- 1 Description
- 2 Class Features
- 3 Epic Sorcerer
- 4 Epic Sorcerer Powers
Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.
Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.
Hit Die: d4
Starting Wealth: 250 gp
Natural Talent: At character creation, all characters get natural talent with their bailiwick skill, and one additional skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
Skill Ranks per Level: 7 + Int modifier.
Recommended Ability Score Priority: CHA (for spells), DEX (ranged to-hit). INT, WIS, STR and CON are optional, depending on character concept. INT is useful for more skill points. CON gives you additional durability and better fort saves. WIS boosts will saves. STR lets you carry more.
|1st||+0||+0||+0||+2||Bloodline Power, Cantrips, Eschew Materials, Forceful Presence, Implements||3||-||-||-||-||-||-||-||-|
|3rd||+1||+1||+1||+3||Bloodline Power, Bloodline Spell||5||-||-||-||-||-||-||-||-|
|7th||+3||+2||+2||+5||Bloodline Feat, Bloodline Spell||6||6||4||-||-||-||-||-||-|
|9th||+4||+3||+3||+6||Bloodline Power, Bloodline Spell||6||6||6||4||-||-||-||-||-|
|13th||+6/+1||+4||+4||+8||Bloodline Feat, Bloodline Spell||6||6||6||6||6||4||-||-||-|
|15th||+7/+2||+5||+5||+9||Bloodline Power, Bloodline Spell||6||6||6||6||6||6||4||-||-|
|19th||+9/+4||+6||+6||+11||Bloodline Feat, Bloodline Spell||6||6||6||6||6||6||6||6||4|
Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Table: Sorcerer Spells Known
A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional Natural Talent, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. In addition to the specific Bloodline Feats detailed in each Bloodline, a Sorceror may always choose any Metamagic Feats as their Bloodline Feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing-or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Whenever a sorcerer damages a creature using spells, cantrips, or bloodline powers, they may add their Cha mod to the damage dealt to each creature once per spell. For example, Casting Magic Missiles against two creatures (using Spell Surge, below) would add the Cha mod to both of them. Hitting the same creature with all the missiles, would only add Cha mod damage once, since there's only one creature. Forceful Presence also applies to damage caused by creatures or objects summoned or created by a spell, once per spell. This does not affect any other source of damage, such as weapons, magic items, racial abilities, class abilities, etc. Forceful presence is doubled in the event the sorcerer gets a critical hit with a spell capable of actually critically hitting.
The Sorcerer is one of the classes which is allowed to use Implements to boost their magical ranged touch attacks. See the Crafting_Magic_Implements page for more details.
Starting at 2nd level, whenever a sorcerer casts a spell, it targets one more enemy creature than normal. If it is a single-target spell, when cast by a sorcerer, it targets two creatures. If it is one creature per level, then a sorcerer adds one more to it. Spell Surge has no effect on AOE spells or spells with a range of self, even if feats or other abilities are used to increase their range. Note that all creatures to be targeted must be within range when the spell is cast, and in no case may a sorcerer affect a single target twice with this ability. Damage should only be rolled once for all creatures successfully hit, unless the spell specifically states that each creature gets its own damage roll.
Table: Epic Sorcerer
|21st||+11/+6||+7||+7||+13||Archaic Blood Power, Archaic Blood Arcana, Archaic Blood Spell||6||6||6||6||6||6||6||6||6||-||-||-||-||-||-||-|
|23rd||+12/+7||+8||+8||+14||Archaic Blood Power, Archaic Blood Spell||6||6||6||6||6||6||6||6||6||4||1||-||-||-||-||-|
|25th||+13/+8||+9||+9||+15||Archaic Blood Spell||6||6||6||6||6||6||6||6||6||6||4||-||-||-||-||-|
|27th||+14/+9||+10||+10||+16||Archaic Blood Feat, Archaic Blood Spell||6||6||6||6||6||6||6||6||6||6||6||4||-||-||-||-|
|29th||+15/+10||+11||+11||+17||Archaic Blood Power, Archaic Blood Spell||6||6||6||6||6||6||6||6||6||6||6||6||4||-||-||-|
|31st||+16/+11||+12||+12||+18||Archaic Blood Spell||6||6||6||6||6||6||6||6||6||6||6||6||6||4||-||-|
|33rd||+17/+12||+13||+13||+19||Archaic Blood Feat, Archaic Blood Spell||6||6||6||6||6||6||6||6||6||6||6||6||6||6||4||-|
|35th||+18/+13||+14||+14||+20||Archaic Blood Power, Archaic Blood Spell||6||6||6||6||6||6||6||6||6||6||6||6||6||6||6||4|
Epic Sorcerer Powers
The Epic Sorcerer learns new spells according to the Epic Spells Known table, below.
Table: Epic Sorcerer Spells Known
All sorcerers have some deep wellspring of power within them. This is generally called their bloodline, the ancestral font of might which has driven many a Sorcerer to 20th level.
But a few Sorcerers will discover that their Bloodline, that well of endless power, is simply an echo of a far older, far deeper, and far more powerful sea of might. This deep ocean of power is called the Archaic Blood, and for a few Sorcerers, tapping that vast ocean of power is like opening a long-forgotten door in their own house.
- Choosing and Designing Archaic Bloodlines
- If desired, the player and the GM may always design their own Archaic Bloodline. It is STRONGLY recommended that the pattern below be used as a template for such activities! A much simpler, faster, and usually more balanced approach is to modify an existing Bloodline.
- To use this recommended method, at 21st level, the Sorcerer should pick a second Bloodline, and designate it as their Archaic Blood. This choice must be approved by the GM, and in theory should be a thematic 'fit' with the Bloodline power the Sorcerer chose at first level. All powers and abilities the new Bloodline grants are attained at levels as if the Epic Sorcerer was a Sorcerer twenty levels lower. However, Archaic Bloodline powers are more powerful than Bloodline powers, and all powers work at the Sorcerer's actual class level. In addition, with GM approval, Archaic Blood powers and abilities receive an additional +1 to all numerical and play-impacting aspects of the Bloodline.
- All bonus spells for an Archaic Bloodline are learned at levels as if the Epic Sorcerer were twenty levels lower. However, instead of choosing from the spells available from the Archaic Bloodline, the sorcerer may choose any spell from any spell level, if she prefers.
- Bonus Feats for an Archaic Bloodline are chosen at the levels indicated in table: Epic Sorcerer.
- An Epic Sorcerer of the Elemental Fire Bloodline chooses the Draconic bloodline as their Archaic Blood. After discussion with the GM, in which the player's desire to have lightning powers is firmly squashed for thematic reasons, the player and GM decide the Red Dragon Archaic Bloodline is the best fit.
- At 21st level the Sorcerer gains the Archaic Dragon Bloodline Arcana, which the GM rules is +2 per damage die rolled for spells with the fire keyword, which pleases the player immensely. They also gain claws, which the GM allows to be counted as one size category larger than usual, and can be used for 4 rounds per day plus CHA mod. The claws improve at 25th, 27th, and 31st levels.
- At 23rd level, the player gains Draconic resistances, and the GM rules all resists and armor bonuses are increased by one point. These resistances improve at 29th and 35th levels.
- At 29th level the player gains a breath weapon, and the GM firmly rules that it does NOT do 2d6 per level rather than one. (70d6 breath weapons from a class feature!? This player is a feisty one, it seems.) The GM instead allows that the breath weapon does 1d6+1 per level, and the cone is a 35 foot cone rather than 30, and the breath weapon can be used one additional time per day. This eases the player's pouting. A little.
- At 35th level the player sprouts wings. The GM rules the wings can be summoned one step faster (a move action rather than a standard action), grant 65 feet of flight instead of 60, and have good maneuverability rather than average.
- Further advancement is undefined after the Apotheosis, but it is likely that the 'second capstone' of the Archaic Bloodline would be available after five Apotheosis levels. As always, advancement above 35th level is left to individual GM's to define for their campaigns.
In all cases, if a Bloodline and an Archaic Bloodline have powers which stack, they do NOT stack. Instead, the more potent ability overwrites the weaker ability.