Level BAB Fort Ref Will Def Rep Special 1st +0 +0 +0 +2 +1 +1 Arcane Skills, Arcane Spells, Enchantment Expert 2nd +1 +0 +0 +3 +1 +2 Arcane Spells, Inspire 3rd +1 +1 +1 +3 +2 +3 Arcane Spells, Bonus Feat, Read People 4th +2 +1 +1 +4 +2 +4 Arcane Spells, Scribe Tattoo 5th +2 +1 +1 +4 +3 +5 Arcane Spells, Improved Inspire 6th +3 +2 +2 +5 +3 +6 Arcane Spells, Bonus Feat, Improved Read People 7th +3 +2 +2 +5 +4 +7 Arcane Spells, Combat Casting, Alter Aura 8th +4 +2 +2 +6 +4 +8 Arcane Spells, Advanced Inspire 9th +4 +3 +3 +6 +5 +9 Arcane Spells, Bonus Feat, Advanced Read People 10th +5 +3 +3 +7 +5 +10 Arcane Spells, Maximize Spells
Image is everything.
Knowledge (Arcane) - 6 ranks Diplomacy - 6 ranks Intimidate - 6 ranks Gather Information - 6 ranks Perform (Any subcategory) - 6 ranks 6 ranks in any of the following: Bluff, Disguise, or any Perform different from the above chosen Perform. The 6 ranks may be split amongst any of these skills or over different subcategories of Perform.
The following information pertains to the Sorcerer advanced class.
The Sorcerer gains 1d6 hit points per level. The character’s Constitution modifier applies.
The Sorcerer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
The Sorcerer’s skills are as follows.
Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (Visual Art)(Int), Craft (Writing)(Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcane Lore)(Int), Knowledge (Art)(Int), Knowledge (Behavioral Sciences)(Int), Knowledge (Current Events)(Int), Knowledge (Popular culture)(Int), Knowledge (Streetwise)(Int), Perform (all)(Cha), Read/Write Language, Speak Language, Spellcraft (Int).
Skill Points at Each Level: 7 + Int Modifier.
Armor Effect on Spellcasting:
Arcane Skills:Spells per Day
1st Level Ability: Enchantment Expert. Targets of an enchantment spell from a sorceror suffer a minus to their saving throws. The minus is equal to 1/2 Sorceror Level rounded down (minimum of -1).
2nd Level Ability: Inspire. On a successful Charisma check (DC 10), all the sorceror’s allies within 6 squares gain a +1 on all attack rolls and skill checks. The effects last a number of rounds equal to the sorceror’s Charisma modifier.
3rd Level Ability: Read People.
4th Level Ability: Scribe Tattoo.
5th Level Ability: Improved Inspire. On a successful Charisma check (DC 10), all the sorceror’s allies within 9 squares gain a +2 on attack rolls, skill checks, and saving throws. The effects last a number of rounds equal to the sorceror’s Charisma modifier.
6th Level Ability: Improved Read People.
7th Level Ability: Combat Casting, Alter Aura.
8th Level Ability: Advanced Inspire. On a successful Charisma check (DC 10), all the sorceror’s alliess within 12 squares gain a +3 on attack rolls, damage rolls, skill checks, and saving throws. The effects last a number of rounds equal to the sorceror’s Charisma modifier.
9th Level Ability: Advanced Read People.
10th Level Ability: Maximize Spells.