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| Rogue Shadows03-25-05, 10:17 PM | These are just some things I found lying around my computer. They were designed for a low-magic world that never really took off, Alldark. Anyway. Three things to know about Alldark. 1) Low-magic. Feared, hated magic, too. 2) There's only three standard races - humans, taer, and taelings. Taer were essentially albino, nocturnal elves who had been virtually wiped out by humans who came from "The Utter East." Taelings were half-taer. 3) Um...damnit, I had a third thing. I'll get back to you. |
| Rogue Shadows03-25-05, 10:18 PM | Disciple Sort of the replacement for Monks, Disciples are wise contemplators of existence. They seek greater knowledge of life, the universe, and everything. Frequently, they achieve this through meditation and isolation. Only so much can be learned in their cloistered monasteries, however, and so many Disciples leave their isolated homes to gain greater knowledge of the world around them. Adventures: Disciples are frequently traveling pilgrims, looking for holy items or places where they may pray and gain greater knowledge of their god or gods. They may also be out looking to smite the enemies of their gods. Unlike Priests, Disciples are not looking for converts, and unlike Zealots, they are not out to destroy absolutely everything they perceive as heresy. Instead, Disciples are typically focused on destroying that which clearly opposes their gods - daemons, for example. Characteristics: Unlike Monks, Disciples are not martial artists. The martial arts simply don’t exist in Alldark or any nearby lands. Instead, Disciples are focused on using the power of their faith alone against their religion’s enemies. They gain a number of supernatural abilities as time goes on, including the ability to see ethereal creatures, to turn and rebuke undead, and even the ability to protect themselves from evil. Their contemplation and meditative life leaves little time for weapons or armor training, however. Alignment: The strict ways of the Disciple mandate that they must be Lawful, as only lawful creatures are capable of living up to the exacting demands of the Disciple way. Past that, they may be of any moral alignment - good, neutral, or evil Religion: Most commonly, Disciples are found amongst the followers of the Ilahite and Elsham religions. Kristou also claims disciples, however, as does the angel of death, Ashrah. The ancient Sekharan pantheon also claims some Disciple followers. Disciples are not found amongst Lunaism and the followers of the Krosian pantheon, and are somewhat rare amongst the remaining religions. Background: Most Disciples were raised from birth within their Order’s monasteries. Since many Disciples are sworn to celibacy, they are typically taken from parents who cannot afford to raise them themselves. They are extremely ritualized by nature of growing up in such an environment. Despite typically having a high Charisma, many Disciples are socially inept, as they have been raised in virtual isolation from others. Races: Humans are virtually without exception the only Disciples, but they are drawn from all the various subraces. There are a few occasional Taeling disciples, but given the general distrust towards their Taer parent, these Taelings must prove themselves worthy to enter the hallowed halls of a monastery and frequently rely on inside patronage. Taer Disciples are the stuff of legends - you might hear of one, but probably never see one in a hundred years of searching Other Classes: Disciples work well with Priests and Zealots of the same religion as their own. Conversely, they typically radically oppose or at least ignore followers of other religions. They usually distrust Rogues and Troubadours, but appreciate the help of Fighters and Scouts. They have no opinion of Barbarians. Disciples of the Kristou, Elsham, Kathari, and Zarathustran religions all hate and despise Mages, while Demon-worshiping Disciples of Ashrah may try to coerce one into working with him, and Osirian Disciples have no opinion Game Rule Information Disciples have the following in-game statistics Abilities: Wisdom is important to an Disciple because a Disciple receives a bonus to her Armor Class that is based upon her Wisdom modifier. Wisdom is also important because it allows her to cast her Domain spells at higher levels. Charisma is important because it effects an Disciple’s ability to turn undead. Dexterity and Constitution are also important, because an Disciple is frequently unarmored Hit Dice: d6 Alignment: Any Lawful Base Attack: As Bard Fortitude Save: weak Reflex Save: weak Will Save: good Class Skills A Disciple’s class skills (and the key abilities for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), and Ride (Dex) Skill Points at 1st level: (4 + Int Modifier) x 4 Skill Points at Each Additional Level: 4 + Int Modifier Class Features Weapon and Armor Proficiency: The Disciple is proficient with all simple weapons. She is not proficient with armor, nor is she proficient with shields. Armor Bonus: A Disciple receives a bonus to her Armor Class equal to her Wisdom modifier. So, for example, an Disciple with 14 Wisdom, and thus a Wisdom modifier of +2, receives +2 to her AC. Note that she does not loose this armor bonus, even if caught flat-footed. Her Armor bonus is a supernatural ability Mount: A 1st level Disciple may begin play with a mule, as well as a riding saddle and a saddle bag. This mule is a normal animal, not a magical one. Gentle Voice: An Disciple receives +5 to all Diplomacy checks towards Priests, Zealots, or other Disciples of her own religion. Second Sight: Starting at 2nd level, a Disciple can see ethereal creatures as easily as she sees normal ones. The Disciple may always distinguish ethereal creatures from normal ones, as they appear translucent. This is a supernatural ability Turn/Rebuke Undead: Starting at 3rd level, a Disciple gains the supernatural ability to turn or rebuke undead. She may use this ability a number of times per day equal to three plus her Charisma modifier. She turns or rebukes Undead as a Cleric of two levels lower then her own would. Neutral Disciples must choose whether they turn or rebuke undead Bonus Feats: Starting at 4th level and every 4 levels thereafter (8th, 12th, etc.), a Disciple may take a Bonus feat from the following list: Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Run, Skill Focus, Toughness, or Extra Turning. Note that she still must meet any other requirements for the feat. Chant: At 4th level, a Disciple may chant to allow others to work better in tandem. She adds one-third her class level (rounded down) to all skill checks made while working together with another player, in addition to whatever normal bonuses or penalties she would get. Chant is a supernatural ability Favor: A Disciple of 5th level or higher adds her Charisma modifier (if positive) to all saving throws. This is a supernatural ability Pierce the Shadows: A Disciple of 6th level gains the Low-light vision. She sees twice as far as a human in conditions of low-light, such as starlight, moonlight, or torchlight. If she already had low-light vision, then her vision is doubled. So, for example, a 6th level Taeling Disciple can see four times as far as a human in conditions of low light. Protection From Evil/Good: A 7th level Disciple may cast Protection from Evil once per day as a Cleric equal to her class level. She casts this as a spell-like ability, if she is a Good Disciple. Conversely, an Evil Disciple casts Protection from Good instead. a Neutral Disciple must choose which to cast. Domain: A 9th level Disciple gains a Domain. The domain must be from her particular Religion. She casts spells from the domain as a Cleric equal to her Class level. Like a Cleric, she must abide by alignment restrictions - a Lawful Good Disciple, for example, could not take the Chaos or Evil domains. Strength of Mind: A 10th level Disciple is supernaturally immune to stunning and sleep effects. Ex-Disciples A Disciple who becomes nonlawful cannot gain new levels as a Disciple but retains all Disciple abilities gained up to that point, and may again progress as a Disciple if she becomes lawful again. A Disciple who leaves her religion looses all Disciple abilities and cannot advance in levels as a Disciple until she has atoned for her crimes. Disciples, unlike Monks, may multiclass freely. |
| Rogue Shadows03-25-05, 10:20 PM | Mage Hunted and feared across most of Alldark and neighboring lands, Mages are the only true spellcasting class in the Alldark campaign setting. They live isolated lives, fearing for their life whether good or evil. Occasionally, one may become so powerful that he no longer has to fear others, but this usually leads to nasty endings - for power corrupts, after all... Adventures: Mages adventure to gain experience and power. Occasionally, they may be searching for rare spell components. Just as often, they may be not adventuring, but rather fleeing the torches and pitchforks of terrified and wrathful townsfolk and the churches of the various lands. Characteristics: A Mage casts arcane spells. He learns them in the same way as a Wizard, by writing them down into his spellbook, and casts in the same way, by memorizing spells beforehand. However, a Mage can only know a certain number of spells per level, like a Sorcerer. Mages gain familiars in the same way as a Sorcerer or Wizard. Their magical devotion allows little time to learn the combat arts, however. Like Wizard spells, all Mage spells are classified into schools: Elemental, Naming, Necromancy, Runeweaving, and Summoning. There are also ‘universal’ spells. Alignment: Mages can be of any alignment. They are often Chaotic, for the laws of most land outlaw their existence. Rarely are they good - since the common folk fear them so much, why should they try to help them? - but at the same time are also rarely evil - no sense in simply proving the Church right, after all. However, Mages have no inherent alignment restrictions Religion: Since most of the great religions actively oppose the idea of spellcasting, many Mages don’t follow any religion at all. Those that do are typically members of the older religions - Jorndrhalfen, Sekharan, or Krosian. The evil practice of daemon-worship has plenty of room for mages, of course. Finally, Lunaism, the religion of the Taer, believes that magic is a natural and wonderful gift bestowed by the Goddesses, and so many Mages, even non-Taer, are drawn to it. Background: Most Mages have the power to cast spells from birth, however this ability may lay untapped throughout their entire lives, unless they are found and taught how to cast spells by an experienced Mage. All mages can use the spell Detect Magic from birth, of course, but may not realize that they are doing so. Races: Humans are only rarely mages. Those that are face a life of persecution and flight from those that do not understand magic and think it to be hellspawned. That being said, those of the Anai and Matori are the most likely to be Mages. Taelings, already feared, do not distrust magic as much as humans. Taer, likewise, have no fear of magic and so are frequently spellcasters. Other Classes: Assuming that religious differences can be put aside, Mages work well with most other classes. A Mage can offer added protection and ability to deal damage to fighters, barbarians, and scouts, special defenses and bonuses to rogues and troubadours, and shields against evil forces for Priests, Disciples, and Zealots. Since Mages incur respect, regardless of whether they are feared, they often serve as the ‘face’ of an adventuring party. Game Rule Information Mages have the following in-game statistics Abilities: Intelligence determines how powerful a spell a Mage can cast, and how many spells he can prepare per level. To cast a spell, a Mage needs an Intelligence score of 10 + the spell’s level. Charisma is also important, because it effects how many spells a Mage knows per level and how hard those spells are to resist. The DC to resist a Mage’s spell is 10 + the Spell’s level + The Mage’s Charisma modifier. A Mage can only know as many spells per level as is listed on Table 2-4: Mage Spells Known + the Mage’s charisma modifier. Dexterity is important because a Mage is frequently unarmored, and Constitution is important because it gives a Mage extra hit points, a resource that she is otherwise very low on. Hit Dice: d4 Alignment: Any Base Attack: As Wizard Fortitude Save: weak Reflex Save: weak Will Save: good Class Skills The class skills of a Mage (and the key abilities for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int) Skill Points at 1st level: (2 + Int Modifier) x 4 Skill Points at each additional level: 2 + Int Modifier Class Features Weapon and Armor Proficiency: The Mage is proficient with the quarterstaff, light crossbow, heavy crossbow, club, dagger, and sickle. He is not proficient with any armor; nor is he proficient with shields. Spells: A Mage casts arcane spells. He is limited to a certain number of spells each level per day, and limited to a certain number of spells known each level. A Mage must prepare spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the Mage decides which spells to prepare. To prepare or cast a spell, a Mage must have an Intelligence score of at least 10 + the spell’s level. To learn a spell, a Mage must have an Intelligence score of at least 10 + the spell’s level and must have a free slot open in his spells known per level. A Mage may know as many spells per level as is listed on Table 2-4: Mage Spells Known. He also gains an extra spell per level based on charisma modifier, but at the same time, a negative charisma modifier detracts from his spells known per level (A Mage always gains a minimum of 1 new spell per level). The Difficulty Class for saving throws against a Mage’s spell is 10 + The spell’s level + the Mage’s charisma modifier. Unlike Wizards, Mages do not use spellbooks. Familiar: A Mage gains a familiar the exact same way as a Sorcerer or Wizard, and chooses from the same list. Detect Magic: All Mages may cast Detect Magic once per day as a spell-like ability, as a Wizard equal to their class level Bonus Languages: A Mage may substitute Draconic for one of the bonus languages available to the character because of his race, since many ancient tomes of magic are written in Draconic and apprentice Mages often learn it as part of their studies. Bonus Feats: Every five levels, a Mage gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or the Spell Mastery feat. School Specialization: Mages can choose to specialize in one of the five Schools of magic. Specialization in a mage school works exactly like the way that Wizards can specialize in schools, except that a Mage may choose any other School to be their opposing school that they cannot cast from. Elemental magics are concerned with the elements that make up the world. They have the broadest range of effects, and most Mages belong to this school. A user of Elemental magic is called an Elementalist. Naming magic focuses on the creation of phantasms and illusions, as well as containing spells that can influence others and tell the future. A use of Naming magic is called a Namer. Necromancy spells focus upon death, the things that cause it, and the things that feed off of it. Its spells manipulate life, heal it, or snuff it out. Users of Necromancy are called Necromancers. Runeweaving focuses on the creation of runes and is a protective magic by nature, with few outright damaging spells. Users of Runeweaving magic are called Runeweavers. Finally, Summoning magic calls forth energy or matter, either from nothingness or from another place. Summoning also allows for instant teleportation. Users of Summoning magic are called Summoners. |
| Rogue Shadows03-25-05, 10:22 PM | Priest Religions have to spread somehow. It’s great if you believe that there was a person in ancient times who sacrificed herself to grant Humanity salvation, but what good is it if no one else knows about this? Priests spread the words of their religions, whether that religion is Kristou, Ilahite, Elsham, Kathari, or any of the other various religions that are amongst Alldark. Even the religions that do not have organized clergy, such as Ilahite, have Priests, in the form of preachers and laymen who travel from place to place, spreading the Word - whatever that Word may be. Adventures: Priests typically adventure to gain converts to their religion. While this is not their exclusive goal, it is usually their main one. Other times they may be searching for lost artifacts of their religion, or be seeking out evil (or good) to smite out of existence in the name of their god or gods. Priests within the Kristou, Elsham, and Lunaism religion typically enjoy (or lament) the patronage of higher members of their religion, while Priests of other religions, such as Ilahite, do not have patrons, and thus do not have to worry about going past any red tape Characteristics: Priests gain powers and abilities over time through their faith in the religion, regardless of which religion they choose to follow. These powers verge on magic, but Priests are not spellcasters of any kind, except for their Domain powers. Principally, a Priest is concerned with gaining converts, and many of her abilities are focused on that goal. Deeds speak louder then words, of course, and so Priests are well able to fight for their religion. They are moderately well trained in weapons and armor. Alignment: Priests come in all manner of alignments, just as the gods and their religions do. Typically, Good priests outnumber Evil ones, since one is more likely to champion the cause of good then evil. Likewise, Lawful priests tend to outnumber Chaotic ones, since the lawful religions are better organized then the Chaotic ones. Neutral priests also exist, of coarse. Religion: Every single one. That is the point, after all. Priests, unlike Clerics, tend follow a religion and the gods therein as a whole, rather then worshipping a single entity within that religion. Priests of the Good religions are more common then those of the Evil ones, but the Evil ones tend to be slightly more powerful. The darkness offers an easy path to power, for the mere price of one’s soul... Background: Priests are usually born into their rolls, taken from their parents at an early age. In most religions this is a choice by the parents, but daemon-worshippers, Zarathustrans, and Kathari typically don’t care so much about the parent’s wills. They are raised by their individual Churches, sometimes alongside Disciples and Zealots. They are usually more socially adept then Disciples, however, meant to gain converts as they are. Races: All races have Priests. As Taer are almost universally followers of Lunaism, this is not a problem, but Taeling Priests may feel torn between the religion of their Human parents and the religion of their Taer ones. While all human subraces have priests, the Anai, Khayyi, and Lueten priests are the most likely to adventure around Alldark. Other Classes: Priests work well with all other classes... provided that those classes are part of their own religion and don’t cast arcane spells. Namely, this means that Mages are typically viewed with at the very least distaste and at worst homicidal rage. Other classes are typically spared this, although again this is depending on religious differences or similarities. Since Priests often have a high Charisma score, they often serve as the ‘face’ of an adventuring party. Game Rule Information Priests have the following in-game statistics Abilities: Wisdom is important to a Priest because it effects her ability to use her Domain powers and how hard those powers are to resist. To use a Domain power, a Priest must have a Wisdom score of at least 10 + the power’s level. The DC for a saving throw to resist a Domain power is 10 + the Power’s level + the Priest’s Wisdom modifier. Charisma is important for herding the mortal flock, and because it effects a Priests’ ability to turn undead and lay on hands Hit Dice: d8 Alignment: Any Base Attack: As Bard Fortitude Save: good Reflex Save: weak Will Save: good Class Skills The class skills of a Priest (and the key abilities for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int) Skill Points at 1st level: (2 + Int Modifier) x 4 Skill Points at Each Additional Level: 2 + Int Modifier Class Features Weapon and Armor Proficiency: A Priest is proficient with all simple weapons and all light and medium armor and shields. Domains: A 1st level Priest begins play with one Domain, as specified by her Religion. She follows all the same rules as a Cleric equal to her class level in determining her Domain powers and effects, including alignment restrictions, DC checks, and the like. A Priest gains a second domain at 9th level, and a third at 17th. Turn/Rebuke Undead: A Priest can use this supernatural ability to turn or rebuke undead. She may use this ability a number of times per day equal to three plus her Charisma modifier. She turns or rebukes Undead as a Cleric equal to her class level. Neutral Priests must choose whether they turn or rebuke undead. Lay on Hands: A Priest can heal wounds by touch. Each day she can cure a total number of hit points equal to her Charisma bonus (if any) times her level. For example, a 7th level Priest with 16 Charisma (+3 bonus) may cure up to 21 points of damage. The Priest may cure herself. She may choose to divide her curing amongst multiple recipients, and she doesn’t have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action. Alternatively, a Priest can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The Priest decides how many cure points to use as damage after successfully touching the undead creature Divine Grace: A 2nd level Priest adds her Charisma modifier, if positive, to her Saving throws Divine Health: A 2nd level Priest is immune to all diseases, including magical ones such as Mummy Rot or Lycanthropy. Smite Heretic: Once per day starting at 3rd level, a Priest may attempt to Smite a nonbeliever in her religion with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 6th level Priest armed with a longsword would deal 1d8+6 points of damage, plus any additional bonuses for high Strength or magical effects that may apply. If the Priest accidentally smites a creature that is nonsentient, and thus has no say in the matter of religion, or someone of her own religion, then the smite has no effect but it is still used up for that day. Smite Heretic is a supernatural ability. A Priest may attempt to Smite a heretic one extra time per day every four levels, to a total of five times a day at 19th level Enthrall: Starting at 4th level, a Priest may use Enthrall as a spell-like ability once per week as a Cleric equal to her Class level. She may use this ability one extra time per week every four levels, to a total of five times a week at 20th level Leadership: An 8th level Priest gains the Leadership feat for free Divine Enhancement: A 10th level Priest may add +20 to any dice roll, save, or check once per week. Bonus Languages: A Priest may substitute Celestial or Daemonic for one of the bonus languages available to the character because of her race, since many ancient tomes of myth and lore are written in those languages and acolytes often learn it as part of their studies. Ex-Priests A Priest who grossly violates the code of conduct expected by her religion (generally by acting in ways opposed to the religion’s alignment or purposes) looses all class abilities and cannot gain levels as a Priest until she had atoned for her crimes. |
| Rogue Shadows03-25-05, 10:22 PM | Scout The Alldark version of Rangers, Scouts are cunning and skilled hunters and stalkers. They know the back trails and woods as if they were his own home, for indeed they are, and he knows his chosen prey in deadly detail. Adventures: Scouts are usually not adventurers so much as those that have adventure thrust upon them. Many take up the roll of protector, and so by natural extension of this, sometimes they must seek out that which they protect. Scouts are also often the scouting force for an army, intended to seek out an enemy and learn of numbers and ability and, sometimes, attack them using hit-and-run tactics Characteristics: Scouts are skilled trackers and warriors. However, they are not outright combatants, as Fighters, but rather stealthy and tricky opponents. They win combat through intelligence and adaptability, not through brute force. Able to blend in with the shadows, fight easily with multiple weapons, and work situations to his advantage, the Scout is a dangerous foe. Alignment: The nature of the Scout is to live away from others. Ever the loner type, they typically shun the laws of a land and are therefore Chaotic by nature. Despite this, many follow their hearts and inner moral compass, seeking to protect others from harm and right wrongs, and so many are Good. Scouts, however, have no inherent alignment restrictions. Religion: Scouts of the more recent religions that focus on personal salvation tend to only pay lip service to it: they follow its rules and laws as is convenient and disregard them if necessary to complete their goals. Many Scouts still follow the older religions, such as Jorndrhalfen. A good portion of Rangers also follow Lunaism, the religion of Taer, due to its focus on the earth and nature. Background: Some Scouts gained their training as part of special military teams, but most learned their skills from solitary masters who accepted them as students and assistants. The Scouts of a particular master may count themselves as cohorts, or they may be rivals for the status of ‘best student’ and thus the rightful heir to their master’s fame. Races: Jorndrhalfen people are often Scouts, at home in the wilderness as they are, as are some Lueten and many Chipak. Taelings are often Scouts not by choice but out of habit, fleeing from angry townsfolk into the safety of the forests. Taer themselves are often Scouts, knowledgeable in the wood and its ways as they are. Other Classes: Rangers work well with Fighters and Barbarians, especially the latter who shares their connection with nature. They find the ways of Priest and, even more so, the Disciple strange and try to avoid their company, and often think of Zealots as madmen. Scouts are often the most accepting of Mages, although this depends largely on amount of faith the Scout has in a particular religion. They enjoy the company of Troubadours for a while, and have no particular feeling towards Rogues Game Rule Information Scouts have the following in-game statistics Abilities: Dexterity and Constitution are important to the Scout, since he is typically lightly armored and therefore could use those extra hit points and the bonus to AC. Strength is also often important because a Scout frequently finds himself on combat situations. Since many Scout skills require Intelligence and Wisdom, these are also important to the Scout. Hit Dice: d10 Alignment: Any Base Attack: As fighter Fortitude Save: good Reflex Save: good Will Save: weak Class Skills The class skills of a Scout (and the key abilities for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str) Skill Points at 1st level: (4 + Int Modifier) x4 Skill Points at Each Additional Level: 4 + Int Modifier Class Features Weapon and Armor Proficiency: A Scout is proficient with all simple and martial weapons and with all armor, but not with shields. A Scout wearing light armor or no armor and not carrying a heavy load may fight with two weapons as if he had the feats Ambidexterity and Two-weapon fighting. He looses this special bonus when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword) Track: A Scout gains the Track feat for free at 1st level Nature Sense: A Scout can identify plants and animals (their species and special traits) with perfect accuracy. He can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption) Fast Movement: A Scout moves faster then other members of his race, adding +10 feat to his base land speed, as long as he is wearing light armor or no armor, and not carrying a heavy load Improved Two-Weapon Fighting: A Scout with a Base attack bonus of at least +9 can choose to take to Improved Two-Weapon fighting feat even if he does not have the other prerequisites for that feat. The Scout must be wearing light armor or no armor in order to use this benefit Woodland Stride: Starting at 2nd level, a Scout may move through natural thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairment. This ability does not extend to thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede the Scout Favored Enemy: A Scout gains his first favored enemy at 2nd level, his second at 5th, third at 10th, fourth at 15th, and fifth at 20th. The Favored Enemy ability works exactly as the Ranger ability of the same name. Trackless Step: Staring at 3rd level, a Scout leaves no trail in natural surroundings and cannot be tracked First Strike: A Scout of at least 3rd level adds his Intelligence bonus (if positive) to his Initiative checks Evasion: At 4th level, a Scout gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, he takes no damage instead. This extraordinary ability can only be used if the Scout is wearing light armor or no armor Venom Immunity: A Scout of at least 9th level is immune to all organic poisons, including monster poisons but not including mineral poisons or gasses Improved Evasion: This ability, gained at 13th level, works like evasion, except that while the Scout still takes no damage on a successful Reflex save against spells such as fireball or breath weapons, he now takes only half damage on a failed save. |
| Rogue Shadows03-25-05, 10:23 PM | Troubadour A sort of nonmagical Bard, the Troubadour makes his way through the world through his wit, guile, and charm. He is a talented musician and a walking a storehouse of gossip, tall tales and lore. He learns a little bit about everything; the Troubadour is a jack of all trades but a master of none. Adventures: Troubadours typically adventure to increase their knowledge of the world, and to perform and increase their fame. More to the point, they may in fact be fleeing their latest misadventure rather then actively seeking to find a challenge. No vault, no purse, and no fair maiden is safe from the talents of a Troubadour. Characteristics: The Troubadour is a little bit of everything. He gains many of the skills and abilities that are otherwise unique to the Rogue, but is also no slouch in open combat. Most important is his knowledge gained from a life of gathering lore and his music, which has mild magically effects, although Troubadours are not spellcasters in their own right. They are perhaps the most varied of classes, capable of adapting to almost any situation Alignment: The wandering lifestyle of the Troubadour, his guile, and his charm are all Chaotic traits, and the natural tendency for Troubadours to get themselves into trouble means that no Troubadour is Lawful. On the moral axis, Troubadours range from goodly folk attempting to help the meek to dark and evil ones who would slit the throats of their own mothers for a few copper pieces, although good and neutral Troubadours outnumber the evil ones. Religion: The lifestyle of Troubadours means that they frequently are at odds with the tenants of most Alldarkaan religions. While daemon-worshipping Troubadours find that the ideas of deceit, guile, and trickery fit them perfectly, most Troubadours are not evil, and so many find themselves without a real religion, instead paying only lip service. Lunaism is the only religion that accepts the kind of chaotic behavior that most Troubadours exhibit, but most Troubadours are in enough trouble as it is with the local lord without following the religion of the Taer Background: Many Troubadours are part of acting troupes that travel from place to place, plying their skills for money. Typically, they were trained by older Troubadours, taught the basics and then allowed to leave and explore the world on their own. Others may have slightly more...colorful...backgrounds, but generally a Troubadour has been trained by another in the art of entertainment Races: Jorndrhalfen and Chipak Troubadours are typically skalds, storytellers who have memorized their clan’s history and retell it to others. The Khayyi people place great value in the liberal arts of acting, poetry, and music, and so many are Troubadours. Taelings are sometimes Troubadours, the traveling lifestyle giving them the excuse to wander from place to place, never having to remain in one place for long and thus risk their half-Taer nature being discovered. Taer, as well, are sometimes Troubadours, and good ones at that, although most humans don’t stick around long enough to hear their songs. Other Classes: Troubadours work exceptionally well with Rogues, the Troubadour providing a distraction while the Rogue robs the audience blind. Troubadours also get along fine with Barbarians and Scouts, two other generally Chaotic classes. They are less comfortable around the more lawful or uptight classes - namely, the Priests, Disciples, and Zealots. Most Troubadours like Mages, if only because they make good antagonists for their latest ballads Game Rule Information Troubadours have the following in-game statistics Abilities: Charisma is all-important, considering the fact that a Troubadour is a people person first and foremost, and because the key Troubadour skill of Perform is based on Charisma. Dexterity is important to the typically lightly-armored Troubadour, but it is also useful for the rolls and tumbles of acting. Intelligence can be important to a Troubadour as well, who must have a quick mind to escape from mishaps. Hit Dice: d6 Alignment: Any nonlawful Base Attack: As Bard Fortitude Save: weak Reflex Save: good Will Save: good Class Skills The class skills of a Troubadour (and the key abilities for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Will), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Read Lips (Int, exclusive skill), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble, (Dex) Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). Skill Points at 1st level: (6 + Int Modifier) x 4 Skill Points at Each Additional Level: 6 + Int Modifier Class Features Weapon and Armor Proficiency: Troubadours are proficient with all simple weapons and with all light and medium armor and shields. Additionally, a Troubadour is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, shortbow, composite shortbow, short sword, or whip. Charm: A Troubadour is naturally charming and appealing, and receives a +5 bonus to all Diplomacy checks Troubadour Knowledge: This ability functions exactly as Bardic knowledge of the Bard does Troubadour Music: This spell-like ability of Troubadours functions exactly like the Bardic Music of the Bard class Uncanny Dodge: Starting at 3rd level, the Troubadour gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. He still looses his Dexterity bonus if immobilized, of course At 6th level, the Troubadour can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies Rogues the ability to use flank attacks to sneak attack him. The exception to this defense is that a Rogue at least four levels higher then the character can flank him, and thus sneak attack him. At 11th level, the Troubadour gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This bonus increased by +1 every 3 levels thereafter, to a total of +4 at 20th level. Luck of Rogues: A Troubadour of at least 4th level may add a +2 bonus to any Saving throw. This extraordinary ability may be used at any time, either before or after the saving throw has already been rolled, but can only be used once per day. Bonus Feat: At 5th level and every 5 levels thereafter, a Troubadour may take a bonus feat. He must still meet any other prerequisite for the feat, and cannot take feats restricted to him, such as Weapon Specialization or Extra Turning. Opportunist: Once per round, the Troubadour can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts are the Troubadour’s attack of opportunity for that round. Even a Troubadour with the Combat Reflexes feat can’t use the opportunist ability more then once per round. Skill Mastery: At 10th level, a Troubadour selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. Jack of All Trades: At 12th level, a Troubadour gains a +1 bonus to all Craft and Profession skill checks Ex-Troubadours A Troubadour who becomes lawful in alignment cannot progress in levels as a Troubadour, although he retains all his Troubadour abilities |
| Rogue Shadows03-25-05, 10:24 PM | Zealot Sometimes, all the prayers in the world will not save someone or something. Sometimes it takes more then just faith and hope. Sometimes, it takes a sword. Zealots believe strongly in their faith, but often they find that they must do more then simply teach it: they must defend it, fight for it, and if need be, die for it. Adventures: Zealots adventure to further their religion, whatever they call that religion. While they do this through deeds and preaching, some Zealots are not afraid to force their religion on others. More so then Disciples or Priests, Zealots are out to destroy anything - anything - that opposes their religion, although naturally the interpretation of what lies in opposition and what does not differs from Zealot to Zealot Characteristics: The Zealot is ideally suited to finding and destroying the enemies of her religion. She can turn or rebuke undead, inspire courage in allies, and can visit a dark wrath upon her enemies. She is well trained in weapons and armor, fully able to hold her own in open combat. Alignment: Zealots are typically chaotic in nature, often ignoring a land’s laws in favor of following the laws of her religion. Zealots are also usually not good, since this can potentially get in the way of some of the acts they must commit. However, Zealots face no inherent alignment restrictions. Religion: Most religions have Zealots to act as their divine warriors and protectors, but the Zealots of Kristou, Ilahite, and Elsham are the most fervent in spreading their religion and/or destroying their opponents. Conversely, Lunaists believe that the religion itself does not matter, only the inherent message. Lunaist Zealots are not holy avengers, but rather holy protectors. Background: As with Disciples and Priests, Zealots are usually brought up in monasteries cared for by their religion, sometimes even in the same ones. While Disciples are seekers of ultimate truth, however, and