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User:Paleomancer/Emerald Sun (3.5e Campaign Setting)/Classes

< User:Paleomancer‎ | Emerald Sun (3.5e Campaign Setting)
Revision as of 20:42, 25 October 2012 by Paleomancer (talk | contribs) (Assassin)

Classes

Base Classes

At this time, base class options for Tellurian characters are rather limited. This may change, depending on how I sort out what is appropriate for a Lovecraftian campaign.

Priest

Priests are the primary emissaries and servants of the spirit realm, those mortals who form pacts with alien entities in exchange for power. The vast majority of priests serve the Great Old Ones, with each member of the clergy serving the interests of a particular patron, and select their domains from what that entity offers. Unlike more typical clerics and paladins, a priest may be of any alignment, although he or she rarely opposes their patron on more than one alignment axis. As a secondary option, a priest can elect to instead form pacts with lesser spirit creatures, which only grant one-three domains each; these renegades are known as Heretics, and can expect persecution from members of the R'leahan faiths. There are some slight changes to two of the class abilities:

  • Divine Favor (Ex): At 5th level, 1/encounter, a priest may reroll one saving throw, using their charisma modifier in place of the usual ability modifier. They must abide by the result of this roll, even if it is lower. This replaces the Priest's The Faithful ability.
  • Dreamwalk (Sp): From 8th level, a priest has a closer connection to their spirit patron, and by extension, the Dreamlands, than others could ever hope to have. They may spend 1 minute creating a gate effect between their home plane and the Dreamlands. The gate may only be used for transport, and has the same lack of precision as a plane shift spell, so a specific location within the demesne can not be targeted. Obviously, this cannot be used on any plane except the priest's home plane and the Dreamlands. The caster level for this is equal to the priest's character level, and the effective spell level of this ability is 4th. This replaces the priest's Gate to the Heavens ability.

Magician

Magicians are the arcane spellcasters of Tellur. Like wizards on other worlds, their main goal is to compile and study magical lore. A secondary goal of many magicians, though not all, is to fight the Great Old Ones, since their magic lies outside of the direct control of the Fremd. As beings that cast spells independent of any patron, through mysterious rituals unknown to most, magicians represent a form of magic alien to most citizens of Tellur, and they are rarely trusted, even when they nominally serve the Great Old Ones.

Soldier

Rogue

Ranger

Assassin

Assassins are the enforcers, agents and spies for the various cults, organizations, and governments on Tellur. Some are ruthless killers, while others prefer to specialize in infiltration and subterfuge. While independent assassins do exist, they are rare, since even other assassins see free agents as an unpredictable threat. These are the following changes to the Assassin class:

Class Skills, Tome of Prowess Variant (6 per level, ×4 at 1st level)

Acrobatics (Dex), Athletics (Con), Bluff (Int), Devices (Int), Escape Artistry (Dex), Perception (Wis), Psychology (Int), Stealth (Dex), Transformation (Cha).

Prestige Classes

Divine Avatar

Most priests adopt this prestige class, seeking to become more like their patrons.