Just as the arcane venator exists to ensure arcane magic is kept in check, arcane assertors exist to protect it from the forces that seek to suppress it. The arcane assertors are chosen from among young sorcerers who have not yet developed their arcane potential. Instead of focusing their magic on arcane forces, they instead are taught the ways of combat and subterfuge. Sometimes called battle sorcerers, they often lend their considerable talents to arcane spellcasters as personal bodyguards, though some take to the protector role naturally. (Original Concept by +5 Toaster)
Primary Class: Inquisitor.
Secondary Class: Sorcerer.
Hit Die: d8.
Bonus Skills and Ranks: The arcane assertor adds Appraise and Use Magical Device to her class skills in addition to the normal inquisitor class skills. The arcane assertor gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The arcane assertor is proficient with all simple and martial weapons, with light armor, but not with shields. An arcane assertor can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane assertor wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane assertor still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The arcane assertor casts arcane spells drawn from the arcane assertor spell list, but uses her Charisma instead of her Wisdom to determine the save DCs of her spells and her bonus spells. She otherwise learns and casts her spells as an inquisitor of equal level.
Allied Spellcaster: At 1st level, an arcane assertor gains Allied Spellcaster as a bonus feat. This ability replaces monster lore.
Arcane Training: An arcane assertor can manipulate arcane energies. Starting at 1st level, an arcane assertor adds one spell from the sorcerer/wizard spell list to the inquisitor spell list. This spell must be of a level that she can cast. At 3rd level and every two levels thereafter, she can add one additional spell from the sorcerer/wizard spell list to her list. To cast any of these spells, she must choose the spell as one of her spells known.
Bloodline: At 1st level, an arcane assertor gains the sorcerer’s bloodline ability. She gains her bloodline arcane and adds her bloodline skill to her list of class skills.
At 2nd level, an arcane assertor gains her first bloodline power and each subsequent bloodline power at 4th, 10th, 16th, and 20th level.
At 4th level, an arcane assertor gains her 1st–level bloodline spell and adds it to her list of spells known. Every three levels thereafter, she gains each subsequent level of bloodline spell and adds it to her list of spells known, up to her 6th–level bloodline spell. These spells are in addition to the number of spells given on Table: Inquisitor Spells Known. These spells cannot be exchanged for different spells at higher levels.
In addition, whenever she would gain a bonus teamwork feat, she may instead select a feat from her list of bloodline bonus feats. She must qualify for any bloodline feat she selects, as normal. An arcane assertor may choose any bloodline listed in the sorcerer’s bloodline ability description, as well as any of their associated mutated bloodlines listed in the wildblooded archetype (see Ultimate Magic). This ability replaces domain, judgment, and true judgment.
Cantrips: The arcane assertor learns a number of cantrips, or 0-level spells, in place of orisons, as noted on Table: Inquisitor Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. This ability replaces orisons.
Cunning Initiative (Ex): This is exactly like the inquisitor ability of the same name, except that the arcane assertor uses her Charisma modifier instead of Wisdom.
Detect Magic (Sp): At will, an arcane assertor can use detect magic, as the spell. An arcane assertor can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane assertor does not detect magic in any other object or individual within range. This ability replaces detect alignment.
Medium Armor: At 8th level, an arcane assertor gains medium armor proficiency as a bonus feat and can cast arcane spells without incurring the normal arcane spell failure chance. This ability replaces second judgment.
Greater Allied Spellcaster: At 9th level, the competence bonus granted from the Allied Spellcaster feat increase by 2, and the bonus to caster level increases by 1. This ability replaces third judgment.
Arcane Surge (Ex): At 17th level, an arcane assertor learns to focus the arcane power within her blood. Once per day as a swift action, whenever an arcane assertor uses her 1st level bloodline power, she is treated as if she were 5 levels higher for the purposes of determining the effects granted by this power. This effect last for 1 round per level of the arcane assertor. She can use this ability twice per day at 20th level. This ability replaces slayer.
ARCANE ASSERTOR SPELL LIST
Arcane assertors gain access to the following spells.
0-Level Arcane Assertor Spells—acid splash, bleed, brand, daze, detect magic, detect poison, disrupt undead, flare, light, mage hand, open/close, ray of frost, read magic, resistance, stabilize.
1st-Level Arcane Assertor Spells—abundant ammunition, alarm, ant haul, bane, bless water, burning hands, cause fear, charm person, chill touch, compel hostility, comprehend languages, corrosive touch, cure light wounds, curse water, damp powder, detect secret doors, detect undead, divine favor, endure elements, expeditious retreat, fabricate bullets, feather fall, flare burst, grease, hold portal, identify, inflict light wounds, interrogation, jump, know the enemy, lock gaze, longshot, magic missile, magic weapon, mount, obscuring mist, protection from chaos/evil/good/law, returning weapon, see alignment, shadow weapon, shocking grasp, sleep, true strike, unerring weapon, vanish, weaken powder.
2nd-Level Arcane Assertor Spells—acid arrow, aid, align weapon, arcane lock, arrow eruption, badger's ferocity, bear's endurance, bloodhound, blur, bullet shield, bull's strength, burning gaze, cat's grace, command undead, continual flame, cure moderate wounds, darkness, darkvision, daze monster, delay pain, destabilize powder, eagle's splendor, effortless armor, flaming sphere, fog cloud, gust of wind, hold person, inflict moderate wounds, invisibility, knock, levitate, protection from arrows, reloading hands, resist energy, restoration (lesser), ricochet shot, scorching ray, see invisibility, shatter, silence, spider climb, spiritual weapon, stabilize powder, tactical acumen, warding weapon, web.
3rd-Level Arcane Assertor Spells—animate dead (lesser), arcane sight, blink, burst of speed, campfire wall, chain of perdition, clairaudience/clairvoyance, cure serious wounds, daylight, deep slumber, dispel magic, displacement, draconic reservoir, eldritch fever, elemental aura, eruptive pustules, explosive runes, fireball, flame arrow, force punch, gentle repose, halt undead, haste, heroism, hold person, inflict serious wounds, invisibility purge, invisibility sphere, keen edge, lightning bolt, locate weakness, magic circle against chaos/evil/good/law, magic weapon (greater), nondetection, pain strike, pellet blast, phantom steed, protection from energy, remove disease, slow, speak with dead, tongues, water breathing, wind wall, witness.
4th-Level Arcane Assertor Spells—agonize, animate dead, bestow curse, brand (greater), charm monster, chaos hammer, contagion, cure critical wounds, curse of magic negation, darkvision (greater), dimension door, dimensional anchor, discern lies, divine power, fear, find quarry, freedom of movement, globe of invulnerability (lesser), hold monster, holy smite, interrogation (greater), invisibility (greater), locate creature, named bullet, neutralize poison, order’s wrath, remove curse, restoration, sanctify armor, shadow step, stone shape, stoneskin, undead ward, unholy blight, wall of fire, wall of ice.
5th-Level Arcane Assertor Spells—absorb toxicity, atonement, baleful polymorph, banishment, blight, break enchantment, commune, cone of cold, cure light wounds (mass), dismissal, disruption weapon, feeblemind, flame strike, hallow, inflict light wounds (mass), passwall, planar adaptation, polymorph, true seeing, unhallow, wall of force, wall of stone.
6th-Level Arcane Assertor Spells—analyze dweomer, antimagic field, battlemind link, blasphemy, cure moderate wounds (mass), curse (major), dictum, dispel magic (greater), eyebite, globe of invulnerability, guards and wards, heroism (greater), holy word, inflict moderate wounds (mass), legend lore, named bullet (greater), shadow walk, sirocco, undeath to death, wall of iron, word of chaos.
Table: Arcane Assertor
|Class||Base||Fort||Ref||Will||Spells per Day|
|1st||+0||+2||+0||+2||Allied spellcaster, arcane training, bloodline, cantrips, stern gaze||1||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Bloodline power, cunning initiative, detect magic, track||2||—||—||—||—||—|
|3rd||+2||+3||+1||+3||Solo tactics, teamwork feat||3||—||—||—||—||—|
|4th||+3||+4||+1||+4||Bloodline power, bloodline spell||3||1||—||—||—||—|
|5th||+3||+4||+1||+4||Bane, discern lies||4||2||—||—||—||—|
|9th||+6/+1||+6||+3||+6||Greater allied spellcaster, teamwork feat||5||4||3||—||—||—|
|10th||+7/+2||+7||+3||+7||Bloodline power, bloodline spell||5||4||3||1||—||—|
|12th||+9/+4||+8||+4||+8||Greater arcane bane, teamwork feat||5||5||4||3||—||—|
|16th||+12/+7/+2||+10||+5||+10||Bloodline power, bloodline spell||5||5||5||4||3||1|
Class Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Image used by permission of Yama Orce.
Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.
Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The sorcerer’s class skills are 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.
All of the following are class features of the sorcerer.
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).
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. 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 Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
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 Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known 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.
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer’s spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer’s spell slots.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
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. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. Source:Pathfinder Player Companion: Magic Tactics Toolbox
Sorcerer Bloodlines from Other Publishers
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Alternative Capstone Ability
SourcePathfinder Player Companion: Chronicle of Legends
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Unique Bloodline (Su)
At 20th level, the sorcerer’s blood grows wild and strange, become less about her ancestors and more about her specifically. The sorcerer selects a second bloodline and gains the bloodline arcana and the 1st-, 3rd-, and 9th-level bloodline powers. Her level for these powers is the same as for her primary bloodline.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have sorcerer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
|Dwarf||Add +½ to acid and earth spell or spell-like ability damage.||PZO1121|
|Elf||Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.||PZO1115|
|Gnome||Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.||PZO1121|
|Half-Elf||Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.||PZO1121|
|Half-Orc||Add +½ point of fire damage to spells that deal fire damage cast by the sorcerer.||PZO1115|
|Human||Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.||PZO1115|
|Aasimar||Add +¼ to the sorcerer’s caster level when casting spells with the good descriptor.||PZO1121|
|Dhampir||Add +½ point of negative energy damage to spells that deal negative energy damage.||PZO1121|
|Drow||Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.||PZO1121|
|Fetchling||Add +½ to either cold or electricity resistance (maximum resistance 10 for either type).||PZO1121|
|Gillman||Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.||PZO1121|
|Goblin||Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.||PZO1121|
|Ifrit||Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +½ higher (to a maximum of +4) when determining the effects of that power.||PZO1121|
|Kitsune||Add +¼ to the DC of enchantment spells.||PZO1121|
|Kobold||Choose acid, cold, electricity, or fire damage. Add +½ point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.||PZO1121|
|Merfolk||Add +½ to the sorcerer’s caster level when determining the range of any spells with the water descriptor.||PZO1121|
|Sylph||Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +½ higher (to a maximum of +4) when determining the effects of that power.||PZO1121|
|Tiefling||Add +½ to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.||PZO1121|
|Undine||Add a +1 bonus on caster level checks to cast spells underwater.||PZO1121|
|Wayang||Add +½ point of damage to any illusion spells of the shadow subschool cast by the sorcerer.||PZO1121|
|3rd Party Publishers|
|Jon Brazer Enterprises|
|Android||Add a +1/2 bonus to all Spellcraft checks and all check made with the sorcerer’s bloodline class skill.||JBE:BoHR:AFCO|
|Changeling||Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.||JBE:BoHR:AFCO|
|Drow||Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.||JBE:BoHRC|
|Duergar||Add +½ damage of any acid and earth sorcerer spells or spell-like abilities.||JBE:BoHRC|
|Fetchling||Add +½ to either cold or electricity resistance (to a maximum increase of 10).||JBE:BoHRC|
|Hobgoblin||When casting sorcerer spells with the fear descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.||JBE:BoHRC|
|Orc||Add +½ point of fire damage to sorcerer spells cast that deal fire damage.||JBE:BoHRC|
|Ratfolk||Add a +½ bonus on Use Magic Device checks.||JBE:BoHRC|
|Tiefling||Add +½ to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses||JBE:BoHRC|
|Wayang||Add +½ point of damage to any sorcerer illusion spells of the shadow subschool.||JBE:BoHRC|
|Rogue Genius Games|
|Lapith||Choose a new spell in place of one your already know. The new spell’s level must be the same as that of the spell being exchanged. You cannot swap any spell gained from your bloodline.||SGG:HHO|
|Piper||Gain the ability to add metamagic to spells without increasing casting time ⅓ times/day. (One use of this ability per day for every three times you select this option.)||SGG:HHO|
Archetypes & Alternate Class Features
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
Section 15: Copyright Notice
Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
In D&D 3.5 many of the "Dragon-something" sourcebooks had spells that were on Sorcerer spell list, but not on Wizard one. Some of them was dual-purpose, other touched the draconic nature of sorcerer, etc.
