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*Pathfinder & Starfinder
sorceror/wizard variant(yes it has been done to death)
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<blockquote data-quote="bellman" data-source="post: 4857655" data-attributes="member: 84452"><p>In my looking over the rules it seems to me the sorceror can basically be put in very simple terms. A spontaneous weakened wizard. I will now attempt to differentiate and balance the two. any comments will be appreciated.</p><p> </p><p>Wizard change:</p><p>Book apotheosis:</p><p>at level 20, any book described as the wizard's spellbook becomes weightless. It may be summoned to the owner at will.</p><p> </p><p>Sorceror changes:</p><p>loss of familiar.</p><p>loss of magical affinity.</p><p>add skill: intimidate.</p><p>loss of bonus spells per day based on charisma.</p><p>spell like abilities instead of spells:</p><p>this essentially means a few changes:</p><p>cannot counterspell with standard method, or be counterspelled.</p><p>cannot craft or use magic items requiring spells.</p><p>cannot scribe scrolls.</p><p>does not use the components* listed but:</p><p>needs a focus to use powers, whether it is magic words, gestures, or an inexpensive trinket. once chosen, this cannot be changed, if trinket is lost a new one can be purchased for 100 gp, focus CANNOT be removed with feats.</p><p>*only ignores material components worth 10 gp or less.</p><p>Magical nature:</p><p>when detect magic is cast, the sorceror registers as a magic item of his caster level.</p><p>Domain:</p><p>at the beginning of each day choose a wizard domain(unearthed arcana).</p><p>you can use each SLA of the spell level you can cast once per day. in addition, you gain physical features and a granted power based on your domain. you may use each SLA an additional time each 10th level. no metamagic may be applied to these SLAs.</p><p> </p><p>Abjuration:</p><p>feature:</p><p>you look more well built and muscular. this has no in game effect.</p><p>power:</p><p>choose an abjuration SLA you can use. you count as having the benefit of having this SLA activated on you.</p><p> </p><p>Antimagic:</p><p>feature:</p><p>your skin seems to have a reflective-mirrorlike quality.</p><p>power:</p><p>gain spell resistance equal to charisma modifier.</p><p> </p><p>Battle:</p><p>feature:</p><p>your face gains battle scars.</p><p>power:</p><p>you may use spell rage a number of times equal to that of a barbarian of half your class level uses basic rage.</p><p> </p><p>cold:</p><p>feature:</p><p>your eyes become light blue, and the air around you chills.</p><p>power:</p><p>you may freeze liquid that is not a part of a living being within a 10 by 10 area. you are comfortable in very hot temperatures, as per endure elements</p><p> </p><p>conjuration:</p><p>feature:</p><p>tattoos of creatures adorn your skin.</p><p>power:</p><p>you may summon edible food and water at will, as per summon food and drink.</p><p> </p><p>divination:</p><p>feature:</p><p>you gain wrinkles and a wisened look.</p><p>power:</p><p>you gain bardic knowledge.</p><p> </p><p>enchantment:</p><p>feature:</p><p>your features become more pronounced and beautiful.</p><p>power:</p><p>you add 3 to the results of charisma checks.</p><p> </p><p>evocation:</p><p>feature:</p><p>your skin seems to glow with energy.</p><p>power:</p><p>you gain an arcane bolt which is treated as an eldritch blast from a warlock of half your class level, doing elemental damage based on your draconic heritage ex. blue dragon heritage = electricity damage.</p><p> </p><p>fire:</p><p>feature:</p><p>your eyes become red, and the air around you warms.</p><p>power:</p><p>when trying to break an object apply charisma instead of strength. instead of splintering, the object melts. you are comfortable in cold temperatures, as per endure elements.</p><p> </p><p>illusion:</p><p>feature:</p><p>your features become hard to distinguish with a glance.</p><p>power:</p><p>once per day when an attack would bring you below 1 hp, you may declare that you faked being hit, and cancel the attack.</p><p> </p><p>necromancy:</p><p>feature:</p><p>your skin becomes pale, and you are gaunt and skeletal.</p><p>power:</p><p>you can turn or rebuke undead as a cleric of half your class level.</p><p> </p><p>storm:</p><p>feature:</p><p>your eyes are filled with lightning, and your hair and clothes ruffle in an imaginary breeze.</p><p>power:</p><p>you may fly with poor manueverability at half your land speed.</p><p> </p><p>transmutation:</p><p>feature:</p><p>until manifesting your power, no change.</p><p>power:</p><p>you may transform into a draconic form as a full round action. while transformed you gain a 2d6 bite attack and 1d10 claw attacks. you may attack with both claws in one action at -5 penalty to hit. in addition you gain scales, which equate to dr1/magic at first level and 1 additional damage reduction every 5th level. while transformed you take a -10 penalty to non-intimidate charisma checks. you may end the transformation as another full round action.</p><p> </p><p>so what do you think? balanced, or should i change it? go easy on me, this is my first post and i'm new to d&d.</p></blockquote><p></p>
