Lone Wolf RPG - Sorcerer, Priest, Knight & Pathfinder

July 12, 2017 | Author: adracoK | Category: Magic (Paranormal), Magician (Fantasy), Priest, Self Control, Self-Improvement
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Sorcerer...

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Sorcerer of the Right Hand A villain class for Lone Wolf: The Roleplaying Game. By Marco Conti. As many scholars know, the Principle of the Duality of Aon states that nothing can exist without its opposite. The truth of this principle is a fact for the magic-users of Magnamund. Here, magic is divided into two Paths, identified by the Right and Left Hands. According to the Brothers of the Crystal Star, their magical power comes from the stars and men can channel it through the strength of a pure heart. So where does Right-Hand magic come from? The Nadziranim are the only ones who could possibly answer this question, but their minds are so alien that any answer they might give would be of doubtful use. What can be determined is that Right Hand magic is the raw energy of the Plane of Darkness; its horrible power is so strong that the human body is too frail to endure it without aid, study and knowledge. Despite its evil nature there are always those who are entangled by the seductive power of Right Hand magic; men and women who decide, for whatever reason, that the terrible price of such power is worth it. These individuals are the Right Handed Sorcerers. There are two types of Sorcerer. First, there are the Nadziranim. In these creatures the power of the Right Hand flows like a river, their body unharmed by it. The Nadziranim can learn and cast spells of the Right-Hand path with ease, and many mix their worship of the Gods

of Darkness with studies of dark sorcery. Less powerful are the weak human Sorcerers, whose bodies and souls suffer in order for them for channel black magic. Details of the Nadziranim can be found on page 117 of the Darklands sourcebook. This article covers human Sorcerers only, but Nadziranim can take levels in the class without penalty. Characteristics While the Dark Cultists work to increase the number of souls devoted to the Black Deities, the Right Handed Sorcerers’ task is to research new magics and tools to improve their power. Typically a Black Sorcerer is in search of ancient artifacts crafted by the servants of Darkness in remote times but sometimes a Sorcerer will try to locate a powerful artifact of Light with the intent to destroy it once and for all. The most attempted (and failed) quest is obviously the search for the lost Doomstones and Runes of Agarash the Damned. Allegiance A Right Handed Sorcerer is bound to the Dark without hope. Religion The Right Handed Sorcerers are more scientific than devout, but they have a strong faith in the Five Deities of Darkness. Above all, they worship Naar.

Background The Nadziranim are the most powerful Sorcerers of the Right Hand in the world of Magnamund. However, the Nadziranim have instructed a lot of people in the ways of the Black Hand, be they Drakkarim or humans from the Free Realms. It is rumored that even some Giaks have learned some of the powers of the Right Hand, but the only one to know the truth about this fact is the Darklord Gnaag himself. A Sorcerer of the Right Hand born outside the Darklands keeps the benefits of his country. Other Classes A Sorcerer of the Right Hand could expect to find help only from other followers of the Darkness or from someone unaware of the evil in the Sorcerer’s soul. The natural allies of the Sorcerer of the Right Hand are Dark Cultists, Dark Warriors and very occasionally the Cener Druids. If there some common goals, a temporary alliance could be made between a Sorcerer of the Right Hand and a Shadakine Wytch.

Game Rule Information

A Right Handed Sorcerer has the following game statistics. Abilities: Intelligence, Wisdom, Charisma and Constitution are the keys to achieve the power of the Right Hand. Only a keen mind with great awareness and a strong personality is able to manipulate the

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horrible, corrupting force of the Right Hand. However, without a healthy body, the Sorcerer is doomed to certain death. Endurance Die: d4 Base Speed: 30 feet

Class Skills The Sorcerer of the Right Hand’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (any, taken as separate skills) (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis), Profession (any, taken as separate skills) (Wis), Sense Motive (Wis), Speak Language (n/a), Use magical Items (Cha). Skill Points at 1st Level: (3 + Int modifier) x 4 Skill Points at Each Additional Level: 3 + Int modifier.

Class Features All of the following are class features of the Sorcerer of the Right Hand. Armour and Weapon Proficiencies: Right Handed Sorcerers are only proficient with light armour and the following weapons: dagger, club, whip, short sword and broadsword. Pacts of Darkness: In order to become a Sorcerer of the Right Hand, a common mortal must consecrate his body and mind to the Pentad of Darkness. The ritual must be performed on the dark of the moon, when the power of Ishir is weakest. This ritual is called The First Pact, and is fulfilled at 1st level. Then, a Sorcerer of the Right Hand renews the Pact of Darkness at 5th and 11th level. The First Pact of Darkness: the ritual of the 1st level is very simple. With the aid of a Dark Cultist of Naar,

the apprentice Sorcerer must inscribe on his body tattoos representing the Five Gods of Darkness. If one of the Dark Powers doesn’t accept the would-be Sorcerer as a servant of Darkness, the poor apprentice dies in extreme pain. If the Pentad considers the applicant worthy, the new Sorcerer gains the Darkspawn subtype, knowledge of the Dark Tongue (written and spoken) and, above all, the ability to manipulate the forces of Right-Handed magic. With the completion of the First Pact, the tattoos act as small portals opened to the Plane of Darkness, the source of Right Hand magic. Holding the essence of the Plane of Darkness in the body is a dangerous action: at 1st level the Sorcerer of the Right Hand is forced to determine randomly his starting Endurance Points, instead of taking the maxim result as the other characters. The Sorcerer can add his Constitution modifier to the Endurance die. Willpower: The Sorcerer’s iron will and the powers granted to him by the Pacts are the source of a mental strength nearly supernatural. In game terms, every Sorcerer has a Willpower score. A 1st level Sorcerer’s Willpower is equal to his Wisdom score, at every level it increases by a number of points equal to his Wisdom modifier (minimum 1 point). The Sorcerer regains a number of Willpower points equal to his Charisma score every 24 hours. When the Sorcerer’s current Willpower drops to 0, he cannot cast any Right-Handed spells. Conceal Aura: A Sorcerer with this ability gains a form of Magic Resistance against any spell or Kai Discipline which might uncover his Dark allegiance. If his Magic Resistance is sufficient to defeat the spell or power, the Sorcerer appears as an Adept of moderate strength, aligned with the Balance. This power is active even if the Sorcerer is unconscious or otherwise unaware of the attempt to read his aura, and extends to cover objects in his possession as well as his person. Dark Wand: At 2nd level, the Sorcerer is able to forge a Dark Wand. This requires 1000 Gold Crowns of a special material called nyneril and a week of solid work

during which the Sorcerer cannot cast any spells as all his magical power is focussed on the wand. A Dark Wand can be wielded by any character with a Willpower score to produce a blast of magical energy. This blast must be targeted using their magical attack bonus just like any other magical attack. Only Sorcerer of the Right Hands learn more refined uses for the power as they level up. No more Willpower can be spent on a single attack with the wand than the wielder’s character level, but effects can be combined as the Sorcerer sees fit. Magical Blast – Each point of Willpower spent on a blast does 1d6 damage. This blast can be countered using sorcery: the DC is equal to the attack roll. When a Sorcerer of the Right Hand uses this power, the blast does an extra 1d6 damage. Weakness – If a weakness blast hits a living target, that target suffers one point of Strength damage per Willpower point spent. These points return at the usual rate. Blinding – Any target hit by a blinding blast must make a Fortitude save with a DC of 10 + half the Sorcerer’s class level + his Wisdom modifier. If this save is failed, they are blinded for one round per Willpower point spent. Fear – A fear blast is a mind-affecting effect. Anyone hit by one must make a Will save with a DC of 10 + half the Sorcerer’s class level + his Wisdom modifier or be shaken for 2 rounds per Willpower point spent. Terror – Exactly the same as the fear blast, but the victim is frightened for 1 round per 2 Willpower points spent. Paralysis – A paralysis blast paralyses the target for 1 round per 2 Willpower points spent. The victim may make a Willpower save to negate this with a DC of 10 + half the Sorcerer’s class level + his Wisdom modifier.

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Nadziranim with levels in Sorcerer of the Right Hand do not need to go through any of the pact ceremonies and simply gain all the benefits at the appropriate level without suffering any of the drawbacks. Many will tattoo themselves with icons of the Pentad anyway, but it is not strictly necessary.

Psychic Awareness (Su): At 3rd level, a Right Handed Sorcerer’s training allows him to defend himself competently in psychic combat. As he grows in ability, he learns the Focus and Attack actions, and at 12th level he no longer needs to expend Willpower to maintain a mental shield – he may do so automatically. Power Crystal: At 5th level the Sorcerer is able to craft Power Crystals. Again, the base material is nyneril, and the creation process is similar to that of the Dark Wand.

Level

Base Combat Fort Skill Save

Reflex Will Base Magical Save Save Combat Skill

Base Magical Damage

1

+0

+0

+0

+2

+1

1d6

2 3 4 5

+1 +1 +2 +2

+0 +1 +1 +1

+0 +1 +1 +1

+3 +3 +4 +4

+2 +3 +4 +5

1d6 1d6 1d8 1d8

6

+3

+2

+2

+5

+6/+1

1d8

7 8 9 10

+3 +4 +4 +5

+2 +2 +3 +3

+2 +2 +3 +3

+5 +6 +6 +7

+7/+2 +8/+3 +9/+4 +10/+5

1d8 1d10 1d10 1d10

11

+5

+3

+3

+7

+11/+6/+1

1d10

12 13 14 15 16 17 18 19 20

+6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

+4 +4 +4 +5 +5 +5 +6 +6 +6

+4 +4 +4 +5 +5 +5 +6 +6 +6

+8 +8 +9 +9 +10 +10 +11 +11 +12

+12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

2d6 2d6 2d6 2d6 2d8 2d8 2d8 2d8 2d10

The raw components for the Power Crystal cost 2500 Gold Crowns, and it requires a week of dedicated work and the sacrifice of 500 XP. Unlike Nadziranim Power Crystals, those crafted by a human Sorcerer can only store a number of ‘Tiers’ of power equal to the crafter’s class level + 5. Once crafted, a Power Crystal’s capacity cannot be increased, but so long as he has the money and experience he can make as many as he likes. For more details on the Power Crystals, see page 99 of The Darklands volume.

Special Right Hand spells (Tier I), Willpower, Pact of Darkness (The First Pact), Magical Combat Dark Wand (Magical Blast), Conceal Aura +2 Psychic Awareness (Erect a Shield) Psychic Awareness (Focus 1/day) Power Crystal, Dark Wand (Weakness) Psychic Awareness (Attack), Right Hand spells (Tier II), Pact of Darkness (The Second Pact) Psychic Awareness (Focus 2/day), Dark Wand (Fear) Psychic Awareness (Stun) Conceal Aura +4 Right Hand spells (Tier III), Pact of Darkness (The Final Pact), Dark Wand (Blinding) Psychic Awareness (Focus 3/day), Psychic Awareness (Instinctive Shield) Dark Wand (Terror) Psychic Awareness (Focus 4/day) Dark Wand (Paralysis) Conceal Aura +6 Psychic Awareness (Focus 5/day), Crucible of Power

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The Second Pact: to reach the 6th level in this Class, the Sorcerer must renew his bond with the Darkness. He must perform a second ritual, again with a Naar Dark Cultist’s aid in a night of new moon. The Sorcerer must imbibe a mixture made of human blood, Darkspawn Essence (see page 162 of the Lone Wolf Roleplaying Game) and the fragments of the first Power Crystal crafted by the Character. This lethal beverage lowers permanently by 3 points the Sorcerer’s Strength score (plus any Strength damage from the Darkspawn Essence) and forces the Character to gain only 1 Endurance Point from his new Endurance die, regardless of Constitution. Additionally, the Sorcerer gains a number of Corruption Points equal to 6 + his Constitution modifier. This number becomes the new minimum Corruption score for the Sorcerer. However, the magic power of the Plane of Darkness flows with ease in the Sorcerer’s blood, allowing him to cast Right Hand spells of the Second Tier. The Third Pact: at the 11th level the Sorcerer’s body is ready to become a true recipient of the magic energies of the Right Hand. To advance from the 10th level to the 11th of this Class, the Character must make a pilgrimage to one of the cursed places of Magnamund where the power of Darkness is nearly unlimited. The most soughtafter destinations are the Ruins of Naaros and the Maaken Gorge. Once the Sorcerer has reached the place of his choice he must draw on the ground, during a night of the new moon, a special magic circle full of symbols. This diagram must be inscribed in a mixture of the Sorcerer’s blood and the powder obtained by grinding the bones of at least eleven newborn children. To fulfill this phase without flaws, the Sorcerer must make a Knowledge (Arcana) Check with a DC of 30. Then, the Sorcerer must pray and meditate inside the circle just drawn at least for an hour, requiring a Concentration Check with a DC of 25. If the Sorcerer passes both checks, the raw Right Hand magic that pervades the place of the ritual totally opens the ‘spiritual doors’ that were pushed ajar with the First Pact. Now the Sorcerer has the ability to

cast the Right Hand spells of the Third Tier, and he does not suffer the adverse conditions of the Darklands or the Plane of Darkness. With the Third Pact, the Sorcerer has cut off all ties with Magnamund and the power of the Gods of Light. However, the human body cannot endure this mutation without harm. After the completion of the Third Pact, the Sorcerer’s current and minimum Corruption scores are boosted in the same way as the Second Pact, he doesn’t gain any Endurance from the Endurance die of the 11th level (regardless of Constitution) and his maximum Endurance is lowered by 1d6 points. Crucible of Power: At 20th level the Sorcerer has learned the final secrets of Right Handed magic and transfigures himself into a living conduit of Dark energy. When activated, the Crucible of Power ability grants the Sorcerer +4 Constitution, a +4 bonus to all saving throws, double his base magical damage and a ‘pool’ of 24 spell Points that can be used in place of Endurance when casting spells. This apotheosis lasts for 20 rounds, and can be used twice per day. Right Hand Spells: At 1st level, the Sorcerer can cast a number of Right Hand spells of the First Tier equal to his Wisdom modifier +2. At 6th level, the Sorcerer learns a number of Right Hand spells of the Second Tier equal to his Wisdom modifier +1. At 11th level, the Sorcerer learns a number of Third Tier spells equal to his Wisdom modifier -1 (minimum 1). Every level thereafter, the Sorcerer learns another Right Hand spell of his choice. See below for more details on Right-Handed magic.

Ex-Sorcerer of the Right Hands It is impossible to leave the way started with the First Pact. Anyone who tries it, dies. Horribly.

Multiclass Sorcerer of the Right Hands While many Dark Cultists dabble in sorcery, the only other denizens of Magnamund likely to learn any Right-

Handed magic are Cenerese druids – and even then that is a surpassingly rare occurrence.

Right-Handed spells

Right Hand magic is the essence of the Plane of the Darkness channelled with the right tools, namely the gestures and words that make possible the Sorcerer’s spells. Some objects can channel the raw energy of the Plane of Darkness, and the most famous specimens are the Doomstones. The reason why all Sorcerers must perform the Pacts is that the quantity of Dark energy present in the human body is too little to cast Right Hand spells and so the Sorcerer must improve their magical reserves. The damage to the body is largely worth the power derived from the dark magic. True creatures of Darkness, such as the Nadziranim, the Darklords or any sentient creature with the Darkspawn subtype, cannot be harmed in the same way by the magic of the Right Hand, so they can acquire levels in this class without penalties. Each day the Sorcerer can cast any Right Hand spells of the First Tier that he knows as often as he likes. He can only cast a number of Second Tier spells each day equal to the sum of his Intelligence and Wisdom modifiers, and a number of Third Tier spells each day equal to half the sum of his Intelligence and Wisdom modifiers. When a Sorcerer casts a Right Hand spell, he must make an Occult check with a DC of 15 + 5 x the Tier of the spell. A natural 1 on this check is an automatic failure, while a natural 20 is an automatic success and allows the spell to be cast for no Endurance cost. Every Right Hand spell has a corruption chance equal to 5 x Tier of the spell. Whenever a Right Hand spell is cast, roll percentile dice against this score – if the result is less than the corruption chance, add one to the Sorcerer’s Corruption score.

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Unless otherwise stated, casting a Right Hand spell is a standard action. A Sorcerer at 0 Willpower cannot cast any Right Hand magic. All Right Hand spells have a Willpower cost equal to half (round up) the Endurance cost. Casting a Right Hand spell costs 1 Willpower even if the spell’s Endurance cost is reduced to 0 by a natural 20 on the casting check. A Sorcerer cannot go to negative Endurance while casting a Right Hand spell. If that happens, the spell is lost and the Sorcerer becomes unconscious but stable. When a Right Hand spell allows a saving throw, the DC is equal to 10 + the Tier of the spell cast + the Sorcerer’s Intelligence modifier + half the Sorcerer’s Class levels. Many Right-Handed spells are Tiered, such as Vile Evocation. A Sorcerer cannot learn a higher Tier of a spell without knowing all lower Tiers.

Optional Rule

If the victim of a Right Hand spell has some Corruption points and is allied with the Light or the Balance, he suffers a penalty to his saving throws against Right-Handed magic of -1 for every 2 Corruption points he has.

Black Fire (2 Endurance per attack) This spell is very similar to the First Tier of the Brotherhood spell Lightning Hand, but has a range of 60 feet. The Black Fire can be cast multiple times as a full magical attack if the Sorcerer’s Base magical Combat Skill allows two or more magical attacks in a round. Every attack costs 2 Endurance. At will, the Sorcerer can decide to generate attacks visually identical to the Lightning hand or rays of black energy with blue sparks. Every attack deals the Sorcerer’s base magical damage.

Black Tentacles (5 Endurance) The sorcerer manifests a web of black tentacles, seething with purple sparks, and directs them to entangle his enemy. The target must be within 60 feet of the caster and gets a Reflex save to avoid the spell. If the saving throw is failed, the victim is entangled for 5 rounds and suffers half of the Sorcerer’s base magical damage each round. Any form of damage reduction or electrical resistance will negate all damage, but the target is still entangled.

Break the Will (2+ Endurance)

Right Hand spells of the First Tier

The Sorcerer of the Right Hands use this spell to weaken the defences of their victims. The target of this spell suffers a penalty to their Will saves of -1 per 2 Endurance that the Sorcerer uses to power the spell. The penalty lasts for a number of rounds equal to the Sorcerer’s class level + 1. There is no saving throw against this spell, but targets with a Willpower score may spend Willpower points to offset the penalty on a one-for-one basis.

Baleful Rage (3 Endurance)

Coma (3 Endurance)

If the target of this spell fails a Will save he is dominated by a terrible bloodlust and will attack the nearest possible foe. This spell lasts for the Sorcerer’s Class levels +1 rounds. While this spell is active the target gets +4 Strength, +4 Dexterity and +4 Constitution, but will savagely attack whoever is nearest to them.

With this very useful and simple spell, the Sorcerer can set his enemies asleep. Coma can be cast only on living creatures that actually need to sleep. The spell has a range of 60 feet and must be cast multiple times to affect multiple targets. The victim falls asleep for a number of hours equal to half the Sorcerer’s class levels + 1 if he fails a Fortitude Save. The Sorcerer cannot cast this spell on

targets with more Endurance Dice than his class levels. The slumber achieved by this spell is equal to that of the potion of Gallowbrush. Casting this spell requires a full-round action. Kai Lords with Mindshield may add their Mindshield bonus to Will saves to the saving throw against this spell.

Dark Boon (1 Endurance) See The Darklands, page 117.

Dark Perception I (1 Endurance per round) At this Tier, Dark Perception can be used to extend some of the Sorcerer’s senses (smell, sight, hearing) outside his body, up to 300 feet. To accomplish this, the Sorcerer must make, after the normal Occult check, a Concentration check with a DC equal to 10 + 2 for every 30 feet between his body and his target location. This spell can be blocked only by magical means. While the spell is active, the Sorcerer sees, hears and smells things as if he were present at the location. However, his physical body lies comatose and helpless until he chooses to end the spell and restore his perceptions.

Mantle of Darkness See The Darklands, page 117.

Mould the Matter (2 Endurance) The power of the Right Hand corrupts the physical and the spiritual world alike. A Sorcerer who knows this spell can create physical objects through the exertion of his will alone, although he cannot create anything he is not familiar with. With an appropriate Craft check at DC 25, the sorcerer can create mastercrafted items. With a check at DC 30 he can create superior items. If he has 10 levels in Sorcerer of the Right Hand and succeeds at a DC 30 Craft check he can make sublime items. The item created with this spell can occupy a maximum of 1 cubic foot per level and lasts for as

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long as the Sorcerer commits a single point of Willpower to it. This essentially lowers his maximum Willpower until he chooses to cease maintaining the object. The object created radiates an evil aura that bestows a single point of Corruption on the owner per month of ownership. Many Sorcerers craft and maintain one or two coins of little value, allowing them to circulate and spread Corruption among the populace.

Smell the Prey (1 Endurance per 2 rounds) While this spell is in effect, the Sorcerer gains the scent ability. The enhanced sense of smell granted by Smell the Prey can be used with Dark Perception.

Steal the Force of Life I (4 Endurance) If the target fails a Fortitude save, blood bursts from a spontaneous wound on their body and flows to the mouth of the Sorcerer. This deals the Sorcerer’s base magical damage and heals the Sorcerer by an equal amount. Anyone who witnesses this spell other than the Sorcerer himself must make a Will save or be shaken for one round. This spell has a range in 5 ft squares equal to the Sorcerer’s class levels + 1, and it only works on living targets with blood. Undead, constructs, elementals, and certain other creatures are immune.

Vile Evocation requires a full round action to cast and summons a lesser spirit of the dead that remains in the Sorcerer’s service for a number of minutes equal to the sum of the Sorcerer’s Intelligence, Wisdom and Charisma modifiers.

Lesser Spirit of the Dead

Lift the Secrets (2 Endurance per round)

Endurance Dice: Initiative: Speed: Armour Class Base Combat Skill: Attack:

While this spell is active the Sorcerer can read the surface thoughts of his target (who must be within 60 feet). The target is allowed a Will save to resist, and if he passes the save by 5 or more he becomes aware that someone is attempting to read his mind. This spell can be used in conjunction with Dark Perception.

Space/Reach: Special Attacks: Special Qualities: Saves: Abilities:

Kai Lords with any tiers of Psi-Screen are immune to this spell, but should still make the Will save to see if they notice the attempted intrusion.

Skills: Feats: Challenge Rating:

Terrorize I (4 Endurance) With this spell the Sorcerer can fill his enemies’ hearts with fear. This spell has a range of 60 feet. The target of this spell must make a Will save or remain shaken for a number of rounds equal to the Sorcerer’s Wisdom modifier; additionally, if the target fails his save, he will suffer cold damage equal to the Sorcerer’s base magical Damage. If the target makes his save, he will avoid the damage and be shaken for only a single round.

Vile Evocation I (6 Endurance) When the Sorcerer casts this spell, he must chant rhymes in the Dark Tongue. These words have the power to raise the dead and put them at the Sorcerer’s will. At this Tier

Medium Undead [Incorporeal] 2d12 (13 Endurance) +1 Fly 30 ft (perfect) 13 (+1 Dex, +2 deflection) +1 Incorporeal touch +2 (1d4 Wisdom) 5 ft/5 ft Darkvision, undead traits. Fort +0, Ref +1, Will +3 Str 8, Dex 12, Con -, Int -, Wis 10, Cha 14 2

Walking Dead I (4 Endurance) The power of this spell at this Tier is still weak. For now, the Sorcerer is able to create a skeleton or a zombie from the body of a person dead up to one week prior to the casting of the spell. The undead created by this spell will obey the Sorcerer’s orders until destroyed and, in his absence, will follow the last order received. Every day the Sorcerer can create a number of undead equal to his Charisma modifier +1 (minimum 1) but cannot exert simultaneous control over more than his class level x 2 at any one time.

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Whispers in the Dark I (1 Endurance per round) At 1st Tier Whispers in the Dark grants to the Sorcerer the ability to transfer his voice to a place that he is monitoring through Dark Perception.

Withering Blast See The Darklands, page 117.

Right Hand spells of the Second Tier Artefacts of Evil (Special) Once the Sorcerer has learned this spell he can create magical items using the rules of the Jewelcraft (Itemcraft) skill, as explained in Magic of Magnamund (page 120 and following). Every time the Sorcerer forges a magical object his permanent Endurance scores lowers by 6 for 6 weeks.

Blasphemous Texts (Special) Once the Sorcerer has learned this spell he can produce magical scrolls as if he had the Scribing (Itemcraft) skill (see Magic of Magnamund, page 119). Every time the Sorcerer inscribes a scroll his maximum Endurance score is lowered by 6 for 6 days. He can produce up to 3 scrolls in a day.

Dark Perception II (4 Endurance per minute) As the Tier 1 version of Dark Perception, except that the Sorcerer can project his senses up to 3000 feet away from him and the Concentration check has a DC of 10 + 2 for every 300 feet of distance.

Lethal Illusion (4 Endurance) This spell creates an illusion that exists only within the mind of a single target within 60 feet. If the target fails a

Will save, their perceptions are entirely controlled by the Sorcerer for a number of rounds equal to the Sorcerer’s class level + his Charisma modifier. Any attackers the Sorcerer wishes to conceal with the illusion are treated as invisible attackers. The Sorcerer must make a DC 15 Concentration check every round to maintain the spell, and cannot use any other magic while concentrating on the Lethal Illusion.

Medusa’s Eye (6 Endurance) This spell is a magical gaze attack with a range of 30 feet. If the target meets the Sorcerer’s gaze (see page 256 of the Lone Wolf Roleplaying Game), he must make a Fortitude save with a special DC of 10 + half the Sorcerer’s class levels + the Sorcerer’s Charisma modifier or be paralysed for a number of rounds equal to half the Sorcerer’s class level + his Charisma modifier.

Steal the Force of Life II (8 Endurance) As the spell of the first Tier, except that the Sorcerer’s base magical damage is doubled and applied as temporary Endurance points rather than healing.

Terrorize II (6 Endurance) As the spell of the first Tier, except that victims are frightened rather than shaken.

Toxic Fumes (6 Endurance) This spell requires a full-round action to cast. The Sorcerer breathes out a billowing green cloud of poison with a five foot radius. The poison’s save DC is the same as the spell’s save DC and it has a primary and secondary damage of 1d6 Strength. The cloud remains for a number of rounds equal to the Sorcerer’s Wisdom modifier and victims who remain within the cloud are exposed to the poison every round. Creatures with the Evil or Darkspawn subtypes – including the Sorcerer himself – are immune.

Tortured Spirit Endurance Dice: Initiative: Speed: Armour Class Base Combat Skill: Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Challenge Rating:

Medium Undead [Incorporeal] 6d12 (39 Endurance) +1 Fly 30 ft (perfect) 13 (+1 Dex, +2 deflection) +3 Incorporeal touch +4 (1d4 Dexterity) 5 ft/5 ft Frightful moan, horrific appearance Darkvision, undead traits. Fort +2, Ref +3, Will +5 Str 12, Dex 12, Con -, Int -, Wis 10, Cha 14 7

Frightful Moan (Su) A tortured spirit can emit a frightful moan as a standard action. All living creatures within a 30foot spread must succeed on a DC 15 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same spirit’s moan for 24 hours. Horrific Appearance (Su) Any living creature within 60 feet that views a tortured spirit must succeed on a DC 15 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same spirit’s horrific appearance for 24 hours.

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Unnatural Beauty (2+ Endurance)

Chains of the Mind (8 Endurance for every 24 hours per creature dominated)

For every two Endurance spent on casting this spell the Sorcerer gets +1 on all Charisma-based skill checks. The spell lasts for one hour per +1 bonus gained.

This spell grants the Sorcerer the ability to completely dominate the will of a target up to 30 feet away. The target can make a Will save to avoid the mental attack. The Kai Lords with at least the third Tier of Psi-Screen are immune to this spell. If the target fails to resist the spell, he will be totally under the Sorcerer’s control and will obey the Sorcerer’s commands with maximum efficiency. The Sorcerer can maintain simultaneous control over a number of targets equal to his Charisma modifier.

Vile Evocation II (12 Endurance) Casting this spell is a full-round action, and it only works if the Sorcerer killed someone in the round immediately prior to casting it. The spirit of the victim is torn from their recently deceased corpse and bound to a place or object of the Sorcerer’s choosing. The spirit is compelled to obey the Sorcerer’s commands, but is limited to manifesting within 120 feet of the object or place it is bound to. It cannot travel outside that radius. The spirit remains bound until its destruction or the death of the sorcerer who bound it. See ‘tortured spirit’ on the previous page for game statistics.

Dark Perception III (8 Endurance for every 10 minutes) As the Tier 1 version of Dark Perception, except that the Sorcerer can project his senses up to 10 miles away from him and the Concentration check has a DC of 10 + 2 for every mile of distance

Walking Dead II (6 Endurance) At this level, a Sorcerer can animate more powerful undead. Corpses raised by this spell have the statistics of a vordak although they are lacking any intelligence (Int – ), have no ability to participate in psychic combat and do not revert to a gemstone form when destroyed. Sorcerers can only exert simultaneous control over a number of these equal to half their class level. If a Sorcerer has access to the right tools, normally found only in Helgedad, he can use this spell to create full vordaks and even (with the permanent sacrifice of 1 Endurance) helghasts, although intelligent undead cannot be directly controlled and must be intimidated or negotiated with.

Whispers in the Dark II (2 Endurance per round) A Sorcerer needs to use this spell to speak through Dark Perception II at ranges of greater than 300 feet. At ranges of less than 300 feet, he may use this or the first Tier equivalent as he sees fit.

Extinguish (8 Endurance)

Right Hand spells of the Third Tier Acid Rain (10 Endurance + 5 Endurance per round) One of the most feared spells of the Right Hand, Acid Rain strikes every target in a circular area (centered on the Sorcerer) with a radius of 20 feet. Every target, be it living or not, takes the base magical damage of the Sorcerer as acid damage. Acid Rain ignores the hardness of objects but the Sorcerer must beat a target’s magic resistance to affect that target. In addition, a strong magical fear produced by this spell paralyzes the victims unless they make a successful Will save. The targets of this spell cannot avoid the damage through saving throws: the only escape is to get away from the area of effect. The spell lasts for as long as the Sorcerer is willing to continue fuelling it: the first round of effect costs 10 Endurance Points, the following rounds 5 each.

This spell produces a back-red whirlwind in the hands of the Sorcerer, who can throw it at a target within 30 feet. If the target fails a Fortitude save, the Sorcerer deals his base magical damage in Constitution damage.

Invulnerability (4 Endurance per round) While this spell is in effect, the Sorcerer gains damage reduction equal to his class level. This damage reduction can only be bypassed by weapons which are both magical and Good-aligned. He also gains a resistance to all elemental damage equal to half his class level.

Spectral Body (2 Endurance per minute) With this spell the Sorcerer gains many of the benefits of the incorporeal bodies of ghosts. Nonmagical attacks pass through him harmlessly, and even magical attacks have only a 50% chance of connecting. When he makes weapon or unarmed attacks he uses his

58

magical attack bonus and deals damage directly to Strength or Wisdom (Sorcerer’s choice with each attack). He may move through any obstacle of less than five feet thickness without harm or impediment. His spells continue to work as normal. When the Sorcerer assumes a Spectral Body all carried equipment also gains the benefits of the spell but he cannot acquire any more until he dismisses the magic with a free action.

Steal the Force of Life III (8 Endurance) As the spell of the first Tier, except that the Sorcerer’s base magical damage is tripled and applied as temporary Endurance points rather than healing. In addition, onlookers who fail their Will saves are nauseated rather than shaken.

Terrorize III (8 Endurance) As the spell of the first Tier, except that victims are panicked rather than shaken.

Vile Evocation III (10 Endurance) This spell can be cast in one of two ways. The first method is identical to the first Tier version of Vile Evocation except that it summons a pair of inbetweens rather than a single lesser spirit. The second version may be cast as a free action and summons any combination of Darkspawn with a total CR less than or equal to the Sorcerer’s class level. Both spells last for a number of rounds equal to the sum of the Sorcerer’s Intelligence, Wisdom and Charisma modifiers.

Walking Dead III (8 Endurance) At this level, the Sorcerer can create any kind of corporeal undead that he is familiar with so long as he has the correct raw materials. He may create undead in a single casting with a total challenge rating equal to his class level, and he may now maintain simultaneous control of a number of skeletons and zombies equal to 4 x his class level and a number of more powerful unintelligent undead equal to his class level. Intelligent undead, as usual, cannot be controlled directly and must be intimidated or negotiated with.

Whispers in the Dark III (4 Endurance per minute) A Sorcerer needs to use this spell to speak through Dark Perception III at ranges of greater than 3000 feet. At lesser ranges, he may use Whispers in the Dark I or II as appropriate.

59

12

Priest of Ishir A New Hero for The Lone Wolf Roleplaying Game

T

he Priests of Ishir are found in all Magnamund. Sustained by an unbreakable faith, they have the holy mission of guarding the peoples of the world from any threats Naar poses, of giving comfort to the wounded souls with the kindness of the Mother, and they attempt to redeem those who have taken the way of crime, without serving Naar in the process. The Priests of the Moon receive their ‘holy calling’ at no determined age, but the large part of them begin their path through faith around twenty years. In every corner of Magnamund there are associations of Priests that care for the poor, the ill and the weak, because it is their way of thinking they must share the blessings of Ishir as much as possible. Every group of Priests is quite different from the other: each uses its own titles and hierarchy system. It is impossible to find a common doctrine, or a centralised authority able to speak for all Priests of Magnamund. In other words, in each state or kingdom, the clergy of Ishir follows its specific rules, facing specific problems. For instance, the Church of the Lastlands includes

all Priests from Sommerlund and Durenor. This Church does not have a declared hostility towards other Churches, but do not accept some aspects of the Vassa Cult, that worship not only Ishir, but the Majhan too, considered ancestors with the status of demigods and worthy of deep respect and worship. In the Stornlands, the Priests say that Ishir alone gave birth to Aon, and the proof would be the stars, considered fragments of the Moon’s light. In the end, regional differences in the cult of Ishir are as numerous as the peoples of Magnamund. But, there is little space for hatred between Priests: they all have a strong and gentle Mother as a paragon, and the common enemy, Naar, is always lurking in the shadows to kill all who do not pay homage to him. Adventures: Priests that embark themselves on long journeys or quests are quite few, but those who travel are driven by the desire to see distant places of holy power. Others decide to spread the Word of the Mother to the unfaithful. Some begin to travel thinking it is in their best interest knowing how the Goddess is worshipped by people different from their own. The youngest undergo personal quests or crusades against Evil (mundane and spawn from Narr, sometimes at the cost of their own lives.

Marco Conti Characteristics: Priests of Ishir care for much more than the spiritual life of the community they serve. They offer healing to the wounded and the sick, they nourish the poor. With the donations they receive from the upper classes, they build houses and give work to the unemployed. In the small towns, the local Priests also act as judges and heads of the community. Many Priests are also well-educated scholars, masters of theology, mythology and history. Old Priests act as ambassadors or counsellors for their political leaders. All Priests are well known and loved by the common people, who view them as gentle guides more than an authoritarian institution. There are not sexual discriminations between the ranks of Priests, and the numbers of men and women sworn to the Goddess is quite the same. Generally speaking, the Priest can marry or have relationships, as Ishir does not forbid these things. But some Priests decide to consecrate all their life to the Mother, keeping themselves away from sentimental or sexual relationships with others. Allegiance: No Priest of Ishir can ever imagine devoting her soul to Naar, and in the unlikely event, she will be hunted for this nefarious act. It is very unlikely that a Priest could follow the Path of Balance, because the very force that sustains a true Priest is her faith in the Gods of Light.

13 Religion: Priests of Ishir consecrate their souls to the Goddess of the Moon, but they still pay high homage to Kai, Lord of the Sun. Though, they see the Father Sun distant from the struggles of everyday life, being too engulfed in the war with Naar: to them, Ishir is the gentle, ever present Mother that protect the common people from harm. Background: Priests of Ishir come from every kingdom or ethnic group of Magnamund, with the exception, obviously, of the lands controlled by Darkness. The Priests keep the special abilities granted by their nation of origin, unless the player chooses that her character received the calling at a very early age.

Priest of Ishir Level

Base Combat Skill

Fort Save

Ref Save

Will Save

1

+0

+0

+0

+2

Willpower, Prayer of the Face, Moonfire

2

+1

+0

+0

+3

Blessing of the Goddess: +1

3

+2

+1

+1

+3

Divine Strength

4

+3

+1

+1

+4

Holy Ward: +1

5

+3

+1

+1

+4

Prayer of the Face

6

+4

+2

+2

+5

Blessing of the Goddess: +2

7

+5

+2

+2

+5

Divine Strength

8

+6/+1

+2

+2

+6

Psychic Resistance: 12, Holy Ward: +2

9

+6/+1

+3

+3

+6

Prayer of the Face

10

+7/+2

+3

+3

+7

Blessing of the Goddess: +3

11

+8/+3

+3

+3

+7

Divine Strength

12

+9/+4

+4

+4

+8

Holy Ward: +3

13

+9/+4

+4

+4

+8

Prayer of the Face

14

+10/+5

+4

+4

+9

Psychic Resistance: 18, Blessing of the Goddess: +4

15

+11/+6/+1

+5

+5

+9

Divine Strength

Special

16 +12/+7/+2 +5 +5 +10 Holy Ward: +4 Other Classes: The Priests of Ishir can 17 +12/+7/+2 +5 +5 +10 Divine Punishment cooperate at their best with Kai Lords, 18 +13/+8/+3 +6 +6 +11 Protect the Herds Sommerlund Knights 19 +14/+9/+4 +6 +6 +11 Seal of the Goddess of the Realm, Dessi Magicians and 20 +15/+10/+5 +6 +6 +12 Psychic Resistance: 24, Transfiguration Vakeros Knights. The relationships with the of Priests in exchange of their own, and many towards Priests in the same manner of the Dessi. Herbwardens are of Whytch Chyldren have received asylum from No bonds could be done between Priests and mutual respect, as it is with the Telchos Amazons. several Priests of Ishir. The Dwarves of Bor tend Shadakine Whytches, Dark Cultists, Cenerese It is unlikely that a Buccaneer of Shadaki could to mock in some ways the Priests with extremely Druids and Dark Warriors. Curiously, the forge a strong friendship with a Priest, but it is serious demeanour, and the Shianti Sorcerers act Brothers of the Crystal Star are often in discomfort not impossible. Sages of Lyris often seek the lore

14 when dealing with Priests, because Left-handed magic cannot undo the effects of the Prayers of Ishir’s Priests.

Skill Points at 1st Level: (5 + Int modifier) x 4 Skill Points at each Additional Level: 5 + Int modifier.

Game Rule Information

The Priest of Ishir has the following game statistics. Abilities: Charisma and Constitution are the two key Abilities for the Priests, Charisma because is only through strength of personality that infidels can be converted and faithful could be healed, and Constitution because in order to spread the Word of the Mother and to resist to the threats of the servants of Naar one has to have a strong and healthy body. Intelligence and Wisdom are a good second choice, while Strength and Dexterity do not need a score that provides a bonus. Endurance Die: d6. Base Speed: 30 feet. Starting Wealth: 100 Gold Crowns.

Class Skills

The Priest of Ishir’s class skills (and the key abilities for each skill) are: Concentration (Con), Craft (Alchemy) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Ride (Dex), Speak Languages (N/a), Sense Motive (Wis).

Class Features

All of the following are class features of the Priest of Ishir.

Armour and Weapons Proficiency: Younger and adventuring Priests learn how to use all one handed weapons, all bows with the exception of the crossbows, light and medium armour and shields. Blessings of the Goddess (Su): A true Priest can be recognised by the strength of their faith, which grants them the ability to invoke miracles. Each time the Priest gains this class feature, the character can, through a small invocation to Ishir, grant to a weapon of his choice the bonus to hit and damage listed in the table. Granting the Blessing of the Goddess requires a number of full round actions equal to the bonus granted, and this holy bonus lasts for a number of round equal to (Priest’s class levels/2) + 1. The Priest can use this class feature a number of times equal to the Priest’s Charisma modifier + 1, for a minimum of 2. The bonus listed in the table is not cumulative: each score replaces the prior. A weapon Blessed by Ishir ignores any Damage Reduction, and undead and Darkspawn creatures hit by them suffer an additional 1d6 of holy damage. Divine Punishment (Su): At 17th level, the Priest, as a standard action, can burn his enemies with Moonfire. With a standard attack action, the Priest can direct his Moonfire against any single target within 60 feet, with an attack bonus equal to his Base Combat Skill + Charisma modifier. This attack ignores all armour, magical and mundane, and protective spells work at half their potential. The damage is equal to ten times the normal damage for Moonfire. Divine Punishment can be used to affect all Evil targets in a 5 feet radius area within 60 feet of the Priest. In this case, the damage is equal to five times the normal Moonfire. Divine Punishment can be used a number of times per day equal to the Priest’s Charisma modifier + 1, with a minimum of 2. Divine Punishment cannot be used more than once in a single round.

15 Divine Strength (Su): Each time that a Priest gains this class feature, his Endurance score is raised permanently by 3 points. Holy Ward (Su): Through his faith’s strength, and the aid offered to all who need divine comfort, the Priest knows that he is part of the Chosen of Ishir. This belief is strengthened by the holy protection granted by this class feature. Each time the Priest gains this class feature, the Character can add the number listed in the table to his Armour Class and all of his Saves. The bonus is permanent, but not cumulative: each number replaces the prior. Half of this bonus can be granted to a number of targets equal to the Priest’s Cha modifier, for a duration in rounds equal to (half of Priest’s class levels + 1), with a minimum of 3. Imposing to others the Holy ward is a full round action that requires physical contact. Each target can be protected by the Holy Ward only one time per day. Moonfire (Su): Invoking Ishir for a standard action, the Priest’s body is engulfed in an aura of silver light. Each Evil creature within 5 feet of the Priest takes 1d6 + Priest’s Cha modifier holy damage for each round of contact. Moonfire last a number of round equal to (Priest’s class levels + Priest’s Cha modifier). Moonfire ignores any Damage Reduction. Creatures of Darkness are allowed to an attempt a Will Save with a DC equal to 10+ (half Priest’s class levels + Priest’s Cha modifier) to avoid the effects of Moonfire. Each creature of Darkness seeing the Moonfire is considered Frightened as long as remains in the area of effect of the Moonfire, unless the creature is granted with a resistance to fear of some kind. Prayer of the Face (Su): The Priest of Ishir has the privilege to learn from the elder clerics some invocations of singular potency, related to the Four Faces of the Goddess; this happens at 1st, 5th, 9th and 13th levels. Each time the Priest gains this

class feature, he learns only the First Tier of the Prayer of his choice. Knowledge of the other Tiers come automatically to the Priest as he advance in this class, in a way similar to that of Kai Lords. Protect the Herd (Su): Once the Priest has gained the 18th level, he can extend his full bonus of Holy Ward and half of his Psychic Resistance to a number of targets equal to double his Charisma modifier for a number of rounds equal to his class level + 2. Protect the Herd is a full round action that requires physical contact. Each target can be protected by this class feature only one time per day. Psychic Resistance (Ex): Ishir’s favour is something tangible for Her Priests. They become, through their faith, extremely resistant against psychic attacks. Each time the Priest gains this class feature, he obtains the listed Resistance to the psychic attacks. As per Magic Resistance, each use of Psychic Attack, Mind Blast, Psi Surge and similar against the Priest must beat the Psychic Resistance score. Seal of the Goddess (Su): This mighty invocation can be used in two ways: •

With a prayer of 5 full rounds, the Priest can grant to a weapon he touches a +5 holy bonus to hit and damage, for a number of rounds equal to the Priest’s class level + 2. This use can be invoked a number of times equal to 1 plus the Priest’s Charisma bonus per day.



Once per month, the Priest can infuse a weapon he touches with a holy aura that give to the weapon +3 bonus to hit and damage permanently. But this invocation has an high toll: it lowers the Priest’s Constitution and Willpower scores by 4 points, that can only be regained at a rate of 1 point per year.

Transfiguration (Su): This power can be requested only once per month. Its effects are of a terrifying might: the Priest’s Moonfire and Divine Punishment have their range and area of effect quadrupled, the Priest gains a +2 bonus on all his Abilities, his Armour Class is increased by 10 and his hit points by 30. The divine refulgence of the Transfiguration last for a number of rounds equal to half the Priest’s class levels + his Charisma modifier, and to activate it the Priest must pray for two full rounds. Willpower: The strength of the faith of a Priest assures that his is an unusually resistant mind. In game terms, each Priest has an additional Ability, called Willpower. This Ability can render a Priest more than a helpless victim in a Psychic Combat. At 1st level, the Willpower score is equal to that of Charisma. At each level, Willpower score raise by (Priest’s Cha modifier + 1), for a minimum of 1. Lost Willpower is refreshed every 24 hours of a number of points equal to the Priest’s Charisma score. If the Priest runs out of Willpower, he is not be able to invoke Prayers, until the recover of lost Willpower.

Ex-Priests of Ishir

Some people, due lack of faith, have decided to stray from the path of the Priest; when such an event takes place, most of the times they become Adepts, and cannot invoke Prayers anymore. But they keep their Holy Ward (that cannot be shared), Divine Strength and half of the Psychic Resistance at the level they have interrupted their careers as Priests. These features still bless the character because the Mother Goddess always watches for Her children, even if they do not believe any longer. Should the Ex-Priest pay allegiance to Naar, the character will loose all positive effects of her former class, except hit points, Base Combat Skill, Willpower and Saves.

16 In addition, the Goddess will curse the character in some terrible way left to the Games Master.

The Faces of the Moon and their Prayers

has in Concentration skill. The same chance of failure affects the use of Divine Punishment, Holy Ward on others, Protect the Herd, Seal of the Goddess and Transfiguration. In case of failure, the character loose half the Endurance and Willpower cost of the Prayer, or a daily use of the class feature.

The Priest of Ishir do not use magic, they make miracles. The force behind their powers is not the study of arcane secrets or the strength of an ancient blood that runs in their veins. To invoke the power of the Moon Goddess the only thing needed is an iron will, a strong self discipline, and, of course, a pure faith. These requirements could seem very difficult to achieve, but some people see them more accessible than magic.

Each time a Prayer allow a Save, its DC is equal to 10 + half the Priest’s class levels + the Priest’s Charisma modifier.

The elder Priests teach to the young clerics that Ishir shows to the world Four Faces, two for Her children and allies and two for Her enemies. Those who have the purest of faith can channel the strength of these Holy Faces that affect in different ways the matter and the living.

Each Prayer has a cost in Endurance and Willpower equal to its Tier doubled. The Priest cannot go below 0 Endurance invoking a Prayer. If the cost in Endurance of a Prayer would lower the Priest’s Endurance points below 0, the Prayer automatically fails, and the Priest falls unconscious and at 0 Endurance points (stable, and not dying).

Because the Prayers are not acts of magic, they cannot be counterspelled. The Prayers are physically and mentally consuming: even if a Priest can invoke the First Tier of any Prayer at will, the Second Tier can be channelled only a number of times equal to the Priest’s Constitution bonus + 1, with a minimum of 2. The Third Tier can be invoked only a number of times per day equal to the Priest’s Constitution modifier. The power channelled through the Priest is so great that overcomes any kind of Magic Resistance and Damage Reduction, however the Goddess does not grant Her believers the powers they ask at any time. Such a direct intervention could break the very fabric of Aon, so, each time the Priest try to use a Prayer, there is a failure chance equal to 45% - the number of ranks the Priest

The damaged produced by Prayers of First Tier is equal to 1d4 + half the Priest’s class level. The die increase to 1d6 for Second Tier Prayers and reach 1d8 for Third Tier Prayers (this is called the Base Tier Damage I, II and III).

feet, centred on him, making them stronger. Any potion based on these plants has a doubled effect, and any ‘1s’ can be re-rolled.

Second Tier: Heal the Beasts This Prayer allows to: •

Heal the Endurance of an animal or a magical beast not allied with Darkness by Base Tier Damage II (up to III when the last Tier of this Prayer is known)



Restore one point of a damaged Ability score of an animal or a magical beast not allied with the Darkness



Allowing an animal or a magical beast not allied with the Darkness to repeat the Save it failed against a poison or a disease with an additional bonus equal to half of the Priest’s relevant Save



Charm an animal or a magical beast not allied with the Darkness for a number of hours equal to the Priest’s class levels. For all this time, the Priest can interact with the target as she had Tier IV of Animal Kinship and Tier II of Animal Control. The target will obey to the Priest’s commands only after successful Animal Handling Checks (DC 15 guide me, DC 20 guard me, DC 25 attack). Even in case of failure of these Animal handling checks, no target will attack the Priest, for all the duration of the effect. Animals and magical beasts can make Will Saves to resist the effects of this Prayer.

Unless stated otherwise, chanting a Prayer is a standard action. Armour does not affect the chanting of Prayers.

The Face of Hope (Waxing Moon)

The Face of Hope is shown by Ishir to those who want to heal, nourish and nurture nature and living beings. When the Priest learns the First Tier of this Prayer, he gains one bonus rank in the Heal skill.

First Tier: Nourish the Flora When the Priest recites this Prayer, he increase the growing rate of every plants within a radius of 30

Third Tier: Purification of the Body This Prayer allows to: •

Heal the Endurance of any humanoid being not allied with the Darkness and touched by the Priest by Base Tier Damage III

17 •

Restore one point of a damaged Ability score of an humanoid being not allied with the Darkness



Allow to any humanoid being not allied with the Darkness and touched by the Priest to repeat the Save failed against a poison or a disease with an additional bonus equal to half the relevant Priest’s bonus.

The Face of Glory (Full Moon)

This is the Face that the Goddess shows in battle, and often its powers are the first learned by those who are sworn to fight the Darkness. When the Priest learns the First Tier of this Prayer, he gains a +1 bonus to hit and damage with a weapon of his choice. This permanent bonus does not increase the number of attacks per round that the Priest can try, but it is cumulative with Blessing of the Goddess.

First Tier: Splendour This Prayer grants to the Priest or to the a target he touches a AC bonus equal to ¼ of the Priest’s class levels with a minimum of 1, for a number of rounds equal to half the Priest’s class levels + 1, with a minimum of 2.

Second Tier: Wrath This Prayer follows the same rules of the Tier I, but its bonus affect the Base Combat Skill. This bonus does not increase the number of attacks per round that the Priest can try, but it is cumulative with Blessing of the Goddess

victim. The target can resist to this Prayer making a successful a Will Save.

The Face of Despair (Waning Moon)

This is the first Face the Goddess shows to Her enemies, with the intention of scare them. When the Priest learns the First Tier of this Prayer, he gains 1 bonus rank in the Intimidation Skill.

First Tier: Fear If the target of this Prayer fails a Will Save, he is Scared (-2 to hit, saves and skill checks) for a number of rounds equal to half the Priest’s class levels +1, with a minimum of 1. The target must be within 30 feet of the Priest. At Tier II, the target is Trembling (loose Dex bonus to AC, cannot perform actions, enemies have +2 to hit him) and must be within 60 feet of the Priest. At Tier III the target is Panicked (-2 to saves, must flee, 50% of loosing hand-held objects) and must be within 90 feet of the Priest.

Second Tier: Nullify Magic With this prayer the Priest can create a rounded area of 5 feet radius centred on himself. In that zone, magic is difficult to activate. Each spell that attempts to enter or function in this zone must beat a Magic Resistance Check equal to the Priest’s Psychic Resistance (if any, otherwise the Priest cannot invoke this Prayer). The duration of this Prayer is equal to ¼ of Priest’s class levels + 1.

Third Tier: Consume the Life Force Third Tier: Authority With this Prayer the Priest can give a single order to a single living being able of hearing and comprehend her. The command cannot be selfdestructive or cause damage to the allies of the

The target of this Prayer must be within 30 feet of the Priest. If the target fails a Will Save, the poor victim will take 1d4+2 negative levels.

The Face of Death (New Moon) The last Face of Ishir is the most frightening, and the Goddess shows it to those She wants to destroy. When the Priest learn the First Tier of this Prayer, the damage of her Moonfire is increased by 1d4 points.

First Tier: Desert’s Plague With this Prayer the Priest inflict Base Tier Damage I to all plants and objects she manage to touch (it is a touch attack that ignores armour bonuses). At Tier II the damage inflicted is Base Tier Damage II, and the Priest can attack targets distant up to 30 feet away from her. At Tier III, the damage is Base Tier Damage III, and the maximum range is 60 feet. The Desert Plague ignore Hardness of materials. Targets can make Fort Save to avoid the Plague.

Second Tier: Famine With this Prayer the Priest can damage sentient beings following the same rules for Desert’s Plague.

Third Tier: Divine Verdict Perhaps the most impressive Prayer, it allows the Priest do inflict aggravated wounds each time he damage creatures allied with the Darkness. The duration of this Prayer is equal to half the Priest’s class levels + 1. To avoid being immediately killed, targets must pass a Fort Save with a DC equal to the damage dealt by the Priest.

10

Palmyrion Knight of the Shield A New Hero for The Lone Wolf Roleplaying Game

W

hile not strictly speaking knights in the traditional sense, this is the name given to the highly respected standing army of the Palmyrion Republic. They have the honourable distinction of being one of the few nations of Magnamund never to have been defeated in battle while defending their realm. Their skill and courage in combat rivals that of the Sommlending Knights of the Realm and they are justifiably proud of their reputation for excellence. It is traditional for the second born son of all Palmyrion families to train with the Knights of the Shield from their fourteenth birthday and spend two years with them. At any time the instructors at the military academy can send home anyone they deem to be not of the highest standard required by the captain of the Knights of the Shield, however it is no disgrace as the standard required is very high and only a small percentage of those sent to train are accepted. Those returned to their families do so after receiving basic training and return to their lives as farmers, craftsmen or whatever roles they are best suited for. Those accepted train in earnest for those two years learning to march and fight in perfect formation as that is the foundation on which the reputation of the Knights of the Shield is built. For seemingly endless days and weeks the recruits can be seen marching back and forth across parade grounds

David Thompson

around the plains of Palmyrion perfecting their timing and synchronising their actions so that each soldier in formation acts as if he were an extension of the soldiers around him. This discipline has won the Knights many battles against foes that may have defeated lesser armies. The Palmyrion leaders have always given as much resources as possible to their standing army as their location has placed them close to several uncertain borders and nations with acquisitive natures. Their troops are well equipped and trained and are well respected by the population they defend. They are well looked after by their superiors and because of this many soldiers sign up for many more years of service after the compulsory two. While mainly composed of infantry the Knights have several companies of cavalry and archers that often accompany the foot soldiers into battle when the situation requires their presence. Veteran Knights of the Shield have served in numerous campaigns in different locations and as such are well travelled and often knowledgeable about the customs and cultures of the nations whose borders they patrol. New recruits are usually stationed in central or more secure garrisons. They are sent to border towns when they have gained enough experience to be able to defend the reputation of excellence

the veteran troops that serve on the frontiers Palmyrion’s territory have gained. Occasionally those recruits showing the most promise are sent out to the more dangerous garrisons early to see if they fulfil their potential, with some being sent to their embattled ally Talestria to aid them in their constant skirmishes with their neighbours.

11 experience from these duties. Veteran Knights of the Shield will have served in different locations in their own nation as well as those considered allies of Palmyrion. As a result they will have had the opportunity to test their skills against many different foes.

Some say there are too many soldiers stationed outside Palmyrion and that the army is stretched too thin and an attack by Palmyrion’s enemies now would break their record of perfect defence. At the moment the government seems to be ignoring this but the voices of discontent among even the Knights themselves are growing in number and something is bound to give. Adventures: While the majority of the Knights of the Shield are based in their home nation an increasing number are sent to protect Palmyrion’s allies. Currently a large number of soldiers are stationed in Talestria defending their lands and people. Many Knights are sent to fight in foreign lands and can gain much knowledge and

Characteristics: Like all warriors, a Knight of the Shield relies first and foremost on his training and discipline. Over the first year of their training the young warriors are instructed on how to maintain their composure under battlefield conditions. An emphasis is placed on discipline and focus and the ability to carry out their orders. After the initial training period the soldiers are trained to a high standard with all one handed weapons. Only after their initial two years service can they be considered for any kind of specialist training. Religion: As with most martial professions the majority of the Knights of the Shield are not particularly religious. However, with the diverse range of backgrounds come a similar range of beliefs. As a result, a large variety of local and worldwide deities are worshipped by the ranks of the soldiery of Palmyrion. While sometimes this can cause conflict it is always resolved swiftly and fairly by the ranking officers within the army. In many cases however, this diversity helps the standing army, as there is usually someone in their ranks with a common religion which helps to smooth over any problems with the locals.

Background: A soldier in Palmyrion’s standing army can come from almost any walk of life. As all families are required to send their second born son to train for two years it creates a unique mix of class and culture. From high born aristocrat’s sons from Vanamor to the son of a farmer from the plains near Vellino, there is a mix of skills and talents that make the Knights of the Shield one of the most adaptable and resourceful armies in all of Magnamund. Other Classes: Over the centuries the Knights of the Shield have had cause to work with a wide variety of classes from around Northern Magnamund. They have no problems in serving along with other warrior classes and relish the opportunity to compare their abilities with those of the Sommlending Knights of the Realm – with whom they are often compared. They also have a great deal of respect for the Kai Lords, as their prowess in battle is also legendary. Many Knights of the Shield have served with their neighbours, the Dwarven Gunners of Bor. They are slightly wary of magic users as there are few in their lands, but they are respectful of their abilities. They have no time however for the Shadaki Buccaneers as they have a reputation for impulsiveness and recklessness as well as one for piracy and ill discipline.

Game Rule Information Endurance Die: d10 Speed: 30 feet Abilities: As warriors the Knights of the Shield favour characters with high Strength and Constitution in particular. Also useful would be a good Dexterity and Charisma as they are often sent to escort ambassadors and other diplomats from Palmyrion to their allies where the soldiers will be in the public eye. Palmyrion is keen for its troops to be well presented and courteous at all times.

12 Weapon and Armour Proficiency: Knights of the Shield are trained in the use of all one handed melee weapons. They are able to wear all armour types and use shields.

a +2 bonus to attack rolls and to their AC (this is in addition to any other bonuses they may have). In addition no character in the formation can be flanked while in this formation.

Class Skills

Clear a Path (Ex): When wielding his Weapon of Choice, a Knight of the Shield can be a truly dangerous force. Through continued training and combat experience he learns to make the most of his attacks. If a Knight deals an opponent enough damage in a single melee attack to take it below 0 Endurance he gets an immediate extra attack against another creature within 5 feet. The Knight of the Shield cannot take any movement before this extra attack. This extra attack must be with the same weapon and is at the same bonus as the attack that felled the previous creature. The Knight can use this ability once per round only.

Knights of the Shield are a diverse lot as a result of Palmyrion’s national service policy. This means the class skills can be quite varied. The Knight has the following class skills Athletics (Str), Climb (Str), Handle Animal (Cha), Heal (Wis), Knowledge (Warfare) (Int), Ride (Dex) and Survival (Wis) plus three others of the players’ choice, typically Craft, Profession or Knowledge (any). Skill Points at 1st level: 3 + (Int modifier) x 4 Skill Points at Each Additional level: 3 + (Int modifier) Racial Note: All characters from Palmyrion gain an additional Skill Point each level after the first (As directed in the Gazetteer section in the Lone Wolf Core Book).

Class Features Assault Formation (Ex): Knights of the Shield learn many combat formations; this one is a particularly devastating form of formation charge. The character forms the point and leads his troops into battle at the front of a wedge that drives into the heart of enemy lines. To use this ability the character must form a wedge shaped formation with at least two other allies, with the character at the point of the wedge. Each of the allies must simultaneously charge in the same round, with characters delaying or readying actions so the leader of the formation charges first, followed by the character immediately to the left then the one to the right and so on. In the first turn of combat each character in the formation receives

Defensive Formation (Ex): When fighting in formation with other Knights of the Shield the character gains a +2 AC bonus and cannot be flanked. Characters are considered to be in formation anytime two or more Knights of the Shield are fighting adjacent to each other, typically within 5 feet of each other. They need not be facing the same direction when fighting in formation as their training includes guarding each other’s flanks. It is possible for Knights of the Shield to be in formation with other character classes, so long as the other character(s) are allied to the Knight. However, when fighting with an ally of a different class the AC bonus is reduced to +1. Forced March (Ex): Used to marching long distances carrying full pack and in full battle dress a Knight of the Shield character gains a +2 Str for the purposes of calculating encumbrance and its effects on movement. The second time a character gains this ability the Strength bonus increases to +4 for the purpose of determining encumbrance.

Heavy Gear (Ex): By the time a character reaches this level he is well accustomed to operating in heavy armour and as a result has partly adapted to moving and fighting in cumbersome armour. He reduces the armour check penalty for any armour by -1. The second time he gets this ability the armour check penalty is reduced by a further 1 point. Hold the Line (Ex): Knights of the Shield are trained to stand fast against charging enemy formations and are often able to strike the first blow against onrushing opponents. When attacked by a charging foe, the Knight gains a +1 AC bonus and if they make a successful Ref save against a DC equal to the opponent’s Initiative roll they actually attack first in combat against the charging foe and gain a +1 bonus to that attack roll. The Knight of the Shield can use this ability against one charging enemy per round. Immovable Object (Ex): A Knight of the Shield of this level of experience has learned to enter a defensive stance on the field of battle, making himself virtually impossible to defeat. When entering a defensive stance the Knight effectively anchors himself to the spot and is unable to move position on the battlefield. So long as the character does not take a move action he gains the following benefits: +2 Strength, +2 Constitution, +2 to all Saves and a +2 AC bonus. The increased Constitution effectively gives the Knight +1 temporary Endurance per character level; however, these Endurance points only last until the end of the defensive stance. While in the defensive stance the character cannot use skills or abilities that require movement or any change of position. The defensive stance lasts for 2 rounds plus the characters Constitution modifier (after the +2 bonus has been applied). Entering a defensive stance is a Standard action.

13 Improved Charge (Ex): Knights of the Shield are trained to make the most of all attacks and to defend themselves effectively at all times. When charging, a Knight character makes his charge attack with a +3 bonus, but suffers only a –1 Armour Class penalty until the start of his next turn. Never Falter (Ex): The endurance shown by a Knight of the Shield of this level is quite astounding to behold. Never Falter allows a Knight to remain standing even when reduced to 0 Endurance (but not below). A Knight of the Shield at 0 Endurance can keep fighting as normal, even if his injuries would be severe enough to floor others. Offensive Formation (Ex): Similar to the Defensive Formation class ability, the Knight of the Shield gets a +2 Attack bonus when fighting in formation with other Knights. The rules for fighting in formation remain as described above. This Attack bonus also applies to thrown weapons. When fighting with allied characters or different classes the Attack bonus is reduced to +1. Phalanx (Ex): When operating in tightly packed defensive formations the Knights of the Shield make a formidable opponent. The Knight of the Shield gains an additional +1 to AC and Attack rolls when fighting in formation. This bonus only applies when fighting in formation with other Knights of the Shield and does not apply to fighting with other allies of different classes. Rallying Cry (Ex): Now highly experienced in combat the Knight of the Shield knows how to inspire his fellow solders and when it would be most telling in a battle to issue a rallying order. A number of times each day equal to his Charisma modifier (or once per day if this is negative) the Knight can issue a thunderous battle cry that inspires all comrades within 60 feet of him. Those

so inspired gain a +1 bonus to attack and damage rolls and all Will saves against Fear effects for 1d6 rounds plus the characters Charisma modifier. Toughness (Ex): Due to his continued rigorous training and battle experience the character gains a bonus to his Endurance equal to his class level. This bonus is applied upon reaching this level and once only. Ultimate Soldier (Ex): The ultimate symbol of the majesty of the grandest army in all of Magnamund, a Knight of the Shield reaching this level of experience is so skilled in battle few other warriors can match him for strength and skill. The Knight gains +20 Endurance points and an additional +1 to attack and damage with his Weapon of Choice. Weapon of Choice (Ex): The Knight’s training includes honing his martial prowess with one weapon that the trainee shows particular promise with. The character may select any One-Handed melee weapon as his weapon of choice and adds a +1 bonus to all attack and damage rolls made with this type of weapon.

Specialist Training (Tiered Ability) At 5th, 10th and 15th level a Knight of the Shield is given the opportunity to receive specialist training in Infantry, Cavalry or Archery fighting techniques. While the majority are encouraged to stick with the foot soldiers that make up the majority of the Knights numbers, some opt to train with Palmyrion’s Cavalry or Archery companies.

Archery 1st Tier: The character gets a Short or Long Bow and a quiver of 20 regular arrows. The character also gets a +1 attack and damage bonus in the first range increment of his chosen bow. 2nd Tier: The archer is trained to rain down death on his enemy. For a penalty of -2 to attack the character can make an additional ranged attack if he takes no other actions during the round. This attack will be at the lowest attack bonus. 3rd Tier: The character is able to attack up to the second range increment with no range penalties and is now able to add his Strength modifier to damage rolls in the first and second range increments.

14 Cavalry 1st Tier: The Knight of the Shield entering the cavalry companies is granted a warhorse, saddle and associated equipment. The warhorse will be replaced if killed or lost up to twice a year. Due to the size of Palmyrion’s army and the current stretched resources a rider would have to wait a week or so for a new mount. Also due to the specialist training received by a new cavalryman the character receives a +2 bonus to his Ride skill. 2nd Tier: A Knight of the Shield can substitute the result of his Ride skill check for his normal AC when in combat. The character must take result of this roll if he opts to do this and must choose to roll at the start of a combat round.

for the rest of the combat as long as the character is either attacked or attacks each round. The character may use this ability a number of times per day equal to the characters Wisdom modifier, but cannot initiate another battle fury within 10 minutes of the last one. For 1d10 rounds after the

Battle Fury ends the character suffers a penalty of -2 to Str, Dex and Con and cannot move faster than a walk. If the character would be reduced to negative Endurance after the battle Fury ends he will fall unconscious as the normal rules dictate.

Palmyrion Knight of the Shield Level

Base Combat Skill

Fort Save

Ref Save

Will Save

Special

1st

+1

+1

+0

+1

Defensive Formation

2nd

+2

+1

+0

+1

Forced March I

3rd

+3

+2

+1

+1

Weapon of Choice

4th

+4

+2

+1

+2

Offensive Formation

3 Tier: Due to his training and experience with horsemanship the character does double damage (x3 with a Lance) when charging into combat on horseback.

5th

+5

+3

+1

+2

Specialist Training I

6th

+6/+1

+3

+2

+2

Heavy Gear I

7th

+7/+2

+4

+2

+3

Phalanx

Infantry

8th

+8/+3

+4

+2

+3

Forced March II

9th

+9/+4

+5

+3

+3

Improved Charge

10th

+10/+5

+5

+3

+4

Specialist Training II

11th

+11/+6/+1

+6

+3

+4

Toughness

12th

+12/+7/+2

+6

+4

+4

Rallying Cry

13th

+13/+8/+3

+7

+4

+5

Hold the Line

14th

+14/+9/+4

+7

+4

+5

Heavy Gear II

15th

+15/+10/+5

+8

+5

+6

Specialist Training II

16th

+16/+11/+6/+1

+8

+5

+6

Clear a Path

17th

+17/+12/+7/+2

+9

+5

+7

Assault Formation

18th

+18/+13/+8/+3

+9

+6

+7

Immovable Object

19th

+19/+14/+9/+4

+10

+6

+8

Never Falter

20th

+20/+15/+10/+5

+10

+6

+8

Ultimate Soldier

rd

st

1 Tier: The character can choose to become proficient in either any two-handed, exotic or racial weapon of their choice. The Games Master can rule against certain racial weapons if he thinks the choice unreasonable. nd

2 Tier: The character can make an intimidating battle cry against a single foe costing a standard action. The opponent must make a Will check against a DC of 15 + the characters Charisma modifier or be subject to Fear for 1d6 rounds. 3rd Tier: The character can willingly enter a state of battle fury. It takes a full round action to do so and while under the effects of battle fury the character temporarily gains a +2 bonus to Strength, Dexterity and Constitution as well as +10 temporary Endurance. The battle fury lasts

38

Eruan Pathfinder A New Hero for The Lone Wolf Roleplaying Game

T

he Pathfinders are elite woodsmen who operate in the lands bordering the Infernal Hellswamp in Northern Magnamund. They are extremely proficient trackers and make excellent guides for those wanting to venture into the dangerous lands around their home nation. The ease at which they navigate the often treacherous landscape has earned them respect from their allies and causes fear in the hearts of the foes they are so skilled in hunting down in this region.

One of Eru’s most valuable exports is nineryl, the rare gemstone used by the Brotherhood of the Crystal Star to make their wands. The Sommlending mages guild pays handsomely for each shipment of this useful gemstone they receive and the Eruan government will do all it can to ensure that the nineryl mines are safe for the miners to continue working for as long as possible. To this end Pathfinders are regularly deployed to patrol the surrounding hills on the look out for bandits, thieves and, of course, Darkspawn.

After fighting against their age old adversaries from the Hellswamp and the surrounding Drakkarim nations for centuries, the skilled warriors of Eru’s elite order are experts in their chosen fighting styles and know well the strengths and weaknesses of their common enemies. Something that the creatures frequenting the Hellswamp and its environs only discover at great cost.

From border patrols, to reconnaissance missions that often infiltrate deep into enemy territory the Pathfinders are often called upon by Eruan commanders to lead their troops through treacherous terrain, providing advanced warning of any dangers that lie ahead. Often they are loaned out to Eru’s allies and sometimes are sent to help guard trade caravans through particularly hostile terrain in and around the borders of their small homeland.

Eru is a resource rich but economically poor nation. With the number of people drafted in to defend their realm, not enough remain to work the land for the large quantities of metal ores and precious gems that lie just under the surface of the numerous hills and mountains that dot the land. The Pathfinders are called upon to perform many tasks in fewer numbers than Eru’s regular forces could hope to cover.

Those who are chosen to enter the ranks of the Pathfinders have a natural affinity for nature. They are selected by the more experienced Pathfinders from the general populace or Eruan military only if they show they are suitable when they are invited for testing. Suitable candidates are taken to Sharwhan where their natural talents

David Thompson

39 are honed and they are taught new skills in the training camps hidden in the surrounding forest. They are taught how to live off the land and use the terrain to their advantage when hunting their foes and can set deadly ambushes while remaining invisible to their targets.

Adventures Since the creation of their order shortly after the founding of Eru, the Pathfinders have been called upon to serve their realm in many ways. As scouts, they are unmatched in Northern Magnamund, their ability to traverse the most difficult terrain is also legendary. As a result there are many nations who would pay Eru a small fortune to hire one of their Pathfinders, something that the regent of Eru is all too aware of. Pathfinders can find themselves called upon to serve their poor nation on home soil aiding their armed forces or far away aiding those nations friendly with the Eru royal line or those simply paying handsomely for the service of the Pathfinders renowned skills.

Characteristics Pathfinders are resourceful, resilient individuals. Their grey uniforms and cloaks are recognised throughout the region and garner both respect and trepidation from those that cross their path, for where they are, danger is surely nearby. Those chosen to join the ranks of the Pathfinders tend to be loners, able to survive in the wilds on their skills and wits alone. Often they have good cause to join the Pathfinders due to personal tragedy, but many simply join out of loyalty to the Eruan flag. They do however work well together, as they share a hatred of all things Darkspawn and would willingly lay down their lives to free their small nation from the predations of the bordering Drakkarim lands and all that support them.

Religion Not known for their faith in any particular god, the typical Pathfinder usually has more respect for his natural surroundings than divine forces. They often pay their respects to the spirit of the land and would never take any action that would directly harm the flora and fauna that exist in their lands. That said however, they usually pay their respects to the gods Kai and Ishir due to their connection with nature. They are all too aware that the dark god Naar has influence over the world that can turn things in his favour.

Background Most people chosen to be Pathfinders have lived with the effects of their nations location all of their lives. The proximity of Eru to the Hellswamp, the Hammerlands and Ghatan means that attacks by Darkspawn and other allies of the Darklands are almost an everyday occurrence. This makes the Eruan people a hardy type to begin with, the Pathfinders even more so. Their affinity for the land and creatures of the area make them ideal people to act as scouts and to some extent hunters of Darkspawn and the other evil creatures that invade their homeland. They are all resourceful, hardy individuals whose hatred for the Darklords and their servants drives them on through their realm’s desperate struggle for survival. Some Pathfinders are recruited from outside Eru but these rare individuals all share the same hatred for their common enemy which unites them.

Other Classes Pathfinders primarily operate alone or in small groups. Increasingly however, they have been asked to act as scouts for military units, gathering information on terrain and the composition of approaching enemy forces. In addition, they are given the task of protecting valuable cargos of ores and other trade goods along Eru’s more dangerous trade routes, mixing with different classes from other nations. Although usually reserved they mix quite well with other warriors

40 Starting Age: 18 + 1d6 Starting Wealth: 50 gc + 2d10

such as Sommlending Knights of the Realm and Palmyrion Knights of the Shield. Both classes are respected as powerful, honourable warriors. Kai Lords are particularly well respected because of their shared affinity for nature and the Kai’s legendary martial skills. Magic users are usually regarded with suspicion although the Herbalish Druids are regarded as safe due to their affinity with nature. The Brotherhood mages of the Crystal Star Guild and other wizards are often thought of as tampering with the natural order of things and Pathfinders rarely seek out their company. The Cener Druids are considered to be the worst kind of magic users and Pathfinders would likely attack any they encounter on sight.

Game Rule Information Racial Note: Eruan Pathfinders gain all the bonuses afforded them due to their race. They get a +1 bonus to both Perception and Initiative checks due to their battle hardiness.

Abilities: Dexterity and Constitution are the most important to a Pathfinder as they are largely dependant on their mobility and resistance to environmental conditions and natural poisons and disease. By wearing only light or medium armour they maximise their ability to conceal themselves from their foes and strike at them through terrain that would slow down other troops. Their high Constitution aids them in both resisting the natural hazards of the swamps and forests they operate in. Natural diseases and the venom of their Darkspawn foe are easier resisted with their great fortitude. In addition, their toughness helps them cope with the punishment their bodies endure due to their almost constant exposure to the elements. Endurance Die: d8 Base Speed: 30 ft.

Class Skills Athletics (Str), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography, Nature and Warfare) (Int), Perception (Wis), Stealth (Dex) and Survival (Wis). Skill Points at 1st level: (4 + Int modifier) x4 Skill Points at each level: 4 + Int modifier

Class Feautures Weapon and Armour Proficiency: Pathfinders are proficient with light and medium armours. They can use bucklers and small shields only. They can use any one-handed bladed weapon and the spear, and can use both long and short bows. Ambush Attack (Ex): One of the first skills developed by the Pathfinders is to effectively ambush their enemies. While attacking from concealment or otherwise unnoticed by his foe, a Pathfinder can direct his attacks at vulnerable areas. The target is classed as surprised and does not get his Dexterity bonus to AC. The additional damage is not applied if the target is immune to critical hits, such as undead. A Pathfinder must be within 30 feet of his intended targets(s) when using Ambush Attack to launch a ranged attack. This ability can only be used if the Pathfinder is unarmoured or is wearing leather armour or lighter. Camouflage (Ex): A Pathfinder quickly learns to use all that nature provides to conceal himself from his quarry. On mastering this ability a character can add half his class level as a bonus to his Stealth skill checks when in his Favoured Terrain (see below). The penalties incurred for movement when using the Stealth skill are reduced while in the character’s Favoured Terrain. When moving at up to base speed there is no penalty to Stealth checks, when moving at greater than base speed the penalty to Stealth rolls is –10. When charging or running it is almost impossible to remain hidden, though the penalty for attempting to do so is reduced to –15. When in other terrain types the bonus to the character’s Stealth checks are halved and penalties for movement are normal. The Pathfinder can only use this ability (in any terrains) when wearing leather armour types.

41 Calm the Beast (Ex): Developing a growing understanding with the animals native to their Favoured Terrain(s), a Pathfinder can use this knowledge to prevent animals attacking them without having to harm the creatures themselves. They can use their Handle Animal skill to calm angry or attacking animals. By opposing their Handle Animal skill check against the animal’s Will save they can calm an angry or frightened animal for a number of rounds equal to the Pathfinder’s Charisma score. The ability takes a standard action to perform and works on any natural animal but not aberrations or Darkspawn. Favoured Terrain: Due to his intimate knowledge of the flora and fauna of his locale, the Pathfinder gains the following benefits while in his favoured terrain type. Note that these benefits do not apply when the character is in any type of structure or building within the applicable terrain. Pathfinder gets a +2 AC bonus when he is able to apply his Dexterity bonus to AC, also gains a +2 bonus to the following skill checks: Handle Animal, Knowledge (Nature), Perception, Stealth and Survival. Each time the Pathfinder gains the Favoured Terrain ability he can choose a terrain type from the list below: • • • • • • • •

Forest Jungle Plains Wasteland Hills Mountains Swamp Volcanic

Follow the Trail (Ex): The Pathfinder can follow the tracks left by his quarry with ease over any terrain and follow them regardless of the weather. See page 40 of Lone Wolf, The Role-playing Game for full rules on this ability.

Force of Nature (Su): Now one of the most feared trackers on Northern Magamund, a Pathfinder attaining the highest level of spiritual connection to his environment can virtually become the land he effortlessly crosses in pursuit of his quarry. He also gains the favour of most natural creatures that inhabit the forests and vales he protects. A Pathfinder can issue simple commands to animals by making a Handle Animal check against a DC of 10 + the End die of the animal in question. He is virtually invisible in his Favoured Terrain, adding his class level as a bonus to any Stealth check. He also gains +4 bonus to all skill checks used in any of his favoured terrain unless their use directly endangers the flora or fauna. His skin becomes like the toughest bark of the oldest tree, granting him a +4 AC bonus (not cumulative with Favoured Terrain). The spirit of the land also enters him, empowering him with a bonus to attack and damage his first Hated Foe equal to +4 (this stacks with other bonuses) when fighting them in his Favoured Terrain. Hated Foe (Ex): At 1st level the Pathfinder chooses a race that he has reason to class as his Hated Foe (Giak, Drakkarim, Gourgaz and so on) and gains the following benefits when faced with such a creature: •



The character gains a +1 to Bluff, Perception, Sense Motive and Survival (when tracking the Hated Foe) against this race. Also the character gains a +1 bonus to damage rolls made for attacks against this creature due to his familiarity with the creatures’ common tactics and physiology. At 11th level the Pathfinder can choose an additional race to be a Hated Foe. Also on reaching this level his experience with dealing with his original Hated Foe is such that he

now gains a +2 bonus to use the listed skills against the creature and deals +2 additional damage against such an enemy (this stacks with the original bonus, for a total of +3 damage to his first choice creature). Mark of the Quarry (Ex): A Pathfinder as skilled as this can discern more information than most from the tracks left by their prey. For a Survival check at a DC of 5 more than the usual DC required to track the target a Pathfinder can determine one of the following pieces of information about his quarry: species, height, weight, armour, encumbrance, sex or End die. A separate roll is required for each fact a character wishes to know. After a failed roll the Pathfinder can find out nothing further from these tracks, but

42 Natural Resistance (Ex): Due to constant exposure to the hazards of the Hellswamp and its denizens, a Pathfinder soon builds up a resistance to natural diseases and poisons. Characters reaching this level of experience gain a bonus to their Fortitude equal to half their character level when rolling a save against a natural disease or poison. Magical diseases and poisons are more difficult to build resistance to and therefore this ability provides no added protection. Peerless Tracker (Ex): On reaching this level of experience the Pathfinder is so in tune with his natural surroundings that it is virtually impossible for his quarry to escape once he has picked up their trail. Only when conditions cause an increase in the DC to Survival rolls needed to track the target does the character need to make a new Survival check. Lighting conditions no longer make any difference to the Pathfinder, so advanced is his tracking prowess. If he ever does loose the trail it takes him half the usual time to regain the trail and roll another Survival check.

may try again after another mile (in other words, after another successful tracking roll). Natural Compass (Ex): Due to his affinity for the outdoors and the natural world, the Pathfinder can use the stars and other natural signs as guidance and can always determine where north is. Because of this he can never get lost due to any natural weather conditions, such as dust storms or blizzards. For example, if in a forest where he cannot see the sky there will be other signs such as moss growing on certain sides of trees to show which direction is north. Magical conditions can cause the character to loose his bearings while they are in effect.

Scout Area (Ex): The character is used to taking in large amounts of detail under pressure while scouting enemy formations or camps. The Pathfinder can ‘take 10’ when making any Perception skill checks even if he is under attack from the enemy he is scouting. Taking 10 counts as a full round action as usual but this ability allows the character to do so when he would not usually be able to. Survivalist: At 5th level the Pathfinder is an expert at living off the land and knows by heart the names and general properties of the flora and fauna of the lands he considers his Favoured Terrain. He can also determine whether or not any water he finds is safe to drink with a Survival (DC 10) check. A Pathfinder can always find food in his Favoured Terrain, and takes only half the time normally required to do so.

The second tier of Survivalist allows the Pathfinder to add half his level to any Survival or Knowledge (Nature) checks he makes. Also, he now knows (with a Knowledge skill check of DC 10 + end die of creature) of any special or unusual abilities of any flora and fauna native to his Favoured Terrain. Swift Passage (Ex): The Pathfinders natural grace and agility means that while traversing his Favoured Terrain he can move at full speed, even if the terrain would otherwise slow him down. Even when in other terrain he moves with surprising speed and agility, only suffering half the move penalty listed for all other terrain types. This ability only functions when wearing light or medium armour and no more than lightly encumbered. Trackless Step (Ex): Providing he is not bleeding (i.e. suffering no untreated wounds), wearing armour no heavier than leather, and not in any way encumbered, the Pathfinder leaves no visible trail to follow. Creatures that use other methods to track, such as by scent, are still able to follow the character’s path.

Multiclassing into the Eruan Pathfinder As long as the potential candidate shows a natural aptitude and is willing to swear loyalty to both the Eruan crown and the Pathfinder order, most volunteers are accepted for training. However, magic users and anyone from a criminal background, for example Shadaki Buccaneers, are immediately turned away or worse. Magic users are not trusted by Pathfinders because their powers often directly flout the laws of nature. Herbalish Druids are the single exception to this rule as their magic is powered by their connection to nature and they are sworn to protect nature in all its natural forms.

43 Ex-Eruan Pathfinders A Pathfinder that leaves the order is a rare thing indeed. It takes great influence and often great evil to turn one as loyal as a Pathfinder against their cause. Few leave the order through anything other than grievous injury and even then they are so fanatical to their cause that they would rather continue to serve the nation in some way than leave altogether. A Pathfinder that turns traitor is a dead man walking; such is the wrath of the Pathfinders when betrayed. They would stop at nothing to

bring to justice anyone who so much as spoke of such an act. The locations of their secret training camps and favoured ambush sites are all given to trainees on pain of death. Those that have left the

order in the past in such circumstances have never lived long enough to cause the Pathfinders serious problems – the folk of Eru simply would not allow a traitor to remain at large for long.

Eruan Pathfinder Class level

Base Combat Skill

Fortitude Save

Reflex Save

Will Save

1st

+0

+2

+0

+0

Natural Compass, Hated Foe I

2nd

+1

+3

+1

+1

Favoured Terrain I

3rd

+1

+3

+1

+1

Follow the Trail

4th

+2

+4

+1

+1

Ambush Attack +1d6

5th

+3

+4

+2

+2

Survivalist I

6th

+4

+5

+2

+2

Camouflage

7th

+5

+5

+3

+3

Scout Area

8th

+6/+1

+6

+3

+3

Favoured Terrain II

9th

+6/+1

+6

+4

+4

Mark of the Quarry

10th

+7/+2

+7

+4

+4

Swift Passage

11th

+8/+3

+7

+5

+5

Hated Foe II

12th

+9/+4

+8

+5

+5

Ambush Attack +2d6

13th

+10/+5

+8

+6

+6

Trackless Step

14th

+10/+5

+9

+6

+6

Favoured Terrain III

15th

+11/+6/+1

+9

+7

+7

Survivalist II

16th

+12/+7/+2

+10

+7

+7

Peerless Tracker

17th

+13/+8/+3

+10

+8

+8

Natural Resistance

18th

+14/+9/+4

+11

+8

+8

Calm the Beast

19th

+15/+10/+5

+11

+9

+9

Favoured Terrain IV

20th

+15/+10/+5

+12

+9

+9

Ambush Attack +3d6, Force of Nature

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