Difference between revisions of "Sorcerer (Apath)"

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m (→‎Nature's Wrath Bloodline: +4 vs sr on all spells)
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''Primal Power (Ex):'' At 3rd level, you can add any one spell from the druid spell list to your list of spells known as a sorcerer spell of its druid spell level. This spell must be of a level that you are capable of casting, and you cannot pick spells of the healing subtype. You can also add one additional spell at 7th, 11th, 15th level and 19th level.
 
''Primal Power (Ex):'' At 3rd level, you can add any one spell from the druid spell list to your list of spells known as a sorcerer spell of its druid spell level. This spell must be of a level that you are capable of casting, and you cannot pick spells of the healing subtype. You can also add one additional spell at 7th, 11th, 15th level and 19th level.
  
''Natural Wrath (Ex):'' At 9th level, your powers become even more a part of nature. Your evocation spells gain a +4 bonus on caster level checks to penetrate spell resistance.
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''Natural Wrath (Ex):'' At 9th level, your powers become even more a part of nature. You gain a +4 bonus on caster level checks to penetrate spell resistance.
  
 
''Nature's Aloftness (Su):'' At 15th level, you can choose for you and your animal companion to be immune to your own spells - you can stand in a conflagration or walk trough a ''wall of fire'' of your own making without harm. You still see (or use other senses) trough your own spell effects no better than normal, and cannot move through any solid object you create. You make this decision when casting each spell.
 
''Nature's Aloftness (Su):'' At 15th level, you can choose for you and your animal companion to be immune to your own spells - you can stand in a conflagration or walk trough a ''wall of fire'' of your own making without harm. You still see (or use other senses) trough your own spell effects no better than normal, and cannot move through any solid object you create. You make this decision when casting each spell.
  
 
''Untouchable by Nature (Ex):'' At 20th level, you and your animal companion gain resistance 20 to electricity, fire, and cold. Any spell you cast doing damage of these types do an additional point of damage per die. You ignore difficult terrain and wind effects.
 
''Untouchable by Nature (Ex):'' At 20th level, you and your animal companion gain resistance 20 to electricity, fire, and cold. Any spell you cast doing damage of these types do an additional point of damage per die. You ignore difficult terrain and wind effects.

Revision as of 22:22, 17 August 2012

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Unofficial rules compendium

Arcane Bloodline

If using the Metamagic house rules from Apath, much of the Arcane bloodline's abilities become redundant and needs to be updated.

Modified Bloodline Abilities

Metamagic Adept (Ex): At 3rd level, you become skilled at modifying spells with metamagic. When a you apply a metamagic feat, you reduce the metamagic feat’s spell level adjustment by 1. Thus, applying a Metamagic feat like Still Spell to a spell does not change its effective spell level at all, while applying Quicken Spell only increases the spell’s effective spell level by 3 instead of by 4. This reduction to the spell level adjustment for Metamagic feats does not stack with similar reductions from other abilities. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. You can only apply it once to any given spell. At 20th level, this ability is replaced by arcane apotheosis.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells, always using the Metamagic Adept ability. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

Nature's Wrath Bloodline

You experienced some dramatic event, when you were completely at the mercy of nature but survived. This gave you an affinity with nature's wrath.

Class Skill: Handle Animal.

Bonus Spells: Magic Fang (as a 1st level sorcerer spell) (3rd), Call Lightning (as a 2nd level sorcerer spell) (5th), Greater Magic Fang (as a 3rd level sorcerer spell) (7th), Call Lightning Storm (as a 4th level sorcerer spell) (9th), Fire Snake (11th), Tar Pool (13th), Control Weather (15th), Wall of Lava (17th), Tsunami (19th).

Bonus Feats: Augment Summoning, Diehard, Empower Spell, Endurance, Reach Spell, Skill Focus (Intimidate), Toughness, Widen Spell.

Bloodline Arcana: Add summon nature's ally I to IX to your spell list as sorcerer spells of their druid spell level. You do not automatically know these spells, they are just added to your spell list but must be learned like any other sorcerer spell. You also gain low-light vision.

Bloodline Powers: Magic is as natural to you a the lightning bolt or the forest fire, and you also have a certain affinity for nature's creatures - as hunting partners and as prey.

Companion Bond (Ex): At 1st level, you gain an animal companion, like the one gained from the druid's nature bond of a druid equal to your sorcerer level. Your sorcerer levels stack with any druid levels you possess when determining the powers of your animal companion. You cannot choose to pick a domain instead of an animal companion.

Primal Power (Ex): At 3rd level, you can add any one spell from the druid spell list to your list of spells known as a sorcerer spell of its druid spell level. This spell must be of a level that you are capable of casting, and you cannot pick spells of the healing subtype. You can also add one additional spell at 7th, 11th, 15th level and 19th level.

Natural Wrath (Ex): At 9th level, your powers become even more a part of nature. You gain a +4 bonus on caster level checks to penetrate spell resistance.

Nature's Aloftness (Su): At 15th level, you can choose for you and your animal companion to be immune to your own spells - you can stand in a conflagration or walk trough a wall of fire of your own making without harm. You still see (or use other senses) trough your own spell effects no better than normal, and cannot move through any solid object you create. You make this decision when casting each spell.

Untouchable by Nature (Ex): At 20th level, you and your animal companion gain resistance 20 to electricity, fire, and cold. Any spell you cast doing damage of these types do an additional point of damage per die. You ignore difficult terrain and wind effects.