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
Skill Ranks per Level: 7 + Int modifier.
Recommended Ability Score Priority:
- Charisma: primary; used for spells and most class features.
- Dexterity: secondary; useful for ranged attacks and ranged touch attacks.
- Intelligence: low priority.
- Constitution: low priority.
- Wisdom: low priority.
- Strength: low priority.
Favored Class: Sorcerer
If the Sorcerer class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Sorcerer table, below.
|Level||To-Hit||Fort||Ref||Will||Base AC||Class Bailiwick||Linked Skill|
|Fav||+0||2 attacks||+0||+0||+2||10||Spellcraft||Knowledge (Arcana)|
Class Progression: Sorcerer
|Level||BAB||Fort||Ref||Will||Class Features||Spells Per Day|
|1st||-||+0/-5||-||+0||-||+0||-||+2||Bloodline Power, Cantrips, Eschew Materials, Forceful Presence, Implement Bonus||3||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-|
|3rd||-||+1/-4||+1||+1||+1||+1||-||+3||Bloodline Power, Bloodline Spell, Mana Burning||5||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-|
|7th||-||+3/-2||-||+2||-||+2||-||+5||Bloodline Feat, Bloodline Spell||6||6||4||-||-||-||-||-||-||-||-||-||-||-||-||-||-|
|9th||-||+4/-1||+1||+3||+1||+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||+1||+5||+1||+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||-||-||-||-||-||-||-||-|
|Level||BAB||Fort||Ref||Will||Class Features||Spells Per Day|
|21st||+1||+11/+6||+1||+7||+1||+7||+1||+13||Archaic Blood Power, Archaic Blood Arcana, Archaic Blood Spell||6||6||6||6||6||6||6||6||6||3||-||-||-||-||-||-||-|
|23rd||+1||+12/+7||+1||+8||+1||+8||+1||+14||Archaic Blood Power, Archaic Blood Spell||7||7||6||6||6||6||6||6||6||5||3||-||-||-||-||-||-|
|25th||+1||+13/+8||+1||+9||+1||+9||+1||+15||Archaic Blood Spell||7||7||7||7||6||6||6||6||6||6||5||3||-||-||-||-||-|
|27th||+1||+14/+9||+1||+10||+1||+10||+1||+16||Archaic Blood Feat, Archaic Blood Spell||7||7||7||7||7||7||7||6||6||6||6||5||3||-||-||-||-|
|29th||+1||+15/+10||+1||+11||+1||+11||+1||+17||Archaic Blood Power, Archaic Blood Spell||7||7||7||7||7||7||7||7||7||6||6||6||5||3||-||-||-|
|31st||+1||+16/+11||+1||+12||+1||+12||+1||+18||Archaic Blood Spell||7||7||7||7||7||7||7||7||7||7||7||6||6||5||3||-||-|
|33rd||+1||+17/+12||+1||+13||+1||+13||+1||+19||Archaic Blood Feat, Archaic Blood Spell||7||7||7||7||7||7||7||7||7||7||7||7||7||6||5||3||-|
|35th||+1||+18/+13||+1||+14||+1||+14||+1||+20||Archaic Blood Power, Archaic Blood Spell||7||7||7||7||7||7||7||7||7||7||7||7||7||7||7||5||3|
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).
Natural Talent (Ex)
At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other 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.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.
A sorcerer casts arcane Spells drawn primarily from the Sorcerer/Wizard Spells 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 defined in each spell.
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
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 2 - - - - - - - - 2nd 5 2 - - - - - - - - 3rd 5 3 - - - - - - - - 4th 6 3 1 - - - - - - - 5th 6 4 2 - - - - - - - 6th 7 4 2 1 - - - - - - 7th 7 5 3 2 - - - - - - 8th 8 5 3 2 1 - - - - - 9th 8 5 4 3 2 - - - - - 10th 9 5 4 3 2 1 - - - - 11th 9 5 5 4 3 2 - - - - 12th 9 5 5 4 3 2 1 - - - 13th 9 5 5 4 4 3 2 - - - 14th 9 5 5 4 4 3 2 1 - - 15th 9 5 5 4 4 4 3 2 - - 16th 9 5 5 4 4 4 3 2 1 - 17th 9 5 5 4 4 4 3 3 2 - 18th 9 5 5 4 4 4 3 3 2 1 19th 9 5 5 4 4 4 3 3 3 2 20th 9 5 5 4 4 4 3 3 3 3 Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 21st 9 5 5 4 4 4 4 3 3 3 22nd 9 5 5 4 4 4 4 4 3 3 23rd 9 5 5 4 4 4 4 4 4 3 24th 9 5 5 4 4 4 4 4 4 4 25th 9 5 5 5 4 4 4 4 4 4 26th 9 5 5 5 5 4 4 4 4 4 27th 9 5 5 5 5 4 4 4 4 4 28th 9 5 5 5 5 5 4 4 4 4 29th 9 5 5 5 5 5 5 4 4 4 30th 9 5 5 5 5 5 5 5 4 4 31st 9 5 5 5 5 5 5 5 5 4 32nd 9 5 5 5 5 5 5 5 5 5 33rd 9 6 6 6 5 5 5 5 5 5 34th 9 6 6 6 6 6 6 5 5 5 35th 9 6 6 6 6 6 6 6 6 6
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 casts a damaging spell, or utilizes a damaging spell-like ability (typically spells, cantrips, or bloodline powers), they may add their CHA mod to the damage dealt to each creature affected, once per spell (or spell-like ability). 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. Since forceful presence applies to any spell or spell-like ability that inflicts damage, it can be applied to spells or spell-like abilities from other character classes, in the event that the sorcerer character multi-classes or dual-classes.
Forceful presence is doubled in the event the sorcerer gets a critical hit with a spell capable of actually critically hitting.
Implement Bonus (Su)
Beginning at 1st level, while wielding a rod, staff, or wand, you gain an implement bonus to all to-hit rolls you make when casting a spell or activating a spell-like ability. This bonus applies to melee touch attacks, ranged touch attacks, standard melee attacks, or standard ranged attacks. Divine casters may also use their holy symbol as an implement.
The implement bonus is equal to +1 at 1st level, and increases by an additional +1 per 4 class levels, dropping fractions, to a maximum of +9 at level 33 (i.e. +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th, +6 at 21st, +7 at 25th, +8 at 29th, and +9 at 33rd). Note that, if you multi-class into another class that also gets this bonus, the class levels stack for purposes of calculating this bonus.
If you are not actively wielding a rod, staff, or wand, you do not get this bonus.
Furthermore, casters can flick, twirl, or swoosh a wielded rod, staff, or wand to complete the somatic gestures of any spells they cast, in place of using their empty hand(s). That is, an implement counts as an empty hand for purposes of completing somatic gestures.
When wielding a magic staff in both hands, a caster need only have material components in a readily available storage location (like a Component Pouch). The staff will draw out and consume the components as part of casting the spell, eliminating the need for the caster to pause in wielding the staff to draw the component themselves. This only works if the component is in an accessible place that could normally be pulled from as part of casting a spell. If the component is tucked away in a (non-magical) backpack, stored in a portable hole, or left in the caster's bedside table back in town, the staff has no power to pull components from there.
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.
Mana Burning (Sp)
- Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.
Beginning at 3rd level, when casting a spell, you can expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.
To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.
A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).
Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.
Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.
Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.
Mana Burned spells (or spell slots) are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).
Aside from certain arcane bloodlines and certain expensive magic items, the only way to increase a spell's Circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.
For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.
Circle Damage for Spells
|Spell Circle||Burn Cost||Min Character Level (CL)||Base Dice||Max Dice|
There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.
All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.
- Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.
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.