|
Barbarians
Highlander may perhaps
be a more appropriate term to describe these rugged individuals who
live in rural communities and lead a boisterous and physical existence.
The common people of Eyru are very adaptable to this class. Without
question, they make up the bulk of the adventuring profession of Clan Faough and a
sizable portion of the "typical" adventurers.
top
Fighters
This is generally the
second most common class among Eyrians. Clan life and its frequent
clashes offer many opportunities for warriors to sharpen their skills.
Even many farmers and common folk have at least a basic knowledge
warfare since defense of outlying communities often falls into their
hands. Members of the Ignoble (clan-less inhabitants of the Freeman's
Lands) often opt to become mercenaries and bandits which is another
path to becoming a renowned (or notorious as the case may be) warrior.
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Wizards
Wizards are incredibly
rare. Most have simply learned a few tricks from their ancestors which
are generally passed down in great secrecy. Many commoners speculate
any such knowledge was either handed down from the infernal dealings of
Steàirn
the Heretic, or that survivors of the Fomorian race once taught humans
the secrets of their dark sorcery. As such, this knowledge is viewed as
"witchcraft" by most of the people of Eryu and punishment usually comes
at the hands of angry mobs. It is also worth noting that
arcane magic stands out from divine magic due mostly to the odd
components it requires and the absence of ancestral
veneration (through tales, prayer and symbols).
Further, Arcane magic's reliance on written materials also casts doubt
on it. See the section on Magic
for more information.
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Sorcerers
Unfortunately they are
as misunderstood as Wizards and often thought as one in the same.
Sorcerers however have a much greater secret to maintain. In their
blood runs the blood of the Faye, thus their innate magical power. Most
are unaware of their Faye heritage and the magical powers have been
known to skip generations in a bloodline before manifesting themselves.
Sorcerers operate in secrecy as do Wizards lest the superstitious
populace bring them harm.
House Rules
Sorcerers seem to lack a bit of power and flavor in my opinion. Games
where combat is prevalent might see sorcerers as an over-powered
caster. Spell repertoire is rarely an issue in these games. A
concentrated assortment of combat spells makes up every caster's list
for the most part in such games. (Magic Missile, Fireball, etc.) I run
a slightly less combat intensive game where nearly all spells will see
good use. Lack of flexibility is a huge drawback. I also don't care for
the vague explanation of a sorcerer's magical power. Most likely it is
left vague so that it isn't a campaign specific character, but I'd like
to flesh it out for my game. So below is an optional sorcerer class:
Spells: Metamagic feat
spotaneous casting restrictions have been removed. Alternately, if a DM
feels this is too unbalancing, the spontaneous casting restrictions may
be removed for only one school of magic, a sort of specialty school.
This school relates directly to their faye ancestry:
Abjuration: Nymph
Conjuration: Grogoch
Enchantment: Nixie, Dryad
Evocation: Draconic
Illusion: Pixie
Necromancy: Bollag
Transmutation: Swanmay
Skills need a second
look. I'd add Bluff, Intimidate, Sense Motive and Use Magic Device. The
first three because they fit sorcerers in the Eyru campaign and they
even fit the by-the-book description of a sorcerer (Player's Handbook
p.50 top left.) Why those weren't included is a mystery to
me. They also play to what a sorcerer is naturally good at:
charisma. Why would any character class entirely ignore skills they
have natural talent for?
Now the last skill I mention, Use Magic Device, is supposed to be
"Rogue-Bard Only". So this may not be a good answer for many campaigns.
However, rationalizing how or why a thief can do this is beyond me (the
book just quickly mentions they can "fake it" -- unsatisfactory really
but as a long time player I know the DnD history of this skill).
However, I can't think of a skill more suited to a sorcerer. Magic is
"innate" and "intuitive" to a sorcerer, according to the book. It seems
to make perfect sense that if anyone can pick up an item they aren't
supposed to use and master it through magical persuasiveness, the
sorcerer is the one for the job. True, this skill isn't as useful to a
sorcerer as it is a rogue, yet it makes sense.
top
Clerics
The holy
men of the clans are
discussed in the Gods
section in great detail. Generally their importance is as local sage
and often times political leader. Their job is essentially maintaining
strong connections to the ancestors of the past and communicating these
ancestor’s desires to the clan. Most commonly these clerics
appeal to the more recent ancestors and founders of the current High Clans.
However, on rare occasion one will find a cleric who still appeals to
the Elder Gods.
The Elder Gods are mostly still recognized and respected across Eyru
but their direct worship has fallen into disuse. An individual who
selects one of these as their patron god is most certainly bound to
find a mixed reaction (from joyous to fearful) among the
general populace. (Also, check out the Rules>Spells
section for new domains.)
Rules
I hear a lot of general talk about how clerics are overpowered.
However, I'd like to add one thing: Knowledge (all skills) is class
based for a cleric. I'd also like to adopt the save for Harm I've seen
proposed by numerous sources (though I should put this in the spells
section.) A Fortitude save (or maybe Will) with a failure indicating
the equivalent of Inflict Critical Wounds.
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Rogues
Those who trade in
stealth and subtlety can be found anywhere in Eryian society though are
most frequently under the banner (and often employed) of High Clan
Steàirn. Penalties for theft can be harsh (with
high clan Erinin’s
laws being the most lenient). This does not stop the practice from
flourishing in many varieties; from burglary to common theft to
banditry and even assassination.
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Rangers
Woodsmen are not
especially common but are widespread. Their combination of ranger and
druidical training generally garners them a good deal of respect among
most of the clans. Tracking and trapping are strong sources of income,
food, protection and even entertainment for most of the populace. Hunts
are common for local and royal gatherings so anyone who has mastered
this ability will draw praise from those in attendance. There is also
rumored to be a group of rangers who works closely with the druids of
Eyru, watching over the battle site of the Battle of One Hundred
Wounds.
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Paladins
Slightly different from the
clichéd holy rollers, these warriors are most often simply
champions which have adopted the religious ethos of their particular
clan as their rallying cause. They are warriors smiled upon by the
divine (whether they are aware of it or not). The warriors of the
Return are the most prominent example. These skilled horsemen from High
Clan Tairan operate under the banner of the long lost High King of Eyru
and await his return with religious fervor. Some of the more revered
members of the Council
of Stone have been Paladins.
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Druids
Druids are revered as wise men among the
people of the Isle. All clans give them proper respect due
to the
ancient secrets of the workings of the society and indeed, the entire
universe, which they maintain. Harming a
druid is considered horrible luck and their advice is frequently sought
out in all forms and by all stations of people.
Druid’s choose to remind the
people of Eyru of a common ancestry among all men, and thus maintain a
strict
neutrality among the clans. They are commonly mediators for inter-clan
matters and they are
important to all matters of arbitration (see the new skills). Oftentimes someone
referred to as a
"Druid" is simply an expert in matters of Eyrian law and arbitration
(and not truly a member of the Druid class).
The few true Druids are keepers of the
ancient
ways. They tend to the monuments scattered across the
countryside.
Some of these
monuments are ‘sidhes’ or large mounds purported to
be yet another entrance to the lands of the Faye, some are stone rings
or ancient groves of great significance. Negotiation with the Faye was an important
duty of druids of the
past. As ‘caretakers’ and occasional
inhabitants of the Wood Between, the druidic forefathers had strong
relations with the magical Faye creatures. For these Druids, their
domain is that
which binds the universe together. Their magic is believed to be older
than time itself and thus they are
given special status which separates them from the superstition
clouding other spellcasters. Much of their ceremony and
sacrifice
gives praise to the Great Womb of Time: the earth itself and its
secrets.
top
Bards
Bards are also a well honored group of
people. Many of the Isle's greatest heroes were warrior poets. Their
knowledge of the country and the people which inhabit it are seen as
incredibly valuable assets, especially given that literacy is very low
among the population. The spoken word has great power in this society
and
words that are woven into rhythm and song even greater power.
The recounting of
tales is deeply ingrained in the ceremonies of the people. It would be
unimaginable to perform a ceremony without recitation of the
appropriate tale. This recitation (if skillfully done) brings good
fortune to those in attendance. Voyages, marriages, funerals, battles,
and births are all common ceremonies accompanied by story. Bards, as a
class, simply have this knowledge of tales at their disposal. For game
purpose s it can be a check made from their Performing skill to
successfully recall and recite an appropriate tale (whether it be
recited or sung.) However, it is highly recommended that the bards of
this campaign pick up the new skill Knowledge: Eyrian Lore.
Common musical instruments for the bard include the carynx, (a war
trumpet), drums, harps and lyres.
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|
|
Quick note: Some of the
prestige classes are granted abilities which they can use X number of
times per level. In such a case, level refers to the prestige class not
character level and all fractions are dropped. Caster levels for these
abilities however, should use Character Level.
Clagh
Leir
Clagh
Leir is the name given to the original heroes of the Council of Stone.
Clagh Leir translates as "Stone Seers". This refers to the
stones the druids crafted for Connacher and his men to
protect
them from the magic of the Triumvirate's terrible forces. There is a
long, complicated history to this which your DM will have to decide
whether or not to divulge to you.. In short, this Clagh Leir possessed
an amazing ability to see using supernatural
sight provided by the living earth. This power ran in the bloodlines of
the families of Connacher's men that defended Eyru from certain doom
centuries ago.
During
the Divide and after
Erinin's attempt to re-unite the clans under the Council, most of the
descendants of the original Council members were driven from their
positions. Since then, the Council has been composed mostly of
"diplomats" that were seeded by High Clan Steairn and High Clan
Tairan. Only one sitting member, Aengus, claims to have the
Stonesight ability, though he is often chided as a charlatan.
Up until the tumultuous time of the Divide, this ability was a
pre-requisite for admission to the Council. Regardless, the Clagh Leir
were once composed of all the greatest
heroes and heroines of Eyru. Being a member of this select group means
being an embodiment of the heroic ideals of Eyrian society.
