Tuesday, February 12, 2013

Three New Illusionist Spells

The Illusionist Class

Brilliant Pattern

Level: Illusionist, 1st Level
Range: 150 feet
Duration: Concentration + 1d4 rounds
 This spell creates a 20-foot wide pattern of swirling white light. Creatures within the pattern take a -1 penalty to attack rolls for as long as they are within the brilliant pattern, and for 1d4 rounds after they leave the area of effect or the spell ends.

Churning Pattern

Level: Illusionist, 3rd Level
Range: 150 feet
Duration: Concentration + 1d4 rounds
You create a 20-foot wide, glowing, twisting pattern of green, yellow, and purple colors that nauseates those within it.  Living creatures caught within a churning pattern are nauseated, making them unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.  The only action an affected character can take is a single move per round.  The nauseating effects last for as long as the character is in the churning pattern and for 1d4 rounds afterwards.  A successful save in the first round negates the effects of the pattern.

Shadow Labyrinth

Level: Illusionist, 8th Level
Area: 1 room/level.
Duration: Permanent
This spell creates a maze of passages and corridors through the plane of Shadow linking rooms on the Material Plane.  You can link as many rooms as you have caster levels, but you must stand within each room during the casting of shadow labyrinth.  The rooms must all be on the Material Plane.

During the casting of the spell, you designate which rooms are linked, how many portals appear in each room, and the appearance of the corridors between the portals.  The portals traditionally appear as dark archways in walls of each room, and there can be as many or as few as you wish.  Portals can replace existing doorways, and this is often done when fashioning a shadow labyrinth inside a single structure.  Portals cannot be invisible, and they must be large enough for you to enter.  Any room can be linked to any other room, including itself, but every room in the shadow labyrinth must be connected to every other room via the network of rooms and corridors (you cannot fashion two freestanding shadow labyrinths with a single casting).

The corridors of a shadow labyrinth are actually dimensional portals through the Plane of Shadow.  They usually appear as underground passageways lined with cut stone and paved with flagstones.  Within the passages light sources and vision are dimmed, and all creatures are considered to have concealment.  Sound and light from rooms only penetrate 20 feet into the corridors.  You can create your caster level times one hundred feet of corridor in the shadow labyrinth, but each corridor is at least 50 feet long.  You can specify the shape, appearance, and junctions of the shadow labyrinth.

 Shadow labyrinths resist attempts to decipher their pathways.  Anyone using magical means to navigate through the labyrinth must make a Will save vs DC (18+shadow labyrinth caster’s relevant ability score modifier), as though saving against the shadow labyrinth itself.  If the save fails, the magical means fail for 24 hours.  Non-magical means automatically fail.

Once cast, the layout of the shadow labyrinth does not change. 


(The license for this entry is located in the Legal page above.)

Monday, February 11, 2013

The Well of Swords

The Well of Swords lies four days west of the reclaimed city of Shalanholt, south of the High Hills and due west of the Hags' Mere, within the bounds of fallen Asavar. The terrain around the Well is flat and fertile, covered in a mature forest of oak, elm, chestnut, and beech. No other notable ruins or hamlets lie within a half-day's walk; the Well's proximity to the fell Hags' Mere deterred settlement even in Asavar's safest years.

The Well is a circular pit thirty feet in diameter and approximately eighty feet deep. A narrow staircase spirals down the wall of the Well, terminating at a stone ledge at the well's bottom. Quite a few stones are missing from the stair, and those that remained are slick with moisture, rot, and mold. A foul-smelling pool fills the bottom of the Well, and the layer of scum that tops it occasionally ripples as though something large was moving underneath.

Three narrow doorways can be reached from the stairs, marking the first three levels. The fourth level is accessed from the stone ledge at the bottom. Several stairs are trapped, and the uppermost doorways as well.

The first and third levels of the Well are relatively small, while the second and fourth (the "working" levels) are more extensive. The primary connection between levels is the well stair. Lenki inhabits the bottom-most level, and the other three levels have a variety of opportunistic inhabitants.


First Masters of The Well

417-446 AR - Enwald of Barin 
The Well of Swords was begun in 417 AR (Amerite Reckoning) by Enwald of Barin, a former soldier forced to change professions after the loss of his right leg and several fingers to dragonacid. Enwald oversaw the excavation of the first two levels of the Well (now known as the Guardrooms and the Testing Grounds), choosing to dig out his stronghold after having seen too many castles fall to siege in his earlier years to be comfortable living in one. Enwald adopted as his sigil a fan of maces.

