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Queen by athena erocith-d5gnf61

Not that long ago there were no sorcerers. The eras before the Culling were almost completely bereft of wilders of any kind. The rare willshaper, forged in Chaos, was hunted down by the Chromatic Council. Only those with minor wilder talents, like the wandering bards, were left out of the crusade. All that changed at the Massacre of Koraith.

The eternally silent god of magic, Saphoy, finally awoke to action. To this day no one knows why the Supreme Mage decided to act, but it is thanks to him that sorcerers were created. Having snatched up the last remnant of the elohim people, he spirited them away, flinging them to the far corners of the world and infusing each with a small bit of his divinity in an act of great self-sacrifice. When the dust of the wars cleared, powerful wilder talents were discovered among many people across the width and breadth of the globe. These people identified themselves as sorcerers, descendants of the elohim and inheritors of Saphoy’s Sacrifice.

AdventuresEdit

The call to adventure is strong for most sorcerers. Finding out at some point that they command potent arcane abilities, many sorcerers attempt to seek guidance and tutelage at Sendrellar only to discover that all the classes and tomes and study do nothing but cause them frustration. Eventually they quit and head out into the world, looking to go on a journey of self-discovery. The quest to master their powers often provides plenty of motive to adventure, though some sorcerers seek to use their abilities for other reasons.

CharacteristicsEdit

Sorcerers are the product of two very powerful forces, and yet are greater than the sum of their components. Their magic burgeons forth from within, a nearly endless font of power bubbling deep within each sorcerer’s soul. The strength of this magic is so potent that it manifests itself on their flesh in the form of Saphoy’s Mark, and sometimes in other, more dramatic, ways as well.

A sorcerer’s ancestry plays a large part in defining them. Ravener sorcerers frequently like to get into the thick of the fighting and sometimes even vie for foes to battle against their friends. Reconciler sorcerers, on the other hand, can act as diplomats and mediators. Oftentimes they will be more worried about making sure no one is hurt than understanding their heritage or fulfilling their personal goals. Cryptic sorcerers are the most misunderstood of their kind, their sometimes freakish appearances driving people away. In truth they are usually fine with this, preferring to be left alone with some bit of ancient text to translate or some mystery to ponder. Faustian sorcerers enjoy being the center of attention on the other hand, and will frequently work to make sure they are by whatever means necessary.

AlignmentEdit

Likewise, the sorcerer’s ancestry can play a large role in his alignment. Sorcerers as a whole are spread evenly across the aligments. Raveners tend to be evil and Reconcilers are more often good. Cryptics prefer order and stability despite their constantly shifting forms while Faustians are chaotic and their moods can shift on a copper.

ReligionEdit

Sorcerers still worship Saphoy, the dead god of magic. Many hope and believe that enough worship will bring their savior and creator back from the beyond. Some sorcerers worship other deities, though they are rare. Other common deities for sorcerers to worship are Veloria and Meyne.

BackgroundEdit

Sorcerers are wilders. That means that they are born with their talents. The branching of the sorcerous bloodlines have become so scattered that it is often the case that neither of a sorcerer’s parents will have shown any wilder talent at all, possibly no magical gifts whatsoever. But at some point during a sorcerer’s childhood or young adulthood his inner strength has awakened, most often at a time of extreme emotionality. From there some look to mages and other spellcasters for help developing and controlling their abilities. Others strike out alone so they don’t accidentally hurt their loved ones. Still others do their best to hide their gifts for as long as possible. The two things all sorcerers have in common are the touch of divinity and a fragment of the powerful soul of an elohim.

RacesEdit

When the elohim were still present on Torar they existed as awe-inspiring, some say god-like, spirits which inhabited the bodies of other races through a process only they could fully understand. Therefore when Saphoy saved the few hundred left by the time he could intervene during the Massacre there were representatives of all races present. Any race can spawn a sorcerer, however not all are equally as adept at exerting the willpower needed to control their abilities. Dwarves, lamni, and gnomes are some of the least adept at being successful sorcerers. Jendau, avarta, and moriedhel on the other hand all tend to do very well at controlling their wilder talent.

Other ClassesEdit

Sorcerers find that they have the most in common with members of other largely self-taught classes, such as druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, such as paladins and monks. Since they cast the same spells as mages but do so in a different way, they sometimes find themselves in competition with mages.

Game Rule InformationEdit

Abilities: Charisma is the most important ability for sorcerers, as their spellcasting ability is based off of it. Since sorcerers cannot wear armor as it interferes with their magic, many find strong Dexterity and Constitution scores to be beneficial in staying alive.

Hit Die: d4.

Starting Gold: 3d4 x 10 gp.

Starting Age: Simple (+10% of adulthood).

Class Skills: The following are the class skills (and the relevant ability for each) of the sorcerer class: Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Points: 2 + Int modifier.

Table: The SorcererEdit

Level

Base Attack

Fort

Ref

Will

Special

Spell Points

Max Spell Level

1

+0

+0

+0

+2

Saphoy’s Mark, Anima Ancestry (vestigial)

2

1st

2

+1

+0

+0

+3

6

1st

3

+1

+1

+1

+3

Saphoy’s Mark

11

2nd

4

+2

+1

+1

+4

Anima Ancestry (weak)

17

2nd

5

+2

+1

+1

+4

Saphoy’s Mark

25

3rd

6

+3

+2

+2

+5

35

3rd

7

+3

+2

+2

+5

Saphoy’s Mark

46

4th

8

+4

+2

+2

+6

Anima Ancestry (clear)

58

4th

9

+4

+3

+3

+6

Saphoy’s Mark

72

5th

10

+5

+3

+3

+7

88

5th

11

+5

+3

+3

+7

Saphoy’s Mark

106

6th

12

+6/+1

+4

+4

+8

Anima Ancestry (strong)

126

6th

13

+6/+1

+4

+4

+8

Saphoy’s Mark

147

7th

14

+7/+2

+4

+4

+9

170

7th

15

+7/+2

+5

+5

+9

Saphoy’s Mark

195

8th

16

+8/+3

+5

+5

+10

Anima Ancestry (grand)

221

8th

17

+8/+3

+5

+5

+10

Saphoy’s Mark

250

9th

18

+9/+4

+6

+6

+11

280

9th

19

+9/+4

+6

+6

+11

Saphoy’s Mark

311

9th

20

+10/+5

+6

+6

+12

Anima Ancestry (true)

343

9th

Class FeaturesEdit

The following are the class features of the sorcerer class:

Weapon and Armor 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 sorcerer’s arcane gestures, which can cause his spells with somatic components to fail.

Spellcasting

A sorcerer casts arcane spells, which are drawn from the mage/sorcerer spell list (see Player’s Handbook). To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the number of spell points spent on the spell (including metamagic costs) + the sorcerer’s Charisma modifier.

A sorcerer’s ability to cast spells is limited by the spell points he has available (shown on the table above). A sorcerer gains bonus spell points each time he gains a level in sorcerer equal to his Charisma modifier + ½ of his new class level (rounded down). A sorcerer is limited in the number of spell points per round he can use. The maximum number of spell points per round a sorcerer can use is equal to his level. A spell costs a number of spell points equal to 1 + the spell level. Metamagic effects cost an amount of spell points equal to the normal increased spell level +1 (so the Maximize Spell feat would cost a sorcerer 4 additional spell points).

A sorcerer may know a maximum number of spells from each spell level equal to 3 + his Charisma modifier. Each level the sorcerer may add an additional number of spells to his repertoire equal to half of his Charisma modifier (rounded down, minimum 1 per level). These may be of any spell level he can currently cast. He cannot add any new spells to his list of spells known via this automatic method if he has no available slots in any spell level he is currently capable of casting. It is possible for him to learn spells above that limit, but the costs are high. He may only learn spells from the mage/sorcerer spell list (see Player’s Handbook). 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 spell points for the day. He does not have to decide ahead of time which spells he’ll cast. The sorcerer’s caster level is equal to his class level.

Learning New Spells

A sorcerer can learn any spell from his list, but learning spells beyond the ones he innately gains is tasking and requires a sacrifice. To learn a spell beyond his normal limit, a sorcerer must pay an amount of gold equal to spell level squared x 500 (or 250 gp in case of 0-level spells) for special rare materials. In addition, the sorcerer must either have a teacher (another arcane spellcaster who knows the spell - that person need not to be a sorcerer though), a scroll with the spell (which is destroyed in the process of learning it), or spend a number of days equal to spell's level squared on developing the spell from scratch (6 hours for a 0-level spell). The sorcerer cannot learn additional spells if his maximum number of spells known for all spell levels he can currently cast has been reached.

Saphoy’s Mark

Sorcerers were created during the Culling by the god of magic Saphoy as his last act, infusing the elohim he managed to save with his own divine essence. Every last sorcerer, even through today, still bears the mark of this event. The mark is usually invisible unless the sorcerer is viewed through a true seeing or detect magic spell. It begins to glow faintly for a second or two on the sorcerer’s skin and even atop his clothing whenever he uses spell points, however. The mark appears as intricate, arcane writing and runes painted onto the sorcerer. Each sorcerer’s mark is unique, much like a fingerprint.

Over time the sorcerer’s mark begins to grow in power, providing the sorcerer with benefits toward his spellcasting. At 1st level and every 2 levels thereafter the sorcerer may choose from one of the abilities below. Unless otherwise stated each ability can only be chosen once.


Amplify Item (Su): A sorcerer can infuse a magic item with arcane energy so it performs better for a limited period of time. By touching the item and making caster level check (DC 10 + caster level of item’s creator) as a standard action that provokes attacks of opportunity the sorcerer modifies the item so it behaves as if its creator had two more caster levels for 1 minute. If the caster level check fails, the item is drained of power instead – it behaves as if its creator had 2 caster levels less for 1 hour. Any item can be successfully amplified only once per day. This ability cannot be used with artifacts. Using this ability on items that have no variable effects based on creator caster level (such as a +1 longsword) has no effect. This ability can be taken multiple times, each time increasing the effective caster level of the item by +1.


Animancy (Ex): A sorcerer infuses his soul with magic. He chooses one spell he knows and permanently forgets it, and permanently loses an amount of spell points equal to that spell’s cost. He then chooses one spell of equal level from the cleric’s spell list. The chosen spell cannot be of the highest spell level he can cast. The sorcerer can then cast that spell 3 times per day as a spell-like ability. This ability can be taken multiple times, each time the sorcerer must lose a new spell and spell points, and gains a new spell-like ability, or he may choose to gain 2 additional uses of an existing spell-like ability that he gained through this power instead of a new one.


Burst of Power (Su): A sorcerer’s body is so infused with magical energies that it can spontaneously power his spells on rare occasions. Whenever a sorcerer casts a sorcerer spell, there is a certain percentile chance, dependant on the spell’s level, that the spell will not use the required points. The chance is 50% for 0-level spells, 30% for 1st level spells, and 10% for 2nd level spells. This ability cannot be used with spell-like abilities.


Draining Spell (Ex): Whenever a sorcerer deals hit point damage with a 5th or higher level spell to a creature, he also bestows 1 negative level. The DC to remove the negative level is the same as the spell’s save DC (or what would be the spell’s save DC if it doesn’t normally have one).


Enhancing Spell (Ex): Every creature affected by the sorcerer's spells gain a number of temporary hit points equal to the spell level. These temporary hit points vanish after 1 hour. A sorcerer can suppress this effect at will.


Hemomancy (Ex): A sorcerer infuses his blood with magic. He chooses one spell he knows and permanently forgets it, and permanently loses an amount of spell points equal to that spell’s cost. He then chooses one spell of equal level from the mage/sorcerer spell list. The chosen spell cannot be of the highest spell level he can cast. The sorcerer can then cast that spell 3 times per day as a spell-like ability. This ability can be taken multiple times, each time the sorcerer must lose a new spell and spell points, and gains a new spell-like ability, or he may choose to gain 2 additional uses of an existing spell-like ability that he gained through this power instead of a new one.


Overcome Antimagic (Su): A sorcerer can end antimagic effects, such as those created by antimagic field. To do so, he must stand in the area affected by antimagic and make a Concentration check (DC equal to spell’s DC if the antimagic is created by spell, or 25 if not) as a full round action that provokes attacks of opportunity. If she is successful, the antimagic ceases to be for 1 hour and the sorcerer’s maximum spell point expenditure per round is reduced by half (round down, minimum 1) for 1 minute. If the Concentration check is not successful, the sorcerer may not attempt to overcome that particular antimagic effect again for 24 hours.


Overload Item (Su): A sorcerer can infuse a magic item with energy in an attempt to destroy it. By holding the item in both hands he can, as a full round action that provokes attacks of opportunity, make a caster level check against DC 15 + caster level of the item’s creator). If he is successful, the item starts to overload and will explode in one round or when hitting something (which means it can be used in the next round as a thrown weapon). The explosion has 5 foot radius and deals 1d6 points of fire damage per sorcerer level, but no more than 1 point of damage per 50 gp of item’s market value. If sorcerer fails to overload the item, he cannot try again with the same item for the next 24 hours. This ability cannot be used with artifacts or very fragile items (such as scrolls and potions). This ability may be gained a second time, causing the damage done by the overloaded item to be arcane instead of fire and the radius to increase to 10’.


Osteomancy (Ex): A sorcerer infuses his bones with magic. He chooses one spell he knows and permanently forgets it, and permanently loses an amount of spell points equal to that spell’s cost. He then chooses one spell of equal level from the druid’s spell list. The chosen spell cannot be of the highest spell level he can cast. The sorcerer can then cast that spell 3 times per day as a spell-like ability. This ability can be taken multiple times, each time the sorcerer must lose a new spell and spell points, and gains a new spell-like ability, or he may choose to gain 2 additional uses of an existing spell-like ability that he gained through this power instead of a new one.


Release the Power (Su): A sorcerer can release all the energy that flows through him in a single spectacular display of power. If he does so, he casts any 3 spells he knows (he can cast a particular spell more than once) at the same time as a full round action. He takes damage from this action equal to 1d6 per level of each spell (for example, if he casts one 0-level spell, one 2nd level spell, and one 5th level spell, he takes 7d6 points of damage) and the sorcerer’s maximum spell point expenditure per round is reduced by half (round down, minimum 1) for the next 10 minutes.


Sudden Invocation (Ex): A sorcerer of 11th level or higher can cast 0-level spells as swift actions with no additional spell point cost, with a -5 penalty to effective caster level. With each additional 3 levels afterwards, he can use this ability with spells of one level higher than before.


Touch of Forceful Will (Su): Whenever a sorcerer makes a successful touch attack with a spell, he can make a caster level check opposed by the touched creature's Strength check. If he wins, he can move the target away from him by 5 ft. per level of the spell.


Voximancy (Ex): A sorcerer infuses his voice with magic. He chooses one spell he knows and permanently forgets it, and permanently loses an amount of spell points equal to that spell’s cost. He then chooses one spell of equal level from the bard’s spell list. The chosen spell cannot be of the highest spell level he can cast. The sorcerer can then cast that spell 3 times per day as a spell-like ability. This ability can be taken multiple times, each time the sorcerer must lose a new spell and spell points, and gains a new spell-like ability, or he may choose to gain 2 additional uses of an existing spell-like ability that he gained through this power instead of a new one.


Weakening Spell (Ex): Whenever a sorcerer deals hit point damage with a 5th or higher level spell to a creature, he also deals 2 points of ability damage of the sorcerer's choice. 


Anima Ancestry

Sorcerers are descended from the race of otherworldly beings once known as elohim. In fact, sorcerers are the only remaining presence of elohim on Torar. Those creatures possessed extremely powerful and long-lived souls. Even as diluted as they are today the souls of their progenitor elohim still emanate strongly within each sorcerer.

Each elohim was a member of one of four factions: Faustians, Cryptics, Raveners, and Reconcilers. The faction of the elohim helped to define the shape and powers of its soul, called its Apocalyptic Form. Each sorcerer begins to manifest abilities and physical changes as they grow in power, driven by these Apocalyptic forms as the factions they belonged to. At first level the sorcerer must choose which faction his soul is descended from. At the indicated levels the sorcerer’s ancestry provides him with a new power or ability. A sorcerer may choose any lower ancestry ability than the one the chart indicates if he wishes to (i.e. an 8th level sorcerer may choose a clear ancestry ability or a weak ancestry ability).

Cryptic Ancestry

The sorcerer’s ancestor’s soul was a seeker of mysteries, which caused strange and aberrant changes in the Cryptic. As he rises in power, the sorcerer develops new abilities of those misshapen creatures.

o Vestigial Ancestry (Ex): At 1st level Listen, Decipher Script, and Spot become class skills.

o Weak Ancestry: At 4th level, a sorcerer develops one weak Cryptic ability:

§ Altering Spell (Su): A sorcerer’s spells painfully changes the bodies of affected creatures. Every creature affected by the sorcerer's spells or spell-like abilities (including the sorcerer) receives damage equal to half of the sorcerer’s class level (round down). Creatures with the aberration type and those with the shapechanger subtype are immune to this effect. A sorcerer cannot suppress this effect.

§ Twisted Body (Su): A sorcerer's magic alters the structure of his body for a short time. Whenever he cast a spell or spell-like ability, he gains invulnerability to sneak attacks and critical strikes until the beginning of his next turn.

§ Unnatural Recuperation (Ex): Whenever sorcerer is below 0 hit points he gains fast healing 1.

o Clear Ancestry: At 8th level, a sorcerer develops one weak or clear Cryptic ability:

§ Hastened Evolution (Su): A sorcerer gains damage reduction 5 and Energy Resistance 5 against all ongoing damage (damage that continues to affect sorcerer for more than one round, such as damage from acid arrow or from immersion in lava). This ability does not protect from damage dealt on the 1st round.

§ Inner Howling (Su): As an immediate action, a sorcerer becomes immune to Intelligence, Wisdom, and Charisma damage until the beginning of his next turn. He can use this ability a number of times per day equal to half his sorcerer level.

§ Tentacles (Su): A sorcerer can freely create weak but long tentacles from his body. His reach, for purposes of touch attacks only, extends by 5 feet. These tentacles cannot apply more than about one pound of pressure, individually or combined.

o Strong Ancestry: At 12th level, a sorcerer develops one weak, clear, or strong Cryptic ability:

§ Alien Mindset (Ex): A sorcerer is immune to charm effects.

§ Sibilant Whispers (Su): A sorcerer is constantly surrounded by faint whispers and insane voices that can be heard by those who wish the sorcerer ill. As a result, all of the sorcerer’s opponents suffer a -2 penalty to Concentration and Listen checks, and Will saves, when within 30 ft. of him.

§ Strange Senses (Ex): A sorcerer gains one of following abilities: blindsense with range of 5 ft., tremorsense with range of 15 ft., scent with range of 30 ft. or darkvision with range of 60 ft. After 8 hours of sleep, a sorcerer can choose another ability and lose previous one.

o Grand Ancestry: At 16th level, a sorcerer develops one weak, clear, strong, or grand Cryptic ability:

§ Amphibian Mutation (Ex): A sorcerer can breathe water as easily as air. In addition, he gains a swim speed of 10 ft.

§ Underground Mutation (Ex): A sorcerer gains a burrow speed equal to 10 ft. In addition, he never risks suffocation due to being underground.

§ Unstable Flesh (Ex): A sorcerer is immune to polymorph and other shape-altering spells and abilities.

o True Ancestry: At 20th level, a sorcerer develops weak, clear, strong, grand, or true Cryptic ability:

§ Aberrant Form (Su): A sorcerer gains a +2 bonus to one physical score. After every 8 hours of sleep, the sorcerer may subtract X from any of his physical scores to add X to any of his other physical scores. He may not reduce any ability score to less than 4 by this method.

§ Bizarre Presence (Ex): The sorcerer’s type changes to aberration. This does not grant him any of the traits associated with becoming an aberration (such as darkvision).

§ Changeable Height (Su): Once per day as a full-round action that provokes attacks of opportunity, a sorcerer can increase or decrease his size by one category. After 8 hours of sleep, the sorcerer can revert to his normal size.

Ravener Ancestry

The sorcerer’s ancestor’s soul was a destroyer of all things in creation, this behavior often causing Raveners to become powerful killing machines. As he rises in power, the sorcerer develops new abilities of those mighty and terrible creatures.

o Vestigial Ancestry (Ex): At 1st level, Appraise, Intimidate, and Search become class skills.

o Weak Ancestry: At 4th level, a sorcerer develops one weak Ravener ability:

§ Frightful Casting (Su): Whenever a sorcerer casts a spell or spell-like ability all enemies in a 30 ft. radius must succeed at a Will save (DC equal to half his sorcerer level + spell level + Charisma modifier) or become shaken for one round. Enemies with more hit dice than the sorcerer are unaffected. This is a mind-affecting effect.

§ Great Fortitude (Ex): A sorcerer gains this feat for free. He also becomes immune to fear effects.

§ Armor (Ex): The sorcerer grows strong scales, bony plates, rock-like protrusions, or some other skin covering that provides a +4 natural armor bonus to AC.

§ Wings (Ex): A sorcerer posses leathery, vestigial, weak wings. He cannot fly normally, but if he is unarmored and unencumbered he gains a +4 racial bonus to Jump and Tumble checks. In addition, whenever the sorcerer casts a spell he gains a flight speed of 30 feet (clumsy maneuverability) until the beginning of his next turn.

o Clear Ancestry: At 8th level, a sorcerer develops one weak or clear Ravener ability:

§ Destroyer's Greed (Su): A sorcerer automatically notices any magic items that are in a 5 ft. radius of him. Raveners loved to find and smash the prized possessions of those nearby.

§ Legacy of Knowledge (Ex): A sorcerer can use his Charisma modifier instead of his Intelligence modifier on Knowledge checks. In addition, all Knowledge skills become class skills for him. Many Raveners would unwittingly absorb knowledge of the things they seek to destroy. This knowledge is passed on almost genetically.

§ Vigor (Su): Every time a sorcerer casts a spell, he is healed by 1 hit point.

o Strong Ancestry: At 12th level, a sorcerer develops one weak, clear, or strong Ravener ability:

§ True Vitality (Ex): If a sorcerer is under a sleep or paralysis effect, he gains an additional saving roll against this effect at the end of his turn each round of the effect’s duration.

§ Greater Energy Resistance (Ex): A sorcerer gains resistance 15 against one type of energy of his choice.

§ Powerful Build (Ex): A sorcerer is treated as one size category larger regarding all Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip attempts. A sorcerer may use weapons designed for creatures one size category larger as well (i.e. using a greatsword in one hand, or a fullblade with two hands without needing special feats for either).

o Grand Ancestry: At 16th level, a sorcerer develops one weak, clear, strong, or grand Ravener ability:

§ Bewitched Breath (Su): A sorcerer can use a dragon-like breath weapon which carries with it a spell of the sorcerer’s choice. The chosen spell cannot of the highest two spell levels he can currently cast. He must still spend spell points as normal however the spell’s area becomes a 30 ft. cone beginning at the caster. Creatures in the area may make Reflex saves (the same DC as the spell’s normal save DC) to avoid the effect. If any save is involved in the spell selected, the creatures affected are still entitled to a save against the effect. Touch attacks automatically hit if the Reflex save is failed. If the spell selected normally only affects one target, the sorcerer may choose to cast it on all affected targets. Additionally the sorcerer may simply expend spell points to create a damaging breath attack. The attack deals 1d6 points of acid damage per spell point spent when used in this way. He can use this ability a number of times per day equal to his Charisma modifier (minimum 1).

§ Encrusted Flesh (Ex): A sorcerer may place one item that occupies the amulet magic item slot on his chest and sleep on it for 8 hours. When he wakes the item is embedded in his chest and does not take up his amulet spot (he continues receiving its benefits though). He may remove this item as a full round action, but takes 1d4 Constitution damage if he does. A sorcerer may only have one embedded item at time.

§ Imperious Voice (Su): A sorcerer can use the command spell as supernatural ability at will as a standard action.

o True Ancestry: At 20th level, a sorcerer develops one weak, clear, strong, grand, or true Ravener ability:

§ Blindsense (Su): A sorcerer gains the blindsense ability with range 60 feet.

§ Rugged Armor (Ex): A sorcerer gains +6 natural armor bonus to AC. This ability stacks with the Armor ability. This ability does not require the sorcerer to have the Armor ability to gain.

§ Touch of Chronepsis (Ex): A sorcerer ages like dragons, surviving and growing stronger in order to prolong their ability to rampage. For each age category the sorcerer attains, he gains 3 hit points and 5 skill points. The sorcerer’s age categories are now like a dragon’s. The sorcerer's starting age category is set to his age as if he were a human.

Wyrmling - 0-5 years.

Very Young - 6-15 years.

Young - 16-25 years.

Juveline - 26-50 years.

Young Adult - 51-100 years.

Adult - 101-200 years.

Mature Adult - 201-400 years.

Old - 401-600 years.

Very Old - 601-800 years.

Ancient - 801-1000 years.

Wyrm - 1001-1200 years.

Great Wyrm - 1201+ years.

Faustian Ancestry

The sorcerer’s ancestor’s soul was a scheming, silver-tongued Faustian. As he rises in power, the sorcerer develops new abilities of those tricksy beings.

o Vestigial Ancestry (Ex): At 1st level, Hide, Move Silently, and Sense Motive become class skills.

o Weak Ancestry: At 4th level, a sorcerer develops one weak Faustian ability:

§ Pact of the Hale (Ex): A sorcerer gains a +4 racial bonus on saving throws against poison and disease.

§ Empowering Touch (Su): A sorcerer can cast the goodberry spell as spell-like ability with some exceptions: it affects only one berry touched and casting time is one minute. He may use the ability at will otherwise.

§ Empathy (Ex): A sorcerer can improve the attitude of any creature with an Intelligence score. This ability functions just like a Diplomacy check made to improve the attitude of a person. The sorcerer rolls 1d20 and adds his sorcerer level + Charisma modifier to determine the empathy check result. To use empathy, the sorcerer and the target must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a target in this way takes 1 minute, but it might take more or less time.

o Clear Ancestry: At 8th level, a sorcerer develops one weak or clear Faustian ability:

§ Beguile (Su): A sorcerer can command or rebuke humanoids same was as an evil cleric can command or rebuke undead. Using this ability costs sorcerer an amount of spell points equal to his level. If the target has an Intelligence score of 3 or higher, it gains a turn resistance equal to its Wisdom modifier (if positive) for the purposes of turning DCs against this ability.

§ Shackles (Su): Every hostile creature affected by sorcerer's spells or spell-like abilities is immediately entangled as by the entangle spell for one round, except that this effect can occur regardless of the surrounding territory’s makeup. A sorcerer can choose to suppress this effect if he wants to.

§ Illuminating Sparks (Su): Whenever a sorcerer casts a spell or spell-like ability, all creatures within a 30 ft. radius (including the sorcerer) are affected by the faerie fire spell for one round. A sorcerer can choose to suppress this effect if he wants to.

o Strong Ancestry: At 12th level, a sorcerer develops one weak, clear, or strong Faustian ability:

§ Eternal Joy (Ex): A sorcerer becomes immune to negative levels and level drain.

§ Glamorous Strike (Ex): A sorcerer can use Charisma instead of Dexterity on ranged attack rolls.

§ Unrestrained (Su): A sorcerer gains a +4 racial bonus on saving throws against petrification, paralysis, slow, and hold effects.

o Grand Ancestry: At 16th level, a sorcerer develops one weak, clear, strong, or grand Faustian ability:

§ Aura of Fortune (Su): A sorcerer gains a +2 luck bonus on all saving throws.

§ Pact of Mutual Expression (Su): A sorcerer can cast irresistible dance as supernatural ability at will (caster level equal to his sorcerer level), but he is also affected for this same number of rounds as his target.

§ Spell Resistance (Ex): A sorcerer gains spell resistance of 10 + his sorcerer level.

o True Ancestry: At 20th level, a sorcerer develops one weak, clear, strong, grand, or true Faustian ability:

§ Unearthly Flesh (Ex): A sorcerer gains damage reduction X/cold iron, where X is 3 + the sorcerer's Constitution modifier.

§ Grace of the Pactlord (Ex): A sorcerer may add his Charisma modifier as a racial bonus to all of his saving throws and AC.

§ Affirmation (Su): When the sorcerer casts a spell or spell-like ability, he summons number of spirits of faith equal to his Charisma modifier (minimum one). Each spirit cures one hit point and can target the sorcerer or any friendly creature adjacent to sorcerer. The spirits rush into the recipients immediately upon the sorcerer casting his spell.

Reconciler Ancestry

The sorcerer’s ancestor’s soul was a peaceful, diplomatic Reconciler. As he rises in power, the sorcerer develops new abilities of those altruistic creatures.

o Vestigial Ancestry (Ex): At 1st level, Heal, Diplomacy, and Sense Motive become class skills.

o Weak Ancestry: At 4th level, a sorcerer develops one weak Reconciler ability:

§ Purity of Blood (Ex): The sorcerer's blood is as pure as the mind of his ancestors. He gains a +4 racial bonus on saving throws against disease and poison.