Requirements:
Base Attack: +5
Perform: 4 ranks
Diplomacy: 4 ranks
Knowledge: Eyrian Lore: 4 ranks
Feats: Stonesight
Class Skills: Craft,
Profession, Innuendo, Intimidate, Knowledge, Ride, Perform, Climb,
Jump, Swim, Diplomacy
Class Features:
Hit Dice: D10
Weapons: Simple and Martial
Armor: Any
Skill Points: 3+Int
Modifier
| Level |
Attack
Bonus |
Fortitude |
Reflex |
Willpower |
Special |
| 1st |
+1 |
+2 |
+2 |
+0 |
Signature Skill: The character
chooses one skill. They gain +1 / Clagh Leir level to checks with that
skill. |
| 2nd |
+2 |
+3 |
+3 |
+0 |
Geis: The character must accept a Geis* |
| 3rd |
+3 |
+3 |
+3 |
+1 |
Minor Heroic Essence: The character
selects one weapon of choice-a specific weapon they have been using for
quite some time. The character's favored weapon is imbued with one
Minor magic property and a +1 bonus.** |
| 4th |
+4 |
+4 |
+4 |
+1 |
One free feat of the player's choice |
| 5th |
+5 |
+4 |
+4 |
+1 |
Heroic Essence: The character's
favored weapon is imbued with one Medium magic property and a +2 bonus. |
| 6th |
+6 |
+5 |
+5 |
+2 |
One free feat of the player's choice |
| 7th |
+7 |
+5 |
+5 |
+2 |
Legendary Prowess: The character
receives one point to add to any ability score. |
| 8th |
+8 |
+6 |
+6 |
+2 |
Major Heroic Essence: The character's
favored weapon is imbued with one Major magic property and a +3 bonus. |
| 9th |
+9 |
+6 |
+6 |
+3 |
Name of Renowned: Receives the
Leadership feat for free. If the character already has it, the number
of followers (not cohorts) is doubled. |
| 10th |
+10 |
+7 |
+7 |
+3 |
The character's favored weapon gains
Intelligence. Its alignment will always match that of its owner and if
it gains a purpose, the purpose will reflect the attitudes of its owner
as well.
The character gains one free feat.
|
top
*A Geis is very similar
to the PHB spell, Geas. (Geis is just the true Gaelic spelling. It is
pronounced 'gesh'.) It is a magical obligation a hero accepts or is
tricked into accepting. In many cases, heroes may be burdened by
multiple gessa. King Connacher from Irish legend was said to be
beholden to seven. Not living up to the geis' restrictions has dire
consequences and often leads to the downfall of the hero. The powerful
warrior Diarmuid of Finn's Fiana (somewhat analogous to the Knights of
the Round Table) was slain by a magic boar after having unwittingly
accepted a geis to not hunt a pig.
While a geis is powerful magic, in the land
of Eyru the granter doesn't necessarily need to have access to the
spell nor even be a spell caster. In true Celtic tales, women
frequently grant these magical obligations. Often, the granter
takes the
recipient's face in their hands and proclaims the geis. As such,
violation of a geis sometimes manifests itself as an appearance of
scarring to the cheeks. The details of geis granting and effects of
ignoring a geis are entirely up to the GM.
Some examples include:
- Not hunting a certain monster or animal.
(The King of Ireland could not hunt the crooked beasts of Cerna.)
- Not leaving a certain location for more
than a specified time. (The King of Ireland could not leave Tara for
more than nine days in succession.)
- Being required to perform a certain
action under certain conditions. (CuChulainn, an Irish hero, was under
a
geis to not pass a cooking-hearth without partaking of the fare.
Interestingly he was also under a geis not to eat a hound. Of course,
shortly before his demise, he encounters three crones sitting around a
cooking-hearth eating a dog.....)
- Never to follow a specific course of
action. (Diarmuid was under a geis to never use a hidden passage/door
to run from his enemies.)
**The
property should either be randomly determined or selected by the GM.
The properties should reflect the wielder's own personal fighting
style, personality, or be appropriate in some other fashion. Also,
considering the difference in the way most campaigns handle magic
items, the GM should feel free to alter the rate at which these magic
properties are handed out.
Gynfakin
Gynfakin translates
to "The
Unseen" in Old Eyrian. It is difficult to say much about this
group without revealing the very secrets they have sworn their life to
protect. Long ago they were formed by
a council of Druids at a time when the very survival of every human of
Eyru was at stake. Their charge was to battle the more sinister and
clandestine forces of the Triumvirate which had infiltrated Eyrian
society. These brave archers continue battling dark forces to
this day. In the present day, they are a
small group and the only publicly known duty they hold is guarding the
site of the Battle of One Hundred Wounds.
