Because it's totally not too late (Sorcerer homebrew, PEACH)

Post/Author/DateTimePost
#1

rabid_cicada_dup

Dec 22, 2008 21:57:27
Hey all. This is my homebrewed version of the Sorcerer, which has failed to see the light of day thus far due to technological issues/general laziness on my part. :P

Also, first post on these boards, so we may as well try and make it a good one.

On to the class itself:

Sorcerer

“Everything you see before you is within my power. Would you dare to stand against the world itself?”

Class traits

Role: Contoller. You keep the conditions of the battlefield favorable to you and your allies by delaying, weakening, or simply destroying your enemies, whether from behind the safety of the front line, or at perilously close quarters.

Power source: Arcane. Your very blood oozes power others must scrape from the edges of the planes. The world around you shifts and fills with energy as you experiment and discover the depths of your abilities.

Key Abilities: Charisma, Intelligence, Constitution

Armor Proficiencies: Cloth

Weapon Proficiencies: Simple Melee, Simple Ranged

Bonus to defense: +1 Reflex, +1 Fortitude

Hit points at 1st level: 12 + Constitution Score

Hit points per level gained: 5

Healing Surges per day: 6 + Constitution modifier

Trained skills: Choose four trained skills from the class skills list below,
Arcana (Int), Bluff (Cha), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Streetwise (Cha).

Build options: Destroyer Sorcerer, Disruptor Sorcerer

Class features: Casting Method, Energy Blast, Favored damage type, Inborn Casting, Sorcerer Tricks, Spellsurge.

Flavor Text

Rarely do the gods make the path to power easy for a mortal. The Wizard attempts to take magic for himself for intervals of time, using specific movements, patterns and materials to grasp at it from worlds near and far. The warlock tries to pry it from the greater powers of the cosmos. Occasionally, however, there exists a creature that, perhaps, the gods did not plan for, an aberration in the distribution of power.

Such is the Sorcerer. His being seethes magical energy, changing the world around him, altering the constraints and laws of his surroundings, drawing energy from seemingly nowhere, existence itself his weapon. The power of the Sorcerer is his and his alone, unlimited, unrestrained, inseparable and useable until such a time as he no longer draws breath, if even that can block his path.

You are one such being. You could be a simple commoner whose power represents the doorway to a new, incredible world, a plane-walking wanderer who contemplates the universe and himself in equal measure, or a fugitive seeking answers to his past and present. Some Sorcerers claim their gift is gained through the ancestry of other powerful magic users, dragons walking in human form, or even stranger, more exotic, entities. Often, sorcerous power can appear simply though exposure to raw magical energy. Equally common are those who develop it without rhyme or reason, and even the most learned find the nature of the gift elusive.

Your power is manifest. There is no return from what is rooted so deeply in the past. With fire and ice you strike down those who might stand against you, and by your power the earth and sky shall consume them. How, then, will you make your beginning - and end?
#2

rabid_cicada_dup

Dec 22, 2008 22:00:22
Creating a Sorcerer
The two main Sorcerer builds are the Destroyer and Disruptor Sorcerer. Sorcerers gain a broad range of powers, but tend toward either dealing damage, or hindering and wearing down their foes for a deathblow.

Destroyer Sorcerer
You favor powers that deal damage at closer range; blasts of raw energy and seething acid that knock your foes to the ground or push them back, sweeping them before you or flooding large areas of the battlefield and destroying, rather than trapping them. Charisma should be your primary score; the power of most of your spells depends on it. Constitution should be your next best score; the ability to draw out so much energy requires considerable stamina and endurance. Intelligence is helpful if you want to use a few powers suited to the Disruptor Sorcerer, and is useful for improving your AC. Choose the Eye of the Maelstrom casting method and look for large area-of-effect and damage-dealing powers.

Suggested Feat: Improved Initiative (Human Feat: Action Surge)
Suggested Skills: Arcana, Endurance, Intimidate, Streetwise
Suggested At–Will Powers: energy blast, explosive burst
Suggested Encounter Power: conflagration
Suggested Daily Power: force burst

Disruptor Sorcerer
You prefer to hinder or cripple your foes, staying just out of harm’s reach unless you are able to strike with impunity, or deliver a killing blow. You like to outlast the enemy, quickly recovering any hit points you can afford to lose and dealing more selective attacks that better allow your allies to move in and engage your foe. Charisma is your primary score, allowing your abilities greater power and accuracy. Intelligence should be your secondary score; your more complex, precise spells come from creativity and patient mastery of your gift. Constitution is useful if you wish to use more destructive spells when the situation arises, and offers you a more robust hit point pool. Choose the Shaper of Ways casting method, and look for spells that slow, delay or otherwise hinder your foe, and allow your allies to engage without needing to stay clear of too many large area of effect spells.


