Sorcerer

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Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.

Requirements

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To qualify to become a Sorcerer, a character must fulfill all the following criteria.

  • Not Applicable

Class Skills

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The class skills of the Sorcerer are:

  • Bluff
  • Concentration
  • Craft: Alchemy
  • Craft: Jewelcrafting
  • Craft: Tailoring & Leatherwork
  • Knowledge: Arcana
  • Lore
  • Spellcraft
  • Spot
  • Use Magic Device

Class Features

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Base Attack Bonus Progression: Low

Skill Points at Each Level: 2 + Int modifier

Hit Dice: D4

Weapon and Armor Proficiency: The Sorcerer is proficient in the use of simple weapons and Light Armor.

Arcane Spellcasting: A Sorcerer casts arcane spells, which are drawn from the Sorcerer/Wizard spell list. To prepare 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. A Sorcerer can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Charisma score. A sorcerer does not need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. The possible Sorcerer Bloodlines (at this time) are:

  • Abyssal
  • Arcane
  • Celestial
  • Draconic
  • Infernal

Learn More: Sorcerer Bloodlines

Bloodline Bonus Feats: Sorcerers gain bonus feats at levels 7, 13, and 19.

Summon Familiar: Sorcerers gain summon familiar at 1st level. The creature that the Sorcerer elects as a familiar upon character creation will effect what bonuses he shall recieve from the feat.

Arcane Armor Training: Sorcerers gain Arcane Armor Training for free at level 1.

Last updated byDispater