Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.
Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Skill Ranks per Level: 2 + Int modifier.
All of the following are class features of the sorcerer.
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma 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.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) 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 through study.
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 she 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. 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 she gains new spells known for the level.
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
|Dwarf||Add +½ to acid and earth spell or spell-like ability damage.||ARG|
|Elf||Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.||APG|
|Gnome||Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.||ARG|
|Half-Elf||Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.||ARG|
|Half-Orc||Add +½ point of fire damage to spells that deal fire damage cast by the sorcerer.||APG|
|Human||Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.||APG|
|Aasimar||Add +¼ to the sorcerer’s caster level when casting spells with the good descriptor.||ARG|
|Dhampir||Add +½ point of negative energy damage to spells that deal negative energy damage.||ARG|
|Drow||Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.||ARG|
|Fetchling||Add +½ to either cold or electricity resistance (maximum resistance 10 for either type).||ARG|
|Gillman||Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.||ARG|
|Goblin||Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.||ARG|
|Ifrit||Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +½ higher (to a maximum of +4) when determining the effects of that power.||ARG|
|Kitsune||Add +¼ to the DC of enchantment spells.||ARG|
|Kobold||Choose acid, cold, electricity, or fire damage. Add +½ point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.||ARG|
|Merfolk||Add +½ to the sorcerer’s caster level when determining the range of any spells with the water descriptor.||ARG|
|Sylph||Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +½ higher (to a maximum of +4) when determining the effects of that power.||ARG|
|Tiefling||Add +½ to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.||ARG|
|Undine||Add a +1 bonus on caster level checks to cast spells underwater.||ARG|
|Wayang||Add +½ point of damage to any illusion spells of the shadow subschool cast by the sorcerer.||ARG|
|3rd Party Publishers|
|Jon Brazer Enterprises|
|Dhampir||Add +½ point of negative energy damage to sorcerer spells that deal negative energy damage.||JBE:BoHRC|
|Drow||Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.||JBE:BoHRC|
|Duergar||Add +½ damage of any acid and earth sorcerer spells or spell-like abilities.||JBE:BoHRC|
|Fetchling||Add +½ to either cold or electricity resistance (to a maximum increase of 10).||JBE:BoHRC|
|Hobgoblin||When casting sorcerer spells with the fear descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.||JBE:BoHRC|
|Orc||Add +½ point of fire damage to sorcerer spells cast that deal fire damage.||JBE:BoHRC|
|Ratfolk||Add a +½ bonus on Use Magic Device checks.
|Tiefling||Add +½ to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses||JBE:BoHRC|
|Wayang||Add +½ point of damage to any sorcerer illusion spells of the shadow subschool.||JBE:BoHRC|
|Rogue Genius Games|
|Lapith||Choose a new spell in place of one your already know. The new spell's level must be the same as that of the spell being exchanged. You cannot swap any spell gained from your bloodline.||SGG:HHO|
|Piper||Gain the ability to add metamagic to spells without increasing casting time ⅓ times/day. (One use of this ability per day for every three times you select this option.)||SGG:HHO|
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
|Archetype / Alternate Class Feature||Class Features Changed or Replaced|
|Class Skills||Weapon & Armor||Spells||Cantrips||Bloodlines||Eschew Materials|
|Bloodline Power||Bloodline Bonus Spell||Bloodline Bonus Class Skill||Bloodline Bonus Feat||Bloodline Arcana|
|Racial Archetypes - The following class archetypes are available to members of the listed race.|
|3rd Party Publishers|
|4 Winds Fantasy Gaming|
|Everyman Gaming, LLC|
|Nine-Tailed Mystic (Kitsune)||X||X||X||X||X||X||X||X||X|
|Flaming Crab Games|
|Rogue Genius Games|
|X=replaced, (X)=optional replacement, C=changed, 1=archetype package 1, 2=archetype package 2|