Sorcerer

<color=Gold>**Sorcerer**</color>

Sorcerers cast arcane spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don't have the background of arcane knowledge that most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons. They cast more spells per day than wizards but have a smaller array of them.

The power a sorcerer calls upon is within her very blood, usually having been passed down from an ancestor who either was of or influenced by another plane or magical power. New bloodline abilities require levels of sorcerer, but prestige classes count towards their progression.

<color=Gold>Class Features:</color>

- **Hit Die:** d4

- **Base Attack Bonus:** Low.

- **High Saves:** Will.

- **Weapon Proficiencies:** Simple weapons.

- **Armor Proficiencies:** None. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail.

- **Skill Points:** 2 + Int modifier per level, x4 at first level.

- **Class Skills:** Bluff, Concentration, Craft Alchemy, Lore, and Spellcraft.

- **Spells:** A sorcerer casts arcane spells, which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he 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 (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). Starting at 6th level, and every two levels after, sorcerers can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the sorcerer can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).

- **Familiar:** A sorcerer can obtain a familiar.

- **Bloodline Feat:** Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Each bloodline manifests itself in special abilities gained throughout the class’ advancement. Bloodlines scale based on your true Sorcerer spellcasting level (minus feats).

 *2nd Level - Bloodline Trait:* The sorcerer gains an effect or ability related to their bloodline which progresses throughout the character’s development.
 *12th Level - Bloodline Arcana:* The sorcerer gains a magical power which operates on a cooldown.
 *24th Level - Bloodline Apotheosis:* The sorcerer unlocks the key of her bloodline, undergoing a transformation into a being closer to their bloodline’s source or gaining a powerful new ability.

**Arcane Bloodline:**
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. This bloodline can be found in almost any race or background.

**Bloodline Trait - Arcane Bond:** (2nd level) You may store a single spell into a specially prepared gem which serves you (and only you) as a Spell Sequencer. The gem improves to hold additional spells at 11th and 22md level. There is a 15 second cooldown between uses and you can only store Arcane spells. You will have a feat to activate the sequencer.

**Bloodline Arcana - The Power Within:** (12th level) You gain the spell-like ability to create a ball of sorcerous energy and direct it to a location or target within 30 feet, at which point it bursts in an 10-ft radius explosion of positive energy, dealing 1d4 magic damage per level of sorcerer, with a fortitude save for half damage. This ability has a 90-second cooldown.

**Bloodline Apotheosis - One With the Weave:** (24th level) Your body surges with arcane power. You receive spell resistance of 11 + your sorcerer level and the Spell Penetration feat. If you already have spell penetration, you receive the greater version of the feat. You may release the arcane energy stored in your blood in an explosion centered upon yourself, dealing 1d6 magic damage per level of sorcerer to all beings within 20 feet, with no saving throw. This ability has a one-minute cooldown.

**Draconic Bloodline:**
At ciome point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. This bloodline is available all races except those touched by the planes.

**Bloodline Trait - Draconic Scales:** (2nd level) You gain a +1 bonus to AC as fine scales cover your skin. This increases by an additional +1 at 11th and 21st levels. You also gain a bonus to fortitude saves equal to your levels in Sorcerer / 6.

**Bloodline Arcana - Breath Weapon:** (12th level) You gain a breath weapon, a cone of pure force which deals 1d6 magic damage per sorcerer level. Those caught in the breath burn for an additional 1d4 magic damage per sorcerer level over 6 seconds and must pass a fortitude save or become paralyzed for 1 round. This ability has a cooldown of 30 seconds.

**Bloodline Apotheosis - Scion of the Great Wyrm:** (24th level) Your draconic heritage becomes manifest. You gain immunity to sleep and become eligible for draconic wings in the OOC room. Additionally, once per day, you can wildshape into a draconic form for up to ten minutes, and are able to cast spells while in this form. Once the effect wears off you cannot shift back into this form for 5 minutes. Lastly, you can become eligible for the Epic Scion of the Dragon Feat.

