Alienfreaks Sorcerer Variants [Archive] - Wizards Community

Post/Author/DateTimePost
Alienfreak

09-05-04, 04:58 PM
In this Thread i will present some of my Sorcerer Variants i have created to replace the original one. Not all of the ideas i use in my builds come from my own mind, i collected many ideas while surfing on these boards for, well ... years?



Sorcerer Variant I

This one, is a simple fix for the Sorcerer in the PHB to make it a bit "better".

Game Rule Information
Base Attack Bonus: Poor.
Hit Dice: d4.
Saves: Good Will, Poor Fortitude and Reflex.
Class Skills: The Sorcerer’s class skills (and the Key ability) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points at 1st Level: (2+int)x4
Skill Points at Each Additional Level: 2 + Intelligence modifier
Alignment: Any (often chaotic)



Class Features

Table: The Sorcerer


1. Thematic Spell, Summon Familiar, Brew Potion
2.
3. Fast Metamagic 1/day, Spellchange
4. Bonus Metamagic Feat
5. Spellchange
6. Scribe Scroll
7. Spellchange
8. Fast Metamagic 2/day
9. Spellchange
10. Bonus Metamagic Feat
11. Spellchange
12.
13. Fast Metamagic 3/day, Spellchange
14.
15. Spellchange
16. Bonus Metamagic Feat
17. Spellchange
18. Fast Metamagic 4/day
19. Spellchange
20. Bonus Metamagic Feat




Weapon and Armor Proficencies: The Sorcerer gains all of his normal Weapon and Armor Profincencies (as in the Players Handbook)


Thematic Spell: He gains the Spell Thematics Feat even if he doesn’t meet the prerequirements.


Brew Potion: He gains the Brew Potion Feat even if he doesnt meet the prerequirements.


Fast Metamagic: At 3rd level the Sorcerer can apply one metamagic feat per day to an spell of his choice without increasing the casting time. It doesn’t affect the spell level increase. Every 5th level thereafter the Sorcerer can use this ability once more per day up to a maximum of 4th per day at 18th level. This ability also works with items (like the rods) but still costs one use.


Spellchange: At 3rd level and every odd numbered level thereafter the Sorcerer can instantly forget one of his spells and take another one in exchange. If this ability isn’t used before you reach the next level it is wasted.


Summon Familiar: As the ability of the Players Handbook Sorcerer, but the Sorcerer can also select Creatures from the Improved Familiar table.


Brew Potion: He gains the Brew Potion Feat even if he doesnt meet the prerequirements.


Bonus Metamagic Feat: He can select an Metamagic Feat as an Bonus Feat. He still has to meet the prerequirements. He can also select one Heritage Feat (from Planar Handbook or the Complete Arcane)


Table: Sorcerer Spells per Day


Level Spells per Day
0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 3 - - - - - - - -
3 5 4 2 - - - - - - -
4 5 5 3 - - - - - - -
5 5 5 4 2 - - - - - -
6 5 5 5 3 - - - - - -
7 5 5 5 4 2 - - - - -
8 5 5 5 5 3 - - - - -
9 5 5 5 5 4 2 - - - -
10 5 5 5 5 5 3 - - - -
11 5 5 5 5 5 4 2 - - -
12 5 5 5 5 5 5 3 - - -
13 5 5 5 5 5 5 4 2 - -
14 5 5 5 5 5 5 5 3 - -
15 5 5 5 5 5 5 5 4 2 -
16 5 5 5 5 5 5 5 5 3 -
17 5 5 5 5 5 5 5 5 4 2
18 5 5 5 5 5 5 5 5 5 3
19 5 5 5 5 5 5 5 5 5 4
20 5 5 5 5 5 5 5 5 5 5







Table: Sorcerer Spells Known


Level Spells Known
0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 3 - - - - - - - -
3 6 3 1 - - - - - - -
4 6 4 2 - - - - - - -
5 7 4 2 1 - - - - - -
6 7 5 3 2 - - - - - -
7 8 5 3 2 1 - - - - -
8 8 6 4 3 2 - - - - -
9 9 6 4 3 2 1 - - - -
10 9 6 5 4 3 2 - - - -
11 9 6 5 4 3 2 1 - - -
12 9 6 6 5 4 3 2 - - -
13 9 6 6 5 4 3 2 1 - -
14 9 6 6 5 5 4 3 2 - -
15 9 6 6 5 5 4 3 2 1 -
16 9 6 6 5 5 4 4 3 2 -
17 9 6 6 5 5 5 4 3 2 1
18 9 6 6 5 5 5 4 4 3 2
19 9 6 6 5 5 5 4 4 3 3
20 9 6 6 5 5 5 4 4 4 4



