
On the eastern edge of Abalathia’s Spine lies the mountainous region of Gyr Abania. It is in these elevated lands that people took shelter, when a burning star guided them away from the Sixth Umbral Calamity’s treacherous floodwaters. The survivors gathered from near and far, and amongst them were refugees of the sorcerous cities of Mhach and Amdapor. These sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction.
Class Traits
Role: Striker. You use melee weapons to attack, bolstering your attacks with magical effects.
Power Source: Arcane, Limit Break. You have trained in ancient methods of imbuing a wielded weapon with brief enchantments that enhance the damage dealt upon striking a foe.
Key Abilities: Intelligence, Wisdom, Charisma, Strength
Armor Proficiencies: Cloth, leather, hide, chainmail, light shield
Weapon Proficiencies: Simple melee, simple ranged, military melee
Implements: Any melee weapon. The enhancement bonus of the weapon is applied to your attack rolls and damage rolls when used as an implement. Any extra damage granted by a property (if applicable) is also applied. When using a weapon as an implement, your weapon proficiency bonus is not applied.
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st level: 12 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha).
Class Features: Call Weapon, Magicked Harrier, Red Sigil, Style Focus.
Class Features
All of the following are class features of the red mage.
Call Weapon
By conducting a 1 hour meditative ritual with a weapon, you can attune a special bond with it. At the end of the ritual, the weapon appears to be absorbed into your body but is actually stored into a special pocket dimension that travels with you. You can call the weapon to your hand as a standard action no matter where you are. You can dismiss the weapon as a free action, sending it back into the pocket dimension. You can only dismiss the weapon if it is within 10 squares of you. You can create this bond with a number of different weapons up to 3 + your Intelligence modifier. You can call up a second weapon as part of the same action used to call the first. At 21st level, calling a weapon requires a move action.
If the bonded weapon is broken, the special bond you have with it is automatically cancelled. You are aware of this occurrence no matter how far apart you are from the weapon. You can willingly cancel the bond you have with a weapon as a standard action, in which case the weapon appears in a space adjacent to you if it was still in the pocket dimension when you cancelled the bond.
Magicked Harrier
A magical link between you and your enemy is formed as you strike with your spell, allowing you to block that enemy by suddenly appearing in his path over and over again. Whenever you successfully hit with a red mage power or red maeg paragon path power, you can mark the target. Afterwards, you can teleport as a move action to a square adjacent to the target as long as the target is within 5 + your Intelligence modifier squares. Only one target can be marked using this feature at any given time. The target remains marked until you use this feature against another target.
Red Sigil
You are able to use an arcane signature on your magic to designate it as your own. These sigils are unique in appearance to each red mage. When building your 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.
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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.
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Sigil of Protection: This Sigil may be placed on an ally within 5 squares. Enemies who attack the affected target suffer a -2 penalty on attack rolls.
- Sigil of Renewal: This Sigil may be placed on an ally within 5 squares. That ally gains temporary hit points 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.
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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.
Style Focus
You are specialized in a particular style of fighting that combines magic and martial techniques. Choose one of the following styles for this feature. You gain special benefits depending on your choice.
- Deadly Harrier: When you teleport to a square adjacent to the target marked by your Magicked Harrier feature, you gain combat advantage against that target until the start of your next turn.
- Shield Warder: If your off-hand is free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else), you can use it to generate a barrier of magical force that is treated as a heavy shield that can not be disarmed (the barrier however has no weight). The barrier provides a +3 shield bonus to Armor Class and Reflex Defense. Activating the barrier is a minor action that requires spending a healing surge (but regaining no hit points). Dismissing the barrier is a free action. If you become unconscious, the barrier is automatically dismissed.
- Weapon Shifter: You can call a weapon using your Call Weapon feature as a move action. At 21st level, calling a weapon requires a minor action.