Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Khaalis" data-source="post: 1343725" data-attributes="member: 2167"><p>Well, wow. Thanks. Consgrats on getting published. Is the Issue mentioned (310) a typo or was it #311? If #311, I wont be ashamed to say I already ripped off your material. If its #310 – I just haven’t gotten to it yet (I have a stack of Dragons in my desk drawer at work that I am slowly making my way through picking out useful tidbits). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>I will also say its cool to get to actually talk to someone who has gotten published and that agrees with me.</p><p></p><p> </p><p></p><p>I love the idea of the Sorcerer myself but I can never bring myself to play one (not that I get to play much anymore) since I play tested it the last 2 times.</p><p></p><p>As for your suggestion about the Bloodline Feat. I need a refresher on the feats to make sure I am thinking of the right article. On a side note what I currently have is a mix of information and ideas from the #311 article as well as from <u>Quintessential Sorcerer</u> and the <u>Forgotten Heroes-Sorcerer</u>. </p><p></p><p>Basically as follows:</p><p>“<strong>Heredity (Ex):</strong> All Sorcerers are born to their heritage of Sorcerous power, though some do not know what heritage it is that brings them their power. The Sorcerer’s heritage plays a dramatic part in the determining of what a Sorcerer actually is. Heritage is more of a Customization system than a true “Ability”. For those not wishing to use the Heritage option, simply substitute with a Sorcerer Ability.</p><p> The following are the Heritage Sources a Sorcerer may choose from: Arcane Experiment, Arcane Orphan, Child of Magic, Child of Nature, Child of the Elements, Divine Receptacle, and Sorcerous Family. See “Table: Heritage Options” for specifics on the individual heritages.”</p><p></p><p>Each heritage gains one or two related class skills to add to the list, a few minor skill bonuses, one spell path which is a domain-like spell list that grants +1 Known Spell per spell level, grants the use of a Spell Template (from Arcana Unearthed – if they are used), limits their spell selection, and carries some other minor penalty such as possible alignment restrictions, etc.</p><p></p><p>As an example of a Heritage:</p><p></p><p><strong>Arcane Orphan:</strong> The Arcane Orphan is the most common of sorcerers and is thus the Default Sorcerer heritage for those using heritage but not choosing a specific heritage. The Arcane Orphan is unaware of the heritage they carry and most do not care to know for all they care is that they have the power. Most Arcane Orphans are also true orphans, forced to survive in a rough world relying on their wit and their burgeoning powers.</p><p>· Gain 2 of the following skills as class skills: Hide, Move Silently, Open Lock, or Sleight of Hand.</p><p>· +1 bonus to all Bluff and Survival skill checks.</p><p>· May choose any one Spell Template that they may apply to their spell-like abilities.</p><p>· Bonus Known Spell-like Abilities: The sorcerer gains one bonus spell-like ability per spell level of their choice from the Abjuration, Enchantment or Illusion schools. This list is chosen at 1st level. This becomes their Arcane Orphan Spell Path.</p><p>· The Arcane Orphan Sorcerer chooses one Descriptor from any school of choice (other than Divination) that they may never learn any spell-like abilities nor use any item that activates a spell or spell-like ability with that descriptor.</p><p>· Due to a lack of training in their powers, Arcane Orphans suffer a -2 incompetence bonus on all Knowledge (Arcana) and Spellcraft checks.</p><p>· May not choose their Arcane Orphan Spell Path as a Spell List Restriction. <em>(another alternate rule system for minor customizations)</em></p><p></p><p>As for choosing from any spell list, much of that is covered in the heritage choice as well as the use of an optional spell list limiter “rule system” – which I am not sure I am going to keep. Basically it is an adaptation from <u>Forgotten Heroes – Sorcerer</u> that lets you create specific spell list types. The more narrow you make the choices, the more ability you have to customize the sorcerer to the archetype being created. For example if you severely limit your spells available, you might be able to increase the BAB to a Rogue level or turn Fortitude into a Good save. Not sure how much I like this concept currently – though it is nice to have the idea of something more customized to the individual sorcerer. An example of a severly limited list is a Domain list – only one spell per spell level. There are also Thematic lists that give you 5-10 spells per spell level to choose from that fit a specific theme such as a Gypsy List or something akin to the Paladin List.</p><p></p><p></p><p></p><p>This is why I make the argument for Spell-Like Abilities in the 1st place. If you are giving the Eschew, Silent and Still feats (which would be seen as extra generous granting of feats by many), you might as well use the mechanic that is already in the rules for every other Innate Arcane Caster in the game. Only the Sorcerer is listed as an innate caster that doesn’t gain their “spells” as Spell-Like Abilities. Even a Dragon that “Casts as a Sorcerer” doesn’t need to use material components, somatic gestures, etc. I really think I am stuck on the Spell-Like Ability as the best way to portray <strong>“just raw power that they direct at will.”</strong></p><p></p><p></p><p></p><p>In my current build of the Alt-Sorcerer there are no options to take Item Creation feats as a part of the class like Wizards do. I don’t necessarily think they should be banned from them, since technically any caster can take them. However, I don’t think they should get them as part of the class. If they really want them they have to take them from their standard bonus feats. However, I might be persuaded to add this restriction if you can better explain why only a Sorcerer could not make them but something like a Druid or even an Adept can.</p><p></p><p></p><p></p><p>This is dropped down to a “Sorcerer Ability” option. If the player really wants one they can get it but only if they meet the requisites. (Which if using the heritage option is the Arcane Experiment, Arcane Orphan, Child of Nature, or Sorcerous Family heritage.)</p><p></p><p></p><p></p><p>That’s a definite done. Still toying with the Median BAB though.</p><p></p><p></p><p></p><p>The skills as I have them now are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (Local), Profession, Sense Motive and Survival.</p><p></p><p>Wanted them a bit more well rounded. They gain Diplomacy, Gather Information, Knowledge (Local), Intimidate, and Sense Motive as social skills (for what truly social person doesn’t know their local area quite well as well as know people). Added Survival because many sorcerers are forced to survive on their own due to the wildness and “danger” of their youthful inability to control their magic.</p><p></p><p></p><p></p><p></p><p>Let me know your thoughts so far, and I will see what I can do. Its not for everyone though I do want to create a replacement for the core class as well as the expanded “Flexible” version.</p><p></p><p>In my homebrew <strong>Alternate Class</strong> series (hope of a pdf publish some day?), I have been working with a basic skeleton on most all classes to allow for more flexibility in the classes using the Fighter as the Keystone of the concept of flexibility and the base core class as the Molding factor for the classes power and abilities. To give you an example, the Rogue. Not all Rogues are cut of the same cloth. Why would a professional Con Artist, Beggar, 2nd Story Man, etc. specialize in Sneak Attacks when that is more to the forte of the Thug, Enforcer, etc. Why would a Thug or Enforcer need to detect traps? What I have, instead of gaining say Sneak Attack +1d6 and Trapfingding at 1st level, the Rogue instead gains "2 Rogue Abilities". The abilities you can take are varied and wide spread but still equivalent to 1st level, as most abilities have prerequisites that prevent you from reaching an ability such as Evasion, before the Core Class would normally allow it (in the case of "<strong>Evasion (Ex):</strong> If the Rogue has 5 ranks or more in Tumble, they may gain the ability of Evasion.")</p><p></p><p>So that is the basic backdrop. Basically trying to keep the right balance on good classes, and slightly power up or power done some other classes to our feel of balance while allowing for bringing in source material from 3rd party sources that were felt to help the classes (like your article), and to allow more freedom in archetype creation without the need for custom classes or PrC’s.</p><p></p><p>For the Sorcerer I grant "<strong>Sorcerer Ability</strong>" at various levels. My most recent pass at the build (still needs playtest) has at 1st level: <strong>Heritage</strong> (Optional - if not used Sorcerer Ability) and Magic. <strong>Sorcerer Ability</strong> is then gained at 2nd, 5th, 8th, 11th, 14th, 17th, and 20th. An example of said ability is the standard Familiar if you really want it.