Sorcerer

Level BAB Fort Ref Will Special Spell Points per day Highest Spell Level Known
1st +0 +0 +0 +2 Bonus feat, sorcerous aptitude, summon familiar  2 1st
2nd +1 +0 +0 +3   6 1st
3rd +1 +1 +1 +3   11 2nd
4th +2 +1 +1 +4   17 2nd
5th +2 +1 +1 +4 Bonus feat 25 3rd
6th +3 +2 +2 +5   35 3rd
7th +3 +2 +2 +5   46 4th
8th +4 +2 +2 +6   58 4th
9th +4 +3 +3 +6   72 5th
10th +5 +3 +3 +7 Bonus feat 88 5th
11th +5 +3 +3 +7   106 6th
12th +6/+1 +4 +4 +8   126 6th
13th +6/+1 +4 +4 +8   147 7th
14th +7/+2 +4 +4 +9   170 7th
15th +7/+2 +5 +5 +9 Bonus feat 195 8th
16th +8/+3 +5 +5 +10   221 8th
17th +8/+3 +5 +5 +10   250 9th
18th +9/+4 +6 +6 +11   280 9th
19th +9/+4 +6 +6 +11   311 9th
20th +10/+5 +6 +6 +12 Bonus feat 343 9th
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.

Spell Points/day: A sorcerer ability to manifest powers is limited by the spell points he has available. His base daily allotment of spell points is given on the table. In addition, he receives bonus spell points per day if he has a high Charisma score. (see Table: Ability Modifiers and Bonus Spell Points)

Table: Spell Point Costs
Spell Level Spell Point Cost
  1. 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + casting ability modifier.
0 01
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17

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 point allotment is given on the above table. In addition, he receives bonus spell points per day if he has a high Charisma score. When he casts a spell, he must expend a certain amount of spell points, given on the Table: Spell Point Costs. The spell is cast at the sorcerer's full caster level, with one significant exception: Spells that deal a number of dice of damage based on caster level (such as magic missile, cone of cold, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration. A sorcerer can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level.

(For example, if Hennet the 4th level sorcerer casts shocking grasp by spending 1 spell point, it would deal 1d6 damage since it is cast with caster level of 1. If Hennet casts shocking grasp by spending 4 spell points, then it would deal 4d6 damage since it is cast with 4d6 damage.)

Spells Known: A sorcerer's selection of spells is extremely limited. 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 learns two new spells. 

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance.

Sorcerous Aptitude: Every sorcerer has an affinity for a particular school of magic. At level 1, a sorcerer chooses a school of magic. Whenever he casts a spell of that school, he regains 1 spell point back, unless the spell cost was 1 spell point or fewer.

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.

Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Focus (or a feat that has one of these feats as a requirement). The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums. 

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

Abrupt Jaunt (Sp): A sorcerer gains a short distance teleportation. Activating this ability is a swift action, and he can use this ability a number of times per day equal to his Cha bonus (minimum 1). He teleports up to 10 feet. He needs line of sight to his destination. He can't bring along any other creatures. Its equivalent spell level is equal to one-half his sorcerer level (minimum 1st), and caster level is his sorcerer level. 

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 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 Martial Weapon Proficiency for a melee weapon of the character's choice, as well as Weapon Focus (or a feat that has Weapon Focus as requirement) with that weapon. She may instead choose an exotic melee weapon for her Weapon Focus feat if she has proficiency in an exotic melee weapon. She also gains proficiency with light armor.

Table: Battle Sorcerer Spell Points per day
Level Spell Points per day
1st 1
2nd 4
3rd 8
4th 13
5th 19
6th 26
7th 34
8th 43
9th 53
10th 64
11th 76
12th 89
13th 103
14th 118
15th 134
16th 151
17th 169
18th 188
19th 208
20th 229

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 points than a standard sorcerer. (see Table: Battle Sorcerer Spell Points per day)

A battle sorcerer knows fewer spells per spell level than a standard sorcerer. A battle sorcerer begins play knowing three 0-level spells and one 1st-level spell of your choice. At each new sorcerer level, she learns one new spell. 

Arcane Strike (Ex): A battle sorcerer gains Arcane Strike as a bonus feat at level 1.

Alacritous Aptitude (Ex): A battle sorcerer can expend equivalent spell points in lieu of spell slots for Arcane Strike. (for example, she can expend 2 spell points instead of a 2nd level spell slot, 3 spell points instead of 3rd level spell slot, or 5 spell points instead of 5th level spell slot)

A battle sorcerer cannot spend more spell points than his highest spell level known.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a battle sorcerer gains a bonus feat. At each such opportunity, she can choose a martial feat, metamagic feat, an item creation feat, or Spell Focus (or a feat that has one of these feats as a requirement). The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums. 

These abilities replace Weapon and Armor Proficiency, Bonus Feats, Spells, Spells Known, and Sorcerous Aptitude.

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