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afroakuma
2009-06-02, 01:24 PM
Since it's well-known that the core sorcerer is the least enticing base class to stay in, what with it having literally nothing on offer beyond first level (especially if you trade away your familiar), I've decided to offer two of my own takes on what sorcerers can and should be, given the fluff and feats that WotC presented for their use.

The Legacy Sorcerer (Heritor)

Heritors are those individuals who are born into a bloodline tinted with exotic, magical influence. Descendants of sorcerous beings, they themselves can touch the arcane by their very nature. As a heritor grows in arcane power, so too does the strength of her birthright reveal itself, resulting in greater contact between the heritor and the legendary beings of her ancestry, and eventually marking her with the appearance and traits of her magical forebear.

Abilities
Charisma dictates the number and power of a heritor's spells and is also important for many of their personal abilities. Constitution is often a factor in their heritage powers, and supplies them with much-needed extra toughness. Dexterity is useful for touch and ray spells and aids in the heritor's defense. Intelligence is important for several of a heritor's skills.

Races
Heritors can be of any race; they are less common among half-breeds as they already have a diluted bloodline.

Alignment
More often than not, heritors tend towards chaotic alignments, with some remaining ethically neutral. While many heritors do follow in their ancestor's path, it is by no means mandatory for them to do so.

Hit Die
d4

Class Skills
The heritor's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (the Planes) (Int) and Spellcraft (Int). The heritor gains additional class skills based on her heritage.

Skill Points per Level
4 + Intelligence modifier (x4 at 1st level)

The Heritor
{table=head]Level|
BAB|
Fort|
Ref|
Will|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Heritage, legacy protection +1|5|3

2nd|
+1|
+0|
+0|
+3|Inherited skills|6|4|-

3rd|
+1|
+1|
+1|
+3|Heritage evolution|6|5|-|-

4th|
+2|
+1|
+1|
+4|Legacy protection +2|6|6|3|-|-

5th|
+2|
+1|
+1|
+4|Legacy power|6|6|4|-|-|-

6th|
+3|
+2|
+2|
+5|Heritage evolution|6|6|5|3|-|-|-

7th|
+3|
+2|
+2|
+5|Legacy protection +3|6|6|6|4|-|-|-|-

8th|
+4|
+2|
+2|
+6|Presence|6|6|6|5|3|-|-|-|-|-

9th|
+4|
+3|
+3|
+6|Heritage evolution|6|6|6|6|4|-|-|-|-|-

10th|
+5|
+3|
+3|
+7|Legacy protection +4, legacy power|6|6|6|6|5|3|-|-|-|-

11th|
+5|
+3|
+3|
+7|Legacy magic (1st)|6|6|6|6|6|4|-|-|-|-

12th|
+6/+1|
+4|
+4|
+8|Heritage evolution|6|6|6|6|6|5|3|-|-|-

13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4|-|-|-

14th|
+7/+2|
+4|
+4|
+9|Legacy magic (2nd)|6|6|6|6|6|6|5|3|-|-

15th|
+7/+2|
+5|
+5|
+9|Heritage evolution, legacy power|6|6|6|6|6|6|6|4|-|-

16th|
+8/+3|
+5|
+5|
+10|Greater presence|6|6|6|6|6|6|6|5|3|-

17th|
+8/+3|
+5|
+5|
+10|Legacy magic (3rd)|6|6|6|6|6|6|6|6|4|-

18th|
+9/+4|
+6|
+6|
+11|Heritage evolution|6|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+6|
+6|
+12|Legacy magic (4th), legacy power|6|6|6|6|6|6|6|6|6|6[/table]

Class Features
All the following are class features of the heritor.

Weapon and Armor Proficiency
Heritors are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a heritor's gestures, which can cause his spells with somatic components to fail.

Feat Restrictions
A character with heritor levels may never select any heritage feat other than those belonging to her class heritage. A character with previous heritage feats who takes a level in the heritor class does not get a new heritage and does not obtain the bonus feat at 1st level. Such a character must choose one of their heritages to be the default for their heritor levels, and can never again select heritage feats belonging to her alternate heritages.

Spells A heritor casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a heritor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a heritor's spell is 10 + the spell level + the heritor's Charisma modifier.

Like other spellcasters, a heritor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the class table above. In addition, she receives bonus spells per day if she has a high Charisma score.

A heritor's selection of spells is extremely limited. A heritor begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, she gains one or more new spells, as indicated on the following table:


{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|4|2|-
2|5|2|-|-
3|5|3|-|-|-
4|6|3|1|-|-|-
5|6|4|2|-|-|-|-
6|7|4|2|1|-|-|-|-
7|7|5|3|2|-|-|-|-|-
8|8|5|3|2|1|-|-|-|-|
9|8|5|4|3|2|-|-|-|-|-
10|9|5|4|3|2|1|-|-|-|-
11|9|5|5|4|3|2|-|-|-|-
12|9|5|5|4|3|2|1|-|-|-
13|9|5|5|4|4|3|2|-|-|-
14|9|5|5|4|4|3|2|1|-|-
15|9|5|5|4|4|4|3|2|-|-
16|9|5|5|4|4|4|3|2|1|-
17|9|5|5|4|4|4|3|3|2|-
18|9|5|5|4|4|4|3|3|2|1
19|9|5|5|4|4|4|3|3|3|2
20|9|5|5|4|4|4|3|3|3|3[/table]

Unlike spells per day, the number of spells a heritor knows is not affected by her Charisma score; the numbers on this table are fixed. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the heritor has gained some understanding of by study. The heritor can’t use this method of spell acquisition to learn spells at a faster rate, however.

Unlike a sorcerer, a heritor cannot change what spells she knows at any point. When she acquires legacy magic, one of her currently known spells becomes a spell-like ability and she learns a new spell in its place. Additionally, as her heritage evolves, the heritor may tap into new arcane magic she was not previously familiar with.

Unlike a wizard or a cleric, a heritor need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she'll cast.

Heritage At 1st level, a heritor discovers in herself a magical heritage. She must select her heritage at this level, which thereafter cannot be changed. A heritor can choose from the following: Celestial Heritage, Deific Heritage, Draconic Heritage, Eldritch Heritage, Fey Heritage, Fiendish Heritage, Moribund Heritage, Mysterious Heritage, Phrenic Heritage, Shadow Heritage or Synthetic Heritage. Whichever heritage she chooses, she gains the feat of the same name as a bonus feat.


{table=head]Heritage|Legacy Protection|Inherited Skills|Legacy Abilities
Celestial|Fortitude|Diplomacy, Heal, Sense Motive|Con, Wis
Deific|Will|Gather Information, Intimidate, Perform|Str, Cha
Draconic|Fortitude|Intimidate, Knowledge (Any), Spot|Str, Con
Fey|Will|Bluff, Escape Artist, Sleight of Hand|Dex, Cha
Fiendish|Reflex|Disguise, Intimidate, Search|Str, Int
Mysterious|Choice|Diplomacy, Listen, Spot|Wis, Cha
Shadow|Reflex|Bluff, Hide, Move Silently|Dex, Int
Undead|Fortitude|Decipher Script, Intimidate, Survival|Str, Dex[/table]

Legacy Protection At 1st level and every three levels thereafter, the heritor gains a racial bonus to one saving throw based on her chosen heritage. Celestial, Draconic and Undead heritages grant this bonus to Fortitude saves; Fiendish and Shadow heritages grant this bonus to Reflex saves; Deific and Fey heritages grant this bonus to Will saving throws. A heritor with the Mysterious heritage may choose to which save she will allocate this bonus, but once chosen this cannot be changed. The racial bonus caps at +4 at 10th level.

Inherited Skills At 2nd level, the heritor unlocks the talents of her ancestors, adding three new skills to her class list as per the above table.

Heritage Evolution At 3rd level and every three levels thereafter, the heritor's bloodline begins to assert itself more forcefully. She may choose a bonus feat from the same line as her heritage, provided she meets the prerequisites for that feat.

Legacy Power At 5th, 10th, 15th and 20th level, the heritor acquires a bit of the might of her ancestor. She may increase one of the ability scores associated with her heritage by one point.

Presence (Ex) At 8th level, the heritor begins to demonstrate the force of personality that her ancestor's bloodline carries. She gains a +2 bonus on Bluff, Diplomacy and Intimidate checks. Any charm of compulsion effect she employs, even from a magical item or supernatural ability, has its save DC increased by 1.

Legacy Magic (Sp) Beginning at 11th level, and every three levels thereafter, the heritor can convert one spell that she knows into a spell-like ability. This ability can be used three times per day at the heritor's caster level and uses her Charisma bonus. The heritor can no longer cast this spell, and learns a new spell in its place. At 11th level, the heritor can convert a 0th or 1st-level spell in this manner. At 14th, she may convert a spell of 2nd level or lower; at 17th, a spell of 3rd level or lower and at 20th a spell of 4th level or lower.

Greater Presence (Su) At 16th level, the heritor has acquired a notable presence even among the beings from whom she is descended. She gains an additional +4 bonus to Bluff, Diplomacy and Intimidate checks, and an additional +2 bonus to save DCs for charm and compulsion effects she employs. As well, she may use charm and compulsion effects against sentient creatures who share her heritage, even if they would normally be immune. The lone exceptions to this are the deific heritor and the mysterious heritor.

Heritage Feats
Here are the feats, both old and new, for use with the heritor class. For ease of use, any feat named here is considered a heritage feat, and all feats can be categorically referenced by the first word in their name (e.g. draconic feats refers to Draconic Flight, Draconic Power etc.)

Celestial Feats
Celestial Aura - see Player's Handbook II (Celestial Sorcerer Aura)

Celestial Grace
Prerequisites Celestial Heritage
Benefit You gain a +1 deflection bonus to AC. This bonus stacks with deflection bonuses provided by magical items but is overlapped by deflection bonuses provided by spells.

Celestial Heritage - see Player's Handbook II (Celestial Sorcerer Heritage)

Celestial Lance - see Player's Handbook II (Celestial Sorcerer Lance)

Celestial Lore - see Player's Handbook II (Celestial Sorcerer Lore)

Celestial Power
Prerequisites Celestial Heritage
Benefit Divination spells that you cast, as well as spells with the Good descriptor, dispel magic and greater dispel magic, are cast at +1 caster level. The save DC against such spells increases by 1.

Celestial Presence
Prerequisites Celestial Heritage
Benefit Whenever you cast an arcane spell, evil creatures within 10 ft. of you must make a Will save (DC 10 + spell's level + Cha modifier). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.

Celestial Resistance
Prerequisites Celestial Heritage
Benefit You gain resistance to electricity equal to three times the number of celestial feats you currently have (including this one and any taken in the future) and resistance to fire and cold equal to twice the number of celestial feats you have (including this one and any taken in the future).

Celestial Wings - see Player's Handbook II (Celestial Sorcerer Wings)

Deific Feats
Deific Ascension
Prerequisites Deific Heritage, Dex 13+
Benefit Whenever you cast an arcane or divine spell, you gain a fly speed of 10 ft. (or an increase of 10 ft. to your current fly speed) for one round.

Deific Authority
Prerequisites Deific Heritage
Benefit As a standard action, you may expend an arcane spell slot to give all allies within 10 ft. a +2 morale bonus to attack rolls and saving throws for a number of rounds equal to the level of the spell slot expended. This is a supernatural ability that does not provoke an attack of opportunity.

Deific Domain
Prerequisites Deific Heritage, four other deific heritage feats, sorcerer level 1st
Benefit Choose one of the domains of your forebear deity other than an alignment domain or the Healing domain. Add the 1st, 3rd and 5th-level spells from that domain to your spells known as though they were sorcerer spells. These spells are treated as being arcane when you cast them. If you already know one or more of these spells, the duplicates are wasted.

Deific Glory
Prerequisites Deific Heritage
Benefit Your divine AC bonus increases by 1. This bonus applies against touch attacks as well as when flat-footed.

Deific Heritage
Benefit You are a distant descendant of the gods, and draw divine power into yourself to protect you. You gain a +1 divine bonus to AC. This bonus applies against touch attacks as well as when flat-footed. You gain a bonus to saves against death effects equal to three times the number of deific feats you possess.

Deific Smite
Prerequisites Deific Heritage, base attack bonus +4
Benefit As a swift action, you may expend an arcane spell slot to give one creature within 10 ft. a bonus to attack and damage equal to twice the level of the expended slot for their next attack. The additional damage is divine.

Deific Power
Prerequisites Deific Heritage
Benefit Evocation spells that you cast are cast at +1 caster level. The save DC against such spells increases by 1.

Deific Presence
Prerequisites Deific Heritage
Benefit Whenever you cast an arcane or divine spell, you gain a +2 bonus to AC and a bonus to SR equal to the level of the spell cast. You also gain a +2 bonus to saves against targeted spells or single-target effects (such as rays). These effects last for a number of rounds equal to the level of the spell cast.

Deific Resistance
Prerequisites Deific Heritage
Benefit You gain resistance to acid and cold equal to three times the number of deific feats you currently have (including this one and any taken in the future).

Draconic Feats
Draconic Breath - see Complete Arcane

Draconic Claw - see Complete Arcane

Draconic Flight - see Complete Arcane

Draconic Heritage - see Complete Arcane

Draconic Legacy - see Complete Arcane

Draconic Power - see Complete Arcane

Draconic Presence - see Complete Arcane

Draconic Resistance - see Complete Arcane

Draconic Skin - see Complete Arcane

Fiendish Feats
Fiendish Flames
Prerequisites Fiendish Heritage
Benefit As a standard action, you may expend an arcane spell slot to wreath yourself in an aura of cursed fire. This fire lasts for a number of rounds equal to the level of the spell slot expended. Creatures within 10 ft. of you take damage equal to the level of the spell slot expended plus your Charisma bonus, if any, each round they are within the aura. Half of this damage is fire damage, while the other half is profane damage. This is a supernatural ability that does not provoke an attack of opportunity.

Fiendish Flesh
Prerequisites Fiendish Heritage
Benefit Your natural armor bonus increases by 1.
Special You may take this feat multiple times. Its effects stack.

Fiendish Flight
Prerequisites Con 15+, Fiendish Flesh, Fiendish Heritage, Fiendish Presence
Benefit You grow sinister wings that reflect your fiendish heritage. You acquire a fly speed of 60 ft. (average).

