Darkest Days
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A modern day Gothic horror fiction role playing game.
Prepare to see the darker side of reality.
 
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 Vulgar Mage – Prestige Class

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Jack Malice
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Jack Malice


Posts : 119
Join date : 2011-08-12
Age : 81
Location : Hell

Vulgar Mage – Prestige Class Empty
PostSubject: Vulgar Mage – Prestige Class   Vulgar Mage – Prestige Class EmptyFri Aug 12, 2011 10:13 pm

Vulgar Mage – Prestige Class

Living Battery or devour of life the vulgar mage draws forth the essence of life to create “mystical effects” or are they men and woman who truly understand the physical world and can re-forge it to their wills?

Hit dice: d6
Skills: 6+int mod

Prerequisites:
An understanding of Newton’s continuing laws, Einstein’s theories of spacial distortions, or some other advance meta-physics or mystical work of one of the great vulgar masters that allows the character cause “magic” effects. Intelligence score of least 17, A flexible mind and a will to draw upon life to empower their “spells”.

Level Base Attack Bonus Fort Save Ref Save Will Save Defense Bonus Special
1 +0 +0 +1 +2+1Living Battery – 10, Recharge
2 +1 +1 +2 +3+2Living Battery – 20, Elemental Mastery
3 +2 +2 +3 +4+3Living Battery – 40, Heal Self (once per day), Feat of choice
4 +3 +2 +4 +5+4Living Battery – 60, Recharge +1
5 +4 +3 +4 +6+4Living Battery – 90, Elemental Travel, Heal Self (twice per day)

Class Features:

Living Battery: Character has an extra reservoir of energy to draw from to cast spells other than his own life energy or other life energy.
Recharge: Can draw perform a touch attack to draw forth vitality points from a foe to refill his battery. The amount is equal to 1d4 + intelligence mod + vulgar mage level. Target is allowed a fortitude save versus the draw for half damage; success also cuts the energy gained by the vulgar mage in half. If the amount taken is greater than the vulgar mages constitution score a fortitude save is required to hold that much power and not cause it’s immediate release in a blast of energy that cause 1d6 damage for every point drawn. A vulgar mage can recharge from a willing subject without the roll and take as much or as little as the subject will allow.

Elemental Mastery: Can select one of the following elements to form a specific bond with; vulgar mage level is subtracted from the amount of vitality need to create effects using their chosen element and added to any damage that is done with this chosen element. The characters out physical appearance will take on minor traces of the chosen element. i.e. red flickering eyes when angry if bonded to fire or a aura of chill with water/ice.

Elemental Travel: Character can take on the physical aspect and travel as their bonded element for 5 minutes equal to their vulgar mage level. The form elemental form taken is a physical manifestation of the characters conception of the true nature of the element. This requires an expenditure of vitality from either the mage or his living battery equal to 20 per 5 minutes in the travel form minus any bonus from Elemental Mastery.

Heal Self: By use of this ability the character heals itself, by drawing on his living battery; this requires the expenditure of 35 points from their pool but heals the vulgar mage of any and all vitality and wound damage.

Elemental Travel speed modifiers:
Fire: (Speed x4) + Constitution Modifier = miles traveled per hour
Water/Ice: (Speed x3) + Strength Modifier = miles traveled per hour
Air/Wind: (Speed x5) + Dexterity Modifier = miles traveled per hour
Earth: (Speed x2) + Constitution Modifier = miles traveled per hour
Electricity: (Speed x7)+ Intelligence Modifier = miles traveled per hour
Light: (Speed x9) + Charisma Modifier = miles traveled per hour
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