ddude987
2013-10-14, 02:52 PM
Hello all, this is yet another fix for base classes that I mean to implement into my campaign setting (see signature). Let me know what you think of this quickfix
Sorcerer
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Sorcerer Heritage, Summon Familiar|5|3||||||||
2nd|+1|+0|+0|+3||6|4||||||||
3rd|+1|+1|+1|+3||6|5||||||||
4th|+2|+1|+1|+4||6|6|3|||||||
5th|+2|+1|+1|+4|Bonus Feat|6|6|4|||||||
6th|+3|+2|+2|+5||6|6|5|3||||||
7th|+3|+2|+2|+5||6|6|6|4||||||
8th|+4|+2|+2|+6||6|6|6|5|3|||||
9th|+4|+3|+3|+6||6|6|6|6|4|||||
10th|+5|+3|+3|+7|Bonus Feat|6|6|6|6|5|3||||
11th|+5|+3|+3|+7||6|6|6|6|6|4||||
12th|+6/+1|+4|+4|+8||6|6|6|6|6|5|3|||
13th|+6/+1|+4|+4|+8||6|6|6|6|6|6|4|||
14th|+7/+2|+4|+4|+9||6|6|6|6|6|6|5|3||
15th|+7/+2|+5|+5|+9|Bonus Feat|6|6|6|6|6|6|6|4||
16th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|5|3|
17th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|6|4|
18th|+9/+4|+6|+6|+11||6|6|6|6|6|6|6|6|5|3
19th|+9/+4|+6|+6|+11||6|6|6|6|6|6|6|6|6|4
20th|+10/+5|+6|+6|+12|Bonus Feat|6|6|6|6|6|6|6|6|6|6
[/table]
Alignment: Any.
Hit Die: 1d6
Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
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 sorcerers 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 sorcerers spell is 10 + the spell level + the sorcerers 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 sorcerers selection of spells is extremely limited. A sorcerer begins play knowing five 0-level spells and three 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 cant 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 spells 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 hell cast.
Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|5|3||||||||
2nd|6|3||||||||
3rd|6|5||||||||
4th|7|5|1|||||||
5th|7|5|2|||||||
6th|8|5|3|2||||||
7th|8|6|4|3||||||
8th|9|6|4|3|2|||||
9th|9|6|5|4|3|||||
10th|9|6|5|4|3|2||||
11th|9|6|6|5|4|3||||
12th|9|6|6|5|4|3|2|||
13th|9|6|6|6|5|4|3|||
14th|9|6|6|6|5|4|3|2||
15th|9|6|6|6|6|5|4|3||
16th|9|6|6|6|6|5|4|3|2|
17th|9|6|6|6|6|6|5|4|3|
18th|9|6|6|6|6|6|5|4|3|2
19th|9|6|6|6|6|6|6|5|4|3
20th|9|6|6|6|6|6|6|5|4|4
[/table]
Sorcerer Heritage: At 1st level the sorcerer gains one of the following feats: Draconic Sorcerer Heritage, Celestial Sorcerer Heritage, Infernal Sorcerer Heritage, Fey Sorcerer Heritage. This feat represents the origin of the sorcerer's magic.
Summon Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. 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.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerers experience point total can never go below 0 as the result of a familiars 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.
A character with more than one class that grants a familiar may have only one familiar at a time.
Bonus Feat: At level 5, and every 5 levels thereafter, a sorcerer gains a bonus feat. This feat must be a metamagic feat, or a heritage feat that coincides with your level 1 heritage feat.
The base heritage feats have been reworked. Let me know if I should buff them further or whatever else I should do to them. Thanks.
Renamed: The feats below have been renamed and reworked
Draconic Heritage - Draconic Sorcerer Heritage
Fey Heritage - Fey Sorcerer Heritage
Celestial Heritage - replaced by Celestial Sorcerer Heritage
Draconic Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add one skill to your list of class skills for sorcerer from the list below. In addition you gain a +2 bonus on saves against paralysis or sleep effects.
-Disguise, Gather Information, Heal, Hide, Intimidate, Listen, Move Silently, Spot, Survival
Celestial Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add protection from evil to your list of 1st-level sorcerer spells known. You also gain a +2 bonus on saves against spells or abilities used by an evil source.
Infernal Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add protection from good to your list of 1st-level sorcerer spells known. You also gain a +2 bonus on saves against spells or abilities used by a good source.
