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| Archmage Atrus01-29-05, 12:21 AM | This goes out to all ya'll who, like me, feel the sorcerer lacks a little bit of a magical punch. It borrows a cue from the Wilder, but only in the fact that their caster level varies a little bit. Sorcerer HD: d4 Class skills:* Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha). Skill points at each level: 2 + Int Modifier Level Special 1 Power Spell, Spell Affinity, Spell fatigue 2 3 Spell Affinity 4 Spell path 5 Greater Spell Affinity 6 Spell Affinity 7 8 Spell path 9 Spell Affinity 10 Master Spell Affinity, Greater Spell Affinity 11 12 Spell Affinity, Spell path 13 14 15 Greater Spell Affinity, Spell Affinity 16 Spell path 17 18 Spell Affinity 19 20 Greater Spell Affinity, Master Spell Affinity, Spell path (Base attack bonus, saves, spells per day and spells known as the normal sorcerer.) Class features: Weapon and armor proficiency: Sorcerers gain proficiency in simple weapons. They gain proficiency with no armor or shields. If a sorcerer wears any armor or uses a shield, he is subject to arcane spell failure. Power Spell: A sorcerers spell slots are mutable she may use them to power higher level spells. She may take three slots of a given level and use them to cast a spell of one level higher than those slots. She may also use these three slots in conjunction with two slots of the next highest level to cast a spell of the next highest level, and so on. Doing so is a full round action. (Ex: Mistress Faranefir (a 16th level sorcerer) has run out of her 8th level spell slots. She may use up three of her 7th level spell slots to cast one 8th level spell, or she may use up three 6th level spell slots and two 7th level spell slots to do the same. Spell Affinity: At 1st, then at 3rd and every 3 levels after, a sorcerer chooses an affinity to a certain type of spell. The sorcerer chooses a subschool (such as glamer, teleportation etc.) or a type (such as fire or good). When the sorcerer casts a spell that has that type or subschool, the spell is cast at +1 caster level. This affects spell resistance checks, duration, range, area of effect, and damage rolled. A sorcerer cannot choose a type that opposes a subtype which he posses, or if it goes against his alignment (an Evil sorcerer, for example, cannot take affinity in Good spells. A sorcerer who changes his alignment from Evil to Good, however, and has affinities for Evil spells can alter his affinity with an atone spell.). The bonus to caster level stacks with similar benefits, such as the Spell Power ability of the archmage. Spell Fatigue: When a sorcerer has used up the last of his spell slots of a given level, he must make a Fortitude save (DC 11 + spell slots level) or become fatigued. Spell Path: At 4th level, a sorcerer can declare one of his spells known to be in a spell path. This allows that spell to automatically upgrade according to the tables presented below when the sorcerer is capable of casting higher level spells. This upgrade doesnt count towards the sorcerers spells known. The upgrade is automatic the sorcerer loses knowledge of the lower level spell and gains knowledge of the higher order one. This is both advantageous and a disadvantage to the sorcerer. The sorcerer can designate another spell to be on a spell path every 4 levels thereafter. Greater Spell Affinity: At 5th level, then at every 5 levels after, the sorcerer becomes even better at casting his most familiar spells. He chooses one sub school or type to which he has applied his spell affinity ability. The bonus to caster level increases to +2. Master Spell Affinity: At 10th level and again at 20th level, a sorcerer gains mastery over one of the subtypes he has chosen. He may select one of the sub schools or types to which he has applied his greater spell affinity. The bonus to caster level increases to +3. *So I changed the sorcerer's skill list, yes. Basically, this sorcerer's far more an innate magic-user (thus access to Use Magic Device) as opposed to a scholar (thus no Knowledges, not even Knowledge (Arcane)). You'll note also they no longer get a familiar. Likewise, they are unable to change their spells as before, though that ability has been replaced by teh Spell Path ability. Common Spell Paths: These are just a few of the spell paths available to the sorcerer. DMs and Players are encouraged to create their own. Note that the spell paths are grouped thematically, not by school or subschool. Simply because two spells are in the same school doesn't mean that the sorcerer should be able to build a path between them. All new spell paths are, in the end, slated for approval by the DM. The Path of Magical Avoidance 0 Resistance 4th Lesser Globe of Invulnerability 6th Globe of Invulnerability 7th Spell Turning 8th Protection from Spells The Path of Acid 0 Acid Splash 2nd Melfs Acid Arrow 4th Vitriolic Sphere 6th Acid Fog The Path of Distraction 0 Daze 2nd Daze Monster 4th Confusion The Path of Light 0 Light 2nd Continual Flame 3rd Daylight 8th Sunburst The Path of Frost 0 Ray of Frost 4th Wall of Ice 5th Cone of Cold 8th Polar Ray The Path of Final Rest 0 Disrupt Undead 3rd Halt Undead 6th Undeath to Death The Path of Weakening 0 Touch of Fatigue 3rd Ray of Exhaustion 5th Waves of Fatigue 7th Waves of Exhaustion The Path of Kinesis 0 Mage Hand 2nd Levitate 5th Telekinesis The Path of Distanced Conversation 0 Message 2nd Whispering Wind 5th Sending The Path of Elemental Survival 1st Endure Elements 2nd Resist Energy 3rd Protection from Energy 4th Fire Shield The Path of Force 1st Shield 5th Wall of Force 7th Modernkainens Sword 9th Atrus Sabre The Path of the Summoner Summon Monster Spells I IX The Path of Knowing 1st Identify 6th Analyze Dweomer The Path of Foresight 1st True Strike 8th Moment of Prescience 9th Foresight The Path of Charming 1st Charm Person 3rd Suggestion 4th Charm Monster 6th Mass Suggestion 8th Mass Charm Monster The Path of Slumber 1st Sleep 2nd Deep Slumber 5th Symbol of Sleep 8th Temporal Stasis The Path of Flames 1st Burning Hands 2nd Flaming Sphere 3rd Fireball 4th Wall of Fire 7th Delayed Blast Fireball The Path of Lightning 1st Shocking Grasp 3rd Lightning Bolt 6th Chain Lightning The Path of Colors 1st Color Spray 4th Rainbow Pattern 7th Prismatic Spray 8th Prismatic Wall 9th Prismatic Sphere The Path of Fear 1st Cause Fear 2nd Scare 4th Fear 6th Symbol of Fear 9th Weird The Path of Celerity 1st Expeditious Retreat 3rd Haste 9th Time Stop |