Difference between revisions of "Sorcerer (Apath)"

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Your bloodline expands your power into the astral and ethereal realms.
 
Your bloodline expands your power into the astral and ethereal realms.
  
''Force bolt (Sp):'' Starting at 1st level, you can fire an force ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The force ray deals 1d6 points of force damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
+
''Force bolt (Sp):'' Starting at 1st level, you can fire a force ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The force ray deals 1d6 points of force damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  
 
''Ghost touch (Su):'' At 3rd level, the aether sorcerer can touch a piece of gear (usually a weapon or set of armor) and grant it the ghost touch property. This ability can be used a number of times each day equal to the sorcerer's Charisma modifier, and each use lasts for 10 minutes.
 
''Ghost touch (Su):'' At 3rd level, the aether sorcerer can touch a piece of gear (usually a weapon or set of armor) and grant it the ghost touch property. This ability can be used a number of times each day equal to the sorcerer's Charisma modifier, and each use lasts for 10 minutes.

Revision as of 00:35, 18 January 2014

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Unofficial rules compendium

Spells

Spell List Additions

Sorcerer/Wizard Spell List Additions

Additions to the sorcerer/wizard spell list. Used by the arcanist, sorcerer, and wizard to level 9.

Level 0

Abjuration: benign dispel, purge evidence (lesser), stall flight (lesser).
Conjuration: create tool, energy orb, ground mist, summon zero.
Divination: know direction, merciful insight.
Enhancement: honeyed words, mutual attraction.
Evocation: burst of flame, telekinetic projectile.
Illusion: color cantrip, neglect.
Necromancy: bleeding wound, blind spot.
Transmutation: alter race, crack, pushing ray.

Level 1

Abjuration: protection from evil, red repellent.
Conjuration: fireflies.
Divination: riddle resolver.
Enhancement: taunt.
Evocation:
Illusion:
Necromancy: bone armor, rouse undead I.
Transmutation: armor, magic fang.

Level 2

Abjuration:
Conjuration: dimension door (lesser), glitterdust.
Divination:
Enhancement: hideous laughter, stupefy spell.
Evocation:
Illusion: creature image, phantom armor, fey gold, mirror image, shadow armaments, shadow fighting, shadow wounds, unseen musician.
Necromancy: repulsiveness, rouse undead II.
Transmutation: deepockets, fool's gold, launch bullet, reproduction.

Level 3

Abjuration: purge evidence, stall flight.
Conjuration: creeping mist.
Divination:
Enhancement: forget, scapegoat.
Evocation:
Illusion: silence shadow creation, shadow fighting (mass).
Necromancy: feign death, poison, rouse undead III.
Transmutation: magic fang (greater), object shape I, transfer enchantment.

Level 4

Abjuration:
Conjuration:
Divination: trial by fire
Enhancement: stun spell.
Evocation:
Illusion: shadow necromancy (lesser), shadow polymorph, shadow shape, spectral wounds.
Necromancy: rouse undead IV, speak with dead.
Transmutation: magic vestment, meld into stone, object shape II.

Level 5

Abjuration:
Conjuration: devil contract, shadow creation (greater), word of recall.
Divination:
Enhancement: forget (mass).
Evocation:
Illusion:
Necromancy: rouse undead V, singing sword curse.
Transmutation: animate objects, object shape III.

Level 6

Abjuration: teleport beacon.
Conjuration:
Divination: true seeing, x-ray eyes.
Enhancement: modify memory, stun spell (mass).
Evocation:
Illusion: shadow necromancy, shadow polymorph (greater), shadow shape (greater), shadow heal/harm, zone of silence.
Necromancy: rouse undead VI.
Transmutation: control winds, mark of justice, object shape IV.

Level 7

Abjuration:
Conjuration:
Divination:
Enhancement:
Evocation:
Illusion:
Necromancy: feign death (greater), rouse undead VII.
Transmutation: magic phalanx, object shape V, spellstaff.

Level 8

Abjuration:
Conjuration: true creation.
Divination:
Enhancement:
Evocation:
Illusion: shadow necromancy (greater), shadow shape (true).
Necromancy: rouse undead VIII.
Transmutation:

Level 9

Abjuration:
Conjuration:
Divination:
Enhancement:
Evocation:
Illusion:
Necromancy: rouse undead IX.
Transmutation:


Bloodlines

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.

Battle sorcerers and bloodline knights with bloodlines that add new spells to the sorcerer spell list instead add those spells to the magus spell list. See those articles for details.

Aether Bloodline

Your life and powers are tied to the transitive planes, the astral and ethereal. Perhaps your powers come from a merger with an incorporeal spirit, or an ancestor was saved by planar travel. Regardless, it has left you with a predisposition for force effects that pierce the barrier between the planes.

Aether Class Skills

Knowledge (Planes) (Int).

Aether Bonus Spells

Shield (3rd), see invisible (5th), diamond spray (7th), dimensional anchor (9th), wall of force (11th), mage's sword (as a 6th level sorcerer spell) (13th), plane shift (15th), etherealness (as an 8th level sorcerer spell) (17th), astral projection (19th).

Aether Bonus Feats

Dimensional Agility, Disruptive Spell, Ectoplasmic Spell, Heighten Spell, Intensified Spell, Reach Spell, Selective Spell, Toppling Spell

Aether Bloodline Arcana

Any time you use a spell with the Force descriptor or a spell affected by the Ectoplasmic spell metamagic feat, you ignore any cover or concealment a target may have against your attack. You still cannot attack a target with total cover. You need not guess in what square an unseen target is before attacking, but if the target actually is out of range or under total cover, your spell fails and is lost.

Aether Bloodline Powers

Your bloodline expands your power into the astral and ethereal realms.

Force bolt (Sp): Starting at 1st level, you can fire a force ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The force ray deals 1d6 points of force damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Ghost touch (Su): At 3rd level, the aether sorcerer can touch a piece of gear (usually a weapon or set of armor) and grant it the ghost touch property. This ability can be used a number of times each day equal to the sorcerer's Charisma modifier, and each use lasts for 10 minutes.

Force Focus (Su): At 9th level, any of the aether sorcerer's spells or abilities with the [Force] descriptor has it's save DC increased by +1 and gains a +2 bonus on any attack roll made with it, as appropriate to each spell.

Pierce the Veil (Sp): At 15th level, an aether sorcerer can use true seeing as a spell-like ability for one minute per level per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Fade to Grey (Su): At 20th level, an aether sorcerer can fade from the world. The sorcerer becomes incorporeal for 1 minute per sorcerer level. He gains the incorporeal subtype and take only half damage from corporeal magical attacks (no damage from nonmagical weapons and objects). The aether sorcerer's spells and magical attacks deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-minute increments. Force effects and ectoplasmic spells still function normally.

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 Arcane 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.

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.

This bloodline is not available through the Eldrich Heritage feat.

Adventuring Bloodline 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.

Adventuring Bloodline 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).

Adventuring Bloodline Bonus Feats

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

Adventuring Bloodline Arcana

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

Adventuring Bloodline Powers

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

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.

This bloodline is not available through the Eldrich Heritage feat.

Artifice Class Skills

Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Int), Escape Artist (Dex), Fly (Dex), 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 artificer's list of class skills. Artifice sorcerers gain 4 skill points per level.

Artifice 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).

Artifice Bonus Feats

None. An artifice sorcerer does not gain any bloodline feats.

Artifice Bloodline Arcana

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

Artifice Bloodline Powers

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

Trapfinding (Su): An artifice sorcerer adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An artifice sorcerer can use Disable Device to disarm magic traps.

Telekinetic Tinkering (Sp): At 3rd level, an artifice sorcerer can use the Disable Device skill at close range (25 ft. + 5 ft./2 levels), substituting tools with telekinesis. This ability can also be used with an immediate action to set off any known trap within range. 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.

Trap Mastery (Su): At 15th level the artifice sorcerer always succeeds at saving throws against the effects of traps. Traps that do not allow saving throws but cause hit point or attribute damage only inflict half damage to the artifice sorcerer.

Immune to Traps (Su): At 20th level, an 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. Symbols, wards and other trap-like magics count as traps for this ability, but magical walls do not.

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.

Divine Bloodline Class Skill

Knowledge (religion) (Int)

Divine Bloodline 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.

Divine Bloodline Bonus Feats

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

Divine 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.

You can pick a domain among animal and terrain domains, but of you do so your powers derive from nature and you have to role-play this out.

Divine 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 3rd level, and every two levels after, 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 of a level you can currently cast and 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. You can select aeon, agathion, angel, archon, azata, daemon, demon, devil, div, inevitable, kyton, protean, or psychopomp. Summoning and teleportation abilities are specifically excluded; you don't gain any such abilities.

Mount Bloodline

Your power comes from being possessed and being the the 'mount' for spirits and creatures that take residence inside you - sometimes in order to power your spells, other times to take over completely and act on your behalf. You might have inherited this ability from spirits in your ancestry, bargained for it, or fought and dominated a possessing spirit to learn this kind of power the hard way.

Mount Class Skill

Knowledge (planes) (Int)

Mount Bonus Spells

Summon monster i (3rd), summon monster ii (5th), summon monster iii (7th), summon monster iv (9th), summon monster v (11th), summon monster vi (13th), summon monster vii (15th), summon monster viii (17th), summon monster ix (19th).

Mount Bonus Feats

Augment Summoning, Disruptive Spell, Ectoplasmic Spell, Merciful Spell, Selective Spell, Superior Summoning, Spell Focus (Summoning), Quicken Spell.

Mount Arcana

When casting a summon monster spell to summon a single creature to possess you, the casting time of the spell is reduced to a standard action.

Mount Powers

Controlled Possession (Su): At 1st level, whenever you summon a creature, you have the option to have that creature manifest inside your body. This applies to all creatures called trough spells or spell-like abilities. When this happens, your body is displaced into an extra-dimensional space, and replaced with the summoned or called creature. While in this extra-dimensional space, you are impervious to all effects. You have the normal degree of control over the creature, depending on how it was controlled or called. In effect, you now play the creature instead of your normal character. You can perceive what the possessing creature perceives and can communicate telepathically with it. This telepathy transcends language barriers, but this only applies to communication between you and the creature. You can order the creature to speak, but only in languages it knows.

When the effect ends or the creature is defeated, the creature disappears and you return to the world in the same space the creature occupied.

You and the creature do not necessarily have the same space, and sometimes you may have different movement modes that would prevent you from occupying the same space as the other when you change spaces. In every case, you are moved as little as possible, resolving conflicts in the following order.

  1. If you can legally stand in the same or adjacent spaces, you do so.
  2. If you can squeeze and remain in the same space, you do so.
  3. If you cannot squeeze and remain in place, you are displaced to the nearest point where you do not have to squeeze to stand, along a normal line of effect. You can move trough the space of other creatures to do this, and the movement does not trigger attacks of opportunity.
  4. If there is no space you can move that you have line of effect to, you are displaced to the nearest space you can occupy, disregarding line of effect, simply teleporting into a legal position. This teleportation cannot be prevented by effects that normally inhibit movement or teleportation, but you are dazed one round after such a teleport.

When you and a creature change places, any spells or effects transfer to the one outside the extra-dimensional space. This means that any beneficial and debilitating effects effects whoever is the active part, you or the creature. Creatures possessing you are considered legal target for any spells that could affect you, but you are not automatically a legal target for spells affecting a creature that has possessed you; if an effect that could not affect you would be transferred to you in this way, it ends instead. Gear goes with you into the extra-dimensional space; the creature appears with whatever gear is in its description instead.

While in the extra-dimensional space, you can take no actions other than to cast spells on yourself, affect the creature possessing you as if touching it, and communicate with any summoned creatures under your control. If you have some way to communicate across dimensional boundaries, you can use that means to communicate with others than your controlled creature. No action you take in extradimensional space will trigger an attack of opportunity.

If the possession ends for some reason, such as if the creature is exorcised, this power immediately ends and you return from your extra-dimensional space. A summoned creature is immediately dismissed, while a called creature is affected normally depending on the power that forced it out of your body.

Possessed Summoning (Su): At 3rd level, you can summon creatures while in your extradimensional space; the summoned creature either replaces the one possessing you or is summoned normally. When you spend a full round casing a summon spell in this way and have the summoned creatures act after you in the following round, they pass through your extradimensional space, where you can affect them with spells or other abilities.

Possession Trap (Su): At 9th level, when you are in the presence of a creature that can possess others, whether it is currently possessing another creature or not, you can force that creature to possess your body as a standard action. You cannot use this ability when you are in your extra-dimensional space, but if successful you are moved there. The creature must be within 30 ft. and is allowed a Will saving trow (DC 10 + ½ your sorcerer level + your Charisma modifier). If the saving throw fails the creature possesses you as outline in Controlled Possession, and you can control its actions. If the saving throw succeeds, the creature has the option to ignore you or to possess you normally, with the creature in control for one round.

Each round while possessing you, a creature with possession powers must make the above Will saving trow. If it fails, you are in control for this round and can move to your extra-dimensional space if you are not already there. If the saving throw succeeds, the creature is in control. If you are in your extra-dimensional space the creature can act normally or even choose to end the possession. If you are physically present to be possessed, the creature controls your body in the usual manner.

You can also use this on a creature called with a planar binding spell. Such a creature always possesses you, and you and the creature can fight for control just like you and a creature capable of possession would. You can bargain with the creature while this battle for control lasts, and in rounds when you have control, you also have a +4 bonus on Charisma rolls to establish a deal.

Trying to use this ability on a creature incapable of possession automatically fails.

Condition Selection (Ex): At 15th level, when moving to or from your extra-dimensional space, you can select which effects to transfer to or from yourself to the possessing creature. This allows you to get rid of unwanted effects while keeping enhancements.

Possessed Channeling (Su): At 20th level, you can cast perceive the surroundings and spells while in control of a creature possessing you. These spells take effect in normal space just as if you were physically present to cast them. Your spellcasting cannot be interrupted and does not trigger attacks of opportunity.

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.

Nature's Wrath Bloodline Class Skills

Handle Animal (Cha) and Survival (Wis).

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).

Nature's Wrath Bloodline Bonus Feats

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

Nature's Wrath 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.

Nature's Wrath Bloodline Powers

Magic is as natural to you as the lightning bolt or the forest fire, and you also have an affinity for animals - 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.

Nature's Aloftness (Su): At 9th level, you and your animal companion are immune to damage from your own spells. You and your animal companion can stand in a firball or wall of fire of your own making without harm.

Natural Wrath (Ex): At 15th level, your powers become even more a part of nature. You gain a +4 bonus on caster level checks to penetrate spell resistance.

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.

Saher Bloodline

The saher bloodline carries a birthright of lordship over genies, and to a lesser degree other outsiders. Though you are not a genie yourself, your name carries great respect with such creatures.

Saher Bloodline Class Skill

Knowledge (Planes) (Int)

Saher Bloodline Bonus Spells

Mount (3rd), see invisible (5th), magic circle (any) (7th), dismissal (9th), geniekind (11th), planar binding (13th), limited wish (15th), greater planar binding (17th), wish (19th).

The magic circle spell of the saher can be cast as either against good, evil, law, or chaos, as decided when casting it.

Saher Bloodline Bonus Feats

Craft Wondrous Item, Dazing Spell, Elemental Spell, Extend Spell, Heighten Spell, Lingering Spell, Quicken Spell, Selective Spell, Widden Spell.

Saher Bloodline Arcana

The saher can detect genies and the works of genies at will. This works like detect undead except that it detects genies or the lingering aura of places they have been or had an effect on. A saher can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is a genie or has been in contact with genies, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the saher does not detect genies in any other object or individual within range.

Saher Bloodline Powers

Zhyen Familiar (Ex): At 1st level all saher can call upon elemental familiars, known as a zhyen. Summoning a zhyen is a 1-hour ritual and each saher can only have one zhyen at a time. Unlike summoning familiars, the ritual to summon a Zhyen has no gold piece cost. If a zhyen is slain or dismissed, a new one can immediately be summoned, but a saher must wait one week before summoning a zhyen of the same type as one who died. If several zhyens are lost in quick succession, it is possible for the saher to run out of options and be forced to wait.

There are four kinds of zhyen, each tied to one of the classic four elements. All are neutral in alignment, but have alignment tendencies. Dinnlings (air zhyens) are pale blue and white, playful and mischievous and tend towards chaos and good. Ifri (fire zhyens) are reddish, brick red to bright orange, energetic and aggressive and tend toward law and evil. Maridans (water zhyens) have colors such as deep sea greens and blues, with dark green or white details, are humorous and eloquent and tend towards chaos. Geno (earth zhyens) are have earth colors, ranging from pale dun to various gaily colored semiprecious stones. They are artistic but greedy and tend towards law. A zhyen's appearance is decided when it is bound; either the standard miniature genie form or as tiny animals, always with a color scheme appropriate to their element.

Zhyens do not provide the Alertness feat or any skill bonuses to their masters like normal familiars do. Instead, while in in the same space as their master, zhyens provide a +2 bonus on Charisma skills and checks (including planar binding) against genies tied to the same element as the zhyen.

Zhyen Spells (Ex): At 3rd level the zhyen can provide the saher with spell knowledge of one spell on the sorcerer/wizard spell list. Ordering the zhyen to find a spell is a standard action for the Saher and a full-round action for the zhyen, which immediately disappears into the elemental planes as if using plane shift only to return on the saher's next turn, hopefully with the requested spell. If the plane shift is prevented, the ability fails. When the zhyen is attempting to find a spell the saher makes a Concentration check (normally d20 + class level + Cha modifier) against a DC depending on the spell sought. It is never possible to take 10 or 20 on this roll.

Condition DC
Each level of spell 5
Spell is not of the zhyen's element (or damage type) +5
Each earlier spell retrieved since the last spell preparation +5

If the roll succeeds, the zhyen returns with the desired spell. If this roll fails, the zhyen returns empty-handed. If this roll fails by a margin of 10, the zhyen is killed looking for the spell, and never returns.

After a zhyen successfully retrieves a spell, the saher can cast this spell as if it was a known spell as long as the zhyen is in the sahers' space. A zhyen sent after a new spell immediately loses any spell it had previously retrieved.

Genie Prison (Sp): At level 9, sahers can use binding at will, but only against genies. Each attempt is a full-round action and the save DC is 10 + ½ the saher's class level + the saher's Charisma modifier. Note that this save DC is reduced for the more portable kinds of binding, as per the spell. A genie the saher attempts to bind automatically becomes hostile, but once bound its willingness to serve increases; add +4 to the saher's Charisma checks to negotiate with a bound genie. A genie prison also eliminates the genie's daily chance to escape inherent in a planar binding-type spell.

