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- Sunday, Monday, Tuesday, Thursday, Friday, Saturday
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- Afternoon, Early Evening, Late Evening
My Game Details
- Gamers Seeking Gamers Status
- I want to join in a game, I want to start a new group
- Game Location (Town)
- Scottsdale
- Game Location (State)
- Arizona
- Game Location (Country)
- USA
- GM or player?
- Don't Mind
- Currently Playing
- D&D (3E), D&D (4E), d20 Modern, Star Wars
- Interested in playing
- OD&D, AD&D (1E), AD&D (2E), D&D (3E), Babylon 5, Call of Cthulhu, d20 Modern, Mutants & Masterminds, Palladium, Star Wars, Traveller, Other
- Smoking
- Non-smoker
- Pets
- Yes
- Days of the week available to game
- Sunday, Monday, Tuesday, Thursday, Friday, Saturday
- Times available to game
- Afternoon, Early Evening, Late Evening
Blog
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Tale of the Twin Suns is unique. The current present of the world has magical portals in every major city in the western lands of Seracia, plus Sunrise City on the East Coast of the continent. Basically any town of Village or larger size has such a portal network. These are today's equivalent of ariports.
[B][U]Scry Screens. [/U][/B]
The nobles and the wealthy are able to afford these. They function like TVs and also allow for tele-confrencing.
[B][U]Mass Production.[/U][/B]
It has happened. Only a handful of metropolises have the manufacturing plants, and due to the portal network, every city connected to it benefits from this. Newspapers are common and can be bought in every settlement.
[B][U]Parcel system. [/U][/B]
Every settlement in the civilized lands has a mail delivery system in place. Key buildings are whwere one can go to have your mail picked up and sent for a small fee. Ring Gates are used to allow for instantaneous delivery to a Parcel Shop anywhere else; a hub exists that allows sorting of mail to get to its proper destination.
[B][U]Arcane Firearms.[/U][/B]
Gunpowder and blackpowder will never work in the Tale; the physics of the world won't allow it. Instead firearms do exist that allow wielders of the arcane to produce spell-like effects with devices that resemble guns. The item is not considered a Magical Device and thus those that have the feats [url=http://www.enworld.org/forum/d-d-3rd-edition-house-rules/247626-tale-twin-suns-feats-talents.html#post4603382]Arcane Understanding[/url] & [url=http://www.enworld.org/forum/d-d-3rd-edition-house-rules/247626-tale-twin-suns-feats-talents.html#post4603419]Arcane Firearms Proficiency[/url] are able to use them without having to have ranks in Use Magic Device.
[B][U]Other Tech.[/U][/B]
I've yet to decide on other tech adaptations.
[B][U]Underlying Feel & Tone.[/U][/B]
The feel of the civilized lands equates to Earth's own Gothic Era. The exception to this is the Elven Empire. In the Elven lands, buildings that scrape the sky exist and they combine their magics with those of dwarves to sculpt buildings right out of the ground. The combined magics are able to create any kind of building just by extracting the needed components from deep within the earth. In this regard, the heavily colonized eleven cities might resemble the Bronx and have a New York style skyline.
[B][U]The Future.[/U][/B]
Assuming the civilized lands don't get swallowed up by the savage Scaled Kingdom and/or aren't enslaved by the scaled folk, then future ill be brighter than Earth's. Plollution will be eliminated before it can adversly affect the atmosphere due to fast developments and intermingling of science and magic and will jump ahead a generation, right over our modern era and into a steampunkish future heavily resembling Dragonstar.
[B][U]Scry Screens. [/U][/B]
The nobles and the wealthy are able to afford these. They function like TVs and also allow for tele-confrencing.
[B][U]Mass Production.[/U][/B]
It has happened. Only a handful of metropolises have the manufacturing plants, and due to the portal network, every city connected to it benefits from this. Newspapers are common and can be bought in every settlement.
[B][U]Parcel system. [/U][/B]
Every settlement in the civilized lands has a mail delivery system in place. Key buildings are whwere one can go to have your mail picked up and sent for a small fee. Ring Gates are used to allow for instantaneous delivery to a Parcel Shop anywhere else; a hub exists that allows sorting of mail to get to its proper destination.
[B][U]Arcane Firearms.[/U][/B]
Gunpowder and blackpowder will never work in the Tale; the physics of the world won't allow it. Instead firearms do exist that allow wielders of the arcane to produce spell-like effects with devices that resemble guns. The item is not considered a Magical Device and thus those that have the feats [url=http://www.enworld.org/forum/d-d-3rd-edition-house-rules/247626-tale-twin-suns-feats-talents.html#post4603382]Arcane Understanding[/url] & [url=http://www.enworld.org/forum/d-d-3rd-edition-house-rules/247626-tale-twin-suns-feats-talents.html#post4603419]Arcane Firearms Proficiency[/url] are able to use them without having to have ranks in Use Magic Device.
[B][U]Other Tech.[/U][/B]
I've yet to decide on other tech adaptations.
[B][U]Underlying Feel & Tone.[/U][/B]
The feel of the civilized lands equates to Earth's own Gothic Era. The exception to this is the Elven Empire. In the Elven lands, buildings that scrape the sky exist and they combine their magics with those of dwarves to sculpt buildings right out of the ground. The combined magics are able to create any kind of building just by extracting the needed components from deep within the earth. In this regard, the heavily colonized eleven cities might resemble the Bronx and have a New York style skyline.
[B][U]The Future.[/U][/B]
Assuming the civilized lands don't get swallowed up by the savage Scaled Kingdom and/or aren't enslaved by the scaled folk, then future ill be brighter than Earth's. Plollution will be eliminated before it can adversly affect the atmosphere due to fast developments and intermingling of science and magic and will jump ahead a generation, right over our modern era and into a steampunkish future heavily resembling Dragonstar.
Posted in Uncategorized
In the Tale of the Twin Suns, spellcasters do not have caster levels, instead their EDR/MTR governs how powerful a spell is when it is cast.
[B][U]EDR/MTR[/U][/B]
The ability to weave spells greater than cantrips is measured by one’s Eldritch Rating (for arcane spellcaster) or Mystic Rating (for divine spellcasters). Regardless of whether PCs or NPCs can utilize cantrips, only true spellcasters have an EDR or MTR. A character capable of casting first level spells has a base of 1 in their EDR/MTR. In the traditional D20 System, caster level would reflect how a spell would manifest and its limitations. In Tale of the Twin Suns EDR/MTR is the replacement for this mechanic.
A character always has a base EDR/MTR. Spellcasters add their ability modifier that governs their bonus spells to their base EDR/MTR. When casting a spell, the spellcaster adds any other adjustments (usually from feats) to their modified EDR/MTR to determine the power of the spell cast. As the spellcaster gains levels, their base EDR/MTR improves. The improvement is on the same track as a spellcaster’s caster level in the standard D20 System.
[B][U]EDR/MTR[/U][/B]
The ability to weave spells greater than cantrips is measured by one’s Eldritch Rating (for arcane spellcaster) or Mystic Rating (for divine spellcasters). Regardless of whether PCs or NPCs can utilize cantrips, only true spellcasters have an EDR or MTR. A character capable of casting first level spells has a base of 1 in their EDR/MTR. In the traditional D20 System, caster level would reflect how a spell would manifest and its limitations. In Tale of the Twin Suns EDR/MTR is the replacement for this mechanic.
A character always has a base EDR/MTR. Spellcasters add their ability modifier that governs their bonus spells to their base EDR/MTR. When casting a spell, the spellcaster adds any other adjustments (usually from feats) to their modified EDR/MTR to determine the power of the spell cast. As the spellcaster gains levels, their base EDR/MTR improves. The improvement is on the same track as a spellcaster’s caster level in the standard D20 System.
Posted in Uncategorized
Tale of the Twin Suns capitalizes on the idea that money doesn't necessarily mean having power.
I've seriously cut down on the Christmas Tree of magical equipment defining the character by replacing that with racial abilities that improve as you gain levels (my Bloodline Strength mechanic), the ability to gain Incarnum abilities (powers harnessed by utilizing ones soul (an no Incarnum in the Tale is nowhere near the same as Incarnum from MoI)) and more class abilities gained as one levels up.
