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[Let's Read] Nyambe: African Adventures
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<blockquote data-quote="Libertad" data-source="post: 7634981" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/DDxsG0m.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>In Nyambe-tanda, Prestige Classes are a cut above the common crop, associated with specific organizations and special trainers to separate them from the more general and self-taught core classes. We first start off with looking at what existing PrCs can convert to Nyambe, and given this is 3.0 won’t include such vaunted options as the Archmage, Arcane Trickster, and so on. Arcane Archers are renamed Arcane Shongo, unthaltu warrior societies who specialize in throwing blades. The Assassin’s arcane magic association makes them explicitly tied to the Kosans and their descendants. Dwarven defenders are found among the utuchekulu and are not proficient with heavy armor, and Shadowdancers are limited to the kitunusi. Loremasters are those renowned for being repositories of generations’ worth of knowledge, and they are most common among women in Nibomay on account of being the oldest surviving Nyamban civilization.</p><p></p><p></p><p>A peculiar thing about Nyambe’s Prestige Classes is that they all have their own spellcasting progression rather than adding effective caster levels to the existing base class. In most cases this is a bad option mechanically as it stunts a character’s spellcasting progression, but a few of the ones in this book go all the way up to 9th-level spells in a 10-level PrC. This is a bit weak early on, but at mid-higher levels is on par with other primary casters and include the Mganga, Soroko, and Zombi Cultist. The other classes go up to 5th or 6th-level spells, with the exception of the Dembe who goes up to 4th-level much like the Ranger.</p><p></p><p></p><p><img src="https://i.imgur.com/86x0aur.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="https://i.imgur.com/3xtlZFb.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><img src="https://i.imgur.com/5OAnLUF.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="https://i.imgur.com/ofz8WxJ.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Dembe, Engolo, Mganga, and Ngoma:</em> I’m grouping these four prestige classes together on account that they are “prestige” versions of existing D&D core classes and do not noticeably differ from them save in a few areas. <strong>Dembe</strong> are rangers, members of monster-hunting societies. In addition to favored enemies they also gain Favored Terrain granting them bonuses on skill checks in certain areas, a concept which standard 3.X would not see until the advent of Pathfinder. <strong>Engolo</strong> are ritualized wrestlers whose traditions originated among the NaBula people, and their AC bonus increase only triggers when someone is playing a percussion instrument nearby. Engolo also become immune to all forms of nonlethal damage as a capstone 10th level ability. The <strong>Mganga</strong> are witch-doctors who specialize in fighting evil magic, but statwise they cast spells from the wizard spell list which are treated as divine instead of arcane magic and gain familiars instead of fiendish servants. Finally, the <strong>Ngoma</strong> are divine bards who invoke the powers of the orisha through dance, music, and/or poetry. Their bardic knowledge is reflavored as secrets the orisha whisper to them.</p><p></p><p></p><p><img src="https://i.imgur.com/3wU5Jil.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Inyanga Yensimbi:</em> Known as “doctors of iron” in the Kordo language, these artisans possess a supernatural knack for working with this holy metal. They are a 5-level PrC which needs the Craft Magic Arms and Armor feat to quality and 5 ranks in related Craft skills, so they’re easy to enter. They can cast cleric spells of up to 5th level, and most of their class features are background or downtime related: +10 bonus to crafting non-magical iron items, reduced XP cost for crafting magic iron arms and armor, and learning how to craft an iron golem cheaper than usual as their capstone ability. Some of their more ‘active’ class features include their skin toughening up to be a natural weapon and natural armor bonus or the ability to spontaneously convert spell slots to heat metal or rusting grasp spells.</p><p></p><p></p><p>Overall this class is too situational and weak for most adventuring parties.</p><p></p><p></p><p><img src="https://i.imgur.com/DfCfnjz.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Leapord Cultist:</em> The Leopard Cult originated as an anti-immigrant group in Kaya Vua Samaki seeking to drive Far Easterners off of their shores. Over time they became compromised by real wereleopards to the point that they’re now a fiendish cult operating like an organized crime syndicate. The prerequisites are easy: 1 rank in Control Shape and must be a wereleopard. Their 5 levels have a host of useful abilities, from retaining full intelligence and memory in any shapechanged form, enhanced natural attack damage, immunity to spells which reveal their true form, and Damage Reduction 15 as their 5th level capstone ability which can only be overcome by animal horns and weapons made from such material.