Suggested Feat: Defensive Mobility (Human Feat: Human Perseverence)
Suggested Skills: Arcana, Diplomacy, Insight, History
Suggested At–Will Powers: energy blast, thorngrip
Suggested Encounter Power: lightning jump
Suggested Daily Power: leaping flames

Sorcerer Overview

Characteristics: Your powers concern the management and disposal of multiple enemies – often from a position right behind the front line. Many of your utility powers affect you personally, and your Spellsurge class feature offers you powerful offensive and defensive effects when it occurs. Your hit points and arsenal of close-range powers are greater than other controllers, however, your lower Armor Class and inability to handle individual foes mean you most likely cannot afford to fight near the front for extended lengths of time.

Religion: Sorcerers most commonly offer faith to gods of chance, travel, and freedom, such as Avadra, or particularly powerful entities they feel worthy of respect. Evil-Aligned sorcerers often worship Tiamat, or in more primitive cultures, more destructive entities such as Gruumsh.

Races: Tieflings and half-elves make excellent disruptor and destroyer sorcerers, but will excel in either role. Humans are also strong sorcerers, and dragonborn and halflings are also capable.

Class features

Casting Method
Sorcerers approach their casting in a variety of ways, but often fall into one of two categories. Some Sorcerers attempt to master the complex intricacies of their gift, developing their spells with the idea of control of themselves and the world around them, seeking new uses and applications for the gift. Others develop a more direct form of aptitude – the ability to draw upon their strength in greater force and amount, saturating themselves and their surroundings with their power. Choose one of the following options.

Eye of the Maelstrom: You gain resistance equal to 5 + ½ your level against your favoured damage type. Additionally, you gain the Toughness feat.

Shaper of ways: You gain an additional favored damage type. Choose which type of damage you use before casting a spell relating to its effects. Additionally, you gain the Arcane Reformation feat.
The choice you make also provides bonuses to certain Sorcerer powers. Individual powers detail the effects (if any) your Casting Method has on them.

Energy Blast
All Sorcerers can cast the Energy Blast At-Will spell. This spell can be used as a basic Attack. Sorcerers learn this spell in addition to one other At-Will spell learned at first level.
Favored damage type
Choose a damage type from one of the following keywords: Acid, Cold, Fire, Force, Lighting, Poison or Thunder. This becomes your favored damage type.

Inborn Casting

Sorcerers have little use for magic sticks or glittering baubles. They may instead undergo a period of mental and magical “awakening”, strengthening the power of their spells by magically consuming exotic materials, residuum, or even particular components of fantastic creatures encountered by the Sorcerer.

A Sorcerer may enter a trance lasting approximately 10 minutes, during which time he strengthens and develops his ability to draw upon his power. His Sorcerer and Sorcerer paragon path spells gain a standard Magical Enhancement bonus that functions in exactly the same way as another class might use a magic implement to increase the power of their spells. During this period, he consumes materials of power or significance equal to the price of an implement with the appropriate Enhancement Bonus.

Additionally, the Sorcerer’s innate skill with magic allows him to cast any Creation Ritual with a level equal to or lower than his own, as if he had the Ritual Caster feat.

Sorcerer Tricks
Sorcerer Tricks are minor powers you gain at first level. You may use the Glowing Eyes, Arcane Exertion, and Telekinesis Tricks as at-will powers.

Spellsurge
More powerful Sorcerer spells are often prone to producing unpredictable results when cast, as excess magical energy escapes and manifests itself in varied forms. Every time you roll a critical hit for a Sorcerer spell with the Spellsurge keyword, roll a d20 and consult the table (not yet) below. Add the effects to the Sorcerer Power, if applicable, that you just cast. A Sorcerer may always choose to suppress the result rather than using it in a case where it would be unfavorable to do so.

1 - Intense Surge: Roll once more on this table. Double any applicable modifiers and numerical values (Excluding duration) relating to the new Spellsurge result.
2 - Arcane Renewal: Regain the use of one Sorcerer encounter spell of your choice.
3 - Sustained Resurgence: Gain regeneration equal to your Charisma modifier for five minutes or until the end of the encounter.
4 - Abrupt Invigoration: Gain temporary hit points equal to your level.
5 - Elemental Veil: Until the end of the encounter or for five minutes, you deal your charisma modifier in any one of the spell’s damage types to all enemies that begin their turn adjacent to you.
6 – 7 - Power Saturation: You gain resistance 5 + one-half your level to any one of the spell’s damage types for five minutes or the end of the encounter.
8 – 9 - Arcane Displacement: You may teleport three squares.
10 – 11 - Supernatural Vigor: You may shift five squares.
12 – 13 - Forceful Invocation: You slide each target two squares in addition to any other effects.
14 – 15 - Abrasive Spell: The target receives vulnerability 5 to any one of the spell’s damage types (save ends).
16 - Increased Spell Potency - Your spell deals an additional 1d6 damage.
17 - Diffused Casting:Resolve the spell with an area size (If any) one square larger than normal.
18 - Superior Spell Potency: Your spell deals an additional 2d6 damage.
19 - Persistent Magic: The target takes additional ongoing damage of any one of the spell’s damage types equal to your Charisma modifier. (Save ends)
20 - Erratic Surge: Roll twice more on this table.
#3

rabid_cicada_dup

Dec 22, 2008 22:00:54
Sorcerer Powers

Your arcane powers are called Spells, and often reflect your personality and capabilities in Personal Strength, Creativity, Intuition and physical Stamina.

Sorcerer Tricks
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Glowing Eyes
With a blink, your eyes glow with unearthly light.
At-Will ✦ Arcane
Minor Action - Personal
Effect: Your Eyes shed bright light. The light fills all squares within four squares of you, and lasts until you dismiss it as a free action.

Arcane exertion
You create minor magical effects; altering the energy around your body, cleansing an object of dirt, creating a small mote of light, or slightly altering the temperature of an object.
At will ✦ Arcane
Standard action - Ranged 2
Effect: Use this Trick to achieve one of the following:
◊ Move up to one pound of material.
◊ Create a minor, harmless sensory perception, such as a nearby sound, a strong odor, a shower of colored sparks, or a gust of wind.
◊ Change the temperature of the air around you slightly, or a nearby object, whether cooling or heating.
◊ Color or Mark an object or surface for up to one hour.
◊ Clean, Dry, or Soil items within one cubic foot. Soiling lasts for up to one hour.
◊ Create or Snuff out a small, torch-sized flame, generate a jolt of electricity, or freeze a small container of liquid.
◊ Alter the flavor or odor of one pound of nonliving matter for up to one hour.
◊ Produce from nowhere a small item or image, or make a hand-sized object invisible until the end of your next turn.
Nothing you can do with this power results in meaningful damage, hindrance or protection from attacks, or duplicates the effects of another spell.
Special: You can have up to three persistent Exertion effects active at one time.

Telekinesis
An object moves at your bidding.
At-Will ✦Arcane
Minor action - Ranged 5
An invisible force picks up, moves or manipulates an object weighing 20 pounds or less within five squares and carries it within the boundaries of that distance. You may move an item you are holding into a sheath, pouch, pack, or similar container and simultaneously move any one object carried or word anywhere on your body into your hand. As a move action, you may move the object up to five squares. As a free action, you may drop or pass an object to your hand, and as a minor action, you may pick up a new object.
Sustain minor: You may continue to hold an object indefinitely.
Special: You may only move one object of any significant size (I.e. You could manipulate a pair of tools together, but not carry two 20-pound objects)
#4

rabid_cicada_dup

Dec 22, 2008 22:02:07
Level 13 Encounter Spells
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Blue Sky Storm - Sorcerer Attack 13
A lightning bolt connects with your upheld hand, and seconds later, chaos strikes from the skies.
Encounter ✦ Arcane, Inborn Casting, Spellsurge, Teleportation, Lightning.
Standard Action - Close burst 10
Target: Up to three enemies in burst.
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier lightning damage, and you teleport the target 2 squares.
Catalyst of Renewal: You teleport the target a number of squares equal to your Intelligence modifier.

Flare Pulse - Sorcerer Attack 13
You greet your enemy with a wave of fire.
Encounter ✦ Arcane, Inborn Casting, Spellsurge, Fire
Standard action - Close Blast 5
Target: Each creature in blast.
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier fire damage, and you push the target 4 squares.

Glittering Shards - Sorcerer Attack 13
You hurl a barrage of razor-sharp needles upon the enemy.
Encounter ✦ Arcane, Inborn Casting, Spellsurge, Cold
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier cold damage
Miss: Half damage.

Rising Blast - Sorcerer Attack 13
You gather a sphere of crackling energy in your raised hands, and bring it down upon your foes in an almighty explosion.
Encounter ✦ Arcane, Inborn Casting, Spellsurge, Favored Damage Type.
Standard Action - Area burst 4 within 15 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier favored damage.
Eye of the Maelstrom: You deal additional damage equal to your Constitution modifier.
#5

rabid_cicada_dup

Dec 22, 2008 22:02:38
Paragon Paths

Catalyst of Renewal
Show

“I have known both the tranquil pool and the tempestuous ocean. And, for this world, I would fight to save both.”

Prerequisite: Sorcerer class.

For many, the path of the Sorcerer is one of violent action and the endless struggle. You seek an alternative, for only with the calmed mind can the world itself offer some measure of peace. You know that to win a conflict one must first survive it, as the very earth beneath your feet has done for millennia. You have become the enduring rock and the flowing river, and by your very nature, you shall outlast those who count you an enemy, bringing the reign of silence once more.

