Sorcerer V2

From Risenholm

Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a Wizard, but their mastery of Metamagic allows them to get the most out of their spells for minimal resource cost.

Maximizing Charisma is recommended for increasing spell DCs, spellcasts per day, and Metamagic capacity. It also contributes to your Will save and support Maneuvers such as "Commander Strike"
Strength increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.
Dexterity increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.
Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
Intelligence contributes to your maximum Maneuver pool, Metamagic pool, and Reflex save.
Wisdom contributes to your Will save and maximum Metamagic pool.


Vitals

Hit Die: d6 (6 HP per Level)
Proficiencies: Weapons (Simple)
Skill Points per Level (*4 at 1st level): 6
Skills: All
Primary Saving Throw(s): Will
Spellcasting Ability: Charisma (10 + Spell Level to be able to cast a spell)
Spellcasting Type: Arcane. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.
Spellbook: Sorcerers learn new spells each level, and may swap out previously learned spells.
Level Feature
1 Spellcasting Level 1, Ablation, Escalation, Metamagic: Conversion
2 Font of Magic I
3 Spellcasting Level 2
4 Archetype Feature I, Font of Magic II
5 Spellcasting Level 3
6 Font of Magic III
7 Spellcasting Level 4, Archetype Feature II
8 Font of Magic IV
9 Spellcasting Level 5
10 Archetype Feature III, Font of Magic V

Sorcerer Core Mechanics

Ablation

Ablation: The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 Metamagic into [10 + Sorcerer Level] temporary hit points per second. Using this feat again halts the conversion, as does consuming the full Metamagic supply.

Metamagic: Conversion

The character receives the Conversion feat for free.

Font of Magic

The Sorcerer's innate magical nature and ability to let Power form their spells naturally lends them the following benefits:

Class Level Metamagic Bonus
2 When you use the Conversion Metamagic feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell Metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.
4 Bonus Metamagic Feat
6 +3 Metamagic Capacity
8 Bonus Metamagic Feat
10 When using the Conversion Metamagic feat to restore your Sorcerer spells, you regain 1 point of Metamagic.

Spell List

Cantrips 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells

Acid Splash
Daze
Electric Jolt
Flare
Light
Ray of Frost
Resistance

Burning Hands
Charm Person
Color Spray
Endure Elements
Expeditious Retreat
Grease
Ice Dagger
Ironguts
Mage Armor
Magic Missile
Magic Weapon
Negative Energy Ray
Protection
Ray of Enfeeblement
Scare
Shield
Sleep
Summon Creature I
Thundering Boom

Acid Arrow
Blindness/Deafness
Bull's Strength
Cat's Grace
Clarity
Cloud of Bewilderment
Combust
Death Armour
Eagle's Splendor
Electric Loop
Elemental Weapon
Endurance
Fox's Cunning
Ghostly Visage
Ghoul Touch
Hideous Laughter
Hold Person
Invisibility
Iron Horn
Owl's Wisdom
Resist Elements
See Invisibility
Stone Bones
Summon Creature II
Web

Acid Breath
Bestow Curse
Charm Monster
Confusion
Contagion
Dispel Magic
Displacement
Fear
Fireball
Flame Arrow
Greater Magic Weapon
Gust of Wind
Haste
Invisibility Sphere
Lightning Bolt
Negative Energy Burst
Protection From Elements
Remove Blindness/Deafness
Remove Curse
Scintillating Sphere
Slow
Stinking Cloud
Summon Creature III
Vampiric Touch

Black Tentacles
Dismissal
Dominate Person
Elemental Rebuke
Enervation
Hold Monster
Ice Storm
Improved Invisibility
Lesser Missile Storm
Minor Globe of Invulnerability
Phantasmal Killer
Stoneskin
Summon Creature IV
Wall of Fire

Acid Sheath
Ball Lightning
Cloudkill
Cone of Cold
Energy Buffer
Ethereal Visage
Feeblemind
Firebrand
Lesser Mind Blank
Lesser Spell Mantle
Mind Fog
Summon Creature V

Archetypes

Conduit

"[STATIC]"

Class Level Feature Details
4 Dynamo Upon casting a harmful Sorcerer spell, you gain a free cast of a harmful spell one spell level higher than that which was cast.
7 Capacitance You gain a pool of Capacitance, with a maximum capacity equal to your Metamagic capacity. This pool gains points when you cast a Sorcerer spell, equal to the spell's level.


Using this feat, you may target a point within 20m to unleash this stored power in a 1.5m wide beam of raw energy:

  • The type of damage caused by the beam is Force by default, but may be changed to Fire, Cold, Acid, or Lightning by using the feat to target a Rune of the appropriate type. Target yourself to reset the type to Force.
  • This beam causes damage to all creatures and objects within it at a rate of 3d6 per tick, with four ticks per second. The beam consumes 1 point of Capacitance per tick. While this beam is active, you are immobilised.
  • You may click a point while the beam is active, and the beam's end-point will travel to that point at your standard walking speed.
  • The beam benefits from all applicable Metamagic feats you know, at no extra cost.


WARNING: The beam cannot be halted until Capacitance is depleted.

10 Unlimited Power You now gain bonus Capacitance whilst unleashing the beam for each point of Metamagic spent on Ablation, and each minion slain.

Spellsword

"Steel and Sorcery given form."

Class Level Feature Details
4 Spellbinding You become capable of casting spells via your weapon attacks. By the use of your archetype menu, you may designate a harmful spell that will be cast by your next attack. This feature possesses a cooldown period of one round, halved if the spell is cast with the Quicken Spell Metamagic.


Upon casting a harmful Sorcerer spell without Spellbinding, you gain a Freecast effect - allowing a use of Spellbinding at each spell level you know at or below the level of the spell that was cast (e.g casting a level 3 spell will grant a free Spellbinding cast at levels 3, 2, and 1). These free spellcasts have a duration of one minute.


Finally, you gain the Martial Weapon Proficiency and Simple Weapon Mastery feats, if you do not already possess them.

7 Wreathing You learn to wreathe yourself and your weapons in the residual energies of your spells. Upon casting a harmful Sorcerer spell at the highest level you know, you gain the Wreathing effect - granting one bonus attack per round, and your Sorcerer level in Force damage to your weapon attacks.
10 Flourishing Synergy When gaining a Freecast effect from Spellbinding, you gain two free spellcasts per spell level instead of one.

Summoner

"Meet my friend."

Class Level Feature Details
4 Harmony Your first summoned creature is created at the Elite tier, and receives a damage bonus equal to your Charisma modifier. If your summon under the effects of Harmony perishes, the next summoned creature receives the effects of Harmony instead.
7 Proxy Toggling this ability on will cause any harmful spells you cast to instead be cast by your summoned creature under the effects of Harmony. Upon casting the spell, the creature receives a bonus for 1 minute according to its role, as detailed in the table below. This bonus receives an increment equal to half your Sorcerer level (rounded down) - i.e. a level 7 Sorcerer's Brute summon would receive a +6 Force Damage bonus. Spells cast this way use your spell DC, and benefit from any Metamagic feats you know at no additional cost.


Artillery: +1 Attack Bonus

Brute: +2 Force Damage

Controller: +1 DCs

Lurker: +1d6 Force Damage on Sneak Attacks

Skirmisher: +1 Force Damage / +10% Movespeed

Soldier: 10% Physical Damage Immunity

10 Eidolon Your Harmony summoned creatures are now created at the Solo tier.