Magic is a very real force and there is no one better to prove it than the dynamic sorcerer. A being of power incarnate, the dynamic sorcerer knows how to harness the hidden energies that move the world and shape them into whatever form he or she desires. Such mystical knowledge can come from a variety of sources, whether wrenched from the secrets of an ancient civilization, inherited from an occult tradition, or granted by powerful entities. Sometimes, the dynamic sorcerer may not even be human, but an otherworldly being whose very nature allows it to use magic at will.
The main feature that distinguishes dynamic sorcerers from other people is their ability to use magic. This power develops slowly over time, manifesting in the spells they can cast and in the deepening of their understanding. The dynamic sorcerer’s stores of energy also expand to fuel his or her increasing mystical might. The path of magic requires that the sorcerer be knowledgeable in order to understand what he or she is doing and, more importantly, how. Magic offers insight as well, and dynamic sorcerers grow as people at the same time that they grow in power.
Dynamic sorcerers feel more comfortable with other classes that have a relationship with the occult, such as magical girls, shapechangers, and some monster trainers. Martial artists and ninja, with their limited command of mystical forces, sometimes associate cautiously with these magicians. dynamic sorcerers feel out of place when dealing with a tech genius or giant robot and try to keep their distance from them, as they do with the violent approach of hot rods, gun bunnies, mecha pilots, and sentai members. Samurai distrust the dynamic sorcerers unless their power comes from a traditional source, while students and adventurers feel the pull of the sorcerer’s enigmatic nature.
Hit Die d4.
Ability Scores At first Level, the dynamic sorcerer must choose one of Intelligence, Wisdom, or Charisma. This choice will determine the Ability used to determine how powerful his or her spells are. To cast a spell, the dynamic sorcerer must have their chosen Ability Score equal to or greater than 10 + the spell’s Level. The Difficulty Class of a saving throw against a dynamic sorcerer’s spell is 10 + the spell’s Level + the modifier for the dynamic sorcerer’s chosen Ability. Both a high Dexterity and a high Constitution are useful to a dynamic sorcerer since he or she lacks heavy combat abilities and Hit Points.
The dynamic sorcerer’s class skills (and the key Ability for each) are: Concentration (Con), Diplomacy (Cha), Knowledge: Arcane (Int), Knowledge: Foreign Culture (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Streetwise (Int), Profession (Int), Research (Int), Sleight of Hand (Dex), Speak Languages (Int), Spot (Wis), and Special Ranged Attack.
Skill Points at 1st Level = (4 + Int Modifier) x 4
Skill Points at Each Additional Level = 4 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|+1||+0||+0||+0||+2||Dynamic Sorcery +1|
|+2||+1||+0||+0||+3||+2 Character Points|
|+3||+1||+1||+1||+3||Dynamic Sorcery +1|
|+4||+2||+1||+1||+4||+2 Character Points|
|+5||+2||+1||+1||+4||Dynamic Sorcery +1|
|+6||+3||+2||+2||+5||+2 Character Points|
|+7||+3||+2||+2||+5||Dynamic Sorcery +1|
|+8||+4||+2||+2||+6||+2 Character Points|
|+9||+4||+3||+3||+6||Dynamic Sorcery +1|
|+10||+5||+3||+3||+7||+2 Character Points|
|+11||+5||+3||+3||+7||Dynamic Sorcery +1|
|+12||+6/+1||+4||+4||+8||+2 Character Points, Energy Bonus +1|
|+13||+6/+1||+4||+4||+8||Dynamic Sorcery +1|
|+14||+7/+2||+4||+4||+9||+2 Character Points|
|+15||+7/+2||+5||+5||+9||Dynamic Sorcery +1|
|+16||+8/+3||+5||+5||+10||+2 Character Points|
|+17||+8/+3||+5||+5||+10||Dynamic Sorcery +1|
|+18||+9/+4||+6||+6||+11||+2 Character Points, Energy Bonus +1|
|+19||+9/+4||+6||+6||+11||Dynamic Sorcery +1|
|+20||+10/+5||+6||+6||+12||+2 Character Points|