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| Pax03-13-05, 06:21 PM | Yes, all I did was add to the class; I think it's sub-par overall, compared to the Wizard. I still prefer to play them, but that's more for elements of style than elements of mechanics. Personally, I would much rather have seen the only real difference between Sorceror and Wizard be how they learned spells, and the difference between prepared or spontaneous spellcasting. I also think the Sorceror gets, well, boned, when it comes to skills. I don't honestly think it increases the power of the sorceror too much, but I feel it does increase the fun-factor and playability of the class. So, below is my personal "fix" for those issues. I simply took the Sorceror, as it appears inthe SRD, added some formatting, and then applied my changes. Those changes, for your convenience, are neatly highlit in this color. Additioanlly, as I allow Sorcerors to specialise, but with slightly different benefits for the cost, I did the same to the "School Specialisation" passage in the Wizard class description, again denoting my changes with color Thoughts, comments, and general feedback are welcome. ^_^ PAX'S ALTERNATE SORCERER Alignment: Any. Hit Die: d4. Class Skills The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (Dragon Lore) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Sorcerer -----------Spells per Day--------- Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Summon familiar, 5 3 - - - - - - - - Bonus Feat 2nd +1 +0 +0 +3 6 4 - - - - - - - - 3rd +1 +1 +1 +3 6 5 - - - - - - - - 4th +2 +1 +1 +4 6 6 3 - - - - - - - 5th +2 +1 +1 +4 Bonus Feat 6 6 4 - - - - - - - 6th +3 +2 +2 +5 6 6 5 3 - - - - - - 7th +3 +2 +2 +5 6 6 6 4 - - - - - - 8th +4 +2 +2 +6 6 6 6 5 3 - - - - - 9th +4 +3 +3 +6 6 6 6 6 4 - - - - - 10th +5 +3 +3 +7 Bonus Feat 6 6 6 6 5 3 - - - - 11th +5 +3 +3 +7 6 6 6 6 6 4 - - - - 12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3 - - - 13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 - - - 14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 - - 15th +7/+2 +5 +5 +9 Bonus Feat 6 6 6 6 6 6 6 4 - - 16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 - 17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 - 18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3 19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4 20th +10/+5 +6 +6 +12 Bonus Feat 6 6 6 6 6 6 6 6 6 6 Table: Sorcerer Spells Known ---------------------------------- Spells Known ----------------------------------- Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 2 - - - - - - - - 2nd 5 2 - - - - - - - - 3rd 5 3 - - - - - - - - 4th 6 3 1 - - - - - - - 5th 6 4 2 - - - - - - - 6th 7 4 2 1 - - - - - - 7th 7 5 3 2 - - - - - - 8th 8 5 3 2 1 - - - - - 9th 8 5 4 3 2 - - - - - 10th 9 5 4 3 2 1 - - - - 11th 9 5 5 4 3 2 - - - - 12th 9 5 5 4 3 2 1 - - - 13th 9 5 5 4 4 3 2 - - - 14th 9 5 5 4 4 3 2 1 - - 15th 9 5 5 4 4 4 3 2 - - 16th 9 5 5 4 4 4 3 2 1 - 17th 9 5 5 4 4 4 3 3 2 - 18th 9 5 5 4 4 4 3 3 2 1 19th 9 5 5 4 4 4 3 3 3 2 20th 9 5 5 4 4 4 3 3 3 3 Class Features All of the following are class features of the sorcerer. Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail. Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Bonus Feats: At first level, the Sorceror must choose either Spell Thematics or Draconic Heritage as a bonus feat. At 5th level, and every 5 levels thereafter, the Sorceror receives a new bonus feat; these must be Metamagic feats or Draconic feats. SCHOOL SPECIALIZATION A school is one of eight groupings of spells, each defined by a common theme. If desired, a sorceror may specialize in one school of magic (see below), representing a particular knack for, or talent with, spells of that school. Specialization allows a sorceror to know extra spells from her chosen school, but she then never learns spells from some other schools. A specialist sorceror can select one additional spell of her specialty school per spell level as a Known Spell; once made, this selection can only be changed by the usual means of exchanging known spells (every even-numbered level above 3rd), and this bonus spell known can only be exchanged for another spell of the sorceror's specialty school. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. The sorceror must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A sorceror can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the sorceror, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. Multiclass Sorceror/Wizards who have chosen to specialise with one class, must make the same choices with the other - in other words, if a Sorceror who is specialised in Evocation chooses to obtain a level of Wizard, they must also specialise in Evocation with their Wizard class. When doing so, they must choose the same opposed schools for both sorceror and Wizard. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells. Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer. Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer. Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school. Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter. Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist. Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer. Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter. Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category. |