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gooddragon1
2017-01-01, 06:58 PM
The Vecin



The Vecin are a group of nomadic people in Kehjistan who travel in wagon trains. When their caravans are threatened, the Vecin will supplement their meager weapons and armor with whatever materials they have on hand.

Vecin society is matrilineal. They are a spiritual people, and are blessed with magical visions by way of a 'sixth sense' called the Sight. The Vecin attribute this gift to Allmother, their patron deity.


A Vecin (http://diablo.wikia.com/wiki/Vecin) (pronounced Veh-chin) is a reasonably capable combatant who can provide her allies with support both on and off the battlefield via magical and mundane means.

Adventures: Vecin are motivated towards adventure for reasons similar to those of bards and rogues.

Characteristics: Vecin are reasonably competent spellcasters who are cunning in their own way. They also tend to appear quite comely for their species and appear to age unnaturally gracefully.

Alignment: Vecin are almost always nonlawful and act outside the law when they feel it to be necessary.

Religion: Vecin tend to revere deities of mystery and knowledge, but may also tend towards deities that promote community and family.

Background: Vecin are individuals who are wise beyond their years and have learned some magical abilities as well as other abilities to get by in the many situations generally encountered in a nomadic lifestyle.

Races: Vecin tend to be more commonly found in nomadic races, but any humanoid race can have them. Typically more tribal races are known for Vecin. Nonhumanoid Vecin exist, but are not as common. Vecin largely tend to be female, but exceptionally wise males who lack formal clerical training can also follow the path of the Vecin.

Game Rule Information:
Vecin have the following game statistics.
Ability Scores: Wisdom is the primary ability for Vecin spellcasting, fortune telling, and lore. An intelligent Vecin can make use of more skills and has an easier time with alchemy. A charismatic Vecin is better at interacting with others. Constitution can allow a Vecin to weather both the environment and the battlefield with greater ease.
Alignment: Any Nonlawful.
Hit Dice: d6.
Starting Wealth: As bard.
Starting Age: As bard.

Class Skills:
The Vecin's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft [Alchemy] (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

The Vecin



Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
0
1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+0
+2
Fortune Telling, Sneak Attack +1d6, Spells, Vecin Alchemy
4
—
—
—
—
—
—


2nd
+1
+0
+0
+3
—
4
0
—
—
—
—
—


3rd
+2
+1
+1
+3
—
5
1
—
—
—
—
—


4th
+3
+1
+1
+4
Sneak Attack +2d6
5
2
0
—
—
—
—


5th
+3
+1
+1
+4
Vecin Lore
5
3
1
—
—
—
—


6th
+4
+2
+2
+5
—
6
3
2
—
—
—
—


7th
+5
+2
+2
+5
—
6
3
2
0
—
—
—


8th
+6/+1
+2
+2
+6
Sneak Attack +3d6
6
3
3
1
—
—
—


9th
+6/+1
+3
+3
+6
—
7
3
3
2
—
—
—


10th
+7/+2
+3
+3
+7
—
7
3
3
2
0
—
—


11th
+8/+3
+3
+3
+7
—
7
3
3
3
1
—
—


12th
+9/+4
+4
+4
+8
Sneak Attack +4d6
8
3
3
3
2
—
—


13th
+9/+4
+4
+4
+8
—
8
3
3
3
2
0
—


14th
+10/+5
+4
+4
+9
—
8
3
3
3
3
1
—


15th
+11/+6/+1
+5
+5
+9
—
9
4
3
3
3
2
—


16th
+12/+7/+2
+5
+5
+10
Sneak Attack +5d6
9
4
4
3
3
2
0


17th
+12/+7/+2
+5
+5
+10
—
9
4
4
4
3
3
1


18th
+13/+8/+3
+6
+6
+11
—
10
4
4
4
4
3
2


19th
+14/+9/+4
+6
+6
+11
—
10
4
4
4
4
4
3


20th
+15/+10/+5
+6
+6
+12
Sneak Attack +6d6
10
4
4
4
4
4
4



Weapon and Armor Profieciency:

A Vecin is proficient with the club, dagger, hand crossbow, quarterstaff, sap, and the sling. A Vecin is proficient in padded or leather armor but not with shields.

Sneak Attack

If a Vecin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Vecin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Vecin flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 at 4th level and every four Vecin levels thereafter. Should the Vecin score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Vecin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A Vecin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Vecin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Vecin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

A Vecin may opt to make a single attack in a round as a standard action with an uncanny knack for sensing an opponent's weakest moments. This attack deals an extra point of damage per sneak attack damage dice even if the target would ordinarily not be subject to a sneak attack. This damage increases by an additional point per dice at 10th level and every 10 levels thereafter. This extra damage is not precision damage the way sneak attack damage normally is and can be multiplied on a critical hit.

Spells:

A Vecin casts divine spells. Unlike most divine spellcasters, however, their spellcasting is spontaneous, like that of a sorcerer. A Vecin need not prepare her spells each day, she simply knows them. Modifying a spell using a metamagic feat is more difficult for a vecin than a cleric however, and any spell modified by a metamagic feat (except for quicken spell) requires a full-round action to cast. To learn or cast a spell, a Vecin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Vecin’s spell is 10 + the spell level + the Vecin’s Wisdom modifier.

Spells Known:

A Vecin’s selection of spells is limited. A Vecin begins play knowing 5 0-level spells of your choice from the cleric list or any divination or illusion spell of the appropriate level (if the spell is available at multiple different levels use the lowest level, also see restricted spells) as well as the spells Prestidigitation (http://www.d20srd.org/srd/spells/prestidigitation.htm) and Vecin Alchemy at their 1st Vecin level, Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) (with a duration of 2 hours/level) and Feather Fall (http://www.d20srd.org/srd/spells/featherFall.htm) at their 3rd Vecin level, Rope Trick (http://www.d20srd.org/srd/spells/ropeTrick.htm) at their 5th Vecin level, and Minor Creation (http://www.d20srd.org/srd/spells/minorCreation.htm) at their 11th Vecin level. As a Vecin gains levels she gains knowledge of more spells as described in the table below.

Upon reaching 2nd level, and at every fourth Vecin level after that (6th, 10th, and so on), a Vecin can choose to learn a new spell in place of one she already knows. In effect, the Vecin "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Vecin spell the bard can cast. A Vecin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.




Vecin Spells Known


Level
0
1st
2nd
3rd
4th
5th
6th


1st
5
—
—
—
—
—
—


2nd
5
2*
—
—
—
—
—


3rd
6
3
—
—
—
—
—


4th
6
3
2*
—
—
—
—


5th
6
4
3
—
—
—
—


6th
7
4
3
—
—
—
—


7th
7
4
4
2*
—
—
—


8th
7
4
4
3
—
—
—


9th
8
4
4
3
—
—
—


10th
8
4
4
4
2*
—
—


11th
8
4
4
4
3
—
—


12th
9
4
4
4
3
—
—


13th
9
4
4
4
4
2*
—


14th
9
4
4
4
4
3
—


15th
10
4
4
4
4
3
—


16th
10
5
4
4
4
4
2*


17th
10
5
5
4
4
4
3


18th
10
5
5
5
4
4
3


19th
10
5
5
5
5
4
4


20th
10
5
5
5
5
5
4


*Provided the Vecin has a high enough Wisdom score to have a bonus spell of this level.


Restricted Spells:

A Vecin cannot learn spells with the electricity descriptor or fire descriptor with one exception: Flame Strike (http://www.d20srd.org/srd/spells/flameStrike.htm) which instead deals cold damage. A Vecin cannot learn spells that bring back the dead. When a cleric spell would reference what whether you channel positive or negative energy normally you are treated as channeling positive energy if you have a good alignment or negative energy if you have an evil alignment. If you have neither a good nor evil alignment you choose the treatment for this purpose at 1st level and cannot change the choice thereafter.

Fortune Telling (Su):

A Vecin may make predictions about the fate of a creature with a sense motive check by looking at the creature's palm (this ability may not work on creatures without palms). This process requires 1 minute to perform and functions similarly to an Augury (http://www.d20srd.org/srd/spells/augury.htm) spell with a caster level equal to the Vecin's class level, but the material component is only 1 silver piece and it has no focus component. A Vecin cannot use this ability on herself unless she is at least 5th level. To attempt to tell a creatures fortune the Vecin must successfully make a Sense Motive check with DC 10 + Hit Dice of the creature + 5 per previous fortune telling attempt on that creature within the last 24 hours (this is independent of the percentage check of the Augury component and is also made secretly).

Vecin Alchemy (Su):

A Vecin learns how to use their magic to make special alchemical substances for later use. These items generally keep for 1 year and can be made useful again for another year with a Purify Food and Drink (http://www.d20srd.org/srd/spells/purifyFoodAndDrink.htm) spell if spoiled. The creation of these items requires the Vecin Alchemy orison spell and a corresponding craft (alchemy) check. A Vecin can only create items with this ability that have a gp cost less than or equal to 50 times their level. The Vecin tend to overcharge more or less for these items depending on their opinion of the buyer. They may also tend to downplay any negative side effects their concoctions might have. It is possible for substitute ingredients to be used in Vecin alchemy, but they may have different costs or require a different amount of craft (alchemy) check to succeed.



Vecin Alchemy


Item
Type
Price
DC
Use
Drawback


Fishscale Elixir
Su and Ex
30 gp
15
Assists with underwater activities
Penalty to rolls on land


Gnarlroot Paste
Ex
3 gp
5
Provides lasting sustenance
—


Golden Wishbone
Su
500 gp
25
Removes some afflictions
Penalty to rolls


Greymoth Elixir
Su
10 gp
10
Grants temporary darkvision
Light sensitivity


Nightcotton Eyedrop
Ex
30 gp
15
Improves sleep
Penalty to rolls if woken early


Rigortangle Capsule
Ex
250 gp
25
Easy use contact or inhaled poison 1d6 Str and Dex
—


Silver Wishbone
Su
100 gp
20
Grants temporary +2 luck bonus
Penalty to other rolls


Spicemint Gum
Su
500 gp
25
Grants single use extra move action
Fatigue or exhaustion


Sunlotus Extract
Su
20 gp
10
Improves natural or magical healing
Penalty to attack rolls


Utterdark Capsule
Su
50 gp
20
Creates illusory mist
Allows disbelief




Fishscale Elixir (Su and Ex): Upon drinking this blueish substance (a standard action) you gain a +4 alchemical bonus on swim checks, the ability to hold your breath for 10 times as long as you normally could, and a 10 minute grace period of not needing to breathe which is used as you need it. You can use up 1 round of this grace period at any time to take a deep breath. While under the effects of this elixir you take a -2 penalty to attack rolls, saving throws, and skill checks while on dry land. The effects of this elixir last 1 day. If the effects of this elixir are dispelled or suppressed, the benefit of the last deep breath you have taken still persists. Drinking another fishscale elixir while already under the effects of fishscale elixir refreshes the duration rather than simply adding to it.
Price 30 gp; Craft (Alchemy) DC 15; Weight 1/20 lb.

Gnarlroot Paste (Ex): This orange paste generally comes in a small cylindrical container. Only a small dab is required to provide all the sustenance a medium sized creature requires for an entire day. The paste is very bland with a slight hint of citrus flavor. A full container has enough paste to last for 120 days in this manner. Unlike other products of Vecin alchemy gnarlroot paste never spoils.
Price 3 gp; Craft (Alchemy) DC 5; Weight 1/20 lb.

Golden Wishbone (Su): This wishbone is coated in a very thin gold plating. When it is snapped as a standard action the user wishes for an ongoing misfortune that has befallen a willing creature they are touching to be removed. The subject is then allowed another saving throw against the effect at a +1d4 luck bonus, depending on how much of the wishbone was snapped off in the "right direction". The subject, takes a penalty equal to the bonus granted on saving throws for 1 day afterwards. This item does not function against effects that do not allow a saving throw.
Price 500 gp; Craft (Alchemy) DC 25; Weight 1/20 lb.

Greymoth Elixir (Su): Upon drinking this greyish substance (a standard action) you gain darkvision (http://www.d20srd.org/srd/specialAbilities.htm#darkvision) out to 60 feet, but you also gain light sensitivity (see the Kobold monster entry (http://www.d20srd.org/srd/monsters/kobold.htm)). The effects of this elixir last 1 day or until you drink water. Drinking another greymoth elixir while already under the effects of greymoth elixir refreshes the duration rather than simply adding to it. Greymoth is a plant with leaves that look like grey moth wings.
Price 10 gp; Craft (Alchemy) DC 10; Weight 1/20 lb.

