| Post/Author/DateTime | Post |
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| claypigeons01-07-07, 05:27 AM | I'm working on a homebrew setting (obviously). In this setting magic is rare, feared, and a corruption of the land (due to the background). It physically changes it's users (seperate rules, not exclusive to sorcs) and extends a magic users life span, while also slowly destroying them physically and mentally. As for the actual statistics, at any given time, there will only be between 1 and 15 wizards in existance. Those that exist dont give up their secrets easily, and the ones that would dont remember enough for it to matter. The number of sorcerers is anywhere from 5 to 15 times that amount. Magic in blood is actually common, but to actually be able to physically manifest and use it is semi-rare. Just tossing the sorcerer out there as is would be fine. Except my players know the sorcerer sucks. And give the attitude of the world as a whole, it wouldnt be "worth it" to be hunted down and killed just existing. So the sorcerer needs a boost of some kind. Not something game shattering, just something to show that to survive as a sorcerer is to be arcane might incarnate. My thoughts are first to increase their spells known, given the shear amount of spells available now. This offsets the most loudly voice complaint (at least as far as I have seen). I thought also that perhaps increasing caster level outside of the normal means. Perhaps every 4th level they gain +1CL as well that gained from leveling? That makes their spells more potent, giving them more of the flavor I seek. Does anyone else have any ideas? Input is greatly appreciated. :) |
| Anaxander01-07-07, 05:55 AM | You could give a sorcerer at 1st and at 5th, 10th, 15th and 20th level a sudden metamagic (CA) ability for free. and/or At 1st and at 5th, 10th, 15th and 20th they gain a caster level increase, but only for one spell known (which may be the same spell as before or another one they know). and/or At 1st and at 5th, 10th, 15th and 20th they gain heritage feats (CA, CM) and/or At 1st and at 5th, 10th, 15th and 20th they gain reserve feats (CM) and/or They gain the class skill UMD and use their charisma modifier to Spellcraft. and/or They have the ability to power up a higher level slot by using two lower level slots, eg they can cast an additional lvl 2 spell by spending 2 lvl 1 spell slots. |
| The_Shaman01-07-07, 07:51 AM | Sorcerers are not exactly worthless. While they lack some of the versatility of a well-played wizard, they are quite serious on their own. I agree with most written before, and here are some other ideas from different sources: - sorcerers'powers come from a bloodline or a related connection to a magical source, hence, they need a bloodline feat (see the dragon magazine bloodlines, iirc there are some in 311 and IMO they are listed as bloodline feats in crystalkeep.) They get that as a bonus feat like the wizards' scribe scroll. - knowstones (Dragon 333) as a way for a sorcerer to expand their spells known. Basically if they have the stone, they know the spell - of course, knowstones are expensive. You're looking at spell level squared + a fixed sum (you can have it whatever you want), so an extra spell known of each level is, well, worth a lot. Of course, in your campaign such items would probably not be for sale, but a magical creature that owes you a favor could give you an item imbued with some of its power (read: knowstone mimicking a spell-like ability). - more skill points and a few more skills known: sorcerers are not as tied to their books and have more time to interact with the world. A bit like the bards, they pick up titbits here and there and the able learner feat and 4 skill points could reflect that. Diplomacy, intimidate, and sense motive could be good class skills for sorcerers that are almost always on the run, and a few knowledges could also be of interest to a sorcerer (say, the planes and religion, which could also explain a sorcerer's power and hence be of interest to them). UMD is another great skill for a character that practically oozes magic: to represent their innate connection, perhaps they can only use activation items with an umd check but get a hefty bonus to it. |
| BrazilRascal01-07-07, 01:30 PM | Making Sorcerers use the Favored Soul "Spells Known" list might be a good idea too. :) |