New Sorcerer Class


Homebrew and House Rules


My games rarely run beyond 6th level, so I don't write classes with levels beyond that in mind.

I also tend to have only 1 or 2 encounters per game, though that's more custom than rule. Sometimes there are dungeons crawls.

The True Mage

The true mage is a master of magic. Rather than drawing power in a single way for every situation, the true mage has a variety of tricks, tactics and styles for a variety of encounters.

BAB – As Sorcerer
Fort – Poor
Ref – Poor
Will – Good
Skills – As Sorcerer
HP - d6
Arms and Armor - As sorcerer.

True Mage Spell Casting

The true mage's primary casting stat is Charisma.

The True Mage gains spells known according to the sorcerer spells known chart. She knows additional spells according to her intelligence bonus.

At each level, she may trade one spell known out for another of the same level.

Twice per day, she may cast any spell she knows from the list.

While higher level spells seem more powerful, often times they are not. For example, a sixth level fireball spell deals 6d6 (average 21) and can hit multiple targets, but is subject to reflex, evasion, energy resistance, and cover. A magic missile cast by a sixth level mage deals 3d4+3 (average 10) but delivers that damage through cover and allows very few counter-measures.

It is not the level of the spell which makes magic difficult; the mere act of doing magic is difficult.

In addition to the two spells she can cast per day, she can cast additional spells by performing ritual meditation. Ritual Meditations require ten minutes per spell level. At the end of the meditation, the mage may cast the spell she intended from the beginning.

Class Abilities

The true mage looses access to all of the arcane powers if she takes a level of another class. These powers require constant and rigorous devotion. Applying herself to another trade would weaken them.

Level 1: Arcane Blast
Level 2: Arcane Combat
Level 3: Transcendent Meditation
Level 4: Bonus Feat, Arcane Levitation
Level 5: Arcane Shield
Level 6: Bonus Feat

Arcane Blast

The True Mage is capable of launching a blast of pure cosmic power which deals 1d6 + Wisdom damage as a touch attack. This attack scores critical hits on a natural 20 (x2) and has a range increment of 40’. The attack usually forms as a sphere or wave which travels faster than most thrown objects, but is not as fast or accurate as a bolt from a crossbow.

Archery Feats can be used to improve this attack. Feats taken with this attack in mind can't be used with conventional arms.

While the power to form this attack is drawn with willpower (Wisdom), the attack itself is made with skill. Add Dexterity to strike.

Arcane Blast draws an AoO if used while threatened.

Arcane Combat

The mage is able to defend in combat by creating a series of temporary force fields. Invoking this power is a standard action, but once invoked can be continued with minimal concentration.

This power provides a +4 bonus to armor class, and gains an additional +1 at each odd True Mage level (4, 6, 8…).

This power adds to the mage’s touch AC.

This power interferes with other magical armor bonuses, such as Mage Armor. The two fields of magic can't interact.

Transcendent Meditation

Once per day, by spending an hour in meditation, the sorcerer gains a Willpower save, DC 20, to expel all negative status effects and restore all lost levels and ability score points (not lost to their own magic).

If the mage fails this saving throw, the duration of those effects is reset, as if they were just cast. If the mage wants to attempt the meditation again, the DC is 1 higher and the amount of time required in meditation doubles.

If the mage is forced to perform the Transcendent Meditation twice in a 7 day period for the same effect (such as being drained by the same kind of undead) the amount of time required in meditation doubles.

Bonus Feat

At levels 4 and 6, the mage gains a bonus feat. This feat must either be an item creation feat, meta-magic feat, or fighter feat improving her arcane strike.

Arcane Levitation

The mage gains a fly speed of 40’. While flying, she gains a +2 bonus to AC and Reflex saves.

To begin flying, the mage must spend a standard action.

Arcane Shield

By going into full defense, the mage can create a force field which provides an AC of 24 (+14 Natural), replacing her normal AC, and granting her DR 10/- which lasts until her next turn. Should a point of damage reach her through the shield, it vanishes (though her full AC from Arcane Combat still applies).


DCs based on cha, spells per day based on Int, damage from the weak nonscaling arcane blast based on wisdom, and to hit based on dex? This guy is all over the place Ability wise, and seems extremely weak to boot.

Your main attack doesn't scale, you get... 2 spells per day.

How is this guy supposed to be useful in combat?

RPG Superstar 2012 Top 16

It's E6.

MAD is still horrible.