446-498 AR - Hivuar, Smith of Swords 
A longtime companion of Enwald's, Hivuar lived with him in the Well for many years. Hivuar's elven blood ultimately extended his life well past his friend's, and he became Master of the Well after Enwald's death (446 AR). Hivuar dug down further, adding the third level (the Suite) to the Well of Swords for himself and his wife. Hivuar's sigil was a fan of swords, a motif retained by all following masters of the Well.

498 AR - Nindalia, Lady of Swords  

Nindalia was Hivuar's wife in his later years. She added her command of magic to Hivuar's forgecraft, and together created a great many enchanted weapons. She is believed to have crafted the blade traps that guard access to the Well. She inherited mastery of the Well after Hivuar's death (498 AR), but died later the same year. Her symbol was a circular rune above a fan of swords.

The Apprentice Masters

498-517 AR - Tardel Throwingstone 
 Tardel was the first apprentice in the Well to become Master of the Well of Swords. Although his true apprenticeship was long completed, he never took a journeyman's journey, preferring to remain in the Well as an assistant to Hivuar.  There was much strife in Asavar during Tardel's tenure in the Well, and Tardel and two of his apprentices, Ashun Wier and Muar Tenshoulders, were killed when the Well was besieged by a lizardman force from the Mere. Tardel's sigil was a hammer above a fan of swords.

517-601 AR - Gwaylar Finla-Gormadoc'son  

Gwaylar was the first, last, and most proficient of Tardel's apprentices, and it seemed appropriate he become Master of the Well after Tardel's death (in 517 AR). During his tenure the Well was sunk to its current depth of eighty feet, and the fourth level (the Forge Halls) were added. War flourished throughout Gwaylar's time, and the Well of Swords was a reliable source of quality weapons and armor for gnomes, half-elves, and humans of the Sunrising Kingdoms as they battled lizardfolk, goblins, dopplegangers, and the dark clans of gnomes tempted and transformed by the Crone Goddess. Gwaylar's symbol was a spear above a fan of swords. Gwaylar's exact ending is unclear; he purportedly died in 601 AR, in Asavar's final collapse, but careful investigation revealed the body interred in the crypts of the Well to be an illusion. If the gnome has, in fact, not died, he would be no more than middle-aged now.

601-614 AR - Varalon, Smith of Kings 

Varalon was of royal blood, one of Sieriven's princely sons. With the fall of that kingdom to shapechangers and the wilderness, Valaron chose to remain in the Well with Gwaylar, and later, after the gnome's death (601 AR), as Master. He retained contact with the Hundred Kingdoms in the west, and crafted a great many enchanted crowns and other regalia for the myriad princelings and petty lords in those hotly contested lands. His symbol was a crown above a fan of swords.

The Forgotten Masters

614-638 AR - Andrella, Lady of the Well 
Andrella apprenticed with Varalon and inherited the Well when he departed for a civilized retirement in the Hundred Kingdoms (614 AR). Andrella herself preferred the wild and dangerous place the lands about the Well had become, spending weeks adventuring in the High Hills or the ruins of Asavar. Her symbol was a morningstar above a fan of swords.

638-642 AR - Hildurn the Smith 

Hildurn was the last true runesmith and Master of the Well of Swords. He apprenticed to Andrella and inherited the Well from her (638 AR). The Lady of the Well had not bothered to retain more than the most tenuous connections to the civilized lands, and Hildurn found himself master of a smithy-stronghold nearly forgotten. Nevertheless, he created a number of powerful magical items before he was betrayed and slain by one of his own apprentices, the dwarf Lenki. His symbol was a broadsword above a fan of swords.

The Current Master of the Well of Swords

642 AR - current - Lenki Ashbones 
Lenki, the current Master of the Well, fell prey to foul temptation and forged a pact with a dark god (likely the Crone Goddess). He slew his master Hildurn (642 AR), and interred the corpse in a crypt with Lenki's two fellow apprentices, Red-Hair and Yorn, alive. Lenki, however, found himself sadly lacking in the runelore he craved, and spent many years trying to puzzle out the secrets of the runes, slipping into undeath as he did so. Most of the Well of Swords was abandoned (at least by Lenki; many other creatures moved in) as the mad dwarf toiled at the forge, slowly unlocking the secrets he craved. He has assembled an armory of tainted weapons, and contacted many forces of woe in the Shadowend as buyers. Lenki's symbol is a skull above a fan of swords.

Lenki Ashbones; male moulder dwarf wight (runesmith 4); AC 16; Save 14; HD 4; dam 1d6+2 (heavy pick +1); hit only by silver or magical weapons; level drain (1)

Sunday, February 3, 2013

The Paladin and Anti-Paladin Classes


Paladin

Hit Dice: 1d6+2 (+3 hp per level after 9th level.)
Armor: Any armor, any shields.
Weapons: Any weapons.
Skills: A paladin is skilled at feats of endurance and influence.  They are also skilled at battle lore, diplomacy, noble lore, religious lore, and riding.
Alignment: Paladins must be Lawful (and Good, if appropriate).




Class Features

Aura (1st): Paladins emanate a permanent aura of Law (or Good) that protects them as per the spell protection from evil.  This aura can be detected by powerful undead or supernatural evil, exactly as the paladin’s own sense evil ability.

Lay on Hands (1st):  A paladin can cure 2 hp per level per day by laying on of hands.  This can be used and divided as the paladin chooses.

Sense Evil (1st): The paladin has a heightened ability to detect evil auras, such as those emitted by demons, devils, undead, and powerful followers of evil deities.  The paladin has a 1-in-6 to notice such an aura automatically, and a 4-in-6 chance when actively looking (which takes at least one round).  The presence, but not location, of concealed or invisible creatures can be determined.

Smite Evil (1st): A paladin gains a +1 bonus to hit and a +2 bonus to damage when fighting undead.  This bonus increases to +2/+4 at fifth level, and applies to supernatural evil creatures, such as demons and devils, as well as undead.  At 9th level the bonus becomes +3/+6.  Exactly what constitutes supernatural evil is up to the GM.

Anointed Flesh (3rd): Paladins are immune to all diseases, including mummy rot and lycanthropy. Their touch can cure disease once per week at level 3, twice per week at level 7, and three times per week at level 11.

Destrier (4th): At level 4, the paladin gains the service of a divine warhorse (or other mount) if he successfully completes a quest to locate the animal. The divine mount is unusually strong, loyal, and ready to serve the paladin in her crusade against evil. Should the paladin’s mount die, a year and a day must pass before another can be called.

Divine Warhorse: HD 5; AC 6 [13]; Atk 1 bite (1d3), 2 hooves (1d4);Move 18; Save 12; Special: None.
Lionheart (7th):  The paladin becomes immune to normal and magical fear, and allies within 10 feet of the paladin gain advantage on saving throws vs. fear.

Healing Touch (11th):  A paladin's touch is capable of removing all ailments from a creature, including disease, poison, ability score damage, level drain, hit point damage, confusion, curses and insanity.  A paladin can use healing touch once per day.

Anti-Paladin (Paladin Variant)

Anti-paladins are champions of ruin and woe, the dark mirror of true paladins.  An anti-paladin has the same abilities as a paladin, except as noted below.
Alignment: Anti-paladins must be Chaotic (and Evil, if appropriate).

Aura (1st): Anti-paladins emanate a permanent aura of Chaos (or Evil) that protects them as per the spell protection from good.  This aura can be detected by powerful factors for good, exactly as the anti-paladin’s own sense good ability.

Herald of Woe (1st): The forces of evil protect their own, and the anti-paladin is no exception.  She has a +2 bonus to all saving throws.

Sense Good (1st): The anti-paladin has a heightened ability to detect good auras, such as those emitted by innately good and magical creatures (dragons, unicorns) and powerful followers of good deities (priests, paladins, angels).  The anti-paladin has a 1-in-6 to notice such an aura automatically, and a 4-in-6 chance when actively looking (which takes at least one round).  The presence, but not location, of concealed or invisible creatures can be determined.

Baleful Combatant (1st): A anti-paladin gains a +1 bonus to hit and damage when fighting opponents antithetical to his beliefs.  This bonus increases to +2/+2 at fifth level, and +3/+3 at 9th level.

Venomous Blow (1st): Once per day the anti-paladin can release a malignant supernatural poison through his weapon, inflicting 1 hit point of damage each round for a number of rounds equal to twice the anti-paladin’s level.  This effect cannot be stopped with a cure wounds spell, only delay poison or neutralize poison.

Foul Flesh (3rd): Anti-paladins are immune to all diseases, including mummy rot and lycanthropy.  She becomes a bearer of corruption and sickness, and can cause disease once per week at level 3, twice per week at level 7, and three times per week at level 11.

Nightmare (4th): The anti-paladin gains the services of a nightmare steed.  This is treated as the divine warhorse (above), except it can breathe fire (1d6 damage).

Blackheart (7th): The anti-paladin radiates fear (as the spell, but in a 10’ radius around the anti-paladin).

Touch of Ruin (11th): The anti-paladin can return a dead creature as an undead once per day.  The undead will temporarily serve the anti-paladin, and then go its own way, as evil turns serves only itself.

(The terms advantageknack, and skilled are defined on the Game Design page above.  The license for this entry is located in the Legal page above.)

Thursday, January 31, 2013

Creating & Advancing Ability Scores

I'm not fond of randomly rolling ability scores.  The final straw was a 3e game in which the characters' total bonuses, added together, ranged from +4 to +12.  I ditched ability scores and allowed players to distribute 7-points in ability score bonuses (max +3 in any one) as they wished.

The nature of OSR ability scores, and the shift away from an even bonus progression, makes relying solely on modifiers problematic.  Plus, random rolls are fun.

This is one possible compromise.  It's a little bit fiddly, but it's both mostly fair and mostly random, at least as much as I can make it.  It also offers another way of approaching demi-human ability bonuses.  I don't know if I'll actually use it, but I thought I'd offer it up as a thought exercise and a slightly different spin on things.

Initial Ability Scores

Generating ability scores is a two-step process.  Each character has 3 points in ability bonuses, which can be distributed as the player desires.  No starting bonus can exceed +2 (so either +2/+1, or +1/+1/+1).  At the GM's option, characters can assign a -1 penalty to one score in exchange for either an additional point or increasing the cap on one score to +3.

Bonuses and scores line up as follows:

Example: Shannon wants to play a knight.  She puts a +2 into Strength, and a +1 into Constitution.  Everything else is +0.  Her ability scores are not yet determined, but Strength is 16-17, Constitution is 13-15, and the other scores are in the 9-12 range.








Next, the player rolls a d6 for each ability, and consults the following chart for the exact ability score.

Example:  Shannon rolls 2,4,1,2,2,5.  The "2" roll in Strength gives her character a final score of 16, the "4" gives her a 14 in Constitution, the "1" gives her Dexterity of 9, the "2" gives her a 10 in Intelligence and Wisdom, and the "5" gives her a Charisma of 11.  Final tally: Str 16, Con 14, Dex 9, Int 10, Wis 10, Chr 11.

Demihumans can be handled in one of two ways.  They receive the same number of bonus points as humans, but can either have a higher cap in one score (+3 instead of +2) and a lower cap in another (+1 instead of +2) OR they can have a +2 bonus on one d6 roll, and a -2 penalty on another.  The GM should decide which method, and which scores are affected.

Example: Shannon decides to play a half-orc.  Half-orcs get a +2 to determine their Strength, and a -1 to determine their Charisma and Intelligence.  Using the numbers above, this is sufficient to increase her Strength to 17 (4+2=6), drop her Intelligence to 9 (2-1=1), and doesn't change her Charisma (5-1=4, which is still good enough for an 11).




Advancing Ability Scores

Advancing ability scores works exactly as step two, above.  The player rolls a d6 and compares the result to her existing score.  If the d6 result would garner a better score, the score advances by 1.  If not, the score is unchanged.  If a score is maxed out in its range (ie, a score of 12, 15, or 17), a result of 6 or higher bumps the ability to the next range (maxing out at 18). The frequency and quantity of these attempts is up to the GM, and could range from not at all, to one ability every other level, to all abilities every level.

If the second demihuman option is used, the modifiers are applied as appropriate.  This means that poor ability scores (those with penalties) will never advance to the next tier (since they can never have a "6")

Example: Shannon gets to roll for all of her abilities, and rolls 1,5,1,5,2,5.  The "1" obviously doesn't advance her Strength, whether she's a half-orc or not.  Her Constitution, Dexterity, and Wisdom likewise remain the same.  The "5" result in for Intelligence is sufficient to improve her score to a 10, whether she's a half-orc or not (with a score of 9, any result of 2 or higher would have bumped her Intelligence up), but because her Charisma score is already 11, a "5" is not sufficient to increase it to a 12.  In the final reckoning, nothing has changed except her Intelligence, which increased from 9 to 10.  That might be a slight improvement if she was a magic-user, but not to a knight.  All of her modifiers remain the same.

The Knight, the Cavalier, the Chevalier, and the Faris.

Knight
The knight is a honorable but hardened warrior who seeks out the strongest opponents in melee for single combat.

Hit Dice: 1d6+2 (+3 hp per level after 9th level.)
Armor: Any armor, any shield.
Weapons: Any weapons.
Skills: A knight is skilled in feats of might and endurance, battle lore, noble lore, and riding.
Alignment: Knights may be of any alignment, but most are Lawful or Neutral.  Lawful knights always owe fealty to a noble; Chaotic ones never do.



Class Features
Challenge (1st): Knights thrive in single combat. Once per day, a knight can challenge a foe to single combat.  The knight must challenge the most powerful, or apparently powerful, martial foe visible.  The knight receives a +1 bonus to hit and a +2 bonus to damage against her foe, but suffers a -1 penalty to AC versus all other opponents in the meantime.  At 5th level two challenges can be issued and the bonuses increase to +2/+4.  At 9th level three challenges can be issued, and the bonuses increase to +3/+8.

If the knight’s opponent commands, exhorts, or otherwise blatantly encourages other opponents to attack the knight, she receives an additional +1 bonus to hit and damage her challenged foe, and does not suffer a penalty to her AC against the secondary attackers.
The challenge continues until the target is dead or unconscious, or the combat ends.  If the target escapes without the challenge being resolved, the knight may renew the challenge at any point in the future, even if she has used up her challenges for the day.

Close the Gap (1st): A knight can charge after challenging an opponent, moving up to twice her movement rate in a straight line towards her target.  She can make a single attack at each foe along her route as she passes, at her normal chances to hit.  If an enemy actively tries to impede or block her charge, the knight can make the attack using her challenge bonuses, even if the enemy is not her challenged opponent.  The enemy must also make a save or be forced out of her path.

Honorable (1st): Knights are defined by their code of honor.  The exact nature of the code varies from knight to knight, but even Chaotic knights have their own twisted sense of right and wrong.  A knight must determine their own code, with at least four edicts.  As long as the knight keeps these edicts, she receives a +1 bonus to all saving throws.  For every three additional edicts the knight adopts, the bonus increases by 1. 
Sample edicts include:
  • ·         defend the innocent from anyone who would harm them;
  • ·         honor and obey your liege in all things and at all times;
  • ·         show no mercy to your opponents;
  • ·         always grant quarter to those who ask for it;
  • ·         never surrender;
  • ·         be generous and charitable to those with less;
  • ·         defend your faith against those who would harm it;
  • ·         protect the realm;
  • ·         always tell the truth;
  • ·         defend your honor and the honor of your patron at all times;
  • ·         defend your allies, and avenge their deaths without hesitation if they are slain
  • ·         do not quarrel or speak in anger.    


Valiant (1st): The knight has advantage on saving throws against fear.

Hospitality (3rd): A knight is respected in all civilized lands, even if she does not serve the lord or country in question.  The knight can call upon the hospitality of a noble household for a number of days equal to her level.  All of her basic needs and those of her companions will be met for that evening.  Hospitality cannot be invoked if the hosting household is at war with the knight, her lord, or her country. 

Stand and Fight (3rd): At 3rd level, a knight can keep her challenged foe from retreating.  She gets a free attack anytime her foe attempts to move out of melee range.  If the attack is successful and inflicts damage, the foe must stop moving.

Rally (7th): By rallying, a knight can attempt to recover from grievous wounds.  Twice per day she can recover 2d6 hit points by rolling a successful saving throw.

Squire (7th): At 7th level, the knight gains a 2nd-level knight henchman.  If the squire dies, another will replace him the next time the knight gains a level, depending on the circumstances surrounding the death of the previous squire(s).  Frequent or suspicious deaths are likely to incur repercussions, particularly if the squire is from a powerful household.

Establish Manor (9th): At 9th level the knight may establish (or have conferred upon her) a manor (a fortified structure and lands) and with it a body of loyal men-at-arms who will swear fealty to her.

Still Standing (11th): Once per day the knight can partially negate an attack that reduces her to 0 hit points or less, and instead stabilizes at 1 hit point.  Subsequent attacks have their normal effect.

Cavalier (Knight variant)
The cavalier is a specialized mounted combatant capable of wreaking devastation on an open battlefield.  He has all the features of the knight except as follows:

Mounted Combat (1st): A cavalier loses the Challenge class feature and gains Mounted Combat instead.  This confers the same bonuses as Challenge, but only while the cavalier is mounted on a warhorse and using a melee weapon.  The cavalier does not have to issue a challenge, there is no duration or limits to use on this feature, and the cavalier does not take a penalty to his Armor Class.  The bonuses for Mounted Combat are halved if the cavalier is not riding a warhorse or similar (battle-trained) steed.

A Fiery Horse (3rd): This feature replaces Stand and Fight.  The cavalier must have a favored steed for this feature to work.  The steed gains 1 HD every time the cavalier gains a level.  The steed also becomes smarter, and is able to perform minor tricks and tasks on command.  If the cavalier loses his steed, he can select another, but not more often than once per level.

Stay Up (7th): This feature functions as Rally, except the steed recovers hit points, not the cavalier.  The cavalier does not have the Rally feature.

Chevalier (Knight variant)
Noble elven warriors do not follow exactly the same traditions as their human counterparts.  Chevaliers are mounted elven knights, but with greater emphasis on speed and agility.  She has all the features of the cavalier except as follows:

Skills: The chevalier is skilled in feats of agility instead of might.

Swift Combat (1st): A chevalier loses the Mounted Combat class feature and gains Swift Combat instead.  This works as Mounted Combat, except the chevalier has no attack bonus at first level and only a +1 bonus to damage.  Instead the chevalier gains a +1 bonus to the Armor Classes of both her and her mount, and the bonuses apply to both ranged and melee weapons. The bonuses become +1 attack/+2 damage/+2 Armor Class at 5th level, and +2 attack/ +4 damage/ +3 Armor Class at 9th level.

A Silver Steed (3rd): This feature acts as A Fiery Horse, but instead the mount gains only 1d6 hit points per level instead of 1d8 (this is treated as a normal HD advancement in every other respect).

Speed of Light (3rd): The chevalier's mount's speed increases by 3 (or 10', depending on your system.)


Faris (Knight variant)
The faris is an elite and noble warrior dedicated to mastering furusiyya: a martial tradition espousing horsemanship, archery, swordsmanship, and lancework, as well as the skills and virtues appropriate to a well-educated noble.  A faris has all the features of the chevalier except as follows:

Skills: The faris is skilled in feats of endurance, battle lore, diplomacy, noble lore, and riding.

(The terms advantageknack, and skilled are defined on the Game Design page above.  The license for this entry is located in the Legal page above.)

Wednesday, January 23, 2013

On Classes: Magic-User Classes


Magic-User Classes
The exact magic-user classes are in a bit of flux right now, particularly nomenclature. I have three main types of magic in my campaign: divine (clerics & druids), arcane (wizards & illusionists), and occult (shamans, cultists, sorcerers/warlocks/witches). Divine magic is given by the gods, arcane magic is study & training, and occult magic is through pacts and bargains. (One could add ki and psionic magics to this list, but 3 sources is enough for me.) There are at least three or four sources of occult power in the Shadowend: nature spirits (shamans), the fey courts, the Typhos (which include archdevils, demon lords, and the like), and the Envidier (quasi-dieties, saints).

I've never been all that keen on the 3e sorcerer schtick as "spontaneous caster"; it's a weak rationale for a class. In previous campaigns I've run sorcerers as a martial "spellblade" class, but there's merit to the 3.5/PF idea of sorcerers as "innate" casters. I have a hard time using warlock as a class divorced from witch.

It will probably shake out something like this:
Illusionist: Arcane. Deception, misdirection, mists, etherealness.
Wizard: Arcane. Raw magical skill. Metamagic, dispel magic, etc.
Mage: Occult? Will likely subsume the sorcerer & elementalist roles to be a "themed" caster; ie fire mage, goblin mage, dragon mage, etc. This occurred to me last night, and I think it solves a number of problems. Just as the cleric can gain different abilities from different gods, the mage can get different abilities from different themes. The key is making it feel different from an arcane caster.
Witch/Warlock: Straight up occult caster...but not a mage. Hmmm. Maybe witches & warlocks serve the Envidier, while cultists serve the Typhos, and shamans serve the nature spirits? That leaves the fey out in the cold, but I can live with that. I might be getting into too many permutations, though.

This leaves the sorcerer free to be the arcane/martial spellblade trope, should I so chose.

IllusionistIllusionists get an apprentice at 9th level and can establish a sanctum at 11th level. That hasn't made it into the blog version because I haven't dealt with followers yet. There will be some funky possibilities. On the spells front, I'm going to have to do a separate spell list, if only because there just aren't the spells available from the magic-user's list. Wizards will have access to the illusionist list, and probably vice versa, but at a penalty, either a penalty to learn or a +1 increase in spell level.