Sorcerer Variant II

http://ew2.lysator.liu.se/pic/art/s/t/stephw2/wizard.jpg

Game Rule Information
Base Attack Bonus: Poor.
Hit Dice: d4.
Saves: Good Will, Poor Fortitude and Reflex.
Class Skills: The Sorcerer’s class skills (and the Key ability) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points at 1st Level: (2+int)x4
Skill Points at Each Additional Level: 2 + Intelligence modifier
Alignment: Any (often chaotic)



Class Features

Table: The Sorcerer


1. Thematic Spell, Summon Familiar, Natural Spellcasting, Craft Arcane Infusions
2.
3. Fast Metamagic 1/day, Spellchange
4.
5. Bonus Ability, Spellchange
6.
7. Spellchange
8. Fast Metamagic 2/day
9. Spellchange
10. Natural Spellcasting II, Bonus Ability
11. Spellchange
12.
13. Fast Metamagic 3/day, Spellchange
14.
15. Bonus Ability, Natural Spellcasting III, Spellchange
16.
17. Spellchange
18. Fast Metamagic 4/day
19. Spellchange
20. Bonus Ability




Weapon and Armor Proficencies: The Sorcerer gains all of his normal Weapon and Armor Profincencies (as in the Players Handbook)


Natural Spellcasting: As the Sorcerer Spell casting ability in the Players Handbook if not stated otherwise here:
They cannot use a material component any kind . They completely ignore material components that do not have listed prices (just as the eshew materials feat, but only for sorcerer spells). If there is an cost they have to pay 1/5th of the cost of the material components in XP each time they cast the spell (the xp component of an spell is unaffected).

Sorcerers cannot cast spells of Spell Trigger Items and Spell Completion Items (except Arcane Infusions, see below), which use a method of casting that is completely alien to the way sorcerers use magic. Sorcerers cant take the Scribe Scroll, Craft Wand and Craft Staff Feats.

While Wizards rely on their choice on which of their many spells to memorize for a situation and how to boost their spells through magical lore with their metamagic feats, Sorcerer rely on their Ability to cast some spell more often and not being bound to how often to memorize a spell. Sorcerers can apply metamagic feats on their spells only with the cost of an increased casting time: Spells with an casting time of 1 Action become 1 full round and spells with already an full round casting time now require 2 full rounds.


Craft Arcane Infusions: The Sorcerer is able to create Infusions (as in the Masters of the Wild) but with Arcane spells rather than Divine Spells.


Thematic Spell: He gains the Spell Thematics Feat even if he doesn’t meet the prerequirements.


Fast Metamagic: At 3rd level the Sorcerer can apply one metamagic feat per day to an spell of his choice without increasing the casting time. It doesn’t affect the spell level increase. Every 5th level thereafter the Sorcerer can use this ability once more per day up to a maximum of 4th per day at 18th level.


Spellchange: At 3rd level and every odd numbered level thereafter the Sorcerer can instantly forget one of his spells and take another one in exchange. If this ability isn’t used before you reach the next level it is wasted.


Bonus Ability: At levels 5, 10, 15, and 20, a Sorcerer gains a bonus ability selected from the following list. You have to meet the requirements to gain the bonus ability. Unless otherwise stated, each ability may be taken muliple times:

*Arcane Ray:
Requirements: Spellcraft 2 ranks
You gain a supernatural ability to fire a ray of Force as an attack action (and thus may fire multiple rays as a full attack action if you have a high enough Base Attack Bonus). Each ray deals 1d4 + 1 per caster level in damage on a succesful touch attack, and have a range of 10 feet * your Charisma bonus. Each use of this Ability counts as the cast of an 0th level spell (so higher spell slots can also be used). The ray is Thematic. Choose its visual and auditory display when you take this feat. Using this Ability doesnt provoke AoO and SR applies.

* Cantrippery
Requirements: Must know at least 6 different 0th level spells
Choose one 0-level spell from the Sorcerer/Wizard spell list. You gain this spell as an Spell Like Ability at will.

* Bonus Feat:
Requirements: none
The sorcerer may choose any one feat from the following list as a bonus feat in place of a Sorcerery. The sorcerer must meet all prerequisites of a feat in order to take it as normal: All Metamagic Feats, all Heritage Feats, Spell Penetration, Greater Spell Penetration, Improved Counterspelling, Reactive Counterspelling, Energy Substitution, Spell Focus, Greater Spell Focus, Brew Potion, Elemental Spellcasting, Magical Aptitude.

* Extra Spell Known:
Requirements: none
The sorcerer learnes one spell of any spell level he can cast from the Sorcerer/Wizard spell list. The spells chosen cannot be Epic spells.

* Skill Focus:
Requirements: You must at least have 4 ranks in the skill to be chosen
When you select this Sorcery, choose one of the Sorcerers class skills. You receive Skill Focus with that skill as a bonus feat.

* Spell Insight:
Requirements: Spellcraft 7 ranks
Select a School when this feat is taken. Three times per day if a spell of the chosen school doesn't come through the Spell Resistance ofthe target or you miss with your attack roll, you can reroll it. Each time, either a new school may be selected, or the same school may be selected again.


