The Druid Merlin
First Post
The Sorcerer
“Do you believe, do you honestly believe that sorcerers are the descendants of dragons. What kind of fools do they take you for any way? There is another name for those with the blood of dragons coursing through their veins. Sorcerers are not they. Sorcerers are those scum bags that use foul magics to torture the minds and bodies of those who slightly incontinence them. They commit blasphemies with magic and the power of the mind. The power they use is drawn from unmitigated evil and cruelty. Some take the path of Dispater and focus their minds toward wickedness and organized malice. Others choose more conventional paths. How do I know? I’m a wizard. Not what some simpletons call ‘wizards’, a real one. I also blew up a sorcerer’s gazebo once. And after fifty years he’s still trying to kill me.”
Apprentice, “Where is this sorcerer now?”
Wizard, “Three rooms down in this old folks home. Just he’s gone senile first.”
His apprentice then asked, "Why did you blow up his gazebo."
The elderly wizard replied, "He tried to feed a sixteen year old girl to the Animal."
His apprentice paused for a few moments and then she said, "Who is the Animal?"
"The Animal is Merodach, Demon Prince of Abyssal Flame," her teacher said.
Sorcerers have been among our society for centuries. From skulking in the shadows to reaching the heights of power they have plagued us all. In fact one of the organizations supposedly dedicated to stopping them is made up entirely of them. The society in particular is the Inquisition. How could the Inquisition be full of sorcerers you ask. Look at their tactics and see. They commit Evil without a thought and without mercy. They posses powers of torture and cohersion given to them by non other than the Lords of Hell.
Requirements:
Alignment: Any evil
Spells or Psionics: 3rd Level or lesser Invocations
Feats: Evil Brand, Devote of Darkness (if Lawful or Neutral Evil), ,
Special: Archfiend patron.
Skills: Diplomacy 4 ranks, Knowledge (Demons) 8 ranks, Knowledge (Daemons) 8 ranks, Knowledge (Devils) 8 ranks, Knowledge (The Nine Hells) 8 ranks, Knowledge (The Grey Wastes) 8 ranks, Knowledge (The Abyss) 8 ranks
Hit Dice: D6
Class Skill:
All of the following a class skills of the sorcerer: Concentration (Con), Bluff (Cha), Diplomacy (Cha), Knowledge (any) (Int), Profession (Wis), Scry or Remote Viewing (Int), Sense Motive (Wis), Spellcraft (Int), Intimidate (Cha), and Spot (Wis).
Skill Points at Each Level: 6 + Intelligence modifier
Class Features:
All of the following are class features of the sorcerer prestige class:
Weapon and Armor
Sorcerers do not gain proficiency with any type of armor, nor with shields. They do not gain proficiency with any new weapons.
Casting Sorcerer Spells
The character can learn corrupt and other evil spells or powers of equal level. The rationale for corrupt psionic powers is that the psion has had his or her psionic powers warped by an external evil and fueled by an internal corruption. As such they gain psionic equivalents to corrupt and other evil spells, except summoning spells.
Dark Gifts
Dark Gifts are gained as lore master secrets. They are given to you, not bargained for. The Dark Gift bonus is based upon the Archfiend you are sworn to.
Examples: Lords of the Nine
Asmodeus: level+ Intelligence or Wisdom.
Mephistopheles: level+ Intelligence or Charisma.
Beelzebub: level+ Intelligence or Charisma.
Hel: level+ Intelligence or Wisdom.
Leviathan: level+ Intelligence.
Belial: level+ Charisma or Wisdom.
Mammon: level+ Intelligence or Charisma.
Dispater: level+ Intelligence or Charisma.
Beal: level+ Charisma or Wisdom.
Familiar Spirit
Upon or after reaching 5th level, a sorcerer can call a familiar spirit. This comes in the form of a fiend with a CR equal to the character's sorcerer level.
Insanity
With each new level of sorcerer a character gains, he also receives 1d6 IP, possibly resulting in gaining a disorder (see the insanity rules).
Dark Bargains
All fiends - even those successfully controlled by the sorcerer will refuse to offer aid without gaining something in return - usually souls. This means that characters summoning a fiend become bound to the fiend's ruling deity in some way, transmuting their minds and body. This degeneration is reflected by gaining disorders and insanity points.
Summoning Power
Certain sorcerer’s spells enable the caster to conjure up forces which can be used to augment the sorcerers magic. These forces are risky to use and alien to a caster's body and mind. Merely learning such spells results in the acquisition of a new disability, and each casting gives the caster 1 IP.
The insanity rules are optional.
Binding and Dispelling Fiends
There are sorcerer’s spells to summon and bind or dispel a fiend and prevent the fiend from using any of its abilities or moving. Dispelling sends the fiend back to his home plane. These spells help to defend against uncontrolled fiends.
Dark Gift, Animal Form
This magical ability enables the sorcerer to adopt a chosen animal form as if transformed by the arcane spell "polymorph self". The chosen animal, bird, or fish must either be a natural predator or be associated with evil. Examples include the cheetah, bat, panther, wolf, vulture, tiger, bear, rat, shark, barracuda, killer whale, raven, or falcon. For every six levels of sorcerer, the sorcerer can adopt one chosen animal form into which he or she can polymorph up to three times per day. The transformation occurs in a single round and includes all the wizard's carried or worn possessions.
Dark Gift, Animate Dead by Touch
Three times per day, the sorcerer can cause skeletons and zombies of humans, demihumans, or humanoids to arise with but a mere touch. These mindless undead serve the sorcerer during the same round in which they were animated. Two skeletons or one zombie can be animated per level of the sorcerer. The remains of larger creatures can be animated, though they only fight as if they possessed 2 hit dice, In most other respects, this power functions similar to the 5th-level spell "Animate Dead"
Dark Gift, Augmented Hit Points
The sorcerer can withstand greater amounts of physical damage than a regular, mortal magician. The sorcerer gains +1 hit points (must be applied manually) per level of experience (in addition to any bonuses due to high constitution).
Dark Gift, Augmented Manifestation:
One mental stat is considered 4 points higher for the purpose of extra power points.
Dark Gift, Augmented Spellcasting
One mental stat is considered 4 points higher for the purpose of extra spells.
Dark Gift, Chilling Touch
The sorcerer can cause his hands to glow with a blue, flickering aura. First, any living creature touched by the icy hands suffers the effect of a "Chill Touch" spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage . If the saving throw is successful, the victim only loses 1d4 hit points.
The sorcerer can activate or deactivate this power at will. It never interferes with spellcasting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by). DC is 10+ Sorcerer Level+ Charisma bonus. The saving throw is a Fortitude saving throw and Undead are immune.
Dark Gift, Rebuke Undead
This power enables the arcane sorcerer to Rebuke undead like an evil priest with half as many levels of experience. Thus an 18th-level arcane sorcerer controls undead as a 9th-level priest.
Dark Gift, Enhanced Vision
The sorcerer gains the ability to perceive radiations and auras beyond normal vision. From 1st to 5th level, the sorcerer can see normally under the night sky. In total darkness, the wizard can see normally up to 30 feet. This does not hinder the sorcerer's eyesight at all.
For every six levels of experience, the sorcerer gains another divinatory power based on the arcane spell of the same name (the DM may roll 1d8 to choose): 1) detect magic; 2) detect invisibility; 3) detect good/evil; 4) know alignment; 5) arcane sight ; 6) infravision; 7) clairvoyance; detect life (WH).
The sorcerer must visually concentrate for these powers to work. While this is happening, the sorcerer's eyes glow a bright, malevolent red. Normally, it takes one full round to scan an object, person, or area with the magical, enhanced vision. This requires a standard action.
Dark Gift, Fear Aura
As the spell Fear.
Dark Gift, Food Corruption
When passing within 30 feet of food and drink, the sorcerer can taint them one of two ways, one that induces sleep, and the other that causes an excruciating death (available to sorcerer of 13th level or higher). It requires a physical act on the part of the sorcerer; it is not a continuously operating aura. Victims are allowed a saving throw vs. poison.
The first form causes victims to fall asleep in one round after consumption, and lasts for 1 turn per level of the sorcerer, but is broken by any attempt to physically harm the slumbering individual.
The second form causes food to slightly discolor or putrefy, and there is a 5% chance per level of the victim that the food's taint will be noticed before it is consumed. Once consumed however, the food kills the victim in 2-12 rounds with excruciating pain. The sorcerer must be able to see the food and pass within 1-3 feet of it in order for the corruption.
