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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