Requirements:
Move Silently: 6 ranks
Hide: 9 ranks
Stoneworking: 9 ranks
Weapon Proficiency: Any Bow
Feats: Alertness, Track
Wisdom: 13+
Class Skills: Craft,
Profession, Hide, Intuit Direction, Listen, Move Silently, Spot,
Wilderness Lore, Swim, Climb, Jump, Scrying
Class Features:
Hit Dice: D6
Weapons: Simple and Martial
Armor: Light to Medium
Skill Points: 4+Int
Modifier
| Level |
Attack
Bonus |
Fortitude |
Reflex |
Willpower |
Special |
| 1st |
+0 |
+2 |
+2 |
+2 |
Camouflage (Ex):
Gains +1 / lvl on Hide and Move Silently checks in natural surroundings |
| 2nd |
+1 |
+3 |
+3 |
+3 |
Stone Shape (Sp):
lvl x a day
Sniper Attack 1d6-Bow only, Range 30 feet: Follows the same
restrictions as a Rogue's sneak attack ability and also stacks with
sneak attack dice from other classes. |
| 3rd |
+2 |
+3 |
+3 |
+3 |
Trackless Step (as
a Druid) |
| 4th |
+3 |
+4 |
+4 |
+4 |
Sniper Attack 2d6-Bow Only, Range 60
feet |
| 5th |
+3 |
+4 |
+4 |
+4 |
Meld into Stone (Sp):
Once per day and once more every two levels hereafter (max of 3 times
at 9th). |
| 6th |
+4 |
+5 |
+5 |
+5 |
Immunity to Petrification
Sniper Attack 3d6-Bow Only, Range 90 feet |
| 7th |
+5 |
+5 |
+5 |
+5 |
Stone Tell (Sp):
Once per day and once more every two levels hereafter. |
| 8th |
+6 |
+6 |
+6 |
+6 |
Stoneskin (Sp):
Each day the stoneskin may be renewed at any standing stone during a
full hour ritual. The stoneskin will last for 24 hours or until
discharged.
Sniper Attack 4d6-Bow Only, Range 120 feet |
| 9th |
+6 |
+6 |
+6 |
+6 |
True Sight (Sp):
1/day |
| 10th |
+7 |
+7 |
+7 |
+7 |
Sniper Attack 5d6-Bow Only, Range 150
feet |
top
Gealach
Fuil
Berserkers
extraordinaire, they wield massive axes with deadly precision. They
hail from the northern lands of High Clan Tairan and are known for
their wanton, ruthless, yet highly effective defense of the Northern
lands. A small platoon of these fierce warriors
has been known to drive larger armies off the field in terror. Those
who don't flee soon question their decision when the Gealach Fuil's axe
is brought to bear.
Requirements:
Rage
Feats: Weapon Focus: Any Axe
BAB: +5
Strength 13
Intimidate: 8 Ranks
Class Skills:
Climb, Craft, Handle Animal, Intimidate, Intuit Direction, Jump,
Listen, Ride, Swim, Wilderness Lore
Class Features:
Hit Dice: D12
Weapons: Simple and Martial
Armor: Light to Medium and any Shield
Skill Points: 2+Int Modifier
This class gains abilities that amount to a specialization in Rage.
Anytime they rage they may select ONE of the rage powers (Blood Fit,
Death Rage, Greater Blood Fit, Headhunter's Fury) to be in effect.
| Level |
Attack
Bonus |
Fortitude |
Reflex |
Willpower |
Special |
| 1st |
+1 |
+2 |
+0 |
+0 |
Weapon Specialization:
Axe (of whatever type they are focused in.) |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Blood Fit (Su):
The rage of these warriors is a horrific sight to behold. Any Gaelach
Fuil in a Rage may project an aura of fear. (Treat as a Scare
spell as if cast by a sorcerer of the same level. DC 10+Gaelach Fuil
level.) |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Improved Critical:
Axe (of whatever type of axe they are Focused in.) |
| 4th |
+4 |
+4 |
+1 |
+1 |
True Strike (Su)
with any axe, once per day. |
| 5th |
+5 |
+4 |
+1 |
+1 |
Death Rage (Su):
During their rage, a Gealach Fuil may select one target as the focus of
their berserk fury. The target is suddenly aware that the berserker is
their certain doom. The target must first make a Will Save (DC 15) to
shake the overwhelming fear. If this fails and the target is struck by
the Gealach Fuil's attack, the target is forced to make a Fortitude
Save or die (DC 5+Damage done). If the attack misses, it cannot be made
a second time during the same rage. |
| 6th |
+6 |
+5 |
+2 |
+2 |
Crippling Blow (Ex): A
strike with an axe may be designed to cripple an opponent. The attack
must have been a critical hit. The target suffers a -6 to their
Strength, Dex or Con unless they succeed at a Fortitude save (DC=Damage
done.) This damage can be repaired by clerical means or rest
as per the DMG. Usable once per day rage. |
| 7th |
+7 |
+5 |
+2 |
+2 |
Greater Blood Fit (Su):
A Gaelach Fuil in a Rage now projects an aura of fear in a 20 foot
radius. Those of 6 HD or less are affected as Blood Fit
but are reduced to Cowering in fear;
those over 6 HD must make a Will save or be Shaken
(DC 10+Gaelach Fuil level.) |
| 8th |
+8 |
+6 |
+2 |
+2 |
|
| 9th |
+9 |
+6 |
+3 |
+3 |
|
| 10th |
+10 |
+7 |
+3 |
+3 |
Headhunter's Fury (Ex):
The character may make Vorpal attacks with their specialized axe during
a rage. On a successful critical hit, the target is
decapitated. |
Inquisitor
Somewhere
between the Servants of the Flame of High Clan Steairn and the
clandestine organization known as "The Fist" lies an unnerving space
between religious zeal and paranoia. Here thrives the Inquisitor, on a
relentless search for power and driving out heresy.
