Sorcerer

Suggestions relating to the Classes, Spells and General Mechanics of Arelith.


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-XXX-
Posts: 2359
Joined: Tue Oct 18, 2016 1:49 am

Sorcerer

Post by -XXX- »

Class Features

Hit die: d6

Proficiencies: weapons (simple)

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: bluff, concentration, craft mastery, discipline, heal, leadership, lore, sail, spellcraft

Unavailable feats: weapon specialization

Primary saving throw(s): will

Base attack bonus: +1/2 level

Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).

Special: Sorcerers are unable to use the feats Divine Might and Divine Shield

Arelith Changes:
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Level - Description
- Summoning Changes - For specifics, read Summoning Changes.
- Spell changes - For specifics, see Category:Sorcerer_Spells.
- Spell components - Requires spell components to cast spells greater than level 6. - spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.
- Familiar - Familiar changes and notes.
- Class skills - Access to Bluff, Discipline, Leadership and Sail as class skills.
1 Quicken Spell - gains the Quicken Spell feat at lvl 1
3 Weave Mastery - gains the path of Weave Mastery at lvl 3
8 Font of Magic - 1x/day can disable Weave Mastery and revert back to original Sorcerer spellcasting until rest.
25 Auto Quicken I - gains the Auto Quicken I feat at lvl 25
28 Auto Quicken II - gains the Auto Quicken II feat at lvl 28
30 Auto Quicken III - gains the Auto Quicken III feat at lvl 30

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