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The Archives => Campaign Elements and Design (Archived) => Topic started by: Wix of Bel-Air on March 08, 2006, 06:10:18 PM

Title: Golian Press
Post by: Wix of Bel-Air on March 08, 2006, 06:10:18 PM
I was going to put this in my journal, but I can't use my journal for some funny reason so I'm posting it here. Feel free to respond.

So I found the site, registered in like 2 seconds, and now I'm writing in my journal. Guess what? I hate writing in journals! However, this is a good way to show how far I've gotten in my gains to total world completion.
Oh yeah, I should probably introduce my world. Golia, land of the Dragon Crowned Emperor and home to  spirits. Now, when I say dragon crowned... i mean he killed dragons to make his crown. Yeah... spooky. With the uber-emperor guarding the throne, he doesn't have time to manage the kingdom. That's why he instated the division of the Seven Realms. Ahaml, the Kingdom of Honor. Dosik, Kingdom of Thieves. Hiraos, Kingdom of the Spirits. Kacerno, Kingdom of Fire. Otegon, Kingdom of the Sea. Risijer, Kingdom of the Deep. Vunaes, Kingdom of the Gods. Okay, these names descibe a sort of general atmosphere. Really, there just needs to be a fancy name given to all of them. Kings are in place (although I haven't started ANYTHING about them) and they emply noble serfs to watch over the lands. Within each realm, there a several regions which I'll get more into as I progress my world. Now, kings are nice and all, but who really runs the show? Simply the most gifted and smartest of them all: Wizards and their Wizard Houses! Ah great, says you, mages control the world. Not so much. The mages run a sort-of territorial government. They have no says in cities, on farms, and other places people usually go. So, like... what do they do? The wizard houses, (majority wizards, few bards and probably no sorcerers, but we'll get into that later) have more or less bought their way into the system. They make sure the roads are clean, there is good supply and demand, and make the people happy. There are your high-class public servants. That doesn't stop them from doing whatever the hell they want though.
One last thing I wanna cover; spirits are one with the world. They travel like people, they make their lives near civilization but not directly influencing it but most small communities use people who can control the spirits in any way to make life easier.
So yeah, that's not even half of it, but oh well! I hope you enjoy.

Chapters of Golia:
Intro
Races
Classes and Feats
Spirits of Golia
Deities
Geography
The Golia Campaign
Creatures of Golia
Overlords and Wizard Houses
Title: Golian Press
Post by: Ishmayl-Retired on March 08, 2006, 07:36:28 PM
Just thought I'd let you know that journals are currently deactivated while I work out some kinks in the html and php.  I hope to have them up and running after this coming weekend.
Title: Golian Press
Post by: Túrin on March 09, 2006, 01:39:48 PM
So the wizards are really much like a maffia, right? I mean, they charge money for public services and then decide whether or not they are going to provide them at all. Cool.

;) Túrin
Title: Golian Press
Post by: Wix of Bel-Air on March 09, 2006, 03:33:40 PM
Quote from: TúrinSo the wizards are really much like a maffia, right? I mean, they charge money for public services and then decide whether or not they are going to provide them at all. Cool.

Glad you think my wizards are cool. Yeah, they all have their own ways of doing business and most of it doesn't really concern the average citizen at all but some of it does. I'll give you some examples.

eg 1) House Exsaim: Rebel house that provides provisions and protection to the resistance in Kacerno as well as they take possession of able bodied men they like from the resistance and request any powerful arms and armor be given to them.
(Although House Exsaim is all for the people they still take it into account that they have a lot of sway with the territorial government)
eg 2) House Ladot: Merchant house that provides the magical necessities and cheap transportation of goods for people who need it. However, they will shut down certain "outside markets" (black markets, travelling salesmen, etc.) to make room for their own merchandise.
(Ladot are mainly about the money but they are necessary for the economy).

