NeoSeraphi
2011-11-20, 03:50 PM
The Sorcerer
The Reason for the Fix: The point of this fix is not to make the sorcerer more powerful, though obviously it did. The point of this fix is to give the sorcerer his due place.
A sorcerer is supposed to be a caster-in-a-can. It's supposed to be noob-friendly, and more importantly, it's supposed to have the staying power than a cleric and a wizard lack. The original point of the sorcerer was to trade versatility for less book-keeping and more power.
This did not happen. Therefore, I have given the sorcerer a fix, to do what he was originally intended to do: cast and blast, all day every day. I gave him a little extra versatility, but more importantly, I gave him class features.
The sorcerer presented here is powerful, and he can last much longer than a wizard. This sorcerer could easily handle 8-10 CR-appropriate encounters per day, even if he was unloading a relevant spell every round. I also gave him slightly more versatility, with 10 extra spells known, plus 5 spells from the cleric spell list or a select choice of Domains.
Alignment: Any
Hit Dice: d4
Class Skills: The sorcerer's class skills are Bluff, Concentration, Craft, Diplomacy, Forgery, Gather Information, Hide, Intimidate, Knowledge (Arcana), Move Silently, Profession, Spellcraft, and Use Magic Device.
Skill Points: 4+Int per level, x4 at first level
The Sorcerer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Summon Familiar|5|3
2nd|
+1|
+0|
+0|
+3|Magical Smile|6|4|-
3rd|
+1|
+1|
+1|
+3|Chain Spell|7|5|-|-
4th|
+2|
+1|
+1|
+4|Ancestral Spellcasting|8|6|3|-|-
5th|
+2|
+1|
+1|
+4|Magical Reservoir|9|7|4|-|-|-
6th|
+3|
+2|
+2|
+5|Explosive Immunity|Will|8|5|3|-|-|-
7th|
+3|
+2|
+2|
+5|Arcane Resistance|Will|9|6|4|-|-|-|-
8th|
+4|
+2|
+2|
+6|Ancestral Spellcasting, Reactive Spell|Will|Will|7|5|3|-|-|-|-|-
9th|
+4|
+3|
+3|
+6|Arcane Vitality|Will|Will|8|6|4|-|-|-|-|-
10th|
+5|
+3|
+3|
+7|Whirlwind Spell|Will|Will|9|7|5|3|-|-|-|-
11th|
+5|
+3|
+3|
+7|Far Shot Spellcasting|Will|Will|Will|8|6|4|-|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Ancestral Spellcasting|Will|Will|Will|9|7|5|3|-|-|-
13th|
+6/+1|
+4|
+4|
+8|Arcane Breath|Will|Will|Will|Will|8|6|4|-|-|-
14th|
+7/+2|
+4|
+4|
+9|Spontaneous Counterspell|Will|Will|Will|Will|9|7|5|3|-|-
15th|
+7/+2|
+5|
+5|
+9|Rapid Fire, Improved Arcane Breath|Will|Will|Will|Will|Will|8|6|4|-|-
16th|
+8/+3|
+5|
+5|
+10|Ancestral Spellcasting|Will|Will|Will|Will|Will|9|7|5|3|-
17th|
+8/+3|
+5|
+5|
+10|Greater Arcane Breath|Will|Will|Will|Will|Will|Will|8|6|4|-
18th|
+9/+4|
+6|
+6|
+11||Will|Will|Will|Will|Will|Will|9|7|5|3
19th|
+9/+4|
+6|
+6|
+11|Superior Arcane Breath|Will|Will|Will|Will|Will|Will|Will|8|6|4
20th|
+10/+5|
+6|
+6|
+12|Ancestral Spellcasting|Will|Will|Will|Will|Will|Will|Will|9| 7|5[/table]
Class Features:
The following are the class features of the sorcerer.
Weapon and Armor Proficiency: A sorcerer is proficient with all simple weapons. He is not proficient with any armor or shield.
Spellcasting: A sorcerer is born with the innate gift of spellcasting, which he learns to control over his life. Because a sorcerer does not study magic, he is unable to grasp more than a tiny amount of the vast arcane power that the cosmos has to offer, but with that tiny amount, he is a master almost instantly.
