Recruiting to playtest Steel Dragon's World of Orea RPG: D&D 1 & 2e base +

Though the idea of a cleric-urchin doesn't exactly jive...or, rather, isn't something I would have considered. I suppose you could/would have been in some temple for training and left for some reason? Been thrown out for some anti-tenet behaviors or assertions? But you still sense your connection to [deity of choice] and your prayers still seem to be answered. So...who knows what's going on...
Or you could possibly still be an apprentice/page boy and take a level of a non-casting class with a clerical theme tacked on?

Also, [MENTION=63746]Binder Fred[/MENTION], do make a note that with your Dexterity, you should/will receive a 10% XP bonus.
Thanks. Noted it on my sheet.

I really like the "stony ashes" option. Both are good/cool ideas. But I think the burnt out inn in a run down part of town works well.
From the Stony Ashes it is then! :)

The gnoll...let me think about it...firstly, because there are no "gnolls" on Orea, but a race called the Grorn, also simply called "Beastmen", that are very similar but more wolf/jackal/desert-dwellers, still highly evil, savage, demon-worshippers, pack-hunters...but without the "crazy laughing hyena men" thing of gnolls that always kinda...bugged me.
Yeah, I had a similar problem -- though not really with the laughing once I realized that hyena's do it when they're nervous or scared (always put a different spin on things then :)). My main problem was that D&D gnolls are always culturally portrayed as - well, what you said: evil, savage, demon-worshipping pack-hunters. Except for the spotted hyenas who are primary pack predators though, RL hyenas are *all* scavengers and sometimes solitary endurance hunters (tirelessly chase your prey until it's too exhausted to fight back), plus it seemed like such a waste of an entire race to have them all be a (somewhat shallow) mono-culture. I therefore came up with the following, mostly based on RL stripped hyenas:

[sblock=Hyena canites]GENERAL PHYSIOLOGY: Hyena canites have long arms and relatively short legs, giving them a bear-like gait when running on all fours (which they always do when they want to go faster than double moves). They have erectile fur, particularly dense around the back of the neck, which they can puff up to intimidate competitors and would-be predators.

EATING HABITS: While most canites are primary hunters, hyena canites are mostly scavengers. Nature's great cleaners, they live off the dead, the diseased, the weak and those hunters unable to hold on to their own prey (that includes silly cultures who choose to bury their deads: hyena canites are adept grave diggers). They have extremely strong jaws in relation to their body size and have a very powerful digestive system with highly acidic fluids, making them capable of eating and digesting their entire prey, including skin, teeth, horns and bones. For this purpose, they also have strong bone-crushing teeth in the front, teeth that can split open and crush bones while keeping the back, meat-cutting, teeth sharp. They tend to scavenge more in daylight hours, thus facilitating the spotting of alighting vultures or crows, to which they react quicker than most other carnivores. When they do hunt, hyena canites are endurance hunters, exhausting their prey before the kill. Over a downed prey, members of differing tribes compete with one another through speed of eating rather than fighting.

Socially, they are solitary to small group scavengers who merge back into family units at the den at the end of the day.

CULTURAL NOTES: Canites are among the few mammals to commit neonatal siblicide. A same-sexed litter will result in vicious fighting between the cubs, often resulting in death. In addition, hyena milk is very rich, having the highest protein content of any terrestrial carnivore, and the fat content is second only to the polar bear, so unlike Narasinhai and Dovers, they can leave their cubs for about a week without feeding them. Hyena young therefore learn to fend for themselves from an early age. Two to six weeks after whelping, the surviving youngs are transported to the communal den. Young depend entirely on milk for about 8 months and are not weaned until 12 to 16 months old. Maturation is at ten years, females later than males.

Youths start naked. Raiding hyena canites then start hunting and gathering. The more they can gather, the tougher/the more experienced they are, the more likely they are to eventually attract a mate. Value there is placed mostly on the ability to gather rather than the size of your life-pile. Indeed, extravagant and/or nightly gift-giving is a sure sign of great wealth among hyenas, of unshaking confidence in one's abilty to gather more. Scavenger wars (for dangerous and hard to find items) are a common way of solving disputes while simulteneously furthering clan survival. Dominance ranks in hyena societies are therefore not directly correlated with size or aggression, but with ability (gathering/crafting) and ally networks.

A clan of hyenas can include 5–90 members and is led by a single alpha female called the matriarch.[/sblock]
 

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Just a notice: I will be in Barcelona this friday and, probably, most of Saturday...so don't look for info or responses before Sunday, I'd say...possibly Monday.
 


Or you could possibly still be an apprentice/page boy and take a level of a non-casting class with a clerical theme tacked on?

That would work.

I was thinking of a gnome follower of Sylari who has been kind of dumped with the clerics at a young age due to the family having too many kids to care for and because there was a rumor he/she had dwarf blood (reason being a lighter skin tone and a "dwarf nose"). However the "dwarf blood" rumor came into being, he/she wasn't able to get rid of it even being mostly away from family. Some people would still call him/her a gnarf, which is something causing anger and impulsive actions as all he/she wants is to be a proper gnome.

In this cleric example, the gnome would try to prove his/her worth after no one believing the stories about a small but evil cult and, in the fashion of youth and gnomes, overestimate the chances to take care of it alone. Hence needing rescue.

The other option is said gnome with an illusionist (for the most part) theme who has been left behind by family due to being a "gnarf." In exchange for some basic magical training and food and shelter, he/she would help out a neutral necro with errands like getting supplies from the graveyard (gravedirt, some bones from the trash pile, plants blossoming at night etc, nothing evil or really improper) and run into a possible cult/undead/other problem and thus needing rescue.

The reason why someone started the gnarf rumor to get rid of the gnome and a possible solution could be worked into the story eventually - or maybe it is not even a rumor and some great-grandpa was indeed of dwarven origin.
 


The other option is said gnome with an illusionist (for the most part) theme who has been left behind by family due to being a "gnarf." In exchange for some basic magical training and food and shelter, he/she would help out a neutral necro with errands like getting supplies from the graveyard (gravedirt, some bones from the trash pile, plants blossoming at night etc, nothing evil or really improper) and run into a possible cult/undead/other problem and thus needing rescue.
No problems with this. Let's note that John and his band *are* likely there doing 'improper' things and are a bunch of low-lives to begin with, so the traditional "heroe rescue out of shared fellow feelings" is not too likely for a motivation here -- at least not from John himself, can't speak for Big John or our Grorn bard (who, given his background, might actually know the gnome-illusionist PC somehow?). Just saying the initial situation will need a little push to get started at first, so that "retreat quietly into the shadows" is not the likeliest and most reasonable of options... Like maybe your gnome runing right to/right throught the group as they're digging with the cultists/undead in hot pursuit? :devil: (Or the aformentionned "one of the gang just charges in to rescue the guy" would work too, off course, if a bit less dramatically).

What would be his motivation for staying/continue to associate with (what's left of) the group after that initial meeting though? (That's assuming Steeldragons gives us a choice in the short term, of course :)). Might want to combine 1 and 2 for that: run in *and* "hey I know that guy/gall!".

Or we could move the entire incident in the (recent) past, if our DM prefers?

The reason why someone started the gnarf rumor to get rid of the gnome and a possible solution could be worked into the story eventually - or maybe it is not even a rumor and some great-grandpa was indeed of dwarven origin.
Or his mother might actually have slept with a dwarf? Stranger things have happened. :)
 

Aaaand the dice shouts "illusionist." I can just leave it as is :cool:


  • STR: 6
  • DEX: 14
  • CON: 9
  • INT: 15
  • WIS: 11
  • CHA: 9


http://invisiblecastle.com/stats/view/33443/

Illusionist it is, then. Especially since you'll gain bonus to Dex though being gnome would require a deduction in your Strength...so you might want to swap something higher than a 6 there. :(

Note in the general description, that gnomes "get along" with dwarves, for the most part. But this, in no way, demands a particular clan or family being "ok" with interbreeding, of course. So your proposed backstory has no need to change. [DMing cogs begin to turn...why would this gnome's family be against it?...does this particular gnome have some dwarvish blood?...Is that ancestor still alive?...hmmmm...]
Gnome
Gnomes in Orea are known for their aptitude with illusionary magic and trickery of all kinds. As such, they are not often trusted by other races-, but generally get along with the other Stout Races, dwarves and daelvar. They are also highly respected for their ability as craftsmen. Their areas of expertise include finding and working with gemstones, crafting clothes especially shoes and hats, and knowledge of herbalism and potion-making.

Gnomes are average around 3.5’ to 4’ tall. They are fond of wearing bright, often clashing colors, large hats and shoes or boots with large curls at the toe. Most, if not all, gnomes wear beards or facial hair of some fashion and take great pride in its care and maintenance. Gnomes are often noted as having enlarged, long, thick, and/or bulbous noses. Skin tones of gnomes range from a golden or sandy tan (on more woodland and surface dwelling gnomes) to the deeper brown of rich earth (predominantly those who dwell more in hills and underground). Eyes are large and round in vibrant jewel-like colors. Hair color runs the gamut from predominantly black or dark brown through lighter browns and greys to white with blonds and reds uncommon.

Gnome PCs have the following abilities:
~ Gnomes receive +1 to their Dexterity and -2 to their Strength due to their size. They can have a maximum of 19 in Dexterity but their Strength cannot (naturally) exceed 16.
~ Lowlight vision: Gnomes see normally in starlight, shadows and other low light conditions to a distance of 60’ .
~ Gnomes are +5 to rolls against illusions and phantasmal magics.
~ Small Size: Gnomes receive +3 to their AC when fighting creatures larger than human-size and +3 on all attempts to hide as if they possessed the Stealth skill.
~ Gnomish Gem Sense: (also called “Gem-nose” or “Gnome-smell”) +2 to Search rolls for gems when within 50’.
~ Languages: Gnome PCs begin with Gnomish, Common, Sylvan, the language of burrowing mammals (moles, weasels, badgers, etc...) + slots for additional languages equal to Intelligence modifier.

Mage of the First Principle: The Illusionist

The Illusionist is a wizard who studies and perfects their use of phantasmal or illusionary magics. Whether actual visual images or imagined emotions and sensations within a target’s mind, the "First Principle of Magic" is focused on altering and/or effecting the senses and perceptions. This focus, along with the general capacity for trickery inherent to most Illusionists, make these mages adept at being secretive and going unseen (even from magically prying eyes). Many Illusionists can be found in roles as entertainers: jesters, stage magicians, carnival performers, etc...General Mages have a tendency to look down upon Illusionists and their “figments” as “not real magic” but Illusionists are as serious, and can become as powerful, as any other wizard.

Ability Scores: As all arcane Magic-user classes, Intelligence is the Primary Ability of the Illusionist. Dexterity is the Illusionist's most important Secondary Ability. The intricate and nimble nature of the Illusionist’s hand motions is integral to working their magic. A high Dexterity is also desireable for the Illusionist’s Sleight of Hand skills and aiding their AC (since they can use no armor). An Illusionist with a 15 or higher in Intelligence and Dexterity receives a 10% XP bonus.

Hit Dice: Illusionists begin play with 6 HP + Con. modifier. They receive an additional d6 + Con. modifier per level.

Weapons & Armor: An Illusionist is able to choose from the following weapons: Staff, Dagger/knife, club/cudgel, hand crossbow.
An Illusionist may not use any armor or shield.

Proficiencies & Skills: Illusionists begin play proficient with only 1 Weapon. They may train in 1 new weapon every 5th level (5th, 10th, etc...).
Illusionists begin play with 3 Non-Weapon Skills in addition to their Class Features. They are able to choose an additional skill every 3rd level (4th, 7th, 10th, etc...).

Spellbooks: All arcane magic-users must keep a grimoire, a book in which they record and study their spells. It is necessary for the Illusionist to consult their spellbook to select and memorize what spells they will have available to them for the day. The Illusionist must begin an additional grimoire for every 2 tiers of spells known (1 book for 1st & 2nd tier spells, 1 book for 3rd & 4th tier spells, etc...) Adding additional spells to their books is a mage’s primary goal. More spells equals more options equals more power. The loss of a mage’s spellbook leaves them nearly defenseless, with only whatever magics they already have in their memory or can spontaneously cast.

CLASS FEATURES
Spell Use: The Illusionist is able to cast magical spells, arcane formulae, that can be as potent if not necessarily as ‘explosive’ as a general Mage. The Illusionist’s preference for their specific kind of sorcery requires they choose from the Illusionist Spell List only. They gain their numbers of spells in each tier as indicated in the table below. Like general Mages, Illusionists apply their Intelligence bonus to their number of spell levels per day. They are also gradually able to cast spells “spontaneously”, as Mages in Orea do.

Cantrips: Like general Mages, Illusionists train for many years in their mystic arts before being able to fully realize their magic powers. These simple minor magics, called “cantrips” or “0 level spells”, are second nature to the Illusionist and require no memorization or preparation for casting. The Illusionist is still only able to cast so many per day, but they need not choose or individually study which ones at the beginning of the day.

Arcane Training: Illusionists are mages who choose to focus on a particular sort of magic. They are trained as apprentices as rigorously as any Mage. As such, they receive the following abilities, common to all arcane magic-users:
~ Read Magic: As all arcane spellcasters do, the Illusionist knows and uses the “language of magic” known to wizards throughout Orea. The Illusionist is able to Read Magic of an Arcane variety. They may identify written spells, glyphs and other magical writing even though they might not know how to cast such magics themselves.
~ Arcane Lore: Illusionists are all considered “trained” (+1) with general Arcane Lore topics. The bonus is +2 for rolls on Arcane material that is related to Illusion or Enchantment magics.
~ Magic Items: an Illusionist is capable of using any magic item allowed for Mages, including non-illusory based wands, staves and some scrolls. While they may read/identify spells of other Specialists from scrolls or spellbooks, they are not able to cast them, unless said specialist spell is also on the general Mage list.

Sleight of Hand: Illusionists are all very nimble-fingered and have a knack for grabbing, palming, slipping small hand held objects into or out of view. This might be used to snag an extra gem or two from the treasure, palm a small item, pick pockets, slip a potion into someone’s drink, perform card or coin tricks and other non-magical legedermain, as well as “find the pebble under the shell” and other scam-type tricks. The Illusionist receives +2 to their Dex. rolls for any such activity.

Resist Phantasmal Magic: Illusionists receive +2 on all rolls against the effects of phantasmal/illusion magic and magical abilities.

Spontaneous Casting:  As they increase in power, Mages in Orea become adept with those spells they have possessed and practiced for a long period of time. So, like their cantrips, Mages are gradually able to cast tiered spells without preparation. The Mage may spontaneously cast any spells two spell tiers below their highest castable tier.
Ex. An Illusionist turns 5th level and can learn to cast a 3rd tier spell. This means the Illusionist may now cast their 1st tier spells (that are in their spellbook) without prior memorization. When an Illusionist becomes able to cast 4th tier spells (as covered in the WoO Champions Set), 1st and 2nd tier spells will be cast without prior memorization, and so on.

Optional Feature: See the Familiar & Implement options on page ??.

Themes: Illusionists begin play with 1 Theme and may select additional Themes every 4 levels thereafter (5th, 9th, etc...). An Illusionist may choose from any General, Wizard or Rogue Class Theme.

As for a story connection, I have no problem with Lwaxy's character and the Grorn gang member being acquainted. From the grorn's time in captivity with the traveling circus/sideshow makes the most sense. A serendipitous meeting in the graveyard works fine for me. You, Lwaxy, can figure out how well you two know each other/get along. Perhaps, your gnome was similarly "imprisoned" in this sideshow as a simple magician performing for the masses, and/or simply on display as an odditiy, "Come one! Come all! See Orea's only known Gnarf!...He[she] does magic too!"

As to our Grorn, [MENTION=63746]Binder Fred[/MENTION] , I am not prepared to have this NPC contact be a Bard, per se. I will stat him up as a 1st level Thief (or Fighter) and assign a couple of "extra" Lore skills...saying he is much more travelled and exposed to "civilized" realms, and of above average intelligence [for a grorn] than your average beastman would be from his time stuck in the traveling circus.

Big John freed the Grorn [who apparently, now needs a name. haha] and so he works with him and trusts him...though keeping savage impulses under control is a daily test of will.

I am forming, just now in my mind, that perhaps the owner of the sideshow (undoubtedly a scoundrel of the highest order, maybe even a slaver on the side) might be looking to get his grorn back! Perhaps he's after his gnome magician as well.

Perhaps, Big John's "jail break" cost the circus owner quick a lot of his attractions (Big John freed just about everything he could get his hands on to cover his escape?) and the "ringmaster" is none too happy about it...trying to rebuild his livelihood.
 

[MENTION=53286]Lwaxy[/MENTION]

For space concerns, I'm going to just give you the Wizard Class list details for now and then list the Rogue and General possibilities you might be interested in [which I am happy to detail if you are interested in any of them in particular. Note that I am most questioning about the Sorcerer and Stargazer themes and how they will/could work out in play...not saying you need to take those. Just saying as this is all a playtest for World of Orea RPG, I'm not 100% set in stone on those...which may make them eaiser in play or not. I can't really say.

Wizard Class Specialties

Alchemist
The Alchemist mage has knowledge with various chemical, natural and magical elements and combining those elements into useful items.
The Alchemist mage is +1 per rank with the following skills: Lore: Alchemy, Lore: Elementals and Lore: Poisons.
~ “Bombadier”: Given materials and time, the Alchemist mage is able to produce flasks of dangerous materials that can be thrown into combat. One type of the following “bombs” may be chosen for each rank applied to the Alchemist theme:
Acid Splash: d4 for 3 rounds in a 5’ area or 1 creature.
Produce Flame: d4 fire damage and sets combustible materials on fire within 5’ for continuing damage until extinguished.
“FlashSmoke”: produces a blinding flash the first round as the Daze cantrip then treat as Wall of Fog spell for 3 rounds.
Obscuring Mist: produces a blinding fog that fills an area of 20’x 20’x 10’ high which completely obscures all vision, heat sensitivity and scent. The mist dissipates in 3 rounds or 1 round in a steady wind.
Stinking Cloud: Forms a billowing fog of the same parameters of Obscuring Mist that forces all within to make a save DC 15. It otherwise functions as the tier 2 Mage spell of the same name.
The production of each “bomb” requires 1 week and costs 100gp worth of materials per flask. An Alchemist could sell these flasks for up to three times the cost of the materials.

Hedge Mage

The Hedge Mage comes from a tradition of “trial and error” in rural areas, learning a bit of magic on their own, beyond the formally trained, necessary academic studies of mages from more “civilized” areas. They have an affinity to the natural world and some atunement with natural energies that augments their magics.
The Hedge Mage is +1 per rank with the following skills: Lore: Nature, Lore: Faeries, and Language: Sylvan [which, as a gnome you already have]..
The Hedge Mage gains the following application:
~ “Hedge Magic”: the mage has developed spells that duplicate some druid magics, specifically those dealing with plants. The mage can select the following with their daily allottment of spells, as they become able to cast the appropriate tier:
1st tier spells: Entangle or Pass Without Trace
2nd tier spells: Barkskin or Woodshape
3rd tier spells: Plant Growth or Tree.
Each spell does take one of the mage’s slots for that tier and must be prepared and memorized like any arcane spell. Versions of these spells are written and recorded in the wizard’s spellbook but cannot be properly cast (or typically found) by mages without at least one rank in the Hedge Mage theme.

Magician
The Magician theme indicates the wizard is accustomed to (whether they are good at it or not) performing their magic for entertainment purposes. This could be in noble courts, on the side of a dusty trail, with a carnival or simply in a village square to make a few coins. The Magician might not be showing off (or may be deliberately hiding) their more powerful magics, but they can often draw attention or get information out of their “audience” when necessary.
The Magician is +1 per rank with the following skills: Perform: “Stage Magic”, Gather Information and Sleight of Hand [which would stack with your SoH Illusionist class ability].
TheMagician gains the following application:
~ “Stage Magic”: The Magician the can memorize 2 extra cantrips per rank to their daily allotment. Through the use of these minor spells, like prestidigitation, silent image and dancing lights (plus a bit of mundane Sleight of Hand) the Magician ican performs a routine of basic magic “tricks” for distraction/entertainment purposes.
Performed in public, and depending on the size of their crowd and the quality of their performance, the Magician can gain some extra coins for their efforts.