I've also increased the cost to create magic items (x1.5), made the steel piece the standard and lowered the amount of wealth gained as one levels up). In the Tale, your racial, incarnum and class abilities define your character, not your magic items.
I've seriously cut down on the Christmas Tree of magical equipment defining the character by replacing that with racial abilities that improve as you gain levels (my Bloodline Strength mechanic), the ability to gain Incarnum abilities (powers harnessed by utilizing ones soul (an no Incarnum in the Tale is nowhere near the same as Incarnum from MoI)) and more class abilities gained as one levels up.
I've also increased the cost to create magic items (x1.5), made the steel piece the standard and lowered the amount of wealth gained as one levels up). In the Tale, your racial, incarnum and class abilities define your character, not your magic items.
Posted in Uncategorized
So I've been hard at work yesterday and today working on getting a diagram of the inner planes for the Tale complete.
Here it is for your viewing pleasure:
[sblock=Inner Planes Overview][img]http://www.enworld.org/forum/attachments/tale-twin-suns/38406d1231213176-cosmology-discussion-alsteir-transitive-inner-.jpg[/img][/sblock]
Here it is for your viewing pleasure:
[sblock=Inner Planes Overview][img]http://www.enworld.org/forum/attachments/tale-twin-suns/38406d1231213176-cosmology-discussion-alsteir-transitive-inner-.jpg[/img][/sblock]
Posted in Uncategorized
[b][font=papyrus]The Adept[/font][/b]
[b][smallcaps]Game Rule Information[/smallcaps][/b]
There are corners of the world that are untouched by civilization and technology. These pockets give rise to crude spellcasters known as adepts.
Adepts are spellcasters capable of a handful of spells that are derived from the arcane and the divine, and cast these spells as divine spells. Adepts must meditate for an hour in order to refresh their allotment of spells on a daily basis.
Due to their wild and eccentric nature, adepts are most commonly hermits. Adepts are not usually relied on as wizards and sorcerers of the civilized lands, and thus are mistakenly are labeled hags or witches. More appropriately, adepts are mystical defenders or more uncommonly holy men or wise women.
[B]Alignment:[/B] Any
[B]Hit Dice:[/B] D8
[b][smallcaps]Class Skills[/smallcaps][/b]
The adept’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level:
(6 + Int modifier) x 4.
Skill Points at Each Additional Level:
6 + Int modifier.
[code][b]Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1 2 3 4 5 6[/b]
1 +0 +0 +2 +2 Aniaml Companion, 2 - - - - -
Eschew Components
2 +1 +0 +3 +3 Wild Lore 3 - - - - -
3 +2 +1 +3 +3 Evasion 3 - - - - -
4 +3 +1 +4 +4 Trackless Step 4 2 - - - -
5 +3 +1 +4 +4 4 3 - - - -
6 +4 +2 +5 +5 Brew Potion 4 3 - - - -
7 +5 +2 +5 +5 Commune with Nature 1/Day 5 4 2 - - -
8 +6/+1 +2 +6 +6 Woodland Stride 5 4 3 - - -
9 +6/+1 +3 +6 +6 Seductive 5 4 3 - - -
10 +7/+2 +3 +7 +7 Percipience 5 5 4 2 - -
11 +8/+3 +3 +7 +7 Commune with Nature 2/Day 6 5 4 3 - -
12 +9/+4 +4 +8 +8 Improved Evasion 6 5 4 3 - -
13 +9/+4 +4 +8 +8 Speak with Spirits 6 5 5 4 2 -
14 +10/+5 +4 +9 +9 Timeless Body 6 6 5 4 3 -
15 +11/+6/+1 +5 +9 +9 Commune with Nature 3/Day 6 6 5 4 3 -
16 +12/+7/+2 +5 +10 +10 6 6 5 5 4 2
17 +12/+7/+2 +5 +10 +10 Spiritform 1/Day 6 6 6 5 4 3
18 +13/+8/+3 +6 +11 +11 Slippery Mind 6 6 6 5 5 4
19 +14/+9/+4 +6 +11 +11 Commune with Nature 4/Day 6 6 6 5 5 5
20 +15/+10/+5 +6 +12 +12 Longevity, Spiritform 2/Day 6 6 6 6 6 6[/code]
[b][smallcaps]Class Features[/smallcaps][/b]
All of the following are class features of the adept.
[b]Weapon and Armor Proficiency:[/b] Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.
[b]Orisons:[/b] The adept is capable of casting a number of orisons per day equal to two plus half her level. The adept always has access to her orisons, regardless of whether the adept has meditated for the day.
[b]Spells:[/b] An adept casts divine spells which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance.
To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier. Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they must meditate for their spells, receiving them as divine gifts from the land itself. The adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells. The most common times that adepts choose to meditate to refresh their spell allotment is the midnight hour, second dusk or rising dawn.
Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is represented on the class table above. In addition, she receives bonus spells per day if she has a high Wisdom score.
[b]Animal Companion (Ex):[/b] Adepts’ begin play with an animal companion selected from the following list: bat, cat, dog, owl, rat, raven or snake (tiny viper). This animal is serves as a life companion for the adept.
A 1st-level adept’s companion is completely typical for its kind except as noted below. As the adept advances in level, the animals power increases as shown on the table. If the adepts’ companion has perished, she gains a new one after a full day has passed.
The adepts’ druid level for determining her companion’s abilities is equal to her adept level.
[b]Eschew Components (Ex):[/b] The adept is able to cast her spells with a flick of the wrist and/or an utterance. Any spells that have complex somatic or material components are treated as if the adept had applied still spell and eschew materials applied to them. The adepts’ hands need to be free to cast any spell, regardless. If a spell has an expensive material component the adept may sacrifice a portion of her own essence to power it instead.
She does not need to obtain the material component, but she must instead pay a price in experience points for casting the spell. The adept pays 1/25 of the gold-piece cost of the component in XP (minimum loss of 1 XP). Thus if an adept casts stoneskin, which require 250 gp worth of diamond dust, the sorcerer instead pays 10 XP (250 ÷ 25 = 10). Spells that already require an expenditure of experience points are handled normally.
[b]Wild Lore (Ex):[/b] The adept can identify plants and animals (their species and special traits) with perfect accuracy and can determine whether water is safe to drink or dangerous. In addition the adept gains +3 bonus on Knowledge (nature) check to correctly identify herbs and roots.
[B]Evasion (Ex):[/B] At 3rd level and higher the adept can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the adept is wearing light armor or no armor. A helpless adept does not gain the benefit of evasion.
[b]Trackless Step (Ex):[/b] Starting at 4th level the adept leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
[b]Brew Potion (Ex):[/b] The adept gains Brew Potion as a bonus feat at 6th level.
[b]Commune with Nature (Su):[/b] At 7th level, the adept can use commune with nature once per day as a supernatural ability. At 11th level and every four levels thereafter the adept may use this ability one more time per day.
[b]Woodland Stride (Ex):[/b] At 8th level the adept may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
[B]Seductive (Ex):[/B] At 9thllevel the adept gains a +6 bonus to all Charisma checks involving members of the opposite gender and a +3 bonus involving member of the same gender.
[b]Percipience (Su):[/b] At 10th level the adept can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). The character finds this ability disconcerting at first, because it makes her realize how pervasive spirits are: they are everywhere, all the time – although only rarely do they pay attention to the actions of mortals. Adepts sometimes become alerted to danger when the nature spirits of an area are upset or absent.
When an area is devoid of sprits or if spirits around the adept are agitated, the adept cannot be caught flat-footed and the character gains a +3 deflection bonus to her AC. This bonus lasts for only the first round of combat.
[sblock=Spirits][b][font=papyrus]Spirits[/font][/b]
When an adept uses her speak with spirits ability, it generally takes her at least a minute to coax a spirit to appear. These spirits usually take on a translucent humanoid form, although sometimes they simply make a face appear in the water, wood, or other substance they inhabit. Spirits do not like to speak with mortals, but an adept is special and thus more tolerable.
The nature of a spirit sometimes dictates its answer, particularly when a longer answer is requested. Water spirits are quick witted but easily distracted. Wood spirits are quiet and demure. Air spirits are impatient and easily flustered. Creature spirits vary considerably – these are the totem spirits that totem warriors bond with. Stone spirits are the least friendly, the slowest to respond, and the hardest to fathom. Yet, as some of the oldest and most stable, they may have the best and most reliable information.
Spirits have no standard stats – hit points, Armor Class, etc. They are beyond mortal interactions. However, diverting a river spirit’s flow (or a severe drought) can destroy that spirit, as can cutting apart or breaking the stone of a stone spirit. A wood spirit chopped down is destroyed, and, while air spirits are difficult to destroy, they rarely spend much time in one place – wind and weather may send them far away at a moment’s notice.[/sblock]
[B]Improved Evasion (Ex):[/B] This ability works like evasion, except that while the adept still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless adept does not gain the benefit of improved evasion.
[b]Speak With Spirits (Su):[/b] At 13th level the adept can speak with the spirit of a tree, a brook, the air, or any other part of nature that he touches. Once per day he can ask a spirit a question that requires an answer of up to one word per adept level or a series of yes/no questions – one per adept level. Generally, only natural things have spirits – wood made into a door or water in a fountain usually has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if an adept asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit’s surroundings are never more than a 100 yard radius, however – a river miles long has many spirits. A spirit has a 75 percent chance, plus 1 percent per level of the adept, to know the answer to a question about things farther afield, such as, “Is the dragon still over the next hill?” It never knows the answer to a question pertaining to the future or to the thoughts of another: “Can I defeat the dragon in battle?” or “Does the dragon know I’m here?”
To convince the spirit to give an answer, the adept must make a Diplomacy check. A failed check might result in no answer, or it might result in a lie (DM’s discretion). The check’s Difficulty Class depends on the type of spirit.
[b]DC Spirit[/b]
10 Water
15 Wood
18 Air
20 Animal
30 Stone
The adept can speak with spirits once per day for every three levels she has plus one additional time per point of Wisdom bonus.
[b]Timeless Body (Ex):[/b] After attaining 14th level, an adept no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
[b]Spiritform (Sp):[/b] At 17th level the adept can make her body into a spiritform for up to one minute per level once per day. Spiritform allows the adept to become incorporeal for the ability’s duration.
At 20th level and every three levels thereafter, the adept may use this ability one additional time per day.
[B]Slippery Mind (Ex):[/B] The ability grants the adept a chance to wriggle free from magical affects that would otherwise control or compel her. If the adept is affected an enchantment spell or effect and fails her saving throw, she can attempt it again one round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
[b]Longevity (Su):[/b] Adepts that achieve 20th level benefit from an extended lifespan. The adept’s maximum age is changed to equal the maximum age + the maximum die roll possible; the total is then multiplied by three. This is the adepts new maximum age.
[D]-[/D]
[B][FONT=papyrus]Adept Spell List[/FONT][/B]
Adepts choose their spells from the following list.
[b]Orisons:[/b] create water, detect magic, ghost sound, guidance, know direction, light, mending, purify food and drink, read magic, touch of fatigue.
[B]1st Level:[/B] bless, burning hands, calm animals, cause fear, command, comprehend languages, cure wounds, detect chaos, detect evil, detect good, detect law, endure elements, entangle, jump, longstrider, obscuring mist, protection from chaos/evil/good/law, sleep.
[B]2nd Level:[/B] aid, animal messenger, alter self, animal trance, barkskin, bear’s endurance, bull’s strength, cat’s grace, cure wounds, darkness, delay poison, eagle’s splendor, fog cloud, fox’s cunning, gentle repose, gust of wind, hold animal, identify, invisibility, mirror image, owl’s wisdom, pass without trace, remove paralysis, resist energy, scorching ray, see invisibility, shatter, soften earth and stone, speak with animals, web.
[B]3rd Level:[/B] continual flame, cure wounds, daylight, deep slumber, deeper darkness, dispel magic, dominate animal, invisibility purge, glyph of warding, lightning bolt, meld into stone, neutralize poison, plant growth, remove curse, remove disease, sleet storm, stone shape, tongues, water breathing, wind wall.