The
social dynamics of High Clan Steairn are such that fear and
intimidation rule the people. When the church goes unheeded, they call
upon the Fist to help enforce divine law. Of course, the Fist
has its own agenda, far removed from that of the Servants of the
Flame. They are interested in discovering power from any source and are
glad to use the church as a cover for their darker secrets.
The
upper echelons of the Fist are ruled by these Inquisitors. Cruel,
cold, calculating, and generally amoral, these twisted men keep the
whole of High Clan Steairn (and beyond) under their watchful eyes.These
elite warriors are fond of poisons and are
frequently versed in spell-casting: particularly spells which may
assist them in their methods of information gathering or spells that
prep their "subjects" for torture.
Requirements:
Alignment: any evil
Intimidate: 6 ranks
Knowledge, Arcana: 4 ranks
Disguise: 4 ranks
Sense Motive: 4 ranks
Gather Information: 6 ranks
Feats: Skill Focus: (Disguise, Intimidate, or Gather Information)
Class Skills: Rope Use,
Disguise, Intimidate, Gather Information, Knowledge (Any), Sense
Motive, Innuendo, Search, Spot, Forgery, Decipher Script, Bluff,
Listen, Hide, Move Silently, Escape Artist, Read Lips, Bluff, Disable
Device, Open Locks
Class Features:
Hit Dice: D6
Weapons: Sap, Dagger, Dart, Flail, Katar, Whip, Spiked Chain, Spiked
Gauntlet
Armor: Light to Medium
Skill Points: 6+Int Modifier
Sneak Attack: Due to a gruesome understanding of centers of pain and
pressure points of the human body, Inquisitors gain Sneak Attack as a
rogue of their level. If the Inquisitor has levels as a rogue, the
Inquisitor levels stack with the Rogue levels to determine the sneak
attack
bonus.
| Level |
Attack
Bonus |
Fortitude |
Reflex |
Willpower |
Special |
| 1st |
+0 |
+2 |
+0 |
+2 |
Skilled in Poison Use, +2 save vs.
Enchantment and Coercion |
| 2nd |
+1 |
+3 |
+0 |
+3 |
Can bring unconscious opponents to a
conscious but still helpless state (prepared for torture). This (and
all of the torture related skills) requires melee or grappling
contact-unless the helpless subject is bound or otherwise under the
Inquisitors direct control.
The Inquisitor can coerce cowering,
disabled, exhausted, stunned, frightened, panicked, opponents into a
similar helpless state. This requires a normal attack roll. On a
successful strike, the victim must make a Will save (DC 10 + damage
done) to avoid entering the helpless state. The damage caused can be
either normal or subdual.
Once helpless, the victim may attempt
to exit the state via a successful Will or Fortitude Save opposed by
the Inquisitor's Intimidation skill. If the Inquisitor activates any of
the Torture abilities described below, the victim cannot attempt to
exit the helpless state (and must expend all energy to fight the
torture method).
|
| 3rd |
+2 |
+3 |
+1 |
+3 |
Loosened Tongue (Ex):
Any helpless victim can be forced to make a Will save (DC 10+
Inquisitor lvl + charisma bonus) or answer the Inquisitor's questions
truthfully. This is a Full Round action. This
interrogation can be continued via a successful Intimidation of the
subject each round. |
| 4th |
+3 |
+4 |
+1 |
+4 |
Innate Deathwatch (Sp)
as per the spell.
Influence of Pain (Ex):
Any helpless victim can be forced to make a Will save (DC 10+
Inquisitor lvl + charisma bonus) or be subject to a Suggestion.
This is a partial action. Effects last for one hour and can be
continued via a successful Intimidation of the subject.
|
| 5th |
+3 |
+4 |
+1 |
+4 |
Non-Detection (Su):
The Inquisitor is difficult to Scry on (DC 11 + Inquisitor lvl.) |
| 6th |
+4 |
+5 |
+2 |
+5 |
There is no longer a penalty to
attack or
damage when causing subdual damage with class weapons. |
| 7th |
+5 |
+5 |
+2 |
+5 |
Greater Influence of Pain
(Ex): This can be used to force something similar to a "Geas"
upon the victim. The victim must be in a helpless state. The victim
must perform the action or suffer the same consequences as the violator
of a Geas. (Slowly becoming paralyzed with fear of the Inquisitor's
retribution.) A Will save (DC 10+ Inquisitor lvl+ charisma bonus)
negates. |
| 8th |
+6 |
+6 |
+2 |
+6 |
|
| 9th |
+6 |
+6 |
+3 |
+6 |
Mindblank (Su): as
per the spell. |
| 10th |
+7 |
+7 |
+3 |
+7 |
Dominate (Ex): The
Inquisitor can brainwash a subject they torture, forcing them to act as
instructed. A Will save (DC 10+ Inquisitor lvl+ charisma bonus)
negates. This is complete control and is similar to the Dominate spell
except there is no telepathic connection. All instructions must be
carefully relayed, however, the subject will not try to alter or
pervert the instructions. (DM's might consider making players under
such affects NPC for the time.) Once per week the Inquisitor
must re-establish his control through a successful Intimidation check
or the effect fades. |
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Wanderer
Long ago, a woman of
immense beauty named Etain walked the land of Eyru. Midir, an Eyrian
king, fell in love with this beautiful woman and decided to make
her his wife. Midir rejected his first wife Fuamnach, a
powerful
druid.
