Sorcerer Guide

## Role

\*\*\*\*Damage: An excellent blaster caster

\*\*\*\*Debuff: lots of potential for taking down enemies

\*\*\*\*Support: Plenty of buffs to spread around

\*\*Utility: Fewer options than most casters

\*Tank: Oh, honey, no

## Ability Scores

\*Power: melee isn’t your best bet, if you want to hit melee touch attacks there are feats for that

\*\*\*Finesse: Initiative and ranged touch attacks are good

\*\*\*Grace: You can’t wear armor, so grace is good to have

\*\*\*\*Vitality: you’ll need it to live

\*Stature: nothing much, don’t dump too hard for survivability

\*\*Intellect: you don’t need it, but if you want skills you certainly can

\*\*Acumen: No abilities key on it, but it’s a nice ability to have

\*\*\*\*Resolve: Extra spells and spell focus, plus bloodline abilities

\*\*\*\*\*Ego: Get those spell DCs as high as you can

\*Charm: not much to do for you

## Basics

\*D4 HD: oh no

\*2+Skill Points: oh no

\*Class Skills: oh no

\*Good Resistances: oh no

\*Proficiencies: oh no

\*CB: oh no

\*\*\*\*MB: ***OH YEAH!!***

## Features

\*\*\*\*Spellcasting: Excellent spells, and plenty of them. They have the tools to put out more magic than almost anyone

\*\*\*Spell Aspects:

Free entry to gain spell shaping powers, you don’t get a ton, but enough to come in handy

\*\*\*\*Knack:

These let your sorcerer forge their own identity, and get spells they otherwise wouldn’t have access to.

\*\*\*Arcanum: a bunch of meh surrounding a great bonus, no (real) extra spells

\*\*Base Bonus: pretty lame, but for a reason. I lowered the ranking of all the spell since they are already arcane

1: \*\*Identify, 2: \*\*\*Mage Lock, 3: \*\*\*\*Dispel Magic, 4: \*\*\*Dimension Door, 5: \*\*\*Greater Invisibility, 6: \*\*\*\*Teleport, 7: \*\*\*\*Reverse Gravity, 8: \*\*\*Dimensional Lock, 9: \*\*\*Disjunction, 10: \*\*\*\*Wish

\*\*\*\*\*6th: So many Effects rolled into one

\*\*12th: not a lot, but that’s fair

\*\*\*18th: Yay! You’re a real wizard now

\*\*\*\*Celestial: overcome much of the issues of being an arcane caster

\*\*\*Base Bonus: cold immunity is nice

1: \*\*\*Blessing Aura, 2: \*\*\*Alms, 3: \*\*\*Prayer, 4: \*\*\*\*Restoration, 5: \*\*\*\*Breath of Life, 6: \*\*\*\*Revelation, 7: \*\*\*\*\*Withering Touch, 8: \*\*\*\*Ascended Form, 9: \*\*\*\*True Resurrection, 10: \*\*\*Deific Appearance

\*\*\*6th: these are pretty good bonuses to have, and tolerance is cool

\*\*\*\*\*12th: Curing, Heal, Harm. booyah

\*\*\*\*18th:can’t hate free rerolls

\*\*\*Dracolyte: a decent collection of little bonuses

\*\*\*Base Bonus: ok abilities, kinda weird

1: \*\*\*Iron Jaws, 2: \*\*\*\*Enhance Ability, 3: \*\*\*Charm Monster, 4: \*\*\*Shout, 5: \*\*\*Fire Snake, 6: \*\*\*\*Zealot, 7: \*\*\*Walker, 8: \*\*\*\*Spell Protection, 9: \*\*\*\*Shifter’s Blessing, 10: \*\*\*\*Meteor.

\*\*\*\*6th: natural armor is awesome, tolerance is cool

\*\*\*\*12th: blindsense is great, immunity is good too

\*\*\*18th: weird immunities, but alright

\*\*\*\*Elementalism:great blasty casty and survival

\*\*\*\*Base Bonus: Bonus damage is great! Get substitution

1: \*\*\*\*Frostbite, 2: \*\*\*Static, 3: \*\*\*\*Thunder Drum, 4: \*\*\*\*Control Fire, 5: \*\*\*Calcific Burst, 6: \*\*\*Elemental Immunity, 7: \*\*\*\*Resonance, 8: \*\*\*\*Lightning Leaping, 9: \*\*\*Thermetic, 10: \*\*\*\*Scream.

