MRPG Battling Sorcerer

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Blending magic with the sword, Battling Sorcerers use weapons and melee combat to deal maximum damage. While similar to paladins, battling sorcerers are much less idealistic. Power is their religion; the acquisition of more, their only goal. The battling sorcerer is chaotic, hungry, and driven. They are typically very self-reliant and function well on their own.


Proficiencies

  • Magic Proficiency, Effect
  • Magic Proficiency, Mystical
  • Weapon Proficiency, Bladed

The fourth and fifth Proficiency can be anything from the Open Proficiency List

Schools

  • Dark
  • Mind
  • Death
  • Change
  • Life

Exigent Moirai

  • Rank I: For 6 seconds, all damage you deal is treated as Supplemental(untyped) damage.
    • Rank II: Duration increases to 15 seconds.
      • Rank II: Duration increases to 30 seconds.

Activated Abilities

  • Start
    • Threaten
    • Knockdown
    • Disarm
  • Rank I
    • One-Shot
  • Rank II
    • Enforce

Pillars


FightFlightSolve
Fight ----- ARCH ----- Flight
  • You gain 1 additional Attack per round
  • Your One-Shot Activated ABility gains 1 additional Star.
  • +5 to Speed Stat
Flight ----- ARCH ----- Cast
  • All of your spell Cool Downs are decreased by 1
  • 1 Additional Spell Cool Down
  • +5 to Speed Stat

Order I

  • Your One-Shot activated ability gains an extra Star.

Order I

  • On a successful Evade(an attack on which you are not hit), you do not loose DV.

Order I

  • The Cool Down on Spell Stutter is decreased to 2.
Order II

Order II

  • Your Vapor Activated Ability is changed to 2d6 rounds instead of 1d12.

Order II

  • The Star Rating on Spell Stutter is raised to 9.

Order III

  • You may treat Large weapons as though they were Medium.

Order III

  • You gain the Vapor Activated Ability.

Order III

  • You gain Spell Stutter as a Talent
Order IV

Order IV

  • If you use the One-Shot activated ability, you may gain back 1d4 DV
Order IV

Order V

  • When rolling attack, you may add or remove 1 success.

Order V

  • On a successful Evade, you may steal 1d4 successes from your opponent and recycle them on your next attack.
Order V

Order VI

  • Knockdown gains 1 additional Star.
Order VI

Order VI

  • +3 Intelligence

Order VII

  • You gain 1 additional attack per round.

Order VII

  • You gain the Activated Ability Duck

Order VII

  • 1 additional Generic Cool Down

Order VIII

  • +4 Speed
Order VIII

Order VIII

  • 2 Additional Spell Cool Downs

Order IX

  • +1 Attack
    • +1 Per Order

Order IX

  • +1 Evade
    • +1 Per Order

Order IX

  • +1 Mystical
    • +1 Per Order

See Also: