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 (all), Diplomacy, Intimidate, Lore: Arcana, Lore: Local, Lore: The Planes, Profession (all), 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

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.

Sorcerers are able to Attune Staffs, such that they use their own caster level (CL) when using Cast Spell: X from staffs.


CUSTOM CHANGE: Sorcerers get +1 known spell per spell level above Vanilla NWN2, via the following table:

Level 8 - one extra 1st level spell

Level 12 - one extra 2nd level spell

Level 12 - one extra 3rd level spell

Level 14 - one extra 4th level spell

Level 16 - one extra 5th level spell

Level 16 - one extra 6th level spell

Level 18 - one extra 7th level spell

Level 20 - one extra 8th level spell

Level 20 - one extra 9th level spell

https://bgtscc.net/viewtopic.php?p=908525&hilit=Level+8+one+extra+1st+level+spell#p908525

Familiars

The character may summon a familiar. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Familiars retain the appearance, Hit Dice, base attack bonus, base save bonus, skills, and feats of the normal animal it once was, but they gain various bonuses as a result of their bond with their master.

Familiar Basics

Hit Points

The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, unless its own total hit points are higher.

Saving Throws

For each saving throw, the familiar uses its own base save bonus or the master's, whichever is better.

Skills

For each skill, the familiar uses its own skill ranks or the master's, whichever is better. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability, such as skills requiring fine motor skills beyond what a paw is capable of.

Familiar Abilities

Natural Armor Bonus

Familiars have higher AC than normal animals of their type. This value increases by 1 at every level.

Intelligence

Familiars are smarter than normal creatures of their type. All familiars start at a minimum of 6 Intelligence and receive one additional point of Intelligence at every level. If a familiar naturally has higher than 6 Intelligence, it uses its base score until the master is of a high-enough level to surpass it.

Bonus Feats

All familiars receive the Alertness, Improved Evasion, Empathic Link, and Deliver Touch Spells feats at level 1, the Speak with Master feat at level 5, the Speak with Like Kind feat at level 7, the Spell Resistance feat at level 11, and the Scry on Familiar feat at level 13. The details for these feats are provided on the familiar's character sheet once the master has reached the appropriate level.

If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.

Bind Familiar

Sorcerers and Wizards can change their familiar at any time by using the Bind Familiar feat. This 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