Difference between revisions of "MRPG Battling Sorcerer"

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==Pillars==
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Blending magic with the sword, Battling Sorcerers use weapons and melee combat to deal maximum damage. While similar to [[MRPG Paladin|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.
*While the Battling Sorcerer is intended as kind of an anti-paladin, its more in the sense of "class that plays like Paladin while not being religious". So that end, the Pillars will be based more around basic focuses regarding the split between mage and fighter.
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*Fight -combat-based abilities
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*Flight -defensive/evasive abilities
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==Proficiencies==
*Cast -spellcasting abilities.
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*'''Magic Proficiency, Effect'''
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*'''Magic Proficiency, Mystical'''
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*'''Weapon Proficiency, Bladed'''
 +
 
 +
The fourth and fifth Proficiency can be anything from the [[MRPG Proficiency List#Open Proficiency List|Open Proficiency List]]
 +
 
 +
==Schools==
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*Dark
 +
*Mind
 +
*Death
 +
*Change
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*Life
  
The Arches will bridge fight and cast with flight.
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==Exigent Moirai==
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*'''Rank I:''' For 6 seconds, all damage you deal is treated as Supplemental(untyped) damage.
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**'''Rank II:''' Duration increases to 15 seconds.
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***'''Rank II:''' Duration increases to 30 seconds.
  
 +
==Activated Abilities==
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*Start
 +
**Threaten
 +
**Knockdown
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**Disarm
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*Rank I
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**One-Shot
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*Rank II
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**Enforce
  
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==Pillars==
 
<table border="1" cellpadding="10">
 
<table border="1" cellpadding="10">
 
<tr><td>'''Fight'''</td><td>'''Flight'''</td><td>'''Solve'''</td></tr>
 
<tr><td>'''Fight'''</td><td>'''Flight'''</td><td>'''Solve'''</td></tr>
<tr><td colspan="3">Arch that spans First and Third Pillar</td></tr>
 
<tr><td colspan="2">Arch that spans the First and Second Pillar</td></tr>
 
<tr><td></td><td colspan="2">Arch that spans Second and Third Pillar</td></tr>
 
  
<tr><td>Order I</td><td>Order I</td><td>Order I</td></tr>
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<tr><td>Order II</td><td>Order II</td><td>Order II</td></tr>
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<tr><td colspan="2">
<tr><td>Order III</td><td>Order III</td><td>Order III</td></tr>
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<center>Fight ----- ARCH ----- Flight</center>
<tr><td>Order IV</td><td>Order IV</td><td>Order IV</td></tr>
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*You gain 1 additional Attack per round
<tr><td>Order V</td><td>Order V</td><td>Order V</td></tr>
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*Your '''One-Shot''' Activated ABility gains 1 additional Star.
<tr><td>Order VI</td><td>Order VI</td><td>Order VI</td></tr>
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*+5 to Speed Stat
 +
 
 +
</td></tr>
 +
<tr><td></td><td colspan="2">
 +
<center>Flight ----- ARCH ----- Cast</center>
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*All of your spell Cool Downs are decreased by 1
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*1 Additional Spell Cool Down
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*+5 to Speed Stat
 +
 
 +
<tr><td>
 +
'''Order I'''
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*Your '''One-Shot''' activated ability gains an extra Star.
 +
</td><td>
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'''Order I'''
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*On a successful '''Evade'''(an attack on which you are not hit), you do not loose DV.
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</td><td>
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'''Order I'''
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*The Cool Down on '''Spell Stutter''' is decreased to 2.
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</td></tr>
 +
 
 +
<tr><td>Order II</td><td>
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'''Order II'''
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*Your '''Vapor''' Activated Ability is changed to 2d6 rounds instead of 1d12.
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</td><td>
 +
'''Order II'''
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*The Star Rating on '''Spell Stutter''' is raised to 9.
 +
</td></tr>
 +
 
 +
<tr><td>
 +
'''Order III'''
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*You may treat '''Large''' weapons as though they were '''Medium'''.
 +
</td><td>
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'''Order III'''
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*You gain the '''Vapor''' Activated Ability.
 +
</td><td>
 +
'''Order III'''
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*You gain '''Spell Stutter''' as a '''Talent'''
 +
</td></tr>
 +
 
 +
<tr><td>Order IV</td><td>
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'''Order IV'''
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*If you use the One-Shot activated ability, you may gain back 1d4 DV
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</td><td>Order IV</td></tr>
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 +
<tr><td>
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'''Order V'''
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*When rolling attack, you may add or remove 1 success.
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</td><td>
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'''Order V'''
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*On a successful '''Evade''', you may steal 1d4 successes from your opponent and recycle them on your next attack.
 +
</td><td>Order V</td></tr>
 +
 
 +
<tr><td>
 +
'''Order VI'''
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*Knockdown gains 1 additional Star.
 +
</td><td>Order VI</td><td>
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'''Order VI'''
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*+3 Intelligence
 +
</td></tr>
 +
 
 
<tr><td>
 
<tr><td>
 
'''Order VII'''
 
'''Order VII'''
 
*You gain 1 additional attack per round.
 
*You gain 1 additional attack per round.
  
</td><td>Order VII</td><td>Order VII</td></tr>
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</td><td>
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'''Order VII'''
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*You gain the Activated Ability '''Duck'''
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</td><td>
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'''Order VII'''
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*1 additional Generic Cool Down
 +
</td></tr>
  
 
<tr><td>
 
<tr><td>
 
'''Order VIII'''
 
'''Order VIII'''
 
*+4 Speed
 
*+4 Speed
</td><td>Order VIII</td><td>Order VIII</td></tr>
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</td><td>Order VIII</td><td>
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'''Order VIII'''
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*2 Additional Spell Cool Downs
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</td></tr>
  
 
<tr><td>
 
<tr><td>
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</td><td>
 
</td><td>
 
'''Order IX'''
 
'''Order IX'''
*+1 Mystical, +1 Effect
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*+1 Mystical
 
**+1 Per Order
 
**+1 Per Order
 
</td></tr>
 
</td></tr>
 
</table>
 
</table>
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 +
==See Also:==
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*[[Mage Wars RPG]]
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*[[Mage Wars RPG Classes]]
 +
 +
[[Category:Mage Wars RPG]]

Latest revision as of 19:20, 27 September 2017

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: