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2013-11-29, 04:59 AM
Rebalancing the Sorcerer: Why?
We all know the sorcerer is the ugly step-sister to the more glamorous wizard. They get limited spells known, they're knocked back in spell access by 1 level, and they don't even get those awesome wizard bonus feats. By virtue of an enormous potential spell list with lots of broken things to cherry-pick, the sorcerer is still Tier 2, which generally makes it too strong for people to want in most of their games but too weak for anyone who wants to powergame.

Worse than that, the sorcerer's limited spell selection encourages them to just pick good spells (since a spell in utility is a wasted spell in practical application), tends to shoehorn them into using 1 or 2 tricks at a time, and the very little flexibility in changing spells means that you can pick crappy spells and be worse than the fighter or pick up awesome spells and be unto a god.

My goal for the sorcerer is to give it a solid Tier 3 base from which to play, a higher optimization floor, and a lower optimization ceiling. So without further ado...

The Sorcerer
Thanks to Hamste for correcting some horrible, horrible typos.
Thanks to nonsi for correcting multiple technical oversights and balance suggestions.

http://fc07.deviantart.net/fs70/i/2012/201/5/b/tornado_mage_by_warnick-d57x380.jpg
Credit to WarNick of Deviant Artfor his work Tornado Mage (http://warnick.deviantart.com/art/Tornado-Mage-315632016)

Table 1: The Sorcerer


Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th


1
+0
+0
+2
+2
Arcane Blast, Arcane Fundamentals
2








2
+1
+0
+3
+3

3
0







3
+1
+1
+3
+3
Spell Power +1
3
1







4
+2
+1
+4
+4

3
2
0






5
+2
+1
+4
+4
Arcane Principles
3
3
1






6
+3
+2
+5
+5
Bonus Feat
3
3
2






7
+3
+2
+5
+5

3
3
3
0





8
+4
+2
+6
+6
Arcane Competence
3
3
3
1





9
+4
+3
+6
+6
Spell Power +2
3
3
3
2





10
+5
+3
+7
+7

3
3
3
3
0




11
+5
+3
+7
+7
Arcane Expertise
3
3
3
3
1




12
+6/+1
+4
+8
+8
Bonus Feat
3
3
3
3
2




13
+6/+1
+4
+8
+8

3
3
3
3
3
0



14
+7/+2
+4
+9
+9
Arcane Prowess
4
3
3
3
3
1



15
+7/+2
+5
+9
+9
Spell Power +3
4
4
3
3
3
2



16
+8/+3
+5
+10
+10

4
4
4
3
3
3
0


17
+8/+3
+5
+10
+10
Arcane Mastery
4
4
4
4
3
3
1


18
+9/+4
+5
+11
+11
Bonus Feat
4
4
4
4
4
3
2


19
+9/+4
+6
+11
+11
Spell Power +4
4
4
4
4
4
4
3


20
+10/+5
+6
+12
+12
Celerity
4
4
4
4
4
4
4



Alignment: Any. Sorcerers come from all walks of life.
Hit Die: d6

Class Skills:
Class Skills
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor the sorcerer is not proficient with interferes with the sorcerer's arcane gestures, which can cause his spells with somatic components to fail.

Armor the sorcerer is not proficient with interferes with the sorcerer's arcane gestures, which can cause his spells with somatic components to fail.

Now the sorcerer can spend feats on light, medium, and heavy armor, and walk around in full plate with no arcane spell failure. Considering the level of investment just to get a +3-ish bonus to flat-footed AC, I think every class should pretty much do this.

Spells: A sorcerer casts arcane spells (the same type of spells available to bards and wizards), which are drawn primarily from the sorcerer 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 (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). 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 (see Table 1—1: Ability Modifiers and Bonus Spells, PHB 8).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells (also called cantrips) of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table 2: 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 2 are fixed.) These new spells can be common spells chosen from the sorcerer spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. For example, a sorcerer with a scroll or spellbook detailing an unusual spell (one not on the sorcerer spell list) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however. If the sorcerer knows a metamagic feat, he may apply that metamagic feat to a spell he can cast and cast it from the appropriate spell slot with the same casting time as casting the normal spell.

Upon reaching 4th level, and at every sorcerer level after that, 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. For instance, upon reaching 4th-level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0-level spell. At 7th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. 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. For example, at 3rd level, the sorcerer Hennet can cast two 1st-level spells per day—two for being 1st level (see Table 1: The Sorcerer), plus one thanks to his Charisma score of 15 (see Table 1— 1: Ability Modifiers and Bonus Spells, PHB 8). He also knows three 1st-level spells: fireball, obscuring mist, and mage armor (see Table 2: Sorcerer Spells Known). Thus, on any given day, he can cast some combination of the three spells a total of three times. He does not have to decide ahead of time which spells he'll cast.

So you might notice an enormous mechanical difference at this point. The sorcerer casts spells at the bard progression. Crazy, I know, but let me reason this out to you:

First, 10 levels of spells is a lot of granularity at every other level, even at Tier 3. It's useful for some classes, but not necessary. If you write a unique spell list to cover the basic utility requirements (so remove curse isn't coming in too late), there isn't so much of a problem here.

Second, 10 levels of spells means a lot of class features that players can't get. Players like class features, and separating class features from spells means more chances for feat chains or prestige classes that allows PCs to focus on one aspect or the other while still retaining some goodies.

