Grod_The_Giant
2012-01-29, 08:31 PM
The wizard is arguably the most powerful class in 3.5 edition D&D, thanks to his nearly-unrestricted access to the most powerful spell list in the game. The sorcerer is "only" tier 2, due to more limited access to the list. Now, I don't think that it's possible to nerf either class down to Tier 3-- the sorcerer/wizard list is just too good. I've tried to weaken the wizard, but the main thing I'm trying to do here is to make the classes more fun. That means actual class features. That means making a clearer distinction between the two classes. That means (to me, at least) changing the prepared spells mechanism. I hold no illusions that these are significantly weaker classes-- if anything, my sorcerer is stronger. But the goal is fun-to-play Tier 2's. So, without further ado...
Sorcerer
http://cdn.obsidianportal.com/assets/1539/Genasi_Sorcerer.jpg
Hit Die- d4
Class Skills- Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level- (4 + Int modifier) × 4.
Skill Points at Each Additional Level- 2 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special|Max Spell Level|Arcana/Day
1st|+0|+0|+0|+2|Arcana, Heritage, Birthright|1|4
2nd|+1|+0|+0|+3|Heritage Power|1|7
3rd|+1|+1|+1|+3|Body Burn|2|11
4th|+2|+1|+1|+4|Magesight|2|17
5th|+2|+1|+1|+4||3|25
6th|+3|+2|+2|+5|Heritage Power|3|34
7th|+3|+2|+2|+5|High Arcana|4|44
8th|+4|+2|+2|+6|Magetouch|4|56
9th|+4|+3|+3|+6||5|70
10th|+5|+3|+3|+7|Soul Burn|5|85
11th|+5|+3|+3|+7||6|101
12th|+6/+1|+4|+4|+8|Heritage Power|6|119
13th|+6/+1|+4|+4|+8||7|139
14th|+7/+2|+4|+4|+9|Perfect Sight|7|160
15th|+7/+2|+5|+5|+9|Great Arcana|8|182
16th|+8/+3|+5|+5|+10|Heritage Power|8|206
17th|+8/+3|+5|+5|+10||9|232
18th|+9/+4|+6|+6|+11|Body Fuel|9|259
19th|+9/+4|+6|+6|+11|Imbue Arcana|9|287
20th|+10/+5|+6|+6|+12|Heritage Power|9|317[/table]
Weapon and Armor Proficiency- Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells- A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on the table below. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his arcana for the day (see below). He does not have to decide ahead of time which spells he’ll cast.
Sorcerer Spells Known
{table=head]Level|0 lv|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st |4|2|— |— |— |— |— |— |— |—
2nd |5|3|— |— |— |— |— |— |— |—
3rd |6|4|2|— |— |— |— |— |— |—
4th |7|5|3|— |— |— |— |— |— |—
5th |8|6|4|2|— |— |— |— |— |—
6th |9|6|5|3|— |— |— |— |— |—
7th |10|6|6|4|2|— |— |— |— |—
8th |10|6|6|5|3|— |— |— |— |—
9th |10|6|6|6|4|2|— |— |— |—
10th |10|6|6|6|5|3|— |— |— |—
11th |10|6|6|6|6|4|2|— |— |—
12th |10|6|6|6|6|5|3|— |— |—
13th |10|6|6|6|6|6|4|2|— |—
14th |10|6|6|6|6|6|5|3|— |—
15th |10|6|6|6|6|6|6|4|2|—
16th |10|6|6|6|6|6|6|5|3|—
17th |10|6|6|6|6|6|6|6|4|2
18th |10|6|6|6|6|6|6|6|5|3
19th |10|6|6|6|6|6|6|6|6|4
20th |10|6|6|6|6|6|6|6|6|5[/table]
Arcana- A sorcerer doesn’t use spell slots, as most spellcasters do. Instead, he has a certain number of arcana points per day, as indicated on the table above. Each time he casts a spell, he must pay a certain number of arcana points, based on the level of the spell he is casting, as indicated on the table below. If he does not have sufficient points, he cannot cast the spell. While waking and active, a sorcerer regains a number of arcana points per hour equal to his Constitution modifier. Eight hours of sleep (or trancing, or meditating, if the sorcerer is of a race that doesn't normally sleep) is sufficient to regain all expended arcana points. If awakened prematurely, a sleeping sorcerer can be judged to have regained Contitution modifier points per hour, as normal, plus an additional 10 points per hour spent sleeping.
A sorcerer may apply metamagic feats to his spells. If he does, he must pay the arcana cost for a spell of the modified level (although he does not increase the casting time). For example, an empowered magic missile would normally use up a 3rd level slot, so a sorcerer must pay 5 arcana points to cast the spell.
0-level spells (cantrips) do not cost any arcana to cast, and a sorcerer can cast all 0-level sorcerer spells he knows at will. However, if he casts more than (Constitution Modifier) cantrips in a single minute, he must spend one arcana point.
{table]Spell Level|0 lv|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
Arcana Cost|0|1|3|5|7|9|11|13|15|17[/table]
Arcana points may only be used to cast sorcerer spells. Any prestige class that advances spellcasting also advances arcana. Items or abilities that grant bonus spell slots grant an equivalent amount of bonus arcane, as shown on the table above.
