Table of Contents
This class is unchanged, but it comes with a few caveats. First, the DM should restrict this class as much as possible. It can be allowed provided they are the only ones. Magic and magic-users are extremely scarce. Second, the only option for players is that of a Defiler. Preserver magic is impossible.
Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.
Hit Die: d6
Starting Wealth: 6000c
The sorcerer’s class skills are Appraise (Int), Bluff (Cha), Computer Use (Int), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
|Level||BAB||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+0||+0||+2||Bloodline power, cantrips, eschew materials, Defiler, Fleshcraft||3||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Bloodline power, bloodline spell||5||—||—||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Bloodline feat, bloodline spell||6||6||4||—||—||—||—||—||—|
|9th||+4||+3||+3||+6||Bloodline power, bloodline spell||6||6||6||4||—||—||—||—||—|
|13th||+6/+1||+4||+4||+8||Bloodline feat, bloodline spell||6||6||6||6||6||4||—||—||—|
|15th||+7/+2||+5||+5||+9||Bloodline power, bloodline spell||6||6||6||6||6||6||4||—||—|
|19th||+9/+4||+6||+6||+11||Bloodline feat, bloodline spell||6||6||6||6||6||6||6||6||4|
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons and Pistols. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she 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. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known 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 through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. 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 she gains new spells known for the level.
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Allowed Sorcerer Bloodlines in DarkSun Future
Available at first level, there are two sides to this. First, regardless of spell cast, the Defiler leaves behind an obvious, physical trace on the environment around them. It usually manifests itself as a blackened/charred area at the caster’s feet. The area becomes more noticeable the higher the level of spell that is cast. To notice the corruption, any player or NPC can make a Perception check at 30 – 5 / level of the spell. So, to notice a level one spell has been cast only takes a DC 25 to notice. After level six, the corruption is much too noticeable, unless you try to disguise it, which isn’t easy. The affected area, thus the reason it becomes more noticeable, is increased by one meter radius per level. So a level six spell will char/blacken an area 6 meters in diameter.
This brings us to the 2nd use of this ability and that is the ability to diminish the physical effect. It requires a Spellcraft check at DC 25 + level of the spell. If successful, you can reduce the Perception check to DC 30 – 2 per level and the affected radius goes down to 1 ft / level. You must declare that you are trying to do this before you cast the spell, otherwise all physical effects happen to full effect.
This is notable because ALL beings (even the other player characters) will react adversely to a Defiler. No other class is as loathed or reviled as the Defiler. Regardless of your intention, NPCs will immediately act hostile to you (you can attempt to change this via Diplomacy). Players can choose the severity of their dislike, but if you are any non-evil, you must react negatively. Only evil players (LE, NE, or CE) will shrug and go “meh.”
All in the name of casting with greater ease, the Defilers of old would tie their fingers together to make somatic gestures easier and thus spell casting easier as well. Another old technique was Fleshcrafting. This practice has recently been brought back among Defilers. In game terms it works in two ways.
The first use is grafting additional fingers onto their hands. This is done with a recently severed finger. How the Defiler comes upon this recently severed finger is their own business, but the finger has to have been removed from it’s original hand within four days. Grafting the new finger takes a Spellcraft roll DC 15 + caster level + highest level spell slot. For example, a level 5 Defiler will have a DC of 22, 15 + level 5 + level 2 spell slot (highest castable). The benefit of the additional finger applies to 1 Metamagic feat that the Defiler has. They DO NOT gain a new feat, but the benefits of the extra finger applies to one (and only ONE) Metamagic feat that the Defiler already has or has recently gained. Once designated, the extra finger will not benefit another Metamagic feat, but another finger can be added to benefit a different Metamagic feat.
Once designated, the extra finger will reduce the higher level spell slot cost of that particular Metamagic feat. For example, if you have the feat Enlarge Spell and a Fleshcrafted extra finger designated for that feat, any spell can be cast using Enlarge Spell at +0, or essentially the same level. If you designated a Fleshcrafted finger to the Metamagic feat Quicken Spell, it now is only at +3. If you designated it for a Metamagic feat with “Special” as its level increase, Reach Spell for example, the total you extend the range by is still reduced by one. So you can cast a touch and a close range at +0, a medium at +1, and so on.
The second use is an extended version of Inscribe Magic Tattoo. However, you do not get the feat for free. You still have to take the feat, but if you do, you gain the Fleshcrafting benefits. That being, you can inscribe a magic tattoo on your body and if it is on your body, the spell is not expended when you use the tattoo and the tattoo can be used again. Essentially, this is like the Cybermage’s Spell Wares, or a reusable scroll. However, all the rules for Inscribe Magic Tattoo (the inscribing or tattooing and the use of the tattoo) apply apart from the tattoo can be used many times and does not disappear.