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Classes in Correllendor
Classes operate mechanically unchanged from D&D 3rd
Edition basics. Changes are:
We've added Shugenja from the Oriental
Adventures supplements for the Rokanoi. I'm willing to
consider psionics, but I'm wary of it since I've never
worked with it and it seems like one more thing to put
in.
Rangers are, in this setting, available as a
general class (i.e. this person isn't called anything but is
functionally a ranger), though most rangers are part of an
organization, The Rangers of Illanon, from the northern
corner of the kingdom.
Druids are part of an ancient, ancient order that
is by-and-large hostile to the pioneering (read
"encroaching") spirit of the Correllendi. See the history
for the Rokanoi.
Fighters may be from any walk of life, may be of
any race, but among Correllendi (humans) are likely to have
a military background.
Bards require discussion with the DM - there are
not currently any bardic organizations, but some are in the
works.
Regarding prestige classes, since the players are at the
level where they can begin to qualify for them, we've run
into some shadowdancers among the Illendi, apparently
part of some elite organization among them. There is also a
prestige class "Dreamer" that is currently unique to Correll
humans, and which develops skills toward shaping and
utilizing the dreamworld which is an important plane in this
campaign.
Prestige Class - Dreamer
This is a quick description of the Dreamer
Prestige Class, without full descriptions of abilities,
and subject to change. Full descriptions of abilities can
be found in the source of much of this class, the "Fairy
Dreamer" prestige class on pgs. 58-61 of "Mythic Races",
a d20 sourcebook published by Fantasy
Flight Games
Every sentient being dreams, entering as they do the
collaborative demi-illusory plane called The Dreaming.
Some beings through innate skill or training have earned
mastery over this aspect of life, wielding strange powers
to move through the dreams of the world.
Requirements
- Race: non-Outsider
- Spellcraft: 4 ranks
- Lucid Dreaming: 2 ranks
- One of either:
- Spellcasting: ability to cast 3rd level arcane
spells
- Will Save: total Will Save bonus of +7 or
better
Class skills
The Dreamer's class skills are: Balance, Bluff,
Concentration, Diplomacy, Hide, Intuit Direction, Jump,
Move Silently, Scry, Sense Motive, Spellcraft, and Lucid
Dreaming. Dreamers are the only class which has Lucid
Dreaming as a class skill.
Skill Points at each level: 3 + Int Modifier
Class Features
- Weapon and Armor Proficiency
- Dreamers gain no proficiency in any weapon or
armor.
- Dreaming Familiar
- A Dreamer can call a familiar from the Dreaming.
The familiar is considered a magical beast, not an
animal. The Dreamer chooses the type of familiar he
gets. The results of familiar death are as with other
arcane familiars, except that a Dreaming Familiar
cannot die in the waking world, it can only be sent
back to the Dreaming. A 'slain' Familiar can therefore
be re-summoned unless it is killed within the
Dreaming. The cost for the death of a familiar is
incurred on each 'banishment', however. Dreaming
Familiars often sport some distinct and unusual
differences from standard animals (differences in
features or coloration) as natives of the Dreaming. As
summoned natives of the Dreaming, familiars are immune
to all Illusion spells and effects.
- Dream Walk
- A Dreamer may send his spirit into the Dreaming as
a spell-like ability. The effect takes a full-round
action and lasts for one minute per class level, can
be cancelled at any time, and can be activated 1/day
per 5 class levels. The Dreamer appears in the
Dreaming in full garb and equipment present on/with
his physical body. While in the Dreaming, the Dreamer
is unaware of events in the waking world (that don't
also affect the dreaming). The Dreamer's physical body
is subject to normal effects (including Dispel Magic)
and damage.
- Dream Augury
- This spell-like ability is identical in all
respects to the spell 'augury', with the caster's
level equal to his class levels in Dreamer.
- Dream Summoning
- Like 'summon monster' spells, with the exception
that summoned creatures are natives of the Dreaming
and are thus immune to all Illusion spells and
effects. Usable a number of times perday equal to
class level x2, at a caster level equal to Dreamer
class levels.
- Dream Step
- Like 'dimension door' spell, but the Dreamer
becomes a physical part of the Dreaming-- and is thus
subject to events and effects within the Dreaming.
This ability takes advantage of the malleable
geography of the Dreaming to collapse corresponding
locations in the two worlds into single steps within
the Dreaming.
- True Mind
- At 3rd level, a Dreamer gains a +2 to saving
throws against spells and effects from the Illusion
school.
- Dream Fear
- Beginning at 7th level, a Dreamer can summon forth
the material of nightmares once per day. The nightmare
material has no physical effect but causes terror in
the form of the 'fear' spell, with caster level equal
to Dreamer class levels.
- Dream Window
- At 9th level, a Dreamer is skilled enough with
navigating and manipulating correllations between the
Dreaming and the waking world to create windows
through the Dreaming between remote areas of the
waking world. Rules are extensive for this ability,
which is based on the Scry skill. Roughly, the window
might be invisible from the receiving end, and might
be able to pass spells and physical objects.
- Dream Trap
- Once per day, a Dreamer can attempt to trap a soul
within the Dreaming. This is a scary ability with
considerable rules on its usage. Living or recently
dead souls may be trapped.
Dreamer level progression is by a table that I
have not yet converted
Skill: Lucid Dreaming (Wis; see below)
Use this skill to enter, manipulate, or leave
the Dreaming.
Check: You can influence the Dreaming or move
(yourself or objects) between the Dreaming and the waking
world. The time of day greatly influences these checks,
waxing and waning from -8 mid'day' to +5 at
mid'night'.
Sample tasks in rough order of difficulty
Note that some of these tasks have 'costs' in the form
of temporary will damage, and therefore should only be
tried once or twice per 'night' I have not put in the DCs
because that's going to take further playtesting.
- become lucid (like the Dream Walk ability) from
within a non-lucid dream
- become lucid (Enter the Dreaming consciously while
asleep but not dreaming, like the Dream Walk
ability)
- cast spell within the Dreaming (failure indicates
random effect or spell failure)
- warp distance within the Dreaming
- call nightmare within the Dreaming
--- first threshold. you're bloody unlikely to get
these others without several ranks already.
- leave the Dreaming bodily (at new location) (like
Dream Step ability)
- enter the Dreaming bodily (like Dream Step
ability)
- violate physical laws in Dreaming (fly, walk
up/through walls)
- create object within the dreaming
- call nightmare while waking (like fear spell)
--- second threshold. you're not doing these without
some considerable help.
- leave the Dreaming bodily after not entering bodily
(body essentially teleports)
- pull known object from Dreaming to waking
- find unknown object in Dreaming and pull to
waking
- trap entity in the Dreaming
- create Dream Window (per Dreamer ability)
These tasks may be used in concert for some powerful
effects; most effects can be broken down into a sequence
of these tasks. For instance, simulating the Dreamer's
"Dream Walk" ability is possible by passing, in
succession: enter dreaming bodily, warp distance, leave
Dreaming bodily.
Special: This skill is cross-class to all
classes except the Dreamer prestige class. The skill is
considered 'untrained' in that anyone may attempt a
dreaming check and apply their Wisdom bonus. The DM is
encouraged to ask for in-character justification for
purchasing the skill even at the cross-class rate of 2
points/rank.
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