A sorcerer's ability to manipulate the world comes from his life energy and the force of his personality, and therefore is not drained by constant use. A sorcerer is able to cast an amazingly large number of spells per day, and as he masters higher level spells, his lower level ones take no toll on his body at all.
When a sorcerer can cast a spell of a certain spell level at-will, as is displayed on the table, he is treated as having an infinite number of spell slots of that level to expend for spells and use for metamagic of lower level spells.
For the purposes of other abilities that consume spell slots, such as the Arcane Strike feat, a sorcerer with at-will casting instead has a number of spell slots equal to the level of the spell+his Charisma modifier to use to power those abilities only, per level of the spell. (So a 20th level sorcerer with 20 Charisma would have 5 0 level spell slots, 6 1st level spell slots, 7 2nd level spell slots, etc)
A sorcerer knows a small number of arcane spells, drawn from the sorcerer/wizard spell list, however, there is one exception. A sorcerer's mastery of magic comes from consuming the energy around him, mixing it with his own, and then leaking it back into the world after the spell dissipates. Therefore, sorcerers are unable to create permanent, lasting objects with their spells. A sorcerer may not learn or cast spells from the conjuration [creation] subschool, though they are still treated as being on his spell list for the purpose of scrolls and wands (using them, not creating them). The exception to this is spells that create effects which dissipate upon being thrown or tossed (such as lesser orb of fire or acid arrow). To learn or cast a spell, the sorcerer must have a base Charisma score of 10+spell level. This score must be the sorcerer's true, item-independent Charisma score. Inherent, enhancement, sacred, profane, and morale bonuses to a sorcerer's Charisma score do not count for determining his base Charisma score needed to learn or cast spells.
A sorcerer's caster level is equal to her class level.
The DC for saving throws of a sorcerer's spells (if they allow a saving throw) is 10+spell level+ Charisma modifier. Unlike wizards and clerics, a sorcerer does not receive bonus spells per day for a high Charisma score.
A sorcerer casts spells spontaneously, as a PHB sorcerer. The sorcerer knows a number of spells equal to the PHB sorcerer, +2 extra spells per level, gained when he first gains access to the spell level. The sorcerer suffers arcane spell failure for attempting to cast a spell with somatic components in armor.
A sorcerer's ability to affect the world around him is very limited. All of a sorcerer's spells that have a range of Medium or Long change to Close.
On Sorcerers and Prestige Classes: The at-will casting mechanic of the sorcerer is considered a class feature. A sorcerer who takes a prestige class that advances his spellcasting level (such as the mystic theurge prestige class) does not gain at-will spellcasting for any spell levels that he did not already have at-will casting for from his sorcerer levels. Instead, his effective spell slots for those levels are treated as 9 and never change, unless he goes back to sorcerer.
(Ex: A Sorcerer 8 can cast 1st level spells at-will. A sorcerer 7/swiftblade 1 can cast 9 1st level spells per day. A sorcerer 7/swiftblade 1/sorcerer 1 can cast 1st level spells at-will)
Summon Familiar (Su): This class feature is identical to the PHB sorcerer feature.
Magical Smile (Su): A sorcerer can use his magical power for more than just spells. Starting at 2nd level, a sorcerer may, as a swift action, consume a 1st or higher level spell slot. If he does so, he receives a circumstance bonus to all Charisma checks he makes for one minute equal to 3*the level of the spell sacrificed.
Chain Spell (Ex): A sorcerer's strength comes in his ability to let loose and fire a large amount of power at once. Starting at 3rd level, as a full-round action, a sorcerer may cast two spells with a casting time of one standard action. These spells must both only affect one target, and they must be aimed at the same target. Chaining spells is incredibly difficult, and can only be done if the target is within 30 ft. A sorcerer who chains spells is unable to use his swift action for the round.
Chain Spell does not allow you to extend the range of a touch spell.
Ancestral Spellcasting (Ex): Like a cleric draws power from his god, a sorcerer is able to draw power from the source of his magic, often traces of draconic, fiendish, or celestial blood somewhere in his lineage, though he can also draw power from other magical sources such as fey, undead, etc.
At 4th level, and every 4 levels afterwards, a sorcerer may learn a single spell on the cleric spell list. This spell is in addition to his spells known, and may not be of a higher level spell than he is able to cast. A sorcerer may choose from the cleric list or from a list of up to five Domains that are related to his bloodline or alignment, at the DM's discretion (For example, a sorcerer who draws upon the power of fey might choose the Chaos, Charm, and Pleasure domains). A sorcerer may not cast divine spells if he does not match their alignment subtype (A chaotic neutral sorcerer may not cast [Good], [Evil], or [Law] spells, from the cleric spell list)
A sorcerer is unable to learn conjuration (healing) spells that allow the creature to recover hit points with this ability, as well as any spells that channel positive or negative energy. Additionally, a sorcerer may never learn the miracle spell through this class feature.
The spells the sorcerer gains are treated as arcane spells. If the spell has a divine focus, the sorcerer must use a holy symbol related to his bloodline as a divine focus. These holy symbols may be purchased or carved in the same way a cleric's holy symbol is acquired.
Magical Reservoir (Ex): Even a less experienced sorcerer often finds himself able to unleash simple magic at will, with absolutely no drain on his body. At 5th level, a sorcerer may select a single Reserve feat (Complete Mage) that he qualifies for, and gain it as a bonus feat. Every time the sorcerer levels up, (after he chooses any new spells known and increases his caster level), the sorcerer has the option of changing his bonus reserve feat to another one that he qualifies for. If the sorcerer levels up and previously did not have this feat (because he did not qualify for any such feat at his previous level, but now he does), he may instead choose a feat that he qualifies for and gain the feat, then start trading it out as he levels up as normal.
Explosive Immunity (Ex): A sorcerer does not fight like a wizard, he must walk into the fray in order to affect enemies with his most powerful spells and class features. So the sorcerer develops tactics that allows himself to be caught in the blast and walk away.
Starting at 6th level, whenever a sorcerer casts a spell, he may choose to make himself immune to all effects of that spell, such as if he cast a fireball spell centered on a creature 10 feet away from him. The fire would explode and the sorcerer would be in an affected square, but would not take any damage.
This ability is not mandatory. A sorcerer may still cast flight on himself, for example.
Arcane Resistance (Su): Starting at 7th level, a sorcerer may, as an immediate action, consume a spell slot and grant himself an arcane bonus on all saving throws equal to the level of the spell slot he consumed until the beginning of his turn.
An arcane bonus is a special kind of bonus. It stacks with all other bonuses to a character's saving throws, but it does not stack with any bonus provided by an arcane spell that is currently active (even if the bonus provided by that spell is untyped)
For example, Arcane Resistance would stack with a +5 cloak of resistance, but not with the bonus to the sorcerer's Fortitude saves granted by the sorcerer's active transmutation spell.
Reactive Spell (Su): A sorcerer controls the very air around him. Something as silly as initiative doesn't matter to him. Starting at 8th level, as an immediate action, a sorcerer may cast a single evocation spell on the sorcerer/wizard spell list that he knows, as long as that spell has a casting time of one standard action or less. (The sorcerer may not use this ability to cast a spell from the cleric spell list he has learned through Draconic Spellcasting)
A sorcerer who uses Reactive Spell is slowed during his next round, with no saving throw allowed.
Arcane Vitality (Su): Starting at 9th level, a sorcerer may consume an immediate action to shield himself from harm. By consuming a spell slot, the sorcerer gains DR X/- until the beginning of his next turn, where X is equal to 5* the level of the spell slot consumed.
Whirlwind Spell (Su): A sorcerer can really let loose with his power, and take down everyone around him. Starting at 10th level, as a full-round action, a sorcerer is able to cast a spell that targets each enemy within 30 feet of him. He may only cast a spell that he is able to cast at-will in this way. If he so chooses, the sorcerer may instead cast an area-of-effect spell with the area centered on the creature (rather than targeting him)
For example, a sorcerer has an orc 20 feet behind him, a giant 30 feet in front of him, a goblin 10 feet to his left, and a gnome 15 feet to his right.
If he's 10th level, he could cast a 1st level spell that he knows at each one of them. (Magic missile at the goblin, lesser orb of electricity at the giant, charm person at the gnome and sleep at the orc)
If he's 13th level, he could simply cast fireball centered on every one of them and catch all of them in each blast.
A sorcerer who uses Whirlwind Spell is unable to use a swift action this round.
Whirlwind Spell does not allow you to extend the range of a touch spell.
