Dungeons and Dragons Sorcerer 3.5 PBP RPG

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Sorcerer

Alignment: Any.

Hit Die: d4.

Class Skills

The sorcerer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Sorcerer

-----------Spells per Day---------

Level

Base Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Summon familiar

5

3

-

-

-

-

-

-

-

-

2nd

+1

+0

+0

+3

6

4

-

-

-

-

-

-

-

-

3rd

+1

+1

+1

+3

6

5

-

-

-

-

-

-

-

-

4th

+2

+1

+1

+4

6

6

3

-

-

-

-

-

-

-

5th

+2

+1

+1

+4

6

6

4

-

-

-

-

-

-

-

6th

+3

+2

+2

+5

6

6

5

3

-

-

-

-

-

-

7th

+3

+2

+2

+5

6

6

6

4

-

-

-

-

-

-

8th

+4

+2

+2

+6

6

6

6

5

3

-

-

-

-

-

9th

+4

+3

+3

+6

6

6

6

6

4

-

-

-

-

-

10th

+5

+3

+3

+7

6

6

6

6

5

3

-

-

-

-

11th

+5

+3

+3

+7

6

6

6

6

6

4

-

-

-

-

12th

+6/+1

+4

+4

+8

6

6

6

6

6

5

3

-

-

-

13th

+6/+1

+4

+4

+8

6

6

6

6

6

6

4

-

-

-

14th

+7/+2

+4

+4

+9

6

6

6

6

6

6

5

3

-

-

15th

+7/+2

+5

+5

+9

6

6

6

6

6

6

6

4

-

-

16th

+8/+3

+5

+5

+10

6

6

6

6

6

6

6

5

3

-

17th

+8/+3

+5

+5

+10

6

6

6

6

6

6

6

6

4

-

18th

+9/+4

+6

+6

+11

6

6

6

6

6

6

6

6

5

3

19th

+9/+4

+6

+6

+11

6

6

6

6

6

6

6

6

6

4

20th

+10/+5

+6

+6

+12

6

6

6

6

6

6

6

6

6

6

Table: Sorcerer Spells Known

-------- Spells Known ---------

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

4

2

-

-

-

-

-

-

-

-

2nd

5

2

-

-

-

-

-

-

-

-

3rd

5

3

-

-

-

-

-

-

-

-

4th

6

3

1

-

-

-

-

-

-

-

5th

6

4

2

-

-

-

-

-

-

-

6th

7

4

2

1

-

-

-

-

-

-

7th

7

5

3

2

-

-

-

-

-

-

8th

8

5

3

2

1

-

-

-

-

-

9th

8

5

4

3

2

-

-

-

-

-

10th

9

5

4

3

2

1

-

-

-

-

11th

9

5

5

4

3

2

-

-

-

-

12th

9

5

5

4

3

2

1

-

-

-

13th

9

5

5

4

4

3

2

-

-

-

14th

9

5

5

4

4

3

2

1

-

-

15th

9

5

5

4

4

4

3

2

-

-

16th

9

5

5

4

4

4

3

2

1

-

17th

9

5

5

4

4

4

3

3

2

-

18th

9

5

5

4

4

4

3

3

2

1

19th

9

5

5

4

4

4

3

3

3

2

20th

9

5

5

4

4

4

3

3

3

3

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

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. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he 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 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known 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 by study. The sorcerer can't use this 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 he 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 he gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.

Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.


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So my take on this is that the standard alignment system should probably be universally upgraded at this point by the simple fact that since that system has been initially invented, games have been getting more and more realistic. By that I mean the expectations we consumers and gamers have toward our games has risen. Due to this we have to ask ourselves when we talk about this alignment system from Dungeons & Dragons how could we modify it to fit real humans?

Well, first of all real humans actually change. We are volatile creatures and through wisdom we can change our habits, our expectations, and especially and most relevant, our ideals. If it's true that our very ideals about life change throughout our lives, then we can deduce that any alignment system would need to also be able to change with the person.

In other words, if I'm a 19 year old and I consider myself Neutral Good, this might only be due to the fact that all I've experienced thus far in my life are things and challenges that I've been able to overcome no matter how difficult they were, you overcame everything so from your perspective, with effort anything can be accomplished. Such people will typically be pretty good people. However that same 19 year old might go out into the adult world and just get taken advantage of by all sorts of people, they might exploit him for money, or anything. Perhaps he will witness people he felt were his best friends in life betray him, or a woman cheat on him etc.. Etc.. The point is, by 30 perhaps that same neutral good kid has now become a chaotic neutral person. Does this mean that his current personality betrays the alignment that he used to be? I think it just means he grew up. That is why I say ultimately alignment cannot be static. Ideally it will change as a person changes.

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