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sorcerer [2013/06/11 16:59] – kyeenadmin | sorcerer [2013/06/22 02:03] (current) – archmage | ||
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===== Class Attributes ===== | ===== Class Attributes ===== | ||
- | Hit Dice: d4 | + | < |
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- | Alignment: Any | + | < |
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- | Armor Proficiencies: | + | < |
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- | Weapon Proficiencies: | + | |
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- | Skill Points/ | + | |
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- | Class Skills: | + | |
^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ 1st ^ 2nd ^ 3rd ^ 4th ^ 5th ^ 6th ^ 7th ^ 8th ^ 9th ^ | ^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ 1st ^ 2nd ^ 3rd ^ 4th ^ 5th ^ 6th ^ 7th ^ 8th ^ 9th ^ | ||
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===== Class Abilities ===== | ===== Class Abilities ===== | ||
- | Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/ | + | < |
^ Level ^ 0 ^ 1st ^ 2nd ^ 3rd ^ 4th ^ 5th ^ 6th ^ 7th ^ 8th ^ 9th ^ | ^ Level ^ 0 ^ 1st ^ 2nd ^ 3rd ^ 4th ^ 5th ^ 6th ^ 7th ^ 8th ^ 9th ^ | ||
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| 20th | 9 | 5 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | | | 20th | 9 | 5 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | | ||
- | Sorcerous Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. | + | < |
- | At 1st level, | + | < |
- | At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on the Spells Known table above. These spells cannot be exchanged for different spells at higher levels. | + | ===== Sorcerous Bloodlines ===== |
- | Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on the table above under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. | ||
- | ==== Sorcerous Bloodlines ==== | + | The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. |
+ | ==== Abyssal ==== | ||
- | The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. | ||
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- | Abyssal | ||
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you. | Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you. | ||
- | Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/ good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have. | + | < |
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- | Bloodline Spells: cause fear (3rd), bull’s strength (5th), rage (7th), stoneskin (9th), dismissal (11th), tenser’s transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th). | + | ==== Arcane ==== |
- | Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power. | ||
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- | Fiendish Claws (Ex): At 4th level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These claws have a +1 enhancement bonus and deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 8th level, the enhancement bonus increases to +2 and the claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. At 12th level, the enhance bonus increases to +3 and the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 16th level, the enhancement bonus increases to +4, and the claws become keen weapons, doubling their critical threat range. At 20th level, the enhancement bonus increases to +5. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. | ||
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- | Demonic Resistance (Ex): At 8th level, you gain resist electricity 10 and a +4 bonus on saving throws made against poison. | ||
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- | Abyssal Strength (Ex): At 12th level, you gain a +4 inherent bonus to your Strength score. | ||
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- | Hordes of the Abyss (Su): At 16th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell,you summon one additional creature of the same kind. | ||
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- | Demonic Might (Su): At 20th level, the unbridled power of the Abyss freely flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language). | ||
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- | Arcane | ||
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. | Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. | ||
- | Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat. | + | < |
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+ | ==== Celestial ==== | ||
- | Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th). | ||
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- | Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you. | ||
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- | Arcane Bond (Su): At 4th level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. See the wizard class for rules on arcane bonds. | ||
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- | Metamagic Adept (Ex): At 8th level, you gain a bonus metamagic feat for which you meet the prerequisites. You gain an additional metamagic feat at 16th level. | ||
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- | Expanded Arcana (Ex): At 12th level, you can add any one spell from the sorcerer/ | ||
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- | School Affinity (Ex): At 16th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You gain a +4 bonus on all saving throws made against spells or spell-like abilities. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges. | ||
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- | Celestial | ||
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine. | Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine. | ||
- | Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have. | + | < |
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- | Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th). | + | < |
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- | Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely. | + | < |
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- | Heavenly Fire (Sp): Starting at 4th level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d6 points of damage + 1 for every sorcerer level you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d6 points of damage + 1 for every sorcerer level you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. | + | < |
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- | Celestial Resistance (Ex): At 8th level, you gain resist acid 10 and resist cold 10. | + | ==== Draconic ==== |
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- | Wings of Heaven (Su): At 12th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, | + | |
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- | Conviction (Su): At 16th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day. | + | |
