| Post/Author/DateTime | Post |
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| BigRobC10111-14-07, 07:49 PM | To qualify to become a Sorcerer Lord, a character must fulfill all the following criteria. Skills Knowledge (arcana) 10 ranks, Spellcraft 10 ranks. Knowledge (Royalty and Nobility) 6 Feats Skill Focus (Spell craft), Spell Focus and Leadership. Spells Ability to cast 3th-level arcane spells without preparation. Class Skills The Sorcerer Lord class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spell craft (Int). Skill Points at Each Level 2 + Int modifier. Hit dice: D4 Sorcerer Lord Level Base Attack Bonus |Fort Save| Ref Save| Will Save | Special 1st| +0 +0 +0 +2 | Gain Access to Nobility Domain, Arcane leadership | 2nd| +1 +0 +0 +3 | |+1 level of existing spellcasting class 3rd| +1 +1 +1 +3 | Arcane diplomancy |+1 level of existing spellcasting class 4th| +2 +1 +1 +4 | Arcane Secret |+1 level of existing spellcasting class 5th| +2 +1 +1 +4 | Gain Access to the Pride Domain | 6th| +3 +2 +2 +5 | Improved metamagic |+1 level of existing spellcasting class 7th| +3 +2 +2 +5 | Arcane Secret |+1 level of existing spellcasting class 8th| +4 +2 +2 +6 | Arcane Might |+1 level of existing spellcasting class 9th| +4 +3 +3 +6 | Arcane Secert |+1 level of existing spellcasting class 10th| +5 +3 +3 +7 | Gain access to the Planning Domain |+1 level of existing spellcasting class Bonus Domains When you gain access to one of the 3 domains, you add all the spells from that domain to your list of spells know as Arcane spells and can access to the domain power, using your class level as effective cleric level for any domain powers. Arcane leadership When you gain this you can add your highest spell level as bonus to leadership score but the Modifier due to moving around is doubled. Spells per Day and Spells known Barring 1st level and 5th level, when a new Sorcerer Lord level is gained, the character gains new spells per day and Spells Known as if she had also gained a level in whatever arcane not, however, gains any other benefit a character of that class would have gained. This essentially means that she adds the level of Sorcerer lord to the level of whatever other arcane spell casting class the character has, and then determines spells per day, Spells known and caster level accordingly. If a character had more than one arcane spell casting class before she became a Sorcerer Lord, she must decide to which class she adds each level of Sorcerer Lord for the purpose of determining spells per day and spells known. Arcane Secret When you gain this class feature you can choose one of 3 benefits, you can gain any Meta magic or Item creation feat you meet the pre-requisites or add one spell of a level 1 lower than the highest level of spell you can cast to your spells know. Arcane Diplomacy: When activated as a swift action you sacrifice an unspent spell and add twice that spell's level as bonus to your bluff, diplomacy, intimidate, and sense modifier skill for one hour. Arcane Might: As a swift action sacrifice an unspent spell to give one ally per level (that's class level not character level) within 30' a damage and attack bonus equal to that spells level to all attacks until the end of your next turn. Improved metamagic At 6th level a Sorcerer Lord has master meta-magic to such an extend that when ever she uses a metamagic feat , the feat’s increase upon a spell is one level less (this can not reduce the level increase to less than +1 or less then 0 levels if the increase is already +0 ) |
| vorpo11-15-07, 10:51 AM | Spells Ability to cast 4th-level arcane spells without preparation. That'd be at least a lvl 8 spontaneous caster, no? Skill Points at Each Level 4 + Int modifier. 2 + Int [table=head]Level| You really really need to fix this table. Arcane leadership When you gain this you can add your highest spell level as bonus to leadership score but the Modifier due to moving around is doubled. What are you talking about? Modifier, moving around, doubled? Ok I need to fix my Class table I'm not sure how any clues ? use a block.. .not [table]. This class I would rate as underpowered because you can't enter it until clvl 9 at least (8 lvls of spontaneous caster to cast 4th lvl spells). IMO, higher entry level should give a stronger class feature set. Most of your features are available in other PrC's that can be gotten into earlier. That said, you have no mechanical problem except for the modifier moving around part in the arcane leadership. This class lacks flavor which is all so important for PrC's. You probably want to emphasize on leadership but you only gain related feature once. Well, maybe the domains help. Oh, I forgot to ask. When you say "gain bonus domain", you mean you automatically add all the spells from the domain to your spells known list? Or you can have the OPTION to choose known spells from the domains? |
| LSMFT11-15-07, 02:55 PM | Skills Knowledge (arcana) 10 ranks, Spellcraft 10 ranks. Knowledge (Royalty and Nobility) 10Nob and Roy is cross-class. For a straight sorc to do this, he’d need to be 17th level. So, was multi-classing intended? |
| RobbyPants11-15-07, 03:27 PM | Use [code] tags and repost your table, then we'll talk. ;) |
| BigRobC10111-15-07, 05:10 PM | What are you talking about? Modifier, moving around, doubled? If you look at the leadership table, theres a penilaty to your leadership score, this is doubled for a Sorcerer Lord, When you say "gain bonus domain", you mean you automatically add all the spells from the domain to your spells known list? As for the pre req's Ive dropped them abit, so you only need 6 ranks in knowledge and only 3rd level spells |
