Sorcerer

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Go back to Reese's Campaign page.

This won't hurt a bit, I promise.

Description:

Holy Moses, the Sorcerer. This class is so much awesome, WE DID NOT CHANGE A SINGLE THING. And they're still the nastiest guys in the game.

If you want sheer, pure, unmitigated destructive firepower, you have to play a sorcerer. You pick the right bloodline, and these guys can literally kill you by looking at you. Or hell, by sneezing.

We consciously tried to make every class as much fun and sheer awesome as the sorcerer and the druid, so those two were the only classes we didn't tinker.

So, if you want to take a crack at the original, and still best, damage dealer in the game, try a sorcerer. You will NOT regret it!


Alignment: Any

Hit Die: d4

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

Class Skills: The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.


Table: Sorcerer

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bloodline power, cantrips, eschew materials 3
2nd +1 +0 +0 +3 - 4
3rd +1 +1 +1 +3 Bloodline power, bloodline spell 5
4th +2 +1 +1 +4 - 6 3
5th +2 +1 +1 +4 Bloodline spell 6 4
6th +3 +2 +2 +5 - 6 5 3
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 6 6 4
8th +4 +2 +2 +6 - 6 6 5 3
9th +4 +3 +3 +6 Bloodline power, bloodline spell 6 6 6 4
10th +5 +3 +3 +7 - 6 6 6 5 3
11th +5 +3 +3 +7 Bloodline spell 6 6 6 6 4
12th +6/+1 +4 +4 +8 - 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 - 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 - 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Bloodline spell 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 - 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Bloodline power 6 6 6 6 6 6 6 6 6


Class Features

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).


Spells

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

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


Bloodline

Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, 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.

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.

d20pfsrd link to Sorcerer bloodlines.


Cantrips

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.


Eschew Materials

A sorcerer gains Eschew Materials as a bonus feat at 1st level.


Sorcerer Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!


Spell-Flinging Death Machine

Human, base stats: Str 8, Dex 10, Con 16, int 10, Wis 10, Chr 20.

Example Feats

1st Level: Dodge, Still Spell. These are always useful. Always.

3rd Level: Spell penetration. Because caster level checks are HARD.

5th Level: Spell focus. Let's see them make THIS saving throw.

7th Level: Silent Spell: The magic just HAPPENS, baby!

9th Level: Widen Spell: Size does matter. Oh yes, it does.

11th Level: Selective Spell. You should probably take this before Widen...naaaah.

13th Level: Maximize Spell. heh heh he ha ha HAHAHAHAHAHAHAHAH!!!!!

15th Level: Greater Spell Penetration. Punch it through, baby.

17th Level: Greater Spell Focus. Even harder saves.

19th Level: Spell Perfection. What? Double the effects of four feats on my favorite kill-o-zap spell? YES, PLEASE.


Epic Sorcerer

Table: Epic Sorcerer

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th
21st +11/+6 +7 +7 +12 Archaic Blood Bloodline power, Archaic Arcana, and Archaic Bonus Spells 6 6 6 6 6 6 6 6 6 -
22nd +11/+6 +8 +8 +13 Learn a Spell 6 6 6 6 6 6 6 6 6 3
23rd +12/+7 +8 +8 +13 Archaic Blood Bloodline power 6 6 6 6 6 6 6 6 6 4 1
24th +12/+7 +9 +9 +14 6 6 6 6 6 6 6 6 6 5 3
25th +13/+8 +9 +9 +14 Learn a Spell 6 6 6 6 6 6 6 6 6 6 4 -
26th +13/+8 +10 +10 +15 - 6 6 6 6 6 6 6 6 6 6 5 3
27th +14/+9 +10 +10 +15 Archaic Blood Archaic Feat 6 6 6 6 6 6 6 6 6 6 6 4 -
28th +14/+9 +11 +11 +16 Learn a Spell 6 6 6 6 6 6 6 6 6 6 6 5 3
29th +15/+10 +11 +11 +16 Archaic Blood Bloodline Power 6 6 6 6 6 6 6 6 6 6 6 6 4 -
30th +15/+10 +12 +12 +17 6 6 6 6 6 6 6 6 6 6 6 6 5 3
31st +16/+11 +12 +12 +17 Learn a Spell 6 6 6 6 6 6 6 6 6 6 6 6 6 4 -
32nd +16/+11 +13 +13 +18 - 6 6 6 6 6 6 6 6 6 6 6 6 6 5 3
33rd +17/+12 +13 +13 +18 Archaic Blood Archaic Feat 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 -
34th +17/+12 +14 +14 +19 Learn a Spell 6 6 6 6 6 6 6 6 6 6 6 6 6 6 5 3
35th +18/+13 +14 +14 +19 Archaic Blood Bloodline Power 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4
36th Apotheosis!

Epic Sorcerer Powers

New Spells

The Epic Sorcerer learns new spells at the same rate as they did at lower levels. In addition, at 22nd level and every three levels afterward(25th, 28th, 31st, and 34th), they learn a bonus spell. This bonus spell may be of any level from first to ninth.


Archaic Blood

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 seemingly as easy as falling off a log.


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. It's not as if there is a shortage of ones to pick from.
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 the same time, in one delicious moment when the Archaic Bloodline is chosen. Welcome to being Epic level.
Bonus Feats for an Archaic Bloodline are chosen at the levels indicated in table: Epic Sorcerer.
Example
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 cone is a 35 foot cone rather than 30, and the breath weapon can be used one additional time per day, which 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. Sorry all you power gamers out there.