D&D- Campaign Setting Flailings, Pt. II
Dec. 25th, 2008 01:28 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Barbarian. Not necessarily a people, but a mindset. Anyone from the town drunk with a temper to those bastards across the river who steal your cattle.
Bard. The fae like bards- mortals can create, and bards create music, and that is especially attractive. PC elves who have picked up bardic abilities are regarded as blessed by their kin. Everyone else tends to like them as well, so long as they don’t steal the good silver or run off with the daughter of anyone important. Guild musicians would, of course, never do such a thing, but their pieces and their prices aren’t generally suited to an evening’s entertainment in the village watering hole.
Brawler. A fighter who concentrates on direct application of bare-handed brute force. A brawler trades proficiency with medium and heavy armor and shields for a monk’s unarmed damage and AC bonus progression, and trades his first-level bonus feat for Improved Unarmed Strike. (If someone wants to play a bare-handed brawler, they can do that without having to be ridiculously high-level, and in this world, monks are cloistered holy men)
Cloistered Cleric. Sometimes the gods see fit to grant power to their followers, though granting more than a gift for rhetoric is rare. Possibly this is because worship is so scattered and homogenized- most clerics multitask, caring for the shrines of the handful of gods that local people hold dear and learning more about them as they go. The Circle is said to contain all gods, with the Emperor at its center as their main face on earth, and government-sanctioned seminaries teach a multitude of different variants of writ while enforcing the Code of Life as laid down on the first Emperor’s ascent to the throne. Pick your domains and your ethos- whatever it is, there’s probably been a godling worshipped at some point, somewhere in the empire you could have picked up. Alternately, one may concentrate on Auberon, the distant elfish god, or be a part of the orcish priestesshood of the Allmother and the varying shamanic animal gods that are patron to each clan, though these tend to be more of the battle-cleric variety.
Cleric. Prettymuch as above, but with more focus on combative abilities. This is a class that has almost paladin-like overtones in the Empire, and there is indeed a special order of Imperial knights made up of just these sorts of holy warriors. The orcish shamans and priestesses also have a knack for knowing how to beat the snot out of those who would give them lip or harm their kin.
Druid. Arbitrators between the wild and the civilized. (They do need some adjustment, though. Maybe limit Wildshape to a skin you've taken from an animal)
Duskblade. A sorcerer who’s chosen to concentrate on physical combat, but still cannot help but channel his/her effervescent life-force into the blade. Such discipline as sword-work sometimes helps ease the symptoms that come about when a sorcerer manifests. Alternately, a wizard who finds that a healthy body equals a healthy mind, and has altered his regimen to include just such exercises. If playing it as sorcerous, use Charisma instead of Intelligence, but otherwise they are indistinguishable.
Fighter. Lots of fighters in Alucia. Out of Alucia. Around Alucia. If it’s not a Knight of the Empire barreling down the lists, it’s a legionnaire tromping across the field, or a bravo from the lower streets getting into a lying contest with the hulking brute down from the mountains. 4 Skillpoints + Int mod.
Ranger. Somewhere between an army scout and a druid, these hunters wander, blending with the landscape but without the literal, spiritual spin on that that druids take. Favored environment variant is permitted.
Rogue. Sometimes one’s job description requires a little bit of flexibility. And maybe a little bit of discretion, and a strategic sharp point or two. Not necessarily criminal, but not necessarily sterling, either.
Sorcerer. Some have magic flowing in their veins, cropping up every few generations from some long-distant ancestry, or an affinity with the forces of the world without necessarily a devotion to its rhythms, as the druid (some even say it’s something in the groundwater in some places- but that’s hardly a sensible notion, as any learned wizard will tell you). While hints of odd kinships or abilities are not all that uncommon, those who survive the Ordeal of manifestation intact are slightly rarer. Sorcerers are hardly forbidden- but they are, shall we say, nerve-wracking to those communities that produce them. There has been much support of the Imperial offer of scholarship to those with arcane manifestations.
(There have been a lot of different things I’ve tried to get the feel I want for them, but to avoid unnecessary pigeon-holing beyond ‘innate ability’, I’m thinking to steal KidVersimilitude’s sorcerer variant on the boards. I also very much just want to say “Take some heritage feats, celestial, fiendish, fey or draconic, because that’s generally how these things happen. Northern mountainous-type people go draconic, Akyos tends toward fiendish, the Alucian royals are celestial, and anyplace there’s been an elfish population tends to get fey-blooded magic-users.” I suppose I could present two variants, or allow this version with some selected heritage features added in amongst the choices, because ‘something in the groundwater’ and ‘my ancestry has a little something extra’ are not mutually exclusive. I don’t mean to divert over-much attention to sorcerers, I’m just trying to hash out how they’re supposed to work (and work well) in my world, same as I did with the orcs. I like the idea, the mechanics and fluff just need some tweaking.)
1-Eschew Materials, Arcane Gift, (does not gain familiar)
5-Arcane Gift
10-Arcane Gift
15-Arcane Gift
20-Arcane Gift
Arcane Gift-The sorcerer may choose from the following abilities (each ability may be selected once):
Arcane Body
You gain 3 hit points for every metamagic feat you possess. Additionally, you gain 3 hit points each time you select a new metamagic feat.
Arcane Channeling
You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer can expend two 2nd-level spell slots to cast any 3rd-level spell he knows. Casting a spell in this way requires a full round action. Although it increases casting time like a metamagic feat, this gift is not a metamagic feat and is not affected by the casting time reduction of the Blood Magic gift.
Arcane Resistance
You add 1/2 your Charisma bonus to saves vs. spells and spell-like abilities.
Arcane Senses
You can use detect magic at will. Also, as a swift action, you can attempt to determine an opponent's spellcasting ability. You make a Spellcraft check (DC 5 + target's caster level). If this check succeeds, you learn the highest-level spells/spell-like abilities the target is capable of casting. This benefit grants you no insight into supernatural abilities.
Blood Magic (I’d probably call this Self-Sacrifice)
Instead of casting a spell from a higher level slot, you may lose 1 point of Con for each level increase normally associated with the metamagic feat. For example you could cast a Maximized spell at its normal level, losing 3 points of Con instead of increasing the spell level. Additionally, unlike standard metamagic, using a metamagic feat powered by this ability does not increase the casting time of the spell. You may not sacrifice more Con with a single spell than your class level. The ability loss cannot be healed by normal or magical means, but all ability points lost in this way return when the sorcerer prepares his mind for a new day of spellcasting. This ability cannot be used to cast a spell with a metamagic feat that would normally increase the spell level beyond the highest level spell you can cast. (I’m thinking I wouldn’t put this as Con, but as any ability score, so long as for a single spell it all came from the same stat. I’m also thinking not just getting it all back when you wake up in the mornings, but healing as normal, with a caster level check on the part of the healer to restore anything more quickly. You’re digging into your physical, mental, and/or spiritual reserves- that shouldn’t just blip away, otherwise there’s no point to it.)
Blood as Power
You cut yourself as a somatic component when casting a spell. The cut does 1d6 hp of damage per level of the spell, but the spell doesn't expend the spell slot. You can use this ability 3 times/day.
Imbue Spell
As a swift action, when you cast a spell, you may expend a second spell slot along with it. The first spell has its caster level raised by an amount equal to the spell slot's level. You may not use the Blood as Power gift to keep the second spell slot from being expended. You may not use Arcane Channeling in conjunction with this ability.
Mettle
You can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against a spell or spell-like ability that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect. An unconscious or sleeping sorcerer does not gain the benefit of mettle.
Please, multiclass freely. I see no point in penalizing the spice of life, just be responsible for your own builds. If I’ve forgotten something here you want to try, bring it to my attention, although I’m leery of psions at this moment.
Religions-
Elves- Exiled from Underhill with little memory of their pasts, elves can be anywhere from staunch atheists to druids or Imperial clerics to remembering their ancient king-
Organizations-
The Irregulars: Usually, this title refers to mixed or variant troops attached to a legion, things like scouts or fighters of unusual styles or battle mages. Unseen, however, it also refers to those who serve the empire in less visible and highly varied ways, unattached to any particular legion but answering to the Imperial spymasters.
They may also be in charge of a defensive line on their side of the river, intent on both keeping Rohganish ‘outlaws’ (unmarked soldiers) out and troublemakers from their own side starting fights. This has had limited success.