This wasn’t mean to be a playable jorb.
A nasty class with plenty of powerful skills and abilities…so long as you don’t mind that they suck.
The POINT of the Sourcerer is to make things bad, if not worse. They, themselves, are neither the cause of good or evil, but a Sourcerer nearby is enough to throw both types into a frenzy of murderlust, seeking them out for absolute destruction before getting on with things.
Thankfully, the Sourcerer has a toolkit of abilities and skills that help them run away, get away, and stay away.
That is, if you can find them to begin with!
Hit Dice: d6 (no Con modifier)
Starting Skills: (10 + Int Modifier) x4
Skills: 10 + Int Modifier
Starting Golds: 1d4 x 10
Class Skills: None (all skills cost 3 skill points)
Class basic abilities: Light Armor Proficiency, Simple Weapons proficiency
Aura of Bad Luck 1 - reroll a single die.
Aura of Bad Luck 2 - roll 2d20 and accept the lower dice roll
Aura of Bad Luck 3 - roll 3d20 and accept the lower dice roll
Aura of Bad Luck 4 - every roll the target makes is a crit failure. If they roll a crit success, they still get crit failure + 1 other party member.
Corpse Armor - Sourcerers, having issues with dealing with the living, are able to wear larger corpses for both camoflauge as well as defenses. It takes one hour (or a Will save of DC15) to create it, but it offers Hide+10 so long as they're laying on the ground and AC+10.
Blonus: A Size Down - upon successfully becoming a Sourcerer, the Sourcerer literally shrinks down an entire size.
Craft: Toilet Juice - the only potion able to withstand the Sourcerer's various maladies. Heals for 1d10+Con Modifier (doesn't have to reroll), but also gives -2 Con for 1d4 minutes unless the imbiber passes a Fort Save of DC15.
The Fort Save doesn't have immunity to the various Sourcerer effects.
Mark of Immunity 1-4 - gains the ability to grant a mark to party members, making them immune to Sourcerer effects. Can only do this once per day per mark.
Black Cat - all rolls up to twenty feet away gain -1. All damage dealt up to twenty feet away gains -1.
Black Panther - all rolls up to fifty feet away gain -5. All damage dealt up to fifty feet away gains -5.
Lethal Lizard - all rolls up to 100 feet away gain -10. All damage dealt up to 100 feet away gains -10.
Steel Jaguar - all rolls up to a mile away gain -20. All damage dealt up to a mile away gains -20.
AC Failure - At the start of comat, roll a 1d20. Should anyone roll that number, they lose Armor Class benefits until their next round.
Absolute Cowardice - the Sourcerer can never be badassed, never be heroic, and must always be cowardly and fearful. Should they attempt to be otherwise, they immediately suffer -10 to all rolls, modifiers, and damage dealt.
Shivering - takes a standard action, provoking AoO immediately. The Sourcerer regains 1/4 of their EP and HP total.
Dance Magic Dance - the "Magic Number" doesn't work so long as the Sourcerer is the target. Crit success doesn't work so long as the Sourcerer is in the combat zone.
Dane Magic Dane - If you roll a crit success, it is now crit failure.
Damada - Crit success and the Magic Number are now both crit failure immediately, dealing crit damage to the target's allies.
Weapon Break 1 - all weapons that deal damage to the Sourcerer have a 25% chance of becoming Sundered upon touch.
Weapon Break 2 - all weapons that deal damage to the Sourcerer have a 50% chance of becoming Sundered upon touch.
Wiltpoint - the Sourcerer's aura wilts life up to twenty feet away, dealing -10 HP per round to all in range.
Wilt Chamberlain - the Sourcerer's aura wilts life up to twenty feet away, dealing -20 HP and -30 EP per round to all in range. This stack with Wiltpoint.
Nirvana Blue - affects the spell failure chance of all armors and spells within fifty feet of the Sourcerer, doubling the failure rate. If failure rate is 0%, it's now 50%.
Zoinks! - while fleeing, the Sourcerer gains Speed+2.
Heal Screw - the Sourcerer causes healing effects to reverse (dealing damage instead), up to 100 feet away.
Nihilist - shuts down all abilities, modifiers, feats and skills that affect To Hit and Damage values