Brother Richard
First Post
I have always thought sorcerers underpowered. However, please do not argue this on this thread. The main reason for this sorcerer is to add flavor to the class and to give a reason to not take a PrC. The main question i have is whether the level 20 ability is overpowered even when considering all the things the sorcerer has lost. i would like input on this class please and I thank you in advance for your input. (By the way, i am also aware this drastically changes the flavor of the sorcerer, but i believe it is much more interesting)
SORCERER
Alignment: Any.
Hit Die: d6.
Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy(Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Sorcerer
——––———————Spells per Day—————————
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special 01st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 5 2 — — — — — — — —
2nd +1 6 3 — — — — — — — —
3rd +1 6 3 — — — — — — — —
4th +2 6 4 2 — — — — — — —
5th +2 6 4 3 — — — — — — —
6th +3 6 5 3 2 — — — — — —
7th +3 6 5 4 3 — — — — — —
8th +4 6 5 4 3 2 — — — — —
9th +4 6 5 5 4 3 — — — — —
10th +5 6 5 5 4 3 2 — — — —
11th +5 6 5 5 5 4 3 — — — —
12th +6/+1 6 5 5 5 4 3 2 — — —
13th +6/+1 6 5 5 5 4 4 3 — — —
14th +7/+2 6 5 5 5 4 4 3 2 — —
15th +7/+2 6 5 5 5 4 4 4 3 — —
16th +8/+3 6 5 5 5 4 4 4 3 2 —
17th +8/+3 6 5 5 5 4 4 4 4 3 —
18th +9/+4 6 5 5 5 4 4 4 4 3 2
19th +9/+4 6 5 5 5 4 4 4 4 3 2
20th +10/+5 6 5 5 5 4 4 4 4 3 2
Table: Sorcerer Spells Known
———————— Spells Known —–———————
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows 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. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
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 he already knows. 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 he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Sorcerers use the magical esper infused within them to cast spells and therefore all of their spells re spell-like abilities and are to be treated as such. However, due to this, any spell that requires experience may not be used by a sorcerer.
Infused Resistance: A sorcerer is infused with espers, which give them their mystic powers. The espers were sentient in life and maintain semi-sentience inside the sorcerer’s body. These beings reinforce the sorcerers ability to resist and dodge abilities. A sorcerer gains a bonus to all saves equal to his/her charisma bonus.
Magic Absorption: The arcane nature of the espers infused inside a sorcerer allow the sorcerer to be able to sometimes absorb spell affects to gain arcane might. A sorcerer gains spell resistance constitution bonus + sorcerer level + 5. If a spell is targeted at a sorcerer, the sorcerer may resist it with his/her spell resistance. If a spell is resisted, the sorcerer gains a spell slot equivalent to the level of the spell absorbed. If the spell is above the maximum spell slot the sorcerer can cast, the sorcerer gains a spell slot of the highest spell slot he/she can cast, but he/she is overwhelmed by the magic and takes one constitution damage for every spell level over the spell level the sorcerer can cast.
Magic Aura: A sorcerer always appears magical under a detect magic spell due to his/her magical composition. A sorcerer only gains this when he/she has awakened his/her espers from dormancy.
Minor Multi-Sentience: Due to the sentience inside a sorcerer, he/she may make a move action after accomplishing a full-round action.
Multi-Sentience: The sentience grows in strength and is able to allow a sorcerer to make two move actions and a standard action each round.
Major Multi-Sentience: The sentience has grown to its most powerful point, and therefore a sorcerer can use two standard actions in one round if the sorcerer does not take a move action.
I just pasted onto enworld, and I know the charts do not look good. I am sorry, but I am too inept to fix it.
SORCERER
Alignment: Any.
Hit Die: d6.
Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy(Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Sorcerer
——––———————Spells per Day—————————
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special 01st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 5 2 — — — — — — — —
2nd +1 6 3 — — — — — — — —
3rd +1 6 3 — — — — — — — —
4th +2 6 4 2 — — — — — — —
5th +2 6 4 3 — — — — — — —
6th +3 6 5 3 2 — — — — — —
7th +3 6 5 4 3 — — — — — —
8th +4 6 5 4 3 2 — — — — —
9th +4 6 5 5 4 3 — — — — —
10th +5 6 5 5 4 3 2 — — — —
11th +5 6 5 5 5 4 3 — — — —
12th +6/+1 6 5 5 5 4 3 2 — — —
13th +6/+1 6 5 5 5 4 4 3 — — —
14th +7/+2 6 5 5 5 4 4 3 2 — —
15th +7/+2 6 5 5 5 4 4 4 3 — —
16th +8/+3 6 5 5 5 4 4 4 3 2 —
17th +8/+3 6 5 5 5 4 4 4 4 3 —
18th +9/+4 6 5 5 5 4 4 4 4 3 2
19th +9/+4 6 5 5 5 4 4 4 4 3 2
20th +10/+5 6 5 5 5 4 4 4 4 3 2
Table: Sorcerer Spells Known
———————— Spells Known —–———————
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows 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. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
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 he already knows. 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 he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Sorcerers use the magical esper infused within them to cast spells and therefore all of their spells re spell-like abilities and are to be treated as such. However, due to this, any spell that requires experience may not be used by a sorcerer.
Infused Resistance: A sorcerer is infused with espers, which give them their mystic powers. The espers were sentient in life and maintain semi-sentience inside the sorcerer’s body. These beings reinforce the sorcerers ability to resist and dodge abilities. A sorcerer gains a bonus to all saves equal to his/her charisma bonus.
Magic Absorption: The arcane nature of the espers infused inside a sorcerer allow the sorcerer to be able to sometimes absorb spell affects to gain arcane might. A sorcerer gains spell resistance constitution bonus + sorcerer level + 5. If a spell is targeted at a sorcerer, the sorcerer may resist it with his/her spell resistance. If a spell is resisted, the sorcerer gains a spell slot equivalent to the level of the spell absorbed. If the spell is above the maximum spell slot the sorcerer can cast, the sorcerer gains a spell slot of the highest spell slot he/she can cast, but he/she is overwhelmed by the magic and takes one constitution damage for every spell level over the spell level the sorcerer can cast.
Magic Aura: A sorcerer always appears magical under a detect magic spell due to his/her magical composition. A sorcerer only gains this when he/she has awakened his/her espers from dormancy.
Minor Multi-Sentience: Due to the sentience inside a sorcerer, he/she may make a move action after accomplishing a full-round action.
Multi-Sentience: The sentience grows in strength and is able to allow a sorcerer to make two move actions and a standard action each round.
Major Multi-Sentience: The sentience has grown to its most powerful point, and therefore a sorcerer can use two standard actions in one round if the sorcerer does not take a move action.
I just pasted onto enworld, and I know the charts do not look good. I am sorry, but I am too inept to fix it.
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