The Sorcerer
The Magic Within
This is a revamped version of the sorcerer, in order to make it more appealing playable as a character class. It draws much inspiration from the Wilder class ( EPH ), and works around the concept of beings magically in tune with the world around and elements around them.
HD: d4
Class skills:
Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
Skill points at each level: 2 + Int Modifier
|
Level |
BAB |
Fort |
Ref |
Will |
Special |
|
1 |
+0 |
0 |
0 |
2 |
Power Spell, Spell Affinity, Spell fatigue |
|
2 |
+1 |
0 |
0 |
3 |
|
|
3 |
+1 |
1 |
1 |
3 |
Spell Affinity |
|
4 |
+2 |
1 |
1 |
4 |
Spell path |
|
5 |
+2 |
1 |
1 |
4 |
Greater Spell Affinity |
|
6 |
+3 |
2 |
2 |
5 |
Spell Affinity |
|
7 |
+3 |
2 |
2 |
5 |
|
|
8 |
+4 |
2 |
2 |
6 |
Spell path |
|
9 |
+4 |
3 |
3 |
6 |
Spell Affinity |
|
10 |
+5 |
3 |
3 |
7 |
Master Spell Affinity, Greater Spell Affinity |
|
11 |
+5 |
3 |
3 |
7 |
|
|
12 |
+6/+1 |
4 |
4 |
8 |
Spell Affinity, Spell path |
|
13 |
+6/+1 |
4 |
4 |
8 |
|
|
14 |
+7/+2 |
4 |
4 |
9 |
|
|
15 |
+7/+2 |
5 |
5 |
9 |
Greater Spell Affinity, Spell Affinity |
|
16 |
+8/+3 |
5 |
5 |
10 |
Spell path |
|
17 |
+8/+3 |
5 |
5 |
10 |
|
|
18 |
+9/+4 |
6 |
6 |
11 |
Spell Affinity |
|
19 |
+9+4 |
6 |
6 |
11 |
|
|
20 |
+10/+5 |
6 |
6 |
12 |
Greater Spell Affinity, Master Spell Affinity, Spell path |
|
Spell slots per day |
|||||||||
|
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
|
5 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
|
6 |
4 |
- |
- |
- |
- |
- |
- |
- |
- |
|
6 |
5 |
- |
- |
- |
- |
- |
- |
- |
- |
|
6 |
6 |
3 |
- |
- |
- |
- |
- |
- |
- |
|
6 |
6 |
4 |
- |
- |
- |
- |
- |
- |
- |
|
6 |
6 |
5 |
3 |
- |
- |
- |
- |
- |
- |
|
6 |
6 |
6 |
4 |
- |
- |
- |
- |
- |
- |
|
6 |
6 |
6 |
5 |
3 |
- |
- |
- |
- |
- |
|
6 |
6 |
6 |
6 |
4 |
- |
- |
- |
- |
- |
|
6 |
6 |
6 |
6 |
5 |
3 |
- |
- |
- |
- |
|
6 |
6 |
6 |
6 |
6 |
4 |
- |
- |
- |
- |
|
6 |
6 |
6 |
6 |
6 |
5 |
3 |
- |
- |
- |
|
6 |
6 |
6 |
6 |
6 |
6 |
4 |
- |
- |
- |
|
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
- |
- |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
- |
- |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
- |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
- |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
Class features:
Weapon and armor proficiency: Sorcerers are proficient in simple weapons. They gain proficiency with no armor or shields. If a sorcerer wears any armor or uses a shield, he is subject to arcane spell failure.
Spells: A sorcerer casts arcane spells. His spells are charisma-based. Use the table below to determine the amount of spells a sorcerer knows of a given level.
Power Spell: A sorcerer’s spell slots are mutable – she may use them to power higher level spells. She may take three slots of a given level and use them to cast a spell of one level higher than those slots. She may also use these three slots in conjunction with two slots of the next highest level to cast a spell of the next highest level, and so on. Doing so is a full round action. (Ex: Mistress Faranefir (a 16 th level sorcerer) has run out of her 8 th level spell slots. She may use up three of her 7 th level spell slots to cast one 8 th level spell, or she may use up three 6 th level spell slots and two 7 th level spell slots to do the same.
Spell Affinity: At 1 st , then at 3 rd and every 3 levels after, a sorcerer chooses an affinity to a certain type of spell. The sorcerer chooses a subschool (such as glamer, teleportation etc.) or a type (such as fire or good). When the sorcerer casts a spell that has that type or subschool, the spell is cast at +1 caster level. This affects spell resistance checks, duration, range, area of effect, and damage rolled. A sorcerer cannot choose a type that opposes one he has already chosen. For example, a sorcerer that chooses the Evil subtype cannot choose Good as his next affinity. The bonus to caster level stacks with similar benefits, such as the Spell Power ability of the archmage.
Spell Fatigue: When a sorcerer has used up the last of his spell slots of a given level, he must make a Fortitude save (DC 11 + spell slot’s level) or become fatigued.
Spell Path: At 4 th level, a sorcerer can declare one of his spells known to be in a spell path. This allows that spell to automatically upgrade according to the tables presented below when the sorcerer is capable of casting higher level spells. This upgrade doesn’t count towards the sorcerer’s spells known. The upgrade is automatic – the sorcerer loses knowledge of the lower level spell and gains knowledge of the higher order one. This is both advantageous and a disadvantage to the sorcerer. The sorcerer can designate another spell to be on a spell path every 4 levels thereafter.
Greater Spell Affinity: At 5 th level, then at every 5 levels after, the sorcerer becomes even better at casting his most familiar spells. He chooses one sub school or type to which he has applied his spell affinity ability. The bonus to caster level increases to +2.
Master Spell Affinity: At 10 th level and again at 20 th level, a sorcerer gains mastery over one of the subtypes he has chosen. He may select one of the sub schools or types to which he has applied his greater spell affinity. The bonus to caster level increases to +3.