[ot]Magnamund - Lone Wolf Series


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Well here is my Kai Lord core class. It is a re-write of the prestige class above. I think it stands up very well, with the first 10 levels representing the Kai and the second 10 the Magnakai. I think the Grand Master Disciplines should be Epic level abilities; I will leave them until the Epic Level Handbook. Here it is:
Class
Level BAB FORT REF WILL Special
1 (novice) +1 +2 +2 +2 Kai Discipline
2 (intuit) +2 +3 +3 +3 Kai Discipline
3 (doan) +3 +3 +3 +3 Kai Discipline
4 (acolyte) +4 +4 +4 +4 Kai Discipline
5 (initiate) +5 +4 +4 +4 Kai Discipline
6 (aspirant) +6 +5 +5 +5 Kai Discipline
7 (guardian) +7 +5 +5 +5 Kai Discipline
8 (journeyman) +8 +6 +6 +6 Kai Discipline
9 (savant) +9 +6 +6 +6 Kai Discipline
10 (master) +10 +7 +7 +7 Kai Discipline
11 +11 +7 +7 +7 Magnakai Discipline
12 (master senior) +12 +8 +8 +8 Magnakai Discipline
13 (master superior) +13 +8 +8 +8 Magnakai Discipline
14 (primate) +14 +9 +9 +9 Magnakai Discipline
15 (tutelary) +15 +9 +9 +9 Magnakai Discipline
16 (principalin) +16 +10 +10 +10 Magnakai Discipline
17 (mentora) +17 +10 +10 +10 Magnakai Discipline
18 (scion-kai) +18 +11 +11 +11 Magnakai Discipline
19 (archmaster) +19 +11 +11 +11 Magnakai Discipline
20 (grand master) +20 +12 +12 +12 Magnakai Discipline

CLASS SKILLS
The Kai Lord’s class skills are Alchemy, Animal Empathy, Balance, Climb, Concentration, Decipher Script, Disguise, Heal, Hide, Intuit Direction, Jump, Knowledge (all), Listen, Move Silently, Search, Sense Motive, Spot, Stabilize Self, Swim, Tumble, Use Psionic Device and Wilderness Lore.
Skill Points at Each Level: 4 + Int modifier.
Hit Die: d10.
Alignment: Must be lawful good or lawful neutral.

CLASS FEATURES
Weapon and Armor Proficiencies: Kai Lords are proficient with all simple and martial weapons, light armor, medium armor and shields.
Kai Disciplines: A Kai Lord learns a new Kai Discipline each level. These are special abilities taught to members of the Order of Kai. There are ten Kai Disciplines all up. Each one may be chosen only once.

Animal Kinship: This Discipline allows a Kai Lord to speak with forest dwelling animals as a supernatural ability. It also gives him a +2 kinship bonus to Animal Empathy.

Camouflage: Camouflage gives a Kai Lord a +2 camouflage bonus to Hide and Disguise.

Healing: This gives a Kai Lord a +2 healing bonus to Heal, and allows him to use cure minor wounds once each hour as a supernatural ability.

Hunting: This Discipline gives a +2 hunting bonus to Wilderness Lore checks, and a +1 bonus to the Kai Lord’s Reflex saves.

Mind over Matter: This Discipline allows the Kai Lord to us the far hand Psionic power as a supernatural ability.

Mindblast: Mindblast allows a Kai Lord to attack his victims using psychic power. Treat this as the mind thrust Psionic attack mode, which is used as a supernatural ability.

Mindshield: Many of the Darklands creatures are able to attack using their mind force. This Discipline gives a Kai Lord some protection against this. Treat Mindshield as the Empty Mind Psionic defense mode, which the Kai Lord may use as a supernatural ability.

Sixth Sense: This Discipline gives a +1 insight bonus to Spot and Listen and a +2 insight bonus to Sense Motive.

Tracking: The Tracking Discipline allows a Kai Lord to make use of the Track feat.

Weaponskill: Kai Lords are trained to be effective with certain types of weapons. Pick a weapon from the following list; whenever you enter combat with that weapon, add +1 to your attack and damage rolls. The available weapons are dagger, spear (any), mace (any), short sword, warhammer, longsword, axe (any), quarterstaff and greatsword.



 

Magnakai Disciplines: The ten Magnakai Disciplines are advanced versions of the Kai Disciplines. Like the Kai Disciplines, they may only be chosen once each.

Animal Control (advanced animal kinship): This Magnakai Discipline gives a Kai Lord the Mounted Combat feat, and allows him to speak with all animals (excluding birds and fishes). At 14th level, you can negate a creature’s use of the scent ability. At 16th level, you can use summon nature’s ally I as a supernatural ability. At 19th level you can use dominate animal as a supernatural ability.

Curing (advanced healing): You gain a +4 healing bonus to Alchemy and are able to remove blindness/deafness and remove disease as supernatural abilities. At 14th level, a Kai Lord can use delay poison as a supernatural ability. At 17th level, he can neutralize poison as a supernatural ability. At 19th level, a Kai Lord may use cure serious wounds once every 100 days.

Divination (advanced sixth sense): A Kai Lord with Divination may use detect psionics, lesser mindlink and see invisibility as supernatural abilities. At 15th level, he can detect magic or people and creatures with magical abilities as a supernatural ability. At 17th level he can use sensitivity to psychic impressions as a supernatural ability. At 18th level they may use astral projection on themselves as a supernatural ability.

Hunt mastery (advanced hunting): A Kai Lord with this Magnakai Discipline is never caught flat-footed. At 14th level he gains a +4 hunting bonus to Climb. At 16th level his range of vision increases to twice as far as normal. This also gives him a +2 hunting bonus to Search and Spot. At 19th level he gains a +4 hunting bonus to Listen and also gains low-light vision.

Invisibility (advanced camouflage): Invisibility makes a Kai Lord undetectable by the scent ability. At 15th level, you gain a +4 camouflage bonus to Hide. At 16th level you gain a +4 camouflage bonus to Move Silently. At 18th level, you are able to use change self as a supernatural ability.

Nexus (advanced mind over matter): Nexus gives a Kai Lord the ability to use endure elements as a supernatural ability. At 14th level you gain a +4 nexus saving throw bonus against inhaled poisons. At 16th level the Kai Lord is able to use animate fire (see Oriental Adventures) as a supernatural ability. At 19th level, you can use resist elements as a supernatural ability and a +8 nexus saving throw bonus against inhaled poisons.

Pathsmanship (advanced tracking): This Magnakai discipline gives a Kai Lord a +4 tracking bonus to Intuit Direction and Decipher Script, as well as having the Track DC’s reduced by 5 and being able to read foreign languages. At 15th level, he is able to detect an ambush within 500 yards. At 17th level, they gain the trackless step ability. At 19th level they are able to communicate with any sentient creature with an Intelligence of 3 or higher, and use nondetection as a supernatural ability.

Psi-screen (advanced mindsheild): Psi-screen enables a Kai Lord to use the thought shield psionic defense mode as a supernatural ability. At 15th level they gain a +4 psi bonus against Enchantment spells and effects. At 17th level they can use the mental barrier Psionic defense mode as a supernatural ability. At 18th level they may negate psionics as a supernatural ability.

Psi-surge (advanced mindblast): This Discipline lets a Kai Lord use the ego whip psionic attack mode. However, each time he uses it, he loses 2 hit points. At 14th level, they can set up psionic vibrations in objects (treat this as shatter, which can be used as a supernatural ability). At 16th level, they may demoralize opponents as a supernatural ability. At 19th level, they can use the id insinuation psionic attack mode as a supernatural ability that costs them 1 hit point per use. Further more, ego whip costs no hit points to use.

Weaponmastery (advanced weaponskill): Choose three weapons from the weaponskill list. In addition, you may choose any type of bow (not crossbow). Whenever you enter combat with any of these weapons, add +2 to your attack and damage rolls. These bonuses do not stack with the bonuses from weaponskill. At 15th level, unarmed damage you deal is normal, not subdual damage. At 17th level, you gain an additional +1 on attack and damage rolls with ranged weapons. At 18th level, the +2 bonus on your chosen weapons increases to +3, and you gain +1 to your unarmed attack and damage rolls.
 

great job guys!

I love the Lone Wolf series! I have books 1-16, and the 4 Grey Star books. Never could get my hands on the Magnamund Companion though...

We should start a petition to Dever and a d20 company to get a D&D Magnamund Setting published!
 



I wonder if it would be possible to later on do a Magnamund Never Winter Nights thingy.......:) Sorry, jumping ahead a little.
 

Eternalknight said:
Animal Kinship: This Discipline allows a Kai Lord to speak with forest dwelling animals as a supernatural ability. It also gives him a +2 kinship bonus to Animal Empathy.
Why limit it to forest-dwelling animals? The books define it as being able to "communicate with some animals and to guess the intentions of others. I don't recall exactly, but I'm pretty sure the Lone Wolf still uses it in various non-forest places, such as the Vassagonian deserts.

Camouflage: Camouflage gives a Kai Lord a +2 camouflage bonus to Hide and Disguise.
+2 seems a bit low.

Healing: This gives a Kai Lord a +2 healing bonus to Heal, and allows him to use cure minor wounds once each hour as a supernatural ability.
Given the rapid rate at which hp are restored in D&D, Cure Minor every hour isn't exactly all that impressive. I would instead suggest something like naturally recovering 1 hp/level every hour instead of day, or maybe every other hour.

Hunting: This Discipline gives a +2 hunting bonus to Wilderness Lore checks, and a +1 bonus to the Kai Lord’s Reflex saves.
Again, +2 seems a little low. Then again, the extra +1 to Reflex saves is neat.

Mind over Matter: This Discipline allows the Kai Lord to us the far hand Psionic power as a supernatural ability.
I would probably include a mention that the Kai Lord can use the power at will, i.e. that there is no daily limit or something like it.

Mindblast: Mindblast allows a Kai Lord to attack his victims using psychic power. Treat this as the mind thrust Psionic attack mode, which is used as a supernatural ability.
This runs into the dual problem of psionic attacks generally being a waste of time, and that in the books Lone Wolf seems to be able to fight physically and mentally at the same time. How about allowing each opponent the Kai Lord engages in melee a Will save against some DC (probably 10+Charisma bonus+Level/2), and those who fail get a -2 morale penalty to attack rolls and damage?

Mindshield: Many of the Darklands creatures are able to attack using their mind force. This Discipline gives a Kai Lord some protection against this. Treat Mindshield as the Empty Mind Psionic defense mode, which the Kai Lord may use as a supernatural ability.
That could work, assuming you use the normal psionic attacks. Otherwise, you could use something like a big bonus on saves against all Mind-affecting effects and/or giving a save where none is usually given.

Sixth Sense: This Discipline gives a +1 insight bonus to Spot and Listen and a +2 insight bonus to Sense Motive.
In the books, Sixth sense usually helps with "intuitive" decision-making as well, not just seeing stuff. I'm not sure how to translate that to D&D though.

Weaponskill: Kai Lords are trained to be effective with certain types of weapons. Pick a weapon from the following list; whenever you enter combat with that weapon, add +1 to your attack and damage rolls. The available weapons are dagger, spear (any), mace (any), short sword, warhammer, longsword, axe (any), quarterstaff and greatsword.
I'd just call Weaponskill a free Weapon Focus feat.

In general, I don't see a need to give all these skill bonuses a bonus type - skill bonuses are often unnamed.

Oh, and one other thing: Thanks for the color change :) I'll check the Magnakai powers later.
 
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Someone mentioned the Buffy effect earlier. I think that is a serious consideration to keep in mind. For example, the above class is really great and captures the spirit of the Kai Warrior, but it is really much more powerful than the other core classes. In the books, the Kai Warrior is superior to other warriors. That's true. However, I think in a game it needs to be balanced with the other classes just for playability.

First I'd drop it to d8 hit points. Then I'd give it a medium BaB progression (like a monk or rogue). That might be enough to balance it out. As it is now there's not much reason to play any of the other fighter type classes. A game with this ruleset would never have any normal fighters, which I think would detract from the diversity and as a result the quality of the game.

Balancing seems tricky since the quality of powers gained at levels 11-20 are dramatically more powerful than those gained at 1-10. So, if you get one half of the class balanced, the other half gets out of whack.

Real nice job so far though.
 

Eternalknight said:
Ok, so how do we do magic? Obviously we need left and right hand. And Old Kingdom. Should we even bother with Shianti magic? What happened to Grey Star at the end of his series (I only have book 1); did he stay in Southern Magnamund or go back to the Isle oof Lorn? If he stayed, did he teach anyone the Shianti way?

Well, that's the question. IIRC, it was revealed in the New Order books that Grey Star (I think Tanis, as well) vanished. I honestly can't see Grey Star teaching others to be Shianti - after all, Legends states that the Shianti were an abomination and were cursed by Ishir - I don't think he'd challenge a goddess.

As for magic, I'm none too certain either. The books never went enough into magic to give you any ideas - for example, I don't think we ever learned exactly what the differences of the two paths are. Even after Vonotar defects, we don't see him doing anything, really, that a Crystal Star Mage couldn't. Perhaps just make the left hand path something like FR's Shadow Weave?

As for the Shianti thing, I'd honestly say don't worry about them for now. The active Shianti are restricted to Southern Magnamund, and all of them in the North (where they're called the Ancients or the Majhan) are dead. Concentrate on the northern continent - it'll give us a few less things to worry about (for now, at least).
 
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