Heritage- A sorcerer’s power comes from some sort of pact or ancestry with magical beings. At first level, he selects a source of power: Aberrant, Abyssal, Aquatic, Celestial, Draconic, Elemental, Fey, Infernal, Necromatic, Primal, Shadow, or Starsoul. Each source of power comes with a special birthright ability. In addition, he gains a heritage power at 2nd, 5th, 10th, 15th, and 20th levels. This ability counts as the relevant heritage feat (if one exists) for the purposes of prerequisites. Heritage powers are described below.
Body Burn—Starting at 3rd level, a sorcerer may channel his own life force to boost the power of his spells. As a swift action, he may deal himself 2Xd6 points of damage, where X is any number up to his Constitution modifier. The next spell he casts has its caster level increased by X. For example, a sorcerer might deal himself 4d6 damage to boost the caster level of a fireball spell by 2. This extra damage cannot be prevented in any way, and always is subtracted from the sorcerer’s real hit points—temporary hit points don’t help. He may use this ability a number of times per day equal to his Constitution modifier.
Magesight (Su)- Starting at 4th level, a sorcerer can use the spell detect magic at will, with the following exceptions. As a swift action, he can toggle this ability on or off. He does not have to concentrate to keep it active, although unless he does he can only detect the presence or absence of magic. He can never be stunned by an overwhelmingly powerful aura. Otherwise, it works as the spell.
Magetouch (Sp)- Starting at 8th level, a sorcerer may use the spell identify at will. He does not need to provide a material component.
High Arcana— A sorcerer’s spellcasting power continues to increase by leaps and bounds, but his body remains frail in comparison. Spells of 4th level and above are considered high arcana, and are subject to additional restrictions.
A sorcerer may only cast (Constitution Modifier) high arcana spells of the highest level available to him. Every hour, he regains one potential spell of each level, and eight hours of rest resets the count completely. He may attempt to cast spells after he has exceeded the limit, but doing so is both difficult and costly. He must make a Concentration check (DC 15+ Spell Level x 2) to cast at all. If he succeeds, he casts the spell as normal, but takes Constitution damage equal to one-half the level of the spell he just cast. If he fails, he takes 1d6 damage per level of the spell he was attempting to cast, and the action is wasted.
Increase the damage when using Body Burn with a high arcana spell by one step, from 2Xd6 to 2Xd8.
Increase the cost of using Soul Burn with a high arcana spell to 2 points of Constitution damage per point of caster level cap increase.
Soul Burn—Starting at 10th level, a sorcerer’s ability to pour his life force into spells increases. As a move action, he may deal himself X points of Constitution damage, where X is any number up to his Constitution modifier. The next spell he casts has any relevant caster level cap increased by X. For example, a sorcerer might deal himself 3 points of Constitution damage to increase the damage cap of a fireball spell from 10d6 to 13d6. This extra damage cannot be prevented in any way. He may use this ability a number of times per day equal to his Constitution modifier. He may use both Body Burn and Soul Burn in the same turn to affect the same spell.
Perfect Sight (Su)- At 14th level, a sorcerer’s Magesight improves. He may now toggle the spell true seeing on and off at will, in addition to detect magic. He may not have both abilities active simultaneously.
Great Arcana—A sorcerer’s spellcasting power is the stuff of legends, but despite the cosmic wellspring of power within his soul, his body is only mortal. Spells of 8th level and above are considered great arcana, and are subject to the following restrictions. These new restrictions override those of high arcana. In addition, he no longer faces a restriction on the number of High Arcana spells he can cast.
A sorcerer may only cast (Constitution Modifier) great arcana spells of the highest level available to him, and (Constitution Modifier times two) great arcana spells of the second highest level available to him. Every hour, he regains one potential spell of the level, and eight hours of rest resets the count completely. He may attempt to cast spells after he has exceeded the limit, but doing so is both difficult and costly. He must make a Concentration check (DC 20+ Spell Level x 3) to cast at all. If he succeeds, he casts the spell as normal, but takes Constitution damage equal to one-half the level of the spell he just cast. If he fails, he takes Constitution damage equal to one-half the level of the spell he was attempting to cast, and the action is wasted.
Increase the damage when using Body Burn with a great arcana spell by two steps, from 2Xd6 to 2Xd10.
Increase the cost of using Soul Burn with a great arcana spell to 3 points of Constitution damage per point of caster level cap increase.
Body Fuel (Ex)- At 18th level, a sorcerer may sacrifice his own body on the alter of his magic. When affected by an anti-magic field or similar effect, he still cast spells by dealing himself Constitution damage equal to the level of the spell he wishes to cast, and making a DC 30+Spell Level Concentration check. If he has no Constitution score, he instead damages both his Strength and Dexterity. This damage cannot be prevented or reduced by any means.
Imbue Arcana (Su)- At 19th level, a sorcerer’s control over his own magical power is such that he can temporarily transfer a measure of it to an ally. As part of a ten-minute ritual, he may transfer up to twice his Charisma score Arcana points to a willing target. The benefits of the transfer last for ten minutes per point of the target’s Constitution score.
If the target is a sorcerer, he may use them to cast spells normally.
