Heritage Overlord (Bloodrager/Sorcerer)
Between the reality-bending sorcerer and the mystically furious bloodrager lays a sort of medium existence. Focused to a greater extent on their bloodline, the heritage overlord finds a middle ground of true devotion to his heritage. (Original Concept by Christos Gurd)
Primary Class: Bloodrager.
Secondary Class: Sorcerer.
Hit Dice: d8.
Bonus Skills and Ranks: The heritage overlord may select three sorcerer skills to add to his class skills in addition to the normal bloodrager class skills. The heritage overlord gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The heritage overlord is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A heritage overlord can cast heritage overlord spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a heritage overlord wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Spellcasting: A heritage overlord casts arcane spells drawn from the sorcerer/wizard spell list and the bloodrager spell list. Only sorcerer/wizard spells of 6th level and lower are considered to be part of the heritage overlord spell list. If a spell appears on both the sorcerer/wizard and bloodrager spell lists, the heritage overlord uses the lower of the two spell levels listed for the spell. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a heritage overlord must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a heritage overlord’s spell is 10 + the spell level + the heritage overlord’s Charisma modifier.
Like other spellcasters, a heritage overlord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: heritage overlord. In addition, he receives bonus spells per day if he has a high Charisma score.
The heritage overlord’s selection of spells is extremely limited. A heritage overlord begins play knowing four 0-level spells and two 1st-level spells of the heritage overlord’s choice. At each new heritage overlord level, he gains one or more new spells, as indicated on Table: Heritage overlord Spells Known. (Unlike spells per day, the number of spells a heritage overlord knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third heritage overlord level after that (8th, 11th, and so on), a heritage overlord can choose to learn a new spell in place of one he already knows. In effect, the heritage overlord “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level heritage overlord spell the heritage overlord can cast. A heritage overlord may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.