Aquamancer
Aquamancers specialize in the element of water and are very at home in the ocean.
Step 1: Attributes | ||
Roll attributes as normal but an INT of at least 15 is necessary. Hit points = CON +4, +4 per level. | ||
Step 2: Skills | ||
Choose skills in
the normal manner but also gain the following free ones; Brew Knowledge Artifacts Knowledge Herbalism Knowledge Magic Survival Undersea Toxicology |
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Step 3: Abilities | ||
Aquamancers gain all the
following free; Spellcast - Aquamancers don't pay for the Spellcast ability as they automatically are bestowed all the spells within the Elemental Water sphere. However they cannot ever learn spells from any other sphere. Aquamancers can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. +1 Sanity save at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. +1 Willpower save at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell Bonus at levels 7, 11, 15 and 19. Additionally Aquamancers start with 40 Points to spend on any of the following abilities. As they earn more experience they may buy or rebuy more abilities. |
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Ability | Cost | Notes |
Bonus Mana | 10 | +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. |
Bonus Save | 10 | +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 20. |
Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
Familiar | 5 | The Aquamancer may summon and permanently psionically link with a companion of the character's choice, traditionally it is a small animal. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. |
Presence | 10 | The character has an iron will and radiates an aura of confidence and authority, +1 to reaction. He is immune to intimidation. |
Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
Sense Disturbance | 5 | Aquamancers can sense a disturbance in the water within a WIS x10 metre radius, +10 metres per level. Air can sense weather conditions, Earth can detect mineral types, Water can detect liquid types and Fire can sense well, fire. He can also detect any elemental magic cast within his radius and what sign type it is. |
True Sight | 5 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
True Speak | 5 | Can speak and understand the language of anyone he talks to, but only while conversing with the person. |
Step 4: Career | ||
Possible related careers include; Librarian, Antique seller, Archaeologist, City guardian, Physician, and Academic Researcher (specialising for instance in Demonology, etc). |