* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Glantrian Prestiege Classes Started at 01-13-07 10:06 AM by Morphail_o Visit at http://forums.gleemax.com/showthread.php?t=771461 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Morphail_o Date : 01-13-07 10:06 AM Thread Title : Glantrian Prestiege Classes Hey guys and gals, This is the first in what is potentially a line of prestiege classes I have been working on. Alchemist The Alchemists, scientists of days gone by, are icons of fantasy as well as of real history. Thinkers and tinkers, they work tirelessly to improve our (or their) life and wellbeing, finding ways to extend (or create) life, turn led into gold and control the material world. In the magic rich Principalities of Glantri, alchemists are alive and kicking, grouped in an ancient organization called The Secret Craft of Alchemy. Becoming an Alchemist of the First circle All Alchemists of past and present have been wizards of some repute (5th level) before joining even the outermost 1st circle of the secret craft. Specialist wizards are equally welcome but remember you need to have a good understanding of transmutation magic so it cannot be your banned school. In other campaign worlds, sorcerers and bards (generic D&D), magewrites and artificiers (eberron) are also possible choices. The initiate must be sponsored by an Alchemist of the second circle to join, and also must already have a working laboratory. A laboratory must be at least 100 sq meters in size, and new equipment must be added before entry into the next circle (5000gp per circle), So most alchemist start off as being fairly rich. Entry Requirements: Skills: Craft (alchemy) 8 ranks, Appraise 4 ranks Feats: Brew Potion Spells: Able to cast 2nd level transmutation spells Special: Must be admitted to the first circle of the Secret Craft of Alchemy. Must build a laboratory worth at least 5000gp per circle, materials cost at least 500 gp per month. A field laboratory costs an additional 3000gp per circle, and restocking it costs 500 gp per month. Must be sponsored by Alchemist of the 2nd circle. Class Features: Hit Dice: d4 Weapon and Armor: Gains none. Class Skills: Appraise, Craft (any), Concentration, Heal, Knowledge (arcana), Knowledge (nobility), Spellcraft Saves Lvl BAB Fort Ref Will Special Spells 1 +0 +0 +0 +2 1st Circle, Find Component +1 arcane spellcaster level 2 +1 +0 +0 +3 Alchemical Preparation +1 arcane spellcaster level 3 +1 +1 +1 +3 2nd Circle, Magical Preparation +1 arcane spellcaster level 4 +2 +1 +1 +4 Find Magical Component +1 arcane spellcaster level 5 +2 +1 +1 +4 3rd Circle, Transmute Matter +1 arcane spellcaster level 6 +3 +2 +2 +5 Craft Construct +1 arcane spellcaster level 7 +3 +2 +2 +5 4th Circle, Transcend Energy- wake construct, recharge +1 arcane spellcaster level 8 +4 +2 +2 +6 Transcend Energy- Raise Dead, Revitalize +1 arcane spellcaster level 9 +4 +3 +3 +6 Living Matter +1 arcane spellcaster level 10 +5 +3 +3 +7 5th Circle, Mutate Lifeform +1 arcane spellcaster level Find Component: Using his special laboratory (or field kit) an alchemist can essentially analyze all of the material components in a given object. The experiments take 1 hour and require a DC 15 Craft (alchemy) skill check per piece of information. Information may include: type of material, source of material (such as remains from a creature), presence of poison, type of poison and so on. The DM may set a higher DC for exotic or rare materials. In addition, an object analyzed with this experiment grants the alchemist a +4 circumstance bonus on Appraise skill checks. Alchemical Preparation: Starting at 2nd level an Alchemist of the Secret Craft of Alchemy adds his class level to his Craft (alchemy) skill check whenever using his special laboratory or field kit. This is a circumstance bonus that replaces the one from a standard alchemical kit. In addition, the alchemist can create alchemical (non-magical) preparations that mimic the following potions: delay poison, cure light wounds, sleep and purify food and water. These preparations last only 1d4 days (becoming inert non-toxic liquid) Costs are the same as brewing a potion with the brew potion feat. Magical Preparation: Using a laboratory appropriate for a 3rd circle alchemist allows brewing a magical potion, oil or balm even without knowledge of the appropriate spell. However, before the first time such a potion is made, a formula must be researched for 1d4 weeks and a craft check (DC equals 17 +2 per spell level) made. Failure means another check may only be made when another level of Alchemist is reached. Once a formula has been researched, additional potions are brewed normally. Find Magical Component: This one-hour long experiment mimics the spell Identify. No material components are needed in addition to regular monthly costs of maintaining the laboratory. Transmute Matter: An alchemist of the 3rd circle may use his special laboratory (but not a field laboratory) to transmute one material into another. 2 lb of solid or liquid material can be transmuted per class level of the Alchemist as a week-long experiment. A Craft (alchemy) skill check must be rolled at the end of the week (DC 25). The worth of the product must be no more than 100gp per level (up to 2000gp), excess material is lost. Failure means the work and source material is wasted and another must be made at the end of another week. On a natural roll of 1 the experiment is lost along with the entire laboratory which explodes in fireball doing 15d6 points of damage (5d6 of which is fire damage; reflex save DC20 for half). The transmutation can be made easier (+2 bonus or higher, DM's call) by choosing a source material that has close attributes to the product (such as silver to gold, sand to glass and so on). This ability, although very dangerous, is the source of wealth and prestige for alchemists. Craft Construct: The Alchemist gains this feat as a bonus feat at 6th level, even if he lacks other prerequisites. If he already has this feat, he may choose a wizard bonus feat instead. Transcend Energy: An alchemist of the 4th circle can utilize magical or natural energy with miraculous outcomes. But first the alchemist must build a transducer (an antenna, a huge crystal and a magnifying lens). The construction costs 12,000gp and takes one month to complete. For each transcend energy experiment additional material costs of 2,500gp must be spend. In addition, an electrical energy source (such as natural lightning or a 100 hit points from a signal source of electric damage) must be aimed at the transducer at the end of each experiment, and a Craft (alchemy) check (DC 30) made. A natural roll of 1 destroys the transducer. Wake Construct: At 7th level, an alchemist can use transcend energy to power a construct such as a golem. The construct must be created with the Craft Construct feat (additional skills and materials may be needed for the actual construction). The Energy used by the transducer replaces all spells and XP needed for the construct. The actual crafting and awakening can be performed by different wizards. Recharge: Also at 7th level, transcend energy can be used to recharge a wand, staff or similar magical item by a number of charges equal to the alchemist's class level. Raise Dead: At 8th level, the target of transcend energy can be a dead body not older than 1 week per level of the alchemist. The body is affected by a Raise Dead effect (including level loss, and possibility of soul refusing reentry). On a failed skill check, the body rises as a lightning zombie outside the alchemist's control. Revitalize: Also at 8th level, the target of transcend energy can be a living body. A successful experiment takes away 1 year of age away from the target body. On a natural roll of 1 the target body is instantly slain. And cannot be raised by transcend energy (it can only be raised by divine means). Living Matter: An alchemist that has managed to get so close to be a high master of the secret craft gains a knowledge that bridges the gap between organic and inorganic material. At 9th level an alchemist can use his Craft Construct feat to create an organ (usually a limb), made from any solid material, to be grafted on (or to replace a limb of) a living subject. Creation of the limb takes about month (costs differ according to material. The procedure of grafting takes one week and requires a craft (alchemy) check (DC 35). A roll of 1 destroys the graft, and causes 3d6 points of damage to the sunject. Upon receiving a graft, the subject must succeed on a will save (DC 17) or become a NE half golem under the DM's control (Monster Manual II). A graft functions as a normal limb and also grants special abilities depending on material: Stone (+2 to strength, Damage Reduction 5/bludgeoning; 10,000GP) Steel (+2 to strength, Damage Reduction 5/adamantium; 20,000GP) Silver (+2 to dexterity, electric resistance 10, damage reduction 5/-; 50,000GP) Mutate Lifeform: The High Master of Alchemists gains a true understanding of the alchemical and living worlds. Using his special laboratory the alchemist of the fifth circle can change the composition of flesh of living creature (or parts of) into that of practically any material. With a DC40 craft (alchemy) check, 24 straight hours of work, and 50,000gp worth of materials, an alchemist can alter the consistency of a willing or helpless medium creature body into any material he can think of. He can also transmute only parts of the creature's body. Solid material organs are under complete control of the creature and give it hardness (damage reduction) as appropriate for the material. The subject may also be transformed into liquid/gaseous form. In such forms, the subject gains advantages of the Gaseous Form spell such as imuunity to critical hits, and damge reduction but can still cast spells (but not wear any armor). Finally, a creature mutated with the flesh of a creature gains the extraordinary (but not supernatural) physical abilities of that creature- damage reduction, regeneration, poison touch, camouflage and so on. The DM can (and should) set limitations and guidelines on this ability. On a roll of 1, the target dies and becomes inanimate material of the type used in the transmutation. Playing an Alchemist You have a scientific approach to magic, and always strive to expand your knowledge. Good or evil does not matter, there are truths hidden in the core of the world outside the realm of sentient ideas. Because of this, some alchemists are considered anti-social or workaholics. Try to emphasize the "mad scientist" persona, and address problems in an analytical fashion. Combat The Alchemist prestige class does not offer any powers that directly enhance your combat