Dann hier mal Monte Cook's Sorcerer (allerdings nur die 3.0 Version, da ich die 3.5 "nur" in Print habe und zu faul bin alles zu tippen)
Die Klassentabelle (BAB, Saves, Class Features, Spells/day) ist noch identisch, aber die Spell known ist wie folgt
SORCERER SPELLS KNOWN
—Spells Known—
Level 0 1 2 3 4 5 6 7 8 9
1 5 2 — — — — — — — —
2 5 3 — — — — — — — —
3 6 3 — — — — — — — —
4 6 4 2 — — — — — — —
5 7 4 2 — — — — — — —
6 7 4 3 2 — — — — — —
7 8 5 3 2 — — — — — —
8 8 5 4 3 2 — — — — —
9 9 5 4 3 2 — — — — —
10 9 5 4 4 3 2 — — — —
11 9 5 5 4 3 2 — — — —
12 9 5 5 4 4 3 2 — — —
13 9 5 5 5 4 3 2 — — —
14 9 5 5 5 4 4 3 2 — —
15 9 5 5 5 5 4 3 2 — —
16 9 5 5 5 5 4 4 3 2 —
17 9 5 5 5 5 5 4 3 2 —
18 9 5 5 5 5 5 4 4 3 2
19 9 5 5 5 5 5 5 4 3 3
20 9 5 5 5 5 5 5 4 4 3
Weiterhin:
Game Rule Information
Sorcerers have the following game statistics.
Abilities: Charisma determines how powerful a spell a
sorcerer can cast, how many spells the sorcerer can cast per
day, and how hard those spells are to resist. (See “Spells”
under “Class Features.”)
Alignment: Any
Hit Die: d6
The “Sorcerer Spells Known” table shows the total
number of spells of each level that the sorcerer knows
(regardless of his Charisma modifier).
Class Skills
The sorcerer’s class skills (and the key ability for each) are
Alchemy (Int), Concentration (Con), Craft (Int),
Diplomacy (Cha), Gather Information (Cha), Knowledge
(arcana) (Int), Profession (Wis), Scry (Int, exclusive skill),
and Spellcraft (Int). See the Player’s Handbook, Chapter
Four: Skills, for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient
with all simple weapons. They are not proficient with
any type of armor, nor with shields. Armor of any type interferes
with a sorcerer’s arcane gestures, which can cause his
spells to fail (if those spells have somatic components).
Spells: A sorcerer casts arcane spells from his own spell
list. His selection of spells is extremely limited. Your sorcerer
begins play knowing four 0-level spells (cantrips) and two
1st-level spells of your choice. At each level, the sorcerer
gains one or more new spells, as indicated on the “Sorcerer
Spells Known” table. These spells can be common spells
chosen from the Variant Sorcerer Spells List in this chapter.
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.
Spells with costly material components require a
little extra personal power on the sorcerer’s part. He still
does not need to obtain the material component, but he
must instead pay a price in experience points for casting the
spell. The sorcerer pays 1/25th of the gold-piece cost of the
component in XP (minimum loss of 1 XP). Thus, if a sorcerer
casts stoneskin, which requires 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.
A sorcerer is limited to casting a certain number of
spells from each level per day, but he need not prepare his
spells in advance. The number of spells he can cast per day is
improved by his bonus spells, if any. For instance, at 1st
level, the sorcerer Vabris can cast four 1st-level spells per
day—three for being 1st level, plus one thanks to his high
Charisma. However, he only knows two spells: magic missile
and mage armor. In any given day, he can cast magic missile
four times, cast mage armor four times, or cast some combination
of the two spells a total of four times. He does not
have to decide ahead of time which spells he’ll cast.
A sorcerer may use a higher-level slot to cast a lowerlevel
spell effect if he so chooses. For example, if an 8th-level
sorcerer has used up all of his 3rd-level spells slots for the
day but wants to cast another one, he could use an available
4th-level slot to do so. The spell is still treated as its actual
level, not as the level of the slot used to cast it.
To learn or cast a spell, a sorcerer must have a Charisma
score of at least 10 plus the spell’s level. The DC for saving
throws against sorcerer spells is 10 plus the spell’s level plus
the sorcerer’s Charisma modifier.
Familiar: A sorcerer can spend a full day to call a familiar.
A familiar is a magical, unusually tough, and intelligent
version of a small animal such as a cat, ferret, crow, hawk,
snake, owl, raven, spider, toad, weasel, or even a mouse. It is
a magical beast, not an ordinary animal. The creature serves
as a companion and servant.
The sorcerer chooses the type of familiar he gets. As the
sorcerer increases in level, his familiar also increases in
power, as shown in the Player’s Handbook for the standard
sorcerer.
If the familiar dies, or the sorcerer chooses to dismiss it,
he must attempt a Fortitude saving throw (DC 15). Should
the saving throw fail, the sorcerer loses 200 experience
points per class level. A successful saving throw reduces the
loss by half. However, a sorcerer’s experience can never go
below zero as the result of a familiar’s demise. A slain or dismissed
familiar cannot be replaced for a year and a day. Slain
familiars can be raised from the dead just as characters can,
but they do not lose a level or Constitution point when this
happy event occurs.
Es folgt noch eine LANGE Liste der neuen Sorcerer-Liste bei der es gegenueber der normalen Liste ein paar Verschiebungen/Streichungen gegeben hat.
Alle Sprueche die eher "rituell" sind befinden sich nicht mehr auf der Liste und ein paar andere Sprueche sind jetzt auf anderen Stufen zu finden als fuer "normale" Wiz/Sor.