OT: Quests, Bests, and Magic Tests?
OT: Quests, Bests, and Magic Tests?
I'm not sure if this is Off Topic or not but I mark it thusly for safe keeping.
It has occured to me, like to most of you who play the game, that obvious D&D references pop in TotQ. You'd kinda have to be blind not to, but there you go. So, being the avid nut I am, I have created some TotQ-themed stuff that you may all find interesting. Keep in mind that this is meant for D&D as WELL as TotQ, so it will not be absolutely true to TotQ most likely, but it's the best I can do to make it fit both systems. Enjoy, comment, I love feedback.
First on the list is everyones favourite stuff: New classes!
New Classes
New Base Class
The Questor
Abilities: The primary actions of the Questor involve Strength and Constitution, and Dexterity to back it up isn't bad either. The class has decent skill points, so high mental stats never hurt either. Their special abilities also rely heavily on their Charisma, so making that decent is also a must.
Alignment: Any non-evil
Hit die: d8
Class skills
The Questors class skills (And the key ability for each skill) are as follows: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level
(6 + Int modifier) x 4
Skill points at each additional level
6 + Int modifier
Class features
All the following are class features of the Questor
Weapons and Armor Proficiency The Questor gains proficiency in Light Armor, and all Simple and Martial Weapons
SpellsThe Questor gains a small number of arcane spells drawn from the list below. Questors can cast all spells without preparing them ahead of time the way a Wizard or Cleric must. To cast a spell, a Questor must have a Charisma equal to at least 10 + the Spell level. At certain levels, when the spells per day are marked 0, a Questor can cast spells of this level only if his charisma score is sufficient to have bonus spells of this level. As these spells are relatively simple, a Questor does not suffer an Spell Failure Chance when wearing light armor.
Symbol of the Questor At 1st level, the Questor recieves the symbol of his town, city, or whatever region he represents. This is inscribed with his personal code of honor, and grants him a +2 bonus on Diplomacy with those that recognize the authority of a Questor and automatically shift those who enjoy a comfortable relationship with the government one step closer to friendly, and those who oppose it one step further away. Should the Questor ever violate his code of conduct, or the city he represents no longer exists, the symbol turns black and marks him as a renegade. This symbol, gold or black, acts as the focus for the Questors spells, and if he loses it he must recieve a replacement from his home city before he can use them again. A Questor whose alignment changes to come in conflict with his code of conduct cannot advance any further in this class but does not lose any abilities gained.
Do the Impossible (Ex or Su) Starting at 2nd level, once per day, a Questor can undertake an incredible feat, doing the seemingly impossible as if it were an every day action. For a number of rounds equal to his Charisma bonus, the Questor gains a "floating bonus" equal to half his class level that he can use to add to any roll or to the DC of his spells. While the use of this ability can last more than one round, the floating bonus is a total, and so using any amount of it expends that amount of it for that use. I.E. Ronald is a 10th level Questor who wishes to bring down a tree in a single chop. He has a Charisma of 14 and so when he uses Do the Impossible, he has two rounds to do it in. He expends +4 on the first round to make a strength check to cut down the tree, but fails, and now only has +1 left to spend on anything else in the second round. This ability is Extraordinary if used to apply this to skills, a saving throw, attack roll, or damage roll, and Supernatural if used to enhance a spell. At every 5th level afterwards, the Questor gains an extra use of Do the Impossible.
Uncanny Luck (Ex) Starting at 3rd level, a Questor gains a limited bonus to his defense based on his Charisma score. At 3rd level, he adds either +1 or his Charisma score, whichever is less (Minimum +0) to his Saving Throws and Armor as an untyped bonus. This increases by +1 every three levels, to a maximum of +6 at 18th level.
Evasion (Ex) At 3rd level, the Questor gains Evasion.
Uncanny Dodge (Ex) At 5th level, the Questor gains Uncanny Dodge.
Standing Defiant (Ex) When faced with impossible odds, a Questor still never gives up, even at the expense of his own life. At 7th level, a Questor can enter the Stance of the Defiant once per day, it lasting a number of rounds equal to his level plus his Charisma modifier. While in this stance, the Questor can still move freely, and gains the following bonuses:
-DR 10/-
-Stability (A +4 on all attempts to resist grappling, bull rushes, and tripping attempts)
-Ferocity (The Questor automatically stabilizes when between -1 and -9 health. If the Questor sinks below this point, but his body is not destroyed, he remains fighting for the rest of his defiance, after which point he instantly dies)
-Rage (+4 to Strength and Constitutin, +2 to Will Saves, -2 to AC)
This incredible rush of power is not without its drawbacks, however, and afterwards leaves the Questor exhausted. If the Questor is fatigued already by this time, he becomes unconscious. If he is already exhausted, he instantly degrades to dieing (Unconscious and at -1 hit points). If the Questor was dieing already, he instantly dies and, should he desire it, recieves the feeling of vindication, and his soul is uplifted as he passes on to the upper planes (Which means he recieves the benefits of an atonement spell, and his alignment changes to represent whatever cause he died fighting for). At every fifth level after, the Questor gains an extra use of Standing Defiant.
Hero to the Masses By 12th level, the Questor has achieved excessive fame in the lands he works. Often times, people will petition to meet the Questor just so they can shake their hand. This kind of show does not go unnoticed and inevitably rubs off on the Questor, making them showboat even further. This gives the Questor a one-time, permanent +2 to Charisma, and increases their leadership score for the purpose of gathering followers from their domain by 2.
Emissary of his people At 20th level, the Questor is an emissary of his people. His type changes to Outsider and he gains the Native subtype, as well as a permanent DR 10/Magic. The Questor also never ages, and should he die while still honourable, he can be revived without any level or constitution loss as his soul drives him to protect his people. However, when his time is up, the Questor still dies of old age, and cannot be revived by any means.
Base Attack Bonus and Saves The Questor has an average base attack bonus, as a monk, and all saves are good for the Questor, also as per a monk.
New Prestige Classes
Note: Feats marked with an asterisk are described in the Feats section.
[/b]The Renegade[/b]
Not all Questors are valiant champions of good and kindness, and not all fairy tales have happy endings. Some Questors who valiantly defend their homesteads their entire lives have returned one day from an adventure and had their medallions turn black as they see their town burning in the distance, while others have felt the greed and lust for power and money they see in the hearts of so many enemies they have defeated, and can't help but wish to taste the sweet nectar of evil temptations for themselves.
Either way, to become a Renegade is something all Questors must firmly try to avoid, for either way it means most likely you lose your friends and family in the process. It is a sad path to walk, but for some, once the decision has been made by or for them, it is the only path for them to walk.
Once I was a Questor... Once...
Hit Die: d10
Prerequisites
To become a Renegade, the following prerequisites must be met.
Feats: Vengeance Tastes Sweet*, Sorrowful Soul*
Special: A Renegade must have, at one time, been a Questor who, through either great loss or unbecoming conduct, has had his medallion turn black.
Class Skills
Same as those of a Questor
Skill points per level
4 + Int Modifier
Class Features
All the following are Class Features of the Renegade
Spells The Renegade adds his Renegade level to his Questor level to determine the spells he can cast.
Hateful Strike (Ex) The loss of the love of his people fills the Renegade with a burning anger that is hard to satiate. Starting at first level, once per encounter, the Renegade can target someone who has wronged him (Typically someone who deals damage to him) and select them as the target of his hate. The Renegade adds his class level to all damage against that target. The Renegade can only choose one target per three levels of Renegade in an encounter, but can only have one target at any given time.
Sneak Attack (Ex) Starting at 2nd level, and ever second level after that, the Renegade gains a sneak attack, as per the Rogue ability, that increases by 1d6 at each increment. This stacks with any other form of Sneak Attack the Renegade has.
Blood Letter (Ex) Starting at 5th level, the Renegade begins to care less and less about bringing his targets back alive, if he did in the first place, and hones his killing technique to a fine point. Every time the Renegade deals damage with a slashing or piercing weapon, he causes a bleeding wound that deals an extra point of damage every round until the subject is the target of a Cure spell or a Heal Check with a result of 20 or higher. If the attack is a sneak attack, it causes one extra bleeding wound for every extra damage dice. I.E. Karnak is a 4th level Renegade weilding a Rapier. If he hits his opponent with a sneak attack, they suffer an extra 3 points of damage a round (1 for the actual hit, 2 for his sneak attack). This effect is in addition to the actual sneak attack damage but does not stack with the effects of a wounding weapon.
Feel my Sorrow (Su) At 10th level, the Renegade has come to terms with what he has given up over a long period of time, and as such has had time to cope with it. At this point, all the misery inside of him can be unleashed, however, into his opponents. By merely staring at his opponent and using the Feint action in combat, the Renegade can make a Death Attack once per opponent per day. The opponent must be the target of the Renegades Hateful Strike, and must succeed on a Reflex Save if the Renegade weilds a Slashing Weapon or a Fort Save if they weild a Piercing Weapon. If the attack succeeds, the opponent automatically suffers the effects of a Coup De Grace as their will to live is sapped away and their body willingly gives in to the embrace of death. The DC on this save is 20 + the Renegades Charisma modifier.
Base Attack Bonus and Saves: The Renegade has a high attack bonus, equal to that of a fighter, but his suffering has left him mentally drained, giving him high Fortitude and Reflex saves but low Will saves.
Luxomant
Lux, as any Rac Conan Daimh can tell you, is not magic. It's natural, but most creatures are blind to it. However, a select few species have been known to be able to see it and to understand it, and even some mage-blind creatures have been known to tap into it from time to time when an exceptional child is born. Luxomants are those who shy away from traditional magic and move towards accessing this energy field, and at the same time leave traditional magic behind, becoming increasingly focused and dependent on Lux.
It's not magic!
Skills: Knowledge (Arcana) 5 ranks, Concentration 5 ranks
Feats: Luxomancer*, Spell Focus (Either Evocation, Conjuration, or Transmutation)
Spellcasting: Must be able to spontaneously cast arcane spells. If any prepared arcane casting class levels are gained before this one, those class levels are forsaken forever and can be converted on a level-for-level basis into an already chosen spontaneous casting class.
Special: The character must have the Lux-Seer or Dragonblood Subtype
Hit die: d4
Class Skills
The Luxomant's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Luxcraft (Int).
Skill points per level
2 + Int Modifier
Class Features
The following are all class features of the Luxomant
Spellcasting At every level, except first, fifth, and tenth, the Luxomant gains new spells as if they advanced in the class they were in last, but do not gain any of the class features.
Lux Casting At first level, the line between magic and lux becomes steadily more visible to the Luxomant. As this happens, a gradual shift begins to occur in the way the Luxomant uses their spells, drawing a mix of both Lux and Magic. This first begins to manifest as their spells becoming tougher to dispel, inflicting a penalty equal to the Luxomants level on all attempts to dispel a spell they cast. However, the same penalty is incurred on their own dispel attempts, and any attempt to counterspell their opponents spells has a 50% chance of failure.
The Great Divide At fifth level, the line between Lux and Magic becomes a divider, each very different. Any attempt by the Luxomant to use a non-Lux based magic item requires a Use Magic Device check. A failure in this indicates that the gulf between the old ways and the new ones are increasingly seperate. However, the Luxomant can recharge his Lux reserves over time, and so depending on where they are, they recharge spell levels over time without needing to rest. Refer to the chart below to find out the recharge rate:
-Lux Font: 3 spells per level per hour
-Area filled with dense amounts of Lux-using creatures: 2 spells per level per hour
-An area rich with life: 1 spell per level per hour
-A city: 1 spell per three hours
-A barren or desert area: No recharge
Lux Caster Extraordinaire At 10th level, the Luxomant draws entirely from Lux. Any attempt by him to dispel magical effects, or vice versa, fails instantly, and he can no longer use normal magical items. However, his connection to the ebb and flow of Lux and Life has given him some incredible abilities, increasing the caster level of all his spells by 2 when he concerning living creatures, and he gains access to the Druid Spell List, able to add any of them to his spell list as he would anything from the Wizard/Sorcerer spell list.
New Feats
Blind but Now Can See
The creature instantly gains the Lux-Seer Subtype, allowing them to use Lux-based items and to see Lux. This feat can only be gained at first level or under special circumstances (DM's judgement).
Luxomancer
The character uses Lux instead of Magic when casting spells. Inevitably, using arcane rituals to evoke more powerful spells means there is a mix of magic in there too, but it is mostly Lux, meaning the DC to dispel your spells increases by 1, and you can use Crafting Feats to make Lux-based items.
Six Feet Tall, and fartin' Thunderbolts
The character is unusually forceful in personality, and gains a +2 on all Charisma-based checks against creatures similar to their own or that are particularly enamored with their exploits.
Sorrowful Soul
The character has, at some point in their life, suffered some great and tragic loss. As such, they carry with them a constant aura of despair that protects them against strong emotions. This feat makes them immune to mind-affecting emotion effects.
Vengeance Tastes Sweet
The character has a terrifying lust for revenge and as such has devoted a fair portion of their life to destroying that which angers them. Effectively, this acts as the Favoured Enemy class feature of the Ranger in all respects. This feat can be taken more than once; its effects stack or a new creature type can be selected.
New Skills and Types
New Skill: Luxcraft Luxcraft replaces Spellcraft for all creatures who take the Luxomancer feat. It has the same uses but works with Lux instead of spells.
New Subtype: Lux-Seer The Lux-Seer subtype is applied to any creature able to sense Lux in some fashion or another.
Questor Spell list
Spells per day:
1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 0 - - -
5th 0 - - -
6th 1 - - -
7th 1 - - -
8th 1 0 - -
9th 1 0 - -
10th 1 1 - -
11th 1 1 0 -
12th 1 1 1 -
13th 1 1 1 -
14th 2 1 1 -
15th 2 1 1 0
16th 2 2 1 1
17th 2 2 2 1
18th 3 2 2 1
19th 3 3 3 2
20th 3 3 3 3
Spells Known:
See the above list and increase all the numbers by 2. The spells are drawn from the Assassin List, as the skill set employed by Questors and Assassins are typically the same.
So, questions? Comments? I will be adding more to this, like stats for Rac Cona Daimh's, but if there is anything anyone wants in particular, please be sure to ask.
It has occured to me, like to most of you who play the game, that obvious D&D references pop in TotQ. You'd kinda have to be blind not to, but there you go. So, being the avid nut I am, I have created some TotQ-themed stuff that you may all find interesting. Keep in mind that this is meant for D&D as WELL as TotQ, so it will not be absolutely true to TotQ most likely, but it's the best I can do to make it fit both systems. Enjoy, comment, I love feedback.
First on the list is everyones favourite stuff: New classes!
New Classes
New Base Class
The Questor
Abilities: The primary actions of the Questor involve Strength and Constitution, and Dexterity to back it up isn't bad either. The class has decent skill points, so high mental stats never hurt either. Their special abilities also rely heavily on their Charisma, so making that decent is also a must.
Alignment: Any non-evil
Hit die: d8
Class skills
The Questors class skills (And the key ability for each skill) are as follows: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level
(6 + Int modifier) x 4
Skill points at each additional level
6 + Int modifier
Class features
All the following are class features of the Questor
Weapons and Armor Proficiency The Questor gains proficiency in Light Armor, and all Simple and Martial Weapons
SpellsThe Questor gains a small number of arcane spells drawn from the list below. Questors can cast all spells without preparing them ahead of time the way a Wizard or Cleric must. To cast a spell, a Questor must have a Charisma equal to at least 10 + the Spell level. At certain levels, when the spells per day are marked 0, a Questor can cast spells of this level only if his charisma score is sufficient to have bonus spells of this level. As these spells are relatively simple, a Questor does not suffer an Spell Failure Chance when wearing light armor.
Symbol of the Questor At 1st level, the Questor recieves the symbol of his town, city, or whatever region he represents. This is inscribed with his personal code of honor, and grants him a +2 bonus on Diplomacy with those that recognize the authority of a Questor and automatically shift those who enjoy a comfortable relationship with the government one step closer to friendly, and those who oppose it one step further away. Should the Questor ever violate his code of conduct, or the city he represents no longer exists, the symbol turns black and marks him as a renegade. This symbol, gold or black, acts as the focus for the Questors spells, and if he loses it he must recieve a replacement from his home city before he can use them again. A Questor whose alignment changes to come in conflict with his code of conduct cannot advance any further in this class but does not lose any abilities gained.
Do the Impossible (Ex or Su) Starting at 2nd level, once per day, a Questor can undertake an incredible feat, doing the seemingly impossible as if it were an every day action. For a number of rounds equal to his Charisma bonus, the Questor gains a "floating bonus" equal to half his class level that he can use to add to any roll or to the DC of his spells. While the use of this ability can last more than one round, the floating bonus is a total, and so using any amount of it expends that amount of it for that use. I.E. Ronald is a 10th level Questor who wishes to bring down a tree in a single chop. He has a Charisma of 14 and so when he uses Do the Impossible, he has two rounds to do it in. He expends +4 on the first round to make a strength check to cut down the tree, but fails, and now only has +1 left to spend on anything else in the second round. This ability is Extraordinary if used to apply this to skills, a saving throw, attack roll, or damage roll, and Supernatural if used to enhance a spell. At every 5th level afterwards, the Questor gains an extra use of Do the Impossible.
Uncanny Luck (Ex) Starting at 3rd level, a Questor gains a limited bonus to his defense based on his Charisma score. At 3rd level, he adds either +1 or his Charisma score, whichever is less (Minimum +0) to his Saving Throws and Armor as an untyped bonus. This increases by +1 every three levels, to a maximum of +6 at 18th level.
Evasion (Ex) At 3rd level, the Questor gains Evasion.
Uncanny Dodge (Ex) At 5th level, the Questor gains Uncanny Dodge.
Standing Defiant (Ex) When faced with impossible odds, a Questor still never gives up, even at the expense of his own life. At 7th level, a Questor can enter the Stance of the Defiant once per day, it lasting a number of rounds equal to his level plus his Charisma modifier. While in this stance, the Questor can still move freely, and gains the following bonuses:
-DR 10/-
-Stability (A +4 on all attempts to resist grappling, bull rushes, and tripping attempts)
-Ferocity (The Questor automatically stabilizes when between -1 and -9 health. If the Questor sinks below this point, but his body is not destroyed, he remains fighting for the rest of his defiance, after which point he instantly dies)
-Rage (+4 to Strength and Constitutin, +2 to Will Saves, -2 to AC)
This incredible rush of power is not without its drawbacks, however, and afterwards leaves the Questor exhausted. If the Questor is fatigued already by this time, he becomes unconscious. If he is already exhausted, he instantly degrades to dieing (Unconscious and at -1 hit points). If the Questor was dieing already, he instantly dies and, should he desire it, recieves the feeling of vindication, and his soul is uplifted as he passes on to the upper planes (Which means he recieves the benefits of an atonement spell, and his alignment changes to represent whatever cause he died fighting for). At every fifth level after, the Questor gains an extra use of Standing Defiant.
Hero to the Masses By 12th level, the Questor has achieved excessive fame in the lands he works. Often times, people will petition to meet the Questor just so they can shake their hand. This kind of show does not go unnoticed and inevitably rubs off on the Questor, making them showboat even further. This gives the Questor a one-time, permanent +2 to Charisma, and increases their leadership score for the purpose of gathering followers from their domain by 2.
Emissary of his people At 20th level, the Questor is an emissary of his people. His type changes to Outsider and he gains the Native subtype, as well as a permanent DR 10/Magic. The Questor also never ages, and should he die while still honourable, he can be revived without any level or constitution loss as his soul drives him to protect his people. However, when his time is up, the Questor still dies of old age, and cannot be revived by any means.
Base Attack Bonus and Saves The Questor has an average base attack bonus, as a monk, and all saves are good for the Questor, also as per a monk.
New Prestige Classes
Note: Feats marked with an asterisk are described in the Feats section.
[/b]The Renegade[/b]
Not all Questors are valiant champions of good and kindness, and not all fairy tales have happy endings. Some Questors who valiantly defend their homesteads their entire lives have returned one day from an adventure and had their medallions turn black as they see their town burning in the distance, while others have felt the greed and lust for power and money they see in the hearts of so many enemies they have defeated, and can't help but wish to taste the sweet nectar of evil temptations for themselves.
Either way, to become a Renegade is something all Questors must firmly try to avoid, for either way it means most likely you lose your friends and family in the process. It is a sad path to walk, but for some, once the decision has been made by or for them, it is the only path for them to walk.
Once I was a Questor... Once...
Hit Die: d10
Prerequisites
To become a Renegade, the following prerequisites must be met.
Feats: Vengeance Tastes Sweet*, Sorrowful Soul*
Special: A Renegade must have, at one time, been a Questor who, through either great loss or unbecoming conduct, has had his medallion turn black.
Class Skills
Same as those of a Questor
Skill points per level
4 + Int Modifier
Class Features
All the following are Class Features of the Renegade
Spells The Renegade adds his Renegade level to his Questor level to determine the spells he can cast.
Hateful Strike (Ex) The loss of the love of his people fills the Renegade with a burning anger that is hard to satiate. Starting at first level, once per encounter, the Renegade can target someone who has wronged him (Typically someone who deals damage to him) and select them as the target of his hate. The Renegade adds his class level to all damage against that target. The Renegade can only choose one target per three levels of Renegade in an encounter, but can only have one target at any given time.
Sneak Attack (Ex) Starting at 2nd level, and ever second level after that, the Renegade gains a sneak attack, as per the Rogue ability, that increases by 1d6 at each increment. This stacks with any other form of Sneak Attack the Renegade has.
Blood Letter (Ex) Starting at 5th level, the Renegade begins to care less and less about bringing his targets back alive, if he did in the first place, and hones his killing technique to a fine point. Every time the Renegade deals damage with a slashing or piercing weapon, he causes a bleeding wound that deals an extra point of damage every round until the subject is the target of a Cure spell or a Heal Check with a result of 20 or higher. If the attack is a sneak attack, it causes one extra bleeding wound for every extra damage dice. I.E. Karnak is a 4th level Renegade weilding a Rapier. If he hits his opponent with a sneak attack, they suffer an extra 3 points of damage a round (1 for the actual hit, 2 for his sneak attack). This effect is in addition to the actual sneak attack damage but does not stack with the effects of a wounding weapon.
Feel my Sorrow (Su) At 10th level, the Renegade has come to terms with what he has given up over a long period of time, and as such has had time to cope with it. At this point, all the misery inside of him can be unleashed, however, into his opponents. By merely staring at his opponent and using the Feint action in combat, the Renegade can make a Death Attack once per opponent per day. The opponent must be the target of the Renegades Hateful Strike, and must succeed on a Reflex Save if the Renegade weilds a Slashing Weapon or a Fort Save if they weild a Piercing Weapon. If the attack succeeds, the opponent automatically suffers the effects of a Coup De Grace as their will to live is sapped away and their body willingly gives in to the embrace of death. The DC on this save is 20 + the Renegades Charisma modifier.
Base Attack Bonus and Saves: The Renegade has a high attack bonus, equal to that of a fighter, but his suffering has left him mentally drained, giving him high Fortitude and Reflex saves but low Will saves.
Luxomant
Lux, as any Rac Conan Daimh can tell you, is not magic. It's natural, but most creatures are blind to it. However, a select few species have been known to be able to see it and to understand it, and even some mage-blind creatures have been known to tap into it from time to time when an exceptional child is born. Luxomants are those who shy away from traditional magic and move towards accessing this energy field, and at the same time leave traditional magic behind, becoming increasingly focused and dependent on Lux.
It's not magic!
Skills: Knowledge (Arcana) 5 ranks, Concentration 5 ranks
Feats: Luxomancer*, Spell Focus (Either Evocation, Conjuration, or Transmutation)
Spellcasting: Must be able to spontaneously cast arcane spells. If any prepared arcane casting class levels are gained before this one, those class levels are forsaken forever and can be converted on a level-for-level basis into an already chosen spontaneous casting class.
Special: The character must have the Lux-Seer or Dragonblood Subtype
Hit die: d4
Class Skills
The Luxomant's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Luxcraft (Int).
Skill points per level
2 + Int Modifier
Class Features
The following are all class features of the Luxomant
Spellcasting At every level, except first, fifth, and tenth, the Luxomant gains new spells as if they advanced in the class they were in last, but do not gain any of the class features.
Lux Casting At first level, the line between magic and lux becomes steadily more visible to the Luxomant. As this happens, a gradual shift begins to occur in the way the Luxomant uses their spells, drawing a mix of both Lux and Magic. This first begins to manifest as their spells becoming tougher to dispel, inflicting a penalty equal to the Luxomants level on all attempts to dispel a spell they cast. However, the same penalty is incurred on their own dispel attempts, and any attempt to counterspell their opponents spells has a 50% chance of failure.
The Great Divide At fifth level, the line between Lux and Magic becomes a divider, each very different. Any attempt by the Luxomant to use a non-Lux based magic item requires a Use Magic Device check. A failure in this indicates that the gulf between the old ways and the new ones are increasingly seperate. However, the Luxomant can recharge his Lux reserves over time, and so depending on where they are, they recharge spell levels over time without needing to rest. Refer to the chart below to find out the recharge rate:
-Lux Font: 3 spells per level per hour
-Area filled with dense amounts of Lux-using creatures: 2 spells per level per hour
-An area rich with life: 1 spell per level per hour
-A city: 1 spell per three hours
-A barren or desert area: No recharge
Lux Caster Extraordinaire At 10th level, the Luxomant draws entirely from Lux. Any attempt by him to dispel magical effects, or vice versa, fails instantly, and he can no longer use normal magical items. However, his connection to the ebb and flow of Lux and Life has given him some incredible abilities, increasing the caster level of all his spells by 2 when he concerning living creatures, and he gains access to the Druid Spell List, able to add any of them to his spell list as he would anything from the Wizard/Sorcerer spell list.
New Feats
Blind but Now Can See
The creature instantly gains the Lux-Seer Subtype, allowing them to use Lux-based items and to see Lux. This feat can only be gained at first level or under special circumstances (DM's judgement).
Luxomancer
The character uses Lux instead of Magic when casting spells. Inevitably, using arcane rituals to evoke more powerful spells means there is a mix of magic in there too, but it is mostly Lux, meaning the DC to dispel your spells increases by 1, and you can use Crafting Feats to make Lux-based items.
Six Feet Tall, and fartin' Thunderbolts
The character is unusually forceful in personality, and gains a +2 on all Charisma-based checks against creatures similar to their own or that are particularly enamored with their exploits.
Sorrowful Soul
The character has, at some point in their life, suffered some great and tragic loss. As such, they carry with them a constant aura of despair that protects them against strong emotions. This feat makes them immune to mind-affecting emotion effects.
Vengeance Tastes Sweet
The character has a terrifying lust for revenge and as such has devoted a fair portion of their life to destroying that which angers them. Effectively, this acts as the Favoured Enemy class feature of the Ranger in all respects. This feat can be taken more than once; its effects stack or a new creature type can be selected.
New Skills and Types
New Skill: Luxcraft Luxcraft replaces Spellcraft for all creatures who take the Luxomancer feat. It has the same uses but works with Lux instead of spells.
New Subtype: Lux-Seer The Lux-Seer subtype is applied to any creature able to sense Lux in some fashion or another.
Questor Spell list
Spells per day:
1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 0 - - -
5th 0 - - -
6th 1 - - -
7th 1 - - -
8th 1 0 - -
9th 1 0 - -
10th 1 1 - -
11th 1 1 0 -
12th 1 1 1 -
13th 1 1 1 -
14th 2 1 1 -
15th 2 1 1 0
16th 2 2 1 1
17th 2 2 2 1
18th 3 2 2 1
19th 3 3 3 2
20th 3 3 3 3
Spells Known:
See the above list and increase all the numbers by 2. The spells are drawn from the Assassin List, as the skill set employed by Questors and Assassins are typically the same.
So, questions? Comments? I will be adding more to this, like stats for Rac Cona Daimh's, but if there is anything anyone wants in particular, please be sure to ask.
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- BrockthePaine
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Re: OT: Quests, Bests, and Magic Tests?
