Showing posts with label ACKS. Show all posts
Showing posts with label ACKS. Show all posts

Tuesday, April 22, 2014

The sorcerer, draft 3

Okay, I probably didn't need to spend two weeks thinking about this, but sometimes inspiration takes a little while to come.

For my next crack, I took some mechanical inspiration from the Witch class, though this is obviously an arcane caster rather than a divine one. There will be more bloodlines at some point, but I figured I'd go with what D&D considers its default (Draconic) and what Pathfinder considers its default first. In the meantime I'd like criticism on these, because I'm pretty sure we're still a ways away from a final draft, but at least now it should be playable.

SORCERER
Prime Requisite: CHA
Requirements: None
Hit Dice: 1d4
Maximum Level: 14

Sorcerers are humans born with an instinctive grasp of magic. Many claim descent from powerful wizards, or even from magical beings that assumed human form such as fey, elementals, or dragons. For a sorcerer, magic is not a skill that must be studied and refined, as a mage does, but an instinctive ability as natural and intuitive as breathing. Some societies are fearful of sorcerers, but others hold them in special reverence. Some suggest that the name "sorcerer" was originally applied as a pun, for they are a natural source of magic.

Sorcerers seldom train in the arts of warfare, preferring instead to rely upon their innate gifts to see them through danger. At first level, sorcerers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws only two points every six levels of experience (i.e., half as fast as fighters). They may only fight with quarterstaffs, clubs, daggers, and darts. They are unable to use shields, fight with two weapons, or wear any kind of armor.

Sorcerers learn and cast arcane spells as mages of two-thirds their class level. The number and levels of spells the sorcerer can use in a single day is summarized on the Sorcerer Spell Progression table. Like a mage, the Sorcerer’s spell selection is limited to the spells in their repertoire. A sorcerer’s repertoire can include a number of spells up to the number and level of spells listed for their level, increased by their Charisma bonus. Unlike other arcane spellcasters, many sorcerers do without a physical spellbook, although changing their repertoire or learning a new spell still incurs similar costs for research and training. A sorcerer can use any magic items usable by mages.

Every sorcerer must bear a bloodline. a magical ancestry which gives them both their affinity for magic and a handful of other special abilities. When a sorcerer is created, select a bloodline for the character from the ones below (or work with your Judge to create a new one), and write down the spells and powers of the bloodline. Regardless, a sorcerer's bloodline grants Each bloodline automatically adds four spells to the Sorcerer's spell list at the spell levels designated below, which they may add to their repertoire in the usual way. If a copy of such a spell is found or placed on a scroll, the scroll will be usable only by casters who would otherwise have the spell on their list. Each also provides additional abilities at 1st, 2nd, 4th, and 9th levels.

Sorcerer Proficiency List: Alchemy, Battle Magic, Beast Friendship, Black Lore of Zahar, Collegiate Wizardry, Contemplation, Craft, Diplomacy, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Sensing Power, Transmogrification, Soothsaying, Unflappable Casting

Arcane Sorcerer
Bonus spells:
1st level: Read Magic3rd level: Clairvoyance, Dispel Magic
4th level: Remove Curse*
1st level: An arcane sorcerer is so keenly attuned to magic that they can instinctively sense spellcasters within 60' and estimate their relative level of power. They can tell when arcane magic has been used in the last 24 hours within the same vicinity, but not tell whether an item is magic unless it has been used in that time. Using this ability takes a turn.

2nd level: The very same instinctive attunement that lets an arcane sorcerer sense magical power makes it easy for them to see how best to overcome it. They gain the Battle Magic proficiency.

4th level: Through spending an hour in sorcerous meditation, an arcane sorcerer can regain the ability to cast a spell of a level they had previously expended. The sorcerer may practice sorcerous meditation as often as they wish, but may not regain the same level of spell more than once per day.

9th level: The most powerful arcane sorcerers unlock latent spell knowledge hidden deep in their ancestral memory, and may add any four spells to their class spell list. The arcane sorcerer can then add these spells to their repertoire following the usual procedure. If the spells are normally divine, then they are identical in every way to their divine counterparts. If a copy of such a spell is found or placed on a scroll, the scroll will be usable only by casters who would otherwise have the spell on their list.

Draconic Sorcerer
Bonus spells:
2nd level: Winged Flight
3rd level: Polymorph Self
4th level: Fear
5th level: Call Dragon

1st level: A draconic sorcerer's first mark of their heritage is often their piercing, dragonlike eyes. The draconic sorcerer gains infravision out to 30 feet.

2nd level: As the draconic sorcerer becomes more powerful, they become more like a dragon, gaining a handsome scaly hide. This hide provides them a natural armor class of 1.

4th level: The draconic sorcerer may project a fearsome aura that awes and frightens those in their presence. They gain a +2 bonus to reaction rolls to impress and intimidate those in their presence. If this bonus results in a total of 12 or more, the subjects act as if charmed in their presence.

9th level: Three times per day, but no more than once per hour, a draconic sorcerer may use the breath attack of their dragon ancestor, which deals 5d4 damage along either a cone 40 feet long and 20 feet wide at its far end (if fire or cold), a 20-foot diameter cloud (if toxic gas), or a 60-foot line (if lightning or acid). A successful saving throw against Blast/Breath reduces the damage by half. A draconic sorcerer gains a +2 bonus to any saving throws against damage of the same type as their breath weapon.

A draconic sorcerer who attempts draconic apotheosis does so at half cost.

Sorcerer level progression
Sorcerer Spell progression
Experience
Level
Hit Dice
Level Title
1
2
3
4
5
0
1
1d4
Prodigy
1
-
-
-
-
2075
2
2d4
Curiosity
1
-
-
-
-
4150
3
3d4
Freak
2
-
-
-
-
8300
4
4d4
Spectacle
2
1
-
-
-
16,600
5
5d4
Whiz
2
1
-
-
-
33,200
6
6d4
Wonder
2
2
-
-
-
65,000
7
7d4
Phenomenon
2
2
1
-
-
130,000
8
8d4
Witchalok
2
2
1
-
-
280,000
9
9d4
Sorcerer
2
2
2
-
-
430,000
10
9d4+1
Sorcerer
3
2
2
1
-
580,000
11
9d4+2
Sorcerer
3
2
2
1
-
730,000
12
9d4+3
Sorcerer
3
3
2
2
-
880,000
13
9d4+4
Sorcerer
3
3
3
2
1
1,030,000
14
9d4+5
Sorcerer
3
3
3
2
1

Monday, March 17, 2014

The Sorcerer (An ACKS Class), second draft

ETA March 22: This is not up to my balance standards. I advise not using this version. I'll get a better one made eventually, I'm sure.

After thinking about it today I decided I wanted to try again and see if I couldn't get my Sorcerer to be a little more... street-legal. To that end I'm gonna give staggered custom powers that should put it in under four build points, as Tavis and Alex intended. Sadly, this means Sensing Power had to go back on the proficiency list... for now. This time around I (mostly) borrowed level titles from the excellent Blood and Treasure (Plus one sneaky Acquisitions, Inc. reference), but I still have no intention of employing them myself.

SORCERER
Prime Requisite: CHA
Requirements: None
Hit Dice: 1d4
Maximum Level: 14

Sorcerers are humans born with an instinctive grasp of magic. Many claim descent from wizards, or even from dragons that assumed human form. For a sorcerer, magic is not a skill that must be studied and refined like a mage does, but an instinctive ability as natural and intuitive as breathing. Some societies are fearful of sorcerers, but others hold them in special reverence. Some suggest that the name "sorcerer" was originally applied as a pun, for they are a natural source of magic.

