((Resubmitted due to work having been done to assist in more recently discovered balance issues.
The idea of the sorcerer was originally a sorcerer who's magic is derived from an internal source. As such, using personality (Charisma) alone as the basis for sorcerous magic is... flawed to my mind. I will herein be presenting an alternative to the standardized sorcerer. It will not suffer increased metamagic casting times to such an extent as the standard sorcerer. By this I mean that as it gains levels it's ability to cast metamagic spells will be improved. This will be presented by a class feature called 'metamagic training' which will advance their abilities with certain metamagic feats, or, lacking those feats, grant them.
This version of the sorcerer will have some rather non-standard features. For one thing, it's primary casting score will not be a mental attribute, but rather constitution, as this version of the sorcerer will instead be drawing its magic from 'within'. In a similar manner to the psionic feat, which allows the use of HP in place of Pionic Power Points. This sorcerer can 'overcast'.
Many Sorcerers rely upon their minds, words motions, and various substances to evoke their magics. A true sorcerer needs not these things. The will of the sorcerer is all that is required, for true magic is made substance, and that substance lies within. From herself a true sorcerer can draw all
power. These trinkets you carry are not needed, but all magic also comes with a price. You can have no give without the take. You take your magic from other sources. My magic is mine alone. Let me show you.
The corporimancer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points at 1st Level:
(4 + Int modifier) × 4.
Skill Points at Each Additional Level:
4 + Int modifier.
|6||4||+5||+2||+2||Improved Blood Magic||6||5||3||1||-||-||-||-||-||-|
|9||6||+6||+3||+3||Improved Body Fuel||6||5||5||4||2||-||-||-||-||-|
|11||8||+7||+3||+3||Greater Blood Magic||6||5||5||5||4||2||-||-||-||-|
|14||10||+9||+4||+4||Greater Body Fuel||6||5||5||5||4||4||3||1||-||-|
|16||12||+10||+5||+5||Blood Magic Mastery||6||5||5||5||4||4||3||3||1||-|
Weapon and Armor Proficiencies:
The Corporimancer is proficient with light armors and shields. As well as all simple weapons, and one other one handed weapon, or light weapon of the players choosing.
The Corporimancer casts arcane spells primarily drawn from the Wizard/Sorcerer spell lists. The spells listed on the above table, are spells known. For spells per day, see Blood Magic
. A corporimancer has a 75% spell failure chance in area's of antimagic. Dispell magic and similar counter-spells have an 75% chance of success when used against spells of the same level by or against the Corporimancer, while higher level counter-spells always succeed. ((In reference to counterspells, this means that if the corporimancer attempts to counter a spell with a spell of the same level it has only a 75% chance of success and Vice Verse, while a higher level counter spell will always function properly.))
Blood magic, the primary basis of the corporimancer, and the fuel with which it powers it's spells. As opposed to a standard spell caster, the corporimancer pays a number of hit points equal to the caster-level a spell is being cast at, plus a number of hit points equal to the spell's level plus the spell level modifier of any metamagic feats applied to the spell, with a minimum cost of 1. Thus a 1st level corporimancer casting a 0th level spell as a first level caster must still pay 1 hp to cast the spell, where as a quickened ray of frost would cost the character 3 HP. 1 for the caster level, 1 for the spell level, and 1 for the metamagic cost, because the spell is now a first level spell due to the metamagic being used.
At level 6 this ability improves, as the corporimancer's mastery of it's own internal magic increases. This decreases the cost of spells cast by 1, to a minimum of 1 hp.
At 11th level this ability improves again, decreases the cost of casting spells by an additional 2. For a total of 3, down to a minimum of 1.
At 16th level a Corporimancer has complete master over it's own innate magic, decreasing the cost of casting spells by an additional 3, for a total of six. In addition the corporimancer's minimum spell cost is now reduced to 0.
The corporimancer may choose any metamagic feat for which the character qualifies but does not yet possess and gain the feat, or which the character already possesses. If the character already possesses the feat, the increase in spell level for this metamagic feat is reduced by 1, to a minimum of 0. This does not however, reduce the blood price (The character must still pay the full increased HP cost, but reduces casting time). This ability effects only spells cast using this class, and any metamagic feats gained through this feature can only be used while casting spells gained and used by this class.
This feature may be used on the same feat multiple times, each time reduce the increase in spell level by 1, to a minimum of 0.
The corporimancer's hidden strength. The ability to destroy ones self, in order to save it. By sacrificing one point constitution, the Corporimancer may heal a number of hit-points equal to its caster level. This loss in constitution is supernatural in nature, and cannot be healed by magic, but may be recovered normally. This loss in constitution does not effect the character's current HP as normal constitution damage would. The corporimancer may only sacrifice one point of constitution per round in this manner. This ability cannot heal the corporimancer above it's new maximum hit points, any excess hit points are lost.
At 9th level this feature improves, and the corporimancer may now keep any excess hit points above it's maximum hit point total as temporary hit points for a number of rounds equal to it's constitution score. These excess hit points are lost before the characters actual hit points.
At 14th level this ability improves again, and the corporimancer now gains hit points equal to it's caster level in this class times its highest level corporimancer spell known.
The Corporimancer gains the effects of any of the following spells permanently, please note that the character must know the spell, and be able to cast it. In exchange, the character permanently sacrifices the HP cost for the spell, along with any modifiers the character may wish to make using metamagic. The character may choose to save this ability for a higher level spell, if the character or player chooses to do so, the cost will be increased by the number of levels difference between when this ability was gained, and used. This ability is not a valid target for Blood Magic or any of it's higher versions. If the character ever loses the spell, the permanent effect is lost. These effects may be subdued, but never removed short of a wish or miracle. (List at the bottom.)
The Corporimancer has become a thing alien to this world a beast combined of magic and flesh. It gains the Abberation subtype. a 25% fortification bonus, immunity to poisons and diseases and no longer needs to eat, sleep, drink, or breath. All of it's necessary sustenance can be taken care of each day by drawing from the excess magic expelled when casting spells. It takes on otherworldly, or disturbing characteristics, and it's appearance begins to change greatly due to it's new dual-nature. Being one with magic and
the flesh, can be truly disconcerting to those around you. The character gains a -4 penalty to all social interactions with all non-magical creatures and characters, but a +2 bonus with all others, including outsiders and creatures with naturally innate magic.
THE LIST: so far
- Bear's Endurance
- Bull's Strength
- Cat's Grace
- Eagle's Splendor
- Fox's Cunning
- Owls Wisdom
- Merfolk's Blessing (+10 to Swim Checks) (1st level spell)
- Monkey's Grip (+10 to Climb Checks)
- Comprehend Languages
- Endure Elements
- Expeditious Retreat
- Feather Fall
- Spider Climb
- Ebon Eyes
- Low-Light Vision
- See Invisibility
- Detect Alignment (Specific)
- Detect Magic
- Detect Scrying
- Detect Secret Doors
- Detect Undead
- Mage Armor
- Protection from (Alignment)