Showing posts with label New Class. Show all posts
Showing posts with label New Class. Show all posts

Saturday, December 28, 2013

A Prentice's Aspiration: Beorning

So, couldn't go see Desolation of Smaug due to "Dan is brokeitis". Instead, I've been rereading the book, and thought I'd take a stab at converting my favorite character into a class.

Beorning
LevelXPHD
111d8
22,2252d8
34,4503d8

Tracing their lineage back to the northmen who crossed the great mountains, the Beorning are a warriors who have learned to skin-change, taking the form of great bears in battle. This Bearskin form is usable a number of times per day equal to twice the character's level, and lasts 3 turns (or until dispelled).  Due to their dual nature, Beorning are able to adopt the languages of animals, learning one dialect per creature type (Wolf, Dog, Horse, etc) per point of wisdom over 9.

At third level, a Beorning may attract special followers alongside to those commonly hired on. These followers are highly intelligent or magical animals, often understanding the language of men or elves.

While the majority of Beorning are human, dwarves will occasionally take on the training.  Elves consider the life of a bear beneath them, and halflings are far too concerned with tea and comfort to accept the trials and training required.

Bear Form
AC4
HD4d8*
Attacks2 Claw + 1 Bite
Damage1d3,1d3,2d4
Dexterity10
Move30
*The PC's HP are replaced by the rolled value. Should the Bear form be reduced to 0 HP, the PC is returned to human form and suffers 1d6+1 damage.

Thursday, September 5, 2013

A Prentice's Aspiration: Ecomancer

Ecomancer

Prime Requisite: Wisdom
Hit Dice: 1D4
Restrictions: Ecomancers can wear cloth or eelhide (Leather) armor. They can wield Daggers, dart guns, and dreamlizard pistols.

Spells: Ecomancers tap into the life force of Mer itself, channeling that energy to amazing effect. Such power comes at a cost, however. Ecomancers begin play with a pool of Ecomantic Energy equal to their Constitution score. At every level thereafter, the pool increases by 1d4 points. When casting a spell, the Ecomancer rolls to determine the drain on their ecomantic pool. Any costi n excess of the pool's total results in direct hit point damage.

Due to the destruction of the Ecomantic College of Andorus, those born with Ecomantic gifts express their gifts in unusual ways.  At first level, an Ecomancer knows 1d6 spells, rolled on the table below. At each level thereafter, the Ecomancer must seek out lost lore or other Ecomancers to expand their repertoire.


Title
Level
XP
Fledgling
1
1
Elder
2
2,501
Warden
3
5,001


1-2           Spells Costing 1d4 Ecomantic Energy

  1.     Charm Person
  2.     Cure Light Wounds
  3.     Dancing Lights
  4.     Daze
  5.     Detect Magic 
  6.     Detect Poison
  7.     Know Direction
  8.     Light
  9.     Magic Missile
  10.     Mending
  11.     Purify Food and Drink
  12.     Sleep


3.           Spells Costing 1d6 Ecomantic Energy

  1.     Detect Invisibility
  2.     Detect Thoughts
  3.     Invisibility
  4.     Knock
  5.     Levitate
  6.     Locate Object
  7.     Magic Mouth
  8.     Mirror Image
  9.     Phantasmal Force
  10.     Pyrotechnics
  11.     Speak with Animals
  12.     Web

4.           Spells Costing 1d8 Ecomantic Energy

  1.     Clairaudience
  2.     Clairvoyance
  3.     Cure (Cause Disease)
  4.     Darkvision
  5.     Haste
  6.     Hold Person,
  7.     Lightning Bolt,
  8.     Slow,
  9.     Suggestion,
  10.     Water Breathing

5.           Spells Costing1d12 Ecomantic Energy

  1.     Charm Monster
  2.     Confusion
  3.     Cure (Cause Wounds)
  4.     Fear
  5.     Hallucinatory Terrain
  6.     Ice Storm
  7.     Massmorph
  8.     Plant Growth
  9.     Speak with Plants
  10.     Wall of Fire
  11.     Wall of Ice
  12.     Wizard Eye

6.           Spells Costing 1d20 Ecomantic Energy

  1.     Animal Growth
  2.     Cloudkill
  3.     Control Weather
  4.     Hold Monster
  5.     Magic Jar
  6.     Move Earth
  7.     Move Water
  8.     Passwall
  9.     Project Image
  10.     Rock to Mud
  11.     Telekinesis
  12.     Wall of Stone






Saturday, August 10, 2013

A Prentice's Aspiration: The Witch

The Witch
Magic User Subclass

Requirements: Wis 13+
Restrictions: Cannot be lawful.

Charms:  At the cost of one of her spells cast per day, the Witch is capable of investing a spell into a trinket of some sort (A walnut shell, a knotted lock of hair, a forked twig, a clay tablet etc). This Charm may then be given to another. The Charm remains viable for a number of weeks equal to the Witch’s level, after which it becomes inert. Constructing a charm requires a special ritual performed in a place of power (a natural cauldron formed from a rotting stump that catches and holds the dew, a faerie circle, etc.).

