Cheerful Coffin
First Post
I just am not happy with the current sorcerer, I think it's build should be more focused on what I have dubbed "monster magic". (Spell-like abilities and the like.) As such I've completely redone the sorcerer class, judge for yourself if you believe it's worth having in your games or not. I havn't had the oppurtunity to try it in-game to see if it's balanced with the other core-classes. But I believe it is in it's own right and no longer has that wizard immitation feel to it..
Sorcerer.
Mage-guilds, preisthoods, and druid covens, these are popular spellcasting groups that set balance and order to our magical universe. However feel truly understand the sorcerer's grove. From the time they are small they are shunned and feared or highly respected for thier innate power. Whatever the case may be, thier spells neither come from intense study or a forieghn entity. But themselves and thier inner potential.
Adventurers:
Sorcerers heed the call to venture out in the world early in life. Wether it be out of curiosity of thier own potential or the fact that were shunned and ignored do to thier "inhuman" magic prowless, the sorcerer is very rarely hesitant to explore and to master his or her newfound art.
Characteristics:
Depending more-so on where and how they were raised, a sorcerer can be very compassionate and understanding do to thier powers being seen as a god-send, or they can be paranoid and bitter for being viewed as a bane to human exsistance. A sorcerer's origin may have more impact on the value of his character then the spells in which they themselves actually wield.
Alignment:
Sorcerers tend not to be as easy to label as other classes, sense differant people react differantly and are treated differantly depending on thier social upbringing with thier innitiate power. However most tend towards chaotic do to the random nature of thier abilities.
Religon:
Not particularly drawn to any sortof religon, sorcerers tend to stay out of the hussle and bussle politics of spiritualism. However they may be drawn to dieties simaler to thier incarnate spells. Such as magic gods like Bacob and Wee-Jas or nature ones such as Obi-Han and Ehlonna.
Background:
Sorcerers can have very differant backgrounds, some are raised from the time they are small with knowledge of thier inborn arcana do to having a long family line of "mutants", others may have sprung up unexpectedly and ran away to find inner peace or solitude, while some stay at home, either growing hateful with inner abuse or flourishing into fantastic individuals with loving-acceptance or a strong will.
Other classes:
Few classes can truly relate to the sorcerer, inborn magic is not about understanding so much as it is feeling it out. Wizard's know the technichals but don't have the intuitive nature, clerics and druids rationilize powers beyond thier own but can't quite grasp how a mere mortal can manifest it alone. It's both a lonely and a celebrity like exsistance for the sorcerer.
Role:
Sorcerers can take on many roles, but are ussually confined to one in particular. Though their "spells" can be cast nearly infinitely do to it's natural prowless, their knowledge of such individual arcana is very very limited sense it is inborn, not studied.
Abilities:
Charisma determines how hard a sorcerer's spell-like abilities are to resist, how many extra times per day you can use each level of innate sorcerey (Check the modifier, it's treated just like normal spellcasters in this case.) and a variety of sorcerer related abilities.
Alignment: Any.
Hit Die: d4.
Class Skills:
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha),Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
BaB and saves: Same as PH.
Weapon and Armor Proficientcy:
Sorcerers are proficient with all simple weapons, light/medium armor, and shields. (But not tower shields.)
Spell-like abilities:
At first level you begin play knowing four level 0 spell-like abilities from the sorcerer/wizard spell list and three level 1 spell-like abilities from the sorcerer/wizard spell list. You learn an additional two spell-like abilities of a level you are able to cast each additional level.
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Level 1: Summon Familiar. Sorcerey level 0/1. Spell-like abilities 1/day.
Level 2:
Level 3:
Level 4: Sorcerey level 2.
Level 5: Spell-like abilities 3/day.
Level 6: Sorcerey level 3.
Level 7:
Level 8: Sorcerey level 4.
Level 9:
Level 10: Sorcerey level 5. Spell-like abilities 4/day.
Level 11:
Level 12: Sorcerey level 6.
Level 13:
Level 14: Sorcerey level 7.
Level 15: Spell-like abilities 5/day.
Level 16: Sorcerey level 8.
Level 17:
Level 18: Sorcerey level 9.
Level 19:
Level 20: Spell-like abilities 6/day.
Sorcerer Only Feats:
Natural Born Talent. [Special]
Prequisite: Atleast one level in sorcerer.
Effect: Choose a number of extra cantrips from the sorcerer/wizard spell list equal to your charisma modifier if any. You now know these spell-like abilities in addition to your otherwise known spells.
Inborn Arcana. [Special]
Prequisite: Atleast one level in sorcerer. Able to cast the appropiate spell-like level.
Effect: Choose one extra spell-like abilitity from any spellcasting class list (Sorcerer/Wizard, cleric, druid, etc.) you learn that spell as though you otherwise could.
Inherited Power. [Special]
Prequisite: Atleast level 10 sorcerer.
Effect: Your spell-like abilities are now treated as supernatural abilities.