Are there any spells like that officially in Pathfinder? Spells only for Sorcerers, preferably interacting with their bloodline powers? I understand they are no longer so much needed because Sorcerer now gets his own goodies, but I still would like to know.
Problem with searching for them: Even in D&D, they were listed as "Sorcerer / Wizard" spells, with "sorcerer only spell" in a fine print. So this isn't something I can easily filter out. Or, if I can, I don't know how.
I tried to Google "sorcerer only" on d20pfsrd.com but I only got results from Sorcerer’s Options: Beyond Bloodlines. Copyright 2011, Super Genius Games; Author: Owen K.C. Stephens and I don't know if it is even balanced sourcebook, allowed in organized play etc. I doubt its status as official rulebook for Pathfinder, but that's all the results I found.
asked Apr 23 '19 at 13:19
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Pathfinder – The Sorcerer Handbook
Last Updated: June 20, 2021
The Sorcerer is the spontaneous caster equivalent of the Wizard. Much like the Cleric and the Oracle, the classes fill the same roles with a distinctly different feel. Because they are spontaneous caster, Sorcerers have a limited number of spells available to them. This can be supplemented with Pages of Spell Knowledge, but no Sorcerer can match the versatility of a Wizard. Sorcerers also receive new spell levels one level behind other full casters. Sorcerers make up for these shortcomings by being able to cast considerably more spells in a day.
Table of Contents
I support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder player options
not covered here, please email me and I am happy to provide additional assistance.
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.
- Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
- Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- Green: Good options. Useful often.
- Blue: Fantastic options, often essential to the function of your character. Useful very frequently.
Sorcerer Class Features
Hit Points: d6 hit points is a huge problem, especially with no armor.
Base Attack Bonus: 1/2 BAB and nothing to help it, but fortunately very few spells require attack rolls and the ones which do are almost exclusively touch attacks.
Saves: Good Will saves, but no dependency on any ability which improves saves.
Proficiencies: No armor or shields, and simple weapons.
Skills: 2+ skill ranks and a very sparse skill list.
Spells: The Sorcerer’s spells are their best asset. With access to the best spell list in the game and tons of spells per day, the Sorcerer can do a lot of things and do them frequently.
Bloodline: Sorcerer bloodlines offer bonus spells, bonus feats, and cool abilities which supplement the Sorcerer’s spells nicely. For help with Sorcerer Bloodlines, see my Sorcerer Bloodlines Breakdown.
Cantrips: Fantastic and versatile.
Eschew Materials: The flavor makes sense, but it’s easy to replace Eschew Materials with a 15 gp item.
As a full caster, the Sorcerer’s casting ability is key.
Str: Dump to 7 unless you plan to Polymorph.
Dex: AC, saves, and touch attacks.
Con: Essential to supplement that d6 hit die, and for the Sorcerer’s poor Fortitude saves.
Int: Only needed for skill ranks.
Wis: Good for Will saves. Even though Sorcerers have good Will saves, it’s still important to have a bit of Wisdom.
Cha: Sorcerers are all about Charisma.
|25 Point Buy||20 Point Buy||15 Point Buy||Elite Array|
Charisma bonuses are essential, and small size is nice because it helps the Sorcerer’s garbage AC and attacks.
Dwarf: Charisma penalty.
Elf: Despite some nice abilities which help spellcasters, the Elf’s abilities don’t work for the Sorcerer. The Elf favored class bonus offers additional uses of first-level bloodline powers, but first-level powers taper off very quickly.
Gnome: Small and bonuses to Charisma and Constitution. The Gnome’s affinity for illusions works for illusion-heavy Sorcerers. The Gnome favored class bonus offers additional uses of first-level bloodline powers, but first-level powers taper off very quickly.
Half-Elf: Flexible ability bonus, but the Half-Elf’s racial traits don’t offer anything useful for the Sorcerer. The Half-Elf favored class bonus offers additional uses of first-level bloodline powers, but first-level powers taper off very quickly. Instead, take the Human favored class bonus to learn extra spells.
Half-Orc: Flexible ability bonus, but the Half-Orc’s racial traits don’t offer anything useful for the Sorcerer. The Half-Orc favored class bonus adds additional fire damage to fire spells, which can be nice for blaster builds, but will take a long time to add up to anything significant. Half-Orcs can also take the Human favored class bonus to learn additional spells.
Halfling: Small and bonuses to Charisma and Dexterity. The Halfling’s affinity for stealth can be helpful for sneak Sorcerer builds. The Halfling favored class bonus offers additional uses of first-level bloodline powers, but first-level powers taper off very quickly.
Human: Flexible ability bonus and a bonus feat. The Human favored class bonus allows you to learn additional spells, hugely expanding the Sorcerer’s versatility.
- Deft Dodger (Combat): +1 to a weak save.
- Reactionary (Combat): +2 initiative is huge. Combined with Improved Initiative you’ll go first much more frequently.
- Resilient (Combat): +1 to a weak save.
- Dangerously Curious (Magic): You have the charisma to back this up, and access to divine spellcasting via scrolls and wands can help solve a lot of problems for your party.
- Arcane Temper (Magic): A bonus to initiative and a bonus to Concentration checks. If you already took a combat trait and didn’t take Reactionary, this is a good option.
- Resilient Caster (Magic): Too situational.
- Shrouded Casting (Magic): Buy a spell component pouch.
- Volatile Conduit (Magic): 1d4 damage once per day is nothing.
- Life of Toil (Social): +1 to a weak save.
- Warrior of Old (Elf Racial): Identical to Reactionary.
- Elven Reflexes (Half-Elf Racial): Identical to Reactionary.
- Appraise (Int): Too situational.
- Bluff (Cha): Important for any face, but you will need to spend a trait to pick up Diplomacy if you want to be a Face.
- Fly (Dex): 1 rank will be plenty.
- Intimidate (Cha): Important for any face, but you will need to spend a trait to pick up Diplomacy if you want to be a Face.
- Knowledge (arcana) (Int): One of the most important Knowledge skills.
- Spellcraft (Int): Helpful for identifying spells and magic items.
- Use Magic Device (Cha): Sorcerers already get the best spell list in the game, but UMD can let you use things like Wands of Cure Light Wounds.
This section does not cover metamagic feats or bloodline-specific feats. For help with metamagic feats, see my Practical Guide to Metamagic.
- Combat Casting: A +4 bonus to your concentration checks when casting defensively is tempting, but you should not be casting defensively often enough to justify spending a feat on it. Optimizing Concentration is very easy, and you can do it with traits and items instead of wasting a feat.
- Eldritch Heritage: It’s unlikely that you will see a lot of benefit from most low-level Sorcerer abilities, but there are a handful of extremely powerful options, like the Arcane bloodline. If you want the higher-level abilities from a bloodline with a poor low-level ability it may be a good idea to delay this feat as long as possible so you can use your feats on more important options,
- Improved Eldritch Heritage: The better Bloodline powers offer better options, but not all options are equally good. Remember that you only need to take this feat once to get Greater Eldritch Heritage, so if you’re adding a bloodline with only one good mid-level ability you can skip the bad one.