Looking through spells has helped clarify the role of the illusionist. This is a class that conceals, that deceives, that obscures things - but in order to lie, one must first know the truth. It's all about perception. Mist, light, shadow, vision, knowledge. You call an illusionist if you want to hide, or want something hidden, but also to uncover what is hidden. Set a thief to catch a thief, and all that.

At higher levels the ethereal plane will probably be the illusionist's domain, allowing their sanctum (and the illusionist) to shift in and out of reality.

I'm tempted to write up the enchanter, just to make a "look-at-me" magical class to contrast with the illusionist's "look-at-that" methodology.

Tuesday, January 22, 2013

The Ranger Class


Ranger
Goblin-hunter, giant-killer, dragon-slayer: these are rangers.  They are independent, cunning, and experienced in fighting the monstrous creatures that prey on civilization.  They live in the frontiers and borderlands, protecting gentler lands by hunting threats in the wilderness.

Hit Dice: 1d6+2 (+3 hp per level after 9th level.)
Armor: Any light or medium armor, shields.
Weapons: Any weapon.
Skills: Feats of endurance and dexterity, climbing, natural lore, perception, stealth, swimming, survival, and tracking.





Restrictions
Self-Sufficient: Rangers, by temperament and training, do not rely on others.  They do not adventure with more than two other rangers, and do not keep more wealth than they can easily carry.  Fellowships often include more than three rangers, but they spread their protection out over a large area, and do not travel together.

Class Features
Alertness: Rangers have only a 1 in 6 chance of being surprised.

Ambush: A ranger can create an ambush, increasing the chance of surprising an opponent.  This takes one round per party member, and adds 1 to the chance of surprising the opponent.  Characters that are have knacks or skills in hiding or sneaking do not add to the preparation time.  The ambush is stationary and the targets must move into it.

Opponents that are expecting a fight, and would not ordinarily be surprised, instead have a 1 in 6 chance of being surprised, at the GM’s discretion. 

Keen-Eyed: Rangers have advantage on perception and tracking checks.

Implacable Foe: A ranger has a +1 on rolls against the humanoid races (bugbears, gnolls, goblins, hobgoblins, kobolds, ogres, and orcs) at 1st level. This applies to saves, checks (i.e. tracking or surprise), attack rolls, and damage rolls. This increases to +2 at 5th level, and includes giants and trolls.  At 9th level the bonus becomes +3, and includes dragons.

Whether or not the bonus applies is at the GM’s discretion.  It is reasonable to apply it to a save versus a goblin trap in a goblin lair, but not against a trap in a thieves’ guild that includes goblins as members.

Marksman: A ranger adds his Dexterity bonus to his to-hit roll with ranged weapons.

Far Shot: At 3rd level, the range on a ranger’s missile weapons increases by 50%.

Woodland Stride: At 3rd level, the ranger moves at his normal movement rate through non-magical wilderness, including undergrowth and other hindrances, and cannot be tracked except by a ranger of higher level.

Companion: At 7th level the ranger gains a companion.  This might be a 1st level ranger, or an animal companion. If the companion dies, another will replace him the next time the ranger gains a level, depending on the circumstances surrounding the death of the previous companion(s). 

Swift: At 7th level the ranger’s speed increases by either +10 feet per round or +3, depending on the rule system.

Fellowship: At 9th level the ranger attracts a small band of like-minded allies and companions to aid and assist him.  Intelligent animals, monsters, and various player-character races are all possible members of the fellowship.

Deadeye: Once per day at 11th level the ranger can make a careful, steady attack on a foe.  For each full round he spends aiming, the ranger gets a +2 bonus to hit, to a maximum of +6 at three rounds.  In addition, he does double damage after the first round of aiming, triple damage after the second round, and quadruple damage after the third round.
The ranger cannot move while aiming, and the target must be visible, within range, and not moving faster than a walk.  Any damage to the ranger while he is aiming disrupts his attack. 

(The terms advantageknack, and skilled are defined on the Game Design page above.  The license for this entry is located in the Legal page above.)

Update Monday: Tweaks, Primes, and Crack the Whip.

Tweaks & Updates
I tweaked the barbarian class a little.  Added an extra hit die at first level, Superstitious as a restriction, and Resolute as a new feature (bonus to poison, paralyzation, and other effects that restrict the barbarian's movement).  The extra die gives the barbarian that little bump in hit points.  You can lose the Superstitious restriction, but you lose the extra points as well.

