Sorcerer

What’s changed?
- all skills are treated as class skills
- four skill points (was two)
- orisons now use spell slots, no longer unlimited
- sorcerers cast detect magic and prestidigitation at will
- some spells from the sorcerer list are cut (summonings, shape-changing etc)
- no bloodline powers – instead, one extra spell known per level
- no progression above level 6

Alignment: Any
Hit Die: d6
Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency (Unchanged)
Sorcerers, like all PC classes, are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Table: Sorcerer Spells Known

Level 0th 1st 2nd 3rd
1st 5 3
2nd 6 3
3rd 6 4
4th 6 4 2
5th 6 5 3
6th 7 5 3 2

Spells
A sorcerer casts arcane spells drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. 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. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing five 0-level spells and three 1st-level spells of her choice. At each new sorcerer level, she 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 her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.)

Note: The number of spells known has been increased by one per level to replace bloodline powers, which do not exist.

Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell and may not be used again unlimited times.

In addition, all Sorcerers learn Detect Magic and Prestidigitation as part of their training and can cast these spells as an innate power.

Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Table: Sorcerer

Level BAB Fort Ref Will Special 1st 2nd 3rd
1st +0 +0 +0 +2 cantrips, eschew materials 3
2nd +1 +0 +0 +3 4
3rd +1 +1 +1 +3 5
4th +2 +1 +1 +4 6 3
5th +2 +1 +1 +4 6 4
6th +3 +2 +2 +5 6 5 3

Sorcerer

Wolfshead Yorunkun