Mystara 3e material

Post/Author/DateTimePost
#1

byron-s_ghost

Mar 12, 2004 0:34:14
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.

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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<br /> 1 +0 +0 +0 +2 Spell progression, improved spell acquisition<br /> 2 +1 +0 +0 +3 Specialist defense +1<br /> 3 +1 +1 +1 +3 Spell potency +1<br /> 4 +2 +1 +1 +4 Spell power +1<br /> 5 +2 +1 +1 +4 Bonus metamagic feat<br /> 6 +3 +2 +2 +5 Specialist counterspell<br /> 7 +3 +2 +2 +5 Specialist defense +2<br /> 8 +4 +2 +2 +6 Spell potency +2<br /> 9 +4 +3 +3 +6 Spell power +2<br /> 10 +5 +3 +3 +7 Specialist metamagic
#2

byron-s_ghost

Mar 12, 2004 0:43:26
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.

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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<br /> 1 +0 +0 +0 +2 Yes Elemental Transition I, Master of Flames<br /> 2 +1 +0 +0 +3 Yes Fire Focus +1<br /> 3 +1 +1 +1 +3 Yes Fire Penetration +1<br /> 4 +2 +1 +1 +4 No Elemental Transition II, Light of Knowledge<br /> 5 +2 +1 +1 +4 Yes Fire Focus +2<br /> 6 +3 +2 +2 +5 Yes Gift of Flame<br /> 7 +3 +2 +2 +5 No Elemental Transition III, Infernal Shield<br /> 8 +4 +2 +2 +6 Yes Fire Penetration +2<br /> 9 +4 +3 +3 +6 Yes Gift of Flame<br /> 10 +5 +3 +3 +7 No Elemental Transmutation, Fiery Allegiance
#3

byron-s_ghost

Mar 12, 2004 1:00:01
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.

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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<br /> Level Att Fort Ref Will Special 1st 2nd 3rd 4th <br /> 1 +0 +2 +2 +2 Improved Evasion, Gentle Blow 0<br /> 2 +1 +3 +3 +3 Uncanny Dodge (Dex bonus to AC) 1<br /> 3 +2 +3 +3 +3 Extra speed, Alertness feat 1 0<br /> 4 +3 +4 +4 +4 Diamond Body 1 1<br /> 5 +3 +4 +4 +4 Blankout 1 1 0<br /> 6 +4 +5 +5 +5 Diamond Soul 1 1 1<br /> 7 +5 +5 +5 +5 Extra Speed, Tongue of the Sun 2 1 1 0<br /> 8 +6 +6 +6 +6 Gentle Touch 2 1 1 1<br /> 9 +6 +6 +6 +6 Timeless Body 2 2 1 1<br /> 10 +7 +7 +7 +7 Empty Body 2 2 2 1
#4

zombiegleemax

Mar 12, 2004 6:44:43
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.
#5

Hugin

Mar 12, 2004 19:11:08
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.
#6

byron-s_ghost

Mar 12, 2004 22:24:15
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?
#7

Hugin

Mar 12, 2004 22:43:29
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