Priests are the speakers and spreaders of the religion, Zealots serve as the martial arm, stepping in when contemplation and words fail or simply during holy wars. Races: All races of humans contain ranks of Zealots, but the Zealots of the Lueten and especially the Khayyi are the most militant and widespread. Taelings are sometimes Zealots, but the inherent human distrust of their half-Taer nature means that they may spend more time fleeing Zealots then actually being one. Taer themselves are only rarely Zealots, and those that are usually are simply protectors of the Priests and Disciples of their religion. Woe unto the human, however, who encounters a Taer Zealot who seeks to take revenge for Humanity’s crimes against Taer and their religion. Other Classes: Zealots work well with Priests and Disciples of their own religion, but radically oppose the Priests, Zealots, and Disciples of other religions in most cases. They work well with Fighters and Scouts who share their own goals, but many Zealots for some reason have the idea that all Barbarians are pagans. They do not work well with Rogues or Troubadours as a general rule, and the followers of the human religions are usually homicidal towards Mages Game Rule Information Zealots have the following in-game statistics Abilities: Strength, Dexterity, and Constitution are all abilities that are important, since the Zealot frequently finds herself in the thick of battle. Charisma is also important because if affects the Turn/Rebuke Undead and Divine Grace abilities of the Zealot Hit Dice: d10 Alignment: Any Base Attack: As fighter Fortitude Save: good Reflex Save: weak Will Save: good Class Skills The class skills of a Zealot (and the key abilities for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), and Ride (Dex) Skill Points at 1st level: (2 + Int Modifier) x 4 Skill Points at Each Additional Level: 2 + Int Modifier Class Features Weapon and Armor Proficiency: A Zealot is proficient with all simple and martial weapons, all armor, and shields. Detect Magic: As a spell-like ability, a Zealot may cast Detect Magic once per day as a 1st level Cleric, regardless of actual character level Divine Grace: A Zealot adds her Charisma modifier (if positive) to all saving throws Divine Health: A Zealot is immune to all diseases, including magical ones such as Mummy Rot or Lycanthropy. Aura of Courage: Beginning at 2nd level, a Zealot is immune to fear (magical or otherwise). Allies within 10 feet of her gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability Smite Heretic: Once per day starting at 2nd level, a Zealot may attempt to Smite a nonbeliever in her religion with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 6th level Zealot armed with a longsword would deal 1d8+6 points of damage, plus any additional bonuses for high Strength or magical effects that may apply. If the Zealot accidentally smites a creature that is nonsentient, and thus has no say in the matter of religion, or someone of her own religion, then the smite has no effect but it is still used up for that day. Smite Heretic is a supernatural ability. A Zealot may attempt to Smite a heretic one extra time per day every four levels, to a total of five times a day at 18th level Turn/Rebuke Undead: A Zealot can use this supernatural ability to turn or rebuke undead. She may use this ability a number of times per day equal to three plus her Charisma modifier. She turns or rebukes Undead as a Cleric two levels lower then her. Neutral Zealots must choose whether they turn or rebuke undead. Sacred Defense: A Zealot adds this number to her saves against spells and spell-like abilities Divine Wrath: Once per day, a Zealot of at least 6th level can use this supernatural ability to inspire her allies to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the Zealot gain 2d10 temporary hit points. This ability affects a number of creatures equal to the Zealot’s class level + her Charisma modifier and lasts an equal number of rounds. Fear: At 5th level and every 6 levels thereafter, a Zealot may cast Fear as a Cleric equal to one-half her class level. Augury: At 9th level and every 5 levels thereafter, a Zealot may cast Augury as a Cleric equal to one-half her class level Ex-Zealots A Zealot who grossly violates the code of conduct expected by her religion (generally by acting in ways opposed to the religion’s alignment or purposes) looses all class abilities and cannot gain levels as a Zealot until she had atoned for her crimes. |
| Rogue Shadows03-25-05, 10:26 PM | Oh, yeah, I remember the third thing now. People worshipped religions rather then individual gods. All the religions were based off of real-world religions. They were: Kristou - Christianity Ilahite - Islam Elsham - Judaism Lunaism - Wicca Zarathustran - Zoroastroism Kathari - Cathari Daemon-worship - Actually, this is the except to the rule, since no one actually worships demons in the real world. I don't think, anyway... As well, there were ancient pagan pantheons - Sekharan (Egyptian), Krosian (Greek), and Jorndrhalfen (Scandanavian) |
| Manyfist03-25-05, 10:50 PM | Hey...... your world seems to be like the Escape from NYmovie..... the movie sucked....... I personally don't like it but hey what ever floats your boat. What exactly do you want people to know? |
| Rogue Shadows03-26-05, 06:22 AM | Why's it seem to be like Escape from NY? It's set in the depths of the dark ages of a world remarkably like Europe. I just want to know if the classes are even balanced, first of all. |