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Surrealistik
2009-06-16, 09:08 PM
The intent of this variant is to make the Sorcerer competitive with the Wizard. All bold portions within passages of original text have been modified. Everything else not mentioned about the class is as per the SRD.

Alignment
Any.

Hit Die
d4.

BAB: Poor.

Saves: Will: High, Reflex: Low, Fortitude: Low

Skill Points at 1st Level:
(2 + Int modifier) ◊4.

Skill Points at Each Additional Level:
2 + Int modifier.

Class Skills:
The sorcererís class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

{table]Level:|BAB:|Fort:|Ref:|Will|Special
1st|+0|+0|+0|+2|Summon Familiar, Eschew Materials
2nd|+1|+0|+0|+3|Innate Arcana
3rd|+1|+1|+1|+3|Force of Personality
4th|+2|+1|+1|+4|Improved Eschew Materials
5th|+2|+1|+1|+4|Spell Surge
6th|+3|+2|+2|+5|Improved Spontaneous Metamagic
7th|+3|+2|+2|+5|Mind's Desire
8th|+4|+2|+2|+6|Contest of Wills
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|Improved Spell Surge
11th|+5|+3|+3|+7|
12th|+6/+1|+4|+4|+8|Greater Spontaneous Metamagic
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|Mind's Desire II
15th|+7/+2|+5|+5|+9|Greater Spell Surge
16th|+8/+3|+5|+5|+10|
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11|Spontaneous Metamagic Mastery
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|Ignore Material Components, Spell Surge Mastery[/table]

Class Features:

Weapon and Armor Proficiencies:
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 sorcererís 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 sorcererís spell is 10 + the spell level + the sorcererís Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcererís 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 canít use this method of spell acquisition to learn spells at a faster rate, however.

Upon taking a new class level, the sorcerer can choose to learn any number of new arcane spells from the sorcerer/wizard spell list in place of sorcerer spells he already knows, effectively exchanging them. All new spells learned in this way must be of the same level as the ones they replace. Furthermore, the sorcerer may exchange any number of metamagic feats he gained as a sorcerer for an equal number of new metamagic feats. The sorcerer must meet all the prerequisites of all new metamagic feats gained in this way.

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, 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 heíll 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 sorcererís experience point total can never go below 0 as the result of a familiarís 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.


Eschew Materials (Su):
As his power is self-actuated, the sorcerer needs not bother with most minor spellcasting components, instead drawing upon his own energies and willpower as regeants.

At the 1st class level, the sorcerer gains the Eschew Materials feat for free.


Innate Arcana (Ex):
The sorcerer's knowledge of the arcane is instinctual, originating not from study or research but an inherent understanding that transcends both.

Starting at the 2nd class level, the Knowledge(Arcana) and Spellcraft skills become Charisma based for the sorcerer whenever his Charisma modifier is higher than his Intelligence modifier.


Force of Personality (Ex):
Burgeoning powers give rise to the sorcerer's awareness and a capacity to leverage his prodigious strength of personality to the enactment and fortification of his will.

Starting at the 3rd class level, the sorcerer adds his Charisma instead of his Wisdom modifier as a bonus to all Will saving throws and checks if it's higher.


Improved Eschew Materials (Su):
Starting at the 4th class level, the sorcerer can cast any sorcerer spell that has a material component or focus worth 100 gp or less without needing that component or focus. If the spell requires a material component or focus that costs more than 100 gp, you must have the material component or focus at hand to cast the spell, just as normal. The value of components that the sorcerer can waive with this ability increases by 100 gp every 4 class levels beyond the first 4.

Focuses which could otherwise be waived with this ability but are required for the execution of a spell, and are not merely consumed, can be substituted with any object the sorcerer desires if that object satisfies the spell's basic requirements such as a receptacle for Soul Bind, or a reflective surface for Scrying.


Spell Surge (Su):
As the sorcerer's abilities increase, he begins to notice the full ramifications of his inherent talents, including the possibility of supplementing his arcane power with his own spiritual and physical essence. By mastering his body and mind, the sorcerer is able to exceed his normal limits by calling upon an inner reserve of latent strength, tapping it to further bolster the already considerable might of his sorceries. Despite the great potential inherent in this maneuver, it must be noted that even successful applications are not without hazard, demanding a costly toll and weighing heavily upon the user's well-being.

Starting at the 5th class level, the sorcerer may increase a sorcerer spell's effective caster level and/or DC from his spell list by an amount up to his class level plus his CHA and CON modifier by doubling its casting time, and succeeding on a Will check versus spells with a DC equal to 10, + the effective level of that spell, +2 for each caster level and DC he wishes to increase the spell's by.

Whether or not this roll is successful, he must then make a Fortitude save with the same DC versus spells. Success on this save means he is Fatigued. If the sorcerer is already Exhausted, he suffers a point of CON damage instead. Failure on this save means he is Exhausted. If the sorcerer is already Exhausted, he suffers 2 points of CON damage instead. Further, for every 5 points he fails this save, he suffers an additional point of CON damage.

Sorcerers immune to Fatigue lose their hit dice in HP (rounded up) if they would be Fatigued, or twice their hit dice in HP if they would be Exhausted from using this ability.

Sorcerers immune to Constitution damage, or that have no Constitution score lose their hit dice in HP for each point of Constitution damage they would have received from using this ability.

If the sorcerer succeeds on Spell Surge's Fortitude save by 5 or more, he suffers no penalties from it.


Improved Spontaneous Metamagic (Su):
Starting at the 6th class level, metamagic enhanced spells cast from the sorcerer's spell list no longer take additional time to cast.


Contest of Wills (Su):
His innate knowledge and expertise with the Weave continuing to blossom, the sorcerer is now able, by sheer force of will and resolve, to reform his magics into raw negating energies, capable of purging, nullifying or even subverting any undesirable expression of arcane power.

Starting at the 8th class level, as an immediate action, the sorcerer may attempt to counter or dispel any spell by succeeding on an opposed Will check between him and the caster of that spell, and expending a number of spell slots with a total spell level equal to or greater than the targeted spell's level. This opposed check features a bonus or penalty equal to the difference in caster level between the sorcerer and the opposing caster. Prior to rolling, the sorcerer may add a bonus to the check by expending any number of additional spell slots. Each spell slot expended in this way provides a cumulative bonus to the check equal to its spell level. Cantrips expended in this way count as half a spell level.
Example: Garagos as a level 10 Sorcerer wishes to counter Bob the level 11 Wizard's Dominate Person on the party rogue with Contest of Wills. Garagos rolls a 15, adding it to his Will save of 7, but subtracting the difference in caster level (1). Bob rolled 19 and has a Will save of 5. Uh oh! It's okay though, because Garagos also happened to expend 12 levels of spell slots, allowing him to win by 10.

If the sorcerer succeeds on this opposed check by 10 or more, he gains permanent control of the spell to be countered or dispelled, and may choose new targets and other properties for it as though he had cast it, and may dismiss it at his option. This spell is otherwise unaffected; it still uses the caster level and primary casting attributes of the creature who cast it, originates from that creature if applicable, and retains all modifying factors such as metamagic, and any applicable feats or abilities of its caster. If a spell hijacked in this way requires concentration to sustain, the sorcerer is now responsible for its sustenance.
Example: Continuing with the above example, because Garagos succeeded spectacularly by a difference of 10, he has gained control of Bob's Dominate Person spell. He then chooses to redirect it to Bob's pesky fighter friend Rob. Because Bob has an INT of 20, and the Spell Focus (Enchantment) feat, the spell has a DC of 21 (15 + 5 + 1), which Rob fails. Garagos then spends a move action on his next turn to instruct Rob to flatten Bob. Rob complies.

If the sorcerer attempts to use this ability on a turn other than his own, he loses a standard action on his next turn, unless he expends a readied standard action.

You may use Contest of Wills to attempt to counter a spell without identifying it via a Spellcraft check. However you will not know the nature of the spell, and consequently how many spell slots to expend. If you expend too few spell slots to counter the spell, your counterspell attempt will automatically fail.

All spell slots expended with this ability are lost regardless of success.


Greater Spell Surge (Su):
Starting at the 10th class level, spells cast with Spell Surge are no longer doubled in casting length.


Greater Spontaneous Metamagic (Su):
Starting at the 12th class level, the sorcerer may reduce the level adjustment of any sorcerer spell cast from his spell list with metamagic applied to it by expending any number of spell slots. Each spell slot expended in this way reduces that spell's metamagic level adjustment by an amount equal to its spell level. Cantrips expended in this way count as half a spell level.

Sorcerers cannot reduce a spell's metamagic level adjustment to be lower than zero in this way.
Example: Garagos Empowers a Ray of Enfeeblement, applying a level adjustment of 2. He cannot expend more than two spell levels worth of spell slots to reduce its level adjustment, as that would take its final level adjustment beneath zero.

Sorcerers must reduce a spell's level adjustment to be equal to or less than the highest level spell he can normally cast.
Example: Garagos, now a level 12 sorcerer, would like to use this ability to cast a Maximized, Split Ray Enervation; a level 10 spell post adjustment. This is fine if he can afford to expend enough total spell slots (4) to bring it down to the highest level spell he can normally cast (6th). Unfortunately he has only a single level 1 and level 2 spell remaining, rendering this impossible.


Mind's Desire (Su):
His mastery of the weave growing at a prodigious rate, its secrets and power prove infinitely malleable before the sorcerer's will, which now all but freely disjoints and transmutes arcane power as he sees fit.

Starting at the 7th class level, the sorcerer may cast any arcane spell by expending a number of spell slots with a total spell level equal to at least three times that spell's level, and succeeding at a Will roll with a DC equal to 15 + twice that spell's level. This DC may be reduced prior to rolling by expending any number of additional spell slots. Each spell slot expended in this way reduces the DC by an amount equal to its spell level. Cantrips expended in this way count as half a spell level.

Starting at the 14th class level, the sorcerer need only expand a number of spell slots with a total spell level equal to at least twice the desired spell's level.

The sorcerer cannot cast a spell of a higher spell level with Mind's Desire than the highest level spell he can cast prior to adjustment.

All spell slots expended with this ability are lost, regardless of success.


Greater Spell Surge (Su):
Starting at the 15th class level, the sorcerer may reduce the DC of Spell Surge's Will roll by voluntarily suffering any amount of Constitution damage. The DC is reduced by an amount equal to 2 times the Constitution damage accrued in this way.

Sorcerers immune to Constitution damage, or that have no Constitution score that wish to utilize this option must instead pay their hit dice in HP for each point of Constitution damage they would suffer.

Note that this does not reduce the DC of Spell Surge's Fortitude save. The Fortitude save DC remains the same as if no reduction of the Will roll's DC occurred in this way.


Spontaneous Metamagic Mastery (Su):
Starting at the 18th class level, the sorcerer may apply any number of metamagic feats, including ones he does not possess, to any sorcerer spell from his spell list by expending a number of spell slots with a total spell level equal to or greater than the total level adjustment of all metamagic applied in this way. That spell consumes a spell slot of its adjusted spell level as normal.

Note that this ability can be used in conjunction with Greater Spontaneous Metamagic.


Ignore Material Components (Su):
At the 20th class level, the sorcerer gains the feat Ignore Material Components for free, even if he does not meet the prerequisites.


Spell Surge Mastery (Su):
Starting at the 20th class level, the sorcerer may reduce the DC of Spell Surge's Will and Fortitude checks by expending any number of spell slots. The total DC is reduced by an amount equal to the total spell level of all spell slots expended in this way. Cantrips expended in this way count as half a spell level.

I know the wording is a little rough. I'll get around to fixing up the worst offenders in time.

Shinizak
2009-06-16, 11:19 PM
Now, I like godly campaign smashing monstrosities as much as the next guy, but I really do have to ask what you have to gain by breaking such an already massively broken class?

JoshuaZ
2009-06-16, 11:36 PM
Wizards are already one of the most powerful classes in the game. I don't quite see what you intend to accomplish by making an even more broken version. Moreover, this is needlessly complicated.

A friend had a specific type of ultra powerful wizard in one campaign world that was NPC only. It was much simpler than this. Can be summarized as:
Skills sor+ wiz. Casts spontaneously. Spell slots like sorcerer but but with the obvious tabel extension so they get new spells at the odd levels like a wizard. (so 2 second level slots at level 3, 2 3rd level slots at 5 and so on). Spells known/spell learning like a Beholder Mage. And bonus feats like a wizard.
In this case, there were direct plot reasons to have such people running around. Is there a reason you'd like an even more broken wizard?

Surrealistik
2009-06-16, 11:43 PM
The goal is really a Sorc that's on even ground with the Wizard in a way that's thematic and plays to the concept of spontaneous casting, and self-actuated power/force of will.

PId6
2009-06-17, 12:22 AM
This is very well done. It's very thematically appropriate for sorcerers and does allow sorcs to compete with their previously more powerful step-brother. Most of the abilities aren't that overpowered (you know, relatively speaking) since they burn you out much faster, making them more as last resort type abilities.

There are enough overpowered arcane PrCs out there that staying full sorcerer like this can actually detract from a sorcerer's overall power level, so I don't think this is too bad. I've seen plenty of DMs houserule Eschew Materials on sorcerers anyway; it just makes so much sense. And low-value but still not worthless material components are generally a pain to manage anyway. Perhaps also add valueless focuses to that as well?

Overall, very very nice job. Only problems I see are the occasional previously noted awkward wording on some abilities. Oh, and the title made me think you're fixing the Ultimate Magus or something, hehe.

TSED
2009-06-17, 03:32 AM
I have no idea what



Greater Spontaneous Metamagic (Su):
Starting at the 12th class level, the sorcerer can reduce the spell level of arcane spells with Metamagic applied to them by expending any number of spell slots. This reduction of spell level is equal to the total spell level of the expended spell slots.

You cannot reduce a spell's level beneath its innate level.

You cannot cast a spell in this way that would otherwise have a greater spell level than the highest level spell you know as a sorcerer.

Is trying to do. Or accomplish. Or does accomplish.


Other than that, I DO like it.

elliott20
2009-06-17, 04:15 AM
I was about to say "if you need help breaking a sorcerer or a wizard, you haven't been reading the boards".

but still, nice job. Not exactly my cup of tea, but nice.

PairO'Dice Lost
2009-06-17, 08:04 AM
I have no idea what



Is trying to do. Or accomplish. Or does accomplish.


Other than that, I DO like it.

I believe the gist is that you reduce metamagic level adjustment by sacrificing spell levels. You could quicken a spell by expending a 4th-level spell or 4 1st-level spells or whatever.

Surrealistik
2009-06-17, 09:42 AM
I was about to say "if you need help breaking a sorcerer or a wizard, you haven't been reading the boards".

Yeah, it just frustrates me how the sorcerer base class is so blatantly inferior to the wizard, so I decided to do something about it.



I believe the gist is that you reduce metamagic level adjustment by sacrificing spell levels. You could quicken a spell by expending a 4th-level spell or 4 1st-level spells or whatever.

That's correct. I'll see what I can do about the messy wording.

JoshuaZ
2009-06-17, 10:26 AM
The goal is really a Sorc that's on even ground with the Wizard in a way that's thematic and plays to the concept of spontaneous casting, and self-actuated power/force of will.

