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Sword and Sorcery Spellcaster Class
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<blockquote data-quote="trilobite" data-source="post: 1946313" data-attributes="member: 15531"><p>Hi, </p><p></p><p>I am currently working on a Swords and Sorcery type home brew campaign setting that is a hybrid of <em>Conan's Hyboria</em>, <em>Barsoom</em>, and <em>The Land That Time Forgot</em>. To keep with the favor of the game I am changing around several of the classes available in the game. I want to get away from the fireball throwing wizard and the super healer cleric. I came up with a modified Sorcerer class that would be the only spell casting class of the setting but with enough variance to come up with several different styles. Here is what I have come up with. Please given me your feed back. </p><p></p><p></p><p><strong>Sorcerer</strong> (Modified)</p><p></p><p>BAB, Saving throws, Weapon Profs, Spells known, Spells per day, and Hit dice are per the Sorcerer from the Players Handbook. </p><p> </p><p>A sorcerer must specialize in a school per the Player's Handbook rules on specialization, but they start out with Evocation as an automatically forbidden school that does not count towards their total of forbidden schools.</p><p>They gain the all of the benefits that a wizard gains for specializing. They also gain one more known spell per spell level (in the same manner that they gain the extra casting per day). The sorcerer is able to pick spells from the Wizard/Sorcerer, Druid, and Cleric Spell Lists). </p><p></p><p>The sorcerer also picks one of the following special abilities at their first level. </p><p></p><p>1. Wild Empathy (per Druid)</p><p>2. Sage Lore (per Bardic Knowledge)</p><p>3. Familiar</p><p>4. Still Mind (per Monk)</p><p>5. Animal Companion (treat the sorcerer as a druid of half his class level)</p><p>6. Wild Shape (per Druid, The Sorcerer losses all benefits of specialization.)</p><p> </p><p>When a sorcerer gains a level and additional spells known, the sorcerer does not automatically gain these spells. They must be either learned from another sorcerer or from a scroll or tome of magic. Teaching time is usually 1d3 days per spell level. </p><p></p><p>Any cure type spell's range is personal unless they are cast as a spell one level higher than normal. </p><p></p><p>The Sorcerer’s class skills are the same as the Wizard. </p><p></p><p>Skill Points at 1st Level: ( Int bonus + 4 ) x 4</p><p>Skill points per additional level: Int bonus + 4</p></blockquote><p></p>
[QUOTE="trilobite, post: 1946313, member: 15531"] Hi, I am currently working on a Swords and Sorcery type home brew campaign setting that is a hybrid of [I]Conan's Hyboria[/I], [I]Barsoom[/I], and [I]The Land That Time Forgot[/I]. To keep with the favor of the game I am changing around several of the classes available in the game. I want to get away from the fireball throwing wizard and the super healer cleric. I came up with a modified Sorcerer class that would be the only spell casting class of the setting but with enough variance to come up with several different styles. Here is what I have come up with. Please given me your feed back. [B]Sorcerer[/B] (Modified) BAB, Saving throws, Weapon Profs, Spells known, Spells per day, and Hit dice are per the Sorcerer from the Players Handbook. A sorcerer must specialize in a school per the Player's Handbook rules on specialization, but they start out with Evocation as an automatically forbidden school that does not count towards their total of forbidden schools. They gain the all of the benefits that a wizard gains for specializing. They also gain one more known spell per spell level (in the same manner that they gain the extra casting per day). The sorcerer is able to pick spells from the Wizard/Sorcerer, Druid, and Cleric Spell Lists). The sorcerer also picks one of the following special abilities at their first level. 1. Wild Empathy (per Druid) 2. Sage Lore (per Bardic Knowledge) 3. Familiar 4. Still Mind (per Monk) 5. Animal Companion (treat the sorcerer as a druid of half his class level) 6. Wild Shape (per Druid, The Sorcerer losses all benefits of specialization.) When a sorcerer gains a level and additional spells known, the sorcerer does not automatically gain these spells. They must be either learned from another sorcerer or from a scroll or tome of magic. Teaching time is usually 1d3 days per spell level. Any cure type spell's range is personal unless they are cast as a spell one level higher than normal. The Sorcerer’s class skills are the same as the Wizard. Skill Points at 1st Level: ( Int bonus + 4 ) x 4 Skill points per additional level: Int bonus + 4 [/QUOTE]
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