Alternate Sorcerers Database 1 [Archive] - Wizards Community

Post/Author/DateTimePost
Otakkun

02-18-04, 09:50 PM
Well, I'm creating this thread since the first one has already gotten way too big.

I know that there are a lot of versions moving around the place and I thought that it would be great to just create another thread to collect them.

We could just post the alternative versions in here and keep discusing them at the main thread, just by linking this thread whenever someone talks about his or her version, thus making it much easier to find them instead of having to browse back to page 14 or 15 :)

Well, let's see if this idfea of mine finds interested people.

[edit] The idea is also to avoid unnecesary fluff, like posting huge pictures or rewriting stuff that is already on the PHB.

[edit 2] For long versions as the one I posted, I'd like to ask you guys to use size 1 for easier reading.

Edo.
Otakkun

02-18-04, 10:56 PM
Edo's Alternate Sorcerer V0.1

Flavor: This version is made to highlight the bond between the sorcerer and the his inborn power. He reflects this bonds in the class features he gains, plus in UMD skill and the extra knowledge included in his class skill list, as it also represents knoweldge of types of magic. Since the power of the sorcerer comes from knowing himself, it also makes sense for him to be able to understand others, and that is the reason behind sense motive. Intimidation is in there just because I think it fits ;)

Hit die: d4
Saves: Good Will
Skill Points : 4 + INT
Class Skills : same as PHB, plus Knowledge (The Planes), Intimidate, Sense Motive and Use Magic Device.
Spells per Day: Same as PHB
Spells Known : Same as PHB
Proficiences : same as PHB

Class Features


Level Special
1 Sorcerer Spells, Summon Familiar
2
3 Magical Aptitude
4
5 Enhance Familiar
6
7 Magical Affinity
8
9 Augment Link
10
11 Arcane Medium
12
13 Harden Spells
14
15
16
17 Eldritch Soul
18
19
20


Sorcerer Spells : Sorcerer cast spells from deep within themselves, the knowledge of how to weave the magical energy around him coming as a second nature.

Sorcerers do not use any arcane formulas to cast their spells, but instead just 'feel' them. Because of this, sorcerers do not use any material components or focuses, as their own bodies act as mediums to channel the magical force. Because of this, sorcerers cannot cast any spell that requires a costly material component,
defining 'costly' as anything worth more than 10gp per sorcerer level.

Summon Familiar : Same as PHB.

Magical Aptitude: Sorcerer's are in certain ways part of what is magic itself. Because of this, they develop a powerful understanding on the ways it works. Same as feat from PHB.

Enhance Familiar : Familiars are magical beings that bond themselves with the power within their master. Sorcerers themselves enyoy a more deep bond with magic itself than other spellcasters, and this manifests in improved abilities of their familiars. Drawing from the power of their masters, at 5th level sorcerer familiars increase their size by one step (maximum one step behind their master).

Another effect of this is that the familiar also gains one additional hit point per sorcerer class level his master has.

Magical Affinity : By grasping the essense of magic itself, the sorcerer is also able to protect himself from harmful manifestations of it. She gains a +2 inherent bonus on saving throws against spells and spell-like effects.

Augment Link : At this stage, the innate power of the sorcerer manisfests itself once again in his familiar, increasing the distance in which they share spells by 5 feet for every 5 levels she has in the sorcerer class. What's even more, the shared spells linger longer on her familiar, and do not dissipate until a number of rounds equal to her charisma have passed or the duration of the spell ends, whatever happens first.

Arcane Medium : With greater understanding comes greater power, or so say the greatest sorcerers. At 11th level the sorcerer is able to cast spells with costly material components, even if they surpass her natural limit of 10go per sorcerer level. This however does not come without a great cost to the sorcerer, as she must succeed a fortitude save equal to 10 + 1 per 100gp over her normal limit of material components needed or become fatigued. Failing this save also means that she cannot try to use this ability again untill she rests adn recovers her spells.

Harden Spells : Reaching 13th level, sorcerers learn new an unique ways to channel their spells. Because of this, their spells are harder to resist than normally. They gain a +1 against dispelling and spell resistance checks.

Eldritch Soul : At 17th level, sorcerers become one with the magic flows, forever changing themselves in the process. They become outsiders, as their souls mix within their bodies and their own power is enough to sustain them. As outsiders, they do not need to eat or sleep, although they still need to rest 8 hours to regain their magical strengh. Because of this, aging imposed penalties are removed and their lifespan increases by a tenfold.
GOAM

02-18-04, 11:23 PM
Since this isn't actually a new class I will just post my ideas.

OK first I agree sorcerers need more diplomacy skills but they should keep their magic skills because it represents the sorcerer that wants to take full advantage of their abilties.
For their familiar I feel that it should be optional. The counter wieght for not having a familiar is still not perfected (everyone I have played with took one) but it should be some weapon or armor feat or skill focus. Also for the material components I think that for any component that would be affected by ESCHEW MATERIALS (less than 1GP components) should only have to be used by the sorcerer once. This represents the sorcerer's inner magic abilites but shows he still needs some things to make his magic work. After he casts a spell that would be affected by ESCHEW MATERIALS with that material once he doesn't have to use a material component for that spell again. This represents an UNLOCKING or INNER INTERGRATING ect part of the sorcerer's self made magic.
Now to make the sorcerer better at his innate spell casting but keep the game balanced I shall post the following house rules.
At every 3rd level (possible 4th) the sorcerer gets a free EXTRA SPELL or EXTRA SLOT feat from Tome and Blood. To keep these balanced the total number of spells or slots gained from these can never be more than the character's caster level, from sorcerer and other classes. (still balancing this) This doesn't get to be a problem till the higher levels but once epic is reached then this restriction no longer applies. Also the spells gained from these can be ANY level including the caster's highest spell level. To balance this with the wizard the wizard can take any of these, actually only EXTRA SLOT will affect the wizard since he has a spellbook BUT. In place of this the wizard can either instantly put a spell in his book that would normally have to be studied to be transfered. Or can get SPELL MASTERY so he doesn't need his spellbook to prepare that spell.
The sorcerer also gets a bonus feat every 5 levels except 1st (still testing).
To help portray the sorcerer's inpower ability he gets "FREE LEVEL TRIPLING{how do you spell that} UP"
He gets to spend any spell of a higher level to cast a spell of a lower level. Also he can spend 3 spell uses per day of a spell 1 level lower to cast a spell of the next highest level. Example 3 0 level spell uses gives him an extra 1st level spell, 3 1st level spells for a 2nd level spell and up. Also this is cumulative so 6 0 level spells gives him and extra 2nd level spell for that day, 9 3rd level spells gives an extra 6th level spell. These are spell uses per day NOT spells known. This is spontaneous so the sorcerer doesn’t ever have to “prepare” this ability when meditating for the day. He can do this whenever he wants to as long as he has enough lower level spells left. THIS CANNOT be used to cast a spell of a level the sorcerer isn’t already permitted to cast. So a 4th level sorcerer can’t trade a lot of spell uses that day to cast a 3rd level spell because he doesn’t know any. The sorcerer can mix spell uses of different levels for the desired level. Such as if Hennet needed to cast a 3rd level spell but doesn’t have any “normal” 3rd level uses left he can use 3 2nd level spell uses to cast it or 6 1st level spells or 9 0 level spells or 6 0 level spells and 3 1st level spells or 2 2nd level spells and 3 1st level spells, in this case the last 2nd level use is replaced by 3 1st level uses, or any other combination of those spell abilities.
For metamagic feats everything works as in the rule books but the “full round action for using metamagic feats on a spontaneous casting” doesn’t count when used with quicken spell. However if this is used in conjunction with another metamagic affected spells increase the spell slot level an additional 1+the total new spell slot level after applying the other metamagic spells but the casting is still a free action. For instance a QUICKENED MAXIMIZED SHOCKING GRASP spell has a spell slot of 9,
1 orignal+3 maximize+4 quickened+1 quickened and another metamagic feat affecting the same spell. This spell deals the maximum damage, 30, as a free action. However the metamagic spells still don’t have to be prepared ahead of time when the sorcerer is meditating.

Please give me your opinions on these rules. They have play tested well and I need a larger group. Thank You
Angelion

02-19-04, 02:11 AM
Dont give them so many feats at so many times, it gets unbalanced.

I'd say you do as my friend did, give them d6 as HD, and the eschew material feat on level 5. It works, for having d6 in HD is very good for an arcane caster, and then you do actually loose something when picking a prestige class.
WOTC EDIT

02-19-04, 11:37 PM
For materials not normally covered by the Eschew materials the sorcerer should make some kind of save relative to the spell's level of power and difficulty. I still don't know what the save type and penalties are yet but I would like ideas please post!!!!!!!!