Difference between revisions of "Princess:Sorcerer"

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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).
 
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 alwaysRetrain theme: With proper elemental descriptor.
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(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.
 
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Bonus Skill), Weapon Finesse, any proper Elemental Heritage feat.
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Bloodline Powers:
 
Bloodline Powers:
  
I. Elemental Ray(Su): AT=S, R=6,1d6 points of damage of your energy type +1/2Sor.
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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.
 
* Improved(Su): Increase damage to d8+1/2 Sor.
 
** Greater(Su): Increase damage to d10+1/2 Sor.
 
** Greater(Su): Increase damage to d10+1/2 Sor.
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** Greater(Ex): Your energy resistance increases to 30.
 
** 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.
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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
 
* Improved(Su): Increase damage to d8*Sor. 2/day
 
** Greater(Su): Increase damage to d10*Sor, 3/day.
 
** Greater(Su): Increase damage to d10*Sor, 3/day.

Revision as of 23:14, 29 May 2009

Sorcerer

  1. Spellcasting, Bonus Spell I
  2. Power I
  3. Bonus Spell II
  4. Bloodline Power II
  5. Bonus Spell III
  6. Feat, Improved Power I
  7. Bonus Spell IV
  8. Power III, Greater Power I
  9. Bonus Spell V
  10. Improved Power II, True Power I
  11. Bonus Spell VI
  12. Feat, Improved Power III
  13. Bonus Spell VII
  14. Power IV, Greater Power II
  15. Bonus Spell VIII
  16. Greater Power III
  17. Bonus Spell IX
  18. Feat
  19. -
  20. 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 an Su abilities.

Power: 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.

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

Bloodline Powers

Abyssal Pact

Class Skill: Knowledge:Demons.

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.

Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge:Demons), any Abyssal Heritor feat.

Pact Powers:

I. Claws(Ex): Two claw attacks 1d6.

  • 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.

  • Improved(Ex): Resist electricity 10 and +4 against poison.
    • Greater(Ex): Resist electricity 20 and immunity to poison.

III. Strength of the Abyss(Ex): +2 inherent Str.

  • Improved(Ex): +4 inherent Str.
    • Greater(Ex): +6 inherent Str.

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.

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.

Celestial Pact

Class Skill: Medicine.

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.

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse, any Celestial Sorcerer Heritage feat.

Pact Powers:

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.

  • 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.

  • Improved(Ex): Resist acid 10 and resist cold 10.
    • Greater(Ex): Resist acid 20 and resist cold 20.

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.

  • Improved(Su): D=10m*Sor.
    • Greater(Su): D=1h*Sor.

IV. Conviction(Su): AT=i, add your Cha to one attack roll, defence roll, saving throw, skill check or ability check. 1/day.

V. Ascension(Su): Resist electricity, fire, cold, acid 30, and a +4 racial bonus on saves against poison and petrification.

Draconic Bloodline

Class Skill: Awareness.

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 Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness, any Draconic Heritage feat.

Bloodline Powers:

I. Claws(Ex): Two claw attacks 1d6.

  • Improved(Su): claws are considered magic.
    • Greater(Ex): Damage increases by one step.
      • 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.

  • Improved(Ex): Energy Resistance 10 and natural armor +2.
    • Greater(Ex): Natural armor +4.

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.

  • Improved(Su): Increase damage to d8*Sor. 2/day
    • Greater(Su): Increase damage to d10*Sor, 3/day.

IV. Wings(Su): AT=S, D=P(d), Fly 12.

V. Power of Wyrms(Su): Immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 12.

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:

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.

  • 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.

  • 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.

  • Improved(Su): Increase damage to d8*Sor. 2/day
    • Greater(Su): Increase damage to d10*Sor, 3/day.

IV. On Dark Wings(Su): AT=S, D=P, fly 12. The wings can be dispelled as a free action.

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.

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 1 Spell slot 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, Abyssal Pact, Infernal Pact or Celestial Pact Sorcerer.

5. Force-Charged Energy(Su): half favoured energy 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 Abyssal and Infernal, celestial for Celestial and elementals for Elemental).

Dragonblooded Sorcerer

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

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

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.

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 4 more for purpose of bonus Sor spells. R: Bloodline/Pact Ability I.

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.