Sorcerer Fix - Continued from "D&D Rules" (PART 3)

Special Request

By special request, another example of a campaign specific Sorcerer, blending this sorcerer with the manifestation power ideals from the AU Witch.


TAROT SORCERER: Tarot sorcerer heritage is a deep lineage similar to the gypsy family where a sorcerer comes from a long line of talented “tarotists”. The innate sorcerous connection to the tarot is passed on from generation to generation though often skipping generations or whole groups of generations. Tarot sorcerers have a strong innate magical connection to the cosmos, and they train in the arts associated with the tarot: divination and the powers of the tarot’s four elemental connections.

Benefit: The tarot sorcerer gains Healing and Survival as class skills. The tarot sorcerer has the ability to channel some of their power into manifestations of the five powers of the tarot. At 1st level the tarot sorcerer may choose one of these manifestations. All manifestations require the use of a tarot deck spell focus worth 25gp which must be on the sorcerer’s person at the time the manifestation abilities are used.
Greater Arcana (Cosmos): Divination - The tarot sorcerer can 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 does not require the use of incense.
Lesser Arcana - Wands (Air): Lightning – The tarot sorcerer can release a blast of electrical energy from their hand at a target within 50 feet. It inflicts 2d6 points of electricity damage plus 1d6 per two sorcerer levels, although a Reflex saving throw (DC 10 + half the sorcerer’s level + the sorcerer’s Charisma modifier) reduces the damage by half. The sorcerer can use this ability a number of times per day equal to their Charisma modifier. This is a standard action.
Lesser Arcana - Pentacles (Earth): Armor – The tarot sorcerer can weave a sheath of magic weightless armor about themselves. They can move freely and suffer no armor check, spell failure or movement penalties. The armor adds to their AC an armor bonus equal to their Charisma modifier + an additional enhancement bonus equal to +1 per 5 sorcerer levels. Activating this ability is a full-round action, but the armor lasts until dispelled; it does not remain in place when the sorcerer is asleep or unconscious.
Lesser Arcana - Swords (Fire): Flame Blade – The tarot sorcerer creates a short sword, long sword, scimitar, rapier, falchion or great sword out of fire that appears in their hand. They are proficient with the blade, which operates like a normal sword of its type except that except that it also inflicts 1 point of fire damage + 1 per two sorcerer levels with each strike. Only the sorcerer that created the blade can use it and they can create or dispel it at will, each action requiring a standard action. The sword disappears when out of the sorcerer’s grasp.
Lesser Arcana - Cups (Water): Draught of Life – The tarot sorcerer can channel the healing energies found in the power of the cup’s water to heal a living creature’s wounds. The sorcerer’s touch heals 1d8 points + twice the sorcerer’s level in damage. The sorcerer can use this ability a number of times per day equal to their Charisma modifier. This is a full-round action.
.....Tarot sorcerers may also learn any spell of the Divination, Air, Earth, Fire, or Water designator regardless of the spell list from which it comes.

Special Limitation: Tarot sorcerers, though adepts at divination and elemental magic, they are also inept in other areas of magic and thus have no talent with harnessing arcane enchantment or necromantic 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 tarot 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 Tarot Lineage spell list.
Tarot Lineage Spell List: 0–read magic; 1st-cure light wounds; 2nd-detect thoughts; 3rd-protection from energy; 4th-fire shield; 5th-contact other plane; 6th-chain lightning; 7th-vision; 8th-iron body; 9th-foresight

Lineage Abilities: The sorcerer’s affinity with tarot magic grows over time.
.....At 8th level the tarot sorcerer chooses a second tarot manifestation ability.
.....At 14th level the tarot sorcerer chooses a third tarot manifestation ability.
.....At 20th level, a tarot sorcerer becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol or some other symbol related to the tarot. 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 tarot sorcerer gains the following benefits.
• Darkvision out to 60’.
• The tarot sorcerer gains the final two tarot manifestation abilities that they have not yet selected.
• Gain Tarot Item Creation: The tarot sorcerer can craft any magical item of the following types as if they had the appropriate Item Creation feat: Cup - Any magical drinking device or drinkable substance; Pentacle - Any magical amulet or shield; Sword - Any magical sword or dagger; Wand - Any Wand, Rod or Staff.
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.
 
