![]() Each time a character attains a new red mage level, he gains two spells of his choice to add to his list of spells. The red mage also selects a number of additional 1st-level spells equal to his Charisma modifier to add to his list of spells. ![]() A red mage begins play with 3 1st level red mage spells of his choice. SpellsĪ red mage casts red magic spells which are drawn from the red mage spell list. This limit break requires only a swift action. The red mage cannot swap below 1 hit point. Once per round as a free action, for a duration of 1 round + 1 round per four red mage levels after 1st, the red mage can swap any number of points from HP to MP or from MP to HP on a 3 to 1 basis (3 HP to 1 MP). This limit break requires only a swift action.įlexibility ( Su): This Limit Break allows the red mage to change his current HP total and current MP total on the fly. MP must be paid for both spells, and both spells must have a cast time of 1 standard action. Limit Breaks ( Su)Īt 1st level, the red mage receives the Limit Breaks (Dual Spells and Flexibility).ĭual Spellcasting ( Su): This Limit Break allows the red mage to cast 1 healing spell and 1 damaging spell with the same standard action for a duration of 1 round + 1 round per four red mage levels after 1st. They are also proficient with light armor, medium armor, and shields (except tower shields). Red Mages are proficient with all simple and martial weapons, including power rod, power staff, power flail, and power pole. Greater Spell Combat, Moderate Quick Learner, Spell Power +4Ĭlear Mind III, Doublecast (1/day), Ruby ArcanaĬlear Mind IV, Red Wizard, Doublecast (2/day)Īll of the following are class features of the red mage. Red Magery, Ruby Arcana, Convert (2/day), Spell Power +3Ĭlear Mind II, Moderate Quick Learner, Armored Mage (Shield) Improved Spell Combat, Quick Cast (2/day) Red Magery, Armored Mage (Light), Spell Combat, Spell Proficiency, Cantrips, Limit BreaksĪrcane Pool, Minor Quick Learner, SpellstrikeĬlear Mind I, Red Magery, Convert (1/day) The red mage mainly focuses on STR/DEX for martial combat and CHA for their class features and spellcasting, though they also use INT and WIS for class features, as well as DEX for optional class features. The red mage’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). Starting Wealth: 4d6 × 10 gil (average 140 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection. They might spend months learning a new sword- fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Role: Red mages spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. While red mages do not belong to an organization, they tend to wear distinctive garb and share mannerisms and signals, allowing them to recognize each other and work together on short notice. Red magic is an ancient arcane tradition that blends offensive spells, curative magic, and melee combat. These skilled individuals are known as red mages. But there are a rare few who wish to do everything at once. Others wish to become more skillful, learning new skills and becoming better at the skills they already have. Some wish to become better magicians, learning new spells or having better control over powers they already have. Some wish to become great warriors, forging their names in battle and increasing their martial prowess. Some people want to heal and help others, whether by magical or non- magical means.
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