Difference between revisions of "Sorcerer"
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===Class Features=== |
===Class Features=== |
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+ | '''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). |
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+ | '''Spells:''' A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. 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. |
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+ | 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). |
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+ | 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. |
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+ | 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. |
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+ | 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. |
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==Bloodlines== |
==Bloodlines== |
Revision as of 21:15, 18 February 2014
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Sorcerers are the other half of the duo of classes known collectively as Arcanists, meaning those who deal exclusively in the traditional methods of the arcane arts. On Emblem of Ea, the power of a Sorcerer is blood born, carried down through generations via family lines. Occasionally, mingling with the magical creatures of other races occurs and results in some Sorcerers who can trace their magic back to fae or even giant's blood. For others, the blood lineage power represents influence from other powers and sources with whom pacts both recent and ancient have been made to influence that individual or their family line.
The way of the Sorcerer is largely mysterious and unknown and attempts by more scholarly agents and organizations to study and teach them have been met with mixed results. For the most part, their magic is purely instinctive and they can emerge from nearly any race. Sorcerers have a more mystical and mythical bend here on the Emblem of Ea.
Many of them are also present in wizardly conclaves, and though there is some rivalry, they tend to side with the wizards on the matter of the artificers...
Sorcerer
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.
Alignment: Any.
Hit Die: d6.
Class Skills: 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.
The Sorcerer | ||||||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | ||||||||
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 presented in Spell Lists. 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.
Bloodlines
Note that while PF adds options to the sorcerer, some of the bloodlines should be approached with more care than others. An Infernal bloodline often means an ancestor's contract with a devil--it does not mean resembling a devil or razing cities. An Undead bloodline may be the lingering taint of the death from a close family member.
Also, a bloodline's ties are distinct but distant. While a character advances, they'll gain aspects of their bloodline--but it does not turn them into a half-dragon, a half-celestial, or so on and so forth. Instead, it's meant to convey a mystical flavor. Keep the theme and needs of play in mind when designing a character and orienting yourself for RP.
Bloodlines from both the Core and Advanced Player's Guide are included.
Special Notes
If you're considering a level or two of sorcerer just for the bloodline flavor, why not look at Aspects? Aspects represent the way the world's magic responds to you, or some aspect of your heritage, and you can begin roleplaying towards them right out the gate.
Finally, don't be "that guy." While this holds true for any class or race, over time, we've found it holds true for sorcerers slightly more often.
Additional Options
Additional spells are available.
Starter Kits
Sorcerers represent primal magic of some kind, though that magic could also come from a bad bargain or from a distant ancestor. A common misconception of a sorcerer is that an infernal-blooded sorcerer will look like or even be a demon, and this is not the case. A sorcerer's ties tend to be in the distant past (or via a contract) and only hinted at in their appearance, especially in the beginnings of their careers.
Mechanically, sorcerers can cast any spell they want many times over, though they're limited in what they know. This means that sorcerers tend to focus on spells that are useful for a variety of situations. They tend to have a high charisma and dexterity, for casting and defense, respectively. They're forbidden from wearing armor, though may be seen stomping about in shaggy furs from the upper north, for example.
Concept | Attributes | Feats and Skills | Common Spells | Notes |
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