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Old 05-30-2011, 01:55 AM   Top  -  End  -  #1
Cipherthe3vil
Ogre in the Playground
 
 
Join Date: Oct 2010
Location: 
ლಠ益
Gender: Female
Default [3.5 class]Cipher's Sorcerer (Re-)enhancement.

Sorcerers just aren't different enough from Wizards. And lets face it, their both boring anyway without them being identical to someone who doesn't notice the wizards spellbook. Lemme put some duck tape on the situation:



The Sorcerer
"Lets see your 'Superior magical Knowledge' now, Wizard" ~ Singularity
LevelBase Attack BonusFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Naturally Magical, Source53————————
2nd+1+0+0+3 64————————
3rd+1+1+1+3 75————————
4th+2+1+1+4Naturally Magical863———————
5th+2+1+1+4Spell Flux874———————
6th+3+2+2+5 8853——————
7th+3+2+2+5 8864——————
8th+4+2+2+6Naturally Magical88753—————
9th+4+3+3+6 88864—————
10th+5+3+3+7Source888753————
11th+5+3+3+7 888864————
12th+6/+1+4+4+8Naturally Magical8888753———
13th+6/+1+4+4+8 8888864———
14th+7/+2+4+4+9 88888753——
15th+7/+2+5+5+9Spell Flux88888864——
16th+8/+3+5+5+10Naturally Magical888888753—
17th+8/+3+5+5+10 888888864—
18th+9/+4+6+6+11 8888888753
19th+9/+4+6+6+11 8888888864
20th+10/+5+6+6+12Naturally Magical, Source, Share the Gift8888888876
Hit Dice: d4
Skill Points: 4+Int (x4 at first level)
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis), Spellcraft (Cha). Use Magic Device (Cha)
Alignment: Sorcerers can be of any alignment, as they were once simple beings until they awoke to their inner magic.

Class Features:
Weapons and Armor proficiency:
Sorcerers are proficient with all simple weapons, and light armor but no shields.

Spellcasting:
The Sorcerer gains spells, Once a spell is learned you can only change it when ever you gain a new spell level.
The Sorcerer uses Charisma for her casting, determining Spell DC's, bonus spells and the like.
The Sorcerer can learn custom spells to they're spells known without research, but naturally they are subject to DM approval as normal.
When subject to dispelling effects, a Sorcerer's spell is treated as having -5 to its caster level. However when the Sorcerer herself is attempting to dispel, she treats her caster level as +5 with a Spell Penetration for spell resistance of the same, +5.

Spells Known
Level0lvl1st2nd3rd4th5th6th7th8th9th
1st64————————
2nd74————————
3rd75————————
4th853———————
5th864———————
6th9643——————
7th9754——————
8th107543—————
9th107654—————
10th1176543————
11th1177654————
12th11776543———
13th11776654———
14th117766543——
15th117766654——
16th1177666543—
17th1177666554—
18th11776665543
19th11776665554
20th11776665555

Apprentice:
At level five the sorcerer attracts the service of an Apprentice. The apprentice is effectively a first level sorcerer that follows all the rules of a familiar (such as empathetic connections, share spells, and other such traits), accept that its intelligence is standard for its race and you do not suffer negative effects if it dies. The next time you level up, the Apprentice also levels up. from thereafter the apprentice levels up every two levels you level up. A Sorcerer can expend 100xp per character level of the Apprentice to mimic the effects of Resurrection as he or she imparts some of her own life force through the magical connection between the two of them to grant life again.
A sorcerer can choose to not take an Apprentice if she so chooses.
An apprentice can be of any age below adulthood, or above ten depending on race, mostly up to DM. An apprentice is alway a DM npc, and no. Apprentices cannot have apprentices. thats just foolish.
The Head Sorcerer does however! - Gain the ability to take on multiple Apprentices every five levels hereafter.
By level twenty you could have one level 9 one 7 one 4 and one 1 apprentices.
A Master sorcerer must devote at least four hours a day to actively teaching the apprentices via sit down, discussions, practice drills, book learning (from other sorcerers who share they're knowledge as they pass on. Only sorcerers can understand whats going on, however.)

Source:
The Sorcerer gains a Source from which they draw their magic whether they know it or not.
Demonic: You gain the baatezu subtype for effects that would effect baatezu, you gain a +1/2 class levels bonus to interactions with demonkind. Your magics tend to be dark and wicked in appearance.
Lv 10: gain horns of your choice (within reason), they deal appropriate damage for your size, You gain +2 effective spell level with [evil] spells.
Lv 20: gain leathery wings and a fly speed =x1.5 landspeed (average)
You gain +4 effective spell level with [evil] spells.
Celestial:You gain the guardinal subtype for effects that would effect guardinal, you gain a +1/2 class levels bonus to interactions with guardinals. Your magics tend to be strong and orderly in appearance.
Lv 10: Your hair when casting magic or under ongoing effects, becomes vibrant feathers of chosen color. feathers render subject under effects of feather fall at all times even when Source traits are suppressed. You gain +2 effective spell level with [Law] spells.
Lv 20: You gain four thinner, longer feathery wings. You gain a fly speed of x3 land speed (perfect), and You gain +4 effective spell level with [Law] spells.
Infernal:You gain the tanar'ri subtype for effects that would effect tanar'ri, you gain a +1/2 class levels bonus to interactions with tanar'ri. Your magics tend to be chaotic and grotesque.
Lv 10: You gain a long whip like tail That can be used as such, or to grab light items at range of up to ten feet away. You gain +2 effective spell level with [chaotic] spells.
Lv 20: You gain claws dealing normal damage for their size, and a burrow speed equal to 1/2 land speed. You gain +4 effective spell level with [chaotic] spells.
Angelic: You gain the angel subtype for effects that would effect angels, you gain a +1/2 class levels bonus to interactions with angeloids. Your magics tend to be bright and holy in appearance.
Lv 10: You gain a glowing halo (of chosen color) when casting magic or under ongoing effects. Halo grants +1 to all allies within 30ft to saves against fear, or evil spells and effects and provides dim illumination in the same radius. You gain +2 effective spell level with [good] spells.
LV 20: You gain large feathery wings of chosen color. You gain fly speed x2 land speed (average) You gain +4 effective spell level with [good] spells.
Draconic:You gain the Dragonblood subtype for effects that would effect dragons, you gain a +1/2 class levels bonus to interactions with dragonkind. Your magics tend to be fierce in appearance.
Lv10: You gain dragonlike eyes and form small, light scales around places such as shoulders, back, elbows ect. Gain Lowlight vision an Darkvision at 60ft, DR 1 and Fast Healing 1, and natural armor 2.
Lv 20: You gain dragon like wings, more vivid scales. Granting DR 5, Fast Healing 5, natural armor 7, Fly speed x2 landspeed (average) and regeneration 1.
You can choose to suppress granted traits as a full round action, and manifest them again as a standard action. However if you die or become unconscious (unnaturally) Your traits make themselves apparent.

Naturally Magical:
You gain the following at indicated levels. Feats gained from Naturally Magical do not have spell level adjustment. Naturally Magical metamagics only apply to one spell at a time, and requires a movement equivalent action to reset them all or some of them elsewhere.
  • 1st level: Eschew Materials (Effects all spells, not jut one)
  • 4th level: Still spells
  • 8th level: Shape Spell
  • 12th level: Enlarged Spells.
  • 16th level: Silent Spell
  • 20th level: Ignore material component. (Effects all spells, not jut one)
The Sorcerer can apply metamagic normally and stackable metamagic feats can stack with the stackable feat that was given through naturally magical.
If you already have a feat Naturally Magical provides, it instead just becomes free of level adjustment when you reach its corresponding level.
All Metamagic costs past Naturally Magical for a Sorcerer are halved, rounded up, to a minimum of 1.



Spell Flux
Greater Spell Flux

Spoiler




Share the Gift:
A Twentieth level Sorcerer can choose to impart they're own life energies into the creation of a book, a collection of experiences, and details on what they felt and how they went about being the best sorcerer they can be.
Creating the book takes two hours of dedication each day, for five months of game time and a donation of 10,000 xp which doesn't have to be paid for all at once.
The book then becomes a mini-Artifact, near indestructible, and generates its own detectable magical aura.
Any sorcerer can then read the book, reading the book requires a week of study. At the end of which time they gain 1000xp, and learn three new spells of any level which they add to they're Spell List, one of which can replace an existing spell. If they are a sorcerer. Anyone who is not a sorcerer, but including sorcerers, gain a permanent +1 untyped bonus to Knowledge: Arcana, History, or Religion, or what ever the DM feels appropriate for the particular npc who's life the reader just went over.

The creator gains 5xp when ever someone reads this book (Even long after the creator dies and is chill'n out int some afterlife somewhere or in some infernal prison), but otherwise does not benefit from it, let alone benefiting from reading his own book. A person can benefit from the same book only once, but nothings stopping a Sorcerer from writing up more then one. If a single book sits undisturbed for more then five months, and doesn't detect any intelligent creature passing within 15ft, the book disappears to reappear somewhere else, somewhere where sorcerers are more frequently found.
These books cannot be destroyed by anything less then two castings of a Wish/miracle spell.
Or: Being melted by acid after soaking completely submerged in holy or unholy water in the effects of a Hallowed or Unhallowed area dedicated to the book for thirty minutes. Acid melting must take place within five minutes after it leaves the water or -hallowed area.

Last edited by Cipherthe3vil : 07-24-2011 at 11:06 AM.
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