Runemage Class Page

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Runemage Class Page

Post by Rook on Wed Jan 06, 2016 10:39 pm

Runemage

Ground Rules for runes:
1. Unless stated otherwise, runes do not activate unless they touch something live or with a great enough force (this force being under the GM’s jurisdiction)
2. Creative use of multiple Runes can be vetoed by GM if considered too broken.
3. However it is encouraged ^^
4. Runes run out, unless stated otherwise, within 5 days of preparation or an hour of priming, this means they trigger. It is good practice to scourge or renew runes after each combat.
5. Runes must be Prepared, much like spells, before use. What they can be prepared upon is varying, from skin, to paper, to crossbow bolts

Runemage Natural Bonuses:
“Trust me. I know my Runes.”: +1 to Wisdom When rolling for rune related purposes
“Mages. I hate Mages.”: +1 to Dexterity when rolling Physical attacks against Mages
“Always Keep a Few Handy”: Starts with rune bag that can hold 5 runes

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Re: Runemage Class Page

Post by Rook on Wed Jan 06, 2016 10:40 pm

Level 1 Power Choices:

Slow Rune:
“Snails have the advantage of a big shel; you, on the other hand, do not.”
Req: 1 Min Prep. Takes up 1 Rune Slot
Roll Runes Check Vs Enemy Will
Hit: Slows Enemy for a Round

Flash Rune
“Flash! Bang!”
Req 1 Min Prep. Takes up 1 Rune Slot
Roll Runes Check Vs Enemy Will
Hit: Will Dmg to closest body part + if that is face, blind for a Round

Zap Rune
“Truly Shocking”
Req 1 Min Prep. Takes up 1 Rune Slot
Rolls Runes Vs Enemy Will
Hit: 1d4 – 1 + Will * level/2 (min 1, round up) to closes body part

>>>> More Inc. Later.

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Posts : 20
Join date : 2016-01-04
Age : 17
Location : At The Computer, creating content.

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