New Class :Celestial Sorcerer (Pathfinder)


Homebrew and House Rules


Celestial Sorcerer Spells Per Day Spells known
BAB FORT REF WILL 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
L1 0 0 0 2 Summon celestial 3 1 4 3
L2 1 0 0 3 4 2 5 4
L3 1 1 1 3 Aura of good 4 2 1 6 5 1
L4 2 1 1 4 4 3 2 6 6 3
L5 2 1 1 4 Martyred Arcana 4 3 2 1 6 6 4 1
L6 3 2 2 5 4 3 3 2 6 6 5 3
L7 3 2 2 5 Stigmata 4 4 3 2 1 6 6 6 4 1
L8 4 2 2 6 4 4 3 3 2 6 6 6 5 3
L9 4 3 3 6 4 4 4 3 2 1 6 6 6 6 4 1
L10 5 3 3 7 Psychosis 4 4 4 3 3 2 6 6 6 6 5 3
L11 5 3 3 7 4 4 4 4 3 2 1 6 6 6 6 6 4 1
L12 6/1 4 4 8 Mind Worm 4 4 4 4 3 3 2 6 6 6 6 6 5 3
L13 6/1 4 4 8 4 4 4 4 4 3 2 1 6 6 6 6 6 6 4 1
L14 7/2 4 4 9 Angelic Nature 4 4 4 4 4 3 3 2 6 6 6 6 6 6 5 3
L15 7/2 5 5 9 4 4 4 4 4 4 3 2 1 6 6 6 6 6 6 6 4 1
L16 8/3 5 5 10 4 4 4 4 4 4 3 3 2 6 6 6 6 6 6 6 5 3
L17 8/3 5 5 10 4 4 4 4 4 4 4 3 2 1 6 6 6 6 6 6 6 6 4 1
L18 9/4 6 6 11 4 4 4 4 4 4 4 3 3 2 6 6 6 6 6 6 6 6 5 3
L19 9/4 6 6 11 4 4 4 4 4 4 4 4 3 3 6 6 6 6 6 6 6 6 6 4
L20 10/5 6 6 12 Angelic Form/Master 4 4 4 4 4 4 4 4 4 4 6 6 6 6 6 6 6 6 6 6

Celestial Sorcerer spells: Celestial Sorcerers specialize in conjuration and mind controlling spells. They may not cast
self empowering spells (buffs)

Summon Celestial: gains In power as the druid companion, other creatures can be taken
but must be celestial or good in temperment, and cannot be higher then the CR of the sorcerer.

Aura of Good : Celestial sorcerer emits a comfortable feeling around him, as a 10' aura of good surrounds them
causing mischief to those evil creatures who try to harm him, granting user +1 Ac to attacks of evil creatures, and increases
all neutral or better attitudes against caster by 1 step when within their aura, a dc of 10 + 1/2 level can be made
to sense this effect based on will save

Martyred Arcana: When an enemy is struck with the a Celestial Sorcerers spell, the Celestial Sorcerer may
choose to have the spell do 1/2 damage, if the target dies the Celestial Sorcerer may choose next turn to
to spend his next turn "harvesting" the spiritual energy in the target's blood to restore one of his
same level or lower spells for the day.

Stigmata: When casting a spell a Celestial Sorcerer may take 1 point of temporary constitution damage to increase,
the damage die type used by 1 step or gain an equivilant to hit as spell level. He may take 2 points to do both.
Using Stigmata is a full round action that also causes blood to flow from the caster's eyes ears and mouth,
but does in no way hinder his actions

Psychosis: The Celestial Sorcerer starts to go insane as a side effect of the pain and simultaneoius bliss
as their mind attempts to ascend while their body is locked to this plane, causing a psychosis.
Upon gaining psychosis, the Celestial Sorcerer is no longer subject to mind control/compulsion.
It may only be cured by a miracle/wish type spell to a deity that would gain from the Celestial Sorcerer's return to Sanity.
This cannot be self cast, as the Celestial Sorcerer is unable to realize his own psychosis.

Mind Worm: One/day per level the Celestial Sorcerer gets to make a command by drawing the power of his
faith and blood to forcibly change someone's mind to his point of view. Bluff check + highest spell level known .
The target gets no modifiers for being ordered to go against it's nature, and will try it's hardest to
succeed in the task it was given, even at risk of it's own life.
If it fails the task, it will become haunted by it's failure causing psychosis x 2.

Angelicl Nature: The Celestial Sorcerer's heritage explodes forth, after being drawn upon so much.
The Celestial Sorcerer gains the template for a half-celestial

Angelic form: Upon wakeing Player can choose to use Summon Planar
Ally once per day to summon a corresponding Celestial/Good creature to do his bidding and all good persons
who look upon the player cannot help but feel amicable to the caster, shifting their attitude 3 towards positive OR draw on the
Angel's power to become immune to fire,cold and negative energy for the day, gaining +5 on all
mind affecting spells, +4 Str, +8Dex, +6 Con, +4 Int +4 Wis, +4 Cha, wings with Average Flight, if player has wings,
increase maneuverability by 1 step and speed by an additional 1/2 current speed
Celestial Sorcerer gains a -10 penalty to any disguise checks to hide his Celestial nature and must
pray daily for 1 hour upon wakeing or lose this power until his next chance to pray.

D6 HP
3+int Skill points per level
Light armor proficiency
Light Weapon and common weapon proficiency
Spontaneous Heal

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