1st (4/day) -
comprehend languages* (VSM, personal, 20 min.)
detect secret doorsD* (VS, 60 ft. cone, 2 min. concentration)
expeditious retreat (VS, personal, 1 min.)
0 (5/day) -
arcane mark (VS, touch, permanent)
detect magic* (VS, 60 ft. cone, 2 min. concentration)
mage hand (VS, 25 ft., up to 5 pounds, concentration)
read magic* (VSF, personal, 20 min.)
D Knowledge domain: one spell chosen per day
* Divination spell: CL 2nd.
Divine Sorcerer [Flaw Bonus Feat]
Knowledge Devotion [Flaw Bonus Feat]
Skill Focus (Knowledge [arcana]) [1st level Feat]
Skill Focus (Spellcraft) [1st level Feat]
Gather Information +3,
Knowledge (arcana) +9,
Knowledge (architecture and engineering) +3,
Knowledge (dungeoneering) +3,
Knowledge (geography) +2,
Knowledge (history) +3,
Knowledge (local) +3,
Knowledge (nature) +3,
Knowledge (nobility and royalty) +2,
Knowledge (religion) +3,
Knowledge (the planes) +3,
Profession (teacher) +3,
Sense Motive +2,
shortspear (1 gp)
20 candles (2 sp), flint and steel (1 gp), 5 tindertwigs (5 gp)
journal (30 gp), ink vial (8 gp), 2 inkpens (2 sp)
73 gp, 6 sp
Feeble [Flaw](UA) You take a -2 penalty on all Strength-, Dexterity-, and Constitution-based ability and skill checksClass Abilities
Noncombatant [Flaw](UA) You take a -2 penalty on all melee attack rolls.
Divine Sorcery (Knowledge)(Dr: 343) You gain access to a cleric domain, giving you the domain's granted power. Each day, you can add one spell from the domain's spell list to your sorcerer spell list. You cast the spells made accessible by this feat as arcane spells. Knowledge domain granted power: +1 caster level to all divination spells. All Knowledge skills are class skills.
Knowledge Devotion(CC) Whenever you fight a creature, you can make a Knowledge check based on the creature type, provided you have at least one rank in the appropriate knowledge skill. You then gain an insight bonus on attack and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on the result of your knowledge check, as follows.
15 or below, +1
36 or higher, +5
You may only make one knowledge check per creature type per combat. If you fight multiple types during the same combat, you may make one check per creature type, possibly gaining different bonuses against different creatures.
Focus Caster (Divination)(Dr: 348)Instead of a familiar, you bind yourself to a masterwork item that acts as a focus for all your spells and that enhances the power of spells of one school. One you have a masterwork item to bind to, you must perform a ritual that requires 24 hours and reagents costing 100 gp.
When casting any spell, you must hold, wield, or wear this item (as appropriate), in addition to providing the normal components of the spell (even other foci). Your focus item is used in addition to the spell's normal components, not instead of. (House Rule: the focus item can be used in place of the spell's normal material components, although not a focus or components with a cost greater than 1 gp, as with the feat Eschew Materials.) You are automatically considered proficient with your focus item, but you do not gain proficiency with any other item (weapon or armor) of the same type. When you cast a spell from the school to which your focus belongs, that spell is enhanced. At 7th and 15th levels, your focus grants additional abilities.
You may have only one focus item at a time. Bonuses gained from a focus item stack with similar bonuses gained from feats such as Spell Focus or Spell Penetration.
Your focus item grows tougher as you advance in level. The hardness of your focus item increases by one-half your caster level, up to double its normal hardness. In addition, your focus item gains additional hit points equal to your caster level, up to double its normal number of hit points. These bonuses are in addition to any increase in hardness or hit points the item gains for being made into a magic item.
If your focus item can be enhanced with magic, it costs you less XP to do so. When determining your XP cost for making your focus item into a magic item (or upgrading it later), reduce the base cost by 10%. Another character enhancing your focus item does not gain this reduction in XP cost.
If our focus item is destroyed, you must bind yourself to another masterwork item. You cannot bind to an item that is already a magic item. You can only bind to masterwork items. The item can be made of special materials (such as adamantine, cold iron, or darkwood). (Currently, Sylantar does not have a masterwork item to which he can bind, and does not yet gain the focus caster benefits))
Divination: Your focus increases the caster level of any divination spell you cast by +1. At 7th level, the duration of any divination spell you cast doubles. At 15th level, you gain a bonus to resist divinations equal to 1 + your Intelligence modifier (minimum +1).
— Contributed by Guild Lieutenant Guildmaster
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