Nightcotton Eyedrop (Ex): This purple liquid comes in a small glass vial. When a drop is applied to one eye (a full round action) it causes the user to have a deeper and more restful sleep. The user will require only 4 hours of sleep to gain the benefits of 8 hours of sleep. However, if the user is woken up before the 4 hours elapses they take a -1 penalty on all attack rolls, saving throws, and skill checks until they get 8 hours of sleep. A single vial contains 7 drops worth of liquid.
Price 30 gp; Craft (Alchemy) DC 15; Weight 1/20 lb.

Rigortangle Capsule (Ex): This small purple sphere contains a purple liquid inside it. When peeled open it produces a contact poison that can be applied to a weapon without the chance of poisoning the user. This poison deals initial and secondary damage of 1d6 Dex and 1d6 Str (Fortitude saving throw DC 10 + 1/2 Vecin Level + Wisdom Modifier). This sphere can also be held in the users palm and shaken (both of these conditions must be met) then broken against a hard surface. It is treated as an inhaled poison when used in this way it has a range increment of 30 feet. Both uses are a standard action.
Price 250 gp; Craft (Alchemy) DC 25; Weight 1/20 lb.

Silver Wishbone (Su): This wishbone is coated in a very thin silver plating. When it is snapped as a standard action the user wishes for luck in one endeavor (ranged attack rolls, melee attack rolls, grapple checks, skill checks with one skill, caster level checks, ability checks for one ability, or some other d20 roll the DM deems acceptable). For the next 1d4 minutes, depending on how much of the wishbone was snapped off in the "right direction", the user gets a +2 luck bonus on all rolls of the sort they chose, but they take a -2 penalty on all other attack rolls, saving throws, and skill checks.
Price 100 gp; Craft (Alchemy) DC 20; Weight 1/20 lb.

Spicemint Gum (Su): This white gum with red flecks grants the user the ability to call upon a small burst of speed at some point after chewing it (a standard action). As a swift action, the user may take an additional move action up to 1 day after chewing spicemint gum. The round after taking this additional move action the user is fatigued (or exhausted if they were already fatigued). Chewing more than 1 spicemint gum over the course of a day allows up to 1 additional use per 4 Hit Dice of the user and refreshes the 24 hour duration in which an action can be used for all uses.
Price 500 gp; Craft (Alchemy) DC 25; Weight 1/20 lb.

Sunlotus Extract (Su): When this yellowish faintly glowing liquid is ingested (a standard action) it speeds up natural healing. The user recovers 1d4 hit points immediately and 1 hit points each hour for four hours afterwards (though this healing cannot heal past half of the user's maximum hit points and multiple uses do not stack the healing per hour). Alternatively, sunlotus extract can be used as a material component for any spell with the healing descriptor. When used in this fashion it allows the caster to re-roll any result of a 1 on healing dice and improves their caster level by 1 for that spell. Any creatures who drink sunlotus extract or who are affected by a spell enhanced with it incur a -2 penalty on attack rolls for 10 minutes due to disorientation (Will saving throw DC 10 + 1/2 Vecin Level + Wisdom Modifier to reduce this time to 1 minute, this penalty does not stack for multiple uses of sunlotus extract).
Price 20 gp; Craft (Alchemy) DC 10; Weight 1/20 lb.

Utterdark Capsule (Su): This small black sphere contains a black liquid inside it. When peeled open it duplicates the effects of an Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm) spell at the caster level of the creator that is unaffected by fire, water, and wind. This fog is treated as an Illusion (figment (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#figment)) for the purposes of interaction (Will saving throws are DC 10 + 1/2 Vecin Level + Wisdom Modifier). This sphere can also be held in the users palm and shaken (both of these conditions must be met) then broken against a hard surface. When thrown in this way it has a range increment of 30 feet. Both uses are a standard action.
Price 50 gp; Craft (Alchemy) DC 20; Weight 1/20 lb.


Vecin Lore (Ex):

At 5th level, a Vecin may make a special vecin lore check with a bonus equal to her Vecin level + her Wisdom modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Vecin has 10 or more ranks in Sense Motive, she gains a +2 bonus on this check.)

A successful Vecin lore check will not reveal the powers of a magic item but may give a hint as to its general function. A Vecin may not take 10 or take 20 on this check; this sort of knowledge is essentially random.


Vecin Lore


DC
Type of Knowledge


10
Common, known by at least a substantial minority of the local population.


20
Uncommon but available, known by only a few people legends.


25
Obscure, known by few, hard to come by.


30
Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.



===

Vecin Alchemy
Transmutation
Level: Vecin 0
Components: V, S, F, M
Casting Time: 1 minute
Range: 0 ft.
Effect: Infuse ingredients with energy required to perform Vecin alchemy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You wreath your ingredients briefly in magical energy which fades into them allowing you to perform Vecin alchemy.

Focus Component:

A small piece of Gypsum.

Material Component:

Dependent on item to be created.

===
This class name is taken directly from the Diablo 3 Vecin.
I'm not reserving any posts so feel free to say stuff if you want.

Amechra
2017-01-01, 10:25 PM
I hope you're aware that the word "gypsy" is a racial slur.

Just saying.

gooddragon1
2017-01-01, 10:29 PM
I hope you're aware that the word "gypsy" is a racial slur.

Just saying.

:(

Is there some catchy name meaning "wise woman/man +sneakyish +cunning" that I could use alternatively?

EDIT: Got it... the Vecin from Diablo 3!

nonsi
2017-01-02, 04:32 AM
Allow swapping a known spell at 2nd level and ever 4 level thereafter. It will allow corrction of bad choices.
Fortune Telling: Usage Frequency not specified.

Btw, where does the spell restriction come from?

gooddragon1
2017-01-02, 05:04 AM
Allow swapping a known spell at 2nd level and ever 4 level thereafter. It will allow correction of bad choices.

Done, and also made it more clear that wisdom is the casting stat. Also, it should be noted that the Vecin have 5 free predetermined spells (prestidigitation, feather fall, rope trick, minor creation, and vecin alchemy) they get over their career.


Fortune Telling: Usage Frequency not specified.

As often as you have one minute to spare (made this more clear by putting it directly into the description rather than having it referenced through the spell) and one silver piece to spend.

Edit: added +5 per fortune telling attempt in a day dc increase to limit number of uses.

"Cross my palm with silver (https://www.google.com/webhp?ie=utf-8&oe=utf-8#q=cross+my+palm+with+silver) and I'll tell your fortune" (Though to be fair in this case, like most Vecin services they are overcharging since it would only really need to be 1 silver piece/also the way it would likely be phrased is ... and I'll answer a question about your future).


Btw, where does the spell restriction come from?

There's a homebrew-ish official class in the 3.5 Dungeon Masters Guide called The Witch. It basically said no flashy spells and focus on enchantment and illusion and some other stuff. The Vecin focuses on divination and illusion but also doesn't do flashy spells. Some flashy spells, but definitely no fire and lightning.

Disclosure: There's a thread about what classes people hate in 3.5 and this comment


OK here's the problem with that. For 99.9% of players, being a walking HP dispensary is not a fun thing, especially since doing that in combat is a terrible role to try to fill. So all you are doing is saying "Somebody here is going to have to play an unfun and limited class because I think you guys are too strong without an anchor."

That's the whole reason I've known a huge amount of DMs who find work arounds for healing and status effect removal so that no one is obligated to play the healbot unless they really want to. Requiring one person to take one for the team and play a boring character so everyone else can have fun is terrible game design. Full stop.

Now you're not just a walking HP dispensary because you get sneak attacks (searing light can be used for this purpose and so can inflict spells), a healthy number of spell options spontaneously both off the cleric list and any illusion/divination spell (you don't know all the spells, but the lists you can know from are pretty good), the ability to create a number of useful alchemical items, and the ability to read the future to a limited extent pretty frequently if you need to.

nonsi
2017-01-02, 07:49 AM
but definitely no fire and lightning

Can you specify why - theme wise - fire and lightning are off limits while cold damage is ok? And what about sonic/force/positive/negative energy?

gooddragon1
2017-01-02, 08:51 AM
Can you specify why - theme wise - fire and lightning are off limits while cold damage is ok? And what about sonic/force/positive/negative energy?

Way too bright and flashy for a generally subtle spellcaster. The other things can be gotten away with. Even searing light, but fire and lightning are just too overt.

Edit: added +5 per fortune telling attempt in a day dc increase to limit number of uses.