Lately I've been reading a lot of the original English, French, and Celtic fairytales for CYMRO's Fabulosi Mundi (I'm sorry about slacking on that CYMRO, I've got a bit more written. I'll send it to you tommorrow, I promise!), and I thought it would be a lot of fun to really get back to the roots of the genre and adventure in a world that closely mirrored these stories.
[note]This is a Discussion Thread so feel free to post comments on it. The world is very much a work in progress.[/note]
-Core Ethos-
-Magic is an ancient art that has been hidden away from prying eyes because of the dangers associated with it's practice. Magic was the triumph and the tragedy of the (as of yet unnamed empire), and it's widespread practice caused the empire to be destroyed by demons from the 9th circle of Hell (based more off of the Judeo-Christian concept than the DnD cosmology). It is now more mythological to the commoner.
-Technology is roughly dark ages, meaning that there was some technological advancement happening (milling is being perfected, as is armorsmithing and weaponsmithing). I am adding the printing press as a new and radical advancement
-I am definately not going to create a mirror for the catholic church for clerics, and will be making new classes to reflect the game, just because I don't think that the standard DND ones would be effective. Cleric, Monk, Bard, Sorcerer, Rogue, and Wizard need to be pretty much thrown out. Barbarian and Fighter need to be substantially reworked and Druid needs to become a prestige class.
-I am not just going to plop a country that is England, Wales, or France into the middle of my campaign world. Personally, I don't enjoy making those sort of countries...
-Mystery and to an extent, Horror, are core themes to this world. Fairy tales were originally cautionary tales to keep kids out of trouble. I suggest reading the original Red Riding Hood or the French Jack the Giant Slayer for the more dramatic examples.
--
- I'll begin work on this ASAP, like in the morning...
I love this idea. But then Kishar is largely based on these premises - drawn from mythology, set in the dark ages, and so forth. I think originality is great, but sometimes it is worth driving to the roots of fantasy.
Thanks for the reply, Pheonix Knight. I read Kishar a while ago, and really enjoyed it.
Anyway- time for some actual information-
[ic=Races]
Humans
Humans are the dominant race on Terra, and mostly live in small farming communities, ruled by local lords who give fealty to their kings. Humans are for the most part are fairly lawful, with a distinct need for kings and leaders. They've managed to spread to the edges of the continent, building many grand cities on the ruins of the last empire. They've had the most contact with Angels, Demons, and particularly Fey, who they seem to associate wonderful things with for an unknown reason. They also have some sparse dealings with Elemental Forces in the druidic religions and amongst the few wizards left.
[note=Humans]
Humanoid(Humans)
Medium Size
30 ft base speed
4 extra skill points at first level and one aditional point at each new level.
Bonus Feat
[/note]
Changelings
Changelings are fey that are switched with normal human babies and abandoned to live on Terra as opposed to Fairy. They have never been collected or numerous enough to form a nation, and strongly tend towords Chaos. Changelings tend to be on the outskirts of society simply because any sort of structure is anathema to them. Holding a job is nigh impossible. They tend to be veiwed with suspicion given that they are essentially a living reminder of a kidnapping. True Fey don't hold any sort of bias against them and are so self interested that it doesn't really matter. Changelings do possess some of the Fey's natural magical ability, but in a very raw, unrefined technique.
[note=Changeling Stats]
Fey
Medium Size
30 ft base speed
-2 Wis
+2 on Survival, Spot, Handle Animal and Listen
May select 1 level 1 mystery from the Bard list, but takes twice the non-lethal damage from acivating the mystery.
Permanently under the effects of an Endure Elements spell.
[/note]
Half-Demon
[/ic]
[ic=Classes]
All classes are 10 level classes
[spoiler=Bard]
Bards are the name for druids in training, the spiritual eqivelent of a journeyman. Bards wander the world, attempting to understand the world. Most bards have a connection to nature, and many are proficient with musical instruments, though there is no special connection with their abilities. A bard can represent a wandering nature priest, an adventurer with a special connection to the fey, a shadowy warlock that corrupts the world around him, an ancient prophetess, a manipulating crime lord, and much more.
Hit Die: D6
BAB: As Wizard
Saves: Will Good, Ref and Fort Poor
Proficientcies: Simple Weapons, Light Armor, Shields
Class Skills: Diplomacy, Bluff, Sense Motive, Knowledge (Any), Disable Device, Jump, Climb, Tumble, Perform, Survival, Intimidate, Heal, Gather Information, Handle Animal, Search, Alchemy, Disguise, Hide, Move Silently, Profession, Spot, Listen, Sleight of Hand, UMD, Swim.
Skil Points: (6+Int) x4 at First Level, (6+Int) at each additional level of Bard
Abilities
Lore: A bard gathers knowledge like a fish swims. Mechanically, It functions like a knowledge check, but it uses the Bard's Class Level +Int Mod to determine the skill modifier.
Mysteries: At every even numbered level, starting at 2nd level, the Bard gains a new Mystery. A mystery functions like a spell-like ability usable at will, but each time you use it, you take 2d4 non-lethal damage per level of the Mystery. You may take level 2 mysteries at level 6, and Level 3 Mysteries at 10th level. For all intents and purposes Mysteries function like a spell-like ability.
Skill Mastery: At 3rd Level, 6th and 9th, the bard chooses a skill that he may now take 10 on, whether the cirumstances would normally not allow the bard to do so.
[spoiler= Mysteries]
Level 1
Animal Friend
You summon X hit die of animals, where X equals your Character level. You may summon any number of animals, provided that the number doesn't exceed your Character level. An animal may not have 0hd and must use at least 1 hd (meaning that 1/2 a hit dice counts as 1 hit die). While the summoned animals are under your control, you may speak to them as though under a Speak with Animals spell. The animals stay summoned for 1 hr per character level, or until they fight in combat to protect you.
Seer
When you activate this ability you gain a +4 bonus on your Lore ability.
You also gain the benefit of Clairvoyance/Clairaudiance On someone whose name and face you know for 10 minutes per 1/2 Character Level. This time may be spread out over a 24 hr period and must be used on the same person when the time is activated. You also gain an insight bonus on all saves and attack rolls equal to 1/4 your character level if you are scrying on a person you are fighting.
Healer
You gain 20 (+5 per 3 levels past 2nd) healing points that may be used to heal either ability damage or hitpoint damage on another. They may not be used on yourself and may not heal nonlethal damage.
Pry the Mind
You may target a creature you can see and touch with a charm person. You must make a successful touch attack, you may activate this ability. It lasts for 1hr per character level. While the creature is under your spell you may scry on it for 10 minutes per 1/2 Character level as per the spell Clairaudiance (not Clairvoyance).
Finder
You gain the benefit of the spell Know Direction and gain a bonus on survival checks equal to your class level. You also gain a bonus on your movement equal to 10ft x 1/2 character level.
Level 2
Master the Sea
Master the Woods
This Mystery is active for a number of rounds equal to your wisdom modifier +1/4 your class levels. While under the effects of this mystery you may use the following spell-like abilities once per round with Clevel equal to you character level
-Plant growth (enlarge only)
-Control Plants
-Detect Plants
-Entangle
-Speak to Plants
Master the Hills
Master the Wind
Level 3
Tree Speaks to Stone, Stone Speaks to Water
[/spoiler]
[/spoiler]
Knight
Magician
Vagabond
Warrior
[/ic]
Your "ic" tags aren't working.
Do you intend to add more mysteries to the bard?
I really like how you have removed spells-per-day in favor of this. Also an interesting choice to not allow self-heal.
Keep up the good work.
I fixed the ic tags.... looks good Helix!
/me sinks back into the background
Thanks Ishmayl!
-I updated the mysteries on the bard, still not finished though