Eldritch Power Born of Blood
A sorcerer is a student of the magical arts not necessarily by choice, but as the gift (or curse) of being born. Whether their power is inherited from distant magically inclined ancestors, or their blood is infused with the essence of Eldritch power all on its own does not matter to a Sorcerer. They have a gift for bending reality, and most prefer to pursue their talents. Sorcerers control Eldritch forces with their willpower alone, shaping the elements of the universe to their whims. Most care not for the consequences, always seeking greater power and understanding from within.
A great many Sorcerers choose the adventuring life, for the nature of their power makes fitting in with more traditional cultures a bit of a bother. Besides, most sorcerers believe (probably due to an earlier life of prejudice and fear at the hands of their own race) that one can only grow through conflict. Sorcerers work well with most groups, providing a deep well of magical power to dispatch foes with, provided said group can tolerate the Sorcerer's usually aggressive and somewhat eccentric personalities.
In some cases, Sorcerers and Wizards do not get along terribly well. Many Wizards turn their noses up at Sorcerers, condemning their unpracticed hand and lack of sophistication, while Sorcerers in turn claim Wizards are jealous of not being born with a natural talent for such things. Perhaps it is not such a bad thing for the two to have a dislike of each other, for if a powerful Sorcerer and Wizard were to form a strong alliance, the devastation they would be capable of unleashing would most likely prove to be too great a threat for most to handle.
History and Culture
Sorcerers are a relatively new breed of being, emerging within the past 500 years or so. Many suspect that it was the mortal mastery of magic that caused such things to happen; the over-saturation of the Eldritch Arts, items, and magical beings brought into the world possibly being responsible for the changes in the mortal races.
Sorcerers have little culture of their own, save where they grew up and where they currently live. In many cases, budding Sorcerers are shunned in their youth, their strange connection to Eldritch magic labeling them as monsters to the ignorant. Some Sorcerers attempt to adapt to their environment, but others go their own way, seeing no reason to conform to the views of others if they are not to be accepted themselves.
Sorcerers can be of any alignment, although most tend to lean towards a chaotic nature, as the natural bend of their powers and their development pushes them to such a fate.
Goodly Sorcerers try to seek out a reason for and greater understanding of their powers, preferring to help others along the way. They tend to be more gracious with people who face a plight similar to their own.
Neutral Sorcerers are mostly fascinated by Eldritch magic, and wish to see their powers grow as much as possible, caring little for traditional guidelines or even morality if it hinders their purpose. Some Sorcerers, however, wish to be rid of their powers so that they might better fit in. When searching for their resolution, they are often forced to grow in ability simply to stay alive.
Few Evil Sorcerers dislike having their magic, instead reveling in their unique strength. They often look down upon other mortals because they are not blessed with an innate connection to Eldritch forces. They consider themselves a higher form of evolution, taking, hurting, and consuming whatever they want from the common herd.
- 1st level, ½ point in Casting and ½ point in Will.
- 2nd level, ½ point in Casting and ½ point in your choice of the following: Fortitude, Reflex, or Will.
- 3rd level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 5th level, ½ point in Casting.
- 6th level, ½ point in Fortitude and ½ point Reflex.
- 7th level, ½ point in your choice of the following: Casting or Parry.
- 9th level, ½ point in Will.
- 10th level, ½ point in Casting and ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 11th level, ½ point in your choice of the following: Fortitude, Reflex, or Will.
When your character earns a Class Specialty, you may choose one from the following list.