Sorcerers in your game

Shawn_Kehoe said:
does anyone have experience on the matter?
Some.

I give Sorcerers the Eschew feat at 1st level, and the option to spend XP and take some burn in place of higher costs. It hasn't affected play overly much, to be honest. But I like having those changes in place. It just seems right, somehow.

There are various other house rules that affect all classes equally, and so on, but that's it for the Sorcerer specifically. Seems to work fine.
 

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Yes, we have the sorcerer in our games receive the Eschew Sorcerous Materials I & II abilities very similar to monte's sorcerer but instead of 1/25 of the cost in XP it's 1/10 XP since in 3.5 most of the costly items were reduced. ESM here is specific to srocerer spells only so a sorcerer isn't able to Eschew spells from other classes, in the case of a multiclasses sorcerer.

Though we also use sorcerous bloodlines and spell thematics as well for the sorcerer.
 

My modified sorcerer sacrifices the ability to summon a familiar in exchange for the Eschew Materials feat and the ability to pay for expensive material components by using experience points (1 XP per 25 gp value). The sorcerer gets a bonus metamagic feat at every 5th level, and uses the spellpoint system from The Advanced Players Guide (SSS). I've yet to have a player try the modified class, so I have no idea if the results are good or not.
 

I gave Sorcerers "0" spell-slots at odd levels (where Wizards gain new spell slot levels), but no spells known -- so Sorcerers are not behind in terms of scroll use, meta-magic use or in qualifying for PrCs which require "X level spells".

I also give 'em Eschew Materials.

Only had one in game so far, he was nice but not overpowered.

-- N
 


Nifft said:
I gave Sorcerers "0" spell-slots at odd levels (where Wizards gain new spell slot levels), but no spells known -- so Sorcerers are not behind in terms of scroll use, meta-magic use or in qualifying for PrCs which require "X level spells".

I also give 'em Eschew Materials.

Only had one in game so far, he was nice but not overpowered.

-- N
What do you do if they would have bonus spells for that spell level. Do you allow them to learn and use spells for those slots?
 

My sorcerers loose familiars, for Eschew materials +
They also have other benfits, based on bloodline. Special abilities are added at 2nd, 8th and 14th. This is probably overpowered - but it does add an incentive to stay in the base class.
 

MonsterMash said:
What do you do if they would have bonus spells for that spell level. Do you allow them to learn and use spells for those slots?

No. They can use higher-level spell-slots to cast lower-level spells (as usual), or for metamagic, and that's about it.

-- N
 

Two basic changes: eschew material feat for free at first level. They can also take expanded knowledge feat, similiar to the psionics' version, then they may take one cleric, druidic, bardic, whatever else's spells as castable spell of the same level. There are some no-no's, but if they want cure wound spells for instance it's no problem. It's flexibile casting at a reasonable cost.
 

JoeBlank said:
Thought about it a few minutes, and I remembered that my original idea was to just make Summon Familiar a feat, take it away as an automatic ability for sorcerers and wizards and give them both a bonus feat at 1st level. So if they want a familiar, no net loss or gain, but if they want something different they have the option.

They have made a feat like this for other spellcasters now (Obtain Familiar in Complete Arcane, I think). :)

Bye
Thanee
 

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