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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Why Are You Looking For Donations?


We are starting a new Crowdfunding drive towards the new Play By Post Text Role-playing Game Future Terra II. After the relative success of our Crowdfunding For Ruler of Kings II we were able to create all the major modules for that. Now, we want to do the same with Future Terra II or FT 2 for short but FT 2 will be different. It will take a lot of coding which involves a lot of time so we need to raise funds to cater for that.

What Is Future Terra II About?


From the Future Terra II Text Role-playing Game General Discussion we will be catering for anyone (Experienced or not) to create a Science Fiction character based on a futuristic world in much the same way ROK II does but without the drawn out process of training and so forth. In other words, during the short Character creation process you will be able to select all the Skills and equipment for your Character in one go so that you can get into the game right away. We envision the process will be fully automated and similar to how it is done when creating a Traveller Character with mustering out as the end result. Therefore, you will get into a story immediately where you choose your Character's background, the skill path, all the knowledge and equipment and then jump into the game with other Player Characters in a Play By Post format.

What Makes Future Terra II Unique?


We want to include everyone in Science Fiction Role-playing as fast as possible without them feeling intimidated by Rules or Dice rolls because everything will be automated. This means there will also be adaptations for the Blind, Deaf and those with other challenges. As stated in out FT 2 Discussion Thread:

international QUOTE
There will be no need to to track stats or worry about rolls because the Character Sheet will keep track of everything. Therefore, in a typical Play By Post game a player may want to use a Skill but instead of rolling dice and having to make calculations there will be a button for it so the GM instantly gets your success calculated. This means a GM just needs to tell you the story rather than take on the work of calculation, resolving combat, or calculating experience - that will all be done automatically!


Example: After creating your Character you enter a Scenario. The Referee / Game Master will give a difficulty rating for a particular challenge. It is your turn to make an action, you do so saying (More like selecting) you want to use 'X' Skill. There will be a menu for you to select the Skills you have, you simply select it and the roll is made against your Character Sheet. The same will be for combat. You roll and everything is calculated so hit points, armor checks and damage will all be done for you!

How Much Do You Want To Raise?


For this particular project we want to raise at least $3,000 but we will start coding with half that amount. The faster we raise the funds the faster the project takes off.

Do You Have A Demo?


You can test out our latest developed game Ruler of Kings II Text Role-playing Game as an example, however FT 2 only goes up to where you create your Character and then you jump into the game. Where anyone can easily be a Referee / Game Master because the Dice and Skills will automatically be calculated… no one needs to know intricate rules or update their Character Sheet because it will be done for them automatically!

Where Can I Ask Questions About This Project?


Please use Future Terra II Text Role-playing Game General Discussion.

Where Do I Donate?


Please make your contributions via our Donate page or the Future Terra II site.

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