Most importantly, reducing the magnitude of spellcasting on the sorcerer allows me to add required features like the arcane utility trees and arcane blasts, so every sorcerer is still somewhat useful, even if they're blindly firing crap everywhere.




Level
0th
1st
2nd
3rd
4th
5th
6th


1st
4








2nd
5
21







3rd
6
3







4th
6
3
21






5th
6
4
3






6th
6
4
3






7th
6
4
4
21





8th
6
4
4
3





9th
6
4
4
3





10th
6
4
4
4
21




11th
6
4
4
4
3




12th
6
4
4
4
3




13th
6
4
4
4
4
21



14th
6
4
4
4
4
3



15th
6
4
4
4
4
3



16th
6
5
4
4
4
4
21


17th
6
5
5
4
4
4
3


18th
6
5
5
5
4
4
3


19th
6
5
5
5
5
4
4


20th
6
5
5
5
5
5
4


1Provided the sorcerer has a high enough Charisma score to have a bonus spell of this level.

Arcane Blast (Sp): The fallback ability of each sorcerer is arcane blast. A sorcerer attacks his foes with raw power, using focused magical energy to deal elemental damage.

An arcane blast is a ranged touch attack as a standard action with a range increment of 30 feet. It affects a single target, allowing no saving throw. An arcane blast deals 1d6 points of damage per 2 sorcerer levels (round up) of fire, electricity, cold, or acid damage and has the appropriate [Fire], [Electricity], [Cold], or [Acid] descriptor respectively, chosen when this class feature is obtained. At levels 7 and 13, the sorcerer can choose another of the above damage types and make his arcane blasts any chosen type. An arcane blast is the equivalent of a spell of the highest level a sorcerer can cast.

An arcane blast is not subject to spell resistance. An arcane blast deals damage to objects as appropriate to its energy type. Arcane blasts cannot be affected by feats that affect spell-like abilities. Using an arcane blast requires movement of arms, which is identical to the somatic components of a spell for purposes of usability.

This is the sorcerer's basic ability, much like the warlock's eldritch blast (in fact, I stole a bunch of text from it). However, it shoots energy damage and its scaling isn't wonky.

This should be the starting point for arcane blasters, and gives even the worst of sorcerers something somewhat useful to do.

Arcane Fundamentals (Sp): At level 1, and every level thereafter, sorcerers learn a spell-like ability or set of abilities called arcane fundamentals. All spell-like abilities accessed through arcane fundamentals take 1 minute or the casting time in the spell description (whichever is longer) to use.

Arcane fundamentals have somatic and verbal components just as though they were spells, and can be disrupted just as a spell can be during casting. A sorcerer is entitled to a Concentration check to successfully use an arcane fundamental if he is hit by an attack while using it, just as a spellcaster would be. Arcane fundamentals cannot be cast defensively. A sorcerer's caster level with his arcane fundamentals is equal to his sorcerer level.

Arcane fundamentals are treated as 1st-level spells on the sorcerer's spell list for all other purposes. Metamagic feats may be applied to arcane fundamentals, but the total spell slot the arcane fundamental would use cannot be higher than the highest-level spell the sorcerer can cast.

Unlike spells, the sorcerer cannot un-learn fundamentals when he gains news ones. They may be retrained as per class features, if your DM follows those rules (see PHB2).

Multiple of the same spell-like ability from arcane fundamentals cannot be used simultaneously, but different spell-like abilities may be used in tandem even if they are from the same list entry and all arcane fundamentals can be dispelled at-will as a standard action that does not provoke attacks of opportunity if the sorcerer is within the range of the spell. For example, at 1st-level, the sorcerer Hennet chooses the dancing lights / light / continual flame entry. By spending 1 minute, he may cast light on any object. He cannot cast light again until the duration of the first has ended or he has dismissed it (which he can do as he pleases), but he can cast dancing lights or continual flame

The arcane fundamentals a sorcerer may learn are listed below. Each list entry contains 1 or more spells which may all be used. He gains access to stronger and more versatile abilities as he grows in power:

• Create Food and Water
• Dancing Lights / Light / Continual Flame [1]
• Darkvision / Rouse / Alarm
• Detect Alignment [2]
• Detect Magic / Read Magic
• Detect Poison / Detect Disease [3]
• Disguise Self
• Endure Elements
• Floating Disk / Secret Chest [1]
• Ghost Sound / Message / Ventriloquism
• Identify / Arcane Mark / Erase
• Instant Summons [1]
• Mage Hand / Open / Close / Hold Portal
• Prestidigitation
• Unseen Servant

[1] The expensive components required for these spells only cost 5gp.
[2] As detect evil, but for good, evil, law, or chaos. Choose one of these when casting the spell.
[3] As detect poison but instead detects diseases in the subject. You may not use Craft (Alchemy) to determine the disease type, but may use Heal.


This is lacking finesse, but it does what I want it to do. Every other Arcane X line has utility spells appropriate to the sorcerer's level, so now you have to have some out-of-combat use along with your in-combat use instead of making Stormwind cry himself to sleep.

Spell Power: At 3rd level, the sorcerer gets a +1 bonus to save DCs of spells he casts and a +1 bonus to caster level.

At 9th, 15th, and 19th levels, these bonuses all increase by 1.

This exists to keep the sorcerer's saves level-appropriate, to give some boosts to blasting, and to discourage multi-classing. If your spell slots are few and far between, and class features later in the progression boost all of them, you're inclined to stick around (I hope) and not prestige out immediately like with the original sorcerer.

Arcane Principles (Sp): At level 5, the sorcerer gains access to a new set of spell-like abilities that he may choose from instead of arcane fundamentals. Spell-like abilities from arcane principles are subject to the same rules as arcane fundamentals, but are treated as 2nd-level spells on the sorcerer's spell list for all other purposes.

• Animate Rope / Rope Trick
• Arcane Lock / Hold Portal / Knock
• Detect Creature Type (choose upon casting)
• Detect Disease [1] / Contagion
• Dream / Nightmare
• Feather Fall [2] / Jump
• Master’s Touch (II) / Share Talents (II)
• Obscure Object / Misdirection / Magic Aura
• Seeming
• Whispering Wind
(II) These spells are available in the Player's Handbook II
[1] As detect poison but instead detects diseases in the subject. You may not use Craft (Alchemy) to determine the disease type, but may use Heal. If you have the Detect Poison / Detect Disease arcane fundamental, you automatically know the kind of disease without a heal or wisdom check.
[2] The casting time of this is the casting time of the normal spell, instead of 1 minute.


Bonus Feat: At level 6, and every 6 levels thereafter, the sorcerer gains a bonus feat. This must be an item creation feat, a metamagic feat, or a feat that requires arcane casting or an arcane caster level. The sorcerer must meet all prerequisites of this feat.

I had some dead levels, and sorcerers could all use to be a little different. Note that you can get arcane casting feats too, which should hopefully open up the expanded spell list feats I'm planning to write below, plus cool stuff like Obtain Familiar.

Arcane Competence (Sp): At level 8, the sorcerer gains access to a new set of spell-like abilities that he may choose from instead of arcane fundamentals. Spell-like abilities from arcane competence are subject to the same rules as arcane fundamentals, but are treated as 3rd-level spells on the sorcerer's spell list for all other purposes.

• Arcane Eye / Prying Eyes
• Arcane Sight
• Clairaudience/Clairvoyance
• Comprehend Languages / Tongues
• Crown of Clarity (II) / Crown of Veils (II)
• Locate Object/ Locate Creature
• Nondetection
• Phantom Steed
• Remove Curse
• Rope Trick
• Secret Page / Illusory Script / Sepia Snake Sigil
• Sending
• Shrink Item
• Tiny Hut / Mage’s Faithful Hound
• Water Breathing
(II) These spells are available in the Player's Handbook II


Arcane Expertise (Sp): At level 11, the sorcerer gains access to a new set of spell-like abilities that he may choose from instead of arcane fundamentals. Spell-like abilities from arcane expertise are subject to the same rules as arcane fundamentals, but are treated as 4th-level spells on the sorcerer's spell list for all other purposes.

• Break Enchantment
• Dimensional Anchor / Dismissal
• Guards and Wards
• Illusory Wall
• Legend Lore
• Lesser Geas
• Minor Creation
• Scrying / Detect Scrying
• Secure Shelter
• Stone Shape / Move Earth / Control Water
• Toxic Weapon (II) / Increase Virulence (II)
• Veil
(II) These spells are available in the Player's Handbook II


Arcane Prowess (Sp): At level 14, the sorcerer gains access to a new set of spell-like abilities that he may choose from instead of arcane fundamentals. Spell-like abilities from arcane prowess are subject to the same rules as arcane fundamentals, but are treated as 5th-level spells on the sorcerer's spell list for all other purposes.

• Contact Other Plane
• Fabricate
• False Vision
• Greater Arcane Sight
• Mage’s Private Sanctum
• Phase Door
• Vision


Arcane Mastery (Sp): At level 17, the sorcerer gains access to a new set of spell-like abilities that he may choose from instead of arcane fundamentals. Spell-like abilities from arcane mastery are subject to the same rules as arcane fundamentals, but are treated as 6th-level spells on the sorcerer's spell list for all other purposes.

• Discern Location
• Gate (travel only)
• Greater Prying Eyes
• Mage’s Magnificent Mansion
• Major Creation
• Mind Blank
• Screen
• Sympathy / Antipathy
• Trap the Soul


Celerity (Sp): At level 20, the sorcerer's magic allows him to borrow a slice of time from the future. As an immediate action that can interrupt a creature's turn, he can take a standard action to cast a spell, as though he had readied an action. After taking this action, he must take 1 less standard action next round.

