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
|