Sorceror

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 

Motto

Image is everything.

Requirements

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.

Class Information

The following information pertains to the Sorcerer advanced class.

Hit Die:

The Sorcerer gains 1d6 hit points per level. The character’s Constitution modifier applies.

Action Points:

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.

Class Skills:

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
Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 - - - - - - - -
2nd 6 4 - - - - - - - -
3rd 6 5 - - - - - - - -
4th 6 6 3 - - - - - - -
5th 6 6 4 - - - - - - -
6th 6 6 5 3 - - - - - -
7th 6 6 6 4 - - - - - -
8th 6 6 6 5 3 - - - - -
9th 6 6 6 6 4 - - - - -
10th 6 6 6 6 5 3 - - - -
Bonus Spells by Spell Level
Charisma 0 1 2 3 4 5
12-13 - 1 - - - -
14-15 - 1 1 - - -
16-17 - 1 1 1 - -
18-19 - 1 1 1 1 -
20-21 - 2 1 1 1 1
22-23 - 2 2 1 1 1

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.

Sorceror

Benders successwarrior