TiwazTyrsfist
Adventurer
First off I'd like to say, should we have a spot to put all our homebrewed traditions/careers and races, like a sticky masterpost, or is there a spot they should go I just don't know about yet? I feel like fairly soon it will be easy for these things to get lost if we all just post them each as their own separate thread.
That aside, I've made three more traditions for O.L.D., which aren't yet playtested, but I believe will turn out to be fairly balanced. Paladin is probably in the most need of tweaking.
Anyway, they are:
Paladin – An armored knight with light healing and holy magic
Witch-Hunter – A bounty hunter that specializes in taking down (rogue) magic users.
Illusionist – A magic user specializing in Weaving illusions and using Light
* - When a paladin takes Abjure Evil, instead of Hex Evil they gain Hex Good. Thus, this spell set allows them to gain protection vs Evil, or make another target vulnerable to Good. A Paladin can never gain the power to Abjure Good or to Hex Evil by taking the paladin tradition, although they can gain those spell lists by taking other casting traditions as normal.
** - If a creature or object with the Evil virtue passes within 10 feet of the paladin, he knows it instinctively, though he cannot pinpoint the exact creature or object, nor does he know if the offending power is truly Evil aligned (such as a demon) or simply under the effect of Infuse Evil.
*** - Holy Sword and Divine Aegis are, effectively, signature spells that simply don’t count towards the characters normal limit on signature spells, and can’t be relearned to alter them. They are skills taught by rote in the holy orders. They may also involve spell lists the paladin doesn’t have access to, or which technically don’t exist, but either way, the Paladin can cast them as if they were spells she had access to and which actually exist.
Holy Sword (1MP) – Create Good 2. This spell creates a Sword (generally a longsword, but any sword under 50gc value is legal) out of pure Divine energy. Yes, this is a violation of the fact that Create does elements and not Virtues, that’s why it’s a special power. And yes, it costs less than it should. Special. Power. The sword does Good aligned damage, lasts 1 minute (10 combat rounds) and deals damage to targets under the same rules as Evoke Good, which is to say the sword doesn’t affect Good or Free-Willed creatures.
Divine Aegis (1MP) – Abjure Evil 1. Requires a shield. Cantrip Effect +2 Defense Vs Evil, 1 MP to add Withstanding 1 for 2 Soak vs evil. Effect is centered on the shield, lasts 1 minute. Additionally (since this IS a special power) shield is good aligned so if used to shield bash an opponent that is Vulnerable to Good, it will deal extra damage.
That aside, I've made three more traditions for O.L.D., which aren't yet playtested, but I believe will turn out to be fairly balanced. Paladin is probably in the most need of tweaking.
Anyway, they are:
Paladin – An armored knight with light healing and holy magic
Witch-Hunter – A bounty hunter that specializes in taking down (rogue) magic users.
Illusionist – A magic user specializing in Weaving illusions and using Light
Paladin 3+1d3 years |
Requirements: Squire OR Man-At-Arms with Religion:: OR Cleric with Sword |
Spell Lists: Heal Person, Abjure Evil/Hex Good*, Evoke Good, Infuse Good |
You have been called to serve your god, creed, or philosophy as a holy knight. Paladins form orders, and these orders train would be paladins in combining the arts of combat with light spell casting. A Paladin is called not only to serve his community through battle, but also through good works in the community, caring for and healing the sick and infirm, and generally being a stereo-typical ‘Do Gooder’. This does not, however, STOP some Paladins from falling into evil and cruel ways, or simply betraying their orders, or becoming draconian totalitarian despots in the name of ‘the greatest good for the greatest number’. |
Str +1, End +1, Wil +1, Rep +1 Religion, Sword, Leadership, Tactics, Healing, Heraldry, Bravery, Evoking, Survival, Shield |
I. Mag +1. Sense Evil 10’** |
II. Gain the ‘Holy Sword’ and ‘Divine Aegis’ special powers.*** |
III. You can exceed your normal MP cap on Heal spells by up to 4, but lose 1 HP for each MP over the cap you go. If you use this power you cannot heal yourself with this spell. |
** - If a creature or object with the Evil virtue passes within 10 feet of the paladin, he knows it instinctively, though he cannot pinpoint the exact creature or object, nor does he know if the offending power is truly Evil aligned (such as a demon) or simply under the effect of Infuse Evil.
*** - Holy Sword and Divine Aegis are, effectively, signature spells that simply don’t count towards the characters normal limit on signature spells, and can’t be relearned to alter them. They are skills taught by rote in the holy orders. They may also involve spell lists the paladin doesn’t have access to, or which technically don’t exist, but either way, the Paladin can cast them as if they were spells she had access to and which actually exist.
Holy Sword (1MP) – Create Good 2. This spell creates a Sword (generally a longsword, but any sword under 50gc value is legal) out of pure Divine energy. Yes, this is a violation of the fact that Create does elements and not Virtues, that’s why it’s a special power. And yes, it costs less than it should. Special. Power. The sword does Good aligned damage, lasts 1 minute (10 combat rounds) and deals damage to targets under the same rules as Evoke Good, which is to say the sword doesn’t affect Good or Free-Willed creatures.
Divine Aegis (1MP) – Abjure Evil 1. Requires a shield. Cantrip Effect +2 Defense Vs Evil, 1 MP to add Withstanding 1 for 2 Soak vs evil. Effect is centered on the shield, lasts 1 minute. Additionally (since this IS a special power) shield is good aligned so if used to shield bash an opponent that is Vulnerable to Good, it will deal extra damage.
Witch-Hunter 1d6 years |
Special: Witch-Hunter is an exception to the rule that you cannot take a tradition if it’s stat change would take your stat to Zero or less. Even if Witch-Hunter would reduce your Magic to less than zero you can take this tradition, but you should record your new negative magic score because witch-hunter antimagic is a hole you have to work hard to dig yourself out of if you wish to both be a witch-hunter AND a spellcaster. |
Agi +1, End +2, Wil +2, Luck +1, Mag -2 Survival, Tracking, Spellcraft, Knife, Trapping/Trap making, Bow, Net, Interrogation, Restraints |
I. +4 defense/mental defense against Magic |
II. You may Counterspell as a counterspell Abjure cantrip. However you use your Will instead of Magic for the roll. You may use this power up to your Will score times per day. |
III. +4 to any attempt to disbelieve magical Illusions, and your defense against magic improves to +6 Def/MDef against magic. |
IV. You can see magic. If an item is enchanted you know it (but not what the enchantment is), you can tell if a creature has a Magic score of at least 1, and you get a free disbelieve attempt (with your bonus) as soon as you come into range of any illusion. |
V. You gain a special pool of Anti-Magic Points (AMP) equal to your Will attribute. These AMP can be spent like MP, but only for Abjure Counterspell functions. |
Illusionist 1d6 years |
Prerequisites: at least 1 Weave spell list, and at least 1 Light spell list. |
Spell Lists: Weave [any], [any] Light |
The Illusionist is a caster who has chosen to specialize is sensory deception. Mixed into the tricks of light are also effects of Elemental Light, so their foes can never really be sure if that glowing sword is an illusion that they just THINK hurts, or if it’s really a sword of solid coruscating light that is REALLY severing their arm… |
Int +1, Wil +1, Mag +1, Cha +1 Spellcraft, Weave(spellcasting), Bluffing, Concentration, Stealth, Disguise, Artistic and Crafting skills as might apply to creating more convincing illusions |
I. You can use Weave Force and Weave Nature effects even if you do not know the Create spell lists. |
II. You gain a single Weave spell list as a signature spell list (this functions exactly like the Mage IV power) |
III. People trying to disbelieve your illusions take a 1 die penalty to their roll. |