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Golden-Esque
2009-08-17, 11:50 AM
The Sorcerer
Alignment - Any
Hit Die - d6
Class Skills - (Same as Standard Sorcerer)
Skill Points - (4 + Int Modifier) x 4 @ 1st Level
4 + Int modifier @ all other levels

{table=head]
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special

01 | +0 | +0 | +0 | +2 | Eschew Materials, Arcane Surge +1, Arcane Exhaustion
02 | +1 | +0 | +0 | +3 |
03 | +1 | +1 | +1 | +3 | Arcane Surge +2
04 | +2 | +1 | +1 | +4 |
05 | +2 | +1 | +1 | +4 | Metamagic Surge
06 | +3 | +2 | +2 | +5 |
07 | +3 | +2 | +2 | +5 | Arcane Surge +3
08 | +4 | +2 | +2 | +6 |
09 | +4 | +3 | +3 | +6 | Arcane Prodigy
10 | +5 | +3 | +3 | +7 |
11 | +5 | +3 | +3 | +7 | Arcange Surge +4, Arcane Overcharge (1 & 0)
12 | +6/+1 | +4 | +4 | +8 |
13 | +6/+1 | +4 | +4 | +8 | Arcane Overcharge (2 & 3)
14 | +7/+2 | +4 | +4 | +9 |
15 | +7/+2 | +5 | +5 | +9 | Arcane Surge +5, Arcane Overcharge (4 & 5)
16 | +8/+3 | +5 | +5 | +10 |
17 | +8/+3 | +5 | +5 | +10 | Arcane Overcharge (6 & 7)
18 | +9/+4 | +6 | +6 | +11 |
19 | +9/+4 | +6 | +6 | +11 | Arcane Surge +6, Arcane Overcharge (8 & 9)
20 | +10/+5 | +6 | +6 | +12 | [/table]

Weapon and Armor Proficency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield and armor of any kind interferes with the Somatic components required to cast Sorcerer spells, which can cause said spells to fail.

Spells
A Sorcerer casts Arcane spells which are drawn primarily from the Sorcerer/wizard spell list. A Sorcerer can cast any spell he or she knows without preparing it ahead of time the way a Wizard or a Cleric must. 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. The base daily spell allotment is given on Table: The Sorcerer. In addition, a Sorcerer receives bonus spells per day if he or she 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 or she 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 their 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 or she gains new spells known for the level.

Unlike a Wizard or a Cleric, a Sorcerer need not prepare his spells in advance. He or she can cast any spell he knows at any time, assuming he or she has not yet used up their spells per day for that spell level. A Sorcerer does not have to decide ahead of time which spells they will cast.

Table: Sorceer Spells Per Day
{table=head]Level | 0 Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
01 | 5 | 3 | _ | _ | _ | _ | _ | _ | _ | _
02 | 6 | 4 | _ | _ | _ | _ | _ | _ | _ | _
03 | 6 | 5 | _ | _ | _ | _ | _ | _ | _ | _
04 | 6 | 6 | 3 | _ | _ | _ | _ | _ | _ | _
05 | 6 | 6 | 4 | _ | _ | _ | _ | _ | _ | _
06 | 6 | 6 | 5 | 3 | _ | _ | _ | _ | _ | _
07 | 6 | 6 | 6 | 4 | _ | _ | _ | _ | _ | _
08 | 6 | 6 | 6 | 5 | 3 | _ | _ | _ | _ | _
09 | 6 | 6 | 6 | 6 | 4 | _ | _ | _ | _ | _
10 | 6 | 6 | 6 | 6 | 5 | 3 | _ | _ | _ | _
11 | 6 | 6 | 6 | 6 | 6 | 4 | _ | _ | _ | _
12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | _ | _ | _
13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | _ | _ | _
14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | _ | _
15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | _ | _
16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | _
17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | _
18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3
19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4
20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 [/table]

Table: Sorcerer Spells Known
|{table=head]Level | 0 Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
01 | 4 | 2 | _ | _ | _ | _ | _ | _ | _ | _
02 | 5 | 2 | _ | _ | _ | _ | _ | _ | _ | _
03 | 5 | 3 | _ | _ | _ | _ | _ | _ | _ | _
04 | 6 | 3 | 1 | _ | _ | _ | _ | _ | _ | _
05 | 6 | 4 | 2 | _ | _ | _ | _ | _ | _ | _
06 | 7 | 4 | 2 | 1 | _ | _ | _ | _ | _ | _
07 | 7 | 5 | 3 | 2 | _ | _ | _ | _ | _ | _
08 | 8 | 5 | 3 | 2 | 1 | _ | _ | _ | _ | _
09 | 8 | 5 | 4 | 3 | 2 | _ | _ | _ | _ | _
10 | 9 | 5 | 4 | 3 | 2 | 1 | _ | _ | _ | _
11 | 9 | 5 | 5 | 4 | 3 | 2 | _ | _ | _ | _
12 | 9 | 5 | 5 | 4 | 3 | 2 | 1 | _ | _ | _
13 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | _ | _ | _
14 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | _ | _
15 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | _ | _
16 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | _
17 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | _
18 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1
19 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2
20 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 [/table]


