|
Sorcerers are talented magic users able to direct raw magical power at will. Powerful in magic, they make weak fighters.
More versatile a spellcaster than the wizard, the sorcerer has access to fewer spells than his studious counterpart.
Class Overview
- Ability Scores: Charisma, Dexterity, and Constitution are important for sorcerers. A Charisma of 10 + the spell level is required to cast a sorcerer spell. High Charisma improves the number of spells that may be cast per day and how hard those spells are to resist.
- Alignment: Any
- Hit Die: d4
- Good Saving Throws: Will
- Class Skills: Bluff, Concentration, Knowledge (Arcane), and Spellcraft.
- Weapon Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor may interfere with a sorcerer's magic casting.
Special Abilities
- Sorcerer Spells: A sorcerer casts arcane spells, drawn from the wizard/sorcerer spell list. Sorcerers must choose and prepare spells in advance. To prepare or cast a spell, a sorcerer must have a Charisma score of at least 10 plus the spell level.
- Familiar: A wizard or sorcerer may choose between 8 different familiars during character generation, including the bat (+3 to Listen checks), cat (+3 to Move Silently checks), hawk (+3 to Spot checks), owl (+3 to Search checks), rat (+2 to Fortitude saves), snake (+3 to Bluff checks), toad (+3 hit points), and weasel (+2 to Reflex saves).
|
|
|