This is all inofficial material. Although we are working on getting some of it canonized ;)
The Drake Guardian (PrC)
by Lastard & Wintergreen
"I am lacking respect for your Master? Why worship a Sorcererking when you can worship a true godly being?'
--- Drake Guardian to Nibenese Templars before seeing them swallowed by his Master
The class is typically taken by druids and clerics who have multi-classed as psions, though some psions choose to enter into an elemental pact to come closer to this natural source of power. The psion, druid or cleric has to have an affinity for the same element as the drake.
Drake guardians are a mixture of druid, cleric and psion. They have harsh and eccentric masters but are given great powers in return to protect the drake and its environment. To be chosen by a drake is a dubious honour bestowed upon very few people. These individuals are usually alienated from human society or value power and knowledge above all. Drake guardians are bound to serve their master's interests and if they do not prove worthy they know what terrible fate awaits them… Successful drake guardians gain more similarities with their masters over the years in terms of their appearance and their abilities before finally ascending to a state of near perfection as a half-drake.
Hit Die: d8
Requirements
Alignment: any non-good
Skills: Knowledge (planes) 8 ranks, Survival 5 ranks,
Feats: Great Fortitude
Abilities: Str 13+, Wis 13+
Spells and Powers: Ability to cast protection from energy as a divine spell, ability to manifest energy bolt
BAB: +3
Special: Must be accepted and initiated by the Drake
Class Skills
Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Wis), Knowledge (nature), Knowledge (planes) (Int), Psicraft (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per day/Powers known |
1st | 0 | 2 | 2 | 2 | Tooth and claws of the Drake, Elemental Affiliation, Elemental Power | - |
2nd | 1 | 3 | 3 | 3 | Energy Resistance 5, Heart of the Drake | +1 level of existing divine caster level |
3rd | 1 | 3 | 3 | 3 | Scales of the Drake (+2 natural armour) | +1 level of existing manifesting class |
4th | 2 | 4 | 4 | 4 | Favour of the Drake (1 reroll/day) | +1 level of existing divine caster level |
5th | 2 | 4 | 4 | 4 | Elemental Shield (1/day) | +1 level of existing manifesting class |
6th | 3 | 5 | 5 | 5 | Energy Resistance (10) | +1 level of existing divine caster level |
7th | 3 | 5 | 5 | 5 | Aspect of the Element | +1 level of existing manifesting class |
8th | 4 | 6 | 6 | 6 | Favour of the Drake (2 rerolls per day) | +1 level of existing divine caster level |
9th | 4 | 6 | 6 | 6 | Elemental Attack (1/day) | +1 level of existing manifesting class |
10th | 5 | 7 | 7 | 7 | Drake Ascension, Favour of the Drake (Luck) | - |
Athasian Armourer
'You want WHAT?!? You've either been out in the sun for too long or you must have looted the Naggaramakam itself! Well, let's have a look at what the caravans are bringing in this week and I can maybe do you a deal.' -- Shaloud, Nibenese Armourer
Armourers are the unsung heroes of Athas. While many Athasians need to created makeshift weapons and arms from scratch - and
even use them, these men and women - and their ingenuity paired with competence - are the ones who truly save your ass!
There are two types of armourers on Athas - one is in the service of a Sorcerermonarch or noble, the other caters for the
masses, often illegally. There are more of the latter. Apart from the selected few who learn how to craft metal,
most Athasian armourers have to work with what they can get their hands on: chitin, bone, agafari and cloth.
Few of them specialise in one material, nearly all of them work with a combination of things.
Unlike the blacksmith, the Athasian armourer does not have strength as a primary requirement. Dexterity, Intelligence,
Wisdom and Constitution are of equal importance. The most important ability is to come up with a viable design - if need be,
someone else can make it.
Adventures | Armourers travel for different reasons. It tends to be work-related: the sourcing of new materials, finding work after getting into trouble in a city state for suppying the wrong kind of people - or simply to offer one's services where they are needed. |
Characteristics | Athasian Armourers are closer to rogues or Athasian bards in spirit than to fighters. They need to be resourceful and crafty. Many of them do something illegal to obtain their materials. They are highly skilled and with time acquire knowledge of strange ways of improving weapons through the materials they handle. Experienced armourers may craft weapons with such skill that they gain exceptional abilities. Some armourers decide to learn the forbidden arts of magic or psionics. |
Alignment | Armourers can be of any alignment, although few of them are lawful. |
Religion | Many armourers worship the element/paraelement connected to the material they most work with or worship totem animals. |
Background | Athasian armourers have a diversity of backgrounds. Many are self-taught, some were taught by friends or family, some got forced into learning their profession. There is no association of armourers. |
Races | Every race on Athas has their armourers. After all, who knows more about protecting a specific race's anatomy than the armourers from that particular group? |
Other classes | Athasian armourers both love and hate working with psionicists, bards, clerics or wizards to improve their weapons. They are uneasy around templars. They love barbarians as they are their prime customers. Unless they work with endangered animals, armourers tend to show great respect for druids as they protect the sources of their materials. |
Class Skills | Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (history) (Int), Knowledge (nobility)(Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Use Magic Device (Cha), Use Rope (Dex). |
Class Features
Weapon and Armour Proficiency |
Armourers are proficient with a considerable number of weapons. While their focus is on making them, they also need to know how to use and to improve them. They do not, however, tend to have the time to specialise in a weapon (unless they were a gladiator first). |
Other features | Apprentices | From 4th level, the Athasian Armourer attracts apprentices (depending on the area the armourer practices his craft in) which he may or may not take on. After they have been with the armourer for three of his ranks they become armourers themselves. |
Repair Life-shaped Armour | At level 6 halfling armourers from the Jagged Cliffs area gain the ability to repair and maintain life-shaped armour. | Repair Magical Armour | At level 8 the Athasian armourer gains the ability to repair psionic weapons and armour. |
Repair Psionic Armour | At level 10 the Athasian armourer gains the ability to repair magical weapons and armour. | Master Craftsman | At level 12 the Athasian armourer gains the ability to create weapons and armour of such a complexity that they take on the characteristics of magic items. Ranks in the character's craft skill count as caster levels. |
Closely linked to the bard class is the class of the seer. There are several types of
seers on Athas. The necromancer or the bard who uses necromancy or related artefacts to talk to the dead
and predict the future, the shaman who converses with the spirits of the land and the
"true" seer who from an early age receives visions about past and
future events.
This class is based on the AD & D "Sages & Specialists" book -
"seers are a special kind of magic-user". They are located somewhere between
wizards and psions. Their spells are powered by their own bodies which explains why
seers charge so much for their services - they often need to finance medical care for
themselves... Seers look down upon "non-genuine" seers who try to find other ways of
achieving their level of skills instead of tapping their own power. Seers especially
loathe necromancers/defilers since they pay neither the living nor the dead enough
respect.
Adventures | Many seers do not like to be in a fixed place. Seers are a target of abductions since people want to use them for their own personal plans. They like to wander from place to place with people they can trust, people who can protect them. This way they can use their gift to make a living as well as help the group. Some seers are thrill-seekers similar to bards, some seek a way to rid them of their gift or help them to control it |
Characteristics | Seers receive visions. Most Athasian seers also receive spells which
can be neither be classes as preserving or defiling. Their spells are mostly divination spells.
Seers receive a lot of knowledge from their visions.
Their spells have a cost similar to psionic powers. |
Alignment | Seers can be of any aligment. Most seers are of some form of neutral aligment. |
Religion | Seers tend not to believe in the elements. Their experience with the supernatural has makes them believe in what can be described as the place their visions come from. Some seers actually believe in an entity who communicates those visions to them. |
Background | Seers are born with their gift. Most seers are not so lucky to find another seer who guides them, although there are a few concerned seers who seek out children with the gift in order to help them. They have to learn to control their gift themselves which is often a very scarring experience that marks the seer for life. |
Races | Elves, humans, dwarves, aarakocra,half-elves, halflings. Elves have the highest number of seers. There are rare cases of pterran seers. |
Other classes | any class |
Class Skills | Scry (Int), Concentration (Con), Spellcraft (Int), Sense Motive (Wis), Knowledge (other cultures) (Int), Diplomacy (Cha), Disguise (Cha), Speak Language (Int), Appraise (Int), Profession (Wis), ... (optional) |
Class Features: Weapon and Armour Proficiency |
Seers often learn weapon skills to protect themselves. These are usually daggers, staffs, or other weapons that can easily be concealed or disguised as something else. Some seers also use paralysing poison on their weapons. |
Spells | 0-level (cost: 1 hp): Legend Lore,
True Seeing, Vision, Foresight, Detect Undead, Detect Thoughts, Darkvision
1st level (cost: 3 hp): Clairaudience, Clairvoyance, Comprehend Languages, Identify, Detect Secret Doors, Detect Magic, Find/Know the Path 2nd level (cost: 6 hp): Detect Object, Tongues, Dream, Discern Location, Read Magic, Mind Blank, Identify disease (know cure), Calm Emotions, 3rd level (cost: 9 hp): Hypnotism, Sleep, Alarm, Dispel Magic, Confusion, Seeming, 4th level (cost: 12 hp): Detect Scrying, Scrying, Contact other plane, Prying eyes, Emotion, 5th level (cost: 15 hp):Greater Scrying, Daze, Whispering Wind, Fear, Dismissal, Lesser Planar Binding, Suggestion 6th level(cost: 18 hp): Charm Monster, Dominate Person, Feeblemind, Hold Monster, Nightmare, Ghost (Unseen) Servant, Magic Mouth, Summon Creature, Mind Fog, Limited Wish |
Other | Seers have something similar to bardic knowledge. They learn secrets from the people they receive visions about. Rarely, however, will a seer part with such personal information. |
Adventures | Healers travel with adventurers for several reasons. Less altruistic healers offer their services to adventurers, because they hope to earn great riches while travelling with them, quite a few healers work for the Veiled Alliance and perform tasks for them, there are healers who would like to help people in more remote places, other healers who need to flee from somebody and still other healers who just like adventuring/travel/fighting against evil in general. |
Characteristics | Healers have the ability
to draw on their own life energy to heal other people. Some healers can also draw upon the
energy of other people.
Concentration check. Healing check. Then they suffer the hitpoint loss of the person they are treating. |
Alignment | healers are usually of good or neutral alignment, however there are a number of evil healers. Evil healers usually work for personal wealth or prestige and only treat people who can afford their exorbitant rates. |
Religion | Many healers are deeply religious. There are two types of beliefs: the belief in the elements and the belief in the Good. Some healers worship a famous healer they have chosen as their role-model. |
Background | It is usually an incident early in a healer's life that reveals the gift to him or her. This can be a wounded animal, a sick sibling or an insane beggar. The child instantly knows it can help the person/creature. In most cases, the child is not able to do anything. Extremely talented healers might be able to help, but as a child, their energy is not strong enough and they will faint (or die) in the attempt. Later in life, the potential healer can look for a mentor. Few healers are self-taught. |
Races | Healers tend to be humans, dwarves, aarakocra, halflings, half-elves and elves. But theoretically healers can be of any race. |
Other classes | The preserver is a very common second class for healers. It allows them to draw upon other sources than their own life-energy. The second most common classes are psionicist, cleric, fighter and bard. Healers work with any class except defiler. |
Class Skills | Concentration (Con), Heal (Wis), Speak Language (Int), Diplomacy (Cha), Gather Information (Cha), Craft (Int), Knowledge (Medicine, Nature) (Wis) Profession (Wis), |
Class Features Weapon and Armour Proficiency |
Most healers are pacifist, but
often see the need to defend themselves, especially when travelling. It has become a
tradition of mentor to instruct initiates in unarmed combat/martial arts. It is a very
effective form of unarmed combat using the healer's knowledge of sensitive body areas, nerves etc.
This form of combat can be compared to that of the monk. In addition, a healer usually carries a number of "protective devices" such as irritating plant spores or simple weapons. |
Spells | Healers have one ability:
to heal physical and mental illnesses and wounds. Like psionicists, they draw upon their own
energy, but in their case it is their life energy and sometimes that of others.
(...) |
Other | Purity of the body (see monk), Ki Strike (see Monk), Diamond Body (see Monk), Quivering Palm (evil healer or for self-defense only; see Monk), Timeless Body (see Monk) |
Transition Medium
The transition is the point in life where a person's
psionic powers manifest.
The stronger one's powers the more violent the transition will be. Usually
psionic powers manifest during puberty. If they manifest earlier or later, it
will influence the transition. Usually, these are extremely bad side effects
that influence a person's mental health. It is not uncommon that people die
during a violent transition.
A Transition Medium is a very sought-after profession, a psionicist who has a
positive influence on the transition process, who can guide and help the
Gifted during this phase. A Transition Medium faces and extremely high risk
of being killed in the attempt to soothe the victims' pain.
TMs face an extremely high status among psionicists and often the nobility
who hire them to check their children for potential psionic powers
(another ability of the TM). Should the gift be detected the TM is paid to
regularly pay the family a visit and assist the child during the transition period.
A person cannot chose to become a TM. He/she has to be born with this extremely rare
gift. It especially seems to manifest in dwarves (and pyreen). There are very few elves with this gift.
A handful of TMs have know to be NO psionicists. They just happened to have a very
strong influence on people in transition. Not being a psionicist as well as a TM put the
Medium at an even higher risk.
Adventures | A Transition Medium either travels alone or in
a group or lives somewhere where they are needed. A few TMs live in isolation when they feel
they cannot bear another transition. Often, noble families or organised criminals will fight
over a Transition Medium. It is not uncommon, that TMs are kidnapped and forced to aid
specific people. Many TMs travel with armed bodyguards (or adventuring groups) and in
return give them a percentage of their payment they receive from families (most TMs also
help poor people in transition - without wanting any payment).
TMs often feel drawn to people who will soon enter transition or who are going through transition. |
Characteristics | The key feature of a transition medium is his/her ability to help psionically gifted people through the transition process. A transition medium needs to have a high constitution and good reflexes in addition to their ability. Most transition media are skilled fighters and specialise in unarmed combat. |
Alignment | Most TMs are either of neutral good, lawful good, lawful neutral or neutral alignment. However, in the past there have been chaotic neutral, chaotic good and even lawful evil TMs. |
Religion | Elemtents or atheist |
Background | When the ability of a transition medium is discovered the person is often immediately forwarded to other people in need without receiving any "training" at all. Transition media tend to learn with experience - if they survive that long. Few are lucky to meet a mentor. |
Races | The most common classes are dwarf, human, half-elf, (pyreen) |
Other classes | Most transition media are gifted psionicists. However, there are a few TMs who do not have any psionic ability at all. Instead they seem to absorb the impact of psionic techniques. Common combinations are healer, fighter, seer, craftsman, cleric, bard. |
Class Skills | Concentration (Con), Knowledge (Transition) (Int), Diplomacy (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Tumble (Dex) |
Class Features Weapon and Armour Proficiency |
Usually, the only time a Medium has to fight is during a person's transition. Some TMs see it necessary to get training as fighters - in case they are attacked during the transition. Few rely solely on their mental powers and become skilled martial artists. TMs are no cowards. Outside the place of transition they will come to peoples' aid. |
Spells | The TM has an ability which works similar to a "Calm Emotions" spell. It helps the person in transition to get control over visions, nightmares, physical/mental pain, emotions etc. |
Other | from 9th level the Transition Medium is able to self-heal at a fast rate (regeneration) when hurt. At 6th level a TM gains Improved Evasion (see Monk) and Fast Movement. At 5th level the TM can use Stunning Attack (see Monk) |
The Athasian Shaman
(for details see AD&D Shaman
Supplement or mail us)
A shaman functions as a bridge between the physical and the spirit world.
The shaman is not a necromancer, although they are both in contact with the Grey. The shaman
sees himself more a servant than a master to the spirits, no matter what alignment she has.
The contact of the shaman is not exclusively with the Grey. She can also engage with spirits
in the world of the living e.g. animal spirits through the Spirit of the Land.
Shamans divide into three character types, depending on their personality and the focus of their powers:
The solitary shaman, the spiritualist and the tribal shaman.
Solitary Shaman
Solitary shamans dedicate their lives to the spirits of nature.
They prefer to live alone in the Wilderness and avoid towns and cities.
Adventures | We recommend the solitary shaman rather as an NPC than player character. He makes a good source of information and is an unusual person who can create a lot of misunderstanding and confusion. |
Characteristics | Solitary shamans, as their name implies, are loners. Their goal is to melt in with the spirit world. They have the closest connection to the spirit world but at the same time they become estranged to their actual environment. |
Alignment | Solitary shamans are of neutral alignment. |
Religion | Spirit World, often tolerant and open to different religions |
Background | Few solitary shamans take apprentices. Most solitary shamans learn with a tribal shaman or spiritualist and then decide to take a different path which will bring them greater understanding of the spirit world. |
Races | Half-elf, (Brown) Elf, Human, Halfling, Mul, Aarakocra,(Dwarf)... |
Other classes | Some solitary shamans are rangers as well as shamans. Their only goal is to become one with the spirit world, but they also need to survive in the harsh, very physical world of Athas. |
Class Skills | Concentration (Con), Craft (Objects for Rituals) (Int), Dream Interpretation (Int), Heal (Wis), Knowledge (Spirit World)(Int), Knowledge (Ancient Geography)(Int), Spellcraft (Int), and often Wilderness Lore (Wis). |
Class Features Weapon and Armour Proficiency |
Solitary shamans avoid fighting at all costs. If they are forced to fight they try to avoid physical combat and summon spirits to help them. |
Spells | |
Other | With each progressing level the Solitary Shaman's social skills and the ability to communicate regress. |
Spiritualist Shaman
The Spiritualist is a mysterious and often sinister type of shaman.
According to the Shaman Book he is "a dark and brooding figure, who speaks with
rats and wolves, commands vengeful spirits, and often serves forgotten gods".
Adventures | Spiritualists sometimes join groups to get more safely around Athas. Some seek dark or forbidden knowledge in old ruins and from people like bards. Spiritualists of good alignments would like to establish contact with spirits of the past to learn more about it and maybe use this knowledge to understand and help restore Athas. They might work for the Veiled Alliance or offer their knowledge to them. Powerful evil spiritualists could be the centre of an entire campaign. The Shadowking Nibenay for example could use a spiritualist against one of his competitors and drive him mad without anybody being able to detect the source (at first). |
Characteristics | The motivation that drives
a spiritualist shamans is power. They use spirits to perform tasks for themselves or
others. This can be in the name of Good or in the name of Evil.
Some shamans take the spiritualist path after they were refused to become a tribal shaman. |
Alignment | Self-serving. Very few of good or lawful alignments. |
Religion | ancient gods or other |
Background | Few spiritualist shamans are interested in taking apprentices. Some do it for a reward or to get a different view which might help them in their own personal goals. Most spiritualists are self-taught, and usually adventure to acquire new knowledge. |
Races | Human, Elf, Half-elf, Mul, Halfling... |
Other classes | A great number of spiritualist start off being a defiler as well as a shaman. After a while, however, they notice that the defiling path is a growing impediment to their connection with the spirit world. Bard, Rogue and Trader are frequent dual-classes. Spiritualist/fighter is less common... |
Class Skills | Concentration (Con), Diplomacy (Cha), Profession (Wis), Craft (Objects for Rituals) (Int), Appraise (Int), Decipher Script (Int), Dream Interpretation (Int), Gather Information (Cha), Knowledge (Ancient Geography)(Int), Knowledge (Spirit World) (Int), Intimidate (Cha), Perform (Cha), Use Magic Device (Cha), Spellcraft (Int) and frequently Alchemy (Int). |
Class Features Weapon and Armour Proficiency |
Often cowards who avoid physical combat. Spiritualists like to manipulate spirits and people alike for their own dark purposes. They don't value any life except their own. If spiritualist use weapons they tend to be either magical or poisonous. |
Spells | |
Other |
Tribal Shaman
Tribal shamans serve their tribe as a councillor using the wisdom and experience of the spirits.
The spirits they deal with are the spirits of their tribe. These can either be the spirits of deceased
members of the tribe or nature spirits, depending on what the tribe reveres.
Adventures | Tribal shaman PCs are either on a quest or their tribe has been extinguished by the wrath of a sorcererking. Tribal shaman NPCs act as healers or provide the PCs with information or ask the PCs for help against something threatening their tribe. |
Characteristics | Since she was a child the
Tribal Shaman was taught about spirits. Tribal shamans take their position very seriously and
are solely concerned with the well-being of their people. Tribal shamans are similar to
Athasian bards. They keep their tribes knowledge and pass it on to other generations.
Tribal shamans are also performers, law-keepers, negotiators, advisors and healers. |
Alignment | Tribal shamans tend to be of good, neutral or lawful alignment, but theoretically tribal shamans can be of any alignment. Evil tribal shamans might use their powers to cause and win a war with other tribes to increase their power. |
Religion | Ancient Spirits |
Background | Tribal shamans traditionally learn from a very young age from the current tribal shaman. The apprentice becomes a tribal shaman if the previous shaman died or left the tribe to become a solitary (or spiritualist) shaman. |
Races | Human, Aarakocra, Elf, Halfling, Birdman, (Muls or half-giants in slave tribes)... |
Other classes | Some tribal shamans are also Healers, Druids, Preservers, Rangers or Fighters... |
Class Skills | Concentration (Con), Craft (Objects for Rituals) (Int), Dream Interpretation (Int), Disguise (Cha), Heal (Wis), Diplomacy (Cha), Perform (Cha), Sense Motive (Wis), Speak Language (Int), Use Magic Device (Cha), Knowledge (Ancient Geography)(Int), Knowledge (Spirit World) (Int), Spellcraft (Int), Intimidation (Cha). |
Class Features Weapon and Armour Proficiency |
Tribal shamans value the life of their people more than their own. They are brave and clever fighters never to be underestimated. Usually shamans of one tribe have a certain fighting style passed on from shaman to shaman. This will often include ritual weapons. |
Spells | |
Other | Tribal shamans have a very high charisma. |
The Athasian Psiducer
This this character class is partly taken from and inspired by "The complete guide
to unlawful carnal knowledge for fantasy role-playing games" (we'd like to thank
the author(s) of this guide - it has been a great enrichment to our campaign! *grin*).
Psiducers are psionicists who use their power to manipulate people for pleasure
and power.
Adventures | Psiducer PCs can either live in one fixed city (if your campaign is set
in Tyr or Urik for example) or join a group for material reasons.
Reasons for joining a group: |
Characteristics | A psiducer is much more interested in material things than "ordinary" psionicists (who despise the psiducers for this trait). They are vain and beautiful (sometimes the beauty is only achieved with the help of psionics...) and always try to shape other people's will in line with their own goals which are wealth and power. |
Alignment | Psiducers tend to be of lawful
alignments, however, there are exceptions.
Lawful good psiducers work to make themselves and other people happy. They often "scan" people and alter their looks so that they resemble the person's ultimate desire. The profit they get is partly invested in charity and the power they gain is wielded to achieve social benefits for everybody. Some believe in an ancient lore according to which enlightenment is achieved by overcoming temptation and pleasure while receiving and giving it. Lawful good psiducers often seduce brutal people to first make them sexually dependent and later to teach them a better way. This way especially female psiducers seek to prevent rape with is all too common on Athas. Lawful evil psiducers are ruthless egoists. They have no scruples to kill for their goals or even pleasure. They love to play and make people dependent on them. Lawful neutral psiducers often work for an influential personality. They are sought after as spies, assassins, secret messengers or are hired to seduce inexperienced young nobles to introduce them to the art of love-making. |
Religion | Psiducers tend to be atheists. |
Background | Psiducers undergo normal instruction in psionics. Later they use this training to perfect their own personal style/interpretation... |
Races | Known psiducers have been Humans, Elves, Half-elves, (male) Mul and Rhul-thaun halflings. |
Other classes | The class of the psiducer can be combined with bard, (rogue,) fighter, gladiator, psychic warrior, wizard, trader. |
Class Skills | Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (Seduction), Listen (Wis) Perform (Cha), Sense Motive (Wis), Speak Language (Int). |
Class Features Weapon and Armour Proficiency |
Most psiducers try to avoid fights, but there are a fair number of psiducers who like to provoke fights, especially with rivals for a potential victim. Psiducers belonging to the first group rely on their psionic abilities, but are also proficient in weapons such as knives, daggers. Psiducers belonging to the second group have access to a wider range of weapons and also non-weapon fighting styles. Psiducers are known to use poison on their weapons and drugs to make victims more responsive. |
Psionics | Please see "The complete guide to unlawful carnal knowledge for fantasy role-playing games" for details as well as the psionics handbook for "basics". |
Other | At 9th level the psiducer gains "Skill Mastery" (see 3e Rogue class) |
Adventures | Eleganta PC are either travelling spies, ex-elganta or work within one city state. Eleganta NPCs can be subject to investigation, source of information, a family member or member of the Veiled Alliance. |
Characteristics | Like the psiducer the eleganta is interested in wealth and safety and foremost a good reputation that gives them access to a better (off) clientele. However, they are often less aggressive than the psiducer in achieving their goals. Most eleganta spend a large amount of time enhancig and working for their beauty. They almost always are of neutral alignments. |
Alignment | Eleganta are of neutral or lawful aligments. |
Religion | depending on the individual |
Background | An eleganta is usually instructed by an elder eleganta. |
Races | any race, especially interesting looking "exotic" characters |
Other classes | Fighter, psionicist, preserver (spy for the Veiled Alliance?), bard( though they are very similar to bards), ... feel free to develop unusual and interesting combinations... ; ) |
Class Skills | Appraise (Int), Knowledge (nobility, seduction) (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language (Int), Swim (Str), Use Magic Device (Cha). |
Class Features Weapon and Armour Proficiency |
Eleganta, as their name implies, prefer elegant fighting styles such as martial arts. Since they do a lot of training (for example in martial arts) to keep their body in shape they are often surprisingly good fighters. Many eleganta own expensive metal daggers, magic devices and poison-rings. |
Spells | |
Other |
Rogue Life-shaper
In our campaign we felt the need to introduce this character class
since the struggle for power in the Rhul-thaun society was escalating.
The rogue life-shaper can be understood in two ways: The "real" rogue
life-shapers are abusing their power in evil ways whereas the "involuntary"
rogues have been forced to abandon their protected life to fight often very
powerful people who lust to take over Athas.
Adventures | Good life-shapers will oppose the evil life-shapers, mostly from outside the convents. Neutral life-shapers will seek to bring back balance. Evil life-shapers can either be spies pretending to oppose people like Gil-ogres, "mad scientists" trying to find deadly ancient artefacts or agents working for Gil-ogres doing everything from forging and manipulating documents and experiment results to assassinations. |
Characteristics | When they flee the convents, good or neutral aligned life-shapers
are as arrogant and imposing as their evil counterparts. From the day they entered
the life-shaper community they have been taught that they are superior to all
non-life-shapers. However, most of them change when they encounter the hardship and
danger of the world outside the convents and have to rely upon the mercy of
"inferior" members of the society.
"Evil rogues" are arrogant beyond understanding. They are fanatic, self- confident, greedy and power-hungry (so much for the "evil guy" clichée...). They try everything to spread lies and defame or silence the opposing life-shapers. They do not care the slightest even for a fellow halfling's life. |
Alignment | Rogue life-shaper PCs can either be of good, neutral or evil alignment. |
Religion | Elements |
Background | Rogue life-shapers were educated like ordinary life-shapers until the moment they either changed or were forced to change direction. Evil life-shapers have frequently had evil mentors. |
Races | Rhul-thaun only |
Other classes | most additional classes have only recently developed, such as fighter, thief, ranger or bard. They are classes who enable the escaped life-shapers to survive. We think that cleric would be a suitable class, since the elements could help form, norish and protect the life-shaped creations (yet too much of any element will destroy the "pith"). Other possibilites are preserver, psionicist and defiler. We were not sure whether a defiler would be be rejected by the "Womb" where potential life-shapers are tested. If the Womb can be manipulated it will certainly be possible... |
Class Skills | Knowledge (Life-shaping, Rhulisti Politics), Craft (Life-shaping) (Int), Concentration (Con), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex). |
Class Features Weapon and Armour Proficiency |
Life-shapers are usually not trained to fight, but rogue life-shapers quickly learn that they need to know how to fight. Evil rogue life-shapers or spies will probably use daggers, often life-shaped poisonous ones. Some life-shapers who test the newly crafted weapons know how to use these weapons to a certain degree of dexterity. Generally speaking life-shapers will fight defensively and despite their enormous dexterity, not very skillfully, because they are not meant to fight. Of course there are exceptions, especially with outcasts who had to hide and survive for many years. |
Life-shaping skills | |
Other | Rogue life-shapers frequently carry a "rogue" innovation with them that is unfamiliar to other life-shapers. |