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Old 05-30-2011, 01:55 AM   Top  -  End  -  #1
Cipherthe3vil
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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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Old 05-30-2011, 04:11 AM   Top  -  End  -  #2
Morph Bark
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Why would anyone want to take the Logical Sorcerer feat? Doublings the cost of Metamagic feats with nothing else to gain sounds hardly logical to me.
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Old 05-30-2011, 05:06 AM   Top  -  End  -  #3
The_Admiral
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

read further up it says this class can not apply any othe metamagic than the ones it gets from Naturally magical
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Old 05-30-2011, 07:28 AM   Top  -  End  -  #4
Morph Bark
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Captain_Obvious View Post
read further up it says this class can not apply any othe metamagic than the ones it gets from Naturally magical
Didn't go over the rest of the class, but I see. That makes the feat slightly less useless.
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Old 05-30-2011, 08:01 AM   Top  -  End  -  #5
ChumpLump
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

I really like the idea of a magical apprentice as an alternative to a familiar. Consider the concept yoink-ified.

As far as the class goes, a Spells table would be awfully handy.

Charisma modifier per spell level of spells known.
At the beginning that's pretty neat, but becomes very strong towards the higher levels, but then again I've never liked the extreme limitations on a Sorcerer's 9th level spells known. Then again 8+ is a lot, also, how does this interact with temporary boosts? Get a spell of Eagle's Splendor and does the sorcerer gain extra spells known? Do they change every time the sorcerer gains a temporary boost? What about with a continuous magical item?

9th level spells by level 20 feels late.

Its not something I would use, personally, but it looks like an interesting take on the sorcerer.
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Old 05-30-2011, 09:29 AM   Top  -  End  -  #6
The_Admiral
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

This seems less versatile than the SRD sorc and more blasty
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Old 05-30-2011, 11:46 AM   Top  -  End  -  #7
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Morph Bark View Post
Didn't go over the rest of the class, but I see. That makes the feat slightly less useless.
My Sorcerer's magic is ingrained, and natural. They just do. Their magic is not tangible and shape-able as it is in the hands of a Wizard.
A Wizard calculates, Prepares, and manipulates their spells much like fine tunning an engine.

The Sorcerer just does. They don't have the same feel for magic as the Wizard. Its all a foreign concept to them.
How is it useless when you have your few free floating metamagics already anyway? A free Eschew materials? Still?Silent and eventually Ignore Material components before the epic levels? Not to mention these few don't have level adjustment.

Quote:
Originally Posted by Captain_Obvious View Post
This seems less versatile than the SRD sorc and more blasty
No, No I don't see it.
SRD Sorc: Familiar... Spells.... Its more versatile. they just probably don't have as much spells, instead they have better features and can wear light armor with simple weapons. (and can wear armor pretty quickly due to Still spell that they get for free that they can shift to what ever spell they wanna cast as a swift action)

Quote:
Originally Posted by ChumpLump View Post
I really like the idea of a magical apprentice as an alternative to a familiar. Consider the concept yoink-ified.

As far as the class goes, a Spells table would be awfully handy.
I... cant make spell tables... when I do they always look long and messed up. and yea I did as well. You always see strapping young apprentices hitching around with the sorcerer in movies/shows/anime
Quote:
Charisma modifier per spell level of spells known.
At the beginning that's pretty neat, but becomes very strong towards the higher levels, but then again I've never liked the extreme limitations on a Sorcerer's 9th level spells known. Then again 8+ is a lot, also, how does this interact with temporary boosts? Get a spell of Eagle's Splendor and does the sorcerer gain extra spells known? Do they change every time the sorcerer gains a temporary boost? What about with a continuous magical item?
No, they wouldn't get more spells from temp boosts like that. I suppose it it was made permanent however, I would allow it. same for effects that are simply continuous.
Quote:
9th level spells by level 20 feels late.
Ye, but thats another defining characteristic from the Wizard?
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Old 05-30-2011, 11:54 AM   Top  -  End  -  #8
Seerow
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Captain_Obvious View Post
This seems less versatile than the SRD sorc and more blasty
Really?

Quote:
Each spell level they gain their Charisma modifier as number of known spells.
I'd argue getting something like 12-14 9th level spells known, even if it comes late, is WAY more versatility than a standard SRD sorcerer.
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Old 05-30-2011, 12:05 PM   Top  -  End  -  #9
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Seerow View Post
I'd argue getting something like 12-14 9th level spells known, even if it comes late, is WAY more versatility than a standard SRD sorcerer.

Isn't there a "- 1/2 spell level" somewhere? I'm sure I put that in there.