</p><p></p><p></p><p>Overall a strong class, but since wereleopards are evil this is not exactly PC-appropriate.</p><p></p><p></p><p><img src="https://i.imgur.com/x9PWQIc.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Magic-Eater:</em> The magic-eaters are part of an organization dedicated to the eradication of all arcane spellcasters in the Kaya Vua Samaki region, both mchawi and sei. They are a rather humanocentric organization, dismissing demihumans automatically save in a rare few situations. In order to gain their first level and further levels in the PrC, a Magic Eater must undergo a ritual vision where they learn the location of a powerful mchawi. They must kill this spellcaster and bring back their hearts to an elder in the organization.</p><p></p><p></p><p>In exchange, the Magic-Eater is a martial class with no spellcasting ability, and gain a very high Spell Resistance (10 + twice their PrC level) against arcane magic and spell-like abilities. Their signature ability is to “eat magic” with a touch attack: initially this takes the form of automatically making a target lose their highest-level spell slot, but can be used to auto-cancel spells affecting the target (positive or negative) and regain hit points for every spell the Magic Eater “eats.” At 9th level they can cast mage’s disjunction on arcane magic items (permanently render them nonmagical), and their 10th-level capstone lets them “eat” 1d4+1 spell slots at a time.</p><p></p><p></p><p>Overall a pretty strong class for a noncaster, although their organization’s anti-arcane nature means that you better not have a sei or mchawi in your party if you want to join.</p><p></p><p></p><p><img src="https://i.imgur.com/qorKFZl.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Mask Maker:</em> Not any one organization per se, mask-making societies are popular all over the continent. They are fraternal male-only orders who build magical masks with which a spirit can be channeled. In some areas they rule over communities as a form of shadow government, using their masks to adopt alternate identities.</p><p></p><p></p><p>The Mask-Maker is a 5-level PrC and can cast spells from the cleric list of up to 5th level. Their special abilities are much like the doctor of iron, being able to craft masks with less GP and XP cost and gain Skill Focus (Craft-Masks) as a bonus feat. Their later-level abilities include the ability to permanently meld a mask into their face, effectively wearing it as a slotless item and are able to bestow this upon others as the capstone ability.</p><p></p><p></p><p><img src="https://i.imgur.com/x2jYjx3.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Nibomay Amazon:</em> One of the iconic martial traditions, the Amazons are called the Ahosi among their own and perhaps the most famous warrior society in Nyambe. They only accept women, but the prerequisites are otherwise lax requiring Exotic Weapon Proficiency in their two signature weapons: the greatbow and razor sword. They are a noncasting martial class with a host of good abilities: increased aid another bonuses, an at-will AoE fear-generating war cry, the abililty to move their normal speed and full attack on the first round of combat, and can accept temporary ability score damage to Charisma via ritual scarring and gain an equivalent bonus to one of their physical ability scores. Their later level abilities include more miscellaneous utility effects, such as casting true strike 3 times per day and granting their greatbows and razor swords the equivalent of the vorpal weapon quality: insta-kill on a critical hit.</p><p></p><p></p><p>The ritual scarring is great for self-buffing, but I cannot understate how amazing it is in 3rd Edition to full attack and move. Traditionally, characters could only make multiple attacks per round if they moved no more than a 5 foot step or managed to down an opponent with Cleave. Pounce is traditionally a monster-specific ability, but when you can move 30 to 60 feet and make 2 to 5 attacks it really opens up mobility options for martial characters.</p><p></p><p></p><p><img src="https://i.imgur.com/8qIYGhm.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Soroka:</em> Commonly known as poison oracles, soroka are spellcasters who enhance their divination spells via analyzing the death throes of a poisoned animal, seeing ominous portents in their seemingly random spasms. Unlike standard D&D, poison use in Nyambe is not inherently evil and the soroka find their talents in high demand.</p><p></p><p></p><p>Although they are a primary caster, they have a whopping d12 hit die and can learn any spell from the cleric, druid, or sorcerer/wizard list provided it is of the divination school. They use mojuba bags but are divine casters. Their trademark feature is Poison Divination, where if a creature within 30 feet dies from poison they can absorb its energy to cast a divination spell without wasting a spell slot. This can even apply this to spells they do not have prepared, but is otherwise limited by level based on the killed creature’s hit dice (total HD divided by 2, round down). However, you must limit your sacrifices to non-sentient monsters if you’re not of evil alignment.</p><p></p><p></p><p>The soroka’s other features are minor, relating to crafting poisons without needing raw materials (but time and Craft checks still apply), gain immunity to poison and poison weapons without accidentally poisoning yourself, etc.</p><p></p><p></p><p>This PrC is one I like, for it both naturally fits within the setting lore and is a potent class option. One of poison’s largest drawbacks in 3rd Edition was its expense, costing hundreds or thousands of gold pieces per dose. Although restrictive, the ability to potentially gain infinite casting of divination spells under proper circumstances really opens up utility options for adventuring parties.</p><p></p><p></p><p><img src="https://i.imgur.com/gjycXbs.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Zombi Cultist:</em> Our final Prestige Class is restricted to those of evil alignment, meaning that is NPC-only in most campaigns. This is especially true given that you must kill and reanimate a loved one to prove your devotion. The description is exactly what it says on the tin: you’re an evil necromancer who gave up your traditional magic and disciplines for increased power over true zombis. The class is caster-centric with its own 9-level progression and is able to cast any necromancy spell on the cleric and sorcerer/wizard lists but are treated as divine spells. They also apply the True Zombi template on undead they animate, gain the ability to control more Hit Dice worth of undead at once, a “lifesense” blindsight out to 30 feet, scaly skin that grants a natural armor bonus, an extra cleric domain related to Zombi’s portfolio (Death, Evil, Magic, or Serpents), and gain natural fang attacks which are permanently imbued with Strength-draining poison.</p><p></p><p></p><p>While the loss of typical spellcasting class progression is a bit of a downer at early levels, the ability to be an even better necromancer with more undead minions has always been a strong option in 3rd Edition.</p><p></p><p></p><p><strong>Thoughts So Far:</strong> I have mixed feelings about the new Prestige Classes. The “like a core class but prestige” feels unnecessary, and I feel that the mganga could’ve been incorporated into the mchawi core class as a non-evil option. Several of them seem inappropriate for adventuring dungeon-delvers and more in line with the kind of characters said adventurers buy supplies from when visiting civilization. I liked the Magic Eater, Nibomay Amazon, and Soroka the most on account that they are both effective and appropriate for a broad variety of PC parties, while the Leopard and Zombi Cultists make for potent villains.</p><p></p><p></p><p><strong>Join us next time as we peruse the new skill uses and feats in Chapter Six!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7634981, member: 6750502"] [center][img]https://i.imgur.com/DDxsG0m.png[/img][/center] In Nyambe-tanda, Prestige Classes are a cut above the common crop, associated with specific organizations and special trainers to separate them from the more general and self-taught core classes. We first start off with looking at what existing PrCs can convert to Nyambe, and given this is 3.0 won’t include such vaunted options as the Archmage, Arcane Trickster, and so on. Arcane Archers are renamed Arcane Shongo, unthaltu warrior societies who specialize in throwing blades. The Assassin’s arcane magic association makes them explicitly tied to the Kosans and their descendants. Dwarven defenders are found among the utuchekulu and are not proficient with heavy armor, and Shadowdancers are limited to the kitunusi. Loremasters are those renowned for being repositories of generations’ worth of knowledge, and they are most common among women in Nibomay on account of being the oldest surviving Nyamban civilization. A peculiar thing about Nyambe’s Prestige Classes is that they all have their own spellcasting progression rather than adding effective caster levels to the existing base class. In most cases this is a bad option mechanically as it stunts a character’s spellcasting progression, but a few of the ones in this book go all the way up to 9th-level spells in a 10-level PrC. This is a bit weak early on, but at mid-higher levels is on par with other primary casters and include the Mganga, Soroko, and Zombi Cultist. The other classes go up to 5th or 6th-level spells, with the exception of the Dembe who goes up to 4th-level much like the Ranger. [img]https://i.imgur.com/86x0aur.png[/img][img]https://i.imgur.com/3xtlZFb.png[/img] [img]https://i.imgur.com/5OAnLUF.png[/img][img]https://i.imgur.com/ofz8WxJ.png[/img] [i]Dembe, Engolo, Mganga, and Ngoma:[/i] I’m grouping these four prestige classes together on account that they are “prestige” versions of existing D&D core classes and do not noticeably differ from them save in a few areas. [b]Dembe[/b] are rangers, members of monster-hunting societies. In addition to favored enemies they also gain Favored Terrain granting them bonuses on skill checks in certain areas, a concept which standard 3.X would not see until the advent of Pathfinder. [b]Engolo[/b] are ritualized wrestlers whose traditions originated among the NaBula people, and their AC bonus increase only triggers when someone is playing a percussion instrument nearby. Engolo also become immune to all forms of nonlethal damage as a capstone 10th level ability. The [b]Mganga[/b] are witch-doctors who specialize in fighting evil magic, but statwise they cast spells from the wizard spell list which are treated as divine instead of arcane magic and gain familiars instead of fiendish servants. Finally, the [b]Ngoma[/b] are divine bards who invoke the powers of the orisha through dance, music, and/or poetry. Their bardic knowledge is reflavored as secrets the orisha whisper to them. [img]https://i.imgur.com/3wU5Jil.png[/img] [i]Inyanga Yensimbi:[/i] Known as “doctors of iron” in the Kordo language, these artisans possess a supernatural knack for working with this holy metal. They are a 5-level PrC which needs the Craft Magic Arms and Armor feat to quality and 5 ranks in related Craft skills, so they’re easy to enter. They can cast cleric spells of up to 5th level, and most of their class features are background or downtime related: +10 bonus to crafting non-magical iron items, reduced XP cost for crafting magic iron arms and armor, and learning how to craft an iron golem cheaper than usual as their capstone ability. Some of their more ‘active’ class features include their skin toughening up to be a natural weapon and natural armor bonus or the ability to spontaneously convert spell slots to heat metal or rusting grasp spells. Overall this class is too situational and weak for most adventuring parties. [img]https://i.imgur.com/DfCfnjz.png[/img] [i]Leapord Cultist:[/i] The Leopard Cult originated as an anti-immigrant group in Kaya Vua Samaki seeking to drive Far Easterners off of their shores. Over time they became compromised by real wereleopards to the point that they’re now a fiendish cult operating like an organized crime syndicate. The prerequisites are easy: 1 rank in Control Shape and must be a wereleopard. Their 5 levels have a host of useful abilities, from retaining full intelligence and memory in any shapechanged form, enhanced natural attack damage, immunity to spells which reveal their true form, and Damage Reduction 15 as their 5th level capstone ability which can only be overcome by animal horns and weapons made from such material. Overall a strong class, but since wereleopards are evil this is not exactly PC-appropriate. [img]https://i.imgur.com/x9PWQIc.png[/img] [i]Magic-Eater:[/i] The magic-eaters are part of an organization dedicated to the eradication of all arcane spellcasters in the Kaya Vua Samaki region, both mchawi and sei. They are a rather humanocentric organization, dismissing demihumans automatically save in a rare few situations. In order to gain their first level and further levels in the PrC, a Magic Eater must undergo a ritual vision where they learn the location of a powerful mchawi. They must kill this spellcaster and bring back their hearts to an elder in the organization. In exchange, the Magic-Eater is a martial class with no spellcasting ability, and gain a very high Spell Resistance (10 + twice their PrC level) against arcane magic and spell-like abilities. Their signature ability is to “eat magic” with a touch attack: initially this takes the form of automatically making a target lose their highest-level spell slot, but can be used to auto-cancel spells affecting the target (positive or negative) and regain hit points for every spell the Magic Eater “eats.” At 9th level they can cast mage’s disjunction on arcane magic items (permanently render them nonmagical), and their 10th-level capstone lets them “eat” 1d4+1 spell slots at a time. Overall a pretty strong class for a noncaster, although their organization’s anti-arcane nature means that you better not have a sei or mchawi in your party if you want to join. [img]https://i.imgur.com/qorKFZl.png[/img] [i]Mask Maker:[/i] Not any one organization per se, mask-making societies are popular all over the continent. They are fraternal male-only orders who build magical masks with which a spirit can be channeled. In some areas they rule over communities as a form of shadow government, using their masks to adopt alternate identities. The Mask-Maker is a 5-level PrC and can cast spells from the cleric list of up to 5th level. Their special abilities are much like the doctor of iron, being able to craft masks with less GP and XP cost and gain Skill Focus (Craft-Masks) as a bonus feat. Their later-level abilities include the ability to permanently meld a mask into their face, effectively wearing it as a slotless item and are able to bestow this upon others as the capstone ability. [img]https://i.imgur.com/x2jYjx3.png[/img] [i]Nibomay Amazon:[/i] One of the iconic martial traditions, the Amazons are called the Ahosi among their own and perhaps the most famous warrior society in Nyambe. They only accept women, but the prerequisites are otherwise lax requiring Exotic Weapon Proficiency in their two signature weapons: the greatbow and razor sword. They are a noncasting martial class with a host of good abilities: increased aid another bonuses, an at-will AoE fear-generating war cry, the abililty to move their normal speed and full attack on the first round of combat, and can accept temporary ability score damage to Charisma via ritual scarring and gain an equivalent bonus to one of their physical ability scores. Their later level abilities include more miscellaneous utility effects, such as casting true strike 3 times per day and granting their greatbows and razor swords the equivalent of the vorpal weapon quality: insta-kill on a critical hit. The ritual scarring is great for self-buffing, but I cannot understate how amazing it is in 3rd Edition to full attack and move. Traditionally, characters could only make multiple attacks per round if they moved no more than a 5 foot step or managed to down an opponent with Cleave. Pounce is traditionally a monster-specific ability, but when you can move 30 to 60 feet and make 2 to 5 attacks it really opens up mobility options for martial characters. [img]https://i.imgur.com/8qIYGhm.png[/img] [i]Soroka:[/i] Commonly known as poison oracles, soroka are spellcasters who enhance their divination spells via analyzing the death throes of a poisoned animal, seeing ominous portents in their seemingly random spasms. Unlike standard D&D, poison use in Nyambe is not inherently evil and the soroka find their talents in high demand. Although they are a primary caster, they have a whopping d12 hit die and can learn any spell from the cleric, druid, or sorcerer/wizard list provided it is of the divination school. They use mojuba bags but are divine casters. Their trademark feature is Poison Divination, where if a creature within 30 feet dies from poison they can absorb its energy to cast a divination spell without wasting a spell slot. This can even apply this to spells they do not have prepared, but is otherwise limited by level based on the killed creature’s hit dice (total HD divided by 2, round down). However, you must limit your sacrifices to non-sentient monsters if you’re not of evil alignment. The soroka’s other features are minor, relating to crafting poisons without needing raw materials (but time and Craft checks still apply), gain immunity to poison and poison weapons without accidentally poisoning yourself, etc. This PrC is one I like, for it both naturally fits within the setting lore and is a potent class option. One of poison’s largest drawbacks in 3rd Edition was its expense, costing hundreds or thousands of gold pieces per dose. Although restrictive, the ability to potentially gain infinite casting of divination spells under proper circumstances really opens up utility options for adventuring parties. [img]https://i.imgur.com/gjycXbs.png[/img] [i]Zombi Cultist:[/i] Our final Prestige Class is restricted to those of evil alignment, meaning that is NPC-only in most campaigns. This is especially true given that you must kill and reanimate a loved one to prove your devotion. The description is exactly what it says on the tin: you’re an evil necromancer who gave up your traditional magic and disciplines for increased power over true zombis. The class is caster-centric with its own 9-level progression and is able to cast any necromancy spell on the cleric and sorcerer/wizard lists but are treated as divine spells. They also apply the True Zombi template on undead they animate, gain the ability to control more Hit Dice worth of undead at once, a “lifesense” blindsight out to 30 feet, scaly skin that grants a natural armor bonus, an extra cleric domain related to Zombi’s portfolio (Death, Evil, Magic, or Serpents), and gain natural fang attacks which are permanently imbued with Strength-draining poison. While the loss of typical spellcasting class progression is a bit of a downer at early levels, the ability to be an even better necromancer with more undead minions has always been a strong option in 3rd Edition. [b]Thoughts So Far:[/b] I have mixed feelings about the new Prestige Classes. The “like a core class but prestige” feels unnecessary, and I feel that the mganga could’ve been incorporated into the mchawi core class as a non-evil option. Several of them seem inappropriate for adventuring dungeon-delvers and more in line with the kind of characters said adventurers buy supplies from when visiting civilization. I liked the Magic Eater, Nibomay Amazon, and Soroka the most on account that they are both effective and appropriate for a broad variety of PC parties, while the Leopard and Zombi Cultists make for potent villains. [b]Join us next time as we peruse the new skill uses and feats in Chapter Six![/b] [/QUOTE]
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