Far Shot Spellcasting (Su): A number of times per day equal to his Charisma modifier (minimum 0), a sorcerer of 11th level or higher may extend the range of a spell he is casting from Close to Medium (this is regardless of the spell's description. Using this ability on slow and fireball would have the same effect and same changed range)
This ability has no effect on a spell whose range is not Close (such as bestow curse)
Arcane Breath (Su): Starting at 13th level, a sorcerer may build up his arcane power and expel it forth in a blast of power. The sorcerer gains a breath weapon in a 30 ft cone, usable every 1d4 rounds. If the breath weapon deals energy damage, that damage is equal to 2d8 per spell level of the highest spell level the sorcerer is able to cast at-will. (So a 13th level sorcerer who breathed fire could breathe for 6d8, a 15th level sorcerer who breathed fire could breathe for 8d8, etc). If the breath weapon has a different effect, the duration of the effect is 1 round per spell level of the highest spell level the sorcerer is able to cast at-will.
Unlike a dragon's breath weapon, a sorcerer's Arcane Breath ability is a free action that can only be used on the sorcerer's turn. If the sorcerer modifies his Arcane Breath with the Maximize Breath feat, the time to breathe increases to one standard action.
If the sorcerer is breathing energy damage, it allows a Reflex save for half damage (DC 10+1/2 sorcerer level+Charisma modifier). If the sorcerer is breathing using a different effect, the creature is allowed a Fortitude save to negate, at the same DC.
At 13th level, the sorcerer is able to breathe fire, cold, electricity, and acid damage.
At 15th level, the sorcerer gains the ability to breathe a cloud of slow, as the spell, and a cloud of gas that renders targets who fail their save paralyzed for the duration.
At 17th level, the sorcerer gains the ability to breathe a cone of Strength damage (Amount is equal to the amount of d8s of energy damage he would deal, and this breath weapon has an instantaneous duration), or a cloud of negative levels (No save. It deals 2 negative levels that last for 1 hour and never result in actual level loss).
At 19th level, the sorcerer gains the ability to breath a cloud of gas that functions as the solid fog spell, a cloud that grants all creatures affected invisibility, and an energy breath weapon that deals force damage.
A sorcerer is immune to the effects of his own Arcane Breath ability.
Spontaneous Counterspell (Su): A 14th level sorcerer does not need to ready an action to perform the Counterspell ability. As an immediate action, a sorcerer may identify a spell that's being cast (with the appropriate Spellcraft check, of course) and then may immediately spend a spell slot equal to or higher than the spell's level and counter the spell. Doing so requires line of sight and line of effect, and requires the sorcerer to make a caster level check (DC equal to 11+the casting character's caster level)
If the sorcerer is countering a spell of a level that he is able to cast at-will, he uses one of his special daily spell slots for powering abilities and feats (see the Spellcasting class feature)
Rapid Fire (Su): A 15th level sorcerer is a powerful beast of a caster. As a full-round action, a sorcerer may cast five spells with a casting time of one standard action or less. These spells must all target or be centered on the same 5' square, and that 5' square must be within 30 feet of the sorcerer.
Rapid Fire is a deadly ability. For each spell that successfully hits (if an attack roll is required) and overcomes all who would have been affected's spell resistance (if any creatures have spell resistance, and the spell allows it), the next spell the sorcerer casts receives a +2 cumulative bonus to the DC of the saving throw, if any, as well as a +2 cumulative bonus to the sorcerer's caster level checks made to overcome spell resistance.
If the sorcerer uses no spells that require attack rolls and no affected creature has spell resistance, the increase in his DCs are automatic.
(For example, a 15th level sorcerer uses his Rapid Fire ability. There is only one creature he uses it on, an adult silver dragon. He casts five delayed blast fireballs with a 0 round delay. His first spell, he rolls a 9 on his caster level check to overcome the dragon's spell resistance of 22, so he succeeds. The second spell he casts has a DC of 19+Charisma modifier to resist, and he receives a +2 bonus on his caster level check to overcome the dragon's spell resistance. Assuming the dragon's SR is penetrated each time, the final delayed blast fireball has a DC of 25+Charisma modifier)
A sorcerer may not use a swift action during the round that he uses his Rapid Fire ability. After using it, the sorcerer is dazed until the beginning of his next turn.
