
xorial |

I did this awhile back, but never posted it here. I found the file while searching my hard drive and decided to post it. I has never been playtested. I based it off the suggestions in Unearthed Arcana for the most part. I actually created a "Bloodline" for the class, so that is where the powers come from.
BATTLE SORCERER
Alignment: Any
Hit Die: d8
Class Skills
The battle sorcerer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcane) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks Per Level: 2 + Int modifier
Good Saves: Fort and Will
Poor Saves: Ref
1. Arcane Bond (martial weapon), cantrips, eschew materials
2. Combat Casting
3. Eldritch armor
4. -
5. Weapon Familiar
6. -
7. Combat feat
8. -
9. Channel Spell
10. -
11. -
12. -
13. Combat feat
14. -
15. Spell Parry
16. -
17. -
18. -
19. Combat feat
20. Eldritch Champion
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency:/[b] Battle Sorcerers are proficient with all simple weapons and one martial weapon. They also gain proficiency with light armor.
[b]Spells: A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance.
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–12a. In addition, she receives bonus spells per day if she has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1stlevel spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table 4–13a. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table 4–13a are fixed.) These 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 through study. The sorcerer can’t use this latter method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows.
In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, 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 she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
Combat Casting: The battle sorcerer receives the feat Combat Casting as a bonus feat.
Combat Powers: At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline.
These spells are in addition to the sorcerer’s list of spells known. These spells cannot be exchanged for different spells at higher levels (although variations might exist, with GM permission).
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips (Sp): Sorcerers know a number of cantrips.
They can cast these spells at will as a spell-like ability. The number of cantrips a sorcerer knows is noted on Table 4–13 under 0-level spells known. Cantrips are treated like any other spell cast by the sorcerer in terms of duration and other variables based on level.
Eschew Materials: A battle sorcerer gains Eschew Materials as a bonus feat at 1st level.
WEAPON FAMILIARS
Weapon familiars are intelligent magic melee weapons crafted by a battle sorcerer with the arcane bonded weapon class feature. Each weapon familiar is magically linked to its creator, much like a normal familiar is linked to its master. A weapon familiar grants special abilities to its creator while held (as shown on the table below). Each weapon familiar grants one special ability based on the effort required to use it (light, one-handed, or two-handed) and its damage type (bludgeoning, piercing, or slashing). If a weapon familiar has more than one property in the same category (such as a morningstar, which deals both bludgeoning and piercing damage), the creator chooses which special ability the weapon familiar will grant.
Weapon Familiar: Creator Gains
Light: +3 bonus on Bluff checks
One-handed: +3 bonus on Use Magic Device checks
Two-handed: +3 bonus on Spellcraft checks
Double: +1 shield bonus on AC
Bludgeoning: +2 bonus on Fortitude saves
Piercing: +2 bonus on Reflex saves
Slashing: +3 hit points, and +1 hit point per class level
Weapon Familiar Basics: A weapon familiar is an intelligent magic weapon, with a basic description as given in the Player’s Handbook and the additional features described below. See Intelligent Items, page 268 of the Dungeon Master’s Guide, for more information.
Ability Scores: As an intelligent item, a weapon familiar has Intelligence, Wisdom, and Charisma scores. Two of these abilities have a score of 14 and one has a score of 10, as determined by the warforged artificer at the time of creation.
Hit Points: A weapon familiar has the normal hit points for a weapon of its type (see Table 8–8, page 158 of the
Player’s Handbook) and enhancement bonus, plus bonus hit points equal to one-half its creator’s hit points (not including temporary hit points), rounded down. For example, if the creator of a +1 heavy mace weapon familiar had 25 hit points, the weapon familiar would have 42 hit points (20 for a heavy mace, +10 for being a +1 weapon, +12 for its creator’s hit points).
Saving Throws: A weapon familiar need not make any saving throw unless its wielder rolls a 1 on a save against an effect that could also damage the weapon familiar (such as fireball) or if the effect specifically targets the weapon familiar (such as shatter). For each saving throw, a weapon familiar uses either its own base save bonus (2 + 1/2 its creator’s battle sorcerer level) or its creator’s save bonus (from all classes), whichever is better. A weapon familiar adds its own ability modifiers on saving throws (Dex –5, Con +0, Wis varies).
Senses: A weapon familiar has darkvision out to 60 feet, and it can hear as well as a normal person.
Communication: A weapon familiar can speak and understand Common, plus one language per point of Intelligence bonus (if any). It can also communicate telepathically with its master as long as it is held.
Alignment: When created, a weapon familiar has the same alignment as its creator. Note, though, that a weapon familiar and its creator might find themselves in conflict if the creator’s alignment ever changes.
Ego: As an intelligent item, a weapon familiar has an ego score. Though it never engages in a personality conflict with its wielder, it automatically does so if another character attempts to wield it. For the purpose of determining ego score, a weapon familiar is considered to have six lesser powers, and to gain new lesser powers when its creator attains 11th level and 13th level.
Weapon Familiar Ability Descriptions: All weapon familiars gain or impart special abilities depending on their creator’s artificer level. The abilities given on the table are cumulative.
Creator Class Level: Hardness Adj: Special
5th–6th: +1: Alertness, deliver touch spells, improved evasion, share spells
7th–8th: +2: —
9th–10th: +3: —
11th–12th: +4: Spell resistance
13th–14th: +5: Scry on weapon familiar
15th–16th: +6: —
17th–18th: +7: —
19th–20th: +8: —
Hardness Adj.: The number noted here is an improvement to the weapon familiar’s existing hardness.
Alertness (Ex): The presence of a weapon familiar sharpens its creator’s senses. While a weapon familiar is held, the creator gains the effect of the Alertness feat (see page 89 of the Player’s Handbook).
Deliver Touch Infusions (Su): If a weapon familiar is held by its creator at the time the creator imbues an infusion with a range of touch, the creator can then deliver the infusion by touching a target with the weapon familiar (either as a melee touch attack or as a normal melee attack). If the creator imbues another infusion before the touch is delivered, the touch infusion dissipates.
Improved Evasion (Ex): A weapon familiar can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature, page 42 of the Player’s Handbook.
Share Spells: At the creator’s option, he can have any spell he casts on himself also affect his weapon familiar. The weapon familiar must be held at the time of casting to receive the benefit, and the creator and his weapon familiar can share spells even if those spells don’t normally affect objects. This ability otherwise functions identically to the share spells ability for familiars.
Spell Resistance (Ex): If its creator is 11th level or higher, a weapon familiar gains spell resistance equal to the creator’s artificer level +5. The creator’s infusions automatically overcome this spell resistance.
Scry on Weapon Familiar (Sp): If a creator’s level is 13th level or higher, he can scry on his weapon familiar (as if casting scrying with automatic success) once per day. See the spell description.

xorial |

Battle Bloodline
Fluff I haven't came up with yet.
Class Skill: Knowledge (history).
Bonus Spells: shield (3rd), protection from arrows(5th), keen edge (7th), fire shield (9th), interposing hand (11th), forceful hand (13th), mage’s sword (15th), clenched fist (17th), crushing hand (19th).
Bonus Feats: Any combat feat that you qualify for.
Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you and fulfill your destiny.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your battle sorcerer level. This bond can only apply to a martial or exotic weapon you are proficient with.
Eldritch Armor (Su): Starting at 3rd level, you generate an eldritch field around you gaining a +1 deflection bonus on your AC. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum +5 at 19th level.
Channel Spell (Sp): At 9th level, you can channel any spell he can cast into your melee weapon. Using this ability requires a move action, and the battle sorcerer uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the battle sorcerer successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A battle sorcerer can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours. At 9th level, you can use this ability once per day. At 12th level, you can use this ability twice per day. At 15th level, you can use this ability three times per day. At 18th level, you can channel a spell as part of a full attack option, and the spell affects each target you hit in melee combat that round.
Spell Parry (Sp): At 15th level, you are able to parry a spell with a melee attack. Instead of a standard counterspell attempt, you can make a melee attack in place of a caster level check, against the DC of the incoming spell. The attempt must be made using your bonded weapon. On a confirmed critical hit, the spell is parried back at the caster. You add your Charisma modifier in addition to your normal attack modifiers when attempting to parry a spell. This ability is usable against only one spell per round. This ability is usable two times per day at 15th level, and three times per day at 20th level.
Eldritch Champion (Su): At 20th level, eldritch power surges through your body, making you a true combat gestalt. You gain immunity to sneak attacks and critical hits. You are also able to wield you bonded as if you were a fighter of equal level to your battle sorcerer class level. Gaining the appropriate base attack bonus with your bonded weapon only.

xorial |

As another idea, if people think it is too powerful as written, there could be a variation that drops it to 6th level spells. Along the lines of the bard. May need to put in something else, too. Not really sure. Like I said, this is a first pass at it.
Just realized to begin with...this uses the standard Sorcerer casting, but under the guidelines of Unearthed Arcana. One less spell per day & one less spell known at each spell level.

Kolokotroni |

I like the bloodline myself, though I would ask from a fluff perspective how one has battle literally in your blood.
There are certainly people who are born warriors, whether in literature/film or in real life. You might come from a long line of generals and warriors. Think of how many families even today have a long military tradition. I definately think its possible for a warrior nature to be part of one's blood.

xorial |

I presume that the Eldritch Armor feature lets them cast spells in armor? What does it do exactly?
I like the bloodline myself, though I would ask from a fluff perspective how one has battle literally in your blood.
Eldritch Armor (Su): Starting at 3rd level, you generate an eldritch field around you gaining a +1 deflection bonus on your AC. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum +5 at 19th level.
It is an energy field, a bit like Mage Armor, but more limited at first. Done this because I DON'T eventually give them medium armor. It is a slight rip-off of a similar 4e ability for the Spell Blades in the Forgotten Realms.

Lathiira |

Lathiira wrote:I presume that the Eldritch Armor feature lets them cast spells in armor? What does it do exactly?
I like the bloodline myself, though I would ask from a fluff perspective how one has battle literally in your blood.
Eldritch Armor (Su): Starting at 3rd level, you generate an eldritch field around you gaining a +1 deflection bonus on your AC. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum +5 at 19th level.
It is an energy field, a bit like Mage Armor, but more limited at first. Done this because I DON'T eventually give them medium armor. It is a slight rip-off of a similar 4e ability for the Spell Blades in the Forgotten Realms.
I'd go ahead and make it an armor bonus to AC. A deflection bonus, while easily found in a ring of protection, is overall more valuable because it helps your CMD and your touch AC. By giving them an armor bonus, you're being internally consistent with the mage armor spell, which is useful when rules-issues occur. You could also bump it up in power a bit, say, start at +2, go up a point every 3 levels, something like that.
Fluff's fine with me too, just curious about it really.

Kolokotroni |

I'd go ahead and make it an armor bonus to AC. A deflection bonus, while easily found in a ring of protection, is overall more valuable because it helps your CMD and your touch AC. By giving them an armor bonus, you're being internally consistent with the mage armor spell, which is useful when rules-issues occur. You could also bump it up in power a bit, say, start at +2, go up a point every 3 levels, something like that.
Fluff's fine with me too, just curious about it really.
Making it an armor bonus dramatically reduces it's use. A battle caster will want to use mage armor, or arcane armor training. Either way it would be a wasted class ability.

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Lathiira wrote:Making it an armor bonus dramatically reduces it's use. A battle caster will want to use mage armor, or arcane armor training. Either way it would be a wasted class ability.I'd go ahead and make it an armor bonus to AC. A deflection bonus, while easily found in a ring of protection, is overall more valuable because it helps your CMD and your touch AC. By giving them an armor bonus, you're being internally consistent with the mage armor spell, which is useful when rules-issues occur. You could also bump it up in power a bit, say, start at +2, go up a point every 3 levels, something like that.
Fluff's fine with me too, just curious about it really.
Compromise, a shield bonus?
sure it makes the Shield spell useless (except vs magic missile). Though I think the deflection bonus is fine.

Lathiira |

Making it an armor bonus dramatically reduces it's use. A battle caster will want to use mage armor, or arcane armor training. Either way it would be a wasted class ability.
Possibly. The initial value could be changed to something higher, however, allowing this person to save a low-level spell slot for shield or another useful spell. The arcane armor training ability is nice, but if this caster doesn't use armor, it's not needed, and if it's an armor bonus that frees up that swift action for other things down the road like quickened spells.

Lathiira |

Compromise, a shield bonus?
sure it makes the Shield spell useless (except vs magic missile). Though I think the deflection bonus is fine.
The deflection bonus works as well, I'm just thinking about things down the road like if you're going to wear armor at all, what's a more valuable bonus, and so on.

xorial |

From all of the chatting , I see I forgot to include the blurb about he can cast in light armor like the bard can. That is part of the original write-up from Unearthed Arcana. I want the Eldritch shield to be a mystical armor so the Battle Sorcerer wouldn't need to get medium armor, like the Warmage.

'Rixx |

Sorry, beat you to it almost a year ago! Though mine's a little more in line with the other bloodlines as far as the feat / power conventions, which may or may not be a good thing.

Captain Sir Hexen Ineptus |

xorial |

Sorry, beat you to it almost a year ago! Though mine's a little more in line with the other bloodlines as far as the feat / power conventions, which may or may not be a good thing.
Actually you didn't, lol. I just didn't post it until now. We probab;y came up with the idea around the same time.