Difference between revisions of "Princess:Sorcerer"

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== Sorcerer ==
 
== Sorcerer ==
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<html><pre>
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Lvl Class Feature Spells Known Spells per Day
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1 Feat, Spell I 4/0 5/0
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2 Ability I 5/1 6/3
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3 Spell II 5/2/0 6/4/0
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4 Ability II 6/2/1 6/5/3
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5 Feat, Spell III 6/3/2/0 6/6/4/0
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6 Ability III 7/3/2/1 6/6/5/3
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7 Spell IV 7/4/3/2/0 6/6/6/4/0
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8 Improved Ability I 8/4/3/2/1 6/6/6/5/3
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9 Arcane Fusion spell, Feat 8/5/4/3/2/0 6/6/6/6/4/0
 +
10 Improved Ability II 9/5/4/3/2/1 6/6/6/6/5/3
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11 Spell VI 9/5/5/4/3/2/0 6/6/6/6/6/4/0
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12 Improved Ability III 9/5/5/4/3/2/1 6/6/6/6/6/5/3
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13 Spell VII, Feat 9/5/5/5/4/3/2/0 6/6/6/6/6/6/4/0
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14 Greater Ability I 9/5/5/5/4/3/2/1 6/6/6/6/6/6/5/3
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15 Greater Arcane Fusion spell 9/5/5/5/4/4/3/2/0 6/6/6/6/6/6/6/4/0
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16 Greater Ability II 9/5/5/5/4/4/3/2/1 6/6/6/6/6/6/6/5/3
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17 Arcane Spellsurge spell, Feat 9/5/5/5/4/4/4/3/2/0 6/6/6/6/6/6/6/6/4/0
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18 Greater Ability III 9/5/5/5/4/4/4/3/2/1 6/6/6/6/6/6/6/6/5/3
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19 Timeless Body(Ex) 9/5/5/5/4/4/4/3/3/2 6/6/6/6/6/6/6/6/6/4
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20 Apotheosis 9/5/5/5/4/4/4/3/3/3 6/6/6/6/6/6/6/6/6/6
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</pre></html>
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=== Class Features ===
  
# Spellcasting, Bonus Spell I
+
Spellcasting: Spontaneous, Cha-based, 9 levels, CL=Sor.
# Power I
 
# Bonus Spell II
 
# Bloodline Power II
 
# Bonus Spell III
 
# Feat, Improved Power I
 
# Bonus Spell IV
 
# Power III, Greater Power I
 
# Bonus Spell V
 
# Improved Power II, True Power I
 
# Bonus Spell VI
 
# Feat, Improved Power III
 
# Bonus Spell VII
 
# Power IV, Greater Power II
 
# Bonus Spell VIII
 
# Greater Power III
 
# Bonus Spell IX
 
# Feat
 
# -
 
# Power V
 
 
 
=== Class Features ===
 
  
Spellcasting:
+
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 and Su abilities.
  
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.
+
Spell: Sorcerer adds indicated spell to list of his known spells. Arcane Fusions and Arcane Spellsurge are considered to be part of this class feature.
  
Power: Sorcerer gains indicated Power.
+
Ability: Sorcerer gains indicated Power.
  
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 or any spell with stated qualities of stated level to list of his known spells.
+
Ability Upgrade: Indicated power upgraded as stated, not cumulative with old version.
  
 
Feat: Sorcerer gains indicated feat from the Bloodline/Pact feats list.
 
Feat: Sorcerer gains indicated feat from the Bloodline/Pact feats list.
  
== Bloodline Powers ==
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Timeless Body(Ex):
  
=== Abyssal Pact ===
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== Bloodlines and Pacts ==
  
Class Skill: Knowledge:Demons.
+
=== Draconic Bloodline ===
  
Bonus Spells: I - cause fear, II - bull’s strength, III -  rage, IV - stoneskin, V - dismissal, VI - transformation, VII - greater teleport, VIII - unholy aura, IX - summon monster IX (19th). Retrain theme: Demon-related.
+
First-level Feat: Draconic Heritage.
  
Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge:Demons), any Abyssal Heritor feat.
+
Bonus Spells:
 +
1. Magic of the Dragonheart(DM).
 +
2. Essence of the Dragon(RotD).
 +
3. Hoard Life(RotD).
 +
4. Wings of Flurry(RotD).
 +
6. Lesser Dragonshape(DM).
 +
7. Aspect of Chromatic/Platinum Dragon(DM)
  
Pact Powers:
+
Bonus Feats: Draconic Heritage-related feats.
  
I. Claws(Ex): Two claw attacks 1d6.
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'''Bloodline Powers:'''
* Improved(Su): claws are considered magic.
 
** Greater(Ex): Damage increases by one step.
 
*** True(Su): Claws become flaming weapons, dealing additional dice of fire damage.
 
  
II. Demon Resistances(Ex): Resist electricity 5 and +2 against poison.
+
I. Draconic Senses(Ex): LLV x2, Darkvision 12, Blindsense 4.
* Improved(Ex): Resist electricity 10 and +4 against poison.
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* Improved: LLV x3, Darkvision 18, Blindsense 8.
** Greater(Ex): Resist electricity 20 and immunity to poison.
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** Greater: LLV x4, Darkvision 24, Blindsense 12.
  
III. Strength of the Abyss(Ex): +2 inherent Str.
+
II. Draconic Body(Su): Breath weapon Sor x d6 recharge d4+1.
* Improved(Ex): +4 inherent Str.
+
* Improved: Breath weapon Sor x d8 recharge d4+1.
** Greater(Ex): +6 inherent Str.
+
** Greater: Breath weapon Sor x d10 recharge d4+1.
  
IV. Added Summonings(Su): Whenever you summon a creature with the Demon subtype or the fiendish template using a summon monster spell, you summon one additional creature.
+
III. Draconic Transformation(Su): Sor SR, Wings 6.
 +
* Improved: 5+Sor SR, Wings 12.
 +
** Greater: 10+Sor SR, Wings 18.
  
V. Demonic Might(Su): You gain immunity to electricity. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range 12.
+
Apotheosis: Become a dragon.
  
=== Celestial Pact ===
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=== Elemental Bloodline ===
  
Class Skill: Medicine.
+
At first level choose which elemental heritage your character have. This choice determines favoured energy, abilities and feats allowed.
  
Bonus Spells: I - bless, II - resist energy, III - magic circle against evil, IV - remove curse, V - flame strike, VI - greater dispel magic, VII - banishment, VIII - sunburst, IX - summon monster IX. Retrain theme: Healing and status removal.
+
First-level Feat: Energy Substitution:Favoured energy.
  
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse, any Celestial Sorcerer Heritage feat.
+
Bonus Spells:
 +
1. Air, Earth, Fire and Water — Orb of (X) lesser.
 +
2. Air, Earth, Fire and Water — Energy Resistance.
 +
3. Air, Earth, Fire and Water — Protection from Energy.
 +
4. Air — Orb of Electricity(SC), Earth — Wall of Stone, Fire — Orb of Fire(SC), Water — Orb of Cold(SC).
 +
6. Air — Chain Lightning, Earth — Cometstrike(CD), Fire — Fires of Purity(SC), Water — Freezing Sphere.
 +
7. Air, Earth, Fire and Water — Energy Immunity.
 +
(X) - element name/descriptor.
  
Pact Powers:
+
Bonus Feats: Elemental Heritage:Chosen Element, Energy Admixture:Chosen Element, Improved Elemental Heritage, Skill Focus:Bonus Skill.
  
I. Heavenly Fire(Su): AT=S, R=6, as a ranged touch attack. Against evil creatures 1d6+1/2 Sor fire damage. Against good creatures, this ray heals them of 1d6+1/2 Sor. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect.
+
'''Bloodline Powers:'''
* Improved(Su): Increase damage to d8+1/2 Sor.
 
** Greater(Su): Increase damage to d10+1/2 Sor.
 
** True(Su): Increase damage to d12+1/2 Sor.
 
  
II. Celestial Resistances(Ex): Resist acid 5 and resist cold 5.
+
I. Elemental Resistance(Ex): Resistance to your energy 10, +1 on saves against poison, sleep, paralysis and stun.
* Improved(Ex): Resist acid 10 and resist cold 10.
+
* Improved: Resistance to your energy 30, +2 on saves against poison, sleep, paralysis and stun.
** Greater(Ex): Resist acid 20 and resist cold 20.
+
** Greater: Resistance to your energy 50, +3 on saves against poison, sleep, paralysis and stun.
  
