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RFLS
2012-06-17, 02:16 AM
Below is a class that is the complement to this (http://www.giantitp.com/forums/showthread.php?p=13333383#post13333383) class. It's not intended for player use; it's intended to take on a party of 5 t3 characters and have a decent shot at winning. Mechanics advice would be much appreciated, as would ideas for a decent capstone.

{table=head] The Dark Sorcerer | Spells/Day
{table=head] Level | BAB | Will | Fort | Ref | Class Abilities
1 | 0 | 0 | 0 | 2 | Forceful Necromancy, Skeletal Reanimation, Sapping Touch, Stealthy Mage, Darkness
2 | 1 | 0 | 0 | 3 | Shadowy Body, Darkvision(60), Cloaked Casting (+1 DC)
3 | 1 | 1 | 1 | 3 | Shadowy Haste, Vengeful Undead
4 | 2 | 1 | 1 | 4 | Fear Aura, Silent Spell
5 | 2 | 1 | 1 | 4 | Vampiric Casting
6 | 3 | 2 | 2 | 5 | Shadowy Reanimation
7 | 3 | 2 | 2 | 5 | Cloaked Casting (+2 against SR)
8 | 4 | 2 | 2 | 6 | Ranged Sapping Touch, Undead Channeling
9 | 4 | 3 | 3 | 6 |
10 | 5 | 3 | 3 | 7 | Still Spell
11 | 5 | 3 | 3 | 7 |
12 | 6/1 | 4 | 4 | 8 |
13 | 6/1 | 4 | 4 | 8 |
14 | 7/2 | 4 | 4 | 9 | Cloaked Casting (+2 DC)
15 | 7/2 | 5 | 5 | 9 |
16 | 8/3 | 5 | 5 | 10 | Life Stealing Touch
17 | 8/3 | 5 | 5 | 10 |
18 | 9/4 | 6 | 6 | 11 |
19 | 9/4 | 6 | 6 | 11 |
20 | 10/5 | 6 | 6 | 12 | Cloaked Casting (overcome SR)
[/table] | {table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1st | 3 | 1 | - | - | - | - | - | - | - | - |
2nd | 4 | 2 | - | - | - | - | - | - | - | - |
3rd | 4 | 2 | 1 | - | - | - | - | - | - | - |
4th | 4 | 3 | 2 | - | - | - | - | - | - | - |
5th | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
6th | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
7th | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - |
8th | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
10th | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11th | 4 | 4 | 4 | 4 | 3 | 2| 1 | - | - | - |
12th | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
14th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
15th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
16th | 4 | 4 | 4 | 4 | 4| 4 | 3 | 3 | 2 | - |
17th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
18th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
[/table]
[/table]

Hit Die: d6
Alignment: Any, but tending towards evil.
Class Skills: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Knowledge (Arcana), Knowledge (The Planes), Listen, Move Silently, Sense Motive, Spellcraft, Spot, Use Magic Device
Skills at First Level: 4 x (4 + Int modifier)
Skills at Each Additional Level: 4 + Int modifier
Starting Gold: As wizard
Casting: A dark sorcerer casts from the wizard/sorcerer spell lists, but may only use spells from the necromancy, illusion, and evocation schools. Any spells that deal fire, light, or electricity damage now deal cold damage. Additionally, none of his spells may shed light. If part of the spell's effect is to do this, this effect is dropped. If this is the only effect, the dark sorcerer may not cast the spell. A dark sorcerer's casting stat is Charisma, and his caster level is equal to his class level.

Forceful Necromancy (Ex): Any undead creature under the control of a dark sorcerer is immune to turn or rebuke attempts made against it. An attempt to do so is counted against the caster's attempts for the day.
Additionally, a dark sorcerer may control up to 4 + Cha modifier HD of undead per class level.

Skeletal Reanimation (Su): When a creature with a skeleton (or exoskeleton) dies within 30 feet of a dark sorcerer, the dark sorcerer may choose, as an immediate action, to reanimate the creature. The creature gains the skeleton template and is under the control of the dark sorcerer.

