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Sorcerer

Page history last edited by Jeff 14 years, 7 months ago

Age begets magic in Sakuru, and those with old blood are more powerful. Few among the common races have a lineage ancient enough to spontaneously generate magic. Those who do are often called sorcerers. To further ensure magic lineage however, some lines have mixed their blood with even older creatures--fey creatures, elemental spirits, or stranger things. These bloodlines are exceptionally powerful.

 

Sorcerer

Alignment: Any.

Hit Die: d6.

 

Class Skills

The sorcerer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcane) (Int), Spellcraft (Int), and Use Magic Device (Cha).

 

 

Level Base Attack Bonus Fort Save Ref Save Will Save Skill Points  Special
1 +0 +0 +0 +2 2 + Int modifier Bloodline power, eschew materials
2 +1 +0 +0 +3 3 + Int modifier
3 +1 +1 +1 +3 4 + Int modifier Bloodline power, bloodline spell
4 +2 +1 +1 +4 4 + Int modifier
5 +2 +1 +1 +4 5 + Int modifier Bloodline spell
6 +3 +2 +2 +5 6 + Int modifier
7 +3 +2 +2 +5 7 + Int modifier Bloodline feat, bloodline spell 
8 +4 +2 +2 +6 8 + Int modifier
9 +4 +3 +3 +6 9 + Int modifier Bloodline power, bloodline spell
10 +5 +3 +3 +7 10 + Int modifier
11 +5 +3 +3 +7 11 + Int modifier Bloodline spell
12 +6/+1 +4 +4 +8 12 + Int modifier
13 +6/+1 +4 +4 +8 13 + Int modifier Bloodline feat, bloodline spell 
14 +7/+2 +4 +4 +9 13 + Int modifier
15 +7/+2 +5 +5 +9 14 + Int modifier Bloodline power, bloodline spell
16 +8/+3 +5 +5 +10 15 + Int modifier
17 +8/+3 +5 +5 +10 16 + Int modifier Bloodline spell
18 +9/+4 +6 +6 +11 17 + Int modifier
19 +9/+4 +6 +6 +11 18 + Int modifier Bloodline feat, bloodline spell
20 +10/+5 +6 +6 +12 19 + Int modifier Bloodline power

 

 

Class Features

All of the following are class features of the sorcerer.

 

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 spells with somatic components to fail.

 

Spells

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 + 1/2 spell level.

      The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + 1/2 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. The base number of spell is given in Spells by Level. In addition, a sorcerer receives bonus spells per day for a high Charisma score.

      A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers 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 discovered through study. The sorcerer can’t use this latter method of spell acquisition to learn spells at a faster rate, however.

 

Sorcerer Spells Known

Lvl Spells Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
1 2
2 2 1
3 2 2 1
4 3 2 2 1
5 3 3 2 2 1
6 4 3 3 2 2 1
7 4 4 3 3 2 2 1
8 4 4 4 3 3 2 2 1
9 5 4 4 4 3 3 2 2 1
10 5 5 4 4 4 3 3 2 2 1
11 5 5 5 4 4 4 3 3 2 2 1
12 5 5 5 5 4 4 4 3 3 2 2 1
13 5 5 5 5 4 4 4 4 3 3 2 2 1
14 5 5 5 5 4 4 4 4 4 3 3 2 2 1
15 5 5 5 5 4 4 4 4 4 4 3 3 2 2 1
16 5 5 5 5 4 4 4 4 4 4 3 3 3 2 2 1
17 5 5 5 5 4 4 4 4 4 4 3 3 3 3 2 2 1
18 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 1
19 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 3 2 2 1
20 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 3 3 2 2 1

 

At 4th level, and 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 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.

 

Eschew Materials

A sorcerer gains Eschew Materials as a bonus feat at 1st level. 

 

Bloodlines

Each sorcerer has a source of magic somewhere in her heritage that grants spells, bonus feats, an additional class skill, and other special abilities. This influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking the 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).

 

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.

 

Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

 

 

Aberrant

There is an alien, bizarre taint in your blood. 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.

Class Skill: Knowledge (dungeoneering).

Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th).

Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

Bloodline Arcana: When 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 heritage as they increase in level. While these traits are simple to hide, a sorcerer can choose to show her traits at any time.

