Cheerful Coffin
First Post
I've been doing alot of thinking for about two days now. You see, it's not the power of the sorcerer that bothers me, simply the way they're put out there. (I got the same beef with wizards just for differant reasons.) So, with a little study, some well thought out planning, and alot of tweaking.. I bring to you MY version of the sorcerer. Revitalized from the job class dead, behold.. The Cheerful Sorcerer.
(NOTE: I've rule zeroed all arcanae spellcasters cast magic instanously like the sorcerer and divine casters use preperation. This balances the two out cause divine casters seem better overall and can make more use out of the quicken spell metamagic feat.)
Sorcerer.
Sorcerers are innate casters of the arcana. Magic flows through thier veins like blood, some say the magical properties in sorcerer's come from a secret birthright of massive proportions. They may be right..
Game Rule Information:
Abilities:
Charisma determines how many spells a sorcerer can cast per day and how powerful the nature of his spells are. The force of thier being empowers them..
Spells:
The way a sorcerer learns spells is explained below, sense they cast through arcana means they don't have to prepare said spells in advance. However the arcana has the drawback of arcane spell failure (See player's handbook.) and a sorcerer still needs eight hours of rest afterward inorder to recindle the flaming candle inside him or her that empowers thier inner being with this mysterious energy.
Hit dice: d4.
Saves: Will: Good. Ref: Poor. Fort: Poor.
Class skills:
Intimidate (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Spellcraft (Int), Knowledge (Arcana) (Int), Proffession (Wis).
Skill points at 1st level: 2+int modifier x4.
Skill points each additional level: 2+int modifier.
Weapon and armor profficientcies:
Sorcerers are profficient with all simple weapons, light armor, (But still suffer arcane spell failure.) and all shields. (Exsept for tower shields.)
Spells known:
Unlike other spellcasters, sorcerers learn spells through primal faction. It simply is infused in thier being and manifests itself when the oppurtunity presents itself. At first level, the sorcerer begins play knowing four level zero spells from the sorcerer/wizard spell list of your choosing and chooses one cleric domain as his primary function or "Arcana outburst". As the magical properties infused in the sorcerer's being burst out in the form of spell domains and he or she can use the special power and cast the appropiate spells on the domain when he or she reaches the required level. Additionally every five levels thereafter (5, 10, 15, 20.) he or she has an additional arcana burst.
Spells per day:
----------------0---1---2---3---4---5---6---7---8---9--------------------
_________________________________________________________________
Level 1: -------3--2----------------------------------------------------
Level 2: -------4--3----------------------------------------------------
Level 3: -------5--4--2-------------------------------------------------
Level 4: -------6--6--4-------------------------------------------------
Level 5: -------6--5--5-------------------------------------------------
Level 6: -------6--6--6--2----------------------------------------------
Level 7: -------6--6--6--6--3-------------------------------------------
Level 8: -------6--6--6--6--4-------------------------------------------
Level 9: -------6--6--6--6--5--2----------------------------------------
Level 10: ------6--6--6--6--6--3----------------------------------------
Level 11: ------6--6--6--6--6--4----------------------------------------
Level 12: ------6--6--6--6--6--5--2-------------------------------------
Level 13: ------6--6--6--6--6--6--3-------------------------------------
Level 14: ------6--6--6--6--6--6--4-------------------------------------
Level 15: ------6--6--6--6--6--6--5--2----------------------------------
Level 16: ------6--6--6--6--6--6--6--3----------------------------------
Level 17: ------6--6--6--6--6--6--6--4--2-------------------------------
Level 18: ------6--6--6--6--6--6--6--5--3-------------------------------
Level 19: ------6--6--6--6--6--6--6--6--6--3---------------------------
Level 20: ------6--6--6--6--6--6--6--6--6--6----------------------------
Level 1: Summon familiar, Eschew matireals.
Level 5: Arcana burst.
Level 10: Arcana burst.
Level 15: Arcana burst.
Level 20: Arcana burst.
Summon Familiar:
At first level a sorcerer subconcioussly manifests a spiritual assistant to help him or her find the true essence of thier innate magic. Check your player's handbook for rules on familiars.
Eschew Matireals:
At first level the sorcerer gains Eschew Matireals as a bonus feat. Sense magic comes naturally, less costly requirements are naturally needed, however some spells are so complicated they still require the assistance of props and other such means. Hence the eschew matireals feat.
Arcana Burst:
At first level and every five levels thereafter the sorcerer manifests a new domain to call his or her own. They find the inner magic inside them and manifest it. When capable they can cast the spells of each domain slot.
-NEW FEATS-
Mana Burst. [Special]
The sorcerer has found a deeper sense of self and has a suprise surge of arcane energy and understands more cantrips.
Prequisite: Sorcerer level 1 or higher.
Ability: You choose three additional spells from the sorcerer/wizard cantrips list.
Monster Magic. [Special]
Through deep meditation and other spiritual means, the sorcerer has found out more about his or herself and has found magics he otherwise could not have found.
Prequisite: Sorcerer level 3 or higher.
Ability: You gain an additional cleric domain of your choice. Treat this domain like you would an arcana burst.
Deep Training. [General]
Do to a sorcerer's magic being naturally drawn, a sorcerer has more time to improve other things about themselves.
Ability: You gain +4 skill points.
So what do you think?
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Sorcerer.

Sorcerers are innate casters of the arcana. Magic flows through thier veins like blood, some say the magical properties in sorcerer's come from a secret birthright of massive proportions. They may be right..
Game Rule Information:
Abilities:
Charisma determines how many spells a sorcerer can cast per day and how powerful the nature of his spells are. The force of thier being empowers them..
Spells:
The way a sorcerer learns spells is explained below, sense they cast through arcana means they don't have to prepare said spells in advance. However the arcana has the drawback of arcane spell failure (See player's handbook.) and a sorcerer still needs eight hours of rest afterward inorder to recindle the flaming candle inside him or her that empowers thier inner being with this mysterious energy.
Hit dice: d4.
Saves: Will: Good. Ref: Poor. Fort: Poor.
Class skills:
Intimidate (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Spellcraft (Int), Knowledge (Arcana) (Int), Proffession (Wis).
Skill points at 1st level: 2+int modifier x4.
Skill points each additional level: 2+int modifier.
Weapon and armor profficientcies:
Sorcerers are profficient with all simple weapons, light armor, (But still suffer arcane spell failure.) and all shields. (Exsept for tower shields.)
Spells known:
Unlike other spellcasters, sorcerers learn spells through primal faction. It simply is infused in thier being and manifests itself when the oppurtunity presents itself. At first level, the sorcerer begins play knowing four level zero spells from the sorcerer/wizard spell list of your choosing and chooses one cleric domain as his primary function or "Arcana outburst". As the magical properties infused in the sorcerer's being burst out in the form of spell domains and he or she can use the special power and cast the appropiate spells on the domain when he or she reaches the required level. Additionally every five levels thereafter (5, 10, 15, 20.) he or she has an additional arcana burst.
Spells per day:
----------------0---1---2---3---4---5---6---7---8---9--------------------
_________________________________________________________________
Level 1: -------3--2----------------------------------------------------
Level 2: -------4--3----------------------------------------------------
Level 3: -------5--4--2-------------------------------------------------
Level 4: -------6--6--4-------------------------------------------------
Level 5: -------6--5--5-------------------------------------------------
Level 6: -------6--6--6--2----------------------------------------------
Level 7: -------6--6--6--6--3-------------------------------------------
Level 8: -------6--6--6--6--4-------------------------------------------
Level 9: -------6--6--6--6--5--2----------------------------------------
Level 10: ------6--6--6--6--6--3----------------------------------------
Level 11: ------6--6--6--6--6--4----------------------------------------
Level 12: ------6--6--6--6--6--5--2-------------------------------------
Level 13: ------6--6--6--6--6--6--3-------------------------------------
Level 14: ------6--6--6--6--6--6--4-------------------------------------
Level 15: ------6--6--6--6--6--6--5--2----------------------------------
Level 16: ------6--6--6--6--6--6--6--3----------------------------------
Level 17: ------6--6--6--6--6--6--6--4--2-------------------------------
Level 18: ------6--6--6--6--6--6--6--5--3-------------------------------
Level 19: ------6--6--6--6--6--6--6--6--6--3---------------------------
Level 20: ------6--6--6--6--6--6--6--6--6--6----------------------------
Level 1: Summon familiar, Eschew matireals.
Level 5: Arcana burst.
Level 10: Arcana burst.
Level 15: Arcana burst.
Level 20: Arcana burst.
Summon Familiar:
At first level a sorcerer subconcioussly manifests a spiritual assistant to help him or her find the true essence of thier innate magic. Check your player's handbook for rules on familiars.
Eschew Matireals:
At first level the sorcerer gains Eschew Matireals as a bonus feat. Sense magic comes naturally, less costly requirements are naturally needed, however some spells are so complicated they still require the assistance of props and other such means. Hence the eschew matireals feat.
Arcana Burst:
At first level and every five levels thereafter the sorcerer manifests a new domain to call his or her own. They find the inner magic inside them and manifest it. When capable they can cast the spells of each domain slot.
-NEW FEATS-
Mana Burst. [Special]
The sorcerer has found a deeper sense of self and has a suprise surge of arcane energy and understands more cantrips.
Prequisite: Sorcerer level 1 or higher.
Ability: You choose three additional spells from the sorcerer/wizard cantrips list.
Monster Magic. [Special]
Through deep meditation and other spiritual means, the sorcerer has found out more about his or herself and has found magics he otherwise could not have found.
Prequisite: Sorcerer level 3 or higher.
Ability: You gain an additional cleric domain of your choice. Treat this domain like you would an arcana burst.
Deep Training. [General]
Do to a sorcerer's magic being naturally drawn, a sorcerer has more time to improve other things about themselves.
Ability: You gain +4 skill points.
So what do you think?
