Sorcerer
Game Rule Information
Sorcerers have the following game statistics:
Abilities: Charisma is critical to a sorcerer and his magical spells. Dexterity increases a sorcerer’s Armor Class and Reflex saves, and Constitution increases his hit points and Fortitude saves.
Alignment: Sorcerers can be of any alignment.
Hit Die: d8
Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (Int), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Intelligence bonus) ×4
Skill Points at Higher Levels: 2 + Intelligence bonus
| Level | BAB | Fort | Ref&Will | Special |
| 1 | +0 | +0 | +2 | Talisman |
| 2 | +1 | +0 | +3 | — |
| 3 | +2 | +1 | +3 | — |
| 4 | +3 | +1 | +4 | Shimmering shield |
| 5 | +3 | +1 | +4 | Bonus feat |
| 6 | +4 | +2 | +5 | Talisman defense |
| 7 | +5 | +2 | +5 | Sprightly step |
| 8 | +6/+1 | +2 | +6 | — |
| 9 | +6/+1 | +3 | +6 | Summon talisman (standard action) |
| 10 | +7/+2 | +3 | +7 | Bonus feat |
| 11 | +8/+3 | +3 | +7 | Slice through wardings |
| 12 | +9/+4 | +4 | +8 | — |
| 13 | +9/+4 | +4 | +8 | — |
| 14 | +10/+5 | +4 | +9 | Summon talisman (free action) |
| 15 | +11/+6/+1 | +5 | +9 | Bonus feat |
| 16 | +12/+7/+2 | +5 | +10 | Spell parry |
| 17 | +12/+7/+2 | +5 | +10 | — |
| 18 | +13/+8/+3 | +6 | +11 | Slice through spells |
| 19 | +14/+9/+4 | +6 | +11 | — |
| 20 | +15/+10/+5 | +6 | +12 | Talisman burst, bonus feat |
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient in basic weapons and any two weapon groups, and light armor and shields.
SPELL SLOTS PER DAY/SPELLS READIED AT ONE TIME
| Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | | Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| 1 | 2 | 0 | — | — | — | — | — | — | | 1 | 2 | 0 | — | — | — | — | — | — |
| 2 | 2 | 1 | — | — | — | — | — | — | | 2 | 3 | 1 | — | — | — | — | — | — |
| 3 | 2 | 2 | — | — | — | — | — | — | | 3 | 3 | 2 | — | — | — | — | — | — |
| 4 | 3 | 2 | 0 | — | — | — | — | — | | 4 | 3 | 3 | 0 | — | — | — | — | — |
| 5 | 3 | 2 | 1 | — | — | — | — | — | | 5 | 4 | 3 | 1 | — | — | — | — | — |
| 6 | 3 | 2 | 2 | — | — | — | — | — | | 6 | 4 | 3 | 2 | — | — | — | — | — |
| 7 | 3 | 3 | 2 | 0 | — | — | — | — | | 7 | 4 | 4 | 3 | 0 | — | — | — | — |
| 8 | 4 | 3 | 2 | 1 | — | — | — | — | | 8 | 5 | 4 | 3 | 1 | — | — | — | — |
| 9 | 4 | 3 | 2 | 2 | — | — | — | — | | 9 | 5 | 4 | 3 | 2 | — | — | — | — |
| 10 | 4 | 3 | 3 | 2 | 0 | — | — | — | | 10 | 5 | 5 | 4 | 3 | 0 | — | — | — |
| 11 | 4 | 4 | 3 | 2 | 1 | — | — | — | | 11 | 6 | 5 | 4 | 3 | 1 | — | — | — |
| 12 | 4 | 4 | 3 | 2 | 2 | — | — | — | | 12 | 6 | 5 | 4 | 3 | 2 | — | — | — |
| 13 | 4 | 4 | 3 | 3 | 2 | 0 | — | — | | 13 | 6 | 6 | 5 | 4 | 3 | 0 | — | — |
| 14 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | | 14 | 6 | 6 | 5 | 4 | 3 | 1 | — | — |
| 15 | 4 | 4 | 4 | 3 | 2 | 2 | — | — | | 15 | 6 | 6 | 5 | 4 | 3 | 2 | — | — |
| 16 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | — | | 16 | 6 | 6 | 6 | 5 | 4 | 3 | 0 | — |
| 17 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | | 17 | 6 | 6 | 6 | 5 | 4 | 3 | 1 | — |
| 18 | 4 | 4 | 4 | 4 | 3 | 2 | 2 | — | | 18 | 6 | 6 | 6 | 5 | 4 | 3 | 2 | — |
| 19 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | | 19 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 0 |
| 20 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | 20 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 1 |
Spells: Sorcerers have access to simple spells and to complex spells with the martial descriptor. A sorcerer is limited to a certain number of spells of each spell level per day, according to his class level. A sorcerer may choose to ready any simple spell, provided he can cast spells of that level. He readies spells ahead of time, any of which he can cast according to the maximum number of spell slots available to him for each given level. To ready or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell’s level + the sorcerer's Charisma modifier. Bonus spells for sorcerers rely on Charisma.