Summon Familiar: As the ability of the Players Handbook Sorcerer, but the Sorcerer can also select Creatures from the Improved Familiar table and must pay 20 XP instead of 100 gp.


Natural Spellcasting II: While attuning himself closer to the Weave, the Sorcerer gains the Ability to ignore the mischance of his spell at ethereal targets. All his spells are treated as if modified by the Transdimensional Spell Metamagic Feat.


Natural Spellcasting III: When the Sorcerer reaches 15th level he is able to infuse his elemental type spells (all spells with the acid, cold, fire, electricity or sonic descriptor) with pure force. All his spells now deal half of their damage as force damage (much like the divine damage of the Flamestrike). This ability is usable on all spells without an additional cost, expept his highest level spells. (for example: an 15 level sorcerer could use it to all of his spells from 0-7th level but not on his 8th level spells, because those are his highest)




Table: Sorcerer Spells per Day


Level Spells per Day
0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 3 - - - - - - - -
3 5 4 2 - - - - - - -
4 5 5 3 - - - - - - -
5 5 5 4 2 - - - - - -
6 5 5 5 3 - - - - - -
7 5 5 5 4 2 - - - - -
8 5 5 5 5 3 - - - - -
9 5 5 5 5 4 2 - - - -
10 5 5 5 5 5 3 - - - -
11 5 5 5 5 5 4 2 - - -
12 5 5 5 5 5 5 3 - - -
13 5 5 5 5 5 5 4 2 - -
14 5 5 5 5 5 5 5 3 - -
15 5 5 5 5 5 5 5 4 2 -
16 5 5 5 5 5 5 5 5 3 -
17 5 5 5 5 5 5 5 5 4 2
18 5 5 5 5 5 5 5 5 5 3
19 5 5 5 5 5 5 5 5 5 4
20 5 5 5 5 5 5 5 5 5 5







Table: Sorcerer Spells Known


Level Spells Known
0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 3 - - - - - - - -
3 6 3 1 - - - - - - -
4 6 4 2 - - - - - - -
5 7 4 2 1 - - - - - -
6 7 5 3 2 - - - - - -
7 8 5 3 2 1 - - - - -
8 8 6 4 3 2 - - - - -
9 9 6 4 3 2 1 - - - -
10 9 6 5 4 3 2 - - - -
11 9 6 5 4 3 2 1 - - -
12 9 6 6 5 4 3 2 - - -
13 9 6 6 5 4 3 2 1 - -
14 9 6 6 5 5 4 3 2 - -
15 9 6 6 5 5 4 3 2 1 -
16 9 6 6 5 5 4 4 3 2 -
17 9 6 6 5 5 5 4 3 2 1
18 9 6 6 5 5 5 4 4 3 2
19 9 6 6 5 5 5 4 4 3 3
20 9 6 6 5 5 5 4 4 4 4





Edges and Flaws

Sorcerer Variant I:



*Edges:
-Faster Spell Level progression (2. level at 3rd level and so on)
-Fast Metamagic(makes you able to use quicken spell)
-New Special Abilities
-Gets Natural Spellcasting
-Gets Spell Thematics for free at 1st level
-Needs no Components
-Able to change his spells earlier
*Flaws:
-Cant use Spell Trigger or Completion Items like: Wands or Scrolls
-Can cast 1 Spell less per day


At the moment i think ill have to nerf this one but i dont yet know where
Alienfreak

09-08-04, 03:31 AM
Added edges and flaws
the great and powerful Oz

09-08-04, 08:45 AM
Well, i like it.
But (there's always a but, isn't there?) i don't know if it's balanced.
The loss of item-use is a verrry big nerf, but those special abilities are quite powerful. I'il present it to my group (wise and sensible people...well, mostly wise and sensible people) and let you know what they think, ok?
Alienfreak

09-09-04, 06:43 PM
Okay, im always happy to have more opinions than only mine :D

But this isnt the Final version, it will get updated as soon as i have decided what to take away.
Alienfreak

12-03-04, 08:01 AM
:bump: :cheer:


Added one more balanced quick fix.
fractal

12-04-04, 02:57 AM
No Knowledge: Arcana skill?
Alienfreak

12-04-04, 04:15 AM
I dont think the Sorcerer is an Knowledge based class.

He doesnt gain his Spellcasting abilities through arcane knowledge and learning, so i dont see the point why he should have the knowledge arcana skill.
Ravos20

12-04-04, 05:27 AM
unless you plan on modifieng all the prestige classes the have knowledge (arcana) as a prerequisite (many of which are good for a socrerer) then let them keep knowledge (arcana)
Alienfreak

12-04-04, 05:30 AM
Hm .... probably you are right ... damn Prestige Class requirements ^^