Warlock (Archsorcerer) PrC

Kae'Yoss

First Post
There is an Archwizard PrC that covers those that go beyond the usual study of spellcraft. That's great for wizards, but what about sorcerers, whose magic originates from their bloodline, not some books and studies? For them, I’m making an Archsorcerer PrC, also called Warlock, especially for those that are good at spontaneous spellcasting (Sorcerers, but a Shugenja should be able to qualify, too). But I don't know if the requisites and the powers are right, or are to strong/ to weak, the spell slots you have to sacrifice for them (just like Archwizards' High Arcana) are to high/low. That's what I worked out so far, with explanations here and there.

Description
The highest art is magic – often referred to as the Art. There are those who study it to an extent that enables them to bend the art in ways unavailable to other spellcasters. But, as every other art, magic knows some natural prodigies. Sorcerers have an intuitive way to use magic, backed up by a bloodline infused with magical power. While most sorcerers simply accept that bloodline as given and concentrate their efforts on improving their power through meditation and adventure, there are those that explore the secrets of their bloodline and look what powers they grant when unravelled. Not all succeed in their venture, but those that do gain powers that normal sorcerers (and even some archmages) can only dream of. These are the warlocks. But this focus takes it’s toll: Every power gained will rob the warlock of a little of his spell capability

Prerequisites
Spellcasting: Ability to cast 7th-level spells without preparation.
Skills: Spellcraft 15+ Ranks, Concentration 15+ Ranks

//You have to have a knack on recognizing spells, and you must be able to cast spells under unfriendly conditions

Feats: Spellcasting Prodigy (Sorcerer) (has to be taken at 1st level!), Extra Spell, Skill Focus (Concentration)

//You have to be good at spellcasting!


HD/Skills
d4, Skills 2+Int per level

//If you are using Monte's alternate Sorcerer, these would be d6 and 4+Int

Alchemy (Int) //nice way to add to your destructive power
Concentration (Con)
Intuit Direction (Wis) //you have a more intuitive approach to magic, so you are good at this
Knowledge (arcana) (Int)
Profession (Wis)
Scry (Int)
Search (Int) //you are searching for power that lies in your blood, you better be good at searching!
Spellcraft (Int)

Armor/Weapons, BAB, Saves, Spells per day/Spells known
Just like the Archwizard. The High Arcana are replaced with "Ancestral Powers"

Spells
The Warlock no longer needs material components to cast his spells. Components with no given cost can be ignored altogether, and even costly material components can be eschewed if the warlock pays 1/25 of the GP value in XP.

//If your sorcerer wasn't able to do this until now (in case you use Monte's sorcerer or rule-0-ed it so), he now is!

Ancestral Powers
Warlocks focus their efforts on exploring the powers their ancestors passed on to them with their blood. Because they have to eschew their usual training to do so, they partially lose their ability to cast spells: for every Ancestral Power gained, they permanently lose the use of one of their spell slots (the level of which is determined by the Ancestral Power).
Note: Some of the Ancestral Powers are matching with the Archmage’s High Arcana of the same name. These are marked with an asterisk (*) and only differ from the original as noted.

//They're High Arcana for sorcerers, basically, but less with the "great scholar of the Art"-image in mind, but rather with the "natural spellcaster"-concept

[/i]Ancestral Fire (Su):[/i] * See Arcane Fire
Ancestral Reach: * See Arcane Reach



Imitate spell: The warlock can imitate spells others cast. Upon seeing another spellcaster (which must be within 60ft of the warlock) casting a spell and succeeding in the spellcraft check to identify the spell (unless the spellcaster has said what spell it is, in which case the first spellcraft check is unnecessary), the warlock immediately makes another spellcraft check (DC 20 + the spell’s level, when the caster is more than 30 ft away, the DC increases by +5) as a free action. Success means that warlock now knows the spell (as if he had chosen it when he gained a spellcaster level) and can cast it until he gets his daily allotment of spells the next time. Also, the warlock could cast the spell himself from a scroll or other magic source, what makes the first spellcraft check (to identify the spell) unnecessary. The warlock can learn a number of spells this way that equals his CHA modifier, and all the spells have to be spells the warlock could cast (no cleric spells, no water spells for a fire shugenja and so on). This power costs one 8th level slot.

//I got that idea from the way Galaeron in Troy Denning's Return of the Archwizards series casts his spells. Nice concept to describe sorcerers in novels. I'm not sure if the restrictions are right, or if I should change it to "number of spell levels equal to CHA score" (or perhaps both things at once).


Mastery of Metamagic: The Warlock further unlocks the secrets of magic, enabling him to use metamagic feats without the need to improve the casting time. He can now employ metamagic feats and still use the normal casting time (no full round/ additional round). He also can learn and use quicken spell now. This power costs one 5th level spell slot.

//I always felt that sorcerers should be able to use quicken spell, but I'm not sure if that makes the PrC to powerful. Maybe this is against the general Idea of spontaneous casting and metamagic and should not be changed at all (or maybe the power should cost a higher-level spell slot)

Mastery of Shaping: *

Spell Defence: When the warlock successfully makes a spellcraft check to counterspell a spell with the same spell (no dispel magic or spells with diametrically opposed effects), that has to be aimed at a target or targets, and that has been targeted at him, he can immediately make another spellcraft check (DC 25 + the spell’s level) as a free action. If he succeeds, he the counterspell works and the warlock doesn’t need to spend the spell to counter his enemy’s, as he just draws the power into his own bloodlines, where it dissipates without harm done. This power costs one 7th level slot.

//Sounds powerful but the check should prove none to easy. Maybe the DC of the additional spellcraft check could be tweaked.


[/i]Spell counter: A warlock that uses his spell defence ancestral power to absorb a spell, his improved insight into his bloodline lets him hold the energy for a while. He can release it as if he just cast the spell. It has the original caster’s caster level and Save DC (if appropriate), not the warlock’s. The spell’s energy remains in the warlock’s blood for 1 minute, then dissipates. If another spell is absorbed, the former one is lost, so the warlock can only have one spell in his blood at a time. This power can only be taken if the warlock has Spell Defence. It uses up one 8th level slot.

//Like a weakened version of spellfire.

Spell Power +1*
Spell Power +2*
Spell Power +3*


//I don't know if all (or any) of the High Arcana - abilities used here are appropriate for the warlock, too, or if I could even add some (or all) of the other ones.

Also, every new suggestion for new Ancestral Powers is welcome!
 

log in or register to remove this ad

just a couple of thoughts...

You do realise you cannot get into this class 'till 16th level? I guess you probably do, just thought i'd check...

You don't specify arcane spells.

"Feats: Spellcasting Prodigy (Sorcerer) (has to be taken at 1st level!), Extra Spell, Skill Focus (Concentration) "

To my mind its a shame to use pre-requisites that assume people are using the same sources as you. I.e. you need to re-jig this class if you don't use spellcasting prodigy and extra spell. I might like to use this class, but would have to alter it because i don't use those feats.

"Imitate spell"

This is one of those fundamental differences things; you obviously think this is a great idea. personally i think it totally goes against the concept of the sorceror. Sorcerors have many, chosen on the fly uses of a SMALL, UNCHANGING menu of spells. That is the fundamental trade-off that defines the sorceror as a class. This ability removes the downside of that tradeoff. Broken, imo. ESPECIALLY if used with scrolls.

"Mastery of Metamagic"

Although this is the one where you worry about going against the sorceror's concept, to me this sounds fine. The cost is about right for the benefit IMO.
"Spell Defence"

Hrmm. Lets look at that DC. The class has a pre-req of 12 ranks in spellcraft. With no other bonuses and a 10 in int, this means you need to roll a 22 in order to pass that DC for a 9th level spell. If you give the guy about a +4 in misc bonuses (skill focus, whatever) and a 14 Int, this moves to a 16+ for a 9th level spell. On the other hand... for a level 1 spell (say magic missile) our first guy counters for free on a 14+ (not bad - immune to 30% o magic misiles) but guy number 2 does it on an 8+ (immune to 60% of magic missiles)

If you do the maths, against the 16th level caster (just qualified arch-sorceror casting at himself) this is analogous to SR 22 for the first example (30% immune) and SR 28 for the second (60% immune). Of course this is only for magic missile (probably the most common 1st level spell) but then you just add 2 levels to make this apply to fireballs, lightning bolts, and so on.

Here its the sorceror's limited choice of spells that keeps this ability in check, another reason that your imitate spell power is too strong...

I think this is a hard one to judge, personally i've never seen a spell countered using the same spell - only ever with dispel magic.

"Spell counter"

Sounds strong. Think what cost you'd attach to a spell reflection ability. Then consider that this lets you re-target up to 10 rounds later... I'd alter this so that you couldn't use your spell defense ability whilst holding another spell, myself.
 

MonkeyBoy said:
You do realise you cannot get into this class 'till 16th level? I guess you probably do, just thought i'd check...

The Sorcerer gains the use of 7th-level spells at 14th level.
You can have the skills at rank 15 by 12th level.
You can have all the feats when you're 6th level (or 3rd if you're human).

So it's possible to start getting levels of this PrC at character level 15.

But the spellcasting prodigy(sorcerer) should be replaced with spellcasting prodigy(whatever class you cast 7th-level spells spontaneously with).

You don't specify arcane spells.

This class is open for everyone who casts spells spontaneously. That's only sorcerers in the core rules (bards have no 7th-level spells), but the Shugenja from Oriental Adventures can also cast spells spontaneously.


"Feats: Spellcasting Prodigy (Sorcerer) (has to be taken at 1st level!), Extra Spell, Skill Focus (Concentration) "

To my mind its a shame to use pre-requisites that assume people are using the same sources as you. I.e. you need to re-jig this class if you don't use spellcasting prodigy and extra spell. I might like to use this class, but would have to alter it because i don't use those feats.

Since the PrC heavily leans on FRCS sources (many Ancestral Powers are the same as the Archwizard's High Arcana), I see no problem why I shouldn't use feats from there. Also, the advantage of home-made PrC's is that I don't have to rely on core rule stuff only, and so I can use feats and the like that better suit the PrC.

But, if you know some feats from the core rules (or from wherever) that better fit the PrC, your input is very welcome.

The reason why I used those two feats is that they improve the caster's capabilities in a way the standard feats can't.

If you don't have T&B or the FRCS, you could use Great fortitude, Iron Will, Weapon Focus (ray, energy missile or touch spell), Improved Critical (see WF), Precise shot, Weapon Finesse (touch spells), Toughness (or a xxx's Toughness feat from MotW), Spell Penetration, or Lighning Reflexes as a replacement.


"Imitate spell"

This is one of those fundamental differences things; you obviously think this is a great idea. personally i think it totally goes against the concept of the sorceror. Sorcerors have many, chosen on the fly uses of a SMALL, UNCHANGING menu of spells. That is the fundamental trade-off that defines the sorceror as a class. This ability removes the downside of that tradeoff. Broken, imo. ESPECIALLY if used with scrolls.

Hm... as I said, the idea is from The Summoning, and described a really cool way to explain the sorcerer's powers. But I already said that it is probably too powerful. So what about these changes in order to balance this one out.

You could take out the scrolls and rule that the sorcerer may do nothing in that round but watch the spell being cast and unfold in order to gain understanding of it. If you take the "observe" (or something like that) full-round action, you can spy on someone else casting a spell.

You could further limit the noumber of spells you could learn by day with this ability (maybe only one for every time you take this Ancestral power)

You could rule it that for every spell you learn this way, one (by your choice or randomly determinated) spell you know (of the same level of the spell observed or maybe one level higher)becomes unavailable for the rest of the day.

You could increase the cost of the ability: You not only have to sacrifice a spell slot, you also have to have to sacrifice one spell known to you (maybe one of those you gain at the time you get the Ancestral Power). You can now spy on spells of that spell's level or lower.

I think that with one or several of these measures the power could be implemented.


"Mastery of Metamagic"

Although this is the one where you worry about going against the sorceror's concept, to me this sounds fine. The cost is about right for the benefit IMO.

OK

"Spell Defence"

Hrmm. Lets look at that DC. The class has a pre-req of 12 ranks in spellcraft. With no other bonuses and a 10 in int, this means you need to roll a 22 in order to pass that DC for a 9th level spell. If you give the guy about a +4 in misc bonuses (skill focus, whatever) and a 14 Int, this moves to a 16+ for a 9th level spell. On the other hand... for a level 1 spell (say magic missile) our first guy counters for free on a 14+ (not bad - immune to 30% o magic misiles) but guy number 2 does it on an 8+ (immune to 60% of magic missiles)

If you do the maths, against the 16th level caster (just qualified arch-sorceror casting at himself) this is analogous to SR 22 for the first example (30% immune) and SR 28 for the second (60% immune). Of course this is only for magic missile (probably the most common 1st level spell) but then you just add 2 levels to make this apply to fireballs, lightning bolts, and so on.

Here its the sorceror's limited choice of spells that keeps this ability in check, another reason that your imitate spell power is too strong...

I think this is a hard one to judge, personally i've never seen a spell countered using the same spell - only ever with dispel magic.

As I said, the DC for the spellcraft check could be tweaked. Any Ideas? SR 30 enough?

I don't think that's too powerful, since it's hard enough to counterspell (especially with the same spell). If you do counterspell the spell, you'll have a chance (as said, DC for the check could use some tweaking) that you'll do it for free.

And even with imitate spell (especially if it's further restricted as I proposed above) the noumber of spells known to the warlock is not so high (while the wizard that uses counterspell a lot usually has dispel magic prepared), so this should not be to much of a problem.


"Spell counter"

Sounds strong. Think what cost you'd attach to a spell reflection ability. Then consider that this lets you re-target up to 10 rounds later... I'd alter this so that you couldn't use your spell defense ability whilst holding another spell, myself.

You have to consider that you must counterspell with the very same spell (what's not so easy IMHO as I said at Spell Defence).

The idea of disabling spell defense while you have a spell in you is worth of considering.




I'm still waiting for new suggestions for ancestral powers (something off-beat).
 

Remove ads

Top