Steven McRownt
First Post
Sorcerer are individuals inborn with magic. They have no book, no mentors, no theories, no gods to follow –just raw power that they direct at will. Sorcerers attune with nature, with elements in particular. They are not specialist, as a wizard could be in some schools of powers, nor they share the idea of nature as a supernatural thing as druids do.
Each element has a diametrical opposite: air opposes earth, fire opposes water, and vice versa. Every sorcerer must choose one element as his specialty (that is, is something related to their claimed dragon blood: each dragon is attuned with an element). He may learn and cast any spells (arcane AND divine) relating to his chosen element.
They can learn also all the universal cantrips.
GAME RULE INFORMATION:
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells a sorcerer can cast per day, and how those spells are hard to resist. To cast a spell a sorcerer must have a Charisma score of 12 + the spell’s level. A sorcerer get bonus spells based on Intelligence. The difficulty class of a saving throw against a sorcerer’s spell is 12 + the sorcerer Wisdom modifier. A High Constitution improves a sorcerer hit points.
Alignment: Any, even if sorcerers tend to be chaotic.
Hit Dice: d4
Class Skills: The sorcerer class skills are Alchemy, Concentration, Craft, Knowledge (Element*), Profession, Spellcraft.
*elementals, elemental plane, general information on how this elements affects the world in physical terms.
Skill points: 3+ Int modifier
Weapon and Armor proficiency: All simple weapons, and they are proficient with light armours and shields. They occur always in the normal spell casting failure chances, but those are reduced by 1% per bonus point of charisma.
BAB progression: same as wizards.
Save progression: same as druids.
Spells: A sorcerer can cast spells with the same progression of druid from the list of his chosen element.
Bonus Language: A sorcerer at first level gains the ability to talk and understand the language of the elementals and elemental-kin of his chosen element.
Turn Element: Starting form second level, a sorcerer can command elementals of his chosen type as a cleric of half his level. At fourth level he can turn elementals of his opposite element as a cleric of a fourth his level.
Elemental Resistance: at fifth level a sorcerer gains a +2 on S.T.against his type of elements and a +1 against the other two that are not in opposition. Those bonuses raise by +1 for every five levels thereafter (10th, 15th,20th)
Elemental Shape: A Sorcerer can shapechange at 7th level for half his level /rounds per day in an elemental of equals hit dice (but gaining the new hit dice type) with all his abilities. The shapechange takes a round to be complete, and provokes attack of opportunity.
i know that is still missin' the spell list. I'm having problems finding a complete spell list in english instead of translating them one by one with the risk they do not coincide....
BTW what do you think about it? The CCE says that is not unbalanced, even if has some points more than the core sorcerer, but we all know that a number is a good judge!
Steven McRownt
Each element has a diametrical opposite: air opposes earth, fire opposes water, and vice versa. Every sorcerer must choose one element as his specialty (that is, is something related to their claimed dragon blood: each dragon is attuned with an element). He may learn and cast any spells (arcane AND divine) relating to his chosen element.
They can learn also all the universal cantrips.
GAME RULE INFORMATION:
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells a sorcerer can cast per day, and how those spells are hard to resist. To cast a spell a sorcerer must have a Charisma score of 12 + the spell’s level. A sorcerer get bonus spells based on Intelligence. The difficulty class of a saving throw against a sorcerer’s spell is 12 + the sorcerer Wisdom modifier. A High Constitution improves a sorcerer hit points.
Alignment: Any, even if sorcerers tend to be chaotic.
Hit Dice: d4
Class Skills: The sorcerer class skills are Alchemy, Concentration, Craft, Knowledge (Element*), Profession, Spellcraft.
*elementals, elemental plane, general information on how this elements affects the world in physical terms.
Skill points: 3+ Int modifier
Weapon and Armor proficiency: All simple weapons, and they are proficient with light armours and shields. They occur always in the normal spell casting failure chances, but those are reduced by 1% per bonus point of charisma.
BAB progression: same as wizards.
Save progression: same as druids.
Spells: A sorcerer can cast spells with the same progression of druid from the list of his chosen element.
Bonus Language: A sorcerer at first level gains the ability to talk and understand the language of the elementals and elemental-kin of his chosen element.
Turn Element: Starting form second level, a sorcerer can command elementals of his chosen type as a cleric of half his level. At fourth level he can turn elementals of his opposite element as a cleric of a fourth his level.
Elemental Resistance: at fifth level a sorcerer gains a +2 on S.T.against his type of elements and a +1 against the other two that are not in opposition. Those bonuses raise by +1 for every five levels thereafter (10th, 15th,20th)
Elemental Shape: A Sorcerer can shapechange at 7th level for half his level /rounds per day in an elemental of equals hit dice (but gaining the new hit dice type) with all his abilities. The shapechange takes a round to be complete, and provokes attack of opportunity.
i know that is still missin' the spell list. I'm having problems finding a complete spell list in english instead of translating them one by one with the risk they do not coincide....

BTW what do you think about it? The CCE says that is not unbalanced, even if has some points more than the core sorcerer, but we all know that a number is a good judge!
Steven McRownt