I tweaked the ranger as well, but since that hasn't posted yet, you won't be able to tell.  ;)


Replaced the makeshift chart in the Leshii (race-as-class) entry with one that matches the recent classes.  No change to content.

In a more general change, I've abandoned the whole prime attribute scheme.  It wasn't working how I wanted.  I've got a new idea that doesn't impact the classes, so I'll write it up later on.


I'm way behind where I hoped to be.  I've got other things I need to work on, so I'm going to have to crack down, get organized, and work faster.

Monday, January 21, 2013

The Fighter Class


Fighter
Hit Dice: 1d6+2 (+3 hp per level after 9th level.)
Armor: Any armor, shields.
Weapons: Any weapons.
Skills: Fighters are skilled at feats of strength and endurance.  A fighter may select up to three additional skill areas.




Class Features
Applied Force: A fighter adds her full Strength bonus to her attack rolls as well as to her damage rolls.

Dominate: Against creatures with one hit die or less, a fighter makes one attack per level each round.

Weapon Mastery: At first level, the fighter selects one class of weapons: axe, bows, club, crossbows, dagger, darts, flail, mace, pole arm, sling, spear, sword, and two-handed sword.   She receives a +1 bonus to hit and damage with these weapons.  This increases to +1/+2 at 3rd level; +2/+2  damage at 5th level; +2/+3 at 7th level; and +3/+3 at 9th level.
Alternatively, the fighter can select a new weapon group at 5th level (and/or 9th level), gaining a +1/+1 with the new group, which increases to +1/+2 at 7th level.  Either group, or a new group, may be advanced at 9th level.

Parry: At 3rd level, the fighter gains the ability to parry, adding her base to-hit bonus to her armor class.  She cannot attack on any round that she parries.

Shield-bearer: At 7th level, a fighter gains a 1st-level fighter henchman.  If the squire dies, another will replace him the next time the fighter gains a level, depending on the circumstances surrounding the death of the previous squire(s).  Frequent or suspicious deaths are likely to incur repercussions, particularly if the shield-bearer is from a powerful household.

Stronghold: At 9th level the fighter may establish (or have conferred upon her) a stronghold and with it a body of loyal men-at-arms who will swear fealty to her. 

Flurry of Steel: At 11th level, the fighter gains a second attack per round.  If she chooses to parry instead, she gain an additional +2 bonus to her parry bonus.


(The terms advantageknack, and skilled are defined on the Game Design page above.  The license for this entry is located in the Legal page above.)

Sunday, January 20, 2013

The Mabinogion: Cei ap Cynyr


Cei, Son of Cynyr

“Thereupon Cei rose up. Cei had this peculiarity, that his breath lasted nine nights and nine days under water, and he could exist nine nights and nine days without sleep. A wound from Cei's sword no physician could heal. Very subtle was Cei. When it pleased him he could render himself as tall as the highest tree in the forest. And he had another peculiarity,--so great was the heat of his nature, that, when it rained hardest, whatever he carried remained dry for a handbreadth above and a handbreadth below his hand; and when his companions were coldest, it was to them as fuel with which to light their fire.” – Culhwch & Olwen, The Mabinogion

Cei ap Cynyr; human male barbarian 12

AC: 20; HD: 9 (hp 70)
Atks sword of wounding +2; +12 to-hit, 1d8+8 damage  OR ragesword of wounding +2; +16 to-hit, 1d8+12 damage)
Save 3; Speed: 40 (15)
S:18, C:18, D: 15, I:14; W:9, Ch:14
Boons: Fast Movement, Magical Aptitude (enlarge), Magical Aptitude (endure elements), Power Attack, Toughness (x2)
Equipment: Bag of holding, chainmail +3, gauntlets of ogre power, shield +1, sword of wounding +2

Cei is Arthur’s most loyal and fearsome champion, and one of the best warriors in the land.  He is renowned for his supernatural fortitude and resilience, and feared for his incandescent fury.  Years and blood have taught him cunning and a wide array of dirty tricks, all of which lead to the same place – beneath the sharp edge of his sword. 

Cei’s greatest weakness is his pride.  His willingness to trick opponents is sometimes a source of humor from other members of Arthur’s court, which does not please him.  Cei finally breaks from Arthur because of a short poem Arthur composes poking fun at Cei.  Cei is later slain by Gwyddawg, who is in turn slain by Arthur in retribution for Cei’s death.

Sir Kay breaketh his sword at ye tournament, by Howard Pyle