| LSMFT11-15-07, 07:33 PM | 6 ranks in a cross-class skill is 9th level. Not that that's a bad thing. Your 3 domains-worth of extra spells-known is HUGE! for a sorcerer. He'd better have some steep prereqs. Also, you need to clean up the language of the Domains ability. At say, 10th level, should I have sixth or seventh level spells on my list of spells known? Think feats like Versatile Spellcaster to see just a little of the problem here. |
| RobbyPants11-16-07, 01:07 PM | Does Improved Metamagic only work for a single metamagic feat, for for all that you know? Also, if it works for all of them, does the benifit apply to all metamagics applied? Depending on how you set this up, it might be too powerful. |
| BigRobC10111-16-07, 03:12 PM | Also, you need to clean up the language of the Domains ability. At say, 10th level, should I have sixth or seventh level spells on my list of spells known? Think feats like Versatile Spellcaster to see just a little of the problem here. You add spells you up the level you can cast, then when you gain access to cast higher level of spells you add the higher level spells. Does Improved Metamagic only work for a single metamagic feat, for for all that you know? Also, if it works for all of them, does the benefit apply to all metamagics applied? Depending on how you set this up, it might be too powerful. It effects each individually that is attached to each spell. Just like an Incantrix, dont forget that it still take a full round action to apply a meta magic feat. Also I'm thinking of swapping spell power for at 3rd level for Arcane Diplomacy Add the highest level of arcane spell slot level you have yet unused as a bonus to Bluff, Diplomacy, Intimidate,and sense Motive skill check as a Morale bonus. and at level 8 for Arcane Might All allys with 30ft add a bonus equal to half the highest level of arcane spell slot you have unused as a morale bonus on hit to and damage rolls. |
| LSMFT11-16-07, 03:21 PM | You add spells you up the level you can cast, then when you gain access to cast higher level of spells you add the higher level spells. I assumed that was how it worked. But the language leaves it open. You usually have fewer problems with home-brewed things, since the writer is there to tell you what he meant, but you still need to be very clear. As written, I have all the spells on my list of spells-known. My opinion: Even at the cost of a caster-level, which is anathema for most casters but especially sorcerers, this is too powerful for me to allow in a camping of mine: All the bonus spells known is just the beginning. The rest is just piling it on. Arcane Spell Power is good. Improved Metamagic is too good. Arcane Leadership is fine. Arcane Secret would probably be fine with out all the rest. Just my opinion. |
| StevenO11-16-07, 07:45 PM | The Knowledge prereq may be high but I think a few of the class's abilities still make it too powerful although it could probably be ok with just one of them. Bonus Domains: I liked how 3.0 allowed an arcanist who manage to get a domain to add those spells to his spells known but it wasn't nearly this easy. Adding one set of domain spells to the Spells Known isn't too overpowering to me but adding spells from THREE domains is. I'd have to check for overlap but that effectively DOUBLES the number of higher level spells a sorcerer knows. If treated like 3.5 when those domain spells mearly become available it wouldn't be so bad. Arcane Secret: Three free feats. Selecting Item Creation may be the weakest option as metamagic is SO useful for spontaneous casters and Extra Spell isn't such a terrible option although it isn't needed with all the extra spells from the domains granted. Improved Metamagic: Just plain too strong as it appears to apply to any MM application. I think just allowing them to spontaneously apply MM would generally be less powerful than this even if it makes Quicken a possibility. Spell Power: Ok, you take one caster level to get the class goodies but then get this once to make up for the lost caster level (even if you don't get the lost spells) and another time to put you over the curve. If you dipped to get skills earlier and thus lost another caster level this ability could get you +2 caster levels over HD if Practiced Spellcaster is also used. Arcane Leadership probably isn't too bad. The thing is your cohort's level is already restricted by your own and you'll already have a good leadership score so all this helps is your followers. Arcane Diplomacy/Might: These offer some interesting options. I think I'd base them on Arcane Strike with Diplomacy adding a bonus to those skills based on a spell level sacrificed. With Arcane Might I'd probably make that an area style Arcane Strike to reflect you "magical leadership" abilities. How about trying these. Arcane Diplomacy: When activated as a swift action you sacrifice an unspent spell and add twice that spell's level as bonus to your bluff, diplomacy, intimidate, and sense modive skill for one hour. Arcane Might: As a swift action sacrifice an unspent spell to give one ally per level (that's class level not character level) within 30' a damage and attack bonus equal to that spell's level to all attacks until the end of your next turn. |