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Special Request 2

Also By Request:
Two "Cut & Paste" reversions of this sorcerer build as examples of how to convert to a single class write-up with no Lineage Options. The 1st uses the “Unknown/Blooded” sorcerer option and the 2nd uses the Draconic Lineage.


ALTERNATE SORCERER EXAMPLE 1 - GENERIC

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, Sense Motive, Spellcraft and Use Magic Device.
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, Spontaneous Metamagic, Spells
2….. Arcane Sense
3….. -----
4….. -----
5….. Innate Ability (1st)
6….. -----
7….. -----
8….. Improved Spontaneous Metamagic
9….. -----
10… -----
11… Innate Ability (2nd)
12… -----
13… -----
14… Improved Spontaneous Metamagic
15… -----
16… -----
17… Innate Ability (3rd)
18… -----
19… -----
20… Perfect Sorcerer

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 armor nor with shields. Note that arcane spell failure applies when the sorcerer casts spells in armor.

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 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, they receive bonus spells per day if they have a high Charisma score.
……….Unlike a wizard or a cleric, a sorcerer need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they’ll cast.
….......Also unlike wizards or cleric, the sorcerer’s innate magic serves as the material focus for most of their common spells, thus becoming their own material component. As such the sorcerer can cast any spell that has a material component costing 1gp or less without needing that component and without harm to themselves. 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, or they choose to sacrifice a part of their essence to channel the spell. This essence takes the form of an XP cost paid at 1/25 of the gold cost of the material component or focus (minimum XP cost of 1XP). Spells that already require the expenditure of XP are handled normally.
……….Spells Known: 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.
…..…..The sorcerer also has a specific affinity for a theme of magic which manifests in a Theme Spell List. These theme spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These theme spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer chooses one affinity from the following choices.
Abjuration: 0-resistance; 1st-shield; 2nd-resist energy; 3rd-dispel magic; 4th-remove curse; 5th-Mordenkainen’s private sanctum; 6th-greater dispel magic; 7th-banishment; 8th-mind blank; 9th-prismatic sphere
Antimagic: 0-detect magic; 1st-protection from chaos/good/evil/law; 2nd-obscure object; 3rd-dispel magic; 4th-minor globe of invulnerability; 5th-break enchantment; 6th-antimagic field; 7th-spell turning; 8th-protection from spells; 9th-Mordenkainen's disjunction
Battle: 0-daze; 1st-true strike; 2nd-protection from arrows; 3rd-greater magic weapon; 4th-fire shield; 5th-Bigby's interposing hand; 6th-Tenser's transformation; 7th-power word blind; 8th-moment of prescience; 9th-time stop
Conjuration: 0-acid splash; 1st-mage armor; 2nd-web; 3rd-stinking cloud; 4th-summon monster IV; 5th-wall of stone; 6th-acid fog; 7th-summon monster VII; 8th-maze; 9th-gate
Divination: 0-read magic; 1st-detect secret doors; 2nd-see invisibility; 3rd-arcane sight; 4th-arcane eye; 5th-prying eyes; 6th-true seeing; 7th-greater arcane sight; 8th-discern location; 9th-foresight
Enchantment: 0-daze; 1st-charm person; 2nd-Tasha’s hideous laughter; 3rd-suggestion; 4th-confusion; 5th-hold monster; 6th-greater heroism; 7th-insanity; 8th-mass charm monster; 9th-dominate monster
Evocation: 0-light; 1st-magic missile; 2nd-flaming sphere; 3rd-lightning bolt; 4th-shout; 5th-wall of force; 6th-Bigby’s forceful hand; 7th-Mordenkainen’s sword; 8th-Otiluke’s telekinetic sphere; 9th-Bigby’s crushing hand
Illusion: 0-ghost sound; 1st-disguise self; 2nd-invisibility; 3rd-major image; 4th-phantasmal killer; 5th-shadow evocation; 6th-mislead; 7th-mass invisibility; 8th-scintillating pattern; 9th-shades
Necromancy: 0-disrupt undead; 1st-ray of enfeeblement; 2nd-false life; 3rd-vampiric touch; 4th-fear; 5th-waves of fatigue; 6th-circle of death; 7th-control undead; 8th-horrid wilting; 9th-energy drain
Transmutation: 0-mage hand; 1st-expeditious retreat; 2nd-levitate; 3rd-haste; 4th-polymorph; 5th-baleful polymorph; 6th-disintegrate; 7th-reverse gravity; 8th-iron body; 9th-shapechange
Travel: 0-know direction; 1st-long strider; 2nd-levitate; 3rd-fly; 4th-dimension door; 5th-teleport; 6th-shadow walk; 7th-teleport, greater; 8th-plane shift; 9th-gate
……….Spell Swapping: 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 they already know. 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 they gain new spells known for the level.
…..…..Spell Evolution: 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: Vons 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. Vons 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.

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 theme that lends them to a specific type of magic that can be read with detect magic, such as an 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).

Spontaneous Metamagic (Ex): Choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect any theme spell (and only theme spells) the sorcerer knows, a number of times per day equal to the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.

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 2nd 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 5th level, the sorcerer’s 1st level theme 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 theme 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 theme spell evolves into a spell-like ability, and at 17th level, the sorcerer’s 3rd level theme spell evolves into a spell-like ability.

Improved Spontaneous Metamagic (Ex): At 8th and 14th levels the sorcerer gains the ability to choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability) as a virtual feat that may be used “on-the fly” to effect any spell the sorcerer knows, three times per day. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.
……….A chosen virtual feat may be chosen again, gaining an additional three uses per day of the virtual feat.

Perfect Sorcerer: At 20th level, a sorcerer becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol. 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 the following benefits.
• Darkvision out to 60’.
• Gain Damage Reduction (Su): Grants 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.
• Gain the Improved Spontaneous Metamagic ability again. However, the feat choice is extended to allow Empower Spell as well (or any spell uses up a spell slot up to two levels higher). A chosen virtual feat may be chosen again, gaining an additional three uses per day of the virtual feat.
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.




ALTERNATE SORCERER EXAMPLE 2 - DRACONIC

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, Sense Motive, Spellcraft and Use Magic Device.
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….. Arcane Sense
3….. -----
4….. -----
5….. Innate Ability (1st)
6….. -----
7….. -----
8….. Draconic Aura
9….. -----
10… -----
11… Innate Ability (2nd)
12… -----
13… -----
14… Improved Draconic Aura
15… -----
16… -----
17… Innate Ability (3rd)
18… -----
19… -----
20… Draconic Sorcerer

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 armor nor with shields. Note that arcane spell failure applies when the sorcerer casts spells in armor.

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 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, they receive bonus spells per day if they have a high Charisma score.
……….Unlike a wizard or a cleric, a sorcerer need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they’ll cast.
….......Also unlike wizards or cleric, the sorcerer’s innate magic serves as the material focus for most of their common spells, thus becoming their own material component. As such the sorcerer can cast any spell that has a material component costing 1gp or less without needing that component and without harm to themselves. 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, or they choose to sacrifice a part of their essence to channel the spell. This essence takes the form of an XP cost paid at 1/25 of the gold cost of the material component or focus (minimum XP cost of 1XP). Spells that already require the expenditure of XP are handled normally.
……….Spells Known: 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.
Draconic Spells: The sorcerer has a specific affinity with draconic 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 Draconic Lineage spell list.
Draconic Lineage Spell List: 0–resistance; 1st-comprehend languages; 2nd-darkvision; 3rd-protection from elements; 4th-fear; 5th-mind fog; 6th-true seeing; 7th-vision; 8th-mind blank; 9th-dominate monster
……….Spell Swapping: 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 they already know. 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 they gain new spells known for the level.
…..…..Spell Evolution: 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: Vons 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. Vons 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.

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. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level).

