Pre Prpg Sorcerer

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SORCERER Some sages, scholars, and even some wizards themselves, equate the power wizards hold over magic to a man drawing water from a well. Every morning the man must wake up, go to the well, draw out enough water, and then use it in the best ways he can think of throughout the day. If that is the case, then a sorcerer, by comparison, has no well. Instead, a sorcerer is raging river, filled with torrents and rapids that barely keep from overflowing its shores. Sorcerers are raw conduits for magical power, focusing it through sheer strength of will alone. All sorcerers claim that the blood of beings far more powerful than they flow through their veins. While many laugh off this claim at first, as the sorcerer grows in power, it becomes glaringly obvious of how right he truly is. Adventures: The standard sorcerer adventures in order to hone his abilities or to search out his heritage. Not surprisingly, the two quests are often intertwined as the sorcerer’s power grows as he finds out more and more about his ancestry. Some good sorcerers, especially those who have an angelic magical ancestry, are driven by the need to prove themselves in battle against dark and evil foes. Evil sorcerers, such as those who fully embrace their demonic heritage, feel set apart and above from others and they adventure to gain power over those they look down upon. THE SORCERER Base Attack Level Bonus 1st +0

Fort Save +0

Ref Save +0

Will Save +2

2nd 3rd

+1 +1

+0 +1

+0 +1

+3 +3

4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

+2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

+1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Mystic blast (1d6), magical ancestry, Eschew Materials Detect magic Mystic blast (2d6), summon familiar Mystic blast (3d6) Ancestral power Mystic blast (4d6) Familiar ancestry Mystic blast (5d6) Mystic blast (6d6) Ancestral body Mystic blast (7d6) Mystic blast (8d6) Mystic blast (9d6) Mystic blast (10d6) Ancestral apotheosis

Spells Points Per Day 2

Spells Known 0/1/2/3/4/5/6/7/8/9 4/2

4 7

5/2 5/3

11 16 24 33 44 56 72 88 104 120 136 152 168 184 200 216 232

6/3/1 6/4/2 6/4/2/1 6/5/3/2 6/5/3/2/1 6/6/4/3/2 6/6/4/3/2/1 6/6/5/4/3/2 6/6/5/4/3/2/1 6/6/6/5/4/3/2 6/6/6/5/4/3/2/1 6/6/6/6/5/4/3/2 6/6/6/6/5/4/3/2/1 6/6/6/6/6/5/4/3/2 6/6/6/6/6/5/4/3/2/1 6/6/6/6/6/6/5/4/3/2 6/6/6/6/6/6/5/4/3/3

GAME RULE INFORMATION Sorcerers have the following game statistics. Abilities: Charisma is key to the sorcerer as it governs how powerful a spell he can cast, how many spell points he receives a day, and how hard his spells are to resist. Dexterity allows a sorcerer to better aim his mystic blasts and avoid damage. And, like all classes, a good Constitution score is useful as well. Alignment: Any. Starting Gold: 3d4 × 10 Hit Die: d4 CLASS SKILLS The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4: Skills of the Player’s Handbook for skill descriptions. Skill Points at 1st level: (2 + Int modifier) × 4. Skill Points at Each Additional Level: 2 + Int modifier.

CLASS FEATURES All of the following are class features for the sorcerer. Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons and one of the following light martial weapons: kukri, light hammer, light pick, or short sword. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s arcane gestures, which can cause his spells with somatic components to fail. Spells: A sorcerer casts arcane spells, which are drawn primarily from the sorcerer/wizard spell list (page 192 of the Player’s Handbook). He can cast any spell he 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 (Cha 10 for 0-level spells, 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. Unlike other spellcasters, a sorcerer does not have a set number of allotted spells he can cast per day. Instead, a sorcerer receives a number of spell points each day. These spell points provide the magical power behind the sorcerer’s spells. A sorcerer spends a number of spell points appropriate to the spell’s level to cast the spell (see the Spell Point Costs table below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells. Sorcerers also gain bonus spell points from a high Charisma score (just as a normal spellcaster would gain bonus spells for a high ability score; see page 154 of Unearthed Arcana for details). For more information on spell points, see page 153 of Unearthed Arcana. Unlike a wizard, a sorcerer need not prepare his spells in advance. He can cast any spell he knows by spending the requisite number of spell points, assuming that he has not used up his spell points for the day. For example, at 1st level, the sorcerer Mellik has three spell points per day – two for being 1st level plus one for having a Charisma score of 15. However, he only knows two 1st-level spells: mage armor and cause fear. Thus, on any given day, he can cast any combination of those two spells until his three spell points are exhausted. He does not have to decide ahead of time which spells he’ll cast. SPELL POINT COSTS Spell Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Spell Point Cost 0* 1 3 5 7 9 11 13 15 17

*0-level spells cost no spell points to cast. If a sorcerer is capable of casting 0-level spells, he can cast a number of 0-level spell each day equal to his Charisma modifier + the number of spell points gained at first level.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells (also called cantrips) and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on the Sorcerer table above (Unlike spell points per day, the number of spells a sorcerer knows is not affected by his Charisma score; these numbers 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 by study. For example, a sorcerer with a scroll detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even numbered sorcerer level after that, a sorcerer can choose to learn a new spell in place of an old one he already knows. The new spell’s level must be two levels lower than the highest level sorcerer spell the sorcerer can cast. For instance, upon reaching 4th level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest spell level he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. 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 he gains new spells known for the level. Mystic Blast (Sp): Even before a sorcerer masters his first spell, he inherently knows how to channel the power of his heritage into a powerful energy called a mystic blast. Regardless of what spells a sorcerer knows this is the greatest weapon in his arsenal. A sorcerer’s mystic blast is a spell-like ability; using his mystic blast is a standard action that provokes an attack of

opportunity. A mystic blast can be disrupted, just as a spell can be ruined during casting. A sorcerer is entitled to a Concentration check to successfully use his mystic blast if he is hit by an attack while channeling, just as a spellcaster would be. The +4 bonus from the Combat Casting feat also applies to Concentration checks made when using a mystic blast. A sorcerer’s mystic blast is subject to arcane spell failure is the sorcerer is wearing armor or using a shield. A mystic blast is a ray with a range of 20 feet + 10 feet per level. It is a ranged touch attack that affects a single target, allowing no saving throw. A mystic blast deals 1d6 points of damage at 1st level and increases in power as the sorcerer rises in level. A mystic blast is the equivalent of a spell whose level is equal to one-half the sorcerer’s class level (rounded down); with a minimum spell level of 1st and a maximum of 9th when a sorcerer reaches 18th level. A mystic blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to the mystic blast. A mystic blast deals half damage to objects. Metamagic feats cannot improve a sorcerer’s mystic blast (because it is a spell-like ability, not a spell), but feats that affect spell-like abilities do. In addition, a sorcerer’s mystic blast cannot be altered or enhanced by invocations, even if the sorcerer has levels in an invocation using class. Magical Ancestry (Ex): The power of sorcery is not learned from books and mentors, it is found within the blood and soul of the sorcerer. At 1st level, a sorcerer must choose what ancestry he descends from, selecting one from the Magical Ancestry table below. Each ancestry is different and subtly influences how he interacts with the world. A sorcerer might not even realize what his true ancestry is, but it is always with him. Some ancestries, such as Earth or Shadow, tie the sorcerer to a plane of existence while others, like Draconic or Angelic, tie him to a powerful ancestor. As the sorcerer grows in power, his heritage becomes more and more apparent. A sorcerer may only choose one ancestry and may not change his ancestry once he has chosen one. MAGICAL ANCESTRY Ancestry Benefits Air +2 Jump and +2 Tumble Angelic +2 Diplomacy and +2 Sense Motive Demonic +2 Bluff and +2 Intimidate Diabolic +2 Intimidate and +2 Sense Motive Draconic +2 Listen and +2 Spot Earth +2 Balance and +2 Climb Fey +2 Diplomacy and +2 Knowledge (nature) Fire +2 Tumble and +2 Use Magic Device Outer Realm +2 Knowledge (planes) and +2 Spellcraft Shadow +2 Hide and +2 Move Silently Water +2 Concentration and +2 Swim Eschew Materials: At 1st level a sorcerer gains Eschew Materials as a bonus feat. Detect Magic (Sp): At 2nd level, a sorcerer can use detect magic as a spell-like ability at will with a caster level equal to his character level. Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles an animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power (see pages 52 – 53 in the Player’s Handbook for more information on familiars). If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude save. Failure means he loses 200 Xp per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience can never go below 0 as the result of a familiar’s demise or dismissal. For example, suppose that Mellik is a 3rd-level sorcerer and has 3,030 Xp when his bat familiar is killed by an orc. Mellik makes a successful saving throw, so he loses 100 Xp, dropping him below 3,000 Xp and back to 2nd level (see the Dungeon Master’s Guide for rules on losing levels). A slain or dismissed familiar cannot be replaced for a year and a day. A slain familiar can be raised from the dead just as characters can be, and it does not lose a level or a Constitution point when this occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Ancestral Power (Ex): As he becomes more skilled, the sorcerer’s ancestral power also becomes more powerful. At 6th level the sorcerer gains new spells known as shown on the Ancestral Powers table below depending on what his magical ancestry is. ANCESTRAL POWERS Ancestry Energy Type/s Spells Known Air cold, electricity gust of wind, wind wall, air walk#

Angelic Demonic Diabolic Draconic Earth Fey Fire Outer Realm Shadow Water

holy**, sonic fire, unholy** fire, unholy** Special* acid, sonic electricity, fire fire acid, cold, sonic cold acid, cold

protection from evil#, daylight, holy smite# protection from law#, lightning bolt, chaos hammer# detect good#, greater magic weapon, phantasmal killer barkskin#, protection from energy (Special*), fear soften earth and stone#, stone shape#, stoneskin hideous laughter, suggestion, crushing despair produce flame, protection from energy (fire), wall of fire touch of idiocy, unholy storm#, confusion darkness, deeper darkness#, shadow conjuration obscuring mist, water breathing, ice storm

* A character with a draconic magical ancestry must choose what their ancestor dragon is. This choice must be a true dragon. The sorcerer’s energy type matches his ancestor’s breath weapon and dictates what his protection from energy spell protects against. If the ancestor dragon has two energy types for its breath weapon the sorcerer must choose one of the types for his energy type. If the ancestor dragon does not have a breath weapon the sorcerer cannot add an energy type to his mystic blast and may cast protection from energy normally. ** The holy and unholy energy types deal the same type of damage as a holy or unholy weapon, but only to targets with an opposed alignment (see page 225 and 226 of the Dungeon Master’s Guide). # While these spells are normally only on the cleric or druid spell list, the sorcerer can cast them as arcane spells of the appropriate level.

Energy Types (Ex): The sorcerer may imbue his mystic blast with the power wrought from his ancestors. As a free action, the sorcerer may choose to make his mystic blast match the energy type of his ancestor. If the sorcerer has more than one energy type to choose from, he may only choose one energy type to augment his mystic blast. Once this choice has been made, it cannot be changed. Spells Known (Ex): The sorcerer adds new 2nd-, 3rd-, and 4th-level spells to their list of spells known. These spells do not count towards their total spells known per level and may not be swapped out for different spells. The sorcerer adds these spells to his list of known spells only when he is able to cast spells of that level. Familiar Ancestry (Ex): Eventually, the sorcerer’s familiar also begins taking on traits of his ancestry. At 7th level, the sorcerer applies the following template to his familiar according to his magical ancestry as shown on the Familiar Ancestry table below. FAMILIAR ANCESTRY Ancestry Air Angelic Demonic Diabolic Draconic Earth Fey Fire Outer Realm Shadow Water

Template Icy Creature2 Celestial1 Fiendish1 Fiendish1 Drakeblood Creature3 Dust Creature2 Half-Fey Creature4 Smoke Creature2 Aberrant Creature3 Darkness Creature3 Mist Creature2

1 – Monster Manual 2 – Advanced Bestiary 3 – See below 4 – Monster’s Handbook

A sorcerer applies this to his familiar even if the template would not normally be able to be applied to the familiar and the familiar’s type changes accordingly. If the sorcerer does not have a familiar, this ability has no effect. Should the sorcerer call a new familiar later, it arrives with the appropriate template applied. Regardless of what effects the template may have, the sorcerer’s familiar still shares its alignment. Ancestral Body (Ex): At 12th level, the sorcerer’s body undergoes yet another transformation, granting him augmented physical and mental prowess while imbuing him with more ancestrally derived power. The sorcerer gains an inherent +2 to one of his ability scores and a special ability, as shown on the Ancestral Body table below, based on his magical ancestry. ANCESTRAL BODY Ancestry Benefit Air levitate/feather fall

Ability Bonus +2 Dex

Angelic Demonic Diabolic Draconic Earth Fey Fire Outer Realm Shadow Water

arcane smite demon summoning devil senses eldritch breath earth glide nature’s grace fire shield unnatural blood shadow cloak sculpt water

+2 Wis +2 Con +2 Int +2 Str +2 Str +2 Cha +2 Cha +2 Int +2 Dex +2 Con

Air, Levitate/Feather Fall (Su): The sorcerer is constantly under the effects of a feather fall spell with a caster level equal to his class level. The sorcerer may suppress and reactivate this ability as a free action. In addition, the sorcerer may use levitate at will. Angelic, Arcane Smite (Su): The sorcerer can channel the righteous fury of his ancestor into his spells. The sorcerer may add his class level as damage to any spell that deals hit point damage a number of times a day equal to one plus the sorcerer’s Charisma modifier (minimum 1). This extra damage is the same type of damage created by the spell, and thus is subject to spells such as resist energy. If a spell creates multiple effects that deal hit point damage, such as magic missile, the sorcerer must choose which effect deals extra damage. If the spell misses its target, the use of the ability is still expended. This ability may be augmented by feats that affect smite attacks. Demonic, Demon Summoning (Su): Twice per day, the sorcerer may summon up to 10 HD of demons. This ability has a percent chance of success equal to 5 × the sorcerer’s class level. Once the sorcerer successfully summons at least 1 HD or more of demons, he must wait 1d4+1 rounds before using this ability again. The demons remain and faithfully follow the instructions of the sorcerer until slain or dismissed, or for up to 1 hour per class level. This ability has an effective caster level of the sorcerer’s class level and is a conjuration [summoning] effect. Diabolic, Devil Senses (Ex): The sorcerer can see clearly in any type of darkness, including supernatural darkness created by spells, and gains telepathy (as described on page 316 of the Monster Manual) out to a range of 5 feet per class level (maximum 100 feet). Draconic, Eldritch Breath (Sp): The sorcerer can channel his mystic blast into a mighty breath weapon. An eldritch breath is shaped in a 30 ft cone and deals damage to all creatures inside its area. Affected creatures may attempt a Reflex save (DC 10 + the sorcerer’s mystic blast caster level + the sorcerer’s Charisma modifier) for half damage. Earth, Earth Glide (Ex): The sorcerer can glide through stone, dirt, or almost any sort of earth except metal as easily as a fish swims through water. His movement leaves no tunnel or hole, nor does it create a ripple or other signs of presence. A move earth spell cast on an area containing a gliding sorcerer flings the sorcerer back 30 feet, stunning him for 1 round unless he succeeds on a DC 17 Fortitude save. Fey, Nature’s Grace (Ex): The sorcerer adds his Charisma modifier to his saving throws and as a deflection bonus to his Armor Class. This bonus to Armor Class stacks with other types of deflection bonuses, such as that of a ring of protection. Fire, Fire Shield (Su): The sorcerer is constantly under the effects of the fire shield (warm shield) spell. This ability has an effective caster level of the sorcerer’s class level. The sorcerer may suppress and reactivate this ability as a free action. Outer Realms, Unnatural Blood (Ex): The sorcerer’s internal organs and body structure change and turn his blood into an otherworldly acid. Whenever subjected to a critical hit, the sorcerer’s blood shoots forth as a caustic 10 ft cone spray, dealing 1d6 points of acid damage per sorcerer level. A successful Reflex save (DC 10 + ½ the sorcerer’s level + the sorcerer’s Charisma modifier) halves the damage. Additionally, the sorcerer may inflict 1 point of damage to himself to deal 1d4 + ½ his level (rounded down, maximum +10) points of acid damage as a touch attack. This acid ignores half of a creature’s acid resistance (rounded down, minimum 0) and creatures normally immune to acid instead take half damage from the sorcerer’s blood (rounded down) on a failed save and one quarter damage (rounded down) on a successful save. Creatures with evasion save normally. Shadow, Shadow Cloak (Su): The sorcerer is continually wrapped is the silky shadow-stuff of his ancestor’s plane. In any condition other than full daylight, the sorcerer can disappear into the shadows, giving himself full concealment. Artificial illumination, even a light, continual flame, or daylight spell, does not negate this ability. A daylight spell, however, reduces the concealment to 20%. Water, Sculpt Water (Su): The sorcerer gains the ability to sculpt water into any shape he desires. This functions as a stone shape spell except that it affects water only. Items created in this manner remain indefinitely solid in the hands of the sorcerer and remain solid for a number of hours equal to the sorcerer’s caster level should they leave his possession. An item made in this manner has Hardness 1, 3 Hp per inch, and is unaffected by non-magical fire damage. This ability is usable at will and has a caster level equal to the sorcerer’s class level. Ancestral Apotheosis (Ex): At 20th level the sorcerer goes through his final physical transformation, changing him into a true child of his ancestors. The sorcerer gains the template stated on the Ancestral Apotheosis table below, even if he would

not normally be able to have the given template. The sorcerer does not incur the normal level adjustment given for each template. ANCESTRAL APOTHEOSIS Ancestry Air Angelic Demonic Diabolic Draconic Earth Fey Fire Outer Realm Shadow Water

Template Air-Infused2 Half-Celestial1 Half-Fiend1 Half-Fiend1 Half-Dragon*1 Earth-Infused2 Seelie or Unseelie Creature**2 Fire-Infused2 Unnatural Creture3 Dread Shadow Creature2 Water-Infused2

1 – Monster Manual 2 – Advanced Bestiary 3 – See below * A sorcerer with the draconic magical ancestry becomes a half-dragon, with the dragon half matching his dragon ancestor. **A good-aligned sorcerer gains the Seelie template while an evil-aligned sorcerer gains the Unseelie template. Neutral sorcerers may choose either Seelie or Unseelie, but their alignment changes accordingly.

TEMPLATES Aberrant Creature CREATING AN ABERRANT CREATURE “Aberrant” is an acquired or inherited template that can be added to any corporeal creature (referred to hereafter as the base creature) that is not already an aberration. An unnatural creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Aberrant creatures encountered on the Material Plane have the extraplanar subtype. Special Attacks: An aberrant creature retains all the special attacks of the base creature and also gains the following attacks. Touch of Corruption (Ex): An aberrant creature deals one extra point of acid damage with any natural or unarmed attack it makes. Special Qualities: An aberrant creature retains all the special qualities of the base creature and also gains the following qualities. Aberrant (Ex): An aberrant creature is treated as an aberration, as well as its given type, for the purpose of spells and special abilities (such as a ranger’s favored enemy ability). Darkvision (Ex): An aberrant creature gains darkvision out to 60 ft. Damage Reduction (Ex): Damage reduction (see the table below). Resistance (Ex): Resistance to acid and cold (see the table below). Spell Resistance (Ex): Spell resistance equal to the creature’s HD +5 (maximum 25). If the base creature already has one or more of these special qualities, use the better value. If an aberrant creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Abilities: Same as the base creature, but Intelligence is at least 3. Environment: Any chaos-aligned plane. Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2. Alignment: Always chaotic (usually evil). Level Adjustment: Same as base creature +2. Hit Dice 1–3 4–7

Resistance to Acid and Cold Damage Reduction 5 5 5/magic and piercing

8 – 11 12 or more

10 10

5/magic and piercing 10/magic and piercing

Darkness Creature CREATING A DARKNESS CREATURE “Darkness” is an inherited template that can be added to any corporeal creature (referred to hereafter as the base creature). A darkness creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. Size and Type: The base creature’s type changes to outsider and gains the native subtype (darkness creatures encountered outside of the Plane of Shadow also have the extraplanar subtype). Size is unchanged. Speed: A darkness creature gains a +10 ft bonus to all of its movement speeds. Special Qualities: A darkness creature retains all the special qualities of the base creature and also gains the following qualities. Darkvision (Ex): A darkness creature gains 30 ft darkvision. If the base creatures already possessed darkvision, it adds 30 ft to its range. Light Sensitivity (Ex): A darkness creature is dazzled in areas of bright sunlight or within the radius of a daylight spell. Low-Light Vision (Ex): A darkness creature can see twice as far as a human can in moonlight, starlight, torchlight, and other conditions of poor lighting. If the base creature already has low-light vision, it can see three times as far as a human under poor lighting conditions. Resistance to Cold (Ex): A darkness creature has cold resistance 5. Shadow Sight (Ex): A darkness creature can see through magical darkness with its darkvision. Any effect that would negate its darkvision (such as blindness) also negates this ability. Abilities: -2 Str, +4 Dex Skills: A darkness creatures gains a +6 racial bonus on Hide checks while in areas of poor illumination. In areas of total illumination (including the area of a daylight spell), a darkness creature takes a -6 penalty on Hide checks. Environment: The Plane of Shadow Challenge Rating: +1 Level Adjustment: +2 Drakeblood Creature CREATING A DRAKEBLOOD CREATURE “Drakeblood” is an inherited template that can be added to any living corporeal creature that is not an ooze (referred to hereafter as the base creature). A drakeblood creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. Size and Type: The base creature’s type changes to dragon and gains the augmented subtype. Size is unchanged. Armor Class: Natural armor improves by +2. Attacks: A drakeblood creature gains a bite attack if it does not already have one that it may use as a primary natural weapon. If the base creature can use weapons, the drakeblood creature retains this ability. A drakeblood creature fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead. Damage: Drakeblood creatures have a bite attack. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal

Bite Damage -1 1d2 1d3 1d4 1d6 1d8 2d6 3d6

Special Attacks: A drakeblood creature retains all the special attacks of the base creature and also gains the following attacks. Energy Bite (Su): A drakeblood creature, despite lacking the breath weapon that its half-dragon parent has, still produces a small bit of elemental energy. On a successful bite attack, a drakeblood creature deals an extra 1 point of damage based on

its draconic heritage, as shown below. Draconic Heritage Black, Copper, Green Silver, White Blue, Bronze Brass, Gold, Red

Energy Bite Damage Acid Cold Electricity Fire

Special Qualities: A drakeblood creature retains all the special qualities of the base creature and also gains the following qualities. Darkvision (Ex): A drakeblood creature gains 60 ft darkvision. Energy Resistance (Su): A drakeblood creature gains energy resistance 5 based on the extra damage its bite attack deal (see “Energy Bite” above). Low-Light Vision (Ex): A drakeblood creature can see twice as far as a human can in moonlight, starlight, torchlight, and other conditions of poor lighting. Abilities: +4 Str, +2 Con Saves: A drakeblood creature gains a +4 racial bonus against magical sleep and paralysis effects. Environment: As base creature Challenge Rating: +1 Treasure: A drakeblood creature has double standard treasure for its challenge rating. If the base creature normally has no treasure, it instead has half standard treasure. Level Adjustment: +2 Unnatural Creature CREATING AN UNNATURAL CREATURE “Unnatural” is an acquired or inherited template that can be added to any living corporeal creature (referred to hereafter as the base creature). An unnatural creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. Size and Type: The creature’s type changes to outsider and gains the native subtype. Size is unchanged. Armor Class: Natural armor improves by +2. An unnatural creature also gains a +2 deflection bonus to its armor class due to it bonus Unearthly Angles special quality (see below) Attacks: An unnatural creature gains a 2 tentacle attacks in addition to any attacks the base creature could normally make. If the base creature can use weapons, the unnatural creature retains this ability. An unnatural creature fighting without weapons uses its tentacles when making an attack action. When it has a weapon, it usually uses the weapon instead. Damage: Unnatural creatures have tentacle attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal

Tentacle Damage 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6

Reach with Tentacles 0 ft 0 ft 5 ft 10 ft 10 ft 15 ft 20 ft 30 ft 40 ft

Special Attacks: An unnatural creature retains all the special attacks of the base creature and also gains the following attacks. Tentacular Grapple (Ex): An unnatural creature gains a +2 bonus on all combat modifier checks regarding grappling due to its tentacles. Special Qualities: An unnatural creature retains all the special qualities of the base creature and also gains the following qualities. Aberrant (Ex): An unnatural creature is treated as an aberration, as well as an outsider, for the purpose of spells and special abilities (such as a ranger’s favored enemy ability).

Blindsight (Ex): An unnatural creature gains blindsight out to 60 ft. Damage Reduction (Su & Ex): An unnatural creature gains damage reduction 5/magic and piercing. Should the creature ever be in a field of antimagic, this damage reduction changes to 5/piercing. Energy Resistance (Ex): An unnatural creature has acid and sonic resistance 10. Unearthly Angles (Su): An unnatural creature is seemingly wrought from what should be unfeasible geometry. This warping effect grants the creature a +2 deflection bonus to its armor class. In addition, three times per day as a swift action, an unnatural creature can briefly warp the space between it and its foe, granting itself a +10 insight bonus on one attack roll. Should the unnatural creature ever be affected by an effect that blocks planar travel (such as a dimensional anchor spell) this ability is negated for the duration of the spell effect. Saves: An unnatural creature gains a +4 racial bonus against poison. Abilities: +2 Str, +2 Dex, +4 Con, +4 Int, -2 Wis, +4 Cha Skills: An unnatural creature takes a -6 racial penalty on all Diplomacy checks, but gains a +4 racial bonus on Intimidate checks. Languages: An unnatural creature can speak all the languages of the base creature. If the creature has the ability to speak, it may choose Abyssal and Infernal as bonus languages. Challenge Rating: +2 Level Adjustment: +3

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