Sorcerers seldom train in the arts of warfare, preferring instead to rely upon their innate gifts to see them through danger. At first level, sorcerers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws only two points every six levels of experience (i.e., half as fast as fighters). They may only fight with quarterstaffs, clubs, daggers, and darts. They are unable to use shields, fight with two weapons, or wear any kind of armor.

Sorcerers learn and cast arcane spells as mages of two-thirds their class level. The number and levels of spells the sorcerer can use in a single day is summarized on the Sorcerer Spell Progression table. Like a mage, the Sorcerer’s spell selection is limited to the spells in their repertoire. A sorcerer’s repertoire can include a number of spells up to the number and level of spells listed for their level, increased by their Charisma bonus. Unlike other arcane spellcasters, many sorcerers do without a physical spellbook, although changing their repertoire or learning a new spell still incurs similar costs for research and training. A sorcerer can use any magic items usable by mages.

Each sorcerer also has a unique combination of spell-like abilities, chosen (or randomly determined) as they are attained on the Sorcerer Level Progression Table. A first-level sorcerer may use one first-level spell once per hour. At second level, the sorcerer gains a second first-level spell usable once per hour. At fourth level, the sorcerer gains one second-level spell, usable once every 8 hours. At tenth level, the sorcerer gains one third-level spell, usable once per day. At twelfth level, the sorcerer gains one fourth-level spell, usable once per week. Each of these spells takes one round to cast, and otherwise functions like a normal spell cast by a mage of their class level.

At 7th level, the sorcerer may begin to research spells, scribe magical scrolls, and brew potions, as if they were a mage of 5th level. Upon reaching 13th level, the sorcerer gains the ability to create magic items such as weapons, rings, and staffs as a mage of 9th level. They may also cast ritual spells and conduct other magical research as a mage of 11th level.

A sorcerer may also build a sanctum, often a great tower, when he reaches 9th level. They will then attract 1d6 apprentices of 1st-3rd level plus 2d6 normal men seeking to become mages or with the potential to become sorcerers. Their intelligence or charisma scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. While in the sorcerer’s service, apprentices must be provided food and lodging, but need not be paid wages. If the sorcerer builds a dungeon beneath or near their tower, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them.

Sorcerer Proficiency List: Alchemy, Battle Magic, Beast Friendship, Black Lore of Zahar, Collegiate Wizardry, Contemplation, Craft, Diplomacy, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Sensing Power, Transmogrification, Soothsaying, Unflappable Casting


Sorcerer level progression
Sorcerer Spell progression
Experience
Level
Hit Dice
Level Title
Special Abilities
1
2
3
4
5
0
1
1d4
Prodigy
1st level spell 1/hour
1
-
-
-
-
2075
2
2d4
Curiosity
1st level spell 1/hour
1
-
-
-
-
4150
3
3d4
Freak
-
2
-
-
-
-
8300
4
4d4
Spectacle
2nd level spell 1/8 hours
2
1
-
-
-
16,600
5
5d4
Whiz
-
2
1
-
-
-
33,200
6
6d4
Wonder
-
2
2
-
-
-
65,000
7
7d4
Phenomenon
-
2
2
1
-
-
130,000
8
8d4
Witchalok
-
2
2
1
-
-
280,000
9
9d4
Sorcerer
-
2
2
2
-
-
430,000
10
9d4+1
Sorcerer
3rd level spell 1/day
3
2
2
1
-
580,000
11
9d4+2
Sorcerer
-
3
2
2
1
-
730,000
12
9d4+3
Sorcerer
4th level spell 1/week
3
3
2
2
-
880,000
13
9d4+4
Sorcerer
-
3
3
3
2
1
1,030,000
14
9d4+5
Sorcerer
-
3
3
3
2
1

Sunday, March 16, 2014

The Sorcerer (An ACKS Class), first draft

I am perfectly aware that this technically breaks the ACKS custom class rules-- if it were broken down it would be worth 5 points and some change (Arcane 3, Thievery 2, and one extra custom power) but the final XP base is below that of the mage (though I have rounded it up to equal the mage to make everything neat and head off the balance concerns a little.)

The idea came to me last night when I happened to look at the gnome trickster class-- previous attempts at the sorcerer were very bloodline-focused, but this time I eschewed that in favor of making them naturally-gifted with arcane magic.

No level titles were provided because I don't much care for them.

This is very much a work in progress, so I'd definitely like to hear ideas on how it might be cleaned up.

SORCERER
Prime Requisite: CHA
Requirements: None
Hit Dice: 1d4
Maximum Level: 14

Sorcerers are humans born with an instinctive grasp of magic. Many claim descent from wizards, or even from dragons that assumed human form. For a sorcerer, magic is not a skill that must be studied and refined like a mage does, but an instinctive ability as natural and intuitive as breathing. Some societies are fearful of sorcerers, but others hold them in special reverence. Some suggest that the name "sorcerer" was originally applied as a pun, for they are a natural source of magic.

Sorcerers seldom train in the arts of warfare, preferring instead to rely upon their innate gifts to see them through danger. At first level, sorcerers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws only two points every six levels of experience (i.e., half as fast as fighters). They may only fight with quarterstaffs, clubs, daggers, and darts. They are unable to use shields, fight with two weapons, or wear any kind of armor.

A sorcerer is so attuned to magic that they may sense power, as the proficiency of the same name. Each sorcerer also has a unique combination of spell-like abilities, chosen (or randomly determined) at the time of their creation. Once per hour, a sorcerer may use two first-level arcane spells. Once per 8 hours, they can cast two second-level arcane spells. Once per day they can cast one third-level arcane spell. Each of these spells takes one round to cast, and otherwise functions like a normal spell cast by a mage of his class level.

Sorcerers learn and cast arcane spells as mages of two-thirds their class level. The number and levels of spells the sorcerer can use in a single day is summarized on the Sorcerer Spell Progression table. Like a mage, the Sorcerer’s spell selection is limited to the spells in their repertoire. A sorcerer’s repertoire can include a number of spells up to the number and level of spells listed for their level, increased by their Charisma bonus. Unlike other arcane spellcasters, many sorcerers do without a physical spellbook, although changing their repertoire or learning a new spell still incurs similar costs for research and training. A sorcerer can use any magic items usable by mages.

At 7th level, the sorcerer may begin to research spells, scribe magical scrolls, and brew potions, as if he were a mage of 5th level. Upon reaching 13th level, the sorcerer gains the ability to create magic items such as weapons, rings, and staffs as a mage of 9th level. They may also cast ritual spells and conduct other magical research as a mage of 11th level.

A sorcerer may also build a sanctum, often a great tower, when he reaches 9th level. He will then attract 1d6 apprentices of 1st-3rd level plus 2d6 normal men seeking to become mages or with the potential to become sorcerers. Their intelligence or charisma scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. While in the sorcerer’s service, apprentices must be provided food and lodging, but need not be paid wages. If the sorcerer builds a dungeon beneath or near his tower, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them.

Sorcerer Proficiency List: Alchemy, Apostasy, Battle Magic, Beast Friendship, Black Lore of Zahar, Collegiate Wizardry, Contemplation, Craft, Diplomacy, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Transmogrification, Soothsaying, Unflappable Casting

Sorcerer level progression
Sorcerer Spell progression
Experience
Level
Hit Dice
1
2
3
4
5
0
1
1d4
1
-
-
-
-
2500
2
2d4
1
-
-
-
-
5000
3
3d4
2
-
-
-
-
10,000
4
4d4
2
1
-
-
-
20,000
5
5d4
2
1
-
-
-
40,000
6
6d4
2
2
-
-
-
80,000
7
7d4
2
2
1
-
-
160,000
8
8d4
2
2
1
-
-
310,000
9
9d4
2
2
2
-
-
460,000
10
9d4+1
3
2
2
1
-
610,000
11
9d4+2
3
2
2
1
-
760,000
12
9d4+3
3
3
2
2
-
910,000
13
9d4+4
3
3
3
2
1
1,060,000
14
9d4+5
3
3
3
2
1

Sunday, August 25, 2013

ACKS Number-crunching the tiefling

Okay so an anonymous commenter remarked that the tiefling seemed a little powerful. Accordingly I've decided to run it through the ACKS Player's Companion class construction system, which I think is probably the best resource for that kind of thing. (Those of you who aren't familiar with it, just nod and smile). This is what I uncovered:

First of all let's say that the Tiefling racial abilities (immunity to fear, three thief abilities, and magical ability) are roughly equivalent to that of an Elf. My rationale for that: a hypothetical value of Thievery Value 1.5 (4 skills, assuming we trade off one for the fear immunity) would be 300, since Thievery Value 1 is 200 with three skills and Thievery Value 2 is 400 with five skills. Plus Arcane Value 4 (2500 and full caster progression) brings Tiefling value 4 up to 2800.

It has a d6 HD value, so that's another 500 for an XP base of 3200. Add a fighting value 2 (equivalent to the fighter class, 1000 XP base) and you walk away with an XP value of 4200 from first to second level.

Okay, so it's a little more powerful than an Elf at this point. To that end, let's tweak it a little bit and bring it down to a hypothetical Tiefling 3 (the equivalent of an Arcane value of 3), giving it a spellcasting ability of a mage equal to 2/3rds its level. So its arcane value adds 1875 to the XP base instead of 2500. 1875+300=2175, 2175+500=2675, 2675+1000=3675, in other words very slightly less than that of an Elf. For convenience's sake let's suppose that I want to try to get a little closer to an elf's progression, so let's bump up the Thievery Value all the way to 2 and give them another custom power, something like the Zaharan's ancient pacts. 1875+400=2275, 2275+500=2775, 2775+1000=3775... and honestly I think that's close enough for me. So the Tiefling will be revised tonight.

Monday, August 19, 2013

Why is it I want a feat or proficiency system so much?

Why?

Is it that I want to have a way to mechanically differentiate two PCs of the same class?

Is it just that I was that impressed with ACKS's handling of familiars?

I kind of wish I could just let it go because it causes me more angst than I'd quite like.

Saturday, August 17, 2013

Races for ACKS, part 1: The classics

I don't necessarily dislike race as class, and for sure ACKS has one of the best implementations of it. But you know, sometimes it isn't what I want. It's nothing wrong with me, and it's nothing wrong with ACKS, it's just good to have alternatives. So here's an alternative that I hope you'll find to your tastes. I'm not going to impose any class or level limitations on you because as far as I'm concerned, it's just not my place. Each race, in addition to their other benefits, has a list of proficiencies that they may treat as general or class proficiencies, whichever would be more beneficial at the moment.

Dwarves: Dwarves gain the effects (and extra XP cost) of having a Dwarf value of 0 added to their class. Due to their short stature, dwarves may never use two-handed swords or longbows, regardless of their Fighting Value.
Dwarven Proficiencies: Armor Training*, Caving, Craft, Dungeon Bashing, Dwarven Brewing, Engineering, Goblin-Slaying, Illusion Resistance


Elves: Elves gain the effects (and extra XP cost) of having an Elf value of 0 added to their class.
Elvish Proficiencies: Alertness, Beast Friendship, Familiar, Naturalism, Passing Without Trace, Swashbuckling, Wakefulness, Weapon Finesse

Halflings: Due to their short stature, halflings may never use two-handed swords or longbows, regardless of their Fighting Value. Few halflings are experienced in adventuring, so even player character halflings begin without the Adventuring proficiency and must purchase it at the cost of a single proficiency.

A halfling value of 0 adds an XP cost of 150

At Halfling 0, all halflings gain the following powers:
  • Like dwarves, halflings are Hardy people and reduce the target values for saves vs. blast/breath by 3 and the target values of all other saves by 4. 
  • Halflings are also strong-hearted and reduce the target values for saves against any sort of charm, fear, or mind-control effect by an additional 2 points.
  • Halflings have Keen eyes and gain a +1 bonus to attack throws when using thrown or missile weapons.
  • Outdoors, Halflings are tricky to spot, having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 10+ on 1d20. In dungeons, a halfling who is motionless and quiet in cover can escape detection with a proficiency throw of 18+ on 1d20. 
Halfling Proficiencies: Adventuring, Alertness, Climbing, Combat Reflexes, Contortionism, Knowledge, Naturalism, Passing Without Trace, Skirmishing

Humans: Humans do not incur any additional XP cost, and furthermore they begin with one additional proficiency due to their natural capacity for learning. Humans do not have any additional racial proficiencies.

I dunno, this is just an idea I dashed off over the course of an hour for the hell of it so I wouldn't mind hearing some feedback about it.

Saturday, August 3, 2013

Rethinking my energy drain house rules

I dunno, I feel like they were a bit too fiddly and specific, maybe? I'm thinking it might be simpler to just do like my good pal Randall Stukey does in Microlite74. (Except for vampires draining CON because I maintain that makes the most sense and is also fucking cool).

Energy Drain: An attack that would ordinarily drain a character's level instead deals 1d6 damage and imposes a cumulative -1 penalty on all attack, saving, and proficiency/ability throws. If the penalty exceeds the character's level, she dies. 1 point of energy drained is recovered every L days where L is equal to the hit dice of the monster that drained the energy level.


Sunday, July 28, 2013

Why do I like ACKS?

I don't hate domain play, but it's not my focus by a long shot. And let's not kid ourselves ACKS's forte is in domain play. Its AC system is... decidedly wonky. I've gotten used to it, but it took some doing. I don't care at all about realistic simulation-- for god's sake my second favorite edition of D&D is 4e (and 3.5 remains my least favorite)!

So what is it? What draws me to ACKS?

Is it the little tweaks? Things like the system of cleaving present in it, or the mage's repertoire and magical research stuff, the hijinks, the d20-based thief skills, or the list of poisons in the GM chapter? Is it Domains of War (which I've only got the free version of), which makes for a fun, effective battle minigame with more for tactics than the BECMI War Machine?

Partly, yeah.

Is it the proficiencies system, which does one of the best jobs of scratching the itch for feats and skills that my WOTC days imbued in me?

That's definitely a factor.

But I think I know what the number one reason is.

It's the classes. I'm absolutely a class slut. The more the merrier, in my book. And ACKS, between itself and the Player's companion, contains pretty much all my favorites. It has my favorite OSR ranger, my favorite bard anywhere, and a solid assassin, and that's just in the core book. The only one missing is the Warlord, and between the proficiencies available to the fighter and Thomas Weigel's excellent Aristocrat class, I'm more than taken care of. And should the mood strike me for a class that isn't already around, the Player's Companion explained the Autarchs' math well enough that it's the work of half an hour to bring my new class into the world. Ultimately that's the biggest factor in my choice.

Friday, July 19, 2013

On the Herd Animal


The standard description of the Herd Animal entry in old school D&D and many retroclones suggests that the stats are useful for hooved animals such as goats, deer, and antelopes. But why stop there? There's plenty of other interesting herd animals out there. In my own time I've used those stats for Kangaroos, Emus, Ostriches, large tortoises, and all sorts of small, herbivorous dinosaurs. Small ones can be Hypsilophodon, Psittacosaurus, or Protoceratops. Larger ones can be things like Beipiaosaurus, Gallimimus, Maiasaura, Massospondylus, or even Pachycephalosaurus.


After all, those Tyrannosaurus Rexes in your lost world area have to have something to eat besides adventurers, don't they?

(As you might have gathered, I fucking love dinosaurs)

Friday, July 5, 2013

Small animals for ACKS

Cat
% in Lair: 40%
Dungeon Enc: Solitary (1)/Clowder (1d6)
Wilderness Enc: Clowder (1d6)
Alignment:Neutral
Movement: 120' (40')
Armor Class: 2
Hit Dice: 1/2
Attacks: 1 (Claw)
Damage: 1d3-1
Save: Normal Man
Morale: 0
Treasure Type: Nil
Exp: 5

Monkey
% in Lair: 20%
Dungeon Enc: Troop (2d6)/Den (5d6)
Wilderness Enc: Band (5d6)/Den (5d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 2
Hit Dice: 1
Attacks: 1 (Bite)
Damage: 1d3-1
Save: Normal Man
Morale: -1
Treasure Type: Nil
Exp: 5

Rat
% in Lair: 10%
Dungeon Enc: Pack (3d6)/Den (3d10)
Wilderness Enc: Horde (3d10)/Den (3d10)
Alignment: Neutral
Movement: 120' (40')
>Swim: 60' (20')
Armor Class: 0
Hit Dice: 1/4
Attacks: 1 (Bite)
Damage: 1d3-1
Save: Normal Man
Morale: 0
Treasure Type: A
Exp: 5

Raven
% in Lair: 20%
Dungeon Enc: None
Wilderness Enc: Flock (1d6)/Murder (2d6)
Alignment: Neutral
Movement: --
>Fly 330' (110')
Armor Class:1
Hit Dice: 1/4
Attacks: 1 (Peck)
Damage: 1d3-1
Save: Normal Man
Morale: -1
Treasure Type: A
Exp: 5

Owl
% in Lair: 20%
Dungeon Enc: None
Wilderness Enc: Solitary (1)/Nest (1d4)
Alignment: Neutral
Movement: 300' (100')
Armor Class: 1
Hit Dice: 1/2*
Attacks: 1 (Bite)
Damage: 1d2
Save: Normal Man
Morale: -1
Treasure Type: Nil
Exp: 7

Small animals such as these are commonly chosen by mages as their familiars.

Cats: Cats generally get on well with humans, and are kept as pets or to deal with vermin such as mice. They often attack from ambush if they can. The stats for a cat can also represent other small, mammalian predators such as foxes or weasels.

Monkeys: Monkeys often nest in treetops. Many humans find their climbing and leaping comical, but they are also relentless in defense of their nests. These stats represent small new world monkeys such as spider monkeys or capuchins, but they can also represent climbing animals of similar size such as Lemurs or Wallabies.

Rat: Ground-dwelling rodents, rats are a common pest all over the world, although some cultures admire their resourcefulness. Large groups of rats are better represented by a rat swarm. Some rats, like their giant brethren, carry disease. These stats can also easily be used for a number of other small, mostly-harmless animals such as toads, hedgehogs, squirrels or lizards,(by taking away their swim speed but making them good climbers), or rabbits (by taking away their swim speed and increasing their speed to 150'(50'))

Raven: Ravens are clever, omnivorous scavengers, and tend to hoard small, shiny objects in their nests. They are an extremely popular familiar. Some ravens can be taught to imitate speech. The stats for a raven can also be easily used for other largish birds such as parrots, gulls, and crows.

Owl: Owls are nocturnal hunters closely related to hawks. Owls can see perfectly well in darkness and have a +3 bonus to surprise checks do to their keen eyes and silent movements.

My big stupid houserule post

These are probably not all the houserules I'm going to be using, but I'm tired of working on this-- I started on July 1st and it's the wee hours of July 5th now.

My usual ruleset is ACKS so these are written with that in mind.

Classes: The following classes are always appropriate for any campaign I run: Fighter, Mage, Cleric, Thief, Assassin, Bard, Explorer, Dwarven Vaultguard, Dwarven Craftpriest, Elven Spellsword, Elven Nightblade, Anti-Paladin, Barbarian, Dwarven Delver, Dwarven Fury, Elven Courtier, Elven Enchanter, Elven Ranger, Mystic, Paladin, Shaman, Warlock, Witch. The remaining classes sort of depend on the campaign-- ask me if you're not sure.

Cleric Weapons: Clerics can choose to use either their usual weapon selection or that of shamans (Club, dagger, hand-axe, short sword, staff, spear). Other narrow weapon selections, within reason, are also okay.

Turn Undead: A cleric can turn any evil creature as if it were an undead of comparable hit dice. For purposes of this spell, evil creatures include inherently evil creatures such as undead and summoned creatures of Chaotic alignment.

Cleric Spell List: Clerics make the following changes to their spell list:
  • 3rd level: Feign Death no longer exists, Prayer takes its place.
  • 4th level: Sticks to Snakes is not on the Cleric list, Death Ward takes its place. (My grievances with this spell are well-known. I don't mind Shamans having it, but I don't have a ready explanation for why.)
Warlocks: Warlocks do not gain a familiar by default. In its stead they gain the Death Healing power of the Zaharan Ruinguard (Warlocks use the Mage attack progression and therefore can't cleave, but any time they drop an opponent they can use this ability). Warlocks add Familiar to the list of proficiencies they may choose from. This may be waived according to player preference.

Additional Spells: If a character can cast spells and has a prime requisite of at least 13, they gain the ability to cast an extra first-level spell per day at the time of character creation. If a character can cast spells and has a prime requisite of at least 16, they gain they gain the ability to cast an extra second-level spell per day as soon as they gain the ability to cast second-level spells. If a character can cast spells and has a prime requisite of 18, they gain they gain the ability to cast an extra third-level spell per day as soon as they gain the ability to cast second-level spells.

Unusual Equipment: If you want to buy something out of the ordinary (ie not elsewhere listed in the rulebook or by me), Zak's Penny, Nickel, Dime, Quarter, Dollar rule is in effect.

Dullness/Fastness:  Sharpness and Slipperiness are both reversible spells. The effects of Dullness should be obvious (-1 to attacks with the weapon, but it still becomes magical). The effects of Fastness are thus:
When cast on a character, the recipient cannot be restrained or grabbed,wrapped in the grip of constrictor snakes, or otherwise be subject to any other grasping attacks, including binding ropes, chains, or cuffs, magical or otherwise. Simply put, nothing can get a grip on a character affected by slipperiness. The spell can also be cast on objects. A single casting is sufficient to affect 20 arrows, 2 one-handed weapons, 1 two-handed weapon, or one 10' x 10' patch of floor. Any object subject to the spell is virtually impossible to grasp, and characters must make an attack throw versus Armor Class 10 each round to let go of or throw such objects. The object can instead be used to bind two objects together. A proficiency throw of 20+ is necessary to pull them apart. Any individual moving or even standing on an affected area of floor must make a proficiency throw of 20+ each round or remain rooted to the spot.

Climbing Huge Opponents: If a combatant is significantly smaller than her opponent it may be possible for her to climb onto her opponent to find a better point to attack from. To climb an opponent, a combatant must succeed on a melee attack throw with a -4 penalty. The opponent must then make a saving throw versus Paralysis. If the opponent succeeds on his saving throw, he has shrugged off the combatant. If he fails, the combatant has climbed on. A combatant who is climbing an opponent may perform a brawl or regular attack at a +2 bonus so long as she stays on. The climbed-upon opponent may make another saving throw versus Paralysis each round to attempt to shake off the opponent, or may attempt to wrestle it. A combatant capable of backstabbing may backstab a creature she has climbed. A combatant capable of climbing walls may make a proficiency throw to hang on or avoid a wrestling attempt from a opponent she has climbed. Any bonus that affects attempts to wrestle also affects attempts to climb an opponent.

Shields Shall Be Splintered: A shield can be sacrificed to nullify all damage from a single attack, however if the attack does at least 6 damage in a single attack, the defender takes 1 point of damage reflecting the smash being hard enough to hurt their arm. Magical shields can absorb one additional blow per day per point of additional protection. Magical shields can also deflect spells of a level no higher than their enchantment bonus that specifically target their wielder once per day in place of an attack, or any spell a single time, but so doing breaks the enchantment on them and instantly destroys them. (Yes this makes magical shields really awesome-- that's sort of the idea)

The Life-Drinkers: Creatures that drain levels... don't. I've never liked this mechanic, even in old school games where it's that much less involved. Instead I've given them a suite of additional abilities along the lines of what Dyson recommended as follows chosen to use the following rules

Energy Drain: An attack that would ordinarily drain a character's level instead deals 1d6 damage and imposes a cumulative -1 penalty on all attack, saving, and proficiency/ability throws. If the penalty exceeds the character's level, she dies. 1 point of energy drained is recovered every L days where L is equal to the hit dice of the monster that drained the energy level.
Vampiric Bite: If a vampire Charms a living creature, the creature is willing, or the vampire successfully grapples the creature, it may bite. The bite deals 1d3 damage and drains 1d3 points of Constitution per round much as a Shadow does strength (for creatures without constitution scores treat its HD as equivalent to its constitution score). The vampire heals 1d6 damage for each round it drinks of the blood, but while it is so occupied all attacks against it are made as if the vampire were surprised.
  • Spectres: 
    • Paralyzing Strike: a spectre's touch paralyzes as a ghoul's.
    • Terrible Aura: The palpable aura of fear freezes all those who see a spectre. Save versus paralysis when first encountering the undead or be paralyzed for 1d6+1 rounds.
    • Possess: a spectre can possess any corpse. While so doing, the spectre cannot be harmed until the corpse is destroyed. It fights as a zombified version of whatever it was in life.
  • Vampires:
    • Vampiric Bite: If a vampire Charms a living creature, the creature is willing, or the vampire successfully grapples the creature, it may bite. The bite deals 1d3 damage and drains 1d3 points of Constitution per round much as a Shadow does strength (for creatures without constitution scores treat its HD as equivalent to its constitution score). The vampire heals 1d6 damage for each round it drinks of the blood, but while it is so occupied all attacks against it are made as if the vampire were surprised.
  • Wight:
    • Putrefying Aura: The wight is a creature of decay and death. In its presence milk curdles, bread moulders, meat rots, water turns brackish and swampy, and wine sours to vinegar. Any food or drink that comes within 20 feet of a wight spoils immediately and must be treated with Purify Food and Drink before it can be safely consumed.
    • Withering Touch: The claws of a wight spread its decay. Any normal plantlife touched or trod on by a wight dies. Magical plants and living creatures take 2d4 damage and seem unnaturally aged until they heal.
  • Wraith:
    • Cursed Wound: The blows of a wight inflict a terrible pestilence. They do not heal for a year and a day unless Remove Curse is cast upon the victim. Even then the scars will always ache on the anniversary of the day they were inflicted.
    • Creature of Darkness: Wraiths can cast Darkness at will.
    • Soulbound: Wraiths are born when a mortal succumbs to the corrupting influence of an evil magic item-- most often a cursed weapon, suit of armor, or ring-- which will always be present among their treasure in addition to whatever else of value they have. Whatever the item, it is sentient in the manner of certain magic weapons, is chaotic in alignment, and can only be disposed of via a Remove Curse spell. If the item's new owner dies while under the influence of the item, he rises as a wraith in 24 hours.

The Petrifiers: Petrification, except via the Flesh to Stone spell, is not an instantaneous process. When you fail your save, roll 1d6 for the number of rounds you have left to fight, strike a cool pose, or whatever. You are slowed during that time, and during the final round you are outright paralyzed. Any creature naturally capable of turning a creature to stone also knows how to turn a petrified creature back with a touch. Medusae cure petrification with their hands, basilisks with a slap of their tail, and cockatrices with a bite. A creature that has been restored from petrification is paralyzed until such time as healing magic is used to cure its paralysis. Normally they use this ability in order to restore their prey to an edible state, however intelligent ones such as medusae can sometimes be bribed or persuaded into doing it in exchange for mercy if subdued or in exchange for favors (usually involving undertaking a quest).

Golem Spell Immunity: Golems aren't completely immune to magic, however they are highly resistant to it. Unless a spell is specifically or implicitly named in their description, if it has a save they automatically succeed at that save. If it doesn't normally have a save, it does when used against a golem. (I don't think the golems in ACKS core actually have spell immunity, but I use the standard AD&D ones and that's the rule I use for them too)

Wraith Hoards: Wraiths are born when a mortal succumbs to the corrupting influence of an evil magic item-- most often a cursed weapon, suit of armor, or ring-- which will always be present among their treasure in addition to whatever else of value they have. Whatever the item, it is sentient in the manner of certain magic weapons, it is chaotic in alignment, and it can only be disposed of via a Remove Curse spell. If the item's new owner dies while under the influence of the item, he rises as a wraith in 24 hours.

New Equipment

I dunno, some items I sometimes think are worth having rules for. Availability of firearms depends on campaign, the rest I think is pretty standard.

Item Price Damage/AC
String 1sp

Pick 1gp
Bear Trap 40gp
Caltrops 1gp
Vial of acid 25gp
Chain, 20 feet 10gp
Paper, 5 sheets 5sp
Elvish steel arms x10 +1 attack
Dwarvish steel arms x20 +1 dmg/AC
Pistol 250gp 1d6*
Musket 150gp 1d8*
Bayonet 5gp 1d4/1d6
Smokepowder, flask 5gp

*Damage from firearms is exploding damage, meaning that if it deals its maximum possible damage value, roll damage again and add that to the total damage