Using this power affects your standing among genies; for each genie of a particular element you have ever imprisoned this way, you suffer a -1 modifier on Charisma rolls to bind all other genies tied to that element. This modifier does not apply to negotiations with imprisoned genies, who are desperate for release and anyway cut off from the rumor mill. The count of bound genies can only be reset by the ruler of that element's genies.

Task Genie : At 15th level, when using a planar binding spell to compel the services of a genie, the service can be permanent. A genie in permanent service must always have an escape clause, but this can be something that never happens, like "when the sun sets in the east". Genies are very good at ferreting out situations where such impossible conditions come to pass, and enjoy this kind of challenge.

Genie Ruler Audience (Sp): At 20th level, a saher can seek and receive an audience with the rulers of jann, djinn, shaitan, marid, or efreet — truly a great honor. A saher can seek an audience once per day, whether the reason is great or small. The saher (and any companions) is whisked into the genie lord's presence as if by a gate spell, and returns to the same spot after the audience in the same way. It is possible to return under your own power, using the audience as a convenient escape from a dangerous situation.

Genie rulers can answer questions with a Knowledge (Planes) skill of +40, focused on their elemental plane and are glad to advise those who are seeking to deal with genies. They can issue rulings on the actions of other genies of their element, including issuing pardons for genie binding. If the saher reports a crime committed by a lesser genie, a genie ruler can summon that creature for immediate judgment, provided the lesser genie’s name or description is known. Genie rulers bargain about these favors, and might demand wealth or services in return, especially if the saher has a poor reputation.

Savant Bloodline

Your birth was tied to magic or a magic item. Maybe your pregnant mother hid in a bag if holding or you were conceived under a ring of invisbility. You were born to search for ancient magical devices. The path of the savant brings mastery of the lore of glyphs and sigils, knowledge of exotic spells, and the power to unlock the full potential of magical devices.

Savant Bloodline Class Skill

Linguistics (Int).

Savant Bloodline Bonus Spells

At level 3 and every 2 levels after level 3, the savant may select any one spell from any class’s spell list and thereafter treats it as if it were on the sorcerer spell list and on his list of known spells; if his base class could not normally cast that spell, it is treated as 1 level higher. The spell’s type (arcane or divine) and save DCs function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply, and the final level of the spell must be such that he can cast it at the time he learns it.

Savant Bloodline Bonus Feats

Craft Wand, Lingering Spell, Magical Aptitude, Piercing Spell, Scribe Scroll, Selective Spell, Silent Spell.

Savant Bloodline Arcana

A savant adds 1/2 his class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

Savant Bloodline Powers

Adept Activation: At 1st level a savant can always take 10 on Use Magic Device checks, except when activating an item blindly.

Glyph-Finding (Ex): At 3rd level, a savant can use Spellcraft to find writing-based magical traps (including glyphs, runes, sigils, and symbols) in the same way a rogue can use Perception to search for traps. The savant also receives a bonus equal to one-third his sorcerer level on saving throws against writing-based magical traps, and if the save is successful he does not trigger the trap. If he leaves the trap’s area and then re-enters, he must save again. A trap that has already been triggered functions normally against an Arcane savant, though he still receives this saving throw bonus.

Trigger and Completion Master (Su): A 9th-level savant uses his own caster level instead of the item’s caster level when using a spell completion item or spell trigger item (such as a scroll or wand).

Analyze Dweomer (Sp): Starting at 15th level, a savant may use analyze dweomer for up to 1 round per level per day. He may use this ability in 1-round increments.

Silence Master (Su): A 20th-level savant is able to activate spell trigger, spell completion, and command word items silently, substituting a magical gesture for the necessary words. He may cast sorcerer spell as if he were using a silent metamagic rod.

Shapeshifter Bloodline

You were conceived under magical transformation, or one of your ancestors was a shapeshifter. The instability is in your blood, and sometimes not even you are sure of your true form.

