Kerrick
First Post
This is a sorcerer I wrote for our homebrew campaign world. Since it's high-magic, sorcerers don't get their power from bloodlines - every race is infused with magic to some degree, so sorcerers can pop up anywhere, as a genetic "throwback".
The major changes:
d6 HD.
More Cha-based skills, and more skill points.
Bonus metamagic feats every 5 levels, or a choice of abilities.
No familiar (worthless anyway, IMO).
The ability to specialize in an element. As someone on the Wizards boards said recently, "Wizards use magic; sorcerers ARE magic." I gave them the ability to tap into elemental forces, so they can effectively become an Elementalist and wield raw elemental energy, or just plain magical energy, if they don't want to specialize.
I ditched the "I can swap ONE spell every other level" thing and gave them the ability to learn a spell by watching someone else cast it, if they make a Spellcraft check, AND use that to swap out spells.
They can cast metamagicked spells faster.
They have a cut-down spell list. I went through all the spells they have and chose the ones that fit their role as artillery/blaster mage - evocations, abjurations, and spells that manipulate/read/detect magic or magical auras.
My concern is that they don't get enough "good stuff" to counterbalance the cut-down spell list. What do you you all think?
The major changes:
d6 HD.
More Cha-based skills, and more skill points.
Bonus metamagic feats every 5 levels, or a choice of abilities.
No familiar (worthless anyway, IMO).
The ability to specialize in an element. As someone on the Wizards boards said recently, "Wizards use magic; sorcerers ARE magic." I gave them the ability to tap into elemental forces, so they can effectively become an Elementalist and wield raw elemental energy, or just plain magical energy, if they don't want to specialize.
I ditched the "I can swap ONE spell every other level" thing and gave them the ability to learn a spell by watching someone else cast it, if they make a Spellcraft check, AND use that to swap out spells.
They can cast metamagicked spells faster.
They have a cut-down spell list. I went through all the spells they have and chose the ones that fit their role as artillery/blaster mage - evocations, abjurations, and spells that manipulate/read/detect magic or magical auras.
My concern is that they don't get enough "good stuff" to counterbalance the cut-down spell list. What do you you all think?