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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Description and Role= Sorcerer Sorcerers are powerful spellcasters, but their magic is wild and uncontrolled in comparison to the re-search-focused bookworms that call themselves wizards. Sorcerers do not learn magic as much as they use it intuitively. They never get a formal education and generally less versatile than wizards, but with-out the education of the latter they have a more playful access to their spells which seem to grant them a deeper understanding for them. Sorcerers are more chaotic and even themselves do not completely understand their powers. I really don't like the first sorcerer write-up and it was the first character class I more or less completely worked over. The new sorcerer is wilder and more chaotic than before and has more unique abilities in differentiation to the more intelectual and formalised wizard. '''Class Skills''' The sorcerer’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Handle Animal (Wis+Cha), Intrigue (2xCha), Knowledge (arcana) (2xInt), Knowledge (dungeoneering) (2xInt), Knowledge (nature) (2xInt), Languages (Int+Cha), Perform (Cha+?), Profession (Wis+?), Spellcraft (Int+Wis), Survival (Con+Wis), and Use Magic Device (Con+Cha). '''Skill Points at 1st Level''': (4 + Int modifier) × 4. '''Skill Points at Each Additional Level''': 4 + Int modifier. '''Hit Points at 1st Level''': 6 + Con modifier '''Hit Points at Each Additional Level''': 1 + Con modifier '''Spell Points at 1st Level''': 12 + Cha modifier '''Spell Points at each additional level''': 5 + Cha modifier '''Spell point regeneration (per full night’s rest)''': 2d12 + Cha modifier '''Spell Acquisition Points per level: 6 + Cha modifier '''Starting Age''': Simple '''Starting Wealth''': 3d4 x10 (75 gp) =Table: The Sorcerer= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +0 | +0 | +2 | Eschew Material, Heritage Trait, simple Energy Control, Adaptation +1 |- |2nd | +1 | +1 | +0 | +0 | +3 | |- |3rd | +1 | +1 | +1 | +1 | +3 | |- |4th | +2 | +1 | +1 | +1 | +4 | Adaptation +2 |- |5th | +2 | +2 | +1 | +1 | +4 | Heritage Trait |- |6th | +3 | +2 | +2 | +2 | +5 | advanced Energy Control |- |7th | +3 | +2 | +2 | +2 | +5 | |- |8th | +4 | +3 | +2 | +2 | +6 | Adaptation +3 |- |9th | +4 | +3 | +3 | +3 | +6 | |- |10th | +5/+0 | +3 | +3 | +3 | +7 | Heritage Trait |- |11th | +5/+0 | +4 | +3 | +3 | +7 | |- |12th | +6/+1 | +4 | +4 | +4 | +8 | complex Energy Control, Adaptation +4 |- |13th | +6/+1 | +4 | +4 | +4 | +8 | |- |14th | +7/+2 | +5 | +4 | +4 | +9 | |- |15th | +7/+2 | +5 | +5 | +5 | +9 | Heritage Trait |- |16th | +8/+3 | +5 | +5 | +5 | +10 | Adaptation +5 |- |17th | +8/+3 | +6 | +5 | +5 | +10 | |- |18th | +9/+4 | +6 | +6 | +6 | +11 | perfect energy control |- |19th | +9/+4 | +6 | +6 | +6 | +11 | |- |20th | +10/+5/+0 | +7 | +6 | +6 | +12 | Heritage Trait, Adaptation |- |} =Class Features= All of the following are class features of the sorcerer. * '''Weapon and Armor Proficiency''': Sorcerers are proficient with all simple weapons. They are not profi-cient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail. * '''Spells''': A sorcerer casts arcane spells, which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). The Difficulty Class for a saving throw against a sorcerer’s spell is the spell level + the sorcerer’s Charisma modifier +d20. A sorcerer starts the game with 12 + Charisma modifier spell points. On each additional level, he gains 5 + Charisma modifier additional spell points. The number of spellpoints limit the of spells per day. A sorcerer regains spellpoints as an arcane spellcaster. A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing 4 0-level spells and two 1st-level spells of your choice, and all the spells from their bloodline they already qualifiy for. At each new level, a sorcerer gains a pool of 6 + Cha modifier acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A sorcerer with Charisma 18 reaching 7th level would gain 10 points to gather new spells – he could learn three level 3 spells and one level 1 spells, 5 level 2 spells or 10 level 1 spells or any combination of this). These new spells can be common spells chosen from the sor-cerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study for the double costs. A sorcerer can not spare his spell acquisition points to learn more power-ful spells on a higher level. * ''Relearning Spells:'' 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 he 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, and it must be at least two levels lower than the highest-level sorcerer spell the sor-cerer can cast. 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 he gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spellpoints. He does not have to decide ahead of time which spells he’ll cast. Basic energy control: At 1st level, a sorcerer can channel one spell energy point per turn and can keep a total equal to his Charisma modifier Energy points under his control, up to a maximum of three points. * '''Eschew Materials''': The innate magic of the sorcerers makes the use of simpler rituals and spell components unnecessary. A sorcerer gains Eschew Materials as a bonus feat at 1st level. * '''Hereditary Trait''': At 1st level the sorcerer choses one of the heriditaries below. The different heritages - some of them supernatural progenitors, others are more mundane or even profane- give additional benefits to the sorcerer dependant from the focus of the different heritages and add a unique flavor to the character. At 5th level and every five levels after, a sorcerer gains an additionnal hereditary trait. * '''Adaptation''': sorcerers are a diverse lot, and often they need to adapt with their mundane skills as well as their magical abilities. The adaptation ability allows a sorcerer to add the listed bonus to a number of skills equal to their intelligence bonus. The selected skills does not need to be class skills. * '''Advanced Energy Control''': At 6th level, a sorcerer has learned to control the flow of magic energies a lot better than before. From now on, he can channel two spell energy points per turn and therefore in-crease the casting speed of complex spells, and the maximum of energy he can keep under his control increases to Charisma modifier+1 or five, which ever is lower. From now on, the sorcerer also gains an additional spell acquisition point per level (the total number increases to 7 + Cha modifier). * '''Complex Energy Control''': At 12th level, the sorcerer becomes a true master of the arts of magic. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to Charisma modifier +2 or seven points, whichever is lower. Additionally, the sorcerer also gains an additional spell acquisition point per level (the total number increases to 8 + Cha modifier). * '''Perfect energy control''': At 18th level, a sorcerer has perfected the arts of magic. He can control the inner flame of magic so effectively that he can channel up to 4 spellpoints per turn. His maximum of spell energy that he can control increases to Charisma mod +3, up to a maximum of 9 apell energy points and the sorcerer also gains an additional spell acquisition point per level as well (the total number increases to 9 + Cha modifier). =Sorcerer Heritages= ==Bloodline of Air== The power of the air element resides in the sorcerer, and at times she can hardly control its fury. This influence comes from an elemental outsider in her family history or a time when she or her relatives were exposed to a powerful elemental force. At 1st level, whenever the Sorcerer casts spells with the air descriptor, she may increase her casting level by +1 and may add a +1 bonus to the casting check and a +1 bonus to all charisma-based skill checks when dealing with creatures with the [air] subtype. At 5th level, the Sorcerer gains a five point Energy Resistance against electricity damage. She can also learn all spells with the [air] descriptor as if they were sorcerer spells. At 10th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with air creatures increases to +2. At 15th level, the character's Energy Resistance increase to +10 and she may treat all spells with the air descriptor as if they were one spell level lower. At 20th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with air creatures increases to +3. In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level. 1. Obscuring mist 2. Gust of wind 3. Wind wall 4. Shout 5. Telekinesis 6. Control winds 7. Ethereal jaunt 8. Summon monster VIII (elementals and outsiders with the air subtype only) 9. Freedom ==Bloodline of Fire== The power of the fire element flows in the veins of the sorcerer and grants an almost unmatched familiaritywith this element. At 1st level, whenever the Sorcerer casts spells with the fire descriptor, she may increase her casting level by +1 and may add a +1 bonus to the casting check and a +1 bonus to all charisma-based skill checks when dealing with creatures with the [fire] subtype. At 5th level, the Sorcerer gains a five point Energy Resistance against fire damage. She can also learn all spells with the [fire] descriptor as if they were sorcerer spells. At 10th level, the Sorcerer's bonus to caster level, casting checks for fire spells and all social dealings with fire creatures increases to +2. At 15th level, the character's Energy Resistance increase to +10 and she may treat all spells with the fire descriptor as if they were one spell level lower. At 20th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with fire creatures increases to +3. In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level. 1. Hypnotism 2. Pyrotechnics 3. Tongues (The subject's tongue resembles a tongue of flame.) 4. Fire shield (The fog produced has a smoky smell and quality.) 5. Cloudkill** 6. Summon monster VI (elementals and outsiders with the fire subtype only) 7. Delayed blast fireball 8. Sunburst 9. Meteor swarm ==Chaotic spellcasters== These sorcerers draw their pwoer from the sheer power of happenstance and entropy. Their magic is extremely unpredictable and sometimes not even themselves can tell what kind of effect their spells take. At 1st level, chaotic sorcerers gain a chaotic aura which grants them the (chaotic) subtype. They also gain a +1 bonus to their casting checks and caster level when casting spells with the (chaotic) descriptor. At 5th level, chaotic sorcerer may channel their spell energy into unpredictable entropic effects: As a standard action that does not provoke an attack of opportunity, the sorcerer can establish a chaotic sphere. For every spellpoint spent this way, every creature within a 30' range around the sorcerer gains a random +1 bonus or -1 bonus (randomly determined) to all rolls and checks for a number of rounds equal to the Sorcerer's Charisma bonus. At 10th level, a chaotic sorcerer may treat all spells with the chaotic descriptor as sorcerer spells and may learn them for one spell aquisition point less than usual. Their caster level and bonus to casting checks increas to +2. At 15th level, the Chaotic Sorcerer may use his entropic aura more targeted. As a standard action that does not provoke an attack of opportunity, the sorcerer may either give a single ally a luck bonus equal to his charisma bonus or a foe a likewise penalty to all rolls. This power is active for 5 rounds for every point of spell energy point that is spent for the ability. At 20th level, the Chaotic Sorcerer may treat all spells with the chaotic descriptor as one spell level lower and may increase their caster level and spellcasting checks for these spells to +3. In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level. 1. Color spray 2. Tasha's hideous laughter 3. Rage 4. Confusion 5. Mindfog 6. Mislead 7. Prismatic spray 8. Maze 9. Weird ==Celestial Ancestors== Celestial bloodlines are rare, and sometimes the descendants of Aasimars are so diluted that little but a spark of their extraplanar heritage is left. When this spark is combined with the arcane Gift, a very rare kind of sorcerers may derive from this. At 1st level, Celestial Sorcerers gain a 5 point Energy Resistance against either Acid, Cold or Electricity. At 5th level, The Celestial Sorcerer may treat all spells on the Paladin spell list as Sorcerer spells of the same level. At 10th level, You gain an additional 5 point Energy Resistance against an aditional type of damage from the list given above. The resistance against the Energy type chosen on level 1 increases to 10. At 15th level, the Celestial Sorcerer may channel his spell energy into attempts to Turn Undead, like a Cleric. At 20th level, the Celestial sorcerer gains the third Energy resistance at 5 points and may increase his other Energy Resistances by 5 points. In addition you gain additional spells which you automatically learn as soon as you are able to cast spells of the said level: 1. Protection from evil 2. Daylight 3. Magic circle against evil 4. Rainbow pattern 5. Dismissal 6. Guards and wards 7. Sequester 8. Sunburst 9. Summon monster IX (good outsiders only) ==Draconic Heritage== At some point in the sorcerer's family’s history, a dragon interbred with the bloodline, and now its ancient power flows through the sorcerer' veins. The sorcerer may pick a draconic feat every times he would gain a heritage trait. In addition the sorcerer gains the additional spells which she automatically learns as soon as she is able to cast spells of the said level: 1. Comprehend languages 2. Darkvision 3. Protection from elements 4. Fear 5. Mind fog 6. True seeing 7. Vision 8. Mind blank 9. Dominate monster ==Elemental Earth Bloodline== You are descended from a creature of elemental earth. Your heritage probably stems from one of the humanoid-shaped beings from the Elemental Plane of Earth, although elemental earth creatures native to the Material Plane can contribute this bloodline as well. Regardless of the exact earth creature in your ancestry, you probably have a hardy, solid-looking body and dark coloration, and you might even exude an earthy smell. At 1st level, whenever the Sorcerer casts spells with the earth descriptor, he may increase her casting level by +1 and may add a +1 bonus to the casting check and a +1 bonus to all charisma-based skill checks when dealing with creatures with the [earth] subtype. At 5th level, the Sorcerer gains a five point Energy Resistance against acid damage. He can also learn all spells with the [earth] descriptor as if they were sorcerer spells. At 10th level, the Sorcerer's bonus to caster level, casting checks for fire spells and all social dealings with fire creatures increases to +2. At 15th level, the character's Energy Resistance increase to +10 and he may treat all spells with the fire descriptor as if they were one spell level lower. At 20th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with earth creatures increases to +3. In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level. 1. Enlarge person 2. Shatter 3. Keen edge 4. Stone shape 5. Transmute mud to rock 6. Move earth 7. Statue 8. Iron body 9. Summon monster IX (elementals and outsiders with the earth subtype only) ==Emotional Caster== These sorcerers have learned to channel their emotions into their spellcraft and use these emotions to channel more powerful spells and effects. ==Fey Heritage== The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage. In addition the sorcerer gains the additional spells which she automatically learns as soon as she is able to cast spells of the said level: 1. Detect secret doors 2. Glitterdust 3. Tongues 4. Hallucinatory terrain 5. Seeming 6. Mislead 7. Sequester 8. Otto's irresistible dance 9. Wail of the banshee ==Hedge Mage== These sorcerers never had any form of training and are completely autodidactic. Often, Hedge Mages are significantly less talented in the field of magic, but they are also less dependant on it. ==Infernal Heritage== Somewhere in the sorcerer's family history, a relative made a deal with a devil, and that pact has influenced the line ever since. Now it manifests in direct and obvious ways, granting you powers and abilities. In addition the sorcerer gains the additional spells which she automatically learns as soon as she is able to cast spells of the said level: 1. Protection from good 2. Darkness 3. Sepia snake sigil 4. Bestow curse 5. Nightmare 6. Mislead 7. Insanity 8. Maze 9. Imprisonment ==Trickster Sorcerer== ==Water Bloodline== You have a creature of elemental water as an ancestor. Your physical characteristics might vary with the type of elemental creature from which you are descended, but you're likely to have blue, green, or white coloration. Water blood stems both from planar elemental beings and creatures native to the Material Plane that have a strong affinity for water. At 1st level, whenever the Sorcerer casts spells with the water descriptor, he may increase her casting level by +1 and may add a +1 bonus to the casting check and a +1 bonus to all charisma-based skill checks when dealing with creatures with the [water] or [aquatic] subtype. At 5th level, the Sorcerer gains a five point Energy Resistance against cold damage. He can also learn all spells with the [earth] descriptor as if they were sorcerer spells. At 10th level, the Sorcerer's bonus to caster level, casting checks for water spells and all social dealings with fire creatures increases to +2. At 15th level, the character's Energy Resistance increase to +10 and he may treat all spells with the water descriptor as if they were one spell level lower. At 20th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with water creatures increases to +3. In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level. 1. Expeditious retreat 2. Fog cloud 3. Water breathing 4. Quench 5. Transmute rock to mud 6. Otiluke's freezing sphere 7. Control weather 8. Summon monster VIII (elementals and outsiders with the water subtype) 9. Elemental swarm (water elementals only)
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