Difference between revisions of "Sorcerer"
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==Power Source== | ==Power Source== | ||
==Summary Table== | ==Summary Table== | ||
− | {{ClassTable | + | |
− | |name=Sorcerer | + | {{ClassTable|name=Sorcerer|skill=6|hd=6|corp=1|spirit=1|visc=0|pp=3|type=Offense}} |
− | |skill= | ||
− | |hd=6 | ||
− | | | ||
− | | | ||
− | | | ||
− | |pp=3 | ||
− | |type= | ||
− | }} | ||
==Expertise== | ==Expertise== | ||
===Experimenter=== | ===Experimenter=== | ||
− | + | ====Experimenter 1==== | |
− | + | Experimenters are always looking to improve their prowess in new and interesting ways. The first time they use each Base Effect in a turn, it gains +1 PP Lim | |
− | Experimenters | ||
====Experimenter 2==== | ====Experimenter 2==== | ||
− | Experimenters | + | |
+ | Experimenters can quickly make connections between a momentary opening and just the right angle of attack. THe first time they use each Base Effect in a turn, if that effect requires an attack roll, it gains Advantage. | ||
====Experimenter 3==== | ====Experimenter 3==== | ||
− | Experimenters | + | |
+ | Experimenters become more brazen and self-confident that their methodology is appropriate and correct over time. THe first time they use each Base Effect in a turn, it gains +3 PP Lim. This supercedes the previous PP Lim bonus. | ||
====Experimenter X==== | ====Experimenter X==== | ||
− | |||
+ | Master Experimenters can flow between their various powers, turning the feedback from each into a source of power for the next. THe first time they use each Base Effect in a turn, it gains +3 PP. | ||
===Supremacist=== | ===Supremacist=== | ||
− | |||
− | |||
====Supremacist 1==== | ====Supremacist 1==== | ||
− | Supremacists | + | Supremacists are proficient in enforcing their will upon the world. Whenever they counter another power, they may choose to deal damage to the origin of that power equal to the PP spent to counter it. |
====Supremacist 2==== | ====Supremacist 2==== | ||
− | + | ||
+ | Supremacists' will is expansive and ironclad. They receive +2 PP and PP Lim when countering powers. | ||
====Supremacist 3==== | ====Supremacist 3==== | ||
− | + | ||
+ | The route to a person's power isn't unilateral. Supremacists may steal PP equal to 1/2 of their Sorcerer level when countering a spell. They can only gain as much PP as the target has to lose. | ||
====Supremacist X==== | ====Supremacist X==== | ||
− | |||
+ | A master Supremacist can weave a little of their own magic into the channels of their foes. Whenever they counter a spell, they may apply a secondary effect that is applicable to a power that deals damage, targets an enemy, or is otherwise appropriate to attach to the Supremacist's action. | ||
===Authority=== | ===Authority=== | ||
− | |||
− | |||
====Authority 1==== | ====Authority 1==== | ||
− | An | + | An Authority focuses their study on a specific area of arcane magic. Choose one school. Powers an Authority uses from that school gain +2 PP Lim. |
====Authority 2==== | ====Authority 2==== | ||
− | + | ||
+ | Authorities aren't just experts in using their particular school. They gain +4 to all saves and checks relating to their school. | ||
====Authority 3==== | ====Authority 3==== | ||
− | + | ||
+ | Authorities understand certain effects and powers on more than an intellectual level. They gain +2 PP to any powers based in their school. | ||
====Authority X==== | ====Authority X==== | ||
− | + | ||
+ | Eventually, certain energies and powers become almost innate to an authority. They gain a further +2 PP to any powers based in their school, for a total of +4. | ||
==Proficiencies== | ==Proficiencies== | ||
[[Category:Class]] | [[Category:Class]] | ||
+ | [[Category:Arcane Power Source]] |
Latest revision as of 12:47, 22 December 2018
Sorcerer is an Arcane class which taps into its practitioner's natural magical abilities.
