Sorcerer: Difference between revisions
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* Craft: Tailoring & Leatherwork | * Craft: Tailoring & Leatherwork | ||
* Craft: Weaponsmithing | * Craft: Weaponsmithing | ||
* Decipher Script | * Decipher Script | ||
* Disguise | * Disguise | ||
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* Knowledge: The Planes | * Knowledge: The Planes | ||
* Lore | * Lore | ||
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* Spell Craft | * Spell Craft |
Revision as of 04:41, 26 May 2009
Sorcerer
Sorcerers cast arcane 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 do not specialize in certain schools of magic the way wizards sometimes do. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don't have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons.
Requirements
To qualify to become a Sorcerer, a character must fulfill all the following criteria.
- Not Applicable
Class Skills
The class skills of the Sorcerer are:
- Balance
- Bluff
- Climb
- Concentration
- Craft: Alchemy
- Craft: Jewelcrafting
- Craft: Tailoring & Leatherwork
- Craft: Weaponsmithing
- Decipher Script
- Disguise
- Escape Artist
- Forgery
- Gather Information
- Jump
- Knowledge: Geography
- Knowledge: Aracana
- Knowledge: Architecture
- Knowledge: Dungeoneering
- Knowledge: History
- Knowledge: Local
- Knowledge: Nature
- Knowledge: Nobility and Royalty
- Knowledge: Religion
- Knowledge: The Planes
- Lore
- Sense Motive
- Spell Craft
- Survival
- Swim
- Use Rope
Class Features
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, though no armor, as it interferes with his arcane abilities.
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.
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.