Sorcerer

  Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Impromptu arcana, summon familiar  5 3
2nd +1 +0 +0 +3   6 4
3rd +1 +1 +1 +3   6 5 0
4th +2 +1 +1 +4   6 6 3
5th +2 +1 +1 +4   6 6 4 0
6th +3 +2 +2 +5   6 6 5 3
7th +3 +2 +2 +5   6 6 6 4 0
8th +4 +2 +2 +6   6 6 6 5 3
9th +4 +3 +3 +6   6 6 6 6 4 0
10th +5 +3 +3 +7   6 6 6 6 5 3
11th +5 +3 +3 +7   6 6 6 6 6 4 0
12th +6/+1 +4 +4 +8   6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8   6 6 6 6 6 6 4 0
14th +7/+2 +4 +4 +9   6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9   6 6 6 6 6 6 6 4 0
16th +8/+3 +5 +5 +10   6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10   6 6 6 6 6 6 6 6 4 0
18th +9/+4 +6 +6 +11   6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11   6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12   6 6 6 6 6 6 6 6 6 6
Hit Dice
D4
Skill Points
Int + 2
Starting Gold
3d4 x 10 (75 gp)
Alignment
Any
Class Feature

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 arcane gestures, which can cause his spells with somatic components to fail.

  Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3 11
4th 6 3 1
5th 6 4 2 11
6th 7 4 2 1
7th 7 5 3 2 11
8th 8 5 3 2 1
9th 8 5 4 3 2 11
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2 11
12th 9 5 5 4 3 2 11
13th 9 5 5 4 4 3 2 11
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2 11
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2 11
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
1 Provided the sorcerer has a high enough Charisma score to have a bonus spell of this level

Spells: A sorcerer casts arcane spells (the same type of spells available to bards and wizards), 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 (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). 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 the above table. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer's selection of spells is extremely limited (but see Impromptu Arcana below). A sorcerer begins play knowing four 0-level spells (also called cantrips) and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Spells Known table. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Spells Known table 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. For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. 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. For instance, upon reaching 4th-level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. 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. For example, at 1st level, the sorcerer Hennet can cast four 1st-level spells per day—three for being 1st level, plus one thanks to his Charisma score of 15. However, he knows only two 1st-level spells: magic missile and sleep. Thus, on any given day, he can cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he'll cast.

Impromptu Arcana (Su): A sorcerer can improvise any spell on the sorcerer/wizard spell list that he has cast off a scroll before. This takes a full-round action, as the sorcerer concentrates on remembering the components of the spell and drawing forth the magic. Improvised spell then appears in the sorcerer’s mind at the beginning of next turn and can be used as if it was a known spell for the sorcerer. Once cast, the spell fades from the sorcerer’s mind, but the sorcerer can attempt to improvise the spell again without limit. A sorcerer cannot improvise spells of higher spell level than he can cast. A sorcerer can only have one improvised spell in his mind at a time.

Summon 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.

For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level. 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.

Familiars

Familiar Special
  1. A raven familiar can speak one language of its master’s choice as a supernatural ability.
  2. Tiny viper.
Bat Master gains a +3 bonus on Perception checks indoors
Cat Master gains a +3 bonus on Stealth checks
Hawk Master gains a +3 bonus on Perception checks during daytime
Lizard Master gains a +3 bonus on Athletics checks
Owl Master gains a +3 bonus on Perception checks during nighttime
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Craft checks
Snake2 Master gains a +3 bonus on Deception checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves

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 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.

Master Class Level Natural Armor Adj. Int Special
1st-2nd +1 6 Enhanced perception, 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  

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.

Enhanced Perception (Ex)

While a familiar is within arm’s reach, the master gains +2 to Perception skill.

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).

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.

Arcane Spells And Armor

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, warmages, hexblades, duskblades, and warlocks 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.

 

Alternate Class Features

Metamagic Specialist (Ex): A metamagic specialist sorcerer can apply metamagic feats he knows to sorcerer spells without increasing the casting time. This benefit even lets you quicken your sorcerer spells with the Quicken Spell feat. 

Metamagic specialist sorcerer can use this class feature a number of times per day equal to 3 + his Int modifier (minimum 1). This is an extraordinary ability.

This ability replaces Familiar

Sorcerer Variant: Battle Sorcerer

The battle sorcerer is no weak arcanist, hiding behind the fighters. Instead, she is a capable physical combatant who mixes magical prowess with fighting skill.

Hit Die: d8.

Base Attack Bonus: The battle sorcerer uses the base attack bonus progression of the cleric.

Class Skills: Remove Deception from the battle sorcerer's class skill list. Add Intimidate to the battle sorcerer's class skill list.

Class Features

The battle sorcerer has all the standard sorcerer class features, except as noted below.

Weapon and Armor Proficiency: At 1st level, a battle sorcerer gains proficiency with any light or one-handed martial weapon of the character's choice. She also gains proficiency with light armor.

Spellcasting: A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance.

A battle sorcerer has fewer daily spell slots than a standard sorcerer. Subtract one spell per day from each spell level on the sorcerer table. For example, a 1st-level battle sorcerer may cast four 0-level spells and two 1st-level spells per day (plus bonus spells, if any).

A battle sorcerer knows fewer spells per spell level than a standard sorcerer. Subtract one spell known from each spell level on Spells Known table (to a minimum of one spell per spell level). For example, a 4th-level battle sorcerer knows five 0-level spells, two 1st-level spells, and one 2nd-level spell. When she reaches 5th level, the battle sorcerer learns one additional 1st-level spell, but doesn't learn an additional 2nd-level spell (since two minus one is one).

Alacritous Arcana (Su): A battle sorcerer can weave in spells while attacking. If she uses the charge (pounce) special attack, or full attacks, then she is able to cast a spell she knows as a swift action. The spell must be of lower spell level than her highest known spell level, and its original casting time must be standard action or shorter. 

These abilities replace Weapon and Armor Proficiency, Spells, and Impromptu Arcana.

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