Acidic Ray (Su): Starting at 1st 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 points of acid damage + 1 for every two caster levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet when you make a melee touch attack. This ability does not increase your threatened area. At 11th level, this bonus increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level +10.

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 5/—.

 

 

Arcane

Your family has always been skilled in arcane art. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Class Skill: Knowledge (any one).

Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: When you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your levels stack with any wizard levels you posses when determining the powers of your familiar or bonded object.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know one extra time per day. You gain an additional use per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level.

New Arcana (Ex): At 9th level, you can add any one spell that you are capable of casting to your list of spells known. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast of that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can combine any metamagic feats that you know on a single casting of a spell. When you are use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

 

 

Celestial

Your bloodline is blessed by celestial spirits, through having a celestial relative, perhaps even an Intercessor. Although this power drives you along the path of good, your fate is your own to determine.

Class Skill: Heal.

Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

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 (Su): Starting at 1st 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 1d6 points of fire damage +1 for every two caster levels you possess. Against good creatures, this ray heals them of 1d6 points of damage +1 for every two caster levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments. Conviction (Su): At 15th 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. 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 can call upon the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain the tongues ability, allowing you to speak with any creature that has a language.

 

 

Destined

One or more of your ancestors was a great hero, a legend during his or her own lifetime. Regardless of your bloodline’s origin, you have a great future ahead of you.

Class Skill: Knowledge (history).

Bonus Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bonus Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Ref lexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Arcana: When you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.

Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you and fulfill your destiny.

Touch of Destiny (Su): Starting at 1st level, you can touch a creature as a standard action to give it a bonus to a single attack roll, skill check, ability check, or saving throw equal to half your caster level (minimum +1). This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of destiny, it can gain no further benefit from this ability for 1 day.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws during surprise rounds or if you are otherwise unaware of the attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –9 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second die roll results in a natural 20. Any critical threats you score automatically confirm. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.

 

 

Draconic

At some point in your family’s history, a dragon interbred with an ancestor. Now its ancient power flows through your veins.

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), f ly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: When 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 following table.

 

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

 

Claws (Ex): Starting at 1st level, you can make two claw attacks as a full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per caster level. Those caught in the area of the breath receive a Ref lex 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. 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.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

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.

 

 

Elemental

The power of natural spirits resides in you, and at times you can hardly control its fury. This influence comes from an elemental spirit in your family history or a time when you or your relatives were exposed to a powerful elemental force.

 Class Skill: Knowledge (planes).

Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Ref lexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: When 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 is fused to 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 following table.

 

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet

 

Elemental Ray (Su): Starting at 1st 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 points of damage of your energy type +1 for every two caster levels you possess.

Elemental Resistance (Ex): At 3rd level, you gain resist 10 against your energy. At 9th level, your energy resistance

increases to 20.

Elemental Blast (Su): At 9th 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 caster level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their save gain vulnerability to your energy type for 1 round. 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.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your element.

Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage of your energy type.

 

 

Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage.

Class Skill: Knowledge (nature).

Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Arcana: Whenever you cast a spell of the compulsion 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 spirits.  

Laughing Touch (Su): At 1st 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 and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day.

Woodland Stride (Ex): At 3rd 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 (Su): At 9th level, you can turn invisible for a number of rounds per day equal to your caster level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th 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. 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 bonus spell.

 

 

Infernal

Somewhere in your family’s history, a relative consorted with a devil, and that pact has influenced 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 wonder if you will be removed from the cycle of reincarnation as payment.

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 Arcana: 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: You can draw upon the power of the Hells, although you must be wary of their corrupting influence. 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 fly 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.

 

 

Undead

The touch 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.

Class Skill: Knowledge (religion).

Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).

Bonus Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness.

Bloodline Arcana: 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 of your 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 (Su): Starting at 1st level, you can make a melee touch attack as a standard action that deals 1d6 points of cold damage +1 for every two caster levels you possess. Creatures damaged by this attack automatically fail all stabilization checks made within 1 minute of your touch.

Death’s Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Grasp of the Dead (Su): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear 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 caster level. Those caught in the area receive a Ref lex 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 Constitution modifier. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. 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.

Incorporeal Form (Su): At 15th level, you can become incorporeal for 1 round per caster level. While in this form, you gain the incorporeal subtype and your spells do not affect corporeal creatures, but your grave touch ability functions normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (although the appearance is up to you) and undead begin to see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. 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.

 

 

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