SORCERER
Alignment: Any.
Hit Die: d4.
Curse:
Sorcerers are subject to T'lor's curse.
Class
Skills: The
sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha),
Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis),
and Spellcraft (Int).
Skill Points at 1st
Level: (2 + Int
modifier) x 4.
Skill Points at Each
Additional Level: 2 + Int modifier.
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 gestures,
which can cause his spells with somatic components to fail.
|
Level |
Attack Bonus |
Save |
Save |
Save |
Special | Spells per day | |||||||||
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
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+0 |
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Summon Familiar | 5 | 3 |
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+1 |
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6 | 4 |
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+1 |
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6 | 5 | - |
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+2 |
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6 | 6 | 3 |
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+2 |
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6 | 6 | 4 | - |
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+3 |
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6 | 6 | 5 | 3 |
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- |
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+3 |
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6 | 6 | 6 | 4 | - |
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- |
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+4 |
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6 | 6 | 6 | 5 | 3 |
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- |
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+4 |
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6 | 6 | 6 | 6 | 4 | - |
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- |
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+5 |
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6 | 6 | 6 | 6 | 5 | 3 |
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+5 |
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6 | 6 | 6 | 6 | 6 | 4 |
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+6/+1 |
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6 | 6 | 6 | 6 | 6 | 5 | 3 |
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+6/+1 |
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6 | 6 | 6 | 6 | 6 | 6 | 4 | - |
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+7/+2 |
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6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
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+7/+2 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - |
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+8/+3 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
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+8/+3 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | |
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+9/+4 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
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+9/+4 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
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+10/+5 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
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21 |
+11/+6/+1 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
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+12/+7/+2 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
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23 |
+12/+7/+2 |
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Bonus Feat | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
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24 |
+13/+8/+3 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
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25 |
+13/+8/+3 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
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26 |
+14/+9/+4 |
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Bonus Feat | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
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+14/+9/+4 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
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2 |
+15/+10/+5 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
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2 |
+15/+10/+5 |
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Bonus Feat | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
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3 |
+16/+11/+6/+1 |
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6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
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Level |
Sorcerer Spells Known |
|||||||||
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
| 1 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
| 2 | 5 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
| 3 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | -- |
| 4 | 6 | 3 | 1 | -- | -- | -- | -- | -- | -- | -- |
| 5 | 6 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- |
| 6 | 7 | 4 | 2 | 1 | -- | -- | -- | -- | -- | -- |
| 7 | 7 | 5 | 3 | 2 | -- | -- | -- | -- | -- | -- |
| 8 | 8 | 5 | 3 | 2 | 1 | -- | -- | -- | -- | -- |
| 9 | 8 | 5 | 4 | 3 | 2 | -- | -- | -- | -- | -- |
| 10 | 9 | 5 | 4 | 3 | 2 | 1 | -- | -- | -- | -- |
| 11 | 9 | 5 | 5 | 4 | 3 | 2 | -- | -- | -- | -- |
| 12 | 9 | 5 | 5 | 4 | 3 | 2 | 1 | -- | -- | -- |
| 13 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | -- | -- | -- |
| 14 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | -- | -- |
| 15 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | -- | -- |
| 16 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | -- |
| 17 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | -- |
| 18 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 19 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
| 20 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
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 (see below).
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 Sorcerer.
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 four 0-level spells and two 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.
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 is unusually tough and intelligent. The creature serves as a
companion and servant.
The sorcerer chooses
the kind of familiar he gets. As the sorcerer advances in level, his familiar
also increases in power.
If the
familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15
Fortitude saving throw. Failure means he loses 200 experience points per
sorcerer level; success reduces the loss to one-half that amount. However, a
sorcerer’s experience point total can never go below 0 as the result of a
familiar’s demise or dismissal. A slain or dismissed familiar cannot be
replaced for a year and day. A slain familiar can be raised from the dead just
as a character can be, and it does not lose a level or a Constitution point when
this happy event occurs.
A character
with more than one class that grants a familiar may have only one familiar at a
time.