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The Sorcerer
Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories -- just raw power that they direct at will.
Some sorcerers claim that the blood of dragons coursees through their veins. It may be true -- it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it's difficult to prove that a given sorcerer does not have a dragon ancestor. Sorcerers even often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Still, the claim that sorcerers are partially draconic is either an unsubstatiated boast on the part of the certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift.

Characteristics:
Sorcerers cast spells through innate power rather than through carefull trained skills. Their magic is intuitive rather than logical. They know fewer spells than wizards do and acquire powerful spells more slowly then wizards, but they can cast spells more often and have no need to select and prepare them ahead of time. Nor do sorcerers specialize in certains schools of magic the way wizards may.
Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills. They are proficient with simple weapons.
Alignment:
For a sorcerer, magic is an intuitive art, not a science. Sorcery favors the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly toward chaos over law.
Religion:
Some sorcerers favor Boccob, god of magic, while other rever Wee Jas, goddess of death magic. however, many sorcerers follow some other deity, or none at all (wizards typically learn to follow Boccob or Wee Jas from their mentors, but most sorcerers are self-taught, having no master to induct them into a religion).
Races:
Humans, Elves, Half-Elves, Half-Dragons, and Yuan-Ti
Special Abilities:

Sorcerer Spells


Sorcerer Starting Package:
No Armor
Shortspear(1d8, crit x3, 20 hp)
Light Crossbow (1d8, crit x2)
Backpack with waterskin
One days trail rations
Bedroll
Sack
Flint and steel
Hooded Lantern
5 Pints of Oil
Spell Component Pouch
Case with 10 Crossbow Bolts
12 gp
Sorcerer Starting Hit Points and Magic Points:
16 hit points and 12 magic points
Sorcerer Attack and Evade Bonus as per Level: (Dmg bonus for physical weapons only. NOT magic)
LevelAttack PercentEvade PercentDamage Bonus
125%20%+0
225%20%+1
330%25%+1
430%25%+2
535%30%+2
635%/25%30%+3
740%/25%35%+3
840%/30%35%+4
945%/30%40%+4
1045%/35%40%+5
1150%/35%45%+5
1250%/40%45%+6
1355%/40%50%+6
1460%/45%55%+7
1560%/45%55%+7
1665%/50%60%+8
1770%/50%65%+8
1875%/55%70%+9
1980%/60%75%+9
2090%/60%85%+10