Shapeshifter Bloodline Class Skill

Knowledge (Nature) (Int)

Shapeshifter Bloodline Bonus Spells

Stone fist (3rd), alter self (5th), beast shape I (7th), elemental body I (9th), polymorph (11th), form of the dragon I (13th), giant form I (15th), frightful aspect (17th), shapechange (19th).

Shapeshifter Bloodline Bonus Feats

Animal Affinity, Arcane Strike, Expanded Arcana, Extend Spell, Fleet, Silent Spell, Still Spell, Spontaneous Metafocus.

Shapeshifter Bloodline Arcana

When you cast transformation spells of the polymorph subschool with a duration of 1 minute per level, that duration is increased to 10 minutes per level.

Shapeshifter Bloodline Powers

Skill Shift (Ex): At 1st level when under the effect of a polymorph subschool spell and have assumed the form of a creature that gains a racial bonus or penalty to one or more skills, you gain that bonus or penalty.

Endless Shapeshift (Ex): At 3rd level you can opt to extend the duration of a polymorph subschool spell you are under indefinitely. When the spell would normally end, and each day you remain in the form, make a Wisdom check (DC 5, a roll of 1 always fails) - on a failure you lose track of who you are and act as a typical creature of the form you have assumed. Your goals and allegiance remains, but you cannot cast spells in this state and cannot exit this state without help.

No Hands: At level 9, you can use Still Spell without increasing the effective level of the spell. The casting time of such a spell is still affected normally. If you know the feat, you can use this at will. If you do not, you can still use this ability twice per day, plus an additional time per day per 3 levels after level 9.

No Voice: At level 15, you can use Silent Spell without increasing the effective level of the spell. The casting time of such a spell is still affected normally. If you know the feat, you can use this at will. If you do not, you can still use this ability twice per day, plus an additional time per day per 3 levels after level 15.

Host of Shapes: At 20th level, you can be under the effect of more than one spell of the polymorph subschool simultaneously. The effects of these spells do not stack, you only assume one form at the time. As a standard action, you can change what shape you are assuming, using any of the polymorph subschool spells currently on you. You can use this ability as long as you are under at least one such spell. You cannot use endless shapeshift (above) when under more than one simultaneous polymorph spell.

Spirit Bloodline

As a sorcerer of the spirit bloodline you hail from one of a myriad of mischievous spirits. As a result your magic is very flexible, but you lack the bloodline gifts of a normal sorcerer.

This bloodline is not available through the Eldrich Heritage feat.

Spirit Bloodline Class Skills

Knowledge (Nature) (Int) and Knowledge (Planes) (Int).

Spirit Bloodline Bonus Spells

Alarm (3rd), see invisible (5th), phantom steed (7th), greater animal aspect (9th), polymorph (11th), planar binding (13th), banishment (15th), binding (17th), foresight (19th).

Spirit Bloodline Bonus Feats

Bouncing Spell, Coaxing Spell, Dazing Spell, Disruptive Spell, Ectoplasmic Spell, Heighten Spell, Lingering Spell, Rime Spell, Selective Spell.

Spirit Bloodline Arcana

A you can change the spells you know each day. You change your spells by extending your spell preparation to 1 hour. If you prepare spells the regular way, you keep the same spells you had yesterday. You can never change your bloodline spells.

Spirit Bloodline Powers

You have no bloodline powers.

Wildcard Bloodline

Your powers rely 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.

Wildcard Bloodline Class Skill

Sleight of Hand (Dex).

Wildcard Bloodline Bonus Spells

A wildcard sorcerer does not learn any bonus spells.

Wildcard Bloodline Bonus Feats

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

Wildcard 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.

Wildcard Bloodline Powers

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

You make a deck 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 and may not have a costly material component. Any components the spell has are ignored. The spell instead has a somatic components (drawing the card) and a focus component (the card itself).
  • 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 deck. 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 deck 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 deck as a swift action and then have the option to use it as a free 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 all used cards to your deck of power cards and shuffle the deck. This is a full-round action.

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