Hit Die: d6.
To qualify to become an Academy sorcerer, a character must fulfil all of the following criteria.
Alignment: Any non-evil.
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Spellcasting: Ability to cast 2nd-level arcane spells without preparation.
Special: Admission into the Academy of Sorcery or secondary school of sorcery (with the GM’s approval), and acceptance by a mentor within the institution.
The Academy sorcerer’s class skills are Fly, Knowledge (arcana), Linguistics, Spellcraft, Use Magic Device.
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the Academy sorcerer prestige class.
Weapon and Armour Proficiency: Academy sorcerer gain no proficiency with any weapon or armour.
Spells per Day/Spells Known: An Academy sorcerer continues training rigorously in arcane magic. Thus, when a new Academy sorcerer level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that level would have gained (metamagic or item creation feats, and so on) except for an increased effective level of spellcasting. An Academy sorcerer who had more than one arcane spellcasting class must decide to which class he adds the new level for purposes of spells per day.
Arcane Thesis: Beginning at 1st level and again at 4th, 7th, and 10th level, the progressive study and mastery of the Academy’s various disciplines starts to show fruit. Each time an Academy sorcerer gains this ability, he may choose an arcane thesis from the list below. If any given thesis is taken multiple times, the competence bonus increases by the base amount. For example, an Academy sorcerer who wishes to take Aeromancy for the second time sees his +2 competence bonus increased to +4 and the +1 to the DCs increased to +2.
Aeromancy: This theses grants a +2 competence bonus to saving throws vs. wind- or air-based spells and spell-like abilities, and adds +1 to the DC for saving throws and to caster level checks to overcome spell resistance with any air-based spell the character casts.
Cryomancy: As Aeromancy, but the bonuses apply to ice- and cold-based spells and spell-like abilities.
Divination: This thesis grants a +2 competence bonus to Perception skill checks, and Perception becomes a class skill for the character. In addition, all divination spells cast by the character that target non-living creatures or objects are considered to be one level higher for the purposes of spell effectiveness.
Electromancy: As Aeromancy, but the bonuses apply to lightning- and electricity-based spells and spell-like abilities.
Enhancement: This thesis grants a +2 competence bonus to all Craft skill checks, and the character gains a bonus Item Creation feat.
Geomancy: As Aeromancy, but the bonuses apply to stone- and earth-based spells and spell-like abilities.
Hydromancy: As Aeromancy, but the bonuses apply to acid- and water-based spells and spell-like abilities.
Pyromancy: As Aeromancy, but the bonuses apply to fire- and heat-based spells and spell-like abilities.
Spectramancy: As Aeromancy, but the bonuses apply to light-based spells and spell-like abilities, and illusions of the figment subtype.
Summoning: All Conjuration (summoning) spells and spells with the teleportation descriptor, which the character casts, are treated as being one level higher for the purposes of spell effectiveness.
Transmutation: This thesis grants a +2 competence bonus to all Craft (alchemy) skill checks. In addition, all transmutation spells that affect non-living targets are treated as being one level higher for the purposes of spell effectiveness.
Academy Resources: Academy sorcerers can benefit from one of the largest collections of magical knowledge and materials while they reside or attend the Academy (or other GM-approved institution). Arcane research and item creation takes only half of the normal time. In order to receive the benefit of these resources, the Academy sorcerer is required to spend a substantial amount of time (at least half of each year) aiding in the training of other sorcerers.
Cooperative Study (Ex): An Academy sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Craft (alchemy), Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is +3 at 2nd level, +5 at 5th level, and +7 at 8th level. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Research Breakthrough: At 3rd level and again at 6th and 9th level, an Academy sorcerer unlocks a new discovery or uncovers a new technique during his magical studies. He gains a bonus metamagic feat.
Table: Academy Sorcerer
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+0||+0||+1||Academy resources, arcane thesis||+1 level of arcane spellcasting class|
|2nd||+1||+1||+1||+1||Cooperative study +2||+1 level of arcane spellcasting class|
|3rd||+1||+1||+1||+2||Research breakthrough||+1 level of arcane spellcasting class|
|4th||+2||+1||+1||+2||Arcane thesis||+1 level of arcane spellcasting class|
|5th||+2||+2||+2||+3||Cooperative study +4||+1 level of arcane spellcasting class|
|6th||+3||+2||+2||+3||Research breakthrough||+1 level of arcane spellcasting class|
|7th||+3||+2||+2||+4||Arcane thesis||+1 level of arcane spellcasting class|
|8th||+4||+3||+3||+4||Cooperative study +6||+1 level of arcane spellcasting class|
|9th||+4||+3||+3||+5||Research breakthrough||+1 level of arcane spellcasting class|
|10th||+5||+3||+3||+5||Arcane thesis||+1 level of arcane spellcasting class|