Post by Latronis on Dec 30, 2007 6:56:40 GMT -5
Sorcerer
The sorcerer is a character who has innate magical talent due to being the result of magical experimentation or a scion of a magical creature(or a magical creature himself).. Unlike the mage the sorcerer manipulate the physical world from within themselves and its unique to each individualso power comes from personal experience rather then rigourous training and study and allows the sorcerer's to manifest other talents either martial or skillful.
Table: The Sorcerer
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Armoured Mage, Magical Heritage.
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4 Bonus Feat
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+7 +3 +3 +7 Bonus Feat
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9 Bonus Feat
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Bonus Feat
Table: The Sorcery
Level Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 3 — — — — — — — —
3rd 5 4 — — — — — — — —
4th 5 5 2 — — — — — — —
5th 5 5 3 — — — — — — —
6th 5 5 4 2 — — — — — —
7th 5 5 5 3 — — — — — —
8th 5 5 5 4 2 — — — — —
9th 5 5 5 5 3 — — — — —
10th 5 5 5 5 4 2 — — — —
11th 5 5 5 5 5 3 — — — —
12th 5 5 5 5 5 4 2 — — —
13th 5 5 5 5 5 5 3 — — —
14th 5 5 5 5 5 5 4 2 — —
15th 5 5 5 5 5 5 5 3 — —
16th 5 5 5 5 5 5 5 4 2 —
17th 5 5 5 5 5 5 5 5 3 —
18th 5 5 5 5 5 5 5 5 4 2
19th 5 5 5 5 5 5 5 5 5 3
20th 5 5 5 5 5 5 5 5 5 5
Table: Sorcerer Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 — — — — — — — —
2nd 4 1 — — — — — — — —
3rd 4 2 — — — — — — — —
4th 5 2 1 — — — — — — —
5th 5 3 1 — — — — — — —
6th 6 3 1 1 — — — — — —
7th 6 4 2 1 — — — — — —
8th 7 4 2 1 1 — — — — —
9th 7 4 3 2 1 — — — — —
10th 8 4 3 2 1 1 — — — —
11th 8 4 4 3 2 1 — — — —
12th 8 4 4 3 2 1 1 — — —
13th 8 4 4 3 3 2 1 — — —
14th 8 4 4 3 3 2 1 1 — —
15th 8 4 4 3 3 3 2 1 — —
16th 8 4 4 3 3 3 2 1 1 —
17th 8 4 4 3 3 3 2 2 1 —
18th 8 4 4 3 3 3 2 2 1 1
19th 8 4 4 3 3 3 2 2 2 1
20th 8 4 4 3 3 3 2 2 2 2
Alignment
Any.
Hit Die
d8.
Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Intimidate (Cha), Concentration (Con), Craft (Int),
Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at 1st Level
(4 + Int modifier) × 4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the sorcerer.
Weapon and Armour Proficiency
Sorcerers are proficient with all simple weapons and with any light or one-handed martial weapon of the character's choice.
Sorcerers also gain proficiency with light armor, but not shields.
Spells
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows
without preparing it ahead of time, the way a wizard or a cleric must.
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.
His base daily spell allotment is given on Table: The Sorcery. In addition, he receives bonus spells per day if he has
a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing three 0-level spells and one
1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells,
as indicated on Table: Sorcerer Spells Known.
(Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score;
the numbers on Table: Sorcerer Spells Known are fixed.)
These new spells can be common spells chosen from the sorcerer/wizard spell list,
or they can be unusual spells that the sorcerer has gained some understanding of by study.
The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on),
a sorcerer can choose to learn a new spell in place of one he already knows. In effect,
the sorcerer "loses" the old spell in exchange for the new one.
The new spell’s level must be the same as that of the spell being exchanged,
and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast.
A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the
same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not 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.
Armoured Mage(Ex):
Normally, armour of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail
(if those spells have somantic components) A sorcerer not having the same dedication or oppurtunity for study as a mage,
allows for greater training and learning to overcome that particular problem. This allows a sorcerer to avoid arcane spell
failure as long as he sticks to light armour and light shields, this does not extend to medium or heavy armours nor to
heavy shields. If the sorcerer gains this ability through another source (such as the Eldritch Duelist PrC) Then the sorcerer
can also ignore arcane spell failure while wearing Medium Armour (and eventually Heavy armour and Shields)
Magical Heritage(Ex):
Even though a sorcerer chooses spells from the complete general Mage spell pool so technically all of those spells are on
there spell list for the purposes of activating magical items a sorcerer can only do so if the spell effect of the magical
item is one of the sorcerers chosen spells. A sorcerer can ofc though use the Use Magical Device skill to activate the item
normally, and receives a bonus of +1 per class level to all UMD checks to activate an Arcane magical device such as a wand
or scroll of a mage spell.
Bonus Feats
At 5th, 10th, 15th, and 20th level, a sorcerer gains a bonus feat. At each such opportunity, he can choose
a heritage feat, a racial feat corresponding to his sorcerous heritage, or any feat with his heritage* as a prerequisite type
or subtype without meeting that prerequisite (all other prerequisittes of the feat must be met.)
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
The Sorcerer is not limited to the limited selection of bonus feats when choosing these feats.
*Sorcerer heritage is determined either by a designated subtype or bloodline.. current magical subtypes are listed in the magic thread.