Sorcerer
General
Hit Dice: d4
Base Attack Bonus: Bad
Saves: Good Will, bad Fortitude and Reflex
Weapons: All simple weapons
Armour: None
Class Skills: Concentration, Craft(Alchemy), Knowledge(Arcana), Spellcraft
Skill points per level: 4 + Intelligence Modifier
Level BAB Fort Ref Will Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Bloodline, Eschew Materials 2 3 - - - - - - - -
2 +1 +0 +0 +3 Arcane Sense 3 4 - - - - - - - -
3 +1 +0 +0 +3 - 3 4 3 - - - - - - -
4 +2 +1 +1 +4 Spellshaping 4 5 4 - - - - - - -
5 +2 +1 +1 +4 - 4 5 4 3 - - - - - -
6 +3 +1 +1 +5 Bloodline Ability 4 5 5 4 - - - - - -
7 +3 +2 +2 +5 - 5 6 5 4 3 - - - - -
8 +4 +2 +2 +6 Spellshaping 5 6 5 5 4 - - - - -
9 +4 +2 +2 +6 - 5 6 6 5 4 3 - - - -
10 +5 +3 +3 +7 Automatic Spellshaping 5 6 6 5 5 4 - - - -
11 +5 +3 +3 +7 Bloodline Ability 6 7 6 6 5 4 3 - - -
12 +6 +3 +3 +8 Spellshaping 6 7 6 6 5 5 4 - - -
13 +6 +4 +4 +8 - 6 7 7 6 6 5 4 3 - -
14 +7 +4 +4 +9 - 6 7 7 6 6 5 5 4 - -
15 +7 +4 +4 +9 Bloodline Ability 6 7 7 7 6 6 5 4 3 -
16 +8 +5 +5 +10 Spellshaping 6 8 7 7 6 6 5 5 4 -
17 +8 +5 +5 +10 - 7 8 7 7 7 6 6 5 4 3
18 +9 +5 +5 +11 - 7 8 8 7 7 6 6 5 5 4
19 +9 +6 +6 +11 Overchannel 7 8 8 7 7 7 6 6 5 4
20 +10 +6 +6 +12 Name of the Mage, Spellshaping 7 8 8 8 7 7 6 6 5 5
The Sorcerer
Class Features
Bloodline (Su): At 1st level, a sorcerer selects a Eschew Materials: A sorcerer can cast any
bloodline from which his power stems. spell that has a material component costing 1
The sorcerer's bloodline grants him additional gp or less without needing that component.
spells known, as well as other abilities as the Familiar: At first level the wizard gains the
sorcerer gains levels. service of a familiar. The wizard gains Obtain
A sorcerer gains additional bloodline abilities Familiar as a bonus feat.
at the 6th, 11th and 16th level.
Arcane Sense (Sp): Starting at 2nd level, a Overchannel (Su): Starting at 17th level the
Sorcerer can use Detect Magic as a spell like sorcerer can increase the caster level cap for
ability at will. the damage of any spell he casts by up to his
Spellshaping: At 4th level, a Sorcerer gains charisma modifier.
Energy Substitution, Still Spell, Silent Spell or When he casts a spell in this fashion the
Sculpt Spell as a bonus feat. sorcerer takes 1d4 damage per level of increase
He gains an additional feat from this list at 8th in the caster level cap.
level and every four sorcerer levels thereafter. Name of the Mage (Su): At 20th level, the
Automatic Spellshaping (Su): Starting at 10th sorcerer gains name of the mage as a bonus
level, the sorcerer may use all the feats he has feat.
from the Spellshaping feature as if the spell
level adjustment was zero.
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2 - - - - - - - -
2 4 3 - - - - - - - -
3 4 3 1 - - - - - - -
4 5 4 2 - - - - - - -
5 5 4 2 1 - - - - - -
6 5 4 3 2 - - - - - -
7 5 4 3 2 1 - - - - -
8 6 5 3 3 2 - - - - -
9 6 5 3 3 2 1 - - - -
10 6 5 4 3 3 2 - - - -
11 6 5 4 3 3 2 1 - - -
12 7 5 4 4 3 3 1 - - -
13 7 5 4 4 3 3 1 1 - -
14 7 6 5 4 4 3 2 1 - -
15 7 6 5 4 4 3 2 1 1 -
16 8 6 5 5 4 4 2 2 1 -
17 8 6 5 5 4 4 2 2 1 1
18 8 6 5 5 5 4 3 2 2 1
19 8 6 5 5 5 4 3 2 2 1
20 9 7 6 5 5 4 3 3 2 2
Sorcerer Spells Known
Sorcerer Bloodlines
Fey Bloodline
The sorcerer's ancestry originates from fey
creatures of the Shee. Sorcerers of the Fey
bloodline often focus on Illusion and
Enchantment spells and are almost always
chaotic in alignment.
Expanded Skill List: A sorcerer with this
bloodline gains Bluff, Handle Animal and
Knowledge(Nature) as class skills.
Fey Magic: At 1st level, the sorcerer gains
Spell Focus: Enchantment or Spell Focus:
Illusion as a bonus feat.
Glamer/Charm (Sp): At 6th level, the sorcerer
gains Disguise Self as a spell like ability if she
has the Spell Focus: Illusion feat and Charm
Person as a spell like ability if she has the Spell
Focus: Enchantment feat.
Both these abilities can be used at will.
Fleeting Glance (Su): At 11th level, the
sorcerer gains the ability to become invisible,
as per the Swift Invisibility spell, a number of
times per day equal to his Charisma modifier.
Fey Transformation (Su): At 16th level, the
sorcerer's type changes to Fey and he gains DR
10/Cold Iron.
Extra Spells Known: Sorcerers of the fey
bloodline add the following spells to their
spells known when they become able to cast
spells of that level.
1st Level: Faerie Fire
2nd Level: Glitterdust
3rd Level: Deep Slumber
4th Level: Hallucinatory Terrain
5th Level: Tree Stride
6th Level: Mislead
7th Level: Insanity
8th Level: Irresistible Dance
9th Level: Weird
Restriction: Sorcerers of the fey bloodline
cannot cast spells that create or control
undead, and all such spells are removed from
their spell list.
and all such spells are removed from their
spell list.
Shadow Bloodline
The sorcerer's power stems from the plane of
shadow. Sorcerers of this bloodline are often
withdrawn and quiet creatures.
Expanded Skill List: A sorcerer with this
bloodline gains Hide, Move Silently and
Knowledge (The Planes) as class skills.
Shadow Sight (Su): At 1st level, the sorcerer
gains darkvision 30 feet and can see through
magical darkness if the caster level of the
darkness effect is no greater than his own.
Empowered Shadows (Su): At 6th level, the
difficulty class and the caster level for any
shadow spells the Sorcerer casts are increased
by 2.
Veil (Su): At 11th level, the sorcerer is
constantly surrounded by a veil of shadow that
imposes a 20% miss chance on all attacks
against him.
Enveloping Darkness (Su): At 16th level,
whenever the sorcerer casts a shadow or
Darkness spell, the shadows grasp their
targets, inhibiting them.
If the spell is an area spell, the area becomes
difficult terrain for all adversaries for the
duration of the spell (or for 1 round, if the spell
is instantaneous).
Extra Spells Known: Sorcerers of the shadow
bloodline add the following spells to their
spells known when they become able to cast
spells of that level.
1st Level: Obscuring Mist
2nd Level: Darkness
3rd Level: Legion of Sentinels
4th Level: Shadow Well
5th Level: Shadow Form
6th Level: Shadow Walk
7th Level: Plane Shift
8th Level: Blackfire
9th Level: Shades
Restriction: Sorcerers of the shadow bloodline
cannot cast spells with the [Light] descriptor,
Draconic Bloodline 8th Level: Power Word Stun
9th Level: Power Word Kill
The sorcerer's power comes from a dragon
ancestor. Sorcerers of this bloodline take on Restriction: Sorcerers of the draconic
some of the aspects of a dragon's personality, bloodline cannot cast spells with an energy
being arrogant and obsessed with knowledge. descriptor opposite to that of their draconic
ancestors, and all such spells are removed from
Expanded Skill List: A sorcerer with this
their spell list.
bloodline gains all Knowledge skills as class
skills.
