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Zman
2012-12-24, 09:20 AM
This is part of a larger project aimed at bringing the classes to Tiers 2-4.

Sorcerer is already a powerful class, but is severely lacking at low levels. This Fix is aimed at balancing out the Sorcerer's power throughout the levels while reducing the ultimate power the Sorcerer could wield.

Summary of ChangesThe Sorcerer gains a larger hit dice, more skills, and more skill points. Their access to 2nd levels spells is also increased by one level, but their total spellpower and casting progression past mid level is greatly reduced. Sorcerers lose access to 9th level spells. The Sorcerer now receives some useful basic spells and has more spells known at higher levels. The Sorcerer now gains access to signature spells.


Sorcerer
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th

1st|+0|+0|+0|+2|Eschew Materials, Bonus Spells|5|3|—|—|—|—|—|—|—

2nd|+1|+0|+0|+3||6|4|—|—|—|—|—|—|—

3rd|+1|+1|+1|+3|Signature Spell|6|5|3|—|—|—|—|—|—

4th|+2|+1|+1|+4||6|6|4|—|—|—|—|—|—

5th|+2|+1|+1|+4||6|6|5|3|—|—|—|—|—

6th|+3|+2|+2|+5|Signature Spell|6|6|6|4|—|—|—|—|—

7th|+3|+2|+2|+5||6|6|6|5|—|—|—|—|—

8th|+4|+2|+2|+6||6|6|6|6|3|—|—|—|—

9th|+4|+3|+3|+6|Signature Spell|6|6|6|6|4|—|—|—|—

10th|+5|+3|+3|+7||6|6|6|6|5|—|—|—|—

11th|+5|+3|+3|+7||6|6|6|6|6|3|—|—|—

12th|+6/+1|+4|+4|+8|Signature Spell|6|6|6|6|6|4|—|—|—

13th|+6/+1|+4|+4|+8||6|6|6|6|6|5|—|—|—

14th|+7/+2|+4|+4|+9||6|6|6|6|6|6|3|—|—

15th|+7/+2|+5|+5|+9|Signature Spell|6|6|6|6|6|6|4|—|—

16th|+8/+3|+5|+5|+10||6|6|6|6|6|6|5|—|—

17th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|3|—

18th|+9/+4|+6|+6|+11|Signature Spell|6|6|6|6|6|6|6|4|—

19th|+9/+4|+6|+6|+11||6|6|6|6|6|6|6|5|—

20th|+10/+5|+6|+6|+12|Pinnacle of Sorcerous Talent|6|6|6|6|6|6|6|6|3

[/table]
Alignment: Any
Hit Die: 1d6

Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge(arcana) (Int), Listen(Wis), Profession (Wis), Spellcraft (Int) and Spot(Wis).
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier

Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th

1st|4|2|—|—|—|—|—|—|—

2nd|5|2|—|—|—|—|—|—|—

3rd|5|3|1|—|—|—|—|—|—

4th|6|3|2|—|—|—|—|—|—

5th|6|4|2|1|—|—|—|—|—

6th|7|4|3|2|—|—|—|—|—

7th|7|5|3|2|—|—|—|—|—

8th|8|5|4|3|1|—|—|—|—

9th|8|6|4|3|2|—|—|—|—

10th|9|6|5|4|2|—|—|—|—

11th|9|7|5|4|3|1|—|—|—

12th|9|7|6|5|3|2|—|—|—

13th|9|8|6|5|4|2|—|—|—

14th|9|8|7|6|4|3|1|—|—

15th|9|8|7|6|5|3|2|—|—

16th|9|8|7|6|5|4|2|—|—

17th|9|8|7|6|5|4|3|1|—

18th|9|8|7|6|5|5|3|2|—

19th|9|8|7|6|5|5|4|2|—

20th|9|8|7|6|5|5|4|3|1

[/table]
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

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. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he 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 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 his 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 gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Bonus Spells

At the Appropriate level add the following spells to the Sorcerer's Spells Known List: Detect Magic(0th), Read Magic(0th), Identify(1st), Dispel Magic(3rd), Greater Dispel Magic(6th)

Eschew Materials

At 1st level a Sorcerer receives Eschew Materials as a bonus feat.

Signature Spell

At 3rd level and every 3 levels thereafter a Sorcerer gains a Signature Spell. The spell bus be a Spell the Sorcerer already knows and at least one level lower than the maximum spell level the Sorcerer is capable of Casting. The Sorcerer chooses upon gaining the Signature Spell either Empower Spell, Extend Spell, Enlarge Spell, Heighten Spell, Still Spell, or Silent Spell. Once selected the Sorcerer can apply the chosen Metamagic to the spell without an increase in spell level or casting time. Once chosen Signature Spells cannot be changed.