Fiendish Heritage - see Complete Mage

Fiendish Legacy - see Complete Mage

Fiendish Power - see Complete Mage

Fiendish Presence - see Complete Mage

Fiendish Resistance - see Complete Mage

Fiendish Talons
Prerequisites Fiendish Heritage, base attack bonus +2
Benefit You grow the sharp, cruel talons of your heritage. You may make claw attacks that deal damage proportional to your strength (1d4 Small, 1d6 Medium, 1d8 Large). In any round when you cast a spell with a casting time of 1 standard action, you may make a single claw attack as a swift action against a foe you threaten. Your talons are treated as evil-aligned for the purpose of overcoming damage reduction.

(Rest in progress)

deuxhero
2009-06-02, 01:49 PM
Is giving new class skills at the second level intended to put them behind in skill ranks they can have (4 less than someone with them by default) or is this an oversight?

Zeta Kai
2009-06-02, 08:57 PM
1) I like this class fix. It is better than the regular Sorcerer in every way, but it still doesn't outclass CoDzilla or the Wizard.

2) I recommend 4+INT skill points per level. The default skill list is anemic, but that cool, because Inherited Skills make up for it. But you need the points to buy ranks in those skills.

3) I would put the Spells Known table up with the classtable, but that's just me.

4) You should remove the cap on Legacy Protection altogether, or at least just cap it at +7. That would fill the dead levels at 13th & 19th, as well as beef up 16th, which is a bit weak as well.

5) For Heritage Evolution, that's a lot of cool feats that you have already made/in the works. I noticed that many of them are original. Are you really planning to make so many?

6) The ability score that is raised by Legacy Power should be determined by the creature type of your heritage (which could be added to the table). Therefore, someone with an Undead heritage can't pick Constitution, or other such weirdness. This also obviates the need for the no-repeats clause, & introduces more strategy into the choosing of heritages.

7) For a guy that I know has never played Vampire: the Masquerade, you sure quote that game a lot. :smalltongue: For Presence & Greater Presence, he DC increase is negligible; I'd beef that up to +2 at least. It could also apply to any Enchantment spell.

8) More to come... looking good so far. This is shaping up to be one of the better Sorcerer fixes that I've seen. Too bad it's not gonna be used in VUACS. :smallamused:

afroakuma
2009-06-02, 09:37 PM
1) I like this class fix. It is better than the regular Sorcerer in every way, but it still doesn't outclass CoDzilla or the Wizard.

Good to hear.


2) I recommend 4+INT skill points per level. The default skill list is anemic, but that cool, because Inherited Skills make up for it. But you need the points to buy ranks in those skills.

Hmm... I'll think about it; the second variant is supposed to be the one with more skills.


3) I would put the Spells Known table up with the classtable, but that's just me.

That class table has no room to breathe anymore. :smallfrown:


4) You should remove the cap on Legacy Protection altogether, or at least just cap it at +7. That would fill the dead levels at 13th & 19th, as well as beef up 16th, which is a bit weak as well.

Come to think of it, I have to change 16th. A deific heritage sorcerer could dominate a god. +7 would make the save better than your "good" save. +4 keeps it manageable. Also note that the ability mutates into Legacy Magic, which is why it drops.


5) For Heritage Evolution, that's a lot of cool feats that you have already made/in the works. I noticed that many of them are original. Are you really planning to make so many?

They're not all that hard to do.


6) The ability score that is raised by Legacy Power should be determined by the creature type of your heritage (which could be added to the table). Therefore, someone with an Undead heritage can't pick Constitution, or other such weirdness. This also obviates the need for the no-repeats clause, & introduces more strategy into the choosing of heritages.

True. I'll see what can be done about that. Especially since Charisma is likely to win.


7) For a guy that I know has never played Vampire: the Masquerade, you sure quote that game a lot. :smalltongue:

What did I do this time? :smallconfused: Cause now I have no clue.


For Presence & Greater Presence, he DC increase is negligible; I'd beef that up to +2 at least. It could also apply to any Enchantment spell.

I'll look into that as well.

Cedrass
2009-06-02, 09:58 PM
Deific Glory
Prerequisites Celestial Heritage
Benefit Your divine AC bonsu increases by 1. This bonus applies against touch attacks as well as when flat-footed.
I think this feat's requirement should be Deific Heritage :smallwink:

On an other note, I really like the fix. A bit like Pathfinder but.. different. I like it a lot :smallsmile:

afroakuma
2009-06-02, 11:43 PM
I think this feat's requirement should be Deific Heritage :smallwink:

Thanks for the catch.


On an other note, I really like the fix. A bit like Pathfinder but.. different. I like it a lot :smallsmile:

I intended it to give sorcerers easier access to feats that were supposedly intended for them, and to broaden it beyond just draconic heritage. Hopefully it provides more compelling reasons to stick with the class.

Lord_Gareth
2009-06-02, 11:51 PM
Afro, would you agree or disagree with the following statement:

Intelligence casters, like Wizards, are scientists; they study action-reaction and exploit it. Charisma casters (such as Sorcerers), on the other hand, grab reality in a one-handed choke and yell out, "I AM YOUR MASTER!"

Pramxnim
2009-06-03, 04:28 AM
I also like this class fix, afroakuma. I see you've even gone out of your way to add in extra heritage feats to help it out.
If you don't mind, you can use the ones that I made right here (http://www.giantitp.com/forums/showthread.php?t=112011). It seems that there are some overlaps in the abilities, but we might be going for different things for certain feats. I don't know how helpful they'd be, but please feel free to use those feats for the Heritor.

EDIT: Well, here's what I've got. Spoilered since I like spoilers now :P

You should probably add that heritors count as sorcerers for the purpose of qualifying for heritage feats. It's just a minor nitpick, but I'll just put it out there for completeness' sake.

There is a copy-paste error in the spells section. You wrote "At each new sorcerer level" instead of heritor.

Might I suggest letting the skills granted by the heritages be available at 1st level and have 1 of the skills granted by draconic heritage be dependent on the type of dragon? You really don't have to do much, since Races of the Dragon has it covered.

Heritage Evolution is awesome. but that's just because I happen to like heritage feats. The poor unloved bastards.

Won't you please specify which ability scores are associated with which heritage for Legacy Power? For the sake of clarity, pretty please?

Legacy Magic is really nice and all, but why limit it to only 4th level spells? I'd say make it so that you can make 5th or even 6th level spells as SLAs that way. You might also want to specify that the SLAs uses the heritor's charisma bonus for the save DC. Or just say the save DC for these SLAs is Charisma-based.

Other than that. Good job! Sorcerers really should build upon their heritage instead of just gaining a bloody familiar.

Mercenary Pen
2009-06-03, 04:52 AM
You seem to have an interesting class here, and ZK has carefully saved you the trouble of answering the inevitable 'Will this class be in HoZ' Question.

I'm not really a 3.5 person, but from what I've seen of the original sorcerer, this has fewer dead levels, and less reliance on the standard caster solution to claiming dead levels are not dead (ie. Give them more spells)...

Cieyrin
2009-06-03, 10:52 AM
Given how many heritage popped up late 3.5 and the way Pathfinder went with Sorcerers, it's only natural to give Sorcerers the heritage feats by default and extend them into real class abilities, as otherwise you only get a guy who can spam magic missile. Fun, sure, but not necessarily the greatest thing ever. Good deal. :smallbiggrin:

afroakuma
2009-06-03, 09:51 PM
Given how many heritage popped up late 3.5 and the way Pathfinder went with Sorcerers, it's only natural to give Sorcerers the heritage feats by default and extend them into real class abilities, as otherwise you only get a guy who can spam magic missile. Fun, sure, but not necessarily the greatest thing ever. Good deal. :smallbiggrin:

Each Heritage gives you at least one ability you can burn spells on, as well as at least one ability that triggers when you cast a spell. They all add a few more spells to your list at some point.

The other variants I'm planning, the Latent and the Radical, do things differently. I felt, though, that the fluff of both the class and those feats dictated that they should move hand in hand.

afroakuma
2009-06-04, 11:39 AM
The Potential Sorcerer (Latent)

Latents are born into normal families, without a trace of magical blood. Rather, some hidden potential within them sparks, inciting the essence of the arcane to focus within these individuals. Caught up in the flow of sorcery, latents discover that though they possess a pool of arcane power, they are also able to use their spark to trace magic from the world around them without spending of themselves. As their powers spiral and branch, latents grow to exploit the potential of all magic and devote less practice to focusing their own powers, though when they do they exhibit diverse and prodigious talent.

Abilities
Charisma dictates the number and power of a latent's spells and is also important for many of their personal abilities. Dexterity very important to latents whose prodigies involve touch and ray effects. Wisdom is important for several of a latent's skills and experiences, and Intelligence broadens their knowledge and grasp of the magical world.

Races
Latents can be of any race; they are most commonly humans or half-humans.

Alignment
Latents are usually at least partially neutral in outlook, but tend to no particular extreme.

Hit Die
d6

Class Skills
The latent's class skills (and the key ability for each skill) are Bluff
(Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha). At 1st level, a latent may select one additional class skill.

Skill Points per Level
4 + Intelligence modifier (x4 at 1st level)

The Latent
{table=head]Level|
BAB|
Fort|
Ref|
Will|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Spell Focus, latent pool 1|3|2

2nd|
+1|
+0|
+0|
+3|Latent pool 2|4|3|-

3rd|
+1|
+1|
+1|
+3|Prodigy|5|3|0|-

4th|
+2|
+1|
+1|
+4|Prodigious talent|5|4|2|-|-

5th|
+2|
+1|
+1|
+4|Spell Focus, prodigy, latent pool 3|5|4|3|0|-|-

6th|
+3|
+2|
+2|
+5|Broad experience, latent instinct +1|5|4|4|2|-|-|-

7th|
+3|
+2|
+2|
+5|Prodigy|5|5|4|3|0|-|-|-

8th|
+4|
+2|
+2|
+6|Prodigious talent, latent pool 4|5|5|4|4|2|-|-|-|-

9th|
+4|
+3|
+3|
+6|Prodigy|5|5|5|4|3|0|-|-|-|-

10th|
+5|
+3|
+3|
+7|Spell Focus, latent elan|5|5|5|4|4|2|-|-|-|-

11th|
+5|
+3|
+3|
+7|Prodigy, latent pool 5|5|5|5|5|4|3|0|-|-|-

12th|
+6/+1|
+4|
+4|
+8|Prodigious talent, latent instinct +2|5|5|5|5|5|4|2|-|-|-

