EDIT:
Mission Statement: To create a dynamic and appealing version of the sorcerer class that:
A) Make a sorcerer class mechanic that Matches the Flavor Text as designated in the PHB.
B) Balances the class to the existing core classes of the PHB.
C) Could be used as a substitute for the core sorcerer of the PHB.
D) Present further options to advance and customize the sorcerer.
Mission Statement: To create a dynamic and appealing version of the sorcerer class that:
A) Make a sorcerer class mechanic that Matches the Flavor Text as designated in the PHB.
B) Balances the class to the existing core classes of the PHB.
C) Could be used as a substitute for the core sorcerer of the PHB.
D) Present further options to advance and customize the sorcerer.
Split from the initial topic and query @ http://www.enworld.org/forums/showthread.php?t=75827
In the afore mentioned thread, it became clear that many people felt that the Sorcerer lacked primarily in one major aspect, Flavor, as well as an agreement on some minor mechanics problems. What I am looking to do is rework the class basics to make it match the fluff for the class as well as to give the class what many seem to feel it is missing – a truly unique class feeling.
The best example I saw given was that the Sorcerer should be to the Wizard, what the Druid is to the Cleric. Both the druid and the cleric are divine casters but they are drastically different in feel and abilities.
Some quotes from the Sorcerer’s fluff that need to be addressed in the mechanics:
Magic Used:
• “A Sorcerer’s power is inborn, and part of his soul. Developing this power is a quest in itself for many Sorcerers, regardless of how they wish to use their power.”
• “For Sorcerers, magic is an intuitive art, not a science.”
• “Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories – just raw power that they direct at will.”
• “Their first spells are incomplete, spontaneous, uncontrolled and sometimes dangerous. Eventually the sorcerer understands the power that he has been wielding unintentionally. From that point on, he can begin practicing and improving his powers.”
This is the most intricate topic of the sorcerer. Currently the only reflection of these statements is that the Sorcerer is a Spontaneous caster. Many people seem to believe that this is not truly enough to reflect that “Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice” and that “A Sorcerer’s power is inborn, and part of his soul.”
One primary suggestion that has come about to show this, is to re-write the Sorcerer’s spell list so that they have a unique spell list as do every other spellcasting class in the game. The question however – is what should that spell list be?
• Should it be Personal only spells? Touch only? Personal and Touch? Etc.
• Should it be that the Sorcerer has to take a single school? Or possibly adding added schools later on?
• Should the Sorcerer follow something along the lines of a Magic Path such as being a Fire Sorcerer or a Portative Sorcerer?
What do people see as something that could become a “unique” spell list for the Sorcerer rather than giving them the full run of Wizard spells?
The other question that really comes to mind to make the Sorcerer truly unique, is that all of the comments in the fluff describe the Sorcerer’s magic power as Intuitive, Inborn, Innate. Many people have listed adding feats to the class such as Eschew Materials, Spell Thematics, etc. However, if we wish to make the Sorcerer truly unique, but still stick to the standard Vancian spell progression lists but give it the feel of being INNATE POWER or to quote “just raw power that they direct at will,” we should really stick to the basic concept of simplicity to bend the class to follow the fluff…
In short, Sorcerers do not “Cast Spells”, they use innate arcane powers. Thus if we keep it simiple and use the existing rules already in the system, and not heaping on more and more “abilities” to the class - we can look in the PH and see that this is already defined as a Spell-Like Ability.
From the SRD
“Spell-Like Abilities: Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.
Using a Spell-Like Ability on the Defensive: You may attempt to use a spell-like ability on the defensive, just as with casting a spell. If the Concentration check (DC 15 + spell level) fails, you can’t use the ability, but the attempt counts as if you had used the ability.”
I think this should be what is used to substitute for the standard “casting” of spells. When a Sorcerer gets spells known, these can be considered to be the Spell-Like Powers known by the Sorcerer. When they gain Spells Per Day, this is how many times per day they can activate Spell-Like Powers from a given spell level per day. Doesn’t change the base mechanic of Spells per day or Spells known but does change three influential points…
* No Arcane Spell Failure as there are no somatic components. (Still Spell)
* No Material Components, except for foci and other large value items. (Eschew Materials)
* No Verbal Components. (Silent Spell)
Now this does make a Sorcerer’s ability more unique and offers them some influential power in the few spell-like abilities that they can cast. Adding the limitation of the Spell List of the Sorcerer would help to create a more unique feeling to the Sorcerer.
If worried about the fact that a Sorcerer would be difficult to detect casting spells, there is always the Manifestation rules for Psions that could be applied, basically saying that when a Sorcerer is using a Spell-Like Ability, there is some form of power manifestation (aura, lights, wind, noises, smells, etc.) that give them away. This would again help to make them a unique variant of an arcane user.
Combat & Skills:
• “Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have. However they have more time to learn to fighting skills.”
• “Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical.”
• “Sorcerers find they have most in common with members of the other self-taught classes, such as Druids and Rogues.”
• “Sorcerers have no sense of identity as a group. Unlike Wizards, they gain little by sharing their knowledge and have no strong incentive to work together.”
• “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.”
Another primary issue seems to be that the Fluff and the Mechanics to the Sorcerer do not match when it comes to combat ability and skills.
Currently the Sorcerer gains: Simple Weapons, No Armor, Worst BAB, Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int); and 2+INT for skill points.
• “Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have. However they have more time to learn to fighting skills.”
This seems to only be reflected as the acquisition of Simple Weapon Proficiency, which when examined closely, is not really that much better than a Wizard’s weapon selection. For a class that has more time to learn fighting skills – they still have d4 HD and a Wizard’s BAB. I would suggest (as most do) to at the very least raise HD to d6. It would also be possible to allow Light Armor Proficiency. This would give the Sorcerer similar defensive capability to that of a Rogue, but less combative skill that a Rogue.
• “Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have. However they have more time to learn to fighting skills.”
• “Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical.”
This statement simply makes you question… then why do Sorcerers get Knowledge (Arcana) and Spellcraft as a class skills?
From the SRD: “[Knowledge] Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)”.
From the SRD: “[Spellcraft] You can identify spells and magic effects.”
If a Sorcerer does not undergo any training – why would they have this level of information and Arcane training?
• “Sorcerers find they have most in common with members of the other self-taught classes, such as Druids and Rogues.”
• “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.”
This statement would lead me to believe that the Sorcerer should have a broader base of skills or be somewhat better at what they do. Combined I would broaden the Class Skill list to include all of the social skills: Bluff, Diplomacy, Gather Information, and Intimidate as well as the non-Charisma social skill of Sense Motive. I would suggest leaving Perform to the Bard. Since many Sorcerers are forced out to survive on their own due their uncontrolled magic, I would also allow Knowledge (Local) and Survival. I would also bring the skill points more into line with the self-taught classes of Ranger, Bard, and Rogue and bring the skill points to at least 4+INT per level.
Thus Class Skills would be: (4+INT/Level)
Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (Local), Profession, Sense Motive and Survival.
Heredity:
• “Some Sorcerers claim the blood of dragons courses through their veins. Sorcerers even often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage.”
This is a huge issue. Either it needs to be ignored, assumed that the innate Spell-Like Ability is the hereditary legacy, or develop a system that allows for customization based on heredity. If the later is chosen this should be an optional choice for each DM similar to the ideas put forth by the Quintessential Sorcerer and the Forgotten Heroes – Sorcerer sourcebooks.
For the Core Sorcerer, I would lean toward simply using the Spell-Like Ability as the hereditary legacy and do not put any emphasis upon where that heredity comes from.
Ability Balance:
Many feel that the Sorcerer should be able to have abilities acquired as thy rise in level. For example being able to gain Metamagic feats at the same level a Wizard does.
I am unsure what to add if anything to this idea. Since they would be using Spell-Like Abilities and thus gaining all the benefits of that (basically 3 feat-like benefits) - do they still need more?
Does that class need more "Unique" abilities similar to the way a Druid gains powers on top of spellcasting?
Thanks all for the input!
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