ability. However, you are still a fully functioning arcane caster and can dish out the normal amount of damage with your spells. As an Alchemist, you have access to much more potions and alchemical weapons than most wizards. Use those whenever the need arises as it makes no sense to hoard them. Later in you career you can sit back and let your constructs do the dirty work. Keep out of melee! If you die, no one will be able to use your transducer to save you, and your life time researches are ruined. Advancement The Craft has high demands in terms of time and money. Only at mid levels does it start to pay off (at least in terms of cash). Obviously, you should keep your Craft (alchemy) skill at top ranks as it is the key ability for most of your powers. Your intelligence score should be highest for the same reason. Invest in several craft skills as you are likely to build stuff during your career (leatherworking is a must for flesh golems!). Take feats that either enhance your alchemist powers such as Skill Focus, or invest in item creation feats. At the highest levels, try using your abilities to enhance your body or that of your allies so to gain magical abilities on top of those granted by magical items (essentially gaining new item slots-there is no "prosthetic arm" slot). Resources The Secret Craft of Alchemy is a loose group of allied researchers, not a guild. The different members exchange knowledge and resources when it suites them, so you can expect for some support finding rare materials and formulas but usually with a price. Almost all Alchemists in Glantri are from noble houses and may have access to facilities outside the reach of commoners. The Secret Craft of Alchemy in the World "That tower houses one of those wacky Alchemists. I would not get close during a thunderstorm. In fact, if I were you, I'd stay clear altogether. " Wizards are the top notch of Glantri society and Alchemists are no exception. They are treated with respect seasoned with a bit of fear, as they are known to be the centre of mysterious explosions and disasters. Outside Glantri, things might change considerably. Most societies, especially religious ones have no love for the mad scientists, their laboratories or their frightening mechanical constructs. Organization The Secret Craft of Alchemy has it origins deep in the past of another world. On Laterre, persecuted wizards have developed blend of subtle magic and science to hide their nature and advance their power. On Mystara, the most powerful Laterran family, the d'Ambervilles, created La Confrérie Occulte de l'Alchimie et de l'Arcane d'Averoigne which in the days of the early Glantrian republic consolidated into the Craft, based in the great school of magic. The Craft is currently headed by Geneviève de Sephora, a powerfull ally of the d'Ambervilles. Only a select few are allowed into the Craft, which is very lucky, as the economical impact of gold producing alchemists can be disastrous. There are only a few dozens of alchemists around Mystara, almost all of them remaining in the Principalities of Glantri. The alchemists are strongly opposed by The Free Anachromistic Society of Aalban a purist organization of powerful nobles set to rid the world of technology and magical contraptions. NPC reactions As the Craft is basically secret, the general populace recognizes them as scientifically inclined wizards and treats them appropriately. However, rumors of the Alchemist's power to turn led into gold and extend life may incite emotions of greed and fear. Alchemist Lore Characters with Knowledge (arcana) and Knowledge (nobility) may learn these bits of information about the secret craft of Alchemist: DC10: Alchemists are mad scientist who search for the secret of turning led into gold. Their failures result in large explosions. DC17: Alchemists form a secret academic organization known as the Secret Craft of Alchemy, stationed in the Great School of Magic. They have perfected alchemical skills to the level that they can identify and create any material, chemical or potion. DC25: Alchemists have the power to manipulate matter and energy. They CAN create gold and reverse aging. DC30: Alchemists are even able to bring back the dead. They can also create all sorts of magical and mechanical constructs, and replace lost limbs with those of golems. Sample Alchemist Rolf von Graustein, Viscount of Blofeld, Alchemist of the 4th circle. {This character is detailed Glanti:Kingdom of Magic (p29). These are the D&D3.5 statistics for Rolf for the year AC1019.} At the age of 79 Rolf is in top shape and ready to take over the Secret Craft at the first sign of weakness from Genevieve the Sephora and Jissel de Gheyn. Rolf does not travel alone, he is usually accompanied by a band of 4 iron golems for protection. Rolf von Graustein: Male Human Wizard7/Alchemist9 Medium Humanoid; CR 16; HD 16d4+16; hp 56; Init +1; Spd 30 ft/x4; AC 16 (+1 armor, +1 dex, +4def), touch 11, flat-footed 11; Base Atk/Grapple +8/+8; Full Atk +9/+4 One-handed (1d4+1;19-20/x2, +1 Dagger); AL NE; SV Fort +9, Ref +9, Will +14; Str 10(+0), Dex 12(+1), Con 13(+1), Int 20(+5), Wis 12(+1), Cha 8(-1); Skills: Appraise¹ +7, Concentration¹ +7, Craft (alchemy)¹ +27, Craft (blacksmith)¹ +12, Forgery¹ +8, Gather Information¹ +2, Handle Animal +12, Heal¹ +3, Knowledge (arcana) +11, Knowledge (arch & eng) +13, Knowledge (history) +14, Profession (herbalist) +7, Ride¹ +4, Speak Language +3, Spellcraft +15. Feats: Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus(Craft (alchemy)¹), Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Maximize Spell, Craft Construct SQ- Alchemists abilities 4th circle. Possessions: Cloak of Resistance +1, ring of protection +4, bracers of armour+1, dagger+1, figurine of wondrous power(owl). Spells normally carried (4/6/5/5/5/5/3/3/2) 0 level: Read Magic, Mage Hand, Mending, Open/Close 1st: Alarm, Hold Potal, Unseen Servant, Floating Disk, Cause Fear (DC 16), Erase 2nd: Resist Energy, Detect Thoughts, Locate Object, Scorching Ray, Fox's Cunning 3rd: Dispel Magic, Nondetection, Clairaudiance/Clairvoyance, Suggestion, Gentle Repose 4th: Minor Creation, Detect Scrying, Scrying, Phantasmal Killer, Stone Shape 5th: Private Sanctum, Teleport, Cone of Cold (DC20), False Vision, Permanency 6th: Maximized Lightning Bolt (DC18), Legend Lore, Chain Lightning (DC21) 7th: Greater Teleport, Mass Hold Person (DC22), Body of War (Spell Compendium) 8th: Discern Location, Lightning Ring (Spell Compendium, DC23) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Shane Date : 01-14-07 04:39 PM Thread Title : Re: Glantrian Prestiege Classes This looks spiffy Morphail. I'd like to see the other Secret Crafts too. One nit - could the name of the PrC be modified to make it more Mystara specific? Didn't G:KoM call it the "True Alchemist" or something? Travis -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Morphail_o Date : 01-15-07 02:25 AM Thread Title : Re: Glantrian Prestiege Classes True Alcehmist is a possibility, but I thought that this was simply a way to make it distinct in game terms. G:KoM said wizards of the SC of Alchemy call themselves True Alchemists in reference to the "Charlatans", mundaners all around calling themselves alchemists. But it was not an official name. Kit Navarro and I discussed a while back the name for the necromancer. G:KoM introduced Death Master which made Kit develop the concept of two aspects of necromancy that are actively researched at the GSoM. One is necromancy (or necro-light) and the other is death mastery. It is one thing to be using magical powers that are drawn from death, but another to be a master of death itself. But I am ahead of myself, Death Master will be the next installment. BTW, "True Necromancer" is already taken (Heroes of Horror) and I am not a big fan of that base class. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Morphail_o Date : 01-20-07 03:59 PM Thread Title : Re: Glantrian Prestige Classes Death Master Necromancers around Mystara have been manipulating the energies of life and death for eons. But none have advanced their arcane knowledge as far as the Death Masters of Glantri. These powerful wizards are the true overlords over the power of souls, both living and undead. Their craft is a mockery of the divine, an abomination to nature and serious threat to the fate of the principalities. Becoming a Death Master of the First circle No one stumbles on the road of becoming a Death Master. The members of the craft, under the supervision of the high master, go through great lengths to make sure the craft is invisible to all but worthy students of the Great School of Magic. Members of the craft are initiated by active members. Mistrust is so abundant in the secret craft of Death Mastery that even a noble sponsored by an existing member may have a hard time getting in. Demonstrating an already noteworthy power over necromancy could be essential to convince the senior members. The Craft demands payment from each member that amounts to 250 gp per circle per month. These funds go into spell research at the school, maintaining secret headquarter meeting houses around Glantri, and a cut for the High Master. Entry Requirements: Skills: Knowledge (arcana) 8 ranks, Heal 4 ranks Feats: Spell Focus (necromancy) Alignment: Non-good Spells: Able to cast Animate Dead as an arcane spell Class Features: Hit Dice: d4 Weapon and Armor: Gains none Class Skills: Concentration, Heal, Knowledge (arcana), Knowledge (nobility), Knowledge (the planes), Spellcraft Saves Special Spells Lvl BAB Fort Ref Will 1 +0 +0 +0 +2 1st Circle, Protection from Undead +1 arcane spellcaster level 2 +1 +0 +0 +3 +1 arcane spellcaster level 3 +1 +1 +1 +3 2nd Circle, control undead +1 arcane spellcaster level 4 +2 +1 +1 +4 Partial Animation +1 arcane spellcaster level 5 +2 +1 +1 +4 3rd Circle, Create Minor Undead, Strength Loss +1 arcane spellcaster level 6 +3 +2 +2 +5 Commune with the Dead +1 arcane spellcaster level 7 +3 +2 +2 +5 4th Circle, Create Major Undead, Charisma Loss +1 arcane spellcaster level 8 +4 +2 +2 +6 +1 arcane spellcaster level 9 +4 +3 +3 +6 +1 arcane spellcaster level 10 +5 +3 +3 +7 5th Circle, Attain Lichdom +1 arcane spellcaster level Protection from Undead (su): 3 times a day, a Death Master can ward off a number of undead whose hit dice does not exceed the Death Master's class level (as if rebuked by an evil cleric). Lower HD undead are affected first. This is a supernatural ability and cannot be dispelled. The warded undead do not count when figuring the maximum amount affected by Control Undead or other effects. Control Undead: Upon joining the 2nd circle, a Death Master is able to control more undead than other necromancers. His Death Master levels count as 2 levels in order to find how many undead can be brought under his control using Animate Dead/Control Undead spells or powers. The number of HD created or taken over by each spell attempt does not change. For example, a 5th level wizard/6th level Death Master is treated as a 17th level caster, so the max HD he can control at any given time is 68 (instead of 11x4=44). In this example, when casting Control Undead the amount of HD taken over remains 22. Partial Animation: The negative energies of a Death Master are so powerful, that at 4th level he can cast Animate Dead even on body parts (such as a destroyed skeleton). A single Medium corpse can give rise to two Small zombie parts (or skeletons, if the body is in really bad shape). A partial creation of zombie/skeleton does not require additional costly material components. An undead body part has half the HD and speed of a normal zombie or skeleton, can only attack using a slam/claw and has a strength score reduced by 2. These wretched things are usually used as servants, or as last resort after all proper bodies are destroyed. Strength/Charisma loss: As he delves deeper into the darkest of arts, the Death Master looses some of his vitality. A point of strength is lost once joining the third circle, as the Death Master body is weakened by neglect. Masters of the forth circle lose two points of Charisma, as they associate less and less with mortals. Create Minor Undead: Upon reaching the third circle, once per night the Death Master may cast a special version of the Create Undead spell. The caster must first research the ceremonies used to create a specific sort of undead. The research takes 1d4 weeks and requires a knowledge (arcana) check (DC=18+1/HD of undead) failure means another 1d4 weeks must be spent before a retry. The kinds of undead created by this spell are not limited to the list appearing in the PHB, but must be corporeal undead with fewer than 10 HD. Undead are always under the creator's control unless the new HD total exceeds the number allowed by the Control Undead ability. In that case the newest undead are not under the Death Master's Control. Vampire spawn can be created by this power but not true vampires. Commune with the Dead: Starting at 6th level, the Death Master can cast Speak with the Dead once per night, as a spell-like ability. Unlike the divine spell, the caster can also target an undead corpse or spirit, but such a creature is entitled to a will saving through (DC=15+charisma). Create Major Undead: Once per month, during the full moon, a Death Master can cast a special Create Major Undead. The specific type of undead must be researched as with Create Minor Undead. The undead can be corporeal or incorporeal, but must not have more HD than the caster has character levels. Liches and ghosts can never be created using this ability. Attain Lichdom: The High Master of Death Magic can choose to become a lich. In order to do so he must first create a phylactery as described in the Monster Manual, then perform month-long ceremonies that use up the ingredients of the phylactery as well as the skull of an imp and pint of venom from a nightcrawler. A knowledge (arcana) check (DC40) is used to determine if the process was successful. A roll of 1 means the Death Master's soul is forever lost to the powers of the abyss, and he becomes a sad form of a true immortal: the Screaming Demon (or a balor Tanar'ri). Playing a Death Master A Death Master is probably best played as a villainous NPC in most campaigns, as even non-evil Death Masters are dealing with powers that have no redeeming qualities. Players of a Death Master might enjoy playing the evil mastermind, or they might want to join the deadly and macabre intrigues within the ranks of the Secret Craft. Combat As a death master, you are not a front-line combatant, unless you are enjoying a fight with lesser opponents. Make sure you send your undead minions first, supporting with powerful necromantic offensives. Undead usually are immune to (or take benefit from) most necromantic spells so you shouldn't worry about hitting your own troops. Don't be adverse against leaving a battle scene. Your minions and spells can work very well from a distance, and of course revenge is a dish better served cold- as cold as the grave. Advancement The first levels of this prestige class do not offer you much in the shape of new powers. However, your power may grow simply because you gain access to unique spells known by the members of the secret craft (some are in the PH, others can be found here (http://www.geocities.com/principalities_of_glantri/magic/glantri/sp_necromancy.htm)). As you advance in levels you gain many powers over the undead. Be wary of clerics and clerical activity, as that is your only weak point. Note that becoming an undead creature may enhance your power as you may gain numerous immunities. Another option is to gain levels of Pale Master (Libris Mortis). Resources To a Death Master, the greatest resources are his undead servants. These tireless thralls can be more than fodder in combat. They can be used as enforcers, slave laborers and research subjects. Remember however that not all undead are mindless, and most can be very dangerous. While skeletons will be more than happy to be blown up by enemy traps, powerful undead have agendas of their own and might try to brake your control over them. Do not forget to research as many undead creatures as possible. Using the right kind of undead minion can mean the difference between failure and success of a task. The Secret Craft of Death Mastery in the World "Death Masters? You must mean Necromancers…They are wizards who are experts in the magic of death. Don't be squeamish; it is a perfectly acceptable form of magic! Nothing's dark about necromancy…. " The Death Masters are a group of secretive and powerful wizards. What they lack in morals they compensate with a fanatic passion for the darkest arts of magic. The central and most ancient hub of the death masters are the nobles of Boldavia, banded together under the cruel fangs of prince Morphail Gorevits-Woszlani. However smaller groups of powerful necromancers from within and outside the principalities have wrestled their way into the group. Even so the Prince still manages to hold sway over the organization and its secrets. Organization The Death Masters operate undercover in Glantri. Even the most modern and liberal thinkers of the capital might shudder in disgust if they ever find out about the methods used by the Death Masters. For the last two centuries the Craft is subtly promoting a concept among the other wizards of the land, that necromantic research is limited to the use of death magic and mindless undead. This concept, called practical necromancy (otherwise known as Necromance Appliqué, or Necrolight (http://www.geocities.com/principalities_of_glantri/groups/sc_necromancy.htm); see also: Bertok Garn (http://www.geocities.com/principalities_of_glantri/personae/glantri/bertok.htm), by Kit Navarro) is largely sponsored by wizards of all allegiances in the principalities (especially by the d'Ambervilles and Fleams). Practical necromancy involves protection and control of undead, and animation of mindless undead. However, true Death Mastery involves the creation of horrible undead, manipulation of souls and so on. NPC reactions Even a normal wizard who dabbles in death magic might arouse negative reaction from most people. A wizard that has dedicated his life to the foulest forms of necromancy is not going to be well liked. Death Masters disguise themselves as wizards or necromancers that use the lighter side of necromancy, and so may be respected by the other arcaners of Glantri. In the more shadowy settings, the reputation of being a lord of death and the undying can give an advantage at least by intimidation. Death Master Lore Characters with Knowledge (arcana) and Knowledge (nobility) may learn these bits of information about the secret craft of Death Mastery: DC10: Necromancers are wizards that specialize in the magic of death energies. It’s one of the regular disciplines taught at the great school of magic. DC20: There is a group of powerful wizards called the Death Masters. They can be found in the capitol, but most come from Boldavia and Klantyre. DC25: Death Masters possess great powers over the undead. They learn spells that can tare souls apart, and create unnamed horrors. DC30: Some Death Master of the Past and present are undead creatures themselves. Sample Death Master [These are the D&D3.5 statistics for Boris for the year AC1019. For more on Boris, check out this link (http://www.geocities.com/principalities_of_glantri/personae/boldavia/boris.htm) at the GPD website. Other possibilities for his game stats might be: Wiz5/Death Master5/Dread Witch4 (Heroes of Horror).] Lord Boris Gorewits-Woszlani: Male Human Wizard 9/Death Master 5 Brother and spokesman for Prince Morphail, Death Master of the Third Circle Medium Undead; CR 22; HD 14d12; hp 91; Init +7; Spd 30 ft/x4; AC 19 (+3 dex, +6 natural), touch 13, flat-footed 16; Base Atk/Grapple +7/+10; Full Atk +10/+5 One-handed (1d6+3+2neg levels;20/x2, Slam); AL CE; SV Fort +9, Ref +9, Will +11; Str 16(+3), Dex 16(+3), Con 8(-1), Int 17(+3), Wis 15(+2), Cha 21(+5); Skills: Bluff¹ +18, Climb¹ +4, Concentration¹ +2, Diplomacy¹ +13, Heal¹ +7, Hide¹ +12, Intimidate¹ +11, Knowledge (arcana) +12, Knowledge (history) +7, Knowledge (nobilty) +6, Listen¹ +13, Move Silently¹ +12, Perform (acting) +7, Perform (dance) +6, Perform (Poetry) +6, Profession (Politician) +5, Ride¹ +4, Search¹ +12, Sense Motive¹ +13, Spellcraft +8, Spot¹ +13. Feats: Alertness, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Lightning Reflexes, Negotiator, Persuasive, Spell Focus (Enchantment, Illusion, Necromancy), Silent Spell Spells normally carried (4/5/5/5/4/3/3/2) 0 level: Acid Splash, Dancing Lights, Ghost Sound, Presdigitation 1st level: Protection from Good, Sleep, Shocking Grasp (DC14), Disguise Self, Cause Fear (DC15) 2nd level: Fog Cloud, Detect Thoughts, Hideous Laughter (DC16), Hypnotic Pattern (DC16), Mirror Image 3rd level: Nondetection, Hold Person (DC17), Lightning Bolt (DC16), Major Image (DC17), Slow (DC 16) 4th level: Arcane Eye, Crushing Despair (DC 18), Greater Invisibility, Mass Reduce Person (DC17) 5th level: Mind Fog, Silenced Fear (DC18), Nightmare (DC19) 6th level: Mislead, Shadow Walk, Flesh to Stone (DC19) 7th level: Insanity (DC21), Waves of exhaustion (DC21) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Cthulhudrew Date : 01-20-07 04:13 PM Thread Title : Re: Glantrian Prestige Classes Attain Lichdom: The High Master of Death Magic can choose to become a lich. In order to do so he must first create a phylactery as described in the Monster Manual, then perform month-long ceremonies that use up the ingredients of the phylactery as well as the skull of an imp and pint of venom from a nightcrawler. A knowledge (arcana) check (DC40) is used to determine if the process was successful. A roll of 1 means the Death Master's soul is forever lost to the powers of the abyss, and he becomes a sad form of a true immortal: the Screaming Demon (or a balor Tanar'ri). One of the problems I've always run into with trying to create a PrC version of the Death Master/Necromancer is that the 5th Circle ability (Attain Lichdom) really isn't a very good "ultimate" power in 3E terms. For one thing, if the class is a 10 level class (which I believe it should be, like you have here), then the Death Master can't get this ability until he is 15th level, while the MM has a minimum caster level of 11 to create a phylactery. Not a huge deal, but again, when you consider that any spellcaster of caster level 11 can become a lich (potentially), it makes the "ultimate" power of the class not as special/unique. The other problem comes in with the % failure chance that all the Secret Craft abilities had. If you retain that with the PrC, then now not only do you have an ability that any spellcaster can potentially get, but this one has a built in failure chance. Better, by far, to just create a phylactery the normal way. Of course, the lichdom thing is kind of an inherent part of the Craft as described, and I've never really been sure what to do with it otherwise. If you do keep the power, I'd suggest getting rid of the failure chance and probably either getting rid of the XP cost of the phylactery, or the gp cost (or both). I noticed you got rid of the Raise Dead ability from Gaz3 (IIRC, G:KoM got rid of it as well, though I don't recall for certain). The PrC I've been toying with for a long time makes usage of the Raise Dead, and fits in line with your description- "These powerful wizards are the true overlords over the power of souls, both living and undead." They would have powers over life and death, not just the undead. Another option, too, would be to allow them to create Deathless (the positive energy undead) as well as regular Undead types. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Morphail_o Date : 01-20-07 04:48 PM Thread Title : Re: Glantrian Prestige Classes Boy, aren't you a fast reader... :) One of the problems I've always run into with trying to create a PrC version of the Death Master/Necromancer is that the 5th Circle ability (Attain Lichdom) really isn't a very good "ultimate" power in 3E terms. For one thing, if the class is a 10 level class (which I believe it should be, like you have here), then the Death Master can't get this ability until he is 15th level, while the MM has a minimum caster level of 11 to create a phylactery. Not a huge deal, but again, when you consider that any spellcaster of caster level 11 can become a lich (potentially), it makes the "ultimate" power of the class not as special/unique. I agree on that. Note also that both Morphail, and 1000-1014 runner up Brannart McGregor both cannot benefit from this power. The other problem comes in with the % failure chance that all the Secret Craft abilities had. If you retain that with the PrC, then now not only do you have an ability that any spellcaster can potentially get, but this one has a built in failure chance. Better, by far, to just create a phylactery the normal way. I had problems with this thing all around the Secret Crafts. It is just that 3e has pretty decent rules for most powers, and they are usually "free". But see below. Of course, the lichdom thing is kind of an inherent part of the Craft as described, and I've never really been sure what to do with it otherwise. If you do keep the power, I'd suggest getting rid of the failure chance and probably either getting rid of the XP cost of the phylactery, or the gp cost (or both). Actually, the MM just says that creating a phylactery is an integral part of becoming a lich. It does not say it is the only thing you need to do in order to become a lich. There is no failure chance in creating the phylactery, but I guess there should be a failure chance, and it is reflected in the high DC I gave for the skill check. I noticed you got rid of the Raise Dead ability from Gaz3 (IIRC, G:KoM got rid of it as well, though I don't recall for certain). Forgot about that actually! I first read Gaz3 (the holy gaz...) and than worked with a PDF of G:KoM. Raise dead can fit nicely in 8 or 9th level (with a serious risk). I will post a correction next week. The PrC I've been toying with for a long time makes usage of the Raise Dead, and fits in line with your description- "These powerful wizards are the true overlords over the power of souls, both living and undead." They would have powers over life and death, not just the undead. Another option, too, would be to allow them to create Deathless (the positive energy undead) as well as regular Undead types Again I totally agree. I also kept the Alchemist's raise dead power. I think a good thing to do for a campaign is to get rid of the 5th level divine spell and hide the possibilty of resorrection in obscure places of the campaign (such as rare prestige classes). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : eldersphinx Date : 01-21-07 01:14 PM Thread Title : Re: Glantrian Prestiege Classes A quick thought on the High Mastery power - switch it from "Attain Lichdom" to "Bestow Lichdom". A High Master of Necromancy can create phylacteries for others and grant them eternal undeath. Exactly just how many lichs this power could create, and whether the subjects have to be willing, is up to author/DM discretion. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Morphail_o Date : 01-21-07 03:44 PM Thread Title : Re: Glantrian Prestiege Classes A quick thought on the High Mastery power - switch it from "Attain Lichdom" to "Bestow Lichdom". A High Master of Necromancy can create phylacteries for others and grant them eternal undeath. Exactly just how many lichs this power could create, and whether the subjects have to be willing, is up to author/DM discretion. I think that is a realy nice idea, although it is hard to think of the High Master having an interest in making someone else a lich. The monster manual says that to be a lich you must be a willing humanoid. On the other hand it says you must create your own phylactery, which is not the case you are suggesting. As I mentioned before I didn't like the power of the high master from the start, as Morphail was always the high mast meaning no one ever had a chance to use the power. And why would it be researched at the first place? The explanation I had for myself is that the knowledge of lichdom comes from the McGregor branch of the craft. Since Morphail was always trying to become an immortal (and break his alliegence to Alphaks) he must have allowed the McGregors in because he thought lichdom was some Latteran form of immortality. Maybe he even tried to become a lich but failed because he was already an undead. Maybe he didn't know what a lich was until he met Brannart (the Red, not the Radiance master). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : Traianus Decius Aureus Date : 01-21-07 06:55 PM Thread Title : Re: Glantrian Prestiege Classes Another idea for you Morphail regarding the end ability for the Death Master. In Libris Mortis, there is a template or undead class that strengthens the undead's connection to the Negative Energy Plane. This makes them stronger and more powerful than normal versions of their kind. Perhaps in addition to attaining lichdom, a high master also acquires this "enhancing." It would certainly give the incentive to take the class rather than just becoming a lich. I'll see if I can pull up a little more info on it. *Edit*- The template is Evolved Undead. It can be acquired multiple times, each time adding +2 Str and Cha, 3 fast healing, +1 Natural AC, and 1 of 12 spell-like abilities. Perhaps the final power could be: The Death Master achieves lichdom and automatically acquires this template once, and has a greater chance of acquiring multiple times. Something to think about, I suppose. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : Morphail_o Date : 01-22-07 01:20 PM Thread Title : Re: Glantrian Prestiege Classes Another idea for you Morphail regarding the end ability for the Death Master. In Libris Mortis, there is a template or undead class that strengthens the undead's connection to the Negative Energy Plane. This makes them stronger and more powerful than normal versions of their kind. Perhaps in addition to attaining lichdom, a high master also acquires this "enhancing." It would certainly give the incentive to take the class rather than just becoming a lich. I'll see if I can pull up a little more info on it. *Edit*- The template is Evolved Undead. It can be acquired multiple times, each time adding +2 Str and Cha, 3 fast healing, +1 Natural AC, and 1 of 12 spell-like abilities. Perhaps the final power could be: The Death Master achieves lichdom and automatically acquires this template once, and has a greater chance of acquiring multiple times. Something to think about, I suppose. There are lots of options to change this ability, many in Libris Mortis. I also considered making the Death Master more like Pale Master but decided against that. Sticking with canon, you know. Power-wise, the Evolved Undead will make an undead Death Master much more powerful, but it won't help a living master and is a bit rules-problematic since it's a template. The final power of the Pale Master however- Deathless Mastery gives the master most of the immunities of undead. This will make it useless to undead Death Masters (as is the case with lichdom) but maybe more appealing (although less powerfull) to mortal Death Masters. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : hihama Date : 01-22-07 01:37 PM Thread Title : Re: Glantrian Prestiege Classes The explanation I had for myself is that the knowledge of lichdom comes from the McGregor branch of the craft. Since Morphail was always trying to become an immortal (and break his alliegence to Alphaks) he must have allowed the McGregors in because he thought lichdom was some Latteran form of immortality. Maybe he even tried to become a lich but failed because he was already an undead. Maybe he didn't know what a lich was until he met Brannart (the Red, not the Radiance master). How about the idea that necromancy as organised craft in Glantri actually is created by the McGregors and Morphail and his followers are later additions to it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 09:30 AM.