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Cultural Substitution Levels
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<blockquote data-quote="Nifft" data-source="post: 3181760" data-attributes="member: 6562"><p>Jester -- please correct me if I'm wrong -- it seems that Forinthia is a militant feudal theocracy with a distrust of arcane magic. Is this correct? If so, I've got some suggestions. I generally agree with the other posters when it comes to strengths & weaknesses of what you've posted.</p><p></p><p>In general, these cultural sub levels will hamper:</p><p>- Arcane spellcasting, particularly Illusion, Enchantment and Necromancy</p><p>- Deception and subterfuge</p><p>- Chaos</p><p></p><p>They will promote:</p><p>- Support ("buff") spells</p><p>- Combat prowess</p><p>- Law</p><p></p><p>The most common things I will take away are:</p><p>- Skill(s)</p><p>- Bonus Feat</p><p>- Specific class feature (e.g. familiar, animal companion)</p><p>- Whole school or sub-school of magic</p><p></p><p></p><p>So, here goes:</p><p></p><p><strong>Forinthian Sorcerer</strong>: Distrusted by the Church of Light, some select Sorcerers have been taken in and have attuned themselves to Celestial harmonics rather than Draconic.</p><p>HD: <u>d6</u></p><p>Skills: 2+Int -- <s>Bluff (Cha)</s>, Concentration (Con), Craft (Int), <u>Diplomacy (Cha)</u>, Knowledge (arcana, <u>religion</u>) (Int), Profession (Wis), and Spellcraft (Int).</p><p></p><p>Level 1:</p><p>+ Add all "Cure" spells to your spell list.</p><p>- You lose access to all spells of the Enchantment (Compulsion) school, and to all spells of the Illusion (Glamer) school.</p><p></p><p>Level 4:</p><p>+ You gain a variant of Eschew Materials which substitutes a Focus component (religions symbol of the Light) for any non-costly material component. Many Forinthian Sorcerers have the symbol of the Light emblazoned on a mithral buckler.</p><p>- You forever lose the services of a Familiar.</p><p></p><p>Level 12:</p><p>+ Instead of choosing a 6th level spell, you gain <em>heal</em> as your spell known. Add the <em>planar ally</em> family of spells to your spell list. You gain a +4 Circumstance bonus to all Charisma checks made against [Good] outsiders.</p><p>- You forever lose access to all spells of the Necromancy school. Any Necromancy spells you know cannot be cast, but may be traded out as usual. Likewise, you lose access to the <em>planar binding</em> family of spells.</p><p></p><p></p><p></p><p><strong>Forinthian Paladin</strong>: Some Forinthian knights become embodiments of Law, fighting those that would corrupt as well as their more traditional enemies.</p><p></p><p>HD: d10</p><p>Skills: 2+Int -- Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), <u>Intimidate (Cha)</u>, Knowledge (nobility and royalty, religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).</p><p></p><p>1st level:</p><p>+ / - The standard paladin’s ability to use detect evil at will is replaced by the ability to detect chaos at will. Likewise, his aura is an aura of law, and his smite ability affects chaotic creatures, not evil ones. Whenever his smite ability would increase, it applies to chaotic (not evil) creatures.</p><p></p><p>4th level:</p><p>+ <strong>Dispel Chaotic Magic</strong> (Su): You gain the ability to counter or dispel certain magical effects.</p><p>You can counter or dispel the following spell types: spells with the [Chaotic] descriptor, spells from the Enchantment (Compulsion) subschool.</p><p>You can dispel any Spell-Like Ability that meets the above criteria.</p><p>You can make a caster level check to dispel a single lingering, baleful Supernatural effect caused by a creature with the (Chaotic) subtype, such as a Chaos Beast's corporeal instability attack, or a Nalfeshnee's dazing smite.</p><p>You may use this ability 3 + Cha / day.</p><p>- You lose the ability to Turn Undead.</p><p></p><p>6th level:</p><p>+ <em>Break enchantment</em> 1/week (+1/week each time you would otherwise gain an additional weekly use of <em>remove disease</em>).</p><p>- <em>Remove disease</em>.</p><p></p><p></p><p></p><p><strong>Forinthian Cleric</strong>: You're like totally a martial melee cleric for the Theocracy. Take a Fighter level already!</p><p></p><p>HD: d8</p><p>Skills: 2 + Int -- Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), <u>Intimidate (Cha)</u>, Knowledge (<s>arcana</s>, history, <u>nobility & royalty</u>, religion, <s>the planes</s>) (Int), Profession (Wis), <u>Sense Motive (Wis)</u> and Spellcraft (Int).</p><p></p><p>1st level:</p><p>- You must take the War and Law domains.</p><p>+ You may choose any martial weapon to gain proficiency and weapon focus (for your War domain benefit).</p><p></p><p>6th level:</p><p>+ You gain Weapon Specialization applied to one weapon for which you already have Weapon Focus.</p><p>- You lose one spell slot from your highest Cleric spell level. If you would normally have 1 spell at your highest level, you instead have 0 (only bonus spells).</p><p></p><p>9th level:</p><p>+ You gain +1 BAB instead of +0 BAB -- that is, you have full BAB from level 9 through 12. Thus, even if you stick with straight Cleric, you will have BAB +16 at level 20.</p><p>- You lose one spell slot from your second highest Cleric spell level.</p><p></p><p></p><p>What do you think?</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3181760, member: 6562"] Jester -- please correct me if I'm wrong -- it seems that Forinthia is a militant feudal theocracy with a distrust of arcane magic. Is this correct? If so, I've got some suggestions. I generally agree with the other posters when it comes to strengths & weaknesses of what you've posted. In general, these cultural sub levels will hamper: - Arcane spellcasting, particularly Illusion, Enchantment and Necromancy - Deception and subterfuge - Chaos They will promote: - Support ("buff") spells - Combat prowess - Law The most common things I will take away are: - Skill(s) - Bonus Feat - Specific class feature (e.g. familiar, animal companion) - Whole school or sub-school of magic So, here goes: [b]Forinthian Sorcerer[/b]: Distrusted by the Church of Light, some select Sorcerers have been taken in and have attuned themselves to Celestial harmonics rather than Draconic. HD: [u]d6[/u] Skills: 2+Int -- [s]Bluff (Cha)[/s], Concentration (Con), Craft (Int), [u]Diplomacy (Cha)[/u], Knowledge (arcana, [u]religion[/u]) (Int), Profession (Wis), and Spellcraft (Int). Level 1: + Add all "Cure" spells to your spell list. - You lose access to all spells of the Enchantment (Compulsion) school, and to all spells of the Illusion (Glamer) school. Level 4: + You gain a variant of Eschew Materials which substitutes a Focus component (religions symbol of the Light) for any non-costly material component. Many Forinthian Sorcerers have the symbol of the Light emblazoned on a mithral buckler. - You forever lose the services of a Familiar. Level 12: + Instead of choosing a 6th level spell, you gain [i]heal[/i] as your spell known. Add the [i]planar ally[/i] family of spells to your spell list. You gain a +4 Circumstance bonus to all Charisma checks made against [Good] outsiders. - You forever lose access to all spells of the Necromancy school. Any Necromancy spells you know cannot be cast, but may be traded out as usual. Likewise, you lose access to the [i]planar binding[/i] family of spells. [b]Forinthian Paladin[/b]: Some Forinthian knights become embodiments of Law, fighting those that would corrupt as well as their more traditional enemies. HD: d10 Skills: 2+Int -- Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), [u]Intimidate (Cha)[/u], Knowledge (nobility and royalty, religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). 1st level: + / - The standard paladin’s ability to use detect evil at will is replaced by the ability to detect chaos at will. Likewise, his aura is an aura of law, and his smite ability affects chaotic creatures, not evil ones. Whenever his smite ability would increase, it applies to chaotic (not evil) creatures. 4th level: + [b]Dispel Chaotic Magic[/b] (Su): You gain the ability to counter or dispel certain magical effects. You can counter or dispel the following spell types: spells with the [Chaotic] descriptor, spells from the Enchantment (Compulsion) subschool. You can dispel any Spell-Like Ability that meets the above criteria. You can make a caster level check to dispel a single lingering, baleful Supernatural effect caused by a creature with the (Chaotic) subtype, such as a Chaos Beast's corporeal instability attack, or a Nalfeshnee's dazing smite. You may use this ability 3 + Cha / day. - You lose the ability to Turn Undead. 6th level: + [i]Break enchantment[/i] 1/week (+1/week each time you would otherwise gain an additional weekly use of [i]remove disease[/i]). - [i]Remove disease[/i]. [b]Forinthian Cleric[/b]: You're like totally a martial melee cleric for the Theocracy. Take a Fighter level already! HD: d8 Skills: 2 + Int -- Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), [u]Intimidate (Cha)[/u], Knowledge ([s]arcana[/s], history, [u]nobility & royalty[/u], religion, [s]the planes[/s]) (Int), Profession (Wis), [u]Sense Motive (Wis)[/u] and Spellcraft (Int). 1st level: - You must take the War and Law domains. + You may choose any martial weapon to gain proficiency and weapon focus (for your War domain benefit). 6th level: + You gain Weapon Specialization applied to one weapon for which you already have Weapon Focus. - You lose one spell slot from your highest Cleric spell level. If you would normally have 1 spell at your highest level, you instead have 0 (only bonus spells). 9th level: + You gain +1 BAB instead of +0 BAB -- that is, you have full BAB from level 9 through 12. Thus, even if you stick with straight Cleric, you will have BAB +16 at level 20. - You lose one spell slot from your second highest Cleric spell level. What do you think? Cheers, -- N [/QUOTE]
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