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Tainted Avalon - Post-Arthurian Avalon
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<blockquote data-quote="Bob Aberton" data-source="post: 140885" data-attributes="member: 1518"><p><strong>Mmm...crunchy...</strong></p><p></p><p>And now...the Crunchy Bits!!</p><p></p><p>Spellcasting is very low magic.</p><p></p><p>Arcane system</p><p></p><p>All arcane spellcasters use the Witch Spell List (DMG, pg 26)</p><p></p><p>All spells require a Spellcraft Check (DC 10+spell level for spells level 1-7, and DC 30 for level 8, and DC 31 for level 9). A 1 is always a failure, and on a natural 20, the spell functions as if it were 1 level higher. On a failure, a random mishap occurs, and 1+spell level of subdual damage is inflicted. Spell limits for the classes remain. Once a character has cast his full complement of spells for that day, he is fatigued, as per the condition. The spellcaster can cast one extra spell of whatever level he chooses (so long as he is able to cast spells of that level), but at the cost of becoming exhausted as per the condition afterwards.</p><p></p><p>DR is changed to _/a particular special material, such as cold iron, mistletoe, silver, fire, or +1.</p><p></p><p>Divine Magic is "miracles." Each cleric starts with a 50% base chance per level, which increases by 1% each level. The character can modify their chance by making a Knowledge Religion check and subtracting 10 from that result. That amount is added to their % chance to have their prayer granted. </p><p></p><p>Combat system </p><p></p><p>is skill-based. Attack(a particular weapon) is a class skill for all warrior subclasses(Fighter, Ranger, Barbarian, and Paladin), and Attack(Unarmed) is a class skill for a Monk. The skill is cross-class for all other classes.</p><p></p><p>Defense(Dodge) and Defense(Parry) are also skills. Defense(Dodge) is a class skill for all classes, and Defense(Parry) is cross class for all classes except the warrior subclasses.</p><p></p><p></p><p>There is a new Base Class: The Priest (really a Christian Priest, but I don't want to start trouble)</p><p>BaB: n/a</p><p>Alignment: Any Good</p><p>Saves: As Wizard</p><p>Turn Undead: as per cleric</p><p>Spells:As Cleric</p><p>Skills: As Cleric</p><p>Skill Points/Level: 4 + Int Mod</p><p>Level Special</p><p>1 Divine Grace, Cope & Cowl</p><p>2 </p><p>3 Christian Soldiers</p><p>4 Exorcism 1/day</p><p>5 Holy Insight 1/day</p><p>6 </p><p>7 </p><p>8 Exorcism 2/day </p><p>9</p><p>10 Holy Insight 2/day</p><p>11</p><p>12 Exorcism 3/day</p><p>13</p><p>14 Aura of Holiness </p><p>15 Holy Insight 3/day</p><p>16 Exorcism 4/day</p><p>17 </p><p>18</p><p>19</p><p>20 Inspire Crusade, Holy Insight 4/day, Greater Exorcism</p><p></p><p>Special Abilities:</p><p></p><p>Divine Grace: The priest can add his priest levels to his defense rolls and saves.</p><p></p><p>Cope&Cowl:The priest adds his priest levels to any charisma related checks.</p><p></p><p>Christian Soldiers: The priest can use his turn undead checks to inspire his companions as per the bard's inspire courage ability.</p><p></p><p>Exorcism:The priest can attempt to turn any fiendish creatures using one of his turn undead attempts if the priest uses greater turning instead, on a sucessful check the fiendish creature is banished.</p><p></p><p>Holy Insight: The priest as a free action can ask God for insight. This works as per the augury spell except it is extraordinary and not spell-like.</p><p></p><p>Aura of Holiness: Fiendish and undead creatures of less HD than the priest cannot approach closer than 10 feet. Additionally, if such creatures are within eyesight of the priest they must make a will save (DC 10+priest's levels+priest's wis. mod.) or become shaken.</p><p></p><p>Inspire Crusade: As per the bard ability Inspire Greatness. Like Christian Soldiers ability it uses Knowledge Religion check.</p><p></p><p>Greater Exorcism: As Exorcism but the priest can take 10 on the turning check. This applies to turn undead, too. </p><p></p><p>Special Restrictions: Christian Priests cannot kill or steal for any reason. They also have to be celibate. Priests who disobey this lose their class abilities.</p></blockquote><p></p>
[QUOTE="Bob Aberton, post: 140885, member: 1518"] [b]Mmm...crunchy...[/b] And now...the Crunchy Bits!! Spellcasting is very low magic. Arcane system All arcane spellcasters use the Witch Spell List (DMG, pg 26) All spells require a Spellcraft Check (DC 10+spell level for spells level 1-7, and DC 30 for level 8, and DC 31 for level 9). A 1 is always a failure, and on a natural 20, the spell functions as if it were 1 level higher. On a failure, a random mishap occurs, and 1+spell level of subdual damage is inflicted. Spell limits for the classes remain. Once a character has cast his full complement of spells for that day, he is fatigued, as per the condition. The spellcaster can cast one extra spell of whatever level he chooses (so long as he is able to cast spells of that level), but at the cost of becoming exhausted as per the condition afterwards. DR is changed to _/a particular special material, such as cold iron, mistletoe, silver, fire, or +1. Divine Magic is "miracles." Each cleric starts with a 50% base chance per level, which increases by 1% each level. The character can modify their chance by making a Knowledge Religion check and subtracting 10 from that result. That amount is added to their % chance to have their prayer granted. Combat system is skill-based. Attack(a particular weapon) is a class skill for all warrior subclasses(Fighter, Ranger, Barbarian, and Paladin), and Attack(Unarmed) is a class skill for a Monk. The skill is cross-class for all other classes. Defense(Dodge) and Defense(Parry) are also skills. Defense(Dodge) is a class skill for all classes, and Defense(Parry) is cross class for all classes except the warrior subclasses. There is a new Base Class: The Priest (really a Christian Priest, but I don't want to start trouble) BaB: n/a Alignment: Any Good Saves: As Wizard Turn Undead: as per cleric Spells:As Cleric Skills: As Cleric Skill Points/Level: 4 + Int Mod Level Special 1 Divine Grace, Cope & Cowl 2 3 Christian Soldiers 4 Exorcism 1/day 5 Holy Insight 1/day 6 7 8 Exorcism 2/day 9 10 Holy Insight 2/day 11 12 Exorcism 3/day 13 14 Aura of Holiness 15 Holy Insight 3/day 16 Exorcism 4/day 17 18 19 20 Inspire Crusade, Holy Insight 4/day, Greater Exorcism Special Abilities: Divine Grace: The priest can add his priest levels to his defense rolls and saves. Cope&Cowl:The priest adds his priest levels to any charisma related checks. Christian Soldiers: The priest can use his turn undead checks to inspire his companions as per the bard's inspire courage ability. Exorcism:The priest can attempt to turn any fiendish creatures using one of his turn undead attempts if the priest uses greater turning instead, on a sucessful check the fiendish creature is banished. Holy Insight: The priest as a free action can ask God for insight. This works as per the augury spell except it is extraordinary and not spell-like. Aura of Holiness: Fiendish and undead creatures of less HD than the priest cannot approach closer than 10 feet. Additionally, if such creatures are within eyesight of the priest they must make a will save (DC 10+priest's levels+priest's wis. mod.) or become shaken. Inspire Crusade: As per the bard ability Inspire Greatness. Like Christian Soldiers ability it uses Knowledge Religion check. Greater Exorcism: As Exorcism but the priest can take 10 on the turning check. This applies to turn undead, too. Special Restrictions: Christian Priests cannot kill or steal for any reason. They also have to be celibate. Priests who disobey this lose their class abilities. [/QUOTE]
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