Monday, August 24, 2015

Midnight ACKS: Elven Sage

Prime Requisites: Int, Wis
Requirements: None
Hit Dice: d4
Maximum Level: 11

Elven Sages are wise beyond the kenning of mortal men.  Their mastery of ancient lore makes them the chosen advisors of the elven queen, and their ability to speak through the trees makes them valuable assets to operations in the field.

Elven sages neglect mundane combat training, relying on their magic and their rangers to protect them.  They are untrained in the use of armor, and are familiar with only the simplest of weapons: clubs, daggers, slings, and staves.  They may fight with a weapon in two hands, but not with two weapons or with shields.  They advance in attack throws and saves by two points every six levels, and may not cleave.  Their attack and saving throws are as a mage of their level.

They cast arcane spells as a mage of their level, including all the usual rules for repertoires and spellbooks and whatnot.  They may use magic items usable only by mages.

They also cast divine spells as a cleric of their level, from the following list:

1:
  • Cure Light Wounds
  • Delay Disease
  • Detect Evil
  • Detect Magic
  • Fellowship
  • Light
  • Protection from Evil
  • Read Languages
  • Sanctuary
  • Salving Rest
2:
  • Augury
  • Charm Animal
  • Cure Moderate Wounds
  • Delay Poison
  • Detect Charm
  • Divine Grace
  • Holy Chant
  • Obscuring Mist
  • Speak with Animals
  • Warp Wood
3:
  • Continual Light
  • Cure Blindness
  • Cure Disease
  • Detect Curse
  • ESP
  • Glyph of Warding
  • Growth of Animals
  • Locate Object
  • Remove Curse
  • Sphere of Visibility
4:
  • Command Animals
  • Create Water
  • Death Ward
  • Dispel Magic
  • Divination
  • Neutralize Poison
  • Protection from Evil, Sustained
  • Speak with Plants
  • Spirit of Healing
  • Tongues
5:
  • Commune
  • Control Animals
  • Control Winds
  • Create Food
  • Cure Critical Wounds
  • Growth of Plants
  • Quest
  • Reincarnate 
  • Scry
  • True Seeing
Not even elven sages can turn the undead in these dark days.  However, they are masters of ancient elven lore (as Loremastery).  They are also attuned to the Woodwhisper, allowing them to cast Speak with Plants once per day with a casting time of one turn.  This is of particular utility in the elven forests, where the trees are semi-intelligent and can communciate messages across vast distances as swiftly as the wind.  They may also use magic items usable only by clerics, but cannot gather divine power or perform blood sacrifice.

They also get all the usual elf powers (immunity to ghoul paralysis, +1 to saves vs paralysis and spells, +1 to surprise in the wilderness, +8 bonus to finding secret doors, speak elven and beastman languages).

At 5th level, elven sages may research spells, brew potions, and scribe scrolls.

At 9th level, they may build an elven tower, gather apprentices, and engage in crafting greater magic items, preparing ritual spells, building constructs, crossbreeding (though most consider this abhorrent), and, if chaotic, raising undead.


Level XP Title
1 0 Elven Prodigy
2 3125 Elven Seer
3 6250 Elven Theurgist
4 12500 Elven Archivist
5 25000 Elven Enchanter
6 50000 Elven Scholar
7 100000 Elven Luminary
8 200000 Sylvan Oracle
9 380000 Elven Sage
10 560000 Elven Sage, 10th level
11 740000 Elven Sage, 11th level

Class proficiencies (31):
  • Alchemy
  • Apostasy
  • Battle Magic
  • Beast Friendship
  • Bright Lore (turn as a cleric of half level, +2 caster level for healing and light spells)
  • Collegiate Wizardry
  • Craft
  • Diplomacy
  • Divine Blessing
  • Divine Health
  • Elementalism
  • Engineering
  • Familiar
  • Healing
  • Illusion Resistance
  • Knowledge
  • Language
  • Laying on Hands
  • Magical Engineering
  • Magical Music
  • Mapping
  • Mystic Aura
  • Naturalism
  • Quiet Magic
  • Performance
  • Prophecy
  • Sensing Evil
  • Sensing Power
  • Transmogrification
  • Unflappable Casting
  • Wakefulness

Notes:
Continues the theme of "cleric+a class that people actually like to play".
The divine-side spell list is not very offensive.  The arcane side should be able to fill that gap.
Levels kinda slow, but within the realm of the reasonable.
The spell selection gave me some trouble.  I think I am happy with having Restore Life and Limb unavailable as a PC-castable spell in this setting; it'd make a good ritual spell (ie, scrolls of restoration might be findable as treasure but probably not craftable any time soon). While on the topic of death, I guess I should probably work up rules for playing Fell.  Accumulating postmortal wounds has Black Knight-style comedy potential, and the ticking clock of your deterioriating sanity means that it's the perfect time for a postmortem suicide mission.  This is the stuff heroic stories are made of.  I was going to need those rules for the players' enemies, anyway...

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