Sorcerer d20pfsrd

The arcane venator burst into the room sword drawn. Looking around, instead of seeing the lab supplies of a dangerous wizard, he instead sees a bare room with a man in light armor rocking in a chair in the corner. “If your looking for my employer, he has long since fled”, the man quietly said “however if you are looking for entertainment, I will be happy to provide you some.” “How dare you support such heathenism” said the venator “tell where the necromancer is now!” The man smiled, stood up, and said “I guess you will have to make me.” The man's eyes began to glow an unearthly light. The venator lunged forward only to stop, screaming, as hundreds of skeletal hands ripped up from the floorboards to tear at his flesh.

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.
Alignment: Any.
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
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
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




6th
+4
+5
+2
+5
Teamwork feat
4
3




7th
+5
+5
+2
+5
Bloodline spell
4
3
1



8th
+6/+1
+6
+2
+6
Medium armor
4
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


11th
+8/+3
+7
+3
+7
Stalwart
5
4
4
2


12th
+9/+4
+8
+4
+8
Greater arcane bane, teamwork feat
5
5
4
3


13th
+9/+4
+8
+4
+8
Bloodline spell
5
5
4
3
1

14th
+10/+5
+9
+4
+9
Exploit weakness
5
5
4
4
2

15th
+11/+6/+1
+9
+5
+9
Teamwork feat
5
5
5
4
3

16th
+12/+7/+2
+10
+5
+10
Bloodline power, bloodline spell
5
5
5
4
3
1
17th
+12/+7/+2
+10
+5
+10
Arcane surge
5
5
5
4
4
2
18th
+13/+8/+3
+11
+6
+11
Teamwork feat
5
5
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
Bloodline spell
5
5
5
5
5
4
20th
+15/+10/+5
+12
+6
+12
Bloodline power
5
5
5
5
5
5

Table: Arcane Assertor Spells Known
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
Sours: http://www.pathfindercommunity.net/classes/multiclass-archetypes/inquisitor/arcane-assertor-inquisitor-sorcerer