At 12th, 15th, and 18th level the Sorcerer can choose the standard Signature Spell options or can choose a spell at least 2 levels lower than the highest spell level they are capable of casting and add Maximize Spell, Quicken Spell or Persistent Spell metamagics to those spells. The spells do not take up a higher slot nor do they suffer an increase in casting time.

A Sorcerer can choose a selected Signature Spell, if chosen multiple times apply all applicable metamagics to the Signature Spell.

Pinnacle of Sorcerous Talent

At 20th level the Sorcerer is a master of innate magic and gains one spell known per spell level.

ACF's
Battle Sorcerer

Level: 1st
Changes: Sorcerer Gains a d10 Hit Dice, a Medium Base Attack Bonus, and proficiency with a single Martial Weapon of his choice, but loses one spell known per spell level to a minimum of one and can cast one fewer spell per day per spell level.

Prodigy

Level: 1st
Changes: d4 Hit dice
Gains: One additional Spell Known for each Spell level.

Raw Power

Level: 3rd
Lose: Bonus Spells, Signature Spell at 3rd, 6th, 9th, 12th, 15th, and 18h level. Pinnacle of Sorcerous Talent.
Gain: Choose two Raw Power Abilities at 1st, and one additional at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level.(Sacrifice Spell Slot to Activate)

Arcane Armor: Armor bonus equal to 1.5x Spell Level Sacrificed, 24 Hour Duration

Arcane Bolt: Ray, Short Range(25+5/2CL), d12 Damage per Spell Level Sacrifieced

Arcane Flight: Gain Flight Speed(20' per Spell Level, Poor Maneuverability), Duration Round/ Spell Level Sacrificed

Arcane Might: Gain +1 to hit and to Damage per Spell Level Sacrificed. Duration Rounds/Spell Level. Swift Action.

Arcane Resilience: Gain a Resistence Bonus to Saves equal to Spell Level Sacrifieced. DurationOne Round. Immediate Action.

Arcane Strength and Agility: Gain Enhancement Bonus equal to 2x Spell Level to Strength or Dexterity. Duration Rounds/Spell Level. Swift Action.

Arcane Toughness: Gain Dr/- equal to 3x spell level Sacrificed. Duration Rounds/Spell Level. Swift Action.

Arcane Spell Resistence: Spell Resistence equal to Spell Level x 3 + Caster Level. Duration One Round. Immediate Action.

Arcane Shield: As Shield Spell, AC bonus equal to 2 x Spell Level Sacrificed, Duration Rounds/Spell Level. Immediate Action.

Zman
2012-12-24, 09:21 AM
Changelog:

12-25-12
Increased Spells Known at higher level
Added Bonus Utility Spells
Added Signature Spells

12-27-12
Cleaned up Tables, no mechanical changes.

1-24-13
Replaced Summin a familiar with Eschew Materials

1-26-13
Added Battle Sorcerer ACF
Added Pinnacle of Sorcerous Talent Capstone

1-31-13
Added Prodigy ACF

2-7-13
Added Raw Power ACF

3-9-13
Made some modifications to Raw Power ACF.

12-6-13
Added more spells known for Spell Levels 1-3 at Higher Levels.

Grod_The_Giant
2012-12-24, 10:37 AM
Taking off 9th level spells helps power a touch, and the extra skill points and HD are appreciated, but you didn't touch the worst part of the class-- namely, the complete and total absence of class features. There should be something to keep your from instantly branching off into a PrC.

(Also, maybe drop the familiar, to help differentiate a bit between the sorcerer and the wizard?)

Zman
2012-12-24, 11:50 AM
Taking off 9th level spells helps power a touch, and the extra skill points and HD are appreciated, but you didn't touch the worst part of the class-- namely, the complete and total absence of class features. There should be something to keep your from instantly branching off into a PrC.

(Also, maybe drop the familiar, to help differentiate a bit between the sorcerer and the wizard?)

Hmm, good points. I was hoping the HD, and Skill Points would be enough to entice someone to stick to it over some PrCs.

I will think about dropping Familiar and adding some other Class feature(s).

Mystic Muse
2012-12-25, 07:12 PM
Hmm, good points. I was hoping the HD, and Skill Points would be enough to entice someone to stick to it over some PrCs. The problem is, over time, an average difference of 1 HP per level is going to stop being noticed, and the 2 extra skill points aren't a big deal considering how few class skills they get.


Also, I suggest just putting "-" in the table to represent when they get nothing, like it's usually done, rather than 'x' which is rather confusing.


I will think about dropping Familiar and adding some other Class feature(s).

I don't think Familiar really needs to be dropped, but there should be an option between that and something else, since not every sorcerer is going to have one, but some reasonably would.

Other class features are what are going to convince people to stay in the Sorcerer class, not a slightly better than before chassis.

Also, maybe add a few more Knowledge skills to the list? There's an official PrC that's specifically intended for Sorcercers, but it has a pre-requisite of 8 ranks in Knowledge: The Planes, which a Sorcerer couldn't reach until level 16.