Sorcerer

Stat requirements: 15 charisma
Alignments allowed: Restricted by bloodline
Hitdice: d6
Saving throws: will strong, fort/reflex weak
Class Skills: academics, perception, influence, spellcraft
Class Feats:L1: simple weapon proficiency, spell focus
L31: blood is power
Also: one bonus spellcraft feat at L1, and every five class levels thereafter

Sorcerers are masters of raw and spontaneous arcane magic. Where a wizard will study and call upon the weave by theory and ritual, sorcerers instead harness raw talent and instinct to produce such spell effects. A typical sorcerer turns to an adventurer's life to prove and improve their command of the magical arts. While the latent talent is inborn, a part of their soul, the development of such skill becomes a quest in and of itself for many. Many sorcerers come to consider themselves above other, lesser mortals due to their talents. A sorcerer’s resonance is influenced and restricted by their bloodline.

Sorcerers are spontaneous casters that use the master command to learn new spells. They cast any of spells they learned by expending a spell slot prepared with the prepare command. They can see how many slots per level they have prepared using recall sorcerer spells. They can list all available spells for the class with the spells sorcerer command.

Sorcerers get bonus spells from bloodlines.

Sorcerers cannot wield weapons while casting. They cannot use armor while casting, unless they have the applicable feats. They will need the perfect caster feat to avoid harming their allies and summoned creatures with area-affecting spells.

Sorcerers receive the following cantrips (type 'recall cantrip spells'): Daze, Detect Magic, Dancing Lights, Mending, Flare, Resistance