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PF - FAE - Class - The Sorcerer
PF - FAE - Class - The Sorcerer
This document provides suggestions and insights into how to translate the ideas of the
Sorcerer class from the source material into Path nder Fate Accelerated.
"Scions of innately magical bloodlines, the
Sample Iconics
chosen of deities, the spawn of monsters,
pawns of fate and destiny, or simply ukes of Ilsa, Voxel, Royce
ckle magic, sorcerers look within themselves
for arcane prowess and draw forth might few Starting Archetype Sets
mortals can imagine.
Eldritch
Emboldened by lives ever threatening to be
Arcane +4
consumed by their innate powers, these magic-
Cryptic
touched souls endlessly indulge in and re ne
their mysterious abilities, gradually learning Arcane +3, Roguish +1
how to harness their birthright and coax forth Spellblade
ever greater arcane feats. Arcane +3, Combative +1
Just as varied as these innately powerful Primordial
spellcasters' abilities and inspirations are the
Arcane +3, Primal +1
ways in which they choose to utilize their gifts.
While some seek to control their abilities
through meditation and discipline, becoming Support / Utility
masters of their fantastic birthright, others give The source material o ers sorcerers as
in to their magic, letting it rule their lives with full casting utility characters with an array
often explosive results." of options including bu ng, debu ng,
Archetype Considerations and control spells.
Arcane is the only Archetype a sorcerer Blaster
has to concern themselves with; everything A sorcerer can serve as a blaster,
else is optional. loading up on ranged damage spells.
To be considered a sorcerer (and not There is a point of view among
some other hybrid concept), a character Path nder grognards that blasting is not
should start with at least Arcane +3. an optimal strategy for a full arcane
Arcane +3 allows unrestricted spell caster, but it can be a fun way to go
casting using the simple magic guidelines, nonetheless and it is the rare sorcerer
which you should read rst if you are who doesn't have at least one or two
serious about playing a spellcaster. Free ranged damage spells.
casting is the norm in Path nder Fate Bloodlines
Accelerated, so there is no need to concern Sorcerers are able to choose a bloodline
yourself with "known spells". in the source material, from which their
For a standard starting character, this innate magical abilities manifests. Each
leaves only the decision of where to put the bloodline o ers some thematic abilities,
nal +1. and they provide a signi cant way to
individualize sorcerers.
A hyper-specialized, dedicated sorcerer Diverging From Source Material
will go all in on Arcane +4, but putting a +1 The sorcerer is a solid and exible class
into one of the other Archetypes goes a in the source material...indeed, it is often
long way towards suggesting a more considered to be among the most
interesting background for the character. powerful base classes in the game. But
Roguish +1 is a great choice for a Path nder Fate Accelerated o ers even
resourceful sorcerer who knows their way more exibility to personalize your
around civilized lands, has some people sorcerer to make a character that is as
skills, and is familiar with the use of distinctive as they are capable.
daggers, crossbows, slings, and the like. Free casting is the default in Path nder
Combative +1 is a great choice for a Fate Accelerated, so there is no need to
sorcerer who knows which end of a worry about "known spells" for your
weapon to point towards an enemy. It also sorcerer. Decide what kind of e ects are
opens the door to becoming a magus or appropriate for your sorcerer to cast, and
something similar later on. self-police on any urges to cast spells that
Primal +1 is a less common choice don't make sense per your character's
overall, but could make perfect sense for shtick.
sorcerers of certain bloodlines. You are free to personalize your
For instance, the aquatic, boreal, fey, sorcerer with abilities suited to a concept
elemental, and verdant bloodlines require such as a bloodline. As a player interested
Primal +1. in expressing their creativity you should
rst check with your GM to determine
Focused +1 is a very solid and safe choice
what they will and wont allow.
for an adaptable sorcerer. Also, it goes well
with bloodlines that o er innate physical or You can also opt to dispense with the
esoteric abilities. idea of a bloodline altogether, and just
make a straight up arcane spellcaster
For instance, the imperious and destined
with no frippery.
bloodlines require Focused +1.
Divine +1 is perhaps the most unusual
choice, and would most likely be taken
purely for concept reasons or something
like the celestial bloodline.
Approach Considerations
Sorcerers are diverse, and thus all Approaches are equally viable, depending upon what
sort of sorcerer is being represented. Sorcerers are ultimately great individualists, and
thus they defy easy stereotyping. Having said that, many sorcerers are Flashy with their
overt magic and strange bloodlines.
Blasting sorcerers will tend to favor Flashy or Forceful , while the more charming sort
opt for Sneaky or Clever .
Some sorcerers are Careful , or Quick but not in any statistically normative ways.
2. Does my sorcerer have a bloodline, and if so how signi cant is the bloodline
overall?
Role?
A sorcerer can be individualized to ll a variety of roles, and you get to decide what
role you want your sorcerer to attempt to ll.
You might intend for your sorcerer to be optimized for con icts. Or perhaps you
want to play more of a smooth operator who opts for more subtle resolutions via
stealth, guile, and / or charm. Or you might want your sorcerer to be a problem-solver
or "support" character who is either specialized to address a particular niche or
generalized to have a broad range of "utility" allowing them to adapt to emerging
challenges that the group might face in their adventures. And of course, your sorcerer
might attempt to ll more than one role or not be intentionally designed to t any
particular role as you prefer.
Bloodline Or No Bloodline?
You should decide if you want your
The source material added in the
character to have bloodline oriented
concept of bloodlines to di erentiate
abilties, or drop the concept altogether as
sorcerers from wizards, and to round
you prefer.
out the class with interesting thematic
If you do want to incorporate a bloodline abilities. This addition made sense, as
concept into your sorcerer, you can use the idea of bloodlines is internally
one of the bloodlines described in the consistent with the source material's
source material for inspiration or come premise that sorcerers are born with an
up with your own idea. inherited connection to magic.
If you do opt for a bloodline, it will The addition of sorcerous bloodlines in
probably in uence your High Concept. the source is a feature that o ers a
You may also want to anchor your mechanical solution to a class
bloodline concept with at least one Stunt. di erentiation problem, and also a
Alternately you might choose one of the conceptual solution by anchoring a
bloodline Stunt sets provided as premise that was previously stated to be
examples, which bundle thematic Stunts true in D&D 3e but was meaningless as
together. anything other than a roleplaying
And nally, you might also incorporate suggestion due to being pure u .
your bloodline into your Trouble; for
instance a person of Abyssal bloodline In Path nder Fate Accelerated the
might experience complications in their mechanical impetus for bloodlines
life. o ers no relevance or bene t.
This leaves only the conceptual facet of
Ilsa is a survivor of the Worldwound, bloodlines, and thus the decision to
descended from a once mighty family incorporate a bloodline into your
of lost Sarkoris, and inheritor of potent
character is one based entirely upon
boreal magics with a deep af nity for
cold and ice. your character concept.
Stunts
Sorcerer characters might nd the following Stunt categories of interest: Arcanist, Special,
Innate, Bloodline.
The following Stunts are o ered as samples that might be relevant for some
sorcerers.
However, the best Stunts are those that are tailor made to t your concept, so don't
hesitate to come up with your own or work with your GM to de ne something that is
"just right" for your character. See the Stunt options document for ideas on how to do
this.
Arcane Aegis : Because I have mastered protecting myself with magic, I may use
Arcane to defend against physical attacks without needing to rst create an
advantage to invoke.
Arcane Bolts : Because I have mastered the art of Arcane Bolts, I gain +2 when I am
Flashily Arcane and attack with ranged magic.
Arcane Senses : Because I have developed my arcane senses to impressive heights,
I may use Arcane instead of Focused to notice or perceive things and I can sense
things that require mystical awareness to detect.
This stunt requires Arcane +1 or better to use.
Chained Lightning : Because I am able to project a bolt of lighting that jumps from
target to target, once per session when I am Flashily Arcane and attack I may
a ect all enemy targets in my zone without having to split my shifts between
them.
Hedge Arcanist : Because I practice a more ancient form of Arcane magic that
remains connected to the natural world, while Arcane I can cast spells that
replicate e ects that are usually the province of Primal. Further, I may also add
my Primal capability modi er as a bonus to my roll when I do so.
This stunt requires Primal +1 or better to use.
Heed Me! : Because I have a magical knack that allows me to augment my spoken
voice with enchanting magics I may use Arcane for social interactions if I can talk
and my target can hear me. I am resisted by Arcane when I do so. This is a form
of mind-a ecting magic.
This stunt requires Arcane +1 or better to use.
Levitation : Because I have mastered the art of mystic levitation, while I am Flashily
Arcane I may attempt to overcome a Superb (+5) di culty to create the
situational Aspect Levitating on myself. While this Aspect is in play I may levitate;
while levitating I am una ected by obstacles that I can levitate over, and I can
hover out of easy reach of the ground thus frustrating melee attackers. This
Aspect can be overcome by appropriate magic, with a Legendary (+8) di culty. I
cannot invoke the Aspect for any additional bene t.
Skilled Illusionist : Because I am skilled at using my illusions to hide the truth, I get
+2 when I am Arcane and create an advantage using illusion magics to deceive.
Spell Turning : Because I am able to re ect magic to protect myself, once per scene
if I am the target of an Arcane spell and I am aware of it I may overcome the
same di culty required to cast the spell while Cleverly Arcane; however I su er
a -2 penalty to my roll. If I am successful the spell has no e ect on me and I turn
the spell back upon its caster, against whom the spell has its full normal e ect.
Spell Turning (-2) : Because I am able to re ect magic to protect myself, once per
exchange if I am the target of an Arcane spell and I am aware of it I may
overcome the same di culty required to cast the spell while Cleverly Arcane;
however I su er a -2 penalty to my roll. If I am successful the spell has no e ect
on me and I turn the spell back upon its caster, against whom the spell has its
full normal e ect.
Bloodlines
Elemental Bloodlines
A few write-ups are provided for a
Characters using the Elemental
handful of bloodlines. It is important to
bloodlines of Fire, Earth, Air, and Water
note that these are not intended as "the
may want to consider using the
one true way" to model bloodlines; they
Elementalist option suggested in the
are purely suggestions.
magic style options guidelines.
It is entirely possible, and valid, to model
Taking this approach ties the character
bloodlines in di erent ways up to and
more closely to natural and elemental
including allowing a High Concept or
forces, and also allows the character to
Aspect to fully represent all nuances of
be more successful in wildland
the idea via a combination of narrative
scenarios where Primal provides other
support, the create advantage action, and
bene ts beyond spellcasting.
fate points.
Mechanically this is a simple matter of
But, there is much to be gained by
taking Primal +3, Arcane +1 instead of
opting for a more concrete representation
as well. Arcane +3, Primal +1, and taking a Stunt
Each bloodline bundles together several that is already included in the Elemental
Stunts and usually one or more Archetype bloodline bundles.
or Approach requirements. Ideally a Camren, master of lightning, is an
character using the bloodline will take the example Aeromancer.
full set at character creation, but it is also
possible to just cherry-pick individual
items.
Because I have the ability to change into the form of any normal animal of
my choice, I may spend a Fate point to temporarily assume an animal form.
My trappings magically change with me and are unavailable until I return to
my normal form.
When I change forms I move all of my Approach bonuses to a disposition
relevant to the animal form I am assuming, and I move all of my Archetype
bonuses to Focused (leaving all of my other Archetypes at +0). This lasts for
an entire scene unless I choose to return to normal, which ends the e ect.
Additionally, I may spend another Fate point to assume a di erent animal's
form, and I do not have to rst change back to normal.
When I change forms I gain an additional Aspect named for the animal
form I have assumed which I can invoke when my current animal form is
relevant, and which can be compelled whenever my animal form or lack of
humanoid anatomy might inconvenience me.
If the animal form I change into has natural weapons I may use Focused in
place of Combatives while in a physical con ict.
If the animal form I change into has an unusual form of movement, such as
the ight of a bird, the running of a wolf, or the swimming of a shark then I
gain that mode of movement while I am in that form as well, at the GM's
discretion.
If the animal form I change into has an unusual or extra keen sense, such
as the low light vision of a cat, the olfactory senses of a canine, or the
echolocation of a bat then I gain that sense while I am in that form as well, at
the GM's discretion.
Entangling Undergrowth
Animated Undergrowth, Creeping Vines
Good At : Entangling (+5)
Limitation : An immobile construct anchored to its zone.
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