"I'm sorry about all this, its just that I have magic, the very poetry of the world in my fingertips.
Try not to look so suprised as I keep Winning... I have Rakshasha blood."
Hit dice:
D6
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy,
Knowledge (arcana), Knowledge History, Knowledge local (Int), Profession (Wis), Sense Motive (Wis)
Survival (Wis) and Spellcraft (Int).
The Skill Points at 1st Level
(4 + Int modifier) × 4.
Skill Points at Each Additional Level
4 + Int modifier.
The mortal races were not always the masters of the world we inhabit. In the long night before
our age dawned, creatures of unchallenged might built vast empires on the backs of our ancestors,
empires of privlege, and power,and of blood. Inevitably, as all rules must thier era came to a close;
though it isn't difficult to see the remnants, ancient monoliths yet stand in every corner of
the world, anceint artifacts still call out fighting neverending wars and every humanoid child
still fears the coming of night. Thus, while the age of monsters came to an end, the most terrifying
reminder of what once was and could be yet again lives on... in you.
Making a Sorcerer
YOU ARE NOT DESCEDED FROM DRAGONS. . . unless you want to be. Many sorcerer have many
different creatures that provide much variety to their ancestry. That being said some sorcerers actually
are descended from dragons, while other are descended from angels, and still others from much darker
origins. The point is you ancestry is a particularly unique thing that varies from pc background to pc background.
My Sorcerer I used to playtest in an actually game as mentioned in the title quote, had Rakshash blood in his veins.
Make your ancestry your own. Its a roleplaying not not a mechanical but a point that needed to be made.
You are an full arcane spellcaster with a unique tie to magic, in that you're born into it.You're life is
often a mission of discovery and a personal journey into your own power and past. Your class is
the counter as well as counter part to a wizard and that is the class you're most balanced with.
While you don't gain access to spells as quickly the wizard does, you gain class features that make
up for it, access to sorceror only spells as well as a greater selection of spells though at a
higher cost. Lastly some of the class features exsit only as long as you continue down the path
of sorcery this means that there is a definite trade off for multiclassing and prc'ing. Anytime
it says in a description "You lose this ability if you leave the sorceror class unless you are
a level X sorceror" this is intended to include Prestige classing out.
Abilities
Charisma determines how powerful a sorcerer can cast, how many spells they can cast perday and how hard
those spells are to resist.Sorcerors benefit from a high dexterity as it assists in aiming touch spells
and a high contitution helps them survive, however to demihuman sorcerors a high con is often equally or
more important to them than charisma.
Races
Among the standard races, sorcerors are common amongst all except the elves and dwarves. While they do
exist in their number dwarves find it a difficult path to master and strictly inferior to the hard path
of study and sciencetific research that is espoused by a wizardly life they also prefer to never acknowledge
any non dwarven ancestry aside from descent from the dwarven patheon. Elves likewise prefer the wizardly
path and albeit for slightly different reasons. Elves in almost every D&D world have lived long enough
to remember age of monsters and "the long night before" for them it was not long ago. It was historically
a wizardly rebellion that led the elves to freedom from whatever force ruled them before.*note: In faerun
dragons did canonically rule that world, in ebberon it was giants ruling over drow, but the story is in
effect the same* So the elves are needless to say put off by the idea of using bloodline magic from acient
monstrous rulers. Demihuman races, actually produce some of the finest sorcerors, orcs, hobgoblins, and kobolds
are ruled by sorcerors.
Among non standard races Aasimar tend to be sorcerors. While teifling sorcerors exist, the path of the warlock
seems to draw the majority of them away from sorcery.
Alignment
Sorcerors are not bound by any particular alignment. Though it is thought they tend toward chaos as they
rarely attend any formal school, and are often as not hero's or villians equally. They are typically
finding themselves so any sorcerer you encounter will vary greatly in terms of the alignment axis.
Religion
Sorcerers while varied in alignment invariably seem to worship Gods of Magic, Secrets, Luck, or travels.
Frankly though just as many as not partake in some kind of ancestor worship or simply don't acknowledge
dieties at all professing magic itself or even themselves as gods!
Class features:
Weapon and armor proficiencies.
A sorceror is profecient with all simple weapons. They are proficient in light armor as well but still suffer
any arcane spell chance failure the armor might incur. They are not proficient with shields of anykind.
Spellcasting:
As Srd Sorcerer
Summon Familiar
A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar
is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a
companion and servant.The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his
familiar also increases in power. 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.
Note: Unlike the wizard a sorceror does not suffer an ill effects from the death/dismissal of a familiar.
Other than any grieve that may or may not be cause by the death of a close friend, depending on alingment disposition
of the given sorceror.
Lineage Magic.
Choose a sphere. The Sorcerer gains basic acces to that sphere.
This may not be improved by any class ability or feat that would
improve access to a sphere.
Brithright Arcana.
It is your gift to make magic your own.
A sorceror gains a special version the spell thematics feat for free:
Benefit: Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify
a spell you have cast increases by +4. In addition, you may designate one spell you know per spell level
as a Birthright spell and cast it at +1 caster level and +1 Dc. As you gain access to new spell levels, you can
designate new Birthright spells; you don't this occurs automatically choose upon gaining a new spell level.
Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme
might be "lightning," " spheres," or " screaming skulls."If you choose spheres as your theme, your magic missiles
might take the form of glowing spheres of light, and your summoned monsters might emerge from mysterious
rainbow-colored globes. If your theme is "lightning," your haste spell might manifest as a bright green spark
that leaps from ally to ally. You can't use this feat to make your spell manifestations invisible, nor does your
Birthright Arcana change the type of damage a spell deals, regardless of its appearance.
Blood Will Tell:
Upon reaching level 2 a sorceror gains an ability, unlocked by his heritage and his constant use and exposure to magics.
This power requires a swift action from the Sorcerer, Lasts rounds equal to charisma mod, and is usable once per encounter.
Choose from the following list:
* Energy Resistance 5. Choose one. Cold,fire,Electricity,Sonic or Acid.
* 20% miss chance.
* You may reroll one roll that you have just made before the roll resolves in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Primordial Manipulation:*
To a sorceror making magic is an art, the manipulation of magics into new forms is form and parcel of what they do.
Thanks to their intuitive connection to magic a sorceror may cast any spell that is NOT on his spells know list from
the Core Phb Sorceror/Wizard spell list or any Sorcerer only list by expending 2 spell slots of the same level as
the desired spell or any higher level spell slot. This requires one full round of casting in combat and the spell has
a 10% inherent chance of spell failure. This ability is useable 1 perday per point of charisma.
Example: Rendra a 7th level sorcereress does no know Fireball, (and frankly never though she'd need it) but currently is facing a cold subtyped group of monsters. She may spend 2 spell slots from her spells perday to cast the fireball. She finds herself in need of.
Likewise, When faced suddenly with will-o-wisps a sorceror in need of Magic Missle may spend a second level spell slot or 2 1st level spell slots to cast that spell as they desire.
Finally, if a Sorcerer ever multiclasses or takes a pretige class this ability is permanently lost, a multiclass character
does not gain this ability. A character with 7 or more levels of sorcerer gains this power even if multiclassed or Prestige Classed.
Ancient Craving:
A Sorcerer of 5th level, begins his path towards true mastery of magic. You can attempt to counter a spell or spell-like ability without using a readied action. Once per day, per point of charisma modifier you can counter a spell as an immediate action, by expending, a spell slot as long as the spell expended is of the same level or higher as the spell or spell-like to be countered.
You must make a Spellcraft check (DC 15 + the spell’s level). This check is a non action part of the ability. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.
You may also spend 2 spell slots of a lower level to counter a spell or spell like ability of 1 level higher than those
expended.
At 7th level, when you successfully counter spell or spell-like using this ability, you gain 5 temporary HP per level of
the succesfully countered spell.
At 9th level when you successfully counter a spell or spell-like using this ability, you may, instead of gaining temporary Hp, have your counterspell deal damage equal to 5 x the level of the succesfully counter spell or spell-like. Also the caster must make a will save or be dazed for 1 round.
Awesome to behold:
A level 7 sorcerer gains is truly terrifying and magestic arcanists.
You gain the Awesome to Behold skill feat, as a bonus feat. You
do not have to meet the pre-requsites of this feat.
Improved familiar
A level 9 Sorcerer gains the improved familiar feat for free.
Blood will tell 2:
At level 10 the sorcerers blood flares with power again and the sorcerer become something more.
choose from the following abilities
*Immunity to an element.
*Immunity to Scrying Divination effects.
*Immunity to Death effects.
*Immunity to mind altering affects
*No longer needs to eat drink or breathe
*Immunity to ability damage.
*Medium Fortification.
These effects are always on and are in addition to the first ability chosen by Blood will tell 1.
Lurking Hunger:
Once perday a sorcerer's ancient hunger will trigger of its own accord protecting the sorcerer
from a magical attack even if he would be unaware of the attack. If a spell is countered sucessfully the sorcerer
is aware he has been attack and even the direction the attack originated from. THe attacker must make a will save
or be dazed for 4 rounds. If its succesful it does not consume one of the uses of Ancient Craving perday.
Mage King's Wish:
Once per week a 20th level sorcerer may use Wish as a spell like ability. This is separate ability from Birthright arcana.
Alternate Class features
have been given special consideration as sorcerers as non of them tend to have the requisite chr. Score to
be sorcerers. So Here's the deal with them.
Blood Casting:
Prerquisite: Orc, Hobgoblin, kobold, lizard folk races.
A demihuman sorcerer may use his own blood to power his spells
To learn or cast a spell, blood casting sorcerer must have a Constitution core 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 bloodcasters Constitution modifier
However they are using they're own life energy to power spells; each time a spell is "Bloodcast" the caster is dealt damage equal to 1/2 character level round up + spell level.
Further they may not use the con score to grant them extra spells. However, all sorcerer class abilitites.
Now stem from con instead of chr.
Note that they don't have to use this ability, this is a free thing just tacked on so we have Orc sorcerers at all.
Dragonwroght kobolds, are inelligible for this ability.
http://brilliantgameologists.com/boards/index.php?topic=11233.0
As well as my own personal displeasure with the emptiness of the sorcerer class, along with the countless rewrites
I"ve seen. This is not the tier 3 sorcerer, that many people are going to be looking for. This is a sorcerer on par with
a moderately optimized wizard of equal level. Even if I fail at that and I might its still a fun and interesting class that
I personally took the time to playtest using the same game test (do google that) as well as running a large
number of scenarios at home and with friends. I hope that this has variance and potential enough that someone
will find it to be as much fun as I've found it to create. Please feel free to comment with any constructive criticism
you might have. Though spare us all the "As if the sorcerer needs MORE power rant." I'll get plentyof deconstructive
critiques on the other board I post at.
Thank you, please enjoy the music that inspired the quote.
http://www.youtube.com/watch?v=Zz1H_wWxd68
I borrowed from several sources so thanks to Grek, as well as the frank/Sulin sorcerer. This is a transfer from brilliantgameoligist and honestly I don't know how to do a table a the den so if you really want to see one. Here's the link to the original posting. I'll take the help if anyone wishes to explain the tables here. The Art is Fehim_by_Markovah and he's wicked talented.http://brilliantgameologists.com/boards ... ic=11948.0