Difference between revisions of "Sorcerer V2"
Line 268: | Line 268: | ||
− | Artillery: +1 Attack Bonus | + | '''Artillery:''' +1 Attack Bonus |
− | Brute: +2 Force Damage | + | '''Brute:''' +2 Force Damage |
− | Controller: +1 DCs | + | '''Controller:''' +1 DCs |
− | Lurker: +1d6 Force Damage on Sneak Attacks | + | '''Lurker:''' +1d6 Force Damage on Sneak Attacks |
− | Skirmisher: +1 Force Damage / +10% Movespeed | + | '''Skirmisher:''' +1 Force Damage / +10% Movespeed |
− | Soldier: 10% Physical Damage Immunity | + | '''Soldier:''' 10% Physical Damage Immunity |
|- | |- | ||
|10 | |10 |
Revision as of 17:49, 4 May 2023
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.
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
Archetypes
Conduit
"[STATIC]"
Class Level | Feature | Details |
4 | Dynamo | Upon casting a harmful Sorcerer spell of one level higher than the last harmful Sorcerer spell you cast, you regain Metamagic points equal to the spell's level. |
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.
|
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.
|
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.
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. |