With a level restriction of 6, you basically don't need Int or Cha above 16, so it's not horrible. You just won't be able to do any kind of real damage with anything.

No spell slots or anything? eesh.

==Aelryinth


I understand you play E6, but I would not take this class under any circumstances. I would take my chances with a sorcerer.
When you make a class you have to give people a reason to select it over another class.

RPG Superstar 2012 Top 16

I wonder if he meant to say: You can cast each spell from the list Twice per day.

As it stands, you get two spells a day, instead of each spell twice/day.

==Aelryinth


As far as the mad, I usually do a 25 point buy, not allowing anything under 10. So a decent stat line for a human could be:

STR 10
DEX 14
CON 14
INT 14
WIS 14
CHA 16

I'm also sick of the full caster classes. I haven't thought about what to do for divine casters, but I'm probably just going to ban the sorcerer and wizard.

If there is only two encounters on average, the 6th level sorcerer could casting haste or lightning bolt twice, and still be handy. Plus, every fight they initiate can be started with a ritual. Anytime she wants to do something with magic out of combat can be started with a ritual.

And on top of it all, the arcane blast is decent. At 6th level she would have (with all feats applied at close range):

Strike (against touch AC) +5 / +5
Damage 1d6+4

Feats

Point Blank Shot
Rapid Shot
Precise Shot
Deadly Aim
Weapon Focus - Arcane Blast

I'm not inclined to increase the spells at will per day beyond two. I don't run that many encounters to justify the player having more, and scaring players with the thread of a random Blask Swan CR +4 to scare them into keeping spells is silly.

That said, I could raise the damage on the Arcane Strike some.


I like int giving extra spells known. It makes both nonhuman and nonstupid sorcerors a little more viable. Extended to all spontaneous classes it does the same for oracles and to a lesser extent bards and inquisitors.

That's the only thing I like about the class though. The only saving grace is that at under E6 heroism will almost cover the BAB gap and can be kept up permanently if you force the party to spend half its time waiting for you to meditate (down to a third at level six) so you can wade into melee instead of wasting your hopelessly inadequate non-ritual spellcasting.


cranewings wrote:

As far as the mad, I usually do a 25 point buy, not allowing anything under 10. So a decent stat line for a human could be:

STR 10
DEX 14
CON 14
INT 14
WIS 14
CHA 16

I'm also sick of the full caster classes. I haven't thought about what to do for divine casters, but I'm probably just going to ban the sorcerer and wizard.

If there is only two encounters on average, the 6th level sorcerer could casting haste or lightning bolt twice, and still be handy. Plus, every fight they initiate can be started with a ritual. Anytime she wants to do something with magic out of combat can be started with a ritual.

And on top of it all, the arcane blast is decent. At 6th level she would have (with all feats applied at close range):

Strike (against touch AC) +5 / +5
Damage 1d6+4

Feats

Point Blank Shot
Rapid Shot
Precise Shot
Deadly Aim
Weapon Focus - Arcane Blast

I'm not inclined to increase the spells at will per day beyond two. I don't run that many encounters to justify the player having more, and scaring players with the thread of a random Blask Swan CR +4 to scare them into keeping spells is silly.

That said, I could raise the damage on the Arcane Strike some.

Darn postmonster.

You have a +3 unless Strike is affected by Weapon Focus(Arcane Blast) which makes it a +4.
In any event that is still not handy because a CR 6 monster has an AC of 19, and 1d6+4 damage is not comparable at level 6 in most games. It is about par for a 1st level character.

Your dislike of casters is documented. I would sit down with the group and either just agree on a ban. This class however is not the answer, even with 2 encounters a day I would not take this class. I would rather take the adept which is an NPC class.


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What a terrible class.


Robert Carter 58 wrote:
What a terrible class.

What a terrible post (:

______________________________________________________

Revamp #1

The True Mage

The true mage is a master of magic. Rather than drawing power in a single way for every situation, the true mage has a variety of tricks, tactics and styles for a variety of encounters.

BAB – Cleric
Fort – Poor
Ref – Poor
Will – Good
Skills – As Sorcerer
Hit Points – d8

True Mage Spell Casting

The True Mage's primary casting stat is Charisma.

She gains additional spells per day for having a high Charisma.

The True Mage gains spells known according to the sorcerer spells known chart. She knows additional spells according to her Intelligence bonus.

At each level, she may trade one spell known out for another of the same level.

Spells per Day

Level Spells per Level 0/1/2/3
1 4/0
2 5/0
3 5/1
4 5/1/0
5 5/1/1
6 6/1/1/0

Ritual Meditation

True Mages can cast many more spells than their spells per day chart would normally allow. For an hour per day, per level, a true mage can meditate in order to invoke any spell they know.

The mage must choose what spell they are preparing at the beginning of their meditation. After spending 10 minutes per spell level, the mage can cast the spell.

By spending additional time in meditation, the mage can apply the effects of a metamagic feat she possesses. Each time the mage doubles the time she has spent in meditation, the effective spell slot increases by 1.

For example, a mage prepares to assault a castle with a fireball spell by meditating for thirty minutes. Instead of casting the spell, or remaining in idle meditation to keep the spell loaded so to speak (which would count against the amount of time she can remain in meditation) she begins to Empower it. Empower increases the spell level by 2, so she must double the time spent once, and then double it again. After two hours in meditation (total) the Empowered spell is ready.

Class Abilities

The true mage looses access to all of the arcane powers if she takes a level of another class. These powers require constant and rigorous devotion. Applying herself to another trade would weaken them.

Level 1: Arcane Blast 1d6
Level 2: Bonus Feat, Arcane Combat +5
Level 3: Transcendent Meditation, Arcane Blast 2d6
Level 4: Bonus Feat, Arcane Levitation, Arcane Combat +6
Level 5: Arcane Shield, Arcane Blast 3d6
Level 6: Bonus Feat, Arcane Combat +7

Arcane Blast

The True Mage is capable of launching a blast of pure cosmic power. This attack is a ranged touch which adds Dexterity to strike, but Charisma to damage.

At first level, this attack deals 1d6 damage. It improves by 1d6 at 3rd and 5th level.

The Arcane Blast has a critical hit range of 20 (x2) and a range increment of 40’.

Archery feats can improve this attack, though feats taken with this power in mind can’t be applied to conventional weapons.

Arcane Blast draws an AoO if used while threatened.

Arcane Combat

The mage is able to defend in combat by creating a series of temporary force fields. Invoking this power is a standard action, but once invoked can be continued with minimal concentration.

This power provides a +5 bonus to armor class, and gains an additional +1 at 4th and 6th level.

This power adds to the mage’s touch AC

This power interferes with armor based magic, such as Mage Armor, making it impossible to use both at once.

Transcendent Meditation

Once per day, by spending an hour in meditation, the sorcerer gains a Willpower save, DC 20, to expel all negative status effects and restore all lost levels and ability score points (not lost to their own magic).

If the mage fails this saving throw, the duration of those effects is reset, as if they were just cast. If the mage wants to attempt the meditation again, the DC is 1 higher and the amount of time required in meditation doubles.

If the mage is forced to perform the Transcendent Meditation twice in a 7 day period for the same effect (such as being drained by the same kind of undead) the amount of time required in meditation doubles.

Bonus Feats

At levels 2, 4 and 6, the mage gains a bonus feat. This feat must either be an item creation feat, meta-magic feat, or fighter feat improving her arcane strike.

Arcane Levitation

The mage gains a fly speed of 40’. While flying, she gains a +2 bonus to AC and Reflex saves.

To begin flying, the mage must spend a standard action.

Arcane Shield

By going into full defense, the mage can create a force field which provides an AC of 24 (+14 Natural), replacing her normal AC, and granting her DR 10/- which lasts until her next turn. Should a point of damage reach her through the shield, it vanishes (though her full AC from Arcane Combat still applies).

Dark Archive

i understand you're putting a lot of effort into this, but honestly its not good. I'm not sure where to begin explaining fixes, but i agree that taking Adept is better than this. and some of the abilities are really weird. Why a 24 ac? no dex adjustments? what if i have a race with natural armor, that doesnt stack with this?


Name Violation wrote:
i understand you're putting a lot of effort into this, but honestly its not good. I'm not sure where to begin explaining fixes, but i agree that taking Adept is better than this. and some of the abilities are really weird. Why a 24 ac? no dex adjustments? what if i have a race with natural armor, that doesnt stack with this?

I'm not trying to balance this with the Sorcerer or Wizard class. I'm trying to replace them with a weaker class that suits the needs of my campaign better. So when it comes to "fixing it," the fix doesn't have anything to do with balancing it for someone else's game.

As far as a race with natural armor, that's basically a non-issue because I can't think of any PC races I'd allow that have natural armor.

It doesn't get a Dex bonus because, and I could describe it more in the power, is a big bubble that slows the character down due to the effort needed to create it. Striking through it effectively is the hard part, the person on the other side is barely moving. Even if you have a better AC, which is very unlikely for this class (no armor, massive MAD), the DR 10 / - might still be preferable in certain situations.

I should note that the force field also grants Energy Resistance 10 against all types.

Arcane Shield

By going into full defense, the mage can create a force field which provides an AC of 24 (+14 Natural), replacing her normal AC.

While the force field is active, those inside gain a DR of 10 / - and Energy Resistance of 10 vs. all types.

These bonuses persist until the sorcerer’s next turn.

The shield can be extended from just around her person to conceal those in a 5’ radius. Those inside are unable to attack or cast spells beyond its bounds.

Should a single point of damage penetrate the field, it vanishes until the sorcerer can reestablish it.

Silver Crusade

The only constructive thing coming to my mind right now is that Pathfinder RPG maybe isn't the system you need for your campaign.


Maxximilius wrote:
The only constructive thing coming to my mind right now is that Pathfinder RPG maybe isn't the system you need for your campaign.

No, it's perfect. It's my model train I like to put together and paint after I get it out of the box.

Dark Archive

ita almost looks like you want 3.5's warlock class from complete arcane.


Name Violation wrote:
ita almost looks like you want 3.5's warlock class from complete arcane.

Could be. I don't own the book. I'm actually pretty happy with this right now though. I'm just working on some specialty powers for it at this point.


The True Mage gains one of these powers at levels 1, 3 and 5.

Arcane Abilities

Otherworldly Charm

The enchantress gains an additional +5 bonus to her Diplomacy skill.

When using the Diplomacy skill, the enchantress can improve a creature’s attitude by more than two steps.

When rolling Diplomacy, she may roll twice and take the higher result.

This power is not effective against characters with mind protecting enchantments. This power does not allow the Diplomacy skill to work in situations where it is ordinarily prohibited, such as combat.

Stunning Performance

The sorcerer may use her charm to grab the attention of a single target within 5’.

The target must make a Willpower save, DC 10 + ½ Performer’s level + CHA. Failure indicates the target is Stunned.

The true mage can keep the target stunned by spending her move action keeping his attention each round. Should the target be attacked (slapped or shaken), the performance stops, or the performer move more than 5’ away, the effect is broken.

Any target that makes the saving throw will gain immunity to this power for 24 hours.

The true mage can only perform the Stunning Performance on one person at a time.

Fascinate

The true mage can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents the ability from working. For every three levels a true mage has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the true mage’s level + her Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the true mage cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the she continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Empower Weapon

As a standard action, the true mage can enchant a weapon. For 24 hours, that weapon touched by the mage gains a +1 Enhancement bonus. If the weapon is already magical, the +1 can be used to purchase a +1 equivalent ability. At 5th level, this bonus becomes +2.

Faint

The true mage can induce a fainting spell in a target by making eye contact from within 30’. The subject of her eye contact must make a Willpower saving throw of DC 10 + ½ the True Mage’s Level + Cha. The victim of this power can be awoken by a character in direct contact spending a standard action.

This power can only be used effectively on characters with fewer hit dice than the true mage. Those with equal or greater hit dice gain a +10 bonus to their saving throw.

Those who make their saving throw against this power become immune for 24 hours.

Elemental Arcane Strike

The true mage’s arcane strike deals an additional 1d6 damage. All of its damage is considered to be of a particular element.

This ability can be taken more than once, though its bonuses do not stack. The mage can simply make the attack another element.

The true mage can choose to perform her arcane blast without this power, gaining neither the elemental type nor the extra damage.

Arcane Martial Arts

The true mage learns to tie her ability to channel and summon arcane energy into her unarmed fighting. While she has not performed the body hardening exercises of the monk or the rigorous competition of the fighter, she is able to make her strikes extremely dangerous by cloaking them in a wreath of magical energy.

The true mage gain the feat, “Improved Unarmed Strike” and the ability to deal 1d8 points of lethal damage per hit. While using Arcane Martial Arts, the true mage adds Charisma to damage.

While holding a melee weapon, the true mage naturally energizes it with her energy. The weapon adds Charisma to damage instead of Strength.

Arcane Secrecy

The true mage may add Bluff and Stealth to her list of class skills.

Master of Energy

The true mage gains a +5 bonus on saving throws against energy draining type effects. Should the true mage succeed on this saving throw, her would be attacker suffers 1d6 damage.

Shadow Magic
Prerequisite: Arcane Secrecy

The true mage is able to affect shadows, creating places to hide where it might otherwise be difficult. While remaining still in a shadow, the true mage gains a +3 on stealth rolls.

While in a place dark enough to produce Concealment, the true mage gains the following bonuses:

Saving Throws +1
Strike and Damage rolls (Arcane Blast, Arcane Martial Arts) +1

Greater Arcane Blast

The true mage’s Arcane Blast gains a range increment of 60’ and deals x3 damage on a critical hit.


Demonic Form

The true mage has a dark side which can rear its ugly head in a fit or primal rage. By allowing her dark side to show through (as a swift action), she gains the following modifiers:

Strike /Damage (Arcane Blast / Arcane Martial Arts) -1 / +2
Intimidate +5
Fortitude Save +2
Will Save -2

Invocation of Inner Light

The true mage is able to draw upon the light at the core of her being to empower her Arcane Blast.

As a standard action, she can make a single powerful attack that can overcome supernatural evil.

The use of this power requires the true mage to make a Will save, DC 12. If successful, she deals an extra 2d6 damage and ignores all Spell Resistance / Energy Resistance, should it apply.

Should her Will save be failed, she can either make a single standard blast or delay her attack until next round. If she waits until next round, she gains a +4 to the Will save.

Shadow Lodge

I think the problem is we have no measuring stick to use to judge if this is good or not, because no one knows how your home campaigns are run. Its hard to say if this is balanced or not or good or not for your games when we dont play in them. Everyone just has regular PF to compare against this home brew to, and as has been said, it doesn't come close to PF as written. I just don't see you getting any feedback that can be useful to you without that measuring stick, if you will. Just to be clear, I'm not telling you in any way you are wrong for playing that way, or that this class cant be useful in your style of campaign. I just dont think you can get useful feedback, is all.


Kabump wrote:
I think the problem is we have no measuring stick to use to judge if this is good or not, because no one knows how your home campaigns are run. Its hard to say if this is balanced or not or good or not for your games when we dont play in them. Everyone just has regular PF to compare against this home brew to, and as has been said, it doesn't come close to PF as written. I just don't see you getting any feedback that can be useful to you without that measuring stick, if you will. Just to be clear, I'm not telling you in any way you are wrong for playing that way, or that this class cant be useful in your style of campaign. I just dont think you can get useful feedback, is all.

Well, negative people will give negative feed back. I understand. I thread crap periodically myself. I got some good ideas for the class off another thread on here, plus I got one or two good ones from this thread.

If you look at the first post, I basically said in as clear a way as I could that I don't run PF the standard way and didn't really need feedback on how it was balanced RAW.

I figured a few people would give me ideas for special abilities or flavor, and they did.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
cranewings wrote:
Kabump wrote:
I think the problem is we have no measuring stick to use to judge if this is good or not, because no one knows how your home campaigns are run. Its hard to say if this is balanced or not or good or not for your games when we dont play in them. Everyone just has regular PF to compare against this home brew to, and as has been said, it doesn't come close to PF as written. I just don't see you getting any feedback that can be useful to you without that measuring stick, if you will. Just to be clear, I'm not telling you in any way you are wrong for playing that way, or that this class cant be useful in your style of campaign. I just dont think you can get useful feedback, is all.

Well, negative people will give negative feed back. I understand. I thread crap periodically myself. I got some good ideas for the class off another thread on here, plus I got one or two good ones from this thread.

If you look at the first post, I basically said in as clear a way as I could that I don't run PF the standard way and didn't really need feedback on how it was balanced RAW.

I figured a few people would give me ideas for special abilities or flavor, and they did.

I know you're not looking to balance it vis a vis standard Pathfinder. The real question is how is it balanced against the other things that people run in your world. Casters are usually balanced against martial by poor AC among other things. Your class looks like it's not. What else do people run in your world and why would they run them vs running this "true mage" ?


LazarX wrote:
cranewings wrote:
Kabump wrote:
I think the problem is we have no measuring stick to use to judge if this is good or not, because no one knows how your home campaigns are run. Its hard to say if this is balanced or not or good or not for your games when we dont play in them. Everyone just has regular PF to compare against this home brew to, and as has been said, it doesn't come close to PF as written. I just don't see you getting any feedback that can be useful to you without that measuring stick, if you will. Just to be clear, I'm not telling you in any way you are wrong for playing that way, or that this class cant be useful in your style of campaign. I just dont think you can get useful feedback, is all.

Well, negative people will give negative feed back. I understand. I thread crap periodically myself. I got some good ideas for the class off another thread on here, plus I got one or two good ones from this thread.

If you look at the first post, I basically said in as clear a way as I could that I don't run PF the standard way and didn't really need feedback on how it was balanced RAW.

I figured a few people would give me ideas for special abilities or flavor, and they did.

I know you're not looking to balance it vis a vis standard Pathfinder. The real question is how is it balanced against the other things that people run in your world. Casters are usually balanced against martial by poor AC among other things. Your class looks like it's not. What else do people run in your world and why would they run them vs running this "true mage" ?

I'm confused. Did the powers I've listed increase the power of the class so far that now it is too powerful? Before, everyone thought it was too weak.

I'm about to post another revision. I wrote up a could 15 point buy characters and they all seemed... ok as far as their power level. It was about what you expect for a cheesy fighter / wizard, but I like the flavor.


The True Mage

The true mage is a master of magic. Rather than drawing power in a single way for every situation, the true mage has a variety of tricks, tactics and styles for a variety of encounters.

BAB – Cleric
Fort – Poor
Ref – Poor
Will – Good
Skills – As Sorcerer
Hit Points – d8

True Mage Spell Casting

The True Mage's primary casting stat is Charisma.

She gains additional spells per day for having a high Charisma.

The True Mage gains spells known according to the sorcerer spells known chart. She knows additional spells according to her Intelligence bonus.

At each level, she may trade one spell known out for another of the same level.

Spells per Day

Level Spells per Level 0/1/2/3
1 4/0
2 5/0
3 5/1
4 5/1/0
5 5/1/1
6 6/1/1/0

Ritual Meditation

True Mages can cast many more spells than their spells per day chart would normally allow. For an hour per day, per level, a true mage can meditate in order to invoke any spell they know.

The mage must choose what spell they are preparing at the beginning of their meditation. After spending 10 minutes per spell level, the mage can cast the spell.

By spending additional time in meditation, the mage can apply the effects of a metamagic feat she possesses. Each time the mage doubles the time she has spent in meditation, the effective spell slot increases by 1.

For example, a mage prepares to assault a castle with a fireball spell by meditating for thirty minutes. Instead of casting the spell, or remaining in idle meditation to keep the spell loaded so to speak (which would count against the amount of time she can remain in meditation) she begins to Empower it. Empower increases the spell level by 2, so she must double the time spent once, and then double it again. After two hours in meditation (total) the Empowered spell is ready.

Class Abilities

The true mage looses access to all of the arcane powers if she takes a level of another class. These powers require constant and rigorous devotion. Applying herself to another trade would weaken them.

Level 1: Arcane Blast 1d6, Arcane Ability
Level 2: Bonus Feat, Arcane Combat +5
Level 3: Transcendent Meditation, Arcane Blast 2d6, Arcane Ability
Level 4: Bonus Feat, Arcane Levitation, Arcane Combat +6
Level 5: Arcane Shield, Arcane Blast 3d6, Arcane Ability
Level 6: Bonus Feat, Arcane Combat +7

Arcane Blast

The True Mage is capable of launching a blast of pure cosmic power. This attack is a ranged touch which adds Dexterity to strike, but Charisma to damage.

At first level, this attack deals 1d6 damage. It improves by 1d6 at 3rd and 5th level.

The Arcane Blast has a critical hit range of 20 (x2) and a range increment of 30’.

Archery feats can improve this attack, though feats taken with this power in mind can’t be applied to conventional weapons.

Arcane Blast draws an AoO if used while threatened.

Should this power’s damage dice be more than doubled by any means, the true mage must make a Fortitude save DC 15 or become Nauseated for 1d4 rounds whenever it is used.

Arcane Ability

The sorcerer gains a special arcane ability at levels 1, 3 and 5. The ability is selected from the catalog below.

Arcane Combat

The mage is able to defend in combat by creating a series of temporary force fields. Invoking this power is a swift action, but once invoked can be continued with minimal concentration.

This power provides a +5 bonus to armor class, and gains an additional +1 at 4th and 6th level.

This power adds to the mage’s touch AC

This power interferes with armor based magic, such as Mage Armor, making it impossible to use both at once.

Transcendent Meditation

Once per day, by spending an hour in meditation, the sorcerer gains a Willpower save, DC 20, to expel all negative status effects and restore all lost levels and ability score points (not lost to their own magic).

If the mage fails this saving throw, the duration of those effects is reset, as if they were just cast. If the mage wants to attempt the meditation again, the DC is 1 higher and the amount of time required in meditation doubles.

If the mage is forced to perform the Transcendent Meditation twice in a 7 day period for the same effect (such as being drained by the same kind of undead) the amount of time required in meditation doubles.

Bonus Feat

At levels 2, 4 and 6, the mage gains a bonus feat. This feat must either be an item creation feat, meta-magic feat, or fighter feat.

Arcane Levitation

The mage gains a fly speed of 40’. While flying, she gains a +2 bonus to AC and Reflex saves.

To begin flying, the mage must spend a standard action.

Arcane Shield

When the true mage goes into full defense, she can create a powerful force field.

The force field grants a DR of 15 / - Energy Resistance 15 to all those within its 5’ radius.

Once created, the Arcane Shield only lasts until the true mage’s next turn. If any attack strikes the shield for more than 15 points of damage, it is instantly dispelled.

The true mage retains the +4 AC normally granted to those in Full Defense.

Those inside the shield suffer a 50% miss chance when attacking anyone beyond its boarder.

Catalog of Arcane Abilities

Arcane Martial Arts

The true mage learns to tie her ability to channel and summon arcane energy into her unarmed fighting. While she has not performed the body hardening exercises of the monk or the rigorous competition of the fighter, she is able to make her strikes extremely dangerous by cloaking them in a wreath of magical energy.

The true mage gains the feat, “Improved Unarmed Strike” and the ability to deal 1d8 points of lethal damage per hit. While using Arcane Martial Arts, the true mage adds Charisma to damage.

While holding a melee weapon, the true mage naturally energizes it with her energy. The weapon adds Charisma to damage instead of Strength. When wielding the weapon in two hands, she may add Charisma * 1.5 to the weapon’s damage.

Arcane Martial Arts – Elemental
Prerequisite: Arcane Martial Arts

The true mage has learned to tie powerful elemental energy into her martial arts techniques. When this ability is selected, the martial artist must select fire, electricity or cold as her elemental type. All of her hand to hand and melee attacks gain that type.

This energy flies like ribbons off of her hands and feet, simultaneously extending their reach while making them much more dangerous.

Add +1 Strike and AC
Add 1d6 Damage to all Melee Strikes
Increase Reach by 5’

Arcane Secrecy

The true mage may add Bluff and Stealth to her list of class skills.

Calling Darkness

The sorcerer can cast “Darkness” as if it were a zero level spell she knows.

Demonic Form

The true mage has a dark side which can rear its ugly head in a fit or primal rage. By allowing her dark side to show through (as a swift action), she gains the following modifiers:

Strike (Arcane Blast / Arcane Martial Arts) -2
Damage (Arcane Blast / Arcane Martial Arts) +1d6
Intimidate +5
Fortitude Save +2
Will Save -2

Anyone that can see her must make a Will save, DC 16 or become Shaken.

Elemental Arcane Strike

The true mage’s arcane strike deals an additional 1d6 damage. All of its damage is considered to be of a particular element.

This ability can be taken more than once, though its bonuses do not stack. The mage can simply make the attack another element.

The true mage can choose to perform her arcane blast without this power, gaining neither the elemental type nor the extra damage.

Empower Weapon

As a standard action, the true mage can enchant a weapon. For 24 hours, that weapon touched by the mage gains a +1 Enhancement bonus. If the weapon is already magical, the +1 can be used to purchase a +1 equivalent ability. At 5th level, this bonus becomes +2.

The true mage need not wield this weapon herself.

Fascinate

The true mage can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and capable of paying attention to her. The true mage must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents the ability from working. For every three levels a true mage has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the true mage’s level + her Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the true mage cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the she continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Faint

The true mage can induce a fainting spell in a target by making eye contact from within 30’. The subject of her eye contact must make a Willpower saving throw of DC 10 + ½ the True Mage’s Level + Cha. The victim of this power can be awoken by a character in direct contact spending a standard action.

This power can only be used effectively on characters with fewer hit dice than the true mage. Those with equal or greater hit dice gain a +10 bonus to their saving throw.

Those who make their saving throw against this power become immune for 24 hours.

Greater Arcane Blast

The true mage’s Arcane Blast gains a range increment of 60’ and deals x3 damage on a critical hit.

Invocation of Inner Light

The true mage is able to draw upon the light at the core of her being to empower her Arcane Blast.

As a standard action, she can make a single powerful attack that can overcome supernatural evil.

The use of this power requires the true mage to make a Will save, DC 15. If successful, she deals an extra 2d6 damage and ignores all Spell Resistance / Energy Resistance, should it apply.

Should her Will save be failed, she can either make a single standard blast or delay her attack until next round. If she waits until next round, she gains a +4 to the Will save.

Master of Energy

The true mage gains a +5 bonus on saving throws against energy draining type effects. Should the true mage succeed on this saving throw, her would be attacker suffers 1d6 damage.

A true mage with this power gains a +5 on her will save when using the power, “Invocation of Inner Light.”

The Master of Energy can’t be changed into the undead by any means. She is immune to zombie plague, mummy rot, and vampirism.

Otherworldly Charm

The enchantress gains an additional +5 bonus to her Diplomacy skill.

When using the Diplomacy skill, the enchantress can improve a creature’s attitude by more than two steps.

When rolling Diplomacy, she may roll twice and take the higher result.

This power is not effective against characters with mind protecting enchantments. This power does not allow the Diplomacy skill to work in situations where it is ordinarily prohibited, such as combat.

Shadow Magic
Prerequisite: Calling Darkness

While in a place dark enough to produce Concealment (including magically created darkness), the true mage gains the following abilities:

Damage Bonus: Add 1d6 Damage to Arcane Blast and Arcane Martial Arts
Saving Throw Bonus: Add +1 on all Saving Throws
Shadow Bend: The ability to manipulate shadows as if they were a physical substance gives the mage a permanent at will ability to cast Prestidigitation, Unseen Servant and Spectral Hand.

Stunning Performance

As a standard action, the sorcerer may use her charm to grab the attention of a single target within 10’.

The target must make a Willpower save, DC 10 + ½ Performer’s level + CHA. Failure indicates the target is Stunned.

The true mage can keep the target stunned by spending her move action each round to distract him. Should the target be attacked (slapped or shaken), the performance stopped, or the performer moved more than 10’ away, the effect is broken.

Any target that makes the saving throw will gain immunity to this power for 24 hours.

The true mage can only perform the Stunning Performance on one person at a time.

Liberty's Edge

underpowered.

It needs CHA, INT and WIS just to use its abilities.

Then being a sorc it prob needs some CON and maybe even some DEX for AC. So its stats are to spread out to be any good.

Also the abilities themselves are pretty lackluster. Better off being a normal sorc.


Sigil87 wrote:


Also the abilities themselves are pretty lackluster. Better off being a normal sorc.

Absolutely. I don't plan on allowing the sorcerer, or the wizard for that matter, proving this class is ok. I think this class is a little closer in power level to the rogue, which I like. I only run two combats a game, tops, and half the time those fights aren't on the same day. I think this character will be more balanced with the fighter and rogue.

Dark Archive

next time you post an update can you use spoiler tags for the indivual abilities? makes it tons easier to read.


Name Violation wrote:

next time you post an update can you use spoiler tags for the indivual abilities? makes it tons easier to read.

Certainly, though I think I'm done for now.

Dark Archive

also its starrting to look very similar in a lot of ways to this

its a conversion of the warlock class. the blast and powers are is at will, but most are buffs last 24 hours, or they're in combat utility (like modifying the blast or black tentacles).


"True Magus"

I don't think that means what you think that means.

This isn't a class I'd ever choose to play; if it were forced upon me I'd leave the group.


Name Violation wrote:

also its starrting to look very similar in a lot of ways to this

its a conversion of the warlock class. the blast and powers are is at will, but most are buffs last 24 hours, or they're in combat utility (like modifying the blast or black tentacles).

Good stuff.


Propane wrote:

"True Magus"

I don't think that means what you think that means.

This isn't a class I'd ever choose to play; if it were forced upon me I'd leave the group.

Well, that's cool man.

Side note, I just wrote up a hand full of them and compared them to the fighter and rogue. Not bad. One melee guy could fly, cleave with reach, and had a +8 strike that averaged 26 damage. On top of it he had a 3rd level spell. AC was 22. For one or two combats a day, he's neat.

More importantly, the enchanter I wrote up felt like one instead of a twink that spams sleep 5 times a fight.

I'm finished with this thread. The class is done and perfect for my game. Y'all nasty people can talk to each other about the right way to have fun.

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