DiscipleofBob
2009-09-07, 05:04 PM
Okay, so there's a little project I'm undertaking converting the various Final Fantasy settings into 4e. Well, most of the classes can be built using existing 4e classes, but a few are kind of unique and I feel deserve their own unique build. What better place to start than Final Fantasy 1? Fighter and Thief are easy. White Mage can be done with the correct Cleric build or something similar. Black Mage can be either a wizard or a sorcerer. And we have the monk class coming out for the Black Belt. Which leaves the Red Mage.
Now, you can argue that the Red Mage could very easily be a bard, and the bard's probably the closest we have so far, but I don't feel he's quite versatile enough.
So I present to you the Red Mage. His purpose is to be a perfect fifth wheel character that can be built to support really any role, but not overshadow any other class in those roles. Please tell me what you think and of you have suggestions for powers, feats, etc let me know.
CLASS TRAITS:
“This is my magic. There is much in this world like it, but this magic is mine, and that is what makes it unique.”
Role: Any. Depending on how the Red Mage develops his magic, the Red Mage can fulfill the role of defender, striker, leader, or controller.
Power Source: Arcane. The Red Mage learns to cultivate the forces of magic independently with his own signature style, making his magic unique from other spellcasters.
Key Abilities: Strength, Dexterity, Intelligence, Charisma
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged
Implements: Orbs, Rods, Staffs, Wands
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at First Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the list below, choose 4 more trained skills at first level: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Battleready Red Mage, Survivor Red Mage
Class Features: Red Sigil, Ritual Caster, Jack of All Trades, Multiclass Specialization
Wizards are taught magic by tomes and their masters. Warlocks get their magic from enigmatic pacts and masters. Sorcerers get their magic from any innate talent and heritage. Red Mages are not born or granted magical power, nor do they learn magic from other sources. A red mage develops their magic by independent study, finding ways to manipulate magic through practice, trial, and error, without any aides such as the studies of wizards or the pacts of greater beings.
The term Red Mage comes as a protest to the concept of magic as being strictly Black Magic or White Magic. Red Mages don't actually refer to their magic as “Red Magic”. Red Mages derrive their name because of the independence associated with the color. Few Red Mages actually refer to themselves as Red Mages, donning whatever moniker they choose to give themselves.
Despite their independence, an informal order has sprung up among Red Mages, one without any formal leadership, but one of mutual respect for creativity and style in magic. When Red Mages gather, and they do so rarely, they do so to compare magics, foster respect amongst one another, and to gain bragging rights. The life of an adventurer is perfectly suitable for a Red Mage, as the constant challenges forces the Red Mage to adapt his style to the needs of the party and become truly great.
CREATING A RED MAGE
When you create a red mage, it's important to remember that you can literally pick any role you like, but you should still pick one to focus in. Strength is important if your Red Mage is a defender-type. Dexterity is more important should you prefer a striker. For leaders, Charisma is the most important stat. If it's a controller you desire, Intelligence should be your primary focus. Probably the largest weakness of the Red Mage is their dependence on multiple attributes.
CLASS FEATURES:
Jack of All Trades: Red Mages get the Jack of All Trades feat for free.
Multiclass Versatility: Red Mages can pick one bonus feat at first level, though the feat must be a multiclass feat and the Red Mage must meet the prerequisites for it. This does not count towards the normal limit for multiclass feats.
Red sigil: The Red Mage uses an arcane signature on his magic to designate them as his own. These sigils are unique in appearance to each Red Mage. When building a Red Mage, select 2 of the following Sigils. Once per turn as a minor action, you can place one Sigil on a target. Only one Sigil can be active at a time. If there is already a Sigil on the target, the new Sigil replaces the old one. If you already have a Sigil active and you use another Sigil, the old Sigil is removed from the target.
Sigil of Protection: This Sigil may be placed on an ally within 5 squares. Enemies who attack the affected target take a -2 to attack.
Sigil of Wrath: This Sigil may be placed on an enemy within 5 squares. Your attacks against the target deal extra damage equal to your Dexterity modifier.
Sigil of Renewal: This Sigil may be placed on an ally within 5 squares. That ally gains temporary HP equal to your Charisma modifier. While the Sigil is active, the affected ally may use their second wind as a free action on their turn.