You'd have to have a Charisma score of 24 to cast ninth level spells, so if you have that that'd be... a +7 modifier. -1/2 spell level (round down) for three level nine spells.
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Old 05-30-2011, 12:07 PM   Top  -  End  -  #10
Seerow
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Cipherthe3vil View Post
Isn't there a "- 1/2 spell level" somewhere? I'm sure I put that in there.

You'd have to have a Charisma score of 24 to cast ninth level spells, so if you have that that'd be... a +7 modifier. -1/2 spell level (round down) for three level nine spells.
Apparently you did, and I didn't see it cause it was on the next line. Even there though, your Sorcerer likely has the +12-+14 charisma, not a +7, so you're still looking at 8-10 9th level spells known.
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Old 05-30-2011, 12:12 PM   Top  -  End  -  #11
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Meh. Limit?
"Class levels max -2 perspell level"
for a maximum.... of two 9th spells at level 20.... I dunno... Do we even care if they can cast a few ninth spells? naw....
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Old 05-30-2011, 12:21 PM   Top  -  End  -  #12
Seerow
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Cipherthe3vil View Post
Meh. Limit?
"Class levels max -2 perspell level"
for a maximum.... of two 9th spells at level 20.... I dunno... Do we even care if they can cast a few ninth spells? naw....
I was just pointing it out because someone said they have less versatility than an SRD sorcerer. Between free metamagic and more spells known, I'd say this easily outclasses the SRD sorc.


Actually looking at it again, I did read it right. Quoting the whole section:

Quote:
Each spell level they gain their Charisma modifier as number of known spells. To cast a spell they must have a charisma of 15+spell level. Their saves are the same as standard spell saves, using their charisma modifier.
They can use 0 level spells at will, and other spells each a number of times a day equal to their Charisma modifier -1/2 spell level round down. They cannot ever change their spell set without the aid of some form of item, or outside magic
So the sorcerer with 34 charisma has 12 spells of every spell level known, and can cast every spell in their arsenal 8 times per day, if I'm reading that right. So yeah I'm actually going to change my original statement to "Wow that's way more powerful than even a wizard"

If the intent was for that to be charisma mod -1/2 spell level per spell level, rather than per spell, it's more in line with other casters (though still strong), but if that was the intent why not just have a spells per day chart as the standard sorcerer does?
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Old 05-30-2011, 12:27 PM   Top  -  End  -  #13
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Seerow View Post
I was just pointing it out because someone said they have less versatility than an SRD sorcerer. Between free metamagic and more spells known, I'd say this easily outclasses the SRD sorc.


Actually looking at it again, I did read it right. Quoting the whole section:



So the sorcerer with 34 charisma has 12 spells of every spell level known, and can cast every spell in their arsenal 8 times per day, if I'm reading that right. So yeah I'm actually going to change my original statement to "Wow that's way more powerful than even a wizard"

If the intent was for that to be charisma mod -1/2 spell level per spell level, rather than per spell, it's more in line with other casters (though still strong), but if that was the intent why not just have a spells per day chart as the standard sorcerer does?
Cha=+12
0-12
1-12
2-11
3-10
4-10
5-9
6-9
7-8
8-8
9-7

which is still kinda much I see...
-full spell level?
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Old 05-30-2011, 12:31 PM   Top  -  End  -  #14
Seerow
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Cipherthe3vil View Post
Cha=+12
0-12
1-12
2-11
3-10
4-10
5-9
6-9
7-8
8-8
9-7

which is still kinda much I see...
-full spell level?
The problem is, increasing the penalty hurts those who can't get that high charisma. For example, making it -full spell level means by level 20, if your sorcerer doesn't have 30 charisma, he can't cast a 9th level spell.


So I'm going to ask again: Why are you so desperate to make an alternative system for how many spell slots you get? I could understand if you were trying to make a more freeform system (ie cast each spell you know more times per day rather than sharing restriction across spell level, or a point based mana system), but if you're still keeping "You get this many spells of a given spell level" why not just stick with the normal spells per day chart? That way you get a decent amount of spells per day as a baseline, and it doesn't scale quite so ridiculously with stats to the point where you have a very small sweet spot where spells per day are where you want them.
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Old 05-30-2011, 12:42 PM   Top  -  End  -  #15
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

che.. I made this cuz I was bored since no one was commending on my Evaluator, But now it seems to be getting more attention then my real class...

I can't make(format) spell charts. So I usually just say "As x" or describe something else.

Last edited by Cipherthe3vil : 05-30-2011 at 12:42 PM.
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Old 05-30-2011, 06:42 PM   Top  -  End  -  #16
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

No I mean this sorc can't stack up MM like how I regularly play a high level srd sorc
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Old 05-30-2011, 06:43 PM   Top  -  End  -  #17
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by Captain_Obvious View Post
No I mean this sorc can't stack up MM like how I regularly play a high level srd sorc

MM ?
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Old 05-30-2011, 06:48 PM   Top  -  End  -  #18
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Metamagic.
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Old 05-30-2011, 06:50 PM   Top  -  End  -  #19
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

*facepalm*

Well, an Epic sorcerer could stack'em even better. As they're half spell adjustment..
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Old 05-30-2011, 06:51 PM   Top  -  End  -  #20
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

The pic is awesome btw.
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Old 05-30-2011, 06:52 PM   Top  -  End  -  #21
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

ok now that makes it worth while
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Old 05-30-2011, 06:52 PM   Top  -  End  -  #22
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

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The pic is awesome btw.

I try pretty hard to find the best representations of my creations.
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Old 07-24-2011, 07:39 AM   Top  -  End  -  #23
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Fixed a lot.
Added real spellcasting. I couldn't make tables before, but now I'm a table-wiz.
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Old 07-24-2011, 08:15 AM   Top  -  End  -  #24
gkathellar
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Default Re: [3.5 class]Cipher's Sorcerer (Re-)enhancement.

Gonna be picky. Brain is not functioning well enough to take in the whole picture.

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Lemme put some duck tape on the situation:
I've got ducks in my ducts!

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Demon, Infernal, Celestial and Dragon are not subtypes. You're looking for "Tanar'ri," "Baatezu," "Dragonblood," and "Good/Archon/Eladrin/Guardinal."

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Naturally Magical:
This smacks of actually making the sorcerer worse. Now, in addition to doing metamagic poorly, you can only do particular crappy metamagic without paying a feat tax.

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Spell Flux
Eh ... I didn't like Wild Surges on the 2E Wild Mage, I don't like them on the Wilder, and they kinda bug me here, too. d20 is already unpredictable enough.
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Old 07-24-2011, 08:41 AM   Top  -  End  -  #25
Welknair
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

What happens when your Apprentice reaches 5th level? Don't they then get an apprentice? This would mean that high-level Sorcerers end up forming Sorcerer chains. And imagine what this entails for power-leveling. Over the three months it takes you to go from level 1 to level 20 you gain four apprentices (well really you get one which gets one which gets one which...). Where do they come from? Why do they follow you? Was the PC's Sorcerer an Apprentice at some point? Do the Apprentices ever stop following their masters? Could another PC take a 1-level dip into Sorcerer to become the Apprentice of the main Sorcerer PC thus gaining all of the Familiar benefits, free Sorcerer levels and the ability to be easily resurrected?

I think this may need some clarification.
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Old 07-24-2011, 10:29 AM   Top  -  End  -  #26
Cipherthe3vil
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Quote:
Originally Posted by gkathellar View Post
I've got ducks in my ducts!
damn, all I get are snakes in my boots.
Quote:
Demon, Infernal, Celestial and Dragon are not subtypes. You're looking for "Tanar'ri," "Baatezu," "Dragonblood," and "Good/Archon/Eladrin/Guardinal."
thanks.
the other one I didn't agree with, and the last was opinionated from personal dislike so it doesn't tell much on whether its fine or not.

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Originally Posted by Welknair View Post
What happens when your Apprentice reaches 5th level? Don't they then get an apprentice? This would mean that high-level Sorcerers end up forming Sorcerer chains. And imagine what this entails for power-leveling. Over the three months it takes you to go from level 1 to level 20 you gain four apprentices (well really you get one which gets one which gets one which...). Where do they come from? Why do they follow you? Was the PC's Sorcerer an Apprentice at some point? Do the Apprentices ever stop following their masters? Could another PC take a 1-level dip into Sorcerer to become the Apprentice of the main Sorcerer PC thus gaining all of the Familiar benefits, free Sorcerer levels and the ability to be easily resurrected?

I think this may need some clarification.
m'kay...

time to edit stuff's

Last edited by Cipherthe3vil : 07-24-2011 at 10:29 AM.
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Old 07-24-2011, 11:54 AM   Top  -  End  -  #27
NeoSeraphi
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

Devils are not chaotic, they're lawful. (Devils are Infernal) Otherwise, this sorcerer enhancement looks in every way superior to the PHB sorcerer and I like it.
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Old 08-21-2011, 02:54 PM   Top  -  End  -  #28
Six
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Default Re: [3.5 class]Cipher's Sorcerer enhancement.

I...Adore this homebrew, and would probably like to try it out some time.
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