III. Wings of Heaven(Su): AT=S, D=1m*Sor, Fly 12. This duration does not need to be consecutive, but you must use it in 1 minute increments.
+
II. Elemental Penetration(Su): Your favoured element spell have 10% damage bypassing magical energy immunity. Also these spells ignore first 10 points of energy resistance your target have.
* Improved(Su): D=10m*Sor.
+
* Improved: Your favoured element spell have 20% damage bypassing magical energy immunity. Also these spells ignore first 20 points of energy resistance your target have.
** Greater(Su): D=1h*Sor.
+
** Greater: Your favoured element spell have 30% damage bypassing magical energy immunity. Also these spells ignore first 30 points of energy resistance your target have.
  
IV. Conviction(Su): AT=i, add your Cha to one attack roll, defence roll, saving throw, skill check or ability check. 1/day.
+
III. Elemental Potency(Su): +1 damage per die for favoured energy spells. Sor number of dices per spell affected.
 +
* Improved: +2 damage per die for favoured energy spells.
 +
** Greater: +3 damage per die for favoured energy spells.
  
V. Ascension(Su): Resist electricity, fire, cold, acid 30, and a +4 racial bonus on saves against poison and petrification.
+
Apotheosis: Become an elemental.
  
=== Draconic Bloodline ===
+
=== Fiendish Pact ===
  
Class Skill: Awareness.
+
First-level Feat: Devil's Favour (devil pact) / Any Abyssal heritor feat (demon pact).
  
Bonus Spells: I - mage armor, II - resist energy, III - fly, IV - fear, V - spell resistance, VI - form of the dragon I, VII - form of the dragon II, VIII - form of the dragon III, IX - wish. Retrain theme: Dragon-related.
+
Bonus Spells: Investiture Spells (devil pact) / .
  
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness, any Draconic Heritage feat.
+
Bonus Feats: Devil's Favour (devil pact) / Abyssal Heritor (demons) related feats.
  
Bloodline Powers:
+
'''Pact Powers'''
  
I. Claws(Ex): Two claw attacks 1d6.
+
I. Fiendish Transformation(Ex): Resistance to fire and electricity 5, Darkvision 12, Telepathy 5.
* Improved(Su): claws are considered magic.
+
* Improved: Resistance to fire and electricity 10, Telepathy 10.
** Greater(Ex): Damage increases by one step.
+
** Greater: Resistance to fire and electricity 20, Telepathy 20.
*** True(Su): Claws become flaming weapons, dealing additional dice of your type energy damage.
 
  
II. Dragon Resistances(Ex): Resist 5 against your energy type and a +1 natural armor.
+
II. Fiendish Body(Ex): Natural armour +1, +2 racial Str.  
* Improved(Ex): Energy Resistance 10 and natural armor +2.
+
* Improved: Natural armour +2, +4 racial Str.
** Greater(Ex): Natural armor +4.
+
** Greater: Natural armour +3, +6 racial Str.
  
III. Breath Weapon(Su): Breath weapon 1d6*Sor points of damage of your energy type, RD +1/2Sor +Con half. The shape of the breath weapon depends on your dragon type. 1/day.
+
III. Fiendish Fortitude(Ex): +2 racial bonus to Con, DR 5/+2.
* Improved(Su): Increase damage to d8*Sor. 2/day
+
* Improved: +4 racial bonus to Con, DR 5/+3, DR 5/cold iron (demons)/silver(devils).
** Greater(Su): Increase damage to d10*Sor, 3/day.
+
** Greater: +6 racial bonus to Con, DR 5/+4, DR 5/cold iron (demons)/silver(devils), DR 5/axiomatic.
  
IV. Wings(Su): AT=S, D=P(d), Fly 12.
+
Apotheosis: Becomes a Devil/Demon.
  
V. Power of Wyrms(Su): Immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 12.
+
=== Celestial Pact ===
 
 
=== Elemental Bloodline ===
 
 
 
Class Skill: Air - Fly, Water - Athletics, Fire - Acrobatics, Earth - Endurance.
 
