Zman
2014-01-01, 04:46 PM
This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.
Sorcerer
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th
1st|+0|+0|+0|+2|Eschew Materials, Bonus Spells|5|3|—|—|—
2nd|+1|+0|+0|+3||6|4|—|—|—
3rd|+1|+1|+1|+3|Signature Spell|6|5|3|—|—
4th|+2|+1|+1|+4|Sorcerous Power|6|6|4|—|—
5th|+2|+1|+1|+4||6|6|5|3|—
6th|+3|+2|+2|+5|Signature Spell|6|6|6|4|—
7th|+3|+2|+2|+5|Sorcerous Might|6|6|6|5|—
8th|+4|+2|+2|+6||6|6|6|6|3
9th|+4|+3|+3|+6|Signature Spell|6|6|6|6|4
10th|+5/+1|+3|+3|+7|Pinnacle of Sorcerous Talent|6|6|6|6|5
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge(arcana) (Int), Listen(Wis), Profession (Wis), Spellcraft (Int) and Spot(Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th
1st|4|2|—|—|—
2nd|5|2|—|—|—
3rd|5|3|1|—|—
4th|6|3|2|—|—
5th|6|4|2|1|—
6th|7|4|3|2|—
7th|7|5|3|2|—
8th|8|5|4|3|1
9th|8|6|4|3|2
10th|9|6|5|4|2
[/table]
Weapon and Armor Proficiency: 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 sorcerer’s 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 sorcerer’s spell is 10 + the spell level + the sorcerer’s 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 sorcerer’s 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 can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “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 sorcerer spell the sorcerer can cast. A sorcerer 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 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 he’ll cast.
Bonus Spells
At the Appropriate level add the following spells to the Sorcerer's Spells Known List: Detect Magic(0th), Read Magic(0th), Identify(1st), and Dispel Magic(3rd)
Eschew Materials
At 1st level a Sorcerer receives Eschew Materials as a bonus feat.
Signature Spell
At 3rd level and every 3 levels thereafter a Sorcerer gains a Signature Spell. The spell bus be a Spell the Sorcerer already knows and at least one level lower than the maximum spell level the Sorcerer is capable of Casting. The Sorcerer chooses upon gaining the Signature Spell either Empower Spell, Extend Spell, Enlarge Spell, Heighten Spell, Still Spell, or Silent Spell. Once selected the Sorcerer can apply the chosen Metamagic to the spell without an increase in spell level or casting time. Once chosen Signature Spells cannot be changed.
A Sorcerer can choose a selected Signature Spell, if chosen multiple times apply all applicable metamagics to the Signature Spell.
Sorcerous Power
At 4th level a Sorcerer casts Signature Spells at +1 Caster Lever.
Sorcerous Might
At 7th level a Sorcerer gains a +2 bonus to overcome Spell Resistance with Signature Spells.
Pinnacle of Sorcerous Talent
At 10th level the Sorcerer is a master of innate magic and gains one spell known per spell level.
ACF's
Battle Sorcerer
Level: 1st
Changes: Sorcerer Gains a d10 Hit Dice, a Medium Base Attack Bonus, and proficiency with a single Martial Weapon of his choice, but loses one spell known per spell level to a minimum of one and can cast one fewer spell per day per spell level.
Prodigy
Level: 1st
Changes: d4 Hit dice
Gains: One additional Spell Known for each Spell level.
Sorcerer
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th
1st|+0|+0|+0|+2|Eschew Materials, Bonus Spells|5|3|—|—|—
2nd|+1|+0|+0|+3||6|4|—|—|—
3rd|+1|+1|+1|+3|Signature Spell|6|5|3|—|—
4th|+2|+1|+1|+4|Sorcerous Power|6|6|4|—|—
5th|+2|+1|+1|+4||6|6|5|3|—
6th|+3|+2|+2|+5|Signature Spell|6|6|6|4|—
7th|+3|+2|+2|+5|Sorcerous Might|6|6|6|5|—
8th|+4|+2|+2|+6||6|6|6|6|3
9th|+4|+3|+3|+6|Signature Spell|6|6|6|6|4
10th|+5/+1|+3|+3|+7|Pinnacle of Sorcerous Talent|6|6|6|6|5
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge(arcana) (Int), Listen(Wis), Profession (Wis), Spellcraft (Int) and Spot(Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th
1st|4|2|—|—|—
2nd|5|2|—|—|—
3rd|5|3|1|—|—
4th|6|3|2|—|—
5th|6|4|2|1|—
6th|7|4|3|2|—
7th|7|5|3|2|—
8th|8|5|4|3|1
9th|8|6|4|3|2
10th|9|6|5|4|2
[/table]
Weapon and Armor Proficiency: 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 sorcerer’s 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 sorcerer’s spell is 10 + the spell level + the sorcerer’s 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 sorcerer’s 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 can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “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 sorcerer spell the sorcerer can cast. A sorcerer 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 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 he’ll cast.
Bonus Spells
At the Appropriate level add the following spells to the Sorcerer's Spells Known List: Detect Magic(0th), Read Magic(0th), Identify(1st), and Dispel Magic(3rd)
Eschew Materials
At 1st level a Sorcerer receives Eschew Materials as a bonus feat.
Signature Spell
At 3rd level and every 3 levels thereafter a Sorcerer gains a Signature Spell. The spell bus be a Spell the Sorcerer already knows and at least one level lower than the maximum spell level the Sorcerer is capable of Casting. The Sorcerer chooses upon gaining the Signature Spell either Empower Spell, Extend Spell, Enlarge Spell, Heighten Spell, Still Spell, or Silent Spell. Once selected the Sorcerer can apply the chosen Metamagic to the spell without an increase in spell level or casting time. Once chosen Signature Spells cannot be changed.
A Sorcerer can choose a selected Signature Spell, if chosen multiple times apply all applicable metamagics to the Signature Spell.
Sorcerous Power
At 4th level a Sorcerer casts Signature Spells at +1 Caster Lever.
Sorcerous Might
At 7th level a Sorcerer gains a +2 bonus to overcome Spell Resistance with Signature Spells.
Pinnacle of Sorcerous Talent
At 10th level the Sorcerer is a master of innate magic and gains one spell known per spell level.
ACF's
Battle Sorcerer
Level: 1st
Changes: Sorcerer Gains a d10 Hit Dice, a Medium Base Attack Bonus, and proficiency with a single Martial Weapon of his choice, but loses one spell known per spell level to a minimum of one and can cast one fewer spell per day per spell level.
Prodigy
Level: 1st
Changes: d4 Hit dice
Gains: One additional Spell Known for each Spell level.