For more information on the runecasting system check Magic & Casting
Sorcerer
“I might still be a kid, but I'm a High Mane. I can spring a fireball from thin air! So play tag with me, or else!”
-Ameiko Taruna, daughter of the Ameiko Deputy Wizard Ameiko Hoshiro.
Lore : Sorcerers are magic users that do not seem to need Runes or runic scrolls to cast spells and summon magical energies. While Kitsune all have the potential to become Sorcerers, some Ton'keena also show this potential. Such Ton'keena are called High-Manes, partly because of their more feral features and, while untrained High-Manes eventually lose this potential, those that are trained become powerful sorcerers.
Sorcerers are few and far between, and have been both chased and praised in former times; Ton'keena sorcerers, especially those who live in Heibesu, are believed to go insane the more powerful they become and at such, even if that theory were to be invalidated, vials of their blood are kept in a Phylactery, lest the Sorcerer should go rogue...
Starting Wealth : 2d6 × 10 Koi. In addition, each character begins play with an outfit worth 20 Koi or less.
Hit Dice: d6
Class Skills : The sorcerer's class skills are Appraise (Int), Bluff (Cha), 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
Weapon and Armour Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armour or shield.
Class Features All of the following are class features of the Sorcerer class.
Spellcasting: All Sorcerers start with the ability to cast Runic spells. At first level, they may use Tier 1 Runes and a single Core Rune in each spell. A Sorcerer's Casting Attribute is Charisma. Sorcerer spells do not use Runestones and are considered Arcane magic.
Soul Runes: Sorcerers do not use Runestones as Wizards do, although some learn to expand their natural abilities by doing so. Instead, they have an instinctive ability to shape magic into the forms without a physical prop. At first level, a Sorcerer knows two Soul Runes, which may be used in place of runestones when casting a spell. Soul Runes do not have uses and they only need one even if there are several runic components that require it - a Sorcerer must know every rune they wish to include in a spell, regardless of its position in the array.
At each odd-numbered level, the Sorcerer may learn an additional Rune of any tier available to them.
Chi Points: A Sorcerer must spend an hour meditating each day to order their thoughts and prepare their mystical energies. At the end of this meditation period, they reset their Chi points to the value shown for their level on the table. They receive bonus chi points equal to their Charisma Modifier multiplied by their Class Level.
Spirit Sight: At level 1, the Sorcerer's eyes are opened to the leyfield. They see magical auras as though under a permanent detect magic effect. Suppressing this ability requires a move action and the expenditure of 1 Chi point, and requires concentration - though it does not require an action to maintain the suppression, taking damage requires a Constitution check against the damage taken or the ability activates again.
Soul Affinity: At level 2, the Sorcerer gains Runic Focus as a bonus feat.
Spirit Flame: At level 2, the Sorcerer gains the ability to make their spirit manifest. They may create four eerie spheres of light that glow as brightly as a candle, albeit a flickering one. They must stay within ten feet of each other, but may otherwise move freely at the Sorcerer's whim at up to 100 feet/round as long as they stay within 100 feet + 10 feet/level of the caster. The Sorcerer may use this ability up to their Charisma modifier + 3 times per day.
Shift Form: At level 4, the Sorcerer gains the ability to change shape. They may turn into any Humanoid creature of the same size category as they are for a number of minutes per day equal to their Sorcerer level – these minutes need not be consecutive. They lose their physical ability score modifiers and extraordinary abilities of their race, and instead gain the physical ability score modifiers and extraordinary abilities of their new shape, including natural weapons. Their Supernatural and Spell-like Abilities are not affected.
Maintain 1: At level 5, the Sorcerer may maintain a spell as a Move action or a Standard Action. This means that they may cast a second spell while maintaining the first with their Move action.
Shape Spell: At level 6, the Sorcerer gains the ability to use a second Shape rune to weave their spells.
Tier 2 Runes: At level 7, the Sorcerer gains the ability to use Tier 2 runes to weave their spells.
