Eclipse Pathfinder – The Sorcerer


Who says I can't draw my magic circles this way?

This time on “how to build it in Eclipse”, it’s the Pathfinder Sorcerer.

That’s a little more complicated than some of the other Pathfinder builds so far, but it’s still just a matter of tweaking the standard build.

Pathfinder Sorcerers…

  • Lose six skill points at level one (-6 CP).
  • Lose their automatic access to a Familiar (-6 CP).
  • Get Fast Learner, Specialized in Skills for Double Effect – providing +2 skill points per level. That neatly covers the Sorcerer’s skill allotment at a cost of 6 CP – and incidentally frees up 34 CP. This, of course, is one of the things Fast Learner is for – to compensate for the power creep of later classes.
  • Get d6 hit dice instead of d4’s. This presents a modest philosophical problem; Eclipse characters who want to specialize in magic rarely want to waste character points that could be going into more magic on larger hit dice. As a compromise, I’m going to buy something cheaper that works out the same way – and is easier to build on later: +2 Constitution only for calculating HP (12 CP). Alternatively, take Finesse II as “A Supernatural Life Force” and calculate your hit points with your Charisma Modifier instead of your Constitution Modifier at the same price.
  • Gets unlimited use of his or her level zero spells. That’s Shaping, Specialized for Increased Effect (only works for the characters limited list of level zero Sorcerer spells), Corrupted/must be free to gesture and speak (4 CP).
  • Get Metamagic/Easy with Streamline, both Specialized and Corrupted / Only for eliminating the need for material components costing one GP or less, only for Sorcerer spells (4 CP).

Finally, all Sorcerers get a Bloodline – a package of abilities that they gradually acquire as they go up in level and which ties them to the supernatural world, shaping their relationship with both magic and the people around them.

In Eclipse terms, that’s a Package Deal – which gives them a base of 36 CP to spend on special powers. Of course, most of the powers they’re buying can be considered Specialized (for half cost). Sorcerers are always unnatural for their species, their innate bloodline powers are weird and disturbing when they’re in use, and they pretty clearly label the character – telling anyone who sees them in action quite a lot about their nature and abilities.

Each bloodline can thus include 72 CP worth of abilities. They normally include:

  • A set of bonus spells, which are added to their list of known spells. That’s a Path (6 CP).
  • Three Bonus Feats (18 CP).
  • In-class access to an extra skill. Since all skills relevant to your character concept are normally considered in-class in Eclipse, there’s no cost.

That leaves 48 CP with which to buy some special powers.

For the Aberrent Bloodline, these include:

  • Metamagic/Persistent with Streamline, Specialized and Corrupted/Only applies to transmutation spells of the polymorph subschool (4 CP).
  • Upgrade the Shaping ability to Triple Effect to allow the use of a single, slightly more powerful, effect – in this case an acidic ray (1d6 + Level/2, 30′ Range, Touch Attack, 3 + Cha Mod uses per day, 2 CP).
  • Lunge, Specialized and Corrupted for increased effect (+15′ reach)/only works with touch attacks, does not increase the user’s threatened area (6 CP).
  • Spell Resistance II (12 CP).
  • Imbuement (Unarmed armoring variant), Specialized in Fortification for double effect, 6 CP).
  • Occult Sense/Blindsight (6 CP).
  • Damage Reduction 5/- Specialized versus physical attacks only (6 CP).

That’s 42 CP. This particular version of the Pathfinder Sorcerer seems to have underspent by three character points.

On the other hand, the original Sorcerer build overspends by three character points – making the Pathfinder Aberrant Bloodline Sorcerer come out precisely correctly.

For the Abyssal bloodline these include:

  • Metamagic/Amplify with Streamline. Specialized and Corrupted/only for conjuration summoning spells, only to add DR of (Level/2)/Good that doesn’t stack with any DR the creature summoned already has (4 CP).
  • Claws: Martial Arts (1d6 Natural Weapons), and Imbuement (Natural Weapons), Both Specialized and Corrupted/only usable for (3 + Cha Mod) rounds per day, obviously unnatural (4 CP).
  • DR 5/Specialized for Double Effect/Only versus Energy, Corrupted/only versus Electricity, Acid, Cold, and Fire. (8 CP).
  • +4 bonus on saving throws made against poison (Resistance, 6 CP).
  • A +6 inherent bonus to Strength. This is corrupted, since it is a demonic infusion and is a typed bonus. That would normally be forty-eight CP, but – in this case – it’s basically taking on a minor demonic template, and attribute modifiers in templates are half cost (24 CP).
  • Gets one extra creature whenever he or she summons a creature with the demon subtype or the fiendish template using a summon monster spell. Since the character will already have Metamagic/Amplify, that’s Streamline. Specialized and Corrupted/only for conjuration summoning spells, only to add an additional creature (2 CP)
  • Immunity/Electricity (Common, Major, Major, 9 CP).
  • Immunity/Poison (Common, Major, Minor, 6 CP).
  • Mindspeech (6 CP).

Now that’s a fairly powerful package. It’s worth 21 more CP then we have available. Of course, you are turning into a horrific entity there – and package deals can include disadvantages. Ergo, we can scrape up another 10 CP with the disadvantages of Accursed (the infernal energies running through you are quite detectable, and may get you into trouble), Outcast (quite a lot of people will want nothing to do with an abyssal sorcerer), and Poor Reputation (you’ll suffer a penalty in dealing with good priests and others who are aware of your heritage).

That would still leave us one character point over – but, fortunately, in Eclipse you can round costs down.

The Arcane Bloodline Sorcerer is just good at magic. It’s a natural gift. It’s also one of the more boring bloodlines – and underspends a bit, although it does stay much more focused on the “more magic” theme than most of the bloodlines. Personally, I’d expand on this one a bit; a couple of levels of Streamline – reducing the cost of some metamagical feats – would definitely be within the theme, and this Bloodline does have 12 CP left over to pay for it.

  • Ability Focus/Metamagically-amplified spells, Specialized/only has half effect (+1 DC) while applying to a larger-than usual group of effects – in this case, any spell you cast which has a metamagical effect applied to it that increases the spell level by at least +1 (6 CP).
  • Familiar or Invocation (6 CP).
  • The Fast Metamagic (6 CP).
  • +3 Spell Formula (6 CP).
  • Ability Focus/Any one school of magic (6 CP).
  • Empowerment, Specialized/can only be used to power items, not to increase their caster level, raise their save DC’s, or for other applications (6 CP, due to unlimited use).

I may convert some of the other bloodlines later on, but – after all – the point of Eclipse is to build the character you want, rather than having to fit your character into a character class designed by someone else.

And yes, I’m still pleased to note that Eclipse will still cover Pathfinder, despite being several years older. It’s always nice to see that something is still working properly.

Eclipse: The Codex Persona is available in a Freeware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion.

The Practical Enchanter can be found in a Print Edition (Lulu), an Electronic Edition (RPGNow), and a Shareware Edition (RPGNow).  There’s an RPGNow Staff Review too.

6 Responses

  1. […] for the  Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer and Summoner. The sample characters are pretty much all compatible with Pathfinder; if they […]

  2. Just out of curiosity, isn’t the Package Deal for sorcerer bloodlines abnormally large? Eclipse says that most Package Deals are around 12 CP or so, if I recall correctly – a 36 CP Deal seems to be stretching that allotment quite a bit!

    • The total includes most of the extra points that were saved in the rebuild (skill point changes, eliminating the familiar, etc).

      • Okay, I think I understand now. So basically…the first three bullet points (under “Pathfinder Sorcerers” at the beginning of the article) free up a total of 46 CP, and the next three then spend 20 CP of that.

        That leaves 26 CP, to which you add a 10 CP Package Deal, for a 36 CP total, which is then specialized, effectively doubling the amount of points remaining. Is that correct?

      • You’ve got it. I probably shouldn’t have called them package deals – maybe bloodline packages or something – but I will admit to a bit of a rush. After the first few conversions they started to get a bit tedious.

  3. […] this is a conversion of a Pathfinder sorcerer, we’ll go ahead and take our cues from Thoth’s article on that topic, making modifications as […]

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