Sorcerer
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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: Behold the artillery unit of any party. Sorcerers possess a massive spell-pool and unique bloodlines from which to draw their spells, raining hell down on its opponents which can range from a single target to an entire battlefield, utilizing metamagic feats to get the most 'bang' for their buck. Sorcerers must also be wise enough to know when and how to strike. Due to their low armor ratings and limited defensive capabilities, it is all too easy for an enemy to decide that the caster raining hell down on them is more threatening than the martial in front of them.

Alignment: Any

hitpoints: 6 hit points per level

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

Skill Ranks per Level: 2 + Int modifier.

Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special Spell Points Max spell level
1 +0 1 +0 +0 +2 Bloodline Power,Cantrips, Eschew Materials 7 1
2 +1 1 +0 +0 +3 9 1
3 +1 1 +1 +1 +3 Bloodline Power, Bloodline Spell 12 1
4 +2 1 +1 +1 +4 14 2
5 +2 1 +1 +1 +4 Bloodline Spell 17 2
6 +3 1 +2 +2 +5 21 3
7 +3 1 +2 +2 +5 Bloodline Feat, Bloodline Spell 26 3
8 +4 1 +2 +2 +6 34 4
9 +4 1 +3 +3 +6 Bloodline Power, Bloodline Spell 42 4
10 +5 1 +3 +3 +7 51 5
11 +5 1 +3 +3 +7 Bloodline Spell 61 5
12 +6 2 +4 +4 +8 72 6
13 +6 2 +4 +4 +8 Bloodline Feat, Bloodline Spell 84 6
14 +7 2 +4 +4 +9 97 7
15 +7 2 +5 +5 +9 Bloodline Power , Bloodline Spell 111 7
16 +8 2 +5 +5 +10 116 8
17 +8 2 +5 +5 +10 122 8
18 +9 2 +6 +6 +11 128 9
19 +9 2 +6 +6 +11 Bloodline Feat 134 9
20 +10 2 +6 +6 +12 Bloodline Power ,Bloodline Spell 140 9
21 +10 2 +7 +7 +12 140 9
22 +11 3 +7 +7 +13 140 9
23 +11 3 +7 +7 +13 140 9
24 +12 3 +8 +8 +14 140 9
25 +12 3 +8 +8 +14 Bloodline Feat 140 9
26 +13 3 +8 +8 +15 140 9
27 +13 3 +9 +9 +15 140 9
28 +14 3 +9 +9 +16 140 9
29 +14 3 +9 +9 +16 140 9
30 +15 3 +10 +10 +17 Bloodline Feat 140 9

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).

Sorcerer Spell-Point Spellcasting

A sorcerer is a spontaneous spellcaster that casts arcane spells drawn from the wizard/sorcerer spell list. She can cast any spell she knows as long as she has spell points to do so. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. A sorcerer gains bonus spell points equal to her Charisma bonus (to a maximum of the highest level spell she knows). The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. A sorcerer has a limited number of spell points in a spell pool. To cast a 1st level or higher spell she knows, a sorcerer must expend a number of spell points equal to the spell’s level +1. Thus, to cast a 1st level spell a sorcerer must expend 2 points from her spell pool, and casting a 3rd level spell requires the sorcerer to expend 4 points from her spell pool

Each time the sorcerer casts a spell it leaves some small traces on her magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a sorcerer’s aura is generally too faint to actually set off detect magic). This residue, known as eldritch dissonance , makes it difficult for the sorcerer to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. Because a sorcerer’s spells are internalized to her aura (they are innate magic powers gained through the sorcerer’s artistic nature), only a little eldritch dissonance is created by each spellcasting. As a result, each time a sorcerer casts the same spell since restoring her spell pool, it costs one additional spell point. This additional spell point cost is removed when the sorcerer refocuses herself and regains her spell points for the day.

The sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of the sorcerer’s choice. At each new sorcerer level, she gains one or more new spells (as indicated on the table Sorcerer Spells Known ). Unlike spell points, the number of spells a sorcerer knows is not affected by her Charisma score.

Upon reaching 4th level, and at every evennumbered 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

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.

Sorcerer Bloodline list

Sorcerer Bloodlines

Cantrips

Cantrips: A sorcerer knows a number cantrips, or 0-level spells, as determined on the table Sorcerer Spells Known . As long as the sorcerer has 1 spell point available, she may cast her cantrips freely. They do not have a spell point cost, and do not suffer from eldritch dissonance. If a sorcerer has no spell points left, she cannot cast cantrips.

Eschew Materials

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

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
21st 9 5 5 4 4 4 3 3 3 3
22nd 9 5 5 5 4 4 4 3 3 3
23rd 9 5 5 5 4 4 4 3 3 3
24th 9 5 5 5 4 4 4 4 3 3
25th 9 5 5 5 4 4 4 4 3 3
26th 9 5 5 5 4 4 4 4 4 3
27th 9 5 5 5 4 4 4 4 4 3
28th 9 5 5 5 4 4 4 4 4 4
29th 9 5 5 5 4 4 4 4 4 4
30th 9 5 5 5 5 4 4 4 4 4

Spell cost

Spells cost the following spell power to cast.

Spell Level Spell Point Cost
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
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