Class- Sorcerer in Aertrea | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Class- Sorcerer

Sorcerer

The most common form of arcane caster, the sorcerer develops their power naturally. It appears to come from the latent power left over from a powerful arcane ancestor in the persons past. These latent power does not develop in all the family members but does so with some regularity. Its particular strong in those races more closely related to mystical creatures such as kobold with their strong ties to dragon blood.
HD: d4, Class Skills (4+Int): bluff, concentration, craft (any), diplomacy, knowledge arcana, knowledge geography, profession (any), spellcraft, use magical device,
LV BA Fort Refl Will Special 1 2 3 4 5 6 7 8 9
LV BA Frt Ref Wil Class Feature 1 2 3 4 5 6 7 8 9
1 0 0 0 2 Eschew Materials, Sorcerer Heritage Feat, Familiar 3/2
2 1 0 0 3 4/2
3 1 1 1 3 5/3
4 2 1 1 4 6/3 3/1
5 2 1 1 4 6/4 4/2
6 3 2 2 5 Sorcerer Bonus Feat 6/4 5/3 3/1
7 3 2 2 5 6/5 6/3 4/2
8 4 2 2 6 6/5 6/3 5/2 3/1
9 4 3 3 6 6/5 6/4 6/3 4/2
10 5 3 3 7 6/5 6/4 6/3 5/2 3/1
11 5 3 3 7 6/5 6/5 6/4 6/3 4/2
12 6 4 4 8 Sorcerer Bonus Feat 6/5 6/5 6/4 6/3 5/2 3/1
13 6 4 4 8 6/5 6/5 6/4 6/4 6/3 4/2
14 7 4 4 9 6/5 6/5 6/4 6/4 6/3 5/2 3/1
15 7 5 5 9 6/5 6/5 6/4 6/4 6/4 6/3 4/2
16 8 5 5 10 6/5 6/5 6/5 6/4 6/4 6/3 5/2 3/1
17 8 5 5 10 6/5 6/5 6/4 6/4 6/4 6/4 6/3 4/2
18 9 6 6 11 Sorcerer Bonus Feat 6/5 6/5 6/4 6/4 6/4 6/4 6/3 5/2 3/1
19 9 6 6 11 6/5 6/5 6/4 6/4 6/4 6/4 6/3 6/3 4/2
20 10 6 6 12 6/5 6/5 6/4 6/4 6/4 6/4 6/3 6/3 6/3
Weapons and Armor: all simple weapons
Spells: (per day/known) spontaneously cast arcane spells based on CHA. At 4th level and every 2nd level after that you may exchange a spell known for a different spell known of the same level. The exchanged spell must be at least 2 levels lower than the highest level spell you can cast.
Eschew Materials: Gain this feat for free at 1st level.
Sorcerer Heritage feat: at 1st level choose any single sorcerer heritage feat. You may possess only one.Rules- Feats: Heritage Feats
Sorcerer Bonus Feat you may choose any  metamagic feat, Rules- Feats: Metamagic Feats reserve feat,Rules- Feats: Reserve Feats Spellcasting featRules- Feats: Spellcasting Feats Familiar: summon a familiar in a ceremony costing 100 gp. If familiar is killed lose 200 xp per class level, fortitude DC 15 halves this penalty. A familiar can’t be replaced for a year and a day. The familiar improves with class levels. Basic familiar in their benefits include: bat (+3 listen), cat (+3 move silently), Hawk (+3 spot in bright light), Lizard (+3 climb), Owl (+3 spot in shadow), Rat (+2 fort saves), Raven (+3 appraise), snake (+3 bluff), Toad (+3 hit points), Weasel (+2 reflex saves). Familiars have their HD or that of their master whichever is higher. Familiar has half the hit points of its master. It uses is master’s base attack, and skill ranks, and base saving throws which ever is higher but its own ability modifiers. Class LV Natural AC INT Special
Class LV Nat AC INT Special 
1-2 1 6 Alertness, Improved Evasion, share spell, empathic link
3-4 2 7 Deliver touch spells
5-6 3 8 Speak with master
7-8 4 9 Speak with animals of own kind
9-10 5 10
11-12 6 11 Spell Resistance (master’s level + 5)
13-14 7 12 Scry on Familiar
15-16 8 13
17-18 9 14
19-20 10 15

Comments

Please Login in order to comment!