Sorcerers changing a few things

Elf Witch

First Post
I know that when I first started playing 3E when it came out there were a lot of discussions on sorcerers. I played one for three years and am playing two now in seperate games.

I really like the class but I have never liked the way skills worked sure they fixed it a little in 3.5 they finally added one class skill based on charisma.

My problem with this is that it gives the sorcerer the same exact flavor as a wizard just more watered down.

I would like to say here I am not talking spells.

This is the idea I have asked my DM to look at and I just wanted some opinions on it.

Skills: since sorcerers use innate spellcasting I don't think all sorcerers would choose to know about Arcana so what I propose is that they be allowed to trade it as a class skill for one knowledge skill maybe they were raised in a palace so they have nobility as a class skill.

They are usually highly charismatic individuals. And I would think this and how they are treated when they get their powers would influence how they behave and what kind of person they are. So that being said if they saw themelves as more sauve and willing to talk and persude people then maybe bluff is not the way they would go. So I was thinking of allowing them to trade bluff for either diplomacy or intimidate.

These would have to be done at character creation and you could not change them around.

I also see sorcerers has having more time to learn a weapon they do not study like a wizard does. So I was thinking about allowing them to chose one martial weapon they have learned. I played an elven sorcerer so I was good at bows because of my race but I can see a non elf sorcerer being good with maybe a shortsword or a long bow. As an example.

Their hit die stays the same so does everything else they are not getting any extra class skills. So I don't see how theses changes would unbalence the game.

What do you guys and gals think?
 

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Here's what I did for sorcerers. My problem with them is that they are supposed to be innately magical people, but instead feel like a clone of the wizard with different mechanics. So here's what I did. Caveat - I consider the sorcerer to be somewhat underpowered, so I helped them out some.

- Sorcerers gain Intimidate and Diplomacy as class skills.
- Two extra skill points per level (given to all classes)
- No familiar
- Spells tend to be simpler, so they can wear light armor with no arcane spell failure chance.
- Every sorcerer needs to have a theme. Some common description given to his spells. When casting a spell within his theme, it is Eschewed for free, and he gets either a +1 to caster level or +1 on DC. The same spell can be described in different ways to fit the various themes. For instance, a sorcerer who summons wind and lightning as his theme might cast True Strike as a tiny whirlwind that guides his weapon. A character who conjures up animal spirits might call upon the eyes of an eagle to cast the same spell.

Haven't gotten to try it out yet.
 

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