Ah. Now I understand. In that case, this is pretty good.

PairO'Dice Lost
2009-06-17, 12:14 PM
That's correct. I'll see what I can do about the messy wording.

How about this:

"The sorcerer can expend uncast spell slots to reduce the level adjustment of metamagic feats; for each spell level he expends, the adjustment is reduced by one. For example, a sorcerer could quicken a spell by spending a 4th-level spell, four 1st-level spells, or any other combination of spell levels totaling 4.

If a spell would be higher than the maximum spell level a sorcerer can cast before reducing the level adjustment (such as a 1st-level sorcerer trying to cast a silent, stilled sleep spell), the sorcerer may not use this ability to mitigate the level adjustment."

Surrealistik
2009-06-17, 06:53 PM
I've revised the wording of the ability (changes inspired by your fix), and have added some additional abilities. Let me know what you think.

Surrealistik
2009-06-18, 04:47 PM
Updated Spell Surge to more fairly deal with sorcerers that are Fatigue and Constitution damage immune.

Surrealistik
2009-06-20, 02:40 PM
Updated to include Innate Arcana as an extraordinary ability. This represents the sorcerer's instinctual understanding of the Weave and arcane magic by substituting his Charisma for his Intelligence modifier on all Knowledge(Arcana) and Spellcraft checks if it's higher.

More language clean up/clarification (no effect on actual mechanics).

GreatWyrmGold
2009-07-16, 08:14 PM
Why is the sorceror so much weaker than the wizard? The wizard has more spells he can cast, the sorceror can cast any spell he knows at any time. The sorceror gets more spells per day, the wizard gets bonus feats. The sorceror gets new spell levels a level or two later, but so what?
(Bear in mind that I once wondered why monks were underpowered, and why spellcasters in general were overpowered.)

PId6
2009-07-16, 08:43 PM
Why is the sorceror so much weaker than the wizard? The wizard has more spells he can cast, the sorceror can cast any spell he knows at any time. The sorceror gets more spells per day, the wizard gets bonus feats. The sorceror gets new spell levels a level or two later, but so what?
(Bear in mind that I once wondered why monks were underpowered, and why spellcasters in general were overpowered.)
First of all, wizard actually has class features.

Secondly, knowing every spell is a lot better than knowing only a small subset of spells, since you can easily switch your spells around in preparation for a different challenge and you can even leave empty spell slots which you can prepare with whatever you know in only 15 minutes. Being able to spontaneously cast doesn't really make the sorcerer that much more versatile considering the fact that he only gets a few spells.

Third, with Scribe Scroll, a wizard even becomes a better spontaneous caster than a sorcerer. Since the wizard knows so many more spells, he can scribe even very situational spells onto scrolls just in case they're needed. A sorcerer doesn't have that luxury, since with such a limited spell list, every spell he knows must be useful all of the time.

Fourth, getting spells a level later than the wizard is a terrible disadvantage. At 5th level, when a wizard gets to blast whole encounters away with Fireball or save or suck everything with Stinking Cloud, the sorcerer is still stuck with Magic Missile and... okay, well Glitterdust is still nice but you get the point. Same could be said of Fly, Haste, Dispel Magic, whatever that the sorcerer won't even see for another level. Frankly, this is my biggest problem with spontaneous casters. And even when you get the next level of spells, the sorcerer still only picks a single 3rd level spell at 6th level, while by then, the wizard already has FOUR free 3rd level spells. So you're not even getting much out of your new level of spells until at least two or three levels after the wizard.

And finally, the sorcerer can't use Quicken Spell. At high levels, getting more actions is everything, so that's a huge advantage with the wizard. Admittedly, Complete Mage fixed this inequality with Rapid Metamagic, but it still is annoying that the sorcerer has to shell out a precious higher level feat slot while a wizard, who actually gets bonus feats, does not.

So in conclusion, the sorcerer really got the short end of the stick in 3.5. Well it's not called Sorcerers of the Coast for a reason, I guess. That said, I still like spontaneous casters a lot better than preparation ones, regardless of their flaws.

GreatWyrmGold
2009-07-16, 09:02 PM
First of all, wizard actually has class features.

What class features hath the wizard that the sorceror lacketh?
Other than that, yeah.
Including how I like spontaneous casters better. It takes out some bookwork without taking out the one source of versatility.

PId6
2009-07-16, 09:06 PM
What class features hath the wizard that the sorceror lacketh?
Other than that, yeah.
Including how I like spontaneous casters better. It takes out some bookwork without taking out the one source of versatility.
Scribe Scroll, Bonus Feats.

ClockworkMoon
2009-07-16, 09:27 PM
I like this a lot!
You added a lot more "Sorcerer Flavor" to the class.
An excellent addition! :smallcool:

Vaynor
2009-07-16, 09:37 PM
It might be better to make the wizard as powerful as the sorcerer as opposed to the opposite way.

PId6
2009-07-16, 09:53 PM
It might be better to make the wizard as powerful as the sorcerer as opposed to the opposite way.
Adding is always more fun than removing, not to mention easier as well.

PairO'Dice Lost
2009-07-17, 08:12 AM
Adding is always more fun than removing, not to mention easier as well.

Precisely. Given the choice of moving everything up to the wizard's level or moving everything down to the monk's level, which do you think would be more fun, Vaynor? Granted, if you were really changing all the classes you'd aim for somewhere in the middle, but if the sorcerer has to be in the same party as the other casters as they are now, boosting his power is the best option.

Burley
2009-07-17, 08:21 AM
What class features hath the wizard that the sorceror lacketh?
Other than that, yeah.
Including how I like spontaneous casters better. It takes out some bookwork without taking out the one source of versatility.

As already stated, the Wizard gets class features. The sorcerer gets a familiar. That's it. How can spontaneous casting even half-way make up for never getting any special goodies ever? It's 19 dead levels. Not even fluff or anything.
See, if we wanted to make the Sorcerer not as weak, we would just need to mix it in with the Warlock. Let the Sorcerer have a warlock utility invocation every few levels. By 20th with spellcasting and 4-5 weak, but constant abilities, the sorcerer could be bumped a bit higher in the power tier.

Southern Cross
2009-07-19, 02:27 PM
Or play a magister (from Arcana Unearthed/Evolved) instead...

Jane_Smith
2009-07-19, 02:48 PM
I enjoyed pathfinders use of bloodlines for the sorcerers. Determined the spells you automatically get every few levels, and class features based on your bloodline with a very good 20th cap - such as abbarent sorcerers even able to 'strech' their limbs when making touch attacks to increase their reach by 5-10 feet. Maybe you could seek some inspiration from that?

Surrealistik
2009-07-20, 12:30 PM
I've been testing out this Sorc in an ongoing PnP game and so far, so good. Thus far I am loving how the emphasis on self-actuated power and reinvention is unfolding; IMHO it's flavourful, it's balanced (well, with the 1st tiers :P), and most importantly, it's fun. If anyone else is utilizing this homebrew, let me know how it works out for you. I am big on the whole constructive feedback thing.

EDIT: One possible flavourful addition I've had kicking around for awhile is the inclusion of a magical aura given the Sorcerer's status as an inherently magical being, though I would include the stipulation that the Sorcerer can make a Will check as an Immediate action in order to suppress the aura. The strength of the aura (and thus the suppression DC) would scale as per that of a Cleric's alignment aura. This was inspired by Jane Smith's own take on the class.

PumpkinJack
2009-07-24, 11:49 AM
I like what you've done with it. I'd play a sorcerer like this. Pumping up your spells by hurting you body is a fun idea too. I only wish sorcerers could throw in a divine spell or two as well.