HGd10PHB - OptClass - Hydromancer

The Hydromancer is a mage who wields the power of the water. While the material that a Hydromancer manipulates is limited in type, it is one of the most abundant primal elements where life is found and indeed is found in most life forms. Hydromancers can manipulate anything with a significant water content including blood and even living cells to some extent.

Basic Skill: Mysticism

Source: Inner Spirit (MYR Recommended)

Must Take Foible: Opaque Mind - Water Only

Below are recommended minimums for building an Hydromancer. Characteristics or Skills not listed are not prohibited, but not considered essential to an Hydromancer build.

Characteristic Minimums
WIS 10 - Wisdom is the basis for Water spectrum magic. It is also the Primary Characteristic for Aid, one of Water-magic's primary Purposes. WIS is also used in a lot of Crafting and Social Skills.

BEA 10 - Beauty is used in the Illusion Purpose and especially Hydromancers who specialize in water's frozen form may be interested in this. Beauty is also used in a number of Social Skills, especially if the Alluring Visage Trait is taken.

AGL 7 - For Hydromancers who wish to engage in combat, the Ranged Magical Attack, as well as the Defense and Movement Purposes are AGL-based. AGL is also one of the key stats for calculating SPD.

SPI 7 - Spirit is used to calculate LIFE, so a high SPI means more LIFE. A high SPI is also useful if the Hydromancer is using Summon or Transformation Purposes a lot.

Total = 34

Skills
Typically, an Hydromancer will tend towards skills based in above recommended Characteristics, especially those based in Wisdom and Beauty.

Melee Combat - Hydromancers tend to avoid melee combat and prefer to either attack at range or provide support to a group.

Ranged Combat - Hydromancers who choose to do more Attacking and controlling the battle field will focus on ranged spells, but few will have actual ranged weapons.


 * Ranged Magic Attack (RMA)

Physical Defense


 * Light Armor (Generally Water resistant, waterproof, or with additional functions in the water)

Mysticism - The heart of the Hydromancer is Mysticism. One simply cannot be an Hydromancer without this skill.


 * Spectrum: Water
 * Purposes:
 * Aid
 * Defense
 * Illusion
 * Summon

Crafting - Several Crafting skills use a significant amount of water in their basic operation. These make excellent skills for a Hydromancer to take up.


 * Alchemy
 * Artist
 * Carpentry
 * Farming
 * Fishing
 * Herbalism

Knowledge - Hydromancers don't tend to focus on Knowledge-based skills, but there are a few that lend themselves to the masters of Water.


 * Creatures
 * First Aid
 * Lore (especially for those that travel the water-ways of the world)
 * Navigation (especially on the open seas)

Movement - A few Movement skills require a high BEA or WIS and many require AGL as a Primary or Secondary Characteristic which make them a boon to the Hydromancer.


 * Acrobatics
 * Balance
 * Dodge
 * Dance
 * Piloting: Sea
 * Ropework
 * Seafaring
 * Stealth
 * Swim

Social - With BEA and WIS as their main ability scores, Hydromancers tend to focus on Social Skills, especially those that have the Alluring Visage Trait.


 * Conversation
 * Cosmetology
 * Defiance (AV)
 * Diplomacy
 * Disguise (AV)
 * Interrogation (esp. with AV)
 * Intimidate (esp. with AV)
 * Investigation (AV)
 * Oratory (esp. with AV)
 * Perform
 * Persuade (esp. with AV)
 * Romance
 * Sense Motive
 * Smuggling
 * Survival (esp. watery environments)

Combat Equipment

 * Light Armor - Typically Waterproof or Water resistant that aids in swimming or underwater movement.
 * Spears or Small Weapons if any.

Traits and Foibles
These Traits are a recommended list for Hydromancers to choose from that would be particularly beneficial to Hydromancers. They are not limited to the non-Mystical Traits listed. The Mystical Traits in italics are limited only to Water:


 * Alluring Visage
 * Blind Fighting
 * Improved Dodge
 * Even Tempered
 * Absorption: Water
 * Resist or Immune: Fire
 * Inner Compass
 * Keen Sense: Taste
 * Prodigy: Magic
 * Regeneration (1)
 * Empower Water
 * Enhanced Reserve
 * Enlarge Water
 * Extend Water
 * Maximize Water
 * Mystical Energy Reserve (MYR)
 * Water Affinity
 * Widen Water

Regular Foibles are unlimited for Hydromancers based on the player's preferences. Mystical Foibles are limited to those listed below:


 * Phobia - Flying and/or Land
 * Encumbered Caster
 * Weakness: Fire or Earth
 * Backfire
 * Complex Gestures: Water
 * Depowered Spectrum: Water
 * Expensive Spectrum: Water
 * Extended Time: Water
 * Limited MYR
 * Minimize Spectrum: Water
 * Narrowed Spectrum: Water
 * Opaque Mind: Water Only
 * Opposed Spectrum: Fire or Earth
 * Quick Burn Spectrum: Water
 * Reduced Spectrum: Water
 * Tongue-tied

Incarnate - Hydromancers who never cast a spell of any other spectrum and reach 100 in Total Skill Bonus (TSB) in Water can make a pact with the Realm of Water and become Incarnate, the living embodiment of Water-based magic.

Notable Hydromancers
Savathydra - Hero's Guild Director

Thunderwave - New Guild Director

Loar

 * Faryn Willowane

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement