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Low-magic Classes in my Campaign
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<blockquote data-quote="HarryFlashman" data-source="post: 1366416" data-attributes="member: 16377"><p>I have been working on a Low-magic Low-fantasy setting for a few weeks now and several people on the boards have suggested various ideas and books (Darklore PDF, Midnight, Conan, Legends of Excalibur PDF). I thank them all.</p><p></p><p>For more on the setting I am using:</p><p></p><p><a href="http://www.enworld.org/forums/showthread.php?t=76186" target="_blank">http://www.enworld.org/forums/showthread.php?t=76186</a></p><p></p><p>A few ideas tossed around and plenty of flavour text/in-game stories.</p><p></p><p>In any case I think I have settled on how to handle spell casters until I can afford a better system. Keep in mind that balance is not as important to me as keeping the spell abilities low but not non-existant. I would prefer them balanced to slightly-under-powered by it is not necessary that they be so.</p><p></p><p><span style="color: DarkOrange">For Half Casters (Paladins and Rangers)</span></p><p></p><p>Rather than having open access to the entire spell list as is the norm Rangers and Paladins either must choose 4, and only 4, spells from each available spell level. They may still cast the normal amount of spells per day with one caveat:</p><p></p><p>No bonus spells for high ability scores.</p><p></p><p><span style="color: DarkOrange">Paladin Specifically:</span></p><p> 6th Level:</p><p> Gain Holy Aura: Works as per the Spell "Divine Favour". This bonus advances as per the spell, once every three Levels and replaces "Remove Disease" ability. This may be bestowed upon the paladinor a target os his/her choice.</p><p></p><p><span style="color: DarkOrange">Ranger Specifically:</span></p><p> 2nd level:</p><p> Automatically gain the "Self-Sufficient" feat</p><p> 3rd level:</p><p> Scent of the Abomination: Abominations are powerful monsters that stalk the Hinterlands and Woods of the Taleta Valley. Rangers act as if they have the "Alertness" feat when encountering Abominations</p><p></p><p> 12th level:</p><p> Sense Abomination: Works exactly like the spell "Detect Evil" but works only on Abominations and the Ranger must concentrate for two rounds before the power "kicks in"</p><p></p><p><span style="color: DarkOrange">Divine Spell Caster (Cleric only, the Druid class is unavailable to PCs)</span></p><p></p><p>No Direct Damage spells exist.</p><p></p><p>Rather than freely choosing from the Divine spell list a Cleric gains access to spells as per the "Spells Known" under "Sorceror " rules. These spells are permanently in the Cleric's repetoire and may not be changed.</p><p></p><p>Clerics do not gain Bonus Spells based upon Ability Scores.</p><p></p><p>Clerics retain access to their Domain Spells. But...Clerics DO NOT gainthe normal "+1" spell per caster level as indicated on the Cleric Spell Advancement table. They must substitute Spells.</p><p></p><p>Clerics cast spells spontaneously as per Sorcerors and retain the ability to Spontaenous cast Cure/Cause spells as per the Cleric rules...WITHOUT regard to Alignment.</p><p></p><p>Of the four Domains open to a Cleric at First level the Cleric may choose two. At 5th and again at 10th level the Cleric gains the Granted power of the other two domains but not the Granted spells.</p><p></p><p><span style="color: DarkOrange">Wizards and Sorcerors.</span></p><p>Not available to PCs</p><p></p><p><span style="color: DarkOrange">PCs may choose the Adept (Sage) NPC class with the following restrictions/additions:</span></p><p></p><p>Adepts require a Focus (wand, large Gem stone, floppy hat, pointy hat, large engraved staff) </p><p></p><p>Adepts require a Spell book just as Wizards do.</p><p></p><p>Adepts choose spells from the Adept spell list as per Wizards with the following addition:</p><p></p><p><span style="color: Sienna">Due to their extensive study the Adept/Sage may choose 4 additional spells on ANY class spell list of each spell level. Atleast one of these spells must be a Diviniation Spell</span>Adepts gain Bonus spells based upon Intelligence, not Wisdom. These spells must be learned/copied as per the normal PHB rules for Wizard spells.</p><p></p><p>Adepts may use Medium and Light Armours, if they spend a Feat, at only half of the listed spell failure rate.</p><p> </p><p>Adept Skill points are (4 + Int Mod) x4</p><p></p><p>Adepts gain a +2 to any Knowledge Skill (or a new Knowledge Skill) every 2 Levels.</p><p></p><p>3rd level:</p><p> Sagacity: Equivalent to Bardic Knowledge</p><p></p><p><span style="color: DarkOrange">Bards</span></p><p></p><p>Bards will be replaced with a nonmagic-using class utilizing powers of acting,duplicity, diplomacy, guile, quick wit, and disinformation. </p><p></p><p>I have yet to think of a title that describes the sort of class I have in mind.</p><p>For inspiration I am thinking of House Jongluer from the DUNE prequels, Joachim von Ribbentrop (diplomat for Hitler), Vyacheslav Molotov (Stalin's Diplomat, or more precisely the character Turtledove portrayed in his WorldWar series), Secret agents.</p><p></p><p>These guys would be to theives as Clerics are to Paladins. They are the 5th column, the spies, the ambassadors, the flim-flam men.</p><p>Any ideas?</p><p></p><p><span style="font-family: 'Arial Black'"> Edited to fix the Adept/Sage/ class and to address the Bard class</span></p></blockquote><p></p>
[QUOTE="HarryFlashman, post: 1366416, member: 16377"] I have been working on a Low-magic Low-fantasy setting for a few weeks now and several people on the boards have suggested various ideas and books (Darklore PDF, Midnight, Conan, Legends of Excalibur PDF). I thank them all. For more on the setting I am using: [url]http://www.enworld.org/forums/showthread.php?t=76186[/url] A few ideas tossed around and plenty of flavour text/in-game stories. In any case I think I have settled on how to handle spell casters until I can afford a better system. Keep in mind that balance is not as important to me as keeping the spell abilities low but not non-existant. I would prefer them balanced to slightly-under-powered by it is not necessary that they be so. [COLOR=DarkOrange]For Half Casters (Paladins and Rangers)[/COLOR] Rather than having open access to the entire spell list as is the norm Rangers and Paladins either must choose 4, and only 4, spells from each available spell level. They may still cast the normal amount of spells per day with one caveat: No bonus spells for high ability scores. [COLOR=DarkOrange]Paladin Specifically:[/COLOR] 6th Level: Gain Holy Aura: Works as per the Spell "Divine Favour". This bonus advances as per the spell, once every three Levels and replaces "Remove Disease" ability. This may be bestowed upon the paladinor a target os his/her choice. [COLOR=DarkOrange]Ranger Specifically:[/COLOR] 2nd level: Automatically gain the "Self-Sufficient" feat 3rd level: Scent of the Abomination: Abominations are powerful monsters that stalk the Hinterlands and Woods of the Taleta Valley. Rangers act as if they have the "Alertness" feat when encountering Abominations 12th level: Sense Abomination: Works exactly like the spell "Detect Evil" but works only on Abominations and the Ranger must concentrate for two rounds before the power "kicks in" [COLOR=DarkOrange]Divine Spell Caster (Cleric only, the Druid class is unavailable to PCs)[/COLOR] No Direct Damage spells exist. Rather than freely choosing from the Divine spell list a Cleric gains access to spells as per the "Spells Known" under "Sorceror " rules. These spells are permanently in the Cleric's repetoire and may not be changed. Clerics do not gain Bonus Spells based upon Ability Scores. Clerics retain access to their Domain Spells. But...Clerics DO NOT gainthe normal "+1" spell per caster level as indicated on the Cleric Spell Advancement table. They must substitute Spells. Clerics cast spells spontaneously as per Sorcerors and retain the ability to Spontaenous cast Cure/Cause spells as per the Cleric rules...WITHOUT regard to Alignment. Of the four Domains open to a Cleric at First level the Cleric may choose two. At 5th and again at 10th level the Cleric gains the Granted power of the other two domains but not the Granted spells. [COLOR=DarkOrange]Wizards and Sorcerors.[/COLOR] Not available to PCs [COLOR=DarkOrange]PCs may choose the Adept (Sage) NPC class with the following restrictions/additions:[/COLOR] Adepts require a Focus (wand, large Gem stone, floppy hat, pointy hat, large engraved staff) Adepts require a Spell book just as Wizards do. Adepts choose spells from the Adept spell list as per Wizards with the following addition: [COLOR=Sienna]Due to their extensive study the Adept/Sage may choose 4 additional spells on ANY class spell list of each spell level. Atleast one of these spells must be a Diviniation Spell[/COLOR]Adepts gain Bonus spells based upon Intelligence, not Wisdom. These spells must be learned/copied as per the normal PHB rules for Wizard spells. Adepts may use Medium and Light Armours, if they spend a Feat, at only half of the listed spell failure rate. Adept Skill points are (4 + Int Mod) x4 Adepts gain a +2 to any Knowledge Skill (or a new Knowledge Skill) every 2 Levels. 3rd level: Sagacity: Equivalent to Bardic Knowledge [COLOR=DarkOrange]Bards[/COLOR] Bards will be replaced with a nonmagic-using class utilizing powers of acting,duplicity, diplomacy, guile, quick wit, and disinformation. I have yet to think of a title that describes the sort of class I have in mind. For inspiration I am thinking of House Jongluer from the DUNE prequels, Joachim von Ribbentrop (diplomat for Hitler), Vyacheslav Molotov (Stalin's Diplomat, or more precisely the character Turtledove portrayed in his WorldWar series), Secret agents. These guys would be to theives as Clerics are to Paladins. They are the 5th column, the spies, the ambassadors, the flim-flam men. Any ideas? [FONT=Arial Black] Edited to fix the Adept/Sage/ class and to address the Bard class[/FONT] [/QUOTE]
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