**Celestial Bloodline:**
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine. This bloodline is available to all mortal and celestial-blooded races.

**Bloodline Trait - Celestial Reonstance:** (2nd level) You gain 1 AC (Dodge) at 1st level. Every ten true casting levels thereafter this bonus improves by +1, capping at +3 at 21st level. At 8th level, you become eligible for the Celestial Knight class, but only the Celestial Sage path, and may choose to improve Sorcerer spellcasting. You must still meet the other class requirements (Celestial Vow feat, skill ranks, BAB, etc.). The bonuses from Sacred Scholar apply to Charisma rather than Intelligence and Wisdom.

**Bloodline Power - Illuminating Presence:** (12th level) You and nearby allies are immune to blindness, and your party enjoys 1d4 additional positive damage on all attacks. Additionally, each hostile spell cast has a chance (a percentage equal to 3 + true caster level) to cause the target of the spell to send out a pulse of positive energy that damages and weakens the target and all hostile creatures within ten feet. Creatures who fail a Will save (DC 10 + 1/2 Caster Level + CHA modifier) suffer positive damage equal to true caster level, coupled with a -2 penalty to AC and AB for 2 rounds. Those who pass the save only suffer the damage.

**Bloodline Apotheosis - Heavenly Awakening:** (24th level) You become immune to Petrification and Paralysis effects, and are eligible to claim Celestial wings in the OOC room. Additionally, each time you cast a spell, your party is healed for an amount equal to 1 + the level of the spell cast. This healing is not modified by Augment Healing or similar feats in that line.

**Fiendish Bloodline:**
Somewhere in your family's history, a relative made a deal with a friend, and that pact has influenced your family line ever since. In you, 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. This bloodlline is open to mortal races and fiendish planetouched.

**Bloodline Trait - Fiendish Resistance:** (2nd level) You gain damage reduction 1/alchemical silver if your alignment is lawful, otherwise it is damage reduction 1/cold iron. This increases by an additional 1 point at level 3 and every 3 levels thereafter. In addition you gain an extra +1.5 hitpoints for every 1 level of Sorcerer that you have.

**Bloodline Arcana - Fiendish Power:** (12th level) You gain a +1 bonus to spellcasting for each Fiendish Feat that you have up to a maximum bonus of your levels in Sorcerer / 7.5.

**Bloodline Apotheosis - Fiendish Apotheosis:** (24th level) You gain the Epic Gate feat for free if you do not already have it. In addition, you become eligible for fiendish tail and horns.

**Fey Bloodline:**
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are may be prone to bouts of joy and rage, but also have a keen appreciation for nature, music, and art. This bloodline is open to all mortal races except orcs and half-orcs.

**Bloodline Trait - Blood of Faerie:** (2nd level) You gain damage reduction 1/cold iron. This increases by an additional 1 point at level 3 and every 3 levels thereafter. In addition, you gain low-light vision if you do not already have low-light or darkvision.

**Bloodline Arcana - Mischievious:** (12th level) Each time you cast a spell you have a chance equal to your levels in sorcerer / 2 to summon either a Dryad or Treant that will fight for you for 3 minutes. This ability can only trigger once every 5 minutes).

**Bloodline Apotheosis - Unearthly Grace:** (24th level) The otherworldly beauty of the fey is now unmistakable within you. You gain a +1 bonus to your saving throws for every 6 levels of sorcerer spellcasting that you have. In addition you gain the Fey-Wings feat and become eligible for butterfly wings.

**Elemental Bloodline:**
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or an ancestor who was exposed to a powerful elemental force. You must choose an elemental type when taking this bloodline, which is open to mortal races and elemental planetouched. *Note: non-genasi will choose their element, while genasi will gain their own element.*

**Bloodline Trait - Elemental Resistance:** (2nd level) You gain bonuses based on your blood line.

Air - You gain 1 AC (Dodge) which improves ten true casting levels thereafter this bonus improves by +1, capping at +3 at 21st level. Additionally, you gain a 10% movement speed increase.
Earth - You gain damage reduction 1/bludgeoning and 1/ piercing. This increases by an additional 1 point at level 3 and every 3 levels thereafter. In addition you gain an extra +1.5 hitpoints for every 1 level of Sorcerer that you have.
Fire - Your armor gains the On Hit: Inferno property which has a chance based on your sorcerer levels to trigger each time you are struck.
Water - You gain 1 AC (Dodge) and Regeneration at 1st level. Every ten true casting levels thereafter this bonus improves by +1, capping at +3 at 21st level.

**Bloodline Arcana - Elemental Blast:** (12th level) You can unleash a blast of elemental power. Your hostile spell casts cause your target and those around them in a 10 yard radius to damage based on your elemental choice equal to the spell-level casted each round for 3 rounds. Targets struck by the effect take additional bloodline elemental damage equal to 10% for 2 rounds. This effect stacks up to 3 times and can be refreshed each time they are struck.

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**Bloodline Apotheosis - Elemental Body:** (24th level) Elemental power surges through your body, granting you immunity to your energy type and critical hits, and anyone that strikes you in melee combat takes elemental damage equal to 1d6 + 1/2 points in caster level. Lastly, your eyes will glow a hue based on your bloodline.

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**Underdark Bloodline:**
Echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. This bloodline is only open to drow, half-drow, duergar, dwarves, and svireeblin.

**Bloodline Trait - Echoing Deeps:** (2nd level) In realms that have never known the sun, senses other than sight come to the fore. You gain a +1 bonus to Listen and Spot every 6 levels of Sorcerer. In addition, you gain 1 AC (Dodge) at 1st level. Every ten true casting levels thereafter this bonus improves by +1, capping at +3 at 21st level.

**Bloodline Arcana - Deep Dweller:** (12th level) You gain the Silent Spell feat and the Improved Silent Spell feat 18th level. Additionally, each hostile spell cast has a chance (a percentage equal to 3 + true caster level) to cause the target of the spell to cause a minor earthquake that damages and weakens the target and all hostile creatures within ten feet. Creatures who fail a Fortitude save (DC 10 + 1/2 Caster Level + CHA modifier) suffer bludgeoning damage equal to true caster level, and are knocked down for 3 seconds. Those who pass the save only suffer the damage.

**Bloodline Apotheosis - Strength of Stone:** (24th level) Your flesh becomes hard as stone, giving you DR 10/adamantine, and you become immune to petrification. In addition, you now have the ability to sense your surroundings via senses other than sight, gaining persistent True Seeing.

**Sarrukh Bloodline:**
In a time before recorded history, your ancestors may have served or been experimented upon by the reptilian creator race. This has resulted in reptilian traits cropping up in some generations, from forked tongues and vestigial tails, to the mystic powers that are inherent in you. This bloodline is open to Humans, Half-Humans, and Yuan-ti Purebloods.

**Bloodline Trait - Ancient Biology:** (2nd level) You are made of sterner stuff than the lesser beings who appeared in the wake of the Sarrukh. You gain bonus hit points equal to your levels in Sorcerer \* 1.5 In addition, you gain 1 AC (Dodge) at 1st level. Every ten true casting levels thereafter this bonus improves by +1, capping at +3 at 21st level.

**Bloodline Arcana - Spatial Tear:** (12th level) Your mind processes the weave in a unique way, allowing you to retreat from danger while injuring your foes. This power functions as dimension door, while also creating a mass of Serpentine Tentacles (bludgeoning and acid damage, poisoning those who fail a fortitude saving throw) centered on your former location which persist for 30 seconds with a 1 minute cooldown.

**Bloodline Apotheosis - Undulating Form:** (24th level) You become immune to poison, sneak attacks, and critical hits. In addition you become eligible for an extra 10% height bonus (doesn’t stack with other classes).