![]() 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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