Alternate Sorcerer Core Class [Archive] - Wizards Community

Post/Author/DateTimePost
Archmage Atrus

01-29-05, 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 sorcerer’s 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 slot’s 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 doesn’t count towards the sorcerer’s 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 – Melf’s 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 – Modernkainen’s 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