Lineage: Draconic sorcerers gain +2 bonus on all Intimidate skill checks as well as gaining Draconic as a bonus language.
……….They also gain the ability to use Energy Substitution as Spontaneous Metamagic. This metamagic feat is a virtual feat that may be used “on-the fly” to effect any spell the sorcerer knows, a number of times per day equal to the sorcerer’s Charisma modifier but may only be used to substitute the energy type of the sorcerer’s draconic lineage (if the dragon has more than one, choose one at 1st level). This feat is used without prior preparation, increased spell level or extended casting time. A caster can apply more than one metamagic feat to a spell, if they have access to any other metamagic feats. To determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats (energy substitution is a +0 spell level metamagic feat).
……….Draconic sorcerers may learn any spell with the energy designator of the breath weapon of their draconic lineage regardless of the spell list from which they come from (if that dragon has more than one breath weapon the draconic sorcerer chooses one at 1st level, this must be the same energy type chosen for their Spontaneous Energy Substitution).
……….A draconic sorcerer is strongly affected by their draconic lineage and thus their outlook on the world is colored by that draconic blood. Thus draconic sorcerer with chromatic dragon blood may not be of a good alignment, while those of gem dragon lineage must be partially neutral, and those of metallic dragon heritage may not be of a evil alignment.
……….They may also never learn any spell, spell-like ability or supernatural ability with an energy type in opposition to the energy designator of the breath weapon of their draconic lineage (if that dragon has more than one breath weapon the draconic sorcerer’s opposition energy is the opposite of the energy type they chose in “Benefits” above). The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer.
……….Due to their strong affinity to the energy type of the lineage, they are left with a natural weakness toward the oppositional energy type from their lineage, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the oppositional energy type or that are used by creatures of that energy subtype.
……….A draconic sorcerer who becomes evil or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer but retains all sorcerer abilities. Also, like a member of any other class, a draconic sorcerer may be a multiclass character, but they face a special restriction. A draconic sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically draconic oriented (for example Half-Celestial), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).


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 2nd 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 5th level, the sorcerer’s 1st level theme 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 theme 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 theme spell evolves into a spell-like ability, and at 17th level, the sorcerer’s 3rd level theme spell evolves into a spell-like ability.

Draconic Aura (Su): The draconic sorcerer’s affinity with their magic grows over time. At 8th level the sorcerer’s aura takes on a more draconic origin and allows the sorcerer to radiate an aura of fear. This ability may be activated as a move-equivalent action a number of times per day equal to 3+ the sorcerer’s Charisma modifier and acts as the fear spell affects all within a 30’ radius of the sorcerer (Will save DC 14+ the sorcerer’s Charisma modifier). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.

Improved Draconic Aura (Su): At 14th level the sorcerer’s aura increases in power again. The sorcerer’s fear aura becomes a permanent frightful presence that now only effect’s the sorcerer’s foes. The aura takes effect automatically when the sorcerer performs some sort of dramatic action such as shouting a battle cry, or succeeding an intimidate check against a foe (this must be decided at 14th level). All opponents within a 30’ radius range who witness the action may become frightened or shaken for 3d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the draconic sorcerer has. An affected opponent can resist the effects with a successful Will save (DC 10 + the sorcerer’s class level + the sorcerer’s Charisma modifier). An opponent that succeeds on the saving throw is immune to the sorcerer’s frightful presence for 24 hours. This supernatural ability is a mind-affecting fear effect.

Draconic Sorcerer: At 20th level, a draconic sorcerer becomes so attune to their lineage that they gain the dragon type and the augmented subtype. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as hair or skin the color of their draconic lineage or slightly scaled skin, small horns, fanglike incisors, reptilian eyes or elongated features. They are forevermore treated as a draconic creature rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the draconic sorcerer gains the following benefits.
• Darkvision out to 60’ and Low-Light Vision.
• Gain Natural Armor (Ex): Grants a +4 natural armor bonus.
• Gain Breath Weapon (Ex): The draconic sorcerer gains a breath weapon based on the dragon variety (see the table below), usable once per day. A dragon sorcerer’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 the sorcerer’s HD + the sorcerer’s Constitution modifier) reduces damage by half.
Dragon…..Breath Weapon
Black…………..60-foot line of acid
Blue…………….60-foot line of lightning
Green………….30-foot cone of acidic gas
Red……………..30-foot cone of fire
White………….30-foot cone of cold
Brass…………..60-foot line of fire
Bronze…………60-foot line of lightning
Copper…………60-foot line of acid
Gold…………….30-foot cone of fire
Silver……………30-foot cone of cold
• Immunity to magical sleep effects and paralysis effects and to one energy type based on lineage. (Black, Copper & Green = Acid; Blue & Bronze = Electricity; Brass, Gold & Red = Fire; Silver & White = Cold)
 

Ok.... is this thread officially Dead?

