Nephtys
First Post
I'm creating a new home-brew setting with a few twists to the typical dnd balance. Basically, magic doesn't exist as an independent natural force. Instead it is the same as the like energies that animate all living beings. The result it that magic cannot be cast without the consumption of life, and casters get greater milage out of life-energies that are similar to their own.
Magic always involves sacrifice, one way or another. Some casters sacrifice their own life-energies and suffer debilitating chronic disabilities and disfugurements to cast their spells and gain new levels. And other casters use the life energies of others to cast their spells. Fortunately for the self-sacrificing bunch their kind of casting is a very efficient exchange of power and they can gain the same effects out of a minor injury as a naughty-caster can get out of a whole herd of goats, a couple of goblins, another human, or a piece of a family-member. There are only two classes of casters, and they both have access to all spells (with a couple exceptions) on the three major spell-lists.
The side effects of this are a lot of social ramifications, a rarity of magical items and a general dislike for magic. Another side-effect is that spells that give life (cure spells, raise dead, etc) are a lot more expensive in life-energy to cast than other spells of the same level. This changes the whole feel of the game completely, and I'll probably going to have to redo the XP-system, and so on.
But all that's for later. Right now I'm asking for a bit of input on my self-sacrificing class. I'm not too fond of the name (The Martyr is so clichéd), and don't have enough options of disabilities. I'd like a good mix of minor and major, serious and funny (with a dark flavour).
Other aspects of the class is still unfinished, but I have something in mind, and I'm open to all kinds of input and suggestions.
Game-balance is a concern, but not the primary one for me. There are other ways of evening things out between players.
--
The Martyr
Alignment: Any (but mostly Good)
HD: D4
Class Skills: All
Skill Points: 2+Int
Class Features
W+A proficiency: As Sorcerer
Spells:
The Martyr casts arcane, divine and druidic spells. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a martyr must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a martyr’s spell is 10 + the spell level + the martyr’s Charisma modifier.
Like other spellcasters, a martyr can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
The Martyr learns new spells per level like the Sorcerer, but unlike the sorcerer he can also learn new spells trough study. If he succeeds on a Spellcraft check (of DC 20+spell level) he can learn a spell simply by seeing (and hearing, if it involves a vocal component) it being cast, but if he fails he cannot learn the spell that way until he gains another level. By studying under another spellcaster who knows the spell he can reduce the DC by 5 points per day of focused study, and by this method he can make multiple attempts to learn the spell without having to gain another level first.
There is a price for all this power, there is always a price in the world of _____, and the martyr, unlike the Life Casters, usually chooses to pay the price himself. Though the options of Blood Sacrifice and Soul Sacrifice is open to him that path tends to be too addictive to return from. In fact many of the most ruthless and depraved Life Casters were once Martyrs, but no known Life Casters have walked that road the other way.
For every new level the Martyr gains he sacrifices a part of his life-energy to fuel his growing magical abilities. Every level he gains he can choose from the following uncurable disabilities:
*Aging:
Gain an Age category.
*Muscular atrophy:
-4 to Str, -4 to Dex.
*Weakness of the Heart:
-6 to Con.
*Slow Nerves:
-6 to Dex.
*Blindness 1 (Clouding of the eyes):
-1 to AC, loses half his Dex bonus to AC, takes a -4 penalty to Search checks and most Strength and Dex skill checks, All checks and activities that rely on vision (such as reading and Spot checks) take a penalty of -10. All opponents are considered to have concealment (25% miss chance) to the blinded character.
*Blindness 2:
The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character.
*Osteoporosis and rheumatism:
Moves at half base speed (though magical boni apply normally). Takes 150% damage from blunt weapons. -2 to Str, -2 to dex.
*Paralysis of the Legs:
Moves maximum 5ft per round without aid.
*Paralysis of the Arms:
Cannot use somatic components, use weapons or shields.
*Bowel Cramps:
25% chance each round of being unable to act (dazed) because of crippling pain.
*Irregular Bowels:
The character cannot control his bowels, emmitting noxious gasses, liquids, solids or sounds at unpredictable (though frequent) times. Without diapers he takes a random -5, -10 or -20 penalty to all charisma checks involving most sentient creatures. With diapers the penalty is reduced to a constant -8.
*Flaying Sickness:
Parts of the character's skil falls off, making him suffer constant pain and makes him more suscptible to disease (-10 to Concentration, -4 to all charisma based skill checks except Intimidate , -2 to Dex, the character is unable to take ten on skill checks. -5 on all saves against disease.)
*Mild Insanity:
-4 to all Wis, Int and Cha based skill checks.
*Insanity:
-6 to all Wis, Int and Cha based skill checks. -4 to Will saves.
*Greater Insanity:
-6 to all Wis, Int and Cha based skill checks. -4 to Will saves. Acts as if under the effects of a Confusion spell.
*Genital warping:
Impotence, -20 to all charisma checks involving genitals. Males become eunuchs, suffering -2 to all charisma checks involving most sentient creatures. Females, if impregnated, tend to give birth to hideous monstrosities from the far planes.
etc, etc....
Casting Spells:
price by level:
0: 1 hp subdual
1: 1 hp
2: 3 hp ?
3: 5 hp or 1d2 con ?
4: etc ?
5:
6:
7:
8:
9:
Magic always involves sacrifice, one way or another. Some casters sacrifice their own life-energies and suffer debilitating chronic disabilities and disfugurements to cast their spells and gain new levels. And other casters use the life energies of others to cast their spells. Fortunately for the self-sacrificing bunch their kind of casting is a very efficient exchange of power and they can gain the same effects out of a minor injury as a naughty-caster can get out of a whole herd of goats, a couple of goblins, another human, or a piece of a family-member. There are only two classes of casters, and they both have access to all spells (with a couple exceptions) on the three major spell-lists.
The side effects of this are a lot of social ramifications, a rarity of magical items and a general dislike for magic. Another side-effect is that spells that give life (cure spells, raise dead, etc) are a lot more expensive in life-energy to cast than other spells of the same level. This changes the whole feel of the game completely, and I'll probably going to have to redo the XP-system, and so on.
But all that's for later. Right now I'm asking for a bit of input on my self-sacrificing class. I'm not too fond of the name (The Martyr is so clichéd), and don't have enough options of disabilities. I'd like a good mix of minor and major, serious and funny (with a dark flavour).
Other aspects of the class is still unfinished, but I have something in mind, and I'm open to all kinds of input and suggestions.
Game-balance is a concern, but not the primary one for me. There are other ways of evening things out between players.
--
The Martyr
Alignment: Any (but mostly Good)
HD: D4
Class Skills: All
Skill Points: 2+Int
Class Features
W+A proficiency: As Sorcerer
Spells:
The Martyr casts arcane, divine and druidic spells. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a martyr must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a martyr’s spell is 10 + the spell level + the martyr’s Charisma modifier.
Like other spellcasters, a martyr can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
The Martyr learns new spells per level like the Sorcerer, but unlike the sorcerer he can also learn new spells trough study. If he succeeds on a Spellcraft check (of DC 20+spell level) he can learn a spell simply by seeing (and hearing, if it involves a vocal component) it being cast, but if he fails he cannot learn the spell that way until he gains another level. By studying under another spellcaster who knows the spell he can reduce the DC by 5 points per day of focused study, and by this method he can make multiple attempts to learn the spell without having to gain another level first.
There is a price for all this power, there is always a price in the world of _____, and the martyr, unlike the Life Casters, usually chooses to pay the price himself. Though the options of Blood Sacrifice and Soul Sacrifice is open to him that path tends to be too addictive to return from. In fact many of the most ruthless and depraved Life Casters were once Martyrs, but no known Life Casters have walked that road the other way.
For every new level the Martyr gains he sacrifices a part of his life-energy to fuel his growing magical abilities. Every level he gains he can choose from the following uncurable disabilities:
*Aging:
Gain an Age category.
*Muscular atrophy:
-4 to Str, -4 to Dex.
*Weakness of the Heart:
-6 to Con.
*Slow Nerves:
-6 to Dex.
*Blindness 1 (Clouding of the eyes):
-1 to AC, loses half his Dex bonus to AC, takes a -4 penalty to Search checks and most Strength and Dex skill checks, All checks and activities that rely on vision (such as reading and Spot checks) take a penalty of -10. All opponents are considered to have concealment (25% miss chance) to the blinded character.
*Blindness 2:
The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character.
*Osteoporosis and rheumatism:
Moves at half base speed (though magical boni apply normally). Takes 150% damage from blunt weapons. -2 to Str, -2 to dex.
*Paralysis of the Legs:
Moves maximum 5ft per round without aid.
*Paralysis of the Arms:
Cannot use somatic components, use weapons or shields.
*Bowel Cramps:
25% chance each round of being unable to act (dazed) because of crippling pain.
*Irregular Bowels:
The character cannot control his bowels, emmitting noxious gasses, liquids, solids or sounds at unpredictable (though frequent) times. Without diapers he takes a random -5, -10 or -20 penalty to all charisma checks involving most sentient creatures. With diapers the penalty is reduced to a constant -8.
*Flaying Sickness:
Parts of the character's skil falls off, making him suffer constant pain and makes him more suscptible to disease (-10 to Concentration, -4 to all charisma based skill checks except Intimidate , -2 to Dex, the character is unable to take ten on skill checks. -5 on all saves against disease.)
*Mild Insanity:
-4 to all Wis, Int and Cha based skill checks.
*Insanity:
-6 to all Wis, Int and Cha based skill checks. -4 to Will saves.
*Greater Insanity:
-6 to all Wis, Int and Cha based skill checks. -4 to Will saves. Acts as if under the effects of a Confusion spell.
*Genital warping:
Impotence, -20 to all charisma checks involving genitals. Males become eunuchs, suffering -2 to all charisma checks involving most sentient creatures. Females, if impregnated, tend to give birth to hideous monstrosities from the far planes.
etc, etc....
Casting Spells:
price by level:
0: 1 hp subdual
1: 1 hp
2: 3 hp ?
3: 5 hp or 1d2 con ?
4: etc ?
5:
6:
7:
8:
9: