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The Arcanum C&C 
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post The Arcanum C&C
Races of The Arcanum – The Atlantean Trilogy

Aesir – +2 Strength and +1 damage per attack; -2 Dexterity and -1 Intelligence; cannot use bows of any kind and only a heavy warhorse (or larger, such as an elephant) can carry an aesir due to their immense size who stand at least 6.5 feet tall. Race tends to be deeply emotional and considers dwarfs to be “little brothers” due to physical similarities; revel in battle and will most typically be a fighting man (generally warrior or gladiator) although they do have shamans

Andaman -- +1 Dexterity and +1 Charisma; - 1 Wisdom and -1 Intelligence; there are six species of andaman, all created through magical experimentation, which does not change anything except what type of animal can be communicated with, as all can speak with the beast that is the base of their being; the name of the race comes from the fact that they are some form of animal “and a man.” The six types are lion, jackal (also known as gnoll), wolf (not a lycanthrope), leopard (also called agioto), tiger and panther. Physically, an andaman is a humanoid animal-headed being, with claws and a nasty bite, all of which can be used for unarmed combat. Tend to be grim and humorless, and the race hates that of the nethermen and atlanteans (especially spellcasters of either race). Andaman have twilightvision and keen hearing (gaining a +2 bonus on all Listen checks, no check needed within 100 feet unless something interferes), have the Scent ability and can track as a class ability, and also treat the Move Silently ability as a class ability. Their natural attacks deal 1d3 for claws and 1d4 for bite. They tend toward fighter classes (warrior or gladiator being primary) and woodsmen (ranger, bounty hunter, scout, etc.)

Druas -- +2 Charisma and +1 Wisdom; -1 Strength and -1 Constitution; it is unclear what the druas are, whether they are related to fey, and therefore elfs, or if they are a magical mishap but dwarfs tell one tale and other races tell another, the only certain thing is that none really know and that scares people. Druas look like elfs except with coal black skin, white hair, and a distinct lack of facial hair (no beards, eyebrows, mustaches, etc) in addition to their eyes having trace flecks of silver. Druas always seem preoccupied, even while speaking, as if daydreaming which is off-putting. Almost all druas pursue spellcasting classes, as they have a natural affinity for it. The race has darkvision to 120 feet and the ability to mentally send any single person, range independent (though this will not work across planar borders), a message of up to seven words. Druas prefer roguish classes or those of a magical or mystical nature, primarily favoring mage, wizard, mystic and witch/warlock.

Dwarf – use the standard C&C dwarf although, a dwarf character based in The Atlantean Trilogy can be a magician, shaman, savant or thaumaturge, in addition to the usual selections.

Elf – use the standard C&C elf but allow paladin, witch/warlock, spy, hunter, sorcerer, bounty hunter, and witch hunter as options for class plus those normally available.

Netherman -- +1 Strength; -1 Intelligence, -1 Wisdom, and -2 Charisma; a netherman is a magical compound from humanity and goblin-kind without gaining the best of either. They are accepted in many settlements, but the race tends to be cruel and violent, nomadic by nature, and possessed of a particular fascination with wolves. Most have darkvision (95%) to a range of 60 feet but that is really the only advantage gained by ancestry. Nethermen are rarely spellcasters, though shamans do exist (and always select wolf as power animal) but fighters, spies, rogues and assassins are common; when a netherman is a spellcaster, they are usually witch doctors or necromancers. Despite not being fully human, a netherman should gain 3 Primes; they have very little else.

Zephyr -- +1 Charisma and Dexterity; -2 Strength; gains a +1 bonus to hit with any missile weapon. Zephyr are winged humanoids capable of flying at a movement rate of double their walking speed (usually a total of 60 feet / round) which can be folded and concealed under a large cloak, but doing so then requires 1 full round to extend the wings before flight is possible. They are further capable of seeing minute details at great distances, eyesight being equivalent to that of a hawk granting a +3 bonus on any searching check. They are well respected and liked, somewhat revered for their singing and archery, but zephyr have a tremendous hatred for snakes, especially naga. Regardless of class, a zephyr cannot wear armor; if a zephyr suffers damage in excess of 66% of their total HP, flight is also suspended until the character can be healed. The few spellcasting classes a zephyr pursues are enchanter/enchantress and priest; otherwise, they prefer warrior, scholar, or bounty hunter.


Wed Oct 10, 2012 9:38 pm
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
Post Re: The Arcanum C&C
Oh, SWEET! Love the Arcanum!

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Wed Oct 10, 2012 10:04 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Backgrounds – All characters in The Arcanum come from somewhere, being a person within the world before taking to the adventuring life, or perhaps, had it thrust upon them. This background will provide an idea about what and who the character knows for a deeper sense of verisimilitude. Contacts are simply NPCs that character has a minor friendship with, but not someone that can be abused; as there are usually several options listed, the Castle Keeper should determine a number based on a 1d4+1 roll, further modified by the character’s Charisma modifier. Lastly, a background also grants a few skills (this will be covered later) or a choice of skills befitting that lifestyle. These backgrounds are not intended to be complete, only act as a springboard of possibilities. If the Castle Keeper wants to add more skill selections, that is more than acceptable.

Outcast: A character of this type was, or still is, associated with the lowliest of society such as beggars and criminals, perhaps even enemies of the state, slaves, slavers, or the like.
Contacts – black market merchant, thief, assassin, fence, corrupt petty official, city guard, cultist, etc
Skills – Choice of two from streetwise, street fighting, thieves’ cant, gambling, or drinking

Barbarian: The character lived or was a member of a barbaric tribe or clan, being somewhat primitive and uncultured. If desired, the Castle Keeper can modify available skills to reflect the specific terrain type of the character’s homeland.
Contacts – tribal member, barbarian, shaman, druid, scout, merchant trader, trapper, hunter, etc
Skills – Choice of two from woodcraft, hunting/fishing/trapping, barter, swimming, sign language, or riding

Villager: This background implies the character developed in a small village, one not so isolated as to be self-contained necessarily, but one that was likely self-sufficient; the type of village, as far as the major imports and exports, may modify the skills available through the background, but such would need to be approved by the Castle Keeper.
Contacts – local lord (if applicable), knight, local villager, peddler, merchant, tradesman, craftsman, etc
Skills – Choice of two from haggle, language, basic seamanship, barter, swimming, riding, and trade skill

City Dweller: The character hails from a large urban environment, and has been exposed to many things but may therefore also be biased toward, or against, it. The type of city, such as capitol or sea port will need to be decided by the Castle Keeper, and this choice may modify the other aspects of the background, notably contacts.
Contacts – any character class, guild member, merchant, minor noble, pirate, streetwalker, etc
Skills – Choice of two from haggle, streetwise, drinking, gambling, reading/writing, trade skill and additional language

Aristocrat: A character with this background is a form of noble and likely expects to be treated as superior to “lower men.” They always begin with an additional +40% wealth and can read/write any known spoken language. However, such a character cannot start play having the streetwise, street fighting, or any wood lore (except, perhaps, hunting) skill.
Contacts – aristocrat, clergy, artisan, political figure, well-known bard, etc; they should have few, if any, contacts with those of low standing
Skills – Choose two from diplomacy, additional language, weapon training, art or music


Wed Oct 10, 2012 10:32 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
This might be too long to make as one post...

Classes

Within The Arcanum rules, classes are provided one of three levels of weapons training which reflects their overall capability when making an attack. This conversion is going to make some changes to how that functions because of the dissimilarities between the original source material for combat at that used by the C&C rules. The classifications will be kept, however, as it is simple shorthand for highlighting the attack bonus a class would gain, and at what level, to avoid needing to write up unique charts for each class. The Arcanum rule allowing characters to gain advancement through learned skills, as part of the training process, will be retained – see the section on Skills and Training. It is recommended that combat suggestion from The Arcanum regarding a d20 roll of a natural 1 resulting in a miss be retained, though many players of C&C may use this already.

Untrained – the character is proficient wielding a few weapons (between 1 and 4, or roll 1d4), selected by the player, and with an improvement of +1 BtH per 3 levels gained. Note that the weapons allowed are likely to be a basic kind, such as a dagger or staff; use the C&C wizard class as a guideline for determination.

Skilled – the character is proficient with a variety of weapons, most likely those associated with classical archetypes or deemed appropriate for a religion. The Arcanum provides no direct guidelines for what weapons a character can use by class, only how well, so it is the author’s contention that the player and Castle Keeper should develop a list of about 7 – 10 (or roll 1d4+6) preferential weapons for any given class, using the C&C rogue, cleric and druid as examples. For these characters, BtH increases by +1 for every 2 levels.

Trained – these characters are capable of using any weapon and receive a bonus of +1 to hit for each level gained, effectively acting as a C&C fighter. In The Arcanum, if one wished to use the classes as presented, these characters would also be assumed to gain additional attacks through level advancement. For these classes, this ability is retained.

Furthermore, all classes are designated as being single or dual-classed. Those which are considered dual-class are effectively assumed to be a C&C equivalent of a class-and-a-half and cannot, therefore, take another class.

Alchemist
HD: d4
Prime: Intelligence
Combat: Untrained
Single Classed

All alchemists gain a power called projection of will which allows the character to, without spellcasting or even knowledge, transform the raw elements of rare earths, herbs, and other ingredients into semi-magical and/or quasi-magical effects. They are also able to locate rare earths and understand the processes needed to extrude, extract, purify, distill and use them through a variety of alchemical devices such as an athanor.

Level ... Ability Gained
1 ... Herb Lore, Healing Arts, Decipher Script, Naturalism, Horticulture, Analyze Mixtures, Herbal Remedies
2 ... Herbal Elixirs, Alchemical Devices
3 ... Toxic Powders, Magical Mixtures
4 ... Philtres
5 ... Venoms and Poisons
6 ... Potions
7 ... Alchemical Dusts
8 ... Advanced Alchemical Equipment
9 ... Advanced Alchemical Substances
10 ... Essences
11 ... Machina, Golems
12 ... Homunculi and Aqua Vitae
13+ --

Herb Lore (Intelligence): With a successful check, a character is able to identify any common herb or plant; success also grants the character knowledge of what properties, if any, the plant might have such as use as an astringent or coagulant, allowing it to be readily used for alchemical and other purposes. This ability also provides knowledge of how to properly storage and prepare a plant so that it does not spoil, no check needed.

Healing Arts (Intelligence): A character can diagnose an ailment and identify the specific cause such as disease, insanity, poison, or lycanthropy but not is origin by spending at least 10 minutes examining the suffered while the symptoms manifest, and with a successful check. In addition, the character can manufacture salves, ointments, and unguents that can heal 1d4+1 HP of damage, further reducing the likelihood of infection or disease by -1. Such creations require 1 full day to mix and cost 50 GP in material, half of which the character could find naturally if in an environment the Castle Keeper allows this ability to be used – that is, it may be difficult to use underground or in a sparse desert, for example.

Decipher Script (Intelligence): This is as the ability detailed in the C&C PHB for members of the rogue class. An alchemist cannot use this ability to cast magic spells, but they often use it to decode the works of other alchemists. Something very unusual, such as the Voynich Manuscript, might require a -10 (or worse) on the check but if successful, could provide some heretofore unknown recipes for alchemical products.

Naturalism (Intelligence): With a successful check, a character can identify a naturally occurring plant or animal native to the continent from which the character originates and also know any special features or abilities that animal or plant might have, such as, for example, knowing that an assassin vine is exceptionally skilled at ambushes or how it camouflages. In some ways, this ability could be considered a form of Case Target but applicable to flora and fauna only. As a character adventures into or studies other lands, a Castle Keeper can allow this skill to cover those places as well, but it is suggested to allow one continent (locale) per 2 – 4 levels, not any faster.

Horticulture: No check is needed for this ability, although there is a chance of failure, which allows the character the ability to grow virtually any plant from seeds or cuttings from a parent plant; they may also transplant the plant from one location to another, keeping it from dying while being transported. This ability is most often used when the character finds a new species or needs to be able to continue production from or of a particular plant. Most plants will require 3d4 weeks to grow from seed; 2d4 from cuttings; the chance of success is 75% for seed growing and 95% for cutting-based growth. Transportation has a 95% likelihood of being successful. Under no conditions can the character grow a plant in a climate opposed to the plant, such as a cactus in the tundra, and this ability may outright fail if used on a plant with magical, or pseudo-magical abilities (other than common herbs) as determined by the Castle Keeper. Identification of a plant must, naturally, be performed before this skill can be used.

Analyze Mixtures (Intelligence): Through careful experimentation, which requires an alchemical test kit and 1d10 minutes, and a successful check, a character can identify the nature, purpose, and effect of an alchemical or magical creation (magic items are restricted to those of the same sort as can be made alchemically – potions, salves, powders, unguents, ointments, etc.) It does not bestow any knowledge as to how the item was made. Testing uses one-quarter dosage, so any remaining amount may need its effects resolved at a 25% decrease.

Herbal Remedies: No check is needed, but time and money are. The length of time it takes to create an herbal remedy is 1d20 + 40 minutes but a full laboratory is not needed (in fact, only mortar and pestle and some sort of pot for mixing / boiling are). The ingredient typically cost 100 GP, per dose.

Samples of Herbal Remedies

Aphrodisiac Antidote: cures love sickness or improve the odds to make a successful save against charm by +1

Anti-Parasitic: rids the body of all parasites within 1d4 minutes

Cure Amnesia: restores normal cognitive and mnemonic ability caused by natural causes, such as from intoxication; reduces the duration of magical feeblemind reduces the duration by 25%

Cure Apathy: relieves apathy or causes one to feel empathic

Cure Antipathy: removes violent tendencies and thoughts

Cure Blindness: restores sight if the eye(s) are present

Cure Disease: removes any and all trace of disease

Cure Insanity: ends a temporary insanity or suppresses, for 1d4 hours, the effects of a permanent insanity

Cure Paralysis: treats and ends the effects of paralysis

Heal Burns: heals damage inflicted by fire for 2d8 HP after 1 minute

Healing: functions as a cure light wounds spell, healing 1d8 HP of damage

Insect Venom Antidote: treats the effects, especially damage, of vermin venom by restoring up to 2d8 HP of damage; if the effect does not deal damage, halve its duration

Poison Antidote: made specifically for each poison type (I – VI) and negates its effects

Relieve Fever: restores natural body temperature within 1d4 minutes; this is called a fever reducer, but it can also increase temperature if a person is suffering from an effect like hypothermia

Relieve Pain: causes the cessation of pain, enabling a character to function despite such things; requires 1 minute to function

Relieve Skin Irritations: stops itching and all forms of skin irritants after its 1 minute onset

Remove Curse: suppresses and breaks any curse assigned a difficulty of 0 – 2; those brought by spell are unaffected as that is a level 3 spell, at minimum

Remove Fear: terminates fear caused by magical or nonmagical means

Sedative: induces restful sleep, with no save, with a 2d4 hour duration during which, if the character also partook of a healing remedy or potion, their effects are doubled. However, if a character is awakened before the sedative completes, they are groggy and suffer a penalty of -5 on all actions until normal sleep can be achieved

Herbal Elixirs: no check is needed to produce these, but the time taken is 1d2 hours per elixir and 200 GP; the effects of an elixir remain for 1d6+4 minutes unless the individual description states otherwise. The herbs, a mortar and pestle, and a source of flame are all that is required as well, so these can be, and often are, made on the road

Samples of Herbal Elixirs

Beauty: if using the Beauty attribute from the Castle Keeper Guide, temporarily enhances the value to 18, but only for a female; if not using the CKG, acts as an influence spell

Charisma: raises Charisma value by +2

Charm: allows the user to cast a single target charm person spell, using gaze only, which has normal chances of being resisted

Detect Illusion: within 20 feet, the user is able to detect the presence of illusions as the spell

Divination: character may obtain the answer to any single “yes” or “no” question; if this is deemed too powerful, consider it as similar to augury

Elixir of Protection: the user is granted a barrier that prevents a certain type of creature or effect from physically contacting or harming them, up to 1 foot. The most common forms are protection from disease, evil, lightning, lycanthropes, magical influence (charms), passion/desire (domination), serpents, spirits (also the undead except vampires), or vampires.

Elixir of Resistance: grants a +2 bonus on saves against a specific type of attack, the most common being magic, necromancy, or witchcraft; The Arcanum considered these latter to be of a different sort so necromancy, while magic in general, can have its own resistance and immunities

Hawk’s Vision: character can see as a hawk, gaining a +2 bonus on any search check

Heroism: Strength and Wisdom are increased by +6, to a maximum of 18

Invisibility: functions as the spell

Lock-Picking: user gains the open lock ability of the C&C rogue from the PHB at the level of the elixir’s maker +5

Luck: gain a +1 bonus on attack, damage, AC and all saves

Neutralize Toxins: by adding this to a drink, food, or other mixture, any toxin (poison, fungus, disease, or whatever) is rendered harmless

Premonition: allows user to know if the immediate area, within 100 feet, poses any direct danger such as hidden enemies, traps, or the like and it does reveal general locations (such as “behind the boulder”) of the danger but not the specifics of the danger such as what poses it or how strong it might be

Speak with the Dead: can act as if under the effect of the spell, but the deceased may have been so for up to 24 hours and 3 questions are asked all of which must be answered truthfully, albeit they can be cryptic or misleading

Strength: acts as enhance attribute affecting the Strength score

Truth: any who use this are unable to tell a lie

Alchemical Devices: an alchemist is able to, with a set of metal working tools, a set of glass working tools, and a working laboratory construct various tools of the trade. Most items require 1 week to make, although a Rod of Detection requires 2. Additional costs are subject to the Castle Keeper as these items often have material components of various obscure or rare origin.

Examples of Alchemical Devices

Secret Compartment Ring: a ring that contains a small hinge in which 1 dose of toxic powder or similar in size can be stored and kept hidden; favored by various villainous types, especially assassins

Poison Needle Ring: gem laden ring which has a concealed quarter inch needle inside, often envenomed which, if activated, always results in a sneak attack

Prism: with a successful Intelligence check, an alchemist can look through a prism and detect the presence of illusions; only an alchemist may use this item in this way – anyone else simply sees a rainbow effect as light reflects and refracts

Cusps: when worn over the eyes, an alchemist (and they alone can use these) gains darkvision to 60 feet; if the alchemist had the ability already, they would not make this item unless doing so for a friend. If cusps are used for longer than 1 hour, each subsequent hour of use requires a Constitution save with failure resulting in permanent blindness. Cusps cannot be used in conjunction with any other eye or optical enhancement

Lenses: looking through a specially shaped prism, an alchemist alone can examine an area in extreme detail and, with a successful Intelligence check (after 1 minute of observation) determine if there are any traps or secret doors present within a 10 x 10 foot area. Use of this item cannot reveal magically created or obfuscated doors / traps nor can it provide details about the type of trap, only that it is present

Spy Glass: any character that looks through a spy glass will have their vision (light is required, so it cannot function with darkvision) amplified by 10 – 100 times. A Castle Keeper can elect to allow a version of this device to be made that will work without light, or that is self-powered, so that darkvision can be aided but such a thing does not exist in The Arcanum

Puzzle Lock: makes the process of attempting to open a lock more difficult, penalizing anyone who attempts to do so harder by -6. It may also simply be designed as a toy like a Rubik’s Cube

Wand of Phosphorescence: glows as bright as a torch for 1d4+1 hours in a 10 foot radius; after the duration ends, the wand can be recharged by exposure to sunlight for 1 hour

Alchemical Rod of Detection: an alchemist can use this device to detect the presence of a specific metal, element, or gemstone once per day, per level. Range is 20 feet and last for 10 minutes


Toxic Powders: there is no check to successfully create a toxic powder, although there is a Dexterity save required to handle it properly or risk accidentally exposing oneself to the effects. All toxic powders grant their victims a Constitution save to resist unless the victim ingests the powder, either through drink or food. They may also be used as an airborne attack, delivered from a thrown vial or blowgun, the latter having a 5 foot range and an area of effect of 2.5 feet (roughly one medium sized person, or two small). No laboratory is needed to create these, but it does take 1 day per dose and 200-300 GP. Toxic powders are often illegal and are not usually the preferred choice of an alchemist

Samples of Toxic Powders

Powder of False Death: victims enters a death-like trance and even those skilled with healing arts must make an Intelligence save (someone without the skill cannot even try) or think the person deceased; the duration is 48 hours or until a poison antidote is delivered

Powder of Temporary Amnesia: the victim loses 5d4 minutes of memory from the moment of effect backward

Powder of Ill Fortune: effect is the victim is at -1 to all saves, attack and damage rolls for 24 hours

Powder of Hallucination: victim has intense and frightening illusory sights and sounds, preventing any concentrated effort which effectively prohibits most combat and spellcasting. The duration is 1d6+4 minutes. After 7 minutes, the victim must make another save or suffer from a permanent insanity

Powder of Nausea: the victim doubles over in extreme distress and vomits for 1d6+4 rounds, unable to do anything else

Powder of Paralysis: target becomes unable to move or speak for 1d6+4 rounds

Powdered Poison: made of a specific poison Type, such as I or VI, the effects are as that method only it is powdered and not in a liquid form which may make it easier to transmit

Powder of Sleep: upon contact, victim is rendered asleep for 1 hour per dose, although there is an onset of 1d4 rounds

Powder of Slowness: victim is affected as per the slow spell, duration of 1d6+4 rounds

Powder of Uncontrollable Itching: the victim suffers a -2 penalty on AC and attack rolls, tossing down any equipment held to scratch and itch; the effect persists for 1d4 rounds although full body submersion will end the effect immediately

Powder of Vertigo: a target becomes very dizzy and must make a Constitution save each round they remain active or fall into a prone position, unable to stand back up. The effect remains for 1d6+4 rounds

Magical Mixtures: no check is required to make these items, but they are considered magical and therefore detect as such to spells or creatures with that ability. No laboratory is needed, but mortar and pestle, a cauldron or crucible, and a heat source are necessary. These mixtures must be stored in crystal or gem containers or they deteriorate very rapidly. Each mixture requires 1 day to make and 100-200 GP (or 700-1000 GP for magical ink).

Examples of Magical Mixtures

Fragrant Oils: by anointing the forehead of a person using a summoning circle as well as being sprinkled within the circle of protection (assuming one is used), a +1 bonus on relevant saves is gained for use against hostile beings

Fumes of Favorable Aspect: when tossed into an open flame, this acts as fragrant oils but can be used with them for a total of +2

Fumes of Precognition: when used to divine the future by burning in a fire, the user sees an event that will occur, but not when or necessarily to whom

Fumes of Spirit Banishing: by burning, this causes any extraplanar creature within a 20 foot radius to make a Charisma (Mental) save or be forced to retreat to its own world; this includes those who may be scrying (it ends the spell effect) or who may be traveling through the planes but are not, themselves, extraplanar beings

Fumes of Spirit Detection: forces all extraplanar beings within 20 feet, and those who may be scrying or traveling through planes, to appear in physical form (one who is physically distant will create a sort of illusory double) and remain for 10 minutes before able to retreat

Fumes of Spirit Evocation: functions as a commune spell by calling a spirit to the user; if used twice within 24 hours, a summoned spirit has a 50% chance of being hostile

Magical Ink: produces enough ink for a character to record up to 7 spells, regardless of the spell levels involved

Powders of Conjuration: has not direct power on its own but this is a material component for any, and all, conjuration spells


Philtres: no check is needed and the only ingredients are mortar and pestle and a fire source; philtres are always delivered mixed with wine and that makes detecting them very hard (-4 difficulty). Like a potion, most do not grant a save once imbibed and the duration is 5d4 rounds; mixing several does result in a check for miscibility as well. It takes 1d4+4 hours to make a philtre, costing 100 GP in material.

Examples of Philtres

Apathy: victim becomes bored and disinterested, effectively unable to concentrate on anything

Compliance: functions as a suggestion spell

Curiosity: victim will be anxious and willing to investigate / explore the first thing brought to them, such as insinuating that it would be fun to explore the local cemetery

Friendship: the drinker treats everyone in their immediate location as though under the effects of charm person

Love: imbibers immediately and permanently (until countered by spell or antidote) falls into mad passion for the first person whose name is spoken to them, except their own

Loyalty: similar to a love philtre except the drinker will defend, to the death, the first person whose name they hear in any, and all, situations

Mirth: the drinker begins to giggle and laugh, rendered unable to cast any spell that requires verbal components

Recklessness: any movement by anyone, or anything, regardless of the size, the speed, or what it was will affect the drinker with a cause fear spell

Refusal: prevents the user from agreeing to anything, being contrary to any offer or suggestion; for the duration this effectively makes one immune to charms and mental domination

Sorrow: the victim breaks down into deep sadness, weeping and wallowing in grief unable to act in any other way

Treachery: when the victim hears the name of someone after drinking this, they will betray that person once, whenever it first becomes possible; the depth of betrayal as well as when it occurs is entirely up to the Castle Keeper

Violence: the drinker will attack and attempt to kill the first person whose name they hear

Voraciousness: an incredible hunger is released and the affected person will try to eat or drink anything in sight; if there is nothing readily available, they abandon whatever it was they were doing and try to find something to eat and / or drink

Venoms and Poisons: no check is needed to make the materials but a Dexterity check is required to avoid accidental exposure, at half strength. Their use is mostly illegal and not desired by many alchemists. Most cost 200-600 GP per dose (those for the assassin class, as listed in the C&C PHB are unaffected here), and a single dose is sufficient to coat 1 sword (any size or type), 1 two-handed axe, 2 hand axes, 4 spear or javelin heads, 6 daggers, 10 arrows or crossbow bolts, or 20 darts, this list not considered exclusive. Venom is potent for one strike, whether it hits or not. A full laboratory is needed, mostly to keep the ingredients from contaminating each other. It takes 1 day per dose to make a venom or poison. The difference between venoms and a poison is that venom can be applied to a weapon (it is not dissimilar to a residue or “goo”) whereas a poison, technically, is liquid and must be ingested or injected.

Types of Venoms and Poisons

Curare: most often applied to the tips of arrows and darts, this venom causes paralysis after 1d2 rounds, lasting for 5d4 rounds, assuming the initial Constitution save is successful; if it fails, the result is death. Only primitive or barbaric characters should be allowed to know this process and usage should be strictly enforced

Ghoul’s Venom: a Constitution save is allowed to resist paralysis for 5d4 rounds

Scorpion Venom: over the course of 10 minutes, the victim takes 2d4 damage with a Constitution save allowed to cut it in half

Spider Venom: over the course of 10 minutes, the victim takes 2d8 damage with a Constitution save allowed to cut it in half

Snake Venom: over the course of 20 minutes, the victim takes 2d12 damage with a Constitution save allowed to cut it in half

Wyvern Venom: if a Constitution save is not made, the victim will die in 2d4 rounds; if the save succeeds, half current HP are lost

Slow Poison: this poison, if administered once daily, causes the victim to lose 1 point of Constitution for every 2 days it has been delivered; a save is granted every 4 days. Once the victim has reached a 5 (or lower) Constitution, they are unable to move on their own and lose all class abilities; if Constitution reaches 0, death is immediate without a save

Black Death: upon a successful Constitution save, the victim simply loses half their HP and is incapacitated for 1d2 hours; if the save is failed, the victim dies. Use of this poison must be very carefully monitored and the price increased to make it less desirable

Potions: no check is needed, although there is always a 1% chance that a mishap occurs and the potion fails sometime between the 2nd and 7th day (roll 1d6+1), this increasing greatly if the alchemist is not present to ensure that everything is going smoothly. The costs are variable, and depend on the Castle Keeper to determine although it should be remembered that animal and plant materials can be used, for reduced effectiveness (and cost) should the character need to do so. A complete laboratory is needed and a single potion takes 1 week to make. The duration of a potion is typically 1d20 + 40 rounds. These are considered magic items and detect as such; they are most often stored in glass or gemstone containers.

Examples of Potions

Aging: anyone who drinks this is magically aged 10 years

Berserk Rage: The drinker receives double their normal number of attacks and gets a +4 damage bonus but attacks anyone they can see, without regard for being friend or foe. This lasts 2d6 rounds

Charisma: increased Charisma by 1d4

Curing Insanity: removes any form of insanity or mental illness

Detect Danger: allows user to know if the immediate area, within a 100 x 100 x 100 foot cube, poses any direct danger such as hidden enemies, traps, or the like and it does reveal general locations (such as “behind the boulder”) of the danger but not the specifics of the danger such as what poses it or how strong it might be

Detect Invisibility: within 20 feet, allows drinker to know if there is something or someone that is invisible

Detect Lies: prevents the user from being able to hear a lie, magically transformed into the truth

Detect Magic: as the spell, but to 20 feet

Emotional Influence: within 20 feet, the imbiber can cause any (up to 10 total) living creature to feel sympathy, apathy, empathy, or antipathy

ESP: the drinker can mentally hear the thoughts of any living creature within 20 feet; this makes the drinker immune to surprise from those creatures, even if the user is unable to see them

Flying: as the spell, caster level equal to that of the maker

Free Action: user is unable to be slowed, whether by the spell or by environmental condition and cannot be paralyzed or petrified for the potion duration, which is 2d6 rounds

Gaseous Form: as the spell, caster level equal to that of the maker

Healing: restores 3d8 HP of damage; this potion can be quaffed in thirds, each healing 1d8 damage

Heroism: temporarily grants a Strength of 18 and a Wisdom of 18

Immunity to Black Magic: imbiber is immune to all curses and targeted necromantic spells

Immunity to Cold: cannot be harmed by cold attacks but fire deals +2 damage per die

Immunity to Drowning: user gains the ability to swim at normal run speeds and can breathe underwater

Immunity to Drunkenness: cannot become intoxicated from drinking alcohol

Immunity to Fire: cannot be harmed by fire but cold deals +2 damage per die

Immunity to Magical Influence and Control: user is immune to charms and mental control of any kind

Immunity to Petrification: user is immune to petrification but saves against fire and cold are reduced by 2

Immunity to Poison: gains temporary immunity to poisons and venoms

Longevity: reversed aging potion, reducing age by 10 years

Magic Resistance: the imbiber gains Spell Resistance of 1d6+4

Night Vision: user gains darkvision to 90 feet

Potion of Control: allows the drinker to effectively cast a charm monster spell at a specific type of creature, such as dragons, undead, humans, etc but when the potion wears off, those affected are extremely hostile. There is no save for creatures under 10 HD or who have a listed Intelligence under High

Potion of Cursed (or Reversed) Effect: applies to any type of potion and inverses the effects and also makes it impossible to detect magically, even fooling standard tests 50% of the time. For example, a potion of cursed heroism would decrease Strength and Wisdom to 3

Potion of Giant Strength: Strength is increased to 22 with attendant bonus (which should be +5)

Potion of Ogre Strength: Strength is increased to 18 and the character grows to be large size enabling use of items that might not be possible otherwise

Potion of Returning Stone to Flesh: reverses the effects of a petrification attack

Potion of Vision: drinker can see up to 1 mile away, even in cloudy conditions; other forms of sight have their range multiplied by 10

Protection from Evil: as the spell

Regeneration: as the spell, healing 1 HP of damage per turn

Slowness: the imbiber is affected by a slow spell

Speed: as the spell haste

Stealth: user can move silently and hide simultaneously without needing to make any check; no tracks are left either

Water Breathing: user can breathe underwater


Alchemical Dusts (Intelligence): a check is needed to produce these items, although an alchemist gains a +2 bonus on the roll if working with an arcane spellcaster; if the check fails by 5 or more, there has been a major mishap. Like toxic powders, there is a chance the character could affect oneself accidentally, so a Dexterity check is needed as well when handling the substance; they may also be used airborne as an attack. The area covered by a dust is 10 x 10 x 10 feet, the duration being 1 hour. Costs are 500-1000 GP and a complete laboratory is needed; one application of dust can be made per 2 weeks, or 1 week if an arcane spellcaster is employed as well. Where applicable, a victim of a dust should get a Constitution save.

Sample Alchemical Dusts

Blindness: as the spell cause blindness with 1 hour duration

Charming: as potion of the same name

Confusion: as the spell

Control: as the potion

Desire: as the aphrodisiac elixir

Detect Illusion: as the spell, but illusions are affected as if faerie fire had been cast upon them, glowing to the user

Disappearance: makes a person or object invisible as the spell

Appearance: counters dust of disappearance or forces an invisible creature / object to become visible

Emotional Influence: as the potion

Half-Weight: non-living objects become much lighter, reducing weight by 50%; this has the effect of reducing EV for that item by 2 – 4, depending on how much it now weighs

Hallucination: as the toxic powder

Ill Fortune: as the toxic powder

Instant Ice: up to 1000 cubic feet of water becomes instantly frozen

Magic Detection: as the spell detect magic, but magical auras are affected as if faerie fire had been cast upon them, glowing to the user

Nausea: as the toxic powder

Non-Detection: whatever the dust is sprinkled upon becomes unable to be magically detected, such as by locate object; this works only on non-living things and the duration is permanent

Panic: victims under 7 HD are immediately frightened and retreat as quickly as possible; those with more than 7 HD are allowed a save to resist but success still results in suffering a -2 penalty to hit. Creatures immune to fear or that naturally generate it (such as dragons) are immune

Paralysis: as the toxic powder

Petrification: those affected are entitled a save or they become transformed to stone for 1 day

Poison: can mimic any type of poison such as those of the venoms and poison ability or the standard C&C poison types

Rage: as the potion of berserk rage

Sleep: as the powder

Slowness: as the spell slow

Temporary Amnesia: as the powder

Trail Erasing: removes any evidence of movement within an area of 10 feet by 100 feet making it impossible to track

Uncontrollable Itching: as the powder

Vertigo: as the powder

Water Evaporation: evaporates 1000 cubic feet of salt or freshwater or can dry 10000 square feet of swamp / marshland; the effect is permanent. Use of this item can be considered offensive to many nature-based classes

Advanced Alchemical Equipment: no check is needed as this ability simply allows the alchemist to create two specific pieces of equipment which with all higher level abilities depend; the cost must be determined by the Castle Keeper and each item has its own manufacturing time. A full laboratory is needed for this process.

Advanced Equipment

Aludel: this is a vase-like container in which advanced alchemical substances are created and stored. It takes 2 weeks to make.

Athanor: a furnace which does not produce heat yet cannot be extinguished, requiring a full month to create

Advanced Alchemical Substances: a check is needed to make these items and a failure of more than 10 results in a catastrophic failure; a complete lab and both advanced devices are necessary. It takes 2 weeks per substance, per dose and the costs are listed for each item separately. Only three items can be made, but they are considerable.

Advanced Substances

Alkahest: 1000 GP cost per dose; anything that comes into contact, except for an aludel or an item made from a single specific material (designated by the Castle Keeper, but generally something rare and very expensive), is destroyed by alkahest at the rate of 1 cubic foot per second for 1d20 x 3 seconds. A creature directly hit by this substance is disintegrated, no save.

Oricalc: 2000 GP makes one ingot. Each ingot of oricalc can be used to make a magic equivalent item without the need to cast spells, to a maximum of +3. For each +1, a dagger needs 1 ingot, a sword/axe/spear needs 2, 1 ingot makes 10 arrows or bolts, a staff or rod would need 2, shields require 3, and any metal armor requires 7.

Vitriol: 500 GP, plus the making requires a drop of alkahest. Any two objects placed together become permanent affixed, unable to be separated regardless of force or strength used this covering up to a 10 foot area; alkahest can be used to destroy the vitriol, freeing the objects, but it must be very carefully applied (requiring a Dexterity check.) It takes 1 minute before vitriol hardens.


Essences (Intelligence): a check is needed, simply because making an essence requires first making alkahest; if the check fails by more than 10, a major catastrophe occurs. The cost is equal to that of making alkahest; everything else is free, or obtained through gathering materials. A complete laboratory and all advanced equipment are needed. All items require 2 weeks during which the alchemist can do nothing else; if they do, the check is considered failed automatically. Certain essences can be used to produce a magical item without use of spells.

Types of Essences

Variable Mercury: when added to 100 pounds of molten lead, this transmutes that lead into an equal amount of gold which has a value decided by the Castle Keeper

True (Fixed) Lead: produces 1 gallon of a paint-like substance that can be painted onto an object or mixed into the making of a weapon or armor which then gives that item a Spell Resistance of 19. If used as paint, it can cover a 1000 square foot area. Armor made with this essence also grant their SR bonus to prevent other magical items (excluding weapons) from working for the user

Waters of Sulfur: if placed into the mouth of a deceased being within 1 hour of death, that individual is restored to life, fully healed and restored of any and all afflictions; this can be used in the making of potions and is sometimes used to make certain clerical items, like a rod of resurrection

Essential Lodestone: creates a force field of magnetic power that prevents electricity from entering once per day, in a 10 foot area, for 1 hour; it can also be used as a wall of force or to dispel one, once per day

Essential Tin: used in the making of amulets, dipping such in the liquid for 1 day for 1 week produces two effects – 1) any control spell, both of mental and bodily type (slow, hold person, charm, etc) cannot affect the user; 2) up to 200 HD of creatures, of any type, can be controlled as per mass suggestion although those with 15 HD or an Intelligence listed as High get a save to resist. This is almost always used in making “rulership” items and it can be a capital offense to do such without express consent of a king, emperor, or other ruler (and probably, only for their use). Additionally, a quarter dose can be applied when making any magic item to allow that item to have a command word activation.

True Copper: each dose applied, one per week at most, bestows an AC bonus or a save bonus of +1, to a maximum of +4 total. Mixed benefits are allowed, as long as the +4 total is not exceeded.

True Iron: when added to the making of a magic item, a single dose bestows 1d4 random abilities to that item; a Castle Keeper will have to be very careful with this item

True Silver: this transforms an item that has been infused with it the ability to store 1d6 spell levels, and gives that item the ability to be recharged should these spells be used; it is most often utilized for the making of a ring of spell storing but other things can have these abilities too, like a lock of a spellbook…

True Gold: this is identical to true silver but takes 4 weeks of application, once per week only, and can store up to 30 spell levels; this is incredibly powerful and should be decided before a game begins on whether it will be allowed

True Platinum: any item, regardless of its craftsmanship, can be made magical with 1 dose, without granting it any abilities other than being magical and therefore capable of receiving additional powers; it also functions as true silver, allowing 1d6+1 spell levels to be stored. It takes 6 doses over 6 weeks to get the effect.

Essential Earths: over the course of 8 weeks, one dose per week, an alchemist can try to obtain the permanent ability of one specific element; they may only succeed with one element, and further tries automatically fail. The chance is a flat 25% each week. If the alchemist fails completely for one element, another must be tried; if all fail, the alchemist is not capable of receiving the benefit and can never try again. Earth – Strength is 18 while touching ground or stone, the character can speak with earth elementals, and gains the abilities of a dwarf (if already a dwarf, double the effectiveness); Air – As long as there is a wind, regardless of how strong it is, and the alchemist is outdoors, they can glide at a double run speed rate but indoors or underground, this is limited to normal walking speed. When using the glide ability, encumbrance is half normal allowance. Further, the alchemist can speak with air elementals; Fire – Gain immunity to fire and heat but suffer a -2 penalty on saves against water and cold, and can superheat and combust, dealing 1d4 extra damage per attack which can also ignite flammable objects. Lastly, the alchemist can speak with fire elementals; Water – Unaffected by being submerged, able to breathe normally and act normally in such conditions, having effectively become aquatic, with the swim speed of a shark. The alchemist can speak with water elementals and all water-breathing creatures. Further, the character is immune to ice and cold, but takes a -2 penalty on saves against fire


Machina: no check is needed, although assistance from a sculptor, engineer, or a character with the invention skill is helpful as it reduces construction time by half. Costs are very high, and listed for each example, and all require the use of aqua vitae which an alchemist cannot manufacture when this ability is first gained, so that cost must also be met (if they can find someone to sell it to them, which is unlikely.) Machina are effectively automatons designed to look like some creature, such as a horse or dragon and can obey a maximum of three very simple commands such as “guard treasure from anyone but me.” They are always immune to nonmagical weapons and poison/disease/fire and cold and have the same AC as their living counterpart, plus 3. The completion time is 4 months.

Types of Machina

Iron Horse: cost is 10000 GP for a heavy warhorse equivalent that has no practical combat abilities, having 30 HP (6 HD), but able to carry great weights. The iron horse can carry 5000 pounds with ease or up to double that if galloping is not required (it because encumbered at that point.) If a larger, stronger, version is needed, it costs 2000 GP for each additional foot of height which also grants a 10% increase in weight allowance

Iron Cobra: has 30 HP (6 HD) and can spit any venom stored within up to 10 feet away a maximum of 20 times before needing to be refueled. This spit attack is made with a +2 bonus. It may also bite, dealing 1d8 damage. An alternate version can be made, with the same basic abilities except the spit attack is lost and constriction, for 1d12 damage, is gained instead, this the iron constrictor snake variant. The cost is 15000 GP

Iron Spider: 30 HP (6 HD) which can spin a 100 foot metal web before needing to be recharged, and can also store enough poison for 20 bites, this being any type available to the creator. The bite deals 1d8 damage, plus possible poison. An iron scorpion version can be built as well, this having a stinger which can deliver poison rather than the web ability, the stinger dealing 1d8 plus poison, and the bite inflicting 1d6 damage; lacking the spinner mechanism reduces cost of an iron scorpion by 3000 GP. The cost for an iron spider is 20000 GP

Iron Pegasus: identical to the iron horse except it gains the ability to fly at 60 feet; loss of 75% of HP total, however, relegates the iron pegasus to ground movement. Price is 25000 GP

Iron Dragon: 9 HD (50 HP) which contains enough fuel to release 3 breath attacks, each dealing 9d6 damage (as per fireball). It can bite for 2d10 damage or claw up to 4 times in a round, each dealing 1d8 damage, each attack resolved with a +3 bonus. Flight can be enabled for an iron dragon as well, for an additional 10000 GP. The basic version costs 50000 GP


Golems (Intelligence): a check is needed to craft the body and ensure that all elements are arranged properly but the important thing is that use of this ability requires aqua vitae which is not easy to get. The making of any complex golem, like a living statue, also requires the aid of a sculptor and it greatly helps to have the assistance of a spellcaster of at least 10th level. What this ability does, essentially, is allow the alchemist to make a golem as per those detailed in the M&T book for C&C. The living statue is basically a weaker stone golem, but the alchemist selects a base creature and adds 2 HD, increases its AC by 3, and it gets standard golem traits – immunity to nonmagical weapons, poison, most magic (it is a stone golem, but weaker, so use the same rules there) and so forth. Costs are exorbitant and easily in the multiples of hundreds of thousands and the time required is several months (at least 3 for the most basic form)

Homunculi (Intelligence): a check is always needed and a failure of any kind results in catastrophic mishaps but does not necessarily mean the process is ended if the Castle Keeper wants to allow the alchemist’s creation to live on. Aqua vitae is required and so is a full laboratory. This ability is nearly impossible to completely quantify as it allows the alchemist to make life… any life, with any abilities and powers imaginable and obtainable (that is, to give a creature a fiery breath attack, one must first kill such a thing and use the organs in the recipe). A player and Castle Keeper should sit down and discuss what abilities are being granted and how they will be obtained, and then the Castle Keeper can decide on feasibility, cost, time required, and whatever other factors are of importance to that game. This conversion will not attempt to cover all possibilities as they are infinite, but does suggest looking into “serleran’s Creature Crucible” as inspiration. In The Arcanum, chimerical creatures like manticores, minotaurs, and sphinx were all created with this ability.

Aqua Vitae (Intelligence): a check is required as making this item requires alkahest and vitriol. The effects are simple enough – it allows use of the most powerful abilities gained by an alchemist. The price of a single drop (which is not enough for any effect) is incredibly high and very few alchemists will sell it primarily because of the known powers it has, whether that is how it will be used or not. A Castle Keeper should make obtaining enough for 1 experiment the subject of a long adventure and not something one can simply get by spending money (after all, an alchemist can turn worthless lead into easy coin…)


Thu Oct 11, 2012 7:09 am
Profile
Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Assassin
HD: d6
Prime: Dexterity
Combat: Trained
Dual Classed

All assassins have the dreaded power of assassinate which allows a victim to be killed with but one strike, this most often delivered with a dagger or a garrote; it cannot be used in melee unless the victim is completely unaware of the potential for attack, which C&C would recognize as a sneak attack. For all practical purposes, this should be treated identically to the C&C assassin ability of death attack. In addition, an assassin gains a +1 bonus on all Dexterity saves and a +1 bonus to resist being surprised, this increasing a further +1 every four levels attained. In The Arcanum, assassins must be of Evil alignment although a Castle Keeper can allow those of Neutral if desired. A paid assassination can earn up to double the earnings a bounty hunter might expect but some of this is usually paid to the assassin’s guild or cult.

Level ... Ability Gained
1 ... Catwalk, Hide, Stealth, Evade Pursuit, Martial Arts I
2 ... Infiltrate, Tailing
3 ... --
4 ... Toxic Powders
5 ... --
6 ... Martial Arts II, Extra Attack
7 ... --
8 ... Venoms and Poisons
9 – 12 ... --
13 ... Extra Attack
14+ ... --

Catwalk (Dexterity): no check needed in optimal conditions or if the surface being walked across is at least 10 inches in width. The ability allows a character to move, at full speed, across narrow things such as a fence, rooftop ledge, beams, thin walls, etc.

Hide (Dexterity): this is as the ability of the rogue class as found in the C&C PHB

Stealth: provided the character moves at only half their maximum allowed, any thief skills, such as hide or catwalk, defined in the Skills section can be performed without making sound. If the character wears metal armor, any check needed (and if none is required, assume one is now, or roll against a 50%) is penalized by 6 and a failure results in a sound that can be heard up to 100 feet. This ability can also be used on its own to simply move silently with a successful Dexterity check (see the rules on skills and Move Silently.)

Evade Pursuit (Intelligence): through speed, stealth, and an understanding of the area, the character is able to confound anyone who tries to follow to track them, leaving false trails or simply blending into a crowd. There is no check needed unless being followed by a creature that can track.

Martial Arts I: the character is skilled in unarmed combat, able to perform four specialized combat actions – 1) hand strike which inflicts 1d4 damage, plus Strength adjustment, and can stun if the attack roll is 6 or higher than needed and the opponent fails a Constitution save; the character can make 2 attacks unarmed this way for every normal attacks available; 2) kick to either deliver damage or to knock an opponent down (called a sweep). If the attacker chooses to damage, it deals 1d6 plus Strength adjustments and can stun on a successful called shot (made at -8) if the victim also then fails a Constitution save. If a stun is successful, damage from the attack is doubled. A sweep attack requires the defender to make a Dexterity save or become prone. A character can kick once for each normal attack. A stun lasts for 1d4 rounds; 3) if the character successfully parries (rolls their own attack and has to hit a higher AC than the other; a tie does not work in the character’s favor, considered a failure), they may then throw the being that attacked them which requires the now defending creature to make a Dexterity save or be moved, forcibly, 5 feet taking 1d3 damage from falling (plus any other possible damage, like being tossed off a cliff). It is not possible to throw a creature weighing more than Encumbrance limit x 3, with weights of creatures determined by the Castle Keeper; 4) when using the dodge maneuver, the character gains a +1 AC bonus per three levels. To use any of these abilities, the character cannot be wearing metal armor (including studded leather) or using metal gauntlets

Infiltrate (Charisma): for all intents and purposes, this ability is similar to that of disguise as found in the C&C PHB for the assassin class, although it cannot be used to impersonate any specific individual but a general member of some group, such as a merchant or a wizard. The more information a character can obtain about the group being infiltrated, regardless of how the information is received, the better the chances of success, this being entirely up to the Castle Keeper.

Tailing (Intelligence): this is, effectively, urban tracking and allows a character to follow another in crowded spaces or locate signs of their movement without being noticed, provided the object of the tail has been spotted or witnessed within the last full turn (6 rounds.) A failed roll indicates, with equal probability, that the victim has been lost from view or that the tail has been spotted.

Toxic Powders: this ability is described for the alchemist class and functions identically

Martial Arts II [requires Martial Arts I]: building off the previously gained abilities, this skill provides four additional combat options – 1) knife hand which can be used to pierce through armor, effectively treating the victim as if they were unarmored (although magical adjustments to armor still apply) and this ability also allows the character to strike creatures immune to nonmagical weapons. One attack is possible per regular attack (as opposed to the usual 2 for hand strikes) and it deals 1d6 damage, plus Strength adjustment, but can only be delivered once per 3 rounds as it takes concentrated effort to channel the mental fortitude needed. Lastly, rather than dealing damage, a knife hand can, if a called shot at -8 is made, and the victim fails a Constitution save, render the unfortunate hit unconscious; 2) dodge missile weapons as a monk can from the C&C PHB; 3) jump kick to strike flying enemies, provided they are 5 feet, +1 foot per 2 levels, distant. Damage and other effects are for a standard kick; 4) the character can break wood of up to 2 inches thick (many doors) or bend .5 inch of metal (the stronger the metal, the lower the allowed thickness, at the discretion of the Castle Keeper) by hand strike, kick, or any other physical attack (such as a headbutt). Other materials can be affected, such as brick, stone, or ice if the Castle Keeper wants to allow it; The Arcanum has not direct rules for it, but the author of this conversion suggests making the amount broken halfway between the two provided, at 1 inch base, +.5 inches per 3 levels. As the character advances in level, +2 inches per 3 levels (for wood) and +.5 inches per 4 levels (for metal) is gained.

Extra Attack: the character gains an extra melee attack as per the ability of the C&C fighter class; if fighting unarmed, this allows 2 uses of the hand strike ability as detailed for Martial Arts I

Venoms and Poisons: this is as the alchemist ability described previously, following the same rules except that an assassin does not normally make these but purchases them


Thu Oct 11, 2012 4:57 pm
Profile
Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Astrologer
HD: d6
Prime: Intelligence
Combat: Untrained
Single Classed

A spellcaster specializing in the art of divination through observation of celestial bodies. They are also highly trained linguists and scholars, able to transcribe any spell to or from a scroll for half the XP (see the Training section) provided the spell involves inscriptions such as symbol or The Arcanum based talisman. Furthermore, if an astrologer is inside their own specially constructed observatory (the equivalent of a wizard tower), they receive one additional spell (of any level able to be cast) and all divinatory effects have the best possible result. All astrologers follow a sun or sky deity (or one very similar) and derive their powers from that being, making the class a form of divine spellcaster, despite having Intelligence as Prime. However, astrologers are not necessarily bound to any religion or temple and have no direct religious requirements – it is for this reason they are often sought as seers or for advice on any of numerous things.

Level ... Ability Gained
1 ... Read Magic, Linguistics, Spell Casting (Astrology), Chirography, Magical Mixtures
2 ... --
3 ... Decipher
4 ... --
5 ... Scrolls, Handcasting
6 ... --
7 ... Ancient Lore, Runes
8 ... --
9 ... Minor Magic Items
10 ... --
11 ... Rods, Staves and Wands
12 ... Greater Magic Items

Read Magic: a character with this skill is able to decipher magical writings and read it as if it were in plain language, rendering the spell read magic useless and non-existent for character using The Arcanum. It is required to have this ability to use any magic item that has spell powers, either directly casting or having spell-like abilities; the only items that typically do not have such effects are the standard “item +x.” For further details, primarily as this skill applies to those who are not spellcasters or who obtain it through level gain (that is, they do not start play with it), see the section on Skills.

Linguistics (Intelligence): the character may learn to read, write, and speak one language per level gained after this ability and may further use this skill to identify the origin and decipher (as per the C&C decipher script ability) any text after spending 1 hour per page and successfully making a check. This ability does not allow one to cast a spell from a scroll – that is what Decipher (see below, or in the Skills section) allows

Spell Casting (Astrology): a character with this ability gains access to the Astrology field of spells as primary, all others as secondary. For definitions of what this means, and for the breakdown of the spells within a given field, see the Spells section.

Chirography: even if the user is unable to comprehend a written, or drawn, document such as a map, ledger, or text they can make a working copy; it will not be an exact copy, as that would require the forgery skill or an artistic ability. However, the most practical use of this skill is in the duplication of magical writings as it allows one with the read magic ability (if they are a spellcaster) to duplicate the item. This is incredibly powerful and a Castle Keeper should be very strict with access to magical inks and maybe even require enchanted paper for this effect to work. It takes 1 hour per page, half as long if the character is actually fluent in the language being copied – a scroll always takes 2 hours per spell level of complete concentration. There is always a 1% failure rate when duplicating magical writing and some, such as tomes and manuals cannot be replicated at the discretion of the Castle Keeper

Magical Mixtures: this is identical to the alchemist ability and is mostly used for the astrologer to manufacture their own magical ink

Decipher (Intelligence): the ability applies only to magical writings and allows the character to discover the exact spell(s) recorded on a scroll or in a book, which can then be cast directly or copied to their own; this ability does not require Chirography but is generally a good idea to copy spells only when one knows what they do

Scrolls: there is no check for this ability which allows the character to record a known spell into written form, for use at a later point. It requires magical ink and possibly enchanted paper to hold a spell onto a scroll. The costs should vary with the spell level, but there are no guidelines given in the source material, but the author recommends 100 GP per spell level noting that The Arcanum has no 0-levels spells. The time to make a scroll is 1 hour and it takes complete concentration. On the day the scroll is made, the character is considered to have cast the spell, and thus, making a scroll takes a spell slot away. Under The Arcanum rules, no scroll may ever have more than one spell on it

Handcasting: any zodiacal or spell involving planetary influence, such as initiative of Aries or lesser incantation of the moon can be cast without need for verbal or material components, a simple gesture made of the appropriate star symbol made in the air for the spell to be cast

Ancient Lore (Intelligence): this ability mimics the bardic lore ability of the C&C bard class, as the character is able to determine veracity or details about myths and legends within the game world, and they are familiar with epic ballads and poems; use in this way, to check whether the character has some knowledge, requires a roll. The character is able to assay the approximate worth of any old coin, jewelry, book, etc within ±10% accuracy

Runes: without a check, the character is able to create a runic device which is powered by a single magical inscription. The most commonly used items are bracers, swords, shields, axes, daggers, wands and staves. Most characters (any who are not a witch/warlock, druid, or shaman) can only use a maximum of 3 runic devices; a druid, alone, is able to create a rune staff and they are the only ones able to use a device that has more than one rune written upon it. The runes found within The Arcanum are Nordic based, but that does not prevent their use – the Castle Keeper can simply change their appearance and functions as desired. It takes one hour to make the rune properly; these are considered magical.

Examples of Runes

Cold: +1 bonus on saves against cold; alternatively, can be used to have a weapon deal an additional 1d3 cold damage

Courage: +1 on saves against charms and fear

Death: once per day, the user of the runic device may curse another living being who, if a Wisdom save is failed, will lapse into unconsciousness and die within 1d6+1 days unless the curse is lifted or negated; typically, only an evil character would use this rune

Deity: +1 bonus on all saves against the attacks of the undead

Fire: +1 bonus on all saves against fire; alternatively, can be used to have a weapon deal an additional 1d3 cold damage

Good: within 10 feet, the character can detect the presence of any Black Magic effect

Light: at command, the runic device glows with the equivalent of torchlight out to 20 feet

Possession: if placed onto a device which is then bound to another, such as manacles or rope, the being so entwined is cursed to obey the commands of the device maker; a remove curse will negate the effects. Almost all who use this rune command their servants to not tamper with the rune

Protection: grants a +1 AC bonus

Travel: the user of the runic device cannot get lost, and always knows what direction is north

War: engraved upon a weapon, this rune yields a +1 bonus to hit and damage

Yew: only a druid can use this rune which, when inscribed to a staff or wand, allows that item to then hold up to three more runes (which cannot also be Yew runes); no character may ever have, or use, more than one device with this rune and trying to will result in one destroying the other – whichever way the Castle Keeper wants


Minor Magic Items: no check is needed, although the character will have to obtain alchemical essences to use this ability. The making of a minor magic item requires 1000 GP basic materials, in addition to the item that is being enchanted which must be of expert craftsmanship (worth at least 10 times as much as a normal version). Per The Arcanum rules, this ability applies only to the making of spell storing items, allowing a piece of equipment to hold 2d4-1spells of any spell level (and can be recharged after these are expended). The process requires 1 month, +1 day for each spell level and each day of work requires at least 12 uninterrupted hours; missing one day negates that day’s work, and means the process takes longer, but missing a second day within the same week completely ruins it requiring a fresh start, with a new item. If a Castle Keeper allows, this ability could be used to create other types of items – The Arcanum does not – which should restrict to any listed magic item having a value under 1500 GP

Rods: the character is capable of, without a check, making a magical rod which may have up to 36 charges, and a maximum of +3 to hit and damage, the weapon itself considered a club (or rarely, a mace). The cost is equal to that of making minor magical items, +2000 GP. Time requirements are likewise 12 hours per day, for 1 month, +1 day per charge. Any rod from the C&C game could be made, if the Castle Keeper opts to allow such (and doing so will mean devising rules for it), or those from the Atlantean Trilogy can be used – note, spells which do not exist in C&C will be found in the conversion’s Spells section. It is not possible for a character to make or use a rod containing spells not allowed to them (as determined in the descriptions of the Fields of Magic in the Spells section)

Types of Rods

Rod of Analysis – can cast sounding, alchemy I and spell analysis

Rod of Animal Control – cast animal friendship, speak with animals and animal control

Rod of Detection – cast detect magic, detect illusion and detect invisibility

Rod of Divine Protection – cast sanctuary, protection from Evil/Good and spiritual shield

Rod of Exorcism – cast exorcism I – III

Rod of Identification – wielder can identify herbs and plants, cast species identification and spell analysis

Rod of Perception – use aura reading, heightened perception and subliminal perception

Rod of Plant Control – cast warp wood, speak with plants and control plants

Rod of Revelations – use omen, divine guidance, and soul search

Cursed Rod of Revelations – use dark omen, reveal the past and contact lower plane

Rod of the Spirit Realms – cast spirit empathy, spirit track and spirit contact

Rod of the Woodlands – can produce locate animal, locate plant, and locate water

Staves and Wands: this is effectively the same as for making rods except that a staff can have a maximum of 21 charges and a +1 – 3 enhancement bonus; wands can store 50 charges and cannot be used to strike another creature (so they do not get any enhancement bonuses). There is no additional charge for making a staff although a wand incurs a +5000 GP cost. Lengths of time needed remain unchanged as do restrictions regarding the spells the item can contain. There are incredible numbers of variation possible, but most staves will have 1d4+4 spells available to them which are generally thematic. A wand, however, contains multiple uses of a single spell (rarely, 1d4, if the wand is relatively harmless) and the Castle Keeper is free to allow staves and wands from the C&C rules to be made as well.

Greater Magic Items: essentially the same as minor items with one critical difference – the spells put into the item are permanent magical effects rather than simply being storage for them. The costs double (except for the base item) and the time required is 2 months, +2 weeks per spell level, per spell. If allowed, the character could make any magical item found in C&C excluding artifacts.


[Edit]

I had forgotten to include one of the abilities of this class, that of being able to ignore certain spell components at 5th level for some of the most unique spells of The Arcanum rules. The inclusion has been made.


Thu Oct 11, 2012 7:54 pm
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Greater Lore Drake
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Post Re: The Arcanum C&C
I must have lead a sheltered gaming life, yet again, another game world/system I never played ... That said, WOW, more good stuff!

I like the idea of assassin being a class & 1/2, and I love the backgrounds!!!

Yet again, thanks for the good work and sharing it!!!

_________________
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Forgive all spelling errors.

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Fri Oct 12, 2012 2:13 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Beastmaster
HD: d8
Prime: Charisma or Wisdom (both preferred)
Combat: Trained
Single Classed

A beastmaster must always have the barbarian or outcast background for they are apart, individuals who have developed their knowledge and abilities outside the realms of civilization, usually from another beastmaster but in some rare occasions, directly from the animals around which they live. They are on friendly terms with most forester types, such as druids, shamans, and witches but they do not like the urbanite individual, not so much because of culture but because they view the wanton slaughter of animals for sport to be an abomination; such acts will be retaliated against, provided the beastmaster has the means. Most beastmasters are Neutrally aligned. All possess the ability to speak with animals as per the spell, permanently in effect and can use Sign Language, for a beastmaster is otherwise illiterate (it is possible for them to learn to read, but such must be a skill gained through Training – see that section for details.) Further, a beastmaster has the powerful option of animal influence which grants four practical abilities, all of which require a check against Charisma using the HD of the animal(s) it affects – 1) Call: a beastmaster may attempt to bring any single animal, whether by name or by type (that is, if the beastmaster has previously befriended a specific animal, that individual might be reachable) provided that the animal is native to the environment. Only one animal answers a call, +1 per additional 2 levels gained, and it takes 1d4 minutes to arrive making this unsuitable, generally, for combat purposes unless done before an expected fight. A called animal has no special fondness for the beastmaster (unless it was befriended previously) so the beastmaster can then speak with, befriend, or attempt to exert control (called master in The Arcanum.); 2) Turn: animals can be frightened away by making a successful Charisma check, in a similar way that a cleric turns undead, treating some animals as rare, others as common, subject to the Castle Keeper; it is not possible for a beastmaster to destroy animals this way, only make them run away for one full hour. The range is 20 feet; 3) Befriend: provided the beastmaster presents as a nonthreatening individual, and offers an animal something it would like (typically food), and a successful Charisma check is made, the animal will consider the beastmaster an ally and offer to help and provide whatever assistance it can, for a maximum of 24 hours; after this period, the animal will remember the beastmaster and will react, initially, with positivity and not attack unless sick, injured, or starving; 4) Master: this is effectively the same as the animal friendship spell except that a beastmaster can affect 3 HD of animals per level, rather than the usual 2. Of these four abilities, if any fail for a given animal, no further checks by the beastmaster can be attempted for that creature for 1 day and the animal will react according to its demeanor… a timid or docile animal will retreat but one, such as a bear or predator, will likely attack.

Level ... Ability Gained
1 ... Woodcraft, Set/Disarm/Detect Snares, Read Tracks, Stalking, Evade Pursuit
2 – 3 ... --
4 ... Herb Lore
5 ... --
6 ... Extra Attack
7 ... --
8 ... Herbal Remedies
9 – 11 ... --
12 ... Extra Attack

Woodcraft (Wisdom): this is the same as the range / druid ability of survival as found in the C&C PHB; a beastmaster may always find enough food for themselves and for any allied animals in the group. Some animal allies might provide bonuses on any required check, but in general, unless conditions are exceptionally harsh, no check should be needed and the Castle Keeper should assume the beastmaster has provided shelter, water, and food for the entire party though it might take several hours to do so

Set/Disarm/Detect Snares: a character can locate, disable, or create any form of snare. To find one requires 5 minutes per 100 feet covered, and disarming requires nothing special in the way of tools (though an edged implement is helpful). To set a snare basically requires some twine or rope and a leverage point, such as a tree. Most snares are used for the trapping of small animals or game, though a larger one can be built for catching a bigger target or even to trap a specific type of creature. The one setting the snare makes no roll; the victim is entitled a save vs. traps to avoid it.

Read Tracks (Wisdom): this is the advanced ability of tracking as a ranger found in the C&C PHB, with full complement of abilities assumed whenever this skill is learned; that means, for example, a successful check allows one to estimate quantity of creatures, any specific injuries that might be present (such as one with a weak leg, or a stunted gait) and so forth. Note, this ability does not grant actual tracking, in that it does not allow one to follow trace evidence, but simply know intimate details about the being(s) that left the tracks.

Stalking (Wisdom): effectively identical to the Tailing skill except that it applies to wilderlands and non-urban environs; this ability also allows one to move silently so as to not disturb a creature being stalked

Evade Pursuit (Intelligence): this is as described for the assassin class, detailed previously

Herb Lore (Intelligence): same as for the alchemist class

Extra Attack: as the C&C fighter ability of the same name detailed in the C&C PHB

Herbal Remedies: as the alchemist ability of the same name, previously detailed



[Aside]

Let's see, that should be 4 classes down; 28 more (yeah, The Arcanum has a ton of classes.) And then the bigger areas of training, skills, and spells since The Arcanum does thing a little differently.

I figure after this conversion is as complete as I feel comfortable making it, I might tackle something else. Maybe make a "submit your conversion request" thread or whatever, if I have the game in question to do it, that is.

[/end Aside]


Fri Oct 12, 2012 6:06 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Bounty Hunter
HD: d8
Prime: Intelligence or Dexterity
Combat: Trained
Dual Classed

Bounty hunters generally work alone and are often outside the law (although it is not improbable for a Castle Keeper to make them an arm of enforcement; this means alignment is almost always Chaotic), but the real power of the class comes in being able to bring targets dead or alive. The former is accomplished through the assassin ability of assassinate which has the same functions and abilities; the second method is called waylaying and works as an assassination attempt with one critical difference – when it succeeds, the victim is not killed but incapacitated, rendered unconscious for 1d6+4 minutes. A bounty hunter charges for these services a rate of 10 GP, +10 GP per level as a bounty hunter, to be paid upon completion as a standard rate to which is added 50 GP per level of the target, half paid in advance; if the target is an assassin, spy, or hunter of any kind, all fees are tripled and if the victim is a spellcaster of any sort, they are quadrupled, and may be even higher (even 10 – 100 times) if the target is especially notorious. Further, if a bounty hunter will require any special equipment or if there are special money expenditures, such as for obtaining forged documents, bribing city guards / officials, etc, the one to hire the bounty hunter is expected to pay for those needs as well, within reason – for example, if a specific target would need a magical rope to bind them for transport, and the bounty has no such rope, they are expected to be provided with it, the item returned when the task is completed (unless an agreement is made otherwise.) These values are simply guidelines and any brokerage of “fair cost” should be determined through roleplaying and by the Castle Keeper.

