Knowledge (Religion)........5..........+6

Feats
Combat Casting
Improved Init
Spell Focus (Conjuration)
Augment Summoning

Class Abilities
Eschew Materials for 1gp
Aura
Lineage: Gypsy
Augury 6 times a day
Spells Known:
Know Direction
Charm person
Detect Thoughts
Clairaudience/clairvoyance
Scrying
Arcane Sense: Detect Magic 4/day
Innate Ability: Charm Person 4/day
Lineage Ability: ???????
Any Divination Spells
Prohibited Evocation spells

Equipment............To Hit Bonus........Range..................Damage
Lt. Crossbow..............+5..................80’.......................1D8
Lt. Mace....................+4............................................1D6

Spells per Day: O lvl 7/day..1st Lvl 7/day..2nd lvl 7/day..3rd lvl 6/day 4th lvl 4/day
Spells Known
0lvl Spells (8+L) DC 14
Mage Hand
Message
Light
Prestidigitation
Know Direction (Lineage)
Resistance (Formally Detect Magic)
Detect Poison
Disrupt Undead
Touch of Fatigue

1st lvl Spells (6 + (L) )DC 15
Mage Armor
Enlarge Person
Silent Image (Formally Summon Monster I)
Ventriloquism (Formally Protection from evil)
Grease
Shield


2nd lvl Spells (4+L) DC 16
Glitter Dust (Formally Summon Monster II)
Detect Thoughts (Lineage)
See Invisible
Darkvision
Tasha’s Hideous Laughter

3rd lvl Spells (3+L) DC17
Invisibility Sphere
Magic Circle vs Evil
Summon Monster III
Clairaudience/Clairvoyance (Lineage)

4th Lvl Spells (1+L) DC18
Scrying (Lineage)
Summon Monster IV

.................................................................................................................................
Julia
Sorcerer Variant.......................Human..............................Level 12
HD 12d6.............HP: 63.................AC: 11(19 MA+SH).....Speed: 30
28 point buy.........BAB:+6/+1..........FF: 10 Touch:11.......Init: +5
Str.....................10
Dex.....................12 (13)
Con.....................14
Int......................12
Wis.....................12
Cha.....................16 (18)

Skills...Points: 6/lvl..........Ranks:................Total Saves:
Bluff..............................15......................+19..........Fort: +6
Concentration.................15......................+17..........Ref: +5
Diplomacy.......................15.....................+19..........Will: +9
Gather Information...........15......................+19
Sense Motive..................15......................+16
Sleight of Hands..............13......................+14
Knowledge (Religion).........9.......................+10

Feats
Combat Casting
Improved Init
Spell Focus (Conjuration)
Augment Summoning
Extend Spell
Quicken spell

Class Abilities
Eschew Materials of 1gp or less
Aura
Lineage: Gypsy
Augury 6 times a day
Lineage Spells Known:
Know Direction
Clairaudience/clairvoyance
Scrying
True Seeing
Geas/Quest
Arcane Sense: Detect Magic 4/day
Innate Ability: Charm Person 4/day
Innate Abilty: Detect Thoughts 4/day
Lineage Ability 1: Evil Eye (DC 20 will save) -3 Penalty to all rolls 4/day
Any Divination Spells
Prohibited Evocation spells
Equipment...........................To Hit Bonus........Range..............Damage
Lt. Crossbow..............................+7................80’..................1D8
Lt. Mace.................................+6/+1....................................1D6

Spells per Day: O lvl 7 /day 1st Lvl 7 /day 2nd lvl 7 /day 3rd lvl 7 /day 4th lvl 7 /day 5th lvl 5/day 6th lvl 3/day
Spells Known
0 lvl spells.......................1st lvl spells.........................2nd lvl spells
Mage Hand......................Mage Armor..........................Glitter Dust
Message.........................Enlarge Person.......................Darkvision
Light.................Expeditious Retreat(Formally Silent Image)....See Invisible
Prestidigitation................Ventriloquism.........................Tasha’s Hideous Laughter
Know Direction (Lineage).....Shield...........
Resistance.......................Grease
Detect Poison
Disrupt Undead
Touch of Fatigue

3rd lvl Spells (4+L) DC17.........................4th Lvl Spells (4+L) DC18
Clairaudience/Clairvoyance (Lineage).............Scrying (Lineage)
Major Image..............................................Summon Monster IV
Invisibility Sphere........................................Evard’s Black Tentacles
Magic Circle vs Evil .....................................Detect Scrying
Hold Person(formally Summon Monster III)............Phantasmal Killer

5thlv Spells (3+L) DC 19...............6th lvl Spells (1+L) DC 20
True Seeing (Lineage).....................Geas/Quest (Lineage)
Summon Monster V.........................Summon Monster VI
Teleport
Shadow Evocation
 
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Wow. Thanks for all that work. What do you think when compared to other classes of the same level? How did it feel to build? Would it be something you wanted to play?

I think it looks fine, though on a DM/RP note, I would have made the character take at least some ranks in Profession (Fortune Telling) though.

One note on Level 12 though, Only 1 Lineage ability (gained at 8th level). Improved Lineage ability isnt gained until 17th.

Edit: As for the gypsy this is what I am looking at currently for the Gypsy Lineage.

GYPSY FAMILY LINEAGE: The Gypsy Family heritage is a deep lineage where a sorcerer comes from a long line of talented “true gypsies” or “gypsy seers”. The innate sorcerous talent is passed on in one or more offspring in a gypsy clan from generation to generation. Gypsy sorcerers have a strong innate magical connection to the cosmos, and the gypsy families train their offspring in all to do with the gypsy arts focusing on that connection.
Benefit: Gypsy sorcerers gain Knowledge (Religion) and Sleight of Hand as a class skills. They may also divine the future as per an augury (as the spell), as a spell-like ability, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. However, unlike other spell-like abilities, this augury still requires the use of a fortune telling medium such as bones, tarot, crystal ball, etc. worth 25gp (as the spell) but does not require the use of incense. Gypsy sorcerers may learn any spell of the Divination designator regardless of the spell list from which it comes as well as any spell with the Compulsion descriptor.
Special Limitation: Gypsy sorcerers, though adepts at divination and enchantment magic, they are also inept in areas of destruction. Gypsy sorcerer feel that purely destructive magic is an antithesis to the natural order and thus have no talent with harnessing evocation magic. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer.
Lineage Spells: The sorcerer has a specific affinity with gypsy magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Gypsy Lineage spell list.
Gypsy Lineage Spell List: 0–know direction; 1st-charm person; 2nd-detect thoughts; 3rd-clairaudience/clairvoyance; 4th-scrying; 5th-true seeing; 6th-gease/quest; 7th-insanity; 8th-power word stun; 9th-foresight
Lineage Abilities: The sorcerer’s affinity with gypsy magic grows over time. At 8th level the gypsy sorcerer learns the ancient gypsy way of the evil eye, a supernatural ability gifted to true gypsies. A number of times per day equal to the sorcerer’s Charisma modifier, the gypsy sorcerer may curse a target as a move-equivalent action that does not provoke an attack of opportunity. The target must be visible to the sorcerer and within 60’. The target of a gypsy sorcerer’s evil eye takes a –3 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls for 1 day thereafter. A successful Will save (DC 10 + ½ their sorcerer level + sorcerer’s Charisma modifier) negates the effect. Multiple evil-eye effects do not stack. At 17th level the gypsy sorcerer’s ability to use their evil eye ability grows in strength. They may still only use the evil eye a number of times per day equal to their Charisma modifier, but the penalty applied to the target increase to –6, and the effect lasts for 1 hour per 2 sorcerer levels.
 
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Khaalis said:
Wow. Thanks for all that work. What do you think when compared to other classes of the same level? How did it feel to build? Would it be something you wanted to play?

I think it looks fine, though on a DM/RP note, I would have made the character take at least some ranks in Profession (Fortune Telling) though.

One note on Level 12 though, Only 1 Lineage ability (gained at 8th level). Improved Lineage ability isnt gained until 17th.


I edited the Above character to represent the Lineage ability......


I like her, but she seems very powerful. With the 36 spells known + the 4 Detect Magics + 4 Charm persons + 4 Detect Thoughts +4 Evil Eyes puts her at 52 spells known, compared to the 29 from the core Sorcerer this makes her very formidable. I think this maybe a little too power full even at 12th lvl. In addition she can cast 38 of these 52 spells +4 of her abilty spells, in a given day, giving her an incredible amount of flexibility. I think that this variant maybe better off not getting the big boost in Known spells (2 for every level), and maybe we should cut down the Spells know to the Core Sorcerer list. Futher, I think that we should also substitute any Lineage spell that she gets with her spells known. For example... At first level she gets 4 0 lvl spell, one of which has to be the lineage spell. also she gets 2 1st lvl spells, one of which would be the Lineage spell.

Thus at 12 lvl she would have:

........................................8 0 lvl spells, +1 lineage;
........................................5 1st lvl spells;
........................................5 2nd lvl spells;
........................................3 3rd lvl spells +1 lineage;
........................................2 4th lvl spells +1 lineage;
........................................1 5th lvl spell +1 lineage;
........................................1 lineage 6th lvl spell.

With this she would have 29 spells Know +4 Dectect magic +4 Charm person +4 Detect Thoughts +4 Evil Eyes for a grand total of 45 Spells known. And still the ability to cast these 38 times, which of course is normally the case for a Sorcerer of this lvl.

The swaping spells is great and the spell line swap is a great Idea. I did this with the Summon monster line of spells, and gave her some really good stuff.

I also think that having 63 hit points at 12 lvl (which is the average die roll for a d6 each level), is not a problem either. I like the increased HD of this character. I have liked it since Monte Cooks var Sorcerer came out.

The skills are an interesting mix, with face capabilities and some lineage specific stuff as well.

I wasn't able to check on my spell selections to see what spells were effected by the eschew materials, but I think this is a must have for this variant. Maybe have a focus at the lower levels, then as an ability have the option to cast without the focus, or some such mechanic. For example the Gypsy needs a Voodoo doll (Substituted for Material component) to cast her spells from 1st - 8th lvl. Then upon reaching 9th Lvl, she can cast her 1st lvl and 0 lvl spells without the use of her Voodoo doll. At 10th She can cast her 2nd lvl spells without the use of her Voodoo doll. ect.......

As far as the Gypsy Lineage I think Augury 6/day maybe a little to powerful, maybe do the Cha mod times per day thing again.

This of course is my opinion.

I do like the work you have put into this and it was very fun to create her level by level. Just a little bit more work and this Class could be very playable. I am very anxious to see what you have done with the other lineages.


Halma
 

I wondered why I was getting hits from EN World today.

:cool:

Khaalis said:
Again, if you want this mechanic, check out Sonofapreacherman's sorcerer at http://www.wakinglands.com/htm_files/the_classes_page.htm.

We have argued this topic as well. It not only requires a metaphysical leap that a sorcerer has no potential to learn a spell. A Sorcerer until they can no longer ever learn a new spell, still possesses the "Potential" to learn any available spell, just as do Wizards and Bards. Even though a Wizard doesn't know a spell they are still allowed to use items they have never seen the spell for - so why cant a sorcerer? This is singling out the Sorcerer for restrictions that could and Should be targeted to ALL classes if used.
Except for the fact that sorcerers hit a ceiling of spells known, and can never swap out 8th or 9th level spells. Now while bards also hit a ceiling of spells known, they possess a game mechanic foreknowledge of spells (in the same way that clerics, druids, and wizards possess that same foreknowledge).

I call it a "game mechanic" foreknowledge of spells in that, unlike sorcerers, bards, clerics, druids, and wizards must have studied their potential spell repertoires before becoming adventurers, because otherwise they would be constantly returning to school for months at a time in between gaining every level.

To put it more simply, bards, clerics, druids, and wizards have already done their "theoretical" research into spellcasting and are now doing their "practicum" (as they adventure and gain levels). Sorcerers, on the other hand, are the only devoted core spellcasters that learns "on-the-fly", and therefore can only "spell trigger" what they intuitively know how to cast (the limitation of being self-taught).

Now while I'm sure Khaalis is fed up responding to such counter-arguments, if anybody else is interested, please visit the link he supplied above or the one provided in my signature.

I hope that helps.

:)
 

The reason I suggested going with different progressions for the lineages was to make it easier to balance the abilities. For some classes you just have this cool ability you want them to have, but it would be too powerful if they 3 or 4 others, but if only 2 others maybe not so bad. However, I have no probs with a standard progression.

Here's a question, do we want the lineage abilities to increase (like the evil eye) or do we want them to just have a different ability?
 

Stalker0 said:
The reason I suggested going with different progressions for the lineages was to make it easier to balance the abilities. For some classes you just have this cool ability you want them to have, but it would be too powerful if they 3 or 4 others, but if only 2 others maybe not so bad. However, I have no probs with a standard progression.

Here's a question, do we want the lineage abilities to increase (like the evil eye) or do we want them to just have a different ability?


I for one would like to see multiple abilities instead of one getting a little bit more powerful.

Halma
 

Halma said:
I edited the Above character to represent the Lineage ability......
Ok, now that I have more time to look at this (I was on the way to bed earlier)…

I like her, but she seems very powerful. With the 36 spells known + the 4 Detect Magics + 4 Charm persons + 4 Detect Thoughts +4 Evil Eyes puts her at 52 spells known, compared to the 29 from the core Sorcerer this makes her very formidable. I think this maybe a little too power full even at 12th lvl. In addition she can cast 38 of these 52 spells +4 of her abilty spells, in a given day, giving her an incredible amount of flexibility.
There is a major problem with the math here.
1) You are counting the spell like ability “Uses per Day” as Known Spells.
2) You are also counting a Class Ability as a Known Spell. Evil Eye (see Hexblade Curse) does not count toward spells known.
Can’t do that. Known Spells and Spells per Day are two different tables. Class Abilities are not Known Spells either, especially as Evil Eye is "Supernatural" not "Spell-Like".

If you count Just the actual spells known, and the Spell-Like Abilities as truly Known Spells its only:

Base (8) + 2/level = 30 spells known (versus the base 29)
+ 7 Lineage spells (1/spell level)
+ 2 Spell-Like abilities (Charm and Thoughts, as she already knows Detect Magic - you cant count it as a known spell twice)
Total = 39 spells known (10 over core)

However, perhaps when the spell-like evolves it cannot be replaced with another spell known. It just simply becomes innate. That would drop the spells known at 12th to:
Base (8) + 2/level = 30 spells known (versus the base 29)
+ 7 Lineage spells (1/spell level)
Total = 37 spells known (8 over core)

Another idea is drop the 0-level spells at 1st level from 6 to 4. This would drop the maximum Cantrips known (in most cases) to 6, and would drop the spells known at 12th to:
Base (6) + 2/level = 28 spells known (one Under the base 29)
+ 7 Lineage spells (1/spell level)
Total = 35 spells known (6 over core)

I think that this variant maybe better off not getting the big boost in Known spells (2 for every level), and maybe we should cut down the Spells know to the Core Sorcerer list.
As I clarified above, the 2 known spells per level is not a big boost. It only nets 3 more spells known over 20 levels versus the Core sorcerer, but it allows more flexibility.

