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  1. #1
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    I have been working on an unofficial magicians guide that I want to post and get input and help with. This is the first draft and is missing a lot of stuff. I however want to get feed back as I am doing it so here goes.

    At the moment it has some background info , a different magician class, two prestige classes ( the bloodline hound and crystal gazer from before but altered with more to come) , A couple of feats.

    I would like feed back on what is done so far plus suggestions for new stuff(spells, feats, prestige classes, organisations, additional background info).

    If I knew how to post a word document without setting up a website which I cannot be bothered to do at the moment I would but I will post the stuff in sections instead.
    MORNINGSTAR

  2. #2
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    The Magician Guide book

    Lesser magic:

    Magicians are given many names seers, Illusionists, hedge wizards, Diviners and more. They are united by the use of lesser magic. Magical energy encompasses cerilia so thoroughly that even unblooded individuals can access a little of it if they posses sufficient intelligence and devote some time to the study of the arcane arts.

    Lesser magic comprises the schools of illusion and divination; its students are considered specialists in both these schools. Masters of lesser magic can also cast 1st and 2nd level spells from all other schools of magic.

    Anyone blooded or unblooded can become a magician.

    The faces of magic:

    Each race in cerilia has its own attitudes toward and philosophies of magic. Cultures vary widely in their acceptance of spellcasters, their beliefs and assumptions about magic and those who practice it. Values, tradition and experience all contribute to a cultures magical ideology.

    This chapter explains each races cultural attitude toward lesser magic, from how the common people view lesser magic to how their Magicians view their craft.

    Elves:

    The elves have wizards and sorcerers not magicians and often dismiss them, as they are unable to access greater magic.

    Half elves:

    Half elves can become magicians if they have been raised by humans and tend to have the same beliefs and opinions as the human culture that they come from. If the half elf is raised by the elves he shares their disdain of lesser magic and will not practice it.

    Favoured schools: The same as the human culture
    Unlikely schools: The same as the human culture
    Shunned schools: The same as the human culture

    Human Magicians:

    As one of the rare individuals in cerilia who can command mabhaighl a spellcaster of any race inspires fear and awe in those who do not understand the magical arts. But among humans in particular acceptance of magic and those who practice it varies widely from culture to culture. Unlike elves who view magic as a natural part of daily life, most humans believe magic to be an essentially unnatural activity.

    Some of the human races especially the vos, basarji and masetians were familiar with magic long before arriving in cerilia. Upon immigrating to the new continent, their spellcasters discovered a land rich in magical energy. Over the centuries they learned to channel cerilias mabhaighl to work more elaborate enchantments than they were previously able to cast.

    Other human races were first exposed to magic when they encountered the sidhelien. Some humans who carried the potential to wield magic felt a spark ignite within them upon observing sidhelien wizards; they watched and imitated the elves until they taught themselves rudimentary spellcasting. A few rare extraordinarily handsome individuals found acceptance among the elves and studied under sidhelien sorcerers before increasing human encroachment in elven forests irreparably sundered relations between the races.

    Each human race in cerilia now has spellcasters of its own. Because most commoners regard spellcasters with suspicion, human spellcasters tend to keep either their abilities or themselves out of the public eye. They study magic and prepare plans with only a few trusted individuals aware of their actions. Even court magicians seldom appear at court.

    Human spell casters dress according to their personalities tastes and cultures. Many rarely wear anything that gives away their profession away choosing instead to look like scholars or merchants. Occasionally a powerful magician will dress the part his reputation has earned him. Those who wildly embrace a lifestyle filled with magic particularly magicians who earn their living entertaining crowds, often dress in a manner designed to draw attention to themselves dazzling robes, elaborate cloaks and jewellery worthy of their station.

    Anuiriens:

    Most anuirean magicians come from the ranks of the nobility – younger sons of younger sons. These nobles often carry bloodlines but week claims to title or fortune. Free of the responsibility of earning a living members of the noble and gentry classes have the time and money necessary to devote arduous hours to the study of magic.

    More than mages of any other human race, anuirean magicians tend to cultivate an interest in politics. As aristocrats many have relatives in contention for the iron throne or control of smaller duchies and earldoms. It is mot unusual for a powerful magician to use his abilities and influence to support his kin.

    Other spellcasters take greater interest in politics on the local level where free farmers and craftsmen have strong voices in the operations of communities and the handling of village issues and concerns. These magicians are sympathetic to the common folk and use their spells to aid them when asked.

    Favoured schools: divination, invocation/evocation
    Unlikely schools: necromancy
    Shunned schools: enchantment/charm

    Anuirean magicians tend to also have levels of another class frequently noble or rogue. Many anuireans magicians receive their magical training in the royal college of sorcery in the imperial city of anuire. Others particularly those from titled families often study under private tutors, magicians hired on retainer. Aspiring spellcasters from less well to do families apprentice themselves to local magicians of note.

    Anuirean society values family and its wizards generally share this view. It is not uncommon for an anuirean spellcaster to marry. Many magicians school at least one of their children in the arts of magic.

    Brechts:

    Brecht magicians reflect the nature of brechturs mercantile society. Most prosperous Brecht realms thrive on trade with other realms all over cerilia. As a result brecht magicians often learn spells and magical practices from a variety of sources, but the role of magic and its wielders is nearly always the same: magic is a resource to be developed and exploited, usually as a compliment to other resources.

    Brecht society focuses on free enterprise. Its strong guilds and merchant houses diversify political power in brechtur, which in turn makes the average citizen more aware of his political situation than most commoners of other cerilian regions. Magic to is also a more common part of brechturs economy than it is in other lands. While there is fewer spellcasters here than there is in khinasi nowhere is it easier for a common spellcaster to earn a living plying his trade. Mage guilds exist; illusions and magical talismans are available for purchase; many shipping fleets keep magicians on retainer.

    Magic is more rare than it seams as false practitioners and tricksters thrive in brechtur. Failed spellcasters also peddle their non-guild merchandise to the unwary and the ignorant.

    In wartime magicians supplement the armies and navies of Brecht lords but that is not their primary purpose. Instead the Brecht spellcaster acts as an advisor or a partner, casting spells and using his knowledge to complement his more mundane allies.

    Brecht magicians live in the world of practice not theory. Magic guilds are businesses and magicians rare commodities. Spells that facilitate trade and commerce are valued and schools of magic that achieve these goals are promoted among students.

    Favoured schools: divination, enchantment/charm
    Unlikely schools: alteration
    Shunned schools: none

    Brecht wizard’s dress practically wearing whatever the weather dictates. Most spellcasters that leave brechtur become courtiers. Even if they have the skills to live of the land they value security. This is not to say that Brecht magicians never indulge in adventuring. The Brechts as a people are innately curious their magicians are quick to examine anything-magical left behind by people of decades past. They also have a passion for magical items of elven make and have been known to venture forth in search of such items.

    Khinasi:

    The khinasi as a people have no fear of magic. In fact commoners and nobles consider the study of magic the highest calling an individual can have, they even encourage people to take up the study of magic especially if they have a bloodline. Promising magicians that lack the coins for spell books and supplies often receive as donations the necessary funds from businessmen and tradesmen.

    Khinasi magicians do not have to swear to the five oaths or travel to the temple of rilni. Magicians are sought out as advisors to regents and others persons of influence. The people believe that anyone able to master magic has intelligence, wisdom and wit that cannot be matched by that of common citizens. And that this intellect should be used to help guide the rest of the khinasi people.

    Favoured schools: divination, illusion, conjuration/summoning
    Unlikely schools: none
    Shunned schools: necromancy

    The khinasi try and wear clothes made by local merchants. They also try and wear khinasi style clothes at all times even when in one of the other regions of cerilia.

    Rjurik:

    Rjurik people fear magic and by extension those who command it. Often spellcasters are easy to pick out from their countrymen leaving them vulnerable to criticism or ostracism. While most rjurik people are broad shouldered and tall magicians have a lesser build because they are not as physically active as their countrymen. This has lead many Rjurik magicians to train their body as well as their mind in order to better fit in. Rjurik magicians are often able to survive on their own in the wilderness for extended period of time.

    Rjurik magicians can have a hard life among such sceptical people. Some magicians envy the druids the respect they receive and tend to respect nature often focusing on spells that have similar effects to those the druids use. Rjurik spellcasters are noted for researching spells related to the weather.

    Favoured schools: divination, alteration, abjuration
    Unlikely schools: necromancy
    Shunned schools: invocation/evocation

    The rjurik people place great importance on family and magicians share this value. They believe their work contributes to their communities even if the rest of society does not realise its worth.