Sorcerer Spell List

0th: Disrupt Creature [1], Flare, Immediate Shield [2], Magic Missile, Mending, Resistance, Stand (II), Touch of Fatigue
1st: Acid Arrow, Bigby’s Striking Fist (II), Bigby’s Tripping Hand (II), Blight, Burning Rage (II), Chill Touch, Cloud of Knives (II), Dispelling Touch (II), Expeditious Retreat, Fireball, Hover*, Jump, Kelgore’s Fire Bolt (II), Lightning Bolt, Mage Armor, Obscuring Mist, Polar Ray, Ray of Enfeeblement, See Invisibility, Shield, Spider Climb, Stay the Hand (II), Touch of Idiocy, True Strike, Whelming Blast (II)
2nd: Alter Self, Animalistic Power (II) Bear's Endurance, Bigby’s Warding Hand (II), Blinding Color Surge (II), Blindness/Deafness, Bright Worms (II), Bull's Strength, Cat's Grace, Chain Lightning, Channeled Pyroburst, Cone of Cold, Crown of Protection (II), Crushing Despair, Curse of Arrow Attraction (II), Darkness, Daylight, Daze Monster, Dimension Hop (II), Dispel Magic, Eagle's Splendor, Electric Vengeance (II), Energy Vulnerability (II), Enlarge/Reduce Person, Explosive Rune Field (II), Flame Arrow, Fog Cloud, Fox's Cunning, Glitterdust, Grease, Greater Magic Weapon, Greater Magic Vestment, Gust of Wind, Halt (II), Heroism, Inevitable Defeat (II), Invisibility, Levitate, Mass Whelm (II), Mirror Image, Owl's Wisdom, Protection from Arrows, Pulse of Hate (II), Ray of Exhaustion, Resist Energy, Scorching Ray, Seeking Ray (II), Sleet Storm, Sonic Shield (II), Summon Swarm, Telekinesis [3], Telepathic Bond, Vampiric Touch, Vertigo (II), Web
3rd: Alter Fortune (II), Bestow Curse, Bigby’s Disrupting Hand (II), Bleakness (II), Blur, Charm Monster, Crushing Grip (II), Delayed Blast Fireball, Dimension Step (II), Doom Scarabs (II), Explosive Runes, Eyebite, Gaseous Form, Greater Electric Vengeance (II), Hesitate (II), Ice Storm, Legion of Sentinels (II), Magic Circle [4], Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Eagle's Splendor, Mass Enlarge/Reduce Person, Mass Fox's Cunning, Mass Owl's Wisdom, Mind Fog, Phantasmal Killer, Phantom battle (II), Plague (II), Prismatic Mist (II), Protection from Energy, Radiance (II), Ray of the Python (II), Regroup (II), Shout, Slow, Stifle Spell (II), Stinking Cloud, Telekinesis (as normal), Thunder Field (II), Trollshape (II), Vertigo Field (II), Wall of Fire, Waves of Fatigue
4th: Black Tentacles, Call of Stone (II), Chasing Perfection (II), Cloudkill, Condemnation (II), Dance of Blades (II), Dimension Door, Dimension Shuffle (II), Disintegrate, Enervation, Fear, Feeblemind, Field of Resistance (II), Fire Shield, Globe of Invulnerability IV, Greater Dispel Magic, Greater Heroism, Haste, Hideous Laughter, Hold Monster, Improved Invisibility, Interposing Hand, Mana Flux (II), Mass Invisibility, Ray of Exhaustion, Resilient Sphere, Statue, Stoneskin, Swift Etherealness (II), Wall of Ice, Wall of Stone
5th: Antimagic Field, Chain Dispel (II), Circle of Death, Forceful Hand, Freezing Sphere, Friend to Foe (II), Incite Riot (II), Mirage Arcana, Mislead, Overhwhelm (II), Repulsion, Solid Fog, Sunburst, True Seeing, Wall of Force
6th: Acid fog, Baleful Polymorph, Contingency, Detonate (II), Dominate Monster, Flesh to Stone / Stone to Flesh, Grasping Hand, Greater Shout, Greater Teleport, Mass Improved Invisibility, Wall of Iron

*A new spell detailed below
(II) These spells are available in the Player's Handbook II
[1] As disrupt undead except the damage is untyped and only damages a certain creature type (you choose upon casting).
[2] As shield, but with a casting time of 1 immediate action, and a duration of 1 round.
[3] You may not use the Combat Maneuver aspect of this spell when casting it at this level.
[4] As magic circle against good/evil/chaos/law, but you choose which alignment upon casting.


I did a huge re-leveling attempt here, because a lot of spells are under- (grease) and over- (90% of evocations) leveled, or just totally inappropriate as a spell (sleep).

There might be some big balance discrepancies here as my tired eyes skip important and/or broken spells. My goal was to give all the different archetypes of iconic sorcerer some space.

I may split up the spell lists based on book for easier reading and access. So far I'm only using PHBII because if I'm going to pick 1 splatbook to have at the table for everyone, it's PHBII.

New Spell: Hover
Transmutation
Level: Duskblade 1, Sorcerer 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject stays elevated about 6 inches above the ground, remaining in the same space but not touching he floor of any space they occupy. They can move at normal speed, but cannot run or charge. Using a hover spell requires only as much concentration as walking, so the subject can attack or cast spells normally. While hovering, they cannot benefit from bonuses for flanking, higher ground, or prone opponents. At any point, the subject can willingly dismiss the spell from themselves.

A hovering creature can move over dangerous floors or surfaces that could ordinarily not support his weight without straining them (such as a rickety bridge, or a pool of lava) but moving out such that there is no surface beneath them causes falling as normal. A creature that falls far enough to take falling damage loses all benefits of hover before they reach the ground, and take falling damage as appropriate as the magic rips apart under so much force.

Arcane focus
A wing feather from any bird.

