Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will.
Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike Wizards, Sorcerers cannot specialize in a school of magic. Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. A Sorcerer can call a familiar: a small, magical, animal companion that serves her. Charisma is very important for Sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Hit Die: d4.
Proficiencies: All simple weapons. No armor or shields.
Skill Points (*4 at 1st level): 2 + Intelligence Modifier.
Spellcasting: Arcane (Charisma-based, no need for preparation, armor-related chance of spell failure is a factor); Sorcerers begin the game knowing all cantrips.
Bonus Feats: The epic Sorcerer gains a bonus feat every three levels after 20th
Epic Sorcerer Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting
Spell Changes & Additions See also: Arcane Spells.
Gained: 1st level.
Use: Selected. Once per day.
Bonuses: Able to summon a small creature to assist in combat or scouting. If the familiar dies, the caster loses 1d6 hit points, but the familiar will be available to summon again the next day.
Crafting Competency - Sorcerers can expect favorable results in most crafting of magical items.
Detect Magic -Sorcerers can Detect Magic.
CUSTOM SPELLS - As a practitioner of the arcane arts (magic), Sorcerers have a SPELLBOOK which may contain SPECIAL SPELLS your PC has learned.
Scrying - Sorcerers can scry.