Sorcerers of Primal Might
D&D 3e (3.0/3.5) Rules
The Sorcerers of Primal Might are a group of militant sorcerers that frown upon the fact that they are labeled renegades. They see no reason that they shouldn't be free to practice their craft without looking over their shoulders in fear. The group got started when a over zealous upstart Wizard of High Sorcery decided that he was going to be a hero and take down a renegade sorcerer instead of reporting his existence and leaving it to the Renegade hunters. In addition to being completely outmatched he also picked the most unstable sorcerer (who indecently already had enough against the conclave). From that day on, he swore that he would hunt down and destroy every last member of the order.
To qualify to become a Sorcerer of Primal Might, a character must fulfill all of the following criteria:
Alignment: Chaotic non-good.
The Sorcerer of Primal Might's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Intimidate (Cha), and Sleight of Hand (Dex).
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the Sorcerers of Primal Might.
Weapons and Armor Proficiency: Sorcerers of Primal Might gain no additional weapon or armor proficiencies.
Spells per Day: At every level, Sorcerers of Primal Might gain new spells per day as if he had also gained a level in the Sorcerer class. He does not, however, gain any other benefit a character of that class would have gained.
Battle Magic: At first level, the Primal Sorcerer increases the effectiveness of his combat spells. Three times a day + the Primal Sorcerer's Charisma modifier, damage-causing spells gain a +1 bonus hit point per die of damage. At 3rd +2 and at 5th +3.
Favored Organization: Also at first level. a Sorcerer of Primal Might receives the benefits of the ranger's favored enemy class feature (minus the bonus to Survival checks) against all members of the Wizards of High Sorcery.
Armored Spellcasting: At 2nd level, Sorcerers of Primal Might reduce the arcane spell failure chance for any armor he wears by -5%.
Might of Cause: Once per day when engaged in battle against a Wizard of High Sorcery, a Sorcerer of Primal Might can lessen the slot penalty of using a Metamagic feat by one (Enlarge, Extend, and Heighten are not applicable with this feature).
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.