7th Sea Campaign

Chat logs and other postings related to the 7th Sea Roleplaying Campaign.

Monday, September 25, 2006

Class of the Week: Porte Mage

I shall keep the write-up of this week's Class of the Week relatively short, since you have enough to devour with the ongoing Ship-to-Ship battle demo. On top of that, this week's Class had a large bit of copy to enter into the Fantasy Grounds Client, since this is the first "CotW" that is not a Prestige Class, but a fully playable character class: The Porte Mage!

We should be aware of the ways and powers of the Porte Mage, members of the noble bloodline from Montaigne. Their ability to tear open the fabric of reality and enter a "Walkway" to another location is storied and sometimes horrific.

These "Portals" bleed as if cut, and many sorcerers swear they can hear a faint screaming sound when they activate their magic. Furthermore, the act stains the Porte mage's hands a deep red, marking him forever as a practitioner of the art.

Mages and any escorts along for the ride, must keep their eyes closed while traversing the Walkway. There are horrible things living within; things beyond description and understanding. This is no idle warning, as the denizens of the Walkway are very real - in fact, refer to the Sound of the Succubus spell, available to higher casting Porte mages.

To be a Porte Mage, one must have some form of natural Montaigne blood in their veins, as well as taking either the Half-Blooded (Porte) or Full-Blooded (Porte) feats. Unless the Full-Blooded variety is chosen, the mage can only advance to 7th level; a mere Apprentice in the Arts. Those who are born fully with the magic in their veins can advance to a level of Master!

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