Showing posts with label Sorcerer. Show all posts
Showing posts with label Sorcerer. Show all posts

Wednesday, February 4, 2015

Campaign Design - Base Classes: Basic Familiar Statistics

The following is a list of the many of the kinds of animals that may be called by arcane engineers, hexblades, shadowsworn, sorcerers, and wizards as familiars. This list is not exhaustive - almost any animal with the same general characteristics as those listed here would be suitable as familiars. Note that the statistics listed here don't include the bonuses these animals would get for actually being a familiar. To add those benefits, consult the familiars page.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Familiar Source
Special
Albatross
SW
Master gains a +1 bonus on Spot checks
Badger
D277
Master gains a +2 bonus on Will saves
Bat
MM
Master gains a +3 bonus on Listen checks, suitable for Tiny spellcasters
Bat, vampire
D341
Suitable for Tiny spellcasters
Cat
MM
Master gains a +3 bonus on Move Silently checks
Chameleon
D341
Master gains a +3 bonus on Disguise checks
Chipmunk
D277
Master gains a +2 bonus on Reflex saves
Compsogthanus
D318
Master gains a +3 bonus on Hide checks
Crow
D341
Master gains a +2 bonus on Fortitude saves
Dark chanting goshawk
D341
Master gains a +2 bonus on Will saves
Dog
D277, D280, D341
Master gains a +3 bonus on Sense Motive checks
Eel
SW
Master gains a +3 bonus on Spot checks
Ferret
T&B
Master gains a +2 bonus on Reflex saves, suitable for Tiny spellcasters
Fox
D280
Master gains a +2 bonus on Reflex saves
Fox, arctic
FB
Master gains a +3 bonus on Move silently checks
Fox, flying
D341
Master gains a +3 bonus on Sleight of Hand checks
Giant fire beetle
MM
Master gains fire resistance 5
Groundhog
D277
Master gains a +2 bonus on Fortitude saves
Gyrfalcon
FB
Master gains a +3 bonus on Spot checks
Hairy spider
MosF
-
Hare
D280
Master gains a +3 bonus on Listen checks
Hawk
MM
Master gains a +3 bonus on Spot checks in bright light
Hedgehog
T&B
Master gains a +1 bonus to natural armor, suitable for Tiny spellcasters
Hookwing
CC
Master gains a +2 bonus on Reflex saves
Huitzil
DMagic
Master gains a +3 bonus on Sleight of Hand checks
Iguana
D341
Master gains a +3 bonus on Climb checks
Jankx
D319
Master gains a +3 bonus on Listen checks
Lemming
FB
Master gains a +2 bonus on Spot and Listen checks
Lizard
MM
Master gains a +3 bonus on Climb checks
Lizard, horned
SS
Master gains a +2 bonus on Will saves
Lizard, night
D341
Master gains a +3 bonus on Hide checks
Monkey
MM
Master gains a +3 bonus on Climb checks or a +3 bonus on Sleight of Hand checks
Mouse
D280
Master gains a +3 bonus on Hide checks or a +3 bonus on Move Silently checks, suitable for Tiny spellcasters
Mulworm
D319
Master gains +3 hit points
Needletooth dinosaur
D351
Master gains a +3 bonus on Hide checks in forest or jungle
Octopus
SW
Master gains a +3 bonus to grapple checks
Otter
D277, D280
Master gains a +3 bonus on Swim checks
Owl
MM
Master gains a +3 bonus on Spot checks in shadows
Owl, fish
SW
Master gains a +3 bonus on Spot checks in shadows
Owl, screech
T&B
Master gains a +3 bonus on Move Silently checks, suitable for Tiny spellcasters
Owl, snowy
FB
Master gains a +3 bonus on Move Silently checks
Parrot
CoFP, D351, SW
Master gains a +3 bonus on Appraise checks or a +3 bonus on Disguise checks, speaks one language
Penguin
FB
Master gains a +2 bonus on Fortitude saves
Platypus
D341
Master gains a +3 bonus on Swim checks, Suitable for Tiny spellcasters
Puffin
FB
Master gains a +2 bonus on Swim and Survival checks
Rabbit
D341
Master gains a +1 luck bonus on saving throws
Raccoon
D280
Master gains a +3 bonus on Sleight of Hand checks
Ramphor
D319
Master gains a +3 bonus on Spot checks
Rat
MM
Master gains a +2 bonus on Fortitude saves
Ratroo
CC
Master gains a +3 bonus on Jump checks
Raven
MM
Speaks one language, master gains a +3 bonus on Appraise checks or a +3 bonus to Move Silently checks
Rhamphorhynchus
D318
Master gains a +3 bonus on Initiative checks
Scythe falcon
CC
Master gains a +3 bonus on Move Silently checks
Sentry crow
CC
Speaks two languages, master gains a +3 bonus to Spot checks
Sewerm
SK
Master gains a +2 bonus on saves vs. pain
Shadow2
MM
Only a 4th level or higher shadowsworn may have a shadow as a familiar
Shrew
T&B
Master gains a venomous bite, suitable for Tiny spellcasters
Skunk
D280
Master gains immunity to the skunk's musk attack
Snake, dung
SK
Master gains a +2 bonus on saves vs. disease
Snake, reed
SK
Master gains a +2 bonus on saves vs. poison
Snake, tiny sea
SW
Master gains a +3 bonus on Bluff checks
Snake, tiny viper
MM
Master gains a +3 bonus on Bluff checks
Snake, small constrictor
D277
-
Sparrowhawk
T&B
Suitable for Tiny spellcasters
Squirrel
D280, D341
Master gains a +2 bonus on Reflex saves or a +3 bonus to Jump checks
Syfa's fox
CC
Master gains a +3 bonus on Hide checks
Thrush
T&B
Speaks one language; suitable for Tiny spellcasters
Toad
MM
Master gains a +3 hit points, suitable for Tiny spellcasters
Turtle, Sea
CoFP
Master gains a +3 bonus to all Navigation checks made at sea; aquatic masters gain a land speed and enhanced ability to survive out of water
Vrail
CC
Master gains a +2 bonus on Fortitude saves
Weasel
MM
Master gains a +2 bonus on Reflex saves
Z'tal
D319
Master gains a +3 bonus on Intimidate checks

Home     Base Classes     Familiars

Arcane Engineer     Hexblade     Shadowsworn     Sorcerer    Wizard

Tuesday, February 3, 2015

Campaign Design - Base Classes: Familiars

Gaining a Familiar
An arcane engineer, generalist wizard, hexblade, shadowsworn, or sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 shillings. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion or servant. The sorcerer or wizard chooses the kind of familiar he gets. As the sorcerer or wizard advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by its master, the master must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer or wizard level; success reduces the loss to one-half that amount. However, the master's experience total can never go below 0 as a result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and a 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 gains a familiar may only have one familiar at a time. Class levels in classes that grant a familiar stack for determining the powers of the familiar that depend upon the master's level.

Familiars
Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. Unless otherwise augmented, a familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by an arcane spellcaster. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Normally, only a normal, unmodified animal may become a familiar, meaning a druid/sorcerer could not normally use her animal companion as a familiar. Consult the list of basic familiars to determine what kind of base creature the familiar is. Alternatively, a caster with the Improved Familiar feat who meets all of the other prerequisites may select a familiar from the list of improved familiars.

A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar Basics: Use the base statistics for a creature of the familiar's kind as presented here, but make the following changes:
  • Hit Dice: For the purpose of effects related to the number of Hit Dice, use the master's character level or the familiar's normal Hit Dice total, whichever is higher.
  • Hit Points: The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
  • Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Strength or Dexterity modifier, whichever is greater, to get the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
  • Saving Throws: For each saving throw, use either the familiar's base save bonus or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers for saves, and it does not share any of the other bonuses that the master might have on saves (from magic items or feats, for example).
  • Skills: For each skill in which either the master or the familiar has ranks, use the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills (such as Craft) may remain beyond the familiar's ability to use.
Familiar Abilities: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Master Class Level
Natural Armor Adjustment
Intelligence
Special
1st-2nd+16
Skill Augmentation (Listen and Spot), improved evasion, share spells, empathic link
3rd-4th+27
Deliver touch spells
5th-6th+38
Speak with master
7th-8th+49
Speak with animals of its kind
9th-10th+510
-
11th-12th+611
Spell resistance
13th-14th+712
Scry on familiar
15th-16th+813
-
17th-18th+914
-
19th-20th+1015
-

Familiar Ability Descriptions: The abilities listed on the familiar ability table have the following effects:
  • Natural Armor Adjustment: The number noted here is an improvement to the familiar's existing natural armor bonus. It represents the preternatural toughness of a spell-caster's familiar.
  • Intelligence: The familiar's Intelligence score. Familiars are as smart as people, though not necessarily as smart as smart people.
  • Skill Augmentation (Listen and Spot) (Ex): The presence of the familiar sharpens its master's senses. When the familiar is within arm's reach, the master gains the Skill Augmentation (Listen and Spot) feat.
  • Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a familiar takes no damage if it makes a successful saving throw, and half damage even if the saving throw fails.
  • Share Spells: At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within five feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type.
  • Empathic Link (Su): The master has an empathic link with his familiar out to a distance of 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the nature of the link, only general emotional content (such as fear, hunger, happiness, or curiosity) can be communicated. Not that the low Intelligence of a low-level master's familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the master has the same connection to an item or place that his familiar does.
  • Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. if the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher". The familiar can then deliver the touch spell just as the master could. If the master casts another spell before the touch is delivered, the touch spell dissipates.
  • Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
  • Speak With Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): Bats with bats, dogs with dogs and wolves, rats and mice with rodents, cats with felines, hawks, owls, and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures of the family Mustelidae, and so on. Such communication is limited by the intelligence of the conversing creatures.
  • Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spell-caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
  • Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Familiar Feats
Arcane casters can acquire a number of feats relating to their familiars. These feats generally improve the abilities of the familiar, making it more useful to its master, but unless otherwise noted they are usually only available to a spellcaster with a familiar.

Familiar Growth
Familiars normally develop powers and abilities as their masters grow in strength. The mystical bond between familiar and master strengthens with time and proximity. While this connection is more than enough for many sorcerers and wizards who would rather devote their time and energy to personal development, some grow to value their familiars as companions and friends. Some mages merely come to understand their familiar's utility and seek to further increase the abilities of this valuable asset. In either case, it is possible for a character to channel some of his life energy into his familiar, giving it extraordinary powers and abilities.

A familiar always grows through its master's gifts and does not gain experience on its own. The master chooses how much experience goes to the familiar, and when. The familiar's master must perform a ritual requiring magical materials costing 100 shillings per 1,000 experience points to be transferred. The master cannot take back experience given to a familiar, nor can a master give so much experience that it would cause him to lose a level. If the mage chooses to give his familiar fewer experience points than necessary for the desired effect, those experience points will reside within the familiar until the transfer is complete. There is no limit to the amount of time between rituals. if the familiar or his master dies, the unspent experience points are lost, even if the master is brought back to life.

Some granted abilities allow a familiar to grant a bonus to its master. Others aid the familiar itself. To provide its master with a bonus, the familiar must be within 5 feet of the master. These bonuses do not stack. In all special power descriptions, the term "master level" refers to the arcane class level of the familiar's master. All abilities are supernatural unless otherwise noted.
  • Alternate Form: The familiar has a single alternate form, which can be any object of the same size as the creature. The form must be chosen when the ability is granted. The familiar can hold this form as long as it wants. Changing into an object negates any other bonuses usually given to the master even if it is within 5 feet. Experience Point Cost: 300.
  • Blindsight: The familiar gains blindsight to a range of 30 feet. Experience Point Cost: 500.
  • Blink: The familiar can blink in and out of the ethereal plane as per the blink spell. The familiar can use this ability three times per day, and each use lasts for 1 round per master level. Experience Point Cost: 720.
  • Breath Weapon: The familiar has a breath weapon of any type (acid, cold, electricity, fire, or sonic) that causes 3d6 points of damage (Reflex save DC 14 for half damage). The breath weapon may be used three times per day. The master must decide what type of damage and the shape of the attack (15 foot cone or 30 foot line) at the time it is bestowed. If the familiar is of an elemental type, the breath weapon must be of an energy type associated with their element (acid for earth, cold for ice or water, electricity or sonic for air, and fire for fire). Experience Point Cost: 750.
  • Breathe Air: The familiar can breathe air in addition to its normal respiration. Experience Point Cost: 720.
  • Breathe Water: The familiar can breathe in water in addition to its normal respiration. Experience Point Cost: 720.
  • Burrow: The familiar can dig and burrow through the ground, gaining a movement rate of burrow 15 feet. This is an extraordinary ability. Experience Point Cost: 100.
  • Constrict: On a successful grapple check, the familiar can crush an opponent of its size category or smaller, dealing twice its normal unarmed damage. This is an extraordinary ability. Experience Point Cost: 100.
  • Corporeal: The familiar may become corporeal twice per day for up to one minute at a time. The familiar must be naturally incorporeal to gain this ability. Experience Point Cost: 250.
  • Cute: The familiar has an otherworldly beauty about it that make it seem adorable. This mild Enchantment effect gives it a +2 bonus on its NPC reaction rolls. Any creature with hostile intentions towards the familiar must roll a Will save (DC 10) to attack it. Experience Point Cost: 250.
  • Damage Reduction: The familiar gains damage reduction 5/+1. Experience Point Cost: 300.
  • Darkvision: The familiar gains darkvision up to 60 feet. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 400.
  • Disease: The familiar carries a viral infection that is transmitted through its primary attack. The disease has a one minute incubation period and causes 1d4 temporary Constitution damage. The Fortitude save to resist the infection is DC 12. Experience Point Cost: 200.
  • Displacement: The familiar gains the ability to appear as if under the effect of a displacement spell. It may activate this ability at will as a move-equivalent action. Experience Point Cost: 1,200.
  • Energy Drain: The familiar's primary attack inflicts one negative level in addition to normal damage. The Fortitude save to remove the negative level is DC 12. Experience Point Cost: 500.
  • Energy Resistance: The familiar gains energy resistance 20 against one energy type (acid, cold, electricity, fire, or sonic). This ability may be taken more than once. Each time it applies to a different kind of energy. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 750.
  • Etherealness: The familiar can enter the ethereal plane for up to 1 minute per day. The time may be divided into non-consecutive rounds, and the familiar may move back and forth as a standard action. Experience Point Cost: 750.
  • Fast Healing: The familiar gains fast healing 1 as an extraordinary ability. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 1,000.
  • Flying (Winged): The familiar gains a new movement rate of fly 50 feet (average) in addition to its normal movement. This is an extraordinary ability. Experience Point Cost: 250.
  • Flying (Wingless): The familiar gains a new movement rate of fly 90 feet (perfect) in addition to its normal movement. Experience Point Cost: 500.
  • Gaseous Form: Three times per day, the familiar can change itself into a gaseous form, as per the spell. It can hold this form for up to 1 minute and cannot perform any actions other than movement during this time. Experience Point Cost: 600.
  • Glow: The familiar can shed light similar to a torch. Activating this ability is a free action and does not hinder the creature in any way. Experience Point Cost: 125.
  • Immunity: The familiar gains immunity to one type of energy (acid, cold, electricity, fire, or sonic). This ability may be taken more than once. Each time it applies to a different kind of energy. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 1,500.
  • Improved Grab: If the familiar hits with a normal attack, it can perform a grapple check as a free action without provoking an attack of opportunity. This works exactly like the ability outlined in the Monster Manual. Experience Point Cost: 250.
  • Incorporeal: The familiar may become incorporeal for up to 1 minute at a time, three times per day. The familiar must be naturally corporeal to gain this ability. Experience Point Cost: 500.
  • Invisibility: The familiar may turn invisible as a free action for a number of minutes per day equal to its master's level. The familiar may use this ability as may times as it likes as long as the total duration of invisibility does not exceed the maximum. This ability functions just like the invisibility spell in all other respects. Experience Point Cost: 300.
  • Low-Light Vision: The familiar gains low-light vision. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 250.
  • Poison: The familiar's primary attack can deliver a deadly poison in addition to normal damage. The poison deals 1d4 temporary Strength initial and secondary damage. The Fortitude save DC to resist this effect is DC 14. This ability is usable three times per day. Experience Point Cost: 500.
  • Rage: The familiar can enter a bloodthirsty rage three times per day. During the rage the familiar gains +2 Strength, +2 Constitution, and a +1 morale bonus to Will saves, but suffers a -2 penalty to its Armor Class. The rage ability lasts for 5 rounds. This is an extraordinary ability. A construct familiar cannot gain this benefit. Experience Point Cost: 750.
  • Regeneration: The familiar gains regeneration 1 as an extraordinary ability. Fire, acid, and magical effects all deal normal damage to the familiar. Experience Point Cost: 2,000.
  • Scary: The familiar has an unsettling aura surrounding it at all times. This works as a mild fear effect and gives the familiar a -2 on any NPC reaction rolls. Any creature with hostile intentions toward the creature must make a successful DC 15 Will save or furiously attack the object of its fear, suffering a -4 penalty on all attack and damage rolls against the familiar. Experience Point Cost: 250.
  • Scent: The familiar gains the Scent ability as described in the Monster Manual. This ability is an extraordinary ability. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 250.
  • See Invisibility: A familiar with this power can see invisible at will. If the familiar is within 5 feet of its master, its master also gains this benefit. Experience Point Cost: 400.
  • Size Increase: The familiar grows one size category, gaining all the benefits and disadvantages of the new size. Experience Point Cost: 1,000.
  • Smite: Once per day, the familiar may attempt a smite attack against creatures of a particular alignment. The spellcaster chooses the alignment that this ability targets upon granting his familiar this power and he may not choose to target creatures with an aspect of his alignment or the familiar's alignment. This attack works exactly like a paladin's smite evil ability. Experience Point Cost: 300.
  • Speak Language: The familiar can speak one language known by the master. The level of conversation is still based on the intelligence of the familiar. This ability may be taken multiple times. each time the familiar learns a new language spoken by the master. Experience Point Cost: 100.
  • Spell-Like Ability: The familiar gains the ability to cast one spell three times per day, as a spell-like ability. The caster level of the spell is always the minimum necessary, and the saving throw is 12 + the spell level. Experience Point Cost: Spell level squared x 100.
  • Trip: A familiar that hits with its primary attack mat attempt to trip any opponent of its size or smaller as a free action that does not provoke an attack of opportunity. if the attempt fails, the opponent may not react to trip the familiar. Experience Point Cost: 100.
  • Turn Resistance: The familiar gains +2 turn resistance. This ability is only available to undead familiars. Experience Point Cost: 250.
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Arcane Engineer     Hexblade     Shadowsworn     Sorcerer    Wizard

Monday, February 2, 2015

Campaign Design - Base Classes: Sorcerer Spells

Sorcerer Spells
Sorcerers cast arcane spells, but they do not have spellbooks and do not prepare their spells. A sorcerer's class level limits the number of spells he can cast. His high Charisma score might allow him to cast a few extra spells. A member of the class must have a Charisma score of at least 10 + a spell's level to cast a spell.

Daily Readying of Spells: Each day, a sorcerer must focus their mind on the task of casting their spells, which requires 8 hours of sleep. The sorcerer does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear her mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need 8 hours of sleep for some reason, such as a benefit granted by their race, class, or a magic item, he still must have 8 hours of restful calm before preparing any spells. After this period of rest, the sorcerer must spend 15 minutes concentrating during which time the sorcerer readies his mind to cast his daily allotment of spells. Without such period to refresh himself, the character does not regain the spell slots he used up the day before.

Recent Casting Limit: If a sorcerer has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. All the spells he has cast within the last 8 hours count against his daily limit.

Adding Spell's to a Sorcerer's Repertoire: A sorcerer gains new spells each time he attains a new level in his class and never gains spells any other way.

Home     Base Classes     Sorcerer

Monday, January 12, 2015

Campaign Design - Base Classes: Sorcerer Heritage

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

Every inheritance has Heritage 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 Heritages are limited to those of a certain race, or to those who have a certain Bloodline. Other Sorcerous Heritages are more effective for individuals from a particular background. These details are given in the individual Heritage descriptions.
Alvari-only heritages:
Home     Base Classes     Sorcerer

Wednesday, January 5, 2011

Campaign Design - Sorcerer Heritages: Marid

Marid

You were born with the power of water genies, and the magic of the marids is strong in you.

Heritage Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell’s descriptors to match this energy type.

Heritage Powers: Like a marid, you have both natural power over water and several other genie-based abilities.
  • Frost Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess.

  • Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.

  • Water’s Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + ½ your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect.

  • Elemental Movement (Su): At 15th level, you gain a swim speed of 60 feet.

  • Power of the Marid (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component. You become immune to cold damage, and can use plane shift once per day to travel to or from the Plane of Water.
Home     Base Classes     Sorcerer     Sorcerer Heritages

Campaign Design - Sorcerer Heritage: Dao

Dao

You were born with the power of earth genies, and the magic of the dao is strong in you.

Heritage Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to acid. This effect also changes the spell’s descriptors to match this energy type.

Heritage Powers: Like a dao, you have both natural power over earth and several other genie-based abilities.
  • Acid Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess.

  • Elemental Resistance (Ex): At 3rd level, you gain acid resistance 10. At 9th level, your acid resistance increases to 20.

  • Avalanche (Su): At 9th level, whenever you hit a single target with a spell that deals damage, you may make a bull rush attempt as a swift action. Your effective Strength for this maneuver is equal to your sorcerer caster level + your Charisma bonus. You can make this bull rush attempt even if the target is not in melee range, and you do not provoke an attack of opportunity for making this maneuver. If the target is in contact with earth, stone, or rock, you gain a +4 bonus on your bull rush attempt.

  • Elemental Movement (Su): At 15th level, you gain a burrow speed of 30 feet.

  • Power of the Dao (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component. You become immune to acid damage, and can use plane shift once per day to travel to or from the Plane of Earth.
Home     Base Classes     Sorcerer     Sorcerer Heritages

Campaign Design - Sorcerer Heritages: Conjuration

Conjuration

Self reliance is a misconception, the real secret to success is the ability to choose the right person for the job. Your mastery in conjuring allies at the right time with the right qualifications means the difference between success and failure.

Prerequisite: Only an alvari of the conjuration birth school may take this bloodline.

Heritage Arcana: When casting any spell from the school of conjuration (summoning) that summons forth extraplanar creatures, summoned creatures appears with a number of temporary hit points equal to your class level in addition to their normal hit points.

Heritage Powers: Your ties to the school of conjuration grant you a variety of powers that rely on summoning or calling forth power and materials to shape and mold to your whim.
  • Extended Summoning (Sp): At 1st level, you may extend the duration of any conjuration (summoning) spell by a number of rounds equal to ½ your sorcerer level. This power may be used in conjunction with the Extend Spell metamagic feat, but the bonus duration is not included in the extended duration from the metamagic effect. At 20th level, you may make the duration of a conjuration (summoning) permanent, though only one such spell may be made permanent at a time. If you choose to make another conjuration (summoning) spell permanent, the previous spell immediately ends.

  • Vexing Vapors (Sp): At 3rd level, you may generate a dark haze that surrounds you with a 10 foot radius as a move action. This haze provides you with concealment (20% miss chance) and moves with you, lasting for a number of rounds equal to ½ your sorcerer level, though you may dismiss it as a standard action. When subjected to a hex or spell that specifically targets you, the haze grants you a +1 enhancement bonus to any saving throws allowed, increasing by an additional +1 at 7th level and every four levels thereafter. You may generate this haze 3 + your Charisma modifier times per day.

  • Transpositioning (Sp): At 9th level, you may touch a single ally as a swift action. You may then use an immediate action in a later round to instantly teleport to your ally’s position while he appears in your location. Once you touch your ally, this ability to transport locations lasts for a number of rounds equal to ½ your sorcerer level. When activating the swapping action, neither you nor your ally is subject to attacks of opportunity, though any other actions may provoke as normal. You must have line of sight to the chosen ally in order to trigger this power. This tradition power may be used a number of times per day equal to your Charisma modifier, though you may only use it with one ally at a time. If you use this power with another ally while it is still active with a previous ally, the connection to the previous ally is automatically lost.

  • Master of Matter (Sp): At 15th level, when you cast a conjuration (creation) spell with a duration of at least 1 hour per caster level (such as the minor creation spell), the object created becomes permanent. If the duration of the object created is less than 1 hour per caster level, you may use this power to extend the duration by an additional number equal to your Charisma modifier. Thus if casting major creation to create gold, the duration would be extended an additional 20 minutes multiplied by your Charisma modifier. This only functions on inanimate objects and you may use this power to make a created object permanent a number of times per day equal to your Charisma modifier.

  • Private Sanctum (Sp): At 20th level, you may create a permanent extra-dimensional space as defined by the create demiplane spell. When you gain this power you must determine which plane this space is connected (ethereal or astral plane) and its basic conditions (air, water, or other) and environment including the appearance of the borders of the plane, the light level, and so on. You may enter your private sanctum as a standard action and may take a number of people with you equal to 10 + your Charisma modifier. When you leave the sanctum you automatically return to the same location you left to enter the sanctum. You may eject others from your private sanctum as a swift action, though the person or creature being ejected is allowed a Will saving throw to resist the eviction (you may attempt to eject the same person each round as desired). Anyone within your private sanctum is immediately ejected when you leave the sanctum, deposited randomly within 30 feet of your point of entry (no saving throw is allowed). The private sanctum may be furnished with austere furniture and goods and you may bring additional items within the sanctum as desired. You may also add space to the private sanctum, applying additional create demiplane spells as desired. Additions are limited in duration unless followed with a permanency spell as defined by the create demiplane spell. The private sanctum is not susceptible to dispel magic, but more powerful magics including limited wish, Woda’s disjunction, miracle, or wish may be used to attempt to destroy it. If you are killed or destroyed, the private sanctum automatically implodes upon itself, any permanent furnishings, equipment, or treasure stored within the sanctum is randomly deposited within the plane the sanctum was attached. If your private sanctum is destroyed or lost, you may recreate it by spending 50,000 shillings and spending a full week spent in the design and construction of the plane using your own arcane power.

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Campaign Design - Sorcerer Heritages: Efreeti

Efreeti

You were born with the power of fire genies, and the magic of the efreet is strong in you.

Heritage Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell’s descriptors to match this energy type.

Heritage Powers: Like an efreeti, you have both natural power over fire and several other genie-based abilities.
  • Fire Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess.

  • Elemental Resistance (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.

  • Efreeti Form (Su): At 9th level, you gain the ability to assume the form of an efreeti once per day. This acts like the spell polymorph, except you only use it to become an efreeti and its duration is 1 round per level. While in this form, you also gain an efreeti’s heat ability.

  • Elemental Movement (Su): At 15th level, your base speed increases by +30 feet.

  • Power of the Efreet (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component. You also become immune to fire damage, and can use plane shift once per day to travel to or from the Plane of Fire.
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Campaign Design - Sorcerer Heritages: Abjuration

Abjuration

Abjuration-blooded alvari believe that only through a good defense can one hope to withstand the onslaughts of others. They have mastered the ability to harness protective energies against all sorts of attacks, both magical and mundane.

Prerequisite: Only an alvari of the abjuration birth school may take this bloodline.

Heritage Arcana: When you cast a spell from the school of abjuration, the duration for any spell with a variable duration based on your class level lasts 50% longer. This bonus does not stack with the increase granted by the Extend Spell feat.

Heritage Powers: Your ties to the school of abjuration grant you defensive abilities that grow stronger as you gain experience and power.
  • Mystic Shield (Sp): At 1st level, you can create a force shield granting a +4 shield bonus to your Armor Class as a move action that lasts a number of rounds equal to your sorcerer level. The shield also automatically absorbs up to 20 points of damage from Force effect spells such as magic missile. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

  • Natural Resistance (Ex): At 3rd level, you may choose one type of energy (acid, cold, electricity, fire, or sonic) and gain energy resistance 5 for that type of energy. Once chosen it cannot be changed. At 9th level, you may either choose another energy type and gain Energy Resistance 5 for the second type of energy or you may increase your initial selection by 5 to Energy Resistance of 10.

  • Minor Invulnerability (Su): At 9th level, you may use a swift action to grant yourself Immunity to 1st level spells for a number of rounds equal to ½ your sorcerer level. You may use this ability once per day. At 17th level the immunity expands to 2nd level spells and this power may be used twice per day. At 20th level the immunity expands to 3rd level spells and this power may be used three times per day.

  • Magic Resistance (Su): At 15th level, you gain spell resistance equal to 10 + your sorcerer class level.

  • True Abjurer (Sp): At 20th level, the initial resistance you chose for your Natural Resistance becomes Immunity and your Mystic Shield power grants you a +6 shield bonus and automatically absorbs up to 100 points of force damage from spells such as magic missile. In addition, when you cast any spell from the school of Abjuration you may apply the effects of either the Empower Spell or Extend Spell metamagic feat without increasing the effective spell level of the spell, though the casting time when applying a metamagic feat to a spontaneous spell still applies.
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Campaign Design - Sorcerer Heritages: Transmutation

Transmutation

The only constant in life is change. While some seek to change themselves or those around them, you have found new means of altering both yourself and your environment. Mastering the magics of change, you find new ways of bettering yourself and the world about you.

Prerequisite: Only an alvari of the transmutation birth school may take this bloodline.

Heritage Arcana: When you cast a transmutation spell that grants an enhancement bonus to an ability score, you add your Charisma modifier to the total bonus granted by the spell.

Heritage Powers: You learn to master not only your body, but the very environment around you.
  • Hardened Blade (Su): At 1st level, you may treat your weapon, natural attack, or unarmed attack as magic for purposes of overcoming damage reduction as a swift action. This effect lasts for a number of rounds equal to ½ your sorcerer level (minimum of 1). At 9th level, you may use this power to treat your weapon as either silver or cold iron for purposes of overcoming damage reduction (chosen when the power is initiated). At 15th level, the weapon is treated as adamantine for purposes of overcoming damage reduction and hardness.

  • Animalistic (Sp): At 3rd level, you may alter yourself to become more animalistic as the animal aspect spell as a standard action. You maintain this change for a number of minutes equal to your sorcerer level though you may dismiss the effect as a move action. In addition to the animals listed within the animal aspect spell description you may choose from the following animals as well:
    • Badger: If you take damage in combat you may go into a blood rage that grants you a +2 bonus to your Strength and Constitution but you suffer a -2 penalty to your Armor Class.

    • Boar: You do not fall unconscious when you are reduced below 0 hit points, but you are staggered and continue to lose 1 hit point per round.

    • Dog: You gain a +2 competence bonus to your perception checks and gain the Scent special ability.

    You may use this power 3 + your Charisma modifier times per day.

  • Shaping (Sp): At 9th level, you can mold metal, stone, or wood into any desired shape as a full round action. The amount of material you may alter is equal to 1 cubic foot per caster level and only one type of material may be altered at a time. This power will not function on animated objects or magical items. The quality of the item is dependent on your crafting skill with the material and a Craft check is required if creating anything with moving parts or masterwork quality. You may use this power 3 + your Charisma modifier times per day.

  • Dominate Construct (Sp): At 15th level, you may attempt to control a construct as the control construct spell, initiating control as a standard action and maintaining control through concentration. You gain a bonus to the Spellcraft check to control the construct equal to ¼ your sorcerer level. You may use this power once per day.

  • Unimpeded (Su): At 20th level, you may enter or leave the Ethereal Plane as a swift action and may travel freely in any direction at your normal movement rate, passing through physical objects and ignoring anything that would impede your movement. Force effects and abjurations still affect you normally. While in this state you cannot interact with those on the material plane including attacks or spells. If you end the effect while within a solid object you are transported to the nearest open area, though you take 1d6 points of damage per 5 feet you are transported. You may use this power a total number of rounds per day equal to your sorcerer level, though they do not have to be consecutive.
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Campaign Design - Sorcerer Heritages: Sirchade-Touched

Sirchade-Touched

Your bloodline has been blessed by the power of the Demon Lord Sirchade. As a result of horrible experimentation or the unholy union of slithering tracker and humanoid, your bloodline contains the foul ichor of oozes. This foulness gives you horrific powers.

Heritage Arcana: When you cast a spell with ooze or oozy in the name, increase the damage by 1 per damage die or the duration by 25% (minimum 1 round). This duration bonus does not stack.

Heritage Powers: As you grow in power, the hideous effects of the pollution in your blood manifest themselves as a series of eerie powers.
  • Mucus Spray (Sp): Starting at 1st level, you can unleash a cone-shaped burst of acidic mucus with a 15-foot range. This spray deals 1d6 points of acid damage to all within the area of effect for every two sorcerer levels you possess. You can use this ability once per day per sorcerer level.

  • Gray Ooze Nature (Ex): At 3rd level, you gain cold resistance or fire resistance 5 and a +2 bonus on saving throws made against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). At 9th level, your chosen resistance increases to 10 and your bonus to mind-affecting saves increases to +4. In addition, oozes do not attack you unless you move into contact with them.

  • Ooze Shape (Sp): At 9th level, you can change your shape for a number of rounds equal to your sorcerer level. These rounds need not be consecutive. This ability otherwise functions as lesser ooze form. You can also move through and among all creatures with the ooze type without suffering any harm. At 12th level, your ooze shape ability improves to function like ooze form.

  • Ooze Mind (Ex): At 15th level, you are considered mindless with regard to all spells and abilities. You cannot be targeted by scrying spells and your thoughts cannot be read.

  • Split (Su): At 20th level, you gain the split ability of an ochre jelly. Only the original has your identity, the rest are mindless. You gain resistance 10 to all energy types.
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Campaign Design - Sorcerer Heritages: Djinni

Djinni

You were born with the power of air genies, and the magic of the djinn is strong in you.

Heritage Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell’s descriptors to match this energy type.

Heritage Powers: Like a djinni, you have both natural power over air and several other genie-based abilities.
  • Electricity Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess.

  • Elemental Resistance (Ex): At 3rd level, you gain electricity resistance 10. Your electricity resistance increases to 20 at 9th level.

  • Whirlwind (Su): At 9th level, you gain the ability to turn into a 10-foot-high whirlwind (as a djinni can) once per day for 1 round per sorcerer level.

  • Elemental Movement (Su): At 15th level, you gain a fly speed of 60 feet with average maneuverability.

  • Power of the Djinn (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component. You also become immune to electricity damage, and can use plane shift once per day to travel to or from the Plane of Air.
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Campaign Design - Sorcerer Heritages: Necromancy

Necromancy

There is power in death, power in the existence beyond death - undeath. You focus not on death, but on that which comes after death. The powers of negative energy flow freely throughout your body, providing an enigmatic strength from breaking the shackles of life.

Prerequisite: Only an alvari of the necromany birth school may take this bloodline. Given that there are no known alvari of the necromancy birth school, this somewhat limits its use in practice.

Heritage Arcana: (including animating or creating undead), you gain temporary hit points equal to the spell level being cast + your Charisma modifier. These points last for a number of minutes equal to your class level.

Heritage Powers: Death is not the end; for you, it is just the beginning. You have delved into the realm beyond life; its secrets course through your veins.
  • Channel Death (Su): At 1st level, you may channel negative energy as a standard action to either heal undead or damage living creatures within 30 feet of your position for 1d6 points of damage + ½ your sorcerer level. When used to damage living creatures, a Will save is allowed to reduce the damage by half with a DC equal to 10 + ½ your sorcerer level + your Charisma modifier. This power does grant you access to feats that may be used to alter or modify channeling positive or negative energy.

  • Undying Companion (Su): At 3rd level, you may animate a single medium sized or smaller humanoid as a skeleton that follows your commands. The animated cohort is mindless but is treated as the Druid’s animal companion, with your effective druid level equal to your class level -2. The undead cohort uses the animal companion’s Hit Dice, base attack, and saving throws, though as undead the companion uses its Charisma to determine any modifiers to Fortitude saves and hit points. The companion does not gain any skills but gains all of the advantages of the undead type and the skeleton template. The companion may apply the same tricks that may be granted to a trained animal. If the companion is lost or destroyed, you may create another one after performing a ritual lasting 24 hours and costing 500 shillings. You may only have one undying companion at a time. If you attempt to create another one, the previous companion immediately crumbles to dust.

  • Resist Death’s Touch (Su): At 9th level, you gain a bonus to any saving throw versus death effects, negative energy drain or damage, fear or other spells or spell-like abilities from the school of necromancy equal to ½ your sorcerer level.

  • Death’s Kiss (Su): At 15th level, when you cast a necromantic spell that conjures or creates undead, those created gain bonus hit points equal to ½ your sorcerer level and gain a bonus to any saving throws versus effects that would damage, turn, or destroy them equal to your Charisma modifier.

  • Master of Death (Su): At 20th level, you are treated as undead in regards to the effect of channeling of positive or negative energy. You are immune to negative level effects and gain damage reduction 5 versus either bludgeoning or slashing attacks (chosen when this power is gained).
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