Draconic Resistance (Su): At 1st level, the
sorcerer gains resistance 10 to the energy type
of her dragon ancestors.
Additionally, the sorcerer gains the
[Dragonblood] subtype as well as Low-Light
vision.
Elemental Aptitude (Su): At 6th level, the
sorcerer deals additional damage with spells of
the energy type of her dragon ancestors equal
to her Charisma modifier.
Draconic Aura (Su): At 11th level, the sorcerer
projects an aura of might similar to the Fearful
Presence ability of dragons. The ability takes
effect automatically whenever the sorcerer
attacks, charges or casts a spell.
Creatures with hit dice less than the sorcerer's
class level within a radius of 30 feet must make
a Will save.
Creatures that succeed are immune to this
ability for 24 hours while creatures that fail
become shaken for 4d6 rounds.
Draconic Words (Su): At 16th level, any
[Power Word] spell cast by a sorcerer have the
hit point limit at which they affect their target
increased by 50 points.
Extra Spells Known: Sorcerers of the draconic
bloodline add the following spells to their
spells known when they become able to cast
spells of that level.
1st Level: Comprehend Languages
2nd Level: See Invisibility
3rd Level: Resist Energy
4th Level: Fear
5th Level: Spell Resistance
6th Level: True Seeing
7th Level: Arcane Sight, Greater
Arcane Bloodline
The sorcerer's spark is innate. A sorcerer of
this bloodline is what a generalist wizard is to
a specialist. His lack of focused abilities
making him utilize a wider range of magic.
Expanded Skill List: A sorcerer with this
bloodline may select any two skills and gain
those skills as class skills.
Arcane Spell Power (Su): At 1st level and
again at 11th level, the sorcerer's caster level is
increased by 1.
Metamagic Surge (Su): Starting at 6th level, a
sorcerer may, as a free action, reduce the level
adjustment of all metamagic feats he has by 1
for the current turn, down to a minimum of +0.
A sorcerer can use this ability 3 times per day.
Metamagic Mastery (Su): At 16th level, all
metamagic feats used by the sorcerer have
their spell level increase reduced by 1, down to
a minimum level adjustment of +1. This
benefit does not stack with the Metamagic
Surge ability but essentially replaces it.
Extra Spells Known: Sorcerers of this
bloodline do not gain any additional spells
known, nor do they have any restrictions on
the spells they can cast.
Fire Bloodline 3rd Level: Fireball
4th Level: Wall of Fire
Expanded Skill List: A sorcerer with this
5th Level: Heart of Fire
bloodline adds Intimidate and Knowledge (The
Planes) to his class skills. 6th Level:
7th Level:
Intensify Flames: At 1st level, you may spend
a swift action to intensify the flames affecting 8th Level:
one creature, dealing 1d6 fire damage. 9th Level:
You may only use this ability against a Restriction: Sorcerers of the fire bloodline
creature that is on fire or was dealt fire cannot cast spells with the cold descriptor, and
damage this turn. all such spells are removed from their spell
list.
Elemental Aptitude (Su): At 6th level, the
sorcerer deals additional damage with Fire
spells equal to her Charisma modifier.
Extra Spells Known: Sorcerers of the fire
bloodline add the following spells to their
spells known when they become able to cast
spells of that level.
1st Level: Burning Hands
2nd Level: Scorching Ray
Alternate Class Features
Battle Sorcerer
Lose: One spell known per and one spell slot per day per spell level, to a minimum of one in both cases
Gain: Increase hit dice to d8, increase base attack bonus to medium, gain proficiency with light armor
and ignore arcane spell failure when casting in light armor
Spell Shield
Lose: Familiar
Gain: Spell Shield
Spell Shield (Su): As a free action that can be taken out of turn, you may sacrifice a spell slot to
reduce a single instance of damage you would take by an amount equal to 5 times the level of
the slot sacrificed. You may use this ability only once per instance of damage.