THE SORCERER

By ASH LAW

In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements.

Last week we introduced the Arcane Sorcerer. Today, it’s a new build with a draconic spin.

DRAGON SORCERER

Download the Dragon Sorcerer character sheets here.

This sorcerer build is all about being as dragon-like as possible, and resisting energy attacks.

The build’s focus on breath weapons means that the sorcerer works best when close to the action (but not too close).

This sorcerer can resist energy attacks, so can move to the frontline against enemies whose damage it can shrug off. Otherwise it is best darting in and out of the battle, avoiding being pinned down and taking out multiple enemies with its breath weapon. Your metallic protector talent lets you resist energy as a quick action so do it as soon as you spot energy attacks being used (or you suspect that they might be), and use your resist energy spell to grant the same resistance to your allies. At epic tier you also gain once-per-day resistance to demon and dragon attacks—useful if you’ve gained dragon or infernal enemies.

Your talents make you optimized for breath weapons, so use them—even if you blow them on low-level mooks early in the adventuring day it you’ll have still saved the resources of the rest of the party. As a dragonic you get a once-per-battle breath weapon—if you run out of sorcerous breath you can still use your racial breath weapon.

When this sorcerer fails to recharge a breath weapon it is sometimes better to gather power and hope that the breath weapon recharges in time for it to be cast empowered on the following turn.

Your familiar is a small dragonette—make regular use of your familiar’s random abilities, it is your third talent and while not as useful in combat as other talents has lots of out of combat applications. At 4th level this sorcerer learns ritual casting, so keep imaginative non-combat uses of breath weapons in mind when playing this character.

 

Talents

Chromatic Destroyer

Keep multiple breath weapon spells active at the same time.

Metallic Protector

Improves chances of re-using breath weapons.

Sorcerer’s Familiar

A small dragonette with the flight ability, and one random ability that changes each day.

 

Race

Dragonic, obviously.

 

Attributes

Charisma and Constitution are important sorcerer attributes: Str 8, Con 16, Dex 12, Int 8, Wis 10, Cha 20.

 

1st level

Attributes: Str 8 (-1) Con 16 (+3) Dex 12 (+1) Int 8 (-1) Wis 10 (0) Cha 20 (+5)

Racial Power: breath weapon

Talents: chromatic destroyer, metallic protector, spell sorcerer’s familiar

Feats: metallic protector

Spells: breath of the white, burning hands, chaos bolt, resist energy

 

2nd level

New spell (scorching ray), new feat (chromatic destroyer).

 

3rd level

New spell (breath of the green), level-up spells (breath of the white, resist energy), new feat (burning hands).

 

4th level

+1 to three attributes (Charisma, Dexterity, Constitution), all spells now 3rd level, new feat (ritual casting).

 

5th level

New spell (breath of the black), level-up spells (breath of the white, breath of the green, resist energy), new feat (chromatic destroyer).

 

6th level

New spell (swap scorching ray for dragon’s leap), all spells now 5th level, new feat (breath weapon).

 

7th level

+1 to three attributes (Charisma, Dexterity, Constitution), new spell (breath of the blue), level-up spells (breath of the white, breath of the green, breath of the black, dragon’s leap), new feat (metallic protector).

 

8th level

All spells now 7th level, new feat (chromatic destroyer).

 

9th level

New spells (breath of the void), level-up spells (breath of the white, breath of the green, breath of the black, breath of the blue, dragon’s leap) new feat (metallic protector).

 

10th level

+1 to three attributes (Strength, Intelligence, Wisdom), all spells now 9th level, new feat (breath of the blue).

THE SORCERER

By ASH LAW

In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements.

Sorcerers are all about timing, forgoing attacks now to cast an empowered spell later. Today we’ll be presenting a sorcerer with a touch of wizardry, the Arcane Sorcerer. Next week, we’ll share one inspired by and infused with the power of dragons.

Sorcerers can be ‘swingy’—they are for players who like sudden unexpected surges of power that turn the tide of battle in their favor.

 

ARCANE SORCERER

Download the Arcane Sorcerer character sheets here.

This sorcerer build focuses on close-up dependable magic, a ‘semi-melee caster’ that evolves into a flying teleporting menace as it levels up through higher tiers of play.

This sorcerer is an all-rounder, able to go toe-to-toe when needed or switch to ranged combat to support tougher warriors. As this sorcerer relies upon mobility and deterrence to avoid damage, if there are tougher warriors in the party let them handle melee while you hang back. Your sorcerer isn’t as tough as a fighter or paladin, so make wise use of spells that encourage enemies to keep their distance.

At 1st level this character has simple blast-away spells (burning hands and magic missile), and two more involved spells (the chaining lightning fork and the random chaos bolt)—at higher levels the spells become more complex.

The addition of the auto-hits wizard spell balances ‘swinginess’ from the wood elf racial and infernal heritage talent—so on a bad dice day use magic missile often (at champion tier it can be empowered).

Gather power is a worthwhile action in a fight—do it early and often so that when you let fly with empowered spells the following round the chances of hitting will be higher due to the escalation die. The wood elf’s racial power gives you extra actions—use these when they come up to gather power and cast on the same turn.

 

Talents

Arcane Heritage

A +2 magical background, and a wizard spell as an equal-level alternative to a sorcerer spell.

Infernal Heritage

This adds daily barbarian-rage-like ‘spell frenzy’, and damage resistance.

Spell Fist

A +2 AC bonus and you don’t provoke opportunity attacks when casting spells.

 

Race

Wood elves’ elven grace nets us extra standard actions to gather power.

 

Attributes

For this sorcerer, Charisma and Constitution are important attributes: Str 8, Con 16, Dex 16, Int 12, Wis 10, Cha 16.

 

1st level

Attributes: Str 8 (-1) Con 16 (+3) Dex 16 (+3) Int 12 (+1) Wis 10 (0) Cha 16 (+3)

Racial Power: elven grace

Talents: arcane heritage, infernal heritage, spell fist

Feats: infernal heritage

Spells: magic missile, burning hands, chaos bolt, lightning fork

 

2nd level

New spell (breath of the white), new feat (spell fist).

 

3rd level

New spell (echoing thunder), level-up spells (lightning fork, chaos bolt), new feat (lightning fork).

 

4th level

+1 to three attributes (Charisma, Dexterity, Constitution), all spells now 3rd level, new feat (arcane heritage).

 

5th level

New spell (queen’s shadows), level-up spells (lightning fork, echoing thunder, magic missile), new feat (arcane heritage).

 

6th level

New spell (swap breath of the white for dragon’s leap), all spells now 5th level, new feat (elven grace).

 

7th level

+1 to three attributes (Charisma, Dexterity, Constitution), new spell (touch of evil), level-up spells (magic missile, lightning fork, echoing thunder, queen’s shadows), new feat (spell fist).

 

8th level

All spells now 7th level, new feat (spell fist).

 

9th level

New spells (resist energy, swap burning hands for three dooms), level-up spells (magic missile, chaos bolt, lightning fork, echoing thunder, queen’s shadows) new feat (infernal heritage).

 

10th level

+1 to three attributes (Strength, Intelligence, Wisdom), all spells now 9th level, new feat (echoing thunder).

 

 

 

bookA while back, Sune Nødskou designed a character sheet for Fear Itself. Spencer Sanders has taken Sune’s original sheet and made it fillable, as well as including spaces for the stereotype and a few languages. You can download Spencer’s new sheet as a PDF here.

13th Age LogoEvenglare on the Pelgrane Press forums has built a one-page, fillable PDF character sheet for 13th Age.

This very useful sheet can be downloaded here.

 

 

 

The man who gave Night’s Black Agents its sleek carnivorous look, Chris Hüth, has designed (and posted on his blog, The Elder Sküll) a modified Night’s Black Agents/Trail of Cthulhu Burn/Dust mode character sheet with slots for Magic, Mediumship, and Clairvoyance, should you want to play a paranormal spies vs. the Mythos game a la the sadly unproduced British TV series Rough Magik. You know, maybe I’d better let him explain it.

Following the release of the pre-order print version of Lorefinder, here is the character sheet to download.

Lorefinder is, we hope, the first of many future GUMSHOE mash-ups. It keeps the d20 Pathfinder system but seamlessly weaves in the investigative mechanic of GUMSHOE.

Download a PDF of the 2-page character sheet.

You can pre-order the print version from our store, to be released in December.

 

Downloads

A printer-friendly Quade Diagram

This chapter from MCB describes the role of the PCs and gives some background to the game.

Character sheet for MCB.

A very useful Reference Sheet for UK players, also one for US players. thanks to Charles Gordon Mitchell for these.

Actual Play

Code Indigo Fred Hicks ran an online game of MCB. You can read and comment on it the Code Indigo community here.

Johnny Shakalakah Our in-house playtest for Mutant City Blues.

Articles and Interviews

Interview with Robin D Laws

A Master Plan podcast you can listen to here. “They talk about designing this game from the original GUMSHOE framework,
what was changed to make the game focused on the new premise, and overall the experiences of making this game. Throughout the show, Robin
also talks a bit about moments in GUMSHOE’s design in general.”

Interview with Dr Quade

Leading the scientific charge is the mediagenic, indefatigable Dr. Lucius Quade. He coined the term for the scientific study of mutant genes and abilities, anamorphology, and is routinely called on to weigh in on any social or political controversy surrounding mutant rights.

Read an interview with Dr Quade here, on See Page XX

The Trouble with Tasers

Robin Laws discusses the use of Tasers in GUMSHOE games here.