String: String is ordinary flax or cotton twine. It is not sturdy enough to support more than a pound or two, but is useful for leaving signals or messages or marking a trail in a labyrinth.
Pick: A pick is about 2 feet long with an iron head. It is useful for breaking up stone. If used in combat it deals 1d6 damage.
Bear Trap: A bear trap is a simple mechanical trap consisting of a pair of iron jaws held in place by a spring. When triggered, the jaws snap shut and the creature that triggered the trap must save vs. blast or take 1d6 damage and have its speed reduced by half due to its leg being injured. This movement penalty lasts for 2d4 days or until magical healing is applied. Freeing a creature from a bear trap requires hands and takes one round.
Caltrops: Caltrops are small metal spikes that resemble jacks. It takes 1 round to scatter a bag of caltrops over a 5' radius. Creatures that attempt to walk through caltrops at more than half speed have a 2 in 6 chance of stepping on a caltrop. A creature that steps on a caltrop instantly stops in its tracks, takes 1 point of damage and moves at half speed due to its feet being injured. This movement penalty lasts for a day or until magical healing is applied.
Vial of acid: Acid can be thrown at enemies, dealing 1d8 points of damage for two rounds to the creature struck. It can also be used for weakening organic materials or metals, for instance dissolving the bars of a gate.
Chain, 20 feet: Iron chain can bear 105 stone, the weight of approximately seven human-sized beings.
Paper, 5 sheets: Each sheet is a largish piece of paper, about 24x16 inches.
Elvish steel arms: Elvish steel is extremely strong for its weight. Weapons made of Elvish steel attacks with a +1 bonus. Metal armor made of Elvish steel encumbers a character as if its AC was 1 less than normal.
Dwarvish steel arms: Dwarvish steel is particularly hard, but still quite flexible. Weapons made of Dwarvish steel deal 1 extra point of damage. Metal armor made of Dwarvish steel adds a +1 bonus to AC at no extra weight.
Pistol: A pistol is a firearm small enough to be used singlehanded. A pistol takes one round and both hands to reload. Historical pistols include the matchlock and wheellock pistols of the 15th through 17th centuries.
Arquebus: A smoothbore is a firearm big enough to require both hands to use. A pistol takes one round to reload. Historical muskets include the Dutch donderbuss or blunderbuss, the Japanese tanegashima, the French fusil, or the English caliver.
Bayonet: A bayonet is a dagger with a hilt that allows it to be fixed into the barrel of an arquebus. Fixing a bayonet takes one round. While the bayonet is fixed the arquebus cannot be reloaded or fired. Anyone who can fight using a dagger can also use an unfixed bayonet. The former damage value is for using a bayonet one-handed, the latter damage value is for a firearm to which one has been fixed, wielded in both hands.
Smokepowder, flask: Smokepowder is an alchemical substance with unusual properties-- in that quantities less than half an ounce explode with a loud bang and a great deal of smoke when exposed to high heat, pressure, or sparks, but larger quantities are safely inert. Though many alchemists seeks to create powder that will explode in larger quantities in order to make bombs and cannons, none have yet succeeded.. A flask of smokepowder is sufficient for 50 shots from a pistol or arquebus. Water will spoil it.
Bullets: A bullet can be used just as adequately in a pistol or arquebus as in a sling.

Wednesday, July 3, 2013

New Monster: Vermin Queen

Inspired, of course, by the 4e Lamia. ACKS used for the rule set:

Vermin Queen
% in Lair: 30%
Dungeon Enc: Solitary (1)/Nest (1d3)
Wilderness Enc: Nest (1d3)
Alignment: Chaotic
Movement: 120'(40')
>Fly: 60' (20')
Armor Class: 2
Hit Dice: 6***
Attacks: 2 or 1 (2 Claws or weapon)
Damage: 1d6/1d6 or weapon
Save: M6
Morale: +2
Treasure Type: H
Exp: 1070
A Vermin Queen is a swarm of horrid, intelligent black beetles with the ability to assume the guise of a beautiful human or demihuman. They use their talent for disguise to waylay travelers in order to devour their flesh and steal their skins and their memories. When a Vermin Queen eats a living human, demihuman, or humanoid creature, another beetle is born to the swarm. When the swarm gets too big to comfortably fit into a human skin, half of it splits off and becomes a new vermin queen. The mother swarm typically deposits the daughter swarm in the body of its next victim in order to provide it with its first disguise.

A Vermin Queen can freely change between a humanoid form and swarm form once per round. The touch of a Vermin Queen in either form paralyzes, much like a ghoul. Attacking a Vermin Queen with a torch or weapon will inflict 1d4 points of damage to the swarm. Fire-based and cold-based attacks will also damage a Vermin Queen, and a sleep spell will cause the entire swarm to go dormant. While in swarm form, a Vermin Queen fights just like an insect swarm apart from its HD, morale, saves, and paralysis ability.

Thursday, June 27, 2013

Clerical Orders of the Majestic Wilderlands (wip)

Of late, I've tended to favor the Wilderlands pantheon in my homebrews, instead of the 4e pantheon, which had previously been my go-to-- though don't get me wrong I don't mind using that and might even do so in the future. (I think I owe a bit of my fondness of it to the Raven Queen-- come-on, a non-evil death goddess with a raven motif? I was bound to imagine her as Neil Gaiman's Death, and thus to fall madly in love.)

To that end, and also because I like the idea of clerics being a little different for different gods, and because this is supported by ACKS's rules... well, here's some work on my part. Credit for the descriptions of the gods themselves goes to Rob Conley, from whom I cribbed them here, and I think ultimately to some combination of Bob Bledsaw, Robert E. Howard, and ancient people who actually worshiped about half of these bad boys.

Oh, and we should get this out of the way-- by default clerics IMC can always use spears, daggers, and crossbows in addition to the usual blunt fare-- I always thought the "no edged weapons because blood" thing was really, really stupid.

DANNU (DAN-NU) - The Mother of Mercy, Lady of the Green Earth, the Hearth Mother

Dannu is the goddess of mercy, love, home, and fields. Dannu is worshipped by peasants thourghout the Majestic Wilderlands. The church of Dannu works to bring aid and relief to the peasant when they suffer. The church of Dannu has special relationship with the church of Mitra . Together the two churches work to bring justice and peace to the Wilderlands. Also the church of Silvanus and Dannu cooperate on many matters.
SYMBOL: A Sheaf of Wheat on a Green Circle
In place of Turn Undead Dannu's clerics have the following powers:
Purify Food and Drink as the spell of the same name at will, taking 1 turn to take effect.
Blessed Feast: Once per day a cleric of Dannu can imbue a meal for a number of people equal to her level with her blessing. All who partake of the meal are affected as if by a Bless spell.
 Clerics of Dannu use the following spell list:



First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Command Word Bless* Continual Light*
2 Cure Light Wounds* Calm Emotions Cure Blindness
3 Detect Evil Charm Animal Cure Disease*
4 Detect Magic Delay Poison Detect Curse
5 Fellowship* Divine Grace Glyph of Warding
6 Light* Find Traps Growth of Animals
7 Protection from Evil Holy Chant Locate Object
8 Remove Fear* Resist Fire Prayer
9 Resist Cold Silence, 15' Radius Protection fr. Normal Missiles
10 Sanctuary Speak With Animals Remove Curse*



Fourth Level Divine Spells Fifth Level Divine Spells
1 Create Water Atonement
2 Cure Serious Wounds
Command Plants
3 Dispel Magic
Commune
4 Divination Create Food
5 Fate Dispel Evil
6 Growth of Plants Insect Plague
7 Neutralize Poison Quest*
8 Protection From Evil (sustained) Restore Life and Limb*
9 Speak with Plants Strength of Mind*
10 Vigor Summon Weather

HAMAKHIS (HA-MA-KISS) - The Deathlord, Lord of Undeath, The Final Judge

He is the god of death and judgement. All who die come to Hamakhis were they judged; those who fail dwell forever in the City of Bones and the rest proceed to their god. Hamakhis is also able to grant to undeath to his followers.
Hamakhis has two types of sects; the first believing that if one make the proper sacrifices to Hamakhis and glorify his name, they will be granted the state of undeath, the second preachs about Hamakhis the Final Judge and warns people to be ready for him.
SYMBOL: A White Skull
Depending on their sect, some clerics of Hamakhis command undead instead of turning them.

