The Dragonlance Nexus

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Primal Sorcerer

D&D 3e (3.0/3.5) Rules

by André La Roche


Primordial Sorcerers can be just about anyone. No long hard training is required, no hours toiling over books for spells. A group of spell-casters who have come to harness the inherent magic in every rock and item on Krynn, these spellcasters are often looked upon highly by the everyday ordinary folk who see their powers as something that they hope to be able to one day manipulate themselves.

Adventures: Sorcerers have any number of reasons for going out in the world. From becoming Knights of the Thorn, to fighting against the oppressive Dragon Overlords, the number of reasons for one going out into the world with Krynn's primordial magic as an arsenal are as many as those who use the magic.

Characteristics: Primordial sorcerers aren't as haughty about the use of their magic as wizards in the past were. Unlike the careful dedication and prestige that accompanied the results of studying of arcane magic, one having the use of sorcery isn't always a mark of any intense discipline to learning this new magic or any other special attributes besides the randomness of fate smiling upon the individual. Indeed, most primordial sorcerers are humble and down-to-earth people, having come from such humble roots themselves.

Alignment: Members of the primordial sorcerer class may be of any alignment. Some people use their gifts in sorcery for good, and others to wreak havoc in the name of personal gain.

Religion: Most sorcerers in the 5th Age, being young and having never known the presence of the gods feel no loyalty to the deities that once influenced Krynn. However, it is not rare to find one whose parents continued to revere their patron deity even after the departure of the gods during the Chaos War, and who passed this loyalty on to their children even in the godless world that Krynn has become. Some sorcerers even are of the school of thought that the gods never left, and believe that continued worship of one of the three gods of magic will reap benefits for the primordial sorcerer when the gods decide to make their presence known.

Background: The reasons for primordial sorcerer's going out into the world are infinite. As nearly every one of the distinct peoples of Ansalon can tap the primordial magic and shape it to their will. Many sorcerers often find themselves using such powers without any formal schooling. However, there are many private schools and colleges that teach the proper use of sorcery, not the least of which being the Academy of Sorcery, started by the former wizard of High Sorcery Palin Majere.

Races: Any races may become a member of the primordial sorcerer class, though some such as most types of dwarves disdain primordial magic as much as they did arcane magic, and won't likely take the class.

Other Classes: Those who are primordial sorcerer's often find themselves getting along well with those around them. The outside observer might find this odd until they take into consideration that nearly every grouping has those who are also primordial sorcerers in their ranks. Often even the greatest of warriors finds being able to perform the simplest of tricks a great boon.

Game Rule Information

Primordial Sorcerers have the following game statistics.

Abilities: Intelligence is the friend to the Primordial Sorcerer, granting them more spell points to expend per day.
Alignment: Any
Hit Die: d6

Class Skills

Primordial Sorcerer class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge(arcana), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4 in the Player's Handbook for skill descriptions. Skill Points at 1st level: (2 + Int modifier) X 4 Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Primordial Sorcerers.

Weapon and Armor Proficiency: The Primordial Sorcerer is proficient in the use of all simple weapons and light armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

School of Sorcery: The primordial sorcerer starts out with the School of Sorcery feat for free.

Save for Half: Three times a day, a sorcerer may override the usual rules and have a spell that does damage deal half of what was rolled, instead of being negated.

Casting Bonus: Similar to the Base Attack Bonus, primordial sorcerer's have a bonus to their spellcasting check based on their level. They may intentionally lower the bonus applied to their die roll.

Greater Spell Access: Rather powerful primordial sorcerers can access greater realms of possibility in their castings than they normally could. They find their long devotion to learning about the primordial magic on Krynn to be paying off, and as such are able to target more people with spells, and larger areas. The most beneficial aspect however, that no sorcerer on Krynn currently knows of is the ability to make limited contact with the planes the gods withdrew to. Characters with summoning can draw in Outsider's to Krynn, and if they succeed a Knowledge(Arcana) Check with a DC of 50 after two months of research, may understand how to take themselves there. Should any primordial sorcerer discover this latter ability and perform it, they will find their return to Krynn blocked off.

The Primordial Sorcerer
Level Base Attack Fort Save Ref Save Will Save Special Casting Bonus
1 +0 +2 +2 +0 School of Sorcery, Save for Half +0
2 +1 +3 +3 +0 +1
3 +1 +3 +3 +0 +1
4 +2 +4 +4 +1 +3
5 +2 +4 +4 +1 +3
6 +3 +5 +5 +1 +5
7 +3 +5 +5 +1 +5
8 +4 +6 +6 +2 +7
9 +4 +6 +6 +2 +7
10 +5 +7 +7 +3 +9
11 +5 +7 +7 +3 +9
12 +6/+1 +8 +8 +3 +11
13 +6/+1 +8 +8 +3 +11
14 +7/+2 +9 +9 +4 +13
15 +7/+2 +9 +9 +4 +13
16 +8/+3 +10 +10 +5 +15
17 +8/+3 +10 +10 +5 +15
18 +9/+4 +11 +11 +5 +17
19 +9/+4 +11 +11 +5 +17
20 +10/+5 +12 +12 +6 Greater Spell Access +19

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