Fey Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add one Knowledge skill to your list of class skills for sorcerer. In addition you gain a +2 bonus on saves against mind effecting or compulsion spells and abilities.
Sorcerer
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Sorcerer Heritage, Summon Familiar|5|3||||||||
2nd|+1|+0|+0|+3||6|4||||||||
3rd|+1|+1|+1|+3||6|5||||||||
4th|+2|+1|+1|+4||6|6|3|||||||
5th|+2|+1|+1|+4|Bonus Feat|6|6|4|||||||
6th|+3|+2|+2|+5||6|6|5|3||||||
7th|+3|+2|+2|+5||6|6|6|4||||||
8th|+4|+2|+2|+6||6|6|6|5|3|||||
9th|+4|+3|+3|+6||6|6|6|6|4|||||
10th|+5|+3|+3|+7|Bonus Feat|6|6|6|6|5|3||||
11th|+5|+3|+3|+7||6|6|6|6|6|4||||
12th|+6/+1|+4|+4|+8||6|6|6|6|6|5|3|||
13th|+6/+1|+4|+4|+8||6|6|6|6|6|6|4|||
14th|+7/+2|+4|+4|+9||6|6|6|6|6|6|5|3||
15th|+7/+2|+5|+5|+9|Bonus Feat|6|6|6|6|6|6|6|4||
16th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|5|3|
17th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|6|4|
18th|+9/+4|+6|+6|+11||6|6|6|6|6|6|6|6|5|3
19th|+9/+4|+6|+6|+11||6|6|6|6|6|6|6|6|6|4
20th|+10/+5|+6|+6|+12|Bonus Feat|6|6|6|6|6|6|6|6|6|6
[/table]
Alignment: Any.
Hit Die: 1d6
Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
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 sorcerers 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 sorcerers spell is 10 + the spell level + the sorcerers 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 sorcerers selection of spells is extremely limited. A sorcerer begins play knowing five 0-level spells and three 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 cant 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 spells 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 hell cast.
Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|5|3||||||||
2nd|6|3||||||||
3rd|6|5||||||||
4th|7|5|1|||||||
5th|7|5|2|||||||
6th|8|5|3|2||||||
7th|8|6|4|3||||||
8th|9|6|4|3|2|||||
9th|9|6|5|4|3|||||
10th|9|6|5|4|3|2||||
11th|9|6|6|5|4|3||||
12th|9|6|6|5|4|3|2|||
13th|9|6|6|6|5|4|3|||
14th|9|6|6|6|5|4|3|2||
15th|9|6|6|6|6|5|4|3||
16th|9|6|6|6|6|5|4|3|2|
17th|9|6|6|6|6|6|5|4|3|
18th|9|6|6|6|6|6|5|4|3|2
19th|9|6|6|6|6|6|6|5|4|3
20th|9|6|6|6|6|6|6|5|4|4
[/table]
Sorcerer Heritage: At 1st level the sorcerer gains one of the following feats: Draconic Sorcerer Heritage, Celestial Sorcerer Heritage, Infernal Sorcerer Heritage, Fey Sorcerer Heritage. This feat represents the origin of the sorcerer's magic.
Summon Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. 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.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerers experience point total can never go below 0 as the result of a familiars 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.
A character with more than one class that grants a familiar may have only one familiar at a time.
Bonus Feat: At level 5, and every 5 levels thereafter, a sorcerer gains a bonus feat. This feat must be a metamagic feat, or a heritage feat that coincides with your level 1 heritage feat.
The base heritage feats have been reworked. Let me know if I should buff them further or whatever else I should do to them. Thanks.
Renamed: The feats below have been renamed and reworked
Draconic Heritage - Draconic Sorcerer Heritage
Fey Heritage - Fey Sorcerer Heritage
Celestial Heritage - replaced by Celestial Sorcerer Heritage
Draconic Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add one skill to your list of class skills for sorcerer from the list below. In addition you gain a +2 bonus on saves against paralysis or sleep effects.
-Disguise, Gather Information, Heal, Hide, Intimidate, Listen, Move Silently, Spot, Survival
Celestial Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add protection from evil to your list of 1st-level sorcerer spells known. You also gain a +2 bonus on saves against spells or abilities used by an evil source.
Infernal Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add protection from good to your list of 1st-level sorcerer spells known. You also gain a +2 bonus on saves against spells or abilities used by a good source.
Fey Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add one Knowledge skill to your list of class skills for sorcerer. In addition you gain a +2 bonus on saves against mind effecting or compulsion spells and abilities.