Eschew Materials
Sorcerers draw upon the magical energies within their own bodies, allowing them to cast spells without the need for focuses and material components. At 1st level, a Sorcerer gains the benefits of the Eschew Materials feat, even if he or she doesn't meet all of the normal prerequisites. However, only spells prepared in Spell Slots granted by the Sorcerer gain the benefits of this Class Feature. For example, Aldo, who is a 1st level Sorcerer and a 1st Level Wizard, does not require material components for his Sorcerer spells, because he gains the benefit of this class feature. However, he still needs any components that his Wizard spells require, unless he uses one of his normal feats (gained at 3th level, 6th level, 9th level, etc) to take the Eschew Materials feat normally.

Arcane Surge
A sorcerer's blood is ablaze with latent arcane energy, and a sorcerer can tap into this store of power to increase the potency of their magic. During an arcane surge, a sorcerer gains phenomenal arcane might, but they may harm themselves by tthe reckless use of magic (see Arcane Exhaustion below). A sorcerer can choose to invoke an arcane surge whenever he or she casts a spell. When they do so, the sorcerer gains +1 to their caster level with that spell. This caster level boost increases the potency of their spells that rely on caster level. This improvement does not provide any other bonuses (the sorcerer gains no extra spell slots, they do not gain high-level class abilities, etc). A sorcerer can only apply arcane surge to spontaneously cast spells that use their sorcerer spell slots.

At 3rd level, a sorcerer can choose to boost their caster level by two instead of one. At 7th level, they can boost their caster level by up to threel; at 11th by up to four, at 15th by up to 5, and by up to six at 19th level.

Arcane Exhaustion
Pushing one's self by invoking an arcane surge is dangerous. Immediately following each arcane surge, a sorcerer may be overcome by the strain of their effort. The chance of suffering arcane exhaustion is equal to 5% per caster level added with the arcane surge. For example, if, at 11th level, Leila uses arcane surge to boost her caster level by four, she has a 20% chance of suffering arcane exhaustion as a result.

A sorcerer who is overcome by arcane exhaustion is dazed until the end of their next turn. In addition, the sorcerer looses a number of sorcerer spell slots equal to the maximum caster level bonus that their arcane surge can apply. Higher leveled spell slots are always lost before lower leveled spell slots. For example, in the scenario above, Leila would loose her 5th level spell slots first. When she has no more 5th level spell slots, she begins loosing her 4th level spell slots. When those are exhausted, she begins loosing her 3rd level spell slots, etc.

Metamagic Surge
At 5th level, a sorcerer learns how to rapidly apply metamagic to their spells using the enhanced energies of their arcane surge. While under the effects of an arcane surge, the sorcerer can apply a Metamagic Feat to their spells without the normal penalties of making a standard action spell take a full-round action or adding an additional full-round action to the casting time of a spell. However, rapidly adding metamagic to spellcasting is extremely dangerous, and doing so increases the chance of arcane exhaustion by an additional +10% per metamagic feat applied.

A sorcerer can apply multiple metamagic feats to their spells using this ability, each one requiring no additional casting time. However, each metamagic feat added increases the chance of arcane exhaustion by 10%. In addition, the spell cast while using arcane surge does not use higher-level spell slots if metamagic is applied to it, but it does subtract from the normal caster level bonuses allowed while under the effects of an arcane surge by two for every spell level the metamagic feat increases the spell's level by..

For example, if Leida, a 9th level sorcerer, uses her arcane surge ability to apply Silent Spell to one of her spells, the following occurs. The spell is cast without verbal components normally; the spell does not take up a higher level spell slot. Since Silent Spell normally increases the spell's spell level by +1, Leida expends two of her normally allotted bonus caster levels to applying the metamagic feat, leaving her with a total of +2 caster level bonus, should she wish to apply it. Regardless of whether or not she increases her spell's level by an additional +1 or +2, Leida has a 10% chance of suffering from arcane exhaustion for spontaneously applying the metamagic feat.

Arcane Prodigy
At 9th level, a sorcerer's raw talent with arcane magic allows them to surpass the normal limitations of their spells. While under the effects of an arcane surge, a sorcerer increases the maximum bonuses of their spells by a number of levels equal to the level bonus their arcane surge applies. For example, if Leila, an 11th level sorcerer, casts magic missles, normally the spell creates up to 5 missles at 9th level, each missle dealing 1d4+1 damage. However, while under the effects of her arcane surge, Leila pushes this restriction up a number of levels equal to her caster level bonus provided by her arcane surge, so her maximum becomes 7 missles at 13th level. This bonus only applies while the sorcerer is under the effects of arcane surge.

Arcane Overcharge
At 11th level, the sorcerer learns how to exceed their own natural limitations in spellcasting, pulling out spells when they are expired. As a full-round action, a sorcerer can recharge a sorcerer spell slot that he or she has expended, allowing him or her to use it to cast spells. However, doing so is extremely dangerous, taxing the limits of the sorcerer's body. The sorcerer takes 1d8 points of damage per level of the spell slot he or she is trying to recharge.

At 11th level, a sorcerer can only use this power to recharge 0 and 1st level spells. At 13th level, the sorcerer can use this power to recharge 2nd and 3rd level spells. At 15th level, the sorcerer can use this power to recharge 4th and 5th level spells. At 17th level, the sorcerer can use this power to recharge 6th and 7th level spells. At 19th level, the sorcerer can use this power to recharge 8th and 9th level spells.

Notes and Comments
The idea for the Sorcerer's Primary ability (arcane surge / arcane exhaustion) comes from the Expanded Psionics Handbook's Wilder Class. I thought the idea of flooding your spells with power was interesting, and well within the bounds of someone who naturally inherits their powers.

Metamagic Surge is and was an attempt to make Metamagic Feats a little bit more attractive for Sorcerers. I was never quite sure why Sorcerers, Bards, and Clerics / Druids using their Spontaneous Casting (cure / summon) were pentalized with Metamagic. Instead of just outright removing that restriction, this power was designed to put a little more descion into the arcane surge? Do I want to boost my level for more damage, or apply a really good feat to it for some other effect?

Arcane Prodigy was created to cope with the one issue of the surge that doesn't restrict psionics; the fact that many arcane spells have a glass ceiling to which they can be improved to. Arcane Prodigy helps push that ceiling a little higher, which in turn doesn't restrict the potency of this ability.

Arcane Overcharge is my Psionics to Spellcraft translation of the Body Fuel feat. I thought the idea of tapping so deeply into yourself that you damage your own body for power was interesting, and very much aligned with the Sorcerer class I was trying to display.

Flickerdart
2009-08-17, 12:00 PM
Why the dead level at 20? Give the dedicated Sorcerers something of a treat. Every class except Rogues gets something nifty at 20.

Dragon Elite
2009-08-17, 12:10 PM
True that. Give them something really cool.

Kobold-Bard
2009-08-17, 12:16 PM
No familiar? :smallfrown:

Origomar
2009-08-17, 02:27 PM
No familiar? :smallfrown:

huh i didnt notice that, i was going to ask if this class had any disadvantages to the current sorcerer class and now i know it does :D

other than that i really like it, it sort of gives the feal of the way magic is used in Eragon. You can use it but the more powerful you make it the higher the chance is you will be hurt.(same kind of thing as the sorcerer class from warhammer online to). I always thought sorcerers should have d6 HD anyway to.

Golden-Esque
2009-08-17, 09:09 PM
Why the dead level at 20? Give the dedicated Sorcerers something of a treat. Every class except Rogues gets something nifty at 20.

Technically, in a spell casting class no level is a dead level. All spellcasters gain additional spells at every level and the Sorcerer is no exception. A sorcerer gains 2 additional 9th Level spells per day and an additional 9th level spell known at 20th level. If you look at the Spells Per Day chat, on average a Sorcerer gets many more spells per day on Even-Leveled Levels, which is why all of this variant's powers are gained on odd levels.


No Familiar?

To me, a familiar isn't something one spuratically knows how to summon without some sort of proper training. Sure, a Sorcerer can learn summon spells as per normal, but the creatures summoned by those leave after a length of time. In order to learn how to bind something to their service, Sorcerers (and Bards, actually), can take a special Feat that lets them summon a Familiar. Wizards, in my campaign setting, get this feat as a bonus feat at 1st Level. Instead of the Familiar Power, Sorcerers gain Eschew Materials, which I thought was much more fitting.


huh i didnt notice that, i was going to ask if this class had any disadvantages to the current sorcerer class and now i know it does :D

other than that i really like it, it sort of gives the feal of the way magic is used in Eragon. You can use it but the more powerful you make it the higher the chance is you will be hurt.(same kind of thing as the sorcerer class from warhammer online to). I always thought sorcerers should have d6 HD anyway to.

To be honest with you, Orig, I didn't design this class to be in equal balance to the Standard Sorcerer. I designed it to have a better standing against Wizards.

Wizards, in my own opinion, gain tons of flexibility, an infinite number of spells known, and specializations in exchange for having slightly less spells per day and the requirement that they study a book for several hours. Huge gains for minor penalties.