Just to Browse
2013-11-29, 05:06 AM
http://fc07.deviantart.net/fs70/f/2013/145/d/0/warcraft___arcane_enlightenment_by_genzoman-d66j0a8.jpg
Credit to GENZOMAN of Deviant Art for Warcraft - Arcane Enlightenment (http://genzoman.deviantart.com/art/Warcraft-Arcane-Enlightenment-373761584).


New ACFs

Arcane Focus
Replaces: At levels 7 and 13, you no longer choose an additional damage type for your arcane blast.
Benefits: At level 7, you ignore 1 point of energy resistance per caster level on any target you damage with your arcane blast. The energy resistance must be the same type as the damage your arcane blast deals. If your energy type normally reduced damage to objects (not including hardness), ignore that reduction.
At level 13, no more than half your damage can be reduced by any source, including hardness and energy immunity.
Special: You cannot take the Elemental Blast feat if you take this class feature.

Wild Sorcerer
Replaces: At level 1, you do not gain arcane blast. You also no longer gain additional damage types for your arcane blast at levels 7 and 13.
Benefits: You gain an animal companion as a druid of your sorcerer level - 1.

New Feats

Illusionist
Prerequisites: Capable of casting 1st-level spells
Benefits: When casting an illusion spell with a duration of concentration or a non-instantaneous duration less than 1 min./level, you may change its duration to 1 min./level (D). In addition, add the following spells to your spell book or spells known for all classes you are capable of casting spells from.
1st—silent image
2nd—minor image
3rd—major image
4th—hallucinatory terrain
5th—mirage arcana
6th—programmed image, permanent image
should probably do something 7-9...

Summoner
Prerequisites: Capable of casting 1st-level spells
Benefits: When casting a conjuration (summoning) spell with a duration less than 1 min./level, you may change its duration to 1 min./level (D). In addition, add the following spells to your spell book or spells known for all classes you are capable of casting spells from.
1st—summon monster I, summon nature's ally I
2nd—summon monster II, summon nature's ally II
3rd—summon monster III, summon nature's ally III
4th—summon monster IV, summon nature's ally IV
5th—summon monster V, summon nature's ally V
6th—summon monster VI, summon nature's ally VI
7th—summon monster VII, summon nature's ally VII
8th—summon monster VIII, summon nature's ally VIII
9th—summon monster IX, summon nature's ally IX

Necromancer
Prerequisites: Capable of casting 1st-level spells
Benefits: Necromancy spells you cast which raise or create undead have one tenth of the cost. In addition, add the following spells to your spell book or spells known for all classes you are capable of casting spells from.
1st—skull watch
2nd—ghoul gauntlet
3rd—animate dead
4th—create undead
5th—create greater undead
6th—plague of undead
should probably do something 7-9...

Arcane Weaponry
Prerequisites: Arcane Blast
Benefits: You can use your arcane blast in conjunction with a weapon you wield. If you do, you may either change the damage the weapon deals to the damage your arcane blast deals (including type), or you can change the damage type of the weapon to the type of your arcane blast.
Alternatively, you can use arcane blast as a melee touch attack instead of a ranged touch attack. You may use your Dexterity modifier in place of your Strength modifier for this attack.
Special: This cannot be used in conjunction with the Area Blast feat.

Sorcerous Blast
Prerequisites: Arcane Blast
Benefits: The damage of your arcane blast becomes 1d6 / level. In addition, you may use arcane blast as an attack action, instead of a standard action. This does not work with effects that let you make multiple attack rolls with a single attack action (such as fighting with two weapons), but it does include extra attacks gained from extra effects such as haste.

Elemental Blast
Prerequisites: Arcane Blast
Benefits: Instead of choosing a single energy type at levels 1, 7, and 13, you gain access to all 4 energy types when you take this feat. At level 7, you instead gain the ability to mix two energy types into a single arcane blast. The arcane blast deals half of its damage as each type, and only half of an opponent's energy resistance applies to either damage source. At level 13, you can do this with 3 energy types. Do the math yourself -- don't make your DM throw a book at you.
Special: You cannot take this feat if you have the Arcane Focus alternate class feature.

Pure Arcana
Prerequisites: Arcane Blast
Benefits: You can choose to make damage from your arcane blast untyped. You may also choose to give your arcane blast any descriptor (such as [Cold]) that you know, despite the damage not fitting that descriptor.

Vicious Blast
Prerequisites: Arcane Blast
Benefits: Depending on the damage type of your arcane blast, your target will also suffer a status condition. They only suffer this condition if they take damage from the arcane blast:
Fire: The target is pushed 10' away from your or the source of the blast (whichever is more applicable). If their Fortitude Save or size modifier to grapple checks is greater than your caster level, they are pushed half the distance. If they have a Tumble check of at least your caster level, they are pushed half the distance. If they spend an immediate action, they are pushed half the distance but are treated as having used their 5 foot step next turn. Round down to the nearest 5 feet.
Cold: The target is slowed for 1 round, as per the spell. If they are under a dismiss-able effect that increases their move speed or grants them extra actions, they can choose to end that effect to negate the slow.
Electricity: The target is entangled for 1 round, as per the spell. If they attempt to cast a spell but their caster level is higher than yours, they do not need to make the Concentration check. If they have more hit dice than your caster level, their move speed is not halved.
Acid: The target is blinded for 1 round. Any ally within melee range can spend a move action to remove t
his condition.

Area Blast
Prerequisites: Arcane Blast
Benefits: You can alter your arcane blast to form a variety of shapes. Instead of requiring you to make a ranged touch attack, these require a Reflex Save, DC 10 + 1/2 level + your Dexterity or Charisma modifier.
A cone up to your arcane blast range increment
A burst up to 20' centered within your arcane blast range increment
A line up to twice your arcane blast range increment

Distance Blast
Prerequisites: Arcane Blast
Benefits: The range increment for your arcane blast increases to 50' + 10' per sorcerer level.

Doom Blast
Prerequisites: Arcane Blast, Vicious Blast
Benefits: When you damage a target with your arcane blast, they must make a saving throw or suffer depending on the damage type. The DC for the saving throw is 10 + 1/2 level + your Charisma modifier.
Fire: They must make a Will Save or become dazed for 1 round.
Cold: They must make a Fortitude Save or become immobilized, entangled, and slowed (as the spell) for 1 round.
Electricity: They must make a Fortitude Save or become stunned for 1 round.
Acid: They must make a Reflex Save or become blinded and nauseated for 1 round.

Hamste
2013-11-29, 08:05 AM
I really like this class particularly the spell likes. It gives you several buff spells that you otherwise wouldn't have learned due to spells known.

A note there is still an eldritch blast instead or arcane blast under the arcane blast entry and a few of the higher level features do not include the 1 in front of the explanation so it says that it is gained at 4th and 7th level as opposed to 14th and 17th. Also the table lists celerity at 20th level but I don't see an explanation for it.

nonsi
2013-11-29, 09:12 AM
Spell Power: At 3rd level, the sorcerer gets a +1 bonus to save DCs of spells he casts, a +1 bonus to caster level, and 1 extra spell slot of every spell level he is capable of casting.

At 9th, 15th, and 19th levels, these bonuses all increase by 1.


Maybe I'm missing something here, but wouldn't it be simpler to just give the Sorcerer a few more spell slots and spread them evenly rather than granting them in bursts?
I mean, that's what Fundamentals+ are for.


Detect Disease appears both on Fundamentals and Principals.
Is this intentional?


What's the point in Feather Fall if it takes 1 minute to cast?




All in all, not bad at all.

I'd give it access to 1st level spells at 1st level, put Fundamentals at 2nd (for uniformity's sake), grant it 7th level spells at 19th and Arcane Grandmastery at 20th.

Other than that, seems solid to me.
A lot of goodies for those that stay true to the class and far less to those that ditch in the middle.


One thing that really irks the eye is that Arcane Blast can do only a single type of damage.
I'm guessing you'd allow more damage types via feats, but it seems like an unjust tax.
If you hand out bonus feats, don't shoehorn players to burn them on things that should be intrinsic (you know that no player would settle for a single damage type). Save those for special damage types (acid/sonic/positive/force...) and grant the other two along the way... or just grant additional damage types starting at 4th and each 3 levels thereafter.


As for Hover - seems fine to me if this was a 1st level spell.


And if you're thinking of a Wizard ACF - remember that one should be using a grimoire - at least for some of the spells.

nonsi
2013-11-29, 09:21 AM
An arcane blast is the equivalent of a spell of the highest level a sorcerer can cast.

IIRC, this will prevent one from being able to meta-SLA it.
Is this intentional?

If so, you could base its level on the selected damage type (as I proposed above).

Ilorin Lorati
2013-11-29, 11:10 AM
Maybe I'm missing something here, but wouldn't it be simpler to just give the Sorcerer a few more spell slots and spread them evenly rather than granting them in bursts?
I mean, that's what Fundamentals+ are for.

He's using the default 6-circle caster progressions in the table, so I think this works fine. If you know how bard progresses it's spells, you know how this does by default, and this gets its bonus spelled out explicitly.

Just to Browse
2013-11-29, 04:29 PM
Spoilered because huge



I really like this class particularly the spell likes. It gives you several buff spells that you otherwise wouldn't have learned due to spells known.My first response is kind words. Feeling good!


A note there is still an eldritch blast instead or arcane blast under the arcane blast entryFixed.


and a few of the higher level features do not include the 1 in front of the explanation so it says that it is gained at 4th and 7th level as opposed to 14th and 17th.Agh, and text trumps table too. Fixed.


Also the table lists celerity at 20th level but I don't see an explanation for it.Ah, crap. I'll add this in.

Credit to you.


Maybe I'm missing something here, but wouldn't it be simpler to just give the Sorcerer a few more spell slots and spread them evenly rather than granting them in bursts?
I mean, that's what Fundamentals+ are for.Well the casting directly reflects bard progression (as osagasu said), which was nice for me because copypasta. But the reason I want to do this is because it encourages taking extra levels in sorcerer. You could prestige out for advanced casting and free metamagic from incantatrix or whatever, but sticking to your base class gives you a bunch of goodies that you can't access otherwise.


Detect Disease appears both on Fundamentals and Principals.
Is this intentional?Ach, I forgot about that. Issue a hotfix, but I'll probably get rid of Detect Disease as a fundamental and give Detect Poison something extra.


What's the point in Feather Fall if it takes 1 minute to cast?A very good point. This should be an exception, and is now noted as such.


All in all, not bad at all.Thank you, sir. I strive to please.


I'd give it access to 1st level spells at 1st level, put Fundamentals at 2nd (for uniformity's sake), grant it 7th level spells at 19th and Arcane Grandmastery at 20th.Right now it's at the bard's wonky 2/3-casting, and while it's strange, I value the uniformity there more than a logical casting progression.

I also don't think 7th level spells and Arcane Grandmastery would be worth the effort to write them.


Other than that, seems solid to me.
A lot of goodies for those that stay true to the class and far less to those that ditch in the middle.That's good. I really wanted to discourage abusing breakpoints.


One thing that really irks the eye is that Arcane Blast can do only a single type of damage.
I'm guessing you'd allow more damage types via feats, but it seems like an unjust tax.
If you hand out bonus feats, don't shoehorn players to burn them on things that should be intrinsic (you know that no player would settle for a single damage type). Save those for special damage types (acid/sonic/positive/force...) and grant the other two along the way... or just grant additional damage types starting at 4th and each 3 levels thereafter.My thought here was that I'd give some basic blasting that sorcerers need at low levels since they don't have many spells, and then give strong horizontal feat support to the blasting. This way, sorcerers have a minimum level of competence that's better than a crossbow at any level, but if they specialize in one aspect or another (spellcasting, arcane blasting) the aspect they neglect will be noticeably weaker. I really want to make players aware of the potential gulf they can create between their foci, and highlight the differences between a focused blaster and a focused caster. Do you still think it's necessary?


As for Hover - seems fine to me if this was a 1st level spell.I was a bit worried about players using it to circumvent pressure-plate traps and large bodies of water, which is why I stuck it a little further out. Do you still think it's OK?


And if you're thinking of a Wizard ACF - remember that one should be using a grimoire - at least for some of the spells.Indeed, indeed. I'm still working out spellbook casting and utility access in my head.


IIRC, this will prevent one from being able to meta-SLA it.
Is this intentional?

If so, you could base its level on the selected damage type (as I proposed above).I did it mostly so the SLA wouldn't whiff on things like globe of invulnerability, because that just feels bad. The loss of meta-SLAs I don't mourn all that much, because I plan on adding specific arcane blast feat support.

I don't want to base it off selected damage types, because (from an example) a powerful sorcerer's arcane blast should be equally reflective of how strong he is no matter what kind of blast he chooses.

Credit to you. Thank you for the lengthy critique.

nonsi
2013-11-29, 05:32 PM
Right now it's at the bard's wonky 2/3-casting, and while it's strange, I value the uniformity there more than a logical casting progression.

My point is that right now, this guy is your suggested primary arcane spellcaster. Makes no sense that it wouldn't have access to 1st level spells at 1st class level while divine casters do.




I also don't think 7th level spells and Arcane Grandmastery would be worth the effort to write them.

Because it's level 19, or because you haven't got something worthwhile cooked up?
If it's the former, then I think a near-epic character should have a big gun or two at hand (remember that the game breakers are the top 2 SLs, so no problem there).
If it's the latter, then I'm counting on your ingenuity to come up with something worthwhile. Just give it time.




My thought here was that I'd give some basic blasting that sorcerers need at low levels since they don't have many spells, and then give strong horizontal feat support to the blasting. This way, sorcerers have a minimum level of competence that's better than a crossbow at any level, but if they specialize in one aspect or another (spellcasting, arcane blasting) the aspect they neglect will be noticeably weaker. I really want to make players aware of the potential gulf they can create between their foci, and highlight the differences between a focused blaster and a focused caster. Do you still think it's necessary?

Then at least grant the other two at levels 7 & 13. Having two/three damage types to choose from is a bare minimum at those levels, not luxury.

If you also move fundamentals to 2nd level, then this would reduce the empty levels down to 3 (4, 10 & 16). seems more elegant to me.




I was a bit worried about players using it to circumvent pressure-plate traps and large bodies of water, which is why I stuck it a little further out. Do you still think it's OK?

That's one out of many spells to choose from.
If that's what a player chooses for his character's shtick - let them.
One wouldn't spam it anyway, because trapdoors on the floor is not something so common as to justify squandering one's resources to always having it on.




I did it mostly so the SLA wouldn't whiff on things like globe of invulnerability, because that just feels bad. The loss of meta-SLAs I don't mourn all that much, because I plan on adding specific arcane blast feat support.

I'm not sure I follow you. You're saying that one could mount Globe of Invulnerability onto Arcane Blast?
Because the other option is that it would be blocked by Globe of Invulnerability due to low level equivalence, but you also said that "An arcane blast is not subject to spell resistance", so the conclusion is that it functions much like Evocation effects - meaning stuff like Globe of Invulnerability has no effect on Arcane Blast anyway.
. . .
Or is it something else?




I don't want to base it off selected damage types, because (from an example) a powerful sorcerer's arcane blast should be equally reflective of how strong he is no matter what kind of blast he chooses.

If one uses fire vs. a fire-immune target (due to no other option available at the given moment), then it doesn't really matter what the character's power level is. It might as well be zero.

Just to Browse
2013-11-29, 07:06 PM
My point is that right now, this guy is your suggested primary arcane spellcaster. Makes no sense that it wouldn't have access to 1st level spells at 1st class level while divine casters do.I mean, it also "makes no sense" that he wouldn't get 9's while divine casters do. I'm willing to make that seemingly-dissonant trade, and when I get around to rewriting the cleric/paladin he'll look very similar.


