* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Mystara 3e material Started at 03-12-04 01:34 AM by Byron's Ghost Visit at http://forums.gleemax.com/showthread.php?t=199718 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Byron's Ghost Date : 03-12-04 01:34 AM Thread Title : Mystara 3e material I had some prestige classes and things worked up for my last campaign, so I thought I'd post them here for anyone who wanted to snag them. First up: the Glantrian Specialist Wizard, a variation of the Red Wizard PrC. ---------------------------------------------------------- Glantrian Specialist Wizard Hit Dice: 1d4 REQUIREMENTS Spellscasting: Specialist wizard of at least 7th level Spellcraft: 8 ranks Knowledge (arcana): 8 ranks Feats: Spell focus and Spell Defense in chosen specialist school, any one metamagic feat Special: Must be enrolled in the Great School of Magic in Glantri CLASS SKILLS Concentration, Craft, Decipher Script, Knowledges (all), Profession, Scry, Spellcraft Skill points: 4 + Int modifier WEAPONS/ARMOR: None gained ADVANCEMENT TABLE Level Att Fort Ref Will Special 1 +0 +0 +0 +2 Spell progression, improved spell acquisition 2 +1 +0 +0 +3 Specialist defense +1 3 +1 +1 +1 +3 Spell potency +1 4 +2 +1 +1 +4 Spell power +1 5 +2 +1 +1 +4 Bonus metamagic feat 6 +3 +2 +2 +5 Specialist counterspell 7 +3 +2 +2 +5 Specialist defense +2 8 +4 +2 +2 +6 Spell potency +2 9 +4 +3 +3 +6 Spell power +2 10 +5 +3 +3 +7 Specialist metamagic SPELL PROGRESSION Upon taking the prestige class, the wizard continues to advance in caster level and spellcasting abilities. With each level gained, the Glantrian Specialist gets spells per day and spells discovered as if she were still advancing in wizard levels as well. Wizard levels and Specialist levels stack for the purposes of determining caster level, as well, but do not effect other things such as bonus feats or other advantages. IMPROVED SPELL ACQUISITION The Glantrian Specialist Wizards have access to resources and libraries far beyond those of most wizards. Each level they gain a free spell of their specialty school to add to their spellbooks. SPECIALIST DEFENSE The character gains a +1 competence bonus to all saving throws against spells from her specialty school. This bonus increases to +2 at 7th level, and stacks with any other bonuses from Spell Defense or the like. SPELL POTENCY When casting spells in her specialist school, the caster has a +1 competence to overcome the spell resistance of a target creature, and those attempting to dispel her specialist spells suffer a –1 penalty. Each of these increases by one point at 8th level, and stacks with any other bonuses or penalties the character may have from other sources. SPELL POWER The caster gains +1 to all save DCs for spells cast from her school of specialty. This bonus increases to +2 at 9th level, and stacks with other bonuses such as those from the Spell Focus feat. SPECIALIST COUNTERSPELL The character has the equivalent of the Improved Counterspell feat for spells within his school of specialty. This allows the use spells other than the exact one for counterspelling purposes; she may now use any spell of the same school that is the same level or higher to counterspell the targetted spell. This ability works only on standard counterspells and does not effect the use of dispel magic as a counterspell. SPECIALIST METAMAGIC The caster may choose to cast impromptu metamagic spells. She may do this a number of times per day equal to her Intelligence bonus. She may choose to apply any metamagic feat to any spell that she is about to cast; however, she must sacrifice one or more prepared lower-level spells in order to power the metamagic. For instance, a caster who wished to cast an impromptu still, silent fireball, would have loose the fireball spell as normal, and would also loose two levels’ worth of other prepared spells, such as one knock or two shocking grasps. The caster can only choose to loose spells which are of a lower level than the spell to be altered, and never spells which are the same level or higher. This is the only limit to the amount of metamagic feats which can be put onto a spell. Of course, the caster must still know the appropriate metamagic feat as well. A caster cannot use an “extra” spell slot for this ability; it must be a spell which has already been prepared. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Byron's Ghost Date : 03-12-04 01:43 AM Early in the campaign, the Glantrian fire mage found religion when the group passed through Thothia and met with an underground sect of Rathanos opposed to the Night Spider. He kept with the faith throughout the entire campaign, and I eventually came up with this class for the character. I based it on the Elemental Savant from Tome & Blood, but slightly modified to work around his Secret Craft abilities, some of which were duplicated by the Savant PrC. Given that it was associated with Rathanos, I felt that it should be open to both wizards and clerics. --------------------------------------------------- CHOSEN OF RATHANOS Hit dice: d6 REQUIREMENTS Knowledge (Religion): 4 ranks Spellcraft: 8 ranks Spellcasting: Ability to cast arcane or divine spells of at least third level. Base class must have some sort of fire connection, such as an evoker or elemental specialist wizard or a cleric with the Fire domain. Feats: Spell Focus or Energy Substitution with fire spells Special: Must be a follower of the Immortal Rathanos, and have had some previous mystical contact with him. Special: Must be trained in Thothia by the Cult of Rathanos. CLASS SKILLS Alchemy, Concentration, Craft, Knowledge (arcane), Knowledge (religion), Profession, Scry, Spellcraft. Skills points: 2 + Int modifier WEAPONS/ARMOR: None gained ADVANCEMENT TABLE Level Att Fort Ref Will Caster level? Special 1 +0 +0 +0 +2 Yes Elemental Transition I, Master of Flames 2 +1 +0 +0 +3 Yes Fire Focus +1 3 +1 +1 +1 +3 Yes Fire Penetration +1 4 +2 +1 +1 +4 No Elemental Transition II, Light of Knowledge 5 +2 +1 +1 +4 Yes Fire Focus +2 6 +3 +2 +2 +5 Yes Gift of Flame 7 +3 +2 +2 +5 No Elemental Transition III, Infernal Shield 8 +4 +2 +2 +6 Yes Fire Penetration +2 9 +4 +3 +3 +6 Yes Gift of Flame 10 +5 +3 +3 +7 No Elemental Transmutation, Fiery Allegiance SPELLCASTER PROGRESSION The character gains a new caster level at the indicated levels of the prestige class, just as if he had taken a level in his previous class. This can be an arcane or divine level; however, if the caster had both arcane and divine spells before taking the prestige class, he must pick which class he wishes to add to at each level. ELEMENTAL TRANSITION The spellcaster becomes closer and closer to her chosen elemental type, as per the Elemental Savant perstige class. This has the following benefits: I (1st level): Immune to sleep spells, gain darkvision 60’ II (4th level): Immunity to stunning and paralysis III (7th level): Immune to all nonmagical diseases and poisons MASTER OF FLAMES As a chosen of Rathanos, the charcter is closely aligned with fire creatures of all types. He gains a +2 circimstance bonus to all social rolls dealing with fire creatures. Fire creatures summoned by spell (but not circle ability) are treated as if they had been Augmented: they gain +1 hp per hit die and a +1 circumstance bonus to all attack and damage rolls. FIRE FOCUS: The spellcaster adds +1 to the DC of the saving throw of all fire spells. This stacks with Spell Focus. FIRE PENETRATION: The spellcaster adds +1 to the roll to defeat the spell resistance of all fire creatures. This stacks with Spell Penetration. LIGHT OF KNOWLEDGE: When using Contact Outer Plane to call the Elemental Plane of Fire, the character gains a +2 bonus to the Intelligence roll, and has a reduced risk of being lied to (roughly half). For divine casters who use Commune, they cast that spell as if they were two levels higher, thus allowing two more questions to be asked than normal. Additionally, the character gains the spell-like ability to scry by staring into a roaring fire and awaiting visions. This works as 4th-level arcane spell, and may be used a number of times per day equal to the character’s Wisdom bonus (minimum once). INFERNAL SHIELD: The spellcaster gains a spell resistance of 20 + caster level when resisting fire-based spells. Once per day, he may heal himself of damage up to twice his character level. However, this healing must be all at once, and requires a great fire for the character to step through. This supernatural ability is a full-round action. GIFT OF FLAME: The character may choose one of the following feats for free: Energy Admixture, Sacred Spell, Spell Focus Conjuration, or Spell Focus Invocation. Wizards using Sarcred Spell may apply it only to fire spells. ELEMENTAL TRANSMUTATION: The spellcaster transcends his humanity and gains the abilities of an elemental creature, as per the Elemental Savant ability Elemental Perfection. Therefore he is no longer affected by spells which target humanoids, but may be affected by spells which target outsiders. The caster is no longer affected by magical aging effects, but still ages normally and will die when his time is up. He does not gain aging penalties to attributes, although bonuses still accrue. The character gains the speed, movement, special attacks, and special qualities of a medium fire elemental, except that save DC for any abilities is 20 + the spellcaster’s wisdom bonus. With this, however, the character gains the fire subtype, meaning that he will now take double damage from all cold or water-based attacks if the saving throw is failed. Finally, the caster is completely immune to all normal and magical fire, if this is not already the case. FIERY ALLEGIANCE: Considered to be an elemental being, the spellcaster has a much easier time dealing with fire creatures. He gains a +4 circumstance bonus on all social rolls with fire beings. Any fire creature that is summoned using spells (but not circle abilities), such as Planar Binding, will automatically be friendly to the caster. Finally, the caster’s bonus to casting Contact Outer Planes with the elemental plane of fire raises to +4 to the Intelligence check, and fire creatures will never give a false answer to him. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Byron's Ghost Date : 03-12-04 02:00 AM Last class I had from my Glantri campaign. The party got friendly with one of the Mystic Healer's monasterries- especially since the party's Dream Mistress had so many... eccentricities. IMC one of the primary reasons for the Hospices (and why the monks were tolerated by the Council even with the quasi-divine powers listed below) was to care for wizards who were senile, mad, or otherwise a danger to themselves and others- especially if they could still cast spells in their befuddled states. Naturally, the Mystics also used their abilities to help the local populaces in more remote areas, with healing and whatnot. As I mentioned, the Mystics get a limited number of divine spells, and Princes such as Jherek who allow the Mystics within their borders turn a blind eye to this, provided the Mystics are helpful and keep a low profile. I chose divine spells primarily because of the 3rd ed "healing = divine" relationship. The mystics get these spells from their connections with the cosmos and the world around them, and not from any particular Immortal. They themselves probably would not consider the abilities divine, but simply an extension of the work they do. Note that I also threw in a couple of updated OD&D Mystic abilities, such as Blankout and Gentle Touch. -------------------------------------------------- MYSTIC HEALER Hit dice: d8 REQUIREMENTS Alignment: any non-evil Base attack bonus +5 or higher Wholeness of Body ability Healing: 4 ranks Special: Must be accepted and trained by the Hospice Special: Must speak Ethengarian CLASS SKILLS Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Knowledge (arcana), Move Silently, Spellcraft, Tumble Skill points: 4 + Int modifier WEAPONS/ARMOR: None gained. Note that Mystic Healer levels DO NOT stack with monk levels for the purposes of determining unarmed attacks- the monk class level is used. ADVANCEMENT TABLE SPELLS PER DAY Level Att Fort Ref Will Special 1st 2nd 3rd 4th 1 +0 +2 +2 +2 Improved Evasion, Gentle Blow 0 2 +1 +3 +3 +3 Uncanny Dodge (Dex bonus to AC) 1 3 +2 +3 +3 +3 Extra speed, Alertness feat 1 0 4 +3 +4 +4 +4 Diamond Body 1 1 5 +3 +4 +4 +4 Blankout 1 1 0 6 +4 +5 +5 +5 Diamond Soul 1 1 1 7 +5 +5 +5 +5 Extra Speed, Tongue of the Sun 2 1 1 0 8 +6 +6 +6 +6 Gentle Touch 2 1 1 1 9 +6 +6 +6 +6 Timeless Body 2 2 1 1 10 +7 +7 +7 +7 Empty Body 2 2 2 1 SPELLS PER DAY The mystic gains access to a limited number of divine spells, as listed above. An entry of ‘0’ in a column indicates that the mystic may cast spells from that level only if he would ordinarily get bonus spells due to high Wisdom. These spells are prepared exactly as if the mystic were preparing clerical spells. However, the mystics do not get these spells from an Immortal, but with their connection with the life force itself. Therefore, the mystic spends his preparation time meditating instead of praying. IMPROVED EVASION, UNCANNY DODGE This works exactly like the rogue ability of the same name. GENTLE BLOW The Mystic Healer levels stack with monk levels for the purposes of determining the amount of stunning blows. EXTRA SPEED At third and seventh levels, the mystic healer adds +10 to his movement rate. DIAMOND BODY, DIAMOND SOUL, TONGUE OF THE SUN AND MOON, TIMELESS BODY, EMPTY BODY All these abilities work exactly like the monk abilities of the same name. BLANKOUT At fifth level, the mystic healer gains the supernatural ability to mask his presence once per day. This ability lasts up to one round/level and works much like the spell invisibility. However, it is not an illusion, more a clouding of the mind. Normal senses cannot detect the mystic; only spells with the power of true seeing or stronger will detect him. Like invisibility, this effect ends if the monk attacks or otherwise interacts with someone else. GENTLE TOUCH A variant of the quivering palm, a mystic healer learns this ability upon attaining 8th level. Once per day, the mystic may touch a target and choose one of the following powers: Cure Critical Wounds, Dispel Chaos, Dispel Evil, Inflict Critical Wounds, Dimensional Anchor, Hold Person, Poison, Suggestion. If the target is unwilling, the mystic must succeed in a touch attack. The mystic cannot use this ability on himself. SPELL LIST 1st level: Command, Cure Light Wounds, Endure Elements, Protection from Chaos, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith 2nd level: Calm Emotions, Cure Moderate Wounds, Delay Poison, Gentle Repose, Hold Person, Remove Paralysis, Silence, Zone of Truth 3rd level: Cure Serious Wounds, Dispel Magic, Invisibility Purge, Lesser Restoration, Magic