- 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 her spells with
somatic components to fail.
- Spells: A sorcerer casts arcane spells which are drawn
primarily from the sorcerer/wizard spell list. She can cast
any spell she knows without preparing it ahead of time. 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 4–12. In addition, she receives
bonus spells per day if she has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A
sorcerer begins play knowing four 0-level spells and two 1stlevel
spells of her choice. At each new sorcerer level, she gains
one or more new spells, as indicated on Table 4–13. (Unlike
spells per day, the number of spells a sorcerer knows is not
affected by her Charisma score; the numbers on Table 4–13
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. The sorcerer can’t use this latter 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 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, 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 she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare
her spells in advance. She can cast any spell she knows at
any time, assuming she has not yet used up her spells per
day for that spell level. She does not have to decide ahead
of time which spells she’ll cast.
- Bloodlines: 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 inf luence 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 sorcerer’s list of spells
known. These spells cannot be exchanged for different
spells at higher levels (although variations might exist,
with GM permission).
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.
Spoiler (Anzeigen)
Somewhere in your family’s history, a relative made a
deal with a devil, and that pact has inf luenced the line
ever since. Now 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.
Class Skill: Diplomacy.
Bonus Spells: protection from good (3rd), scorching ray
(5th), suggestion (7th), charm monster (9th), dominate person
(11th), planar binding (devils and creatures with the
fiendish template only) (13th), greater teleport (15th), power
word stun (17th), meteor swarm (19th).
Bonus Feats: Blind-Fight, Combat Expertise, Deceitful,
Extend Spell, Improved Disarm, Iron Will, Skill Focus
(Knowledge [planes]), Spell Penetration.
Bloodline Powers: You can draw upon the power of
the Hells, although you must be wary of their corrupting
inf luence. Such power does not come without a price.
Corrupting Touch (Su): At 1st level, you can cause a
creature to become shaken as a melee touch attack.
The target also takes an additional –2 penalty on saves
versus spells of the enchantment school. This effect
persists for 1 round per two caster levels you possess
(minimum 1). Multiple touches do not stack, but they
do reset the duration.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5
and a +2 bonus on saving throws made against poison. At
9th level, your resistance to fire increases to 10 and your
bonus on poison saving throws increases to +4.
Hellfire (Su): At 9th level, you can call down a column of
hellfire. This 10-foot-radius burst does 1d6 points of fire
damage per caster level. Those caught in the area of your
blast receive a Ref lex save for half damage. Good creatures
that fail their save are shaken for 1 round per caster level.
The DC of this save is equal to 10 + 1/2 your sorcerer level +
your Constitution modifier. At 9th level, you can use this
ability once per day. At 17th level, you can use this ability
twice per day. At 20th level, you can use this ability three
times per day. This power has a range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome
bat wings as a standard action, giving you a f ly speed of
60 feet with average maneuverability. The wings can be
dispelled as a free action.
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. This
fiendish sight extends for 60 feet.
- Cantrips (Sp): Sorcerers know a number of cantrips.
They can cast these spells at will as a spell-like ability. The
number of cantrips a sorcerer knows is noted on Table 4–13
under 0-level spells known. Cantrips are treated like any
other spell cast by the sorcerer in terms of duration and
other variables based on level.
- Eschew Materials: A sorcerer gains Eschew Materials as
a bonus feat at 1st level.[/list]