GAME RULE INFORMATION
Alignment: Any.
Hit Die: d4.
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.
Hit Die: d4.
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.
Class Features
All of the following are class features of the sorcerer.
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.
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, 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 a time, and must choose whether or not to swap the spell at the 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 is often accompanied by a peculiar animal familiar, such as a black cat, warty toad, or owl. Attracting her familiar takes one day and uses up magical materials that cost 1000gp per level. 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 day.
A character with more than one class that grants a familiar may have only one familiar at a time.
Eschew Material Components: At first level a Sorcerer is granted the Eschew Material Components feat.
Vatic Gaze (Ex): At 10th level a sorcerer becomes more in tune with his ability to sense magical potential in objects and even other people. The sorcerer taps into their innate power, which allows them to detect magic at will. In addition, as a swift action, he can attempt to determine an opponent’s spellcasting ability. He makes a Sense Motive check (DC 5 + target’s caster level). If this check succeeds, he learns the highest level spells that the target is capable of casting. This ability grants the sorcerer no insight into spell-like or supernatural abilities.
Skill Focus: At fifth level a sorcerer is granted the Skill Focus feat in any skill they choose.
Spontaneous Quicken: Starting at 15th Level a Sorcerer can Spontaneously Quicken any spell they can cast three times a day. This spell takes up a spell slot four slots higher than normal.
Arcane Fire (Su): At 20th level is so intimately connected to his magic that he gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of sorcerer) that deals 1d6 points of damage per two levels of the sorcerer plus 1d6 points of damage per level of the spell used to create the effect. This ability stacks with any other class that grants the Arcane Fire ability, meaning one half the sorcerer level is added to the level of any other class from which the sorcerer gains this ability. For example, a 20th level sorcerer/ 3rd level archmage who has the Arcane Fire ability granted by archmage adds 10 (one half sorcerer level) to 3 (archmage level) to determine the spells range and damage.
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.
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, 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 a time, and must choose whether or not to swap the spell at the 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 is often accompanied by a peculiar animal familiar, such as a black cat, warty toad, or owl. Attracting her familiar takes one day and uses up magical materials that cost 1000gp per level. 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 day.
A character with more than one class that grants a familiar may have only one familiar at a time.
Eschew Material Components: At first level a Sorcerer is granted the Eschew Material Components feat.
Vatic Gaze (Ex): At 10th level a sorcerer becomes more in tune with his ability to sense magical potential in objects and even other people. The sorcerer taps into their innate power, which allows them to detect magic at will. In addition, as a swift action, he can attempt to determine an opponent’s spellcasting ability. He makes a Sense Motive check (DC 5 + target’s caster level). If this check succeeds, he learns the highest level spells that the target is capable of casting. This ability grants the sorcerer no insight into spell-like or supernatural abilities.
Skill Focus: At fifth level a sorcerer is granted the Skill Focus feat in any skill they choose.
Spontaneous Quicken: Starting at 15th Level a Sorcerer can Spontaneously Quicken any spell they can cast three times a day. This spell takes up a spell slot four slots higher than normal.
Arcane Fire (Su): At 20th level is so intimately connected to his magic that he gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of sorcerer) that deals 1d6 points of damage per two levels of the sorcerer plus 1d6 points of damage per level of the spell used to create the effect. This ability stacks with any other class that grants the Arcane Fire ability, meaning one half the sorcerer level is added to the level of any other class from which the sorcerer gains this ability. For example, a 20th level sorcerer/ 3rd level archmage who has the Arcane Fire ability granted by archmage adds 10 (one half sorcerer level) to 3 (archmage level) to determine the spells range and damage.
Sorcerer | ||||
Level | Attack Bonus | Fortitude Save | Reflex Save | Will Save |
1 | +0 | +0 | +0 | +2 |
2 | +1 | +0 | +0 | +3 |
3 | +1 | +1 | +1 | +3 |
4 | +2 | +1 | +1 | +4 |
5 | +2 | +1 | +1 | +4 |
6 | +3 | +2 | +2 | +5 |
7 | +3 | +2 | +2 | +5 |
8 | +4 | +2 | +2 | +6 |
9 | +4 | +3 | +3 | +6 |
10 | +5 | +3 | +3 | +7 |
11 | +5 | +3 | +3 | +7 |
12 | +6/+1 | +4 | +4 | +8 |
13 | +6/+1 | +4 | +4 | +8 |
14 | +7/+2 | +4 | +4 | +9 |
15 | +7/+2 | +5 | +5 | +9 |
16 | +8/+3 | +5 | +5 | +10 |
17 | +8/+3 | +5 | +5 | +10 |
18 | +9/+4 | +6 | +6 | +11 |
19 | +9/+4 | +6 | +6 | +11 |
20 | +10/+5 | +6 | +6 | +12 |
Sorcerer | Spells /day | Spells Known | |||||||||||||||||||
Level | Special | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | Summon Familiar, Eschew Material Components | 5 | 3 | - | - | - | - | - | - | - | - | 4 | 2 | - | - | - | - | - | - | - | - |
2 | 6 | 4 | - | - | - | - | - | - | - | - | 5 | 2 | - | - | - | - | - | - | - | - | |
3 | 6 | 5 | - | - | - | - | - | - | - | - | 5 | 3 | - | - | - | - | - | - | - | ||
4 | 6 | 6 | 3 | - | - | - | - | - | - | - | 6 | 3 | 1 | - | - | - | - | - | - | - | |
5 | Skill Focus | 6 | 6 | 4 | - | - | - | - | - | - | - | 6 | 4 | 2 | - | - | - | - | - | - | |
6 | 6 | 6 | 5 | 3 | - | - | - | - | - | - | 7 | 4 | 2 | 1 | - | - | - | - | - | - | |
7 | 6 | 6 | 6 | 4 | - | - | - | - | - | - | 7 | 5 | 3 | 2 | - | - | - | - | - | ||
8 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - | 8 | 5 | 3 | 2 | 1 | - | - | - | - | - | |
9 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - | 8 | 5 | 4 | 3 | 2 | - | - | - | - | ||
10 | Vatic Gaze | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | 9 | 5 | 4 | 3 | 2 | 1 | - | - | - | - |
11 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | 9 | 5 | 5 | 4 | 3 | 2 | - | - | - | ||
12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | 9 | 5 | 5 | 4 | 3 | 2 | 1 | - | - | - | |
13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | 9 | 5 | 5 | 4 | 4 | 3 | 2 | - | - | ||
14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | |
15 | Spontaneous Quicken 3/ day | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | - | |
16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - | |
17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | ||
18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | |
19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | |
20 | Arcane Fire | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |