Difference between revisions of "Sorcerer (Apath)"

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=== Bloodline Powers ===
 
=== Bloodline Powers ===
You trust your luck and have tied your powers to something random - like the draw of cards. And you learn to cheat.
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''You trust your luck and have tied your powers to 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.
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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 these rules.
 
* Pick one spell of the highest level you can cast.
 
* Pick one spell of the highest level you can cast.
 
* Pick two spells of the next-highest level of spells you can cast.
 
* Pick two spells of the next-highest level of spells you can cast.
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* 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.
 
* 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.
  
At first level, 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.
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''Luck of the Draw (Sp)'': At 1st level, 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.''
 
''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.''

Revision as of 11:33, 4 November 2012

ApathApath Logo
Unofficial rules compendium

Bloodlines

More sections and options for sorcerer bloodlines.

Bloodline Rules

Sorcerers get their bloodline bonus spells one level earlier than normal, at even levels. This means sorcerers never have only a single spell to choose from at a certain level.

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.

Artifice Bloodline

Your powers derive from your understanding of the world, physics, and mechanisms. You might have some gnome blood, come from a long line of engineers, or traps 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 artifice's list of class skills. Artifice 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 artifice sorcerer's bloodline arcana.

Bloodline Powers

Your bloodline is tied to skill more than power, enabling you to work magic with traps, locks, and devices.

Trapfinding (Su): A artifice sorcerer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A artifice sorcerer can use Disable Device to disarm magic traps.

Trigger Trap (Su): At 3rd level, the artifice sorcerer can use an immediate action to set off any known trap within close range (25 ft. + 5 ft./2 levels). Against a trap that the artifice sorcerer has set herself or bypassed using Disable Device, this is automatic. Against a trap which is known but not bypassed, including one the artifice sorcerer has disabled herself, it requires a Disable Device check against the disarm difficulty of the trap.

Trap Sense (Su): At 9th level, an artifice sorcerer gains an magical sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the artifice sorcerer reaches 12th level, to +3 when she reaches 15th level, and to +4 at 18th level. Trap sense bonuses gained from multiple classes stack.

Telekinetic Tinkering (Sp): At 15th level, a tinker sorcerer can use the Disable Device skill at close range (25 ft. + 5 ft./2 levels), and no longer need tools - this ability replaces masterwork tools and provides the +2 bonus given by masterwork tools.

Immune to Traps (Su): At 20th level, A artifice sorcerer never triggers traps-it is as if she did not exist as far as the trap is concerned. When she normally would, she can instead make a Perception check to notice the trap. She can still deliberately trigger a trap. She gains an SR of 11 + sorcerer level against the effects of magical traps triggered deliberately or by others.

Adventuring Bloodline

You come from a long line of adventurers, survivors of monster attacks and strange magical events. Like your forebears, you strive to survive by your own skill and wit, but the mystical events of the past have put an undeniable mark of power on you.

Class Skills

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Forgery (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).

Skills in italics are new class skills to this bloodline.

Skill Points at each level: 6 + Int modifier.

Bonus Spells

Mage armor (3rd), find traps (as a 2nd level sorcerer spell) (5th), haste (7th), arcane eye (9th), telepathic bond (11th), getaway (13th), mage's magnificent mansion (15th), binding (17th), freedom (19th).

Bonus Feats

Dazing spell, Echoing spell, Ectoplasmic spell, Elemental spell, Intensified spell, Selective spell, Skill Focus (any), Spell Focus (any).

Bloodline Arcana

Adventurer bloodline sorcerers have no bloodline arcana, gaining more class skills instead.

Bloodline Powers

Adventurer bloodline sorcerers have no bloodline powers, gaining more class skills instead.

Divine Bloodline

You carry the power of the divine in your blood-perhaps you are the result of a divine indiscretion, or perhaps your ancestors have been longstanding servants of the divine.

Class Skill

Knowledge (religion) (Int)

Bonus Spells

You gain the spells of your chosen domain, see bloodline arcana below. These become sorcerer spells for you, of the same level they would have been as domain spells. You gain the 1st level domain spell at level 3, and another domain spell for every two levels after level 3. You must satisfy any divine focus requirement of these spells, but you can use a personal symbol as a divine focus if you prefer.

Bonus Feats

Alignment Channel, Command Undead, Concussive spell, Consecrated Spell, Dazing Spell, Ectoplasmic Spell, Martial Weapon Proficiency, Turn Undead.

Bloodline Arcana

Pick one domain among those available to clerics. You gain the 1st level domain power of this domain, replacing any reference to Wisdom in the domain power with Charisma. The chosen domain also determines your bonus spells and many of your bloodline powers.

You can only choose an alignment domain if you share that alignment. If you later change your alignment so that you no longer qualify, you may then select another alignment domain.

Bloodline Powers

Channeling Touch (Su): You can release energy by channeling the power of your divine ancestry by touch. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good divine bloodline sorcerer channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil divine bloodline sorcerer channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral divine bloodline sorcerer must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed unless you change alignment. Unlike the cleric’s channel energy ability, this only affects a single touched target, but there is no saving throw.

Channeling touch only affects one creature touched and requires a touch attack against an unwilling target. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two divine bloodline sorcerer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A divine bloodline sorcerer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A divine bloodline sorcerer can affect herself with this power.

A divine bloodline sorcerer must be able to present her divine focus to use this ability, and can use the ability with channeling feats, but only affect a single target touched when using channeling touch with channel feats. Channeling feats that allow saving throws have a saving thow DC of 10 + ½ your sorcerer level + your Charisma modifier.

Divine Spell Gift: At 2nd level, and every two levels after second level, you can add one cleric spell to your spell list and to your list of known spells. This becomes a sorcerer spell for you of the same level as it's normal cleric spell level. This must be a spell you can currently cast. These spells cannot be of an alignment opposite to your own.

Domain Power: At 9th level, you learn the second domain power of your chosen domain. You use this as outlined for your first domain power in your bloodline arcana.

Quickened Channeling Touch (Su): At 15th level, you can use your channeling touch bloodline power as a swift action.

Apotheosis (Su): At 20th level, you are imbued with divine essence. Your type changes to outsider (native) and you get to choose a subtype of outsider appropriate to your alignment, gaining the abilities typical of all creatures of this subtype.

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 taught you about nature's wrath.

Class Skills

Handle Animal and Survival.

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 as 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.

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

Bouncing Spell, Greater Spell Focus, Greater Spell Penetration , Persistent Spell, Selective Spell, Spell Focus, Spell Penetration.

Bloodline Arcana

Each day when preparing spells, the wildcard sorcerer may exchange one of his current known spells for another. All normal rules apply to what spells he can learn and the spell must be of the same level as the one it replaces and from the sorcerer spell list.

Bloodline Powers

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

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 these rules.

  • 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.
  • No spell can be on this list more than once.
  • All spells in the deck must have a casting time of one standard action.
  • As you gain the ability to cast spells of new spell levels, you remove spells who are now of too low level to qualify and add new spells to fill out the deck.
  • When you gain a level as a wildcard sorcerer without learning a new level of spells, you can rebuild your deck at will, following the above rules.
  • 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.

Luck of the Draw (Sp): At 1st level, 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 as a swift action.

Jack in the Hole (Ex): At 15th level, you can make an informed selection of any 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

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