City of Rookroost
Would you like to react to this message? Create an account in a few clicks or log in to continue.


A forum for the Neverwinter Nights 2 Persistent World, City of Rookroost.
 
HomeLatest imagesSearchRegisterLog in

 

 Core Class: Sorcerer

Go down 
AuthorMessage
All Washed Up
Admin
All Washed Up


Posts : 70
Join date : 2010-08-23
Location : Texas

Core Class: Sorcerer Empty
PostSubject: Core Class: Sorcerer   Core Class: Sorcerer EmptyTue May 17, 2011 1:12 am

Sorcerer
Attack Bonus: Weak (½).
Saves: Strong Will, Weak Fortitude and Reflex
Hit Points: 6/level
Skills: Bluff, Concentration, Craft (Any), Lore, Spellcraft, Use Magic Device.
Skill Points: 2 + Intelligence Modifier
Casting: Arcane (Spontaneous), Charisma.
Armor Proficiencies: None.
Shield Proficiencies: None.
Weapon Proficiencies: Simple Weapons.

Sorcerer
  1. Bonus Feat (Bloodline + Bloodline Power), Spells
  2. -
  3. Bonus Feat (Bloodline Power), Bonus Spell Known (1st)
  4. -
  5. Bonus Spell Known (2nd)
  6. -
  7. Bonus Feat, Bonus Spell Known (3rd)
  8. -
  9. Bonus Feat (Bloodline Power), Bonus Spell Known (4th)
  10. -
  11. Bonus Spell Known (5th)
  12. -
  13. Bonus Feat, Bonus Spell Known (6th)

  • Spells: The sorcerer casts arcane spells drawn from the sorcerer/wizard spell list. They may cast any spell they know without preparing it ahead of time. To learn or cast a spell, the 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.
  • Bonus Feat (Bloodline): At 1st level the sorcerer selects the source of his power. His selection will determine the blood line powers and spell-like abilities available to him at later levels.
    • Abyssal Bloodline: Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
      • Electricity Resistance 5, +2 on saves vs poison.
        • This increases to Electricity Resistance 10, +4 on saves vs poison at 9th level.

    • Celestial Bloodline: Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
      • Acid & Cold Resistance 5.
        • This increases to Acid & Cold Resistance 10 at 9th level.

    • Draconic Bloodline: At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
      • Draconic Bloodline, Black: Acid Resistance 5, +1 natural armor.
      • Draconic Bloodline, Blue: Electricity Resistance 5, +1 natural armor.
      • Draconic Bloodline, Brass: Fire Resistance 5, +1 natural armor.
      • Draconic Bloodline, Bronze: Electricity Resistance 5, +1 natural armor.
      • Draconic Bloodline, Copper: Acid Resistance 5, +1 natural armor.
      • Draconic Bloodline, Gold: Fire Resistance 5, +1 natural armor.
      • Draconic Bloodline, Green: Acid Resistance 5, +1 natural armor.
      • Draconic Bloodline, Red: Fire Resistance 5, +1 natural armor.
      • Draconic Bloodline, Silver: Cold Resistance 5, +1 natural armor.
      • Draconic Bloodline, White: Cold Resistance 5, +1 natural armor.
        • This increases to Resistance 10, +2 natural armor 9th level. At 15th level the natural armor bonus increases to +4.

    • Elemental Bloodline: The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
      • Elemental Bloodline, Air: Electricity Resistance 10
      • Elemental Bloodline, Earth: Acid Resistance 10
      • Elemental Bloodline, Fire: Fire Resistance 10.
      • Elemental Bloodline, Water: Cold Resistance 10.
        • This increases to Resistance 20 at 9th level.

    • Infernal Bloodline: Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit.
      • Fire Resistance 5, +2 on saves vs poison.
        • This increases to Fire Resistance 10, +4 on saves vs poison at 9th level.


  • Bonus Feat (Bloodline Power): At 3rd and 9th level the sorcerer’s blood line manifests a supernatural power.
    • Abyssal Bloodline:
      • Abyssal Touch (Su): At 3rd level, the sorcerer can cause a creature to become confused for a number or rounds equal to the sorcerer’s charisma modifier with a successful melee touch attack. This ability is usable three times per day.
      • Abyssal Storm (Su): At 9th level, the sorcerer can call down a storm from the abyss itself. This 20 foot radius burst does 1d6 damage per level of sorcerer, half of the damage is electricity, the other half is negative. Those caught in the area of effect receive a reflex save for half damage. The DC for abyssal storm is 10 + ½ your sorcerer level + your charisma modifier. This ability is usable once per day.

    • Celestial Bloodline:
      • Divine Grace (Su): At 3rd level, the sorcerer gains a bonus equal to his charisma modifier on all saving throws.
      • Heavenly Fire (Su): At 9th level, the sorcerer can call down a column of fire from the heavens. This 20 foot radius burst does 1d6 damage per level of sorcerer, half of the damage is fire, the other half is divine. Those caught in the area of effect receive a reflex save for half damage. The DC for your for heavenly fire is 10 + ½ your sorcerer level + your charisma modifier. This ability is usable once per day.

    • Draconic Bloodline:
      • Dragon Spit (Su): At 3rd level, the sorcerer can spit an orb of elemental energy as a standard action, targeting any foe within 30 feet as a ranged touch attack. This orb deals 1d4 + 1 per level of sorcerer damage and bypasses all SR checks. This ability is usable three times per day. The energy type of Dragon Spit determined by your draconic bloodline.
          Acid: Green, Black, Copper; Cold: Silver, White; Electricity: Blue, Bronze; Fire: Gold, Red, Brass.

      • Breath Weapon (Su): At 9th level, the sorcerer gains a breath weapon. This weapon deals 1d6 damage per level of sorcerer. Those caught in the area of effect receive a reflex save for half damage. The DC for your breath weapon is 10 + ½ your sorcerer level + your charisma modifier. This ability is usable once per day. The shape and energy type of the breath weapon is determined by your draconic bloodline.
          Acid (Cone, 30 foot): Green; Acid (Line, 60 foot): Black, Copper; Cold (Cone, 30 foot): Silver, White; Electricity (Line, 60 foot): Blue, Bronze; Fire (Cone, 30 foot): Gold, Red; Fire (Line, 60 foot): Brass.

    • Elemental Bloodline:
      • Elemental Ray (Su): At 3rd level, the sorcerer can unleash a ray of elemental energy as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 + 1 per level of sorcerer damage and bypasses all SR checks. This ability is usable three times per day. The energy type of the Elemental Ray is determined by your elemental bloodline.
      • Elemental Blast (Su): At 9th level, the sorcerer can unleash a blast of elemental energy once per day. This 20 foot radius burst does 1d6 damage per level of sorcerer. Those caught in the area of effect receive a reflex save for half damage. The DC for your Elemental Blast is 10 + ½ your sorcerer level + your charisma modifier. The energy type of the Elemental Blast is determined by your elemental bloodline. This ability is usable once per day.

    • Infernal Bloodline:
      • Infernal Touch (Su): At 3rd level, the sorcerer can cause a creature to cower in terror for a number or rounds equal to the sorcerer’s charisma modifier with a successful melee touch attack. This ability is usable three times per day.
      • Hellfire (Su): At 9th level, the sorcerer can call down a column of hellfire. This 20 foot radius burst does 1d6 damage per level of sorcerer, half of the damage is fire, the other half is negative. Those caught in the area of effect receive a reflex save for half damage. The DC for your for hellfire is 10 + ½ your sorcerer level + your charisma modifier. This ability is usable once per day.



Last edited by All Washed Up on Tue May 31, 2011 3:22 pm; edited 6 times in total
Back to top Go down
All Washed Up
Admin
All Washed Up


Posts : 70
Join date : 2010-08-23
Location : Texas

Core Class: Sorcerer Empty
PostSubject: NwN2 3.5 Sorcerer   Core Class: Sorcerer EmptySun May 22, 2011 5:21 pm

Sorcerer
Attack Bonus: Weak (½).
Saves: Strong Will, Weak Fortitude and Reflex
Hit Points: 6/level
Skills: Bluff, Concentration, Craft (alchemy), Lore, and Spellcraft.
Skill Points: 2 + Intelligence Modifier
Casting: Arcane (Spontaneous), Charisma.
Armor Proficiencies: None.
Shield Proficiencies: None.
Weapon Proficiencies: Simple Weapons.

Sorcerer
  1. Arcane Familiar, Spells
  2. -
  3. -
  4. -
  5. -
  6. -
  7. -
  8. -
  9. -
  10. -
  11. -
  12. -
  13. -

Spells (1st): The sorcerer casts arcane spells drawn from the sorcerer/wizard spell list. They may cast any spell they know without preparing it ahead of time. To learn or cast a spell, the 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.
Back to top Go down
 
Core Class: Sorcerer
Back to top 
Page 1 of 1
 Similar topics
-
» Core Class: Barbarian
» Core Class: Bard
» Core Class: Cleric
» Core Class: Druid
» Core Class: Paladin

Permissions in this forum:You cannot reply to topics in this forum
City of Rookroost :: General Discussion :: Major Changes to the Game-
Jump to: