PDA

View Full Version : The Abhorsen Project (A Work In Progress)



Wiz_the_Wizard
2007-10-16, 05:12 PM
This is a conversion of the Abhorsen Trilogy by Garth Nix to D&D. It's by no means complete. Please feel free to suggest ideas, spells, classes, PrCs, etc or critique the existing work. Reposted from Wizards of the Coast boards. On a side note, I need new tables. Would someone be willing to help?

-E3

PS: Gah! Mine Sblocks hath failed me! What do I do?


--Classes--


--The Charter Mage--


Charter Mage

http://www.wizards.com/dnd/images/cov_gallery/92321.jpg

MAKING A CHARTER MAGE
Your abilities are defined by the Charter: you cast marks. That is your duty, whether it be to shore up your party or to destroy your enemy. Your prime resource is your magic. In general, you prefer to cast a spell than use a ranged weapon, though you know how to swing a sword. At later levels, you may be capable of enhancing weapons to destroy the Dead or armor to repel Free Magic. But until then, you must practice.
Abilities: Charter magic is keyed off of Intelligence, which allows the mage to string together a longer series of marks and memorize the long tables of pronunciation and script. Dexterity is important, because mages need the mobility that heavy armor denies them. Constitution lends the mage extra hit points, a valuable commodity for a class generally so lacking.
Background: Characters of any background except Ancelstirran may become Charter Mages, and indeed most of the bloodlines gravitate towards it as a profession. Ancelstirrans lack the Charter mark necessary to touch the Charter and cast marks.
Alignment: Charter Mages may be of any alignment, though the vast majority are good. Evil characters tend to be drawn towards Free Magic instead.
Starting Gold: 4d4 x 10 gp (Avg. 100 gp)
Starting Age: As sorcerer


Table: The Charter Mage Hit Die: d4
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Cast Charter Spell
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4 Master Mark
5 +2 +1 +1 +4 Lexicon
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6 Master Mark
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Lexicon
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8 Master Mark
13 +6/+2 +4 +4 +8
14 +7/+3 +4 +4 +9
15 +7/+2 +5 +5 +9 Lexicon
16 +8/+3 +5 +5 +10 Master Mark
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Master Mark, Lexicon


Class Skills (4+Int modifier, x4 at 1st level): Cast Mark, Concentration, Craft, Decipher Script, Heal, Knowledge (all skills, taken individually), Profession, Sense Motive, Spellcraft

CLASS FEATURES: All of the following are class features of the Charter mage:

Weapon and armor proficiency: You are proficient with all simple weapons. You are also proficient with light armor, but not with shields of any type.

Cast Charter Spell: You have the ability to cast Charter spells, composed of marks drawn from the Charter. Charter spells are drawn from lexicons, of which there are several: the Lexicon of the Crafter's Hand, the Lexicon of the World Wind, the Lexicon of Focused Power, the Lexicon of the Evolving Mind, and the Lexicon of the Bound Beast. You begin play knowing six first-level Charter spells. You can use your spells any number of times per day. You learn more spells at each level, and you can learn higher-level Charter spells as you advance.

The DC for saving throws against Charter spells is equal to 10 + the spell's level + the level of the master mark used, if any + your Intelligence modifier.

You may only cast a Charter spell with a level equal to one-half your Charter mage level rounded down. A higher-level mark must be overchannelled.

You gain access to new lexicons at every level divisible by 5, and begin play with access to one. You can cast Charter spells from lexicons which you do not have access to and/or do not know, but you cast them as though four levels lower. If this would cause you to be unable to cast the spell, you cannot without overchanneling (detailed under Charter Magic).

Master Mark: You learn a master mark, a powerful symbol that enhances and binds Charter magic together. Master marks are chosen from the list below, named corresponding to the Seven. Some may have additional requirements.


Ranna (level 1): Ranna calms the mind of the mage who invokes it, focusing their power. Any spell of the Lexicon of the Evolving Mind may be boosted with Ranna, which absolves the caster of the need to make any Concentration checks while casting the spell, regardless of any impeding, distracting, or damaging effects he may suffer. It increases the Cast Mark DC by +2.

Mosrael (level 2): Mosrael's mark wakes the latent power in spells. Mosrael may be applied to any spell from the Lexicon of Focused Power or the Lexicon of the Bound Beast. It boosts the mage's effective Caster Level by 1 and adds 1 point of damage per die to any spell that deals damage. Mosrael may only be invoked by a sixth level Charter mage, and increases the Cast Mark DC of any spell it is used with by +4.

