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 Upgrade I		6/2/1			6/5/3
5	Feat, Spell III			6/3/2/0			6/6/4/0
6	Ability II			7/3/2/1			6/6/5/3
7	Spell IV			7/4/3/2/0		6/6/6/4/0
8	Ability Upgrade II		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	Feat, Ability III		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	Ability Upgrade 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	Ability IV			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	Ability Upgrade IV		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	Ability V			9/5/5/5/4/4/4/3/2/1	6/6/6/6/6/6/6/6/5/3
19	-				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

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.

Ability: Sorcerer gains indicated Power.

Ability Upgrade: All existing at the time sorcerers Abilities are upgraded by one step as stated in their description.

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 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.

  • 20% damage to immune, 20 resistance ignored.
    • 30% damage to immune, 30 resistance ignored.
      • 40% damage to immune, 40 resistance ignored.
        • 50% damage to immune, 50 resistance ignored.

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

  • Resistance to your energy 20, +2 on saves against poison, sleep, paralysis and stun.
    • Resistance to your energy 30, +3 on saves against poison, sleep, paralysis and stun.
      • Resistance to your energy 40, +4 on saves against poison, sleep, paralysis and stun.

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

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

IV. Elemental Body(Ex): Fortification 25%.

  • Fortification 50%.

V. Timeless Body(Ex):

Apotheosis: Become an elemental.

Fiendish Pact

Class Skill: Persuasion.

First-level Feat: Devil's Favour (devil pact) / Thrall to Demon (demon pact).

Bonus Spells: Investiture Spells (devil pact) / .

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

Pact Powers

I. Fiendish Senses(Ex): Darkvision 12.

  • Telepathy(Su): 5
    • Telepathy(Su): 10
      • Telepathy(Su): 15
        • Telepathy(Su): 20

II. Fiendish Body(Ex): Resistance to fire and electricity 5, natural armour +1, +2 racial Str.

  • Resistances 10, natural armour +2, +4 racial Str.
    • Resistances 15, natural armour +3, +6 racial Str.
      • Resistances 20, natural armour +4, +8 racial Str.

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

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

IV. Fiendish Speed(Ex): +2 racial bonus to Dex, +1 move.

  • +4 racial bonus to Dex, +2 move.

V. Timeless Body(Ex):

Apotheosis: Becomes a Devil/Demon.

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, Def to 1/2. 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: Spellknown 2-5, 4-9, 6-13. Must be Elemental Bloodline or Fiendish Pact Sorcerer.

5. 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.

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

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

Dragonblooded Sorcerer

Looses: Draconic Bloodline Ability I, Spell known X-4, 1-7, 2-7, 3-7, Spell slots X and X-1.

1. Dragontouched feat.

4. Spell-Like Ability(Sp): Spell of level X, 3/day.

5. Bonus Spells(Ex): Evil: charm person, darkness, resist energy, suggestion. Good: bless, fog cloud, resist energy, fly.

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 1).

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: Celestial Pact Power I.

Elemental Shield

1. Elemental Shield(Su): AT=i, negate SL*2 damage from attack. R: Elemental Bloodline Ability I.

  • SL*4 damage from attack is negated.
    • SL*6 damage from attack is negated.
      • SL*8 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: Fiendish Pact Ability I.

Domain Access

5. Domain Access(Su): Choose a domain, you receive spells from this domain to your spell known. R: You loose one spell known per spell level. To choose this option you must be Elemental Sorcerer in which case you receive correspondent elemental domain, or 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.

Draconic Ray

1. Draconic Ray(Su): AT=S, R=12, d6+Sor energy damage, secondary effect, 1/day. R: Draconic Bloodline Ability I.

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

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 3 more for purpose of bonus Sor spells.
    • Cha counts as 4 more for purpose of bonus Sor spells.
      • Cha counts as 5 more for purpose of bonus Sor spells.
        • Cha counts as 6 more for purpose of bonus Sor spells.

Hidden Reserve

1. Hidden Reserve(Su): You may cast any spell you know for free, but you are fatigued after that. If that spell was maximal spell level available to you, then you exhausted instead. You may use this ability 1+Cha times per day. R: Bloodline/Pact Ability I.