Because it's level 19, or because you haven't got something worthwhile cooked up?
If it's the former, then I think a near-epic character should have a big gun or two at hand (remember that the game breakers are the top 2 SLs, so no problem there).It's the former, but I'm not concerned about game-breaking spells as much as I am bothered that it's a waste of space and effort. Even level 17 is pushing the limit of what people normally play, so I don't really want to spend time writing and discussing stuff in an area that just won't see play at all. At least there's a chance that a level 1 sorcerer will be used in my home games.


Then at least grant the other two at levels 7 & 13. Having two/three damage types to choose from is a bare minimum at those levels, not luxury.All right, I agree. I'll add it in.


If you also move fundamentals to 2nd level, then this would reduce the empty levels down to 3 (4, 10 & 16). seems more elegant to me.Empty levels are when you gain spell levels. Putting other things in there is over-stuffing it, I'd say.


That's one out of many spells to choose from.
If that's what a player chooses for his character's shtick - let them.
One wouldn't spam it anyway, because trapdoors on the floor is not something so common as to justify squandering one's resources to always having it on.Agreed. The level will change.


I'm not sure I follow you. You're saying that one could mount Globe of Invulnerability onto Arcane Blast?
Because the other option is that it would be blocked by Globe of Invulnerability due to low level equivalence, but you also said that "An arcane blast is not subject to spell resistance", so the conclusion is that it functions much like Evocation effects - meaning stuff like Globe of Invulnerability has no effect on Arcane Blast anyway.
. . .
Or is it something else?Are you sure globe only blocks things subject to SR? I'm looking at the entry and I don't see anything to suggest that.


If one uses fire vs. a fire-immune target (due to no other option available at the given moment), then it doesn't really matter what the character's power level is. It might as well be zero.Maybe I missed what you were saying. I thought you were implying that if I included different damage types, those damage types should come with their own spell level (like fire being level 1, cold being level 2, etc). Is that what you were saying?

nonsi
2013-11-30, 02:12 AM
I mean, it also "makes no sense" that he wouldn't get 9's while divine casters do. I'm willing to make that seemingly-dissonant trade, and when I get around to rewriting the cleric/paladin he'll look very similar.

And what's to become of the Bard then?




It's the former, but I'm not concerned about game-breaking spells as much as I am bothered that it's a waste of space and effort. Even level 17 is pushing the limit of what people normally play, so I don't really want to spend time writing and discussing stuff in an area that just won't see play at all. At least there's a chance that a level 1 sorcerer will be used in my home games.

I get what you're saying.
I personally never got the chance to play at levels 19+, but there are those that lingered on enough to get there, and some groups start high to taste the high powers.
And just for fairness, a lot of goodies come at 7th SL that don't break the game - and given this will amout to less than 10% the effort you've already invested in this class, I'd at least ponder the option of adding 7th SL in the aftermath.




Are you sure globe only blocks things subject to SR? I'm looking at the entry and I don't see anything to suggest that.

Right, but IIRC (hope I got it correct), Evocation effects are not even blocked by A-M, which hints that once they're triggered, the effects themselves are no longer considered magical (much like a bonfire, a blizzard and a natural lightning bolt are not magical).




Maybe I missed what you were saying. I thought you were implying that if I included different damage types, those damage types should come with their own spell level (like fire being level 1, cold being level 2, etc). Is that what you were saying?

If you remember from my DFD, certain damage typed were available at certain class levels.
Maybe you could group them in a similar way.
And if one took any of the other 2 via feats at early levels, then they could regard levels 7 & 13 as feat slots for damage types only (acid at 7th and sonic at 13th could work ok, I guess).

Just to Browse
2013-11-30, 02:32 AM
And what's to become of the Bard then?I'm still thinking about that one. Get back to you in like 10 years.


I get what you're saying.
I personally never got the chance to play at levels 19+, but there are those that lingered on enough to get there, and some groups start high to taste the high powers.
And just for fairness, a lot of goodies come at 7th SL that don't break the game - and given this will amout to less than 10% the effort you've already invested in this class, I'd at least ponder the option of adding 7th SL in the aftermath.I'll think about it, I just don't feel motivated to put work into that when I could juice up some arcane feats instead. We'll see.


Right, but IIRC (hope I got it correct), Evocation effects are not even blocked by A-M, which hints that once they're triggered, the effects themselves are no longer considered magical (much like a bonfire, a blizzard and a natural lightning bolt are not magical).Hm, this isn't a rule I've heard of or recognize. I don't think it's true.

EDIT: I came back to this class, hunted for the rule, haven't found it.


If you remember from my DFD, certain damage typed were available at certain class levels.
Maybe you could group them in a similar way.
And if one took any of the other 2 via feats at early levels, then they could regard levels 7 & 13 as feat slots for damage types only (acid at 7th and sonic at 13th could work ok, I guess).OK, I think I understand what you're saying better. What I thought you said was (for example) fire blasts would be level 1 if they were obtained at level 1 and lightning blasts would be level 4 if they were obtained at level 7, etc.

But you're actually just reinforcing the idea that the sorcerer needs a toolbox for his arcane blasts or else they won't matter at all? I can agree with that.