Action of Soothing Water
When you spend an action point to take an extra action, you regain hit points equal to ½ your level.

Skin of unyielding stone
Your skin strengthens in likeness to immovable rock. You gain a +1 bonus to AC and Fortitude defense.

Venomous growth - Catalyst of Renewal Attack 10
Poisonous vines rise from the earth, and the bodies of your enemies tire.
Encounter ✦ Arcane, Inborn Casting, Spellsurge, Poison.
Standard Action - Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier poison damage, and the target is weakened and slowed (save ends both).
Miss: Half damage.

Diamond restoration - Catalyst of Renewal Utility 12
Your body restructures itself into its original form, allowing you to rise once more.
Daily ✦ Arcane, Healing
Immediate Interrupt - Personal
Trigger: You are reduced to 0 hit points or fewer
Effect: You spend a healing surge, and regain additional hit points equal to your Intelligence modifier.

Tranquil Mind
Your mind is still and unmoving, allowing you to repel mental attack with greater clarity. You gain a +1 bonus to Will defense.

Frozen Brilliance - Catalyst of Renewal Attack 20
Your enemies see only radiant light, and all else is cold and silent.
Daily ✦ Arcane, Inborn Casting, Spellsurge, Cold, Radiant
Standard Action - Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier cold and radiant damage, and the target is blinded and takes ongoing 10 cold damage (save ends both).
Miss: Half damage.
#6

rabid_cicada_dup

Dec 23, 2008 1:24:29
(Spillover)
#7

Qube

Dec 23, 2008 6:03:58
sad to see 'Eye of the Maelstrom' nerves tiefling firemages ...
(tiefling feat perhaps?)

Inborn casting: seems cool :D

Spellsurge:
- unclear what '1' does. what does it reroll? the attack? you just got a natural 20?
- other then that ... those are some pretty sick effects. all the wizard gets, are his cantrips ... (heck, other feats include 'on crit, knock prone') you got stuff in there like Sustained Resurgence, Superior Spell Potency, ). Though I'm not through the spell list yet; powers that make multiple attacks will give a big bang ... Then again, wizards get their implement power, right

- Shocking Grasp: blows. sorcerers don't wanna go mellee right? then whats the use of a mellee power (reason why wizard's close powers are stronger then his area powers)
- Thorngrip: requires specification what the second attack should be (a basic attack? an other thorngrip? ...)
- Shape metal: overpowered (giant porticulus; pilars holding up the ceiling; )
#8

rabid_cicada_dup

Jan 02, 2009 6:15:40
Whew... the holidays have been busy.

To work then:

sad to see 'Eye of the Maelstrom' nerves tiefling firemages ...
(tiefling feat perhaps?)

Inborn casting: seems cool :D

Spellsurge:
- unclear what '1' does. what does it reroll? the attack? you just got a natural 20?
- other then that ... those are some pretty sick effects. all the wizard gets, are his cantrips ... (heck, other feats include 'on crit, knock prone') you got stuff in there like Sustained Resurgence, Superior Spell Potency, ). Though I'm not through the spell list yet; powers that make multiple attacks will give a big bang ... Then again, wizards get their implement power, right

- Shocking Grasp: blows. sorcerers don't wanna go mellee right? then whats the use of a mellee power (reason why wizard's close powers are stronger then his area powers)
- Thorngrip: requires specification what the second attack should be (a basic attack? an other thorngrip? ...)
- Shape metal: overpowered (giant porticulus; pilars holding up the ceiling; )

I went through number of Spellsurge models before I decided on the fairly simple one shown here. I haven't looked too far into balancing it, but I consider it fairly even with the Wizard's implements. Depending on how long the encounter lasts, the Sorcerer might get to fire up his Spellsurge feature once or twice in the battle, but not all of his results will be immediately useful.

Keep in mind that while a Wizard can use his implement on command, a Sorcerer might wind up inflicting an obscene overkill on a couple of weak foes and waste what could be an oppurtunity to power up his defense, or simply get a weak result. He doesn't use Spellsurge strategically, he works with what he's given.

Shocking Grasp was from the early days of the class, where I was still experimenting with role and capability. I've removed it entirely, because the Sorcerer only has one additional at-will to choose from anyway, so unless I can think of a worthwhile replacement, it's a waste of space. I've also altered thorngrip slightly, to bring it closer to other at-wills and make it less confusing. I added a weight restriction to the shape metal power, which, as has been made apparent, is rather easy to exploit in its current form.

The multiple-attack powers differ from those of the wizard in that they tend to focus on damage first, rather than effects such as immobilisation. The damage figures are fairly experimental, particularly as they often have secondary effects tacked on, but the number of creatures you're likely to target in comparison to a blast is important to consider.

I think that's everything. I need to sign off, in any case.