Level ... Ability Gained
1 ... Stealth, Hide, Set/Disarm/Detect Traps, Read Tracks, Tracking, Tailing, Stalking
2 ... Set/Disarm/Detect Snares, Interrogate
3 ... --
4 ... Decipher, Infiltrate
5 ... --
6 ... Extra Attack
7 – 11 ... --
12 ... Extra Attack

Stealth: as described for the assassin class, without any changes

Hide (Dexterity): as the C&C rogue ability provided in the PHB

Set/Disarm/Detect Traps (Intelligence or Dexterity): as the traps ability of the rogue class found in the C&C PHB with two exceptions – 1) it takes 5 minutes to detect a trap within a 10 cubic foot area; 2) setting a trap requires thieves’ tools and an unsuccessful check means the character has affected themselves with the trap, no save or ability to dodge granted. Time and construction costs are subject to the Castle Keeper

Read Tracks (Wisdom): as the ability previously described

Tracking (Wisdom) [requires Read Tracks]: the same as the ranger ability found in the C&C rules except there is a penalty of -1 for each hour of rain or snow since the tracks were made, and a -1 penalty for every 24 hours the tracks do not remain fresh (these in addition to any other modifiers the Castle Keeper might want to impose); once a successful check is made, no further check is needed unless those being tracked cross a water boundary (lake, stream, pond, etc), cross mostly rocky land (such as a cliff face or a quarry), or enters a building. In the case of using this in urban settings, apply a -6 penalty in every case and require a new check every 100 feet

Tailing (Intelligence): as described previously

Stalking (Wisdom): as described previously

Set/Disarm/Detect Snares: as described previously

Interrogate: this is the ability is garner information from an uncooperative individual using either mental or physical coercion. There is no check by the interrogator, but the one interviewed is entitled to either Wisdom or a Constitution save, depending on which form of interrogation is being used, to prevent giving information. The amount of time needed to receive information varies with the type of interrogation – 1) verbal abuse yields something every 1d6x10 minutes; 2) physical threat a tidbit every 1d6 x 5 minutes; or 3) torture which gives information every 1d6 minute, assuming that which is used is exceptionally cruel (and unusable by anyone of a Good alignment). With torture, there is a chance that accidental death will occur, this being 1d10% each minute. There is never any guarantee that information gained through this ability is accurate or truthful, especially with torture, so most skilled in its use will also look to procure truth serums or other means to ensure “honesty.” If a Castle Keeper is uncomfortable or unwilling to use this ability there should be some alternative ways for the character to gain the information needed.

Decipher (Intelligence): as described previously

Infiltrate (Charisma): as described previously

Extra Attack: as the C&C fighter ability found in the PHB


Fri Oct 12, 2012 6:17 pm
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Mogrl

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Post Re: The Arcanum C&C
Charlatan
HD: d6
Prime: Charisma
Combat: Skilled
Single Classed

Charlatans are masters of nothing but well versed in the arts of almost everything, dabbling into weapons, thievery, and magic (by The Arcanum rules, never into Divine Magic, but a Castle Keeper can overrule that decision especially as it pertains to certain relatively modern archetypes). They begin the game with the same magical capacity as a magician (see that class and the Spells section) and can further obtain additional spellcasting talents; they, unlike all other spell users, do not have a primary or secondary Field, but this also prevents them from rising above 1st level ability (any spell to have an effect beyond this must come from a scroll or magic item) with any magic – diversity comes at the cost of power. Or, a charlatan can forego delving deep into magic, gaining one thief or performance skill (see the section on Skills) for every second level gained. And yet, alternatively again, a charlatan can focus on weapon training and gain that skill once every second level. To dabble in magic, the character give sup the automatic gaining of a skill or weapon training, transferring that, instead, to a new Field of magic known every 4th level; it is possible to switch back and forth – essentially, one new magical knowledge “costs” two bonus skill selections.

Level ... Ability Gained
1 ... Thieves’ Cant, Oratory, Read Magic, Spellcasting (Enchantment), Magical Mixtures, Con, Legerdemain
2 ... --
3 ... Pick Pockets
4 ... --
5 ... Toxic Powders
6 ... Choice of 1 Thieving Skill (see Skills section)
7 ... Philtres
8 ... --
9 ... Scrolls
10 ... Potions
11 ... Minor Magic Items
12+ ... --

Thieves’ Cant: this is the ability to speak the secret language of rogues, spies, and other criminal types and it cannot be learned (after character creation) without absolute certainty of trust from another skilled already, this often reinforced with some sort of oath (and that done through magic or in the presence of some powerful being).

Oratory (Charisma): this is the ability to produce a desired response in a crowd, through careful selection of words and gestures. Before a check is made, the player must decide how long the speech will be, as this helps to determine difficulty as well as what response is engendered. A failure will always have the opposite reaction than intended but even this, if calculated well, could play into the hands of the player so a Castle Keeper can readily modify change any of these general guidelines. There are generally four categories of response – 1) Sympathy: those affected are eager and willing to help, as if a charm of sort minor sort had been cast upon them, but the longer (any period after 7 minutes of speech) one talks the less likely the result will be positive (in this case, for every minute after 7, apply a -2 penalty to the check) and also assume that, 50% of the time, the audience simply feels sympathetic, without actually doing anything about it; 2) Antipathy: the crowd becomes angry, incited, and full of wrath toward a subject such as “the beast upon the hill” or at the state of taxation. Fortunately, time works with the character, and gives a +1 bonus for every minute after 10, however, even with a successful check, there is still a 25% chance the audience will simply be angered but not rally to violence; 3) Fascination: this ability cannot function unless the user spends at least 5 minutes and must be dressed or acting in a manner that is worthy of attention, such as in the robes of nobility or the like, but the general effect is identical to that of the bard’s fascinate as found in the C&C PHB. Additional time spent has no impact, and there is no chance of “semi-fascination;” 4) Boredom: the audience becomes disinterested or (if too much time is spent, the absolute maximum allowed being 5 minutes) the gathered crowd leaving in whatever method works best for them. If this check fails, the audience becomes fascinated, but negatively, with the orator becoming the target of verbal assaults and possibly thrown refuse. By no means is this list complete and a Castle Keeper can allow any variations and alternate effects, such as those of the C&C knight class like call to arms, demoralize, embolden and inspire. One very important rule is that this ability cannot function if the audience cannot hear the speaker and especially if they cannot understand the words

Read Magic (Intelligence): this is the ability to read magical writing, but a charlatan is not as skilled as other spellcasters and must, therefore, successfully pass an Intelligence check

Spellcasting (Enchantment): a charlatan gains access to the Enchantment Field of magic, with level 1 capability which cannot, under any circumstance (except perhaps for certain rare magical items) improve. For full details, see the Spells section

Magical Mixtures: this is the same as the ability previously described for other character classes

Con: this is the ability to convince someone to do something they might not normally do, such as accept a bribe, look the other way, buy stolen goods, or lend money. The more opposite the request (and the riskier it becomes to agree) is to the morality of the target, the less likely the con will work (provide a very high bonus, such as +10 or higher, on any requested save, and allow one even if one may not be permitted otherwise.) Under the source rules, this ability does not allow a save if the victim has a Wisdom score of less than 13, but the conversion will assume a save is allowed under all conditions. It is permissible to disallow the use of this skill and turn it into more of a roleplaying requirement. Like oratory, if the victim cannot hear and understand the request, there is simply no chance it can work

Legerdemain: this is the ability to perform certain types of tricks as one might find at a carnival, such as “magic card tricks,” the shell game, or even ventriloquism. Those who possess this ability may also use it to cheat in any Gambling contest (see that skill in the Skills section) to gain a +1d6 bonus but there is always a chance (1d4+1%) of being caught doing so, with often dire consequences. Very small items can be palmed and concealed, this ability not being fully trained in sleight of hand, but it is sufficient to hide something approximately the size of the character’s finger in a few seconds. Ventriloquism allows one to make their voice appear to come from another location, at most 5 feet, +1 foot per level, distant; a save against Wisdom is allowed to onlookers to notice the real source of a “thrown voice”

Pick Pockets (Dexterity): as the rogue ability found in the C&C PHB

Toxic Powders: as the ability described previously in this conversion

Philtres: as the ability described previously in this conversion

Scrolls: as the ability described previously; one advantage given to a charlatan is their potential to gain access to numerous Fields of magic. Over time, as the character becomes more advanced in level, this ability is likely to be considered their most potent

Potions: as the ability described for the alchemist

Minor Magic Items: as the ability described for the alchemist class


Sat Oct 13, 2012 4:54 am
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Mogrl

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Posts: 13833
Post Re: The Arcanum C&C
Corsair
HD: d8
Prime: Strength or Dexterity
Combat: Trained
Dual Classed

Corsairs are waterborne plunderers, pirates and buccaneers, who prefer to adventure off the land as much as possible. Initially (at character creation), a corsair is not allowed to have Riding or Mounted Combat as a skill, but they are well versed in the use of ropes and grapnel and receive a +4 bonus when using either (especially in relation to climbing). Most are Neutral or Evil in alignment and are known to shanghai (or press) people into servitude especially those with a gift for Elemental magic. Due to their rough-and-tumble life, corsairs generally have a variety of roguish skills and they make good fighters. All corsairs have the Backstab ability (as presented in the C&C PHB for the rogue class) and the Waylay ability as detailed for the bounty hunter. Members of this class rarely don heavy armor and typically fight with small, light weapons, such as daggers and short swords (if a Castle Keeper wants to introduce early stage firearms, this would be a class that would love to have them)

Level ... Ability Gained
1 ... Basic Seamanship, Street Fighting, Swimming, Thieves’ Cant, Appraise Treasure
2 ... Weapon Training
3 ... --
4 ... Choice of 1 Thieving or Combat Skill (see Skills section)
5 ... --
6 ... Weapon Training
7 ... Extra Attack
8 ... Navigation
9 ... --
10 ... Choice of 1 Thieving Skill (see Skills section)
11 ... --
12 ... Cartography
13 ... Extra Attack

Basic Seamanship: the character is able to pilot a small naval craft such as a canoe, raft, and a light sailing vessel; the character also has a basic understanding of maritime law, terms, and the general mythical lore related to the sea and waters but these are often greatly exaggerated

Street Fighting: a character with this ability is considered proficient with unarmed attacks but the damage is always reduced to a maximum of 1d3 damage, plus Strength adjustment. This is not the same ability as Boxing, Wrestling, or Martial Arts – as it gives no special attack maneuvers. As a combat skill considered a “weapon,” the character can use weapon training to increase to hit and/or damage.

Swimming: under most conditions, a character with this ability need not fear drowning and gains a swim speed of double their normal walking rate, this speed able to be kept for a maximum of 4 hours before dropping down to standard walking speed. If the Castle Keepers wishes to call for a save, the suggestion is to use Strength

Thieves’ Cant: as the ability detailed previously

Appraise Treasure (Intelligence): standard goods, such as gems, jewelry, and trade items require no check to be made, and the character is able to determine fair market value ±10%; for unusual, obscure, or contraband items, a check is needed and the fluctuation can be as high as 25%.

Weapon Training: the character gains a +1 bonus to hit or a +1 bonus to damage with a weapon in which they are already proficient; this ability may also be used to gain proficiency with a new weapon

Extra Attack: as the fighter ability found in the C&C PHB

Navigation: a character with this ability can, when viewing the sky at night, tell their approximate location on the planet and in what direction they are travelling; it further allows one to plot the most direct route which can shave 2d4-1 days off an overland (or by water) journey.

Cartography: this ability allows accurate maps to be made of any terrain, such as mountains, coastlines, or dungeons; with a proper map, the character cannot become lost in the area detailed by the map. It takes a considerable amount of time to create a detailed map


Sat Oct 13, 2012 3:51 pm
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
Post Re: The Arcanum C&C
serleran wrote:
[Aside]

Let's see, that should be 4 classes down; 28 more (yeah, The Arcanum has a ton of classes.) And then the bigger areas of training, skills, and spells since The Arcanum does thing a little differently.

I figure after this conversion is as complete as I feel comfortable making it, I might tackle something else. Maybe make a "submit your conversion request" thread or whatever, if I have the game in question to do it, that is.

[/end Aside]


Only things I can think to do after this is maybe Judges Guild material, or old Dragon magazine classes that haven't been done already. Or convert Paladium Fantasy classes to C&C. That would be pretty cool, actually, in my opinion. The PF setting has always been my favorite. Several interesting PC races to convert too, the Wolfen, Coyle, Changling, and Pixie to name a few.

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Sat Oct 13, 2012 4:20 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Druid
HD: d8
Prime: Wisdom
Combat: Untrained
Single Classed

Druids gain access to the Field of Elemental magic (see the Spells section), their spellcasting considered to be divine in origin, derived from what are called “True Elementals.” They are not fond of settlements and will be hesitant with entering a city or village, unless it is predominantly barbaric. Almost all druids are Neutral, but some, called Black Druids are Evil; these are savage types, known to perform ritual sacrifice and are feared (Castle Keeper’s should not allow a player to select to be a Black Druid.) All druids begin play with four special powers – 1) Shape Change (Animal): the character can assume the form and abilities of any animal three times per day, provided the animal does not exceed the weight of the druid tripled or a size of 4 feet, +2 feet per level (in any direction); at no point can the druid assume the shape of an animal smaller than a mouse, sparrow, or hummingbird nor one larger than 18 feet (whether in length or height). The animal selected must be native to the environment. Unlike the C&C version of this ability, a druid from The Arcanum does not restore HP by switching into animal form; 2) Animal Speech: the druid gains the ability to communicate with two types of animals, gaining another every 2nd level. The languages/animals available are – Simian (apes, monkeys, and other primates), Feline (cats of any kind, from domestic to large predators), Canine (dogs, wolves, hyenas, jackals, etc), Equine (horses, beasts of burden such as donkeys, and herd animals such as buffalo), Avian (birds of any sort), Piscine (fish and aquatic animals), Saurian (lizards, reptiles, and amphibians) and, after all previous languages are learned, Ancient (dragons and mythical animals, such as unicorns or pegasus). A druid gains a +2 bonus on Charisma checks with those animals which can be spoken to; 3) Sylvan Languages: the character is able to speak with all woodland beings, such as centaurs and satyrs, in addition to being able to speak with any fey creature; 4) Pass without Trace: the character leaves no visible evidence of having passed through an area, even urban environments, making it very difficult to track them – apply a -10 penalty for anyone attempting a Track; this ability makes it impossible for another to use Read Tracks as there simply are none

Level ... Ability Gained
1 ... Read Magic, Herb Lore, Spellcasting (Elemental), Woodcraft
2 ... --
3 ... Herbal Remedies
4 ... --
5 ... Herbal Elixirs
6 ... --
7 ... Runes, Scrolls
8 ... --
9 ... Rods, Staves and Wands
10 – 11 ... --
12 ... Greater Magic Items

Read Magic: this is the ability as defined for the astrologer class, the druid assumed to have 100% chance of success

Herb Lore: this is the same as the previously defined ability

Spellcasting (Elemental): a druid has Elemental magic as their Field of magical study

Woodcraft: as the previously described ability

Herbal Remedies: as the ability of the same name assigned to other classes

Herbal Elixirs: as the same ability of other classes

Runes: as the alchemist ability except that a druid, and a druid alone, can make use of the Yew Rune, thereby allowed to have a staff or wand that contains up to three Runes rather than being restricted to one

Scrolls: as the ability previously defined

Rods: as the ability previously defined

Staves and Wands: as the ability described elsewhere

Greater Magic Items: as the ability listed for the alchemist class


Sun Oct 14, 2012 4:00 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Enchanter / Enchantress
HD: d6
Prime: Dexterity or Charisma
Combat: Skilled
Dual Classed

Interested in both the arts of magical enchantment and the power of evoking emotional response through physical media, an enchanter is quite adapt with the Field of Enchantment and also the artistic endeavors of sculpting, glass-blowing, and music sometimes becoming world famous on these skills alone. The class automatically gains the “promising” level of ability in both Art and Music (see the Skills section for more details, such as how to improve natural talent) but a high-enough level enchanter (one who has reached “master” status in the Art skill) greatly aids an alchemist when making a living statue (see the ability of the alchemist class) in that, should the enchanter offer aid, the made being gains a +2 HD bonus and takes 25% less time and money. Furthermore, a “master” of art can, at 7th level, make an orb of enchantment which effectively acts as a scroll except it need not be read, simply broken – this item takes 1 day and 100 GP, and requires glass-blowing tools and a furnace. Lastly, when an enchanter gains “master” level of the music skill, they can produce an effect identical to the emotional influence spell of the mystic class (see the Spells section for details) or to counter the effects of any sonic-based manipulation or spell, such as fear, panic, terror, antipathy, apathy, sympathy, hallucinations, delusions, or insanities, or rallying cries (such as those of the C&C knight class). There is no limit to how often this can be used, although it does require at least 3 rounds of playing to take effect

Level ... Ability Gained
1 ... Read Magic, Spellcasting (Enchantment), Magical Mixtures, Oratory, Legerdemain
2 ... --
3 ... Acting
4 ... --
5 ... Philtres, Acrobatics I
6 ... Ancient Lore
7 ... --
8 ... Potions, Acrobatics II
9 ... Scrolls
10 ... Extra Attack, Minor Magic Items
11 ... --
12 ... Rods, Staves and Wands

Read Magic: same as the ability described previously, an enchanter considered to have 100% success

Spellcasting (Enchantment): an enchanter studies the Field of Enchantment (see the Spells section)

Magical Mixtures: same as the ability previously defined

Oratory (Charisma): as the ability of the charlatan

Legerdemain: as the charlatan ability

Acting (Charisma): if used for entertainment purposes, the character can earn an amount of coin as per the harlequin class (see that class for further information). However, the skill can also be used to deceive and impersonate, either of which can function as the disguise ability as found for the rogue class in the C&C PHB, allowing the character to also mimic voice and mannerisms. The more intimate details one knows about the victim, the greater the chance of success, and the more scrutinized the actor, the less likely success will be. This ability is not the same as that of con, although it certainly does not hurt to have both. It is also not the same as infiltrate as this ability assumes the character is taking the role of a specific individual, not “someone.”

Philtres: same as the ability defined previously

Acrobatics I (Dexterity): this skill bestows several abilities to a character – 1) Leaping: the character can jump 4 feet upwards, 10 feet horizontally, or down 10 feet without suffering any damage; to clear a distance greater than this requires a running start of twice the intended distance to be leapt. Vertical leaps improve by +1 foot per 4 levels, across by +1 foot / level, and downward by +2 feet per level. The maximum possible distance, even with a running start, is Dexterity * ½ (upwards), Dexterity doubled (across), and Dexterity tripled (downward). In general, no check is needed unless the situation is dire or on a slippery surface; 2) Pratfall: if the character falls (as opposed to purposefully leaping), the maximum safe distance without damage is 10 feet, +2 feet per level. For falls greater than this, the character can make a check (use the number of dice inflicted from the fall as the difficulty, subtracting any the character could fall without injury as noted) to halve the damage, halving again if the character falls into a soft body or into water. If the Castle Keeper rules that a fall is beyond the abilities of any character, no save may be allowed, or one can be granted but at -10; wearing metal armor always penalizes this skill by -6; 3) Scaling: the character gains the climb ability as described for the rogue class in the C&C PHB

Ancient Lore: same as the ability previously described

Potions: as the ability described previously

Acrobatics II (Dexterity) [requires Acrobatics I]: building on learned abilities from the previous skill, a character with this knowledge gains several additional advantages – 1) Stunt: this is perhaps the most useful and also potentially most abused for it allows a character to perform up to three acrobatic maneuvers as one, provided none of them involve moving more than double the character’s normal movement rate and are not outside the scope of what the Castle Keeper feels is possible. For example, a character could leap to a chandelier, swing from it to a balcony and climb over, jump out a window and pratfall to safety… or something even wilder such as what a modern audience would call parkour. Should the Castle Keeper decide any of the designated “actions” be impossible the character still tries to do it, but fails at that stage; if any action requires a check, only one is made, and if the roll fails, the Castle Keeper should roll 1d6. On a 1-2, the first step fails, 3-4 the second, and 5-6 the third, which means a character never knows how far they might through the process; 2) Tightrope Walking: this ability functions as the catwalk skill as well as allowing one to traverse a thin (less than 6 inch surface, usually a rope) at a movement rate of 10 feet on a successful check; if the character uses a balance beam (a staff of 6 feet or longer), movement rate is doubled. If these rates are faster than the character can normally do, reduce them to one-third the character’s movement rate. It is not possible for a character to tightrope walk on an incline greater than 45 degrees, but they could climb it using the scaling option of Acrobatics I; 3) Vaulting: the character can, with a running start of at least 25 feet, and with the aid of a staff of at least 6 feet, vault and land up to 8 feet, +1 foot per level in height; safety is not assured, unfortunately. The maximum distance that can be vaulted it equal to the character’s Dexterity score; 4) Team Acrobatics: the character may work with any other that also possesses Acrobatics II to form pyramids, ladders, and the like. Any use of this ability while wearing metal armor calls for a -6 penalty

Scrolls: same as the ability previously defined

Extra Attack: same as the C&C fighter ability found in the PHB

Minor Magic Items: as the ability found in previous class conversions

Rods: same as the ability previously described

Staves and Wands: same as the ability defined before


Sun Oct 14, 2012 5:02 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Gladiator
HD: d12
Prime: Constitution
Combat: Trained
Single Classed

A gladiator is not proficient with any missile weapon except for the thrown net. Furthermore, if a gladiator wears armor greater than studded leather, they are considered not proficient with unarmed attacks such as through Boxing or Wrestling. To make up for this, however, they do get the selection of any 3 weapons to receive a +1 bonus to hit, or a +1 bonus to damage, as if having the Weapon Training skill for that weapon. It is up to the Castle Keeper if a gladiator is freed at character creation or is a slave; most all gladiators come from an outcast background, but this is not a requirement

Level ... Ability Gained
1 ... Boxing, Wrestling
2 ... Choice of 1 Combat Skill or Animal Training (see Skills for details)
3 ... --
4 ... Weapon Training
5 ... --
6 ... Extra Attack
7 ... --
8 ... Weapon Training
9 ... --
10 ... Choice of 1 Combat Skill
11 ... --
12 ... Weapon Training; Extra Attack

Boxing: when using this skill, characters can double their number of attacks per round, provided all attacks are made unarmed. The parry maneuver (the defender rolls a total “to hit” higher than the attacker) can be used as well (against armed opponents, the boxer must wear gauntlets or a metal cestus) which counts against the number of attacks the character can make and must be declared prior to initiative being rolled; a failed parry means the character is struck for damage as normal. Unarmed damage is 1d4, plus Strength adjustment, and with a -8 penalty, the character can try for a knockout which forces the victim to make a Constitution save or be rendered stunned for 1 round, and then unconsciousness for 3 more; if the save is made, the victim still takes double damage

Wrestling: the character is trained in grappling, overbearing, and other unarmed attack moves. If the character grapples successfully, they may choose to either perform a takedown or a hold (if the victim is already suffering from a takedown). A takedown may also be a slam, which will inflict 1d6 damage, but the character must have the Strength to lift the weight of the opponent; otherwise, a takedown simply immobilizes the opponent for the round. To use a takedown, a successful attack at -4 is needed; any additional bonuses or penalties can be assigned by the Castle Keeper. Once the enemy is in a takedown, a hold can be implemented – there are far too many of these to list, so The Arcanum assumes that the wrestler simply gains control of the victim, restraining them and immobilizing for as long as the hold is in effect; if desired, a hold can be performed to inflict pain, which can cause the victim to “tap out” and surrender on a failed Constitution save. Any character not skilled in wrestling can only escape a hold with a Strength save (without level added); those who are skilled may use Dexterity or Strength, whichever is better for them, and it is considered a class ability.

Animal Training (Charisma): characters with this skill are able to, with enough time, tame and train a wild animal and some types of magical beasts. There are three factors concerning the use of this ability – 1) HD limit: the animal cannot have more than 150% HD the trainer has levels, rounded down; 2) Time: it takes 18 weeks, +1 week per level to train a domestic or docile animal (such as a dog); it takes 24 weeks, +1 week per HD, to turn a wild animal into a docile / domestic one; magical beasts takes 30 weeks, plus HD in weeks, to become trained (but they never become domesticated without magical assistance). In all cases, the trainer’s Charisma score reduces the training period 1 week per point. Each week of training, a check is needed; if there are three weeks of failure, the character is unable to train that specific animal; each day of training requires 4 hours of dedicated time, with 2 days missed negating that week; 3) Tricks: the animal may be taught one simple trick per point of its Intelligence, but it is initially trained only to recognize the trainer (and come on command); subsequent tricks, such as fetch, attack, or stay require 1 month but no check is needed for these. The Castle Keeper must decide what types of magical beasts can be trained, but in general, it should be those with a low, or nearly animal intelligence such as pegasus, roc, griffon, etc.

Weapon Training: as the ability defined previously

Extra Attack: as the ability defined previously


Sun Oct 14, 2012 5:46 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Harlequin
HD: d6
Prime: Dexterity or Charisma
Combat: Skilled
Single Classed

Highly skilled in the performing arts, these characters can command a hefty sum for their talents – 1d10 GP per level, for one show, upwards of a multiplicative factor of 10-100 times greater if the harlequin is famous (10th level or higher) and / or with a globally recognized troupe. One area of additional expertise is that of impersonation, gaining a +2 bonus when using the Acting skill for such.

Level ... Ability Gained
1 ... Music, Acrobatics I, Acting, Juggling, Oratory, Legerdemain
2 ... --
3 ... Knife Throwing
4 – 5 ... --
6 ... Acrobatics II
7 – 8 ... --
9 ... Extra Attack
10 – 11 ... --
12 ... Choice of 1 Performance Skill (see Skills for details)

Music: the character is skilled in a musical talent, such as singing or playing an instrument (the player must select one), but the level of ability is random – when this ability is first gained, roll 1d100-2 (this is so no character begins play as a Master performer, or there would be no room to develop); on a result below 10%, the character is amateurish but passable, neither gaining or receiving any Charisma penalties when using this ability in conjunction with other skills; on a 21-89%, the character is “promising” which grants a +1 bonus to Charisma checks while music is played / or the character sings; on a 90-98%, the character is “talented” and gets a +2 bonus on Charisma checks when music can be used, in addition to being able to select another musical talent (another instrument or singing, with which they are as equally talented). At the talented level, a character can perform and, should anyone listening fail a Charisma save (remember the +2 bonus can be considered a penalty) will offer to pay for the character’s drinks while doing so in a tavern or inn. An amateur, when gaining this skill a second time, has a 75% chance to improve to the next category; one at promising, gaining this skill again, has a 50% chance to increase to talented, and a talented individual who gains this ability again has a 60% chance of becoming a “virtuoso” which grants a +4 bonus on Charisma, allows the character to generate the same effects as oratory (through music alone without speaking, and therefore, no requirement for the audience to speak the same language), a +1 level bonus when using any magical instrument (if it has level-based enhancements), and the ability to use any instrument at the talented level. If a character would rather not improve their existing ability, they can select this through training (see the Skills section) to learn a new musical talent, one which they may have more (or less) talent than initially known – however, no character can ever gain (at least not without the Castle Keeper’s approval) virtuoso talent without developing it.

Acrobatics I: as the ability previously defined

Acting (Charisma): as the ability defined previously

Juggling (Dexterity): with a successful check, using an attack roll (not a save) with Dexterity as the modifier instead of Strength, the character can attempt to catch any thrown weapon used against them in combat; failure, however, means the character was struck automatically – use of this ability must be declared before the opponent makes an attack roll and counts as an attack. In addition, the character is able to, without a check, juggle 3 objects, +1 per level, each weighing no more than 5 pounds; half this number can also be used in combat as thrown weapons but doing so calls for off-hand penalties

Oratory (Charisma): as described previously

Legerdemain: as described previously

Knife Throwing: the character gains a +2 bonus to hit when using a throwing knife, dagger, or ax. The distance at which the weapon can be thrown is increased by 10 feet. Lastly, at ranges under 20 feet, the character can make a called shot, at only -4 (rather than the usual -8 and the usual +2 bonus gained from this skill does not apply); if a vital area (such as the neck) is hit, the attack deals double damage and the victim must make a Constitution save or be incapacitated. Regardless of how many attacks a character might get in a round (especially if they also posses the juggling skill), only one called shot may be made per round to reflect the deadly accuracy of which the character is capable

Acrobatics II: as described for the enchanter

Extra Attack: same as the C&C fighter ability of the PHB


Sun Oct 14, 2012 7:08 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Hunter
HD: d10
Prime: Dexterity or Wisdom
Combat: Trained
Single Classed

Nearly all hunters come from a barbaric background but it not an absolute. What is, however, is that all hunters have the Scouting ability which allows them to move undetected and elude pursuit while mounted or on foot, when travelling through wilderness areas with a successful check; they may also use this ability (based on Wisdom) to detect another hunter or individual with the same ability. Further, a hunter gains a +50% movement rate for overland travel, regardless of the terrain type. As a class, hunters prefer to not wear metal and doing so will negate their scouting ability. A hunter gains a +1 bonus on all surprise checks, +1 additional per 3 levels

Level ... Ability Gained
1 ... Read Tracks, Tracking, Set/Disable/Detect Snares, Woodcraft, Stalking, Hunting/Fishing/Trapping, Archery I, Archery II
2 ... Camouflage/Ambush
3 – 5 ... --
6 ... Extra Attack
7 ... --
8 ... Herb Lore
9 ... --
10 ... Herbal Remedies
11 ... --
12 ... Extra Attack

Read Tracks: as the ability defined previously

Tracking: as the ability defined previously

Set/Disable/Detect Snares: as the ability defined previously

Woodcraft: as the ability defined previously

Stalking: as the ability described for the beastmaster class

Hunting/Fishing/Trapping: a character may select one of the three areas and knows how to locate the best place to use the skill, having a flat 50%, +1d20 of successfully getting game, checked once per hour. If the character is after a specific type of creature or animal, the Castle Keeper can modify the rate of success in whatever way is deemed appropriate. This skill also allows the character to know how to cure, prepare, and use the animal for such things as making hides, food, crafting tools, etc

Archery I: the player selects either short bow or long bow; with this weapon, the character suffers no penalties for range unless attacking while mounted. The skill can be selected twice to get the ability for both types of weapons. A Castle Keeper may also require a separate selection for bow variants, such as composite short bow, but The Arcanum makes no such distinction (because it does not have these weapons)

Archery II [requires Archery I]: with a short bow, and only a short bow, the character can move and fire without loss of number of attacks and no longer suffers range penalties when releasing arrows from a mounted position. If Archery I is selected with long bow, this ability does not apply

Camouflage/Ambush: no check is needed to use this ability although it may not work against exceptionally aware individuals, those with heightened senses (especially scent), or a trained woodsman (any character with this ability, scouting, or stalking of 5th level or greater) who are always entitled a Wisdom save to notice something is amiss – all others consider the character to be invisible, allowing the character to gain automatic surprise the first round of combat. The character must not move and it requires ample material to hide in/under/with and at least 1d4+1 minutes to find the perfect location, so this ability is one that requires a set up rather than normal melee. A character with this ability can use it to camouflage someone else, as well, the process taking 1d4+1 minutes per person/mount

Extra Attack: this is as the fighter ability as found in the C&C PHB except a hunter may use the extra attack with a bow of any kind (except a crossbow); if the game is using extended rates of fire for ranged weapons from the Castle Keepers Guide, add +1 attack per round as normal

Herb Lore: as the ability previously defined

Herbal Remedies: as the ability previously defined


Sun Oct 14, 2012 8:00 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Mage
HD: d6
Prime: Intelligence
Combat: Untrained
Dual Classed

All mages study the Field of Astrology as their Primary form of magic. However, they also have a secondary Field – this can either be Divine Magic (in which case the mage is called a magus) which grants the ability to turn undead as a priest and requires the character be Good; it can be High Magic (in which case the mage becomes a cabalist) granting a penalty of -2 on saves when forcing summoned creatures (specifically fiends) to obey commands and further requires a Good alignment; or, the character can select Enchantment and become an archimage which grants no special abilities but allows any alignment. Any mage of a Good alignment is considered a divine caster and not arcane. Lastly, like an astrologer, if the character builds an observatory, while within it, they receive one bonus spell of any level that can be cast and all divinations have a favorable result (that is, they always work.)

