STATISTICS
Str +0
Dex +0
Con +1
Int +2
Wis +2
Cha +4
ANCESTRY FEATURES Ability Boosts: Charisma, Intelligence
HERITAGE Dromaar: Gain Dromaar and Orc traits, and low-light vision.
CLASS FEATURES Key Ability: Charisma
Bloodline: Draconic (Primal)
Blood Magic - Scaly Hide: Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
Spell Repertoire:
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.
Sorcerous Potency: Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell's damage or healing equal to the spell's rank. This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.
Proficiencies:
Trained in Perception
Trained in Fortitude
Trained in Reflex
Expert in Will
Trained in Intimidation
Trained in Nature
Trained in Society
Trained in Deception
Trained in Survival
Trained in one additional skill
Trained in simple weapons
Trained in unarmed attacks
Untrained in all armor
Trained in unarmored defense
Trained in sorcerer class DC
Trained in spell attack modifier
Trained in spell DC