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    SwashbucklerGuy

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    Default True Sorcerer (Modified Sorcerer Class)

    I dislike the way sorcerers work in standard dnd. To me, they seem completely overshadowed by their studious counterparts, the wizards. Sure they can spont cast, but they suffer a lot for that capability. They can't quicken. Metamagicking is a full-round action. They recieve no bonus feats. What do they get? Spont casting and 2 more slots per spell level (unless of course the wizard is a specialist). I also dislike slot-based magic as a general rule, and I don't really care for a spell point system.

    So because of all these things, I propose a new version of the sorcerer. He no longer has spell slots. Instead each spell is an effort to cast, potentially draining the very life force of the caster. Repeated casting taxes the sorcerer even more putting him at greater risks. The cautious sorcerer will always have his spells ready. The reckless sorcerer will end up dead at the end of a trail of bodies.

    Table: The Sorcerer and Spells Known
    {table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Summon Familiar|4|2

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    ||5|2

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    ||5|3

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    ||6|3|1

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    ||7|4|2

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    ||7|4|2|1

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    ||7|5|3|2

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    ||8|5|3|2|1

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    ||8|5|4|3|2

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    ||9|5|4|3|2|1

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    ||9|5|5|4|3|2

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    ||9|5|5|3|3|2|1

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    ||9|5|5|4|4|3|2

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    ||9|5|5|4|4|3|2|1

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    ||9|5|5|4|4|4|3|2

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    ||9|5|5|4|4|4|3|2|1

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    ||9|5|5|4|4|4|3|3|2

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    ||9|5|5|4|4|4|3|3|2|1

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    ||9|5|5|4|4|4|3|3|3|2

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    ||9|5|5|4|4|4|3|3|3|3[/table]

    Table: Overcast Effects

    {table=Head]Failed By|Effect
    < 5|-1 penalty to all rolls
    5 to 9|-spell level to all rolls
    10 to 14|1d6 temporary CON damage
    15 to 19|1d8 temporary CON damage
    20 to 24|1d10 temporary CON damage
    25 to 29|1d12 temporary CON damage
    30 +|Death[/table]





    Game Rule Information

    Sorcerers have the following game statistics

    Abilities: Charisma determines how powerful a spell a sorcerer can cast, the number of bonus spells, and how hard those spells are to resist. A high Constitution makes spell casting less dangerous and increases the rapid casting capability of a sorcerer. Like a wizard, a sorcerer benefits from high a Dexterity score.

    Alignment: Any.

    Hit Die: d4.



    Class Skills

    The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int modifier) × 4.

    Skill Points at Each Additional Level: 2 + 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 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.

    Unlike other spellcasters, a sorcerer is not limited in how many spells he can cast in a single day. Each time he casts a spell he must make a Fortitude save with a Difficulty Class of 10 + the spell level. Metamagic feats modify the level of a spell normally, up to the level of the highest level spell the Sorcerer knows. Each time he casts a spell, this DC is increased by the level of the spell he just cast. Every round after the spell's duration expires he goes without casting a spell, the DC drops by one, but can never go lower then 10 + spell level. Regardless of the success or failure of the Fortitude save, the spell successfully casts. If the sorcerer fails the save he takes a penalty based on how much he failed by as per Table: Overcast Effects. All penalties and temporary Constitution damage are cumulative. The penalties heal at a rate of 1 per hour and the Constitution damage heals at a rate of 1 per hour of rest. If he rolls a natural 1, he takes 1d4 temporary Constitution damage, in addition to the normal penalties for failing.

    The sorcerer must make this Fort save, even if he would normally be immune to Fort saves. The ability damage bypasses any immunities the sorcerer may have. In cases where the sorcerer has no Constitution, the caster rolls the specified damage. For every two points of Constitution damage the caster would have taken (round up) his maximum health is reduced by 1 per hit die. The caster recovers his these points at a rate equal to his number of hit dice every two hours of rest.


    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. He does not have to decide ahead of time which spells he’ll cast.

    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 sorcerer’s experience point total can never go below 0 as the result of a familiar’s 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.

    (Standard Sorcerer info taken from http://www.d20srd.org)
    Last edited by Wizard_Tom; 2007-01-30 at 02:22 PM. Reason: Updated based on comments
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  2. - Top - End - #2
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    ElfMonkGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Your 14'th level sorcerors could stand to know some 4'th level spells.

    Also, I feel that variety of sorceror desperately needs a strong fortitude save, even if at the cost of a strong will save.

    I mean, if you're going to cast from pure, raw _guts_, then you should have some, I think.

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    SwashbucklerGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Nah, they forget about 4th levels for a while when they hit level 14.

    Just kidding. It's fixed now.
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    PirateGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    So let me see if I understand:

    In round 1 he casts a 4th level spell. DC 14.
    In round 2, if he casts a 5th level spell, that would be DC 19. If however, he does not cast, his "carryover" DC drops to 3, so if he cast that same 5th level spell in round 3, it would be DC 18.

    I'm trying to decide if giving them good Fort saves would make them balanced or overpowered.

    Generally I like it. I've never particularly loved the sorcerer either.

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    SwashbucklerGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Exactly. The saves were designed around the sorcerer's Fort save by default. Modifying his fort save would require modifying the DC for the saves. And keep in mind, the spell is still cast even if he fails the save, it just hurts.
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    SamuraiGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    It seems fairly balanced, and it has the flavour the dnd sorcerer seemed to be trying to reach (using his self as a source of magic). It reminds of the Dragonlance spellcasting, which was rather interesting. Plus, it makes magic a lot less sure (you can always roll a one on your save). Magic becomes a lot more otherworldly and mysterious. It's fun, and it really fits the True Sorcerer. I know it could modify balance, but if Charisma is the source of magic as the spellcasting ability, shouldn't the sorcerer's save to resist the damage be influenced by his Charisma?
    Last edited by Rierdrex; 2007-01-22 at 02:59 PM.

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    SwashbucklerGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    In theory I could use charisma for their saves. I do think Charisma is a little lacking in what it does for them. They don't get bonus spells per day from it, like other classes do. I also like Con being the save stat. I picture them drawing the power with Charisma, but then resisting the strain with their fortitude. I also hate the idea of them having 19 levels of nothing but spells for progression. I think i would like to see some more abilities in that list.
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    Dwarf in the Playground
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    What if you get some sort of item that makes you immune to ability damage?

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    While charisma is their big spellcasting ability, it makes more sense from a balance and a "flavor" standpoint to make Fort saves.

    Any good sorcerer is going to have a high charisma. This variant just makes constitution even more attractive. With a d4 hit die, it already was.


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    SwashbucklerGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Well.. then you get over-confident, start casting spells recklessly and then... oops you just failed by 30... you die. But i can see how that can lead to problems... Undead sorcerers become retarded at that point. Hmmm... this requires some thinking... Hmmm...
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    I like this idea - good spin on the sorcerer class. What if you just make this ability damage bypass immunities? It's not like your sorcerer is being hit by an ability-damaging effect, he's choosing to expend his strength to cast his spells. That seems sufficiently different to warrant bypassing most immunities. Besides, it's silly to let little technicalities like that get in the way of a good idea.

    For undead sorcerers, the spell drains the negative energy sustaining them. They take 1 damage per HD per 2 points of Con damage that they would have taken (same as living sorcerers, unless I screwed up somewhere, but without the added effects of lower Con).
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Quote Originally Posted by Rierdrex View Post
    It reminds of the Dragonlance spellcasting, which was rather interesting.
    Fort save or become exhausted! Of course, just Arcane . I play Divine Spellcasters!

    Also, I think the Call of Cthulhu spells are fun. You're hurt no matter what. And you lose sanity. It's awesome.
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    SwashbucklerGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Actually, I think I'll add rules for dealing with undead. Just HP damage is to weak of a restriction. Damage is easy to recover from. It needs to either lower max HP, or deal damage to another stat... I will throw in the breaks immunities info into the section.
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    SwashbucklerGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Information regarding immunity to ability damage and such added.
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    PirateGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Maybe the Charisma "bonus spells" give them the ability to cast those "bonus spells" for free every day (i.e. without a con check?). That way a low level sorcerer is less at risk from being totally decommissioned by a crappy roll on his first spell...

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    SwashbucklerGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    I like that idea... I'll be adding it now.
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Do you think it would be terribly cruel if the ability damage were to be changed to ability burn (cannot be healed by spells such as Restoration)?
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    You can also use the PhB II Sorcerer variant which trades in the (worthless) familiar to be able to spontaniously cast metamagic without penalty. Give them Eschew materials for free, and you're golden. Then they can get Quicken spell, and all that mess. Then have even more flexability by being able to apply metamagic whenever the sorcerer wants to on any spell he knows.
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    I love this idea, the sorcerer does seem a bit normal, and I've always loved the idea that once you begin using too much magic you begin casting from your life force.

    Seems like they regenerate the DC of the save really fast though, and if they have unlimited number that can be cast per day, all they have to do is wait a couple minutes after each fight and the DC would go down at 10/minute, so they wouldn't expend any energy during relatively easy fights, and DCs are based on what a party could take, expending some portion of their resources for the day.

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Well I just want to say that I registered to these forums pretty much so that I could commend you for your duty. This class is amazingly perfect for the character that I want to play right now. I know this idea has been mulled over for a long time, but thanks for being the one to finally do the dirty work for the bettermeant of us all.

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    You may want to fix the 12th and 13th level spells known table so that your True Sorcerer has some 6th level spells at that point, and a smooth progression.

    Let's see...

    At 1st, you've got a Fort save DC 10 to cast a cantrip, and a
    Fort modifier of +0+Con bonus. 55% (+5% per point of Con bonus) to cast your first cantrip with no ill effects. 20% chance (fails by 1, 2, 3, or 4) of taking a -1 to all rolls (including Fort saves...), a chance of failing but taking no penalty (0th level spell on failing by 5, 6, 7, 8, or 9) modified by Con, and a flat 5% chance of taking 1d4 Con damage.

    For a 1st level spell, that's 50% (+5% per point of Con bonus) to cast with no ill effect. 45% chance (fails by 1, 2, 3, or 4; also 5, 6, 7, 8, or 9 due to it being a 1st level spell; -5% per point of Con bonus) of a -1 penalty to all rolls, a flat 5% chance of taking 1d4 Con damage, and the potential to take 1d6 Con damage. Assuming a Con of 10 (yeah right!) two 1st level spells have the potential to kill the Sorcerer (two nat-1's in a row give:2d4+2d6 Con damage, for an average of 12, minimum of 4, max 20). Two 2's give just 1d6 Con damage.

    With the Eleite array, with a Gnome, 15 in Charisma, 14 in Con, 13 in Dex, at 1st, that's a +3 Con bonus. First spell, DC 11, a roll of 2 gets a 5, failed by 6, -1 penalty to all rolls. Second spell, DC 12, a roll of 2 gets a 4, failed by 8, -2 penalty to all rolls. Third spell, DC 13, a roll of 2 gets a 3, failed by 10, 1d6 Con damage. In most cases, the True Sorcerer will be able to get off about two or three spells per battle in reasonable safety.

    Same character, level 6. +2 Base Save, +2 Amulet of Health (+1 Fort save), +1 Cloak of Resistance, all level boosts going into Charisma. Net Fort save: +7. Casting 3rd level spells. 1st spell, DC 13, a roll of 2 gets a 9, failed by 4, -1 penalty to all rolls. 2nd spell, DC 16, a roll of 2 gets an 8, failed by 8, -3 penalty to all rolls (-4, net). 3rd spell, DC 19, a roll of 2 gets a 5, failed by 14, 1d6 Con damage. In most cases, the True Sorcerer will be able to get off about two or three spells per battle in reasonable safety.

    Same character, level 12. +4 Base save, +4 Amulet of Health (+2 Fort save), +3 Cloak of Resistance, all level boosts going into Charisma. Net Fort Save: +12. Casting 6th level spells. 1st spell, DC 16, a roll of 2 gets a 14, failed by 2, -1 to all rolls. 2nd spell, DC 22, a roll of 2 gets a 13, failed by 9, -6 to all rolls (net -7). 3rd spell, DC 28, a roll of 2 gets a 7, failed by 21, 1d10 Con damage. In most cases, the True Sorcerer will be able to get off about two or three spells per battle in reasonable safety.

    Same Character, level 18. +6 Base save, +6 Amulet of Health (+3 Fort save), +5 CLoak of Resistance, Pale Green Prism Ioun Stone (+1 Fort), Stone of Good Luck (+1 Fort); net Fort save +19. Casting 9th level spells. first, DC 19, roll of 2 passes. 2nd, DC 28, roll of 2 gets a 21, miss by 7, -9 to all rolls. 3rd, DC 37, roll of 2 gets a 12, miss by 25, 1d12 Con damage. In most cases, the True Sorcerer will be able to get off about two or three spells per battle in reasonable safety.

    Outside combat, the True Sorcerer basically can cast at whim. One minute between spells, and the penalty is gone.

    Oh, and a cleric with something from the Restoration line or a Heal makes the Con recovery kinda moot. You may want to turn it into a penalty, rather than damage, to avoid that... especially with your recovery rules that aren't the norm for ability damage.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

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    SwashbucklerGuy

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Thanks for the catch on on the table, it's been fixed. For your suggestion on changing the Con Damage to a penalty, what exactly do you mean? A penalty to Con? I not sure what you're suggesting.
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Quote Originally Posted by Jack_Simth View Post
    Outside combat, the True Sorcerer basically can cast at whim. One minute between spells, and the penalty is gone.

    Oh, and a cleric with something from the Restoration line or a Heal makes the Con recovery kinda moot. You may want to turn it into a penalty, rather than damage, to avoid that... especially with your recovery rules that aren't the norm for ability damage.
    As was pointed out earlier, why not make it ability burn? Ability burn can't be recovered by anything except natural healing (i.e., rest), unless I'm mistaken. That would definitely cut the True Sorc back after failing a casting... or would it be too harsh?


    This class intrigues me. I like the feel of it. I'll have to show this to my DM and see what he thinks about the mechanics. Cool idea.

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Quote Originally Posted by Wizard_Tom View Post
    Thanks for the catch on on the table, it's been fixed. For your suggestion on changing the Con Damage to a penalty, what exactly do you mean? A penalty to Con? I not sure what you're suggesting.
    Right. Like Ray of Enfeeblement, only without the safety measure and explicitly stackable.

    Normally, ability damage heals at a rate of one point per ability score for a full nights rest, or two points per ability score for a full day of rest; a successful Heal check on the part of another doubles that. Well defined rules for the term "ability damage". Yours goes away at one point per hour of rest (so 8 points with a normal night's rest, 24 points with a full day of rest). More in line with an undispellable ability penalty. Cuts down on term confusion if the TS has actual Con damage to go with his class con damage.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    I do appreciate how everyone is attempting to negate powergaming via this class, but keep in mind that that's impossible. OK, some jerk wants to 'win' DnD and make a super powerful character? So what? His DM should just kill him for being so foolish. I think that this class is completely interesting and very very entertaining. Yes if another party member picks up cleric then picks up the spells that will heal your character you may be a bit stronger than normal, but if that cleric picks up buffing spells and casts them on the fighter he gets stronger than normal too doesn't he? I guess I just don't think enough like a power gamer though.
    Personally I don't think that you can quantify all of these things like you are. In my group alone we have 4 players one of whom gets infinite 1s and the other one gets so many 20s that you'd swear the dice is weighted, it's not as we found out by giving it to Dr. 1s. If anything I think that this class is a bit weaker than a wizard. Then again I don't know much of anything.

    Therefore, continue the banter.

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    i, too, think that this class might be overpowered, and i think like a true powergamer. those DMs that make me show them my plan for my chars usually manage to kill them before level 6, because after that it gets really difficult. not to brag, but i am known for making a level 1 cleric (not strength domain, and this is with no spells on) do (1d8+15)X2 damage in a sinlge hit, and he could do so once per round, although with an attack of opportunity from anyone nearby.

    anyway, back to the topic, without a cleric in the party, i think this class would go over pretty well, however, i'd suggest an option of taking 10 (plus fort save, of course) for any spell because i have dice that pretty much roll either all 1's or 20's and there's no bonus for getting over the DC, maybe for every 5 you get over the DC it's 1 less to the DC for the next spell? or maybe this would make a TS cast a high level spell, then a bunch of small ones to lower the DC.

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Quote Originally Posted by Zarincos View Post
    or maybe this would make a TS cast a high level spell, then a bunch of small ones to lower the DC.
    That might not be so bad though. It would sort of be like the "recharge" magic variant, with less bookkeeping because the player would impose it on themselves. That way, it's less prudent to use a bunch of high-level spells, and those low ones get more use. Just a thought, but I think you're on to something.
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    Hrm...I'm thinking that you can only take ten on rolls outside of battle, if not rushed or threatened, as normal for skills. I'm thinking that maybe give them a bit more of a margin of error for spells, since two to three spells won't be enough in difficult battles. Also, I'm thinking of critical hits, or something similar.

    How about, upon rolling a natural 20, a sorcerer is given the option of rolling a number of four-sided dice per spell level and taking non-lethal damage equal to the result. In exchange, the sorcerer can apply the effects of the Maximize Spell metamagic feat. If the spell already had Maximize Spell applied to it, it also counts as being Empowered as the metamagic feat.

    Maybe a bit *too* debilitating, but it is also a big effect. Alternatively, I'm thinking the sorcerer could spontaneously apply one known metamagic feat, assuming that she didn't put all the feats into Great Fortitude. Also, I'm thinking that the sorcerer needs a good Fort save progression.
    Last edited by Eighth_Seraph; 2007-01-24 at 09:26 PM.
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    Default Re: True Sorcerer (Modified Sorcerer Class)

    I would suggest looking at this class <http://boards1.wizards.com/showthread.php?t=683212>
    As it also gathers some of that flavor. And despite its looks, it isn't overpowered, even with incredibly min/maxed builds(I have one on the last page)

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    Default Re: True Sorcerer (Modified Sorcerer Class)

    It's rare to see a homebred or splat book class that isn't irredeemably broken. This is also much better than the recharge magic variant from unearthed arcana (which is a great way turn D&D into dungeon siege). Where this class shines is in a low combat, high role play game where combat is quite rare and usually climatic. In a game like that sorcerers and wizards, who have been balanced with resource management in mind, gain an edge. As a case in point:

    http://www.giantitp.com/comics/oots0145.html

    As recourse management is now per encounter, sorcerers are more balanced (in theory). In return, out of combat you can casually fling spells about without having to worry too much, teleport here, illusionary script there, and generally act like a wizard from a movie who does not have to worry too much about how many spell slots they have left.

    Now for the problems. I just don't like the idea of fort saves being used for something they we're designed for. They're very vulnerable to munching. Compare the pay-off for raising your fort save to the number of spells you can cast to the pay-off for raising your charisma. If I were you, I'd make it a caster level check. Caster level checks are much harder to munch so things are more predicable. Otherwise expect munchkins to have +30 fort saves while n00bs struggle with +6 and 20th level, wondering why the TC isn't working for them.

    The second problem: recovery. I don't mind the speed of the recovery, but it means that you will never have a sorcerer who can't cast all his spells. I like the idea of sorcerers getting tired but still being able to draw on strength. How about this: the maximum number of points of DC true sorcerer can only recover is his caster level/2. For example, Kantu, a seventh level sorcerer casts three magic missiles. His caster level is 7 so he can recover all three spell levels. A bit later he has to cast fireball and then flight to leave in a hurry, he can only recover three levels of DC and must recover the rest by resting.

    The above variant of a variant may be a little harsh, caster level x 3/4 or even x caster level might be more appropriate. I'll think about it.

    Final problem: long duration spells, aka, Kantu mage armours to world. Recharge magic deals with it by increasing the delay; I hate that solution. If I were you, I'd put a limit on the number of spells with extended durations you can have going at once. One at each per spell level + number of bonus spells you would have gotten from your charisma score sound reasonable? For example, Kantu, with a charisma bonus of +9, in entitled to two bonus spells at third level so he can up to three third level effects. The party has to cross over to another island. Raina, being a druid, turns into something that can fly and Missive, being a fairy dragon, also has no problems. Kantu casts fly on himself, Tulula and Rishvin but he can't sustain another fly for the NPC who is following the party. She has to swim, but it doesn't matter, since everyone probably forget she exists.

    Another comment: bonus spells become “free” spells. Can you use your free spells at any time, or must they be used first? I think that making players use them first ruins the feel as you're back to managing limited resources. And yes, it is worth considering letting sorcerers take ten outside of combat or under stress. Spells of a level up to half the maximum the sorcerer knows?

    -Gareth C

    PS: I made a little spreadsheet that caculates the probability of the various bad things happening given a casting history. Does this forum suport attachments at all? I'll have a look.

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