Dwarf Mage

Requirements- Any feat that grants a Pool and Focused Skill (Dwarf Magic)   You gain the ability to consume one of 10 elements, which grant benefits and abilities, a form of magic known as Dwarf Magic. Dwarf Magic is NOT treated as Spellcasting, and does not prevent a Character from using feats prohibited for those who Cast Spells.   Each PP spent grants you an encounter's use of the power (treat as roughly 10 minutes). CL defines the effect of the ability (damage, range, duration, etc), but each power requires another check to use, which is defined by the element and the difficulty of the action.   All the elements except Silver and Gold are easy to come by, and therefore do not cost anything to prepare. Silver and Gold cost 10 Frags for a single use. There are further feats that grant either the ability to use two more elements (see Twin Mage feat) or all elements (see Stoneborn feat) so some of the following metals are mostly useless on their own. Using a Dwarf Mage power is usually an Action and the powers may be used to do ranged Combat Maneuvers (ex: Using Iron to trip someone 20 ft away by pulling on them, or combining Iron and Lead to grapple a target from a distance). The damage dealt by your Lead power is the damage you deal using the Deadly Maneuver feat with Dwarf Magic Powers.   Iron (acrobatics)- Pulls on nearby objects (or people).   Lead (sleight of hand)- Pushes on nearby objects (or people).   Chromium (perception)- Enhances senses   Platinum (athletics)- Enhances physical abilities   Carbon (bluff)- Manipulates a single emotion for multiple targets   Copper (insight)- Manipulates multiple emotions for a single target   Tin (stealth)- Hides Dwarf Magic   Zinc (survival)- Reveals Dwarf Magic   Silver (persuation)- Allows the player to slow down time around them (sorta)   Gold (dwarf magic)- Burn all of your metal at once, granting an increased effect

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