|Stat requirements:||15 charisma|
|Cannot multiclass with:||mage|
|Saving throws:||will strong, fort/reflex weak|
|Class Skills:||academics, perception, influence, spellcraft|
|Class Feats:||L1: simple weapon proficiency, spell focus
Also: one bonus spellcraft feat at L1, and every five class levels thereafter
Sorcerers are masters of arcane magic, but in a completely different way than mages. 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, both good and evil, come to consider themselves above other, lesser mortals due to their talents.
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 generally cannot wear armor. But with the armored caster feat they can learn to cast in light armor.
Sorcerers receive the following cantrips (type 'recall cantrip spells'): Daze, Detect Magic, Dancing Lights, Mending, Flare, Resistance