Sigil of Cunning: This Sigil may be placed on an enemy within 5 squares. Whenever you hit the target with a power with the implement keyword, you may slide the target and any other targets hit by the attack 1 square.
Ritual Caster: Red Mages get the Ritual Caster for free. In addition, a Red Mage the ritual Arcane Mark at any time without cost.
Now, you can argue that the Red Mage could very easily be a bard, and the bard's probably the closest we have so far, but I don't feel he's quite versatile enough.
So I present to you the Red Mage. His purpose is to be a perfect fifth wheel character that can be built to support really any role, but not overshadow any other class in those roles. Please tell me what you think and of you have suggestions for powers, feats, etc let me know.
CLASS TRAITS:
“This is my magic. There is much in this world like it, but this magic is mine, and that is what makes it unique.”
Role: Any. Depending on how the Red Mage develops his magic, the Red Mage can fulfill the role of defender, striker, leader, or controller.
Power Source: Arcane. The Red Mage learns to cultivate the forces of magic independently with his own signature style, making his magic unique from other spellcasters.
Key Abilities: Strength, Dexterity, Intelligence, Charisma
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged
Implements: Orbs, Rods, Staffs, Wands
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at First Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the list below, choose 4 more trained skills at first level: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Battleready Red Mage, Survivor Red Mage
Class Features: Red Sigil, Ritual Caster, Jack of All Trades, Multiclass Specialization
Wizards are taught magic by tomes and their masters. Warlocks get their magic from enigmatic pacts and masters. Sorcerers get their magic from any innate talent and heritage. Red Mages are not born or granted magical power, nor do they learn magic from other sources. A red mage develops their magic by independent study, finding ways to manipulate magic through practice, trial, and error, without any aides such as the studies of wizards or the pacts of greater beings.
The term Red Mage comes as a protest to the concept of magic as being strictly Black Magic or White Magic. Red Mages don't actually refer to their magic as “Red Magic”. Red Mages derrive their name because of the independence associated with the color. Few Red Mages actually refer to themselves as Red Mages, donning whatever moniker they choose to give themselves.
Despite their independence, an informal order has sprung up among Red Mages, one without any formal leadership, but one of mutual respect for creativity and style in magic. When Red Mages gather, and they do so rarely, they do so to compare magics, foster respect amongst one another, and to gain bragging rights. The life of an adventurer is perfectly suitable for a Red Mage, as the constant challenges forces the Red Mage to adapt his style to the needs of the party and become truly great.
CREATING A RED MAGE
When you create a red mage, it's important to remember that you can literally pick any role you like, but you should still pick one to focus in. Strength is important if your Red Mage is a defender-type. Dexterity is more important should you prefer a striker. For leaders, Charisma is the most important stat. If it's a controller you desire, Intelligence should be your primary focus. Probably the largest weakness of the Red Mage is their dependence on multiple attributes.
CLASS FEATURES:
Jack of All Trades: Red Mages get the Jack of All Trades feat for free.
Multiclass Versatility: Red Mages can pick one bonus feat at first level, though the feat must be a multiclass feat and the Red Mage must meet the prerequisites for it. This does not count towards the normal limit for multiclass feats.
Red sigil: The Red Mage uses an arcane signature on his magic to designate them as his own. These sigils are unique in appearance to each Red Mage. When building a Red Mage, select 2 of the following Sigils. Once per turn as a minor action, you can place one Sigil on a target. Only one Sigil can be active at a time. If there is already a Sigil on the target, the new Sigil replaces the old one. If you already have a Sigil active and you use another Sigil, the old Sigil is removed from the target.
Sigil of Protection: This Sigil may be placed on an ally within 5 squares. Enemies who attack the affected target take a -2 to attack.
Sigil of Wrath: This Sigil may be placed on an enemy within 5 squares. Your attacks against the target deal extra damage equal to your Dexterity modifier.
Sigil of Renewal: This Sigil may be placed on an ally within 5 squares. That ally gains temporary HP equal to your Charisma modifier. While the Sigil is active, the affected ally may use their second wind as a free action on their turn.
Sigil of Cunning: This Sigil may be placed on an enemy within 5 squares. Whenever you hit the target with a power with the implement keyword, you may slide the target and any other targets hit by the attack 1 square.
Ritual Caster: Red Mages get the Ritual Caster for free. In addition, a Red Mage the ritual Arcane Mark at any time without cost.