§ Celestial Beauty (Ex): The sorcerer's performance is a stunning display. He adds Perform to his list of class skills, and gains a +2 racial bonus on all Perform checks.

§ Heritage of the Healer (Su): The sorcerer's heritage bestows basic healing abilities upon him. He adds all Conjuration (healing) spells from the cleric spell list to his sorcerer spell list (which he may then choose to learn as normal), but they are considered one level higher for the purpose of the sorcerer's spell levels. For instance, cure light wounds is a 1st level spell for clerics, so it would be a 2nd level spell for sorcerers with this ability.

o Clear Ancestry: At 8th level, a sorcerer develops one weak or clear Reconciler ability:

§ Following of Peace (Ex): The sorcerer's ancestry gives him the resolve to try and solve things with minimal casualties between all creatures. He is constantly under the effect of the tongues spell, and gains a +2 insight bonus on Diplomacy checks.

§ Armor of Brilliance (Ex): The sorcerer gains resistance to acid, cold, and electricity 5. This ability can be taken twice, the second time increasing these resistances to 10.

§ Heavenly Shield (Su): The sorcerer's innate magical abilities can manifest themselves as a barrier against evil foes. Whenever the sorcerer casts a spell or spell-like ability, he affected by a magic circle against evil, as the spell, except that it only lasts until the beginning of his next turn. The caster level for this spell is equal to the sorcerer's class level.

o Strong Ancestry: At 12th level, a sorcerer develops one weak, clear or strong Reconciler ability:

§ Aura of Menace (Su): A righteous aura surrounds a sorcerer that fights or gets angry. This aura activates for one round after the sorcerer has cast a spell or spell-like ability. Any hostile creature within a 20-foot radius of the sorcerer must succeed on a Will save of 10 + ½ the sorcerer's level + Charisma modifier to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the sorcerer that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same sorcerer’s aura for 24 hours.

§ Break Free (Ex): The sorcerer's Reconciler blood continues to flow even while the rest of his body begins to waste away. The sorcerer gains a +4 racial bonus on saving throws against Constitution damage and petrification, and if the sorcerer ever becomes petrified, he is entitled to an additional saving throw against the effects of petrification each round afterward. Every hour that passes since the sorcerer has been turned to stone the sorcerer can also make a caster level check (DC 10 + the caster level of the one who turned him to stone). If he ever succeeds on this check, he breaks free 1d10 minutes later.

§ Pathology of the Wild (Su): The sorcerer may use speak with animals as a spell-like ability at will, as a swift action. The sorcerer does not even require verbal contact with the animal. He may speak with any animal through an empathic bond, as if using telepathy.

o Grand Ancestry: At 16th level, a sorcerer develops one weak, clear, strong or grand Reconciler ability:

§ Protective Aura (Su): This aura activates for one round after the sorcerer has cast a spell or spell-like ability, lasting until the beginning of his next round. Against attacks made by evil creatures, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to all allies within 20 ft. of the sorcerer, but not the sorcerer himself.

§ Vanguard Against Oppression (Su): Whenever he casts a spell or a spell-like ability, he is under the effects of the freedom of movement spell until the beginning of his next round, and grants every friendly creature within 20 ft. a +3 circumstance bonus on saves against any form of magic that impedes movement.

o True Ancestry: At 20th level, a sorcerer develops weak, clear, strong, grand, or true Reconciler ability:

§ Harbinger of Life (Su): Even the sorcerer's magic now commits itself to the sake of preserving life. He gains all Conjuration (healing) spells from the cleric spell list on his sorcerer list (and can learn them normally), and they are cast at the same spell level as they would be on the cleric spell list. Additionally, he may cause any damage-dealing spell or spell-like ability he casts to deal nonlethal instead of lethal damage by spending 2 spell points. If the sorcerer has the Heritage of the Healer ability in addition to this ability, he may cast any Conjuration (healing) spells at a range of Close (25 ft. + 5 ft. / 2 levels) instead of Touch.

§ Absorb Lesser Magics (Sp): The sorcerer's magic evokes a field around him that protects him against less powerful spells. Every time he casts a spell or spell-like ability, the sorcerer is surrounded by a globe of invulnerability as the spell until the beginning of his next turn.

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