Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Wednesday, April 14, 2021

Cultist class - a variation of the cleric

In my Green Sea campaign setting clerics don’t serve a god, a pantheon of gods or other entities. They will be members of a cult. The abilities and powers are obtained after one organ is replaced by a “divine” organ. Each cult uses only one kind of organ, i.e. the order of the eagle replaces one eye with a silver eye. The transplantation is risky and only few survive this process. This organs are quite valuable to the cults and they will expend great effort to retain their lost organs. The knowledge to manufacture new ones is lost for some long time. The core ingredient for every organ is the same[this is not yet developed completely].

There will be gods in the campaign, but they will be more like the greek or norse gods. They are not locked in a distant plane, not infailable and not immortal. It is possible that a man could kill a god, but more likely will be that one has tricked one man, maybe multiple times and he didn’t even noticed it.
They will grant only individuals powers, but usually not a group that worshipping them.
That's why there will be no standard clerics in the campaign.


The cultist class is just an alternate version of the cleric and uses the same advancement scheme. The difference is that not every cult can turn undead, but instead they have other abilities. Also the weapon and Armour choices may differ from the standard cleric.
In the character creation the character already survived the transplantation. A Death Saving throw is necessary if a character becomes a member of a cult after the character creation.



Here are two examples for the campaign:

Cultist of the philosopher circle follow the standard rules for clerics with two additions. First they are immune to Ghoul paralysis. Second, the night after their death, they becoming ghouls. The brain is replaced by a brass brain.

Cultists of the order of the eagle can't turn undead. Instead they have infravision to a limit of 60 feet. Also, they can use all weapons. One eye is replaced by an silver eye.


In a later post I will detail cults with a little background.


Sunday, July 26, 2020

Wanderer

Der Wanderer über dem Nebelmeer - Caspar David Friedrich
Recently I stumble across the Iron Gates blog posts on the Coins & Scrolls blog. Reading these posts started a creative process in my mind. I don't know where this will lead, if I will use the Iron Gates setting or if I will create my own. But no matter what I choose to do I will use Old-School Essentials.

Wanderer

Requirements: Minimum CON 9
Prime requisite: CON, INT
Hit Dice: 1d6
Maximum Level: 14
Armour: Any, including shields
Weapons: Any
Languages: Alignment, Common

Wanderer are in search of valuables far beyond treasure. Their journeys led them to powers way bigger than their expectations. They've learned to cast spells.







SavingThrows
Spells
LevelXPHDTHAC0DeathWandParalysisBreathSpell
101d619[0]1112141615-
217002d619[0]11121416151
334003d619[0]11121416151
468004d619[0]11121416151
5136005d617[+2]9101214122
6280006d617[+2]9101214122
7560007d617[+2]9101214122
81150008d617[+2]9101214123
92300009d614[+5]6791193
103300009d6+1*14[+5]6791193
114300009d6+2*14[+5]6791194
125300009d6+3*14[+5]6791194
136300009d6+4*12[+7]357875
147300009d6+5*12[+7]357875


Foraging

The Wanderer has a 2-in-6 change to succeed in foraging.

Far Traveled

The Wanderer reduces the chance of Losing Direction by one point, but never less than 1-in-6. This only applies to overland travel.

Arcane Magic

Magical research: See Magic-User in Old-School Essentials Basic Rules.

Spell casting: At 2nd level the Wanderer is able to cast arcane spells (Magic-User spell list). See Magic-User in Old-School Essentials Basic Rules.
The spells represent how many spells can be cast per day. The maximum spell level depends on the character level (see the following table).

LevelMax.SpellLvl
2 - 6
1st
7 - 11
2nd
12 - 14
3rd


Using magic items: See Magic-User in Old-School Essentials Basic Rules.

Scroll Use

At 1st level the Wanderer can cast spells from arcane scrolls. See Thief in the Old-School Essentials Basic Rules.

After Reaching 9th Level

A Wanderer may establish a caravan.

The Wanderer will attract follower (3d6 Fighter of level 1-2 and 2d6 Thieves if level 1-3). Their morale depends on the success of the last expeditions. The referee decides about the level of the followers and their morale.

Wanderer im Sturm - Karl Julius von Leypold


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EDIT -> Changes after I got some feedback
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I separated the number of spells that can be cast per day and the maximum spell level. The XP were also adjusted. To do so I used Building a More Perfect Class blog post. The class is using the Cleric Saving Throws and Attack, and it is classified as Magic-User 1/4.