HGd10PHB - OptClass - Sorcerer

Unlike the Spectrum-based spellcasters, a Sorcerer/Sorceress is capable of casting spells from any Spectrum they have learned. This makes them a lot more versatile if often not quite as powerful in terms of raw spell skill. A Sorcerer has no limitations on how many Spectra they can learn save for Foibles that they take, nor do they have the typical weaknesses to a Spectrum that those who specialize in a single Spectrum have. However, they cannot achieve the Incarnate state.

Basic Skill: Mysticism

Source: Inner Spirit (MYR Recommended)

Must Take Foible: None.

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

Characteristic Minimums
INT 7 - Sorcerers are innate casters and likely use Spirit as their basis for Mysticism. However, the versatility that comes with their spellcasting draws on a high intelligence to use that versatility effectively. INT is also used in calculating SPD.

SPI 8 -   Sorcerer Mysticism is usually based on SPI because of the innate nature of the casting. SPI is also used in calculating LIFE so a high SPI score is beneficial for that as well. Additionally, SPI is used in several Spectra, including some esoteric ones like Soul, Time, and Void. SPI is also used in calculating MYR and SPD.

WIS 8 - WIS is used in several Spectra as well as calculating MYR and SPD.

Given that Sorcerers are so eclectic in their magic, a wide spread of Characteristics increases their versatility while dampening their powers. Sorcerers who pick only a few high Characteristics can focus more on the Spectra based on those characteristics to get more power out of them early on.

Total = 23

Skills
Typically, a Sorcerer will have a wide range of eclectic skills that reflect their versatility mindset. They will often focus on skills that reflect their higher Characteristics or that are utilitarian in nature.

Melee Combat - Sorcerers may or may not focus on melee combat. Those who do, will have spells that augment this approach. Typically they will focus on lighter weapons that can be held in one hand. However, polearms and more exotic weapons like whips and swordbreakers are not uncommon.

Ranged Combat - Sorcerers, as mages, will more often than not stay to the back of a combat group. While they may have a wide range of spells to draw from, having some ranged weaponry isn't beyond them, especially when magic isn't working like it should.


 * Ranged Magic Attack (RMA)
 * Bows
 * Crossbows and Guns
 * Thrown Weapons

Physical Defense - While a sorcerer may choose to wear heavier armor, it can get in the way of their spellcasting, so it is rare to see.


 * No Armor
 * Light Armor

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


 * Spectrum: Many
 * Purposes: All

Crafting - Sorcerers may choose crafting skills that support their other skills and spellcasting. However, some may also have crafting skills based on their backstories.

Knowledge - INT based, a Sorcerer will likely have a collection of various Knowledge they have picked up tangentially to their research into magic.

Movement - With lighter armor and a swath of magic to draw on, a Sorcerer needs to be able to move. A Sorcerer has a collection of Movement skills to optimize their magic.

Social - Because the Sorcerer finds themselves in all manner of situations and because they place so much value on being able to address all situations, a Sorcerer will likely have a wide range of Social Skills to supplement their magic.

Combat Equipment

 * Adventuring Gear - with lots of pockets, pouches, etc.
 * Leather Armor
 * Any Ranged
 * Any light weapons, polearms, exotic weapon of choice or Hand to Hand.

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


 * Ambidextrous
 * Avoidance
 * Eidetic Memory
 * Independently Wealthy
 * Initiative
 * Prodigy: Mysticism
 * Quickscan
 * Armored Spellcaster
 * Astral Caster
 * Enhanced Reserve
 * Mystical Energy Reserve (MYR)

Mystical Foibles are as varied for Sorcerers as their magic. It is recommended that they take several Mystical Foibles applying each one to a different spectrum.

Loar

 * Amirith Daarcphyre

Sample Sorcerer
Name: Emily Gyre

Kind: Human

Age: 21

Gender: Female

Height: 5'5" (165 cm)

Weight: 118 lbs (53.5 kg)

Eye color: Hazel

Coloring: Dark wavy hair, olive skin.

Occupation/Class: Sorcerer

--

BASE POINTS - 30

LIFE:  36/36

MYR:   15/15

REC:  5

AGL: 8

BEA: 5

CON: 6

PRS: 6

STR: 5

INT: 9

PRC: 7

SPI: 6

WIS: 8

SPD: 3.6 (0)

3--7--11

BASIC SKILLS

TSB Name(PC): PCB+BP+TP XP/XPN

+11 Physical Combat(AGL): 8+1+2 0/3

+15 Mysticism(INT): 9+1+5 2/6

+11 Crafting(INT): 9+1+1 1/2

+13 Knowledge(INT): 9+1+3 3/4

+11 Movement(AGL): 8+1+2 1/3

+10 Social(PRS): 6+1+3 1/4

MARTIAL COMBAT EQUIPMENT

Bonus Skill Weapon/Armor: Info

+01 Flail Whip: 2.5 m reach; Slash; Entangle + 5; Trip +3; Grapple +7; Craft DS = 20

+03 Guns Pistol: 50m range increment; 2 attacks/Turn; Crafting DS = 50

+02 Light Armor  Leather Armor: -3 Movement Skills; 10 lbs; 100a; -2 Slash/+2 Bludgeon; Craft DS 25

SPECIALIZED COMBAT SKILLS

TSB Name(PC/SC): PCB+SCB+BP+TP XP/XPN

+12 Crossbow & Guns (PRC/AGL): 7+4+1+0 0/1

+12 Flails (AGL/PRC): 8+3+1+0 0/1

+12 Light Armor (AGL/PRC): 8+3+1+0 0/1

+12 Ranged Magical Attack (AGL/PRC): 8+3+1+0 0/1

SPECIALIZED NON-COMBAT SKILLS

TSB Name(PC/SC): PCB+SCB+BP+TP XP/XPN

+13 C: Alchemy(WIS/INT): 8+4+1+0 0/1

+13 C: Writing (INT/PRS): 9+3+1+0 0/1

+13 K: Creatures (INT/PRC): 9+3+1+0 0/1

+13 K: Cryptography (INT/PRC): 9+3+1+0 0/1

+14 K: Dungeoneering (INT/AGL): 9+4+1+0 0/1

+14 K: First Aid (INT/WIS): 9+4+1+0 0/1

+14 K: Lore (INT/WIS): 9+4+1+0 0/1

+13 K: Mysticism (INT/PRC): 9+3+1+0 0/1

+13 K: Terrain (INT/PRC): 9+3+1+0 0/1

+10 M: Concentration (CON/SPI): 6+3+1+0 0/1

+13 M: Stealth (AGL/WIS): 8+4+1+0 0/1

+10 S: Defiance (PRS/SPI): 6+3+1+0 0/1

+12 S: Handle Animal (WIS/SPI): 8+3+1+0 0/1

+13 S: Investigation (INT/PRC): 9+3+1+0 0/1

+12 S: Sense Motive (WIS/SPI): 8+3+1+0 0/1

+12 S: Senses (PRC/INT): 7+4+1+0 0/1

+13 S: Survival (WIS/INT): 8+4+1+0 0/1

SPECTRUM DS+: 10+13

TSB Name(PC): PCB+BP+TP XP/XPN

LIFE:

+07 Body (CON): 6+1+0 0/1

+06 Flora (BEA) 5+1+0 0/1

+07 Fauna (PRS) 6+1+0 0/1

NATURAL:

+07 Chemical (CON) 6+1+0 0/1

PURPOSE DS+: 10+23

TSB Name(PC): PCB+BP+TP XP/XPN

+08 Aid (CON): 7+1+0 0/1

+07 Attack (STR): 6+1+0 0/1

+08 Defense (AGL): 7+1+0 0/1

+10 Learn (INT): 9+1+0 0/1

+08 Movement (AGL): 7+1+0 0/1

ASPECTS

Casting Time (42): 1 Player Turn

Duration (29): 2 additional PT; 1 pt

Intensity (21): For 2 MYR, all 1s are 2s.

Number of Targets (20): Up to two targets.

Range (28): Medium (-90m)

Shape (25): 0D (self, touch); 1D (missile, ray/beam); 2D (projectile, fan)

Focus (31): 600 chrusil

Verbal Components

Somatic Components

Material Components

Other

RESISTANCE:

PRIMAL:

+08 Air (CON): 7+1+0 0/1

+18 Earth (AGL): 8+1+0 0/1

+14 Fire (WIS): 8+1+0 0/1

+07 Water (STR): 5+1+0 0/1

LIFE:

+15 Body (INT): 9+1+0 0/1

+08 Mind (CON): 6+1+0 0/1

+07 Soul (SPI): 6+1+0 0/1

+08 Flora (PRS): 6+1+0 0/1

+07 Fauna (BEA): 5+1+0 0/1

NATURAL: 2nd

+10 Chemical (INT): 9+1+0 0/1

+08 Electromagnetic (PRC): 7+1+0 0/1

+07 Gravity (STR): 5+1+0 0/1

+08 Nuclear (CON): 6+1+0 0/1

+07 Space (SPI): 6+1+0 0/1

+08 Time (AGL): 8+1+0 0/1

DEEP:

+07 Arcane  (CON): 6+1+0 0/1

+08 Chaos (WIS): 8+1+0 0/1

+07 Eldritch (SPI): 6+1+0 0/1

+07 Order (PRS): 6+1+0 0/1

+08 Void (CON): 6+1+0 0/1

TRAITS & FOIBLES (+6)

Name (Slots): Effect

Ambidextrous (2): No offhand or dual wield penalties.

Eidetic Memory (5): Perfect memorization; reduces learning time for new things by one time category.

Initiative (1):  Moves the SPD chart left by 1.

Quickscan (5): Spend 1 round of observation to find 1 weakness of anything.

Armored Caster (1): Penalty for wearing armor while spellcasting is reduced by 5.

Magic Prism (4):  To learn a new spectrum requires a Mysticism Roll = 10 + {DS of the Spectrum} + {1/2 Total DS of Spectrum already learned}. Opposing Spectra are learned as if they are not Opposing Spectra to Spectra already known.

Mystical Energy Reserve (1): Storehouse of energy needed to cast spells rather than consuming external energy.

Bad Temper (+2):  Social situations often times set off your character when things don't go the way they want. Whenever an opposed social skill check is failed by your character, roll a 1d10. On a 6 or less, your character get's angry and must do something socially detrimental to alleviate the anger. Until such time as this anger is alleviated, all rolls get a -2.

Compulsion (+2):  When a new lifeform is sensed, character is compelled to "go and see" it. Roll 1d10+WIS vs 2d10. If WIS roll is lower, then the compulsion is to study the new lifeform for a number of hours equal to the difference.

Impulsive (+2):  When impulse strikes, must roll a 1d10+WIS vs 1d10+SPI+2 not to act. If the WIS roll is less, the character will act on the impulse.

Phobia (+2): Emily fears the Void, especially voidwrought (undead).

Opposed Spectrum - Void (+6): This person takes double effect, gains no benefit from the Void Spectrum.

CURRENCY

Nekoril:

Arguril:

Chrusil: 141

Tethril:

EQUIPMENT

Backpack

Bag

Pouch, Belt x8

Bedroll

Scroll case x5

Chalk (RGBYWK)

Metal Flask x1

Wood Flask x1

Hooded Lamp x1

Fuel x10 days

Steel Mirror

Hemp Rope 60'

Vial x20

Whaterskin x2

Ink vials x2

Paper x30

Journal x1

Codex x2

COMPONENTS:

BACKGROUND:

Emily was told she would never be good at magic, never been good at anything. She wasn't considered especially pretty and so wouldn't likely find a good husband. However, Emily was raised by a father who adored her, especially after her mother died when Emily was 2. She had no siblings and her father told her she could be anything she wanted to. Growing up, she was always bringing him frogs, bugs, and strays. At fourteen she'd brought home a bear cub. She seemed to know more than she should about such creatures, just by observing them for a day. When she began growing flowers in minutes from seeds she'd found out in the wilds, her father had enrolled her in a preparatory school for young magic users. That's where all the negative attacks had begun. She was never good enough for her teachers, made fun of by her peers, and even the administrators considered her hopeless. She managed to graduate, but just barely. What the school administrators, teachers, and the like did not realize is that Emily wasn't inept, or unskilled. She was bored. The formal academic life at the school could not hold her attention. Instead, she would wander off to the animal cages or out into the wild to study whatever she could find.

At university, she found a few college professors that really got her and started honing her latent skills. She found that she was a fair shot with a gun, talented in magic, especially related to living things, and had a flawless memory for detail. Emily ignored the jealousy and drag of her peers. They weren't interesting any way. When she graduated from university, she was in the top four percent of her class of 1138 students. Her chosen profession was research, seeking out new life, categorizing it, and bringing back that knowledge to civilization. Whether orc, ogre, dragon, or critter, she would understand them all.

Her dad had wanted to buy her a car, but a vehicle like that would only slow her down. It could not go where she wanted. Instead, she bought gear for the wilds and simply left on walkabout.

OUTLOOK:

Emily is not adverse to killing things if they threaten her or another, but she does not like doing it. She respects all life and is more curious than cautious about new things she encounters. She carries a journal to write down things she has learned about herself and at least two codices for plants and animals/humanoids.

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