Power Source
Summary Table
Class Summary Table: Sorcerer
HD: d6 — Skill Points/Level: 6 + [Int]
Level | Level Bonus | Corporeal | Spiritual | Visceral | Life Gained (avg) | PP Gained | Special Abilities |
---|---|---|---|---|---|---|---|
1 | +0 | +2 | +2 | +0 | 6 | 3 | Expertise 1.1 |
2 | +1 | +3 | +3 | +0 | 3 | 6 | Offense |
3 | +1 | +3 | +3 | +1 | 4 | 11 | Basic Off-Type Bonus |
4 | +2 | +4 | +4 | +1 | 3 | 15 | Expertise 1.2 |
5 | +2 | +4 | +4 | +1 | 4 | 20 | Offense |
6 | +3 | +5 | +5 | +2 | 3 | 25 | Basic Off-Type Bonus |
7 | +3 | +5 | +5 | +2 | 4 | 30 | Expertise 1.3 |
8 | +4 | +6 | +6 | +2 | 3 | 36 | Offense |
9 | +4 | +6 | +6 | +3 | 4 | 41 | Basic Off-Type Bonus |
10 | +5 | +7 | +7 | +3 | 3 | 47 | Expertise 1.X |
11 | +5 | +7 | +7 | +3 | 4 | 53 | Expertise 2.1 |
12 | +6 | +8 | +8 | +4 | 3 | 59 | Offense |
13 | +6 | +8 | +8 | +4 | 4 | 65 | Basic Off-Type Bonus |
14 | +7 | +9 | +9 | +4 | 3 | 71 | Expertise 2.2 |
15 | +7 | +9 | +9 | +5 | 4 | 77 | Offense |
16 | +8 | +10 | +10 | +5 | 3 | 83 | Basic Off-Type Bonus |
17 | +8 | +10 | +10 | +5 | 4 | 89 | Expertise 2.3 |
18 | +9 | +11 | +11 | +6 | 3 | 96 | Offense |
19 | +9 | +11 | +11 | +6 | 4 | 102 | Basic Off-Type Bonus |
20 | +10 | +12 | +12 | +6 | 3 | 109 | Expertise 2.X |
21 | +10 | +12 | +12 | +7 | 4 | 115 | Expertise 3.1 |
22 | +11 | +13 | +13 | +7 | 3 | 122 | Offense |
23 | +11 | +13 | +13 | +7 | 4 | 129 | Basic Off-Type Bonus |
24 | +12 | +14 | +14 | +8 | 3 | 135 | Expertise 3.2 |
25 | +12 | +14 | +14 | +8 | 4 | 142 | Offense |
26 | +13 | +15 | +15 | +8 | 3 | 149 | Basic Off-Type Bonus |
27 | +13 | +15 | +15 | +9 | 4 | 156 | Expertise 3.3 |
28 | +14 | +16 | +16 | +9 | 3 | 163 | Offense |
29 | +14 | +16 | +16 | +9 | 4 | 170 | Basic Off-Type Bonus |
30 | +15 | +17 | +17 | +10 | 3 | 177 | Expertise 3.X |
Expertise
Experimenter
Experimenter 1
Experimenters are always looking to improve their prowess in new and interesting ways. The first time they use each Base Effect in a turn, it gains +1 PP Lim
Experimenter 2
Experimenters can quickly make connections between a momentary opening and just the right angle of attack. THe first time they use each Base Effect in a turn, if that effect requires an attack roll, it gains Advantage.
Experimenter 3
Experimenters become more brazen and self-confident that their methodology is appropriate and correct over time. THe first time they use each Base Effect in a turn, it gains +3 PP Lim. This supercedes the previous PP Lim bonus.
Experimenter X
Master Experimenters can flow between their various powers, turning the feedback from each into a source of power for the next. THe first time they use each Base Effect in a turn, it gains +3 PP.
Supremacist
Supremacist 1
Supremacists are proficient in enforcing their will upon the world. Whenever they counter another power, they may choose to deal damage to the origin of that power equal to the PP spent to counter it.
Supremacist 2
Supremacists' will is expansive and ironclad. They receive +2 PP and PP Lim when countering powers.
Supremacist 3
The route to a person's power isn't unilateral. Supremacists may steal PP equal to 1/2 of their Sorcerer level when countering a spell. They can only gain as much PP as the target has to lose.
Supremacist X
A master Supremacist can weave a little of their own magic into the channels of their foes. Whenever they counter a spell, they may apply a secondary effect that is applicable to a power that deals damage, targets an enemy, or is otherwise appropriate to attach to the Supremacist's action.
Authority
Authority 1
An Authority focuses their study on a specific area of arcane magic. Choose one school. Powers an Authority uses from that school gain +2 PP Lim.
Authority 2
Authorities aren't just experts in using their particular school. They gain +4 to all saves and checks relating to their school.
Authority 3
Authorities understand certain effects and powers on more than an intellectual level. They gain +2 PP to any powers based in their school.
Authority X
Eventually, certain energies and powers become almost innate to an authority. They gain a further +2 PP to any powers based in their school, for a total of +4.