The SorcereR
Alignment: Any.
Hit Die: d4.
The sorcerer’s
class skills (and the key ability for each skill) are Bluff (Cha),
Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (law) (Int), Knowledge (local) (Int), Profession
(
Skill
Points at 1st Level:
(2 + Int modifier) x 4.
Skill
Points at Each Additional Level: 2 + Int modifier.
|
Table:
The Sorcerer |
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——––———————Spells per Day————————— |
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|
Level |
Base
Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Spell points |
|
1st |
+0 |
+0 |
+0 |
+2 |
Arcane
life force, summon familiar |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
11 |
|
2nd |
+1 |
+0 |
+0 |
+3 |
|
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
— |
14 |
|
3rd |
+1 |
+1 |
+1 |
+3 |
|
6 |
5 |
— |
— |
— |
— |
— |
— |
— |
— |
16 |
|
4th |
+2 |
+1 |
+1 |
+4 |
|
6 |
6 |
3 |
— |
— |
— |
— |
— |
— |
— |
33 |
|
5th |
+2 |
+1 |
+1 |
+4 |
|
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
38 |
|
6th |
+3 |
+2 |
+2 |
+5 |
|
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
— |
57 |
|
7th |
+3 |
+2 |
+2 |
+5 |
|
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
80 |
|
8th |
+4 |
+2 |
+2 |
+6 |
|
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
127 |
|
9th |
+4 |
+3 |
+3 |
+6 |
|
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
148 |
|
10th |
+5 |
+3 |
+3 |
+7 |
|
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
215 |
|
11th |
+5 |
+3 |
+3 |
+7 |
|
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
250 |
|
12th |
+6/+1 |
+4 |
+4 |
+8 |
|
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
333 |
|
13th |
+6/+1 |
+4 |
+4 |
+8 |
|
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
386 |
|
14th |
+7/+2 |
+4 |
+4 |
+9 |
|
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
507 |
|
15th |
+7/+2 |
+5 |
+5 |
+9 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
568 |
|
16th |
+8/+3 |
+5 |
+5 |
+10 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
719 |
|
17th |
+8/+3 |
+5 |
+5 |
+10 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
792 |
|
18th |
+9/+4 |
+6 |
+6 |
+11 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
983 |
|
19th |
+9/+4 |
+6 |
+6 |
+11 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
1074 |
|
20th |
+10/+5 |
+6 |
+6 |
+12 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
1174 |
|
Table:
Sorcerer Spells Known |
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———————— Spells Known —–——————— |
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|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
5 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
4th |
6 |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
6th |
7 |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
|
7th |
7 |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
|
8th |
8 |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
|
9th |
8 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
|
10th |
9 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
|
11th |
9 |
5 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
|
12th |
9 |
5 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
|
13th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
— |
— |
— |
|
14th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
|
15th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
— |
— |
|
16th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
|
17th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
|
18th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
|
19th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
20th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
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, 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.
Arcane
Life Force: When not
in combat or performing strenuous activity such as a hustle movement or
climbing, a sorcerer regains his magical power.
A sorcerer using the spell slot system regains one spell level every five
minutes, starting with the lowest empty spell level first. Cantrips are regained every two and a half
minutes. For example a level 8 sorcerer
who has spent two cantrips, one level two spell, and one level four spell,
whilst lazily walking would regain both cantrips over the first five minutes,
followed by the one level two spell after fifteen, the first level four slot
would be regained after thirty-five, and finally after fifty-five minutes the second
level four spell slots are regained.
Sorcerers
using spell point system regain one spell point every minute.
A sorcerer
whose has used up half his magical power (half his spell points or half his
spell level) becomes fatigued. A
sorcerer with no spell points becomes exhausted.
FAMILIARS
A familiar is a normal animal
that gains new powers and becomes a magical beast when summoned to service by a
sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus,
base save bonuses, skills, and feats of the normal animal it once was, but it
is treated as a magical beast instead of an animal for the purpose of any
effect that depends on its type. Only a normal, unmodified animal may become a
familiar. An animal companion cannot also function as a familiar.
A familiar also grants special
abilities to its master (a sorcerer or wizard), as given on the table below.
These special abilities apply only when the master and familiar are within 1
mile of each other.
Levels of different classes
that are entitled to familiars stack for the purpose of determining any
familiar abilities that depend on the master’s level.
|
Familiar |
Special |
|
Bat |
Master gains a +3 bonus on
Listen checks |
|
Cat |
Master gains a +3 bonus on
Move Silently checks |
|
Hawk |
Master gains a +3 bonus on Spot
checks in bright light |
|
Lizard |
Master gains a +3 bonus on
Climb checks |
|
Owl |
Master gains a +3 bonus on
Spot checks in shadows |
|
Rat |
Master gains a +2 bonus on
Fortitude saves |
|
Raven1 |
Master gains a +3 bonus on
Appraise checks |
|
Snake2 |
Master gains a +3 bonus on
Bluff checks |
|
Toad |
Master gains +3 hit points |
|
Weasel |
Master gains a +2 bonus on
Reflex saves |
|
1 A raven familiar can speak one language of its
master’s choice as a supernatural ability. |
|
|
2 Tiny viper. |
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Familiar Basics: Use the basic statistics for a creature of the
familiar’s kind, but make the following
changes:
Hit Dice: For the purpose of effects related to number of Hit Dice,
use the master’s character level or the familiar’s normal HD total, whichever
is higher.
Hit Points: The familiar has one-half the master’s total hit
points (not including temporary hit points), rounded down, regardless of its
actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from
all his classes. Use the familiar’s Dexterity or Strength modifier, whichever
is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a
normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base
save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated
from all his classes), whichever is better. The familiar uses its own ability
modifiers to saves, and it doesn’t share any of the other bonuses that the
master might have on saves.
Skills: For each skill in which either the master or the
familiar has ranks, use either the normal skill ranks for an animal of that
type or the master’s skill ranks, whichever are better. In either case, the
familiar uses its own ability modifiers. Regardless of a familiar’s total skill
modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar Ability
Descriptions: All familiars have
special abilities (or impart abilities to their masters) depending on the
master’s combined level in classes that grant familiars, as shown on the table
below. The abilities given on the table are cumulative.
Natural Armor Adj.: The number noted here is an improvement to the
familiar’s existing natural armor bonus.
Int: The
familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master
gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a
Reflex saving throw for half damage, a familiar takes no damage if it makes a
successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not
any spell-like ability) he casts on himself also affect his familiar. The
familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a
duration other than instantaneous, it stops affecting the familiar if it moves
farther than 5 feet away and will not affect the familiar again even if it
returns to the master before the duration expires. Additionally, the master may
cast a spell with a target of “You” on his familiar (as a touch range spell)
instead of on himself.
A master and his familiar can
share spells even if the spells normally do not affect creatures of the
familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out
to a distance of up to 1 mile. The master cannot see through the familiar’s
eyes, but they can communicate empathically. Because of the limited nature of
the link, only general emotional content can be communicated.
Because of this empathic
link, the master has the same connection to an item or place that his familiar
does.
Deliver Touch Spells (Su):
If the master is 3rd level or higher,
a familiar can deliver touch spells for him. If the master and the familiar are
in contact at the time the master casts a touch spell, he can designate his
familiar as the “toucher.” The familiar can then
deliver the touch spell just as the master could. As usual, if the master casts
another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and
the master can communicate verbally as if they were using a common language.
Other creatures do not understand the communication without magical help.
Speak with Animals of Its
Kind (Ex): If the master is 7th level
or higher, a familiar can communicate with animals of approximately the same
kind as itself (including dire varieties): bats with bats, rats with rodents,
cats with felines, hawks and owls and ravens with birds, lizards and snakes
with reptiles, toads with amphibians, weasels with similar creatures (weasels,
minks, polecats, ermines, skunks, wolverines, and badgers). Such communication
is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s
level + 5. To affect the familiar with a spell, another spellcaster
must get a result on a caster level check (1d20 + caster level) that equals or
exceeds the familiar’s spell resistance.
Scry on Familiar (Sp): If
the master is 13th level or higher, he may scry on
his familiar (as if casting the scrying spell)
once per day.
|
Master Class Level |
Natural Armor Adj. |
Int |
Special |
|
1st–2nd |
+1 |
6 |
Alertness, improved
evasion, share spells, empathic link |
|
3rd–4th |
+2 |
7 |
Deliver touch spells |
|
5th–6th |
+3 |
8 |
Speak with master |
|
7th–8th |
+4 |
9 |
Speak with animals of its
kind |
|
9th–10th |
+5 |
10 |
— |
|
11th–12th |
+6 |
11 |
Spell resistance |
|
13th–14th |
+7 |
12 |
Scry on familiar |
|
15th–16th |
+8 |
13 |
— |
|
17th–18th |
+9 |
14 |
— |
|
19th–20th |
+10 |
15 |
— |
ARCANE SPELLS
Wizards and sorcerers do not
know how to wear armor effectively.
If desired, they can wear armor
anyway (though they’ll be clumsy in it), or they can gain training in the
proper use of armor (with the various Armor Proficiency feats—light, medium,
and heavy—and the Shield Proficiency feat), or they can multiclass
to add a class that grants them armor proficiency. Even if a wizard or sorcerer
is wearing armor with which he or she is proficient, however, it might still
interfere with spellcasting.
Armor restricts the
complicated gestures that a wizards or sorcerer must make while casting any
spell that has a somatic component (most do). The armor and shield descriptions
list the arcane spell failure chance for different armors and shields.
By contrast, bards not only
know how to wear light armor effectively, but they can also ignore the arcane
spell failure chance for such armor. A bard wearing armor heavier than light or
using any type of shield incurs the normal arcane spell failure chance, even if
he becomes proficient with that armor.
If a spell doesn’t have a
somatic component, an arcane spellcaster can cast it
with no problem while wearing armor. Such spells can also be cast even if the
caster’s hands are bound or if he or she is grappling (although Concentration
checks still apply normally). Also, the metamagic
feat Still Spell allows a spellcaster to prepare or
cast a spell at one spell level higher than normal without the somatic
component. This also provides a way to cast a spell while wearing armor without
risking arcane spell failure.