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Sorcerer
Sorcerer 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).