There hasn't been a reply in 4 days (since Tuesday) and only about 20 views in that time as well. However it appears that general board traffic is way down as well. I'll give it another few days before I let the thread die off without bumps.
 

I certainly hope it's not dead. I'm still waiting to see how it turns out in the end, because I'm definitely going to want to use it.

Everything is looking good to me so far. Just want to see more lineages...
 

Well, the thread appears to be on its death legs, with only Fieari's post wanting me to finish the Lineage Posts, though about 50-60 views in the last 3 days or so. Thus, with that said I have posted ALL of the remaining lineages that I have detailed to date in Post #2 as Revision 3.22 .

These are: Child of Nature, Child of Air, Child of Earth, Child of Fire, Child of Water, Divine Receptacle, Magical Family, Shifter, and Storm Giant.

Also, FYI - an Unearthed Arcana: alternate, the BATTLE SORCERER VARIANT.

GAME RULE INFORMATION
Battle sorcerers have the following game statistics that differ from the base sorcerer build.
Hit Die: d8
Base Attack Bonus: Changes to use the Base Attack Bonus of the Cleric.

CLASS FEATURES
All of the following are class features for the battle sorcerer.
Weapon and Armor Proficiency: Battle sorcerers have more time to study the art of fighting skills. Though not highly skilled, sorcerers are proficient with all simple weapons as well as with one light or one-handed martial weapon of choice. They are also proficient with light armor but not with shields. Note that arcane spell failure does not apply when the sorcerer casts spells while in light armor, but arcane spell failure for medium and heavy armor as well as from shields still applies.
Spells: Like other spellcasters, a battle 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. From this table, reduce the number of spells per day by one per spell level. The battle sorcerer still receives bonus spells per day if he has a high Charisma score.
……….A battle sorcerer’s selection of spells is even more limited. A Sorcerer begins play knowing four 0-level spells and one 1st-level spell of their choice. At each new even battle sorcerer level, they gain 2 new spells while at each new odd level they receive only 1 new spell. 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.
 

Another Variant

MUTABLE SORCERER VARIANT
This is adapted from the Forgotten Heroes – Sorcerer variant to fit the new sorcerer build. This is a system for altering some of the basic core elements of the sorcerer, to make them more specific to the sorcerer’s heritage concept. The system allows for restricting the sorcerer’s Spell List into splits as well as by limiting their abilities or how they use them. The mechanic allows for acquiring “alteration points” from these restrictions that may then be spent on customizations to the base features of the class. The system is adapted as follows.

Step 1) Splits: Determines the number of spell lists the sorcerer has access to, furthermore known as “Splits”. The original sorcerer/wizard spell list is considered a “Single Primary” split. When choosing splits, each split grants +1 Alteration Point (AP), and the Sorcerer may choose up to a maximum of 4 spell list splits (+4 AP’s).
Special: Note that a sorcerer’s Lineage spells do NOT count as a split.


Step 2) Spell List Restrictions: Determine the actual spell lists the sorcerer will be restricted to. These are broken down as follows: (Each restricted list grants a number of AP’s as indicated).
Full Sorcerer: As per the Player’s Handbook sorcerer/wizard spell list. This costs -1 AP. (Thus choosing the Core sorcerer/wizard spell list results in a 0 balance [+1 for a single split, -1 for core spell list].)
Minor Restriction: A spell list larger than ½ of the core sorcerer/wizard spell list, such as banning a single school of magic. Grants +1 AP.
Thematic Restriction: A spell list no larger than ½ of the core sorcerer/wizard spell list and of a specific theme. These lists may include a small number of spells from a spell list not normally available to the sorcerer/wizard spell list if they fit the theme. These non-sorcerer/wizard spell list spells are acquired at one spell level higher than they would normally be gained (for example Animate Dead (Clr3) would be gained as Sor4). Examples of Thematic Lists would be the Bard Spell List. Grants +2 AP’s.
Spell Path: Similar to Thematic lists but comprised of no more than 5-10 spells per Spell Level. Grants +3 AP’s.
Single Path: This is similar to a Lineage Spell List, with only one spell available per spell level in the list. Grants +4 AP’s.


Step 3) Casting Restrictions or Aids: Determine what spellcasting restrictions (if any) the sorcerer has. Each set of restrictions is applied directly to each chosen Split or to one individual spell as noted. Each restricted list grants or costs a number of points. Those that apply to a single spell may be taken multiple times, each applying to a different spell.
Permanent Metamagic: A single spell of the sorcerer’s spell list may be affected by a permanent metamagic feat that does not increase the level of the spell being used. Costs -2 AP’s.
Early Spell: A single spell of the sorcerer’s spell list may be moved down the list making it effectively one spell level lower (also thereby lowering the save DC of the spell). Costs -1 AP.
Alternative Spell Save DC: All of the sorcerer’s spell save DC’s for the spells they cast from one spell list are based on some other ability score rather than their Charisma. Costs -1 AP if a mental ability score, -2 AP’s if a physical ability score.
Component Spell: A single spell may be cast ignoring the required material component even though it is a cost higher than 1gp. Costs -1 AP.
Focus Restriction: The sorcerer requires a specific focus to use spells from a specific spell list (such as needed a crystal ball to cast form the Gypsy Lore Spell List).
.....Focus Step 1: Choose the focus to be used and determine its availability.
..........o Easily Replaced (bought or crafted): Gain +1 AP.
..........o Almost Irreplaceable (very rare): Gain +2 AP’s.
.....Focus Step 2: Determine what happens if the caster does not have the focus.
..........o Requires a Concentration Check (DC10+Spell Levelx2): Gain +0 AP.
..........o If Concentration check fails results in Spell Failure: Gain +0 AP.
..........o If Concentration check fails results in Spell Backlash (Wild Surge): Gain +1 AP.
..........o Spell cast at -1 Caster Level: Gain +1 AP.
..........o Spell costs one spell level higher: Gain +1 AP.
..........o Unable to cast spell: Gain +2 AP’s.


Step 4) Determining Expendable Alteration Points: Determine the number of Alteration Points the Sorcerer has to spend for altering the core abilities of the class. The maximum number of Alteration Points that may be accumulated is 6.
Find the Base Alteration Points: Base AP = 1 AP per split chosen.
Find the Total Spell List Alteration Points: Adding together all Spell List Restrictions and Casting Restrictions/Aids for all spell lists.
Balance the Splits: Balanced AP = Subtract 1 AP per Split over the 1st from the Base AP.
Working AP: Working AP = Divide the Balanced AP by the total number of Splits chosen (Round down).
Expendable AP: Expendable AP = Working AP plus Base AP.


Step 5) Choose Class Alterations: Spend the acquired alteration points from the following choices.
Increased Hit Dice:
.....o D6 to D8: 3 AP’s
.....o D6 to D10: 5 AP’s
.....o D8 to D10 (Battle Sorcerer Variant): 3 AP’s
Increased Saving Throw:
.....o Poor Fortitude to Good Fortitude: 2 AP’s
.....o Poor Reflex to Good Reflex: 2 AP’s
Increased Base Attack Progression:
.....o Poor to Average: 2 AP’s
.....o Poor to Good: 3 AP’s
.....o Average to Good (Battle Sorcerer Variant): 2 AP’s
Increased Skills:
.....o +1 Skill Points/Level & 1 additional Class Skills: 1 AP
.....o +2 Skill Points/Level & 2 additional Class Skills: 2 AP
Bonus Feats: (Must choose both Level Progression and List Access)
.....o Level Progression:
.......... 1 Bonus Feat @ 1, 5, 10, 15 and 20: 2 AP’s
.......... 1 Bonus Feat @ 1, 4, 8, 12, 16 and 20: 4 AP’s
.....o List Access:
.......... Choose from Sorcerer Bonus Feat List: 2 AP’s
.......... Choose from Eldritch Feat List: 2 AP’s
.......... Choose from General Feat List: 4 AP’s
.......... Sorcerer Feat List: Any metamagic or item creation feat.
.......... General Feat List: Any feat this is designated as a general feat.
.......... Eldritch Feat List: new feats from Forgotten Heroes – Sorcerer (Absorption, Carapace, Claws, Density Decrease, Density Increase, Disruptive Strike, Elemental Arrow, Elemental Blade, Elemental Fist, Eldritch Arrow, Eldritch Blade, Eldritch Fist, Eldritch Shield, Energy Bolt, Energy Palm, Foresight Attack, Grow, Heightened Awareness, Improved Regeneration, Improved Toughness, Lightning Strike, Power Leap, Primal Energy, Quickened Strike, Regeneration, Shrink, Tanglesword, Thunderslam, Vorpal Strike).
Additional Spell-Like Ability: These abilities are priced based on the level of the spell effect and the frequency of use. The abilities assume a Base use of “once per day” and can be increased at further cost. This grants the sorcerer a spell-like ability outside of their normal spell-like ability progression and may come from any spell available to them from their chosen Spell Lists. However, the spell-like ability is not gained until they can normally cast spells of the spell level of the ability, though the spell-like ability can also be modified to acquire it at earlier levels for an additional cost.
Example: Zythar wishes to gain See Invisible as a Spell-Like ability. To gain this as a 1/day ability gained at 3rd level, it would cost 2 Alteration Points. If he wishes to acquire the ability at 2nd level or wishes to have the uses increase at 1/day every other spell level acquired (7th, 11th, & 15th) it would cost 4 Alteration Points for either option (or 6 points for both).
Note: Cantrips count as ½ for determining costs. Round up fractions after all abilities are gained. (Cost is in AP’s)
.....o 1/day at appropriate spell level: Base = Spell Level in AP
.....o Additional use every other spell level gained: +Spell Level
.....o Additional use every spell level gained: +Spell Level x2
.....o Gain the ability 1 spell level earlier: Original Spell Level
.....o Gain the ability 2 spell levels earlier: Original Spell Level x2


Example: Zythar is a sorcerer with 2 Spell Lists focusing on Invisibility (Single Path) and Stealth (Spell Path of 5-10 spells). He also has the following modifications to his personal magic.
..........The Invisibility Path grants Invisibility at 1st level rather than 2nd level. The Stealth Path requires the use of Thieves’ Tools as a spell focus, requiring a concentration check to cast without them or the spell fails.
..........The Illusion Path is worth +3 AP’s (+4 Single Path, -1 Early Spell). The Stealth Path is worth +4 Alteration Points (+3 Spell Path, +1 Minor Spell Focus).
Thus Zythar would have the following Alteration Points to spend.
Base Alteration Points = 2 AP’s
• Total Spell List Alteration Points = +7 AP’s
• Balance the Splits: -1 AP (one Split over the 1st) = 6 AP
• Working AP = 6/2 = 3 AP’s
• Expendable AP’s = 3+2 = 5 AP’s

With these 5 Alteration Points, Zythar chooses to modify his abilities as follows:
• Gain +1 Skill Points/Level and gain 1 Class Skill: 1 AP
• Increase to Good Reflex saves: 2 AP
• Increase to an Average BAB: 2 AP
 


So...for the newbie who is just now finding this thread... the new class is completely detailed in posts 1, 2, 85, & 86?
 
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Axegrrl said:
So...for the newbie who is just now finding this thread... the new class is completely detailed in posts 1, 2, 85, & 86?

That is correct. Posts 1 & 2 are fully updated from the posts. Optional material not a part of the class build is posted in 85 & 86.
 

If you want I may be able to make this a pdf linked and all. Its a great resource and would love to use it in a homebrew campaign thats just starting to get together.

PM me or just reply.

edit: So far it seems to weigh in at about 30 pages (11 pt font Garamond, very slightly edited (mostly copied and pasted posts 1, 2, 85, and 86).

When you figure out the exact style you want this is (colors, headers, etc) then we can begin to edit and add in bookmarks etc.
 
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