Mage

Those who choose to channel their innate mana for practical uses. Mages use their Intelligence in order to deploy powerful spells with maximum efficiency. Their starting skills allow them to massively damage targets at range and also to protect themselves in a pinch.

Equipment
Oak Staff Type: Blunt (2-Handed) Attack: 1 Bonus: +2 Int

Cloth Robes Type: Body Armour Defense: 1

Skills
Arcane Pulse Deals (Int/4)+1D6 armour-ignoring damage if it hits. A 1D6 will be rolled to determine spell success, any Defense points the character has from armour will be subtracted from the result of the roll. If the end result is 0 or less, then the spell fails and the Mage will automatically attack with their weapon instead. If the Mage's base Int (ignoring equipment bonuses) is 16 or higher they can re-roll this once. Arcane Pulse is a Major Action and takes the place of a regular attack and so the player cannot move or attack again in the same turn. One use per turn on a single target. As this is a ranged attack, the normal Initiative bonus applies.

Mystic Ward The Mage can activate a ward to negate an extra (Int/4)-1 worth of damage (including magic damage) for 3 turns, starting from the turn it is cast. A 1D6 will be rolled to determine spell success, any Defense points the character has from armour will be subtracted from the result of the roll. If the end result is 0 or less, then the spell fails and nothing happens. This spell counts as a minor action and while the Mage is too tired to immediately cast another spell, they may physically attack or move after casting it. If the Mage's base Int (ignoring equipment bonuses) is 16 or higher they can re-roll this once. One use per day, the Mage can only cast Mystic Ward on themself.