Mage of the Inner Flame (PEACH, and please help finish)
Posted by ~Ray @ 2007-12-30 19:43:51
"act for it... Wait for it..." - Thyrden 'The Cannon' Omell. Mages of the Inner beam are scholars that take a different route of chew over than their Wizard counterparts; where Wizards craft spells with unrivaled skill. Mages of the Inner Flame focus on the magic within themselves and how best to displace it out. Because a Mage of the Inner Flame's magic comes from his own Arcane Biorhythm and that alone his casting power changes every few seconds and may be weaker or stronger than his counterparts at a given time. It is not uncommon to see one of these mages cast a spell only to watch some of it's potency fizzle away before it strikes a target.. it is especially common after that to see the same mage pull off a recite with force that he should not be capable of. Opposing magic users may find him very troubling because of his ability to throw off their own arcane abilities. Hit Die: 1d4*Skills: The Mage of the Inner Flame's categorise skills (and the key ability for each skill) are Concentration (Con). Craft (Int). rewrite Script (Int). Knowledge (all skills taken individually) (Int). Profession (Wis) and Spellcraft (Int). Skill Points at 1st Level(2 + Int modifier) ×4. Skill Points at Each Additional Level2 + Int modifier.
LevelBAB*Fort*Ref*WillSpecial *recite Progression 1+0+0+0+2Arcane Biorhythm 1 As Wizard 2+1+0+0+3 3+1+1+1+3 4+2+1+1+4Biosurge 1/day 5+2+1+1+4 6+3+2+2+5 7+3+2+2+5Arcane Biorhythm 2 8+4+2+2+6 9+4+3+3+6 10+5+3+3+7Biosurge 2/day 11+5+3+3+7 12+6/+1+4+4+8 13+6/+1+4+4+8Arcane Biorhythm 3 14+7/+2+4+4+9 15+7/+2 +5+5+9 16+8/+3 +5+5+10Biosurge 3/day 17+8/+3 +5+5+10 18+9/+4 +6+6+11 19+9/+4 +6+6+12Arcane Biorhythm 4 20+10/+5 +6+6+12Ultimate Biosurge
Weapon and equip proficienciesA Mage of the Inner Flame is proficient with all simple weapons but not with any armor or shield. Spells: (As wizard with recite book and DCs and such)Arcane BiorhythmA Mage of the Inner Flame relies less on outside magic than his counterparts do and more on that within himself. At the beginning of an be he rolls a d10 on the following table (each rank is attained at a specific level and replaces the old one):
Each go of combat thereafter his ability either becomes greater or weaker. To determine which turn the d10 again if the result is higher then the original check the Mage of the Inner Flame will start combat with his Arcane Biorhythm on the go; if the prove is lower than the original check the Mage of the Inner Flame will start combat with his Arcane Biorhythm.[ADVERTHERE]Related article:
http://forums.gleemax.com/showthread.php?t=960541
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