Clerics of Hamakhis use the following spells



First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear* Augury Continual Darkness
2 Command Word Bless* Cure Blindness
3 Cure Light Wounds
Choking Grip
Cure Disease
4 Deathwatch Deathknell Detect Invisible
5 Detect Evil
Delay Poison
ESP
6 Detect Magic Find Traps Feign Death
7 Detect Undead Hold Person Glyph of Warding
8 Light* Obscuring Cloud Necromantic Potence
9 Protection From Evil* Silence, 15' Radius Remove Curse
10 Read Languages Sleep Speak With Dead


Fourth Level Divine Spells Fifth Level Divine Spells
1 Cure Serious Wounds* Atonement
2 Death Ward
Commune
3 Dispel Magic
Cone of Paralysis
4 Divination
Control Undead
5 Dismember
Fear
6 Enervate
Finger of Death
7 Infravision Insect Plague
8 Neutralize Poison* Quest*
9 Protection fr. Evil, Sustained* Strength of Mind
10 Smite Undead* True Seeing

KALI (KAA-LEE) - The Black Mother, The Death Crone, Lady of Illusions

Kali is the goddess of murder, hatred, and lust. Her goals directly conflict with those of the goddess Dannu. She revels in death and destruction. She sunders man and wife, takes the newborn from their mother, and brings famine and plague to the Wilderlands. Her followers are secreted in obsure caves, little alleys, and hidden valleys. The Claws of Kali are the most feared killers in the Majestic Wilderlands. The Claws support the main temples of Kali. Also in many lands where temples are not able to be estabilshed, Kali is served by her Blood Childern, the Vampires and Werewolves. The Power of Blood makes them fearsome creatures of the night.
SYMBOL: The Kris Knife (Wavy Bladed Dagger)
Kali's holy orders also include plenty of assassins and mystics. Some of her clerics fight as Bladedancers instead. In place of Turn Undead, Kali's clerics have the following powers:

Bloodlust: Clerics of Kali gain the Zaharan Ruinguard's Death Healing ability for free.
Incite Rage: Once per day, clerics of Kali can cause a creature to enter a berserker rage by touch. The rage lasts a number of rounds equal to the cleric's level.
Clerics of Kali receive the following spells


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear Bane Alter Self
2 Command Word
Choking Grip
Cause Disease
3 Detect Good Deathknell Charm Person
4 Detect Magic
Enthrall
Curse
5 Hemorrhage
Hold Person
Feign Death
6
Light*
Holy Chant
Glyph of Warding
7 Protection from Good
Resist Fire
Invisibility
8 Sharpness Righteous Wrath Invulnerability to Good
9 Trance Spiritual Weapon Levitate
10 Wall of Smoke Swift Sword Striking


Fourth Level Divine Spells Fifth Level Divine Spells
1 Dismember
Commune
2 Dispel Magic
Confusion
3 Divination
Fear
4 Enervate
Finger of Death
5 Inflict Serious Wounds
Flame Strike
6 Nondetection
Insect Plague
7 Poison
Phantasmal Killer
8 Protection fr. Good, Sustained
Quest
9 Raise Dead Scry
10 Vigor Sword of Fire


MITRA (MI-TRA) -The Red Maiden, The Lady of the White Hand, Lady of Paladins

Mitra is the goddess of justice, war, and paladins. Mitra defends the helpless, and protects the weak from those who desire to prey on them. There is great enmity between the church of Mitra and the church of Set. The Church of Mitra has a special relationship with the church of Dannu. Together the three churches work to bring justice to the Wilderlands.
SYMBOL: The White Hand on a Red Circle, The White Lion
Mitra's Clerics tend to be female slightly more often than not. Some have Turn Undead, but others have the Paladin's Aura of Protection and Lay on Hands abilities instead. Many clerics of Mitra fight as bladedancers. Her holy orders are the most likely to produce paladins.

Clerics of Mitra use the Bladedancer spell list.

NEPHTHYS (Nep-thee-is) - The Bargainer, The Golden Lady, The Queen of Opalescence

She is the goddess of wealth and pleasure; she is widely worshipped thorughout the Majestic WIlderlands by merchants. Nephthy's followers believe that if one honors the Bargainer and indulges her pleasure, one will succed in commerce. Her worship invariably involves orgies and sexual rites.
SYMBOL: Three Golden Coins
Instead of Turn Undead, Clerics of Nephthys have the Elven Enchanter's Glamorous Aura and gain the Magical Music proficiency for free.

Clerics of Nephthys use the following spell list:


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Command Word Bless* Alter Self
2 Cure Light Wounds*
Enthrall
Charm Person
3 Detect Evil*
Locate Object
Continual Light*
4 Detect Magic
Hold Person
Cure Blindness
5
Faerie Father
Holy Chant
Cure Disease*
6
Light*
Magic Mouth
Glyph of Warding
7
Protection from Evil*
Resist Fire
Hypnotic Pattern
8 Purify Food and Water
Righteous Wrath
Phantasmal Force
9 Remove Fear*
Silence, 15' Radius
Prayer
10 Salving Rest Snake Charm
Remove Curse*


Fourth Level Divine Spells Fifth Level Divine Spells
1 Clairvoyance
Charm Monster
2 Create Water
Command Person
3 Cure Serious Wounds*
Commune
4 Dispel Magic
Create Food
5 Divination
Enchanted Container
6 Find Treasure
Flame Strike
7 Neutralize Poison*
Quest*
8 Protection fr. Evil, sustained
Restore Life and Limb*
9 Vigor
Scry
10 Tongues
Spectral Force

PTAH (TAH) - The Craftsman, The Star Lord, The Father of Multitudes

Ptah is the god of crafts, artifice, and of creation. He is revered by the Dwarves. He is claimed to be the eldest of the gods and the first to come to the Wilderlands. Ptah created the creatures of the earth and all of the childern races. He etabilshed the First Coveant by which the Childern Races were taught and brought to glory. Ptah also estabilshed the Second Coveant by which the surviving gods of the Uttermost War agreeded to rule the Wilderlands by.
SYMBOL: A silver chime with a golden hammer.
In addition to human Clerics, Ptah's faithful include the majority of Dwarven Craftpriests. Ptah hates undead and sees them as a perversion of the life he imbued mortals with, so his priests get Turn Undead as usual.

Clerics of Ptah use the normal Cleric spell list, except replace Sticks to Snakes with Create Objects because Sticks to Snakes is too fucking biblical (unless you give it to...)

SET (SET) - The Serpant Lord, The Dragon, the Night Hunter

Set is the god of war, night, and evil. He is the conquerer, the emperor, and the dragon. He teaches the one must strive for honor and glory. He also teaches that one must obey those above him and expect those below to obey.
SYMBOL: A serpant head on a black circle
Much as Mitra is the patron of most paladins, Set is the patron of most anti-paladins, especially the fearsome Myrmidons. Some of Set's priests fight as Shamans. Instead of Turn Undead, priests of Set get a Totem Animal and Shapechange as a Shaman does, however they must choose either a Cobra or a Python as their totem.

