afroakuma
2009-06-02, 01:24 PM
Since it's well-known that the core sorcerer is the least enticing base class to stay in, what with it having literally nothing on offer beyond first level (especially if you trade away your familiar), I've decided to offer two of my own takes on what sorcerers can and should be, given the fluff and feats that WotC presented for their use.
The Legacy Sorcerer (Heritor)
Heritors are those individuals who are born into a bloodline tinted with exotic, magical influence. Descendants of sorcerous beings, they themselves can touch the arcane by their very nature. As a heritor grows in arcane power, so too does the strength of her birthright reveal itself, resulting in greater contact between the heritor and the legendary beings of her ancestry, and eventually marking her with the appearance and traits of her magical forebear.
Abilities
Charisma dictates the number and power of a heritor's spells and is also important for many of their personal abilities. Constitution is often a factor in their heritage powers, and supplies them with much-needed extra toughness. Dexterity is useful for touch and ray spells and aids in the heritor's defense. Intelligence is important for several of a heritor's skills.
Races
Heritors can be of any race; they are less common among half-breeds as they already have a diluted bloodline.
Alignment
More often than not, heritors tend towards chaotic alignments, with some remaining ethically neutral. While many heritors do follow in their ancestor's path, it is by no means mandatory for them to do so.
Hit Die
d4
Class Skills
The heritor's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (the Planes) (Int) and Spellcraft (Int). The heritor gains additional class skills based on her heritage.
Skill Points per Level
4 + Intelligence modifier (x4 at 1st level)
The Heritor
{table=head]Level|
BAB|
Fort|
Ref|
Will|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Heritage, legacy protection +1|5|3
2nd|
+1|
+0|
+0|
+3|Inherited skills|6|4|-
3rd|
+1|
+1|
+1|
+3|Heritage evolution|6|5|-|-
4th|
+2|
+1|
+1|
+4|Legacy protection +2|6|6|3|-|-
5th|
+2|
+1|
+1|
+4|Legacy power|6|6|4|-|-|-
6th|
+3|
+2|
+2|
+5|Heritage evolution|6|6|5|3|-|-|-
7th|
+3|
+2|
+2|
+5|Legacy protection +3|6|6|6|4|-|-|-|-
8th|
+4|
+2|
+2|
+6|Presence|6|6|6|5|3|-|-|-|-|-
9th|
+4|
+3|
+3|
+6|Heritage evolution|6|6|6|6|4|-|-|-|-|-
10th|
+5|
+3|
+3|
+7|Legacy protection +4, legacy power|6|6|6|6|5|3|-|-|-|-
11th|
+5|
+3|
+3|
+7|Legacy magic (1st)|6|6|6|6|6|4|-|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Heritage evolution|6|6|6|6|6|5|3|-|-|-
13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4|-|-|-
14th|
+7/+2|
+4|
+4|
+9|Legacy magic (2nd)|6|6|6|6|6|6|5|3|-|-
15th|
+7/+2|
+5|
+5|
+9|Heritage evolution, legacy power|6|6|6|6|6|6|6|4|-|-
16th|
+8/+3|
+5|
+5|
+10|Greater presence|6|6|6|6|6|6|6|5|3|-
17th|
+8/+3|
+5|
+5|
+10|Legacy magic (3rd)|6|6|6|6|6|6|6|6|4|-
18th|
+9/+4|
+6|
+6|
+11|Heritage evolution|6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Legacy magic (4th), legacy power|6|6|6|6|6|6|6|6|6|6[/table]
Class Features
All the following are class features of the heritor.
Weapon and Armor Proficiency
Heritors are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a heritor's gestures, which can cause his spells with somatic components to fail.
Feat Restrictions
A character with heritor levels may never select any heritage feat other than those belonging to her class heritage. A character with previous heritage feats who takes a level in the heritor class does not get a new heritage and does not obtain the bonus feat at 1st level. Such a character must choose one of their heritages to be the default for their heritor levels, and can never again select heritage feats belonging to her alternate heritages.
Spells A heritor casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a heritor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a heritor's spell is 10 + the spell level + the heritor's Charisma modifier.
Like other spellcasters, a heritor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the class table above. In addition, she receives bonus spells per day if she has a high Charisma score.
A heritor's selection of spells is extremely limited. A heritor begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, she gains one or more new spells, as indicated on the following table:
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|4|2|-
2|5|2|-|-
3|5|3|-|-|-
4|6|3|1|-|-|-
5|6|4|2|-|-|-|-
6|7|4|2|1|-|-|-|-
7|7|5|3|2|-|-|-|-|-
8|8|5|3|2|1|-|-|-|-|
9|8|5|4|3|2|-|-|-|-|-
10|9|5|4|3|2|1|-|-|-|-
11|9|5|5|4|3|2|-|-|-|-
12|9|5|5|4|3|2|1|-|-|-
13|9|5|5|4|4|3|2|-|-|-
14|9|5|5|4|4|3|2|1|-|-
15|9|5|5|4|4|4|3|2|-|-
16|9|5|5|4|4|4|3|2|1|-
17|9|5|5|4|4|4|3|3|2|-
18|9|5|5|4|4|4|3|3|2|1
19|9|5|5|4|4|4|3|3|3|2
20|9|5|5|4|4|4|3|3|3|3[/table]
Unlike spells per day, the number of spells a heritor knows is not affected by her Charisma score; the numbers on this table are fixed. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the heritor has gained some understanding of by study. The heritor can’t use this method of spell acquisition to learn spells at a faster rate, however.
Unlike a sorcerer, a heritor cannot change what spells she knows at any point. When she acquires legacy magic, one of her currently known spells becomes a spell-like ability and she learns a new spell in its place. Additionally, as her heritage evolves, the heritor may tap into new arcane magic she was not previously familiar with.
Unlike a wizard or a cleric, a heritor need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she'll cast.
Heritage At 1st level, a heritor discovers in herself a magical heritage. She must select her heritage at this level, which thereafter cannot be changed. A heritor can choose from the following: Celestial Heritage, Deific Heritage, Draconic Heritage, Eldritch Heritage, Fey Heritage, Fiendish Heritage, Moribund Heritage, Mysterious Heritage, Phrenic Heritage, Shadow Heritage or Synthetic Heritage. Whichever heritage she chooses, she gains the feat of the same name as a bonus feat.
{table=head]Heritage|Legacy Protection|Inherited Skills|Legacy Abilities
Celestial|Fortitude|Diplomacy, Heal, Sense Motive|Con, Wis
Deific|Will|Gather Information, Intimidate, Perform|Str, Cha
Draconic|Fortitude|Intimidate, Knowledge (Any), Spot|Str, Con
Fey|Will|Bluff, Escape Artist, Sleight of Hand|Dex, Cha
Fiendish|Reflex|Disguise, Intimidate, Search|Str, Int
Mysterious|Choice|Diplomacy, Listen, Spot|Wis, Cha
Shadow|Reflex|Bluff, Hide, Move Silently|Dex, Int
Undead|Fortitude|Decipher Script, Intimidate, Survival|Str, Dex[/table]
Legacy Protection At 1st level and every three levels thereafter, the heritor gains a racial bonus to one saving throw based on her chosen heritage. Celestial, Draconic and Undead heritages grant this bonus to Fortitude saves; Fiendish and Shadow heritages grant this bonus to Reflex saves; Deific and Fey heritages grant this bonus to Will saving throws. A heritor with the Mysterious heritage may choose to which save she will allocate this bonus, but once chosen this cannot be changed. The racial bonus caps at +4 at 10th level.
Inherited Skills At 2nd level, the heritor unlocks the talents of her ancestors, adding three new skills to her class list as per the above table.
Heritage Evolution At 3rd level and every three levels thereafter, the heritor's bloodline begins to assert itself more forcefully. She may choose a bonus feat from the same line as her heritage, provided she meets the prerequisites for that feat.
Legacy Power At 5th, 10th, 15th and 20th level, the heritor acquires a bit of the might of her ancestor. She may increase one of the ability scores associated with her heritage by one point.
Presence (Ex) At 8th level, the heritor begins to demonstrate the force of personality that her ancestor's bloodline carries. She gains a +2 bonus on Bluff, Diplomacy and Intimidate checks. Any charm of compulsion effect she employs, even from a magical item or supernatural ability, has its save DC increased by 1.
Legacy Magic (Sp) Beginning at 11th level, and every three levels thereafter, the heritor can convert one spell that she knows into a spell-like ability. This ability can be used three times per day at the heritor's caster level and uses her Charisma bonus. The heritor can no longer cast this spell, and learns a new spell in its place. At 11th level, the heritor can convert a 0th or 1st-level spell in this manner. At 14th, she may convert a spell of 2nd level or lower; at 17th, a spell of 3rd level or lower and at 20th a spell of 4th level or lower.
Greater Presence (Su) At 16th level, the heritor has acquired a notable presence even among the beings from whom she is descended. She gains an additional +4 bonus to Bluff, Diplomacy and Intimidate checks, and an additional +2 bonus to save DCs for charm and compulsion effects she employs. As well, she may use charm and compulsion effects against sentient creatures who share her heritage, even if they would normally be immune. The lone exceptions to this are the deific heritor and the mysterious heritor.
Heritage Feats
Here are the feats, both old and new, for use with the heritor class. For ease of use, any feat named here is considered a heritage feat, and all feats can be categorically referenced by the first word in their name (e.g. draconic feats refers to Draconic Flight, Draconic Power etc.)
Celestial Feats
Celestial Aura - see Player's Handbook II (Celestial Sorcerer Aura)
Celestial Grace
Prerequisites Celestial Heritage
Benefit You gain a +1 deflection bonus to AC. This bonus stacks with deflection bonuses provided by magical items but is overlapped by deflection bonuses provided by spells.
Celestial Heritage - see Player's Handbook II (Celestial Sorcerer Heritage)
Celestial Lance - see Player's Handbook II (Celestial Sorcerer Lance)
Celestial Lore - see Player's Handbook II (Celestial Sorcerer Lore)
Celestial Power
Prerequisites Celestial Heritage
Benefit Divination spells that you cast, as well as spells with the Good descriptor, dispel magic and greater dispel magic, are cast at +1 caster level. The save DC against such spells increases by 1.
Celestial Presence
Prerequisites Celestial Heritage
Benefit Whenever you cast an arcane spell, evil creatures within 10 ft. of you must make a Will save (DC 10 + spell's level + Cha modifier). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.
Celestial Resistance
Prerequisites Celestial Heritage
Benefit You gain resistance to electricity equal to three times the number of celestial feats you currently have (including this one and any taken in the future) and resistance to fire and cold equal to twice the number of celestial feats you have (including this one and any taken in the future).
Celestial Wings - see Player's Handbook II (Celestial Sorcerer Wings)
Deific Feats
Deific Ascension
Prerequisites Deific Heritage, Dex 13+
Benefit Whenever you cast an arcane or divine spell, you gain a fly speed of 10 ft. (or an increase of 10 ft. to your current fly speed) for one round.
Deific Authority
Prerequisites Deific Heritage
Benefit As a standard action, you may expend an arcane spell slot to give all allies within 10 ft. a +2 morale bonus to attack rolls and saving throws for a number of rounds equal to the level of the spell slot expended. This is a supernatural ability that does not provoke an attack of opportunity.
Deific Domain
Prerequisites Deific Heritage, four other deific heritage feats, sorcerer level 1st
Benefit Choose one of the domains of your forebear deity other than an alignment domain or the Healing domain. Add the 1st, 3rd and 5th-level spells from that domain to your spells known as though they were sorcerer spells. These spells are treated as being arcane when you cast them. If you already know one or more of these spells, the duplicates are wasted.
Deific Glory
Prerequisites Deific Heritage
Benefit Your divine AC bonus increases by 1. This bonus applies against touch attacks as well as when flat-footed.
Deific Heritage
Benefit You are a distant descendant of the gods, and draw divine power into yourself to protect you. You gain a +1 divine bonus to AC. This bonus applies against touch attacks as well as when flat-footed. You gain a bonus to saves against death effects equal to three times the number of deific feats you possess.
Deific Smite
Prerequisites Deific Heritage, base attack bonus +4
Benefit As a swift action, you may expend an arcane spell slot to give one creature within 10 ft. a bonus to attack and damage equal to twice the level of the expended slot for their next attack. The additional damage is divine.
Deific Power
Prerequisites Deific Heritage
Benefit Evocation spells that you cast are cast at +1 caster level. The save DC against such spells increases by 1.
Deific Presence
Prerequisites Deific Heritage
Benefit Whenever you cast an arcane or divine spell, you gain a +2 bonus to AC and a bonus to SR equal to the level of the spell cast. You also gain a +2 bonus to saves against targeted spells or single-target effects (such as rays). These effects last for a number of rounds equal to the level of the spell cast.
Deific Resistance
Prerequisites Deific Heritage
Benefit You gain resistance to acid and cold equal to three times the number of deific feats you currently have (including this one and any taken in the future).
Draconic Feats
Draconic Breath - see Complete Arcane
Draconic Claw - see Complete Arcane
Draconic Flight - see Complete Arcane
Draconic Heritage - see Complete Arcane
Draconic Legacy - see Complete Arcane
Draconic Power - see Complete Arcane
Draconic Presence - see Complete Arcane
Draconic Resistance - see Complete Arcane
Draconic Skin - see Complete Arcane
Fiendish Feats
Fiendish Flames
Prerequisites Fiendish Heritage
Benefit As a standard action, you may expend an arcane spell slot to wreath yourself in an aura of cursed fire. This fire lasts for a number of rounds equal to the level of the spell slot expended. Creatures within 10 ft. of you take damage equal to the level of the spell slot expended plus your Charisma bonus, if any, each round they are within the aura. Half of this damage is fire damage, while the other half is profane damage. This is a supernatural ability that does not provoke an attack of opportunity.
Fiendish Flesh
Prerequisites Fiendish Heritage
Benefit Your natural armor bonus increases by 1.
Special You may take this feat multiple times. Its effects stack.
Fiendish Flight
Prerequisites Con 15+, Fiendish Flesh, Fiendish Heritage, Fiendish Presence
Benefit You grow sinister wings that reflect your fiendish heritage. You acquire a fly speed of 60 ft. (average).
Fiendish Heritage - see Complete Mage
Fiendish Legacy - see Complete Mage
Fiendish Power - see Complete Mage
Fiendish Presence - see Complete Mage
Fiendish Resistance - see Complete Mage
Fiendish Talons
Prerequisites Fiendish Heritage, base attack bonus +2
Benefit You grow the sharp, cruel talons of your heritage. You may make claw attacks that deal damage proportional to your strength (1d4 Small, 1d6 Medium, 1d8 Large). In any round when you cast a spell with a casting time of 1 standard action, you may make a single claw attack as a swift action against a foe you threaten. Your talons are treated as evil-aligned for the purpose of overcoming damage reduction.
(Rest in progress)
The Legacy Sorcerer (Heritor)
Heritors are those individuals who are born into a bloodline tinted with exotic, magical influence. Descendants of sorcerous beings, they themselves can touch the arcane by their very nature. As a heritor grows in arcane power, so too does the strength of her birthright reveal itself, resulting in greater contact between the heritor and the legendary beings of her ancestry, and eventually marking her with the appearance and traits of her magical forebear.
Abilities
Charisma dictates the number and power of a heritor's spells and is also important for many of their personal abilities. Constitution is often a factor in their heritage powers, and supplies them with much-needed extra toughness. Dexterity is useful for touch and ray spells and aids in the heritor's defense. Intelligence is important for several of a heritor's skills.
Races
Heritors can be of any race; they are less common among half-breeds as they already have a diluted bloodline.
Alignment
More often than not, heritors tend towards chaotic alignments, with some remaining ethically neutral. While many heritors do follow in their ancestor's path, it is by no means mandatory for them to do so.
Hit Die
d4
Class Skills
The heritor's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (the Planes) (Int) and Spellcraft (Int). The heritor gains additional class skills based on her heritage.
Skill Points per Level
4 + Intelligence modifier (x4 at 1st level)
The Heritor
{table=head]Level|
BAB|
Fort|
Ref|
Will|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Heritage, legacy protection +1|5|3
2nd|
+1|
+0|
+0|
+3|Inherited skills|6|4|-
3rd|
+1|
+1|
+1|
+3|Heritage evolution|6|5|-|-
4th|
+2|
+1|
+1|
+4|Legacy protection +2|6|6|3|-|-
5th|
+2|
+1|
+1|
+4|Legacy power|6|6|4|-|-|-
6th|
+3|
+2|
+2|
+5|Heritage evolution|6|6|5|3|-|-|-
7th|
+3|
+2|
+2|
+5|Legacy protection +3|6|6|6|4|-|-|-|-
8th|
+4|
+2|
+2|
+6|Presence|6|6|6|5|3|-|-|-|-|-
9th|
+4|
+3|
+3|
+6|Heritage evolution|6|6|6|6|4|-|-|-|-|-
10th|
+5|
+3|
+3|
+7|Legacy protection +4, legacy power|6|6|6|6|5|3|-|-|-|-
11th|
+5|
+3|
+3|
+7|Legacy magic (1st)|6|6|6|6|6|4|-|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Heritage evolution|6|6|6|6|6|5|3|-|-|-
13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4|-|-|-
14th|
+7/+2|
+4|
+4|
+9|Legacy magic (2nd)|6|6|6|6|6|6|5|3|-|-
15th|
+7/+2|
+5|
+5|
+9|Heritage evolution, legacy power|6|6|6|6|6|6|6|4|-|-
16th|
+8/+3|
+5|
+5|
+10|Greater presence|6|6|6|6|6|6|6|5|3|-
17th|
+8/+3|
+5|
+5|
+10|Legacy magic (3rd)|6|6|6|6|6|6|6|6|4|-
18th|
+9/+4|
+6|
+6|
+11|Heritage evolution|6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Legacy magic (4th), legacy power|6|6|6|6|6|6|6|6|6|6[/table]
Class Features
All the following are class features of the heritor.
Weapon and Armor Proficiency
Heritors are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a heritor's gestures, which can cause his spells with somatic components to fail.
Feat Restrictions
A character with heritor levels may never select any heritage feat other than those belonging to her class heritage. A character with previous heritage feats who takes a level in the heritor class does not get a new heritage and does not obtain the bonus feat at 1st level. Such a character must choose one of their heritages to be the default for their heritor levels, and can never again select heritage feats belonging to her alternate heritages.
Spells A heritor casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a heritor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a heritor's spell is 10 + the spell level + the heritor's Charisma modifier.
Like other spellcasters, a heritor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the class table above. In addition, she receives bonus spells per day if she has a high Charisma score.
A heritor's selection of spells is extremely limited. A heritor begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, she gains one or more new spells, as indicated on the following table:
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|4|2|-
2|5|2|-|-
3|5|3|-|-|-
4|6|3|1|-|-|-
5|6|4|2|-|-|-|-
6|7|4|2|1|-|-|-|-
7|7|5|3|2|-|-|-|-|-
8|8|5|3|2|1|-|-|-|-|
9|8|5|4|3|2|-|-|-|-|-
10|9|5|4|3|2|1|-|-|-|-
11|9|5|5|4|3|2|-|-|-|-
12|9|5|5|4|3|2|1|-|-|-
13|9|5|5|4|4|3|2|-|-|-
14|9|5|5|4|4|3|2|1|-|-
15|9|5|5|4|4|4|3|2|-|-
16|9|5|5|4|4|4|3|2|1|-
17|9|5|5|4|4|4|3|3|2|-
18|9|5|5|4|4|4|3|3|2|1
19|9|5|5|4|4|4|3|3|3|2
20|9|5|5|4|4|4|3|3|3|3[/table]
Unlike spells per day, the number of spells a heritor knows is not affected by her Charisma score; the numbers on this table are fixed. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the heritor has gained some understanding of by study. The heritor can’t use this method of spell acquisition to learn spells at a faster rate, however.
Unlike a sorcerer, a heritor cannot change what spells she knows at any point. When she acquires legacy magic, one of her currently known spells becomes a spell-like ability and she learns a new spell in its place. Additionally, as her heritage evolves, the heritor may tap into new arcane magic she was not previously familiar with.
Unlike a wizard or a cleric, a heritor need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she'll cast.
Heritage At 1st level, a heritor discovers in herself a magical heritage. She must select her heritage at this level, which thereafter cannot be changed. A heritor can choose from the following: Celestial Heritage, Deific Heritage, Draconic Heritage, Eldritch Heritage, Fey Heritage, Fiendish Heritage, Moribund Heritage, Mysterious Heritage, Phrenic Heritage, Shadow Heritage or Synthetic Heritage. Whichever heritage she chooses, she gains the feat of the same name as a bonus feat.
{table=head]Heritage|Legacy Protection|Inherited Skills|Legacy Abilities
Celestial|Fortitude|Diplomacy, Heal, Sense Motive|Con, Wis
Deific|Will|Gather Information, Intimidate, Perform|Str, Cha
Draconic|Fortitude|Intimidate, Knowledge (Any), Spot|Str, Con
Fey|Will|Bluff, Escape Artist, Sleight of Hand|Dex, Cha
Fiendish|Reflex|Disguise, Intimidate, Search|Str, Int
Mysterious|Choice|Diplomacy, Listen, Spot|Wis, Cha
Shadow|Reflex|Bluff, Hide, Move Silently|Dex, Int
Undead|Fortitude|Decipher Script, Intimidate, Survival|Str, Dex[/table]
Legacy Protection At 1st level and every three levels thereafter, the heritor gains a racial bonus to one saving throw based on her chosen heritage. Celestial, Draconic and Undead heritages grant this bonus to Fortitude saves; Fiendish and Shadow heritages grant this bonus to Reflex saves; Deific and Fey heritages grant this bonus to Will saving throws. A heritor with the Mysterious heritage may choose to which save she will allocate this bonus, but once chosen this cannot be changed. The racial bonus caps at +4 at 10th level.
Inherited Skills At 2nd level, the heritor unlocks the talents of her ancestors, adding three new skills to her class list as per the above table.
Heritage Evolution At 3rd level and every three levels thereafter, the heritor's bloodline begins to assert itself more forcefully. She may choose a bonus feat from the same line as her heritage, provided she meets the prerequisites for that feat.
Legacy Power At 5th, 10th, 15th and 20th level, the heritor acquires a bit of the might of her ancestor. She may increase one of the ability scores associated with her heritage by one point.
Presence (Ex) At 8th level, the heritor begins to demonstrate the force of personality that her ancestor's bloodline carries. She gains a +2 bonus on Bluff, Diplomacy and Intimidate checks. Any charm of compulsion effect she employs, even from a magical item or supernatural ability, has its save DC increased by 1.
Legacy Magic (Sp) Beginning at 11th level, and every three levels thereafter, the heritor can convert one spell that she knows into a spell-like ability. This ability can be used three times per day at the heritor's caster level and uses her Charisma bonus. The heritor can no longer cast this spell, and learns a new spell in its place. At 11th level, the heritor can convert a 0th or 1st-level spell in this manner. At 14th, she may convert a spell of 2nd level or lower; at 17th, a spell of 3rd level or lower and at 20th a spell of 4th level or lower.
Greater Presence (Su) At 16th level, the heritor has acquired a notable presence even among the beings from whom she is descended. She gains an additional +4 bonus to Bluff, Diplomacy and Intimidate checks, and an additional +2 bonus to save DCs for charm and compulsion effects she employs. As well, she may use charm and compulsion effects against sentient creatures who share her heritage, even if they would normally be immune. The lone exceptions to this are the deific heritor and the mysterious heritor.
Heritage Feats
Here are the feats, both old and new, for use with the heritor class. For ease of use, any feat named here is considered a heritage feat, and all feats can be categorically referenced by the first word in their name (e.g. draconic feats refers to Draconic Flight, Draconic Power etc.)
Celestial Feats
Celestial Aura - see Player's Handbook II (Celestial Sorcerer Aura)
Celestial Grace
Prerequisites Celestial Heritage
Benefit You gain a +1 deflection bonus to AC. This bonus stacks with deflection bonuses provided by magical items but is overlapped by deflection bonuses provided by spells.
Celestial Heritage - see Player's Handbook II (Celestial Sorcerer Heritage)
Celestial Lance - see Player's Handbook II (Celestial Sorcerer Lance)
Celestial Lore - see Player's Handbook II (Celestial Sorcerer Lore)
Celestial Power
Prerequisites Celestial Heritage
Benefit Divination spells that you cast, as well as spells with the Good descriptor, dispel magic and greater dispel magic, are cast at +1 caster level. The save DC against such spells increases by 1.
Celestial Presence
Prerequisites Celestial Heritage
Benefit Whenever you cast an arcane spell, evil creatures within 10 ft. of you must make a Will save (DC 10 + spell's level + Cha modifier). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.
Celestial Resistance
Prerequisites Celestial Heritage
Benefit You gain resistance to electricity equal to three times the number of celestial feats you currently have (including this one and any taken in the future) and resistance to fire and cold equal to twice the number of celestial feats you have (including this one and any taken in the future).
Celestial Wings - see Player's Handbook II (Celestial Sorcerer Wings)
Deific Feats
Deific Ascension
Prerequisites Deific Heritage, Dex 13+
Benefit Whenever you cast an arcane or divine spell, you gain a fly speed of 10 ft. (or an increase of 10 ft. to your current fly speed) for one round.
Deific Authority
Prerequisites Deific Heritage
Benefit As a standard action, you may expend an arcane spell slot to give all allies within 10 ft. a +2 morale bonus to attack rolls and saving throws for a number of rounds equal to the level of the spell slot expended. This is a supernatural ability that does not provoke an attack of opportunity.
Deific Domain
Prerequisites Deific Heritage, four other deific heritage feats, sorcerer level 1st
Benefit Choose one of the domains of your forebear deity other than an alignment domain or the Healing domain. Add the 1st, 3rd and 5th-level spells from that domain to your spells known as though they were sorcerer spells. These spells are treated as being arcane when you cast them. If you already know one or more of these spells, the duplicates are wasted.
Deific Glory
Prerequisites Deific Heritage
Benefit Your divine AC bonus increases by 1. This bonus applies against touch attacks as well as when flat-footed.
Deific Heritage
Benefit You are a distant descendant of the gods, and draw divine power into yourself to protect you. You gain a +1 divine bonus to AC. This bonus applies against touch attacks as well as when flat-footed. You gain a bonus to saves against death effects equal to three times the number of deific feats you possess.
Deific Smite
Prerequisites Deific Heritage, base attack bonus +4
Benefit As a swift action, you may expend an arcane spell slot to give one creature within 10 ft. a bonus to attack and damage equal to twice the level of the expended slot for their next attack. The additional damage is divine.
Deific Power
Prerequisites Deific Heritage
Benefit Evocation spells that you cast are cast at +1 caster level. The save DC against such spells increases by 1.
Deific Presence
Prerequisites Deific Heritage
Benefit Whenever you cast an arcane or divine spell, you gain a +2 bonus to AC and a bonus to SR equal to the level of the spell cast. You also gain a +2 bonus to saves against targeted spells or single-target effects (such as rays). These effects last for a number of rounds equal to the level of the spell cast.
Deific Resistance
Prerequisites Deific Heritage
Benefit You gain resistance to acid and cold equal to three times the number of deific feats you currently have (including this one and any taken in the future).
Draconic Feats
Draconic Breath - see Complete Arcane
Draconic Claw - see Complete Arcane
Draconic Flight - see Complete Arcane
Draconic Heritage - see Complete Arcane
Draconic Legacy - see Complete Arcane
Draconic Power - see Complete Arcane
Draconic Presence - see Complete Arcane
Draconic Resistance - see Complete Arcane
Draconic Skin - see Complete Arcane
Fiendish Feats
Fiendish Flames
Prerequisites Fiendish Heritage
Benefit As a standard action, you may expend an arcane spell slot to wreath yourself in an aura of cursed fire. This fire lasts for a number of rounds equal to the level of the spell slot expended. Creatures within 10 ft. of you take damage equal to the level of the spell slot expended plus your Charisma bonus, if any, each round they are within the aura. Half of this damage is fire damage, while the other half is profane damage. This is a supernatural ability that does not provoke an attack of opportunity.
Fiendish Flesh
Prerequisites Fiendish Heritage
Benefit Your natural armor bonus increases by 1.
Special You may take this feat multiple times. Its effects stack.
Fiendish Flight
Prerequisites Con 15+, Fiendish Flesh, Fiendish Heritage, Fiendish Presence
Benefit You grow sinister wings that reflect your fiendish heritage. You acquire a fly speed of 60 ft. (average).
Fiendish Heritage - see Complete Mage
Fiendish Legacy - see Complete Mage
Fiendish Power - see Complete Mage
Fiendish Presence - see Complete Mage
Fiendish Resistance - see Complete Mage
Fiendish Talons
Prerequisites Fiendish Heritage, base attack bonus +2
Benefit You grow the sharp, cruel talons of your heritage. You may make claw attacks that deal damage proportional to your strength (1d4 Small, 1d6 Medium, 1d8 Large). In any round when you cast a spell with a casting time of 1 standard action, you may make a single claw attack as a swift action against a foe you threaten. Your talons are treated as evil-aligned for the purpose of overcoming damage reduction.
(Rest in progress)