Sorcerer
From Myths of Atalan Wiki
Base Classes | Prestige Classes | |||||
---|---|---|---|---|---|
Barbarian | Bard | Cleric | Druid | Eldryn | Fighter | Monk | Wizard | |||||
Paladin | Ranger | Rogue | Sorcerer | Spirit Shaman | Swashbuckler |
Special: Must have been born in Eramere
Many strange things began to happen when the Halmorians began to take up residence in Atalan, one of which being that children were born fairer skinned and with lighter eyes than their parents, which caused more then one feud in a household. Another, and much more significant happening was the appearance of what have since been termed Sorcerers. Men and women who tap into the power of the arcane as if it were in their nature, and it would seem that this is indeed the very case. Most sorcerers are Obelisk-Touched and begin to exhibit their natural talents around puberty, though some come into their abilities much later. A few non-natives have begun to exhibit the talent as well, often in rather surprising ways to all involved. The appearance of these people is seen as a mystery, and many of the wizards of the Academy seek to study these men and women. These sorcerers are also often looked upon by some with wary eyes and even jealousy, for many of these innate magic users wield power at a young age which would take a normal scholar of the arcane many years to obtain.
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Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiencies: Simple weapons
Armor Proficiencies: None. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail.
Skill Points: 2+ Int modifier per level, x4 at first level.
Class Skills: Bluff, Diplomacy, Sense Motive, Spellcraft, Taunt, and Knowledge Arcana
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. 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). Starting at 6th level and every two levels after, sorcerers can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the sorcerer can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10 and so forth).
Familiar: A sorcerer can obtain a familiar.