Crafty Sorcerer (D&D Sorcerer variant)

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Unofficial rules compendium

A crafty sorcerer is less attuned to his supernatural origin and more attuned to the world. Often an artistic craftsman whose magic manifests as a part of her craft. A crafty sorcerer attracts much less attention than a regular sorcerer and can often hide their unusual nature, but might be cast out if discovered. Their constant masquerade makes them develop skills and abilities similar to rogues, with a magical intuition replacing the rogue's trained senses. Just like rogues, many crafty sorcerers never delve into dungeons or dodge traps, at least not until the comfortable life they built for themselves collapses.

Bonus feats:

Crafty sorcerers receive one bonus feat at level 1, 4, 8, 12, 16, and 20. Select from this list:

  • Any item creation feat
  • Any metamagic feat
  • New Spell
  • Spell Focus
  • Trapfinding


Trapfinding: Crafty sorcerers can learn to use the Search skill to locate traps when the task has a Difficulty Class higher than 20. They can use the Disable Device skill to disarm magic traps. A crafty sorcerer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. This is the same as the rogue's trapfinding ability.

Skills

The crafty sorcerer gets six skill points per level.

Class skills: Appraise (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int) Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skills in italics are new to this variant.

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Proposed new abilities if rebalanced recharge

Level 1: Trapfinding (Su)

Crafty sorcerers can learn to use the Search skill to locate traps when the task has a Difficulty Class higher than 20. They can use the Disable Device skill to disarm magic traps. A crafty sorcerer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. This is the same as the rogue's trapfinding ability.

Level 3: Uncanny Dodge (Su)

Starting at 4th level, a crafty sorcerer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a crafty sorcerer already has uncanny dodge from a different class she keeps the other class' uncanny dodge ability and gains improved uncanny dodge as a supernatural ability (see the rogue class for a description of improved uncanny dodge).

Level 5: Trap Sense (Su)

At 5rd level, a crafty sorcerer gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. This stacks with any trap sense abilities gained from other sources.