Hydrid Sorcerer - Wizard > WiSo!


Homebrew and House Rules


Hi all

(sorry for my english, not my first tongue)

i want to ask your opinion about this variant of wizard-sorcerer (call it "WiSo")

BAB, Skill, saving throws, feats are as Wizard of same level

Spell per day as Wizard + Bonus given by bonus (int+cha)/2

Spellbook: as wizard (no limits of spell on spellbook)

Spell know:
at every new level the WiSo achive he builds a personal table of spell know per level.
Using bonus given by INT and CHA/2 the WiSo may choose to be able to learn spells of various levels

+0.5 for each cantrip
+1 for each spell. Each spell must be at least one level below the highest spell level the WiSo can cast.
+2 for each spell. Each spell must be the highest spell level the WiSo can cast.
+3 for each spell. Each spell must be one level higher then highest spell level the WiSo can cast.
+6 for each spell. Each spell must be two level higher then highest spell level the WiSo can cast.
+8 for each spell. Each spell must be three level higher then highest spell level the WiSo can cast.

So a WiSo with Int bonus +2 and Cha bonus +2 (+1 for pourpose of computing spell to learn), may learn at any given level
6 cantrip
2 cantrip + 2 spells at least one level below the highest spell level the WiSo can cast. (es. 2lv spell for WiSo of 5th+ lv)
1 spell of highest spell level the WiSo can cast and (es 3lv spell for WiSo of 5th level) + 1 spell at least one level below the highest spell level the WiSo can cast.
1 spell, one level higher then highest spell level the WiSo can cast. (es 4 level spell for WiSo of 5th lv)

Every day WiSo must study the daily spells avaiable, using all avaiable spells in his spellbook and using spell know table as built during leveling.

At any single level the maximun spell per level know is Int bonus/2 + Cha bonus. No limites for orisons

Example: Woz is a WiSo of 6lv, with Int 17 (bonus +3) and Cha 15 (bonus (+2), +4 total point (3+2/2), and max of 2+2= 4 max spell know per level

at 1st level choose to learn: 4 cantrip and 1 first level spell (4*0.5+1*2)
at 2ns level choose to learn: 0 cantrip and 2 first level spell (1*2)
at 3rd level choose to learn: 2 cantrip and 1 first level spell and 1 second level spell (2*0.5+2*1+2*1)

at 4th level Woz pump Cha to 16, for an awesome +3 bonus, now Woz can know 5 spell for each level and have 5 point for learing spell

at 4th level choose to learn: 0 cantrip and 1 first level spell and 2 second level spell (1*2+2*2)
at 5th level choose to learn: 0 cantrip and 0 first level spell and 1 second level spell and 2 third level spell (1*1+2*2)
at 6th level choose to learn: 2 cantrip and 0 first level spell and 1 second level spell and 0 third level spell and 1 fourth level spell! (0.5*2+1*1+3*1)

this is the spell know table of WiSo so far (max spell know = Cha + Int/2 = 3+2 = 5

0th 1st 2nd 3rd 4th (spell level)
1st 4 1
2nd 0 2
3rd 2 1 1
4th 0 1 2
5th 0 0 1 2
6th 2 0 1 0 1

for a total of know spells
0th 1st 2nd 3rd 4th (spell level)
8 5 5 2 1

WiSo can learn spell from research or copying from spellbook or scroll.
To copy a spell the WiSo must made a DC 15 + spell level check on spellcraft.
The operation last 10 minutes for spell level. Specialist WiSo gains a +2 check bonus on own scholl.
Copy spell from scroll will erase it.

Every day WiSo study his spellbook and select wich spells will learn. Now WiSo can launch any learn spell if has avaiable free spell slot for casting

WiSo can cast a spell of level highter then maximun capable.
To do so WiSo must make a DC20 + spell level FORT save. If save is successvull the WiSo is shaken for same round as spell level and lost same values as hit point.
If save isn't successfull WiSo is fatigued for rounds as spell level.
In any case WiSo must consider to had cast the spell, and so deplenish spell slot as level of casted spell (es. Acid Pit 4th lv spell, WiSo may consider to had cast 4 times 1 level spell or 2 time 2lv spell or a compination that gives 4 level spell..)

opinions ? balanced ?
i mean for giving a little more versability and fun to wizard and sorcerer

BHH


What is the advantage of using the "WiSo" compared to the already existing hybrid class Arcanist ?

At first glance, this variant you're proposing looks like a less effective, more complicated Arcanist.

Am I missing something ?


Have you seen the Arcanist class? It's a hybrid Sorcerer/Wizard.

Casting a spell of a higher level than normal can break the standard power curve. Still, given that you need to make a fortitude save, this might be balanced. However, you're probably going to fail the save, so it might also end up as a useless ability. At 1st level, a DC 22 Fortitude save is practically impossible for a low-fortitude class. +2 Great Fortitude, +1 Trait, +3 CON, +1 Resistance, +2 Luck will net you +9 to your save, which will mean you fail more than half the time, and this is assuming you get a 16 CON, which is pretty high for a caster who needs both INT and CHA.


arcanist is a very good class, with WiSo main advantage is to let players builds it spell know table, allowing more "focalization" and liberty on avaiable spells

WiSo should be more flexible while playing and gaining level, allowing player to build its mage/sorcerer on spells found and research. Something more "credible" then a fixed table

casting higher spell should be a last resort not a daily routine. Save or Die..

BHH

Grand Lodge

buzzqw wrote:
a little more versatility to the wizard

Why? The wizard is already the most versatile class in the game (possibly second to the arcanist) and does not need a boost. Your description is very confusing with a lot of strange parts. Half of it follows the same exact rules that wizards and spellbooks already use and this is almost identical to how the arcanist functions. Casting high level spells is an odd mechanic that breaks the game balance. I'll gladly fatigue myself every time to cast spells of higher level than I have access to. Also, why is it shaken and damage on a successful save and fatigue on a failed save? Shaken is a worse condition than fatigue.

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