mNo edit summary |
mNo edit summary |
||
| Line 10: | Line 10: | ||
|AP = NONE; Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail. | |AP = NONE; Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail. | ||
|skill = 2 | |skill = 2 | ||
|Cskill = [[Bluff]], [[Concentration]], Craft ([[Craft Alchemy|alchemy]]), [[Lore: Local]], [[Lore: The Planes]], [[Lore: Arcana]], and [[Spellcraft]]. | |Cskill = [[Bluff]], [[Concentration]], Craft ([[Craft Alchemy|alchemy]]), [[Diplomacy]], [[Intimidate]], [[Lore: Local]], [[Lore: The Planes]], [[Lore: Arcana]], and [[Spellcraft]]. | ||
}} | }} | ||
Revision as of 12:10, 8 June 2021
Description
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 that most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons. They cast more spells per day than wizards but have a shorter array of them.
Class Features
| Hit die : d4 | |
| Base Attack Bonus progression : | Low |
|---|
| Saving throws : | ||
| High = | Will | |
| low = | Fortitude & Reflex |
| Proficiencies : | ||
| Weapon: | Simple | |
| Armor: | NONE; Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail. |
| Skill Points : ( 2 + Int modifier ) ×4 at 1st Character level. |
| Class Skills : Bluff, Concentration, Craft (alchemy), Diplomacy, Intimidate, Lore: Local, Lore: The Planes, Lore: Arcana, and Spellcraft. |
Spellcasting: Arcane (Charisma-based, no need for spell preparation, armor related chance of spell failure is a factor). Must have a Charisma score of 10 + the spell’s level to cast a spell.
Summon familiar
Sorcerers gain summon familiar at 1st level.
Spellcasting
| Key ability | Type | Prepared |
| Charisma | arcane | no |
- Sorcerer / Wizard Spells: Sorcerers share the same spell list as wizards.
- Sorcerer spell progression
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list.
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.
Initial selection
A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice.
Replacing
Starting at their 6th class level, and every two levels after, sorcerers can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the sorcerer can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).
Casting
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.
Sorcerers can also use metamagic feats instantly when choosing spells to cast.
Game Notes
A sorcerer has to take his epic spells on a sorcerer level otherwise the DC of the spell won't be calculated correctly.
Familiars
Sorcerers and Wizards can change their familiar at any time by using the Bind Familiar feat. This feat allows you to change the type of familiar and its name, though the bonus ability the familiar provides remains the same. After using the Bind Familiar feat, you must wait a week before you can use it again.
When you reach epic level and epic caster level your familiar becomes able to cast a spell like ability that you can pick from a list of level 1-3 spells. The list extends to level 1-8 spells if you have the Improved Familiar feat. The Improved Familiar feat also gives additional choices.
List of Familiars
- Bat: Master gains +3 to Listen checks.
- Beetle: Master gains +1 hit point per level.
- Cat: Master gains +2 to move silently and hide checks.
- Faerie Dragon: Master gains previous familiar's ability. Faerie dragons are only available with the Improved Familiar feat and by using Bind Familiar; they cannot be chosen at character creation.
- Imp: Master gains previous familiar's ability. Imps are only available with the Improved Familiar feat and by using Bind Familiar; they cannot be chosen at character creation.
- Pig: Master gains +3 to diplomacy checks.
- Pseudo Dragon: Master gains previous familiar's ability. Psuedo dragons are only available with the Improved Familiar feat and by using Bind Familiar; they cannot be chosen at character creation.
- Rabbit: Master gains +1 bonus to all saves.
- Rat: Master gains +2 to fortitude saves.
- Snake: Master gains previous familiar's ability. Snakes are only available by using Bind Familiar; they cannot be chosen at character creation.
- Spider: Master gains +3 to bluff checks. Other types of spiders are available with Bind Familiar.
- Stirge: Master gains previous familiar's ability. Stirges are only available with the Improved Familiar feat and by using Bind Familiar; they cannot be chosen at character creation.
- Weasel: Master gains +2 to reflex saves.