Sorceror:
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Familiar:
The sorceror no longer gains a familiar as a class feature.
Eschew Materials:
Sorcerers gain their spells from innate, inborn power. Because of this, they have no need to worry about material components—they are, in essence, their own material components. A character with one sorceror level gains the feat Eschew Materials when casting sorceror spells. If a spell has more costly material components, the sorceror still does not need to obtain the material component; if he chooses, he may instead pay a price in experience points for casting the spell. The sorcerer then pays 1/25th of the gold-piece cost of the component in XP (minimum loss of 1 XP). Thus, if a sorcerer casts stoneskin, but does not possess the required 250 gp worth of diamond dust, the sorcerer instead pays 10 XP (250 divided by 25 is 10). Spells that already require an expenditure of experience points are handled normally, in addition to this ability. The sorceror chooses whether to use a material component or spend xp at the time each spell is cast, and any spells cast using this ability are not considered metamagically enhanced. If the sorceror has selected the Eschew Materials feat prior to gaining this ability, he may replace that selection with a different feat.
Bonus Feats:
At 5th, 10th, 15th, and 20th sorceror levels, the sorceror gains a bonus feat. This feat must be a metamagic feat. When casting sorceror spells enhanced with one of these chosen feats, the sorceror does not need to take extra time to cast due to the spontaneous casting penalty. If the sorceror has already selected a metamagic feat that he would like to apply this ability to, he may do so; he would then choose a new metamagic feat that would suffer the spontaneous casting penalty as normal.
Metamagic feats and rods:
Note that certain feats (i.e. Cooperative Spell*, Dual Spell*, Quicken Spell, Rapid Spell*, Sudden [Metamagic]) and all metamagic rods (and similar magic items) can by used by spontaneous casters without increasing the casting time of the spell. If a feat has this ability, this will be indicated in the feat’s description in my Feats file. This change applies to all spontaneous casters, including Clerics and Druids when substituting Cure and Summon spells, but is detailed here since Sorcerors gain the most benefit.