Clerics of Set use the following spell list:


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear Augury Cause Disease
2 Command Word
Bane
Charm Person
3 Detect Good*
Chameleon
ESP
4 Detect Magic
Choking Grip
Glyph of Warding
5 Detect Poison
Enthrall
Hypnotic Pattern
6 Inflict Light Wounds
Hold Person
Invisibility
7
Light*
Silence, 15' Radius
Phantasmal Force
8
Protection from Good
Silent Step
Remove Curse*
9 Spider Climb
Snake Charm
Speak with Dead
10 Trance Spiritual Weapon
Striking


Fourth Level Divine Spells Fifth Level Divine Spells
1 Chimerical Force
Call Dragon
2 Dismember
Cone of Paralysis
3 Dispel Magic
Fear
4 Enervate
Finger of Death
5 Inflict Serious Wounds
Insect Plague
6 Infravision
Polymorph Other
7 Poison
Polymorph Self
8 Protection from Good, sustained
Quest
9 Sticks to Snakes
Spectral Force
10 Telepathy
Strength of Mind

SILVANUS (SIL-VAN-US) - The Forest King, The Dreamlord

Silvanus is the god of dreams, magic, and the forest. Silvanus is especially revered by the Elves. His worship involves a lot of mysticism, simple but yet complex rituals, and magic. Among Humans his followers are known as Druids and the Rangers take Silvanus as their patron. Silvanus's followers work a lot with the church of Dannu.
SYMBOL: A Azure (Blue) Bowl
Silvanus's priests are by-the book Shamans, much as Ptah's are (virtually) by-the-book Clerics and many of Mitra's are by-the-book Bladedancers.

THOTH (THAWTH) - The Immortal Sage, The Bearer of the Lantern

Thoth is the god of knowledge. He is charged by Ptah with the keeping of the Second Coveant and the recording of all what transpire in the Wilderlands. His followers mainly follow the monastic life and collect books of lore. The church of Thoth also has an order that produces many fine jesters that entertain the courts of the Wilderlands.
SYMBOL: Lantern
Thoth has a great many orders of Mystics. In place of turning undead, Clerics of Thoth gain the Bard's Loremastery Ability and the Mystic's Probability Trance ability.

Clerics of Thoth use the following Spell List:


First Level Divine Spells
Second Level Divine Spells
Third Level Divine Spells
1
Command Word
Augury
Continual Light*
2
Cure Light Wounds
Bless*
Cure Blindness
3
Detect Evil*
Calm Emotions
Cure Disease*
4
Detect Magic
Delay Poison
Detect Curse
5
Light*
Find Traps
Detect Invisible
6
Predict Weather
Hold Person
Detect Secret Doors
7
Read Languages
Holy Chant
ESP
8
Sanctuary
Produce Fire
Locate Object
9
Trance
Silence 15' Radius
Remove Curse*
10
Wall of Smoke
Zone of Truth
Speak With Dead


Fourth Level Divine Spells
Fifth Level Divine Spells
1
Clairaudience
Command Person
2
Clairvoyance
Commune
3
Create Water
Create Food
4
Cure Serious Wounds*
Feeblemind
5
Divination
Find Treasure
6
Fate
Quest*
7
Infravision
Restore Life and Limb
8
Neutralize Poison*
Scry
9
Telepathy
Strength of Mind*
10
Tongues*
True Seeing

THOR - The Lord of Icy Winds, Thunderer of the Gods.

Thor is the god of the wind, thunder, and war. He is the ultimate warrior, and the best at battle. His followers live for battle, and continually strive to improve their skills and do great deeds. They believe that to die in battle is the only way to die properly.
SYMBOL: Hammer
Besidrs Clerics, Thor also produces plenty of Paladins and a few Dwarven Craftpriests. In place of Turn Undead, Thor's Clerics gain the benefits of the Goblin-slaying proficiency for free and the ability to Inspire Courage as a bard.

Clerics of Thor use the following spell list.



First Level Divine Spells
Second Level Divine Spells
Third Level Divine Spells
1
Cure Light Wounds*
Bless*
Call Lightning
2
Detect Evil*
Divine Grace
Continual Light*
3
Detect Magic
Hold Person
Cure Blindness
4
Fellowship
Obscuring Cloud
Cure Disease
5
Light*
Ogre Power
Eyes of the Eagle
6
Predict Weather
Resist Fire
Glyph of Warding
7
Protection from Evil*
Righteous Wrath
Protection fr. Normal Missiles
8
Remove Fear*
Spiritual Weapon
Remove Curse*
9
Resist Cold
Summon Hero
Striking
10
Summon Berserkers
Swift Sword
Summon Winged Steed


Fourth Level Divine Spells
Fifth Level Divine Spells
1
Create Water
Atonement
2
Cure Serious Wounds*
Control Winds
3
Dispel Magic
Create Food*
4
Fly
Dispel Evil*
5
Giant Strength
Growth
6
Gust of Wind
Hold Monster
7
Hold Giant
Quest*
8
Neutralize Poison*
Restore Life and Limb*
9
Protection fr. Evil, Sustained
Summon Weather
10
Vigor
Thunder Strike


New Spells:
Calm Emotions Range: 60 ft
Divine 2 (Cleric) Duration: Concentration, up to 1 round per level
This spell calms emotionally-agitated creatures. You have no control over the emotions of the creatures within the area of effect, but being calmed stops hostile creatures from attacking or joyous ones from reveling. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any bonuses granted by spells such as bless, as well as negating such effects as a bard’s ability to inspire courage or a berserker rage. It also suppresses any magical fear and the effects of a Confusion spell. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Deathwatch Range: 60 ft
Divine 1 Duration: Concentration
This spell allows you to tell by sight if a creature is alive, near death (alive with fewer hit points than the number of HD it has), dead, or neither alive nor dead (such as a construct or automaton). This spell sees through any spell or ability that allows a creature to feign death.
Deathknell Range: 60 ft
Divine 2 Duration: Instantaneous
This spell, with the sound of an iron bell, causes a single creature in range that is at or below 0 HP but not yet dead to save vs. death or immediately lose its grip on life. If it dies, you regain hit points equal to its level or the number of HD it had.

Hemmorrhage Range: 30 ft
Divine 1 Duration: Special
This spell causes one creature to begin bleeding profusely. Unless the affected creature makes a succesful saving throw vs. death, the bleeding will be so severe and painful that it cannot act, and loses 1d3 HP per round. A healing spell restores the damage but does not immediately stop the bleeding. The target of the spell receives a new saving throw each round. The spell lasts until either the targeted creature makes a saving throw or the caster stops concentrating.
Hold Giant Range: 180'
Divine 4 Duration: 2d8 turns
This spell functions like hold person, except that it affects any giant humanoid of larger than ogre size that fails its save versus Paralysis.
Invulnerability to Good Range: self
Divine 3 Duration: 1 turn
This spell is essentially the reversed version of Invulnerability to Evil, and as such, it protects the caster from normal, non-magical attacks by “good" creatures. Magic or silver weapons can harm the character, but any number of normal swords, arrows, clubs, or natural weapons wielded by an evil creature will be fended off.
Evil monsters which themselves can only be affected by silver or magical weapons can still harm the subject, and evil monsters with 5 HD or more are able to affect the subject through natural ferocity. For purposes of this spell, evil creatures include hostile creatures of an alignment other than the caster’s alignment, and inherently good creatures such as summoned creatures of Lawful alignment.
Thunder Strike Range: 60'
Divine 5 Duration: instantaneous
A thunder strike produces a vertical column of divine lightning 30' high and 10' in diameter that roars downward on a target. The spell deals 6d8 points of damage. A successful saving throw versus Spells reduces the damage to 3d8. The only way this spell differs from Flame Strike is that it is Air-elemental rather than Fire, because Thor is a thunder-god.

Please don't hesitate to bug me if my math is off or anything like that, or if you have a cool idea for other gods or pantheons or whatever to do.