Class Summary

Prime Requisite:INT and CHA
Requirements:CON 9
Hit Dice:1d4
Maximum Level:12

Valerian Sorcerer

Valerian Elf class — see Classes for the full list.

Among the zaeltairn caste of Valerian elves, the sorcerer taps into arcane magic inherited from a patron ancestor. Like all the zaeltairn, they are trained from youth in guerilla warfare.


Valerian Sorcerer Level Progression / Valerian Sorcerer Spell Progression

ExperienceTitleLevelHit Dice123456
0Ancestral Arcanist11d4+11-----
2,900Spirit-Seer22d42-----
5,800Patron-Theurgist33d421----
11,600Kindred Magician44d422----
23,200Shade-Thaumaturge55d4221---
46,400Echoing Enchanter66d4222---
95,000Ancestor-Channeler77d43221--
190,000Blood-Mage88d43322--
370,000Sorcerer99d433321-
550,000Sorcerer, 10th Level109d4 + 1*33332-
730,000Sorcerer, 11th Level119d4 + 2*433321
910,000Sorcerer, 12th Level129d4 + 3*443332

*Flat HP after 9th level; no Constitution adjustment applies.

Valerian Sorcerer Saving Throws and Attack Bonus

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-312+13+15+11+11++0
4-611+12+14+10+10++1
7-910+11+13+9+9++2
10-129+10+12+8+8++3

Combat Characteristics

Combat Proficiencies: Sorcerers have weapon proficiency with clubs, daggers, darts, and staffs. They have no armor proficiency. They have one fighting style proficiency. They have fighting style proficiency with the two-handed weapon style (allowing them to use a staff with both hands), but not with the dual weapon or weapon and shield styles.

Combat Progression: Sorcerers advance in attack throws and saving throws as mages, by two points every six levels. They cannot cleave, regardless of level.

Starting Class Powers

Inherited Arcane Spellcasting: The sorcerer’s elven inheritance grants them the ability to learn and cast arcane spells. The caster level and number and level of spells the character can cast per day is listed on the Spell Progression table above. The sorcerer can have a number of spells in his repertoire equal to those shown on the table, modified by his CHA bonus. Unlike studious spellcasters such as mages, the character’s repertoire is chosen as soon as they increase in level. They do not need a spellbook, and they cannot change out their repertoire through study. The specific mechanism for determining which spells a sorcerer adds to their repertoire is left to the Judge’s discretion; one recommended method is to randomly determine the base spells and allow the player to choose any bonus spells from high CHA.

Fighter Attack Bonus

LevelBonus
1+0
2-3+1
4+2
5-6+3
7+4
8-9+5
10+6
11-12+7

Ready for War: The sorcerer’s constant training for guerilla warfare grants him a +1 initiative bonus when casting spells. When casting spells that require an attack throw, his attack bonus is determined using the fighter progression (displayed here for reference). This is effectively the Battle Magic proficiency, selected as a custom power.

Valerian Patron: Each Valerian sorcerer is chosen to represent a particular ancestor revered by the Tairnadal culture. Their choice of patron grants them several abilities:

  • Ancestral Insight: A Valerian sorcerer adds one bonus spell to their repertoire at each spell level they learn. The choice of spell to add must come from their patron ancestor’s arcane repertoire.
  • Companion Spirit: A Valerian sorcerer’s ancestral tie grants them access to a familiar spirit, which speaks with the voice of their ancestral patron.
  • Patron’s Study: As a member of the zaeltairn, the sorcerer seeks to uphold the glory of his patron ancestor. He gains a bonus proficiency from among those his patron is renowned for. See Valerian Patrons for a list of patrons to choose from, and the Familiar proficiency for more details.

Additional Class Powers

Minor Magical Research (5th): The sorcerer can scribe magical scrolls and brew potions. Rules for magic research can be found in Campaigns.

Major Magical Research (9th): The sorcerer can create more powerful magic items such as weapons, rings, and staffs.

Sanctum (9th): By acquiring a sanctum worth at least 15,000gp, the sorcerer can attract followers to his service. 2d6 apprentices of 0th level plus 1d6 class members of 1st – 3rd level arrive to serve him. If the sorcerer builds a dungeon beneath or near his sanctum, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them.

Supreme Magical Research (11th): The sorcerer can learn and cast ritual arcane spells of great power (7th, 8th, and 9th level), craft magical constructs, and create magical crossbreeds. If chaotic, the sorcerer can create necromantic servants and become undead.

Racial Traits

As Valerian elves, all sorcerers begin play with the following additional benefits:

Attunement to Nature: The elf gains a +1 bonus to surprise rolls when in the wilderness. When using Adventuring proficiency to search or listen, they succeed on a proficiency throw of 14+ (instead of the usual 18+). If separately proficient in Searching they gain a +2 bonus to their throw instead. If separately proficient in Listening, they gain a +4 bonus to their throw instead.

Connection to Nature: The character is unaffected by diseases caused by undead, gains a +1 bonus on HD rolls at 1st level, and gain a +1 bonus on Paralysis and Spells saving throws.

Desert Born: The character is wise in the ways of barren and inhospitable lands. While in desert or barrens terrain, he gains a +4 bonus to proficiency throws to forage, hunt, track, and avoid getting lost. The bonus can be stacked with bonuses the character receives from other proficiencies such as Navigation or Survival, but it cannot be stacked with the bonus from an explorer or venturer’s Pathfinding class power.

Valerian Tongues: All Valerian elves are trained in the languages of their adversaries, and begin play knowing Valerian, Lizardfolk, Kobold, Giant in addition to Common.

Class Proficiencies

Proficiency Progression: At 1st level, sorcerers select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 6th and 12th level. They select an additional general proficiency at 5th and 9th level.

Valerian Sorcerer Proficiency List: Alertness, Arid Dunecraft, Black Lore of Mabar, Bright Lore of Irian, Contemplation, Counterspelling, Elementalism, Endurance, Expanded Repertoire, Experimenting, Knowledge, Loremastery, Magical Engineering, Magical Music, Mastery of Enchantments and Illusions, Mastery of Matter and Motion, Mounted Combat, Mystic Aura, Naturalism, Passing Without Trace, Prestidigitation, Prophecy, Quiet Magic, Riding, Sensing Power, Soothsaying, Survival, Transmogrification, Unflappable Casting, Wakefulness

Valerian Sorcerer Templates

Templates

3d6TemplateProficienciesStarting Equipment
3 – 4Enshrouder
Neleath
Unflappable Casting
Craft (Weaving)
Black Lore of Mabar
Healing
Hand-patched robe, high boots, worn gloves, gnarled staff, waterskin, backpack with 2 weeks’ iron rations, tinderbox, 4 tallow candles, 1 lb. comfrey, 1 lb. horsetail (enc. 4 3/6 st)
5 – 6Trickser
Galmorm
Prestidigitation
Mimicry
Magical Engineering
Transmogrification
Brown robe, leather cloak, high boots, creepy wooden mask, 2 daggers, waterskin, backpack with 2 weeks’ iron rations, tinderbox, 12 torches, pan pipes, manacles, lock, small glass “gem” (10gp value), 6gp (enc 4 2/6 st)
7 – 8Firebrand
Corael
Bright Lore of Irian
Performance (oratory)
Elementalism (fire)
Intimidation
Simple loincloth, embossed belt, high sandals, staff, sling, pouch with 30 sling stones, waterskin, small sack with 55gp, large sack with 2 weeks’ iron rations, tinderbox, 24 torches, 3 pints military oil (enc. 8 3/6 st)
9 – 10Seeker
Ashaela
Loremastery
Alchemy
Sensing Power
Sensing Humanity
Simple gray robe, high boots, slender whitewood staff, pack of 5 darts, argent baton, waterskin, backpack with 2 weeks’ iron rations, tinderbox, lantern, 4 pints common oil, ornamental crystal ball (20gp value), journal, quill and ink, 7gp (enc. 6 st)
11 – 12Chanter
Saeryn
Magical Music
Performance (chanting)
Elementalism (earth)
Contemplation
Brightly colored robe, high shoes, silver dagger, sling, pouch with 30 sling stones, waterskin, backpack with 2 weeks’ iron rations, tinderbox, 4 tallow candles, animal hide drum, 25 sticks of incense, 16gp (enc. 4 5/6 st)
13 – 14Mystic
Talanor
Wakefulness
Knowledge (occult)
Soothsaying
Expanded Repertoire
White silk chiton, embossed leather sash, high boots, slender darkwood staff, argent baton, waterskin, backpack with 2 weeks’ iron rations, tinderbox, 5 wax candles, flask of holy water, 30gp (enc. 4 4/6 st)
15 – 16Enchanter
Vashae
Mystic Aura
Riding
Mastery of Ench. & Ill.
Disguise
Colorful mage’s cassock, fancy fur coat, embossed leather belt, high shoes, long gloves, shiny engraved ring (25gp value), long birchwood staff, argent baton, waterskin, backpack with 2 week’s iron rations, tinderbox, 6 torches, disguise kit, hand mirror, 37gp, (enc. 5 5/6 st)
17 – 18Unraveler
Naivara
Arid Dunecraft
Knowledge (astrology)
Quiet Magic
Counterspelling
Dark grey mage’s cassock, fur-lined cloak, embossed belt, high boots, long riding gloves, rune-carved staff, argent baton, waterskin, backpack with tinderbox, 5 wax candles, hand mirror, journal, quill and ink, holy book (The Book of Still Water), medium riding horse, riding saddle and tack, saddlebags with 2 weeks’ iron rations (enc. 3 1/6 st. with rations on horse)

Notes: The familiar gained by each template and associated proficiency are in bold. The Patron’s Study selection for each template is in italics.

Spells

Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spells for how repertoires work.