Charisma Caster Class


Homebrew


This is a Charisma caster I use in my campaign. I am sure there are a bunch of different Sorcerers out there so here is my version of it.

Couple of things upfront

1-This is not a port/ conversion of the 3.5/PF sorcerer if you want scales, wings, and a tail make a dragonkin.

2-Metamagic=Reskinned Spell Hacks at the moment as I have not reworked them yet.

3-Spell specialization. This is something I give to spell casters in my campaign. It adds level damage to single target damage spells, 1/2 level damage to AOE spells. Spells such as magic missile add full level damage divided between missiles as the caster likes. If you don't use it just drop it.


Sorcerers are those in the universe born with a force of personality so strong they can bend the universal laws with pure will. Not gained from careful study of arcane formula like technomancers or by a connection to a power greater than themselves like mystics, sorcerers force magical energies into submission. As their magic grows so does the strength of their personality until it becomes almost a supernatural effect itself. When a sorcerer speaks where diplomacy ends and charm magic begins can be a difference even they themselves don’t always know.
Sorcerer’s magic usually expresses itself at puberty and becomes more powerful through use. Due to this sorcerers are often not formally trained and can come from all walks of life from the poorest street urchin to the richest noble. In many societies sorcerers are outcast as the first expressions of their power are often uncontrolled expressions of emotions. This tied to universe manipulating powers in the hands of petulant teenagers has given sorcery a bad reputation in the magical educated world. However underestimating a sorcerer can be a dangerous prospect as experienced and practiced sorcerers are among the universe's most powerful magic users.

Although they all share some commonality each sorcerer is unique and two sorcerers that cast the same spell can do so in a very different fashion. Sorcerer spells tend to deal with the influence of others or making things explode. Because what they do usually requires them to be actively exerting their will they dont have spells that tend to last large amounts of time. Even spells they share with technomancers can look and feel very different even if functionally the same. For instance where as a technomancer casting dimensional door may turn themselves into light motes and fly near instantly to the new location a sorcerer rips a hole in reality and must step through to the new location. Most sorcerer spells are rapidly cast with just a quick gesture or battle cry as the spell is unleashed.


Hit Points: 5/ Stamina: 5
Class Skills: 6
Key Ability: Charisma

Acrobatics
Athletics
Bluff
Culture
Diplomacy
Disguise
Intimidate
Mysticism
Perception
Profession
Sense Motive
Sleight of Hand
Stealth

Proficiency
Light Armor
Basic Melee
Small Arms

BAB: ¾
Saves:
Fort: Bad
Ref:Good
Will:Good

Spells per day: As Technomancer
Spells known: As Technomancer but chosen off the Sorcerer spell list
Additional Spells known: As Technomancer but with Charisma


Class Features:
1st Level: Subtle casting focus
Choose a skill from the following Bluff, Diplomacy, Mysticism, Sleight of Hand, or Stealth gain a +1 insight bonus to that skill and additional +1 at 4th and every 4 levels thereafter.

2nd Level: You learn to adjust your spells with metamagic. You gain one at 2nd level and an additional one every 3 levels thereafter. Metamagic requires you to be a certain level and are organized accordingly. See page 119 for more information on metamagic.

3rd Level: At third level sorcerer's gain weapon specialization in basic melee, small arms, and spells.

3rd Level: Sorcerers are subtle……
At third level you have learned how to exert your influence without notice. When casting a non damaging mind affecting spell make a skill roll with your subtle casting focus skill. For anyone to realize you have cast a spell they must beat this roll with a perception, mysticism, or sense motive roll. Anyone using detect magic at the time you cast gains a +10 to the roll.

Each skill has a very different flavor for how the spell is subtly cast. For instance, a diplomacy roll might imply the caster is engaging the target in a fascinating conversation while slipping the spell in. While a sleight of hand roll implies the character casually gesturing to unleash the spell without calling attention to themselves and a mysticism roll might imply the spell energy is just supercharging the already amazing charisma of the sorcerer to get the influence they want. As with sorcerer spells a character may describe how this looks in anyway they wish subject to GM approval.

6th: ...and quick to anger
At sixth level a sorcerer may channel their rage and pain into powering their magic. Once a day when a sorcerer takes hit point damage during his next action he may expend a resolve point and cast one known spell that has a casting time of one full round or less without expending a spell slot. This ability may be used one additional time a day at 12th and again at 18th. Hit point damage must be taken from a significant enemy each time this ability is used.

9th: Master of their own destiny
At ninth level if a sorcerer fails a will save against a mind affecting effect, after suffering the effect for one round, as a free action she may spend one resolve and reroll the save.

14th: Improved destiny
At fourteenth level master of their own destiny may be used immediately upon failing a save instead of suffering the effect for one round.

19th: Improved rage
At nineteenth level the sorcerer may use the quick to anger power as a reaction. The spell is cast as a reaction but still follows all the same rules for spell casting such as attacks of opportunity, targeting, and a limit of one reaction per round.

20th Master Sorcerer
At twentieth level the sorcerer can combine lower-level spells slots to cast higher-level spells. As part of casting a spell, you can spend 1 resolve point to exchange a number of unused spell slots for a single spell slot of a higher level; this expends the lower level slots. Add up the levels of the expended slots to determine which higher level of spell you can cast (max 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you exchange two 3rd-level slots to cast a 6th-level spell.
Furthermore, you can spend 2 resolve points to combine two 6th-level spell slots to cast a wish.


1st
Charm Person
Command
Confusion, Lesser
Detect Radiation
Erase
Fear
Hold Portal
Jolting Surge
Life Bubble
Magic Missile
Mind Link
Overheat
Reflecting Armor
Supercharge Weapon

2nd
Alter Reality, Lesser (As probability prediction)
Caustic Conversion
Concussion (As Inject Nanabots; telekinetically concuss the target)
Daze Monster
Force Blast
Hold Person
Hurl Force Disk
Knock
Recharge
Shield Other
Status
Telekinetic Barrage (As microbot assault)
Zone of truth

3rd
Alter Reality (As probability prediction but usable on others)
Arcane Sight
Arcing Surge
Bestow Curse
Charm Monster
Deep Slumber
Discharge (As Discharge but Magic items only)
Dispel Magic
Entropic Grasp
Fireball (As explosive blast but no battery needed)
Haste
Irradiate
Non Detection
Psychokinetic Strangulation
Resistant Armor, Lesser
Slow
Suggestion


4th
Confusion
Corrosive Haze
Cosmic Eddy
Dimensional Door (As the spell but caster must guarded step to new location)
Dismissal
Fear
Hold Monster
Overload Systems
Remove Radioactivity
Resilient Sphere
Resistant Armor
Telepathic Bond
Wall of Fire

5th
Call Cosmos
Crush Skull
Dismissal
Dispel Magic, Greater
Dominate Person
Feeblemind
Greater, Command
Heat Leech
Passwall
Private Sanctum
Resistant Aegis
Synapse Overload
Telekinesis
Telepathy
Unwilling Guardian

6th
Chain Surge
Control Gravity
Disintegrate
Disjunction-(As discharge greater but magic not tech)
Enshrining Refuge
Gravitational Singularity
Fission Blast (40 ft radius around caster 15d10 radiation damage save ½ area is severely irradiated after blast. Caster immune to spell)
Plane Shift
Resistant Armor, Greater
Shadow Walk
Suggestion, Mass
Wall of Force


Hastur! Hastur! Hastur! wrote:

This is a Charisma caster I use in my campaign. I am sure there are a bunch of different Sorcerers out there so here is my version of it.

Couple of things upfront

1-This is not a port/ conversion of the 3.5/PF sorcerer if you want scales, wings, and a tail make a dragonkin.

2-Metamagic=Reskinned Spell Hacks at the moment as I have not reworked them yet.

3-Spell specialization. This is something I give to spell casters in my campaign. It adds level damage to single target damage spells, 1/2 level damage to AOE spells. Spells such as magic missile add full level damage divided between missiles as the caster likes. If you don't use it just drop it.

How old did it take you to write this up and what are you comparing the character to? I see this is not a port of the sorcerer but it has to be based on something.


Farlanghn wrote:
Hastur! Hastur! Hastur! wrote:

This is a Charisma caster I use in my campaign. I am sure there are a bunch of different Sorcerers out there so here is my version of it.

Couple of things upfront

1-This is not a port/ conversion of the 3.5/PF sorcerer if you want scales, wings, and a tail make a dragonkin.

2-Metamagic=Reskinned Spell Hacks at the moment as I have not reworked them yet.

3-Spell specialization. This is something I give to spell casters in my campaign. It adds level damage to single target damage spells, 1/2 level damage to AOE spells. Spells such as magic missile add full level damage divided between missiles as the caster likes. If you don't use it just drop it.

How old did it take you to write this up and what are you comparing the character to? I see this is not a port of the sorcerer but it has to be based on something.

I am not sure I understand your question but...

1. Took me about a night to write this up.

2. I am not comparing this to anything in particular. I use this as another casting class option for my players just like technomancer and mystic.

3. This is based on a character class I have used in my campaigns over the years through many different systems. I created most of the powers myself based on nothing except where I borrowed from the technomancer.

4. The spell list is a fusion of technomancer and mystic lists with a few homebrew spells thrown in.

5. I really like the idea of magic being based on charisma. I also like making magic users that just cast through will. No long drawn out incantations or spell components. Closer to a Superhero throwing off an energy blast then an old man scrawling pentagrams on the ground for spells.