Corrupted food radiates a faint unholy aura. Victims can be treated with a "slow poison", "neutralize poison", or "heal" spell, or possibly by a character proficient in the healing skill. Food can be cleansed with a "purify food and drink" or "dispel magic" spell. DC is 10+ Sorcerer Level+ Charisma bonus.
Dark Gift, Painful Prying
With this gift a sorcerer may cause pain to the subject of an interrogation to gain information. There are two ways in which this could be used. They both cause 3d4 points of damage, one round of paralysis, and a minus 10 to Concentration, and Bluff checks against interrogation. One causes damage when ever a false answer is given in verbal interrogation and the other causes pain in conjunction with divination. DC is 10+ Sorcerer Level+ Intelligence bonus. This may only be gained by Lawful Evils.
Dark Gift, Regeneration
The sorcerer is able to regenerate 2 hit points per three rounds. Severed limbs immediately reattach if brought into contact with the body (similar to a troll's powers).
Dark Gift, Scabrous Touch
The sorcerer can inflict victims with a deadly disease by mere touch. This power operates continuously and cannot be controlled, though covering the hand will protect those the sorcerer wishes to spare. This magical disease may only be treated by an alchemist (modified core wizard), priest, or paladin of higher level than the sorcerer. DC is 10+ Sorcerer Level+ Charisma bonus. The disease causes 1d6 points constitution damage every three days.
Dark Gift, Shadow Form
The sorcerer can assume a "Shadow Form" as the spell, three times per day. In this form, spell casting and attacks are not possible. The sorcerer can remain in this form almost indefinitely, as long as shadows are readily available and present. In bright light or complete darkness, this ability fails to work.
Dark Gift, Spell Resistance
Gains spell resistance of 10 plus 2 per level. This resistance is continual and cannot be controlled by the sorcerer. However, it does not affect the sorcerer's ability to cast spells or employ magical items of any kind.
Dark Gift, Skull Scry
This ability enables the sorcerer to see or hear activity through any disembodied skull or head, provided it is not living or animated. The sorcerer can scry through any disembodied skull or head (at a known location) that is up to one mile away per point of the sorcerer's intelligence. In some case, other sensory links may be used with the skull scry ability.
Dark Gift, Somnolent Gaze
With this ability, the sorcerer can immediately stupefy and cloud the mind of any single living creature under his or her regard. If the subject fails a Will saving throw, he or she feels a profound form of lethargy and disorientation, similar in effect to a "slow" spell, except that the condition lasts for up to one round per level of the sorcerer. The sorcerer may call upon this power once per round, once per day, and can also break its effect at any time (it can also be terminated prematurely by a successful "dispel magic"). DC is 10+ Sorcerer Level+ Charisma bonus.
Dark Gift, Spell Immunities
A sorcerer with this ability is completely immune to all spells from one sub school or descriptor. A sorcerer may take this ability more than once. May never choose Good.
Dark Gift, Unholy Blessing
The sorcerer gains a Charisma bonus to all saving throws and to AC.
Dark Gift, Unnatural Ability Scores
The sorcerer gains a profane bonus to one ability score. A sorcerer may take this ability more than once.
Dark Gift, Fiendish Form
The sorcerer either gains the fiendish template or the pre-epic psuedonatural template.
Dark Gift, Weapon Resistance
The sorcerer has a damage resistance of 5/cold iron or silver weapons, magic. At 12th level, the sorcerer has a damage resistance of 5/+1 or greater magical weapons.
Animal Form, Animate Dead By Touch, Chilling Touch, and Shadow Form may be used three times per day. Food Corruption and Somnolent Gaze may be used once per day. All six may be taken multiple times. Each selection increases daily usage by one.
“Do you believe, do you honestly believe that sorcerers are the descendants of dragons. What kind of fools do they take you for any way? There is another name for those with the blood of dragons coursing through their veins. Sorcerers are not they. Sorcerers are those scum bags that use foul magics to torture the minds and bodies of those who slightly incontinence them. They commit blasphemies with magic and the power of the mind. The power they use is drawn from unmitigated evil and cruelty. Some take the path of Dispater and focus their minds toward wickedness and organized malice. Others choose more conventional paths. How do I know? I’m a wizard. Not what some simpletons call ‘wizards’, a real one. I also blew up a sorcerer’s gazebo once. And after fifty years he’s still trying to kill me.”
Apprentice, “Where is this sorcerer now?”
Wizard, “Three rooms down in this old folks home. Just he’s gone senile first.”
His apprentice then asked, "Why did you blow up his gazebo."
The elderly wizard replied, "He tried to feed a sixteen year old girl to the Animal."
His apprentice paused for a few moments and then she said, "Who is the Animal?"
"The Animal is Merodach, Demon Prince of Abyssal Flame," her teacher said.
Sorcerers have been among our society for centuries. From skulking in the shadows to reaching the heights of power they have plagued us all. In fact one of the organizations supposedly dedicated to stopping them is made up entirely of them. The society in particular is the Inquisition. How could the Inquisition be full of sorcerers you ask. Look at their tactics and see. They commit Evil without a thought and without mercy. They posses powers of torture and cohersion given to them by non other than the Lords of Hell.
Requirements:
Alignment: Any evil
Spells or Psionics: 3rd Level or lesser Invocations
Feats: Evil Brand, Devote of Darkness (if Lawful or Neutral Evil), ,
Special: Archfiend patron.
Skills: Diplomacy 4 ranks, Knowledge (Demons) 8 ranks, Knowledge (Daemons) 8 ranks, Knowledge (Devils) 8 ranks, Knowledge (The Nine Hells) 8 ranks, Knowledge (The Grey Wastes) 8 ranks, Knowledge (The Abyss) 8 ranks
Hit Dice: D6
Class Skill:
All of the following a class skills of the sorcerer: Concentration (Con), Bluff (Cha), Diplomacy (Cha), Knowledge (any) (Int), Profession (Wis), Scry or Remote Viewing (Int), Sense Motive (Wis), Spellcraft (Int), Intimidate (Cha), and Spot (Wis).
Skill Points at Each Level: 6 + Intelligence modifier
Code:
Level Special Spell
1. Cast Sorcerer’s Spells, Dark Gift +1 level of existing class
2. +1 level of existing class
3. Dark Gift +1 level of existing class
4. +1 level of existing class
5. Fiendish Servant, Dark Gift +1 level of existing class
6. +1 level of existing class
7. Dark Gift +1 level of existing class
8. +1 level of existing class
9. Dark Gift +1 level of existing class
10. +1 level of existing class
Class Features:
All of the following are class features of the sorcerer prestige class:
Weapon and Armor
Sorcerers do not gain proficiency with any type of armor, nor with shields. They do not gain proficiency with any new weapons.
Casting Sorcerer Spells
The character can learn corrupt and other evil spells or powers of equal level. The rationale for corrupt psionic powers is that the psion has had his or her psionic powers warped by an external evil and fueled by an internal corruption. As such they gain psionic equivalents to corrupt and other evil spells, except summoning spells.
Dark Gifts
Dark Gifts are gained as lore master secrets. They are given to you, not bargained for. The Dark Gift bonus is based upon the Archfiend you are sworn to.
Examples: Lords of the Nine
Asmodeus: level+ Intelligence or Wisdom.
Mephistopheles: level+ Intelligence or Charisma.
Beelzebub: level+ Intelligence or Charisma.
Hel: level+ Intelligence or Wisdom.
Leviathan: level+ Intelligence.
Belial: level+ Charisma or Wisdom.
Mammon: level+ Intelligence or Charisma.
Dispater: level+ Intelligence or Charisma.
Beal: level+ Charisma or Wisdom.
Code:
1. Dark Gift, Chilling Touch
2. Dark Gift, Augmented Hit Points
3. Dark Gift, Enhanced Vision
4. Dark Gift, Skull Scry
5. Dark Gift, Unnatural Ability Scores
6. Dark Gift, Unholy Blessing
7. Dark Gift, Command Undead
7. Dark Gift, Corrupt Animal Companion
7. Dark Gift, Corrupt Familiar
8. Dark Gift, Fear Aura
9. Dark Gift, Augmented Spellcasting
10. Dark Gift, Animal Form
11. Dark Gift, Shadow Form
12. Dark Gift, Animate Dead by Touch
13. Dark Gift, Weapon Resistance
14. Dark Gift, Fiendish Shape
15. Dark Gift, Food Corruption
16. Dark Gift, Regeneration
17. Dark Gift, Scabrous Touch
18. Dark Gift, Somnolent Gaze
19. Dark Gift, Spell Resistance
20. Dark Gift, Spell Immunities
Familiar Spirit
Upon or after reaching 5th level, a sorcerer can call a familiar spirit. This comes in the form of a fiend with a CR equal to the character's sorcerer level.
Insanity
With each new level of sorcerer a character gains, he also receives 1d6 IP, possibly resulting in gaining a disorder (see the insanity rules).
Dark Bargains
All fiends - even those successfully controlled by the sorcerer will refuse to offer aid without gaining something in return - usually souls. This means that characters summoning a fiend become bound to the fiend's ruling deity in some way, transmuting their minds and body. This degeneration is reflected by gaining disorders and insanity points.
Summoning Power
Certain sorcerer’s spells enable the caster to conjure up forces which can be used to augment the sorcerers magic. These forces are risky to use and alien to a caster's body and mind. Merely learning such spells results in the acquisition of a new disability, and each casting gives the caster 1 IP.
The insanity rules are optional.
Binding and Dispelling Fiends
There are sorcerer’s spells to summon and bind or dispel a fiend and prevent the fiend from using any of its abilities or moving. Dispelling sends the fiend back to his home plane. These spells help to defend against uncontrolled fiends.
Dark Gift, Animal Form
This magical ability enables the sorcerer to adopt a chosen animal form as if transformed by the arcane spell "polymorph self". The chosen animal, bird, or fish must either be a natural predator or be associated with evil. Examples include the cheetah, bat, panther, wolf, vulture, tiger, bear, rat, shark, barracuda, killer whale, raven, or falcon. For every six levels of sorcerer, the sorcerer can adopt one chosen animal form into which he or she can polymorph up to three times per day. The transformation occurs in a single round and includes all the wizard's carried or worn possessions.
Dark Gift, Animate Dead by Touch
Three times per day, the sorcerer can cause skeletons and zombies of humans, demihumans, or humanoids to arise with but a mere touch. These mindless undead serve the sorcerer during the same round in which they were animated. Two skeletons or one zombie can be animated per level of the sorcerer. The remains of larger creatures can be animated, though they only fight as if they possessed 2 hit dice, In most other respects, this power functions similar to the 5th-level spell "Animate Dead"
Dark Gift, Augmented Hit Points
The sorcerer can withstand greater amounts of physical damage than a regular, mortal magician. The sorcerer gains +1 hit points (must be applied manually) per level of experience (in addition to any bonuses due to high constitution).
Dark Gift, Augmented Manifestation:
One mental stat is considered 4 points higher for the purpose of extra power points.
Dark Gift, Augmented Spellcasting
One mental stat is considered 4 points higher for the purpose of extra spells.
Dark Gift, Chilling Touch
The sorcerer can cause his hands to glow with a blue, flickering aura. First, any living creature touched by the icy hands suffers the effect of a "Chill Touch" spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage . If the saving throw is successful, the victim only loses 1d4 hit points.
The sorcerer can activate or deactivate this power at will. It never interferes with spellcasting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by). DC is 10+ Sorcerer Level+ Charisma bonus. The saving throw is a Fortitude saving throw and Undead are immune.
Dark Gift, Rebuke Undead
This power enables the arcane sorcerer to Rebuke undead like an evil priest with half as many levels of experience. Thus an 18th-level arcane sorcerer controls undead as a 9th-level priest.
Dark Gift, Enhanced Vision
The sorcerer gains the ability to perceive radiations and auras beyond normal vision. From 1st to 5th level, the sorcerer can see normally under the night sky. In total darkness, the wizard can see normally up to 30 feet. This does not hinder the sorcerer's eyesight at all.
For every six levels of experience, the sorcerer gains another divinatory power based on the arcane spell of the same name (the DM may roll 1d8 to choose): 1) detect magic; 2) detect invisibility; 3) detect good/evil; 4) know alignment; 5) arcane sight ; 6) infravision; 7) clairvoyance; detect life (WH).
The sorcerer must visually concentrate for these powers to work. While this is happening, the sorcerer's eyes glow a bright, malevolent red. Normally, it takes one full round to scan an object, person, or area with the magical, enhanced vision. This requires a standard action.
Dark Gift, Fear Aura
As the spell Fear.
Dark Gift, Food Corruption
When passing within 30 feet of food and drink, the sorcerer can taint them one of two ways, one that induces sleep, and the other that causes an excruciating death (available to sorcerer of 13th level or higher). It requires a physical act on the part of the sorcerer; it is not a continuously operating aura. Victims are allowed a saving throw vs. poison.
The first form causes victims to fall asleep in one round after consumption, and lasts for 1 turn per level of the sorcerer, but is broken by any attempt to physically harm the slumbering individual.
The second form causes food to slightly discolor or putrefy, and there is a 5% chance per level of the victim that the food's taint will be noticed before it is consumed. Once consumed however, the food kills the victim in 2-12 rounds with excruciating pain. The sorcerer must be able to see the food and pass within 1-3 feet of it in order for the corruption.
Corrupted food radiates a faint unholy aura. Victims can be treated with a "slow poison", "neutralize poison", or "heal" spell, or possibly by a character proficient in the healing skill. Food can be cleansed with a "purify food and drink" or "dispel magic" spell. DC is 10+ Sorcerer Level+ Charisma bonus.
Dark Gift, Painful Prying
With this gift a sorcerer may cause pain to the subject of an interrogation to gain information. There are two ways in which this could be used. They both cause 3d4 points of damage, one round of paralysis, and a minus 10 to Concentration, and Bluff checks against interrogation. One causes damage when ever a false answer is given in verbal interrogation and the other causes pain in conjunction with divination. DC is 10+ Sorcerer Level+ Intelligence bonus. This may only be gained by Lawful Evils.
Dark Gift, Regeneration
The sorcerer is able to regenerate 2 hit points per three rounds. Severed limbs immediately reattach if brought into contact with the body (similar to a troll's powers).
Dark Gift, Scabrous Touch
The sorcerer can inflict victims with a deadly disease by mere touch. This power operates continuously and cannot be controlled, though covering the hand will protect those the sorcerer wishes to spare. This magical disease may only be treated by an alchemist (modified core wizard), priest, or paladin of higher level than the sorcerer. DC is 10+ Sorcerer Level+ Charisma bonus. The disease causes 1d6 points constitution damage every three days.
Dark Gift, Shadow Form
The sorcerer can assume a "Shadow Form" as the spell, three times per day. In this form, spell casting and attacks are not possible. The sorcerer can remain in this form almost indefinitely, as long as shadows are readily available and present. In bright light or complete darkness, this ability fails to work.
Dark Gift, Spell Resistance
Gains spell resistance of 10 plus 2 per level. This resistance is continual and cannot be controlled by the sorcerer. However, it does not affect the sorcerer's ability to cast spells or employ magical items of any kind.
Dark Gift, Skull Scry
This ability enables the sorcerer to see or hear activity through any disembodied skull or head, provided it is not living or animated. The sorcerer can scry through any disembodied skull or head (at a known location) that is up to one mile away per point of the sorcerer's intelligence. In some case, other sensory links may be used with the skull scry ability.
Dark Gift, Somnolent Gaze
With this ability, the sorcerer can immediately stupefy and cloud the mind of any single living creature under his or her regard. If the subject fails a Will saving throw, he or she feels a profound form of lethargy and disorientation, similar in effect to a "slow" spell, except that the condition lasts for up to one round per level of the sorcerer. The sorcerer may call upon this power once per round, once per day, and can also break its effect at any time (it can also be terminated prematurely by a successful "dispel magic"). DC is 10+ Sorcerer Level+ Charisma bonus.
Dark Gift, Spell Immunities
A sorcerer with this ability is completely immune to all spells from one sub school or descriptor. A sorcerer may take this ability more than once. May never choose Good.
Dark Gift, Unholy Blessing
The sorcerer gains a Charisma bonus to all saving throws and to AC.
Dark Gift, Unnatural Ability Scores
The sorcerer gains a profane bonus to one ability score. A sorcerer may take this ability more than once.
Dark Gift, Fiendish Form
The sorcerer either gains the fiendish template or the pre-epic psuedonatural template.
Dark Gift, Weapon Resistance
The sorcerer has a damage resistance of 5/cold iron or silver weapons, magic. At 12th level, the sorcerer has a damage resistance of 5/+1 or greater magical weapons.
Animal Form, Animate Dead By Touch, Chilling Touch, and Shadow Form may be used three times per day. Food Corruption and Somnolent Gaze may be used once per day. All six may be taken multiple times. Each selection increases daily usage by one.
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