Fuamnach turned Etain into a fly with a powerful version of the
Covetous Curse. Etain was transformed into a giant, but by all
accounts, radiant fly. Fuamnach then created a wind that sent the fly
far off.
Midir vowed to have her back and set out to find her.
Curiousity, a
personal vow, or even a Geas, can drive many into the Wanderer class.
Experts of travel throughout the material plane and beyond, the
Wanderer can travel vast distances and explore the far reaches of
existence.
Requirements:
Knowledge (geography) 8 ranks
Knowledge (Planar or Arcana) 8 ranks
Wilderness Lore 8 ranks
Feats: Endurance or Great Fortitude
Class Skills: Balance
(Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal
(Cha), Hide (Dex), Knowledge (arcana), Knowledge (Planar), Knowledge
(geography), Knowledge (Astral/Etheral) (Int), Listen (Wis), Move
Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Speak
Language (none), Spot (Wis), and Wilderness Lore (Wis).
Class Features:
Hit Dice: D6
Weapons: Simple
Armor: Light to Medium
Skill Points: 4+Int
Modifier
| Level |
Attack
Bonus |
Fortitude |
Reflex |
Willpower |
Special |
| 1st |
+0 |
+2 |
+0 |
+0 |
Tireless Step (Ex)
Immune to fatigue, and anything that would cause you to become
exhausted makes you fatigued instead. |
| 2nd |
+1 |
+3 |
+0 |
+0 |
Wanderlust (Ex) Immune
to paralyzation through either natural or magical means. |
| 3rd |
+2 |
+3 |
+1 |
+1 |
Water Affinity (Ex)
Swimming becomes a natural form of movement at -10 to your base speed. |
| 4th |
+3 |
+4 |
+1 |
+1 |
Surmount (Ex)
Climbing becomes a natural form of movement at -10 to your base speed.
Forseen Path (Ex) Overland
Speed, for travel only, is always as if a road were present. |
| 5th |
+3 |
+4 |
+1 |
+1 |
Mystical Travel Mastery (Su)
When traveling through magical means, chances of failure are halved.
For instance, Plane Shift will only be 2.5 to 250 miles off target;
Teleport checks are made as if one category greater (effectively
halving the error categories). |
| 6th |
+4 |
+5 |
+2 |
+2 |
Planar Terrain Mastery (Su) See
below* |
| 7th |
+5 |
+5 |
+2 |
+2 |
Planar Terrain Mastery (Su) See
below |
| 8th |
+6 |
+6 |
+2 |
+2 |
Planar Terrain Mastery (Su) See
below |
| 9th |
+6 |
+6 |
+3 |
+3 |
Planar Terrain Mastery (Su) See
below |
| 10th |
+7 |
+7 |
+3 |
+3 |
Planar Terrain Mastery (Su) See
below |
Spells: Wanderers cast
spells as spontaneous casters with Charisma being the key attribute.
| |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
| 1st |
0 |
|
|
|
|
|
|
| 2nd |
1 |
|
|
|
|
|
|
| 3rd |
1 |
1 |
|
|
|
|
|
| 4th |
2 |
1 |
1 |
|
|
|
|
| 5th |
2 |
2 |
1 |
1 |
|
|
|
| 6th |
2 |
2 |
2 |
1 |
1 |
|
|
| 7th |
2 |
2 |
2 |
2 |
1 |
|
|
| 8th |
3 |
2 |
2 |
2 |
2 |
1 |
|
| 9th |
3 |
3 |
2 |
2 |
2 |
1 |
|
| 10th |
3 |
3 |
3 |
2 |
2 |
2 |
1 |
Wanderers have access to
the following spells:
Level 1: Mount,
Expeditious Retreat, Knock
Level 2: Blink, Fly, Leomund's Tiny Hut
Level 3: Dimension Door, Air Walk, Leomund's Secure Shelter,
Freedom of Movement
Level 4: Ethereal Jaunt, Teleport, Contact Other Plane
Level 5: Etherealness, Find the Path, Plane Shift
Level 6: Control Weather, Shadow Walk, Wind Walk, Teleport
Without Error
Level 7: Gate, Freedom, Astral Projection
*Planar Terrain
Mastery: Wanderers may select specific planes
which they are familiar with. Wanderers can use Wilderness Lore in any
sort of terrain they have mastery in with no penalty (with
obvious exceptions-i.e. you wont find normal game on the Plane of Fire,
etc.)
When traveling to these selected planes, the Wanderer can emulate a
typical denizen of that plane so that they are immune to the adverse
effects of the environment and can travel freely. Further, they may
emulate these abilities outside of that plane as described below. They
may do this once per day for a number of hours equivalent to their
Wanderer level.
Abyssal: Immune to Poison and Electricity.
Telepathic Communication 100 feet.
Infernal: Immune to Fire and Poison. See in
Darkness perfectly (including Deeper Darkness), Telepathic
Communication 100 feet.
Air: Airborne creatures -1
attack and damge, Immune to Wind based spells or effects. Base flight
movement is +10.
Earth: Both you and opponents
feet touch the ground, +1 attack and damage; enemy air or waterborne -4
attack and damage. Size category is considered one size greater for
Bull Rush/Grapple/Trip attempts or opposition to the same while on the
ground.
Fire: Immune to Fire, Double
damage from cold except on successful save. +1 Dice to any fire based
attack.
Water: Water breathing, movement in water is
at base speed. Dispel Magical fire of sorcerer level equal to character
level (as per Dispel Magic). Extinguish normal flames of large size or
smaller (standard action, touch range).
Celestial: Keen Vision (Low light and 60
foot Dark), +4 vs Poison Saves, Tongues (14th lvl), Immune to
Electricity and Petrification.
Otherworld (Planar): You can view and
interpret Faye marks. You may commune with the Faye to produce an
effect similar to a "Commune with Nature" spell. This ability works
anywhere in the Otherworld to speak with the local Faye. In other
realms, it may work in areas where boundaries between that realm and
the Otherworld are thin (i.e. Standing Stones). You may add your
Wanderer level to any Charisma based role involving denizens of the
Otherworld.
Death (Planar): You move among the dead,
appearing as an Undead to their eyes. Magic will detect you as being
undead. You are immune to negative energy attacks.
top
Thaumaturgist
Currently, I am using
the 3.5 Edition Thaumaturgist for this prestige class. However, this
may change as I'm not completely enamored by it and I want something
with more flavor (just haven't quite got it yet, but I need the class
in-game yesterday.)
Go HERE
to view the specifics of the class.
Artificer
(Based on Artificer-
Copyright 2001 Rebecca Glenn-Netbook of PrC. My changes noted in the
text.)
The
Artificer is fascinated with magic items. He seeks fulfillment by
putting his efforts into analyzing and creating items. Other
spellcasters often look upon him with amusement or exasperation, as he
shows little interest in perfecting his spellcasting abilities. But
don't underestimate this arcane tinkerer, as when he shows up he'll
likely be packing serious mystical firepower. While this class is best
suited for NPC use, the Artificer can be a powerful player character
addition to campaigns with regular downtime.
Requirements
Knowledge (Arcana) Ranks: 10
Craft (Any) Ranks: 10 (total, in one or more craft skills)
Feats: Two item creation feats (Brew Potion and Scribe Scroll do not
qualify)
Special: The Artificer must have a large workshop worth 2,500 gold
Special: The Artificer must have created at least one magic item with
each of his Item Creation feats.
Class Skills
The Artificer's class skills (and the key ability for each skill) are
Alchemy (Int), Concentration (Con), Craft (Int), Disable Device (Int),
Knowledge (each skill acquired separately) (Int), Profession (Wis),
Spellcraft (Int) and Use Magical Device (Cha, exclusive
skill).
Skill Points at Each Level: 4 + Int modifier.
Class Features
Hit Die:
d4
Weapons and
Armor: The Artificer cares little for battle, but for the
interesting items he can make. He has no proficiency in weapons or
armor.
Level Prerequisites: The
Artificer's level stacks with his spellcaster level for the purpose of
meeting level prerequisites for Item Creation feats and Magic Item
manufacture.
Spellcasting Level: The
Artificer's level stacks with his spellcaster level for determining
what levels of spells the caster may learn, but does not stack for
spellcasting slots per day. The Artificer may learn new spells and
imbue them into magic items, but does not increase his capacity either
for casting on the fly or holding prepared spells in his mind.
If the
Artificer's base class is Sorcerer or Bard (or other class with a
limited number of spells known), he advances on the Known Spells tables
only, not the spells per day table. If the base class is Wizard, the
Artificer gains an automatic 2 new known spells (normally spells
required in magic item creation) and has access to a new level of
spells (if the level gain allows). He does not advance on the spells
per day table. If the base class is Druid or Cleric, the Artificer may
gain access to a new level of spells and can imbue them into magic
items, but does not advance on his spells per day table or gain the
ability to cast higher level spells.
| Level |
Attack
Bonus |
Fortitude |
Reflex |
Willpower |
Special |
| 1st |
+0 |
+0 |
+0 |
+2 |
Efficient Process (Ex)
Analyze Items (Ex) Identify 1/day |
| 2nd |
+1 |
+0 |
+0 |
+3 |
Item Creation Feat
Capture Essence (Ex) |
| 3rd |
+1 |
+1 |
+1 |
+3 |
Salvage Parts (Ex) Potions,
Wondrous Items, Wands |
| 4th |
+2 |
+1 |
+1 |
+4 |
Disable Curse (Ex)
Analyze Items (Ex) Identify 2/day |
| 5th |
+2 |
+1 |
+1 |
+4 |
Item Creation Feat |
| 6th |
+3 |
+2 |
+2 |
+5 |
Salvage Parts (Ex) Arms,
Armor and Rods |
| 7th |
+3 |
+2 |
+2 |
+5 |
Analyze Items (Ex)
Identify 3/day |
| 8th |
+4 |
+2 |
+2 |
+6 |
Item Creation Feat |
| 9th |
+4 |
+3 |
+3 |
+6 |
Salvage Parts (Ex) Staffs
and Rings |
| 10th |
+5 |
+3 |
+3 |
+7 |
Disable Curse (Ex)
Release Other
Analyze Items (Ex) Identify
3/day, Analyze Dweomer 1/day |
Efficient Process (Ex): The
Artificer has a very ordered and organized workshop (see Requirements).
He knows where everything is and where everything goes. He knows how
best to use the materials at hand and where best to get the materials
he needs. Therefore, the Artificer reduces Item Creation costs, in
gold, by 5% per class level when working in his personal workshop.
(Edited:
changed 5% reduction to gold only)
Analyze Items (Ex): The Artificer
may cast Identify once per day at 1st level. He gains an additional
Identify at 4th level and a third at 7th level. The Artificer's
Identify ability requires only an hour of concentrated observation and
no material components. At 10th level the Artificer also gains the
ability to cast Analyze Dweomer once per day as per the spell. Caster
level for these extraordinary abilities is the Artificer class level
plus his other spellcasting levels if the spell appears on the other
class's spell list. As special abilities, there are no necessary
components or foci for these.
Item Creation Feat: The Artificer
gains bonus Item Creation Feats as he progresses in level.
Capture Essence (Ex): The
Artificer may attempt to capture the essence of an ingredient and
create a suitable disposable item from it. A disposable item is any
non-permanent item such as a potion or other "one-shot" device/item
which is consumed in its usage. The ingredient must be appropriate for
the task (i.e. the Artificer may attempt to create a potion of
Fire-breathing if he has the scale of a Red Dragon on hand,
or a
Potion of Bull's strength if he has the blood of an Ogre-see the Item Creation Feats
variant in the magic section for more information).
This process requires a successful Alchemy
check at DC 30 + spell level, but the Artificer adds his class level to
his roll. A failure is treated as a standard failed item (time,
experience and materials are lost). The Artificer must still pay any XP
and gold costs involved in manufacture. The Artificier must also have
the
appropriate Item Creation feat. However, the Artificier need not have
the required spell on his list (except in the case of a scroll where
knowledge of the proper spell is ALWAYS required.)
Edited "Duplicate Potion" to
include creation of "one shot" items from a base component.
Salvage Parts (Ex): An
Artificer can, through careful examination of an existing magic item,
gain valuable insights and even salvage precious ingredients and
materials, to use towards the manufacture of his own magic items. This
examination requires the use of the Artificier's lab and the standard
complement of spells such as Detect Magic, Identify and/or Analyze
Dweomer. The time required is 1/2 of the time it would have taken to
construct the item.
This process can translate to "capturing" a
percentage
of the XP required to make the salvaged item, which the Artificer may
then use in the manufacture of his current project. Note that he must
actually have a current project. The XP salvaged does not go into a
pool and must all be used for his current project. This process can
never pay for more than ½ the XP cost of his current
project. If the item possesses 1 or 2
spells similar to those used in the current project, the Artificer
gains 10% of the XP usd to make that item. If 3 to 5 abilities are
similar, the Artificer gains 15%.
Anything over 5 abilities garners a total of 20%
.
This process can also be used to allow the
Artificier to attempt to capture spells used in the creation of the
item (either spell salvage or XP salvage must be
chosen-in both cases the item is destroyed at the end of the process).
After the same careful examination described above, the Artificier may
elect to capture a single base spell used in the creation of the item.
The Artificer must make a Spellcraft check at DC 30+spell level.
Failure indicates loss of the item with no appreciable effect. For
success, in the case of a Wizard, the spell may be added to the
player's known spells. In the case of a character with limited known
spells, the spell my be captured in an item that requires the same
spell (the character must be ready to begin creation of that
item).
Edited Salvage to include specifics
on time required and to add "spell capture" and altered percentage of
XP gained.
Disable Curse (Ex): The
Artificer may rid himself of cursed items. With a successful Will save,
DC 10 + caster level required to manufacture the item, the Artificer
may freely remove such an item from his person and place it where he
will. This does not remove the curse from the item itself; it merely
allows the Artificer to rid himself of it without actually having to
cast Remove Curse. At 10th level the Artificer may release a touched
target from the hold of a cursed item. By taking possession of the item
he transfers its curse to him. He may then attempt his usual Will save
to disable the curse and discard the item.
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