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Players Handbook 2.pdf
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Creating a Sorcerer

Charisma, Dexterity, and Strength are the most important ability scores for a sorcerer. You can choose any powers you like, but many sorcerers choose feats, skills, and powers to complement their Spell Source choice.

Chaos Sorcerer

Like the arcane power you wield, you can be reckless and hard to control. Charisma should be your highest ability score, followed by Dexterity. Select powers that use your high Dexterity to move your enemies, deal extra damage, or impose penalties on your foes.

Suggested Class Feature: Wild Magic

Suggested Feat: Arcane Spellfury Suggested Skills: Arcana, Bluff, Endurance,

Insight

Suggested At-Will Powers: chaos bolt, storm walk Suggested Encounter Power: bedeviling burst Suggested Daily Power: dazzling ray

Dragon Sorcerer

You command the ancient arcane power that flows through dragons. Make Charisma your highest ability score, followed by Strength. Select powers that use your high Strength to deal extra damage, grant yourself a bonus, or hinder your enemies.

Suggested Class Feature: Dragon Magic

Suggested Feat: Implement Expertise Suggested Skills: Arcana, Athletics, History,

Intimidate

Suggested At-Will Powers: burning spray, dragonfrost

Suggested Encounter Power: tempest breath Suggested Daily Power: lightning breath

Sorcerer Powers

Like other arcane classes’ powers, your powers are called spells. A sorcerer’s arsenal is an eclectic mixture of deadly spells drawn from enigmatic or reckless traditions of magic. More studious arcane

practitioners sometimes regard sorcerers as novices who play with dangerous power beyond their control, but the proof of their worth is in the havoc they wreak on their foes.

Level 1 At-Will Spells

Acid Orb

Sorcerer Attack 1

You hurl a globe of acid at a distant enemy.

At-Will Acid, Arcane, Implement

Standard Action Ranged 20

Target: One creature Attack: Charisma vs. Reflex

Hit: 1d10 + Charisma modifier acid damage.

Level 21: 2d10 + Charisma modifier acid damage. Special: This power can be used as a ranged basic attack.

C H A P T E R 2 | C h a r a c t e r C l a s s e s

Burning Spray

Sorcerer Attack 1

You fling your arm in a wide arc, casting liquid fire at your foes.

At-Will Arcane, Fire, Implement Standard Action Close blast 3

Target: Each creature in blast Attack: Charisma vs. Reflex

Hit: 1d8 + Charisma modifier fire damage.

Level 21: 2d8 + Charisma modifier fire damage. Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.

Chaos Bolt

Sorcerer Attack 1

A bolt of many-colored light leaps from your hand and screams

toward an enemy’s head.

At-Will Arcane, Implement, Psychic Standard Action Ranged 10 Primary Target: One creature

Primary Attack: Charisma vs. Will

Hit: 1d10 + Charisma modifier psychic damage.

Level 21: 2d10 + Charisma modifier psychic damage. Wild Magic: If you rolled an even number for the

primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power

Secondary Attack: Charisma vs. Will

Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a

single use of this power.

CHRIS SE AM AN

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