Okay cool. What is the reasoning behind the +6 skill points and some of the skills like Acrobatics and Athletics? If this is loosely based on the Sorcerer they only had 2 + Int and only had a few skills. Mystics and Technomancers don't have a lot of physical skills so just wondering.


Farlanghn wrote:
Okay cool. What is the reasoning behind the +6 skill points and some of the skills like Acrobatics and Athletics? If this is loosely based on the Sorcerer they only had 2 + Int and only had a few skills. Mystics and Technomancers don't have a lot of physical skills so just wondering.

Mystics get 6 skill points, Technomancers get 4 but are an Int based class so will have more than either class most likely.

I gave the sorcerer physical skills to represent that many of them start out as the street kids. Also sorcerers don't get much in the way of movement type magic. No spider climb, no flight etc. This forces them to develop more physically then the other casters.

For this same reason I removed most of the skills that would be more likely to learn in schools such as the sciences, piloting, medicine, computers etc.

I also gave them a wide enough skill selection that multiple sorcerers will have very different skill sets. It allows options for PCs to envision lots of different backgrounds.


My initial reaction was that this was powerful compared to the printed classes, but after looking a little closer, it is reasonably close to the Technomancer.
Below is a little comparison of differences between the two. They are pretty cloase and it seems like the spell lists and magic hacks/metamagic would probably be the deciding factor. In any event, Mystics seems more powerful than either of them.

Trade-offs:
Primary stat/Skill points
Technomancer's 4 points/Int v. Sorcerer's 6 points/Cha is pretty close, with a slight edge to Technomancers (as Int modifies more skills and at higher levels will result in many more skill points).
Class skills 11 v. 8, advantage Sorcerer, but it probably matters more whether you want the computers/science/engineering skills or the social/physical skills.

Class Features with differences:
Technomancers get +1 to computers and myst (+6 by 20th lvl), compared with Sorcerers get +1 to a single chosen skill (+6 by 20th lvl). This is about even because Sorcerers get to choose the skill, but Technomancers get two.

Tech: Cache capacitor (effectively a permanent spell) at 6/12/18 (3 total spells), and Resolve Attunement (regain 1 RP for casting 6th lvl spells). Compared with Sorc: extra spell/day limited to after sustaining damage (3/day by 20th), cast extra spells as reaction at 19th. Sorcerers are probably better off here, but only at high lvl, at earlier levels, Technomancers are better off.

Tech: Spell Cache (1 extra spell/day), Spell focus (effectively a free feat), compared with subtle-casting for mind affecting spells, an improved reflex save, and an extra will save at mid/high levels. Again, advantage Sorcerer at high level, but during early levels the Technomancers' extra feat and spell/day are better.


Mindmage wrote:

My initial reaction was that this was powerful compared to the printed classes, but after looking a little closer, it is reasonably close to the Technomancer.

Below is a little comparison of differences between the two. They are pretty cloase and it seems like the spell lists and magic hacks/metamagic would probably be the deciding factor. In any event, Mystics seems more powerful than either of them.

Trade-offs:
Primary stat/Skill points
Technomancer's 4 points/Int v. Sorcerer's 6 points/Cha is pretty close, with a slight edge to Technomancers (as Int modifies more skills and at higher levels will result in many more skill points).
Class skills 11 v. 8, advantage Sorcerer, but it probably matters more whether you want the computers/science/engineering skills or the social/physical skills.

Class Features with differences:
Technomancers get +1 to computers and myst (+6 by 20th lvl), compared with Sorcerers get +1 to a single chosen skill (+6 by 20th lvl). This is about even because Sorcerers get to choose the skill, but Technomancers get two.

Tech: Cache capacitor (effectively a permanent spell) at 6/12/18 (3 total spells), and Resolve Attunement (regain 1 RP for casting 6th lvl spells). Compared with Sorc: extra spell/day limited to after sustaining damage (3/day by 20th), cast extra spells as reaction at 19th. Sorcerers are probably better off here, but only at high lvl, at earlier levels, Technomancers are better off.

Tech: Spell Cache (1 extra spell/day), Spell focus (effectively a free feat), compared with subtle-casting for mind affecting spells, an improved reflex save, and an extra will save at mid/high levels. Again, advantage Sorcerer at high level, but during early levels the Technomancers' extra feat and spell/day are better.

Thanks for this. I actually found this breakdown really interesting. When I created the class I compared different aspects of all three to try and get the balance right but I didn't do it quite as side by side as you did here.


Hastur! Hastur! Hastur! wrote:


Thanks for this. I actually found this breakdown really interesting. When I created the class I compared different aspects of all three to try and get the balance right but I didn't do it quite as side by side as you did here.

No problem, thanks for the class. It is interesting.

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