| Post/Author/DateTime | Post |
|---|---|
| Koga:The ninja trick03-30-04, 08:50 PM | It seems to be a trend, so be it.. The Koga will present to you his idea of what the sorcerer class should look like. :D 3.K Sorcerer. http://www.battle.net/images/battle/diablo2exp/images/classes/sorceress-history.jpg Sorcerers use innate magic. Wether that magic comes from thier body, mind, soul, or other is questionable. But the functions of thier power stem from inside themselves and only in time can grow to become like the dieties themselves. Adventures: Sorcerers like anybody else have thier own altirior motives. Perhaps they want to test the limits of thier power, perhaps they wish to see how much they can harness when under the preassures of battle, maybe they want to help mankind with thier special and unique gifts, or perhaps they want to do the just oppisite. Regardless of reason, all sorcerers crave deep down to dig deeper and deeper into the rabbit hole of thier power. Thier curiosity is almost a spell within itself. Characteristics: Sorcerers cast spells intuitively, not logically, though there is a science to thier madness, thier powers are far beyond thier own comprehension ussually and they simply know how to cast them. Like someone who knows how to pull the trigger to a crossbow without having any knowledge of how to construct it or how it works. Just the knowledge of what it can and cannot do and how it can be used to one's own advantage. Alignment: Driven and awed by thier own nature, sorcerers tend to be arrogant, narscisistic, stubborn, or just plain careless. These are the strings used to sew together a chaotic alignment. So naturally sorcerers leans toward chaos more then any other alignment. Religon: Some sorcerers tend to look deeper into thier magical heritage and look to the gods for support, to deepen thier relationship and understand thier power better. As such, curious sorcerers who want to learn more about thier innate power worship gods ok knowledge like Bacoob or Vecna. Others who simply love magic for it's own sake worship the dieties of magic such as Bacoob, Vecna, or Wee-Jas. And those that simply go with the flow and lust over thier inner nexus of chaos worship such gods as Corellian Larathian, Erythul, Grummish, Kord, or Olidammara. As you can see the more conservative sorcerers are more alike in worship and in power, as lawful intends, where as those that are not bound have a large variety of religon. Chaos and law take on forms that we see but do not think about. The sorcerer is the exseption. Background: Sorcerers tend to reach the depths of thier power at puberty, (Like the X-Men.) at first the powers that are harnessed can be unpredicatable, unreliable, and maybe even dangerous. But over time, the discipline or acceptance of the sorcerer allows the powers to naturally flow and beckon at it's master's call. At that point he can practice his magics to extents far beyond immagination and take his power to it's limit and beyond. Some are lucky enough to come across a master who makes this magic maturity come easier, but very few as little known sorcerers can deal with the responsibility to being tied down to one place, much less the drudgery of having to care for and teach a child how to manipulate his own energy.. Races: All races are known for thier share of sorcerers. But there tends to be alot more amongst the half-breeds. (Such as half-elves or half-fiends.) There is little explanation to why, but it may be because the races were not meant to breed outside themselves and as such the birth children tap into some unknown force do to the accidental surge of chaos emerging from an unwritten rule of the universe. Other classes: Sorcerers find they have most in common with self taught classes such as the barbarian. Where intuition comes before expirience.. Though they can on some level understand the feelings of wizards because of the understanding that there are forces greater then they. But where as wizards know it, sorcerers feel it. Game rule information: Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many magic points they gain additional levels, (Consult the bonus table.) and the difficulty class of a sorcerer's spell's saving throw. Alginment: Any. Hie die: d4. Class skills. Concentration, (Con.) Knowledge (arcana), (Int.) Craft, (Int.) Alchemy, (Int.) Proffession, (Wis.) Scry, (Int.) Spellcraft, (Int.) Bluff, (Cha.) Diplomacy, (Cha.) Gather information. (Cha.) Skill points at first level: (2+Int modifier.)x4. Skill points each additional level: 2+ Int modifier. Armor and weapons proffiecentcy. All simple weapons. No shields or armors, armors interfeare with spell casting and can cause arcane failure. (Consult player's handbook.) Spells: Sorcerers cast spells instanously but must consult thier magic point table to see if they have the force required to cast thier respected spell. Magic points, or MP represents the life force pumping through the sorcerers veins, when all of his MP has been breached the sorcerer can no longer cast spells and must get an eight hour sleep (Or four if elf.) to regain his composure. Though even at zero MP sorcerers HAVE been known to cast spells through emotional surges. You may cast a spell at no magic points but you lose 1HP for every spell level and must make a concentration check with a -3 penalty. You may countinue to cast spells this way but every time you do the HP and concentration penalty is doubled from the last time. Once you have gotten a good night's rest, the penalty gos back to normal. Spells known: Same table as 3.0. Spell cost: Spells cost double thier spell level. (All zero spells count as 1.) BaB and saves: Same as table 3.0. Level 1: Innate magic. Familear. Bonus feat.