brian c
2007-05-03, 01:17 AM
Alright, this is my re-take on the Sorceror class for my campaign. I kinda brainstormed a little over in the General Gaming/D&D forum, but this is an updated version. One of the important things to know is that I'm having Wizards still use spell slots (as normal) but Sorcerors use spellpoints. I know that some of my adjustments might require the number of spellpoints to be recalibrated, but I'm still working on that. Also, all arcane magic started with dragons, so all sorcerors are related to them somewhat closely. I changed some of the standard dragon alignments and energies, I know. This is a somewhat more high-powered world than usual, probably on par with FR, so please don't tell me right away that it's overpowered, it should be, but it shouldn't be broken. Anyways, please tell me what you think; I tried to get a good flavor first and then figure out the mechanics, and like I said it's pretty strong. If there's anything odd that I forgot to mention, also let me know. Anything that isn't mentioned (hit die, skills, etc) is unchanged from the Sorc in PHB.
Sorcerer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special
1st|
+0|
+0|
+0|
+2|Eschew Materials, Magical Blood
2nd|
+1|
+0|
+0|
+3|Ancestral Knowledge +2
3rd|
+1|
+1|
+1|
+3|Arcane Exhaustion
4th|
+2|
+1|
+1|
+4|Elemental familiarity -1
5th|
+2|
+1|
+1|
+4|Shield 1/day
6th|
+3|
+2|
+2|
+5|Bloodline ability
7th|
+3|
+2|
+2|
+5|Hurried Metamagic
8th|
+4|
+2|
+2|
+6|Ancestral Knowledge +4, Elemental familiarity -2
9th|
+4|
+3|
+3|
+6|Improved Arcane Exhaustion
10th|
+5|
+3|
+3|
+7|Shield 2/day, Bloodline ability
11th|
+5|
+3|
+3|
+7|Greater Shield +6
12th|
+6/+1|
+4|
+4|
+8|Elemental familiarity -3
13th|
+6/+1|
+4|
+4|
+8|Greater Hurried Metamagic
14th|
+7/+2|
+4|
+4|
+9|Ancestral Knowledge +6, Bloodline ability
15th|
+7/+2|
+5|
+5|
+9|Shield 3/day
16th|
+8/+3|
+5|
+5|
+10|Elemental familiarity -4
17th|
+8/+3|
+5|
+5|
+10|Greater Arcane Exhaustion
18th|
+9/+4|
+6|
+6|
+11|Bloodline ability
19th|
+9/+4|
+6|
+6|
+11|Greater Shield +8
20th|
+10/+5|
+6|
+6|
+12|Ancestral Knowledge +8[/table]
Abilities
Eschew Materials: At 1st level, a Sorceror gains the feat Eschew Materials as a bonus feat.
Magical Blood: At 1st level, a Sorceror must designate a dragon heritage which explains his inherent magical abilities. The Dragons, alignments, and associated elements are:
{table=head]Dragon Color|Element|Alignment|Other allowed alignments
Brass|
Fire|
CG|
CN, NG
Black|
Fire|
CE|
CN, NE
Copper|
Acid|
CG|
CN, NG
Green|
Acid|
CE|
CN, NE
Silver|
Cold|
LG|
LN, NG
White|
Cold|
LE|
LN, NE
Gold|
Fire|
LG|
LN, NG
Red|
Fire|
CE|
CN, NE
Bronze|
Electricity|
LG|
LN, NG
Blue|
Electricity|
LE|
LN, NE[/table]
Sorcerors gain a +2 to all diplomacy checks with Dragons of their type. This ability does not make the sorceror considered to have Dragon blood for the purposes of any feat, special ability or racial bonus. If the sorceror is a Half-Dragon, his dragon heritage must be the same as the type of his dragon parent.
Ancestral Knowledge: At 2nd level, Sorcerors gain a +2 competence bonus to Knowledge(Arcana) due to their magical abilities. This bonus increases by +2 every six additional levels.
Arcane Exhaustion: A sorceror may in times of need use more magical energy than is normally possible. At 3rd Level and above, a sorceror gains an extra pool of spell points equal to his constitution modifier plus half his sorceror level, rounded down. If any of these spell points are used, the sorceror is exhausted for the rest of the day. Spells and abilities which normally would reduce or eliminate exhaustion do not work for this effect; the sorceror can only become fully energized again by resting. At 9th level, the sorceror learns to master this ability so that he is only fatigued after using it. These spellpoints do not regenerate every day as normal spellpoints do; after being used they regenerate at a rate per day equal to 1 + the sorceror's constitution modifier, minimum of 1 per day.
Bloodline Ability: At 6th, 10th , 14th and 18th levels, a sorceror can choose one of the abilities below:
Elemental Power: Whenever the sorceror's spell does damage of the favored element to any creature or object with resistance, treat that resistance as 5 lower than it actually is, to a minimum of 0. This ability can be taken a second time, so that resistance is treated as 10 points lower than it actually is (still to a minimum of 0).
Improved Metamagic: The sorceror masters his ability to use metamagic feats with his spells. Any spell with a metamagic feat only costs 2 additional spellpoints instead of 3 (after the increase for the metamagic feat itself). This ability can be taken a second time to lower the metamagic cost to 1 additional spell point.
Flight: A sorceror's innate magic sometimes is manifested by the power to fly. A sorceror who selects this ability gains a spell-like ability similar to the spell Fly. This ability lets the sorceror fly for a number of rounds equal to 1 + his sorceror level / 2 per day (rounded down). This duration includes the round in which the ability is activated, and can be split into several uses for the day. A 17th level sorceror with the Flight ability could fly once for four rounds, then again for three rounds, then again for one round. The ability ends as the spell Fly would, with the sorceror drifting slowly to the ground, whether the sorceror chose to end his flight or if the daily duration is met. Activating this ability is a move action.
Draconic Feat: A sorceror may choose to select any Draconic feat instead of one of these abilities. This option may be chosen multiple times.
Element Familiarity: At 4th level, a Sorceror's familiarity with his associated element allows him to spend less energy casting spells with that descriptor. He spends one less spell point on each casting of a spell with the elemental descriptor matching his associated Dragon's element. This benefit increases to -2 at 8th level, to -3 at 12th level, and to -4 at 16th level. The minimum number of spell points used to cast any spell is still 1, except for Level 0 spells which still cost 0 points.
Shield: Starting at 5th level, a sorceror can spontaneously protect himself from harm. As an immediate action (during anyone's turn, not just his own) a sorceror can use an effect similar to the spell Shield as a spell-like ability. This Shield functions only until the next attack on the sorceror has been resolved, or until the end of the round, whichever is first. If a sorceror shields himself and is not attacked in that round, it still counts as use of the ability. Like the spell, it grants +4 AC and protection from magic missile spells. The sorceror gains additional uses of this ability at 10th and 15th levels. At 11th level, the AC bonus granted by the Shield ability increases to +6, and at 19th level it increases to +8
Hurried Metamagic: Beginning at 7th level, sorcerors can cast a metamagic spell without increasing the casting time. All spells take the same amount of time to cast, whether there was a metamagic feat applied or not. This does not apply to the metamagic feat Quicken Spell. At 13th level, the sorceror gains the ability to use the Quicken Spell metamagic feat to reduce the casting time of a spell.
Greater Arcane Exhaustion: At 17th level, the sorceror gains another extra pool of spell points equal to his constitution modifier plus half his sorceror level. These spell points can be used if the first pool of spell points is empty (or in conjunction with those points to cast a single spell). If the sorceror uses any of these points, he is dropped to -1 hitpoints, unconscious and dying after the spell is cast. If the sorceror is then healed to consciousness, or if he has any feat or ability that allows him to remain conscious at negative hitpoints, he is considered fatigued because of the usage of his first bonus pool. These regenerate at the same rate as the first bonus pool.
Sorcerer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special
1st|
+0|
+0|
+0|
+2|Eschew Materials, Magical Blood
2nd|
+1|
+0|
+0|
+3|Ancestral Knowledge +2
3rd|
+1|
+1|
+1|
+3|Arcane Exhaustion
4th|
+2|
+1|
+1|
+4|Elemental familiarity -1
5th|
+2|
+1|
+1|
+4|Shield 1/day
6th|
+3|
+2|
+2|
+5|Bloodline ability
7th|
+3|
+2|
+2|
+5|Hurried Metamagic
8th|
+4|
+2|
+2|
+6|Ancestral Knowledge +4, Elemental familiarity -2
9th|
+4|
+3|
+3|
+6|Improved Arcane Exhaustion
10th|
+5|
+3|
+3|
+7|Shield 2/day, Bloodline ability
11th|
+5|
+3|
+3|
+7|Greater Shield +6
12th|
+6/+1|
+4|
+4|
+8|Elemental familiarity -3
13th|
+6/+1|
+4|
+4|
+8|Greater Hurried Metamagic
14th|
+7/+2|
+4|
+4|
+9|Ancestral Knowledge +6, Bloodline ability
15th|
+7/+2|
+5|
+5|
+9|Shield 3/day
16th|
+8/+3|
+5|
+5|
+10|Elemental familiarity -4
17th|
+8/+3|
+5|
+5|
+10|Greater Arcane Exhaustion
18th|
+9/+4|
+6|
+6|
+11|Bloodline ability
19th|
+9/+4|
+6|
+6|
+11|Greater Shield +8
20th|
+10/+5|
+6|
+6|
+12|Ancestral Knowledge +8[/table]
Abilities
Eschew Materials: At 1st level, a Sorceror gains the feat Eschew Materials as a bonus feat.
Magical Blood: At 1st level, a Sorceror must designate a dragon heritage which explains his inherent magical abilities. The Dragons, alignments, and associated elements are:
{table=head]Dragon Color|Element|Alignment|Other allowed alignments
Brass|
Fire|
CG|
CN, NG
Black|
Fire|
CE|
CN, NE
Copper|
Acid|
CG|
CN, NG
Green|
Acid|
CE|
CN, NE
Silver|
Cold|
LG|
LN, NG
White|
Cold|
LE|
LN, NE
Gold|
Fire|
LG|
LN, NG
Red|
Fire|
CE|
CN, NE
Bronze|
Electricity|
LG|
LN, NG
Blue|
Electricity|
LE|
LN, NE[/table]
Sorcerors gain a +2 to all diplomacy checks with Dragons of their type. This ability does not make the sorceror considered to have Dragon blood for the purposes of any feat, special ability or racial bonus. If the sorceror is a Half-Dragon, his dragon heritage must be the same as the type of his dragon parent.
Ancestral Knowledge: At 2nd level, Sorcerors gain a +2 competence bonus to Knowledge(Arcana) due to their magical abilities. This bonus increases by +2 every six additional levels.
Arcane Exhaustion: A sorceror may in times of need use more magical energy than is normally possible. At 3rd Level and above, a sorceror gains an extra pool of spell points equal to his constitution modifier plus half his sorceror level, rounded down. If any of these spell points are used, the sorceror is exhausted for the rest of the day. Spells and abilities which normally would reduce or eliminate exhaustion do not work for this effect; the sorceror can only become fully energized again by resting. At 9th level, the sorceror learns to master this ability so that he is only fatigued after using it. These spellpoints do not regenerate every day as normal spellpoints do; after being used they regenerate at a rate per day equal to 1 + the sorceror's constitution modifier, minimum of 1 per day.
Bloodline Ability: At 6th, 10th , 14th and 18th levels, a sorceror can choose one of the abilities below:
Elemental Power: Whenever the sorceror's spell does damage of the favored element to any creature or object with resistance, treat that resistance as 5 lower than it actually is, to a minimum of 0. This ability can be taken a second time, so that resistance is treated as 10 points lower than it actually is (still to a minimum of 0).
Improved Metamagic: The sorceror masters his ability to use metamagic feats with his spells. Any spell with a metamagic feat only costs 2 additional spellpoints instead of 3 (after the increase for the metamagic feat itself). This ability can be taken a second time to lower the metamagic cost to 1 additional spell point.
Flight: A sorceror's innate magic sometimes is manifested by the power to fly. A sorceror who selects this ability gains a spell-like ability similar to the spell Fly. This ability lets the sorceror fly for a number of rounds equal to 1 + his sorceror level / 2 per day (rounded down). This duration includes the round in which the ability is activated, and can be split into several uses for the day. A 17th level sorceror with the Flight ability could fly once for four rounds, then again for three rounds, then again for one round. The ability ends as the spell Fly would, with the sorceror drifting slowly to the ground, whether the sorceror chose to end his flight or if the daily duration is met. Activating this ability is a move action.
Draconic Feat: A sorceror may choose to select any Draconic feat instead of one of these abilities. This option may be chosen multiple times.
Element Familiarity: At 4th level, a Sorceror's familiarity with his associated element allows him to spend less energy casting spells with that descriptor. He spends one less spell point on each casting of a spell with the elemental descriptor matching his associated Dragon's element. This benefit increases to -2 at 8th level, to -3 at 12th level, and to -4 at 16th level. The minimum number of spell points used to cast any spell is still 1, except for Level 0 spells which still cost 0 points.
Shield: Starting at 5th level, a sorceror can spontaneously protect himself from harm. As an immediate action (during anyone's turn, not just his own) a sorceror can use an effect similar to the spell Shield as a spell-like ability. This Shield functions only until the next attack on the sorceror has been resolved, or until the end of the round, whichever is first. If a sorceror shields himself and is not attacked in that round, it still counts as use of the ability. Like the spell, it grants +4 AC and protection from magic missile spells. The sorceror gains additional uses of this ability at 10th and 15th levels. At 11th level, the AC bonus granted by the Shield ability increases to +6, and at 19th level it increases to +8
Hurried Metamagic: Beginning at 7th level, sorcerors can cast a metamagic spell without increasing the casting time. All spells take the same amount of time to cast, whether there was a metamagic feat applied or not. This does not apply to the metamagic feat Quicken Spell. At 13th level, the sorceror gains the ability to use the Quicken Spell metamagic feat to reduce the casting time of a spell.
Greater Arcane Exhaustion: At 17th level, the sorceror gains another extra pool of spell points equal to his constitution modifier plus half his sorceror level. These spell points can be used if the first pool of spell points is empty (or in conjunction with those points to cast a single spell). If the sorceror uses any of these points, he is dropped to -1 hitpoints, unconscious and dying after the spell is cast. If the sorceror is then healed to consciousness, or if he has any feat or ability that allows him to remain conscious at negative hitpoints, he is considered fatigued because of the usage of his first bonus pool. These regenerate at the same rate as the first bonus pool.