Kibeth (level 2):

Dyrim (level 2):

Belgaer (level 3):

Saraneth (level 3): Any spell from the Lexicon of the Bound Beast can be enhanced by the mark of Saraneth. Saraneth doubles the duration of any binding spell it is used with, and increases the caster level by two. Saraneth can only be called upon by a Charter mage of at least twelfth level. It increases the Cast Mark DC of the spell by +6.

Astarel (level 4):




--The Generic Classes--
Warrior

http://www.wizards.com/dnd/images/completechampion_gallery/104741.jpg

Bind the dead? No, I destroy them!






--Aldarne Handsbane, warrior

The warrior fights. That is not a generalization, it is a truth. His strength is combat, and he is in his element when crushing his foes. Be he a warden of the Old Kingdom or a soldier of Ancelstierre, battle is in his blood and there is nothing he does better than fight, and none who do it better than he.

MAKING A WARRIOR

A warrior is best at melee combat. He is made for the front lines. Some warriors travel the path of the ranger, but more commonly those combatants are scouts. A warrior's specialty is standing up and taking a beating while dishing out his own.
Abilities: A warrior relies on his strength score to hit and deal damage, so it should be prioritized over all others. As a front-line fighter, the warrior needs a high constitution score as well. Even more important than hitting is surviving.
Backgrounds: Many Ancelstierran army members are warriors, though most multiclass as scouts. Old Kingdom folk are often warriors, remnants of the Kingdom's past and present state of warfare. Those of the Blood seldom become warriors, treading as they do very specialized paths.
Alignment: Warriors may be of any alignment.
Starting Gold: As fighter
Starting Age: As fighter

Class Skills
The warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10


Level BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Bonus Feat, Talent
2. +2 +3 +0 +0 Bonus Feat
3. +3 +3 +1 +1 Talent
4. +4 +4 +1 +1 Bonus Feat
5. +5 +4 +1 +1 Talent
6. +6/+1 +5 +2 +2 Bonus Feat
7. +7/+2 +5 +2 +2 Talent
8. +8/+3 +6 +2 +2 Bonus Feat
9. +9/+4 +6 +3 +3 Talent
10. +10/+5 +7 +3 +3 Bonus Feat
11. +11/+6/+1 +7 +3 +3 Talent
12. +12/+7/+2 +8 +4 +4 Bonus Feat
13. +13/+8/+3 +8 +4 +4 Talent
14. +14/+9/+6 +9 +4 +4 Bonus Feat
15. +15/+10/+5 +9 +5 +5 Talent
16. +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17. +17/+12/+7/+2 +10 +5 +5 Talent
18. +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19. +19/+14/+9/+4 +11 +6 +6 Talent
20. +20/+15/+10/+5 +12 +6 +6 Bonus Feat

Weapon Proficiencies: As a warrior, you are proficient with all simple and martial weapons and all armor and shields.

Bonus Feat: At first level and at every even-numbered level you gain a bonus combat-oriented feat selected from all of those marked [FIGHTER].

Talent: At every odd-numbered level, a warrior gains one ability selected from one of the Talent Trees below. This marks his ability to specialize in esoteric and unusual combat themes.


Sniper Specialist

Snipe:

Dead Destroyer


Dead Hunter: You gain the Favored Enemy ability. You may only select Dead.

Dead Reaver: You gain the ability to score critical hits against Dead creatures.

Charter-Fire Blade: You can imbue your weapon with Charter fire, causing it to become a Dead bane weapon for a number of rounds equal to one-half your warrior level, rounded down.

Smite Dead: You can Smite Dead once per encounter, as the Palidin ability Smite Evil.

Berserk Fury


Rage: You can enter a berserk fury once per day. This state grants you a +4 bonus to Strength and Constitution, and DR 1/--, and you suffer a -2 penalty to AC. It lasts for a number of rounds equal to 3 + your Constitution modifier. You are fatigued for one minute after your rage ends.

Resilient Fury: When you use your rage ability, the DR you gain is increased by 2. If you have the Frenzy ability, this grants an additional +2 to Constitution while raging or in a frenzy. You may use your Rage ability one more time per day.

Frenzy: You can enter a higher state of berserk rage, losing control to gain immense power. This ability modifies Rage. You may choose to ignore its benefits and rage normally, and this Talent uses the same pool of uses/day as Rage. While in a Frenzy, you gain +6 to Strength and Constitution and DR 5/--, while suffering a -4 penalty to AC. However, you must continue to attack your target until it or you are dead, and then begin to attack the nearest creature in the same manner until your Frenzy ends. You may not voluntarily end a frenzy without making a Will save, DC 25. If you are reduced to less than half your total hit points, you enter a frenzy automatically unless you succed on a DC 25 Will save or have no remaining uses of Frenzy for that day. You may use your Rage ability one more time per day.

Crushing Fury: When you use your rage ability, you gain a +2 bonus on sunder and bull rush attempts and on Strength checks to break objects. If you have the Frenzy ability, this grants an additional +2 to Strength while raging or in a frenzy. You may use your Rage ability one more time per day.

Dervish Fury: Your Rage ability grants you +4 to Dexterity instead of Strength. It also increases your base land speed by +10 ft instead of granting damage reduction. Any Talents that improve Rage can improve Dervish Fury; any increases to Strength increase Dexterity instead and any increases to Damage Reduction instead grant a +5 ft bonus to speed per point of DR.

:


PLAYING A WARRIOR
Brief description on how to play the class you are designing.
Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.

Incomplete

Woodsman

http://www.wizards.com/dnd/images/draco_gallery/75616.jpg

Only a fool underestimates a woodsman in his element. And fools in that element are soon dead fools.






--Hael, woodsman

MAKING A WOODSMAN

A woodsman tends to fight on his terms: perhaps from hiding, perhaps at range, but always in his favored environment. He can be a competent melee or ranged fighter in a pinch, or even serve as a skillful character. His place is perhaps not on the front lines, as his lack of armor makes him fragile.
Abilities: A woodsman favors dexterity and wisdom, the former for defense and ranged attacks; the latter for tracking and nature-oriented skills.
Backgrounds: Woodsmen come from any bloodline, appearing most commonly from the folk of the Old Kingdom who spend their lives in a nearly unaltered natural environment. Ancelstierrans also become woodsmen, especially those in the Army.
Alignment: Woodsmen may be of any alignment.
Starting Gold: As ranger
Starting Age: As ranger

Class Skills
The woodsman's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Per Day at 1st Level : (6 + int) x 4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d8


Level BAB Fort Ref Will Abilities
1. +1 +2 +2 +2 Favored enemy +2, Track, wild empathy
2. +2 +3 +3 +3 Bonus Feat
3. +3 +3 +3 +3 Familiar terrain +2
4. +4 +4 +4 +4 Animal Companion
5. +5 +4 +4 +4 Favored enemy +2
6. +6/+1 +5 +5 +5 Bonus Feat
7. +7/+2 +5 +5 +5 Familiar terrain +2
8. +8/+3 +6 +6 +6 Wilderness Stride
9. +9/+4 +6 +6 +6 Favored enemy +2
10. +10/+5 +7 +7 +7 Bonus Feat, Evasion
11. +11/+6/+1 +7 +7 +7 Familiar terrain +2
12. +12/+7/+2 +8 +8 +8 Camouflage
13. +13/+8/+3 +8 +8 +8 Favored enemy +2
14. +14/+9/+4 +9 +9 +9 Bonus Feat
15. +15/+10/+5 +9 +9 +9 Familiar terrain +2
16. +16/+11/+6/+1 +10 +10 +5 Hide in Plain Sight
17. +17/+12/+7/+2 +10 +10 +5 Favored enemy +2
18. +18/+13/+8/+3 +11 +11 +6 Bonus Feat
19. +19/+14/+9/+4 +11 +11 +6 Familiar terrain +2
20. +20/+15/+10/+5 +12 +12 +6 Hide on the Run

Weapon Proficiencies: As a woodsman, you are proficient with all simple and martial weapons and light armor. You are not proficient with shields of any type.

Every description in the Player's Handbook between pages 44 and 46 referring to the ranger holds sway for the woodsman, except where indicated below.

Favored Enemy (Ex): At 1st level, the ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to extensive study of their chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, the ranger gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level, and every four levels thereafter (9th, 13th, and 17th level), the ranger may either select an additional favored enemy from those given on the table, or increase the bonuses of an existing favored enemy by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, an associated subtype must also be chosen, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; simply use whichever bonus is higher. See the Monster Manual for more information on types of creatures.

Upon reaching 5th level, and every two levels after that (7th, 9th, and so on), a ranger can choose to learn a new favored enemy or increase an existing favored enemy bonus by 2 in place of one already known. In effect, the ranger "loses" the old favored enemy bonus in exchange for the new one. A ranger may swap only up to a +2 bonus at any given level, and must choose whether or not to swap the favored enemy bonus at the same time that a new familiar terrain or favored enemy bonus for the level is gained.

Bonus Feats: At 2nd level, a ranger gets a survival-oriented feat. The ranger gains an additional bonus feat at 6th level and every four ranger levels thereafter (10th, 14th, and 18th). These bonus feats must be drawn from among those given on Table 3–15: Ranger Bonus Feats (see below). A ranger must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats of the Player's Handbook and Chapter 2: Skills and Feats of the Masters of the Wild guidebook for descriptions of feats and their prerequisites.)

These bonus feats are in addition to the feat that a character of any class gets from advancing levels (see Table 3–2: Experience and Level-Dependant Benefits, page 22 of the Player's Handbook). A ranger is not limited to the list of ranger bonus feats when choosing these feats.

Familiar Terrain (Ex): At 3rd level, the ranger may select a type of region from among those given on Table 3–16: Ranger Familiar Terrains. Due to widespread exploration of their chosen type of setting and training in the proper techniques for inhabiting such places, the ranger gains a +2 bonus on Hide, Knowledge (geography), Move Silently, Search, and Survival checks when using these skills while negotiating terrain of this type. Likewise, the ranger gets a +1 bonus to AC. The AC benefits of familiar terrain only apply when wearing light or no armor. The ranger loses the AC benefits of familiar terrain when wearing medium or heavy armor.

At 7th level, and every four levels thereafter (11th, 15th, and 19th level), the ranger may either select an additional familiar terrain from those given on the table, or increase the skill bonuses of an existing familiar terrain by 2 and bonus to AC by 1.

If the ranger chooses desert or forest as a familiar terrain, an associated subtype must also be chosen, as indicated on the table. If a specific region falls into more than one category of familiar terrain, the ranger's bonuses do not stack; simply use whichever bonus is higher. See Dungeon Ecology, Wilderness Adventures, and Urban Adventures on page 76, 86, and 98 of the Dungeon Master's Guide respectively for more information on types of terrains.

Upon reaching 7th level, and every two levels after that (9th, 11th, and so on), a ranger can choose to learn a new familiar terrain or increase an existing familiar terrain bonus by 2 in place of one already known. In effect, the ranger "loses" the old familiar terrain bonus in exchange for the new one. A ranger may swap only up to a +2 bonus at any given level, and must choose whether or not to swap the familiar terrain bonus at the same time that a new familiar terrain or favored enemy bonus for the level is gained.


TABLE 3—16: RANGER FAMILIAR TERRAINS
Aquatic
Desert, cold
Desert, temperate or warm
Forest, cold or temperate
Forest, warm
Hills
Marsh
Mountains
Plains
Underground
Urban

Camouflage (Ex): A ranger of 12th level can use the Hide skill in any sort of natural terrain, or any chosen familiar terrain, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight (Ex): A ranger of 16th level can use the Hide skill in any sort of natural terrain, or any chosen familiar terrain, even when being observed.

Hide on the Run (Ex): A ranger of 20th level can use the Hide skill in any sort of natural terrain, or any chosen familiar terrain, when moving at their normal speed without difficulty, or while attacking, charging, or running with a –10 penalty.
Incomplete


--Backgrounds--

Incomplete
Incomplete
Incomplete
Incomplete
Incomplete


--Skills and Mechanics--


--The Principle of Rote--

When a Charter Mage uses the same spell multiple times over a short period of time, the Cast Mark DC increases by +2 for each subsequent casting. When he or she goes at least one minute without using that Charter spell (or 5 rounds without using any Charter spell) the DC begins to decrease at a rate of -2 per round until it reaches the original DC. If the same spell is used again while the DC is decreasing, it increases once again.

Example: Luke, a first-level Charter mage with the Scouts, is attempting to heal his friend Nathan with Heal the Flesh. He makes a Cast Mark check, the DC being 15 (13 + [2 x 1]). He has a +5 bonus on the check from his four ranks and +1 Intelligence bonus, and rolls an 11: success!

However, Nathan is badly wounded and Luke attempts to repeat this feat the next round. The DC is now 17, but again he succeeds with a roll of 16. He tries a third time, miraculously succeeding yet again with a roll of 16 against the DC of 19. He rests for 6 rounds, to bring the DC back down to 17, but suddenly a Hand shows up.

Luke drags Nathan back a few paces and casts again, interrupting the recharge sequence and casting against a DC of 19. He fails, leaving the unconscious Nathan vulnerable to the Hand's grasping reach...


--Magic--


--Charter Magic--
Charter Magic is a check-based system. A Charter spell is fundamentaly similar to a Truenamer's utterance, though the relevant skill is Cast Mark.

Cast Mark (Int, Trained Only)

Use this skill to learn how to speak, scribe, or otherwise cast Charter Marks. You make skill checks every time you cast a Mark. You can also make a check as a free action to recognzise a Charter spell as it is being cast, with a DC equal to that of the spell.

The Charter Mage is the only class with Cast Mark as a class skill, though others can learn it through the Charter-Marked feat.

Check: You can cast a mark be making a Cast Mark check with a DC equal to 13 + twice the mark's level + the CR of the target. If you can attune a mark to the target, which requires a willing target, you gain a +4 bonus on this check. Willing targets do not add their CR to the DC.

The DC to affect an object with a Charter spell is the same as for a creature, but if the item is magical the caster level of the item is added to the DC, as objects do not have Challenge Ratings (except traps, which are treated as objects).

Action: Casting a Charter spell is a standard action unless otherwise noted in the spell description. It provokes attacks of opportunity unless cast defensively, following the normal rules for that.

Try Again: Yes


CHARTER SPELLS

A Charter spell is a combination of several marks drawn from the Charter, a source of bound, safe magic. They have many varied effects, from blasting a hole in Dead flesh to working the wind to Charter-spelling a sword. All Charter marks and spells function as follows.


CASTING A CHARTER SPELL

To cast a Charter spell, you must be able to shape the marks with your hands or speak them. The exceptions to this are any spells from the Lexicon of the World Wind, which are entirely whistled.

Charter spells are, well, spells. They are thus subject to spell resistance as normal. Casting a Charter spell is a standard action (unless otherwise noted) that provokes attacks of opportunity (see below) and requires a successful Cast Mark check with a DC equal to 13 + twice spell level + the CR of the target. If you can attune a mark to the target, which requires a willing target and takes 1 minute, you gain a +4 bonus on this check. Willing targets do not add their CR to the DC.


CASTING DEFENSIVELY

This follows all the normal rules for this ability, requiring a Concentration check (DC 15) to avoid attacks of opportunity when casting a Charter spell.


OVERCHANNELING

Overchanneling is a dangerous technique that allows the Charter mage to cast a stronger Charter spell than he normally could. This is accomplished by making a Cast Mark check with a DC as listed below.


Overchanneling
Cast Fortitude
Mark Overchanneling Save
DC Attempt DC
+5 Cast a spell from an unknown lexicon As Cast Mark DC
+5 Cast spell 1 level higher than normal* As Cast Mark DC
+10 Cast spell 2 levels higher than normal* As Cast Mark DC
+15 Cast spell 3 levels higher than normal* As Cast Mark DC

*If the weave is from a known lexicon. If not, add an additional +5 to the DCs. This also applies to speaking a master mark that adds the indicated number of levels.

If you fail the Cast Mark check, make Fortitude save at the listed DC. If you fail, you suffer consequences as listed on the following table:


Overchanneling Failures
DC
Missed Result
By
1-5 Headache and fatigue, -1 on attacks, saves, and skill/ability checks
6-10 Severe headache and pain, -2 on all rolls
11-15 Painful headache and muscle aches, -3 on all rolls,
2d6 subdual damage and can't cast spells for 24 hours
16-20 Dangerous migranes and aches, -4 on all rolls, 3d6 lethal damage,
can't cast spells for 2 days
21-25 Deadly migranes and acute pain, -5 on all rolls, 5d6 lethal
damage and can't cast for 2 weeks
26+ Dies instantly



Master Marks

Master marks are powerful Charter marks that tie together a spell. They may only be used by overchanneling or by a very powerful Charter mage. The seven master marks that are learned as part of being a Charter Mage are named as the seven bells, and the seven beings of Free Magic that put their spirits into the Charter: Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth, and Astarel. Several other master marks are feats:


Mark of Quickening: You may cast a Charter spell that normally has a casting time of one standard action as a swift action. This increases the mark level by 4, raising the Cast Mark DC by +8.

Mark of Empowerment: You may cast any Charter spell with a variable numeric effect using this master mark. It multiplies the effects of the spell by 150%. It also raises the mark level by 3, increasing the Cast Mark DC by +6.

Mark of Maximization

Mark of Widening

Mark of Enlargement

Incomplete

Heal the Flesh
Lexicon of the Exolving Mind
Levels 1-6
Target(s): Creature touched
Effects: This mark closes wounds, knits flesh, even melds bone.
Base Effects: This spell cures 1d8 damage plus your Caster Level, maximum +5.