Sorcerer/Wizard

Abjuring StepYou can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.PZO1118AlarmWards an area for 2 hours/level.PZO1110Endure ElementsExist comfortably in hot or cold regions.PZO1110Hold PortalHolds door shut.PZO1110Incendiary RunesAs explosive runes, except it creates a small surge of flames rather than an explosion of force. The runes automatically deal 1d6 points of fire damage to any creatures and objects in adjacent squares, and those creatures and objects catch fire unless they succeed at Reflex saves.PPC:BMInvisibility AlarmAs alarm, but reacting only to invisible creatures.PZO1129Line in the SandIncrease your attacks of opportunity per round.PZO1129Obscure PoisonMake it harder to detect a poison or a venomous creature.PZO1134PeacebondLocks a weapon in place on the target’s body.PZO1118Protection from Chaos/Evil/Good/Law+2 to AC and saves, plus additional protection against selected alignment.PZO1110Rite of Centered MindMYou heighten your awareness of your own thoughts, allowing you to more easily resist outside influences.PZO9472ShieldInvisible disc gives +4 to AC, blocks magic missiles.PZO1110Shock ShieldA shield of force protects you until you dismiss it in an explosion of electricity.PZO1118Stunning BarrierMagical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.PZO1129Sunder BreakerThe next weapon that sunders an item belonging to the target takes damage.PZO1129Wave ShieldWater blunts one incoming attack or fire effect.PZO1129Winter FeathersThe target’s feathers thicken and fluff up to ward against winter’s chill. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to make Fortitude saves.PZO1121ConjurationAbundant AmmunitionReplaces nonmagical ammunition every round.PZO1118Adhesive SpittleSpit a tanglefoot bag at a creature.PZO1129Air BubbleCreates a small pocket of air around your head or an object.PZO1118Celestial HealingYou anoint a wounded creature with the blood of a goodoutsider.PZO9465Corrosive TouchTouch attack deals 1d4 acid/level.PZO1117Desperate WeaponCreate an improvised weapon.PZO1134Expeditious ConstructionYou create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet).PZO9465Glue SealMakes one 5-ft. square or one object sticky.PZO1129GreaseMakes 10-ft. square or one object slippery.PZO1110Guardian ArmorTeleport armor you are wearing off of you and onto an ally within range.PZO9467Icicle DaggerMasterwork ice dagger deals +1 cold damage.PZO1117Infernal HealingTouch a creature with devils blood, giving it fast healing 1.PZO9226Ki ArrowArrow deals damage as your unarmed strike.PZO1117Mage ArmorGives subject +4 armor bonus.PZO1110MountSummons riding horse for 2 hours/level.PZO1110MudballRange touch attack that cause the target to be blinded.PZO1121Obscuring MistFog surrounds you.PZO1110Secluded GrimoireSend a spellbook into a random safe location on the Ethereal Plane, where it remains indefinitely. You can retrieve it later by concentrating as a standard action, causing it to reappear in your hands.PZO9468SnowballRanged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe.PZ09428SongbirdConjure music from a good-aligned plane.PRG:PAStone ShieldA 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.PZO1121Stumble GapFSmall hole trips creatures.PZO1115Summon Minor MonsterSummon 1d3 Tiny animals.PZO1117Summon Monster ISummons extraplanar creature to fight for you.PZO1110Unseen ServantInvisible force obeys your commands.PZO1110Web BoltYou launch a ball of webbing at a target, which must make a save or be affected as if by a web spell occupying only the creature’s space.PZO1121DivinationAnticipate PerilTarget gains a bonus on one initiative check.PZO1117Comprehend LanguagesYou understand all spoken and written languages.PZO1110Cultural AdaptationAdapt to fit the local culture.PZO1134Detect CharmAs detect magic, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area.PC:ASLDetect MetalYou detect any metal objects or creatures within a 60-foot cone.PZO9448Detect RadiationYou detect radiation in the surrounding area. You see radioactive auras as a glowing green shimmer in the air that emanates from radioactive objects; the brighter and more intense the green, the more powerful the radioactivity. This glow does not provide illumination or allow you to see in darkness, apart from being able to see the glow itself. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it—although radiation can seep into such barriers, causing them to become radioactive (and thus visible to the spell) in time.PCS:TGDetect Secret DoorsReveals hidden doors within 60 ft.PZO1110Detect UndeadReveals undead within 60 ft.PZO1110Discern Next of KinRead the target’s mind to learn about its family.PZO1129Heightened AwarenessYour recall and ability to process information improve.PZO1129IdentifyGives +10 bonus to identify magic items.PZO1110Linked LegacyThis spell helps build community and ensure a shared vision for the future.PZO9465MindlinkYou link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and isn’t language-dependent.PRG:OASee AlignmentPick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.PZO1118TechnomancyAs detect magic, except detects the presence of technological objects instead of magical objects and grants the Technologist feat for attempting Knowledge (engineering) checks to identify the properties of technological items. If you already possess this feat, you gain a +10 bonus on Knowledge (engineering) checks to identify item properties.TGTrue Strike+20 on your next attack roll.PZO1110EnchantmentAphasiaPrevent a target from understanding language.PZO1134BungleTarget takes a -20 penalty on its next attack roll or check.PZO1117Charm PersonMakes one person your friend.PZO1110Delusional PrideTarget is penalized on attacks and checks but gains bonus against charms and compulsions.PZO1117HypnotismFascinates 2d4 HD of creatures.PZO1110Keep WatchYou are treated as having a night’s rest even while staying awakePZO9426Lock GazeYou compel the target to only look at you for the duration of the spell.PZO1118Memorize PageFTarget perfectly memorizes one page of information.PZO1129Memory LapseSubject forgets events back to last turn.PZO1115Moment of GreatnessDoubles a morale bonus.PZO1118SleepPuts 4 HD of creatures into magical slumber.PZO1110Unprepared CombatantTarget takes -4 on initiative and Reflex saves.PZO1117EvocationBestow Planar Infusion IGrant a target the effects of a planar infusion.PRG:PABurning Hands1d4/level fire damage (max 5d4).PZO1110Dancing DarknessYou create either up to four spheres of darkness that each reduce the illumination level by one step within a 20-foot-radius, or one dimly lit, vaguely humanoid shape. Each sphere of dancing darkness must stay within a 10-foot-radius area of one another but can otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like.PZO9466Ear-Piercing ScreamDeal sonic damage and daze target.PZO1117Flare BurstAs flare, but affects all creatures in 10 ft.PZO1115Floating DiskCreates 3-ft.-diameter horizontal disk that holds 100 lbs./level.PZO1110Gentle BreezeLight wind protects one target from clouds, gases, heat, and vapors.PZO1129Hydraulic PushWave of water bull rushes an enemy.PZO1115Magic Missile1d4+1 damage; +1 missile per two levels above 1st (max 5).PZO1110Shocking GraspTouch delivers 1d6/level electricity damage (max 5d6).PZO1110SnowballThrow a conjured ball of snow at a target.PZO1140ThunderstompTrip one creature within range.PZO1129Touch of CombustionTouched target ignites in flame, suffering 1d6 fire damage and possibly catching on firePZO1121IllusionAlter Musical InstrumentFMake one instrument sound like a different kind of instrument.PZO1129Auditory HallucinationCreate a phantasm with auditory effects.PZO1134BlendGain a bonus to Stealth and make checks without cover or concealment. Elf only.PRG:ARGBlurred MovementAs blur, but only while you are moving.PZO1129Clarion CallYour voice can be heard across great distancesPZO9426Color SprayKnocks unconscious, blinds, and/or stuns weak creatures.PZO1110Darting DuplicateYou create an illusory duplicate of yourself that opponents might waste an attack of opportunity on.PZO9455Dazzling BladeYour weapon becomes shiny, gaining bonuses to several combat maneuversPZO9232Disguise SelfChanges your appearance.PZO1110Disguise WeaponChanges one weapon’s appearance.PZO1129Illusion of CalmYou appear to be standing still, even when you take some actions.PZO1118Magic AuraAlters object’s magic aura.PZO1110Negative ReactionTargeted creature may not positively influence anyone.PZO1118Open and ShutObfuscate whether a door is open or closed.PZO1134Shadow TrapYou pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain.PZO9466Shadow WeaponCreate a quasi-real masterwork weapon.PZO1117Silent ImageCreates minor illusion of your design.PZO1110VanishAs invisibility for 1 round/level (5 max).PZO1115VentriloquismThrows voice for 1 min./level.PZO1110NecromancyBed of IronYou can sleep comfortably in armor without suffering fatigue.PZO9426Cause FearOne creature of 5 HD or less flees for 1d4 rounds.PZO1110Chill TouchOne touch/level deals 1d6 damage and possibly 1 Str damage.PZO1110Decompose CorpseTurn a corpse into a clean skeleton.PZO1117Grasping CorpseMCause a corpse to grab or trip a foe.PZO1135InterrogationTarget answers questions or suffers pain.PZO1117Itching CurseCurse target with a distracting, unbearable itch.PZO9468Phantom BloodGain temporary hp if Con loss would knock you out or kill you.PZO1129Positive PulseEnergy harms undead or bolsters the living.PRG:PARay of EnfeeblementRay causes 1d6 Str penalty + 1 per 2 levels.PZO1110Ray of SickeningRay makes the subject sickened.PZO1117Repair UndeadHeals one undead of 1d8 hp + 1/level (max +5).PZO1129Restore CorpseSkeletal corpse grows flesh.PZO1117Sculpt CorpseMakes corpse look like another creature.PZO1115Touch of BlindnessA touch from your hand, which is engulfed in darkness, disrupts a creature’s vision by coating its eyes in supernatural darkness.PZO9466TransmutationAlchemical TinkeringTransform one firearm or alchemical item into another one.PZO1121Alter WindsIncrease/decrease strength of natural winds.PZO1115Animate RopeMakes a rope move at your command.PZO1110Ant HaulTriples carrying capacity of a creature.PZO1115Blood MoneyUse your blood to create material components for spells.PZO1002Body CapacitanceStore electricity attacks used against you and release the energy as a touch attack.PZO1129Bouncy BodyThe target’s flesh becomes flexible and rubbery.PZO1130BreakGives an object the broken condition.PZO1115Burning DisarmA metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.PZO9407Crafter’s CurseSubject takes –5 on Craft skill checks.PZO1115Crafter’s FortuneSubject gains +5 on next Craft check.PZO1115Damp PowderRuins ammunition loaded in the targeted firearm.PZO1118Dancing LanternAnimates a lantern that follows you.PZO1115Emblazon CrestYour coat of arms is magically displayed on any suitable item you carry.PZO9426Endothermic TouchDF/MThis spell slows the metabolism and other bodily functions of a creature for a short amount of time.PZO1130Enlarge PersonHumanoid creature doubles in size.PZO1110EraseMundane or magical writing vanishes.PZO1110Expeditious ExcavationMoves 5-ft. cubes of earth.PZO1115Expeditious RetreatYour base speed increases by 30 ft.PZO1110Fabricate BulletsMConverts 1 pound of metal into ammunition.PZO1118Fabricate DisguiseCreate a disguise in an instant.PZO1134Feather FallObjects or creatures fall slowly.PZO1110Forced QuietTarget cannot make loud noises.PZO1117Gravity BowArrows do damage as though one size category larger.PZO1115Handy GrapnelTransform a ropelike object into a retracting grapple.PZO1134JumpSubject gets bonus on Acrobatics checks.PZO1110Jury-RigRemoves the broken condition from the targeted object.PZO1118Liberating CommandTarget makes an Escape Artist check as an immediate action and gains a bonus on it.PZO1118Lighten ObjectOne object weighs half as much as normalPZO9418Long ArmYour arms lengthen, giving you extra reach.PZO1129LongshotGrants a +10-foot bonus to the range increment for any ranged weapon fired.PZO1118Magic WeaponWeapon gains +1 bonus.PZO1110Marid’s MasteryIf target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.PZO1121Mirror PolishPolish a metal item until it’s usable as a mirror.PZO1129Mirror StrikeYou may strike multiple opponents with a single attack.PZO1118Monkey FishGain a climb speed and a swim speed of 10 ft. for a time.PZO1129Poisoned EggYou transform the contents of a normal egg into a single dose of small centipedepoison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save).PZO9267Polypurpose PanaceaGain a relaxing or entertaining effect.PZO1117Recharge Innate MagicRegain one use of all 0 and 1st-level spell-like abilities of a racial trait.PZO1121Reduce PersonHumanoid creature halves in size.PZO1110Refine Improvised WeaponTransform improvised weapon into a masterwork simple or martial weapon.PZO1129Reinforce ArmamentsTemporarily mitigates the fragile quality in targeted weapon or armor.PZO1118Snapdragon FireworksCreate 1 dragon firework/level.PZO1117Stone FistYour unarmed strikes are lethal.PZO1115Sundering ShardsSundered item explodes, dealing 1d6 damage to adjacent creatures.PZO1129Swift GirdingYour allies are instantly suited upPZO9426Touch of GracelessnessSubject loses 1d6 + 1 Dex/two levels and is prone to falling down.PZO1115Touch of the SeaSwim speed becomes 30 ft.PZO1115Transfer TattooMove a magic tattoo from one creature to another.PZO9237Unerring WeaponGrants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.PZO1118Vocal AlterationDisguise target’s voice.PZO1117Weaken PowderTargeted firearm’s ammunition halves the firearm’s range and imposes a –2 penalty on damage rolls.PZO1118Windy EscapeYou respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack.PZO1121Wizened AppearanceMake a target appear as an older version of itself.PZO1134Youthful AppearanceTarget appears younger.PZO1117
Sours: https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/
  1. Lake champlain point forecast
  2. Outdoor swing bench
  3. Whirlpool fridge filter
  4. Cubby shelf

Sorcerer

Contents

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.

Alignment: Any

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.

Class Skills

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.

Class Features

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).

Spells

LevelSpells Known
0th1st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333

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.

Bloodline

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.

FAQ

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.

[Source]

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

Cantrips

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.

Eschew Materials

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.

RaceBonusSource
Paizo
DwarfAdd +½ to acid and earth spell or spell-like ability damage.PZO1121
ElfSelect 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
GnomeSelect 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-ElfSelect 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-OrcAdd +½ point of fire damage to spells that deal fire damage cast by the sorcerer.PZO1115
HalflingSelect 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
HumanAdd 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
Other Races
AasimarAdd +¼ to the sorcerer’s caster level when casting spells with the good descriptor.PZO1121
CatfolkSelect 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
DhampirAdd +½ point of negative energy damage to spells that deal negative energy damage.PZO1121
DrowAdd 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
FetchlingAdd +½ to either cold or electricity resistance (maximum resistance 10 for either type).PZO1121
GillmanAdd 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
GoblinAdd 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
IfritChoose 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
KitsuneAdd +¼ to the DC of enchantment spells.PZO1121
KoboldChoose 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
MerfolkAdd +½ to the sorcerer’s caster level when determining the range of any spells with the water descriptor.PZO1121
SylphChoose 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
TenguSelect 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
TieflingAdd +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
UndineAdd a +1 bonus on caster level checks to cast spells underwater.PZO1121
VishkanyaSelect 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
WayangAdd +½ point of damage to any illusion spells of the shadow subschool cast by the sorcerer.PZO1121
3rd Party Publishers
Jon Brazer Enterprises
AndroidAdd a +1/2 bonus to all Spellcraft checks and all check made with the sorcerer’s bloodline class skill.JBE:BoHR:AFCO
ChangelingAdd 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
DrowAdd 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
DuergarAdd +½ damage of any acid and earth sorcerer spells or spell-like abilities.JBE:BoHRC
FetchlingAdd +½ to either cold or electricity resistance (to a maximum increase of 10).JBE:BoHRC
HobgoblinWhen 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
OrcAdd +½ point of fire damage to sorcerer spells cast that deal fire damage.JBE:BoHRC
RatfolkAdd a +½ bonus on Use Magic Device checks.JBE:BoHRC
TieflingAdd +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 bonusesJBE:BoHRC
WayangAdd +½ point of damage to any sorcerer illusion spells of the shadow subschool.JBE:BoHRC
Rogue Genius Games
LapithChoose 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
PiperGain 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.

Subpages

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.

Sours: https://www.d20pfsrd.com/classes/Core-Classes/sorcerer/

Are there any Sorcerer-only spells officially in Pathfinder?

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

MołotMołot

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\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/145690/are-there-any-sorcerer-only-spells-officially-in-pathfinder

D20pfsrd sorcerer

Pathfinder – The Sorcerer Handbook

Last Updated: June 20, 2021

Introduction

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

Disclaimer

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.

