Princess:Sorcerer

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Sorcerer

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

Bloodline Power: Sorcerer gains indicated Bloodline Power

Bonus Spell: Sorcerer adds any themed Sorcerer spell or any spell with stated descriptor of stated level to list of his known spells.

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

Bloodline Powers

Abyssal Pact

Class Skill: Knowledge:Demons.

Bonus Spells: Demon-related.

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

Pact Powers:

I. Claws(Ex): Two claw attacks 1d6 . At 5th level, these claws are considered magic. At 7th level, the damage increases by one step. At 11th level, these claws become flaming weapons, dealing additional dice of fire damage. This is a supernatural ability.

II. Demon Resistances(Ex): At 3rd level resist electricity 5 and +2 against poison. At 9th level resist electricity 10 and +4 against poison.

III. Strength of the Abyss(Ex): +2 inherent bonus to Str. +4 at 13th, and +6 at 17th level.

IV. Added Summonings(Su): At 15th level, 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 and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet.

Celestial Bloodline

Class Skill: Medicine.

Bonus Spells: Healing.

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

Bloodline 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.

II. Celestial Resistances(Ex): Resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

III. Wings of Heaven(Su): AT=S, D=Sor m, Fly 12. This duration does not need to be consecutive, but you must use it in 1 minute increments.

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: Dragon-related.

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness.

Bloodline Powers:

I. Claws(Ex): Two claw attacks 1d6. At 5th level, these claws are considered magic. At 7th level, the damage increases by one step. At 11th level, these claws deals additional dice of your energy type damage. This is a supernatural ability.

II. Dragon Resistances(Ex): Resist 5 against your energy type and a +1 natural armor. At 9th level energy resistance 10 and natural armor bonus +2. At 15th level natural armor bonus +4.

III. Breath Weapon(Su): Breath weapon 1d6 points of damage of your energy type per class level, RD +1/2Sor +Con half. The shape of the breath weapon depends on your dragon type. At 9th level 1/day, at 17th level 2/day, at 20th level 3/day.

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

V. Power of Wyrms(Su): Immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Elemental Bloodline

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

Bonus Spells: With proper elemental descriptor.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Bonus Skill), Weapon Finesse.

Bloodline Powers:

I. Elemental Ray(Su): AT=S, R=6,1d6 points of damage of your energy type +1/2Sor.

II. Elemental Resistance (Ex): Resist 10 against your energy. At 9th level, your energy resistance increases to 20.

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. At 17th level 2/day, at 20th level 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: +2 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: Diplomacy.

Bonus Spells: Devil-related.

Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge:Devils), Spell Penetration.

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.

II. Infernal Resistances(Ex): Resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level resist fire 10 and +4 against 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, at 17th level 2/day, at 20th level 3/day. This power has a range of 60 feet.

IV. On Dark Wings(Su): AT=S, 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 Bloodline 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. 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. Can not summon Good creatures. R: Abyssal or Infernal 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.