Sorcerer

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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 and Reflex save.
Wisdom contributes to your Will save.

Vitals

Hit Die: d4 (4 HP per Level)
Proficiencies: Weapons (Simple, Mystic)
Skill Points per Level: 6
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 Features
1 Spellcasting Level 1, Ablation, Metamagic: Conversion
2 Font of Magic I
3 Spellcasting Level 2
4 Font of Magic II
5 Spellcasting Level 3
6 Font of Magic III
7 Spellcasting Level 4
8 Font of Magic IV
9 Spellcasting Level 5
10 Font of Magic V

Sorcerer Core Mechanics

Mystic Weapons

The character may use the casting gloves, mystic staff, and tome.

Ablation

The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. Each activation of this feat converts 1 Metamagic into [10 + Class Level] temporary hit points (THP), which last for 3 rounds. Reactivation stacks the THP and refreshes the duration.

Font of Magic

Rank Benefit
I 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.
II Bonus Metamagic Feat
III +3 Metamagic Capacity
IV Bonus Metamagic Feat
V When using the Conversion Metamagic feat to restore your Sorcerer spells, you regain 1 point of Metamagic.

Archetypes

Conduit

"[STATIC]"

The Conduit possesses an unparalleled connection to the source of their power, capable of unleashing massive bursts of magical energy.

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: When this beam is released, it cannot be halted until your Capacitance pool is fully expended.

10 Unlimited Power

Whilst unleashing the Capacitance beam, you gain +1 Capacitance for each point of Metamagic spent on Ablation, and each minion slain.

Spellsword

"Steel and Sorcery given form."

Spellswords imbue their weaponry with arcane might, following devastating spells with a physical assault.

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, Simple Weapon Mastery, Armor Proficiency (Light), Armor Proficiency (Medium), and Shield Proficiency 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, 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."

The creatures a Summoner produces are a league above the typical conjured fodder, and empowered by the Sorcerer's spellcasting directed through them.

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. Spells that create cones or lines will teleport the summon to your location before casting. 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.