\*\*\*\*6th: immunity is good

\*\*\*\*12th: so many tolerances, and evasion is great

\*\*\*18th: less amazing, but still good

\*\*\*Fey Touched: neat abilities, cool flavor

\*\*\*Base Bonus: good things to have bonuses to

1: \*\*\*\*Entangle, 2: \*\*\*\*Barkskin, 3: \*\*\*Daylight, 4: \*\*\*\*Moon Beam, 5: \*\*\*Rock to Mud, 6: \*\*\*\*\*Green Thumb, 7: \*\*Tree Siege, 8: \*\*\*Whirlwind, 9: \*\*\*\*Shifter’s Blessing, 10: \*\*\*Storm

\*\*6th:sorta sometimes useful

\*\*\*12th: good tolerances and immunities

\*\*\*\*18th: very fun little bonus

\*\*\*Infernal: cool bonuses, nothing crazy

\*\*\*Base Bonus: cool tolerance

1: \*\*\*Baneful Aura, 2: \*\*\*\*Darkness, 3: \*\*\*\*Bestow Curse, 4: \*\*\*\*Poison, 5: \*\*\*Fire Smite, 6: \*\*\*\*Harm, 7: \*\*\*\*\*Withering Touch, 8: \*\*\*\*\*Frightful Aspect, 9: \*\*\*Implosion, 10: \*\*\*\*Hand of God.

\*\*\*6th: kinda cool little bonus damage

\*\*\*12th: fun immunities and being spooky to the injured

\*\*\*\*18th: nice immunities

\*\*\*\*Necropolitan: Awesome undeadness, healing yourself and use R for HP and stuff

\*\*\*\*Base Bonus: while bad most of the time, since you have enervate its great

1: \*\*\*\*Enervate, 2: \*\*\*Ghoul Touch, 3: \*\*\*Vampiric Touch, 4: \*\*\*Wight Touch, 5: \*\*\*Vampiric Shield, 6: \*\*\*Banshee Wail, 7: \*\*\*\*Death Touch, 8: \*\*\*Death Clutch, 9: \*\*\*\*Banshee Blight, 10: \*\*\*\*\*Soul Eater

\*\*\*\*6th:nice immunity

\*\*\*\*12th: awesome, now dump V

\*\*\*\*18th: immunities are great

\*\*\*Outlander:

\*\*\*\*Base Bonus: cool bonuses, and a weird immunity

1: \*\*\*\*Spook, 2: \*\*\*Haunting Mist, 3: \*\*\*\*Displaced, 4: \*\*\*Nightmare Killer, 5: \*\*\*Eye Spies, 6: \*\*Spellcrash, 7: \*\*\*\*Ecstatic Torment, 8: \*\*\*Horrors, 9: \*\*\*Weird, 10: \*\*\*\*Cold Stars

\*\*\*6th: nice tolerance

\*\*\*12th: can come in handy a lot

\*\*\*\*18th: cool and very strange

\*\*\*Psion:weird defensive and mental defensive boosts

\*\*\*Base Bonus: cool bonus, kinda weird

1: \*\*\*\*Telekinetic Knife, 2: \*\*\*\*Paranoia, 3: \*\*\*\*\*Telekinetic Exploit, 4: \*\*\*Mind Probe, 5: \*\*\*Impossible Angles, 6: \*\*\*Tantrum, 7: \*\*\*\*Resonance, 8: \*\*\*True Psychic, 9: \*\*\*\*Psychic Destruction, 10: \*\*\*\*Alter

\*\*\*6th: nice tolerance

\*\*\*12th: comes in handy a lot

\*\*\*18th: neat?

\*\*\*\*Umbral:nice tricks, good for sneaky mages

\*\*\*Base Bonus:nice if you don't have it

1: \*\*\*\*Shadow Ray, 2: \*\*\*Darksight, 3: \*\*\*See Beyond, 4: \*\*\*Shadow Step, 5: \*\*\*\*Cloudkill 6: \*\*\*\*Shadow Walk, 7: \*\*\*\*\*Plane Shift, 8: \*\*\*\*Maze 9: \*\*\*Limited Wish, 10: \*\*\*\*Shadow Magic.

\*\*\*\*6th:awesome! Very handy

\*\*\*\*12th: weird but ok

\*\*\*\*18th: fun mobility option

\*\*\*Bonus Feats:

Always nice to help out.

\*\*\*Word of Power:

Nice tricks, use carefully.

Aniyant- This is a word of transformation. An object up to 15 by 15 by 15 feet in volume transforms into any substance that the sorcerer desires, save for those which have magical value (namely, those materials which are useful as spell components; silver, gold, platinum, and gemstones). The desired object may not be a creature (or some fraction of one).

Kumarbi- This is a word of sacrifice, and speaking it causes creatures in a 120ft cone in front of the speaker to take 1d20 holy damage to Health and become on fire. Afflicted creatures may make a Finesse Resistance on their turn to put the flames out as a move action, or extinguish them completely, automatically succeeding this resistance to end the effect with a full-round action.

Lahhema- This is a word of war, and speaking it causes the sorcerer to gain great and terrible skill at dealing death. The sorcerer gains proficiency with all weapons, and may deliver spells with a range of touch as an attack with a weapon, replacing the normal touch attack made as part of casting the spell. They gain a dodge bonus to AC equal to their MB. This lasts for a number of rounds equal to half their level.

Wastul- This is a word of calamity, and speaking it causes a maelstrom to form around the sorcerer. The maelstrom persists while the sorcerer concentrates, to a maximum of ten rounds. The maelstrom extends out from the sorcerer in a 45ft radius. Creatures in the maelstrom cannot cast spells with verbal components or successfully use ranged weapons. Creatures must make a Stature Resistance or be blown into the maelstrom, taking 5d8 bludgeoning damage per round if they fail, and 3d8 each round if they resist successfully. Creatures which are blown away become airborne and are unable to maneuver if they do not have a fly speed. They are trapped in the maelstrom unless they succeed an Acrobatics check to fly out of it, in which case they fall to the ground 1d100 ft away from the maelstrom. Any spellcasting or attempts to maintain concentration in the maelstrom requires a spell-focus check with this effect’s DC.

Zashai- This is a word of dreams, and speaking it causes the sorcerer to begin a waking nightmare which traps others within it. All creatures within 100ft of the sorcerer must make an Ego Resistance or become trapped in the sorcerer’s nightmare. Creatures who fail count as cowering, blind, and deaf. The nightmare lasts for one round per MB, and the sorcerer is helpless for the duration of this effect. The sorcerer may end this effect as a free action.

## Species

\*\*\*\*Human: +2s for E and R will do nicely, and the feat helps plenty

\*\*\*Dwarf: no ego boost is sad, R boost is nice, and i can’t hate +2V

\*\*\*Elf: Not the best boosts for your style, but they are good casters

\*\*\*\*Half-Elf: good bonus, good stats

\*\*\*Half-Orc: +2E and some battle tricks isn’t the worst

\*\*\*Halfling: good traits and +2R isn’t bad

\*\*\*\*Gnome: love the ego and traits for a caster

\*\*Goblin: R penalty and not much else you need, but small caster can be nice

##### Easy Build:

Species: Half-Elf, +2E. Take Descendant of the Woods. Skill Focus(Arcana)

Ability Scores: E > R > V > G > F > A > S > I > C > P

Feats: Flee, Tough, Extra Spell Aspects, Improved Initiative, Spell Focus Focus, Combat Caster, Skill Focus(Intimidate), Psychic Retaliation, Improved Psychic Retaliation, Ray Focus

Traits: Reactionary, Armor Expert, Practiced, Rugged, Fierce, Retreat

Knack: Elementarial (Fire)

Spell Aspects: Acceleration, Bright Stars of Warding, Cold Fire, Uncertain Blast Radius, Old School

Bonus Feats: Substitution, Concentrated Spell, Improved Concentrated Spell, Greater Concentrated Spell, Spell Specialization, Improved Spell Specialization

Word of Power: Kumbari

Equipment: Crossbow at low level, none later

Playstyle: since you only have a few spells, you’ll need to be careful, try to have an option for any situation. You’ll have plenty of slots to throw around though, so don’t worry about wasting a couple if they don’t work.