Sorcerer (Apath)

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Unofficial rules compendium

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. but you can cast spells on invisible targets without knowing their precise location. You need not guess in what square an invisible 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. She 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.

Animal Bloodline

Your bloodline has been intertwined with that of animals. Maybe you were raised from infancy by animals, one of your ancestors was a powerful druid or awakened animal, or you had a life-changing event influenced by an animal or animal spirit.

Animal Bloodline Class Skill

Survival (Wis).

Animal Bloodline Bonus Spells

Charm animal (3rd), ape walk (5th), dominate animal (7th) beast shape ii (9th), baleful polymorph (11th), share skin (13th), animal shapes (15th), mass atavism (17th), foresight (19th).

Animal Bloodline Bonus Feats

Alertness, Arcane Strike, Combat Casting, Conceal Scent, Craft Magic Tattoo, Diehard, Endurance, Friend To Animals, Merciful Spell, Nature Soul.

Animal Bloodline Arcana

When you cast a summon monster spell to summon one or more animals, it has a casting time of a standard action.

Animal Bloodline Powers

Animal Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws increase in damage to 1d8 (1d6 if small) and gain a critical hit multiple of x3. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Animal Speed (Su): At 3rd level your gain a 10 ft. enhancement bonus to all modes of travel you can use.

Animal Hide (Ex): At 9th level, you gain a +1 bonus to natural armor. At 13th level and 17th level, these bonuses increase by +1. You also gain low-light vision. If you already have low-light vision, you gain scent.

Animal Summonings (Su): At 15th level, whenever you roll the die to see how many animals you summon with a summon monster spell, you summon one additional creature of the same kind.

Animal Apotheosis (Su): At 20th level, you become an animal avatar. Your retain your normal form but your type changes to animal with the shapeshanger subtype. You can use beast shape iii at will as a swift action. You can speak and cast spells with verbal and somatic components in animal form.

Artifice Bloodline

Your powers derive from your understanding of the world, physics, and mechanisms. You might come from a long line of engineers, or mechanisms played an important part in the fate of you or your family.

Artifice Class Skills

Disable Device (Dex) and Knowledge (engineering) (Int)

Artifice Bonus Spells

Make whole (3rd), rusting grasp (5th), named bullet (7th), animate object (9th), rapid repair (11th), leashed shackles (13th), grasping hand (15th), iron body (17th), wooden phalanx (19th).

Artifice Bonus Feats

Arcane Armor Mastery, Arcane Armor Training, Armor Proficiency (light), Armor Proficiency (medium), Bouncing Spell, Combat Casting, Craft Construct, Craft Magic Arms & Armor, Lingering Spell, Master Siege Engineer, Siege Engineer.

Artifice Bloodline Arcana

An artifice sorcerer uses Intelligence instead of Charisma when determining the highest level of spells she can cast, her spell save DCs, and any effects of her sorcerer spells normally determined by her Charisma. Spells that have effects based on either Charisma or Intelligence are based on Intelligence for an artificer.

Artifice Bloodline Powers

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

Trapfinding (Su): At 1st level 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.

Construct Familiar (Su): At level 3 an artifice sorcerer can make herself a construct familiar. Except as described below, this works like a regular familiar, with the base creature being a tiny animated object. The construct familiar has the Additional Movement (fly) construction ability and one additional construction point to spend. Construct familiars are normally humanoid in shape, can speak, and can manipulate objects. Unlike most constructs they are not mindless and are subject to mind-affecting effects. Their Intelligence, Charisma, and Wisdom scores are all the same, the value given for Intelligence in the familiar table.

Trap (Su): At 9th level, an artifice sorcerer learns how to create a snare trap and one other ranger trap of her choice. All artificer sorcerer traps are magical ranger traps. She can use this ability once per day per level, renewing when she prepares spells. All ranger traps abilities normally based on Wisdom are based on Intelligence for an artifice sorcerer.

At 11th level and every two levels thereafter, you learn another trap. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The artifice sorcerer cannot select an individual trap more than once.

At 15th level, all ranger traps set by the artifice sorcerer do double damage.

Remote Trap (Su): At 15th level, an artifice sorcerer can set a ranger trap remotely as a full-round action, even underneath enemies so that it triggers immediately. This uses two daily uses of the trap ability. Remote trap has a maximum range of 60 feet. The duration of the trap starts from when it is created, not from when it is triggered.

Mechamage: At 20th level you transform into a mechanical version of yourself. Your creature type changes to construct. You keep all your traits and abilities, including racial abilities and the Constitution ability score. Your hit points do not change. You become immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. You are not at risk of death from massive damage.

Decay Bloodline

Your bloodline is connected to decay and decomposition, making you kin to moulds, fungi, and vermin. You see yourself as a master of life and death. Death leads to decay, which ultimately leads to life and regrowth.

Decay Bloodline Class Skill

Heal (Wis)

Decay Bloodline Bonus Spells

Ant haul (3rd), barkskin (5th), giant vermin (7th), vermin shape ii (9th), insect plague (11th), swarm skin (13th), creeping doom (15th), control plants (17th), summon elder worm (19th).

Decay Bloodline Bonus Feats

Arcane Trap Suppressor, Brew Potion, Diehard, Disruptive Spell, Echoing Spell, Endurance, Fast Healer, Widen Spell.

Decay Bloodline Arcana

All your spells have a +2 save DC against vermin and plant creatures. Vermin and plant creatures you summon or create have a +2 modifier on the save DC of all abilities that offer a saving throw.

Decay Bloodline Powers

Mandibles (Ex): At 1st level, you can grow mandibles as a free action. These mandibles are treated as a natural weapon inflicting 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 5th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, these mandibles increase in damage to 2d6 (1d8 if Small) and you gain the trip monster ability when using them. You can use your mandibles for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Vermin Leap (Su): At 3rd level your gain a +10 enhancement bonus to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics.

Implacable (Ex): At 9rd level, you gain a +4 bonus on saving throws made against mind-affecting effects and a +1 natural armor bonus. At 15th level, the armor bonus increases to +2. At 20th level, the armor bonus increases to +3.

Touch of Decay (Su): At 15th level, your touch can wither a single plant or corpse or damage construction made of organic materials. An affected plant or corporeal undead take 1d6 points of damage per level and may attempt a Fortitude saving throw for half damage (DC 10 + ½ your sorcerer level + your Charisma modifier). A corpse that isn't an undead immediately decays into a skeleton. Buildings, vehicles, and constructions made of wood or other organic materials take damage like plants, ignoring Hardness. The decay creates fertile soil. You can use this touch for a number of times per day equal to 3 + your Charisma modifier.

End Reducer (Su): At 20th level, you become decay manifest. Your become immune to mind-affecting powers and you can use plant shape ii at will as a swift action to assume the shape of a shambling mound. You can speak and cast spells with verbal and somatic components in this form.

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. What ever the reason, your powers are still arcane, but with a divine touch.

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.

You can choose to channel positive or negative enrgy regardless of your alignment. Positive energy deals damage to undead creatures or to heal living creatures. Negative energy deals damage to living creatures or to heal undead creatures. Once this choice is made, it cannot be reversed. 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 throw 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 earn 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 per its usual possession power.

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 perceive the surroundings and spells while in control of a creature possessing you. Spells you cast 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 nature's wrath.

Nature's Wrath Bloodline Class Skills

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

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.

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.

Nature's Sense (Ex): At 1st level, you gain low-light vision. If you already have low-light vision, you gain scent instead.

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. This is closely related to the Davirat wizard archetype.

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 against either good, evil, law, or chaos, as decided when casting it.

Saher Bloodline Bonus Feats

Craft Wondrous Item, Elemental Focus, Elemental Focus (Greater), 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 has been lost. 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.

Spell-Fetch (Su) Once per day at 3rd level, while preparing spells, a saher can conjure a minor genie to find an unusual spell for him. The saher chooses one spell he does not know, and sends the genie to fetch magical energy matching that spell. The genie returns after 10 minutes and presents the saher with the matching spell energy.

For the next 24 hours he can cast the fetched spell as if it were a known spell.

The genie is incorporeal and has no other powers or abilities (it cannot be used to scout, send messages, and so on) and vanishes once it delivers the spell.

Casting a strange spell is more difficult. If the fetched spell is not on the sorcerer's spell list it is treated as 2 spell levels higher than normal.

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, with a +10 bonus on questions about 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 bad reputation.

Attacking a genie lord during an audience is extremely unwise. A genie rules is personally very powerful and surrounded by a court of guards, advisers, and hangers-on. In addition, no other genie ruler will ever give an audience to a miscreant that would use an audience as a prelude to an attack, and binding a genie of the attacked ruler's element kind can only ever succeeded against a genie in a genie prison.

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.

This bloodline is a development of the Arcane savant prestige class from Pathfinder Chronicles Seekers of Secrets.

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 her list of known spells; if this is not a sorcerer spell, it is treated as 1 level higher. The spell’s becomes an arcane sorcerer spell for the savant. The final level of the spell must be such that she can cast it at the time she learns it.

Savant Bloodline Bonus Feats

Craft Wand, Lingering Spell, Magical Aptitude, Piercing Spell, Scribe Scroll, Selective Spell, Skill Focus (Linguistics), Skill Focus (Knowledge (Arcana)), Skill Focus (Spellcraft), Silent Spell.

Savant Bloodline Arcana

A savant adds 1/2 her class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. She 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 her sorcerer level on saving throws against writing-based magical traps, and if the save is successful she does not trigger the trap. If she leaves the trap’s area and then re-enters, she must save again. A trap that has already been triggered functions normally against an Arcane savant, though she still receives this saving throw bonus.

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

Analyze Dweomer (Sp): Starting at 15th level, a savant may use analyze dweomer for up to 1 round per level per day. She 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. She may cast sorcerer spell as if she were using a silent metamagic rod three times per day. If she knows Silent Spell, she can use that on all sorcerer spells she casts with no increase in casting time or effective spell level.

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.

No Voice: At level 3, while affected by a spell of the polymorph subschool, 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.

No Hands: At level 9, while affected by a spell of the polymorph subschool, 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.

Endless Shapeshift (Ex): At 15th level you can opt to extend the duration of a polymorph subschool spell you are under indefinitely. You can resume your normal shape as a standard action as long as you have not lost track of your identity (see below). When the spell would normally end, and each day you remain in the form, make a Will save (DC 5 + spell level)—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.

Host of Shapes: (Su) At 20th level, you gain the shapeshifter subtype and 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 swift action, you can change what shape you are assuming, using any one 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.

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:


External Links

Spellcasting Guides


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