Legends of Belariath

Classes

Warrior Mage

Neither specifically of the magical studies nor the study of the physical and yet they are of both worlds. Magic can be at their fingertips in moments and that deadly blade or weapon of their choice wielded when the need comes to cut down their foe rather than blast them into oblivion. They have learned that both worlds are more then just appealing and that both worlds have a use. They are not forever in their tomes studying away long countless hours, nor are they constantly on the field of battle learning all there is to know about how to slice a man from end to end. A foot into one and into the other they have mastered something few wish to be balanced in and yet they are to be feared for their knowledge is more then just useful it is a universal control and one must be of an iron will and skillful tongue to enter into.


Character Creation

Allowable Races:Cat Person, Chirot, Dark Elf, Drak Sen (earthly), Drak Sen (metallic), High Elf, High Human, Merfolk, Minotaur, Sithian, Sylvan Elf, The Tribe, Torian, Vulpine, Wolven

Qualifying Classes:Must possess Dual-Class status that combines Mage with either Bard, Knight, Ranger, or Warrior

Type of Class: Advanced Physical

Spell Spheres Allowed: Arcana, Racial, Common

Armor: A B C - unable to wear metal armor of any sort, except for mithril.

Weapons: A B C

Class Bonus Stats:

STR INT AGI RES STA SPL LFE
Bonus Stats 6 6 4 4 0 0 3

Mindset:

Belariath is a world of magic, and it is littered with many varieties and schools of thought regarding Magic. Mages research in their Towers, Priests call down miracles, Druids rally the forest to their defense and Necromancers seek the forbidden. Each seeking power for their cause, be it themselves or their cause, each reaching for supremacy in all things Magical. And each has abandoned all things physical in order to expand the mind.

The Warrior Mage, however, is the singular wizard that seeks to balance the mind with the body. Indeed, it is this search for Balance that predominates the Mage's learning. In return for retaining and honing his physical nature, he abandons any chance of achieving the Power that a dedicated Mage can gather. In return for honing his magical nature, he abandons any chance of achieving the physical prowess that a Warrior may gain. He walks a razor's edge, seeking to keep himself in Balance, splitting his attentions and learning's between the two worlds of combat. He is neither Warrior, nor Wizard, but is both at once.

Concept:

Those that seek this Path find it a long and arduous one, falling behind in both Magical and Physical matters compared to their fellows who dedicate themselves to one or the other. Indeed, they can never really match a Warrior of equal experience in physical combat, nor could they ever truly defeat a Mage of equal experience in Magical combat. This Wizard is truly split between both worlds and so loses out on much of what it means to be either. Instead, he forges a unique place in the world, dedicated to his internal Balance, and learning unique talents. It is a slow climb to power for this Wizard, but he is best suited for the climb.

Advantage:

Bonded Weapon/Summon Weapon:
The Warrior Mage's blending of the Magical with the physical is a unique thing, and one of the immediate benefits is the ability to link with a chosen weapon. This linking allows the Warrior Mage to call his weapon to hand immediately, even if not on his person. It appears instantaneously and provides them the power to conjure their weapon to hand, unsheathed and ready to fight with. In the case of ranged weapons they come loaded with a projectile the warrior mage possesses and are ready to fire. This power can be performed any time at the cost of no stamina. The only requirements are that the Warrior Mage has enough hands free for the weapon (one hand for one-handed weapons, two for two-handed weapons), and that there is nothing physical in the way (no summoning your weapon in the middle of someone's chest for instance). This ability can only be used with their bonded weapon and a warrior mage can only have one bonded weapon at a time. It takes 24 hours of uninterrupted focus and concentration to bond with a new weapon, and any previous bonds are lost in the process.

Arcane Weapon:
The way of the Arcane, while its own unique path, holds a balance of its own that allows basic manipulation of the elements without having to specialize in an elemental sphere. With this power the Warrior Mage is able to take advantage of this and imbue their weapon with raw magic, the very substance of magic itself, capable of exploiting vulnerabilities in nearly any foe such as the spell-slinging mage or fierce warlord with the attack's own magical nature. When using this power their weapon may take on the brief appearance of whatever is meaningful to the Warrior Mage. Examples being a bow shooting a glowing arrow, or whirling cloud of dust and sand acting as an aura around a mace, to the swirling of dark energy. For ranged attacks this power costs 2 stam and is a ranmagatk, for melee this power costs 3 stam and is a clomagatk and should the attack be successful all damage dealt normal, subject to appropriate resistances and vulnerabilities. At Warrior Mage X1 this adds +5% to the attack roll. At Warrior mage X3 this adds +10% to the attack roll. At warrior mage X5 this adds +15% to the attack roll. Can only be used with the warrior mage's bonded weapon.

Disadvantage:

The Cosmic Balance:
The warrior mage is balanced in the art of combat, using both magic and steel as their primary tools to fight. Even in battle, when one leads to far in one direction they start to feel it's effect negatively impact them. Movements become a bit slower until they correct themselves by either performing a physical attack, or a magical attack, whichever is appropriate.

MECHANICS: If the warrior mage uses two physical attacks, or two magical attacks in a row they will lose out on their damage bonus from Arcane Weapon, as well as suffer a negative 10% to all defense rolls until they regain their balance by using the proper counter-balance by casting magic on their turn (lethal or non lethal) or performing a physical attack, whichever is necessary, or evading. This penalty begins upon using the second magic or physical attack and will only be removed when the opposite type of attack is performed. For the purpose of Cosmic Balance the use of Arcane Weapon counts as a magical attack.

One weapon wonder:
The warrior mage finds a balance in learning the art of the arcane and the techniques of a warrior which sets them on a very combat oriented path. To help achieve this balance the warrior mage focuses their martial prowess into a singular weapon that becomes their bonded weapon. While they are plenty capable of using nearly all weapons, actually using anything other than their bonded weapon feels wrong to them. Causing them to fumble when attempting to nock and arrow, the weight of a hammer throwing them off-balance or similar. While it doesn't stop them from using a different weapon in a pinch, to do so does feel incredibly awkward and the warrior mage's unique powers of Arcane Weapon can not be used on non-bonded weaponry.