Sejs
First Post
I pretty much do away with the draconic bloodline angle for sorcerers. Or rather you can have it there if you want it, but it's not required. Personally, the Sorcerer class as I handle it isn't so much a matter of tapping a non-human bloodline as much as it is engendering a connection with the primal, unshaped, ambient magic (mana, if you prefer) of the world.
Wizards use diagrams and runes and patterns to draw that magic along certain lines and imbue it with purpose and form along the way, like how the circuitry in your computer turns electricity into ENWorld.
Sorcerers use themselves, their being, like a lens. They open themselves to the flow of magic and let it pour through them, and as it does so they focus their will and presence upon that current, channeling it and shaping it into the form they desire as it goes. Sorcerers are channelers. They make themselves into something similar to the magical patterns wizards use when they cast spells, but unlike a wizard's magic, they're mutable.
As far as game mechanics are concerned, I give Sorcerers the Eschew Materials feat at 1st level and a bonus Sudden Metamagic feat of their choosing (that they qualify for) at 5th, 10th, 15th, and 20th.
Sorcerery isn't something you're born into, it's something you can learn to do. If it was something you had to be born a certain way to be able to perform, it'd be a PrC. Certain cultures spin it in different ways: kobolds say it's because they're dragon kin, desert folk might say it's because they're related to genies or they've learned some of their powers, others might interpret it as being inhabited by different ghosts or spirits. In the end, that's just fluff. The discipline remains the same no matter what angle you approach it from, the same way that a cleric of St. Cuthbert and a cleric of Vecna are both still clerics, in the end.
Wizards use diagrams and runes and patterns to draw that magic along certain lines and imbue it with purpose and form along the way, like how the circuitry in your computer turns electricity into ENWorld.
Sorcerers use themselves, their being, like a lens. They open themselves to the flow of magic and let it pour through them, and as it does so they focus their will and presence upon that current, channeling it and shaping it into the form they desire as it goes. Sorcerers are channelers. They make themselves into something similar to the magical patterns wizards use when they cast spells, but unlike a wizard's magic, they're mutable.
As far as game mechanics are concerned, I give Sorcerers the Eschew Materials feat at 1st level and a bonus Sudden Metamagic feat of their choosing (that they qualify for) at 5th, 10th, 15th, and 20th.
Sorcerery isn't something you're born into, it's something you can learn to do. If it was something you had to be born a certain way to be able to perform, it'd be a PrC. Certain cultures spin it in different ways: kobolds say it's because they're dragon kin, desert folk might say it's because they're related to genies or they've learned some of their powers, others might interpret it as being inhabited by different ghosts or spirits. In the end, that's just fluff. The discipline remains the same no matter what angle you approach it from, the same way that a cleric of St. Cuthbert and a cleric of Vecna are both still clerics, in the end.
). As such their prime ability of Intelligence is due to being able to understand the rather complex formulae that will create the result they want.