Description-Sorcerer's create magic the way
a poet creates poems, wih inborn talent honed by practice.they have no books
no mentors no ththeories just raw power they direct at will.some sorcerer's
claim the blood of dragons corse thru there veins it may even be true.it is
common knowlage that some powerful dragons can take humaniod form and even
humaniod lovers. and its diffacult to prove a given sorcerer does not have
dragon ansesters.
Alignment: Any.
Hit Die: d4.
Class Skills: The sorcerer's class skills
(and the key ability for each skill) are Alchemy (Int), Concentration (Con),
Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Scry (Int, exclusive
skill), and Spellcraft (Int).
Weapon and Armor Proficiency: Sorcerers are
proficient with all simple weapons. They are not proficient with any type
of armor, nor with shields.
TABLE: The Sorcerer
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +0 +2 Summon familiar
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
TABLE: Sorcerer Spells Per Day
----------------------Spells per Day-------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 6 5 - - - - - - - -
4 6 6 3 - - - - - - -
5 6 6 4 - - - - - - -
6 6 6 5 3 - - - - - -
7 6 6 6 4 - - - - - -
8 6 6 6 5 3 - - - - -
9 6 6 6 6 4 - - - - -
10 6 6 6 6 5 3 - - - -
11 6 6 6 6 6 4 - - - -
12 6 6 6 6 6 5 3 - - -
13 6 6 6 6 6 6 4 - - -
14 6 6 6 6 6 6 5 3 - -
15 6 6 6 6 6 6 6 4 - -
16 6 6 6 6 6 6 6 5 3 -
17 6 6 6 6 6 6 6 6 4 -
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 6
TABLE: Sorcerer Spells Known
--------------------- Spells Known --------------------------
Level 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 3 3 2 -
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3
Spells: A sorcerer casts arcane spells. The
number of spells a sorcerer knows is not affected by his Charisma bonus. The
spells a sorcerer knows can be common spells chosen from the sorcerer and
wizard spell list, or they can be unusual spells that the sorcerer has gained
some understanding of by study.
A sorcerer is limited to casting a certain number of spells of each level
per day, but he need not prepare his spells in advance. The number of spells
he can cast per day is improved by his bonus spells, if any.
A sorcerer may use a higher-level slot to cast a lower-level spell if he so
chooses. The spell is still treated as its actual level, not the level of
the slot used to cast it.
To learn or cast a spell, a sorcerer must have a Charisma score of at least
10 + the spell's level. The Difficulty Class for saving throws against sorcerer
spells is 10 + the spell's level + the sorcerer's Charisma modifier.
SORCERER & WIZARDS FAMILIARS
Familiar: A sorcerer or a wizard can call a familiar. Doing so takes a day
and uses up magical materials that cost 100 gp. A familiar is a magical, unusually
tough, and intelligent version of a small animal. It is a magical beast, not
an animal. The creature serves as a companion and servant.
Even if the character is multiclassed with two or more classes that allow
a familiar, only one familiar is permitted. For these kinds of multiclassed
characters all the class levels in classes allowing a familiar are combined
for determining the familiars abilities.
The master chooses the type of familiar he gets. As the master increases in
level, the familiar also increases in power. In the special case of a character
with both sorcerer and wizard levels, the character can add those levels together
to determine the power level of the familiar.
If the familiar dies, or the master chooses to dismiss it, the master must
attempt a Fortitude saving throw (DC 15). If the saving throw fails, the master
loses 200 experience points per class level. A successful saving throw reduces
the loss to half of that amount. However, a master's experience point total
can never go below zero as the result of a familiar's demise. A slain or dismissed
familiar cannot be replaced for a year and day. Slain familiars can be raised
from the dead just as characters can be, but do not lose a level or a Constitution
point when this happy event occurs.
These special abilities only apply when the master and familiar are within
one mile of each other.
Table: Familiars
Familiar Special
-------- -------
Bat -
Cat Master gains a +2 bonus to Move Silently checks
Hawk -
Owl Has low-light vision; master gains a +2 bonus on
Move Silently checks
Rat Master gains a +2 bonus to Fortitude saves
Raven Speaks one language
Snake (Tiny) Poisonous bite
Toad Master gains +2 to Constitution score
Weasel Master gains a +2 bonus on Reflex saves
Familiar Basics: Use the basic statistics for a creature of its type, but
make these changes:
Hit Dice: Treat as the master's character level (for effects related to Hit
Dice). Use the familiar's normal total if it is higher.
Hit Points: One-half the master's total, rounded down.
Attacks: Use the master's base attack bonus. Use the familiar's Dexterity
or Strength modifier, whichever is greater, to get the familiar's melee attack
bonus with unarmed attacks. Damage equals that of a normal creature of that
type.
Saving Throws: The familiar uses the master's base saving throw bonuses if
they're better than the familiar's.
Skills: Use the normal skills for an animal of that type or the master's,
whichever are better.
Familiar Ability Descriptions: All familiars have special abilities (or impart
abilities to their masters) depending on the level of the master. The abilities
are cumulative.
Table: Familiar Special Abilities
Master Natural
Class Level Armor Int Special
----------- ------- --- -------
1-2 +1 6 Alertness, improved evasion, share
spells, empathic link
3-4 +2 7 Touch
5-6 +3 8 Speak with master
7-8 +4 9 Speak with animals of its type
9-10 +5 10
11-12 +6 11 Spell resistance
13-14 +7 12 Scry on familiar
15-16 +8 13
17-18 +9 14
19-20 +10 15
Natural Armor: This number improves the familiar's AC.
Intelligence: The familiar's Intelligence score.
Alertness: The presence of the familiar sharpens its master's senses. While
the familiar is within arm's reach, the master gains Alertness.
Improved Evasion: If the familiar is subjected to an attack that normally
allows a Reflex saving throw for half damage, the familiar takes no damage
if it makes a successful saving throw and half damage even if the saving throw
fails. Improved evasion is an extraordinary ability.
Share Spells: At the master's option, he may have any spell he or she casts
on themselves also affect a familiar. The familiar must be within 5 feet at
the time. If the spell has a duration other than instantaneous, the spell
stops affecting the familiar if it moves farther than 5 feet away. The spell's
effect will not be restored even if the familiar returns to the master before
the duration would otherwise have ended. Additionally, the master may cast
a spell with a target of "You" on a familiar (as a Touch range spell)
instead. The master and familiar can share spells even if the spells normally
do not affect creatures of the familiar's type.
Empathic Link: The master has an empathic link with the familiar out to a
distance of up to one mile. The master cannot see through the familiar's eyes,
but the two of them can communicate telepathically. This is a supernatural
ability.
Because of the empathic link between the familiar and the master, the master
has the same connection to an item or place that the familiar does. For instance,
if his familiar has seen a room, a master can teleport into that room as if
he has seen it too.
Touch: If the master is 3rd level or higher, the familiar can deliver touch
spells for the master. When the master casts a touch spell, the familiar can
be designated as the "toucher." (The master and the familiar have
to be in contact at the time of casting.) The familiar can then deliver the
touch spell just as the master could. As normal, if the master casts another
spell, the touch spell dissipates.
Speak with Animals of Its Type: The familiar can communicate with animals
of approximately the same type as itself (including dire variants). The communication
is limited by the Intelligence of the conversing creatures.
Speak with Master: The familiar and master can communicate verbally as if
they were using a common language. Other creatures do not understand the communication
with out magical help.
Spell Resistance: If the master is 11th level or higher, the familiar gains
spell resistance equal to the master's level + 5.
Scry: If the master is 13th level or higher, the master may scry on the familiar
(as if casting the spell scrying) once per day. This is a spell-like ability
that requires no material components or focus.