Sorcerer: Difference between revisions
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Revision as of 07:46, 19 January 2019
General
Sorcerers are people who owe their arcane talent to no dedication of study but to their heritage or to some strange accident outside of their control. A distant relation to a dragon, afflicted by a strange curse or blessing, the victim of a magical experiment or accident of Mystryl - the explanations are nearly endless. The results are the same, arcane spellcasting ability innately without the need to study scrolls and spellbooks as a Wizard does.
Alignment: Any
Hit Points: Max HP rolls up to level 3 and then d4+con modifier per level
Proficiencies: Armor (none), Weapon (Simple)
Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression: Fort Low, Will High, Ref Low
Attack Bonus: +1/2 levels
Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).
Custom Arcane Spells
Sorcerers have access to a number of Custom Spells. You can find a complete list of custom spells here.
Familiars
Familiars in EFU have been changed to creatures that more accurately reflect the setting.
Perks
Like many classes in EFU Sorcerers have a large list of perks to choose from. You can find a complete list of Sorcerer perks here.