Playbook: Apprentice Court Sorcerer

Born to a noble family, your desire was not to learn the ways of war or rulership as the other noble children did, but to study the arcane arts under the venerable court sorcerers of The Empire. You took to the difficult studies well, and are now ready to take your place among them.

Prerequisites: Favored Class must grant ability to cast Arcane spells.
Starting Stats: You are very smart and quick-witted. Your Intelligence begins at 12, and all of your other ability scores begin at 8.
Initial Equipment: Courtier’s Outfit, Quarterstaff, 3 doses Flash Powder, 4d6s
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 How did your family earn its name? Gain
1 Base betrayal. Your family is respected but not trusted. +2 Wis, +2 Cha, +1 Int, Subjective Truth trait
2 Strength of arms. No standard flies victoriously over more battlefields than yours. +2 Str, +2 Wis, +1 Dex, Child of the Crusades trait
3 Wealth. Your family’s coffers are the fullest in all the land. +1 Dex, +1 Con, +1 Int, +1 Wis, +1 Cha, Rich Parents trait
4 Knowledge. Your family deals in secrets and lore. +3 Int, +1 Con, +1 Wis, Secret Knowledge trait
5 Good harvests or well-bred beasts. +2 Con, +2 Wis, +1 Dex, Thoroughbred trait
6 Beauty. Your ladies are the fairest and your lords the most handsome. +2 Cha, +1 Dex, +1 Con, +1 Str, Overwhelming Beauty trait
7 Honor and duty. All trust your family’s name. +2 Wis, +1 Con, +1 Str, +1 Cha, Honourable Soul trait
8 Defending the land from invaders. +2 Str, +2 Con, +1 Wis, Dedicated Defender trait
9 Standing against a wicked would-be usurper. +2 Con, +1 Str, +1 Int, +1 Wis, Punish Insurrection trait
10 Producing the finest knights. +2 Dex, +1 Str, +1 Con, +1 Cha, Born Rider trait
11 Tending the finest gardens and brewing the most helpful concoctions. +2 Int, +2 Con, +1 Wis, Perfectionist’s Brew trait
12 Having one of the oldest names in the land and staying out of affairs that don’t concern them. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha, Keeper of the Ancestral Scrolls trait

Add one location to the village.

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Dispelled Battler trait
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Second Chance trait
3 You were the toughest kid around. +2 Con, +1 Cha, Resilient trait
4 No secret escaped you. +2 Int, +1 Dex, Forbidden Knowledge trait
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Contemplative Soul trait
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Friends in High Places trait
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Helpful trait
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Mentored trait
1d8 The other player characters were your best friends. Who else near your family’s estates befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, Scrolls of 2 1st-level Transmutation spells (your choice).
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, an Anchor Feather Token.
3 Chafing under your family’s rules, you would sneak out at night and wander the woods with a peasant boy. +2 Con, +1 Int, Scrolls of 2 1st-level Illusion spells (your choice).
4 Your family’s seneschal taught you games of strategy and skill. +2 Int, +1 Dex, Scrolls of 2 1st-level Divination spells (your choice).
5 You learned the ways of the castle at the side of the cook. +2 Wis, +1 Str, 2 weeks worth of Special Trail Rations (your choice of Dwarven, Elven, Gnome, Halfling, or Orc, these will work for you regardless of race).
6 You had a tryst with someone beneath your station. +2 Cha, +1 Con, Scrolls of 2 1st-level Enchantment spells (your choice).
7 Despite being of noble blood, you actually did chores with the servants. +1 Str, +1 Int, +1 Cha, Scrolls of 2 1st-level Conjuration spells (your choice).
8 The grizzled captain of the guard took a liking to you. +1 Dex, +1 Con, +1 Wis, Scrolls of 2 1st-level Abjuration spells (your choice).

Add an NPC to the village.

What happened to you as you learned the ways of magic?

d6 How did the old sorcerer best serve your father? Gain
1 He was a font of lore. +3 Int, Arcanum College Gradute trait
2 Every great family needs a spy. +3 Dex, Masked in Shadow trait
3 He was a fantastic entertainer. +3 Cha, Magical Flair trait
4 He crafted beautiful charms. +3 Dex, Spark of Creation trait
5 His wise counsel was always available to your father. +3 Wis, Knowledgeable Caster trait
6 He charmed all the noble families who came to visit. +3 Cha, Enchanting Conniver trait
d6 Beyond the tricks which he showed the court, what real power did the old sorcerer have? Gain
1 He had mastered the dark arts. +2 Con, Spell Focus (Necromancy) feat.
2 He was the greatest illusionist for miles. +2 Cha, Spell Focus (Illusion) feat.
3 His magic protected him from prying eyes. +2 Dex, Twilight Tattoo feat.
4 He could heal the wounded and aid an army. +2 Wis, Mystical Healer feat.
5 The beasts of the wild were at his beck and call. +2 Wis, Spell Focus (Conjuration) feat.
6 He had learned the ancient arts from the distant south. +2 Int, Minor Binding feat.

Add one location to the village.

d6 The sorcerer disappeared last year under strange circumstances. Only you and your friend know what occurred. What happened? The player to your right was there with you. Gain
1 A demon devoured him in his chambers. The friend to your right still shivers at the thought. +2 Con, You and the friend to your right both gain the Suppress Regeneration feat.
2 The walking dead came up from his laboratory and he was never seen again. The friend to your right helped you research how to banish the dead before anyone else found out. +2 Int, You and the friend to your right both gain the Allied Spellcaster feat.
3 You crept upon him one night when he was leaving on a dangerous errand. He swore you and your friend to secrecy. The friend to your right shares your oath. +2 Dex, You and the friend to your right both gain the Secret Language feat.
4 He fought in a recent skirmish at the side of a neighboring lord and took you and your friend along with him. The friend to your right helped avenge his death in the battle. +2 Str, You and the friend to your right both gain the Precise Strike feat.
5 You found him working on a secret ritual of a dark nature, and so you attempted to stop him. He vanished with a flash of light. The friend to your right broke the seal of his magical circle before the summoning was complete. +2 Int, You and the friend to your right both gain the Team Initiative feat.
6 While out for a ride, the three of you were waylaid by mad, fae creatures. The sorcerer disappeared, pursuing them into the woods. The friend to your right was wounded by one of your spells but fought on. +2 Con, You and the friend to your right both gain the Callous Casting feat.
d6 What did you find in the sorcerer’s abandoned laboratory? Gain
1 A collection of books in a language you do not know. +2 Int, Mundane Books (your choice, with a total value of 200gp, but written in a language you do not know).
2 His collection of mystical components. +2 Dex, a Portable Alchemist’s Lab.
3 A phial of green liquid. +2 Con, a Potion of Cure Light Wounds.
4 His talisman, which now hangs from your staff. +2 Wis, a Summoner’s Idol.
5 The heavy silken robes which he never wore openly. +2 Cha, a suit of Silken Ceremonial Armor.
6 His abandoned familiar. +2 Cha, A tiny animal (DM’s choice) with the Celestial, Entropic, Fiendish, or Resolute template (appropriate to your alignment). This animal will follow you around and can be commanded to act using Handle Animal, but does not share any particular bond with you. If you would be able to attract a familiar, you can make this animal your familiar without taking the Improved Familiar feat.

Add an NPC to the village.

Playbook: Apprentice Court Sorcerer

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