Sunday, March 16, 2014

The Sorcerer (An ACKS Class), first draft

I am perfectly aware that this technically breaks the ACKS custom class rules-- if it were broken down it would be worth 5 points and some change (Arcane 3, Thievery 2, and one extra custom power) but the final XP base is below that of the mage (though I have rounded it up to equal the mage to make everything neat and head off the balance concerns a little.)

The idea came to me last night when I happened to look at the gnome trickster class-- previous attempts at the sorcerer were very bloodline-focused, but this time I eschewed that in favor of making them naturally-gifted with arcane magic.

No level titles were provided because I don't much care for them.

This is very much a work in progress, so I'd definitely like to hear ideas on how it might be cleaned up.

SORCERER
Prime Requisite: CHA
Requirements: None
Hit Dice: 1d4
Maximum Level: 14

Sorcerers are humans born with an instinctive grasp of magic. Many claim descent from wizards, or even from dragons that assumed human form. For a sorcerer, magic is not a skill that must be studied and refined like a mage does, but an instinctive ability as natural and intuitive as breathing. Some societies are fearful of sorcerers, but others hold them in special reverence. Some suggest that the name "sorcerer" was originally applied as a pun, for they are a natural source of magic.

Sorcerers seldom train in the arts of warfare, preferring instead to rely upon their innate gifts to see them through danger. At first level, sorcerers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws only two points every six levels of experience (i.e., half as fast as fighters). They may only fight with quarterstaffs, clubs, daggers, and darts. They are unable to use shields, fight with two weapons, or wear any kind of armor.

A sorcerer is so attuned to magic that they may sense power, as the proficiency of the same name. Each sorcerer also has a unique combination of spell-like abilities, chosen (or randomly determined) at the time of their creation. Once per hour, a sorcerer may use two first-level arcane spells. Once per 8 hours, they can cast two second-level arcane spells. Once per day they can cast one third-level arcane spell. Each of these spells takes one round to cast, and otherwise functions like a normal spell cast by a mage of his class level.

Sorcerers learn and cast arcane spells as mages of two-thirds their class level. The number and levels of spells the sorcerer can use in a single day is summarized on the Sorcerer Spell Progression table. Like a mage, the Sorcerer’s spell selection is limited to the spells in their repertoire. A sorcerer’s repertoire can include a number of spells up to the number and level of spells listed for their level, increased by their Charisma bonus. Unlike other arcane spellcasters, many sorcerers do without a physical spellbook, although changing their repertoire or learning a new spell still incurs similar costs for research and training. A sorcerer can use any magic items usable by mages.

At 7th level, the sorcerer may begin to research spells, scribe magical scrolls, and brew potions, as if he were a mage of 5th level. Upon reaching 13th level, the sorcerer gains the ability to create magic items such as weapons, rings, and staffs as a mage of 9th level. They may also cast ritual spells and conduct other magical research as a mage of 11th level.

A sorcerer may also build a sanctum, often a great tower, when he reaches 9th level. He will then attract 1d6 apprentices of 1st-3rd level plus 2d6 normal men seeking to become mages or with the potential to become sorcerers. Their intelligence or charisma scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. While in the sorcerer’s service, apprentices must be provided food and lodging, but need not be paid wages. If the sorcerer builds a dungeon beneath or near his tower, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them.

Sorcerer Proficiency List: Alchemy, Apostasy, Battle Magic, Beast Friendship, Black Lore of Zahar, Collegiate Wizardry, Contemplation, Craft, Diplomacy, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Transmogrification, Soothsaying, Unflappable Casting

Sorcerer level progression
Sorcerer Spell progression
Experience
Level
Hit Dice
1
2
3
4
5
0
1
1d4
1
-
-
-
-
2500
2
2d4
1
-
-
-
-
5000
3
3d4
2
-
-
-
-
10,000
4
4d4
2
1
-
-
-
20,000
5
5d4
2
1
-
-
-
40,000
6
6d4
2
2
-
-
-
80,000
7
7d4
2
2
1
-
-
160,000
8
8d4
2
2
1
-
-
310,000
9
9d4
2
2
2
-
-
460,000
10
9d4+1
3
2
2
1
-
610,000
11
9d4+2
3
2
2
1
-
760,000
12
9d4+3
3
3
2
2
-
910,000
13
9d4+4
3
3
3
2
1
1,060,000
14
9d4+5
3
3
3
2
1

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