Hey all, first time poster here hoping to finally make an appearance more often, and this certainly seems like the best time to join the Pathfinder experience!
Now, I'm not sure about you, but reading through the Alpha pages has got me hooked on the new system and the announcement of this new addition has cleared the writing block I've been suffering from for some time.
So, this thread is dedicated to all of us who want our creative juices to flow as we contribute ideas to Paizo and our fellow board members. Ideas could include new write ups for the many things which still haven't been addressed by Paizo.
Here we go! First post on Paizo is a big'un.
The Sorcerer: Brainstorming the other day I quickly pieced together the vague outlines of a feasible sorcerer along the power level of the 3.P wizard.
HD: d6/level
Base Attack: Poor Fortitude: Poor Reflex: Poor Will: Good
Special: A sorcerer gains access to cantrips like a wizard does, along with an ‘Arcane Bond’. Unlike a wizard, however, an arcane bond is mandatory for a sorcerer and functions differently.
Arcane Bond: The sorcerer begins play with an Arcane Bond to a familiar or item. This object grants the sorcerer control over their innate powers and allows them to focus the magic they call upon within the tool of their choice.
A sorcerer lacking an arcane bond must make a Spellcraft check (DC 20 + spell level) or suffer as though in an area of Wild Magic (see Dungeon Master’s Guide).
So long as the sorcerer has his arcane bond near him, he is capable of applying metamagic feats without the penalty of increasing the casting time of the effect to that of a Full-Round action.
Invocations: At 1st, 5th, 10th, 15th, and 20th levels, a sorcerer may select a specific spell from his lower level slots to be able to cast it at will.
At a level where a sorcerer gains an invocation, they may choose any spell on the sorcerer spell list up to 1st level, but they may choose spells from a list 1 level higher every 5 levels beyond that (max 4th level)
Limitations: Spells which you may give to allies to increase their performance are limited to one target per casting no matter what the circumstance, and you may not produce a second invocation while the other is active. So, you cannot cast fly on yourself and then fly on another party member, as you already have it active.
These spells cannot be affected by metamagic feats, but are always considered spells.
Example: Idinaeus has just reached the 15th level, and has to choose an invocation. Earlier, he had selected Magic Missile, Fly, and Displacement. Since he is 15th level, he may now choose 4th level spells and decides to get Dimension Door.
Metamagic Mastery: Beginning at 5th level and every 5 levels thereafter, the sorcerer may select a metamagic feat and gain it as a bonus feat.
Metamagic Specialization: Beginning at 6th level and every 6 levels thereafter, the sorcerer gains the ability to amplify spells they cast spontaneously without modifying levels. This ability functions as follows:
The sorcerer begins each day with a Metamagic Pool equal to their charisma modifier +3. This pool may be drawn upon to apply metamagic feats to spells cast by the sorcerer as a free action. Every Metamagic Pool point counts as one level modifier towards the metamagic ability, and only one metamagic feat can be applied to a spell in this way.
You can never amplify a spell to the point where you would be unable to cast it yourself if you actually had to pay for the level increase.
Example: Idinaeus is a 10th level sorcerer with 22 charisma for a +6 modifier. He has a Metamagic Pool of 6 points. He decides to cast Fireball and announces that he wants to Empower it by spending 2 points from his Metamagic Pool. Now, Idinaeus has 4 metamagic points. He then announces he wants to use his last few to Quicken his scorching ray. However, he cannot since a Quickened Scorching Ray is a 6th level spell, so he settles for Magic Missile.
Wild Magic Aura: Beginning at 10th level, for a number of rounds equal to their charisma score, a sorcerer may create a field of Wild Magic which radiates out 10 feet around the sorcerer. Everyone within the area casting arcane and divine spells must succeed on a Spellcraft Check (DC 25 + spell level) whenever casting a spell or having their spell affected as though in a Wild Magic zone. (See Dungeon Master’s Guide). This ability can be dismissed as an immediate action, but it must remain active for a full-round before the sorcerer may suppress it.
Wild Magic Mastery: Beginning at 20th level, the sorcerer becomes a master of the chaotic energy which has ruled over them for so long. As a free action, the sorcerer may radiate a Wild Magic Aura out to 20 feet. The aura may now be used for a number of rounds per day equal to twice the sorcerer’s charisma score, by all other means, it functions as a Wild Magic Aura, except for the fact that arcane and divine casters are no longer allowed a spellcraft check in the aura.
All Wild Magic rolls made in your aura are rolled twice. You may consult the table and choose which of the two results occurs.
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Whew,
Love it? Hate it? Got an idea of your own? POST HERE!
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Anaxxius
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