Shift Form 2: At level 8, the Sorcerer may use their Shift Form ability to take on the form of any Small or Medium animal.
Core Rune 2: At level 9, the Sorcerer may use a second Core Rune when casting spells.
Shift Form 3: At level 10, the Sorcerer may use their Shift Form ability to take on the form of any Tiny or Large animal.
Perfect Phantasm: At level 12, the Sorcerer may spend 3 additional Chi points to double up any Phantasm-rune spell they create, essentially forcing affected subjects to save twice to disbelieve them.
Tier 3 Runes: At level 13, the Sorcerer may learn a Tier 3 rune.
Core Rune 3: At level 14, the Sorcerer may use a third Core Rune when casting a spell.
Maintain 2: At level 15, the Sorcerer may maintain a spell as a Swift Action, a Move Action or a Standard Action. This allows them to have three spells active at any one time.
Tier 4 Runes: At level 15, the Sorcerer may learn Tier 4 runes.
Shift Form 4: At level 16, the Sorcerer may change shape into any Diminutive of Huge animal, or any Small or Medium Magical Beast.
Tier 5 Runes: At level 17, the Sorcerer may learn Tier 5 runes.
Tier 6 Runes: At level 19, the Sorcerer learns a Tier 6 rune.
Core Rune 4: At level 20, the Sorcerer may incorporate a fourth Core Rune into their spells.
Shift Form 5: At level 20, the Sorcerer may use their Shift Form ability to turn into a natural inanimate object, such as a rock or tree. They retain normal use of their senses, but do not need to breathe and cannot move. They gain a hardness of 8.
Class Table
“I might still be a kid, but I'm a High Mane. I can spring a fireball from thin air! So play tag with me, or else!”
-Ameiko Taruna, daughter of the Ameiko Deputy Wizard Ameiko Hoshiro.
Lore : Sorcerers are magic users that do not seem to need Runes or runic scrolls to cast spells and summon magical energies. While Kitsune all have the potential to become Sorcerers, some Ton'keena also show this potential. Such Ton'keena are called High-Manes, partly because of their more feral features and, while untrained High-Manes eventually lose this potential, those that are trained become powerful sorcerers.
Sorcerers are few and far between, and have been both chased and praised in former times; Ton'keena sorcerers, especially those who live in Heibesu, are believed to go insane the more powerful they become and at such, even if that theory were to be invalidated, vials of their blood are kept in a Phylactery, lest the Sorcerer should go rogue...
Starting Wealth : 2d6 × 10 Koi. In addition, each character begins play with an outfit worth 20 Koi or less.
Hit Dice: d6
Class Skills : The sorcerer's class skills are Appraise (Int), Bluff (Cha), 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
Weapon and Armour Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armour or shield.
Class Features All of the following are class features of the Sorcerer class.
Spellcasting: All Sorcerers start with the ability to cast Runic spells. At first level, they may use Tier 1 Runes and a single Core Rune in each spell. A Sorcerer's Casting Attribute is Charisma. Sorcerer spells do not use Runestones and are considered Arcane magic.
Soul Runes: Sorcerers do not use Runestones as Wizards do, although some learn to expand their natural abilities by doing so. Instead, they have an instinctive ability to shape magic into the forms without a physical prop. At first level, a Sorcerer knows two Soul Runes, which may be used in place of runestones when casting a spell. Soul Runes do not have uses and they only need one even if there are several runic components that require it - a Sorcerer must know every rune they wish to include in a spell, regardless of its position in the array.
At each odd-numbered level, the Sorcerer may learn an additional Rune of any tier available to them.
Chi Points: A Sorcerer must spend an hour meditating each day to order their thoughts and prepare their mystical energies. At the end of this meditation period, they reset their Chi points to the value shown for their level on the table. They receive bonus chi points equal to their Charisma Modifier multiplied by their Class Level.
Spirit Sight: At level 1, the Sorcerer's eyes are opened to the leyfield. They see magical auras as though under a permanent detect magic effect. Suppressing this ability requires a move action and the expenditure of 1 Chi point, and requires concentration - though it does not require an action to maintain the suppression, taking damage requires a Constitution check against the damage taken or the ability activates again.
Soul Affinity: At level 2, the Sorcerer gains Runic Focus as a bonus feat.
Spirit Flame: At level 2, the Sorcerer gains the ability to make their spirit manifest. They may create four eerie spheres of light that glow as brightly as a candle, albeit a flickering one. They must stay within ten feet of each other, but may otherwise move freely at the Sorcerer's whim at up to 100 feet/round as long as they stay within 100 feet + 10 feet/level of the caster. The Sorcerer may use this ability up to their Charisma modifier + 3 times per day.
Shift Form: At level 4, the Sorcerer gains the ability to change shape. They may turn into any Humanoid creature of the same size category as they are for a number of minutes per day equal to their Sorcerer level – these minutes need not be consecutive. They lose their physical ability score modifiers and extraordinary abilities of their race, and instead gain the physical ability score modifiers and extraordinary abilities of their new shape, including natural weapons. Their Supernatural and Spell-like Abilities are not affected.
Maintain 1: At level 5, the Sorcerer may maintain a spell as a Move action or a Standard Action. This means that they may cast a second spell while maintaining the first with their Move action.
Shape Spell: At level 6, the Sorcerer gains the ability to use a second Shape rune to weave their spells.
Tier 2 Runes: At level 7, the Sorcerer gains the ability to use Tier 2 runes to weave their spells.
Shift Form 2: At level 8, the Sorcerer may use their Shift Form ability to take on the form of any Small or Medium animal.
Core Rune 2: At level 9, the Sorcerer may use a second Core Rune when casting spells.
Shift Form 3: At level 10, the Sorcerer may use their Shift Form ability to take on the form of any Tiny or Large animal.
Perfect Phantasm: At level 12, the Sorcerer may spend 3 additional Chi points to double up any Phantasm-rune spell they create, essentially forcing affected subjects to save twice to disbelieve them.
Tier 3 Runes: At level 13, the Sorcerer may learn a Tier 3 rune.
Core Rune 3: At level 14, the Sorcerer may use a third Core Rune when casting a spell.
Maintain 2: At level 15, the Sorcerer may maintain a spell as a Swift Action, a Move Action or a Standard Action. This allows them to have three spells active at any one time.
Tier 4 Runes: At level 15, the Sorcerer may learn Tier 4 runes.
Shift Form 4: At level 16, the Sorcerer may change shape into any Diminutive of Huge animal, or any Small or Medium Magical Beast.
Tier 5 Runes: At level 17, the Sorcerer may learn Tier 5 runes.
Tier 6 Runes: At level 19, the Sorcerer learns a Tier 6 rune.
Core Rune 4: At level 20, the Sorcerer may incorporate a fourth Core Rune into their spells.
Shift Form 5: At level 20, the Sorcerer may use their Shift Form ability to turn into a natural inanimate object, such as a rock or tree. They retain normal use of their senses, but do not need to breathe and cannot move. They gain a hardness of 8.
Class Table
Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Base Attack Bonus
+0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 |
Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 |
Base CP
9 12 16 21 27 34 42 51 61 72 84 97 111 126 142 159 177 196 216 237 |
Abilities
Spellcasting, Soul Runes, Spirit Sight Soul Affinity, Spirit Flame Soul Rune Shift Form Maintain 1, Soul Rune Shape Spell Tier 2 Runes, Soul Rune, Bonus Feat Shift Form 2 Core Rune 2, Soul Rune Shift Form 3 Soul Rune Perfect Phantasm Tier 3 Runes, Soul Rune, Bonus Feat Core Rune 3 Maintain 2, Soul Rune, Tier 4 Runes Shift Form 4 Tier 5 Runes, Soul Rune Tier 6 Runes, Bonus Feat, Soul Rune Core Rune 4, Shift Form 5 |