Ritualist
The Ritualist mage studies magics beyond their own grimoire, specifically rites, cermonial magic and ritual. Some of these rituals can duplicate the effects of clerical magic. Consult the Adventurer’s Big Book of Spells for a list of spells that are available to be cast via ritual.
While any caster class can conduct rituals, the Ritualist mage has put a great deal of time and research into studying them. Ritualists conduct their ceremonial magic in half the listed time and at half the cost (of the special materials needs). Exact details for casting rituals are covered in the Big Book of Spells.
Also, a Ritualist can cast rituals 1 tier higher per rank than they are able to cast spells. So a 2nd level mage who has spent their 1 theme rank as a Ritualist can cast 2nd tiered rituals even though they can only cast 1st tier spells. A 5th level caster with 2 ranks as a Ritualist, would be able to cast 5th tier rituals even though they only have access to 3rd tier spells. 3 (highest spell tier) + 2 (theme ranks in Ritualist) = 5 (maximum tier of rituals the PC can use.)
The Ritualist mage is +1 per rank with the following skills: Language: Old Selurian, Lore: Religion and Endurance.
The Ritualist gains the following application:
~ “Spontaneous Protection”: 1 per day per rank, the Ritualist spontaneously evokes a Protection Circle with a 10’ radius for a duration of their Int. or Wis. modifier (whichever is higher) +1 round per level.
Once invoked, the circle does not require concentration and the Ritualist is free to move or cast other spells from within the circle.

Runecaster
The Runecaster ha studied the ancient Gorunduun tradition of divining and reading rune stones. These are four small smooth stones (usually dark in color), small enough to fit in the wizard’s single hand, inscribed with special magical characters. The Runecaster is +1 per rank with the following skills: Lore: Ancient Languages, Language: Gorunduun, and Lore:Geology.
The Runecaster gains the following application:
~ “Rune-casting”: the wizard is able to “throw the runes” all at once or pick out specific symbols from them for various effects. These “rune-castings” are possible even if the wizard does not possess the proposed spells in their grimoire. :
Soothsaying: Throwing all 4 of their stones into the air and seeing how they land, the Runecaster is able to divine limited answers to questions: “Yes”, “No”, or “Indeterminable.”
Ice Rune: With this stone and a 1st tier spell slot, a Runecaster can spontaneously cast Freezing Hands. With a 3rd tier spell slot the caster can duplicate an Iceburst effect (equivalent to the caster’s level of experience).
Earth Rune: With this stone and a 1st tier spell slot, a Runecaster can spontaneously cast Speak with Animals.With a 3rd tier spell slot the caster can cast Speak with Dead.
Bear Rune: The recipient of the magical touch of the Bear rune doubles their Strength bonus (or receives a +2 if they don’t have one). This effect lasts for 1 round per caster level.
Sun Rune: With this stone and a 1st tier spell slot, the Runecaster spontaneously casts a Light spell. With a 3rd tier spell slot, a Runecaster can spotaneously cast the equivalent of a Continual Light spell. This burst of sun-like light will also effect undead as if being turned by a cleric of the caster’s level and/or struck by actual sunlight if they are vulnerable to such (vampires, for example, will react as if they are in actual sunlight).
Any of the effects of the individual runes can be used once per day per theme rank with an unused appropriate tier spell. Soothsaying may be done as many times as the wizard likes.

Scholar
The Scholar mage studies for the sake of knowledge. Knowledge, after all, is power ...and one can never have too much.
The Scholar mage is +1 per rank with the following skills: 1 Language of choice, 1 Lore of choice and Search.
The Scholar gains the following application:
~ “Learned”: the mage receives an additional +1 Intelligence per rank, up to their racial maximum. If the mage has or recahes the maximum Intelligence for their race, the bonuses continue to rise +1 per rank, without changing the actual score.
This bonus applies to all Int. ability rolls, provides an additional skill point, and bonus spell tiers per day.
Upon placing the 5th rank in this theme, the PC increases their actual Intelligence score 1 point, up to 1 above the maximum for their race. A human mage scholar who already had an 18 Int. can bump up to 19. An elf with 19 Int. up to 20!

Sorcerer
The Sorcerer theme is for those mages who, whether by innate gifts or fervent practice and study, have an enhanced capacity to manipulate their arcane energies. This might be from constant exposure to magical energies, a magical ancestor’s blood in the family line, some innate talent or a depth of understanding finally realized, a wizard prodigy, or any other number of explanations. The Sorcerer wields the magic of the arcane with frightful ease.
The Sorcerer mage is +1 per rank with the following skills: Arcane Lore, Persuation, and Weapon Proficiency with any of the following: spear, short sword, or hand crossbow [which can already use as an Illusionist].
The Sorcerer gains the following application:
~ “Empowered Magic”: The Sorcerer receives an additional +1 [per rank] Charisma modifier, regardless of their actual Charisma score. This +1 applies to all Cha. ability rolls and applies to the mage’s roll to use their “Empowered casting” power.
With each rank placed in the Sorcerer theme, the wizard PC can choose one of the following ways to alter their magic. This is the only trick they know until the next rank is applied and they ‘figure out” how to alter their magics in an additional way.
The Sorcerer may choose from the following “empowerments”:
Blasting Spell: Any damage-causing spell cast by the Sorcerer automatically causes maximum damage +1 per theme rank.
Extended Spell: The Sorcerer’s spells last +1 round per rank longer than maximum. Even if the spell requires concentration, the spell will persist for the extra round(s) without the Sorcerer’s attention. Spells with a duration of “Instantaneous” can not be extended.
Reaching Spell: The Sorcerer adds 5’ per rank to the range of any spell.
Silent Spell: While still requiring the use of their hands/arms, the Sorcerer mage need not vocalize the spell, instead bringing the magic into being by innate force of will. Exception/Note: A Bard who takes the Sorcerer theme is not permitted to use Silent Spell until they have accumulated all 5 ranks in this theme.
Still Spell: The Sorcerer is able to cast spells without the use of their hands/arms. They must still speak the spell (unless they use the Silent Spell empowerment simultaneously) but may cast while their hands are otherwise occupied.
To use Empowered Spell, the Sorcerer must make a successful Charisma ability roll, applying +1 per theme rank (and any other Cha. bonus), to use these powers when they cast a spell. The use of multiple empowerments is permitted but each requires a separate Charisma roll.
Note: A Sorcerer wizard is perfectly capable of casting their spells normally, without a roll/empowering, if they so choose.
Sorcerers must still keep and study a grimoire, memorize specific spells/tiers as their level allows and only select spells from their spellbooks or scrolls, as normal for any type of wizard.

Stargazer
The Stargazer wizard (or priest) studies and reads the night skies and heavenly bodies for both worldly information and supernatural portent.
The Stargazer mage is +1 per rank with the following skills: Lore: Astrology, Lore: Navigation and Insight.
The Stargazer gains the following application:
~ “Enhanced Augury”: The Stargazer looks among the stars and planets to determine answers to questons about occurances in the coming days. The time ahead for which a Stargazer can determine answers is a number of weeks equal to their Int. or Wis. mod. (whichever is higher).
Unlike the cleric spell, the Stargazer's Augury receives no penalty for any days ahead of time they are asking/wondering about. Otherwise, the answers, accuracy and other details are the same as the clerical spell Augury (that is, determined by the DM).
Rogue Themes: Acrobat, Con-artist, Scout, Spy, Thrown Weapon Expert, Trickster [which just offers additional Illusionist cantrips and eventually [3 ranks] low tier illusionist spells...might be useful if you eventually want some extra spells, but doesn't really give you anything you don't already have as an illusionist class; from the Warrior list: Archer [which does you no good being unable to use a bow], Brawler, Dual-wielder, or Skirmisher.

General Themes: Arcane Dabbler [which really doesn't give you anything except Mage list cantrips until 3 ranks, 8th level I think, when you could start to use 1st tier General Mage list spells and, eventually, 2nd tier spells. Other than that, you have the Arcane lore and read magic, etc... already from your class], Assassin, Beastmaster, Berserker, Bounty Hunter, Disciple of "X" [minor access to clerical spells], Monk [still a work in progress], Professional [choose a "trade" background and get minor bonus to relevant rolls], Warden [minor access to druid spells], Warlord.

Illusionist Spell list: You are free to choose any 5 +Intelligence bonus cantrips and any 3 +Int. bonus tier 1 for your beginning grimoire.
0 tier/cantrips
1. Dancing Lights
2. Daze
3. Detect Illusions
4. Flare
5. Ghost Sound
6. Hypnotism
7. Light
8. Mage Hand
9. Mending
10. Prestidigitation
11. Silent Image
12. Ventriloquism

Tier 1
1. Alarm
2. Audible Glamour
3. Change Self
4. Chromatic Orb
5. Color Spray
6. Darkness Sphere
7. Detect Invisibility
8. Detect Magic
9. Gaze Reflection
10. Protection from Magic
11. Phantasmal Force I
12. Wall of Fog

I will/can provide spell descriptions for your chosen spells. They are mostly the same as you would expect from D&D, but may have varying ranges or other details than you are used to.
 

As to our Grorn, Binder Fred, I am not prepared to have this NPC contact be a Bard, per se. I will stat him up as a 1st level Thief (or Fighter) and assign a couple of "extra" Lore skills...saying he is much more travelled and exposed to "civilized" realms, and of above average intelligence [for a grorn] than your average beastman would be from his time stuck in the traveling circus.
Up to you, of course. I'd still suggest giving him some artistic skills/leanings, like say (wall) painting and/or sculpting (in a vibrant, barbaric style all of his own)?

Big John freed the Grorn [who apparently, now needs a name. haha]
Rust-Stalker? Like I mentionned above? You could go for something else if you prefer, of course.
 

I will/can provide spell descriptions for your chosen spells. They are mostly the same as you would expect from D&D, but may have varying ranges or other details than you are used to.

Sorry, didn't mean to make it sound like you could only get details on chosen spells. I can give you details on anything you have questions for as well.

Up to you, of course. I'd still suggest giving him some artistic skills/leanings, like say (wall) painting and/or sculpting (in a vibrant, barbaric style all of his own)?

hmmm. So the savage beast man with the soul of an artist...I'm sure that could work.

Rust-Stalker? Like I mentioned above? You could go for something else if you prefer, of course.

Ah! So you did. Well...considering I'd never really thought of naming conventions for the grorn...or language, for that matter, other than using howls and barks and yips/yaps...I never actually considered anyone ever being able [or interested] in learning their language...since they usually just eat their captives sooner or later...The idea of them learning Common [or the tongues of other civilized races] was similarly never really fleshed out...

"Rust-Stalker" is as good a translation as any for a grorn name...Rust...for the predominant coloring of his coat [?]...and Stalker since I could see most of their names including their roles in the pack and/or fighting ability or something ferocious to invoke fear and respect from the others [-Stalker, -Hunter, -Render, -Biter, Three-Fang, Bloody-Claw, etc...]. Yeah. That works.

Also, [MENTION=53286]Lwaxy[/MENTION] , if you want to come up with a "contact" NPC for yourself, that's cool too (the mage or alchemist [who perhaps is secretly a necromancer?] you are acting as an errand-boy for...or just a merchant in town...prostitute, noble, whatever...But someone who you can have as a trusted/dependable contact vs. someone who you just know. i.e. Binder Fred has chosen this grorn thug from the gang in his background story as his contact...he also, obviously, knows Big John [the gang's leader] but he is not necessarily a "friend" or reliable as a contact. So we could work it that you know Rust-Stalker the grorn from your time with the sideshow...but maybe you didn't get along...or were just terrified of him...or weren't close/consider him a friend, just another captive/slave of this traveling circus...But you could still be acquainted to him and choose/create another NPC that you can rely upon as a contact.

Of course, we'll flesh out your character first, just something to consider.
 

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