Shades of Eternity
Legend
not too shabby, but I do have a question.
Is it ultimately balenced against the other classes?
Is it ultimately balenced against the other classes?
Shades of Eternity said:not too shabby, but I do have a question.
Is it ultimately balenced against the other classes?
Khaalis said:Does that class need more "Unique" abilities similar to the way a Druid gains powers on top of spellcasting?
Thanks all for the input!
alt.Sorcerer Seasong
Special thanks to (alphabetical) Capellan, DerianCypher, DreamChaser, Galethorn, handforged, Mike Sullivan, Plane Sailing, Technik4, and willpax for their commentary and critiques.
BAB: As Wizard.
Saves: Good Will.
Spells per Day: As original Sorcerer.
Special: Words of Power (eschew components at 1st level, still spell at 5th level); Powerful Voice (10th, 15th and 20th level).
Alignment: Any.
HD: d6.
Skill Points: 4 + INT bonus, x4 at 1st level.
Class Skills: The sorcerer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Int), Scry (Int, exclusive skill), Sense Motive (Wis), Spellcraft (Int).
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are proficient with light armor, but not with shields. Sorcerers are not affected by the arcane spell failure rules for armor.
Words of Power: Sorcerers cast spells with words of power and force of will, rather than arcane formulae and arcane gestures. All spells require a verbal component, and sorcerers gain no benefit from silent spell (but see the persistent word feat for casting in silence zones).
Sorcerers can ignore material components that cost less than 1 GP; this is as the eschew components feat, and does not add to the level of the spell. Material components which cost more than 1 GP, and XP costs, must still be paid normally.
At 5th level, sorcerers can ignore somatic components; this is as the still spell feat, and does not add to the level of the spell.
Powerful Voice: At 10th level, once per day, the sorcerer may cast a spell as if it were maximized. This does not increase the casting time or level of the spell. At 15th level, the sorcerer may do this twice per day; and at 20th level, the sorcerer may do this three times per day.
Spells: A sorcerer casts arcane spells. A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells from CHA, if any. A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
A sorcerer knows 6 spells at 1st level. Each level thereafter, he may choose two new spells to learn; these two spells may be of any level he can now cast. The number of spells a sorcerer knows is not affected by his Charisma bonus. To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level.
At 1st level as a sorcerer, the player must choose a school of magic and opposition school(s) as if she were a specialist wizard. The sorcerer may not learn spells from the opposition school(s), and all schools other than the one chosen are learned and cast as if the sorcerer had one less sorcerer level (at 1st level, the sorcerer can only learn cantrips from other schools). There is no specialist benefit for the sorcerer.
Aside from these limitations, a sorcerer may learn spells from the basic cleric list, druid list and sorcerer/wizard list without restriction. This does not include the bard, cleric domain, paladin or ranger spell lists. All spells learned by a sorcerer are treated as arcane, regardless of their source.
The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier.
Metamagic and Spells: A sorcerer utilizing metamagic increases the casting time to one full round; if the spell normally takes a full round or more, the sorcerer adds one full round to the normal casting time. There are two exceptions: the word of power class ability does not increase the casting time of spells; and the quicken spell metamagic feat does not increase the casting time (and in fact decreases it).
1-Eschew Materials, Words of Power
5-Still Spell
10-Maximize Spell 1/day
15-Maximize Spell 2/day
20-Maximize Spell 3/day
Persistent Word (Metamagic)
Benefit: A persistent word spell's verbal component works despite magical silence, allowing the caster to cast the spell in a silence area. A persistent word spell uses up a spell slot one level higher than the spell's actual level.
Special: Persistent word is only available to sorcerers (just like spell mastery for wizards).
1-Eschew Materials, Words of Power
5-Still Spell
10-Sculpt Self
15-Metamagic or PrR Feat
20-Metamagic
Shades of Eternity said:now comes the big question… how to make it official. Any suggestions?
Eolin said:It looks like you changed the spell known. But i don't remember that from the origional. Did you indeed change the spell/day, or did i misread? Imho, keeping the current spells/known should be ok -- less work to change, and you don't get much out of changing it.
Tuzenbach said:Yes! And I've actually thought of one........
The Sorcerer should have their own sort of *wild shape* abilities, but kind of twisted.
{snippage}
FWIW, I agree with all the intial suggestions in this thread. I'll have to read the subsequent ones more in depth, though. Cool thread, Khaalis!
handforged said:I really like what you are doing here, and will probably adopt some of it when it gets edited and all.
Here is another alternate sorceror developed on this board a while back by Seasong and folks. Although it is quite different from your system in some ways(bloodlines vs. schools), it is also very similar in others(skills, armor, flavor).
Alignment: Any.
Words of Power: Sorcerers cast spells with words of power and force of will, rather than arcane formulae and arcane gestures. All spells require a verbal component, and sorcerers gain no benefit from silent spell (but see the persistent word feat for casting in silence zones).
Sorcerers can ignore material components that cost less than 1 GP; this is as the eschew components feat, and does not add to the level of the spell. Material components which cost more than 1 GP, and XP costs, must still be paid normally.
At 5th level, sorcerers can ignore somatic components; this is as the still spell feat, and does not add to the level of the spell.
Powerful Voice: At 10th level, once per day, the sorcerer may cast a spell as if it were maximized. This does not increase the casting time or level of the spell. At 15th level, the sorcerer may do this twice per day; and at 20th level, the sorcerer may do this three times per day.
Spells Known: A sorcerer knows 6 spells at 1st level. Each level thereafter, he may choose two new spells to learn; these two spells may be of any level he can now cast.”
Specialization: At 1st level as a sorcerer, the player must choose a school of magic and opposition school(s) as if she were a specialist wizard. The sorcerer may not learn spells from the opposition school(s), and all schools other than the one chosen are learned and cast as if the sorcerer had one less sorcerer level (at 1st level, the sorcerer can only learn cantrips from other schools). There is no specialist benefit for the sorcerer.
Aside from these limitations, a sorcerer may learn spells from the basic cleric list, druid list and sorcerer/wizard list without restriction. This does not include the bard, cleric domain, paladin or ranger spell lists. All spells learned by a sorcerer are treated as arcane, regardless of their source.
Persistent Word (Metamagic)
Benefit: A persistent word spell's verbal component works despite magical silence, allowing the caster to cast the spell in a silence area. A persistent word spell uses up a spell slot one level higher than the spell's actual level.
Special: Persistent word is only available to sorcerers (just like spell mastery for wizards).
Another progression suggested by the crowd was this:
1-Eschew Materials, Words of Power
5-Still Spell
10-Sculpt Self
15-Metamagic or PrR Feat
20-Metamagic
I hope this helps in some way. At least it gives someone another option.