The Sorcerer
Hit Point Rate: 5
Class Skills: Bluff or Diplomacy or Intimidate, Concentration, Craft, Insight, Knowledge (arcana), Perception, Profession, Knowledge (dragons)
Skill Points: 2 + Int per level
Level | BAB | Fort | Will | Ref | Class Features |
---|---|---|---|---|---|
1 | -2 | 0 | 0 | 0 | Spellcasting, Lesser Archetype Power |
2 | -1 | +1 | +1 | +1 | All Purpose Magic, Lesser Racial Power |
3 | 0 | +2 | +2 | +2 | Moderate Archetype Power |
4 | +1 | +3 | +3 | +3 | Arcane Overcharge, Moderate Racial Power |
5 | +2 | +4 | +4 | +4 | Absorb Magic Energies |
6 | +3 | +5 | +5 | +5 | Ultimate Power, Greater Archetype Power, Greater Racial Power |
Class Features
Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerers gestures, which can cause his spells with somatic components to fail. Sorcerers require two free hands for casting and may only hold caster weapons while casting.
Spellcasting:
The Sorcerer casts arcane spells from a specialized list, which depends on its archetype. The Sorcerer does not need to prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. His sole casting stat also depends on the archetype, which dictates both the DC of his spells and his bonus spells. To cast a spell, a sorcerer must have a casting attribute score equal to 10 + the level of spell in question. If the casting attribute is not stated it is charisma and the spell list contains all sorcerer spells.
A sorcerer cannot regain spells by studying but he regains them passively at the rate of 1 level of spell slots / hour (so he can regain a level 1 slot in 1 hour a level 2 slot in 2 hours and so on. When he sleeps for at least 8 hours without interruption the sorcerer simply regains all spells.
Spells per day | Spells known | ||||||||
---|---|---|---|---|---|---|---|---|---|
Level | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | |
1st | ∞ | 2 | - | - | 5 | 4 | - | - | |
2nd | ∞ | 3 | - | - | 6 | 5 | - | - | |
3rd | ∞ | 4 | 1 | - | 6 | 6 | 3 | - | |
4th | ∞ | 4 | 2 | - | 6 | 6 | 4 | - | |
5th | ∞ | 4 | 3 | 1 | 6 | 6 | 5 | 3 | |
6th | ∞ | 4 | 4 | 2 | 6 | 6 | 6 | 4 |
All Purpose Magic: As a free action the sorcerer may sacrifice an unused spell slot to gain 2 + the spells level as bonus to a single d20 checks, which depend on physical attributes. The type of bonus is resistance for saving throws, competence for skills and enchantment bonus for attacks. The sorcerer cannot sacrifice unlimited spell slots such as from the 0th spell level.
Arcane Overcharge: A sorcerer can cast in a more powerful but more exhausting way. This ability works with all spells, even if enhanced by metamagic, as long as their casting time is a standard action or less. The casting time is increased to a full-round action (the spell is cast at the start of your next turn) and one spell slot must be sacrificed. There are several options:
Multi-cast: The sorcerer may cast another spell of a different spell slot. You need to expend a third spell slot at the level of the highest spell used. Focus-cast: The sorcerer receives a bonus to the caster level of the one spell equal to the level of the spell sacrificed. Additional she receives half the sacrificed spell round up as bonus to the spells dc. Meta-cast: The sorcerer may apply one metamagic feat with level adjustment equal to the level of spell sacrificed.
Absorb Magic Energies: The sorcerer may expend charges of wands to regain spell slots of the same or lower levels as a full-round action. The sorcerer may 'trade' as many of those spells as he wants during a single full-round action.
Additionally if the sorcerer saves successfully versus a spell she regains a spell of that spell level or lower.
Ultimate Power: Once per day, the sorcerer may make use of one of the following abilities:
Balanced Overcharge: You may use your arcane overcharge ability as a standard action, to focus- or meta-cast and count as having sacrificed a 4th level spell. Unstable Multi-cast: For the next three turns when using arcane overcharge you may cast one spell of each of the first three levels. If you are interrupted once this ability ends and you and everyone within a 3m burst of you takes 1d6 of damage per spell level of the interrupted spells. A reflex save halves the damage.
Feats: Academic Knowledge, Bolstered Enchantments, Fast Refreshment
Archetypes
Arcanist
Primary stat: Charisma
Each level the arcanist receives another spell known from the sorcerers spell list or may choose arcane thesis for any of his spells known.
Lesser Archetype Power: The spells of the arcanist only require half the normal time to recharge.
Moderate Archetype Power: The arcanist may use all purpose magic for knowledge (arcana) and caster level checks.
Greater Archetype Power: An arcanists spell slots move by one level up. First level spells become cantrips and may be used infinitely often. First level slots become second level slots etc. Fourth level spell slots can be used to be expended or for metamagic.
Feats: Arcane Well, Unknown Arcana
Divine Soul
Primary stat: Charisma
The divine soul gains knowledge religion and heal as a class skill
The Divine Soul receives the ability to cast divine spells in addition to arcane spells. All their spells count as being from arcane and divine nature. Feats that have an impact on divine or arcane spells can both improve the Divine Soul spells, but do not stack.
The Divine Soul receives the same number of arcane spells known also as cleric spells known.
Lesser Archetype Power: A divine soul receives the outsider(native) type which grants darkvision 18m and immunity to all kind of person only spells.
Moderate Archetype Power: The Divine Soul may use all purpose magic for knowledge religion and heal checks.
The Divine Soul gains the channel energy class feature as the cleric.
Greater Archetype Power: A divine soul receive energy resistance equal to their charisma modifier.
Feats: Divine Metamagic
Dragon Blood
Bonus Spells:
- 1:Ghostly Tail (RotD), Hoard Gullet (DM)
- 2:Tail Slap (RotD), Wings of Cover (RotD)
- 3:Dragonskin (SpC), Ferocity of Sanguine Rage (DM)
Lesser Archetype Power: The dragon disciple gains darkvision out to 60 feet and a +4 bonus to saves against sleep and paralysis the claw and bite attacks of a Dragon Disciple of 2nd level. If he already possesses a bite and/or claw attack(s), their damage is increased by one step. He qualifies for dragon heritage and other dragon feats.
Moderate Archetype Power: A dragon disciple gains the ability to breathe energy in a thirty-foot cone, with a Reflex save for half damage. The DC is charisma based. His breath weapon does 1d10 damage per class levels. Once he uses his breath weapon, he may not do so for another 1d4 rounds. The damage type must match to your dragon bloodline.
Greater Archetype Power: The dragon disciples type changes to dragon, which gives him special qualities and immunities.
Feats: None.
Dragon Disciple
Dragon disciple receives +4 on charisma based checks with dragons.
Dragon Disciples are charisma based casters.
Bonus Spells:
- 1:Command, Mage Armor
- 2:Wings of Cover (RotD), Fly Swift
- 3:Dragonskin (SpC), Suggestion
Lesser Archetype Power: The dragon disciple counts as if she had dragonic blood for spell purposes. Everytime the dragon disciple casts a spell with herself as target which requires at least a standard action she receives 5 times the spells level temporary hitpoints until the end of the encounter.
Additionally, temporary hitpoints of the dragon disciple stack with each other.
Moderate Archetype Power: When the dragon disciple is at or above his maximum hitpoints he receives +2 caster level.
In addition the command spell of the dragon disciple affects one creature and one additional one per four caster levels instead of one. All affected targets receive the same command.
Greater Archetype Power: The bonus of all-purpose magic becomes unnamed and stacks with magic items.
Whenever a creature fails a saving throw versus the dragon disciple, they are frightended until the end of the encounter.
Feats: None.
Hedge Wizard
Primary stat: Wisdom if druidical else intelligence. The hedge wizard may hold a single sword or a quarterstaff while casting.
Spell list: All wizard spell schools including necromancy or not including necromancy but including the druid spells.
Hedge wizards have average base attack bonus.
Lesser Archetype Power: An hedge wizard gains his primary attributes modifier as damage bonus for sword and staff attacks.
The hedge wizard may also put spells into talismans made from its material components. The spell slot of the spell is expanded and cannot be reprepared until used or 1 day per level expired. The hedge wizard may also use scrolls to make those talismans last until used. The spell from the talisman can be cast upon the the wearer of the talisman, using the same action the spell would normally use. The hedge wizard may choose who can activate the talisman he or the wearer.
Moderate Archetype Power: An hedge wizard gains a +4 bonus to armor class versus melee attacks when wielding a sword or staff.
Additionally the hedge wizard may cast arcane spells from a spell book. He may choose to prepare those spells, albeit they require two spell slots instead of one.
Greater Archetype Power: An Hedge wizards sword or staff deals 1d8 bonus damage instead of 1 point bonus damage for each level of enchantment bonus.
Additionally a hedge wizard may also use all purpose magic for checks depending on mental attributes.
Feats: None.
Wildmage
While most spellcasters learned how to control arcane energies and forge them after their own will, wildmages take a different approach, hurling raw unforged arcane power at their opponents and hoping for the best. Not controlling the magic they cast sometimes leads to very strong effects that a more disciplined approach can never get but sometimes does little or even harms the Wildmage.
- 1: Monkey Fish, Deflect Missile
- 2: Wildmagic
- 3: Air Geysir, Swarm of frogs
Bonus Spells:
Lesser Archetype Power: Once per day the Wildmage may substitute any d20 roll with a Caster Level + Charisma check.
Moderate Archetype Power: A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster level by 2 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level.
Greater Archetype Power: Whenever the Wildmage rolls maximum value upon determining her CL she may add the effect of the Wildmagic spell to the spell cast. The effects of Wildmagic come after the effect of the initial spell. The effect of Wildmagic are all centered around the target of the initial spell. (the middle of any radius spell, the caster himself for burst, line or similar spells and a target of the casters choice for spells with multiple targets)
Feats: Epic Wildmagic, Infinite Power! (Maybe...), Legendary Wildmage