(Also gain a bonus feat every five levels hereafter.) Innate magic. Sorcerers do not have to prepare thier spells in advance like wizards though still suffer arcane failure and must pay the respect components required. The sorcerer innately knows how to CAST spells, but this doesn't stop the reality of WHAT IS REQUIRED to cast those spells. Familear. A sorcerer gains a familear when he wishes. (When his councouncness is ready to handle it's animal spirit guide.) Bonus feat. At fifth level and every five levels after that, (5, 10, 15, 20.) the sorcerer gains a bonus feat of thier choice. Being a sorcerer allows time to draw on more skills then just your magic and thus have time to bring more depth to your being. Strong genes: Much like wizards, some sorcerers have a favored school. This is do to thier exseptionally strong heritage that may even exceed thier visible race's... Declaring strong genes at the creation of your characters gives the following bonuses and penalties. One gene (Or school of magic.) must reject another. Therfor you must choose a favored school of magic and are forbidden to gain spells from another. Because the gene is so strong yet another gene weakens, this translates to choosing another school of magic and spells of that school cost an additional +1 magic point to peform. Sorcerers learn an additional spell of the spell level table where they learn a new spell, (For instance at first level strong genes sorcerers has a spell knowledge of 4+1 2+1.) and that spell must be of thier favored school/strong gene. All spells of the strong gene/favored school cost only the spell's level to cast. Magic points. At first level sorcerers gain four magic points and gain an additional number of magic points equal to thier charisma modifer. --------Special feats:----------- Prayer. [Metamagic.] Through deep meditation you have gained insight and uncover parts of yourself you otherwise couldn't uncover. Bennefit: You gain an additional spell of your choosing. The spell must be within a spell level you are able to cast at this time. You may gain this feat a multiple number of times but each time applies to a new spell. Magic dance. [Metamagic.] You train yourself in strange but physichally stimulating movments that increase your bodily power and focus your mind. Bennefit: You gain an additional +3 MP. (Magic points.) You may gain this feat a multiple number of times. |
| Myst03-30-04, 09:58 PM | well, this variant is interesting, but its merely slapping a wizard onto basically onto an almost Diablo sorceress character. seriously, using MP in a table top D&D game for sorcerers is just nonsense, and besides no sorcerer player that i know of would want their sorcerer class to be more like a wizard than it already is. :rant: just my 2 cents... |
| Koga:The ninja trick03-31-04, 12:56 AM | lol. I suppose. But then if points don't work, why have psions? :P Which actually The Koga thought the 3.K sorcerer was more psionic the wizardry. |
| Luminous Crayon03-31-04, 01:07 AM | Originally posted by Koga:The ninja trick why have psions? Excellent question. I'm not sure anyone really has a compelling answer. :angel: I like the way you adapted the flavor text to specifically encompass characters whose power comes from the mind. I think that's a conceptual design point in the PHB sorceror as well, although many people gloss over it. Conceptually, the psion is just a sorceror with a tackier coat of paint on top, and the 3.K version seems to combine the two ideas more firmly into one class. Which is precisely as it should be. |
| WCrawford03-31-04, 01:56 AM | Originally posted by Myst well, this variant is interesting, but its merely slapping a wizard onto basically onto an almost Diablo sorceress character. seriously, using MP in a table top D&D game for sorcerers is just nonsense, and besides no sorcerer player that i know of would want their sorcerer class to be more like a wizard than it already is. :rant: just my 2 cents... Umm, I thought that is why people played sorcerers. To have something Diablo-like. |
| Koga:The ninja trick03-31-04, 09:58 AM | Heh, yeah, the simplicity is great. :D "I want to blow up stuff or cast support magic but simply, not all that complicated preperation or book study or whatever." *DM hands player a sorcerer minature* |