As a higher-level spell, it cures more damage as indicated on the following table:


Mark Damage
Level Cured
1 1d8 + CL (max 5)
2 2d8 + CL (max 10)
3 3d8 + CL (max 15)
4 4d8 + CL (max 20)
5 5d8 + CL (max 30)
6 10 x CL

Heal the Spirit
Lexicon of the Exolving Mind
Levels 2-6
Target(s): Creature touched
Effects: This mark restores stolen vitality.
Base Effects: This spell restores certain conditions, as indicated on the following table:


Mark Conditions
Level Cured
2 1d4 ability damage, all temporary ability reduction
3 Disease, fatigue, and exaustion
4 All negative levels, all ability damage, all drain to 1 score
5 All curses and spell effects
6 All conditions

Invoke the Elements [See Text]
Lexicon of Focused Power
Levels 1-5
Area: See text
Effects: This mark calls forth the power of one of the elements. When used to deal a type of damage, it has that energy type as a descriptor and is called 'Invoke Flames,' 'Invoke Lightning,' 'Invoke Acid,' or 'Invoke Ice,'
Base Effects: This mark deals 1d6 points of energy damage per caster level, maximum 10d6 (or 4d6 per ray, see table). It can deal fire, cold, acid, or electricity damage at your option. Its area varies based on level.


Mark Area of
Level Effect
2 Ray (1 per 5 levels)
3 Radius or line (20ft or 120ft)
5 Cone (60ft, max damage 15d6)

http://www.wizards.com/dnd/images/cov_gallery/92341.jpg
Elemental Warding[See Text]
Lexicon of Focused Power
Levels 1-7
Duration: 10 minutes/level or see text
Target(s): See text
Effects: This mark wards the subject(s) against an energy type. When used to ward against a type of damage, it has that energy type as a descriptor and is called 'Fire Warding,' 'Lightning Ward,' 'Acid Warding,' or 'Frost Ward.'
Base Effects: This mark grants the caster energy resistance 10. It can ward against fire, cold, acid, or electricity damage at your option. Its allowed targets and resistance value vary based on level.


Mark Allowed
Level Targets
1 Self, resistance 10
2 Touch, resistance 10
3 Touch, immunity (absorbs 12 points/level)
4 Short, 1 target/level, resistance 10 or Touch, resistance 20
5 Short, 1 target/level, resistance 20 or Touch, resistance 30
6 Self, total immunity or Short, 1 target/level resistance 30
7 Touch, total immunity
9 Short, 1 target/level total immunity

Spell Blade
Lexicon of the Crafter's Tool
Levels 1-9
Casting Time: 1 hour
Duration: 1 hour/level
Target(s): Weapon(s) touched
Effects: This mark empower a weapon with Charter magic, giving it temporary power.
Base Effects: This mark imbues a single weapon touched with a +1 enhancement bonus. It can also affect 50 projectiles as if they were one weapon. This process takes twice as long as enchanting a single weapon.

Mark
Level Effect
1 +1
2 +1 per 4 caster levels (maximum +5)*
3 +1d6 damage
4 Dead Bane weapon property
5 Free Magic Bane weapon property
6 Disrupting weapon property
7 Ignores armor bonuses
8 Dead Bane and Disrupting properties
9 +2d6 (+3d6 vs Dead and Free Magic creatures), destroys Dead and Free Magic creatures on hit (Will DC 23 negates).
*Applies to all higher-level castings as well


--Prestige Classes--

Incomplete
Incomplete
Incomplete
Incomplete

Does the walker choose the path, or the path the walker?
Incomplete

Svethnika
2007-10-30, 03:18 PM
I havn't read all of this but I'm really happy to see someone working on something like this so I'll be watching. I really like the small amount of classes actually. Are there plans to add necromancers or something with sneaky and with sneak attack? Just in terms of the books, no character comes to mind that is like a thief. Just in terms of aesthetic, have you thought of re-naming warrior soldier?

Kai-Palin
2007-10-30, 05:54 PM
I've made a PrC that might function as an Abhorsen-type character, it's in my sig, feel free to modify it for your needs. The Harmonic Theurge.

If for the s-block thingies are spoiler blocks, then you want {spoiler][/spoiler], all with the [] of course. Also, for the new tables, check out Fax Celestis' guide here (http://www.giantitp.com/forums/showthread.php?t=10313). Its got some tables in the first or second post.