If the target is a spellcaster who does not use arcane points, the sorcerer may grant them extra spell slots—transferring 3 points grants them a second level spell slot, transferring 5 points grants them a third level spell slot, and so on (see the arcane cost for casting sorcerer spells).
If the target has no spellcasting ability at all, the sorcerer may transfer the ability to cast one spell. Doing so removes it from the sorcerer’s list of spells known, and inflicts Constitution damage equal to the level of the spell transferred to the sorcerer. The sorcerer regains knowledge of the spell at the end of the duration.
Heritages
Aberrant
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Birthright: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.
Acidic Ray (Sp): Starting at 2nd level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 +1/sorcerer level points of acid damage. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Long Limbs (Ex): At 6th level, your reach increases by 10 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area.
Unusual Anatomy (Ex): At 12th level, your anatomy changes, giving you a 50% chance to ignore any critical hit or sneak attack scored against you.
Alien Resistance (Su): At 16th level, you gain spell resistance equal to your sorcerer level + 10. Unlike other forms of spell resistance, you may choose to allow allied casters to bypass your resistance without having to make a caster level check.
Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 10/—.
Abyssal Bloodline
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
Birthright: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.
Claws (Su): At 2nd level, you grow a pair of claws. These are primary natural weapons dealing 1d4 damage (if medium).
Demon Resistances (Ex): At 6th level, you gain resist electricity 10 and a +4 bonus on saving throws made against poison
Strength of the Abyss (Ex): At 12th level, you gain a +4 inherent bonus to your Strength.
Added Summonings (Su): At 16th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.
Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).
Aquatic
Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.
Birthright: Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.
Bloodline Powers: Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.
Dehydrating Touch (Sp): Starting at 2nd level, you can make a melee touch attack as a standard action that inflicts 1d6 +1/sorcerer level points of nonlethal damage and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Aquatic Adaptation (Ex): At 6rd level, you gain a swim speed of 40 feet. When immersed in water, you gain 60ft darkvision.
Aquatic Telepathy (Su): At 12th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast suggestion on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components.
Raise the Deep (Sp): At 16th level, you raise water as per control water, but no water need be present. This created water is stationary and does not flow out of the area where you create it; it lasts 1 round per sorcerer level and then disappears. You may use this ability once per day.
Deep One (Ex): At 20th level, you gain darkvision 60 feet and your body is covered with fine, slippery scales granting DR 10/piercing, resist cold 20, and continuous freedom of movement. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water.
Celestial
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Birthright: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 2nd level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4+1/sorcerer level damage. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of an equivalent amount of damage. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 6th level, you gain resist acid 10 and resist cold 10.
Wings of Heaven (Su): At 12th level, you sprout feathery wings and gain a fly speed of 60 feet with good maneuverability.
Conviction (Su): At 16th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain Immunity to acid, cold, and petrification, Resistance 10 to fire and electricity, +4 racial bonus on saves against poison, and the ability to speak with any creature that has a language (as per the tongues spell).
Draconic
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Birthright: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the table below.
Claws (Ex): At 2nd level, you grow a pair of claws. These are natural weapons dealing 1d4 damage (if medium).
Dragon Resistances (Ex): At 6rd level, you gain resist 10 against your energy type and a +1 natural armor bonus.
Breath Weapon (Su): At 12th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). You may use this ability a number of times per day equal to your Constitution modifier.
Wings (Ex): At 16th level, leathery dragon wings grow from your back, giving you a fly speed of 120 feet with average maneuverability.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.
{table=head]Dragon Type|Energy Type|Breath Shape
Black|Acid|60-foot line
Blue|Electricity|60-foot line
Green|Acid|30-foot cone
Red|Fire|30-foot cone
White|Cold|30-foot cone
Brass|Fire|60-foot line
Bronze|Electricity|60-foot line
Copper|Acid|60-foot line
Gold|Fire|30-foot cone
Silver|Cold|30-foot cone[/table]
Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Birthright: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on the table below.
Elemental Ray (Sp): Starting at 2nd level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+1/sorcerer level points of damage of your energy type. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Elemental Resistance (Ex): At 6th level, you gain energy resistance 15 against your energy type.
Elemental Blast (Sp): At12 level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to your Constitution modifier.
Elemental Movement (Su): At 16th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the table below.
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
{table=head]Element|Energy Type|Elemental Movement
Air|Electricity|Fly 60 feet (perfect)
Earth|Acid|Burrow 30 feet
Fire|Fire|+30 feet base speed
Water|Cold|Swim 60 feet[/table]
Fey
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Birthright: Whenever you cast a spell of the [mind affecting] subschool, increase the spell's DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
Laughing Touch (Sp): At 2nd level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Constitution modifier. This is a mind-affecting effect.
Woodland Stride (Ex): At 6th level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 12th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 16th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
Necromantic
The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.
Birthright: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.
Grave Touch (Sp): Starting at 2nd level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Death's Gift (Su): At 6th level, you gain resist cold 10 and DR 5/— against nonlethal damage.
Grasp of the Dead (Sp): At 12th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. This power has a range of 60 feet, and you may use it a number of times per day equal to you Constitution modifier.
Incorporeal Form (Sp): At 16th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 10/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.
Infernal
Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.
Birthright: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
Corrupting Touch (Sp): At 2nd level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 6th level, you gain resist fire 10 and a +4 bonus on saving throws made against poison.
Hellfire (Sp): At 12th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to your Constitution modifier.
On Dark Wings (Ex): At 16th level, you grow fearsome bat, giving you a fly speed of 120 feet with good maneuverability.
Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
Primal
You have in your veins the ever-changing wildness of primal chaos, the raw essence of unbound creation. Your mind and spirit burst with the constant inspiration of consummate freedom, though you have difficulty following through on a task when another, new and exciting, catches your interest.
Birthright: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4.
Bloodline Powers: Your ancestral immersion in primordial chaos begets your curiously warped magical talents.
Protoplasm (Sp): At 2nd level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Constitution modifier.
Protean Resistances (Ex): At 6th level, you gain resist acid 10 and a +2 bonus on saving throws against polymorph, petrification, and other transmutation spells or effects.
Reality Wrinkle (Sp): At 12th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.
Spatial Tear (Sp): At 16th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of black tentacles centered on your former location. Both of these effects use your sorcerer level as the caster level.
Avatar of Chaos (Ex): At 20th level, you are infused with the essence of raw chaos. You gain immunity to acid, petrification, and polymorph, as well as a +2 bonus to save DCs and on checks to overcome spell penetration against creatures with the lawful subtype.
Shadow
Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.
Birthright: Add Hide and Move Silently to the list of sorcerer class skills. Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Hide checks equal to the spell’s level for 1d4 rounds.
Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.
Shadowstrike (Sp): At 2nd level, you can make a melee touch attack as a standard action that inflicts 1d4+1/sorcerer level points of nonlethal damage. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Nighteye (Ex): At 6th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
Shadow Well (Sp): At 12th level, you can use the Hide skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. You may use the ability to switch places a number of times per day equal to your Constitution modifier.
Enveloping Darkness (Sp): At 16th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.
Shadow Master (Su): At 20th level, you can see perfectly in natural or magical darkness. When you use shadow conjuration or shadow evocation spells, your creations are 20% more real, and any creatures you create gain the benefits of the Augment Summoning feat.
Starsoul
You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds.
Birthright: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.
Bloodline Powers: Your skyward gaze and communion with the heavens focus and enhance your magical talents.
Minute Meteors (Sp): At 2nd level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 + 1/sorcerer level points of fire. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Constitution modifier.
Voidwalker (Ex): At 6th level, you gain low-light vision, immunity to extremely hot and cold temperatures, as though protected by an endure elements spell, and you no longer need to breathe.
Aurora Borealis (Sp): At 12th level, you can create a sheet of cascading colors. This power acts as a wall of fire, but it inflicts cold damage and does not radiate heat. However, one side of the aurora designated by you fascinates creatures within 10 feet, up to a maximum of 2 HD of creatures per sorcerer level. A Will save negates this fascinate effect. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Breaching the Gulf (Sp): At 16th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
Starborn (Ex): At 20th level, you gain immunity to cold and blindness, and you can see perfectly in natural or magical darkness. In addition, you gain fast healing 1 when you are outdoors at night.
Sorcerer Variant-- The Classic Sorcerer
For those who object to Arcana points.
Lose: Arcana, Imbue Arcana
Gain: Imbue Magic
Imbue Magic— At 19th level, a sorcerer’s control over his own magical power is such that he can temporarily transfer a measure of it to an ally. As part of a ten-minute ritual, he may transfer up to twice his Charisma modifier spell levels to a willing ally, who must participate in the entire ritual as well. The benefits of the transfer last for ten minutes per point of the target’s Constitution score.
If the target is a spontaneous spellcaster, he gains a number of bonus spells equal to the number of spells transferred. For example, if a sorcerer transfers 4 third-level spells (12 spell levels) to a Favored Soul, the latter would gain 4 additional castings of third-level spells. These temporary spell slots are used first, just like temporary hit points.
If the target is not a spontaneous spellcaster, he gains the ability to cast each transferred spell once as a spell-like ability, with a caster level equal to his hit die, and a saving throw DC based on his Charisma score.
Other Changes:
Spells per day as described in the Player’s Handbook
Bonus spells for a high Constitution modifier
Delete the first bullet point from High and Great Arcana.
Divine Sorcerer Variant— The Channel
The gift of magic manifests differently in every sorcerer, depending on their ancestry. A dragon-blooded sorcerer will have very different gifts from another mage who can claim the blood of a fey lord. Sometimes, that gift develops into an entirely different form of magic. The blood of gods runs in a Channel’s veins, granting them incredible divine might.
Loses: Birthright.
Gains: Domains, Domain Mastery
Hit Die: d6
Weapon and Armor Proficiency- Channels are proficient with all simple weapons and with light armor, but not with shields.
Spellcasting - As normal for a Sorcerer, except that the Channel casts divine spells, which are drawn from the cleric list.
Heritage- must be either Celestial, Abyssal, or Infernal.
General Change— replace all instances of Constitution in spellcasting and class features with Wisdom.
First Domain- At 1st level, a Channel chooses one domain and adds the spells to his list of spells known.
First Domain Power- at 5th level, a Channel gains the domain power for his chosen domain, with an effective cleric level equal to his Channel level (if applicable).
Second Domain- At 9th level, a Channel chooses a second domain and adds the spells to his list of spells known.
Second Domain Power- at 13th level, a Channel gains the domain power for his second chosen domain, with an effective cleric level equal to his Channel level (if applicable).
Domain Mastery- at 17th level, a Channel chooses one of his two domains. When casting spells from that domain, he may either Extended or Empower them (his choice, on casting the spell) without increasing the casting time or spell level. The choice of domain cannot be changed.
Sorcerer
http://cdn.obsidianportal.com/assets/1539/Genasi_Sorcerer.jpg
Hit Die- d4
Class Skills- Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level- (4 + Int modifier) × 4.
Skill Points at Each Additional Level- 2 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special|Max Spell Level|Arcana/Day
1st|+0|+0|+0|+2|Arcana, Heritage, Birthright|1|4
2nd|+1|+0|+0|+3|Heritage Power|1|7
3rd|+1|+1|+1|+3|Body Burn|2|11
4th|+2|+1|+1|+4|Magesight|2|17
5th|+2|+1|+1|+4||3|25
6th|+3|+2|+2|+5|Heritage Power|3|34
7th|+3|+2|+2|+5|High Arcana|4|44
8th|+4|+2|+2|+6|Magetouch|4|56
9th|+4|+3|+3|+6||5|70
10th|+5|+3|+3|+7|Soul Burn|5|85
11th|+5|+3|+3|+7||6|101
12th|+6/+1|+4|+4|+8|Heritage Power|6|119
13th|+6/+1|+4|+4|+8||7|139
14th|+7/+2|+4|+4|+9|Perfect Sight|7|160
15th|+7/+2|+5|+5|+9|Great Arcana|8|182
16th|+8/+3|+5|+5|+10|Heritage Power|8|206
17th|+8/+3|+5|+5|+10||9|232
18th|+9/+4|+6|+6|+11|Body Fuel|9|259
19th|+9/+4|+6|+6|+11|Imbue Arcana|9|287
20th|+10/+5|+6|+6|+12|Heritage Power|9|317[/table]
Weapon and Armor Proficiency- Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells- A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on the table below. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his arcana for the day (see below). He does not have to decide ahead of time which spells he’ll cast.
Sorcerer Spells Known
{table=head]Level|0 lv|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st |4|2|— |— |— |— |— |— |— |—
2nd |5|3|— |— |— |— |— |— |— |—
3rd |6|4|2|— |— |— |— |— |— |—
4th |7|5|3|— |— |— |— |— |— |—
5th |8|6|4|2|— |— |— |— |— |—
6th |9|6|5|3|— |— |— |— |— |—
7th |10|6|6|4|2|— |— |— |— |—
8th |10|6|6|5|3|— |— |— |— |—
9th |10|6|6|6|4|2|— |— |— |—
10th |10|6|6|6|5|3|— |— |— |—
11th |10|6|6|6|6|4|2|— |— |—
12th |10|6|6|6|6|5|3|— |— |—
13th |10|6|6|6|6|6|4|2|— |—
14th |10|6|6|6|6|6|5|3|— |—
15th |10|6|6|6|6|6|6|4|2|—
16th |10|6|6|6|6|6|6|5|3|—
17th |10|6|6|6|6|6|6|6|4|2
18th |10|6|6|6|6|6|6|6|5|3
19th |10|6|6|6|6|6|6|6|6|4
20th |10|6|6|6|6|6|6|6|6|5[/table]
Arcana- A sorcerer doesn’t use spell slots, as most spellcasters do. Instead, he has a certain number of arcana points per day, as indicated on the table above. Each time he casts a spell, he must pay a certain number of arcana points, based on the level of the spell he is casting, as indicated on the table below. If he does not have sufficient points, he cannot cast the spell. While waking and active, a sorcerer regains a number of arcana points per hour equal to his Constitution modifier. Eight hours of sleep (or trancing, or meditating, if the sorcerer is of a race that doesn't normally sleep) is sufficient to regain all expended arcana points. If awakened prematurely, a sleeping sorcerer can be judged to have regained Contitution modifier points per hour, as normal, plus an additional 10 points per hour spent sleeping.
A sorcerer may apply metamagic feats to his spells. If he does, he must pay the arcana cost for a spell of the modified level (although he does not increase the casting time). For example, an empowered magic missile would normally use up a 3rd level slot, so a sorcerer must pay 5 arcana points to cast the spell.
0-level spells (cantrips) do not cost any arcana to cast, and a sorcerer can cast all 0-level sorcerer spells he knows at will. However, if he casts more than (Constitution Modifier) cantrips in a single minute, he must spend one arcana point.
{table]Spell Level|0 lv|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
Arcana Cost|0|1|3|5|7|9|11|13|15|17[/table]
Arcana points may only be used to cast sorcerer spells. Any prestige class that advances spellcasting also advances arcana. Items or abilities that grant bonus spell slots grant an equivalent amount of bonus arcane, as shown on the table above.
Heritage- A sorcerer’s power comes from some sort of pact or ancestry with magical beings. At first level, he selects a source of power: Aberrant, Abyssal, Aquatic, Celestial, Draconic, Elemental, Fey, Infernal, Necromatic, Primal, Shadow, or Starsoul. Each source of power comes with a special birthright ability. In addition, he gains a heritage power at 2nd, 5th, 10th, 15th, and 20th levels. This ability counts as the relevant heritage feat (if one exists) for the purposes of prerequisites. Heritage powers are described below.
