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Neverwinter Nights 2
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Sorcerer
Sorcerer
Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories—just raw power that they direct at will.

Some sorcerers claim that the blood of dragons courses through their veins. That claim may be true in some cases — it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a given sorcerer does not have a dragon ancestor. It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift.

Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers cannot specialize in schools of magic the way wizards can. However, they do have more time to learn fighting skills, and they are proficient with simple weapons.

Class Features

· Hit Die: d4

· Base Attack Bonus: Low

· High Saves: Will

· Weapon Proficiencies: Simple weapons

· Armor Proficiencies: None. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail.

· Skill Points: (2 + Int modifier x 4 at first level) 2 + Int modifier

· Class Skills: Bluff, Concentration, Craft Alchemy, Lore, and Spellcraft.

· Spells: A sorcerer casts arcane spells, which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). Starting at 6th level, and every two levels after, sorcerers can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the sorcerer can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).

· Familiar: A sorcerer can obtain a familiar.

Epic Level Benefits [MotB Only]

· New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes.

· Ability score improvements continue every 4 levels (levels 24, 28).

· Base Attack Bonus and Base Saves continue as normal.

· Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4.

· +1 DC to all spells every third epic level (23, 26, 29).

· Caster level = class level.

· The sorcerer or wizard’s familiar continues to improve:      21-22 +11 Natural armor
     23-24 +12 Natural armor
     25-26 +13 Natural armor
     27-28 +14 Natural armor
     29-30 +15 Natural armor

· +1 feat at levels 23, 26, and 29 (every 3 levels).


Classes
Standard
Barbarian
Bard
Cleric
Druid
Favored Soul [MotB]
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Spirit Shaman [MotB]
Swashbuckler [SoZ]
Warlock
Wizard
Prestige
Arcane Archer
Arcane Scholar [MotB]
Arcane Trickster
Assassin
Blackguard
Divine Champion
Doomguide [SoZ]
Duelist
Dwarven Defender
Eldritch Knight
Frenzied Berserker
Harper Agent
Hellfire Warlock [SoZ]
Invisible Blade [MotB]
Neverwinter Nine
Pale Master
Red Dragon Disciple
Red Wizard [MotB]
Sacred Fist [MotB]
Shadowdancer
Shadow Thief of Amn
Stormlord [MotB]
Warpriest
Weapon Master
 
 
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