- Greater Eldritch Heritage: The best Bloodline powers are often very tempting, but by this level you can often replace them with spells.
- Improved Eldritch Heritage: The better Bloodline powers offer better options, but not all options are equally good. Remember that you only need to take this feat once to get Greater Eldritch Heritage, so if you’re adding a bloodline with only one good mid-level ability you can skip the bad one.
- Improved Familiar: If you take a familiar, Improved Familiar can get you some interesting options. For help with familiars, see my Practical Guide to Familiars.
- Improved Initiative: Go first, and get control of the combat early.
- Spell Focus: If you emphasize a specific school, this is essential.
- Greater Spell Focus: Another +1 to your DCs means you are 5% better at every spell you cast from that school.
- Sorcerous Bloodstrike: Some high-level Sorcerer powers have very limited uses per day, and an extra use is tempting. However, you should generally be able to do better with spells.
- Spell Penetration: At high levels Spell Resistance will become increasingly problematic. You may be able to get by on options which don’t allow spell resistance, but if you can’t this is a great idea.
- Greater Spell Penetration: Another +2.
- Spell Perfection: Fantastically powerful, and possibly a great option for a class which needs to rely on a smaller set of available spells than a wizard. Unfortunately you can only take the feat once, so you need to be really sure about the spell you choose. I recommend selecting a spell of 5th level at most so that you can quicken it, but 6th level has some great options for Maximize Spell. Be sure to pick a versatile spell that you can reliably use in almost any situation like one of the Shadow Conjuration/Evocation spells or Summon Monster.
- Light Crossbow: A decent backup weapon at low levels when you run low on spells, but you will be more reliable with cantrips because your attack rolls will be so low.
If you need AC, you’re doing something wrong. Still, it doesn’t hurt to get
some cheap protection. Keep in mind that Mage Armor is generally your best bet
when you need AC, but Mage Armor isn’t always on.
- Haramaki: +1 AC, no arcane spell failure, and at 5 gp you can afford it at first level.
- Mithral Buckler: +1 AC, no arcane spell failure, and cheap to enhance.
- Silken Ceremonial: +1 AC, 4 pounds, no ACP or spell failure. Plus, it’s a sweet ceremonial robe. Haramaki is strictly better, but it’s not a super cool robe.
- Ring of Spell Knowledge: The usefulness of this item is wholly contingent on whether or not you can replace the spell that you “taught” to the ring. I believe can that you can replace the spell with reasonable certainty. Page of Spell Knowledge has largely the same function, but costs much less and is slotless. If you use the custom magic item rules, the effect of Page of Spell Knowledge has a base cost of 500 gp for 1st-level spells, just a third of the cost of Ring of Spell Knowledge I. Being rewritable would justify that cost difference. With that established, this is an amazing item. There is no limitation on the spell being on your spell list or even whether or not it’s arcane or divine! Want to learn magic missile? Go for it. The rings go up to 4th level, but I think the peak usefulness is 3rd-level because that gets you access to most of the important healing/utility spells on the cleric/oracle spell list.
How you teach spells to the ring is also important. The item description doesn’t specify an action, so I would default to either a standard action or 1 hour to match the rules for Spells Copied from Another’s Spellbook or a Scroll. The easiest way to get access to spells is in “written form”. This typically means a scroll or a spellbook, so if the spell isn’t on the wizard spell list you’ll need to get a scroll. A generous DM might let you copy the spell from an Alchemist’s Formula Book, but I don’t think that makes sense. Alchemists can learn wizard spells from spellbooks, but wizards can’t learn spells from formulae books. The item description also doesn’t specify what happens if you fail the spellcraft check. I would default to the Spells Copied from Another’s Spellbook or Scroll rules, which means that using the scroll to teach the spell discharges the scroll. If that’s the case, it’s cheaper to pay an NPC to cast the spell once than it is to buy a scroll, though it’s obviously less portable. The end result is that a wizard’s spellbook becomes a treasure trove of utility. Spend an action or an hour, learn a spell out of the spellbook, cast it as needed, then trade it out later.