Grimoire (Replaces Magic User spell list):

1st Level Spells:
  1.     Cure Light Wounds
  2.     Detect Magic
  3.     Faerie Fire
  4.     Light (R)
  5.     Locate
  6.     Predict Weather
  7.     Protection From Evil
  8.     Purify Food And Water
  9.      Remove Fear
  10.     Resist Cold

2nd Level Spells
  1.     Hold Person
  2.     Know Alignment
  3.     Obscure
  4.     Produce Fire
  5.     Resist Fire
  6.     Silence 15’ Radius
  7.     Snake Charm
  8.     Warp Wood or Metal

Curses: Potent spells used to humble and to punish, a witch’s curse is no small thing to trifle with. Unless otherwise noted, all Curses have a range of touch, and are permanent until dispelled. All victims are allowed a Save vs Spells to resist a curse, though only the strongest of will or purest of heart have true hope of succeeding. The invoking of a curse requires powerful, wild magic, magic that resists the call of mortals. Each time a curse is invoked, the Witch ages 1d10 years.

The Rose Tongue:
Bane of minstrels and tellers of tells, of those who hide the wicked thorns of intent behind flowery words.  The Rose Tongue curse lays a painful doom on the victim. A number of words equal to the Witch's level (either a short phrase or distinct restrictions) are specified. If spoken, the victim's tongue sprouts painful thorns, cutting their mouth and lips while inflicting 2 points of damage.

The Glutton’s Tomb:
Range: Special
To work this curse, the Witch must prepare some form of food, usually a treat or ripe fruit. Upon consumption, the victim must suffers a tremendous increase in girth, growing to some 400 pounds in weight.  Clothes rip, armor no longer fits, and the victim’s movement rate is halved. In combat, they attack as a 0 level character. Unless armor is custom fitted (an expensive process), the victim is treated as AC 10. Finally, a victim must consume double the normal amount of food for his race to remain healthy, and is unable to lose his excess weight until the curse is dispelled.

Ancestors’ Lament:
Under this bane, the dead look ill upon the victim.  Specters of parents, grandparents, or other lost loved ones haunt the victim’s every moment. Slights and insults both real and perceived are recalled and retold in a swirling cacophony. While under this curse, Magic Users must successfully save vs X to cast spells, while more martial adventurers suffer a -2 penalty to attacks.

Craftsman’s Sundering:
In vengeance’s heart, there is no room for beauty. In the hands of a man cursed by the Sundering, coins tarnish, swords rust, wood rots and stone cracks. Each time the cursed handles an item, they must save vs Spell at a -3 penalty.  If failed, the items they handle waste to uselessness. Even such simple things as food and clothing are not exempt.

The Endless Quest:
The Witch lays a task upon the victim when invoking this curse. Whenever the cursed strays from completing this task, they find the earth itself rebels against them.  Distances double when going against the quest, dungeons more labyrinthine.  The harder the victim strives to refuse the task at hand, the greater the distances become, the more befuddling the path.

Fetterform:
The most well-known curse, though the rarest to see actual use. This potent curse transforms the victim into some small creature. Rat or bat or slimy toad. This change is in form only, for the victim retains all memory and modes of thought, in some cases (a roll of 1 on 1d6) the power of speech is maintained. Class abilities are lost, however, and the victim remains in her new form until the witch can be convinced to reverse it. Powerful miracles worked by a cleric are also known to undo the curse, and it is rumored that a kiss from an innocent also serves to undo the spell.

Thursday, August 1, 2013

A Prentice's Aspiration: The Jongleur

Hate Thieves, hate skill systems. But this seems to fit, so here it is.

Jongleur
Thief Subclass (Halfling, or Human)

The fool in motley, the bland-faced jester with a sharper tongue than any any might believe, the singer of songs and teller of tales, welcome everywhere for the amusement he brings, and often chased away for the irritations he causes.

Requirement: Charisma 12
Restrictions: Unarmored

Buffoonery (replaces find and remove trap): The Jongleur has turned the art of the pratfall, the slapstick and the pun into works of art, one that allows him to distract and befuddle his foes. Those encountering a jongleur engaging in his antics must save vs Spell or suffer a -2 penalty to attack for the next round.

Wednesday, July 31, 2013

A Prentice's Aspiration: Demihuman class options

A pair of options for Demihumans in Blueholme, one for halflings, one for dwarfs.

Tallfellow
Fighter Subclass (Halfling only)

Named for William Tallfellow, a halfling of extroadinary size, the Tallfellows are a band of woodsmen who police the forests, warding innocent travelers from the dark things that would hunt them. Rarely seen unless they wish to reveal themselves, the Tallfellows are bane to orc and bandit alike.



Requirement: Wisdom 12
Restrictions: Light armor only.

Fox's Cunning: A combination of clever gear and quick wit
gives the mysterious Rangers an advantage in engaging their foes.
When scouting in their favored terrain, Rangers surprise their
foes on a roll of 1-3 on a D6, rather than the traditional 1-2.




Stonefathers
Cleric Subclass (Dwarf Only)



Wardens of honor, keepers of memory, the Stonefathers are dwarfs who have come into harmony with the earth itself, the first forge, she that birthed the first dwarfs. Paragons of dwarfish society, the Stonefathers shape the earth like soft clay, whether to return their kin to the forge of the earth, or to open the way into the heart of their foes' subterranean lairs.

Requirements: Charisma 12


Stonesong (Replaces Turn undead): By chanting the songs of the earthforge,
the Stonefathers may sunder or repair broken stonework. Small items such as
bowls, cups, pots and urns take six combat rounds to repair, while larger stonework
such as walls, doors, and statues may take several rounds.