[QUOTE="bellman, post: 4857655, member: 84452"] In my looking over the rules it seems to me the sorceror can basically be put in very simple terms. A spontaneous weakened wizard. I will now attempt to differentiate and balance the two. any comments will be appreciated. Wizard change: Book apotheosis: at level 20, any book described as the wizard's spellbook becomes weightless. It may be summoned to the owner at will. Sorceror changes: loss of familiar. loss of magical affinity. add skill: intimidate. loss of bonus spells per day based on charisma. spell like abilities instead of spells: this essentially means a few changes: cannot counterspell with standard method, or be counterspelled. cannot craft or use magic items requiring spells. cannot scribe scrolls. does not use the components* listed but: needs a focus to use powers, whether it is magic words, gestures, or an inexpensive trinket. once chosen, this cannot be changed, if trinket is lost a new one can be purchased for 100 gp, focus CANNOT be removed with feats. *only ignores material components worth 10 gp or less. Magical nature: when detect magic is cast, the sorceror registers as a magic item of his caster level. Domain: at the beginning of each day choose a wizard domain(unearthed arcana). you can use each SLA of the spell level you can cast once per day. in addition, you gain physical features and a granted power based on your domain. you may use each SLA an additional time each 10th level. no metamagic may be applied to these SLAs. Abjuration: feature: you look more well built and muscular. this has no in game effect. power: choose an abjuration SLA you can use. you count as having the benefit of having this SLA activated on you. Antimagic: feature: your skin seems to have a reflective-mirrorlike quality. power: gain spell resistance equal to charisma modifier. Battle: feature: your face gains battle scars. power: you may use spell rage a number of times equal to that of a barbarian of half your class level uses basic rage. cold: feature: your eyes become light blue, and the air around you chills. power: you may freeze liquid that is not a part of a living being within a 10 by 10 area. you are comfortable in very hot temperatures, as per endure elements conjuration: feature: tattoos of creatures adorn your skin. power: you may summon edible food and water at will, as per summon food and drink. divination: feature: you gain wrinkles and a wisened look. power: you gain bardic knowledge. enchantment: feature: your features become more pronounced and beautiful. power: you add 3 to the results of charisma checks. evocation: feature: your skin seems to glow with energy. power: you gain an arcane bolt which is treated as an eldritch blast from a warlock of half your class level, doing elemental damage based on your draconic heritage ex. blue dragon heritage = electricity damage. fire: feature: your eyes become red, and the air around you warms. power: when trying to break an object apply charisma instead of strength. instead of splintering, the object melts. you are comfortable in cold temperatures, as per endure elements. illusion: feature: your features become hard to distinguish with a glance. power: once per day when an attack would bring you below 1 hp, you may declare that you faked being hit, and cancel the attack. necromancy: feature: your skin becomes pale, and you are gaunt and skeletal. power: you can turn or rebuke undead as a cleric of half your class level. storm: feature: your eyes are filled with lightning, and your hair and clothes ruffle in an imaginary breeze. power: you may fly with poor manueverability at half your land speed. transmutation: feature: until manifesting your power, no change. power: you may transform into a draconic form as a full round action. while transformed you gain a 2d6 bite attack and 1d10 claw attacks. you may attack with both claws in one action at -5 penalty to hit. in addition you gain scales, which equate to dr1/magic at first level and 1 additional damage reduction every 5th level. while transformed you take a -10 penalty to non-intimidate charisma checks. you may end the transformation as another full round action. so what do you think? balanced, or should i change it? go easy on me, this is my first post and i'm new to d&d. [/QUOTE]
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sorceror/wizard variant(yes it has been done to death)
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