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WarDragon
15th November 2005, 06:34 PM
As you may or may not be aware, the Sorcerer is my favorite class in the Player's Handbook, bar none. However, I also believe (and I know I'm not alone in this) that the class was done a grave disservice by the designers, both in power level, and in matching mechanics to flavor. Thus, I bring you the newest addition to a vast array of Sorcerer fixes; my intention is to balance the class, while making it a bit more distinct from the Wizard, and minimizing overhauls for existing Sorcerer (N)PCs. Everything I do not specifically mention is unchanged from the PHB.

The Sorcerer
Level.....Special

1st.........Magic in the Blood, Bonus Feat
2nd
3rd........Bonus Spell (1st)
4th
5th........Bonus Spell (2nd)
6th
7th........Bonus Spell (3rd)
8th
9th........Bonus Spell (4th)
10th
11th......Bonus Spell (5th)
12th
13th......Bonus Spell (6th)
14th
15th......Bonus Spell (7th)
16th
17th......Bonus Spell (8th)
18th
19th......Bonus Spell (9th)
20th


Class Skills: Add Diplomacy, Gather Information, Intimidate, and Knowledge (Local) to the existing list.

Magic in the Blood: A Sorcerer's magic springs not from arduous study as a Wizard's does, but from within, whether it be his dragon in his family tree, a gift from a god, or simply a random fluke of magic. Regardless of his power's source, every Sorcerer's spellcasting is unique, and he has less reliance on outside aid than his book-learned counterparts. He gains Eschew Materials as a bonus feat.

Bonus Feat: Unlike tome-studying Wizards, Sorcerers have the time to either focus on their unique heritage, or just gain practical knowledge of the world. At first level, a Sorcerer gains one of the following feats for free: Deceitful, Draconic Heritage, Investigator, Magical Aptitude, Negotiator, Persuasive, Self Sufficient, Skill Focus, Spell Focus, Spell Thematics.

Bonus Spells: At every odd-numbered Sorcerer level starting at 3rd, a Sorcerer gains a bonus spell known. The new spell can be no higher in level than indicated on the chart.


The Epic Sorcerer
Level....Special

21........True Inherent Magic, Bonus Spell
22nd
23rd.....Bonus Spell, Bonus Feat
24th
25th......Bonus Spell
26th......Bonus Feat
27th......Bonus Spell
28th
29th......Bonus Spell, Bonus Feat
30th


True Inherent Magic: At 21st level, the Sorcerer's reliance on his own power is complete. He no longer has any need for the "crutches" used by other spellcasters, gaining Ignore Material Components as a bonus feat.

Bonus Spell: The Epic Sorcerer continues to gain a bonus spell known at each odd-numbered level. These spells may be of any level that he can cast, but may not be Epic spells.

Bonus Feats: Every third level over twentieth, the Sorcerer gains a bonus feat from the following list (additions to SRD list underlined): Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Animancy, Epic Ossimancy, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Voximancy, Extra Sudden Metamagic, Familiar Spell, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity, or any non-Epic metamagic feat.


And some new Sorcerer-oriented feats. I'm posting them here, rather than in the feats forum, because most of them really only work if you use this variant.

Animancy
The Sorcerer's magic flows from his very soul, holding a touch of the divine.
Prerequisites: Sorcerer level 3rd; Knowledge (Religion) 3 ranks
Benefit: Any bonus spells known that you gain from Sorcerer levels up to 20th may be selected from either the Sor/Wiz or the Cleric spell lists.
Special: If you take this feat, you may never take Ossimancy or Voximancy.

Ossimancy
The Sorcerer's magic has seeped into his bones, fusing with the essence of life.
Prerequisites: Sorcerer level 3rd; Knowledge (Nature) 3 ranks
Benefit: Any bonus spells known that you gain from Sorcerer levels up to 20th may be selected from either the Sor/Wiz or the Druid spell lists.
Special: If you take this feat, you may never take Animancy or Voximancy.

Voximancy
The Sorcerer's voice is infused with magic, letting him cast spells through song.
Prerequisites: Sorcerer level 5th; Perform (Sing) 4 ranks, Light Armor Proficiency
Benefit: All of your Sorcerer spells have a verbal component, even if their descriptions do not list one. However, you may ignore the Arcane Spell Failure chance caused by casting spells in light armor. Finally, Perform (Sing) is considered a class skill for your Sorcerer levels.
Special: If you take this feat, you may never take Silent Spell, and vice versa. You are also likewise barred from selecting Animancy or Ossimancy.

Expeditious Metamagic
You have mastered the high art of spontaneous metamagic.
Prerequisites: Ability to spontaneously cast 4th level spells; at least two metamagic feats; Spellcraft 11 ranks.
Benefits: You may apply up to 2 levels of metamagic to a spell without increasing the casting time. For example, you could make a spell Empowered, or Heightened two levels, or both Silent and Still. You must still use a higher-level spell slot to cast the altered spell, as normal.
Normal: Spontaneous spellcasters must use a full-round action to apply metamagic.
Special: You may take this feat more than once. Each time, you can apply two additional levels of metamagic to a spell without increasing the casting time. If taken twice, it allows the use of Quicken Spell (a four-level increase).

Epic Animancy (Epic)
Your magic continues to blur the line between arcane and divine.
Prerequisites: Animancy, Knowledge (Religion) 12 ranks
Benefit: You may continue to select your bonus Sorcerer spells from the Cleric list.

Epic Ossimancy (Epic)
Your magic's connection to the living world is strengthened.
Prerequisites: Ossimancy, Knowledge (Nature) 12 ranks
Benefit: You may continue to select your bonus Sorcerer spells from the Druid list.

Epic Voximancy (Epic)
Your Sorcery and your powerful voice have blended into a unified whole.
Prerequisites: Voximancy, Bardic Music ability, Perform (sing) 22 ranks
Benefit: Your Sorcerer and Bard levels stack for purposes of spell caster levels, and Bardic Music uses per day.
(NOTE: I strongly recommend that this feat be disallowed in games making use of the Gestalt variant ruleset.)

Extra Sudden Metamagic (Epic)
You have mastered the art of applying metamagic on the fly.
Prerequisites: Sudden Quicken, Spellcraft 23 ranks
Benefit: You may use any Sudden Metamagic feats you possess one additional time per day.
Normal: Sudden Metamagic feats can only be used once per day.
Special: This feat can be taken multiple times; its effects stack. The benefits of this feat apply even to Sudden Metamagic feats you gain after this feat.


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Design Notes

The flavor text in the PHB says flat out that Sorcerers are supposed to be the party "face," yet all the social skills except Bluff are cross-class for them. I have remedied this. I debated giving them extra skill points as well, but decided that would be going too far.

Perhaps the Sorcerer's greatest weakness is lack of versatility; while I realize this is supposed to be a balancing point, it was taken rather too far in my opinion. Hence, the bonus spells. I did consider bonus metamagic/draconic feats, but that would have made them even more similar to the Wizard, which I was trying to avoid. This also gives them a very good reason not to jump into a PrC at the earliest opportunity, something that the PHB version sadly lacks.

Please note that this Sorcerer does not gain a Familiar. This was partly to balance the extra spells (a huge gain), partly to further differentiate them from Wizards, partly to play up the self-reliance bit, and partly because I just don't like Familiars.

Animancy, Ossimancy, and Voximancy are inspired by abilities from Szatanny's Ultimate Sorcerer ('http://boards1.wizards.com/showthread.php?t=174004') on the WotC message boards, though they have undergone a somewhat radical change. If your campaign uses the Warmage class from Complete Arcane, I see no reason to open Animancy and Voximancy spells to them, for purposes of their Advanced Learning ability (whether or not they're still stuck with just Evocations from those lists is up to the DM).

Barrok
15th November 2005, 10:25 PM
It adds more flavour but as Grinner has said the "fireball factory" needing more power is a tad on the unrealistic side. Personally I have always loathed the Sorcerer class and see it as one of the most broken of all spell using classes, this just makes it more broken.

WarDragon
16th November 2005, 12:30 AM
Most powerful? Broken?

You guys are the first people I have ever heard to express that opinion of the PHB Sorcerer. Some claim it's balanced, but the vast majority of people I've discussed it with say that it's the second-weakest class in the core rules (Fighter being universally agreed as the most gimped).

Don't get me wrong, I like Sorcerers, even as WotC had them, but playing in the same game as a Wizard, Cleric, or Druid, with their bottomless bags of tricks, highlights the class's weaknesses; namely, an almost crippling lack of versatility. A "fireball factory" Sorc, who focuses his spells entirely on combat, is all but helpless in anything but a dungeon crawl. If he's alone, needs to know where something is, right NOW, and doesn't have Discern Location or a scroll thereof, he's screwed. Whereas the other casters can just prepare something different as the situation demands.

Knight of Roses
16th November 2005, 05:14 AM
In my experience, like the entire D&D system, fortune favors the prepared mind and those that have better intelligence (in the sense of information about their enemies) win. And the wizard has a huge advantage in both fronts over the sorcerer.

In my campaigns, I have seen no particular advantage to the sorcerer over the wizard and many limitations to the sorcerer. So, I use Monte Cook's variant sorcerer in my campaign world (basics: d6 HD, 4 + Int skills, more limited spell selection) and I still do not see sorcerers taking all comers. So, I do not see WD's variant here as particularly game breaking.

I think this breaks down to campaign and play style as to which class will be more effective in a particular game and if the sorcerer needs to be adjusted for that game. And some people do not like it stylistically. Fine. Ban it from your campaign (or do not play one, if you are a player), whatever works for you and your group.

WarDragon
17th November 2005, 06:42 AM
Originally posted by Gorthaur the Cruel@16 Nov 05 @ 9:40
Sorceror is actually a bit gimped- but this pushes it over the limit (and I swear I've seen this before- do you go to Gamefaqs?).
Yes I do, though I haven't posted this variant there. I know that you and I know some of the same people via AIM though, so maybe that's how you got ahold of it.

As to the balance issues, I considered bonus feats, but that would only make them more similar to Wizards, which I was trying to avoid...

What you say to restricting the bonus spells to one of the Arcane Domains, from UA?

Weizegger
23rd March 2006, 12:39 AM
Good to see another GF'er around these parts WarDragon ^_^

Weizegger
10th March 2007, 07:29 PM
Oh, maybe add Fey and FIendish Heritage from the Complete Mage sourcebook to that list of first level bonus feats.

The latter parts of the chain add DR cold iron, spell like abilities that add versatility, bonuses against some kinds of magic, etc.

mikeloop86
11th March 2007, 03:57 PM
To join in with all the fellow GFer's, I think you should give it Four skill points per level. This would not only give someone the ability to do things besides be a Fireball factory, but also be explained flavor wise: as since they don't spend enough time to be versatile in magic, they have extra time to be versatile in other things.

And I love your Expeditious Metamagic Feat. Beauitifle and graceful fix to the metamagic debacle that is the Sorcerer's.