Ralph once put together the stats for the Raccona here.Axelgear wrote:So, questions? Comments? I will be adding more to this, like stats for Rac Cona Daimh's, but if there is anything anyone wants in particular, please be sure to ask.
Rac Cona Daimh
RACCONANS Small, bipedal raccoon-like species. Nearly universal magic users. highly insular and secretive about their society, and generally have little knowledge of the world outside their own culture. Due to their own somewhaticonoclastic representative government, and a long history with many unpleasant incidents, they tend to be hostile and mistrusting of "nobility" or anyone claiming royal bloodlines or "divine right"... they are also especially cautious of non-Racconan spellcasters, as several in the past have attempted to enslave or even vivisect them for thaumaturgical ingredients.
Size: SMALL, 2-2.5 ft.... As a Small creature, gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Base Land Speed: 20
Automatic Language: Common, Sylvan
Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Favored Class: Sorceror
Racial Features
* +2 Dex
* +2 racial bonus on climb and balance checks.
* -2 Strength
* -2 to intimidate (small, cute and high pitched voices)
* -2 to saving throws against effects that blind, dazzle, deafen, or against noxious odors
* 2x as long to recuperate from effects that blind, dazzle or deafen
* "Sensative senses (Ex): Due to their sharp senses, Racconans get a +2 bonus on Listen checks as well as Low Light Vision. However, they take a -2 penalty on saves vs. effects that blind, dazzle, or deafen, and the duration of such effects is doubled."
* Weapon Familiarity: may treat blunderbusses and other guns as martial weapons rather than exotic weapons.
* MAGIC AURA: They possess a natural magic aura that is visible to aurasight and Detect Magic, strength is equivalent to their character level. Detects (regardless of their class or magical training) as an aura of evocation.
* Natural weapon: sharp little teeth 1d3 damage
* +4 to Use Magic Device
* WildEmpathy
Spell-like abilities:
Racconans are highly magical creatures.... natural-born magic users, in effect. They also come from a culture where magic is pervasive and almost universally used. They possess a shocking level of natural ability with small-level spells. All racconans possess, at a base,
* Detect Magic--- at will. Able to see magical auras.
* Prestidigitation--- at will
* DancingLights--- at will. Additionally, they can craft the lights into more complex forms, shapes and colors. They are obviously illusions (glowing, translucent), but with a good bluff roll they can be passed off as spell-effects to the gullible.
* natural casting: all racconans know a list of (INT mod) cantrips or orisons, which they can cast from (CHA mod) times a day. This is in addition to spells and castings per day they get from their class or level. NOTE: The DM should be aware that a rogue class with a touch attack spell-like such as AcidSplash or RayOfFrost will effectively have an attack that bypasses all AC.
Adulthood: 21
Middle Age: 125
Old Age: 160
Venerable Age: 200
Maximum Age: 250
It does not take a majority to prevail ... but rather an irate, tireless minority, keen on setting brushfires of freedom in the minds of men. - attributed to Samuel Adams
“To preserve liberty, it is essential that the whole body of the people always possess arms and be taught alike, especially when young, how to use them.” - Richard Henry Lee
“To preserve liberty, it is essential that the whole body of the people always possess arms and be taught alike, especially when young, how to use them.” - Richard Henry Lee
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Deckard Canine
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A Rac Cona Daimh is about two feet in height, so just multiply whatever your characters height is by three and you get it. Or four. It doesn't really matter.
And yes, I'm an avid D&D fan. I love just sitting and creating this stuff off the top of my head.
And as to the Rac Cona Daimh stats, they're at least a +1 to LA as is. Remove Wild Empathy, replace it with a +2 on Handle Animal, reduce the Use Magic Device bonus by 2, and we're in business. As to their Natural Casting, it does make sense, but I'd change the number of cantrips or orisons known to half their character level.
Now that I think about it, a Rac Conan would make a very nice Warlock, obviously drawing their power from Lux instead of some darker faustian dealings. I'd also love to see them react to Fey'ri...
And yes, I'm an avid D&D fan. I love just sitting and creating this stuff off the top of my head.
And as to the Rac Cona Daimh stats, they're at least a +1 to LA as is. Remove Wild Empathy, replace it with a +2 on Handle Animal, reduce the Use Magic Device bonus by 2, and we're in business. As to their Natural Casting, it does make sense, but I'd change the number of cantrips or orisons known to half their character level.
Now that I think about it, a Rac Conan would make a very nice Warlock, obviously drawing their power from Lux instead of some darker faustian dealings. I'd also love to see them react to Fey'ri...
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Frigidmagi
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Given what we've seen I would make it -4 to str and give them either a +2 to Con or Cha.
Their magic is not going to translate to well into D&D, but I would push for it being Cha based as it's not a matter of the smarter ones being more powerful. Also poor Quenty proves to me that they can take an unholy amount of punishment.
Their magic is not going to translate to well into D&D, but I would push for it being Cha based as it's not a matter of the smarter ones being more powerful. Also poor Quenty proves to me that they can take an unholy amount of punishment.
One thing:
Losing one's home village would not make a questor a "renegade."
A Questor is someone who was part champion defender, part bodyguard, part private eye, and part treasure hunter.... who hired out his services.
Many Questors were Freelance--- tied to no particular village. <I>Village</i> questor was, and is, an honorary title, something akin to "Village champion and defender." It was historically vied for by experienced freelancers--- though novices directly becoming a village Questor, per Quentyn's story, are not unheard of.
Were a Village Questor's home village destroyed, he would be holdless--- essentially freelance again--- but would retain his title as "village questor" as an honorific.
A questor could only lose his title by either renouncing it himself, or by a full village council, and a vote of no confidence. It would be a black mark against him as a Questor, but could not legally prevent him from taking up the job elsewhere as a freelancer.
The code of Honor for questors would be similar to that of a "knight of the old code" (Dragonheart reference, y'all)--- with the addendum of being committed to serve whomever he accepted coin from, no matter how small the fee. And, technically, a Questor never worked for free. (A Questor's village was essentially a "major client.") It was customary that, if a Questor was motivated by his code of honor or personal ethics to take a specific task, his asking price was two copper coins or beads..... "A two-copper job" was Questor jargon, and eventually a common slang phrase, for "a job I'd do for free."
Losing one's home village would not make a questor a "renegade."
A Questor is someone who was part champion defender, part bodyguard, part private eye, and part treasure hunter.... who hired out his services.
Many Questors were Freelance--- tied to no particular village. <I>Village</i> questor was, and is, an honorary title, something akin to "Village champion and defender." It was historically vied for by experienced freelancers--- though novices directly becoming a village Questor, per Quentyn's story, are not unheard of.
Were a Village Questor's home village destroyed, he would be holdless--- essentially freelance again--- but would retain his title as "village questor" as an honorific.
A questor could only lose his title by either renouncing it himself, or by a full village council, and a vote of no confidence. It would be a black mark against him as a Questor, but could not legally prevent him from taking up the job elsewhere as a freelancer.
The code of Honor for questors would be similar to that of a "knight of the old code" (Dragonheart reference, y'all)--- with the addendum of being committed to serve whomever he accepted coin from, no matter how small the fee. And, technically, a Questor never worked for free. (A Questor's village was essentially a "major client.") It was customary that, if a Questor was motivated by his code of honor or personal ethics to take a specific task, his asking price was two copper coins or beads..... "A two-copper job" was Questor jargon, and eventually a common slang phrase, for "a job I'd do for free."
"What was that popping noise ?"
"A paradigm shifting without a clutch."
--Dilbert
"A paradigm shifting without a clutch."
--Dilbert
You're right - After all, it is your creation - And the reason I added the whole Black Medallion thing was essentially so that a Questor could turn evil. The destruction of the village is meant to be a black mark on a Questors soul though; the village that made him into what he is being wiped off the map is especially tragic. The Renegade class is more about a Questor losing hope and inner strength, which is what makes the Questor such a powerful character.
Still, if you want me to change it in any way, please, tell me what you would specifically have me alter and I'll see what I can do. After all, I want the creator to be happy with it and for it to be usable in Greyhawk campaigns.
Still, if you want me to change it in any way, please, tell me what you would specifically have me alter and I'll see what I can do. After all, I want the creator to be happy with it and for it to be usable in Greyhawk campaigns.
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Out of interest - is there any occasion where multiple questors have worked together to achieve common goals? I imagine it'd be pretty rare, right?
It does not take a majority to prevail ... but rather an irate, tireless minority, keen on setting brushfires of freedom in the minds of men. - attributed to Samuel Adams
“To preserve liberty, it is essential that the whole body of the people always possess arms and be taught alike, especially when young, how to use them.” - Richard Henry Lee
“To preserve liberty, it is essential that the whole body of the people always possess arms and be taught alike, especially when young, how to use them.” - Richard Henry Lee
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Well, they'd have to take on the same contract, and all parties involved would have to agree that it actually required more than one Questor. It's possible some may have set up shop together, like some PI's in our country, and worked as a team to finish the job.
However, I think it would be quite rare. Most Questors likely prided themselves on their ability to do a job on their own, with a minimum of help from others. To take a job with a competitor would require special circumstances.
You'll notice that not even the contract with Quentyn of Ridgedale required a second Questor, and Quentyn himself never asked for help from another...
However, I think it would be quite rare. Most Questors likely prided themselves on their ability to do a job on their own, with a minimum of help from others. To take a job with a competitor would require special circumstances.
You'll notice that not even the contract with Quentyn of Ridgedale required a second Questor, and Quentyn himself never asked for help from another...
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It seems more likely that a questor would hire or team up with non-questors before another questor.
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