[B]4th Level:[/B] air walk, antiplant shell, call lightning, command plants, control water, create food and water, cure wounds, gaseous form, minor creation, protection from energy, restoration, solid fog, speak with plants, spike stones, wall of fire.
[B]5th Level:[/B] baleful polymorph, break enchantment, control water, control winds, cure wounds, dismissal, fabricate, faithful hound, greater invisibility, heal, ice storm, overland flight, major creation, passwall, raise dead, scrying, tree stride, true seeing, wall of stone, wall of thorns.
[B]6th Level:[/B] antilife shell, call lightning storm, chain lightning, cone of cold, control weather, cure wounds, forbiddance, heal, ironwood, legend lore, major creation, move earth, plane shift, repel wood, resurrection, spellstaff, stone to flesh, stoneskin, transport via plants, waves of exhaustion.
[b][smallcaps]Game Rule Information[/smallcaps][/b]
There are corners of the world that are untouched by civilization and technology. These pockets give rise to crude spellcasters known as adepts.
Adepts are spellcasters capable of a handful of spells that are derived from the arcane and the divine, and cast these spells as divine spells. Adepts must meditate for an hour in order to refresh their allotment of spells on a daily basis.
Due to their wild and eccentric nature, adepts are most commonly hermits. Adepts are not usually relied on as wizards and sorcerers of the civilized lands, and thus are mistakenly are labeled hags or witches. More appropriately, adepts are mystical defenders or more uncommonly holy men or wise women.
[B]Alignment:[/B] Any
[B]Hit Dice:[/B] D8
[b][smallcaps]Class Skills[/smallcaps][/b]
The adept’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level:
(6 + Int modifier) x 4.
Skill Points at Each Additional Level:
6 + Int modifier.
[code][b]Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1 2 3 4 5 6[/b]
1 +0 +0 +2 +2 Aniaml Companion, 2 - - - - -
Eschew Components
2 +1 +0 +3 +3 Wild Lore 3 - - - - -
3 +2 +1 +3 +3 Evasion 3 - - - - -
4 +3 +1 +4 +4 Trackless Step 4 2 - - - -
5 +3 +1 +4 +4 4 3 - - - -
6 +4 +2 +5 +5 Brew Potion 4 3 - - - -
7 +5 +2 +5 +5 Commune with Nature 1/Day 5 4 2 - - -
8 +6/+1 +2 +6 +6 Woodland Stride 5 4 3 - - -
9 +6/+1 +3 +6 +6 Seductive 5 4 3 - - -
10 +7/+2 +3 +7 +7 Percipience 5 5 4 2 - -
11 +8/+3 +3 +7 +7 Commune with Nature 2/Day 6 5 4 3 - -
12 +9/+4 +4 +8 +8 Improved Evasion 6 5 4 3 - -
13 +9/+4 +4 +8 +8 Speak with Spirits 6 5 5 4 2 -
14 +10/+5 +4 +9 +9 Timeless Body 6 6 5 4 3 -
15 +11/+6/+1 +5 +9 +9 Commune with Nature 3/Day 6 6 5 4 3 -
16 +12/+7/+2 +5 +10 +10 6 6 5 5 4 2
17 +12/+7/+2 +5 +10 +10 Spiritform 1/Day 6 6 6 5 4 3
18 +13/+8/+3 +6 +11 +11 Slippery Mind 6 6 6 5 5 4
19 +14/+9/+4 +6 +11 +11 Commune with Nature 4/Day 6 6 6 5 5 5
20 +15/+10/+5 +6 +12 +12 Longevity, Spiritform 2/Day 6 6 6 6 6 6[/code]
[b][smallcaps]Class Features[/smallcaps][/b]
All of the following are class features of the adept.
[b]Weapon and Armor Proficiency:[/b] Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.
[b]Orisons:[/b] The adept is capable of casting a number of orisons per day equal to two plus half her level. The adept always has access to her orisons, regardless of whether the adept has meditated for the day.
[b]Spells:[/b] An adept casts divine spells which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance.
To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier. Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they must meditate for their spells, receiving them as divine gifts from the land itself. The adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells. The most common times that adepts choose to meditate to refresh their spell allotment is the midnight hour, second dusk or rising dawn.
Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is represented on the class table above. In addition, she receives bonus spells per day if she has a high Wisdom score.
[b]Animal Companion (Ex):[/b] Adepts’ begin play with an animal companion selected from the following list: bat, cat, dog, owl, rat, raven or snake (tiny viper). This animal is serves as a life companion for the adept.
A 1st-level adept’s companion is completely typical for its kind except as noted below. As the adept advances in level, the animals power increases as shown on the table. If the adepts’ companion has perished, she gains a new one after a full day has passed.
The adepts’ druid level for determining her companion’s abilities is equal to her adept level.
[b]Eschew Components (Ex):[/b] The adept is able to cast her spells with a flick of the wrist and/or an utterance. Any spells that have complex somatic or material components are treated as if the adept had applied still spell and eschew materials applied to them. The adepts’ hands need to be free to cast any spell, regardless. If a spell has an expensive material component the adept may sacrifice a portion of her own essence to power it instead.
She does not need to obtain the material component, but she must instead pay a price in experience points for casting the spell. The adept pays 1/25 of the gold-piece cost of the component in XP (minimum loss of 1 XP). Thus if an adept casts stoneskin, which require 250 gp worth of diamond dust, the sorcerer instead pays 10 XP (250 ÷ 25 = 10). Spells that already require an expenditure of experience points are handled normally.
[b]Wild Lore (Ex):[/b] The adept can identify plants and animals (their species and special traits) with perfect accuracy and can determine whether water is safe to drink or dangerous. In addition the adept gains +3 bonus on Knowledge (nature) check to correctly identify herbs and roots.
[B]Evasion (Ex):[/B] At 3rd level and higher the adept can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the adept is wearing light armor or no armor. A helpless adept does not gain the benefit of evasion.
[b]Trackless Step (Ex):[/b] Starting at 4th level the adept leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
[b]Brew Potion (Ex):[/b] The adept gains Brew Potion as a bonus feat at 6th level.
[b]Commune with Nature (Su):[/b] At 7th level, the adept can use commune with nature once per day as a supernatural ability. At 11th level and every four levels thereafter the adept may use this ability one more time per day.
[b]Woodland Stride (Ex):[/b] At 8th level the adept may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
[B]Seductive (Ex):[/B] At 9thllevel the adept gains a +6 bonus to all Charisma checks involving members of the opposite gender and a +3 bonus involving member of the same gender.
[b]Percipience (Su):[/b] At 10th level the adept can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). The character finds this ability disconcerting at first, because it makes her realize how pervasive spirits are: they are everywhere, all the time – although only rarely do they pay attention to the actions of mortals. Adepts sometimes become alerted to danger when the nature spirits of an area are upset or absent.
When an area is devoid of sprits or if spirits around the adept are agitated, the adept cannot be caught flat-footed and the character gains a +3 deflection bonus to her AC. This bonus lasts for only the first round of combat.
[sblock=Spirits][b][font=papyrus]Spirits[/font][/b]
When an adept uses her speak with spirits ability, it generally takes her at least a minute to coax a spirit to appear. These spirits usually take on a translucent humanoid form, although sometimes they simply make a face appear in the water, wood, or other substance they inhabit. Spirits do not like to speak with mortals, but an adept is special and thus more tolerable.
The nature of a spirit sometimes dictates its answer, particularly when a longer answer is requested. Water spirits are quick witted but easily distracted. Wood spirits are quiet and demure. Air spirits are impatient and easily flustered. Creature spirits vary considerably – these are the totem spirits that totem warriors bond with. Stone spirits are the least friendly, the slowest to respond, and the hardest to fathom. Yet, as some of the oldest and most stable, they may have the best and most reliable information.
Spirits have no standard stats – hit points, Armor Class, etc. They are beyond mortal interactions. However, diverting a river spirit’s flow (or a severe drought) can destroy that spirit, as can cutting apart or breaking the stone of a stone spirit. A wood spirit chopped down is destroyed, and, while air spirits are difficult to destroy, they rarely spend much time in one place – wind and weather may send them far away at a moment’s notice.[/sblock]
[B]Improved Evasion (Ex):[/B] This ability works like evasion, except that while the adept still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless adept does not gain the benefit of improved evasion.
