| Justin Rocket |
Sorcerers often start demonstrating their powers as children or teens. But, just because they start demonstrating them at that age doesn't mean that they will pursue master of those powers.
How would you create a character who has innate sorcerery powers, but never bothered to master them?
Would you give them access to some feat? Perhaps that feat gave them some sort of wild magic kind of thing or the ability to cast a few cantrips?
| MrSin |
How would you create a character who has innate sorcerery powers, but never bothered to master them?
Would you give them access to some feat? Perhaps that feat gave them some sort of wild magic kind of thing or the ability to cast a few cantrips?
I'd just give them access to cantrips and possibly a familiar if they want one and intend to obtain one. Ultimate campaign suggest using the adept class for soon to be sorcs, and there is a trait or two that gives access to a single cantrip if I remember correctly.
LazarX
|
Sorcerers often start demonstrating their powers as children or teens. But, just because they start demonstrating them at that age doesn't mean that they will pursue master of those powers.
How would you create a character who has innate sorcerery powers, but never bothered to master them?
Would you give them access to some feat? Perhaps that feat gave them some sort of wild magic kind of thing or the ability to cast a few cantrips?
Take a trait which gives access to a cantrip. if it's a rogue take the appropriate talents as well.
| Lemmy |
A friend of mine is asked a similar question... How to effectively multi-class Ninja and Sorcerer without sucking at both classes.
I've been trying to come up with a way to do it ever since. Eldritch Heritage comes close, but it's not quite what he wants...
My idea was to create a Ninja archetype that gets "only" 6 skill points per level, reduces Sneak Attack progression by half, and only gets 1 Ninja Trick every 3 levels instead of 1 every 2 levels, but gets a lesser form of arcane spell casting and the ability to ignore ASF for donning light armor.
It uses the spell progression of Rangers & Paladins, but with the Sorcerer/Wizard spell list. For spells known, he starts with 3 cantrips and 1 1st-level spell known. Every level he learns 1 new spell of any level he can cast.
The spell casting is small enough to be a secondary ability, but still good enough to be incredibly useful and fit the character's concept.
Another idea might be giving him the ability to cast Blooline spells as SLAs. Though if you do so, you might want to use the Bard's spell progression to determine when the character gets a new SLA.
| Mike Franke |
1 level sorcerer dip. Not really enough to be good at much but you get the cantrips, a spell or two (I don't play sorcerers much) and a familiar if you want. After a few levels as a fighter or rogue or whatever, those powers are pretty useless, basically just useful for flavor and to occasionally surprise everyone who has forgotten you can do magic.
| SeeleyOne |
1 level sorcerer dip. Not really enough to be good at much but you get the cantrips, a spell or two (I don't play sorcerers much) and a familiar if you want. After a few levels as a fighter or rogue or whatever, those powers are pretty useless, basically just useful for flavor and to occasionally surprise everyone who has forgotten you can do magic.
Another thing to point out is that when wearing armor you will have Arcane failure, but who cares when you have unlimited castings for cantrips? Just try again next round.
| Kolokotroni |
Sorcerers often start demonstrating their powers as children or teens. But, just because they start demonstrating them at that age doesn't mean that they will pursue master of those powers.
How would you create a character who has innate sorcerery powers, but never bothered to master them?
Would you give them access to some feat? Perhaps that feat gave them some sort of wild magic kind of thing or the ability to cast a few cantrips?
Super genius games Riven mage. Riven spells are simple elemental spells that dont have the refinement, or variety of typical arcane or divine spells. They end up being sort of like half spells for a full riven mage, and 1/3 spells for the 'rivener' which is an archetype of the archon (a fighter mage base class). \
You can send a 'blast' at someone but it wont do as much damage as a fireball of equal level. You can 'flit' (fly a short distance), but you cant actually fly. You can throw up a 'sheild' for a couple rounds, but it isnt mage armor or the shield spell.
I am also working on archetypes with this for all of the 6 level casters.
| Malwing |
I think the best bet really is the Eldritch Heritage feat. I would go ahead and start a character of a class that moderately cares about Charisma and pick up the feat. Its an easy thing to do and opens the door to more two more feats in case the character wants to explore the potential in her blood.
| Tangaroa |
There is also a relevant feat, which you could open up to all races (currently only half-elves, elves and gnomes)
Arcane Talent
| SeeleyOne |
[
A friend of mine is asked a similar question... How to effectively multi-class Ninja and Sorcerer without sucking at both classes.
I've been trying to come up with a way to do it ever since. Eldritch Heritage comes close, but it's not quite what he wants...
My idea was to create a Ninja archetype that gets "only" 6 skill points per level, reduces Sneak Attack progression by half, and only gets 1 Ninja Trick every 3 levels instead of 1 every 2 levels, but gets a lesser form of arcane spell casting and the ability to ignore ASF for donning light armor.
It uses the spell progression of Rangers & Paladins, but with the Sorcerer/Wizard spell list. For spells known, he starts with 3 cantrips and 1 1st-level spell known. Every level he learns 1 new spell of any level he can cast.
That does sound like a cool concept. A ninja with "ninja magic". I remember the 3rd edition Assassin having some magic. While in general I thought it was a lame idea, I can see it fitting certain characters.
| Blindmage |
A mix of the following:
Feat: Arcane Talent:
1 0-lvl sorc/wis spell, 3/day as SLA, CL = Character Level, DC:10 + cha
Trait (Regional) Arcane Dabbler:
2 non harmful cantrips, 1/day each, CL 1, if CL in casting class use that
Trait (Magical) Magical Talent:
Choose 1 0-lvl spell, 1/day as SLA, CL 1, if CL in casting class use that
That could give you a Fighter with:
3 Sorcerer/Wizard Cantrips (2 must be non-harmful)
1 0-lvl spell from any other list
so you could take..
Acid Splash 3/day
Light 1/day
Mending 1/day
Purify Food and Drink 1/day
Would give you an edge on survival when stripped of gear or lost, etc, make you more self sufficient.