Sorcerer

Interested in a sorcerer with more umph and without bloodlines? This sorcerer uses some Warlockesque abilities to set itself apart.

Alignment: Any

Hit Die: d6

Class Skills

Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier.

Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +0 +2 Cantrips, Eldritch Channeling 1D6, Eschew Materials
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4 Eldritch Channeling 2D6
5th +2 +1 +1 +4
6th +3 +2 +2 +5 Eldritch Channeling 3D6
7th +3 +2 +2 +5
8th +4 +2 +2 +6 Eldritch Channeling 4D6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Eldritch Channeling 5D6
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Eldritch Channeling 6D6
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Eldritch Channeling 7D6
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10 Eldritch Channeling 8D6
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Eldritch Channeling 9D6
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Eldritch Channeling 10D6

Class Features

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Chapter 10. 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 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the 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. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Charisma score.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and 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 on the Sorcerer Spells Known Table 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 gained some understanding of through study.

Upon reaching 4th level, and at 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. 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 her 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.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on the following table under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells Per Day Spells Known
Level1st 2nd 3rd 4th 5th 6th 7th8th9th0 1st 2nd 3rd 4th 5th 6th 7th8th9th
1st 3
- - - - - - - - 4 2 - - - - - - - -
2nd 4
- - - - - - - - 5 2
- - - - - - - -
3rd 5
- - - - - - - - 5 3
- - - - - - - -
4th 6
3
- - - - - - - 6 3
1
- - - - - - -
5th 6
4
- - - - - - - 6 4
2
- - - - - - -
6th 6
5
3
- - - - - - 7
4 2
1
- - - - - -
7th 6
6
4
- - - - - - 7
5 3
2
- - - - - -
8th 6
6
5
3
- - - - - 8
5 3
2
1
- - - - -
9th 6
6
6
4
- - - - - 8
5
4
3
2
- - - - -
10th 6
6
6
5
3
- - - - 9
5 4
3
2
1
- - - -
11th 6
6
6
6
4
- - - - 9
5
5 4
3
2
- - - -
12th 6
6
6
6
5
3
- - - 9
5
5 4
3
2
1
- - -
13th 6
6
6
6
6
4
- - - 9
5
5 4
4
3
2
- - -
14th 6
6
6
6
6
5
3 - - 9
5
5
4
4
3
3
1 - -
15th 6
6
6
6
6
6
4 - - 9
5
5
4
4 4
3
2 - -
16th 6
6
6
6
6
6
5 3 - 9
5
5
4
4
4 3
3 1 -
17th 6
6
6
6
6
6
6 4 - 9
5
5
4
4
4 3
3 2 -
18th 6
6
6
6
6
6
6 5 3 9
5
5
4
4
4 3
3 3 1
19th 6
6
6
6
6
6
6 6 4 9
5
5
4
4
4
3
3 3 2
20th 6
6
6
6
6
6
6 6 6 9
5
5
4
4
4
3
3 3 3

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

Eldritch Channeling (Sp): One of the first abilities that sorcerers learn is controlling and shaping the raw eldritch energy that is normally used to cast spells in order to unleash a devastating ray that can be used to damage the sorcerers’ enemies. The length of the eldritch ray starts off at 60 feet at 1st level and gains an additional 10 ft at 3rd level and at every 3 levels thereafter. This is a ranged touch attack that affects a single target. The ray deals 1d6 points of damage at first level and increases in power as the sorcerer rises in power. Creatures that take damage from the sorcerer’s eldritch channeling receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the sorcerer’s level + the sorcerer’s Charisma modifier.This ability is the equivalent of a spell whose level is equal to half the sorcerer’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the sorcerer reaches 18th level. This attack is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to it. Objects take only half damage from this attack. Metamagic feats cannot improve this ability (because it is a spell-like ability and not a spell). However, the feat Ability Focus (eldritch channeling) increases the DC for all saving throws (if any) associated with a sorcerer’s eldritch channeling by 2. The sorcerer may use this ability a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.

The additional feats listed below may modify or enhance the Eldritch Channeling ability.

Eldritch Blade

You are able to expend one use of your eldritch channeling to form a weapon made of distilled eldritch energy.

Prerequisites

Caster level 15, able to cast Mage’s Sword, Eldritch Channeling class feature.

Benefit
As a move action, you can create a semisolid slashing blade composed of eldritch energy. The blade is visually identical to a long sword appropriate for its wielder; for instance, a Medium sorcerer materializes a Medium eldritch blade. The eldritch blade does an amount of damage equal to the sorcerer’s eldritch channeling damage. The moment the sorcerer relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see the Throw Eldritch Blade feat). An eldritch blade is considered a magic weapon for the purpose of overcoming damage reduction. The sorcerer can use feats such as Power Attack or Combat Expertise in conjunction with the eldritch blade just as if it were a normal weapon. She can also choose eldritch blade for feats requiring a specific weapon choice, such as Weapon Focus. Spells that upgrade weapons can be used on an eldritch blade. In places where spell effects do not normally function, the eldritch blade vanishes.

Eldritch Burst

You are able to unleash a burst of raw eldritch energy.

Prerequisites
Charisma 13, Eldritch Channeling class feature.

Benefit
When you use your eldritch channeling class feature everyone and everything within half the normal range is affected by the attack.

Expedient Eldritch Blade

You can form an eldritch blade quickly.

Prerequisites
Caster level 15, able to cast Mage’s Sword, Eldritch Channeling class feature, Eldritch Blade.

Benefit
You are able to materialize an eldritch blade as a free action instead of a move action. You are only able to make one attempt per round to manifest an eldritch blade, however.

Extra Eldritch Channeling

You can channel eldritch energy more often.

Prerequisites
Eldritch Channeling class feature.

Benefit
You can channel eldritch energy two additional times per day.

Special
You can gain Extra Eldritch Channeling multiple times. Its effects stack.

Sustain Eldritch Blade

You can attempt to sustain your eldritch blade in places where spell effects do not normally function (such as within an antimagic field).

Prerequisites
Caster level 15, able to cast Mage’s Sword, Eldritch Channeling class feature, Eldritch Blade.

Benefit
If you make a successful DC 20 Will save, you are able to maintain your eldritch blade for a number of rounds equal to half your sorcerer level before you need to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on your turn, you can attempt a new Will save to rematerialize your eldritch blade while remaining within a spell negating area or effect.

Throw Eldritch Blade

You are able to use your eldritch blade as a ranged weapon.

Prerequisites
Caster level 15, able to cast Mage’s Sword, Eldritch Channeling class feature, Eldritch Blade.

Benefit
Your eldritch blade has a range increment of 30 feet. Whether or not the attack hits, the thrown eldritch blade then dissipates.

Additional Ratings
Balance:
( 12 Votes )
Utility:
( 11 Votes )
Clarity:
( 9 Votes )


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