Sorcerer spells always have both somatic and verbal components. Thus, sorcerers face spell failure chances when wearing armor. An exception to this requirement applies if the sorcerer holds his talisman in his hand(s). In such a case, his spells have only verbal components, so he suffers no spell failure chances when wearing armor. (Gesturing with the key weapon is not considered an actual somatic component for purposes of spell failure in armor, casting spells while grappled, and so on.)
Talisman (Su): The sorcerer selects a weapon that she is proficient with and performs a daylong ritual to make it her talisman, also called an key weapon. A sorcerer can have only one talisman, and the talisman must be a physical weapon (not the creation of a spell), although it can be enhanced with magic. The talisman gains a +1 enhancement bonus, which functions only in the sorcerer's hands. At 4th level, and every four sorcerer levels afterward, this bonus increases by +1 (maximum +5), The weapon does not have to be masterwork to use it as an talisman, but if the sorcerer ever wants to enhance it with weapon special abilities, such as keen or dancing, it must be masterwork. This ability provides enough of an enhancement bonus to give the weapon special abilities without first giving it at least a +1 enhancement bonus using the normal item creation rules.
The talisman gains a small modicum of sentience in the ceremony. It has a very basic empathic link with the sorcerer, so the character always knows where the weapon is (distance and direction). The talisman serves as a special focus for all the sorcerer's spells. As long as it remains in his hands, his spells have no somatic components.
A sorcerer can create a new talisman by performing the ritual again, but this results in the destruction of the previous talisman, if it still exists.
Starting at 6th level, the talisman, unless specifically commanded not to (mentally by the sorcerer), strikes at anyone other than the sorcerer who picks it up or attempts to use it. The weapon strikes once per round until dropped, using the sorcerer's attack bonuses. Resolve the attack as if the sorcerer were wielding the weapon.
Beginning at 9th level, the sorcerer can summon her key weapon to appear immediately in her hand as a standard action. The weapon can be up to 10 miles per class level away, although if it is in someone else’s possession or in a locked room, the sorcerer must make a caster power check (DC 25) to summon it. Starting at 14th level, this summons becomes a free action, usable once per round.
Shimmering Shield (Sp): The 4th-level and higher sorcerer can call a magical shield to surround her like a shimmering aura. This shield provides a +2 deflection bonus to Armor Class per four class levels and does not require the sorcerer to wield it as a shield (she keeps both hands free). The shimmering shield can be called upon, as a standard action, once per day for 1 round per level.
Bonus Feats: At 5th level, the sorcerer gets a bonus feat. The sorcerer gains an additional bonus feat at 10th level, and another at 15th and 20th. Draw these bonus feats from the following list: Armor Proficiency (Medium), Armor Proficiency (Heavy), Bloody Strike, Bonded Item, Combat Reflexes, Complex Spell*, Defensive Move (Mobility), Defensive Stance, Defensive Unarmed Strike, Expertise (Improved Disarm, Improved Trip), Exotic Armor Proficiency, Exotic Weapon Proficiency*, Exotic Spell*, Hunter Mage, Improved Critical*, Improved Initiative, Modify Spell, Point Blank Shot (Far Shot, Precise Shot, Shot on the Run), Quick Draw, Rapid Strike, Stunning Blow, Two-Weapon Fighting (Improved Two-Weapon Fighting),Weapon Finesse,Weapon Focus*.
A sorcerer cannot acquire some of these bonus feats until she has gained one or more prerequisite feats; these feats appear parenthetically after the prerequisite feat. A sorcerer can select feats marked with an asterisk (*) more than once, but it must be for a different weapon, spell, or spell level (depending on the feat) each time. The character must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Sprightly Step (Ex): The 7th level and higher sorcerer gains proficiency with Medium armor but retains her normal movement rate while wearing it.
Slice Through Wardings (Su): Once per day per class level, starting at 11th level, the sorcerer can ignore all magic-based protections (Armor Class bonuses, defensive field, and so on) on a foe in a single attack made with her talisman. The sorcerer cannot use this ability to ignore spells or effects that take effect when a foe is attacked, like feedback strike. The character must declare her use of this ability before making the attack.
Spell Parry (Su): A 16th-level and higher sorcerer gains the ability to parry spells. The sorcerer must have her talisman in hand to parry a spell. Only spells targeting the sorcerer alone can be parried—not area spells or spells targeted elsewhere. The sorcerer makes an attack roll opposed by the caster’s caster power check. If the sorcerer's roll is higher, the spell fails to affect her at all. The sorcerer can parry only spells she is aware of; spells from invisible casters or those casting mental-action only spells cannot be parried. No more than one spell can be parried in a round.
Slice Through Spells (Su): Once per day, beginning at 18th level, the sorcerer can strike a non-instantaneous spell effect or creation (a summoned monster, an eldritch wall, an illusion, an area of obscuring mist, and so on) with her talisman and dispel it as if she had cast dispel magic using her class level as the caster level. A sorcerer cannot dispel effects on a creature (like dominate or change self), only “stand-alone” effects. Even spells not normally subject to dispel magic can be affected.
Talisman Burst (Su): Once per day, beginning at 20th level, the sorcerer can, using a full attack action, spin around with his talisman and send replicas of the weapon, composed of magical energy, toward all foes within 30 feet. The sorcerer makes a separate melee attack roll against each foe, using his highest attack bonus. Each successful attack inflicts damage as if the sorcerer struck the foe with the talisman.
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