Difference between revisions of "Sorcerer"

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==Expertise==
 
==Expertise==
 
===Experimenter===
 
===Experimenter===
Experimenters find value in trying new things. Their ingenuity in creating new combinations of spells and reagents knows no end.
+
====Experimenter 1====
  
====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 gain +2 Class bonus to Attack rolls if the base effect of their power is different to the last power they used.
 
 
====Experimenter 2====
 
====Experimenter 2====
Experimenters have experience in combining unlike powers. Powers that involve a secondary effect gain +1 PP limit.
+
 
 +
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 have advantages adding secondary effects. All secondary effect PP costs are reduced by 1, to a minimum of 1.
+
 
 +
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 are very skilled at mixing and matching. Their first secondary effect applied to a power has no cost.
 
  
 +
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===
Supremacists have more recent genealogical ties to the supernatural. The magic that flows in their blood gives them a raw power few others can attain.
 
 
 
====Supremacist 1====
 
====Supremacist 1====
Supremacists have greater reserves of magic than most. For each level they gain, they receive their HD in bonus PP. This applies retroactively.
+
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====
Supreme magic is incredibly powerful. When they attempt to counter a Power, they pay 2PP less.
+
 
 +
Supremacists' will is expansive and ironclad. They receive +2 PP and PP Lim when countering powers.
 
====Supremacist 3====
 
====Supremacist 3====
Supremacist's handle on the arcane is nigh unsurpassed. They gain +1 PP Limit for all powers using Arcane primary effects.
+
 
 +
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's powers are impactful. They receive an Effect or Damage improvement on every power for free.
 
  
 +
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===
Authorities are Sorcerers who have an innate feel for a specific area of magic. While more scholarly types may be able to define certain rules and replicated certain effects based on observations, Authorities are often the observee.
 
 
 
====Authority 1====
 
====Authority 1====
An initiate Authority chooses one school to focus on. They lose access to another school of their choice. Their chosen school receives +1 PP Limit.
+
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====
Any Power from their chosen school receives an additional +1 PP Limit and 2 free PP when used as a full round action.
+
 
 +
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====
If a power's primary and secondary effects are entirely from the chosen school, that power receives 2 free PP.
+
 
 +
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====
A master Authority gains a signature power. This power is prescribed when the Authority gains their level, and cannot be altered as normal powers are. Its primary effect must come from the Authority's chosen school. It gains +4 PP limit. The Authority can alter their signature ability whenever they gain a level.
+
 
 +
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==

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: d6Skill 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.

Proficiencies