Wednesday, March 3, 2021

Race as Class for the Great Sea

Elves

Prerequisite: 13+ Charisma. Every level taken in an elven class contributes to the [elven level] score. You have the [Additional] power of the elven class you took last. You are treated with disdain among humans, unless you are baptized and church sanctioned. Elves can only reach level 4 in a 6 level system, or level 7 in a 10 level system 
 

Elven Sorcerer

You are a glass-spinner, a fate-burner, a wonderworker. Human magicians wish they had what you have.
 
Health and Saves as Wizard. You may cast spells as a wizard of your elven sorcerer level, except you must dedicate 2 prepared spells and 1 cantrip to the spells Fatefire, Elvenglass, and the cantrip Phantasy. You cannot be affected by prophecy, your children never have birth defects, and, [Additionally] when you cast a spell, you may have every creature who can see the spell save or be dazzled by it.
 

Elven Knight

You are among the noble or half-noble caste of elven society, and assert a surprising amount of influence over your chosen heir. After all, you could just choose the other side.
 
Health as Thief, saves as Fighter. You fight as a fighter of your elven knight level. [Additionally] You are a person of exceeding etiquette, even among lowly humans, and are always considered to act with grace. Your level of etiquette increases according to the following paradigm: 1. Good for Frontier Castles, 2. Good for upper level nobles, 3. Good for Real Royal Courts, 4. Good for Popes 
[Additionally] you may cast Command [level] times per week against human peasants.
 

Elven Heir

You are a pureblood descendant of the Great King, or at least you claim to be, and you are ready to fight for your inheritance

Health and Saves as Thief. You have a small kingdom, with [elven level] elven "knights" (level 1) and [elven level]* 10 human peasants who hate your guts. At least half (rounded up) of your elven knights must remain in your kingdom. Else, your peasants have a cumulative 1 in 6 chance of revolting per week. You may order around a retinue of [level]*2 peasants who follow you on your adventures.

[Elven Level] Titles
1. Dreamer, Blade, Claimant
2. Wonderer, Elf-at-Arms, Heir
3. Sorcerer, Questant, Prince
4. Witch, Knight, Regulus

Dwarfs

Prerequisite: 13+ Constitution. Every level taken in an dwarfish class contributes to the [dwarfish level] score. You have the [Additional] power of the dwarfish class you took last. You are treated standoffishly by humans. You may only reach level 5 in a 6 level system, or 8 in a 10 level system.
 

Dwarfish Pawn

You must do what you must do. For the good of the colony.
 
You fight, save, and roll health as a fighter of your level. You do not suffer from tidal effects, motion sickness, and have advantage against poison. [Additionally], you may take an extra move or attack on each round, but this move is determined by a command from either your allies or your enemies (highest Cha on each side makes the roll, advantage for ally side).
 

Dwarfish Commander

You must keep things running, turn the wheel, keep it in your head. But First, Delegate.
 
You fight, save, and roll health as a cleric. You have photographic memory, and understand the workings and necessities of both machines and settlements. [Additionally], you may command an ally to take either an extra move or attack, and have a +5 to command Dwarfish Pawns.
 

Dwarfish Thaumaturge

You are one of those who keeps the hidden worlds of the dwarves hidden, who keeps alight the fatefire cores, who turns the wheel.
 
Health and Saves as a cleric. Fight as a Wizard. You may cast spells as a wizard, except that you must dedicate two of your prepared spells and one of your cantrips to the spells Folded Sword, Sealed Space, and the cantrip Practicality
 

Other 

Elemental Spirit

Special Prerequisite: Party must have the favor of a greater elemental (oath of fealty or prophecy type of favor).
 
Health as thief, saves as cleric. Once, you were naught but spirit. Now, the Goddess has chosen you as a servant. Elemental spirits may only reach level 4 in a 6 level system, or level 7 in a 10 level system. Choose one at first level and every other level thereafter:
  • Four-Armed: may make an extra attack. Any miss is a crit fail if you attack twice. Choose again: misses work normally.
  • Three Eyed: May detect magic, can only be opened [level] rounds/day. Choose again: always on.
  • Radiant Halo: Shed light as torch. Choose again: Light damages all creatures according to their purity.
  • Shapeshifter: May pass as human, negating all other abilities. Choose again: may appear as an animal with [level]/2 of your supernatural attributes.
  • Courtier of Heaven: Divine beings (including Archons, Angels, and Demons) know you and regard you with respect. Choose again: holy people know you and respect you piously.
  • Sibling-Storm: may attempt to call forth light rain (4 in 6), storm (3 in 6), and lightning (2 in 6) once per day for [level] hours (lightning is instantaneous but the surrounding storm persists). If you fail, you gain the attention of one of the winds. Choose again, increase the chance of success by 1, and you may choose to fail.
  • Prince of Earth: May attempt to bless fields (4 in 6), gain knowledge of local geography (including dungeons, 3 in 6), or shape wood and stone (2 in 6). Failure draws the attention of the local Archon. Choose again: increase the chance by 1, and you may choose to fail.
  • Genii: May create [level]*2 sp worth of expensive materials, such as silk, gold, spices, etc. once per month. Choose again: May create inexpensive materials, like wood, dressed stone, etc.. You may "Take a loan", creating any amount of materials in any shape or form. When you do, take note of the equivalent time in months. There is "interest" equal to the time in months/3 (so if you take 2 months of materials, the result is 2+2*(2/3) months of wait to refresh) .

Accursed Adept

Health as thief, saves as wizard. Those blasted magicians! They've turned you into a newt! Well, newt-like. Gain spells as wizard, but commoners don't like you because you are a vermin furry or cyclops or something. You have an affinity with animals you resemble. You may call to them psychically whereupon they will infest a location the size of 2 blocks over the course of a day. While in that location, you can cause them to swarm, dealing [level] damage to creatures and fragile objects in a [level]*5 foot radius, or command up to [level] of the creatures to do your bidding. (if you don't resemble an animal, you may choose what animal to conjure, or choose imps, gremlins, or the undead.
Accursed Adepts may only reach level 5 in a 6 level system, or level 8 in a ten level system.
Starting items: Robe which somewhat conceals your features, 1d4 stolen scrolls, 1 stolen implement.

Undead Shepherd

Health and saves as thief. You died a while ago, and joined the silent ranks of the calm dead. This means that you are an overwhelmingly friendly skeleton. You may pick locks and detect/remove traps like a thief one level lower. As well, your presence is extremely calming. For those faithful to Gaia, you have a 3 in 6 chance to calm them down, 2 in 6 for unaffiliated, 1 in 6 for followers of other gods. This may be repeated every round against skeletons, and every second round against other undead. Calm undead may be directed by you, but will not attack and may only shuffle around drowsily. If a calm undead is returned to its grave, it ceases being undead.

New Spells

Elvenglass

Over the course of an hour (at lowest level), you spin an edifice from thin air, which appears as colored glass. Its size is determined by [elven level]: 1. Tent-size, 2. Hovel size, 3. House size, 4. Palace size. Increased size means increased time. The edifice is strong, but brittle. It keeps out rain, but does not keep out temperature, and becomes very hot in sunlight. It cannot support weight without a second casting, and will slowly evaporate over the course of a week without a third.

Fatefire

A fiery outpouring of chaotic, aurora-like flame erupts from you, the same fire which always burns in your elven soul. As fireball, but any who have fates, geases, or curses on them who are damaged by it take an extra 2d6 damage and have those effects destroyed. This consumes one of your souls, and this soul cannot be replaced, but rather regenerates at a rate of 1 soul per 7 years.

A lesser version of this spell can be cast without damage via touch, dealing ([elven level]/2)d4 damage to unfated beings, Xd10 to Fated beings, and burning scrolls of prophecy. In this form, it looks like a small green lighter-flame.


Folded Blade

You create a sword of folded space, exactly two dimensional (ergo, absolute sharp). It lasts [dwarfish level] rounds. It is incredibly dangerous to use. Holding it deals 1d6 damage to the wielder per turn. If the wielder is trained in its use, and more than 6 damage is dealt to the wielder by the sword, the sword cuts off the wielder's fingers. This damage threshold is 3 for untrained wielders. If the sword is dropped, it disappears into an impossibly thin cut in the earth. If the sword passes through anything with a diameter smaller than the length of the sword, it is cut perfectly and instantly regardless of material. If the sword only passes through part of the object's diameter, it does no damage.

Phantasy

A minor, beautiful effect is created. The effect is obviously illusory and harmless, but may effect an area as large as a house, and can create a glamour on/of living creatures (this glamour cannot disguise the creature's identity). Examples: making a fountain flow with gems instead of water, conjuring little pixies, creating an illusion of springtime, decorating a house with paintings, tapestries, and banners. Effects created in this way are vague, resembling watercolor, colored fire, mirages, or shimmering bubbles when viewed at all closely. A magician may have [elven level] of these effects occuring at one time.

Practicality

The caster cleans, oils, fixes, and resets one machine or simple mechanism, or summons a tool. The tools available are chosen when the caster learns this spell, and may only cover [Dwarfish level] options.

Sealed Space

With a hour of ritual, and a stick of chalk, up to a X by X cube, where X is [Dwarfish Level]*10, can be prepared to become an extraplanar space. This space must abut a wall or floor. By touching the central sigil, the space becomes activated, enclosing the area. The space appears as a "Pocket", an almost spherical container composed of the same material as the space was made on (this spell cannot be cast on sand or some other loose material). All creatures inside the space are put into suspended animation. The space is connected to the real world via a small sigil on the surface it was created on. Erasing this sigil releases the space. The area around the sigil (corresponding to the area sealed) feels warped and disorienting, which causes all who enter it to become aware of the sigil. This spell lasts until the sigil is erased, or until the caster makes another space.
 
 
[Another one from my drafts. Again, probably (but not certainly) fit for play]



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