"There are some things that study can't teach you. For everything else, there's Wizards." is the theme to which I designed this version of the Sorcerer :).

And yeah, I agree on the d6 thing. Sorcerers practice a lot, yeah, but they don't spend all their time in doors studying like Wizards do. I thought that the d4 hit dice was too low.

Kallisti
2009-08-17, 09:47 PM
No familiar? :smallfrown:

I agree that the familiar doesn't quite fit thematically, but I hardly think Eschew materials makes up for the loss of a familiar benefit, a little creature that can give advice with a reasonable INT score at high levels, make spot/listen/search checks, and deliver touch spells, and all the other familiar benefits. Oh, and no Improved Familiar, ever.

Perhaps they get the benefit of the Metamagic Specialist alternate level from the PHBII? 3+Int mod times per day, you can cast a feat with a metamagic spell without increasing the casting time, although it still uses up a higher-level spell slot.

Although I always wondered, why Int mod? Why not Cha mod, because that represents force of personality? Or, if it can't be their casting stat because of balance issues, why not Wis?

Golden-Esque
2009-08-17, 11:00 PM
I agree that the familiar doesn't quite fit thematically, but I hardly think Eschew materials makes up for the loss of a familiar benefit, a little creature that can give advice with a reasonable INT score at high levels, make spot/listen/search checks, and deliver touch spells, and all the other familiar benefits. Oh, and no Improved Familiar, ever.

Perhaps they get the benefit of the Metamagic Specialist alternate level from the PHBII? 3+Int mod times per day, you can cast a feat with a metamagic spell without increasing the casting time, although it still uses up a higher-level spell slot.

Although I always wondered, why Int mod? Why not Cha mod, because that represents force of personality? Or, if it can't be their casting stat because of balance issues, why not Wis?

I didn't give the Sorcerer Eschew Materials because I believed it to be equally powerful as a familiar. I gave them Eschew Materials because it fit. If my vision for the Sorcerer didn't involve Eschew Materials, it wouldn't have gotten it :).

Personally, I think that Arcane Surge and its corresponding abilities more then makes up for the benefits of the Familiar. Adding up to a +6 bonus to caster level can be huge, and with Arcane Prodigy at 9th Level, the Sorcerer can effectly push their spells' normal maximum benefit level up higher (see Arcane Prodigy, above, for an example).

I also did mention that in my particular campaign, obtaining a familiar is also a feat that the Wizard gets, free of charge, at 1st level. The feat looks something like this:

Summon Familiar [General]
Prerequisites: Abiltiy to cast Arcane Spells, Ability to cast Summon Monster III

Benefit: You know how to summon and bind a small, extraplanar creature to your service. Doing so takes 24 hours and uses 100 gp worth of magical items and materials. 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. You choose the kind of familiar you get and as you advance in level, your familiar increases in power.

If the familiar dies or is dismissed by its master, you must attempt a DC 15 Fortitude saving throw. Failure means you loses 200 experience points per arcane spellcaster level (use only the arcane spellcasting class that was used as a prerequisite for this feat when determining the amount of experience lost); success reduces the loss to one-half that amount. However, your 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.

Special: A wizard gains the benefits of this feat at first level. A wizard need not meet the normal prerequsites for this feat.

EDIT: You should read "Metamagic Surge" under my class's description. It's pretty much what you've suggested, with some Arcane Surge-based twists.

Dante & Vergil
2009-08-18, 01:00 PM
There already is a feat in Complete Arcane that gives a familiar, requiring 4 ranks in Knowledge (Arcana) and Arcane caster level 3rd. You could then grab Improved Familiar, if you felt so inclined.
I do like the idea of this class though. Keep up the goods!:smallbiggrin:

Delwugor
2009-08-18, 05:59 PM
I like it, especially taking away the familiar as a special ability. In my group it is a house rule that a sorcerer can replace that with a feat anyways.

I'm not a big fan of straight d% rolls in d20 games so I'd suggest a Fortitude roll against DC 10 + new caster level/2 or a tougher DC 10 + new caster level. Otherwise I like the penalties of it.

Golden-Esque
2009-08-18, 08:41 PM
I like it, especially taking away the familiar as a special ability. In my group it is a house rule that a sorcerer can replace that with a feat anyways.

I'm not a big fan of straight d% rolls in d20 games so I'd suggest a Fortitude roll against DC 10 + new caster level/2 or a tougher DC 10 + new caster level. Otherwise I like the penalties of it.

I do like the idea of a Fortitude Save. It makes a lot of sense, considering the Sorcerer is tapping into their own body, pushing the limits of their physical coil. The real question is how to make the Fortitude save fair? What do you think is a fair save DC?

Stycotl
2009-08-18, 10:35 PM
something like:

10+spell level+(surge bonus)2