Abilities

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 Buy20 Point Buy15 Point BuyElite Array
  • Str: 7
  • Dex: 14
  • Con: 14
  • Int: 10
  • Wis: 12
  • Cha: 18
  • Str: 7
  • Dex: 12
  • Con: 13
  • Int: 10
  • Wis: 12
  • Cha: 18
  • Str: 7
  • Dex: 12
  • Con: 12
  • Int: 10
  • Wis: 12
  • Cha: 17
  • Str: 8
  • Dex: 13
  • Con: 14
  • Int: 10
  • Wis: 12
  • Cha: 15

Races

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.

Traits

  • 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.

Skills

  • 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.

Feats

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 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.

Weapons

  • 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.

Armor

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.

Magic Items

Rings

  • 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.

Staffs

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.

Wondrous Items

  • 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.

Permanent Spells

  • 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.
Sours: https://rpgbot.net/pathfinder/characters/classes/sorcerer/

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.

Seoni (Iconic Sorcerer 12)CR 12

XP 19,200
Female HumanSorcerer 12
LN Medium humanoid (human)
Init +7; SensesPerception +4

DEFENSE

AC 31, touch 19, flat-footed 27 (+4 armor, +4 deflection, +3 Dex, +1 dodge, +1 insight, +4 natural, +4 shield)
hp 80 (12d6+36)
Fort +8, Ref +10, Will +13

OFFENSE

Speed 30 ft.
Meleequarterstaff +6/+1 (1d6)
Rangeddagger +9 (1d4/19–20)
Sorcerer Spells Known (CL 12th; concentration +19)

6th (4/day)—chain lightning (DC 25)
5th (6/day)—cone of cold (DC 24), overland flight, wall of force
4th (7/day)—charm monster (DC 21), dimension door, resilient sphere (DC 23), stoneskin, wall of fire
3rd (8/day)—dispel magic, displacement, fireball (DC 22), haste, lightning bolt (DC 22)
2nd (8/day)—darkness, darkvision, glitterdust (DC 19), invisibility, scorching ray, web (DC 19)
1st (8/day)—burning hands (DC 20), enlarge person (DC 18), identify, mage armor, magic missile, shield
0th (at will)—acid splash, detect magic, disrupt undead, flare (DC 19), light, mage hand, mending, prestidigitation, read magic

Bloodline arcane

TACTICS

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.

Base Statistics

Without mage armor and shield, Seoni's statistics are AC 23, touch 19, flat-footed 19.

STATISTICS

Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 24
Base Atk +6; CMB +6; CMD 25
FeatsAlertness, Combat Casting, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
SkillsBluff +22, Climb +3, Knowledge (planes) +15, Perception +4, Sense Motive +4, Spellcraft +15
Languages Common, Varisian
SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (3/day), new arcana
Combat Gearpotions of cure moderate wounds (3), scroll offly, scroll ofprotection from energy, wand ofmagic missile (CL 7th, 32 charges); Other Geardagger, quarterstaff, amulet of natural armor +4, belt of incredible dexterity +2, cloak of resistance +3, dusty rose prism ioun stone, headband of alluring charisma +4, ring of counterspells (contains magic missile), ring of protection +4, backpack, trail rations (4), granite and diamond dust worth 250 gp, 734 gp

Dragon

Effective Wizard level 12

N Tiny magical beast
Init +2; Senses low-light vision; Perception +1

DEFENSE

AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 40 
Fort +3, Ref +6, Will +9
Defensive abilities improved evasion, SR 17

OFFENSE

Speed 20 ft., climb 20 ft.
Melee bite +8 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 8, Int 11, Wis 12, Cha 2
Base Atk +6; CMB +6; CMD 12 (16 vs. trip)
FeatsWeapon Finesse
SkillsAcrobatics +10, Climb +10, Stealth +14; Racial Modifiers +8 Acrobatics
SQAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with lizards, spell resistance

SPECIAL ABILITIES

Familiar

The master of a lizard familiar gains a +3 bonus on Climb checks.

Sours: http://www.pathfindercommunity.net/iconic-characters/seoni---iconic-sorcerer/seoni-iconic-sorcerer-12

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