View unanswered posts | View active topics It is currently Thu Feb 20, 2020 8:26 am



Reply to topic  [ 3 posts ] 
artificer? enchanter? searching for a class 
Author Message
Ulthal
User avatar

Joined: Tue May 09, 2006 7:00 am
Posts: 545
Location: Greensboro, NC
Post artificer? enchanter? searching for a class
before I reinvent the wheel, has anyone created (or does anyone know of) a class that might be described as an artificer and/or enchanter?

what I'm looking for is a specialized class (IMC for dwarves) for those who use magic to create items, whether simple amulets and talismans or more substantial magical items (Rings, swords, etc). In a way this would be like a magical smith class (in terms of literature I'm thinking of norse dwarves and their forges, or tolkien's elves), rather than a 'spell-casting' class.

Thanks in advance ...

_________________
My C&C campaign journal: Hard Times in Narsileon http://www.trolllord.com/forums/viewtopic.php?f=22&t=11032
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewtopic.php?f=26&t=59080


Mon Jan 03, 2011 8:06 pm
Profile
Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: artificer? enchanter? searching for a class
Well, I once posted a version of an alchemist class which may have some ideas of use, though I doubt it suffices your need...

Alchemist

The alchemist is one who believes that everything in the universe exists due to a recognizable and controllable pattern of elemental composition. Faith and pathways of spiritual enlightenment can be a fun or useful diversion, but reveals nothing except blind obligation to the yet-unknown; the alchemist wants the truth behind the truth – that which remains hidden, and they often do anything necessary to get to it, even things which might seem dubious or devious to more cultured and educated folk. In a sense, the alchemist is the grandiose intellect – a person who sees reality as a stream of formulae and scientific fact, where magic, divinity, and trickery are agents to be avoided, or used only as a means for continued research (and, because of this, some alchemists are quite adept in other areas, belying their true nature.) Sometimes, the work performed is considered illegal or immoral… things like unearthing a corpse to dissect its constituents or sampling the bits of some slain monster. To an alchemist, the end result (knowledge or mastery) outweighs the trivial concerns of temporal powers.

Due to the intensity and dedication required of an alchemist, they are ordinarily quite learned, having a girth of interests, ranging far across numerous spectra of lore including those of eldritch origin, and they are continually seeking new material, some undiscovered morsel to claim as their own. Many times, alchemists are, despite being considered mildly villainous (or outright loathsome), shielded or under the auspice of a king or nation which does tend to restrict their adventuring potential… however, not all are, and even those who do sell their wares have apprentices (who are then normally assigned to “collection” duties.) Of particular interest are books on virtually any subject (including magical writings,) magic potions, tales of monsters and other legends and much else. Others are more openly tolerated, it not considered integral members of society, because they serve as doctors or aid in the construction of defensive structures – the role an alchemist plays is not always cut-and-dry.

Many assume alchemists are skilled spellcasters, but the truth is that most are not; they do tend toward an experience and theoretical understanding of the subject, but few are actually accomplished. They can, however, replicate some of the same abilities, albeit through different, lengthy, processes. Therefore, as a general rule, alchemists are usually lonely or forced to gather into small collectives, often secretive in nature, where they can interact and share. It should also be noted that, partially based on the assumptions placed upon them, many alchemists do nothing to dissuade common belief, even actively supporting it with wild claims, dress, and personality.

For the Castles and Crusades Role Play Game, there are two distinct approaches to the alchemist as a class – the standard archetype method, complete with individual class requirements and progression subsystems, and one allowing a member of another class to dabble into the science of the craft. The first solution is, naturally, somewhat more powerful as it represents complete adherence to the concept; the other allows for greater diversity but at a cost.

Presented first is the traditional approach:

PRIME ATTRIBUTE:
Intelligence
HIT DIE: d6
ALIGNMENT: Any
WEAPONS: Club, dagger, dart, sling, sickle, staff
ARMOR: Padded, leather armor, leather coat, and buckler
ABILITIES: Sage lore, research, alchemical production, decipher script

Sage Lore (Intelligence): The mind of an alchemist is filled with facts ranging across a multitude of subjects and fields of interest, such as botany, anatomy, mythology and the like. With a successful attribute check, the alchemist recalls a particular piece of information relevant to the discourse which may necessitate further research. The specific detail is generally minor in nature, such as knowing a plant grows only during a certain season or condition, but could be a vital clue otherwise; it is, essentially, very similar to the legend lore ability of the bard class, save that it covers a much wider net. Unlike a bard, however, with a -20 penalty, an alchemist can potentially identify a single effect of a magic item; further checks reveal no additional knowledge.

Research (Intelligence): This ability does not, ordinarily, require a check but does require access to a store of knowledge, such as a library, the archives of an alchemist guild, or similar that contains the answer being sought, and is completely at the discretion of the Castle Keeper for effectiveness. When used, it allows the alchemist to uncover a more detailed explanation than available through sage lore such as full disclosure of the properties of a magical item or knowledge of weaknesses possessed by a certain monster. If used for the latter, the alchemist must also obtain samples of the creature in a variety of different ways (blood, fur, spoor, etc) and requires a full alchemy lab before deduction can begin; a successful check, and a minimum of 3 weeks time (6-8 hours per day devoted solely to this, precluding most common adventuring tasks) is also required. Lastly, an alchemist can, with access to the proper documents and materials, produce a recipe for a new alchemical formula – this, like the former use, requires an alchemy lab, an extended period of time (usually 2 – 4 months or more), and a great amount of wealth spent (it is, in fact, nearly the same as spell research); to determine success, the following three criteria are used to determine a SIEGE check modifier:

1) Sources – the better (determined by the Castle Keeper) the information used by the alchemist, the more likely the end result will be positive; if an alchemist simply relies on his own knowledge and ability (possible starting at 7th level), apply a -10 penalty. Otherwise, improve chance of success by +1 - +10 based on how accurate or “perfect” the knowledge is; this is one reason alchemists are always looking to obtain books they did not have before, as a library of information is unquestionably beneficial.

2) Effect – difficult to judge, but very important, the desired effect needs consideration. An alchemist who wishes to bend the laws of reality must do so in a legitimate way, and it must be approved by the Castle Keeper – treat this as spell research for purposes of allowing a given effect and remember that some just may not be possible at all (i.e., a Castle Keeper might disallow invention of gunpowder, regardless of all other modifiers to the contrary.) This is not truly a modifier, per se, but a guideline to determine the difficulty of the attribute check – if an equivalent spell or effect can be determined, use it, +5 (for example, an alchemist who wishes to generate a new method of replicating dragonbreath, a burning explosion the Castle Keeper decides is like fireball, the difficulty will be 3, for the spell level, +5, with a total result of 8.)

3) Time – based on the previous criteria, the Castle Keeper should determine an amount of time, expressed in months, needed to perform the required research; the player may opt for a shorter, or longer, period. Regardless, the amount specified by the player must be spent or all costs and efforts are forfeit. If the player decides for a reduced research period, increase the difficulty by 2 for each month not spent obtaining proper materials; if a longer research period is used, decrease difficulty by 1 for each additional month so spent: this can reduce the difficulty up to -6 at most; time beyond this actually has a negative impact and reverses the reduction to an increment. Each month spent in research costs 50 – 1000 gold pieces, success or failure.

Alchemical Production: Once an alchemist has researched an effect, with the proper time and equipment, it can be produced and reproduced. Doing so has the same essential requirements: a library, a lab, time, money, and equipment. The effect being produced, if a spell or equivalent can be manufactured in a number of days equal to its spell level – caster level is always 1; the alchemist may improve this, up to equal level, but must add two days for each level of improvement. For example, an alchemist making the same dragonbreath would need 3 days to manufacture a potion that produces a fireball as cast by a 1st level spellcaster; if the alchemist were 7th level, and wanted the same effect at that level, than an additional 14 days (7 * 2) would be needed, meaning the potion would require a total of 17 days to make.

Decipher Script (Intelligence): This ability is the same as for rogue class, except that an alchemist cannot use this ability to cast a spell; it simply allows the scroll to be read. However, it also allows divine works, such as holy writs to be deciphered.

Code:
Level   HD   BtH   EPP
1   d6   +0   0
2   2d6   +1   1,501
3   3d6   +1   3,001
4   4d6   +1   6,001
5   5d6   +2   12,001
6   6d6   +2   24,001
7   7d6   +2   50,001
8   8d6   +3   100,001
9   9d6   +3   200,001
10   +1 HP   +3   450,001
11   +2 HP   +4   600,001
12   +3 HP   +4   750,001

13 + 150,000 per level


Mon Jan 03, 2011 8:15 pm
Profile
Ulthal
User avatar

Joined: Tue May 09, 2006 7:00 am
Posts: 545
Location: Greensboro, NC
Post Re: artificer? enchanter? searching for a class
thanks, Serl. It isn't exactly what I was looking for, but it may provide me with a good template from which to work. It's a nice class on its own, anyway!

_________________
My C&C campaign journal: Hard Times in Narsileon http://www.trolllord.com/forums/viewtopic.php?f=22&t=11032
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewtopic.php?f=26&t=59080


Mon Jan 03, 2011 8:38 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 3 posts ] 

Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.