Circle Against Chaos, Magic Circle Against Evil, Remove Blindness, Remove Curse, Remove Disease 4th level: Dimensional Anchor, Dismissal, Freedom of Movement, Neutralize Poison, Restoration, Spell Immunity -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : MD Date : 03-12-04 07:44 AM Thread Title : Glantri wizard Good idea, Byron! I had intent to create one PC as your Glantri wizard. I just have one question about him. In the Glantri Gazeeter, the wizards are accepted by the School one they passed the Test - at 9 th level. So I suggest the requesite could be upgrade to 12 ranks in the skills to reflect that. But the 9th level idea was probably made in the idea of 9th level = name level. So that could be put at level 5 as you suggest, so wizard could pass the test at the 5th level. Otherwise, that is great. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Hugin Date : 03-12-04 08:11 PM Thread Title : Atruaghin Wild-Warrior (Monk) The following is a result of one of those "light bulb" moments. One of my players (who had never played with us before) joined an established campaign as an elf from Belcadiz. Not knowing the way in which the game was heading, and taking us by surprise a bit too, he realized that the personality of the elf just wasn't compatible to the other PCs. So, he requested to retire the elf, and then said he was interested in a monk. The PCs being in Darokin at the time, I envisioned traveling to Atruaghin and meeting a Child of Atruaghin with great melee abilities; his own martial art. The Atruaghin Wild-Warrior is basically a standard monk with druid-like tendencies. Their cloister is the great outdoors and personal perfection comes with one’s harmony to nature as well as to one’s inner spirit. They do not live in villages with their follow tribes-men but rather remain in the wilderness. Adventures: Will often-times champion nature before championing a person or cause. Characteristics: These “monks” are unaware of “ki”; instead, they speak of attuning one’s self to the spirit of the land or mother earth. Alignment: Lawful is the only one capable of such long-term dedication to . Religion: Usually only Atruaghin, but any lawful immortal of these people’s pantheon is permissible; Hattani Stoneclaw, Danel Tigerstripes. Races: Atruaghin born human only. GAME RULE INFORMATION Atruaghin Wild-Warriors have the following game statistics. Abilities: The same abilities are important to an Atruaghin Wild-Warrior as with any other monk. Due to the lifestyle of the Atruaghin peoples (compared to those of the so-called civilized lands), when created these monks gain a +1 bonus to both Strength and Constitution and a -1 to Intelligence and Wisdom. Alignment: Any lawful. Hit Die: d8. Class Skills The Atruaghin Wild-Warrior’s class skills are Animal Empathy (personal totem animal), Balance, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (nature), Listen, Move Silently, Swim, Tumble, and Wilderness Lore. Skill points at 1st Level: (4 + Int modifier) x 4. Skill points at Each Additional Level: 4 + Int modifier. Class Features Weapon and Armour Proficiency: The full list includes club, dagger, tomahawk (throwing axe), javelin, quarterstaff, siangham, and sling. They are not proficient with armour or shields. Other than this it is the same as a monk. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Byron's Ghost Date : 03-12-04 11:24 PM MD- I don't think I had a specific corollary in mind with graduation. It's been a couple of years since I made up the class. Most PrC, near as I can tell, can be entered by 5th or 6th level. I'm not even sure why I settled on 7th caster level, perhaps as a compromise between the usual 5th level prestige class entry point and the 9th level graduation point. At any rate, one could simply think of the first few levels of the the class as "graduation prep", like doing research work with potential mentors, etc. And then going to "grad school" later. Whenever I ran a Graduation Test IMC, I just did it at 9th caster level (ie when 5th-level spell were acquired) without worrying about the exact class source. I got a lot of use out of the small graduation test in the back of the Gaz- every time I run that, the PCs end up doing something odd and interesting. Hugin- Thanks for posting the class details. I remember you mentioning in the other thread and was going to ask for the info. One question- what are their "special monk weapons"? I assume, for instance, that the tomahawk replaces the kama on the list? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : Hugin Date : 03-12-04 11:43 PM Byron - If your asking which weapons could be used with his "unarmed base attack" (3rd Ed) with, it is the tomahawk and siangham. And thanks; the player I did this for is really enjoying playing this character, and its interesting now that we're back in "civilization". Keep them coming. These are interesting -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 09:25 AM.