I personally hate being forced to learn spells from a spell level I don’t want. Say for example the only 5th level spell I really want is Teleport. Why should I be forced to take another 5th level spell when I can instead to choose another 3rd level spell?

So that’s a 3 over core from the base rule, then there is the additional 10 spells gained from the lineage spells, designed to add a tad more flexibility but to also enforce a theme. This brings the net gain up to 13 spells more than the Core sorcerer by 20th level. If we also drop the base Cantrips by 2 known this would bring it to only 11 more spells known than core sorcerer by 20th level.

I don’t see that as unbalanced, only slightly more flexible.

Futher, I think that we should also substitute any Lineage spell that she gets with her spells known. For example... At first level she gets 4 0 lvl spell, one of which has to be the lineage spell. also she gets 2 1st lvl spells, one of which would be the Lineage spell.
This gets for lack of a better word – clunky. It also removes 2/3 of the purpose of the lineage spells and the 2/level gain.

The core argument that most people have is that the sorcerer does not have enough flexibility in their spells known. By doing your above suggestion you are limiting them even more by telling them they HAVE to spend a precious spell-known slot on a spell they may not want or that due to its theme has very limited uses. The idea behind the lineage spells, as noted before is this:
1) Grant more flexibility by granting a controlled number of more spells known.
2) Make those bonus spells known fit a theme.
3) Simplify the spell acquisition from the random number of spells gained per level to a uniform number.

The other problem would be that the entire spell known table would have to be re-manufactured to something like that looks more like the cleric table.
1…..3+L…..1+L
2…..4+L…..1+L
3…..4+L…..2+L
4…..5+L…..2+L…..L
Its just too much to have to re-write the table when the mechanic can be made a) easier and b) more flexible at the limited gain of 3 spells known over 20 levels.

The swaping spells is great and the spell line swap is a great Idea. I did this with the Summon monster line of spells, and gave her some really good stuff.
Standard spell swapping and Spell Path Evolution can remain, but the more I look at it, the more I agree with a previous post in that I am not sure they should get a replacement spell known when their lineage spells evolve into a Spell-Like Ability. They should lose the spell-known as a cost to gain it as a spell-like ability which is a fair cost exchange. Lose it as a spell known and lose the spell known slot to gain it as a spell-like ability useable X times per day like any other class’s spell-like abilities.

I also think that having 63 hit points at 12 lvl (which is the average die roll for a d6 each level), is not a problem either. I like the increased HD of this character. I have liked it since Monte Cooks var Sorcerer came out.
As I said, if you follow the logic behind the HD assignations, d6 is the one that makes most sense. All of the classes PC and DMG give a d6 HD as the base “normal” HD for a non-combat heavy class. Only Wizards and Commoners (should be named peasants, since most commoners are actually experts as it is the tradesman class) should have a d4.

The skills are an interesting mix, with face capabilities and some lineage specific stuff as well.
I think the skill list is fine. It gives the class something to fall back on. On a specifically campaign/DM based opinion. I would be very unpleased with any player that says that ALL of a sorcerer’s abilities should be spells. When a sorcerer wants to negotiate an adventuring deal with the town mayor, they should be able to do so based on their skill and personality. If a sorcerer in my game tried to pull the shenanigans of “Charming” the mayor to do this… the party would be in quite deep cow pancakes…
I wasn't able to check on my spell selections to see what spells were effected by the eschew materials, but I think this is a must have for this variant. Maybe have a focus at the lower levels, then as an ability have the option to cast without the focus, or some such mechanic. For example the Gypsy needs a Voodoo doll (Substituted for Material component) to cast her spells from 1st - 8th lvl. Then upon reaching 9th Lvl, she can cast her 1st lvl and 0 lvl spells without the use of her Voodoo doll. At 10th She can cast her 2nd lvl spells without the use of her Voodoo doll. ect.......
Personally, JMHO, I don’t like swapping one material component rule for a more complex one. If someone doesn’t like Eschew Material, just use the standard material components. Personally, I don’t see an issue with Eschew Materials. It only ignores materials that are worth less than 1gp. In effect, all Eschew Materials does is lets the sorcerer avoid having to buy and carry a Spell Component Pouch (5gp, 2lb.).
Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.”

Also, to answer your question, from the Handbook the only Wizard spells with over 1gp are these:
1st: Identify
2nd: Arcane Lock, Continual Flame, Leomund’s Trap, Magic Mouth
3rd: Illusory Script, Nondetection, Sepia Snake Sigil
4th: Animate Dead, Arcane Eye, Fire Trap, Scrying, Stoneskin
5th: False Vision, Magic Jar, Symbol of Pain, Symbol of Sleep
6th: Analyze Dweomer, Circle of Death, Contingency, Create Undead, Legend Lore, Repulsion, Symbol of Fear, Symbol of Persuasion, Tenser’s Transformation, True Seeing, Undeath to Death, Wall of Iron
7th: Drawmij’s Instant Summons, Forcecage, Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword, Project Image, Scrying (Greater), Simulacrum, Symbol of Stunning, Symbol of Weakness, Vision
8th: Binding, Clone, Protection from Spells, Symbol of Death, Symbol of Insanity, Sympathy, Temporal Stasis, Trap the Soul
9th: Astral Projection, Refuge, Shapechange, Teleportation Circle

As far as the Gypsy Lineage I think Augury 6/day maybe a little to powerful, maybe do the Cha mod times per day thing again.
I really don’t see this as that powerful of an ability. All it gives you is a maximum 90% chance (at 20th level) of Good/Bad or Both on one question. Another restriction is that it is for the immediate future (within 30 minutes). Why this is even 2nd level is beyond me. “Should we go down this path?” A minute later you get an answer “Weal and Woe”. What’s that mean? If you go down the path you face danger but a possible reward as well. Its not like the spell gives you ANY real information. This power is so limited in use, I don’t mind them using it 6 or 7 times a day if they choose to. It IS what Gypsies do after all.

Augury
Divination
Level: Clr 2
Components: V, S, M, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
• Weal (if the action will probably bring good results).
• Woe (for bad results).
• Weal and woe (for both).
• Nothing (for actions that don’t have especially good or bad results).
If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Material Component: Incense worth at least 25gp.
Focus: A set of marked sticks, bones, or similar tokens of at least 25gp value.


Also, on castings per day, maybe make the other spell-like abilities (Detect Magic and Lineage) a flat 3/day instead of based on Charisma modifier?

This of course is my opinion.
And this helps a lot. Of course we all have opinions. :)

I do like the work you have put into this and it was very fun to create her level by level. Just a little bit more work and this Class could be very playable. I am very anxious to see what you have done with the other lineages.
Thanks. As I said I will start releasing these but I wanted to make sure more of the core is set first. Don’t want too many tangents going at once.


Stalker0:Here's a question, do we want the lineage abilities to increase (like the evil eye) or do we want them to just have a different ability?
Halma:I for one would like to see multiple abilities instead of one getting a little bit more powerful.
Personally I think that 2 unrelated powers doesn’t make quite as much sense from a balance point of view. People are already arguing that the class borders on overpowered, Stalker0 being one of them. ;)
Granting an iterating ability is much less powerful than offering a power that is equal to the experience level it is gained at. For example gaining Evil Eye at 8, and Improved Evil Eye at 17 is less powerful than gaining Evil Eye at 8th and then gaining an equivalent 17th level ability. This is why classes like druid, barbarian, ranger etc. build on the existing ability and iterate them in power as the class goes up in levels. As it is I compressed the Hexblade Curse from 3 class abilities into 2 to make up for the difference in the levels at which they were attained. I also like the idea of their being one defining low end ability for each of the lineages, and one defining high end ability. The High level power should be at 20th and is currently still Perfect Self as I have yet to see or find anything better.

That’s JMHO.

I would like to see some discussion on this.

Thanks all. Getting much closer to being able to release the lineages for discussion.
 

Khaalis said:
There is a major problem with the math here.
1) You are counting the spell like ability “Uses per Day” as Known Spells.
2) You are also counting a Class Ability as a Known Spell. Evil Eye (see Hexblade Curse) does not count toward spells known.
Can’t do that. Known Spells and Spells per Day are two different tables. Class Abilities are not Known Spells either, especially as Evil Eye is "Supernatural" not "Spell-Like".

If you count Just the actual spells known, and the Spell-Like Abilities as truly Known Spells its only:

Base (8) + 2/level = 30 spells known (versus the base 29)
+ 7 Lineage spells (1/spell level)
+ 2 Spell-Like abilities (Charm and Thoughts, as she already knows Detect Magic - you cant count it as a known spell twice)
Total = 39 spells known (10 over core)

However, perhaps when the spell-like evolves it cannot be replaced with another spell known. It just simply becomes innate. That would drop the spells known at 12th to:
Base (8) + 2/level = 30 spells known (versus the base 29)
+ 7 Lineage spells (1/spell level)
Total = 37 spells known (8 over core)
After Looking at my math, you are quite right. Thanks for the Clarification on this.

Khaalis said:
Another idea is drop the 0-level spells at 1st level from 6 to 4. This would drop the maximum Cantrips known (in most cases) to 6, and would drop the spells known at 12th to:
Base (6) + 2/level = 28 spells known (one Under the base 29)
+ 7 Lineage spells (1/spell level)
Total = 35 spells known (6 over core)

Nay Cantrips are so negligibly powerful I don't think this really makes that much of a difference.

Khaalis said:
As I clarified above, the 2 known spells per level is not a big boost. It only nets 3 more spells known over 20 levels versus the Core sorcerer, but it allows more flexibility.

I personally hate being forced to learn spells from a spell level I don’t want. Say for example the only 5th level spell I really want is Teleport. Why should I be forced to take another 5th level spell when I can instead to choose another 3rd level spell?

So that’s a 3 over core from the base rule, then there is the additional 10 spells gained from the lineage spells, designed to add a tad more flexibility but to also enforce a theme. This brings the net gain up to 13 spells more than the Core sorcerer by 20th level. If we also drop the base Cantrips by 2 known this would bring it to only 11 more spells known than core sorcerer by 20th level.

I don’t see that as unbalanced, only slightly more flexible.

Very true.

Khaalis said:
This gets for lack of a better word – clunky. It also removes 2/3 of the purpose of the lineage spells and the 2/level gain.

The core argument that most people have is that the sorcerer does not have enough flexibility in their spells known. By doing your above suggestion you are limiting them even more by telling them they HAVE to spend a precious spell-known slot on a spell they may not want or that due to its theme has very limited uses. The idea behind the lineage spells, as noted before is this:
1) Grant more flexibility by granting a controlled number of more spells known.
2) Make those bonus spells known fit a theme.
3) Simplify the spell acquisition from the random number of spells gained per level to a uniform number.

The other problem would be that the entire spell known table would have to be re-manufactured to something like that looks more like the cleric table.
1…..3+L…..1+L
2…..4+L…..1+L
3…..4+L…..2+L
4…..5+L…..2+L…..L
Its just too much to have to re-write the table when the mechanic can be made a) easier and b) more flexible at the limited gain of 3 spells known over 20 levels.
I agree with clunky. That was just an idea. Certainly not one that was very well thought out. :)


Khaalis said:
Standard spell swapping and Spell Path Evolution can remain, but the more I look at it, the more I agree with a previous post in that I am not sure they should get a replacement spell known when their lineage spells evolve into a Spell-Like Ability. They should lose the spell-known as a cost to gain it as a spell-like ability which is a fair cost exchange. Lose it as a spell known and lose the spell known slot to gain it as a spell-like ability useable X times per day like any other class’s spell-like abilities.

This seemed a little odd to me too. I think this sollution will fix the problem.

Khaalis said:
Personally, JMHO, I don’t like swapping one material component rule for a more complex one. If someone doesn’t like Eschew Material, just use the standard material components. Personally, I don’t see an issue with Eschew Materials. It only ignores materials that are worth less than 1gp. In effect, all Eschew Materials does is lets the sorcerer avoid having to buy and carry a Spell Component Pouch (5gp, 2lb.).
Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.”

Also, to answer your question, from the Handbook the only Wizard spells with over 1gp are these:
1st: Identify
2nd: Arcane Lock, Continual Flame, Leomund’s Trap, Magic Mouth
3rd: Illusory Script, Nondetection, Sepia Snake Sigil
4th: Animate Dead, Arcane Eye, Fire Trap, Scrying, Stoneskin
5th: False Vision, Magic Jar, Symbol of Pain, Symbol of Sleep
6th: Analyze Dweomer, Circle of Death, Contingency, Create Undead, Legend Lore, Repulsion, Symbol of Fear, Symbol of Persuasion, Tenser’s Transformation, True Seeing, Undeath to Death, Wall of Iron
7th: Drawmij’s Instant Summons, Forcecage, Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword, Project Image, Scrying (Greater), Simulacrum, Symbol of Stunning, Symbol of Weakness, Vision
8th: Binding, Clone, Protection from Spells, Symbol of Death, Symbol of Insanity, Sympathy, Temporal Stasis, Trap the Soul
9th: Astral Projection, Refuge, Shapechange, Teleportation Circle

I just thought that the focus idea could add some flavor to the lineage's, like a Voodoo Doll for the Gypsy, or a Dragon scale for the Dragon lineage, Feather from an angel for the Celstial lineage. These items would be given to them as a child, upon their awakening to power. They are some what dependant to these focus's at the first few levels. Then they learn to cast spells without it as they become more powerfull. I do like the eschew materials, I was just suggesting more.... Flavor stuff.... hehe. We may have enough when we are done though.

Khaalis said:
I really don’t see this as that powerful of an ability. All it gives you is a maximum 90% chance (at 20th level) of Good/Bad or Both on one question. Another restriction is that it is for the immediate future (within 30 minutes). Why this is even 2nd level is beyond me. “Should we go down this path?” A minute later you get an answer “Weal and Woe”. What’s that mean? If you go down the path you face danger but a possible reward as well. Its not like the spell gives you ANY real information. This power is so limited in use, I don’t mind them using it 6 or 7 times a day if they choose to. It IS what Gypsies do after all.

Augury
Divination
Level: Clr 2
Components: V, S, M, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
• Weal (if the action will probably bring good results).
• Woe (for bad results).
• Weal and woe (for both).
• Nothing (for actions that don’t have especially good or bad results).
If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Material Component: Incense worth at least 25gp.
Focus: A set of marked sticks, bones, or similar tokens of at least 25gp value.

I think that the casting time should be increased a bit to represent the Gypsy way. "You can't comune with the Living unless you talk to the Dead...." In the garden of Good and evil

We may want to be very carefull what spells are given to other lineages though. This particular spell may not be that powerfull but others could.

Khaalis said:
Also, on castings per day, maybe make the other spell-like abilities (Detect Magic and Lineage) a flat 3/day instead of based on Charisma modifier?

Nay again negligble powers, and giving the Sorcerer a bonus for High chrisma is good.



Ooo I forgot to add in the Charisma bonus spells, for Julia. I will have to do this later today, and see what she can cast.

I am glad I can add what little I can to your creation.

Thanks,

Halma
 

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