13th|
+6/+1|
+4|
+4|
+8|Prodigy|5|5|5|5|4|4|3|0|-|-

14th|
+7/+2|
+4|
+4|
+9|Latent pool 6|5|5|5|5|5|4|4|2|-|-

15th|
+7/+2|
+5|
+5|
+9|Spell Focus, prodigy|5|5|5|5|5|5|4|3|0|-

16th|
+8/+3|
+5|
+5|
+10|Prodigious talent|5|5|5|5|5|5|4|4|2|-

17th|
+8/+3|
+5|
+5|
+10|Prodigy, latent pool 7|5|5|5|5|5|5|5|4|3|0

18th|
+9/+4|
+6|
+6|
+11|Diverse experience, latent instinct +3|5|5|5|5|5|5|5|4|4|2

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

20th|
+10/+5|
+6|
+6|
+12|Awakening, latent pool 8|5|5|5|5|5|5|5|5|5|5[/table]

Class Features
All the following are class features of the latent.

Weapon and Armor Proficiency
Latents are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a latent's gestures, which can cause his spells with somatic components to fail.

Feat Restrictions
A character with latent levels may never select a reserve feat unless it is as one of his class bonus feats. A character with latent levels may not use the Scribe Scroll feat with his latent spells. A character with latent levels cannot use metamagic feats on his latent spells unless he has the Heighten Spell feat.

Spells A latent 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 latent must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a latent's spell is 10 + the spell level + the latent's Charisma modifier.

Like other spellcasters, a latent can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the class table above. In addition, he receives bonus spells per day if he has a high Charisma score.

A latent's selection of spells is extremely limited. A latent 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 the following table:


{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|4|2|-
2|5|2|-|-
3|5|3|1*|-|-
4|6|3|1|-|-|-
5|6|3|2|1*|-|-|-
6|7|4|2|1|-|-|-|-
7|7|4|2|2|1*|-|-|-|-
8|8|4|3|2|1|-|-|-|-|-
9|8|5|3|2|2|1*|-|-|-|-
10|9|5|3|3|2|1|-|-|-|-
11|9|5|4|3|2|2|1*|-|-|-
12|9|5|4|3|3|2|1|-|-|-
13|9|5|4|4|3|2|2|1*|-|-
14|9|5|5|4|3|3|2|1|-|-
15|9|5|5|4|3|3|2|2|1*|-
16|9|5|5|4|3|3|2|2|1|-
17|9|5|5|4|3|3|2|2|2|1*
18|9|5|5|4|3|3|2|2|2|1
19|9|5|5|4|3|3|2|2|2|2
20|9|5|5|4|3|3|2|2|2|2[/table]
*provided the latent has a bonus spell of this level

Unlike spells per day, the number of spells a latent knows is not affected by his Charisma score; the numbers on this table are fixed. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the latent has gained some understanding of by study. The latent can’t use this method of spell acquisition to learn spells at a faster rate, however. As latents gain prodigies, they may add new spells known based on the prodigies they select.

Upon reaching 3rd level, and at every odd-numbered latent level after that (5th, 7th, and so on), a latent can choose to learn a new spell in place of one he already knows. In effect, the latent "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 latent spell the latent can cast. A latent 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 latent need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.

Spell Focus At 1st, 5th, 10th and 15th level, a latent gains the Spell Focus feat as a bonus feat.

Latent Pool (Su) A latent's magic originates from the natural pooling of the very essence of arcane power within them. He can draw from this pool to channel pure magic into diverse effects. To tap the latent pool of arcane power, a latent must expend a spell slot and a latent pool point. Tapping your latent pool is an immediate action. The following abilities are available from the latent pool:

Magic Alacrity (Su) A latent may grant himself an inherent bonus to initiative equal to the level of the expended spell slot. This inherent bonus lasts for 1 round.

Magic Deflection (Su) A latent may grant himself a deflection bonus to AC equal to the level of the expended spell slot. This deflection bonus lasts for 1 round.

Magic Duration (Su) A latent may extend the duration of magic deflection, magic protection, magic proficiency, magic swiftness or magic wholeness by a number of rounds equal to the level of the expended spell slot plus one round (double this extension for magic wholeness).

Magic Focus (Su) A latent may increase his caster level by a number equal to the level of the expended spell slot. This caster level increase lasts for the casting of one spell.

Magic Intensity (Su) A latent may increase the save DC of the next spell he casts by the level of the expended spell slot.

Magic Proficiency (Su) A latent may grant himself an insight bonus to attack rolls equal to the level of the expended spell slot. This insight bonus lasts for 1 round.

Magic Protection (Su) A latent may grant himself a resistance bonus to a single saving throw equal to the level of the expended spell slot. This resistance bonus lasts for 1 round.

Magic Skill (Su) A latent may grant himself an insight bonus to his next skill check equal to the level of the expended spell slot.

Magic Swiftness (Su) A latent may grant himself an enhancement bonus to all of his movement speeds equal to ten times the level of the expended spell slot. This bonus lasts for 1 round.

Magic Wholeness (Su) A latent may grant himself fast healing equal to the level of the expended spell slot. This fast healing lasts for two rounds.

A latent with 0 points in his latent pool becomes fatigued and suffers a -2 penalty to caster level. He must make a Concentration check (DC 15 + size of full latent pool + spell level) to cast any spell. This fatigue cannot be removed with restoration. Greater restoration will remove the fatigue and restore a single latent pool point, but only once per day.

After a full rest, a latent recovers 1d4+1 latent pool points.

Prodigy (Su) A latent's true power is derived not from the latent pool within him, but rather from the interaction between his latent pool and the ambient magic of the world around him. As a latent grows in new experiences, he discovers prodigious new abilities derived from the potential within him.

Whenever a latent acquires a prodigy, he may select a reserve feat for which he has the prerequisites as a bonus feat. In addition, he may add to his spells known a spell that qualifies to activate the reserve feat selected. For example, a 7th level latent who selects Aquatic Breath as his prodigy could add a spell of 3rd level or higher with the Water descriptor to his spells known. This spell must be of a level that the latent can currently cast.

Prodigious Talent (Su) As a latent's facility with his magical talents develops, he begins to improvise and experiment with those branches of the arcane that he has focused on. Whenever the latent acquires a prodigious talent, he may select a bonus feat for which he meets the prerequisites from the list below:

Cloudy Conjuration, Dazzling Illusion, Energy Abjuration, Fearsome Necromancy, Greater Spell Focus, Insightful Divination, Metamagic School Focus, Piercing Evocation, Toughening Transmutation, Unsettling Enchantment.

Broad Experience (Ex) A latent explores the world, cultivating a variety of talents through experience and familiarity. A latent can make a Wisdom check against the DC of a particular task. If he succeeds, he can make an untrained attempt on that task.

Latent Instinct (Ex) The constant dialogue between the inherent magic of the latent and the arcane potential of the world results in the latent becoming more aware, reflexive and reactive to the world around him. At 6th level, he gains a +1 dodge bonus to AC and a +1 insight bonus to initiative and Reflex saves. These bonuses apply even when the latent is flat-footed, but not when he is helpless. These bonuses increase to +2 at 12th level and +3 at 18th level.

Latent Elan (Ex) The experience and passion of the latent take him in many new directions and provide him an appreciation for the perils of the world. At 10th level, he may select Fortitude, Reflex or Will. If he makes the named saving throw against an attack that would have a lesser effect even on a successful save, he instead negates the effect entirely. Once this choice is made it cannot be changed.

Diverse Experience (Ex) By 18th level, a latent's diverse experiences have let him anticipate and conjecture about what to expect in many circumstances. As long as he has at least one rank in the necessary skill, a latent may make a Wisdom check instead of a skill check to perform that skill.

Awakening (Ex) At 20th level, a latent's potential flares and emerges fully. As his latent pool joins the ambient magic around him, the latent's own personal experiences fuse with his innate understanding of sorcery and allow him to shrug off magical effects. The latent gains spell resistance equal to his class level plus his Wisdom bonus plus his current latent pool points.

New Feats
Deep Latent Pool
Prerequisites Expanded Latent Pool, latent pool of 7 or more points
Benefit Increase your maximum latent pool points by 1.

Enriched Latent Pool
Prerequisites Latent pool of 3 or more points, Wis 15+
Benefit Spell slots expended to power latent pool abilities are treated as being 1 level higher.

Expanded Latent Pool
Prerequisites Latent pool of 4 or more points
Benefit Increase your maximum latent pool points by 1.

Glorious Prodigy
Prerequisites Cha 15+, latent instinct class ability, prodigious talent class ability
Benefit Increase the DCs and effective spell level of your prodigy abilities by 1.

afroakuma
2009-06-04, 02:29 PM
Example heritor:

Ardreia Stellane
Medium Outsider (Native)
Female aasimar level 10 heritor (celestial)
HD 10d4+40 (70 hp)
Speed 30 ft. (6 squares)
Init: +10
AC 22; touch 18; flat-footed 18 (+4 armor, +4 Dexterity, +3 deflection, +1 deflection)
BAB +5; Grp +4
Attack +1 eager dagger of initiative +5 melee (1d4)
Full-Attack +1 eager dagger of initiative +5 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Daylight, spells
Special Qualities Presence, darkvision 60 ft., resistance to acid 5, cold 10, fire 10, and electricity 15
Saves Fort +11 Ref +8 Will +14
Abilities Str 8, Dex 18, Con 18, Int 14, Wis 12, Cha 22
Skills Bluff +8, Concentration +16, Craft (Woodworking) +6, Diplomacy +20, Intimidate +8, Knowledge (Arcana) +14, Knowledge (Local) +9, Knowledge (the Planes) +14, Listen +5, Sense Motive +13, Spellcraft +14, Spot +5
Feats Celestial Grace (B), Celestial Heritage (B), Celestial Lance, Celestial Power (B), Celestial Resistance (B), Force of Personality, Improved Initiative, Sudden Maximize
Challenge Rating 11
Alignment Chaotic good

Equipment bracers of armor +4, cloak of resistance +3 and charisma +4, +1 eager dagger of initiative, gloves of dexterity +4, periapt of health +4, ring of protection +3

Spells 6/8/8/7/6/4; save DCs 16 + spell level. Spells Known 9/5/4/3/2/1.

afroakuma
2009-06-04, 03:16 PM
Example latent:

Rickard Prossiper
Medium Humanoid (Human)
Male human level 10 latent
HD 10d6+30 (68 hp)
Speed 30 ft. (6 squares)
Init: +11
AC 22; touch 22; flat-footed 18 (+4 armor, +4 Dexterity, +3 deflection, +1 dodge)
BAB +5; Grp +5
Attack +1 eager dagger of initiative +6 melee (1d4+1)
Full-Attack +1 eager dagger of initiative +6 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Spells, prodigies
Special Qualities Latent pool (5 points), prodigies, broad experience, latent instinct +1, latent elan (Will)
Saves Fort +9 Ref +11 Will +12
Abilities Str 10, Dex 18, Con 16, Int 8, Wis 14, Cha 20
Skills Bluff +14, Concentration +12, Sense Motive +11, Spellcraft +10, Spot +11, Tumble +13 and Use Magic Device +14
Feats Dazzling Illusion (B), Dimensional Jaunt (B), Expanded Latent Pool, Face-Changer (B), Hurricane Breath (B), Glorious Prodigy, Improved Initiative, Piercing Evocation (B), Spell Focus (evocation) (B), Spell Focus (illusion) (B), Spell Focus (transmutation) (B), Spell Penetration, Sudden Maximize
Challenge Rating 10
Alignment Chaotic neutral

Equipment bracers of armor +4, cloak of resistance +3 and charisma +4, +1 eager dagger of initiative, gloves of dexterity +4, periapt of health +4, ring of protection +3

Spells 5/7/6/5/5/3; save DCs 15 + spell level. Spells Known 9/5/4/4/3/2 (Prodigy Spells Known -/-/1/1/1/1 {gust of wind, greater invisibility, lightning bolt, teleport})

afroakuma
2009-06-05, 01:43 PM
What, no commentary?

Zeful
2009-06-05, 02:00 PM
The Legacy Sorc is cool. The Heritage Sorc... well, consider one of the signs of the imminent destruction of the universe to be a Heritage Sorcerer class that I actually like.

afroakuma
2009-06-05, 02:19 PM
The Legacy Sorc is cool. The Heritage Sorc... well, consider one of the signs of the imminent destruction of the universe to be a Heritage Sorcerer class that I actually like.

Um... the Legacy Sorcerer and the Heritage Sorcerer are one and the same.

I assume you were referring to the Potential Sorcerer (the Latent).

Zeful
2009-06-05, 02:33 PM
Um... the Legacy Sorcerer and the Heritage Sorcerer are one and the same.

I assume you were referring to the Potential Sorcerer (the Latent).

Right, I forgot which one's which for a second.

Latent good. Heritage bad.

afroakuma
2009-06-05, 02:45 PM
Right, I forgot which one's which for a second.

Latent good. Heritage bad.

Is it mechanically flawed, somehow? Or is it just the concept itself that rankles you?

Zeful
2009-06-05, 03:00 PM
Is it mechanically flawed, somehow? Or is it just the concept itself that rankles you?

The concept, I've never like heritage fluff for sorcerers, even when I first started playing I've never liked it. That and few (read: no) Heritage Sorcerer has options for a null heritage. No special magic in the blood, just casting spells because they want to.

afroakuma
2009-06-05, 03:15 PM
The concept, I've never like heritage fluff for sorcerers, even when I first started playing I've never liked it.

Well, that's why I split it.


That and few (read: no) Heritage Sorcerer has options for a null heritage.

Well, with mine that would be because a sorcerer without heritage is a latent.

Null heritage is latency.


No special magic in the blood, just casting spells because they want to.

Latency.

Lord_Gareth
2009-06-05, 03:19 PM
I'm waiting for the Fey heritage, frankly.

I demand MOAR fey!

Pramxnim
2009-06-05, 10:46 PM
Well, Lord_Gareth, if you want some Fey lovin', maybe you can check these (http://www.giantitp.com/forums/showpost.php?p=6123997&postcount=4) out while Afroakuma works on his own heritage feats. I don't know if they're balanced enough, but if you happen to like them, feel free to PEACH them.

I might make more if I have the time. Cheers