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Sorcerer

Table: The Sorcerer
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon
familiar
5 3 - - - - - - - -
2nd +1 +0 +0 +3 6 4 - - - - - - - -
3rd +1 +1 +1 +3 6 5 - - - - - - - -
4th +2 +1 +1 +4 6 6 3 - - - - - - -
5th +2 +1 +1 +4 6 6 4 - - - - - - -
6th +3 +2 +2 +5 6 6 5 3 - - - - - -
7th +3 +2 +2 +5 6 6 6 4 - - - - - -
8th +4 +2 +2 +6 6 6 6 5 3 - - - - -
9th +4 +3 +3 +6 6 6 6 6 4 - - - - -
10th +5 +3 +3 +7 6 6 6 6 5 3 - - - -
11th +5 +3 +3 +7 6 6 6 6 6 4 - - - -
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3 - - -
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 - - -
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 - -
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 - -
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 -
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 -
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6
Sorcerer Variant: Battle Sorcerer

The battle sorcerer is no weak arcanist, hiding behind the fighters. Instead, she is a capable physical combatant who mixes magical prowess with fighting skill.

Hit Die

d8.

Base Attack Bonus

The battle sorcerer uses the base attack bonus progression of the cleric.

Class Skills

Remove Bluff from the battle sorcerer's class skill list. Add Intimidate to the battle sorcerer's class skill list.

Class Features

The battle sorcerer has all the standard sorcerer class features, except as noted below.

Weapon and Armor Proficiency

At 1st level, a battle sorcerer gains proficiency with any light or one-handed martial weapon of the character's choice. She also gains proficiency with light armor.

Spellcasting

A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance.

A battle sorcerer has fewer daily spell slots than a standard sorcerer. Subtract one spell per day from each spell level on Table: The Sorcerer (to a minimum of zero spells per day). For example, a 1st-level battle sorcerer may cast four 0-level spells and two 1st-level spells per day (plus bonus spells, if any).

A battle sorcerer knows fewer spells per spell level than a standard sorcerer. Subtract one spell known from each spell level on Table: Sorcerer Spells Known (to a minimum of one spell per spell level). For example, a 4th-level battle sorcerer knows five 0-level spells, two 1st-level spells, and one 2nd-level spell. When she reaches 5th level, the battle sorcerer learns one additional 1st-level spell, but doesn't learn an additional 2nd-level spell (since two minus one is one).

Alignment

Any.

Hit Die

d4.

Skill Groups

The sorcerer's may select three skill groups of his choice.

Skill Points at 1st Level

(2 + Int modifier) × 4.

Skill Points at Each Additional Level

2 + Int modifier.

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency

Sorcerers are proficient with basic weapons, plus plus either spears or crossbows weapon group. They are not proficient 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).

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.

Spells Known: See the table below
Choose a source of sorcerous powers(bloodline).
At first level, select one domain from that source's domains, nine 0-level spells from the sorcerer/wizard spell list, and one< first level spell from the sorcerer/wizard list.
At second level, select two spells of any level you can cast from the wizard/wizard list and add them to your spells known. At third level, select your second domain from your bloodline's list of domains.
At every other level at which new domain spells do not become available to you (for example 5th, 7th, 9th, 11th, etc) select any two spells of any level you can cast from the wizard/wizard spell list.

When adding Sorcerer Spells, they may be of any level the sorcerer can cast or lower.
Thus, the sorcerer's spells known may vary depending on where the sorcerer focuses his learning. This allows the sorcerer greater flexibility with the few spell choices he must make.
The symbol '#' signifies a number that will vary, based on the sorcerer's flexible allocation of new spells on levels 2, 5, 7, 9, 11, 13, 15, 17, 19, and 20. The use of 'd' signifies the first arcane domain and its spells. The use of '2d' signifies the spells from both of the sorcerer's arcane domains. Only one domain spell is learned from each domain, though on odd levels, a sorcerer may learn spells not previously chosen from the alternative spell options on his Domain spell lists.

It should be noted that various potential ancestor creatures may have different sorcerous connotations based on an individual DM's campaign world. If in one setting all dragons are symbols of strength, and are used as such on heraldry and so forth, then adding Strength to the draconic bloodlines might work better in a campaign set in such a place. Consider the differences that would need to be made in Dark Sun, for example, to use this system. Also note that some of the bloodlines have more 'conceptual' grounding, such as the elements. Fire is in many cultures a vital, active force, and so Vitality was created as a domain for Fire Elementals. Such conceptual groundings will need to be catered to individually in a campaign.

In the end, it is encouraged that you tinker, customize, and do whatever it takes to make this system fit your vision of sorcery!

Some bloodlines have more domains than others. This is usually because certain creatures have more symbolic or mythic significance, such as devils, demons, dragons, titans, and so forth - their flavor is a blend of many ideas. While it adds more choices, any one sorcerer is only going to ever have two domains, so it adds no extra 'power' to those sorcerers who choose such bloodlines.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.

Familiar

A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.



Sorcerer Spells Known
Lvl 0 1 2 3 4 5 6 7 8 9 Special Abilities
0 6 d
1 9 1+d First Domain
2 # #+d + 2 Sorc. Spells
3 # #+2d Second Domain
4 # #+2d 2d
5 # #+2d #+2d + 2 Sorc. Spells
6 # #+2d #+2d 2d
7 # #+2d #+2d #+2d + 2 Sorc. Spells
8 # #+2d #+2d #+2d 2d
9 # #+2d #+2d +2d #+2d + 2 Sorc. Spells
10 # #+2d #+2d #+2d #+2d 2d
11 # #+2d #+2d #+2d #+2d #+2d + 2 Sorc. Spells
12 # #+2d #+2d #+2d #+2d #+2d 2d
13 # #+2d #+2d #+2d #+2d #+2d #+2d + 2 Sorc. Spells
14 # #+2d #+2d #+2d #+2d #+2d #+2d 2d
15 # #+2d #+2d #+2d #+2d #+2d #+2d #+2d + 2 Sorc. Spells
16 # #+2d #+2d #+2d #+2d #+2d #+2d #+2d 2d
17 # #+2d #+2d #+2d #+2d #+2d #+2d #+2d #+2d + 2 Sorc. Spells
18 # #+2d #+2d #+2d #+2d #+2d #+2d #+2d #+2d 2d
19 # #+2d #+2d #+2d #+2d #+2d #+2d #+2d #+2d #+2d + 1 Sorc. Spell
20 # #+2d #+2d #+2d #+2d #+2d #+2d #+2d #+2d #+2d + 1 Sorc. Spell


Bloodlines:
These are open to creation and customization. Look upon these as examples only, as the flavor of a sorcerer's mystic ancestors may change from campaign to campaign.
Celestials
Archon Celestia, Healing, Light, Summoning, Transport
Eladrin Celestia, Chaos, Light, Summoning
Fiends
Devilblood/Devilpact Anathema, Evil, Law, Summoning, Trickery, Tyranny
Demonblood/Demonpact Anathema, Chaos, Destruction, Evil, Hatred, Summoning
Succubus Anathema, Beguiling, Chaos, Evil
Dragons:
Bahamut Air, Celestia, Erudition, Good, Law
Gold Dragon Erudition, Flame, Good, Law, Luck
Silver Dragon Air, Erudition, Frost, Good, Law
Green Dragon Acid, Evil, Law, Plant, Tyranny
Black Dragon Acid, Chaos, Evil, Wave
Blue Dragon Erudition, Evil, Glamour, Law, Lightning
Red Dragon Chaos, Erudition, Evil, Flame,
Brass Dragon Chaos, Erudition, Flame, Good, Weather
Copper Dragon Chaos, Good, Stone, Trickery
Tiamat Anathema, Destruction, Erudition, Evil, Law
Amethyst Dragon Erudition, Mind, Strength
Crystal Dragon Beguiling, Chaos, Light, Mind
Emerald Dragon Erudition, Law, Mind, Music
Sapphire Dragon Erudition, Law, Mind, Stone
Topaz Dragon Chaos, Mind, Wave, Weather
Elemental:
Air Elemental Craft, Erudition, Trickery, Wind
Fire Elemental Flame, Renewal, Vitality, War
Water Elemental Beguiling, Change, Destiny, Wave
Earth Elemental Metal, Protection, Stone, Strength
Air Grue Destruction, Erudition, Evil, Trickery, Wind
Earth Grue Destruction, Evil, Stone, Strength
Fire Grue Destruction, Evil, Flame, War
Water Grue Change, Destruction, Evil, Wave
Fey
Dryad Bewitching Ways, Chaos, Good, Plant, Renewal
Nymph Beguiling, Chaos, Glamour, Good
Celtic Giant Chaos, Strength, Wildshape
Sprite Chaos, Glamour, Wildshape, Wind
Naiad/Siren Beguiling, Chaos, Fate, Wave
Oread Beguiling, Chaos, Fate, Stone
Sylph Beguiling, Chaos, Fate, Wind
Sidhe, Seelie Bewitching Ways, Destiny, Glamour, Good
Sidhe, Unseelie Bewitching Ways, Evil, Destiny, Glamour, Misfortune
Pooka Glamour, Trickery, Wildshape
Genies:
Genie, Dao Evil, Glamour, Sorcery, Stone
Genie, Djinn Chaos, Glamour, Good, Sorcery, Wind
Genie, Efreet Evil, Flame, Glamour, Law, Sorcery
Genie, Marid Chaos, Glamour, Sorcery, Wave
Giants:
Giant, Cloud Evil or Good, Strength, Wind
Giant, Fire Evil, Flame, Law, Strength
Giant, Frost Chaos, Evil, Frost, Strength
Giant, Hill Chaos, Evil, Strength
Giant, Stone Craft, Music, Stone, Strength
Giant, Storm Chaos, Good, Strength, Weather
Hags:
Hag, Annis Change, Chaos, Evil, Strength
Hag, Green Change, Chaos, Evil, Glamour
Hag, Night Anathema, Erudition, Evil, Sorcery
Hag, Sea Anathema, Change, Chaos, Evil, Wave,
Hag, Brine (Creature Collection): Erudition, Evil, Sorcery, Wave
Hag, Cavern (Creature Collection): Darkness, Evil, Law, Sorcery, Stone
Hag, Ice (Creature Collection): Evil, Ice, Law, Sorcery
Hag, Moon (Creature Collection): Evil, Glamour, Law, Sorcery
Hag, Storm (Creature Collection): Chaos, Evil, Sorcery, Wind
Hag, Swamp (Creature Collection): Animal, Evil, Law, Plant, Sorcery
Miscellaneous Monsters
Githyanki Mind, Evil, Transport
Githzerai Mind, Transport, War
Lamia Beguiling, Chaos, Evil, Glamour
Naga, Dark Chaos, Evil, Poison
Naga, Guardian Good, Law, Locus, Poison, Sorcery,
Naga, Spirit Beguiling, Chaos, Evil, Poison, Sorcery
Naga, Water Poison, Sorcery, Wave
Ogre Mage Change, Evil, Law, Sorcery
Sphinx, Andro- Chaos, Good, Healing, Protection
Sphinx, Gyno- Ars Grammatica, Destiny, Erudition, Soul
Titan Change, Chaos, Erudition, Good,mso-spacerun: yes"> Sorcery, Strength
Unicorn Animal, Celestia, Chaos, Good, Healing
Yuan-Ti Chaos, Evil, Feral, Mind, Poison

Appendix II: Miscellaneous Bloodlines
Ancestor, Divine style="width:279.0pt;border:solid windowtext .5pt; >Erudition, Protection, Soul, Any one other specific to ancestor
Ancestor, Mystic Erudition, Protection, Sorcery, Any one other specific to ancestor
Banshee Beguiling, Death, Destiny, Music
Arcane Creation - artificial sorcerous beings Sorcery, Soul, Vitality, any one other
Arcanovore - those who eat magical beasts Animal, Feral, Poison, Vitality
Dhampyri - mortal children of vampires Anathema, Beguiling, Death, Wildshape
Divine Child - Evil Death God Anathema, Death, Evil,
Dreamchild - born of humans & dreamspirits Change, Dream, Evil or Good, Glamour
Forbidden Union Fiend/Celestial Anathema, Beguiling, Celestia, Evil, Good
Ghost-Touched Bewitching Ways, Death/Soul/Undeath, Destiny, Glamour, Locus
Leyline-Born Erudition, Locus, Sorcery, Stone
Lich, Evil or Good Evil/Good, Sorcery, Soul, Undeath
Ooze-Blooded Acid, Trickery, Wildshape
Phoenix Flame, Soul, Vitality
Polymorphed Union Beguiling, Change, Sorcery, Transport
Reborn Hero Destiny, Good, Soul, Vitality
Tainted - Born in evil lands/ under evil signs Erudition, Evil, Misfortune, Sorcery
Moonchild -descended from lycanthropes Feral, Evil/Good based on parent, Vitality, Wildshape



Classes