Here's another profession for RMFRP: Abjurers get quite a bit to do in the New Kingdoms, and they are one of the few Essence professions that (generally) avoid the ire of the more censorious faiths that dominate the New Kingdoms. In fact, they are on occasion hired by the sterner religions to aid them against Essence-wielding foes. They're not quite a rehash of the specialist Wizard in other systems - they're better in combat, for starters, and their range of magic isn't really as wide, being limited (in practical terms) to mostly Open Essence lists and their own Base lists.
ABJURER
Abjurers are Semi-spell users of Essence whose main focus is
to provide a powerful defence to allies, both physical and magical. Competent
fighters, they really come into their own when engaging sorcerous foes, as they
have a repertoire of spells that grants them redoubtable defence against magic.
Wielding their magic staves, they deflect, reflect, counter and dispel enemy
wizardry.
Abjurer
Spell Lists
Abjurers learn the following six Base Lists, and can learn
Open and Closed Essence Lists at a higher cost.
Arcane Shield:
(Arcane Companion, p.52) magical defences against physical
attacks
Banishments: (Channeling Companion, p. 84)
repelling and banishing extraplanar enemies.
Barrier Law (Spell Law: of Channeling, p.6)
creating physical barriers
Counterspells: (Essence Companion, p. 99)
protecting your allies ahead of time, by casting spells that cancel or trap
enemy spells of a specified kind.
Magic
Staff: (Essence Companion, p.105) creating a magic staff, and enhancing
it in different ways.
Spell
Reins: (Spell Law: of
Essence, p.6) controlling enemy
spells by delaying or bending them.
Prime
Stats: Constitution and Empathy
Armor-Heavy |
11 |
Power Awareness |
2/7 |
Armor-Light |
9 |
Power Manipulation |
8 |
Armor-Medium |
10 |
Power Point Development |
8 |
Artistic-Active |
2/5 |
Resistance |
3/8 |
Artistic-Passive |
2/5 |
Science/Analytic-Basic |
3/6 |
Athletic-Brawn |
4 |
Science/Analytic-Specialized |
12 |
Athletic-Endurance |
3/9 |
Self Control |
4 |
Athletic-Gymnastics |
3/6 |
Special Attacks |
12 |
Awareness-Perceptions |
5/14 |
Special Defenses (MAC) |
15 |
Awareness-Searching |
2/7 |
Subterfuge Attack |
15 |
Awareness-Senses |
3/7 |
Subterfuge-Mechanics |
6 |
Body Development |
6/14 |
Subterfuge-Stealth |
4 |
Combat Maneuvers |
5/12 |
Technical/Trade-General |
3/7 |
Communications |
2/2/2 |
Technical/Trade-Professional |
8 |
Crafts |
4/10 |
Technical/Trade-Vocational |
5/12 |
Directed Spells |
4 |
Urban |
4 |
Influence |
2/7 |
Weapon-1 |
3/7 |
Lore-General |
1/3 |
Weapon-2 |
4 |
Lore-Magical |
2/7 |
Weapon-3 |
9 |
Lore-Obscure |
3/7 |
Weapon-4 |
15 |
Lore-Technical |
2/6 |
Weapon-5 |
15 |
Martial Arts-Combat Maneuvers |
8 |
Weapon-6 |
20 |
Martial Arts-Striking |
4 |
Weapon-7 |
20 |
Martial Arts-Sweeps |
4 |
||
Outdoor-Animal |
3/7 |
||
Outdoor-Environmental |
3/7 |
Everyman
Skills: Combat Awareness, Dodging, Protect, Spell Perception.
Occupational
Skills: none
Restricted
Skills: Channeling
Profession
Bonuses
Athletic Group |
+5 |
Lore-Magical |
+5 |
Awareness Group |
+10 |
Power Awareness |
+5 |
Body Development |
+10 |
Spell Group |
+5 |
Combat Maneuvers |
+5 |
Weapon Group |
+5 |
Spells-Arcane Base Lists (Other) |
40 |
Spells-Own Realm Closed |
10/10 |
Spells-Arcane Closed |
18 |
Spells-Own Realm Open |
8/8 |
Spells-Arcane Open |
12 |
Spells-Own Realm Other Base |
25 |
Spells-Other Realm Base |
80 |
Spells-Own Realm Own Base |
6/6/6 |
Spells-Other Realm Closed |
45 |
Spells-Own Realm TP List |
6/6/6 |
Spells-Other Realm Open |
30 |
Spells-Other Realm TP List |
12/12 |
|
|
Spells-Restricted |
12 |
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