Difference between revisions of "Sorcerer (Apath)"

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m (→‎Tinkerer Bloodline: cut back to skeleton)
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=== Bonus Spells ===
 
=== Bonus Spells ===
A tinkerer sorcerer does not learn any bonus spells.
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[http://www.d20pfsrd.com/magic/all-spells/g/gravity-bow Gravity bow] (3rd),
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[http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow Acid Arrow] (5th),
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[http://www.d20pfsrd.com/magic/all-spells/r/rusting-grasp Rusting grasp] (as a 3rd level Sorcerer spell) (7th),
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[http://www.d20pfsrd.com/magic/all-spells/n/named-bullet Named bullet] (9th),
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[http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animate object] (as a 5th level sorcerer spell) (11th),
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[http://www.d20pfsrd.com/magic/all-spells/m/major-creation Major creation] (13th),
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[http://www.d20pfsrd.com/magic/all-spells/s/simulacrum Simulacrum] (15th),
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[http://www.d20pfsrd.com/magic/all-spells/i/iron-body Iron body] (17th],
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[http://www.d20pfsrd.com/magic/all-spells/w/wooden-phalanx Wooden phalanx] (19th).
  
 
=== Bonus Feats ===
 
=== Bonus Feats ===

Revision as of 12:48, 3 September 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. Perhaps you grew up under the care of wild animals. 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 make this decision when casting each spell. If you do so, you and your animal companion can stand in a firball or 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 a solid object you create.

Untouchable by Nature (Su): 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.

Tinkerer Bloodline

Your powers derive from your understanding of the world, physics, and mechanisms. You might have some gnome blood, or mechanical devices played an important part in the fate of you or your family.

Class Skills

Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Int), Escape Artist (Dex), Fly (Dex), Forgery (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Linguistics (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skills in italics are added to the tinkerer's list of class skills. Tinkerer sorcerers gain 4 skill points per level

Bonus Spells

Gravity bow (3rd), Acid Arrow (5th), Rusting grasp (as a 3rd level Sorcerer spell) (7th), Named bullet (9th), Animate object (as a 5th level sorcerer spell) (11th), Major creation (13th), Simulacrum (15th), Iron body (17th], Wooden phalanx (19th).

Bonus Feats

Brew Potion, Craft Construct, Craft Magic Arms and Armor Craft Rod, Craft Wondrous Item, Silent Spell, Skill Focus.

Bloodline Arcana

The two extra skill points per level noted under class skills replaces the tinkerer sorcerer's bloodline arcana.

Bloodline Powers

You trust your luck and have tied your powers to something random - like the draw of cards. And you learn to cheat.

Power Cards (Sp):

Double Draw (Sp): At 3rd level,

Quick Card (Sp): At 9th level,

Jack in the Hole (Ex): At 15th level,

Shuffle Deck (Su): At 20th level,

Wildcard Bloodline

Your very existence relies on chance. That you were even conceived is a freak accident, and your life has been a long line of strange coincidences. You have learned to stack the deck in your favor.

Class Skill

Sleight of Hand (Dex).

Bonus Spells

A wildcard sorcerer does not learn any bonus spells.

Bonus Feats

Any metamagic feat, Greater Spell Focus, Greater Spell Penetration , Spell Focus, Spell Penetration.

Bloodline Arcana

Each day when preparing spells, the wildcard sorcerer may exchange one of his current known spells for another. The same rules apply to what spells he can learn; if the wildcard sorcerer opts to replace a level 2 spell that day, it must be replaced with another spell of level 2. The new spell must be from the sorcerer spell list.

Bloodline Powers

You trust your luck and have tied your powers to something random - like the draw of cards. And you learn to cheat.

Power Cards (Sp): As you advance in levels, you make a hand of spells that you can cast randomly. These are sorcerer spells, but need not be spells known to you. Actually writing the names and pertinent details of the spells of your deck makes a handy prop for this ability. When preparing the deck, you follow some simple rules.

  • No spell can be on this list more than once. All spells in the deck must have a casting time of one standard action.
  • Pick one spell of the highest level you can cast.
  • Pick two spells of the next-highest level of spells you can cast.
  • Pick three spells of two levels lower than the highest you can cast.
    • As you gain the ability to cast spells of new spell levels, you add new spells to fill out the deck and remove spells who are now of too low level to qualify.
    • When you gain a level as a wildcard sorcerer without learning a new level of spells, you can instead exchange an old spell form the deck.
  • The deck contains spells of level zero and up. You can't add spells of a negative level, so you don't get your full deck of 6 spells until you can cast second level spells.

As a standard action, you can pull a card from this hand. before the end of your current turn, you can cast the spell on the card once as a free action. Do not return the card to the deck. You can continue to use this ability until you are out of cards. Return all used spells when you prepare spells.

Double Draw (Sp): At 3rd level, as a standard action, your can draw two cards from your hand and select one of them to use. Return the other card. It is traditional to draw one card from the top of the pile, and the other from the bottom, but this is not required.

Quick Card (Sp): At 9th level, you can draw a card from your hand and immediately use it as a swift action.

Jack in the Hole (Ex): At 15th level, you can select one card from your power deck and use it as a standard action.

Shuffle Deck (Su): At 20th level, you can return any used cards to your deck of power cards and shuffle the hand. This is a full-round action.

Old Versions