[b]Speak With Spirits (Su):[/b] At 13th level the adept can speak with the spirit of a tree, a brook, the air, or any other part of nature that he touches. Once per day he can ask a spirit a question that requires an answer of up to one word per adept level or a series of yes/no questions – one per adept level. Generally, only natural things have spirits – wood made into a door or water in a fountain usually has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if an adept asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit’s surroundings are never more than a 100 yard radius, however – a river miles long has many spirits. A spirit has a 75 percent chance, plus 1 percent per level of the adept, to know the answer to a question about things farther afield, such as, “Is the dragon still over the next hill?” It never knows the answer to a question pertaining to the future or to the thoughts of another: “Can I defeat the dragon in battle?” or “Does the dragon know I’m here?”
To convince the spirit to give an answer, the adept must make a Diplomacy check. A failed check might result in no answer, or it might result in a lie (DM’s discretion). The check’s Difficulty Class depends on the type of spirit.
[b]DC Spirit[/b]
10 Water
15 Wood
18 Air
20 Animal
30 Stone
The adept can speak with spirits once per day for every three levels she has plus one additional time per point of Wisdom bonus.
[b]Timeless Body (Ex):[/b] After attaining 14th level, an adept no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
[b]Spiritform (Sp):[/b] At 17th level the adept can make her body into a spiritform for up to one minute per level once per day. Spiritform allows the adept to become incorporeal for the ability’s duration.
At 20th level and every three levels thereafter, the adept may use this ability one additional time per day.
[B]Slippery Mind (Ex):[/B] The ability grants the adept a chance to wriggle free from magical affects that would otherwise control or compel her. If the adept is affected an enchantment spell or effect and fails her saving throw, she can attempt it again one round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
[b]Longevity (Su):[/b] Adepts that achieve 20th level benefit from an extended lifespan. The adept’s maximum age is changed to equal the maximum age + the maximum die roll possible; the total is then multiplied by three. This is the adepts new maximum age.
[D]-[/D]
[B][FONT=papyrus]Adept Spell List[/FONT][/B]
Adepts choose their spells from the following list.
[b]Orisons:[/b] create water, detect magic, ghost sound, guidance, know direction, light, mending, purify food and drink, read magic, touch of fatigue.
[B]1st Level:[/B] bless, burning hands, calm animals, cause fear, command, comprehend languages, cure wounds, detect chaos, detect evil, detect good, detect law, endure elements, entangle, jump, longstrider, obscuring mist, protection from chaos/evil/good/law, sleep.
[B]2nd Level:[/B] aid, animal messenger, alter self, animal trance, barkskin, bear’s endurance, bull’s strength, cat’s grace, cure wounds, darkness, delay poison, eagle’s splendor, fog cloud, fox’s cunning, gentle repose, gust of wind, hold animal, identify, invisibility, mirror image, owl’s wisdom, pass without trace, remove paralysis, resist energy, scorching ray, see invisibility, shatter, soften earth and stone, speak with animals, web.
[B]3rd Level:[/B] continual flame, cure wounds, daylight, deep slumber, deeper darkness, dispel magic, dominate animal, invisibility purge, glyph of warding, lightning bolt, meld into stone, neutralize poison, plant growth, remove curse, remove disease, sleet storm, stone shape, tongues, water breathing, wind wall.
[B]4th Level:[/B] air walk, antiplant shell, call lightning, command plants, control water, create food and water, cure wounds, gaseous form, minor creation, protection from energy, restoration, solid fog, speak with plants, spike stones, wall of fire.
[B]5th Level:[/B] baleful polymorph, break enchantment, control water, control winds, cure wounds, dismissal, fabricate, faithful hound, greater invisibility, heal, ice storm, overland flight, major creation, passwall, raise dead, scrying, tree stride, true seeing, wall of stone, wall of thorns.
[B]6th Level:[/B] antilife shell, call lightning storm, chain lightning, cone of cold, control weather, cure wounds, forbiddance, heal, ironwood, legend lore, major creation, move earth, plane shift, repel wood, resurrection, spellstaff, stone to flesh, stoneskin, transport via plants, waves of exhaustion.
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