Body Burn—Starting at 3rd level, a sorcerer may channel his own life force to boost the power of his spells. As a swift action, he may deal himself 2Xd6 points of damage, where X is any number up to his Constitution modifier. The next spell he casts has its caster level increased by X. For example, a sorcerer might deal himself 4d6 damage to boost the caster level of a fireball spell by 2. This extra damage cannot be prevented in any way, and always is subtracted from the sorcerer’s real hit points—temporary hit points don’t help. He may use this ability a number of times per day equal to his Constitution modifier.
Magesight (Su)- Starting at 4th level, a sorcerer can use the spell detect magic at will, with the following exceptions. As a swift action, he can toggle this ability on or off. He does not have to concentrate to keep it active, although unless he does he can only detect the presence or absence of magic. He can never be stunned by an overwhelmingly powerful aura. Otherwise, it works as the spell.
Magetouch (Sp)- Starting at 8th level, a sorcerer may use the spell identify at will. He does not need to provide a material component.
High Arcana— A sorcerer’s spellcasting power continues to increase by leaps and bounds, but his body remains frail in comparison. Spells of 4th level and above are considered high arcana, and are subject to additional restrictions.
A sorcerer may only cast (Constitution Modifier) high arcana spells of the highest level available to him. Every hour, he regains one potential spell of each level, and eight hours of rest resets the count completely. He may attempt to cast spells after he has exceeded the limit, but doing so is both difficult and costly. He must make a Concentration check (DC 15+ Spell Level x 2) to cast at all. If he succeeds, he casts the spell as normal, but takes Constitution damage equal to one-half the level of the spell he just cast. If he fails, he takes 1d6 damage per level of the spell he was attempting to cast, and the action is wasted.
Increase the damage when using Body Burn with a high arcana spell by one step, from 2Xd6 to 2Xd8.
Increase the cost of using Soul Burn with a high arcana spell to 2 points of Constitution damage per point of caster level cap increase.
Soul Burn—Starting at 10th level, a sorcerer’s ability to pour his life force into spells increases. As a move action, he may deal himself X points of Constitution damage, where X is any number up to his Constitution modifier. The next spell he casts has any relevant caster level cap increased by X. For example, a sorcerer might deal himself 3 points of Constitution damage to increase the damage cap of a fireball spell from 10d6 to 13d6. This extra damage cannot be prevented in any way. He may use this ability a number of times per day equal to his Constitution modifier. He may use both Body Burn and Soul Burn in the same turn to affect the same spell.
Perfect Sight (Su)- At 14th level, a sorcerer’s Magesight improves. He may now toggle the spell true seeing on and off at will, in addition to detect magic. He may not have both abilities active simultaneously.
Great Arcana—A sorcerer’s spellcasting power is the stuff of legends, but despite the cosmic wellspring of power within his soul, his body is only mortal. Spells of 8th level and above are considered great arcana, and are subject to the following restrictions. These new restrictions override those of high arcana. In addition, he no longer faces a restriction on the number of High Arcana spells he can cast.
A sorcerer may only cast (Constitution Modifier) great arcana spells of the highest level available to him, and (Constitution Modifier times two) great arcana spells of the second highest level available to him. Every hour, he regains one potential spell of the level, and eight hours of rest resets the count completely. He may attempt to cast spells after he has exceeded the limit, but doing so is both difficult and costly. He must make a Concentration check (DC 20+ Spell Level x 3) to cast at all. If he succeeds, he casts the spell as normal, but takes Constitution damage equal to one-half the level of the spell he just cast. If he fails, he takes Constitution damage equal to one-half the level of the spell he was attempting to cast, and the action is wasted.
Increase the damage when using Body Burn with a great arcana spell by two steps, from 2Xd6 to 2Xd10.
Increase the cost of using Soul Burn with a great arcana spell to 3 points of Constitution damage per point of caster level cap increase.
Body Fuel (Ex)- At 18th level, a sorcerer may sacrifice his own body on the alter of his magic. When affected by an anti-magic field or similar effect, he still cast spells by dealing himself Constitution damage equal to the level of the spell he wishes to cast, and making a DC 30+Spell Level Concentration check. If he has no Constitution score, he instead damages both his Strength and Dexterity. This damage cannot be prevented or reduced by any means.
Imbue Arcana (Su)- At 19th level, a sorcerer’s control over his own magical power is such that he can temporarily transfer a measure of it to an ally. As part of a ten-minute ritual, he may transfer up to twice his Charisma score Arcana points to a willing target. The benefits of the transfer last for ten minutes per point of the target’s Constitution score.
If the target is a sorcerer, he may use them to cast spells normally.
If the target is a spellcaster who does not use arcane points, the sorcerer may grant them extra spell slots—transferring 3 points grants them a second level spell slot, transferring 5 points grants them a third level spell slot, and so on (see the arcane cost for casting sorcerer spells).
If the target has no spellcasting ability at all, the sorcerer may transfer the ability to cast one spell. Doing so removes it from the sorcerer’s list of spells known, and inflicts Constitution damage equal to the level of the spell transferred to the sorcerer. The sorcerer regains knowledge of the spell at the end of the duration.
Heritages
Aberrant
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Birthright: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.
Acidic Ray (Sp): Starting at 2nd level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 +1/sorcerer level points of acid damage. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Long Limbs (Ex): At 6th level, your reach increases by 10 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area.
Unusual Anatomy (Ex): At 12th level, your anatomy changes, giving you a 50% chance to ignore any critical hit or sneak attack scored against you.
Alien Resistance (Su): At 16th level, you gain spell resistance equal to your sorcerer level + 10. Unlike other forms of spell resistance, you may choose to allow allied casters to bypass your resistance without having to make a caster level check.
Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 10/—.
Abyssal Bloodline
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
Birthright: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.
Claws (Su): At 2nd level, you grow a pair of claws. These are primary natural weapons dealing 1d4 damage (if medium).
Demon Resistances (Ex): At 6th level, you gain resist electricity 10 and a +4 bonus on saving throws made against poison
Strength of the Abyss (Ex): At 12th level, you gain a +4 inherent bonus to your Strength.
Added Summonings (Su): At 16th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.
Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).
Aquatic
Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.
Birthright: Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.
Bloodline Powers: Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.
Dehydrating Touch (Sp): Starting at 2nd level, you can make a melee touch attack as a standard action that inflicts 1d6 +1/sorcerer level points of nonlethal damage and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Aquatic Adaptation (Ex): At 6rd level, you gain a swim speed of 40 feet. When immersed in water, you gain 60ft darkvision.
Aquatic Telepathy (Su): At 12th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast suggestion on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components.
Raise the Deep (Sp): At 16th level, you raise water as per control water, but no water need be present. This created water is stationary and does not flow out of the area where you create it; it lasts 1 round per sorcerer level and then disappears. You may use this ability once per day.
Deep One (Ex): At 20th level, you gain darkvision 60 feet and your body is covered with fine, slippery scales granting DR 10/piercing, resist cold 20, and continuous freedom of movement. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water.
Celestial
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Birthright: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 2nd level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4+1/sorcerer level damage. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of an equivalent amount of damage. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 6th level, you gain resist acid 10 and resist cold 10.
Wings of Heaven (Su): At 12th level, you sprout feathery wings and gain a fly speed of 60 feet with good maneuverability.
Conviction (Su): At 16th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain Immunity to acid, cold, and petrification, Resistance 10 to fire and electricity, +4 racial bonus on saves against poison, and the ability to speak with any creature that has a language (as per the tongues spell).
Draconic
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Birthright: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the table below.
Claws (Ex): At 2nd level, you grow a pair of claws. These are natural weapons dealing 1d4 damage (if medium).
Dragon Resistances (Ex): At 6rd level, you gain resist 10 against your energy type and a +1 natural armor bonus.
Breath Weapon (Su): At 12th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). You may use this ability a number of times per day equal to your Constitution modifier.
Wings (Ex): At 16th level, leathery dragon wings grow from your back, giving you a fly speed of 120 feet with average maneuverability.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.
{table=head]Dragon Type|Energy Type|Breath Shape
Black|Acid|60-foot line
Blue|Electricity|60-foot line
Green|Acid|30-foot cone
Red|Fire|30-foot cone
White|Cold|30-foot cone
Brass|Fire|60-foot line
Bronze|Electricity|60-foot line
Copper|Acid|60-foot line
Gold|Fire|30-foot cone
Silver|Cold|30-foot cone[/table]
Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Birthright: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on the table below.
Elemental Ray (Sp): Starting at 2nd level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+1/sorcerer level points of damage of your energy type. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Elemental Resistance (Ex): At 6th level, you gain energy resistance 15 against your energy type.
Elemental Blast (Sp): At12 level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to your Constitution modifier.
Elemental Movement (Su): At 16th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the table below.
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
{table=head]Element|Energy Type|Elemental Movement
Air|Electricity|Fly 60 feet (perfect)
Earth|Acid|Burrow 30 feet
Fire|Fire|+30 feet base speed
Water|Cold|Swim 60 feet[/table]
Fey
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Birthright: Whenever you cast a spell of the [mind affecting] subschool, increase the spell's DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
Laughing Touch (Sp): At 2nd level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Constitution modifier. This is a mind-affecting effect.
Woodland Stride (Ex): At 6th level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 12th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 16th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
Necromantic
The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.
Birthright: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.
Grave Touch (Sp): Starting at 2nd level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Death's Gift (Su): At 6th level, you gain resist cold 10 and DR 5/— against nonlethal damage.
Grasp of the Dead (Sp): At 12th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. This power has a range of 60 feet, and you may use it a number of times per day equal to you Constitution modifier.
Incorporeal Form (Sp): At 16th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 10/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.
Infernal
Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.
Birthright: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
Corrupting Touch (Sp): At 2nd level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 6th level, you gain resist fire 10 and a +4 bonus on saving throws made against poison.
Hellfire (Sp): At 12th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to your Constitution modifier.
On Dark Wings (Ex): At 16th level, you grow fearsome bat, giving you a fly speed of 120 feet with good maneuverability.
Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
Primal
You have in your veins the ever-changing wildness of primal chaos, the raw essence of unbound creation. Your mind and spirit burst with the constant inspiration of consummate freedom, though you have difficulty following through on a task when another, new and exciting, catches your interest.
Birthright: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4.
Bloodline Powers: Your ancestral immersion in primordial chaos begets your curiously warped magical talents.
Protoplasm (Sp): At 2nd level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Constitution modifier.
Protean Resistances (Ex): At 6th level, you gain resist acid 10 and a +2 bonus on saving throws against polymorph, petrification, and other transmutation spells or effects.
Reality Wrinkle (Sp): At 12th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.
Spatial Tear (Sp): At 16th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of black tentacles centered on your former location. Both of these effects use your sorcerer level as the caster level.
Avatar of Chaos (Ex): At 20th level, you are infused with the essence of raw chaos. You gain immunity to acid, petrification, and polymorph, as well as a +2 bonus to save DCs and on checks to overcome spell penetration against creatures with the lawful subtype.
Shadow
Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.
Birthright: Add Hide and Move Silently to the list of sorcerer class skills. Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Hide checks equal to the spell’s level for 1d4 rounds.
Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.
Shadowstrike (Sp): At 2nd level, you can make a melee touch attack as a standard action that inflicts 1d4+1/sorcerer level points of nonlethal damage. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Constitution modifier.
Nighteye (Ex): At 6th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
Shadow Well (Sp): At 12th level, you can use the Hide skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. You may use the ability to switch places a number of times per day equal to your Constitution modifier.
Enveloping Darkness (Sp): At 16th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.
Shadow Master (Su): At 20th level, you can see perfectly in natural or magical darkness. When you use shadow conjuration or shadow evocation spells, your creations are 20% more real, and any creatures you create gain the benefits of the Augment Summoning feat.
Starsoul
You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds.
Birthright: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.
Bloodline Powers: Your skyward gaze and communion with the heavens focus and enhance your magical talents.
Minute Meteors (Sp): At 2nd level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 + 1/sorcerer level points of fire. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Constitution modifier.
Voidwalker (Ex): At 6th level, you gain low-light vision, immunity to extremely hot and cold temperatures, as though protected by an endure elements spell, and you no longer need to breathe.
Aurora Borealis (Sp): At 12th level, you can create a sheet of cascading colors. This power acts as a wall of fire, but it inflicts cold damage and does not radiate heat. However, one side of the aurora designated by you fascinates creatures within 10 feet, up to a maximum of 2 HD of creatures per sorcerer level. A Will save negates this fascinate effect. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Breaching the Gulf (Sp): At 16th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
Starborn (Ex): At 20th level, you gain immunity to cold and blindness, and you can see perfectly in natural or magical darkness. In addition, you gain fast healing 1 when you are outdoors at night.
Sorcerer Variant-- The Classic Sorcerer
For those who object to Arcana points.
Lose: Arcana, Imbue Arcana
Gain: Imbue Magic
Imbue Magic— At 19th level, a sorcerer’s control over his own magical power is such that he can temporarily transfer a measure of it to an ally. As part of a ten-minute ritual, he may transfer up to twice his Charisma modifier spell levels to a willing ally, who must participate in the entire ritual as well. The benefits of the transfer last for ten minutes per point of the target’s Constitution score.
If the target is a spontaneous spellcaster, he gains a number of bonus spells equal to the number of spells transferred. For example, if a sorcerer transfers 4 third-level spells (12 spell levels) to a Favored Soul, the latter would gain 4 additional castings of third-level spells. These temporary spell slots are used first, just like temporary hit points.
If the target is not a spontaneous spellcaster, he gains the ability to cast each transferred spell once as a spell-like ability, with a caster level equal to his hit die, and a saving throw DC based on his Charisma score.
Other Changes:
Spells per day as described in the Player’s Handbook
Bonus spells for a high Constitution modifier
Delete the first bullet point from High and Great Arcana.
Divine Sorcerer Variant— The Channel
The gift of magic manifests differently in every sorcerer, depending on their ancestry. A dragon-blooded sorcerer will have very different gifts from another mage who can claim the blood of a fey lord. Sometimes, that gift develops into an entirely different form of magic. The blood of gods runs in a Channel’s veins, granting them incredible divine might.
Loses: Birthright.
Gains: Domains, Domain Mastery
Hit Die: d6
Weapon and Armor Proficiency- Channels are proficient with all simple weapons and with light armor, but not with shields.
Spellcasting - As normal for a Sorcerer, except that the Channel casts divine spells, which are drawn from the cleric list.
Heritage- must be either Celestial, Abyssal, or Infernal.
General Change— replace all instances of Constitution in spellcasting and class features with Wisdom.
First Domain- At 1st level, a Channel chooses one domain and adds the spells to his list of spells known.
First Domain Power- at 5th level, a Channel gains the domain power for his chosen domain, with an effective cleric level equal to his Channel level (if applicable).
Second Domain- At 9th level, a Channel chooses a second domain and adds the spells to his list of spells known.
Second Domain Power- at 13th level, a Channel gains the domain power for his second chosen domain, with an effective cleric level equal to his Channel level (if applicable).
Domain Mastery- at 17th level, a Channel chooses one of his two domains. When casting spells from that domain, he may either Extended or Empower them (his choice, on casting the spell) without increasing the casting time or spell level. The choice of domain cannot be changed.