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- | Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Additionally, | + | |
- | Draconic | ||
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. | At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. | ||
- | Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled. | + | < |
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- | Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th). | + | < |
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- | Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Monster Manual). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table. | + | |
^ Dragon Type ^ Energy Type ^ Breath Shape ^ | ^ Dragon Type ^ Energy Type ^ Breath Shape ^ | ||
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| Silver | Cold | 30-foot cone | | | Silver | Cold | 30-foot cone | | ||
- | Dragon Claws (Ex): At 4th level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These claws have a +1 enhancement bonus and deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 8th level, the enhancement bonus increases to +2 and the claws deal an additional 1d6 points of damage of your chosen energy type on a successful hit. At 12th level, the enhance bonus increases to +3 and the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 16th level, the enhancement bonus increases to +4, and the claws become keen weapons, doubling their critical threat range. At 20th level, the enhancement bonus increases to +5. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. | + | < |
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+ | ==== Elemental ==== | ||
- | Draconic Resistance (Ex): At 8th level, you gain resist 10 against your energy type and a +2 natural armor bonus. | ||
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- | Breath Weapon (Su): At 12th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 12th level, you can use this ability once per day. At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. | ||
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- | Dragon Wings (Su): At 16th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action. | ||
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- | Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet. | ||
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- | Elemental | ||
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your familyhistory or a time when you or your relatives were exposed to a powerful elemental force. | The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your familyhistory or a time when you or your relatives were exposed to a powerful elemental force. | ||
- | Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline. | + | < |
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- | Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I* (9th), elemental body II* (11th), elemental body III* (13th), elemental body IV* (15th), summon monster VIII* (elementals only) (17th), elemental swarm* (19th). | + | * If the spell summons elementals or polymorphs you into an elemental, it is always of your chosen type. If the spell deals energy damage, it always |
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- | * If the spell summons elementals or polymorphs you into an elemental, it is always of your chosen type. If the spell deals energy damage, it always | + | |
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- | Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below. | + | |
^ Element ^ Energy Type ^ Elemental Movement ^ | ^ Element ^ Energy Type ^ Elemental Movement ^ | ||
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| Water | Cold | Swim 60 feet | | | Water | Cold | Swim 60 feet | | ||
- | Elemental Power (Ex): Starting at 4th level, | + | < |
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- | whenever you cast a spell with an energy | + | < |
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- | descriptor that matches your elemental bloodline’s | + | |
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- | energy type, that spell deals an additional amount | + | |
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- | of damage equal to your Charisma modifier. | + | |
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- | Elemental Resistance (Ex): At 8th level, you gain | + | |
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- | energy resistance 15 against your energy type. | + | |
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- | Elemental Blast (Sp): At 12th level, you can | + | |
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- | unleash a blast of elemental power once per day. | + | |
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- | This 20-foot-radius burst does 1d6 points of | + | |
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- | damage of your energy type per sorcerer level. | + | |
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- | Those caught in the area of your blast receive a | + | |
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- | Reflex save for half damage. Creatures that fail | + | |
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- | their saves gain vulnerability to your energy type | + | |
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- | until the end of your next turn. The DC of this save | + | |
- | is equal to 10 + 1/2 your sorcerer level + your | + | |
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- | Charisma modifier. At 12th level, you can use this | + | |
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- | ability once per day. At 16th level, you can use this | + | |
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- | ability twice per day. At 20th level, you can use this | + | |
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- | ability three times per day. This power has a range | + | |
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- | of 60 feet. | + | |
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- | Elemental Movement (Su): At 16th level, you gain | + | |
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- | a special movement type or bonus. This ability is | + | |
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- | based on your chosen element, as indicated on the | + | |
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- | above chart. | + | |
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- | Elemental Body (Su): At 20th level, elemental | + | |
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- | power surges through your body. You gain | + | |
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- | immunity to sneak attacks, critical hits, and damage | + | |
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- | from your energy type. | + |