I've updated the Basic Illusionist file with the following errata, an XP chart(...although I just realized I forgot to take the XP bit out of the Q&A. Ce la vie. Maybe next year.), and a bitly url so I can track number of downloads. Nothing major.
Apprentice (9th): At 9th level, the illusionist gains a 2nd-level apprentice henchman. If the apprentice dies, another will replace her the next time the illusionist gains a level, depending on the circumstances surrounding the death of the previous apprentice.
Sanctum (11th): At 11th level the illusionist can build a stronghold and attract followers, including 1d6 apprentices of various races and species (01-70% human; 71-80% gnome; 81-90% half-elf; 91-95% elf; 96-00% other (faerie dragon, sprite, etc.).
The latter two abilities are intended to spur or assist the development of a "rulership"-style game in sync with the development of a fighter's stronghold, a cleric's temple, a thief's guild, and so forth. If that type of game is not desired, these abilities should be removed.
Thanks for updating the file! I love this little supplement...very useful.
ReplyDeleteAlso, I'm not on Google+, but I keep tabs on several RPG circles. I'd love to see one of those class zines, so reserve one for me! I'll even throw a link on the zine list if you want!
http://rendedpress.blogspot.com/p/old-school-zines.html
Yeah, a link would be great! I'll let you know when it's ready.
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