Level ... Ability Gained
1 ... Read Magic, Spellcasting (Astrology, +1 Field as noted), Chirography, Magical Mixtures
2 ... --
3 ... Linguistics
4 ... --
5 ... Decipher, Handcasting (Symbols)
6 ... --
7 ... Ancient Lore, Scrolls
8 ... --
9 ... Minor Magic Items, Runes
10 ... --
11 ... Rods, Staves and Wands
12 ... --
13 ... Greater Magic Items

Read Magic: as described elsewhere, with 100% chance of success

Spellcasting (Astrology, +1 Field): as noted in the general class details, all mages access Astrology as a Primary Field and have the choice of Divine, High, or Enchantment Magic as Secondary

Chirography: as described previously

Magical Mixtures: as described previously

Linguistics: as noted previously

Decipher: as detailed elsewhere

Handcasting (Symbols): a mage can use any magical symbol spell (planetary or not) without need of verbal and material components, simply by drawing the symbol in the air

Ancient Lore: as defined for similar classes

Scrolls: as defined for similar classes

Minor Magic Items: as previously detailed

Runes: as previously defined

Rods: as previously explained

Staves and Wands: as previously detailed

Greater Magic Items: as defined elsewhere


Sun Oct 14, 2012 8:20 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Magician
HD: d4
Prime: Intelligence
Combat: Untrained
Single Classed

Experts of the Enchantment Field of magic, magicians are able to detect the presence of illusions or conjured creatures with a successful Intelligence check. The range is sight.

Level ... Ability Gained
1 ... Read Magic, Spellcasting (Enchantment), Magical Mixtures
2 ... --
3 ... Toxic Powders
4 ... --
5 ... Philtres
6 ... --
7 ... Potions
8 ... --
9 ... Minor Magic Items, Scrolls
10 ... --
11 ... Rods, Staves and Wands
12 ... Greater Magic Items
13 ... Magical Weapons and Armor

Read Magic: as detailed for other spellcasting classes, with a 100% chance of success

Spellcasting (Enchantment): the character has access to the Enchantment Field and all restricted spells within the Field

Magical Mixtures: as the ability previously detailed

Toxic Powders: as the ability of the alchemist class

Philtres: as the ability of the alchemist class

Potions: as the ability of the alchemist class

Minor Magic Items: as the ability previously defined but noting that a magician cannot manufacture essences or any of the high-end alchemical devices, so if such are required, the character must obtain them somehow

Scrolls: as the ability detailed previously

Rods: as defined elsewhere

Staves and Wands: as defined elsewhere

Greater Magic Items: as the ability previously defined but noting that a magician cannot manufacture essences or any of the high-end alchemical devices, so if such are required, the character must obtain them somehow

Magical Weapons and Armor: the character is able to produce items of a magical nature, enchanted at most to +4 power taking 1 month, +1 month per +1 (or spell-like power) to do, noting that 12 arrows or bolts are considered one item. If oricalc is used, the limitation is +3. Any magical weapon or armor can be made, and there are several examples available within The Arcanum rules

Examples of Magical Weapons

Sword of Darkness – the enchantment bonus can range from +1 – +3 and the weapon can be commanded to radiate a darkness spell to 20 feet three times per day

Sword of Justice – three times per day, when the sword is drawn against an enemy, the blade will glow white (good), blue (neutral), or black (evil) depending on the enemy’s alignment; the enchantment bonus is typically +2

Sword of Light – as a sword of darkness but can produce light instead

Sword of Spell Storing – this sword generally has no bonus to hit or damage but it can be commanded to hold up to 7 spells of any spell level

Dire Sword – there are numerous types of this weapon, each with a +2 bonus (usually) to hit and damage, but dealing double that (+4 to hit, +4 damage, and double damage) against a specific type of enemy such as demons, devils, dragons, cold-dwellers, fire-dwellers, the undead (if a character also possess the Holy Items special ability, this can be created as a Holy Avenger), incorporeal creatures, or goodness (if the character is an evil spellcaster such as a necromancer and possesses the Holy Items special ability, this can create an Unholy Revenger which is effectively an evil version of the paladin’s most powerful sword)

Firebow – any creature struck by this bow suffers an additional +1d6 fire damage

Frostbow – any creature struck by this bow suffers an additional +1d6 cold damage

Hammer of Hades – this is dire sword vs. goodness as described above except it takes the form of a hammer

Hammer of the Heavens – this is a dire sword vs. undead as described above but is a hammer; it can also be considered as a mace of disruption

Dancing Sword – this weapon can fight on its own, once per round, at the same attack bonus as its owner for 2 rounds per level of the user; the sword itself has no magical to hit or damage bonus

Dwarven Hammer – only a dwarf can make this item but it creates a hammer that, when thrown, always returns to the user’s hand; typically, the enchantment is +1 or +2

Elf Bow – only an elf can make this item which extends the maximum range of the bow by 50%; the enchantment bonus tends to be +1 or +2

Garrote of Strangling – if used as an assassination attack this weapon adds +5 to the difficulty; the attack bonus is usually +1

Snake Staff – once per round, the head of the staff can transform into a viper’s head which can “bite” for 1d6 damage, plus Strength adjustment and the like, and inject a poison that has immediate onset for 1d6 additional damage; the bonus to hit and damage is most often +2 or +3


Sun Oct 14, 2012 8:51 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Martial Artist
HD: d6
Prime: Dexterity
Combat: Trained
Single Classed

A martial artist is dedicated to the use of unarmed attacks and can strike creatures affected only by magical means starting at 3rd level and increasing in ability every 3rd level thereafter; this ability does not grant any addition bonus to hit or damage, merely the means to harm their foes. They are not well-skilled in the use of weapons, having but 3 weapon proficiencies, all of which should be related to some extent with a martial art – this can be something like short sword, shuriken (consider them a smaller version of throwing daggers), and staff or any other combination as long as the Castle Keeper approves of it. Further, the character gains a +1 bonus on Wisdom checks of all kinds

Level ... Ability Gained
1 ... Acrobatics I, Scaling Walls, Martial Arts I, Stealth
2 ... Weapon Training
3 ... --
4 ... Martial Arts II
5 ... --
6 ... Extra Attack
7 ... --
8 ... Paired Weapons
9 ... --
10 ... Weapon Training
11 ... --
12 ... Extra Attack

Acrobatics I: as detailed previously

Scaling Walls (Dexterity): this is as the rogue ability of climb as found in the C&C PHB except that the character must have tools to climb completely smooth surfaces such as ice; when using this ability, the character does not suffer any combat penalties

Martial Arts I: as detailed previously

Stealth: as previously defined

Weapon Training: the character either gains proficiency with another weapon or gains a +1 bonus to hit or damage with an existing weapon proficiency

Martial Arts II: as detailed previously

Extra Attack: as the C&C fighter ability as found in the C&C PHB

Paired Weapons: when using two weapons closely related to a martial art, such as nunchaku, the character doubles their number of attacks and does not suffer off-hand penalties


Sun Oct 14, 2012 9:06 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Monk
HD: d8
Prime: Wisdom
Combat: Trained
Dual Classed

Monks are required to, at least until 7th level, take skills related to their Order – the definition of this will have to be decided upon by the Castle Keeper, but some are militant-minded and focus on weapon training, and others are about inner peace (and stay close to their inherent Mysticism spellcasting abilities) and others are, rarely, covert assassins. At 7th level, the monk will be assigned a mission that will prove their worth; if successful, the monk is free to continue progressing however they decide, but failure can mean a variety of things, from death to removal of class abilities. All monks receive a +1 bonus on Dexterity and Wisdom checks; against surprise, the bonus increases by +1 per 3 levels. Like martial artists, the only weapons a monk can begin proficient with (and they select 4) are those related directly to a form of martial art and are almost always dual-purpose, defense and offense, such as staff.

Level ... Ability Gained
1 ... Spellcasting (Mysticism), Acrobatics I, Read Magic, Stealth, Martial Arts I
2 – 3 ... --
4 ... Martial Arts II, Weapon Training
5 – 7 ... --
8 ... Extra Attack
9 – 11 ... --
12 ... Zen Fighting
13 ... Extra Attack

Spellcasting (Mysticism): a monk gains access to the Mysticism Field of magic (see the Magic section) which is more like using psychic abilities than spells

Acrobatics I: as the ability defined in other sections

Read Magic (Intelligence): a monk can read magic but must succeed on a check in order to do so

Stealth: as the ability defined for other classes

Martial Arts I: as the ability provided for other character classes

Martial Arts II: as the ability detailed for other classes

Extra Attack: as the C&C fighter ability of the same name

Zen Fighting [requires Martial Arts I and II; character must have access to Mysticism Field of magic]: the character suffers no penalties for fighting in conditions of low or no visibility such as against an invisible opponent, in fog, in total darkness, or when blinded, even magically and can fight in any position without penalty, such as upside down, prone, or while moving at high speed (this does not allow one the use of mounted combat weapons, such as a lance, without taking the non-proficiency penalty, only those directly associated with being mounted / moving).


Sun Oct 14, 2012 9:58 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Mystic
HD: d6
Prime: Wisdom
Combat: Untrained
Single Classed

Some mystics completely foreswear the use of physical violence and will only harm another living creature in absolute duress, and then, attacking in defense and to incapacitate. Those who take this oath are entitled to a +10% XP award but breaking the oath has consequences such as the loss of spells, class abilities, or even levels depending on the Castle Keeper’s ruling. Even without a pacifist oath, all mystics have a personal creed to which they hold themselves honor-bound and failure to adhere to it has the same effects as a priest losing favor with their deity. In addition to their mind-over-matter type spell effects (the Field of Mysticism), a mystic gains the ability to turn the dead, just as a priest. Further, all mystics gain a +1 bonus, +1 per 3 levels on saves against surprise. A mystic has very little training with weapons and begins play with but two selections

Level ... Ability Gained
1 ... Spellcasting (Mysticism), Read Magic
2 ... --
3 ... Herbal Remedies
4 ... --
5 ... Holy Items
6 ... --
7 ... Scrolls
8 ... --
9 ... Rods, Staves and Wands
10 ... --
11 ... Greater Magic Items

Spellcasting (Mysticism): mystics naturally have full access to the Mystic Field of magic

Read Magic: a mystic can read magic with 100% chance of success

Herbal Remedies: as described for other classes

Holy Items: there is no check needed for this ability, and only those who practice Divine Magic or Mysticism can make these kinds of items. Time and costs are different depending on what is being made.

Types of Holy Items

Holy Oil – when placed upon an individual affected by an invocation, ritual, or when performing an exorcism, the target gains a +1 bonus on any required save; the cost is 5 GP and 1 day

Holy Symbol – without this item, a character is unable to use any turn undead ability and any summoning attempt will have severe penalties; the cost depends on the material used, but there are no added effects unless the Castle Keeper decides to implement such. A wooden symbol costs 1 SP, 1 GP for silver, and 5 and more GP for one made of gold or bejeweled. The time needed is 1 day. There is one effect not mentioned in The Arcanum and that is that these items are blessed, so undead and evil creatures will be loathe (or unable) to touch them; they might also provide a +1 bonus on certain save types, as the bless spell

Holy Water – deals 2d6 damage against the undead and any form of evil extraplanar creature; if sprinkled upon a person or item, a +1 bonus on saves against curses is granted, and if the item or person is under the effect of a minor curse (a level 1 or 2 effect), that curse is temporarily broken (for 24 hours). Holy water can only be made in a Sacred Article and costs 50 GP (the high amount is due to the fact that, generally, there are not many of these items around in any given faith) per vial and 10 minutes

Sacred Article – any exceptional item (this does not necessarily mean one of high GP value) that is important to a faith, such as a chalice, a scepter, an ankh, etc can be imbued with a holy aura which increases one aspect of any spell cast with the item as a material component (which is not destroyed). The aspect to be increased can be anything, subject to the Castle Keeper’s approval such as range, level of effect, number of targets effect, damage, etc and is increased by one step. The item is permanently magical and blessed so undead and extraplanar evil creatures are unable to touch or hold them (if they try, 1d4 damage is taken per round, damage which cannot be regenerated); further, use of these items by those not of the same faith, or in ways not deemed in observance with the faith is considered sacrilegious and has, often times, immediate results. The cost is the item and 1 month of imbuement, and generally also requires the Castle Keeper, on behalf of some deity or other, to allow the item to become “significant”

Votive Candle – each candle is made in the image of a particular person, and when lit and that individual’s name spoken, the candle can bestow a ±1 save modifier regardless of where that person may be; the candle can continue to burn for up to 12 hours, and the effect lasts as long as the candle does. A given individual cannot be affected by more than one votive at a time. The cost is 1 GP and 1 hour.

Scrolls: as the ability of other spellcasting classes

Rods: as the ability described previously

Staves and Wands: as the ability described previously

Greater Magic Items: as the ability listed and detailed for other classes


Sun Oct 14, 2012 10:34 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Necromancer
HD: d4
Prime: Charisma
Combat: Untrained
Single Classed

Vile and beyond reproach, necromancers gain immense power through sacrificing their very being and often anyone and everyone around them. They are divine practitioners of Evil alignment and are required, as the character advances in level, to make pacts with either a demon or a devil (the choice is made at 1st level and cannot ever be altered, regardless of powers or abilities gained – save, of course, the utter destruction of whatever entity the necromancer serves). It is because of this affiliation with the fiendish realms that a necromancer cannot, under any circumstances, be raised or resurrected from the dead – however, death is but a setback for the class, as they always (unless an exorcism is successfully performed upon the body, one chance allowed) return as an undead creature of some sort, 13 days after “dying,” retaining any and all abilities as the living version and the physical form and powers of the undead; under The Arcanum rules, it is suggested that a random roll is allowed, which is fitting of the fickle nature of the fell beings that control a necromancer’s existence, using a d10: 1) Skeleton; 2) Zombie; 3) Ghoul; 4) Wight; 5) Mummy; 6) Vampire; 7) Phantom; 8) Ghost; 9) Spectre; 10) Lich. As an undead, the necromancer cannot gain any XP nor increase in ability at all (cannot train, cannot gain spells, etc) until those responsible for their death have, in turn, been killed afterward, the necromancer remains undead and can never again be returned unless the Castle Keeper feels especially “friendly.” This tie with the undead allows a necromancer to either turn or command undead, at the player’s choice, whenever undead are encountered and can alternate back and forth as desired; further, against antagonistic undead, the necromancer gains a +3 bonus on saves against all special undead attacks such as aging, paralysis, rot, etc and the necromancer gains a +2 bonus on Charisma checks with either demons or devils (which depends on the creature with which they have made a pact.) The pacts a necromancer is required to form can grant enormous power (and usually do, but with a caveat or three, often at great personal loss and sacrifice to the necromancer) and it is incumbent on the Castle Keeper that any players of this class not take decisions about their character personally – by 13th level, for example, the character is essentially a non-player character anyway, so it is likely best, for extended campaign play, this class remain solely in the hands of the Castle Keeper… Now, for the pacts:

At 1st level, the character gains a non-extraplanar familiar of choice, often one which is archetypal such as an owl, rat, or black cat but almost anything can be possible (it is advised to disallow already magical things as familiars and certainly not to allow something very powerful like a dragon to become one). At any level hereafter, the character can, through communication with the familiar (which acts as a sort of mortal coil for the pact-being) request the knowledge of any spell of any magical Field, allowing a necromancer the unique option of being able to use any spell. However, this request results in a sworn oath to perform some future service for the patron. Without the request for new magical knowledge, the necromancer must acknowledge, at all times, that the fiend (demon or devil) is a friend, ally, and/or benefactor. Any type of request could theoretically be answered, such as a need to have a weapon skill or a specific class ability – the power of the request should, at this early stage, be proportional to the obligation.

At 5th level, the necromancer agrees to serve their patron in word and deed for no less than seven years and in return gains the true name of a type II or lesser demon (inferior devil); this pact can be requested more than once, each time extended the duration another 7 years and granting knowledge of an additional true name

At 7th level, a necromancer gains the true name of any type III or IV demon (lesser devil) and must serve for the entire duration of the character’s natural life; this pact can be arranged more than once, but the necromancer must have something worth bargaining, such as an offer to have another give their life, or there are very bad consequence (best left up to the Castle Keeper)

At 9th level, the true name of a type V or VI demon (greater devil) can be obtained provided the necromancer agrees to serve the patron in life and in death, recognizing the entity as their one and only Master; this pact can be made more than once but subsequent requests are often dark and twisted such as giving up unborn children, emotions, etc.

At 13th level, the necromancer gains an extraplanar familiar (one more powerful than a quasit or imp) considered to be of the lowest type of demon/devil and in return must perform any action requested of them – literally becoming the puppet of an extraplanar evil

The above are merely suggestions; play it however is desired. One side note – a necromancer is proficient with one weapon only, usually a dagger

Level ... Ability Gained
1 ... Read Magic, Spellcasting (Black Magic)
2 ... Toxic Powders
3 – 4 ... --
5 ... Venoms and Poisons
6 ... --
7 ... Scrolls
8 ... --
9 ... Minor Magic Items, Necromantic Rituals
10 – 11 ... --
12 ... Rods, Staves and Wands
13 ... Greater Magic Items, Advanced Necromantic Rituals

Read Magic: a necromancer is able to read magic with 100% chance of success

Spellcasting (Black Magic): the Primary Field of study for a necromancer is Black Magic (see the section on Magic)

Toxic Powders: as the ability previously defined

Venoms and Poisons: as the ability previously defined

Scrolls: as that possessed by all spellcasters

Minor Magic Items: as the ability provided to other character classes

Necromantic Rituals: no check is required to use this ability which allows the character to perform one of three effects, each with its own time and material components. The three effects are provided

Necromantic Rituals

The Accursed Temple – upon discovery of an abandoned mausoleum or crypt, and the expenditure of at least 100,000 GP and one year’s time, a necromancer can transform the location into an accursed temple which acts as a sort of beacon for evil. Once per night, for 13 nights, some sort of undead or demon/devil will take up residence within the temple and be bound to it, acting as a guard and servant of the necromancer. Note, these are free tenants; a necromancer can hire, craft, or create any others that might be needed

Necromantic Golem – it takes one month and access to fresh, unused graves, but a necromancer can use the material to form a clay golem (as the monster) and control it through a graven image which is a token made from a mandrake root, carved to appear similarly to the golem (it takes one week to make the image, and the plant must come from beneath the location where a man was hanged). With this link, the necromancer can not only control the golem over any distance but can also look through its eyes or use any other senses as if present where the golem is. Destroying either the golem or the image destroys the other, but at least the materials are cheap (they cost nothing)

The Uzat – this is an eye-shaped amulet that takes one month to create and requires a price of 100 GP and more (the exact amount depends on how fanciful the Uzat should appear, to hide its powers or to just show off). The Uzat has one of these effects permanently: 1) protection from evil; 2) protection from good; 3) The Evil Eye

Rods: as the ability provided to other character classes

Staves and Wands: as the ability provided to other character classes

Greater Magic Items: as the ability provided to other character classes

Advanced Necromantic Rituals: these abilities require no check and build off those already gained, with time and costs depending on the effect to be generated

Advanced Necromantic Rituals

Create Undead – without spellcasting, a necromancer is able to create any undead of less power than a mummy (7 HD or less) by collecting the remains of deceased individuals and other strange components. The undead created must be corporeal and it takes 1 week per HD to produce. Once made, the undead serves the necromancer

Mummify – without spellcasting, a necromancer is able to create a mummy (as the monster) of any creature, but primarily that of humanoids; a Castle Keeper will have to develop rules other mummified creature effects. The process takes one week to prepare the body and then another month per HD of the mummy to fully work; after this, the mummy is still vulnerable for 1 additional week, during which it can be harmed by nonmagical weapons and fire attacks instantly destroy it. The only cost for the necromancer is obtaining a corpse and 5 GP for bandages and embalming fluids

Necromantic Bell – after one month of construction and the expenditure of 5000 GP, a necromancer can ring this bell and have the spirit of a truly deceased necromancer appear to them, to answer any single question. The bell can be used more than once per month, but if so, the character will have to start making Charisma checks or invoke the wrath of a necromancer (and probably that of a perturbed patron) likely to be more powerful than themselves. The Castle Keeper should develop the spirit fully, assuming it is a necromancer of levels 1d10+10



[Aside]

And we're down to only 14 classes left. I hope this is at least interesting.

[/end Aside]

[To Treebore]

I was considering Palladium Fantasy but the publisher tends to take a bad look on people who say anything, much less dare to convert, the material. If that's what people want, I'll do it... but I'm also think Earthdawn, maybe some others. We'll get to it.

[/end To]


Sun Oct 14, 2012 12:09 pm
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
Post Re: The Arcanum C&C
serleran wrote:

[To Treebore]

I was considering Palladium Fantasy but the publisher tends to take a bad look on people who say anything, much less dare to convert, the material. If that's what people want, I'll do it... but I'm also think Earthdawn, maybe some others. We'll get to it.

[/end To]


Yeah, well first he would have to find out about it, second, he can only send you a cease and desist, third, he would have to be right about you infringing on his copyright, and if you give him due credit and simply do conversions like you have been doing, he can suck it.-

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Sun Oct 14, 2012 4:39 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Paladin
HD: d10
Prime: Wisdom
Combat: Trained
Dual Classed

Paladins are unable to retreat from battle or shirk a responsibility placed unto them, when their Deity has requested them to mission, a thing that happens whenever the Castle Keeper wishes it to, usually in the form of an omen, a vision, or an outright request from a priest or other member of the faithful (possibly even the deity in guise). Failure to adhere to the traditional “paladin code” (as found in the C&C PHB for the paladin class) results in immediate revocation of some ability – it may be a +1 bonus to hit, or it may be a spell slot or knowledge of a spell, or it can be an entire level; whatever it is, the paladin must be careful for they are the only class for which these losses are generally permanent, and in the case of the character losing class abilities, there is no coming back (the Castle Keeper may, at their discretion, allow the character to advance as a warrior, but any holy items, which are not necessarily magical items, they may have found or been given will have to be forfeited.) All paladins may turn undead (those of an evil nature turn as well) but, unlike in C&C, cannot be turned by priests because a paladin from The Arcanum is immune to fear in any form, even deific power. In addition to this, a paladin gains a +1 bonus on all saves.

Level ... Ability Gained
1 ... Mounted Combat, Mounted Combat II, Spellcasting (Divine Magic)
2 – 3 ... --
4 ... Weapon Training
5 ... --
6 ... Extra Attack
7 ... --
8 ... Weapon Training
9 – 11 ... --
12 ... Weapon Training
13 ... Extra Attack

Mounted Combat I: the character is able to fight from horseback without losing combat effectiveness, suffering no penalty and having no chance of being dismounted (by chance, not by an attack against them, which may still work). A character that does not have this ability assumes a non-proficient penalty when making any attack from a mounted position and has a 50% chance of being dismounted per round they engage in such combat.

Mounted Combat II [requires Mounted Combat I]: this skill assumes proficiency with all sorts of lances (and if the character was not capable of using them, they are now), further gaining a +2 bonus to spread across to hit or damage when fighting from a mount; this bonus can be used to either add a +2 bonus to hit, a +1 to hit and damage, or a +2 bonus to damage. Lastly, the character is considered trained in the Animal Training skill (see that skill for details) specifically as it pertains to horses only

Spellcasting (Divine Magic): a paladin is capable of using the priestly type of Divine Magic as detailed in the Magic section

Weapon Training: as previously detailed

Extra Attack: as previously defined


Sun Oct 14, 2012 6:27 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Priest
HD: d8
Prime: Wisdom
Combat: Untrained
Single Classed

Priests are divine emissaries tasked with performing the worldly acts that gods cannot themselves do, and are therefore required to be the same alignment as whatever Deity is followed (with the Castle Keeper’s approval, a given Deity might allow a one-step difference); priests who waver from their appointment find they typically have lowered spell power, usually the loss of 1d4 spells, or they might suffer a more severe fate depending on the depth of the transgression. All priests are able to turn the undead, this to a range of 100 feet, any fear effect produced remaining so for 1 hour; the use of a holy symbol is required as is speech, though the undead need not (likely because they cannot) understand the order. Lastly, priests are supposed to gain followers for their religion, teach the faith and bring in converts. Provided a priest approaches a potential target calmly, without no weapons visible, and peaceably the priest may attempt conversion which is resolved as a Charisma save for the priest; diametrically opposed faiths, fanatics of another religion (or none at all), and the like are usually not susceptible (the Castle Keeper may allow a check, at a -20 difficulty, for example) but others (The Arcanum recommends not allowing use of the ability against anyone with a Wisdom value of 15 or higher) can be at the discretion of the Castle Keeper. Assuming the check is successful, the newly agreeable person treats the priest with kindness, respect, and acts as if the priest is a mentor (which can actually be a bad thing for evil faiths); after an hour of the first success, a second check is needed and if successful means the individual has, in fact, converted but they simply become a member of the faith (which may have its own ramifications.) A failed check, on either the first or second, means the target considers the priest a fraud, liar, or a false prophet and that priest may never attempt to convert the same individual again; further, it may turn a friendly banter into a hostile encounter, at the discretion of the Castle Keeper. For obvious reasons, the priest and target must be able to communicate with each other and it takes some time, perhaps even multiple speeches and actions to convince another of the worth of a given faith – a Castle Keeper is free to impose any limitations on the use of this ability and make it more a roleplaying thing and not relying solely on the luck of dice. A priest may use the weapons of their deity, but these tend to be simple types, such as staff, dagger, mace, ax… the kind that require little knowledge. They initially have 3 such weapon choices.

Level ... Ability Gained
1 ... Read Magic, Spellcasting (Divine Magic)
2 ... --
3 ... Holy Items, Theology
4 ... --
5 ... Magical Mixtures
6 ... --
7 ... Scrolls
8 ... --
9 ... Rods, Staves and Wands
10 – 11 ... --
12 ... Golems

Read Magic: a priest has 100% chance to read magic

Spellcasting (Divine Magic): priest characters have access to all spells of the Divine Magic Field, unrestricted in usage

Holy Items: as the ability previously defined

Theology (Intelligence): with a successful check, the character is able to identify a holy relic or symbols with divine meaning; no check is needed to know the basic dogma (beliefs, practices, nonmagical rituals, etc) of a faith, provided the religion is practiced on the same continent as where the character lives. As the character adventures and explores other regions, their knowledge can likewise expand

Magical Mixtures: as the ability of other character classes

Scrolls: defined previously, this ability functions the same

Rods: this ability has been described elsewhere

Staves and Wands: functions as the ability of other classes

Golems: the same as that of the alchemist class


Sun Oct 14, 2012 7:57 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Rogue
HD: d6
Prime: Dexterity
Combat: Skilled
Single Classed

Rogues are skilled in numerous criminal activities and are, therefore, most often Neutral or Evil (although it is possible, with the approval of the Castle Keeper, to play a Good-aligned rogue) and often specialize in a given type of theft – these characters develop a skill set that focuses on their particular desires, such as gaining Mounted Combat and Weapon Training for a highwayman or Appraise Treasure and Ancient Lore for a fence / smuggler. The Arcanum provides no direct rules for this, except for the natural level advancement and Training rules (see the Skills section); if the Castle Keeper wants to allow a rogue to specialize in a skill they have already obtained, it should grant a +3 bonus when using that skill (the most likely categories here would be Pick Pocket, Con, Forgery, etc.) All rogues gain the Backstab ability which is as the C&C rogue ability; they further gain Waylay which has been previously defined (the bounty hunter class gains this option.) Rogues are not usually well armed or armored, as most armor will interfere with their abilities, but they do have the selection of 3 initial weapon proficiencies, one of which must be a ranged weapon. Lastly, a rogue gains a +1 bonus on checks to avoid surprise, increasing by +1 per 3 levels

Level ... Ability Gained
1 ... Lock-Picking, Stealth, Set/Disarm/Detect Traps, Hide, Thieves’ Cant, Con, Pick Pockets, Scaling Walls
2 ... --
3 ... Choice of any 1 Thievery Skill (see the Skills section)
4 – 5 ... --
6 ... Weapon Training
7 ... --
8 ... Extra Attack
9 ... Choice of any 1 Thievery Skill (see the Skills section)
10 – 11 ... --
12 ... Weapon Training

Lock-Picking (Dexterity): this is the ability of Open Locks from the C&C PHB as detailed for the rogue class; use of thieves’ tools is required and it generally takes 1d3 rounds, +1 round per difficulty to successfully unlock something; if rushed, which will cut the required time in half, apply a -8 penalty on the check

Stealth: this is the ability as described previously

Set/Disarm/Detect Traps: this is as the ability previously described

Hide: as the ability of the C&C rogue class in the PHB

Thieves’ Cant: described previously for other character classes in this conversion

Con: as described for the charlatan class

Pick Pockets: as the ability listed and detailed for the charlatan class

Scaling Walls: this is as the C&C rogue climb ability as found in the PHB

Weapon Training: previously described for other character classes

Extra Attack: as the fighter ability of the C&C PHB


Sun Oct 14, 2012 8:36 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Savant
HD: d4
Prime: Wisdom or Intelligence
Combat: Untrained
Dual Classed

Savants are among the most skilled classes, gaining new abilities frequently, and are even capable of adding various types of spellcasting to their repertoire. At character creation, the player must select whether the character will pursue the Arts and Sciences (which grants access to Divine Magic and the priestly ability to convert, this making the character a divine spellcaster and treats Wisdom as Prime) or one of inner peace and tranquility (granting access to Mysticism and allowing the character to choose whether Intelligence or Wisdom is Prime, although regardless of selection, the character will be an arcane spellcaster.); furthermore, the choice determines what Path the character takes – one on the Path of the Divine may select, when a level awards skills, from the following selection (for those not covered by another class, see the Skills section): Analyze Mixtures, Drafting, Horticulture, Ancient Lore, Healing Arts, Inventing, Art, Herb Lore, Music, Cartography, Herbal Elixirs, Naturalism, Chirography, Herbal Remedies, and Theology; one taking the Path of the Mind may select skills, when granted, from this list: Ancient Lore, Stalking, Healing Arts, Woodcraft, Herb Lore, Martial Arts I, Herbal Remedies, Martial Arts II, Internal Alchemy, Zen Archery (requires 7th level), Naturalism, Elemental Magic (the character gains access to 2 unrestricted spells of any spell of level 5 or lower, which can be cast as normal, although the caster level never improves above level 1), Read Tracks, and Low Magic ((the character gains access to 2 unrestricted spells of any spell of level 5 or lower, which can be cast as normal, although the caster level never improves above level 1). Regardless of what Path a savant takes, they always have the ability to turn undead as a priest. Savants are capable of using one weapon proficiently.

Level ... Ability Gained
1 ... Read Magic, Spellcasting (choice of Divine Magic or Mysticism), 4 Path Skills (see above)
2 ... --
3 ... Holy Items, 2 Path Skills
4 ... --
5 ... 2 Path Skills
6 ... --
7 ... Scrolls; Choice of any 1 Path Skill
8 ... --
9 ... Minor Magic Items, Choice of any 1 Path Skill
10 ... --
11 ... Rods, Staves and Wands, Choice of any 1 Path Skill
12 ... --
13 ... Greater Magic Items, Choice of any 1 Path Skill

Read Magic: a savant has an assumed 100% success rate

Spellcasting (Special): a savant must choose between Divine Magic and Mysticism as noted above

Holy Items: this is the same ability as detailed for other classes

Scrolls: the same ability as previously defined

Minor Magic Items: same as given to other characters

Rods: same as that available to other classes

Staves and Wands: as defined and detailed for other classes

Greater Magic Items: same as the ability defined for other classes


Sun Oct 14, 2012 11:39 pm
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Red Cap
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Joined: Sun Oct 17, 2010 7:00 am
Posts: 207
Post Re: The Arcanum C&C
Palladium doesn't care about house rules ect. Just no using their IP in a conversion (system or with another IP) or using their art with out permission. Just dont use copyrighted names and its just New home brew classes for palladium. Or for any game/system for that matter.

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My Gaming Blog http://gamingronin.blogspot.com/

Gritty6 (epic6)


Mon Oct 15, 2012 1:30 am
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13833
Post Re: The Arcanum C&C
Scholar
HD: d4
Prime: Intelligence
Combat: Untrained
Single Classed

A scholar is perhaps the most well educated character as their primary special ability is that of gaining more skills – at each level, a scholar automatically gains any skill of choice, which can be Weapon Training, another Combat skill, a Thievery skill, or something else (the full details of skills are provided in the Skills section). However, there are a few restrictions: a scholar must select skills from the Arts and Sciences area until 4th level at which point the character may learn any available; further, should the scholar have both Read Magic (an important side note is that, should a scholar gain this ability after level 1, they still have 100% success rather than requiring a check) and Ancient Lore, they may hold back a skill selection (expend 2 choices, effectively) and gain access to any single Field of magic as a 1st level caster, this allowed for up to two different Fields, allowing the character to combine magic types that would normally not be possible such as High Magic and Low Magic. Skills gained through Training (see the section for that) are unimpaired – these limits are applied only to those skills the character gains through level advancement alone. Initially, a scholar is proficient in but one weapon and they cannot wear armor, or if they can, they don’t.

Level ... Ability Gained
1 ... Choice of 6 Arts / Science Skills
2 ... Choice of any 1 Art / Science Skill
3 ... Choice of any 1 Art / Science Skill
4 + ... Choice of any 1 Skill

To fully realize the potential of this character class, it is highly recommended to review the Skills section; in The Arcanum, it is skills, not powers that define the character.


Mon Oct 15, 2012 1:59 am
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