Difference between revisions of "MRPG Exo-Mage"
Jump to navigation
Jump to search
(→Exigent Moirai) |
|||
Line 9: | Line 9: | ||
*'''Secondary:''' Inteligence | *'''Secondary:''' Inteligence | ||
− | == | + | ==Proficiencies== |
*'''Favored Proficiencies:''' Exo-Mages receive a passive +3 to all magic proficiencies instead of having 2 specific favored proficiencies. They also take a -1 hit to all other proficiencies. This is even applied after doing a proficiency-swap. | *'''Favored Proficiencies:''' Exo-Mages receive a passive +3 to all magic proficiencies instead of having 2 specific favored proficiencies. They also take a -1 hit to all other proficiencies. This is even applied after doing a proficiency-swap. | ||
+ | |||
+ | *'''Magic Proficiency, Physical''' | ||
+ | *'''Magic Proficiency, Elemental''' | ||
+ | *'''Magic Proficiency, Effect''' | ||
+ | *'''Bludgeon''' | ||
+ | *'''Lore and Transcription''' | ||
==Exigent Moirai== | ==Exigent Moirai== |
Revision as of 19:26, 31 December 2015
The Exo-Mage is a wizard based around the four cardinal forces: Earth, Fire, Wind, and Water (See: MRPG Proficiency List).
Exo-Mages play a little differently from the other classes: they cannot 'drop' a magic-proficiency through the proficiency-trades, and all of their magical proficiencies level on their own (as opposed to the player choosing which ones to place stats in).
In addition, Exo-Mages gain nearly all of their magic through a unique spell tree.
Contents
Starting Stats
- Main: Strength
- Secondary: Inteligence
Proficiencies
- Favored Proficiencies: Exo-Mages receive a passive +3 to all magic proficiencies instead of having 2 specific favored proficiencies. They also take a -1 hit to all other proficiencies. This is even applied after doing a proficiency-swap.
- Magic Proficiency, Physical
- Magic Proficiency, Elemental
- Magic Proficiency, Effect
- Bludgeon
- Lore and Transcription
Exigent Moirai
- Rank I: Reset all active spell cool downs to zero.
- Rank II: On use of this ability, roll 1d20. On a 20, reset the ability. You may use it again today.
- Rank III: Ability resets on a 17-20.
- Rank II: On use of this ability, roll 1d20. On a 20, reset the ability. You may use it again today.
Activated Abilities
- Enforce
- Quiet
Pillars
- this will have to wait until the character is a bit better developed, but since pillars are replacing trees I plan on making them function a bit differently for the Exo-Mage.
- Basically, they are going to get 4 pillars, extra points, but the pillars will be bound to the spell list in unique ways
- there will also be arches forming whatever I call SLAs