Princess:Sorcerer

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Sorcerer

Lvl	Class Feature			Spells Known		Spells per Day
1	Spellcasting, Feat, Spell I	4/0*			5/0
2	Ability I			5/1			6/3
3	Spell II			5/2/0*			6/4/0
4	Ability II			6/2/1			6/5/3
5	Feat, Spell III			6/3/2/0*		6/6/4/0
6	Ability III			7/3/2/1			6/6/5/3
7	Spell IV			7/4/3/2/0*		6/6/6/4/0
8	Improved Ability I		8/4/3/2/1		6/6/6/5/3
9	Spell V				8/5/4/3/2/0*		6/6/6/6/4/0
10	Improved Ability II, Feat	9/5/4/3/2/1		6/6/6/6/5/3
11	Spell VI			9/5/5/4/3/2/0*		6/6/6/6/6/4/0
12	Improved Ability III		9/5/5/4/3/2/1		6/6/6/6/6/5/3
13	Spell VII			9/5/5/5/4/3/2/0*	6/6/6/6/6/6/4/0
14	Greater Ability I		9/5/5/5/4/3/2/1		6/6/6/6/6/6/5/3
15	Feat, Spell VIII		9/5/5/5/4/4/3/2/0*	6/6/6/6/6/6/6/4/0
16	Greater Ability II		9/5/5/5/4/4/3/2/1	6/6/6/6/6/6/6/5/3
17	Spell IX			9/5/5/5/4/4/4/3/2/0*	6/6/6/6/6/6/6/6/4/0
18	Greater Ability III		9/5/5/5/4/4/4/3/2/1	6/6/6/6/6/6/6/6/5/3
19	Timeless Body			9/5/5/5/4/4/4/3/3/2	6/6/6/6/6/6/6/6/6/4
20	Feat, Apotheosis		9/5/5/5/4/4/4/3/3/3	6/6/6/6/6/6/6/6/6/6
* used only if you have Spells class feature, ignored otherwise.

Class Features

Spellcasting: Spontaneous, Cha-based, 9 levels, CL=Sor.

Bloodline or Pact: Bloodline is inherited power that grants sorcerer his spellcasting. On other hand, to receive Pact Powers character must bargain with some otherworldly entities or their emissaries, and they even may take his powers back if he displeases them. In this case Character becomes Ex-Sorcerer and looses his Spellcasting an Su abilities.

Bonus Spell: Sorcerer adds indicated spell to list of his known spells. Two sorcerer levels thereafter he may retrain this spell to any themed Sorcerer spell. Also he is treated as if he had 0 slots for slots of same spell level (+bonus slots from his Cha, if any) if he don't had any.

Ability: Sorcerer gains indicated Power.

Ability Upgrade: Indicated power upgraded as stated, not cumulative with old version.

Feat: Sorcerer gains indicated feat from the Bloodline/Pact feats list.

Bloodlines

Elemental Bloodline

At first level choose which elemental heritage your character have. This choice determines favoured energy, abilities and feats allowed.

Class Skill: Air - Fly, Water - Athletics, Fire - Acrobatics, Earth - Endurance.

First-level Feat: Energy Substitution:Chosen Element.

Bonus Spells: 1. Air - Orb of (X) lesser, Fire - Orb of (X) lesser, Earth - Orb of (X) lesser, Water - Orb of (X) lesser. 2. Air - Energy Resistance, Fire - Energy Resistance, Earth - Energy Resistance, Water - Energy Resistance. 3. Air - Protection from Energy, Fire - Protection from Energy, Earth - Protection from Energy, Water - Protection from Energy. 4. Air - Orb of (X), Fire - Orb of (X), Earth - Orb of (X), Water - Orb of (X). 5. Air - Cyclonic Blast(SC), Fire - Fireburst, Greater(SC), Earth - Wall of Stone, Water - Cone of Cold. 6. Air - Chain Lightning, Fire - Fires of Purity(SC), Earth - Cometstrike(CD), Water - Freezing Sphere. 7. Air - Energy Immunity(X), Fire - Energy Immunity(X), Earth - Energy Immunity:Acid, Water - Energy Immunity(X). 8. Air - Summon Monster VIII(X), Fire - Summon Monster VIII(X), Earth - Summon Monster VIII(X), Water - Summon Monster VIII(X). 9. Air - Summon Elemental Monolith(X), Fire - Summon Elemental Monolith(X), Earth - Summon Elemental Monolith(X), Water - Summon Elemental Monolith(X).

(X) - element name/descriptor.

Bonus Feats: Elemental Heritage:Chosen Element, Energy Admixture:Chosen Element, Improved Elemental Heritage, Skill Focus:Bonus Skill.

Bloodline Powers:

I. Elemental Resistance(Ex): Resistance to your energy 10, +1 on saves against poison, sleep, paralysis and stun.

  • Improved: Resistance to your energy 30, +2 on saves against poison, sleep, paralysis and stun.
    • Greater: Resistance to your energy 50, +3 on saves against poison, sleep, paralysis and stun.

II. Elemental Penetration(Su): Your favoured element spell have 10% damage bypassing magical energy immunity. Also theese spells ignore first 10 points of energy resistance your target have.

  • Improved: Your favoured element spell have 30% damage bypassing magical energy immunity. Also theese spells ignore first 10 points of energy resistance your target have.
    • Greater: Your favoured element spell have 50% damage bypassing magical energy immunity. Also theese spells ignore first 10 points of energy resistance your target have.

III. Elemental Potency(Su): +1 damage per die for favoured energy spells.

  • Improved: +2 damage per die for favoured energy spells.
    • Greater: +3 damage per die for favoured energy spells.

Apotheosis: Become an elemental.

Fiendish Pact

Class Skill: Persuasion.

First-level Feat: Devil's Favour (devil pact) / Any Abyssal heritor feat (demon pact).

Bonus Spells: Investiture Spells (devil pact) / .

Bonus Feats: Devil's Favour (devil pact) / Abyssal Heritor (demons) related feats.

Pact Powers

I. Fiendish Transformation(Ex): Resistance to fire and electricity 5, Darkvision 12, Telepathy 5.

  • Improved: Resistance to fire and electricity 10, Telepathy 10.
    • Greater: Resistance to fire and electricity 20, Telepathy 20.

II. Fiendish Body(Ex): Natural armour +1, +2 racial Str.

  • Improved: Natural armour +2, +4 racial Str.
    • Greater: Natural armour +3, +6 racial Str.

III. Fiendish Fortitude(Ex): +2 racial bonus to Con, DR 10/+2.

  • Improved: +4 racial bonus to Con, DR 10/+3, DR 10/cold iron (demons)/silver(devils).
    • Greater: +6 racial bonus to Con, DR 10/+4, DR 10/cold iron (demons)/silver(devils), DR 10/axiomatic.

Apotheosis: Becomes a Devil/Demon.

Celestial Pact

todo

I. Celestial Transformation(Ex): Resistance to cold and sonic 5, Darkvision 12, Low-light Vision.

  • Improved: Resistance to cold and sonic 10, Improved LLV.
    • Greater: Resistance to cold and sonic 20, Greater LLV.

II. Celestial Spirit(Ex): +1 axiomatic on saves, +2 racial Wis.

  • Improved: +2 axiomatic on saves, +4 racial Wis.
    • Greater: +3 axiomatic on saves, +6 racial Wis.

III. Celestial Fortitude(Ex): +2 racial bonus to Con, DR 10/+2.

  • Improved: +4 racial bonus to Con, DR 10/+3, DR 10/hellforged.
    • Greater: +6 racial bonus to Con, DR 10/+4, DR 10/hellforged, DR 10/anarchic.

Other Bloodlines and Pacts

Other sorcerer bloodlines and pacts exist. For example Clerics of Darkness may bestow Aberrant Pact Sorcery, or perhaps some mysterious creatures have their own bloodlines. If you want to play Bloodline or Pact not presented here - consult with GM.

Class Variants

Battle Sorcerer

Change HP to 10, BAB to 3/4. Add additional Weapon Group Proficiency and Medium Armour Proficiency. Looses 2 spell slots per Spell level and one spell known (to a minimum of 1) per spell level.

Planar Sorcerer

Looses: Ability II and its upgrades. Must be Elemental Bloodline or Fiendish Pact Sorcerer.

6. Spontaneous Planar Summoning(Ex): May Spontaneously cast any Summon Monster spells (fiendish for Fiendish Pact, and elementals for Elemental Bloodline).

10. Extraplanar Spell Penetration(Ex): AT=f, D=1r, add Cha on spell penetration rolls, 3/day.

16. Force-Charged Energy(Su): half favoured energy (fire for Devil Pact, electricity for Demon Pact) damage from non-highest level spell may be converted to force damage.

Dragonblooded Sorcerer

Looses: Draconic Bloodline Ability I, and it's upgrades.

2. Dragontouched feat. Draconic Ray(Su): AT=S, R=12, d6 * Sor energy damage, secondary effect, 1/day.

Ancestor Damage Type Secondary Effect Save to negate SE
Black Acid Shadow Eyes: everything have concealment against target WW
Blue Electricity Dehydration: d4/2 Sor dessication damage FC
Green Acid Command: as a spell WC
Red Fire Burning: d4 fire damage for Sor/2 r. RD
White Cold Rime of Ice: target drops everything it holds and falls prone. RD
Brass Fire Sleep: sleep for d6r. WC
Bronze Electricity Fear: paniced d4r. WW
Copper Acid Slow: as a spell FC
Gold Fire Weakening: d4 Str penalty for Sor/2 r. FW
Silver Cold Paralysis: paralysis D=d4r. FC

8. Spell-Like Ability(Sp): Spell of level X, 3/day. Draconic Ray(Su) 2/day.

14. Bonus Spells(Ex): Evil: charm person, darkness, resist energy, suggestion. Good: bless, fog cloud, resist energy, fly. Draconic Ray(Su) 3/day.

Alternative Class Features

Metamagic Specialist

1. Metamagic Specialist(Su): May cast metamagic-modified spell as S. 1/2 Sor+Cha/day. R: Arcane Bloodline Familiar.

Stallwart Sorcerer

Looses: Highest level spell known (min known 0).

Gains Weapon Focus feat and +2 hp per Sor.

Animal Companion

1. Animal Companion. Drd levels = 1/2 Sor. Also you may use Natural Spell feat while using Polymorph into Animal. R: Unknown to DM Pact/Bloodline Power I.

Elemental Shield

1. Elemental Shield(Su): AT=i spend a spell slot, negate SL*5 damage from attack. R: Elemental Bloodline Ability I.

  • SL*7 damage from attack is negated.
    • SL*10 damage from attack is negated.

Divine Companion

Divine Companion(Su): May spend up to CL spell slots each day in the pool. As a i may spend any number from pool to heal d6 per point spent. R: Celestial/Fiendish Pact Ability I.

Domain Access

5. Domain Access(Su): Choose a domain, you receive spells from this domain to your spell known instead of spells from your Spells Sorcerer class feature. To choose this option you must be Elemental Sorcerer in which case you receive corresponding elemental domain, or Celestial/Fiendish Pact Sorcerer, in which case you receive one of the domains granted by your Patron.

Arcane Reabsorption

Arcane Reabsorption(Su): AT=i, if your spell is countered or failed to penetrate SR and have no effect whatsoever, you may try to not to loose spell slot by succeeding DC 20+3*SL Spellcraft check. If you succeed you also take SL nonlethal damage. R: Bloodline/Pact Ability I.

Fiendblooded

1. Fiendblooded(Ex): +1 CL Conjuration:Summoning and Transmutation. -1 CL (min 1) abjuration and divination. Cannot summon Good creatures. R: Abyssal or Infernal Pact Ability I.

Magic in the Blood

1. Magic in the Blood(Su): Cha counts as 2 more for purpose of bonus Sor spells. R: Bloodline/Pact Ability I.

  • Cha counts as 4 more for purpose of bonus Sor spells.
    • Cha counts as 6 more for purpose of bonus Sor spells.

Unique Feats