Sapping Touch (Sp): At first level, as a standard melee touch attack, but no more than once per round, a dark sorcerer may make a sapping touch attack against one opponent. If the attack succeeds, the opponent is drained of one ability point of the dark sorcerer's choosing for a number of rounds equal to 1 + the dark sorcerer's Cha modifier. The dark sorcerer gains this point for the duration of the effect, and loses it when the effect ends.
At 8th level, this ability improves. He may now use this ability as a ranged touch attack, with a range of 30 feet. It also drains 2 of the chosen ability points.
At 16th level, it improves again. The ability now drains 3 of the chosen ability points. Additionally, a dark sorcerer can use this ability in an immortality ritual. This ritual lasts at least an hour, and requires a gem worth at least 2000 gp. When performing this ritual, the dark sorcerer uses their sapping touch ability on a humanoid target, and transfers the ability points to a gem. This can continue as long as the target has ability points remaining. When any of its ability scores drop to 0, the target dies. For every ability point stored in the gem, the dark sorcerer may reduce his age by one week. This does not remove any abilities or memories gained during that time. When a gem has been drained, it crumbles to worthless dust. The same gem cannot be reused for separate rituals; an attempt to do so crumbles it in the same manner. If, during the course of the ritual, the gem is destroyed or the dark sorcerer is killed, all ability points are returned to the target creature. Otherwise, the loss is permanent.

Stealthy Mage (Ex): At 1st level, and every 2 levels after, the dark sorcerer gains a stacking +1 competence bonus to Hide and Move Silently. This caps at +10 at level 19.

Darkness (Sp): At 1st level, a dark sorcerer may cast the darkness spell on himself at will.

Shadowy Body (Ex): At 2nd level, a dark sorcerer begins his path towards becoming a being of pure shadow. At 2nd level, he gains a bonus 5 feet/round movement speed, increasing by 5 feet/round every 4 levels thereafter, to a maximum of +25 feet/round at level 18.
Additionally, he gains the Shadowjump ability. This ability allows him to step between shadows as the dimension door spell, though it counts as a move action instead of a full round. You may use this ability for a total of distance of 10 feet per class level per day, and may split the distance traveled as desired.
At 10th level, this ability improves. The dark sorcerer gains a flight speed of 60 feet/round (perfect). Additionally, his shadowy physical traits begin to become apparent, and a creature making a 15 DC spot check can notice that his eyes are completely black, and that his feet seem to not quite meet the ground.
At 15th level, this ability improves again. He type changes to elemental (shadow). He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). He gains an elemental creature's immunity to stunning, and is no longer subject to extra damage from critical hits or flanking. A dark sorcerer gains the base speed and movement modes, natural attacks, special attacks, and special qualities of a Medium shadow elemental. Other shadow elementals and dark sorcerers immediately recognize him for what he is, and he gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share the shadow subtype (All shadow elementals have this subtype). Additionally, the dark sorcerer becomes immune to negative energy.

Darkvision (Ex): At 2nd level, a dark sorcerer gains darkvision out to 60 feet. This range stacks on top of pre-existing darkvision.

Cloaked Casting (Ex): Starting at 2nd level, a dark sorcerer's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spellís save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to your spellís save DC increases to +2.
At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Shadowy Haste (Ex): At 3rd level, whenever a dark sorcerer has concealment due to darkness, normal or magical, he gains the benefits of being under the haste spell.

Vengeful Undead (Su): Starting at 3rd level, as a free action, the dark sorcerer may detonate any undead under his control. This detonation utterly consumes the undead, and deals 1d4/ 2 class levels, for a max of 5d4, of cold damage to adjacent squares in a five foot radius. This effect also occurs whenever an undead is slain. This effect can be combined with Vampiric Casting.

Fear Aura (Su): Beginning at 4th level, a dark sorcerer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature who successfully saves cannot be affected by that dread necromancerís fear aura for 24 hours. Additionally, all creatures under the dark sorcerer's control radiate this aura as well.

Silent Spell: At 4th level, a dark sorcerer gain Silent Spell as a bonus feat.

Vampiric Casting (Ex): At 5h level, when a dark sorcerer casts a spell which does direct hit point damage to a target, the dark sorcerer may choose to be healed for a number of hit points equal to the number of damage die he rolled.
At 12th level, this ability improves. Now, the dark sorcerer is healed for half the damage done, and the other half of the damage done is distributed among his minions as healing. For instance, if he has 2 undead minions, and casts magic missile and deals 20 damage, he is healed for 10 hp, and each of his minions are healed for 5. This healing may not exceed maximum hit points.
This ability may be used a number of times per day equal to 1 + his Cha modifier.

Shadowy Reanimation (Su): At 6th level, when a creature within 30 feet of the dark sorcerer dies, he may choose to reanimate it as a shadow with an immediate action. The creature gains the shadow template (detailed below) and is under the control of the dark sorcerer.

Undead Channeling (Ex): Starting at 8th level, a dark sorcerer may channel any direct damage spell he knows through one of his undead. This does not affect the spell in any way beyond its perceived origin. This undead may not be more than thirty feet away from him. This ability counts as a full round action for the undead in question, and uses its next turn. Armor restriction and arcane failure chance are not applied from the undead; these are still dependent on the dark sorcerer.

Still Spell: At 10th level, the dark sorcerer gains Still Spell as a bonus feat.

Shadow (Template): A creature with the shadow template automatically gains the undead type. The creature is unchanged, except for the following:

It gains a flyspeed of 30 feet (perfect).

Its Dexterity is increased by 2. Its Charisma is reduced to 1. It has no constitution score; instead, it replaces all of its hit die with d12s.

In place of any natural attacks it has, a shadow creature can make a touch attack as the Sapping Touch ability of the dark sorcerer. This attack is one per round, and always melee. The duration is one round.

Any creature slain by a shadow creature is resurrected as a shadow creature itself. This newly risen creature is not counted against the dark sorcerer's HD of creatures controlled. However, if the creature commanding a shadow creature dies, then all of its controlled shadow creatures die as well. Thus, if a dark sorcerer dies, all shadow creatures he is responsible for creating die as well.

AwkwardTurtle
2012-06-19, 11:24 PM
Why do you have spells/day as a wizard if they cast as a sorcerer?

Also, the shadow template looks weak. There's already a template similar to it called the wraith. You could possibly use that instead, or buff the shadow template as a whole.

Cipher Stars
2012-06-19, 11:55 PM
I think it needs more free undead creating effects. And given at the earliest levels either a Cleric or Wizard would normally get them. (If a Cleric gets it before Wizard, use the level Cleric gets it. If a wizard gets it before cleric, use the level the wizard gets it)

Otherwise Its pretty good.

You don't state spells known, though its called a dark Sorcerer. I assume its prepared then, as a Wizard? Or can they spontaneously cast any spell they could know? That'd be fun :3

RFLS
2012-06-20, 08:44 AM
@AwkwardTurtle- spells per day as a wizard was mostly a last minute balancing thing; but I should (probably will) change it to spells per day as a sorcerer. As for the wraith template....I'll go look at it. It'll be either that or a buff to the shadow template, though, you're right.

@Cipherthe3vil- What undead creating effects would you recomend? I honestly have no idea; I've a little fuzzy on undead/necromancy rules in general.

As for casting, a dark sorcerer knows all spells belonging to the illusion, necromancy, and evocation schools, and casts spontaneously (because Charisma is the casting stat).

Cipher Stars
2012-06-20, 09:57 AM
@AwkwardTurtle- spells per day as a wizard was mostly a last minute balancing thing; but I should (probably will) change it to spells per day as a sorcerer. As for the wraith template....I'll go look at it. It'll be either that or a buff to the shadow template, though, you're right.

@Cipherthe3vil- What undead creating effects would you recomend? I honestly have no idea; I've a little fuzzy on undead/necromancy rules in general.

As for casting, a dark sorcerer knows all spells belonging to the illusion, necromancy, and evocation schools, and casts spontaneously (because Charisma is the casting stat).


Well, the spells as supernatural abilities. Animate Dead. Create Undead. Create Greater Undead. ect.
Maybe throw in Enervate in the higher levels.

Hm.
I had an ineteresting idea.

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


Buyoff:
At the given levels, the Dark Sorcerer gets a pool to use towards aquiring the Vampire template.
At 15th level, the Dark Sorcerer gets the Vampire template using this pool instead of standard level adjustment.
At 20th level, the Dark Sorcerer gets the Dread Vampire template using the remaining pool instead of standard level adjustment.
This is in addition to the Shadow (Or Wraith) template. Benefits stack where they can, and are transparent. If Dread Vampire is immune to a weakness the shadow possesses, both templates are effected by the immunity, for example.