Crafty Sorcerer (D&D Sorcerer variant)
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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. They often cling to seeming normality and try to live normal lives and hide their magic. This constant masquerade makes them develop skills and abilities similar to rogues, with 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, 5, 10, 15, and 20. Select from this list:
- Any item creation feat
- Any metamagic feat
- New Spell
- Skill Focus
- Spell Focus
Skills
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.
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
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 traps 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 ability of the same name, except that it is supernatural in nature.
Level 2: Trap Evasion (Su)
Whenever a crafty sorcerer of second or higher level makes a saving throw against a trap, she completely avoid the effect of the trap, even if the saving throw normally only reduces the effect. She still does not get to make a saving throw against traps that do not normally allow one.
Level 3: Uncanny Dodge (Su)
At 3rd 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.
This is the same as the rogue ability of the same name, except that it is supernatural in nature. Crafty sorcerers do not gain improved uncanny dodge unless they multiclass. If a crafty sorcerer already has uncanny dodge from a different class she keeps the other class' uncanny dodge ability and replaces the crafty sorcerers uncanny dodge with improved uncanny dodge as a supernatural ability (see the rogue class for a description of improved uncanny dodge).
Level 5: Trap Sense (Su)
At 5th 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. This is the same as the rogue ability of the same name, except that it is supernatural in nature.
Optional Rules
The trap sense ability of the Rogue and certain other classes has been modified.
Anyone can now looks for traps regardless of the Search DC.
Whenever a character with trapsense first moves within 5 ft. of a position where he could trigger or fall victim to a trap, he can make a Search roll as a free action. Success indicates the trap is found. Only one such free roll is allowed per trap per day.