Yup, they're like the mafia. Only legal. Scary, huh?
Title: Golian Press
Post by: Numinous on March 09, 2006, 04:16:00 PM
you could give them all creepy italian accents too...  but that would be pushing it, of course.  

so, the spirits are one with the world.  does that mean that they are trees, plants, rockes, etc.  Or do they take the form of creatures.  you mentioned conrol of them to ease life, but if they take the form of a creature, wouldn't that be a olation of rights?  Do they have any rights in your world?  Or am  reading this wrong?
Title: Golian Press
Post by: Wix of Bel-Air on March 09, 2006, 04:53:23 PM
Quote from: Natural 20so, the spirits are one with the world.  does that mean that they are trees, plants, rockes, etc.  Or do they take the form of creatures.  you mentioned conrol of them to ease life, but if they take the form of a creature, wouldn't that be a olation of rights?  Do they have any rights in your world?  Or am  reading this wrong?

Nope, ur pretty much on track. The spirits are actually dead stuff come alive or old feelings and such, much like incorporeal undead. Actually, they are incorporeal undead. Some can manifets themselves however so I guess the question is, what is a spirit (in my world)? A dead being who has come back for no specific purpose or to serve the foundations of the world. If they did take the form of a creature, it wouldn't matter because they're dead and dead things don't have rights (even the Forgotten don't, which I'll get into later). I've created sort of a template for a spirit type called Hallankers which are semi-humanoid spirits come back to serve as objects or they'll use their powers of transformation to trick the user's enemies. I think I'll have to put in some spells for this or maybe a class or two. CRAP! more work...

Goblin Hallanker Small Sized Undead (Goblinoid)
Hit Dice: 1d12 (6 hp)
Initiative: +2
Speed: 30ft.
AC: 17 (+4 natural, +1 size, +2 Dex)
Attack: Morningstar +0, Javelin +3
Damage: Morningstar 1d8-1, Javelin 1d6-1
S.Q.: Playful Disguise, Ethereal Jaunt, DR 5/magic
Saves: Fort +0 Ref +2 Will +2
Abilities: Str 8 Dex 15 Con -
         Int 10 Wis 11 Cha 10
Skills: Hide +7, Listen +3, Move Silently +4, Spot +3
Feats: Alertness
--------------------------------------------------------------------------------------------
Region: Plateaus of the Midland (Ahmal)
Group: Solitary
Alignment: Usually Lawful Evil
Challenge Rating: 1
Treasure: None
_________________________________________________________
Playful Disguise: Once per day the Goblin Hallanker can change its appearance into a Small or larger sized animal. This is an illusion so none of the hallankers abilities change. If the illusion is interacted with, the subject can make a Will save (DC 10) to see through the illusion.
Ethereal Jaunt: Once per day, the hallanker can travel to the ethereal plane as a standard action for 1 round.
Title: Golian Press
Post by: Numinous on March 09, 2006, 04:56:12 PM
so, you could try and make a nation of spirits, which is threatened by neighboring cultures due to the "dead have no rights" sentiment.  but the spirits think potherwise, hence war...  plothooks anyone?


Just a crazy side-plot idea...
Title: Golian Press
Post by: Wix of Bel-Air on March 09, 2006, 06:38:13 PM
OMgz, I have no idea what that sounds like but it is a very BIG plothook. Thanks! (New entry coming in a minute)
Title: Golian Press
Post by: Wix of Bel-Air on March 09, 2006, 06:47:55 PM
My second "journal" entry. I promised last time that I'd decide upon what the hell I'm doing. Well, in terms of structure it looks like this. There will be an intro which will include a general description of all the realms and regions within Golia. It'll also set up the current situation and role-playing ideas. The races section will be short because I haven't made too many adjustments but I've quite a few new playable races. The classes and feat section will display the new "add-ons" for all of the classes, including Barbarian Aspects, Bard Songs, New Cleric Domains and Spells, Druid Pets and Animals, Monk Schools and Academies (as well as a monk variant that intergrates the academy system), The new Spirit Mystic class (title pending change), Paladin Custom Armors, Ranger's Living Traps and Snares, Sorcerer Tribes and new spells, as well as the 130+ regional feats that I've made. I also have an assortment of prestige classes and NPC prestige classes to use for this too. The Spirits and Deities of Golia will NOW include the families of gods and their servants, the spirit servants of the deities, and the spirits of Terra (Earth, whatever). This will also include the spirit subtypes and monster templates. The Golia Campaign section will put into prespective all the new things, the history, and how things work in this campaign. House rules, new materials, and the planes will be descibe in this. The Geography section will be in detail to each realm and all of its glory, as well as each region within each realm. This will also include some cool new things to try with each realm such as NPCs, new magical places, etc. The Creatures of Golia will include some NPCs and all of the new animals and monsters I've made. The Antediluvian template will be included in this too. The Overlords and Wizard Houses will go into detail about the day-to-day operation of each realm and Golia as a whole. The magic items and treaures are fairly self-explanatory except there will also be spells included in this section. Some might be catagorized by region. So yeah, that's it, if you wanna see or know anything just ask. I pretty much started everything I just have to finish it. Ciao!

BONUS: Here's a sneak peak at some Barbarian stuff. (the only thing that I've made sense with the barbarians anyway...)

Greater Barbarian and Sorcerer Tribes
Cirrae (Bloodlines: Draconic, Celestial; Region: Golden Plains (Vunaes) AL NG): A clan of mystics and divine warriors of the holy dragon deities. They serve only for the goodwill of mankind and the advancement towards their own perfection and the goals of the tribe.
Gujei (Bloodlines: Air, Fey; Region: Dirheger (Risijer) AL CN): A tribe of thieves and scoundrels who use their sorcerer magic to further their own ends within the wild by manipulating the way people think and see things. They more often than not get quickly caught up within the cityscape and find a way to bring chaos to it while having fun too.
Ilajab (Bloodlines: Earth, Fiendish; Region: Moon Rises (Hiraos) AL CE): This band uses its sorcerous powers in combination with their great earthly strength to wreak havoc among those who despise them. They are known as filthy killers and lunatics that loose their focus in tough situations.
Nuaberlo (Bloodlines: Fire, Fey; Region: Lord Marches (Dosik) AL N): These hermits use their knowledge of music and combine their techniques with their magic. They are often known to figure out puzzles quickly and spend large amounts of time by themselves in practice and study.
Quorh (Bloodlines: Water, Fiendish; Region: Hundred Isles (Otergon) AL NE): These soothsayers of the deep believe it is their divine right to rule the lands and they do discreet things to secure their positions slowly. They think like kings and act like murderous thieves.
Solamarus (Bloodlines: Fire, Celestial; Region: Forsaken Wastes (Kacerno) AL CG): The nomadic ways of this tribe leads them across the lands in search of those who are prosecuted by others or to find new places to settle and eat from. They believe in freedom of all people.
Tsumana (Bloodlines: Water, Draconic; Region: Dawnlight Isles (Dosik) AL CN): These people are known as some of the finest bounty hunters and weaponsmiths in any of the lands. They tend to avoid others and only make contact with others to take things from them that they need.
Zoched (Bloodlines: Earth, Air; Region: Dunland Woods (Ahmal) AL N): Many great heroes have descended from this clan that specializes in the higher magicks of their kind. They have descendants of individuals that have been known to change the tides of war with their power.


Barbarian Aspects of the Tribes
Aspect of Radiance
Benefit: Your mind is trained to perfection granting a +2 to Concentration.
Flaw: You trust people too much, inferring a -2 penalty to your Sense Motive.
Aspect of Indifference
Benefit: Trying to avoid trouble, you gain a +2 bonus to your Bluff checks.
Flaw: Not very good with animals, you have a -2 penalty to Handle Animal.
Aspect of Brutality
Benefit: People fear you, giving you a +2 bonus to your Intimidate.
Flaw: People donâ,¬,,¢t want to talk to you, granting you a -2 to your Diplomacy.
Aspect of Thought
Benefit: You are a gifted artist, granting you a +2 to Perform checks.
Flaw: You donâ,¬,,¢t talk to people a lot, so you have a -2 to Gather Information.
Aspect of Insight
Benefit: You know whatâ,¬,,¢s coming, giving you a +2 bonus to your Initiative.
Flaw: You donâ,¬,,¢t see the here and now, giving you a -2 to Listen and Spot.
Aspect of Resistance
Benefit: You withstand weather giving you a +4 to Fort. versus temperature.
Flaw: Youâ,¬,,¢re not so good mentally, getting you a -1 to your Will save throw.
Aspect of Seeking
Benefit: As a hunter, you gain a +3 bonus to your Survival when tracking.
Flaw: You canâ,¬,,¢t analyze objects very well, giving you a -2 to your Appraise.
Aspect of Advancement
Benefit: You catch on quick giving you a +5% to your experience gain.
Flaw: You can forget easily; double all experience expenditures and loss.


Title: Golian Press
Post by: Wix of Bel-Air on April 15, 2006, 05:30:29 PM
*raise dead*

WOW! I just put some more stuff on the antediluvians and I'll be adding in the Ahaen and Grand Elder sheets right away.  :jive: YAY!
Title: Golian Press
Post by: Wix of Bel-Air on June 17, 2006, 03:28:59 PM
Do you think this is balanced and usable? Anything else you'd like to add?

Blossom Stormer

The Blossom Stormer is the elegance of nature blended with the passion of the soul. This nature caster is one to focus upon the winds that guide the earth and plague the peoples that violate the land. The Blossom Stormer's goals are usally unknown to each other individual Stormer, but know that if two of them cross paths, the destruction will be terrifying.

Requirements
To qualify to become a Blossom Stormer a character must fulfill all the following criteria.

Knowledge (arcana): 8 ranks
Knowledge (nature): 8 ranks
Survival: 5 ranks
Spellcasting: Ability to cast 3rd-level arcane and divine spells.

Class skills
The stormerâ,¬,,¢s class skills (and the key abilities for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animals (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Scry (Int), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

The Blossom Stormer

(//../../e107_files/public/1150572165_11_FT524_table1_.jpg) (//../../e107_files/public/1150572165_11_FT524_table1.jpg)


True Elements: At 1st level, the stormer may pick one energy type that they use (fire, cold, electricity, acid, or sonic) and all spells and abilities they use that are of that energy type, are at one caster level higher then they usually are. They also have a +1 to damage for that energy type. At 8th level, the stormer may pick another energy type and apply the same bonuses to it.
Gust of Wind: At 2nd level, the Blossom Stormer may use the spell Gust of Wind as a spell-like ability once per day at a caster level equal to their stormer levels gained. At 5th level, they may use this three times per day and at 9th level they may use this spell-like ability at will.  
Rainstorm: Using this supernatural ability and concentrating for one minute will cause the area around the stormer to rain for 1 hour in a 1 mile radius. Any more severe weather conditions will supersede or coincide with weather effects already in place.
Fierce Winds: The duration for your Gust of Wind ability or spell is increased by 1 round.
Booming Strike: All touch and unarmed attacks the stormer makes have the potential to temporarily deafen the target. When the stormer succeeds at a touch or unarmed attack, the target must make a Fortitude save (DC 10 + the stormer levels gained) or be deafened for 1d6+4 rounds. The stormer may use this ability only once per round and not with the brilliant strike ability (see below) at the same time.
Snowstorm: Using this supernatural ability and concentrating for one minute will cause the area around the stormer to snow for 8 hours in a 1 mile radius in a cold climate, 1 hour in a temperate climate, and 1 minute in a warm climate. Any more severe weather conditions will supersede or coincide with weather effects already in place.
Violent Winds: The strength of the wind in your Gust of Wind ability or spell is now windstorm instead of severe.
Brilliant Strike: When the stormer succeeds at a touch or unarmed attack, the target must make a Fortitude save (DC 10 + the stormer levels gained) or be blinded for 1d4+1 rounds. The stormer may use this ability only once per round and not with the booming strike ability (see above) at the same time.
World Flurry: Once per day, the Blossom Stormer can create a tornado like effect around themselves. Using a full-round action, a cyclone of wind -50ft. tall- encircles the stormer in a 100ft. radius. All of this is encompassed by wind except for the 5ft. square that the stormer is in. The cyclone will not follow the stormer but will remain in the area for 1 minute/stormer level or whenever the stormer decides to dismiss it. The strength of the wind is at hurricane level. This is a supernatural ability.
Title: Golian Press
Post by: brainface on June 17, 2006, 04:28:05 PM
i like your table wixman!
Title: Golian Press
Post by: Wix of Bel-Air on June 18, 2006, 10:29:21 PM
Yeah... I kinda hate the way that I'd have to do it if I had to transcribe everything... so I just copied the table into paint and put it in as a jpg. But seriously, what do you guys think?
Title: Golian Press
Post by: Poseptune on June 19, 2006, 04:19:48 PM
Blossom: WHOA!!!! <-I apologize to those that get the reference. I had to do it

A Walking thunderstorm cool. I like it. The class doesn't seem to be overpowered, especially for a PrC. Your entry requirements seem to be really good. The one comment I do have is maybe adding +1 to existing spellcaster class at a few levels. Maybe at every other or every third, but though that may be pushing it.
Title: Golian Press
Post by: Wix of Bel-Air on June 19, 2006, 04:25:24 PM
Yeah... I didn't give them their Gust of Wind- at will - until level 9... Gust of Wind being their most powerful attack. I think you are right... I'm definately giving them a +1 level to either divine or arcane spellcaster level. It's hard enough to wait to that level as it is to keep up your arcane and divine casting inbetween.
Title: Golian Press
Post by: Wix of Bel-Air on June 19, 2006, 07:46:21 PM
I've been having issues with my crunchwise thinking (but that never happens!) and so I need some advice on some things.
The first is my town layout. Even with the MUCH shortened version, it'll still take a long time to write out stuff for each town. So this is my problem: What is a good format for town layouts that doesn't take much time?
Here is my current layout:

Guardedlow (Kingdom of Twilight) (Village) Authority Figures: Reeve Hubert Ganaval (NG, male half-elf Fig2/Ari2), Councillor Lillana (LN, female elf Wiz3);
City Watch and Militia: Eastern Commander Kare Numben (CG, male gnome Rog2/War1) of the Sunfall Warriors, Western Commander Lewdreth Terble (NG, male human Brd2/War1);
Guild Leaders: Beuilta (N, female wood elf, Exp3) of The Vineyard Guild, Nyahal (LN, male goblin Com4) of The Bleachers, Erindith (LE, female blue goblin Tele4) of The Psionic Tutors;
Religious Leaders: Anaksa of Olthan (N, female pale elf Cle5) of House Mneogin, Eyugag of Izmaer (CN, male centaur Cle1);
Other Notable Citizens: Eksarsen, (LE, male human Ari3/Cle2), Balol (NG, male halfling Fig2/Wiz2), Jinina (NG, female human Rog2/Wiz2);
Notes: Iron fenced gardens throughout city and garrisons renovated into businesses.
Title: Golian Press
Post by: Wix of Bel-Air on June 19, 2006, 07:57:25 PM
Second problem
I've been experimenting with the idea of NPC only prestige classes. Basically, they're support classes that because of their very flexible nature, are for NPC characters only. I just wanted to know: Is this a good thing to incorporate into my campagin (as it adds to the type of flavour and style my game is portrayed as) and is it a viable prestige class?

Alley Shadowbrawler (NPC)

Requirements
To qualify to become an Alley Shadowbrawler a character must fulfill all the following criteria.

Base Attack: +2
Hide: 4 ranks
Tumble: 2 ranks
Feats: Blind-Fight

Class skills
The brawlerâ,¬,,¢s class skills (and the key abilities for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier.

The Alley Shadowbrawler

(//../../e107_files/public/1150761138_11_FT524_sasa_.jpg) (//../../e107_files/public/1150761138_11_FT524_sasa.jpg)

Summon Shadow Partner: The Alley Shadowbrawler may summon an undead spirit to aid him in fighting. It will always fight beside him no matter the odds. The shadow creature cannot fight in absolute darkness or pure daylight; it needs a little of both. Each Shadowbrawler has their own unique shadow companion with each one being between 3-6 HD in strength and medium in size. The shadow always has a turn resistance of at least +4. When the brawler is done fighting, the shadow is dismissed back to itâ,¬,,¢s spirit plane until it is needed again.
Beat Hits: When the brawler hit and deals damage in their attacks, they have a chance to stun their opponent. The target must make a Fortitude save (DC = Shadowbrawler Levels + Strength Modifier) or be stunned for 1 round. If the Shadowbrawler has multiple attacks then add +5 to the DC for each additional attack landed. Exclusive items allow the Shadow Partner to add to the DC as well.
Meld with Shadows: The Alley Shadowbrawler can partially or fully meld with the shadows around themselves. If there is shadow within 5ft. the brawler may add a +2 luck bonus to their AC. If the Shadowbrawler wishes to take all of his action in the shadow simply defending, all attacks against them have a 50% miss chance and the brawler gets a +2 luck bonus to their AC and Reflex saves.

Yeah... my tables rock... I know... :P
Title: Golian Press
Post by: Wix of Bel-Air on June 19, 2006, 08:04:33 PM
And the last one...
Spell-Tap is a feat/spellcaster ability that I'm trying to incorporate. Every wizard house has its own style, and with that style, they'll mix their spells and specific training into one. With all my houses, there is at least one Spell-Tap feat.
Basically, my questions are basic:
Does any of this make sense? Are the prerequisites too weird?

A Note or Two on Spell-Tap feats:

-You may only take Spell-Tap feats if you can cast spells. If you lose the ability to cast spells then you lose the ability to use Spell-Tap feats.

-On every Spell-Tap's feat prerequiste, there is a certain spell(s) that are listed there. You must have that spell(s) in your repotoire to take the feat. You must have the spell(s) memorized if you wish to use the feat. Those classes in which preparation does not usually happen, you must so instead. For example, if a sorcerer has a spell-tap feat and to use the feat, they must "reserve" a slot just for that one spell. Doing so is done during preparation/meditation time. The character therefore can only use that one slot for the spell reserved.

-If you cast the memorized spell that you needed for the Spell-Tap feat, you have a 1 minute to use the rest of your Spell-Tap attempts for the day. You can always memorize the spell later in the day and gain back your lost Spell-Tap attempts.

-A character can only use one Spell-Tap attempt per round unless it says otherwise.

Sample Spell-Tap Feats:

Rapid Evaluation [Spell-Tap]
You can tell a few things about a magical item at a glance.
Prerequisites: Identify spell
Benefit: With this feat as a standard action, you can cast identify with a casting time of only 1 minute. You may use this feat three times per day.

Sense Magical Presence [Spell-Tap]
You can detect magical auras in the area around you.
Prerequisites: Detect Magic spell
Benefit: With this feat as a standard action, you can cast detect magic with a radius of 1 mile +1 mile for every metamagic or item creation feat you have. You may use this feat three times per day.

Replicate Psionic Power [Spell-Tap]
You can use different psionic powers through your arcane magic.
Prerequisites: Limited Wish spell
Benefit: As a standard action, you may use this feat to manifest any psionic power of 4th level or below. This is usable once per day.

Anti-Psionic Field [Spell-Tap]
You can create a magical field that blocks out psionic powers.
Prerequisites: Antimagic Field spell
Benefit: As a standard action, you can create a 10ft. radius sphere centred on yourself that blocks out all psionic manifestations. The sphere itself wonâ,¬,,¢t move with you but you can move inside the sphere without any interference. This is usable once per day.
Title: Golian Press
Post by: Epic Meepo on June 19, 2006, 08:40:05 PM
Quote from: WixI've been experimenting with the idea of NPC only prestige classes. Basically, they're support classes that because of their very flexible nature, are for NPC characters only.

I'm not sure that's a good idea.  What special property of NPCs allows them to take a class that PCs can't.  And if the only reason is that you want to create a powerful class that you don't want PCs to take levels in, you'll still run into problems.  PCs who want to play the forbidden class can just take Leadership and get a cohort who belongs to the powerful class, anyway.  I'd say let your PCs have access to all prestige classes you make.
Title: Golian Press
Post by: Wix of Bel-Air on June 20, 2006, 02:03:40 PM
It's not that it is a particularly powerful prestige class (in fact it's very crappy) but it's just that with the guidelines of the powers in the class... well... there aren't any. That makes it more fun for the GM to run things his way. If he wants to put in a shadowwalker controlling the boxer instead of the little shadow, good for him. It's more about flexability, and you can't really give the players that flexability because it creates descrepancies(?) about the rules and what everyone thinks is fair.
Title: Golian Press
Post by: Poseptune on June 20, 2006, 09:46:23 PM
I agree with Meepo. PCs always want to play what they are not allowed. If you don't belive me start up a game at the WotC Real Adventure forum. No matter what the allowed source are most of the people submitting characters will ask for things from other not that weren't allowed. A 3rd level rogue may want to take this class for some of its abilities, especially if he is a street urchin in a big city. That is just one example of a situation that a PC might want to take this class. The decision in completely yours.