Monday, January 12, 2015

Campaign Design - Base Classes: Sorcerer

Sorcerer
(adapted from The Player's Handbook and The Pathfinder Roleplaying Game)

Sorcerers create magic the way a poet creates poems, with inborn talent hones by practice. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way that wizards sometimes do.

Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells he can cast per day, and how hard those spells are to resist. Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.

Alignment: Any.

Hit Die: d4.
Luck Die: d2.

Class Skills
  • Skill List: The sorcerer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft: Any (Int), Knowlege: Arcane (Int), Profession: Any (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 2 + Intelligence modifier.
Class Features
All of the following are the class features of the sorcerer:
  • Base Attack Bonus: Poor. A sorcerer gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A sorcerer gains +13 base Reflex save bonus per class level.

  • Base Reflex Save Bonus: Poor. A sorcerer gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A sorcerer gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: 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 sorcerer's arcane gestures, which can cause his spells with somatic components to fail.

  • Spells: A sorcerer casts arcane spells (the same type of spells available to wizards), which are drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time the way a wizard must (see Sorcerer Spells). To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level (Charisma 10 for 0-level spells; Charisma 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell's level + the sorcerer's Charisma modifier. Like other spell casters, a sorcerer can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Charisma. Unlike a wizard, a sorcerer's selection of spells is limited. A sorcerer begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new sorcerer level, she gains one or more new spells as indicated on the Sorcerer Table below. (Unlike spells per day, her Charisma score does not affect the number of spells a sorcerer knows; the numbers on the table are fixed).

    Upon reaching 4th-level, and at every even-numbered sorcerer level after that (6th-level, 8th-level, and so on), a 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, and it must be at least two levels lower than the highest-level sorcerer spell the favored soul can cast. 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, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not used up her spells per day for that spell level. As a spontaneous spell caster, a sorcerer must take more time to cast a metamagic spell than a regular spell. If a spell's normal casting time is 1 action, casting a metamagic spell is a full-round action for a sorcerer. For spells with a longer casting time, it takes an extra full-round action to cast the spell. Sorcerers cannot use the Quicken Spell metamagic feat.

  • Sorcerous Bloodline: A sorcerer may choose a bloodline as the source of his power. Sorcerer bloodlines grant the character an array of abilities as a result of the magical power that flows through his veins. This choice must be made at 1st level and may not be changed thereafter.

  • Familiar: A sorcerer can obtain a familiar.
Sorcerer
                                            Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Summon familiar
5
3
-
-
-
-
-
-
-
-
2nd
-
6
4
-
-
-
-
-
-
-
-
3rd
-
6
5
-
-
-
-
-
-
-
-
4th
-
6
6
3
-
-
-
-
-
-
-
5th
-
6
6
4
-
-
-
-
-
-
-
6th
-
6
6
5
3
-
-
-
-
-
-
7th
-
6
6
6
4
-
-
-
-
-
-
8th
-
6
6
6
5
3
-
-
-
-
-
9th
-
6
6
6
6
4
-
-
-
-
-
10th
-
6
6
6
6
5
3
-
-
-
-
11th
-
6
6
6
6
6
4
-
-
-
-
12th
-
6
6
6
6
6
5
3
-
-
-
13th
-
6
6
6
6
6
6
4
-
-
-
14th
-
6
6
6
6
6
6
5
3
-
-
15th
-
6
6
6
6
6
6
6
4
-
-
16th
-
6
6
6
6
6
6
6
5
3
-
17th
-
6
6
6
6
6
6
6
6
4
-
18th
-
6
6
6
6
6
6
6
6
5
3
19th
-
6
6
6
6
6
6
6
6
6
4
20th
-
6
6
6
6
6
6
6
6
6
6

Spells Known
Level0th1st2nd3rd4th5th6th7th8th9th
1st
4
2
-
-
-
-
-
-
-
-
2nd
5
2
-
-
-
-
-
-
-
-
3rd
6
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

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Campaign Design - Base Classes: Sorcerer Blood Lines

Sorcerers may choose a bloodline at 1st level. The following bloodlines represent only some of the possible sources of power a sorcerer could draw upon. Unless otherwise specified, sorcerers are assumed to have the alvari bloodline.

Every bloodline has Bloodline Arcana, which is a power that can manifest in all of the sorcerer's magical endeavors, and bloodline powers, which are granted abilities that manifest as the sorcerer advances in power. Some Sorcerous Blood Lines are limited to those of a certain race, or to those who have a certain Bloodline. Other Sorcerous Blood Lines are more effective for individuals from a particular heritage. These details are given in the individual Blood Line descriptions.
Alvari-only bloodlines:

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