    Vos:

    Those who study the arcane arts are far from favoured by the vos. The people avoid magicians and sometimes even exile them from the tribe in extreme cases. Some vos fear spellcasters outright and hang charms in their doorways to keep the spellcasters away. Many elders believe arcane magic angers the grim vos gods and risks bringing famine and plagues upon the people as punishment. Spellcasters they believe do not receive the blessings of the gods and must be watched carefully. Vos leaders war chieftains called tsarevos openly shun spellcasters. Some chieftains have gone so far as to ban spellcasters from their sight. Few will order a spellcasters death, as they fear retribution. They have not forgotten that centuries ago their ancestors worshipped the god of moon and magic. Though they turned away from Vorynn, they have no desire to anger his successor lirovka (the vos name for ruornil).

    Despite the outwardly anti magic climate of vosgaard a few war chieftains have secretly allied themselves with magicians. These chieftains realize the power of spellcasters and want that power on their side in times of war. The cooperative spellcasters have guaranteed their quite aid in struggles against rival tribes in exchange for gold, provisions and freedom from persecution.

    Favoured schools: illusion, invocation/evocation, abjuration
    Unlikely schools: none
    Shunned schools: enchantment/charm

    Goblins:

    Goblin magicians fall into one of two groups those that claim decent from an ancient goblin spellcasting tradition and those that learned their magic from humans. Goblin magicians are very rare and can be found it two places among the goblin cities where there is space for them to practice or as the spiritual advisor to a tribe. In tribes the goblin spellcasters often compete with the priests for control of the spiritual side of life but usually lose the fight. The goblin spellcasters often use spells that inspire fear and wonder in the common goblins duplicating as much as possible the spells and rituals of the goblin priests. Common goblins fear and respect goblin spellcasters seeing little difference between them and the priests of their gods. Goblins will use any magic that they are capable of learning.
    MORNINGSTAR

  3. #3
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    { there is only a few differences from the brcs magician dual specialisation and feats, a few other small alterations}

    Magicians and seers:

    Most people think of magicians as entertainers who do little more than pull rabbits out of hats. Certainly PC magicians can do that sort of trick but they are capable of much more. Magicians can be characters of incredible depth and complexity, individuals rich in personality, motivations and goals (if not usually gold). As PC’s they bring unique skills and role-playing opportunities to campaigns; when encountered as NPC’s they should never be underestimated or carelessly dismissed.

    The magician character class

    Magicians belong to a character class unique to the birthright world. These spellcasters specialize in the magic of knowing and seeming the schools of divination and illusion. Considered touched by ordinary folk and mere dabblers by true wizards, those who command lesser magic have carved their own niche in cerilias varied cultures.

    The magician character class comprises magicians (those whose intent leans towards illusion) and seers (those whose skills lie in divination). A member of this character class is considered a specialist in both these schools, though a characters education and experience may concentrate on one or the other.

    Adventures: Magicians, like Wizards, seek knowledge and the resources they otherwise require for enhancing their art. They are highly valued for their ability to provide sounds advice, healing, and magical insight. Court magicians are almost always included in any adventures in which their patron is involved.

    Characteristics: Although the study of lesser magic is less demanding than the pursuit of true magic, magicians cannot afford to depend on their art alone to provide them with safety and a livelihood. Magicians develop a wide variety of skills that make them invaluable companions, advisors, and teachers. Magicians are quite flexible and each one develops those skills and abilities that they find most useful in meeting their duties and obligations.

    Alignment: Magicians may be of any alignment. The powers of illusion and enchantment can be used for personal gain and easily as they can be used for good. Most seem to lean toward lawful alignments, however, as their art requires patience, subtlety and discipline.

    Religion: Magicians tend to revere Ruornil and Avani.

    Background: Magicians usually come from the wealthier parts of society, or else their talent was recognized early on by some older magician or even wizard. Regardless, magicians have usually gone through years and years of tedious study and education in order to learn their craft.