</p><p></p><p>That’s just some of the basics. Thoughts and comments are much appreciated.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1343725, member: 2167"] Well, wow. Thanks. Consgrats on getting published. Is the Issue mentioned (310) a typo or was it #311? If #311, I wont be ashamed to say I already ripped off your material. If its #310 – I just haven’t gotten to it yet (I have a stack of Dragons in my desk drawer at work that I am slowly making my way through picking out useful tidbits). :D I will also say its cool to get to actually talk to someone who has gotten published and that agrees with me. I love the idea of the Sorcerer myself but I can never bring myself to play one (not that I get to play much anymore) since I play tested it the last 2 times. As for your suggestion about the Bloodline Feat. I need a refresher on the feats to make sure I am thinking of the right article. On a side note what I currently have is a mix of information and ideas from the #311 article as well as from [u]Quintessential Sorcerer[/u] and the [u]Forgotten Heroes-Sorcerer[/u]. Basically as follows: “[b]Heredity (Ex):[/b] All Sorcerers are born to their heritage of Sorcerous power, though some do not know what heritage it is that brings them their power. The Sorcerer’s heritage plays a dramatic part in the determining of what a Sorcerer actually is. Heritage is more of a Customization system than a true “Ability”. For those not wishing to use the Heritage option, simply substitute with a Sorcerer Ability. The following are the Heritage Sources a Sorcerer may choose from: Arcane Experiment, Arcane Orphan, Child of Magic, Child of Nature, Child of the Elements, Divine Receptacle, and Sorcerous Family. See “Table: Heritage Options” for specifics on the individual heritages.” Each heritage gains one or two related class skills to add to the list, a few minor skill bonuses, one spell path which is a domain-like spell list that grants +1 Known Spell per spell level, grants the use of a Spell Template (from Arcana Unearthed – if they are used), limits their spell selection, and carries some other minor penalty such as possible alignment restrictions, etc. As an example of a Heritage: [b]Arcane Orphan:[/b] The Arcane Orphan is the most common of sorcerers and is thus the Default Sorcerer heritage for those using heritage but not choosing a specific heritage. The Arcane Orphan is unaware of the heritage they carry and most do not care to know for all they care is that they have the power. Most Arcane Orphans are also true orphans, forced to survive in a rough world relying on their wit and their burgeoning powers. · Gain 2 of the following skills as class skills: Hide, Move Silently, Open Lock, or Sleight of Hand. · +1 bonus to all Bluff and Survival skill checks. · May choose any one Spell Template that they may apply to their spell-like abilities. · Bonus Known Spell-like Abilities: The sorcerer gains one bonus spell-like ability per spell level of their choice from the Abjuration, Enchantment or Illusion schools. This list is chosen at 1st level. This becomes their Arcane Orphan Spell Path. · The Arcane Orphan Sorcerer chooses one Descriptor from any school of choice (other than Divination) that they may never learn any spell-like abilities nor use any item that activates a spell or spell-like ability with that descriptor. · Due to a lack of training in their powers, Arcane Orphans suffer a -2 incompetence bonus on all Knowledge (Arcana) and Spellcraft checks. · May not choose their Arcane Orphan Spell Path as a Spell List Restriction. [I](another alternate rule system for minor customizations)[/i] As for choosing from any spell list, much of that is covered in the heritage choice as well as the use of an optional spell list limiter “rule system” – which I am not sure I am going to keep. Basically it is an adaptation from [u]Forgotten Heroes – Sorcerer[/u] that lets you create specific spell list types. The more narrow you make the choices, the more ability you have to customize the sorcerer to the archetype being created. For example if you severely limit your spells available, you might be able to increase the BAB to a Rogue level or turn Fortitude into a Good save. Not sure how much I like this concept currently – though it is nice to have the idea of something more customized to the individual sorcerer. An example of a severly limited list is a Domain list – only one spell per spell level. There are also Thematic lists that give you 5-10 spells per spell level to choose from that fit a specific theme such as a Gypsy List or something akin to the Paladin List. This is why I make the argument for Spell-Like Abilities in the 1st place. If you are giving the Eschew, Silent and Still feats (which would be seen as extra generous granting of feats by many), you might as well use the mechanic that is already in the rules for every other Innate Arcane Caster in the game. Only the Sorcerer is listed as an innate caster that doesn’t gain their “spells” as Spell-Like Abilities. Even a Dragon that “Casts as a Sorcerer” doesn’t need to use material components, somatic gestures, etc. I really think I am stuck on the Spell-Like Ability as the best way to portray [b]“just raw power that they direct at will.”[/b] In my current build of the Alt-Sorcerer there are no options to take Item Creation feats as a part of the class like Wizards do. I don’t necessarily think they should be banned from them, since technically any caster can take them. However, I don’t think they should get them as part of the class. If they really want them they have to take them from their standard bonus feats. However, I might be persuaded to add this restriction if you can better explain why only a Sorcerer could not make them but something like a Druid or even an Adept can. This is dropped down to a “Sorcerer Ability” option. If the player really wants one they can get it but only if they meet the requisites. (Which if using the heritage option is the Arcane Experiment, Arcane Orphan, Child of Nature, or Sorcerous Family heritage.) That’s a definite done. Still toying with the Median BAB though. The skills as I have them now are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (Local), Profession, Sense Motive and Survival. Wanted them a bit more well rounded. They gain Diplomacy, Gather Information, Knowledge (Local), Intimidate, and Sense Motive as social skills (for what truly social person doesn’t know their local area quite well as well as know people). Added Survival because many sorcerers are forced to survive on their own due to the wildness and “danger” of their youthful inability to control their magic. Let me know your thoughts so far, and I will see what I can do. Its not for everyone though I do want to create a replacement for the core class as well as the expanded “Flexible” version. In my homebrew [b]Alternate Class[/b] series (hope of a pdf publish some day?), I have been working with a basic skeleton on most all classes to allow for more flexibility in the classes using the Fighter as the Keystone of the concept of flexibility and the base core class as the Molding factor for the classes power and abilities. To give you an example, the Rogue. Not all Rogues are cut of the same cloth. Why would a professional Con Artist, Beggar, 2nd Story Man, etc. specialize in Sneak Attacks when that is more to the forte of the Thug, Enforcer, etc. Why would a Thug or Enforcer need to detect traps? What I have, instead of gaining say Sneak Attack +1d6 and Trapfingding at 1st level, the Rogue instead gains "2 Rogue Abilities". The abilities you can take are varied and wide spread but still equivalent to 1st level, as most abilities have prerequisites that prevent you from reaching an ability such as Evasion, before the Core Class would normally allow it (in the case of "[b]Evasion (Ex):[/b] If the Rogue has 5 ranks or more in Tumble, they may gain the ability of Evasion.") So that is the basic backdrop. Basically trying to keep the right balance on good classes, and slightly power up or power done some other classes to our feel of balance while allowing for bringing in source material from 3rd party sources that were felt to help the classes (like your article), and to allow more freedom in archetype creation without the need for custom classes or PrC’s. For the Sorcerer I grant "[b]Sorcerer Ability[/b]" at various levels. My most recent pass at the build (still needs playtest) has at 1st level: [b]Heritage[/b] (Optional - if not used Sorcerer Ability) and Magic. [b]Sorcerer Ability[/b] is then gained at 2nd, 5th, 8th, 11th, 14th, 17th, and 20th. An example of said ability is the standard Familiar if you really want it. That’s just some of the basics. Thoughts and comments are much appreciated. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules"
Top