Strong Bloodlines. [Special.]
Prequisite: Atleast level 15 sorcerer. Inherited Power.
Effect: Your supernatural abilities are now treated as extradionary abilities.
Sorcerer.
Mage-guilds, preisthoods, and druid covens, these are popular spellcasting groups that set balance and order to our magical universe. However feel truly understand the sorcerer's grove. From the time they are small they are shunned and feared or highly respected for thier innate power. Whatever the case may be, thier spells neither come from intense study or a forieghn entity. But themselves and thier inner potential.
Adventurers:
Sorcerers heed the call to venture out in the world early in life. Wether it be out of curiosity of thier own potential or the fact that were shunned and ignored do to thier "inhuman" magic prowless, the sorcerer is very rarely hesitant to explore and to master his or her newfound art.
Characteristics:
Depending more-so on where and how they were raised, a sorcerer can be very compassionate and understanding do to thier powers being seen as a god-send, or they can be paranoid and bitter for being viewed as a bane to human exsistance. A sorcerer's origin may have more impact on the value of his character then the spells in which they themselves actually wield.
Alignment:
Sorcerers tend not to be as easy to label as other classes, sense differant people react differantly and are treated differantly depending on thier social upbringing with thier innitiate power. However most tend towards chaotic do to the random nature of thier abilities.
Religon:
Not particularly drawn to any sortof religon, sorcerers tend to stay out of the hussle and bussle politics of spiritualism. However they may be drawn to dieties simaler to thier incarnate spells. Such as magic gods like Bacob and Wee-Jas or nature ones such as Obi-Han and Ehlonna.
Background:
Sorcerers can have very differant backgrounds, some are raised from the time they are small with knowledge of thier inborn arcana do to having a long family line of "mutants", others may have sprung up unexpectedly and ran away to find inner peace or solitude, while some stay at home, either growing hateful with inner abuse or flourishing into fantastic individuals with loving-acceptance or a strong will.
Other classes:
Few classes can truly relate to the sorcerer, inborn magic is not about understanding so much as it is feeling it out. Wizard's know the technichals but don't have the intuitive nature, clerics and druids rationilize powers beyond thier own but can't quite grasp how a mere mortal can manifest it alone. It's both a lonely and a celebrity like exsistance for the sorcerer.
Role:
Sorcerers can take on many roles, but are ussually confined to one in particular. Though their "spells" can be cast nearly infinitely do to it's natural prowless, their knowledge of such individual arcana is very very limited sense it is inborn, not studied.
Abilities:
Charisma determines how hard a sorcerer's spell-like abilities are to resist, how many extra times per day you can use each level of innate sorcerey (Check the modifier, it's treated just like normal spellcasters in this case.) and a variety of sorcerer related abilities.
Alignment: Any.
Hit Die: d4.
Class Skills:
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha),Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
BaB and saves: Same as PH.
Weapon and Armor Proficientcy:
Sorcerers are proficient with all simple weapons, light/medium armor, and shields. (But not tower shields.)
Spell-like abilities:
At first level you begin play knowing four level 0 spell-like abilities from the sorcerer/wizard spell list and three level 1 spell-like abilities from the sorcerer/wizard spell list. You learn an additional two spell-like abilities of a level you are able to cast each additional level.
_________________________________________________________________
Level 1: Summon Familiar. Sorcerey level 0/1. Spell-like abilities 1/day.
Level 2:
Level 3:
Level 4: Sorcerey level 2.
Level 5: Spell-like abilities 3/day.
Level 6: Sorcerey level 3.
Level 7:
Level 8: Sorcerey level 4.
Level 9:
Level 10: Sorcerey level 5. Spell-like abilities 4/day.
Level 11:
Level 12: Sorcerey level 6.
Level 13:
Level 14: Sorcerey level 7.
Level 15: Spell-like abilities 5/day.
Level 16: Sorcerey level 8.
Level 17:
Level 18: Sorcerey level 9.
Level 19:
Level 20: Spell-like abilities 6/day.
Sorcerer Only Feats:
Natural Born Talent. [Special]
Prequisite: Atleast one level in sorcerer.
Effect: Choose a number of extra cantrips from the sorcerer/wizard spell list equal to your charisma modifier if any. You now know these spell-like abilities in addition to your otherwise known spells.
Inborn Arcana. [Special]
Prequisite: Atleast one level in sorcerer. Able to cast the appropiate spell-like level.
Effect: Choose one extra spell-like abilitity from any spellcasting class list (Sorcerer/Wizard, cleric, druid, etc.) you learn that spell as though you otherwise could.
Inherited Power. [Special]
Prequisite: Atleast level 10 sorcerer.
Effect: Your spell-like abilities are now treated as supernatural abilities.
Strong Bloodlines. [Special.]
Prequisite: Atleast level 15 sorcerer. Inherited Power.
Effect: Your supernatural abilities are now treated as extradionary abilities.
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