It’s difficult to recommend specific staffs without knowing your individual character, so instead I want to make a general endorsement of the concept of magic staffs in Pathfinder. If you are a 3.5 native, go read Pathfinder’s rules for staffs because they have improved dramatically.
Staffs are a reliable, rechargeable source of extra spellcasting that can give spellcasters easy and reliable access to spells from their spell list which they might not want to learn, or which they might like to use so frequently that they can’t prepare the spell enough times in a given day. On days when you’re not adventuring (traveling, resting, etc.) you can easily recharge any staff even if you can only cast one of the spells which the staff contains.
- Cloak of Resistance: Too crucial to forego.
- Headband of Alluring Charisma: Get it early, enhance it often.
- Mnemonic Vestment: Allows you to cast one spell which you don’t already know from a written source, such as a spellbook. Conveniently, you share a spell list with wizards, who tend to enjoy spellbooks. This item, combined with a spellbook, massively improves your versatility. All of those spells that you almost never need and never need more than once a day can go into a spellbook which a friendly wizard writes for you, and you can cast spells out of it as needed.
- Page of Spell Knowledge: A great way to get extra spells known. I think Ring of Spell Knowledge is better for anything that you can find in a Wizard’s or Magus’s spellbook, but for divine spells that you might need on a regular basis Page of Spell Knowledge makes more sense because you don’t need to pay NPC’s to cast the spell for you and you don’t need to consume scrolls.
- Robe of Arcane Heritage: Many high-level Sorcerer bloodline powers are excellent, and getting them 4 levels early offers a huge power boost.
- Sorcerer’s Robe: Unless your 1st-level bloodline power is truly amazing, this just isn’t good enough to justify the cost with only three uses per day.
- Reduce Person: Reducing your size offers several useful benefits. Dexterity improves your poor Reflex saves, you get a size bonus to AC, and you get a net +2 to your ranged touch attacks for great spells like Disintegrate. The Strength penalty doesn’t matter. You could reduce your size to tiny if your race is normally small, and it still won’t have a significant negative effect. Even if you like to use polymorph spells, this won’t handicap you since most of your polymorph forms aren’t humanoid and thus won’t be affected by Reduce Person.
Seoni (Iconic Sorcerer 12)
Born into a nomadic tribe, Seoni is gifted with magic and driven by dreams to explore the mysteries of her supernatural heritage. She is adorned with dozens of runic tattoos that indicate her high status in her tribe and aid her spellcasting.
AC 31, touch 19, flat-footed 27 (+4 armor, +4 deflection, +3 Dex, +1 dodge, +1 insight, +4 natural, +4 shield)
Speed 30 ft.
6th (4/day)—chain lightning (DC 25)
Before Combat Seoni casts displacement, mage armor, and extendedshield (using her metamagic adept ability) before the start of the encounter.
During Combat In combat, Seoni serves as artillery from range, blasting foes with chain lightning, cone of cold, and scorching ray; supports her allies with spells such as haste and enlarge person; and controls the battlefield with walls of force and fire, web, and darkness.
Without mage armor and shield, Seoni's statistics are AC 23, touch 19, flat-footed 19.
Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 24
Effective Wizard level 12N Tiny magical beast
Init +2; Senses low-light vision; Perception +1
AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
Speed 20 ft., climb 20 ft.
Str 3, Dex 15, Con 8, Int 11, Wis 12, Cha 2
The master of a lizard familiar gains a +3 bonus on Climb checks.
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Yes, yes. so, - Vera burst out of her chest, - a little more. I did my best. Vera grabbed me with her legs, pressed me to her, a small tremor pierced her body, she again rested her feet on the bed and began to push.