Not-a-Zombie
2009-10-17, 05:11 PM
Note: This class is not for playing, it is an example of unbalance created by a PC of mine...
All class features are in addition to standard sorcerer class.
Sorcerer
HD: d6
BAB: 3/4
This variation of the sorcerer knows the same number of spells and can cast the same number of spells per day as a standard sorcerer.
The Sorcerer adds her strength mod to the number of dice and save DC of every spell she casts. (a 6th level Sorcerer with 16 Strength casts a fireball that deals 9d6 points of damage) These extra dice ignore maximum dice to a spell (10th level sorcerer with 16 strength has 13d6 fireball)
All of the Sorcerer's spells are automatically silenced and stilled at no cost. This translates to the Sorcerer wearing whatever armor she wants, without care for her spells.
The sorcerer casts spells as a standard action, and can quicken spells, no problem.
As a standard action, the sorcerer can attempt to cast a spell she normally cannot. She selects her target, as normal, and rolls 1d100. He percent of succeeding is equal to 100% minus 10% per spell level the spell is above the highest level spell she can cast (a 6th level Sorcerer attempting to cast a 4th level spell must roll above a 10, where a 1st level sorcerer attempting to cast the same 4th level spell must roll above a 30) If she fails, then a different spell is cast. Roll 1d10 to determine the spell level of the new spell (10 = cantrips), then roll 1d6 to determine the school of magic. The DM now selects a spell in that list.
Actually, this class was a little more broken, before I told my PC that I'd have to be balanced MUCH better before I would allow it to be played...
This is what I got.
*Sorry about the wording, copied it directly from the paper my PC gave me.
All class features are in addition to standard sorcerer class.
Sorcerer
HD: d6
BAB: 3/4
This variation of the sorcerer knows the same number of spells and can cast the same number of spells per day as a standard sorcerer.
The Sorcerer adds her strength mod to the number of dice and save DC of every spell she casts. (a 6th level Sorcerer with 16 Strength casts a fireball that deals 9d6 points of damage) These extra dice ignore maximum dice to a spell (10th level sorcerer with 16 strength has 13d6 fireball)
All of the Sorcerer's spells are automatically silenced and stilled at no cost. This translates to the Sorcerer wearing whatever armor she wants, without care for her spells.
The sorcerer casts spells as a standard action, and can quicken spells, no problem.
As a standard action, the sorcerer can attempt to cast a spell she normally cannot. She selects her target, as normal, and rolls 1d100. He percent of succeeding is equal to 100% minus 10% per spell level the spell is above the highest level spell she can cast (a 6th level Sorcerer attempting to cast a 4th level spell must roll above a 10, where a 1st level sorcerer attempting to cast the same 4th level spell must roll above a 30) If she fails, then a different spell is cast. Roll 1d10 to determine the spell level of the new spell (10 = cantrips), then roll 1d6 to determine the school of magic. The DM now selects a spell in that list.
Actually, this class was a little more broken, before I told my PC that I'd have to be balanced MUCH better before I would allow it to be played...
This is what I got.
*Sorry about the wording, copied it directly from the paper my PC gave me.