    Races: Members of any race can learn the arts of the magician.
    Level Attack Bonus Fort.Save Ref.Save WillSave Special
    1 +0 +0 +0 +2 Dual specialisation
    2 +1 +0 +0 +3
    3 +1 +1 +1 +3
    4 +2 +1 +1 +4
    5 +2 +1 +1 +4 Bonus feat
    6 +3 +2 +2 +5
    7 +3 +2 +2 +5
    8 +4 +2 +2 +6
    9 +4 +3 +3 +6
    10 +5 +3 +3 +7 Bonus feat
    11 +5 +3 +3 +7
    12 +6/+1 +4 +4 +8
    13 +6/+1 +4 +4 +8
    14 +7/+2 +4 +4 +9
    15 +7/+2 +5 +5 +9 Bonus feat
    16 +8/+3 +5 +5 +10
    17 +8/+3 +5 +5 +10
    18 +9/+4 +6 +6 +11
    19 +9/+4 +6 +6 +11
    20 +10/+5 +6 +6 +12 Bonus feat

    spells

    0 1 2 3 4 5 6 7 8 9
    4 2 - - - - - - - -
    5 3 - - - - - - - -
    5 3 2 - - - - - - -
    5 4 3 - - - - - - -
    5 4 3 2 - - - - - -
    5 4 4 3 - - - - - -
    5 5 4 3 2 - - - - -
    5 5 4 4 3 - - - - -
    5 5 5 4 3 2 - - - -
    5 5 5 4 4 3 - - - -
    5 5 5 5 4 4 2 - - -
    5 5 5 5 4 4 3 - - -
    5 5 5 5 5 4 3 2 - -
    5 5 5 5 5 5 4 3 - -
    5 5 5 5 5 5 4 3 2 -
    5 5 5 5 5 5 4 4 3 -
    5 5 5 5 5 5 5 4 3 2
    5 5 5 5 5 5 5 4 4 3
    5 5 5 5 5 5 5 5 4 4
    5 5 5 5 5 5 5 5 5 5

    Preferred Race/Culture: Most magicians are human or goblinoid The Brecht know the value of magic and treat it as a commodity; although they have no colleges to teach emerging magicians. Magicians are also highly regarded among the Khinasi, where the pursuit of magic is considered one of the highest callings. Magicians are more common in Khinasi lands than in any other realm, it is rare to find a realm without a court seer. Human magicians from Anuire are generally respected and valued by their people. Rjurik and Vos magicians exist, but their people view them with suspicion and mistrust.

    Other Classes: Magicians usually crave the support of other classes when going on adventures. They are excellent at gathering information, supporting other party members and confounding opponents.

    Game Rule Information

    Magicians have the following game statistics:

    Abilities: Intelligence determines how powerful a spell a magician can cast, how many spells he can cast, and how hard those spells are to resist in the same way that Intelligence determines such factors for a Wizard.
    Alignment: Any.
    Hit Die: d6.
    Class Skills
    The magician’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
    Skill Points at 1st Level: (4 + Int bonus) x 4.
    Skill Points at Each Additional Level: 4 + Int bonus.

    Class Features

    The following are class features of the magician.
    Weapon and Armor Proficiency: Magicians cannot depend on magic alone to earn a living or to defend them from danger. Magicians take time to learn the basics of combat and to wear armor if they must. Magicians are skilled with all simple weapons. Magicians are proficient with light armor but not with any type of shield. Like any other arcane spellcaster, a magician suffers a chance of arcane spell failure if attempting to cast spells with somatic components while wearing armor.

    Spells: A magician casts arcane spells and unless otherwise noted is bound by the same rules and restrictions on learning, memorizing, and casting spells that apply to wizards. A magician is limited to a certain number of spells of each spell level per day, according to her class level. She may prepare and cast spells as a wizard does, provided that she knows the spell and that she can cast spells of that level. She must prepare her spells by getting a good night’s sleep and spending one hour studying her spellbook each day. A magician's starting spells, ability to add two new spells to her spell book each time she advances in level, and ability to copy or research additional spells for her spell book is exactly the same as for a wizard.
    The principal difference between a wizard and a magician is their spell list. Magicians and bards use a form of power that is more gentle and subtle than the power used by wizards and sorcerers. Although there are many spells which wizards and magicians have in common, most wizards spells require power for more extravagant than that available to magicians. Magicians have access to all 0, 1st and 2nd level spells but can only cast spells of illusion, divination and universal at 3rd level and above.
    MORNINGSTAR

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    Prestige Classes:

    The bloodline hound and crystal gazer are down with others to follow I have a note on those following and the focus for the prestige class.


    Bloodline hound

    The bloodline hound specializes in spells that identify and affect blooded individuals. Most often bloodline hounds are magical mercenaries hiring themselves out to whoever offers the most gold. Regents employ bloodline hounds for many reasons including rooting out pretenders to the throne and finding heretofore unknown heirs. Rulers might also hire a bloodline hound to disguise their own or others bloodlines.

    This type of specialist is not known to the general public and indeed is rarely spoken of even amoung those in the know. The power inherent in the knowledge of someone else’s bloodline and the ability to affect that bloodline is great indeed. A bloodline hound is one of the few individuals who can strike fear into the heart of a regent.

    Hit dice: d6
    Requirements: lesser arcane spell caster

    Alignment :any
    Skills: knowledge (bloodlore) 8
    Feats: any metamagic feat


    Class Skills: Concentration, knowledge (any), profession (any), spell craft, scry, alchemy, Gather information, disguise

    Skill points at each level: 4 + int modifier





    Base att / fort / ref / will / special
    +0 +0 +1 +1 spell focus (blood), track scion, +1 lev of existing class
    +1 +1 +1 +1 sense the blooded, +1 lev of existing class
    +1 +1 +2 +2 suppress bloodline 1/day, +1 lev of existing class
    +2 +1 +2 +3 mimic blood ability (minor)1/week, +1 lev of existing class
    +2 +1 +2 +3 Immunity to blood abilities, +1 lev of existing class
    +3 +2 +3 +4 suppress bloodline 2/day, +1 lev of existing class
    +3 +2 +3 +4 mimic blood ability (major)1/week, +1 lev of existing class
    +4 +2 +4 +4 , +1 lev of existing class
    +4 +2 +5 +5 suppress blood ability 3/day , +1 lev of existing class
    +5 +3 +5 +5 mimic blood ability (great)1/week, +1 lev of existing class

    Class features:

    Weapon and armour proficiency: no additional.

    Track scion: +1 bonus on checks to track a scion per level of bloodline hound

    Spell focus (bloodline based spells)

    Mimic blood ability (minor 4th lev, major 7th, great 10th): At minor you can mimic a minor blood ability once per day. The same for major and great. Some abilities don't apply you can't mimic invulnerability for instance. As per the spell.

    Suppress bloodline: as per the spell

    Immunity to blood abilities: immunity to character reading, charm aura, detect lie, detect illusion, detect life, divine aura, fear, persuasion, wither touch.

    Blood spells:

    Know bloodline derivation
    Know bloodline strength
    Know cerilian origin
    Mask bloodline
    Disguise bloodline
    Mimic Blood ability
    Enhance blood ability
    Suppress blood ability
    Suppress Bloodline

    Sense scion:

    Range: 60feet
    Duration: at will
    Saving throw: none

    You can sense the blooded as with detect evil the amount of information revealed depends on how long you study an area.

    1st round: Presence or absence of the blooded
    2nd round: The number of blooded individuals
    3rd round: The strength and location of each individual. This is only general information great, major or minor bloodline.
    MORNINGSTAR

  5. #5
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    Crystal gazer

    Crystal gazers are specialist magicians who use gemstones to enhance their spell casting. These individuals can draw mabhaigl (their by boosting their powers) by attuning the gemstones through ritualised preparation of the stone and precise cutting of the facets. Only a crystal gazer can cut a stone for use by a crystal gazer.

    Hit dice: d6
    Requirements: lesser arcane magic spellcasting

    Alignment: any
    Base save bonus: fortitude +4
    Skills: craft (gem cutting) +4
    Feats: craft wondrous item

    Special: You must craft a wondrous item attuned gem, which allows you to begin the path.
    Class Skills: Concentration, craft (any), knowledge (any), profession (any), spell craft, scry, alchemy

    Skill points at each level: 4 + int modifier

    Class / Base att / fort / ref / will / special / spells per day
    1 +0 +1 +0 +1 Gem attunement / +1 level of class
    Gem component
    2 +1 +1 +0 +2 Spell boost +1 level of class
    3 +1 +2 +1 +2 1st greater gem focus +1 level of class
    4 +2 +3 +1 +2 +1 level of class
    5 +2 +3 +1 +2 2nd greater gem focus +1 level of class
    6 +3 +4 +2 +3 +1 level of class
    7 +3 +4 +2 +3 3rd greater gem focus +1 lev
    8 +4 +4 +2 +4 +1 lev
    9 +4 +5 +2 +5 4th greater gem focus +1 lev
    10 +5 +5 +2 +6 Master fo mabhaigl +1 lev

    Class Features:

    At each level a new gem must be crafted at increasing cost. Cost of level x1000 gp

    All spells are cast threw the gems if the gems are lost you can make them again but until you do so you are a common magician.

    Weapon and armour proficiency: no additional.

    Gem Attunement: The crystal gazer can store spells in gems and crystals. Each gem or crystal can hold one spell. This enables you to use scribe scroll to write spells to gems.

    Gem Component: A crystal gazer can replace components with a prepared gem or crystal of equal value to the component it takes 10 minutes to prepare them and they shatter as the spell is cast.

    Spell Boost: Once per day for every two class levels he possesses a crystal gazer can enlarge or extend an illusion spell he casts as though he had applied the appropriate metamagic feat to the spell (although the spell does not use a higher level slot).

    Greater Gem focus:

    These are examples other focuses can be agreed with the dm.

    1: Realm Focus
    Requires a mabhaigl stone to construct
    Allows the crystal gazer to cast a 1st level realm spell once a year.

    2: Wizard focus
    Requires a sielshegh gem to construct
    Allows the wizard access to 3rd level wizard spells.

    3: Gem of spell focus
    Take spell penetration or spell focus as a bonus feat.

    4: Greater gem of spell focus
    Take greater spell focus as a bonus feat

    5: Gem of grounding
    -2 to the difficulty of the fort saves for the prestige class

    6: others

    Master of mabhaigl:
    The magician gains enough knowledge of the land that they can now learn and cast battle spells. When a battle spell is cast they suffer 4 temporary points of constitution damage.

    Hedge wizard/ witch

    Potions
    Magic items (charms)
    Familiars

    Court magician

    Masters of alteration and politics

    Illuminator

    Masters of illusions

    Oracle

    Masters of divination

    Lesser Necromancer

    They specialize in the shadow world especially the undead.
    Undead familiar
    Undead cohort
    MORNINGSTAR

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    Feats:

    More to come in the future but some to begin with.

    Familiar

    Improved familiar (including alternates bloodline hound, hydra kin, blooded stead etc)

    Lesser spell song [metamagic]
    You have learned the basics of elven spell song
    Perquisites: charisma 13+, perform (song) +4, still spell, spell focus (enchantment),
    Benefits: Add +1 to the difficulty class for all saving throws against enchantment spells you cast.

    Spell song [metamagic]
    You have learned as much as you can of elven spell song without being an elf or dedicating your life to it like a bard.
    Prequisites: Charisma 16+, perform (song) +8, lesser spell song, greater spell focus (enchantment)
    Benefits: You can now cast enchantment spells up to 4th level so long as you use verbal components.

    Organisations:

    This will include crystal gazers, bloodline hounds, the Brecht guilds and a couple of others.

    I have a bit written on this already but I will have to transfer it from paper.

    Personalities:

    There will be a variety of personalities. I have already written quite a few but they also need to be transferred.

    Special/ Magic items:

    Don’t have much to go here a couple of items that have to be transferred across

    Spells:

    Not a lot to go here yet

    Magicians as regents or advisors:

    I have to transfer some stuff across here to.
    MORNINGSTAR

  7. #7
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    I thought of a couple of other prestige classes

    the silver knights (magician/fighters(knights)) like the ancient rulers of the vos

    Goblin magician preist
    MORNINGSTAR

  8. #8
    Birthright Developer irdeggman's Avatar
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    graham,
    Send me an e-mail and I'll post your word doc as a downloadable file for you.

    irdeggman@cox.net
    Duane Eggert

  9. #9
    Birthright Developer irdeggman's Avatar
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    Here's Graham's files in a Word document. I did a little editing for him. Made some things tables for ease of reading, converted to English (US) as default language {the standard for D&D} and added a little bolding, font color etc.
    Attached Files Attached Files
    Duane Eggert

  10. #10
    Birthright Developer irdeggman's Avatar
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    Here's some comments on the document:

    You need to change the saving throw progression. There are only 2 types of saving throws in 3.5 (I'm assuming you are making this 3.5 version) Good and Poor - the progressions don't match.

    Many of the class abilities aren't defined and need to be.

    What is meant by +1 class level? For the bloodline hound? Is this +1 existing spellcaster level for spell progression? It is not clear.

    Those are the ones that immediately jump out at me.

    Off hand the prestige classes appear to be too powerful, but I'd have to look them over better to be sure. They just "feel" that way on first read.
    Duane Eggert

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