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Sorcerers
Sorcerers create magic the way a poet creates poetry, with inborn talent honed by practice. They have no books, no theories, no mentors -- just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. This claim may be true in some cases, although many hold that the claim is either an unsubstantiated boast or envious gossip.

Characteristics: Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. They can cast spells more often than wizards and have no need to select and prepare their spells ahead of time.

Alignment: Any. Sorcery favors the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly towards chaos over law. Otherwise, sorcerer alignment varies considerably.

Other Classes: Sorcerers find that they have the most in common with members of other largely self-taught classes, such as druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, such as paladins and monks. Since they cast the same spells as wizards, but do so in a different way, they sometimes find themselves in competition with wizards.

Role: A sorcerer tends to define her role based on spell selection. A sorcerer who focuses on damage-dealing spells becomes a center of the party's offensive power, while another sorcerer that relies on charms or illusions will take a quieter role. A party with a sorcerer should strongly consider a second spellcaster to make up for a sorcerer's lack of versatility. Since sorcerers rely on their charismatic presence when interacting with others, they often serve as the "face" for an adventuring party.

Abilities: Charisma determines a sorcerer's spell power, how many spells she can cast per day and how difficult those spells are to resist. Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.

Hit Die: d4

Class Skills

• Bluff, Concentration and Spellcraft.

• Skill Points at 1st Level: (2 + Int modifier) x 4.

• Skill Points at Each Additional Level: 2 + Int modifier.

 The Sorcerer
Level
Base Attack Bonus
Fort Save
Refx Save
Will Save
Special
1st
0
0
0
+2
Summon Familiar
2nd
+1
0
0
+3
---
3rd
+1
+1
+1
+3
---
4th
+2
+1
+1
+4
---
5th
+2
+1
+1
+4
---
6th
+3
+2
+2
+5
---
7th
+3
+2
+2
+5
---
8th
+4
+2
+2
+6
---
9th
+4
+3
+3
+6
---
10th
+5
+3
+3
+7
---

Class Features

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail (if those spells have somatic components).

Spells: A sorcerer casts arcane spells. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. A sorcerer's base daily spell allotment is given in the following table. Spell Level represents the vertical columns and Caster Level corresponds with the horizontal rows.

 Sorcerer Spells Per Day
Spell Level
0
1
2
3
4
5
Caster Level
---
---
---
---
---
---
1st
5
3
---
---
---
---
2nd
6
4
---
---
---
---
3rd
6
5
---
---
---
---
4th
6
6
3
---
---
---
5th
6
6
4
---
---
---
6th
6
6
5
3
---
---
7th
6
6
6
4
---
---
8th
6
6
6
5
3
---
9th
6
6
6
6
4
---
10th
6
6
6
6
5
3

A sorcerer's selection of spells is extremely limited. A sorcerer initially knows four 0-level spells (also called cantrips) and two 1st-level spells. At each new level, she gains one or more new spells, as indicated in the following table:

 Sorcerer Spells Known
Spell Level
0
1
2
3
4
5
Caster Level
---
---
---
---
---
---
1st
4
2
---
---
---
---
2nd
5
2
---
---
---
---
3rd
5
3
---
---
---
---
4th
6
3
1
---
---
---
5th
6
4
2
---
---
---
6th
7
4
2
1
---
---
7th
7
5
3
2
---
---
8th
8
5
3
2
1
---
9th
8
5
4
3
2
---
10th
9
5
4
3
2
1

Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and serves as a companion and a servant.

The sorcerer chooses the kind of familiar she gets. As the sorcerer advances in level, her familiar also increases in power.

As a magical companion, a familiar grants certain special abilities to its master. Because of the familiar's potential vulnerability to harm, the magical animal will stay at the sorcerer's side at all times.

 Sorcerer Familiars
Familar
Special
Bat
Master gains a +3 bonus on Listen checks
Cat
Master gains a +3 bonus on Move Silently checks
Hawk
Master gains a +3 bonus on Spot checks
Lizard
Master gains a +2 bonus on Will save checks
Owl
Master gains a +3 bonus on Spot checks
Rat
Master gains a +2 bonus on Fortitude checks
Raven
Master gains a +3 bonus on Appraise checks
Snake
Master gains a +3 bonus on Bluff checks
Toad
Master gains a +3 hit points
Weasel
Master gains a +2 bonus on Reflex saves