Mana Warrior
Optional fighter aspect for the Pre-Secret of Mana PBeM
Created by John Keyworth ([email protected]) with minor revisions by the GM 8-]
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The Mana Warrior class was created as a response to a challenge that if anyone wanted to use standard magic-using classes in the campaign, modified to use Mana Magic instead, they were welcome to try.
In nearly all respects, this class is identical to the Magic Knight, except that it uses Mana Magic instead. This means that instead of having a spell progression chart, they gain new magic by obtaining the powers from Elementals. This gives a more limited spell profile, but the powers get better faster, and gives the GM unparalleled opportunities to mess around with his players' heads.
You see, the Mana Warrior (we decided against calling it the Mana Knight; that would get too confusing) is built to fulfil a specific niche - he has to be an honourable knight for his powers to work. This is probably more Jedi symbolism creeping into my campaign, but FFRPG purists can liken it to the Caller. You have to gain a monster/esper/etc.'s trust before you can Call it, and if you break that trust, then that power may be denied to you. If you break your code, then the powers given to you may be temporarily or permanently withdrawn. Think of it as also being similar to the Paladin.
Then again, you're probably not interested in the nitty-gritty details of the theology, so here's the stats...
Mana Warrior
Prerequisites, DC and MDC advancement and other junk not contradicted below - as per Magic Knight
Commonly found on: Mana Earth, pre-Cataclysm
Skills
One weapon skill at 50%
Strategy at 30%
Climbing at 40%
180% for others
Starting HP: 10
Starting MP: 8
HP/level: +1d8
MP/level: +1d4
Mana Warrior magic
These are cast exactly like a Magic Knight's
spells, so they last (1d10+MP bonus) rounds and enhance his
attacks. Each element is learnt as a Mana Mage but gains a level
10 and then 25 experience levels after it was learnt. Where it
says "level" it means the level at which that element
is learnt. If Experience level is meant then it will say
Exp.level.
Note also that two of the Elementals are missing from this list. Due to their code of honour, Shade will have nothing to do with a Mana Warrior. But the fact that they give themselves over to weapons and violence means that Lumina has also foregone the Mana Warriors.
Undine - Elemental of Water
Freeze Blade - 3/10/24 MP
The Mana Warrior's Sword becomes enchanted with the power of an
Ice elemental affinity and adds (level)d6 to the damage done by
the attack.
Drain Blade - 15 MP
1/2 the damage done by the attack heals the character. Be warned
that undead monsters can reverse the effect (you take the damage
and they get healed).
Gnome - Elemental of Earth
Earth Blade - 5/12/26 MP
The Mana Warrior's Sword becomes enchanted with the power of the
Earth elemental affinity and adds (level)d8 to the damage done by
the attack.
Slow Blade - 8 MP
On a successfull hit, the target has a 40 + (Exp.level\2)% minus
the target's M. Defense chance to be slowed.
Sylphid - Elemental of Air
Air Blade - 3/10/24 MP
The Mana Warrior's Sword becomes enchanted with the power of an
Air elemental affinity and adds (level)d6 to the damage done by
the attack.
Silencer - 6 MP
On a successful hit, the target has a 40 + (Exp.level/2)% minus
the target's M. Defense chance to be muted.
Salamando - Elemental of Fire
Fire Blade - 3/10/24 MP
The Mana Warrior's Sword becomes enchanted with the power of a
Fire elemental affinity and adds (level)d6 to the damage done by
the attack.
Exploder - 10 MP
Each attack does half damage but hits all enermies.
Luna - Elemental of Cosmos
Lunar Blade - 5/12/26 MP
The Mana Warrior's Sword becomes enchanted with the power of the
Cosmic elemental affinity and adds (level)d8 to the damage done
by the attack.
Absorber - 15 MP
Half the damage done by the attack is transerred back to the
character as MPs.
Dryad - Elemental of Nature
Health Blade - 5/12/26 MP
All members of the Mana Warrior's party will recover (2 x level)
HP each turn.
Sleep Blade - 6 MP
In addition to the damage caused by the attack, the target has a
40 + (Exp.level/2)% minus M. Defense chance to fall asleep.