GENERIC Hedge-Wizard Sorcerer
Well since this is what some people seem to want…. Here is the
Generic Sorcerer (aka Hedge-Wizard) with only a hint of
Heredity to link it to the flavor text. I think this is a solid build. It offers 19 Class abilities plus Feats to be chosen for the 8 variable Sorcerer Abilities gained over 20 levels.
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.
Training (Ex): Sorcerers come from a variety of backgrounds and learn their magic from vastly different sources. At 1st level the sorcerer may choose from the following options to reflect their training and background.
- Add two skills that are normally non-exclusive, and add them as class skills.
- Add one skill that is normally non-exclusive, and add it as class skills, as well as gaining a +2 bonus to that skill.
Skill Points for 1st Level: (4+INT modifier) x4
Skill Points at Each Additional Level: 4+INT modifier
Table Data
BAB: Poor
Saves: Will Good
Special Abilities:
1…..Aura, 2 Sorcerer Abilities, Spells
2….. Sorcerer Ability
5….. Sorcerer Ability
8….. Sorcerer Ability
11… Sorcerer Ability
14… Sorcerer Ability
17… Sorcerer Ability
20… Sorcerer Ability
CLASS FEATURES
All of the following are class features for the Sorcerer.
Weapon and Armor Proficiency: Since sorcerers have more time to study the art of fighting skills than wizards, though not highly skilled, they are proficient with all simple weapons and with light armor, but not with shields. Note that sorcerers still suffer from arcane spell failure while in armor, but do not suffer the non-proficiency penalty to other actions for wearing light armor.
Aura (Ex): Similar to clerics, sorcerers have a particularly powerful aura of magic about them since they are a focus of innate 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 has specialized their spell selection in a school of magic. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level).
Spells: As the core sorcerer with the following changes and additional notations.
- Spells Known: A sorcerer’s spell selection is limited when compared to that of a wizard. A sorcerer begins play knowing 6 0-Level spells (Cantrips), and 2 1st-Level spells of their choice. At each new experience level, the sorcerer gains 2 new spells that may be acquired form any spell level that they currently may utilize.
- Evolving Spells: Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. 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 (see “Spell Path Examples” in magic.doc).
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 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 2 new 3rd-level spells known. Invisibility is a 2nd-level spell on the Path of Invisibility and invisibility sphere is a 3rd-level spell on the Path of Invisibility. Vond decides to upgrade his invisibility to invisibility sphere, which uses one of his new 3rd-level spell known slot. 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.]
- Also note that sorcerers are very limited in the Spell Trigger items that they may use. Sorcerers may only use spell trigger items for spells that they know, as seen on p.213 of the Dungeon Master's Guide, “Specifically, anyone with a spell on their spell list, or in the instance of sorcerers, on their Spells Known list, knows how to use a spell trigger item that stores that spell.”
SORCERER ABILITY OPTIONS
Sorcerer Ability: A sorcerer is only a defined term in that sorcerers are known to be arcane casters who derive their magic from some unknown internal source. Individual sorcerers can cover quite a number of concepts such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, oracles and so many other concepts. The varied abilities required by each different concept are developed by the individual over time and reflect the sorcerer’s dealings with those that help them learn their specific craft. No two sorcerers should ever be exactly the same in their skills and the only difference should not just be their spells known. “Sorcerer Abilities” are gained as shown in the progression table. At each level that sorcerer abilities are gained, the sorcerer chooses one option from the list below (
Options). Note that some of these abilities have prerequisites that are required to attain the ability.
Arcane Sense (Su): If the sorcerer has 6 or more ranks in Concentration, they may become naturally attuned to the flow of magical energy in all things around them.
Arcane Sense: The sorcerer 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, the sorcerer’s senses allow them to see as if using detect magic (as the spell) at will. This ability is activated as a free action and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).
Arcane Sense Identification: If the sorcerer has 5 ranks or more in Knowledge (Arcana) and the Arcane Sense ability, they can attune their Arcane Senses into an innate ability to read the magical aura in devices as well as see the flow and presence of magic. The sorcerer may identify magical items by studying them using their ability to Detect Magic and combining it with their Knowledge (Arcana) skill. They must spend one hour inspecting the item and testing it. In the process of studying charged items, this process automatically burns one charge, though the energy seeps from the item harmlessly. After one hour, the sorcerer makes a Knowledge (Arcana) check with a DC determined by the table below. If successful, the sorcerer has identified one of the item’s magical properties. If they fail, they immediately activate the item (targeting the sorcerer). Item Type (DC): Armor (20), Weapon (20), Potion (15), Ring (25), Rod (20), Scroll, (15), Staff (25), Wand (20), Wondrous Item (25).
Improved Magic Sense: If the sorcerer has 6 or more ranks in Spot and has at least a 13+ Wisdom and has the Arcane Sense ability, they may learn to focus and intensify the manifestation of their Arcane Senses to the point that they become so attuned to magic as to allow them to see as if using arcane sight (as the spell) at will. This supernatural ability is activated as a free action and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).
Arcane True Sight: If the sorcerer has 8 or more ranks in Spot and has at least a 13+ Wisdom and has the Improved Arcane Sense ability, they may learn to focus and intensify the manifestation of their Arcane Senses to the point that they become so attuned to magic as to allow them to see as if using true sight (as the spell) at will. This supernatural ability is always active.
Arcane Shielding (Su): If the sorcerer is able to cast 4th level spells, they gain a protective aura that protects against attacks and effects. This ability may be activated as a move-equivalent action, a number of times per day equal to 3+ their Charisma modifier.
Arcane Shielding I: This ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Arcane Shielding II: If the sorcerer has the Arcane Shielding I ability and can cast spells of 7th level, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to themselves and all those within 10’ of the sorcerer. It also functions in the same manner as a lesser globe of invulnerability spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Arcane Soul (Su): If the sorcerer can cast 7th level spells, they can draw on the power of their magic to gain spell resistance.
Arcane Soul I: This ability provides spell resistance equal to the sorcerer’s class level.
Arcane Soul II: If the sorcerer has the Arcane Soul I ability and can cast spells of 4th level, this ability provides spell resistance equal to 5+ the sorcerer’s class level.
Arcane Soul III: If the sorcerer has the Arcane Soul II ability and can cast spells of 7th level, this ability provides spell resistance equal to 10+ the sorcerer’s class level.
Bonus Feat: The sorcerer may choose a bonus feat from the list below, though any necessary prerequisites must be bet. (For other sources such as 3rd party material these feats should focus on the sorcerer’s spells, social skills, heredity, and any other arcane pursuit.)
Players Handbook: Alertness, Augment Summoning, Combat Casting, Endurance, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Iron Will, Lightning Reflexes, Magical Affinity, Negotiator, Persuasive, Self-Sufficient, Skill Focus, Spell Focus, Spell Penetration, Toughness
Example Other Material: Forgotten Realms: Arcane Preparation, Blooded, Bullheaded, Courteous Magocracy, Discipline, Improved Counterspell, Luck of Heroes, Resist Poison, Silver Palm, Smooth Talk, Street Smart, Strong Soul, Survivor
Descriptor Focus (Su): The sorcerer may choose one descriptor that they hold as a specialty. Spells of this descriptor are cast as if the sorcerer were one level higher. When this ability is chosen the sorcerer is banned from learning that descriptors opposition descriptor, or if there is no opposition they must choose a banned descriptor.
Familiar (Su): The sorcerer may choose to summon a familiar. The sorcerer may utilize all of the associated information on familiars.
Hereditary Ability (Sp): The sorcerer may choose any 0-level or 1st-level spell that relates to a specified heredity theme, that they may cast as a spell-like ability, at their character level a number of times per day equal to their Charisma modifier. Some examples are that a celestial sorcerer may
detect evil, or giantish sorcerer may be able to
enlarge person.
Heritage Spells: This ability may only be chosen at first level. The sorcerer has a stronger link to their ancient magical heritage than most wizards and gains one bonus spell of their choice, per spell level, that forms a specific thematic spell list. An example of such a path could be one based on Draconic heritage as follows. Dragon Spell Path as one bonus spell-like ability per spell level.
0: Resistance………………………....5: Mind Fog
1: Comprehend Languages………6: True Seeing
2: Darkvision……………………….....7: Vision
3: Protection from Elements…….8: Mind Blank
4: Fear………………………………......9: Dominate Monster
Inspiring Aura (Su): The sorcerer’s magic combined with their charismatic nature combines to give off an aura that effects themselves and their allies.
Inspiring Aura I: This ability provides a +1 morale bonus to all saving throws and attack rolls to the sorcerer and all allies within 10’, a number of times day per equal to their Charisma modifier. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Inspiring Aura II: If the sorcerer has the Inspiring Aura I ability and can cast spells of 4th level, this ability provides a +2 morale bonus to all saving throws and attack rolls to the sorcerer and all allies within 20’, a number of times per day equal to their Charisma modifier. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Inspiring Aura III: If the sorcerer has the Inspiring Aura II ability and can cast spells of 7th level, this ability provides a +3 morale bonus to all saving throws and attack rolls to the sorcerer and all allies within 30’, a number of times per day equal to 3+ their Charisma modifier. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Metamagic Feats: The sorcerer may choose a bonus metamagic feat. Metamagic feats are handled normally, taking a full round action to augment a spell with a metamagic effect.
Power Manipulation (Su): If the Sorcerer has 9 or more ranks in Concentration, the Sorcerer has developed their innate control of magic to a degree where they can now manipulate the magical energy that they channel to increase its effectiveness.
Power Manipulation I: The sorcerer may increase the potency of the spell-like abilities shaped, adding up to their Charisma modifier in effective caster levels for determining spell-like ability effects. The drawback to this is that the sorcerer sustains 1d4 points of physical damage and 1d4 points of subdual damage per additional effective level of increased potency.
Power Manipulation II: If the sorcerer has 17 or more ranks in Concentration and has Power Manipulation I, the sorcerer has further developed their innate control of magic to a degree where they can now master channeling harmful pre-channeled magical energy. This allows the sorcerer the ability to attempt to absorb hostile pre-channeled magical energy. When the sorcerer is targeted by a spell or spell-like ability, they may choose to forego a saving throw and attempt to absorb the spell instead. Spells that allow no saving throw or that have the “harmless” saving throw designator may not be absorbed. Once this choice is made, the sorcerer makes a Will save against a DC of 15+2 per spell level of the spell they are trying to absorb. If successful, they may refresh a used spell slot of any spell level lower than the spell level of the spell they just absorbed. If the attempt fails the sorcerer takes the full brunt of the spell as well as an additional 1d4 subdual damage per spell level of the spell they were struck by. Note that metamagic feat levels do count toward the total level of the spell, so a maximized fireball is considered a 5th level spell for all purposes.
[Example: Vond attempts to absorb a 3rd level spell (Lightning Bolt) targeting him. He must make a Will save of DC 21 (15+2/level). If successful he may refresh a used spell slot of up to 2nd level. If he fails he will take the full damage of the Lightning Bolt as well as an additional 3d4 subdual damage (possibly enough to kill him).]
Power of Magic (Su): If the sorcerer can cast 2nd level spells their innate power has grown enough to grant them a bonus to all saving throws equal to their Charisma modifier.
Purity (Su): If the sorcerer can cast 2nd level spells they can learn to channel their magic to purify their body.
Purity I: This purity of body grants the sorcerer immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Purity II: If the sorcerer can cast 5th level spells and has the Purity I ability, they can gain immunity to all diseases including supernatural and magical diseases (such as mummy rot and lycanthropy).
Purity III: If the sorcerer can cast 8th level spells and has the Purity II ability, they can gain immunity to all poisons.
Sorcerous Specialization: This ability may only be chosen at 1st level. The sorcerer must choose a single school of magic known as their specialty school. The sorcerer is most attuned with the spells from that given school. When choosing the specialist school, the sorcerer must also choose opposition schools that are banned to them. If they choose to specialize in Divination they may choose any one other school (excluding Universal). If they choose any other school they must choose any two schools of opposition except Divination and Universal.
…..The benefit of sorcerous specialization is that the sorcerer gain one extra spell known of their choice per spell level, from their specialist school only. They also increase the save DC of all spells used from the Specialty School by +1.
Speed Use (Su): If the Sorcerer has 18 or more ranks in Concentration, they may once per day, use any spell they know (and have an available slot of the appropriate spell level to use) as free action rather than as a standard action. A speed cast affected spell uses up a spell slot one level higher than the spell’s actual level.
Spellshaping (Su): If the sorcerer has any metamagic feats, they may take this ability which allows them to use metamagic in the reverse of what the feat was originally intended to do, thereby lowering the spell slot needed to cast the spell. This ability may be taken multiple times, applying its benefits to a different metamagic feat each time. Example, a sorcerer who uses the Empower metamagic feat can increase all numeric effects of a spell by one-half, and thereby increasing the spell level by two. If the same sorcerer then takes the Spellshaping ability, it would allow them to reverse the effect of the Empower feat, thus lowering all numeric effects to one-half of the original value, and taking up a spell slot two levels lower. In this way a very low powered fireball for example, could be cast using a 1st level spell slot.
Superior Vision (Su): The sorcerers innate magic grants them Darkvision 60' and Low-Light Vision.
Weapon Channel (Su): If the sorcerer can cast 2nd level spells they can draw on the force of their magic and learn to channel a fraction of that magic into any weapon they use. Any weapon wielded by the sorcerer is considered magic for the purpose of dealing damage to creatures with damage reduction. This does not provide any other bonuses.
Thoughts?