 
 
Bonus Spells: I - burning hands(X), II - scorching ray(X), III - protection from energy, IV - elemental body I, V - elemental body II, VI - elemental body III, VII - elemental body IV, VIII - summon monster VIII (elementals only), IX - elemental swarm (X).
 
 
 
(X) - These spells always deal deal damage of your own element.
 
 
 
Retrain theme: With proper elemental descriptor.
 
 
 
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Bonus Skill), Weapon Finesse, any proper Elemental Heritage feat.
 
 
 
Bloodline Powers:
 
 
 
I. Elemental Ray(Su): AT=S, R=6, 1d6+1/2 Sor points of damage of your energy type.
 
* Improved(Su): Increase damage to d8+1/2 Sor.
 
** Greater(Su): Increase damage to d10+1/2 Sor.
 
** True(Su): Increase damage to d12+1/2 Sor.
 
 
 
II. Elemental Resistance(Ex): Resist 10 against your energy.
 
* Improved(Ex): Your energy resistance increases to 20.
 
** Greater(Ex): Your energy resistance increases to 30.
 
 
 
III. Elemental Blast(Su): AT=S, R=12, A=4, 1d6*Sor damage of your energy type, RD +1/2Sor +Cha half. Creatures that fail their save gain vulnerability to your energy type for 1 round, 1/day.
 
* Improved(Su): Increase damage to d8*Sor. 2/day
 
** Greater(Su): Increase damage to d10*Sor, 3/day.
 
 
 
IV. Elemental Movement(Su): At 15th level, you gain a special movement type or bonus. This ability is based on your element:
 
* Air: Fly 8.
 
* Water: Swim 8, waterbreathing.
 
* Fire: +4 base land speed.
 
* Earth: Burrow 2.
 
 
 
V. Elemental Body(Su): You gain immunity to sneak attacks, critical hits, and damage of your energy type.
 
 
 
=== Infernal Pact ===
 
 
 
Class Skill: Knowledge:Devils.
 
 
 
Bonus Spells: I - protection from good, II - scorching ray, III - suggestion, IV - charm monster, V - dominate person, VI - planar binding (devils and creatures with the fiendish template only), VII - greater teleport, VIII - power word stun, IX - meteor swarm. Retrain theme: Devil-related.
 
 
 
Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge:Devils), Spell Penetration, any Devil-Touched feat.
 
  
Pact Powers:
+
First-level Feat: Celestial Sorcerer Heritage.
  
I. Corrupting Touch(Su): At 1st level, you can cause a creature to become shaken as a melee touch attack. The target also takes an additional –2 penalty on saves versus spells of the enchantment school. D=1/2Sor (minimum 1). Multiple touches do not stack, but they do reset the duration.
+
Bonus Spells: todo
* Improved(Su): -3 penalty versus enchantment spells.
 
** Greater(Su): -4 penalty versus enchantment spells.
 
*** True(Su):  -5 penalty versus enchantment spells.
 
  
II. Infernal Resistances(Ex): Resist fire 5 and +2 against poison.
+
Bonus Feats: Celestial Sorcerer Heritage-related feats.
* Improved(Ex): Resist fire 10 and +4 against poison.
 
** Greater(Ex): Resist fire 20 and immunity to poison.
 
  
III. Hellfire(Su): AT=S, R=12, A=2, 10-foot-radius burst does 1d6*Sor points of hellfire damage, RD +1/2Sor +Cha half. Good creatures that fail their save are shaken D=1r*Sor. 1/day.
+
I. Celestial Transformation(Ex): Resistance to cold and fire 5, Darkvision 12, LLVx2.
* Improved(Su): Increase damage to d8*Sor. 2/day
+
* Improved: Resistance to cold and fire 10, LLVx3.
** Greater(Su): Increase damage to d10*Sor, 3/day.
+
** Greater: Resistance to cold and fire 20, LLVx4.
  
IV. On Dark Wings(Su): AT=S, D=P, fly 12. The wings can be dispelled as a free action.
+
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.
  
V. Power of the Pit(Su): You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind. This fiendish sight extends for 12.
+
III. Celestial Fortitude(Ex): +2 racial bonus to Con, DR 5/+2.
 +
* Improved: +4 racial bonus to Con, DR 5/+3, DR 5/hellforged.
 +
** Greater: +6 racial bonus to Con, DR 5/+4, DR 5/hellforged, DR 5/anarchic.
  
 
=== Other Bloodlines and Pacts ===
 
=== Other Bloodlines and Pacts ===
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=== Battle Sorcerer ===
 
=== Battle Sorcerer ===
  
Change HP to 10, BAB to 3/4, Def to 1/2. Add additional Weapon Group Proficiency and Medium Armour Proficiency. Looses 1 Spell slot per Spell level and one spell known (to a minimum of 1) per spell level.
+
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 ===
 
=== Planar Sorcerer ===
  
Looses: Spellknown 2-5, 4-9, 6-13. Must be Elemental Bloodline, Abyssal Pact, Infernal Pact or Celestial Pact Sorcerer.
+
Looses: Ability II and its upgrades. Must be Elemental Bloodline or Fiendish Pact Sorcerer.
  
5. Force-Charged Energy(Su): half favoured energy damage from non-highest level spell may be converted to force damage.
+
6. Spontaneous Planar Summoning(Ex): May Spontaneously cast any Summon Monster spells (fiendish for Fiendish Pact, and elementals for Elemental Bloodline).
  
9. Extraplanar Spell Penetration(Ex): AT=f, D=1r, add Cha on spell penetration rolls, 3/day.
+
10. 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 Abyssal and Infernal, celestial for Celestial and elementals for Elemental).
+
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 ===
 
=== Dragonblooded Sorcerer ===
  
Looses: Draconic Bloodline Ability I, Spell known X-4, 1-7, 2-7, 3-7, Spell slots X and X-1.
+
Looses: Draconic Bloodline Ability I, and it's upgrades.
 
 
1. Draconic Heritage 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: Bloodline/Pact Power I.
 
 
 
=== Stallwart Sorcerer ===
 
 
 
Looses: highest level spell known (min known 1).
 
 
 
Gains Weapon Focus feat and +2 hp per Sor.
 
  
=== Animal Companion ===
+
2. Draconic Ray(Su): AT=S, R=12, d6 * Sor/2 energy damage, secondary effect, at will.
 
 
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 SP*2 damage from attack. R: Elemental Bloodline Power I.
 
 
 
=== 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 Bloodline or Abyssal Pact or Infernal 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 Abyssal or Infernal 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.
 
 
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8. Spell-Like Ability(Sp): Spell of level X, 3/day. Draconic Ray(Su) d8 x Sor/2.
 +
 +
14. Bonus Spells(Ex): Evil: charm person, darkness, resist energy, suggestion. Good: bless, fog cloud, resist energy, fly. Draconic Ray(Su) d10 x Sor/2.
 +
 +
== 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.
 +
 +
=== Spell Shield ===
 +
 +
1. Spell Shield(Su): AT=i spend a spell slot, negate SL*5 damage from attack. R: Any Bloodline/Pact Ability III and it's upgrades.
 +
* Improved: SL*7 damage from attack is negated.
 +
** Greater: 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.
 +
* Improved: d12 per point spent healed.
 +
** Greater: 12 per point spent healed.
 +
 +
=== Domain Access ===
 +
 +
P: 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.
 +
 +
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.
 +
 +
=== 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 ===
 
=== 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.  
+
1. Fiendblooded(Ex): +1 CL Conjuration and Transmutation. -1 CL (min 1) abjuration and divination. R: Bonus feat 1.
 +
 
 +
5. Feat: First level feat.
  
 
=== Magic in the Blood ===
 
=== Magic in the Blood ===
  
1. Magic in the Blood(Su): Cha counts as 4 more for purpose of bonus Sor spells. R: Bloodline/Pact Ability I.
+
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 ==
 +
 
 +
=== Celestial Sorcerer Feats ===
 +
 
 +
Celestial Sorcerer Heritage: Celestial Sorcerer feats bonus on saves against sonic and petrification, also add protection fom chaos to your list of Sorcerer spells.
 +
* Celestial Sorcerer Aura: AT=S, A=4, when you cast Sorcerer spell, opponents who fail WW +1/2 HD +Cha save takes -2 penalty on attacks, saves and checks for 24h or until they damage you. Opponent who saves or break effect cannot be affected again in 24h.
 +
* Celestial Sorcerer Lance: AT=S, R=12 A=1 line, spend sorcerer spell slot. Sor * dices of untyped damage against chaotic creatures, d6 for 0-4 SL, d8 for 5-6 SL, d10 for 7-8 SL and d12 for 9+ SL.
 +
* Celestial Sorcerer Lore: P: Two other Celestial Sorcerer feats. B: Add magic circle against chaos and teleport to your spells known.
 +
* Celestial Sorcerer Wings: When you cast Sorcerer spell you gain Fly with speed equal to double your land speed for SL r.
 +
* Axiomatic Heritage: +4 on saves against charm, +1 on saves against chaotic spells or creatures.
 +
** Improved Axiomatic Heritage: Your attacks are lawful and you gain DR 5/anarchic.
 +
 
 +
=== Chaos Sorcerer Feats ===
 +
 
 +
Chaos Sorcerer Heritage: Chaos Sorcerer feats bonus on saves against electricity and poison, also +2 CL for Conjuration:Summoning for your Sorcerer spells.
 +
* Chaos Sorcerer Eyes: AT=s, D=SL m, you gain unlimited range coloured darkvision.
 +
* Chaos Sorcerer Howl: AT=S, R=6 cone, spend sorcerer spell slot. Sor * dices of sonic damage, d6 for 0-4 SL, d8 for 5-6 SL, d10 for 7-8 SL and d12 for 9+ SL.
 +
* Chaos Sorcerer Resistance: Chaos Sorcerer * 5 resistances to fire and electricity.
 +
* Anarchic Heritage: +4 on saves against petrification, +1 on saves against lawful spells or creatures.
 +
** Improved Anarchic Heritage: Your attacks are chaotic and you gain DR 5/axiomatic.
  
=== Hidden Reserve ===
+
=== Draconic Sorcerer Feats ===
  
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.
+
Draconic Heritage: Draconic feats bonus on saving throws against sleep, paralysis and favoured energy.
 +
* Draconic Arcane Grace: AT=i, spend a slot. You gain SL bonus on next saving throw you make until start of your next turn.
 +
* Draconic Armour: When you cast sorcerer spell you gain DR SL * Draconic feats (max SL * 5) penetrated only by weapons of at least (SL+1)/2 enhancement.
 +
* Draconic Breath: AT=S, you may spend spell slot and make d6 * SL breath attack. If you already have Breath Attack then you may spend spell slot as a free action to add extra die per SL on breath damage.
 +
* Draconic Claw: You gain claws. When you cast sorcerer spell you may make make claw attack as a s-action. This attack gain competence bonus on attack and damage equal to (SL+1)/2.
 +
* Draconic Flight: When you cast sorcerer spell you gain flight SL * 2 for 1 r, or your Draconic wings from Draconic Transformation class feature fly speed is increased by SL for 1 r.
 +
* Draconic Knowledge: You gain bonus equal to number of Draconic feats you have on History, Geography and Empathy.
 +
* Draconic Persuasion: When you cast sorcerer spell you gain SL * 1.5 on your next Persuasion or Intimidate check you make until end of your next turn.
 +
* Draconic Power: +1 CL and DC for favoured energy spells.
 +
* Draconic Presence: When you cast sorcerer spell you gain Frightful presence A=SL+1 for 1 r treating this spell as attack.
 +
* Draconic Resistance: Favoured energy resistance Draconic feats * 5.
 +
* Draconic Skin: Scales NA bonus equal to Draconic feats / 2.
 +
* Draconic Toughness: +5 hp per Draconic feat.
 +
* Draconic Vigour: When you cast sorcerer spell you heal SL x Draconic feats (max SL * 5) hp.
  
 
[[Category:Princess]]
 
[[Category:Princess]]

Latest revision as of 08:55, 5 December 2011

Sorcerer

Lvl	Class Feature			Spells Known		Spells per Day
1	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	Arcane Fusion spell, Feat	8/5/4/3/2/0		6/6/6/6/4/0
10	Improved Ability II		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, Feat			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	Greater Arcane Fusion spell	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	Arcane Spellsurge spell, Feat	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(Ex)		9/5/5/5/4/4/4/3/3/2	6/6/6/6/6/6/6/6/6/4
20	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 and Su abilities.

Spell: Sorcerer adds indicated spell to list of his known spells. Arcane Fusions and Arcane Spellsurge are considered to be part of this class feature.

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.

Timeless Body(Ex):

Bloodlines and Pacts

Draconic Bloodline

First-level Feat: Draconic Heritage.

Bonus Spells: 1. Magic of the Dragonheart(DM). 2. Essence of the Dragon(RotD). 3. Hoard Life(RotD). 4. Wings of Flurry(RotD). 6. Lesser Dragonshape(DM). 7. Aspect of Chromatic/Platinum Dragon(DM)

Bonus Feats: Draconic Heritage-related feats.

Bloodline Powers:

I. Draconic Senses(Ex): LLV x2, Darkvision 12, Blindsense 4.

  • Improved: LLV x3, Darkvision 18, Blindsense 8.
    • Greater: LLV x4, Darkvision 24, Blindsense 12.

II. Draconic Body(Su): Breath weapon Sor x d6 recharge d4+1.

  • Improved: Breath weapon Sor x d8 recharge d4+1.
    • Greater: Breath weapon Sor x d10 recharge d4+1.

III. Draconic Transformation(Su): Sor SR, Wings 6.

  • Improved: 5+Sor SR, Wings 12.
    • Greater: 10+Sor SR, Wings 18.

Apotheosis: Become a dragon.

Elemental Bloodline

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

First-level Feat: Energy Substitution:Favoured energy.

Bonus Spells: 1. Air, Earth, Fire and Water — Orb of (X) lesser. 2. Air, Earth, Fire and Water — Energy Resistance. 3. Air, Earth, Fire and Water — Protection from Energy. 4. Air — Orb of Electricity(SC), Earth — Wall of Stone, Fire — Orb of Fire(SC), Water — Orb of Cold(SC). 6. Air — Chain Lightning, Earth — Cometstrike(CD), Fire — Fires of Purity(SC), Water — Freezing Sphere. 7. Air, Earth, Fire and Water — Energy Immunity. (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 these spells ignore first 10 points of energy resistance your target have.

  • Improved: Your favoured element spell have 20% damage bypassing magical energy immunity. Also these spells ignore first 20 points of energy resistance your target have.
    • Greater: Your favoured element spell have 30% damage bypassing magical energy immunity. Also these spells ignore first 30 points of energy resistance your target have.

III. Elemental Potency(Su): +1 damage per die for favoured energy spells. Sor number of dices per spell affected.

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

Apotheosis: Become an elemental.

Fiendish Pact

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 5/+2.

  • Improved: +4 racial bonus to Con, DR 5/+3, DR 5/cold iron (demons)/silver(devils).
    • Greater: +6 racial bonus to Con, DR 5/+4, DR 5/cold iron (demons)/silver(devils), DR 5/axiomatic.

Apotheosis: Becomes a Devil/Demon.

Celestial Pact

First-level Feat: Celestial Sorcerer Heritage.

Bonus Spells: todo

Bonus Feats: Celestial Sorcerer Heritage-related feats.

I. Celestial Transformation(Ex): Resistance to cold and fire 5, Darkvision 12, LLVx2.

  • Improved: Resistance to cold and fire 10, LLVx3.
    • Greater: Resistance to cold and fire 20, LLVx4.

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 5/+2.

  • Improved: +4 racial bonus to Con, DR 5/+3, DR 5/hellforged.
    • Greater: +6 racial bonus to Con, DR 5/+4, DR 5/hellforged, DR 5/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. Draconic Ray(Su): AT=S, R=12, d6 * Sor/2 energy damage, secondary effect, at will.

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) d8 x Sor/2.

14. Bonus Spells(Ex): Evil: charm person, darkness, resist energy, suggestion. Good: bless, fog cloud, resist energy, fly. Draconic Ray(Su) d10 x Sor/2.

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.

Spell Shield

1. Spell Shield(Su): AT=i spend a spell slot, negate SL*5 damage from attack. R: Any Bloodline/Pact Ability III and it's upgrades.

  • Improved: SL*7 damage from attack is negated.
    • Greater: 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.

  • Improved: d12 per point spent healed.
    • Greater: 12 per point spent healed.

Domain Access

P: 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.

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.

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 and Transmutation. -1 CL (min 1) abjuration and divination. R: Bonus feat 1.

5. Feat: First level feat.

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

Celestial Sorcerer Feats

Celestial Sorcerer Heritage: Celestial Sorcerer feats bonus on saves against sonic and petrification, also add protection fom chaos to your list of Sorcerer spells.

  • Celestial Sorcerer Aura: AT=S, A=4, when you cast Sorcerer spell, opponents who fail WW +1/2 HD +Cha save takes -2 penalty on attacks, saves and checks for 24h or until they damage you. Opponent who saves or break effect cannot be affected again in 24h.
  • Celestial Sorcerer Lance: AT=S, R=12 A=1 line, spend sorcerer spell slot. Sor * dices of untyped damage against chaotic creatures, d6 for 0-4 SL, d8 for 5-6 SL, d10 for 7-8 SL and d12 for 9+ SL.
  • Celestial Sorcerer Lore: P: Two other Celestial Sorcerer feats. B: Add magic circle against chaos and teleport to your spells known.
  • Celestial Sorcerer Wings: When you cast Sorcerer spell you gain Fly with speed equal to double your land speed for SL r.
  • Axiomatic Heritage: +4 on saves against charm, +1 on saves against chaotic spells or creatures.
    • Improved Axiomatic Heritage: Your attacks are lawful and you gain DR 5/anarchic.

Chaos Sorcerer Feats

Chaos Sorcerer Heritage: Chaos Sorcerer feats bonus on saves against electricity and poison, also +2 CL for Conjuration:Summoning for your Sorcerer spells.

  • Chaos Sorcerer Eyes: AT=s, D=SL m, you gain unlimited range coloured darkvision.
  • Chaos Sorcerer Howl: AT=S, R=6 cone, spend sorcerer spell slot. Sor * dices of sonic damage, d6 for 0-4 SL, d8 for 5-6 SL, d10 for 7-8 SL and d12 for 9+ SL.
  • Chaos Sorcerer Resistance: Chaos Sorcerer * 5 resistances to fire and electricity.
  • Anarchic Heritage: +4 on saves against petrification, +1 on saves against lawful spells or creatures.
    • Improved Anarchic Heritage: Your attacks are chaotic and you gain DR 5/axiomatic.

Draconic Sorcerer Feats

Draconic Heritage: Draconic feats bonus on saving throws against sleep, paralysis and favoured energy.

  • Draconic Arcane Grace: AT=i, spend a slot. You gain SL bonus on next saving throw you make until start of your next turn.
  • Draconic Armour: When you cast sorcerer spell you gain DR SL * Draconic feats (max SL * 5) penetrated only by weapons of at least (SL+1)/2 enhancement.
  • Draconic Breath: AT=S, you may spend spell slot and make d6 * SL breath attack. If you already have Breath Attack then you may spend spell slot as a free action to add extra die per SL on breath damage.
  • Draconic Claw: You gain claws. When you cast sorcerer spell you may make make claw attack as a s-action. This attack gain competence bonus on attack and damage equal to (SL+1)/2.
  • Draconic Flight: When you cast sorcerer spell you gain flight SL * 2 for 1 r, or your Draconic wings from Draconic Transformation class feature fly speed is increased by SL for 1 r.
  • Draconic Knowledge: You gain bonus equal to number of Draconic feats you have on History, Geography and Empathy.
  • Draconic Persuasion: When you cast sorcerer spell you gain SL * 1.5 on your next Persuasion or Intimidate check you make until end of your next turn.
  • Draconic Power: +1 CL and DC for favoured energy spells.
  • Draconic Presence: When you cast sorcerer spell you gain Frightful presence A=SL+1 for 1 r treating this spell as attack.
  • Draconic Resistance: Favoured energy resistance Draconic feats * 5.
  • Draconic Skin: Scales NA bonus equal to Draconic feats / 2.
  • Draconic Toughness: +5 hp per Draconic feat.
  • Draconic Vigour: When you cast sorcerer spell you heal SL x Draconic feats (max SL * 5) hp.