Rapid Fire does not allow the sorcerer to extend the range of a touch spell.
The Reason for the Fix: The point of this fix is not to make the sorcerer more powerful, though obviously it did. The point of this fix is to give the sorcerer his due place.
A sorcerer is supposed to be a caster-in-a-can. It's supposed to be noob-friendly, and more importantly, it's supposed to have the staying power than a cleric and a wizard lack. The original point of the sorcerer was to trade versatility for less book-keeping and more power.
This did not happen. Therefore, I have given the sorcerer a fix, to do what he was originally intended to do: cast and blast, all day every day. I gave him a little extra versatility, but more importantly, I gave him class features.
The sorcerer presented here is powerful, and he can last much longer than a wizard. This sorcerer could easily handle 8-10 CR-appropriate encounters per day, even if he was unloading a relevant spell every round. I also gave him slightly more versatility, with 10 extra spells known, plus 5 spells from the cleric spell list or a select choice of Domains.
Alignment: Any
Hit Dice: d4
Class Skills: The sorcerer's class skills are Bluff, Concentration, Craft, Diplomacy, Forgery, Gather Information, Hide, Intimidate, Knowledge (Arcana), Move Silently, Profession, Spellcraft, and Use Magic Device.
Skill Points: 4+Int per level, x4 at first level
The Sorcerer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Summon Familiar|5|3
2nd|
+1|
+0|
+0|
+3|Magical Smile|6|4|-
3rd|
+1|
+1|
+1|
+3|Chain Spell|7|5|-|-
4th|
+2|
+1|
+1|
+4|Ancestral Spellcasting|8|6|3|-|-
5th|
+2|
+1|
+1|
+4|Magical Reservoir|9|7|4|-|-|-
6th|
+3|
+2|
+2|
+5|Explosive Immunity|Will|8|5|3|-|-|-
7th|
+3|
+2|
+2|
+5|Arcane Resistance|Will|9|6|4|-|-|-|-
8th|
+4|
+2|
+2|
+6|Ancestral Spellcasting, Reactive Spell|Will|Will|7|5|3|-|-|-|-|-
9th|
+4|
+3|
+3|
+6|Arcane Vitality|Will|Will|8|6|4|-|-|-|-|-
10th|
+5|
+3|
+3|
+7|Whirlwind Spell|Will|Will|9|7|5|3|-|-|-|-
11th|
+5|
+3|
+3|
+7|Far Shot Spellcasting|Will|Will|Will|8|6|4|-|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Ancestral Spellcasting|Will|Will|Will|9|7|5|3|-|-|-
13th|
+6/+1|
+4|
+4|
+8|Arcane Breath|Will|Will|Will|Will|8|6|4|-|-|-
14th|
+7/+2|
+4|
+4|
+9|Spontaneous Counterspell|Will|Will|Will|Will|9|7|5|3|-|-
15th|
+7/+2|
+5|
+5|
+9|Rapid Fire, Improved Arcane Breath|Will|Will|Will|Will|Will|8|6|4|-|-
16th|
+8/+3|
+5|
+5|
+10|Ancestral Spellcasting|Will|Will|Will|Will|Will|9|7|5|3|-
17th|
+8/+3|
+5|
+5|
+10|Greater Arcane Breath|Will|Will|Will|Will|Will|Will|8|6|4|-
18th|
+9/+4|
+6|
+6|
+11||Will|Will|Will|Will|Will|Will|9|7|5|3
19th|
+9/+4|
+6|
+6|
+11|Superior Arcane Breath|Will|Will|Will|Will|Will|Will|Will|8|6|4
20th|
+10/+5|
+6|
+6|
+12|Ancestral Spellcasting|Will|Will|Will|Will|Will|Will|Will|9| 7|5[/table]
Class Features:
The following are the class features of the sorcerer.
Weapon and Armor Proficiency: A sorcerer is proficient with all simple weapons. He is not proficient with any armor or shield.
Spellcasting: A sorcerer is born with the innate gift of spellcasting, which he learns to control over his life. Because a sorcerer does not study magic, he is unable to grasp more than a tiny amount of the vast arcane power that the cosmos has to offer, but with that tiny amount, he is a master almost instantly.
A sorcerer's ability to manipulate the world comes from his life energy and the force of his personality, and therefore is not drained by constant use. A sorcerer is able to cast an amazingly large number of spells per day, and as he masters higher level spells, his lower level ones take no toll on his body at all.
When a sorcerer can cast a spell of a certain spell level at-will, as is displayed on the table, he is treated as having an infinite number of spell slots of that level to expend for spells and use for metamagic of lower level spells.
For the purposes of other abilities that consume spell slots, such as the Arcane Strike feat, a sorcerer with at-will casting instead has a number of spell slots equal to the level of the spell+his Charisma modifier to use to power those abilities only, per level of the spell. (So a 20th level sorcerer with 20 Charisma would have 5 0 level spell slots, 6 1st level spell slots, 7 2nd level spell slots, etc)
A sorcerer knows a small number of arcane spells, drawn from the sorcerer/wizard spell list, however, there is one exception. A sorcerer's mastery of magic comes from consuming the energy around him, mixing it with his own, and then leaking it back into the world after the spell dissipates. Therefore, sorcerers are unable to create permanent, lasting objects with their spells. A sorcerer may not learn or cast spells from the conjuration [creation] subschool, though they are still treated as being on his spell list for the purpose of scrolls and wands (using them, not creating them). The exception to this is spells that create effects which dissipate upon being thrown or tossed (such as lesser orb of fire or acid arrow). To learn or cast a spell, the sorcerer must have a base Charisma score of 10+spell level. This score must be the sorcerer's true, item-independent Charisma score. Inherent, enhancement, sacred, profane, and morale bonuses to a sorcerer's Charisma score do not count for determining his base Charisma score needed to learn or cast spells.
A sorcerer's caster level is equal to her class level.
The DC for saving throws of a sorcerer's spells (if they allow a saving throw) is 10+spell level+ Charisma modifier. Unlike wizards and clerics, a sorcerer does not receive bonus spells per day for a high Charisma score.
A sorcerer casts spells spontaneously, as a PHB sorcerer. The sorcerer knows a number of spells equal to the PHB sorcerer, +2 extra spells per level, gained when he first gains access to the spell level. The sorcerer suffers arcane spell failure for attempting to cast a spell with somatic components in armor.
A sorcerer's ability to affect the world around him is very limited. All of a sorcerer's spells that have a range of Medium or Long change to Close.
On Sorcerers and Prestige Classes: The at-will casting mechanic of the sorcerer is considered a class feature. A sorcerer who takes a prestige class that advances his spellcasting level (such as the mystic theurge prestige class) does not gain at-will spellcasting for any spell levels that he did not already have at-will casting for from his sorcerer levels. Instead, his effective spell slots for those levels are treated as 9 and never change, unless he goes back to sorcerer.
(Ex: A Sorcerer 8 can cast 1st level spells at-will. A sorcerer 7/swiftblade 1 can cast 9 1st level spells per day. A sorcerer 7/swiftblade 1/sorcerer 1 can cast 1st level spells at-will)
Summon Familiar (Su): This class feature is identical to the PHB sorcerer feature.
Magical Smile (Su): A sorcerer can use his magical power for more than just spells. Starting at 2nd level, a sorcerer may, as a swift action, consume a 1st or higher level spell slot. If he does so, he receives a circumstance bonus to all Charisma checks he makes for one minute equal to 3*the level of the spell sacrificed.
Chain Spell (Ex): A sorcerer's strength comes in his ability to let loose and fire a large amount of power at once. Starting at 3rd level, as a full-round action, a sorcerer may cast two spells with a casting time of one standard action. These spells must both only affect one target, and they must be aimed at the same target. Chaining spells is incredibly difficult, and can only be done if the target is within 30 ft. A sorcerer who chains spells is unable to use his swift action for the round.
Chain Spell does not allow you to extend the range of a touch spell.
Ancestral Spellcasting (Ex): Like a cleric draws power from his god, a sorcerer is able to draw power from the source of his magic, often traces of draconic, fiendish, or celestial blood somewhere in his lineage, though he can also draw power from other magical sources such as fey, undead, etc.
At 4th level, and every 4 levels afterwards, a sorcerer may learn a single spell on the cleric spell list. This spell is in addition to his spells known, and may not be of a higher level spell than he is able to cast. A sorcerer may choose from the cleric list or from a list of up to five Domains that are related to his bloodline or alignment, at the DM's discretion (For example, a sorcerer who draws upon the power of fey might choose the Chaos, Charm, and Pleasure domains). A sorcerer may not cast divine spells if he does not match their alignment subtype (A chaotic neutral sorcerer may not cast [Good], [Evil], or [Law] spells, from the cleric spell list)
A sorcerer is unable to learn conjuration (healing) spells that allow the creature to recover hit points with this ability, as well as any spells that channel positive or negative energy. Additionally, a sorcerer may never learn the miracle spell through this class feature.
The spells the sorcerer gains are treated as arcane spells. If the spell has a divine focus, the sorcerer must use a holy symbol related to his bloodline as a divine focus. These holy symbols may be purchased or carved in the same way a cleric's holy symbol is acquired.
Magical Reservoir (Ex): Even a less experienced sorcerer often finds himself able to unleash simple magic at will, with absolutely no drain on his body. At 5th level, a sorcerer may select a single Reserve feat (Complete Mage) that he qualifies for, and gain it as a bonus feat. Every time the sorcerer levels up, (after he chooses any new spells known and increases his caster level), the sorcerer has the option of changing his bonus reserve feat to another one that he qualifies for. If the sorcerer levels up and previously did not have this feat (because he did not qualify for any such feat at his previous level, but now he does), he may instead choose a feat that he qualifies for and gain the feat, then start trading it out as he levels up as normal.
Explosive Immunity (Ex): A sorcerer does not fight like a wizard, he must walk into the fray in order to affect enemies with his most powerful spells and class features. So the sorcerer develops tactics that allows himself to be caught in the blast and walk away.
Starting at 6th level, whenever a sorcerer casts a spell, he may choose to make himself immune to all effects of that spell, such as if he cast a fireball spell centered on a creature 10 feet away from him. The fire would explode and the sorcerer would be in an affected square, but would not take any damage.
This ability is not mandatory. A sorcerer may still cast flight on himself, for example.
Arcane Resistance (Su): Starting at 7th level, a sorcerer may, as an immediate action, consume a spell slot and grant himself an arcane bonus on all saving throws equal to the level of the spell slot he consumed until the beginning of his turn.
An arcane bonus is a special kind of bonus. It stacks with all other bonuses to a character's saving throws, but it does not stack with any bonus provided by an arcane spell that is currently active (even if the bonus provided by that spell is untyped)
For example, Arcane Resistance would stack with a +5 cloak of resistance, but not with the bonus to the sorcerer's Fortitude saves granted by the sorcerer's active transmutation spell.
Reactive Spell (Su): A sorcerer controls the very air around him. Something as silly as initiative doesn't matter to him. Starting at 8th level, as an immediate action, a sorcerer may cast a single evocation spell on the sorcerer/wizard spell list that he knows, as long as that spell has a casting time of one standard action or less. (The sorcerer may not use this ability to cast a spell from the cleric spell list he has learned through Draconic Spellcasting)
A sorcerer who uses Reactive Spell is slowed during his next round, with no saving throw allowed.
Arcane Vitality (Su): Starting at 9th level, a sorcerer may consume an immediate action to shield himself from harm. By consuming a spell slot, the sorcerer gains DR X/- until the beginning of his next turn, where X is equal to 5* the level of the spell slot consumed.
Whirlwind Spell (Su): A sorcerer can really let loose with his power, and take down everyone around him. Starting at 10th level, as a full-round action, a sorcerer is able to cast a spell that targets each enemy within 30 feet of him. He may only cast a spell that he is able to cast at-will in this way. If he so chooses, the sorcerer may instead cast an area-of-effect spell with the area centered on the creature (rather than targeting him)
For example, a sorcerer has an orc 20 feet behind him, a giant 30 feet in front of him, a goblin 10 feet to his left, and a gnome 15 feet to his right.
If he's 10th level, he could cast a 1st level spell that he knows at each one of them. (Magic missile at the goblin, lesser orb of electricity at the giant, charm person at the gnome and sleep at the orc)
If he's 13th level, he could simply cast fireball centered on every one of them and catch all of them in each blast.
A sorcerer who uses Whirlwind Spell is unable to use a swift action this round.
Whirlwind Spell does not allow you to extend the range of a touch spell.
Far Shot Spellcasting (Su): A number of times per day equal to his Charisma modifier (minimum 0), a sorcerer of 11th level or higher may extend the range of a spell he is casting from Close to Medium (this is regardless of the spell's description. Using this ability on slow and fireball would have the same effect and same changed range)
This ability has no effect on a spell whose range is not Close (such as bestow curse)
Arcane Breath (Su): Starting at 13th level, a sorcerer may build up his arcane power and expel it forth in a blast of power. The sorcerer gains a breath weapon in a 30 ft cone, usable every 1d4 rounds. If the breath weapon deals energy damage, that damage is equal to 2d8 per spell level of the highest spell level the sorcerer is able to cast at-will. (So a 13th level sorcerer who breathed fire could breathe for 6d8, a 15th level sorcerer who breathed fire could breathe for 8d8, etc). If the breath weapon has a different effect, the duration of the effect is 1 round per spell level of the highest spell level the sorcerer is able to cast at-will.
Unlike a dragon's breath weapon, a sorcerer's Arcane Breath ability is a free action that can only be used on the sorcerer's turn. If the sorcerer modifies his Arcane Breath with the Maximize Breath feat, the time to breathe increases to one standard action.
If the sorcerer is breathing energy damage, it allows a Reflex save for half damage (DC 10+1/2 sorcerer level+Charisma modifier). If the sorcerer is breathing using a different effect, the creature is allowed a Fortitude save to negate, at the same DC.
At 13th level, the sorcerer is able to breathe fire, cold, electricity, and acid damage.
At 15th level, the sorcerer gains the ability to breathe a cloud of slow, as the spell, and a cloud of gas that renders targets who fail their save paralyzed for the duration.
At 17th level, the sorcerer gains the ability to breathe a cone of Strength damage (Amount is equal to the amount of d8s of energy damage he would deal, and this breath weapon has an instantaneous duration), or a cloud of negative levels (No save. It deals 2 negative levels that last for 1 hour and never result in actual level loss).
At 19th level, the sorcerer gains the ability to breath a cloud of gas that functions as the solid fog spell, a cloud that grants all creatures affected invisibility, and an energy breath weapon that deals force damage.
A sorcerer is immune to the effects of his own Arcane Breath ability.
Spontaneous Counterspell (Su): A 14th level sorcerer does not need to ready an action to perform the Counterspell ability. As an immediate action, a sorcerer may identify a spell that's being cast (with the appropriate Spellcraft check, of course) and then may immediately spend a spell slot equal to or higher than the spell's level and counter the spell. Doing so requires line of sight and line of effect, and requires the sorcerer to make a caster level check (DC equal to 11+the casting character's caster level)
If the sorcerer is countering a spell of a level that he is able to cast at-will, he uses one of his special daily spell slots for powering abilities and feats (see the Spellcasting class feature)
Rapid Fire (Su): A 15th level sorcerer is a powerful beast of a caster. As a full-round action, a sorcerer may cast five spells with a casting time of one standard action or less. These spells must all target or be centered on the same 5' square, and that 5' square must be within 30 feet of the sorcerer.
Rapid Fire is a deadly ability. For each spell that successfully hits (if an attack roll is required) and overcomes all who would have been affected's spell resistance (if any creatures have spell resistance, and the spell allows it), the next spell the sorcerer casts receives a +2 cumulative bonus to the DC of the saving throw, if any, as well as a +2 cumulative bonus to the sorcerer's caster level checks made to overcome spell resistance.
If the sorcerer uses no spells that require attack rolls and no affected creature has spell resistance, the increase in his DCs are automatic.
(For example, a 15th level sorcerer uses his Rapid Fire ability. There is only one creature he uses it on, an adult silver dragon. He casts five delayed blast fireballs with a 0 round delay. His first spell, he rolls a 9 on his caster level check to overcome the dragon's spell resistance of 22, so he succeeds. The second spell he casts has a DC of 19+Charisma modifier to resist, and he receives a +2 bonus on his caster level check to overcome the dragon's spell resistance. Assuming the dragon's SR is penetrated each time, the final delayed blast fireball has a DC of 25+Charisma modifier)
A sorcerer may not use a swift action during the round that he uses his Rapid Fire ability. After using it, the sorcerer is dazed until the beginning of his next turn.
Rapid Fire does not allow the sorcerer to extend the range of a touch spell.