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True Sorcerer (Modified Sorcerer Class)

I dislike the way sorcerers work in standard dnd. To me, they seem completely overshadowed by their studious counterparts, the wizards. Sure they can spont cast, but they suffer a lot for that capability. They can't quicken. Metama ickin is a full! round action. They recieve no bonus feats. "hat do they et# Spont castin and $ more slots per spell level %unless of course the wizard is a specialist&. I also dislike slot!based ma ic as a eneral rule, and I don't really care for a spell point system. So because of all these thin s, I propose a new version of the sorcerer. 'e no lon er has spell slots. Instead each spell is an effort to cast, potentially drainin the very life force of the caster. (epeated castin ta)es the sorcerer even more puttin him at reater risks. The cautious sorcerer will always have his spells ready. The reckless sorcerer will end up dead at the end of a trail of bodies. Table: The Sorcerer and Spells Known Base ort !ef "ill Level Attack Special #lvl Save Save Save Bonus Summo *st +, +, +, +$ n . -amiliar $nd +* +, +, +/ 0 /rd +* +* +* +/ 0 .th +$ +* +* +. 1 0th +$ +* +* +. 2 1th +/ +$ +$ +0 2 2th +/ +$ +$ +0 2 3th +. +$ +$ +1 3 4th +. +/ +/ +1 3 *,th +0 +/ +/ +2 4 **th +0 +/ +/ +2 4 *$th +15+* +. +. +3 4 */th +15+* +. +. +3 4 *.th +25+$ +. +. +4 4 *0th +25+$ +0 +0 +4 4 *1th +35+/ +0 +0 +*, 4 *2th +35+/ +0 +0 +*, 4 *3th +45+. +1 +1 +** 4 *4th +45+. +1 +1 +** 4 +*,5+ $,th +1 +1 +*$ 4 0 Table: Overcast Effects Failed By <5 5 to 9 10 to 14 15 to 19 20 to 24 Effect -1 penalty to all rolls -spell level to all rolls 1d6 temporary CON damage 1d8 temporary CON damage 1d10 temporary CON damage

$st %nd &rd 'th (th )th *th +th ,th

$ $ / / . . 0 0 0 0 0 0 0 0 0 0 0 0 0 0

* $ $ / / . . 0 0 0 0 0 0 0 0 0 0

* $ $ / / . / . . . . . . . .

* $ $ / / . . . . . . . .

* $ $ / / . . . . . .

* $ $ / / / / / /

* $ $ / / / /

* $ $ / /

* $ /

25 to 29 30 +

1d12 temporary CON damage Deat

Game Rule Information Sorcerers have the following game statistics Abilities: Charisma determines how powerful a spell a sorcerer can cast, the number of bonus spells, and how hard those spells are to resist. A high Constitution makes spell casting less dangerous and increases the rapid casting capability of a sorcerer. Like a wizard, a sorcerer benefits from high a De terity score. Alignment: Any. Hit Die: d!.

Class Skills "he sorcerer#s class skills $and the key ability for each skill% are &luff $Cha%, Concentration $Con%, Craft $'nt%, (nowledge $arcana% $'nt%, )rofession $*is%, and Spellcraft $'nt%. Skill Points at st !evel: "# $ Int mo%ifier& ' () Skill Points at Eac* A%%itional !evel: # $ Int mo%ifier)

Class +eatures All of the following are class features of the sorcerer. ,ea-on an% Armor Proficienc. Sorcerers are proficient with all simple weapons. "hey 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. S-ells A sorcerer casts arcane spells which are drawn primarily from the sorcerer+wizard spell list. ,e can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must $see below%. "o learn or cast a spell, a sorcerer must have a Charisma score e-ual to at least ./ 0 the spell level. "he Difficulty Class for a saving throw against a sorcerer#s spell is ./ 0 the spell level 0 the sorcerer#s Charisma modifier. 1nlike other spellcasters, a sorcerer is not limited in how many spells he can cast in a single day. 2ach time he casts a spell he must make a 3ortitude save with a Difficulty Class of ./ 0 the spell level. 4etamagic feats modify the level of a spell normally, up to the level of the highest level spell the Sorcerer knows. 2ach

time he casts a spell, this DC is increased by the level of the spell he 5ust cast. 2very round after the spell6s duration e pires he goes without casting a spell, the DC drops by one, but can never go lower then ./ 0 spell level. 7egardless of the success or failure of the 3ortitude save, the spell successfully casts. 'f the sorcerer fails the save he takes a penalty based on how much he failed by as per "able8 9vercast 2ffects. All penalties and temporary Constitution damage are cumulative. "he penalties heal at a rate of . per hour and the Constitution damage heals at a rate of . per hour of rest. 'f he rolls a natural ., he takes .d! temporary Constitution damage, in addition to the normal penalties for failing. "he sorcerer must make this 3ort save, even if he would normally be immune to 3ort saves. "he ability damage bypasses any immunities the sorcerer may have. 'n cases where the sorcerer has no Constitution, the caster rolls the specified damage. 3or every two points of Constitution damage the caster would have taken $round up% his ma imum health is reduced by . per hit die. "he caster recovers his these points at a rate e-ual to his number of hit dice every two hours of rest. A sorcerer#s selection of spells is e tremely limited. A sorcerer begins play knowing four /:level spells and two .st:level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on "able8 Sorcerer Spells (nown. $1nlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on "able8 Sorcerer Spells (nown are fi ed.% "hese 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. "he sorcerer can#t use this method of spell ac-uisition to learn spells at a faster rate, however. 1pon reaching !th level, and at every even:numbered sorcerer level after that $<th, =th, and so on%, a sorcerer can choose to learn a new spell in place of one he already knows. 'n effect, the sorcerer >loses> the old spell in e change for the new one. "he new spell#s level must be the same as that of the spell being e changed, and it must be at least two levels lower than the highest:level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. 1nlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. ,e can cast any spell he knows at any time. ,e does not have to decide ahead of time which spells he#ll cast. +amiliar A sorcerer can obtain a familiar. Doing so takes ?! hours and uses up magical materials that cost .// gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. "he creature serves as a companion and servant. "he sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power. 'f the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC .@ 3ortitude saving throw. 3ailure means he loses ?// e perience points per sorcerer level; success reduces the loss to one:half that amount. ,owever, a sorcerer#s e perience point total can never go below / as the result of a familiar#s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead 5ust as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. %Standard Sorcerer info taken from http655www.d$,srd.or &

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