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Arduin C&C 
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Greater Lore Drake
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Post Re: Arduin C&C
great stuff, Serl!

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Thu Oct 04, 2012 10:32 am
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Lore Drake
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Post Re: Arduin C&C
serleran wrote:

I'm sorry Lurker. Please allow me to attempt to explain, somewhat, the more unusual race options. I'm trying to avoid infringing too heavily.

...



Thanks, some of them were what I assumed, some I've never herd of, but sound interesting (in a twisted way ... a kobbit, that hurts every hobbit I've every played ... others, like knoblin, are just cool).

Great classes. Some of it I'll have to copy & paste !!

Again thanks for doing this.

I can't believe I never herd of this setting/rules ...

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Thu Oct 04, 2012 12:45 pm
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Mogrl
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Post Re: Arduin C&C
Beast Master (Learned class)
Cannot wear any metal armor; proficient with primitive weapons such as spear, dagger, stone ax, bow – they cannot use metal implements although they often are enthralled with them
Use d8 as HD and have Charisma Prime
Gain a “family” of animals, each of which must be compatible with the others, similarly to animal friendship but this is not magical (it is treated as a psionic bond)
Expert animal trainers and often train animals for other people
Arduin allows a Beast Master to be created (at random) only 3% of the time, so allowance by a Castle Keeper should be selective and rare

Level / BtH / Special Abilities
1 / +0 / Animal Bond, Tracking, Scent; Animal Family, Survival (as C&C Druid)
2 / +1 / Putting on the Skin; add an animal to family
3 / +1 / Increase vision ranges by 20%
4 / +2 / Add an animal to family
5 / +3 / Empathic Healing; +1 to listen
6 / +3 / Shared Senses
7 / +4 / Add an animal to family; gain darkvision
8 / +5 / Add an animal to family; empathic healing increases
9 / +5 / Add an animal to family; vision ranges increase by 25%
10 / +6 / Add an animal to family; +1 Wisdom
11 / +7 / +2 on saves vs. psionic / mental attacks; empathic healing increases
12 / +7 / Add an animal to family; Telepathy
13+ // +2 / 3 levels // Add an animal to family / 3 levels (maximum of additional 3); Awaken Animal (@ 15th); +1 Wisdom (@ 17th)

Animal Bond – a beast master has a limited empathic communication with any animal they have trained which allows the character to know the mental and general physical state of these animals, such as whether they are tired, hungry, lost, frightened, and sick or injured. This bond allows the character to speak with those in their “family” (see below) or with other types of animals (one type per 2 levels) as of using speak with animals. Through this bond, the beast master is able to train an animal to perform complex tasks that might extend beyond their usual capabilities, such as a frog that can retrieve “shiny objects”

Animal Family – the character begins with 1d3 animals that are trained and bonded, the total HD of these not to exceed 6, with a single animal having 4 or fewer HD (for example, if the beast master has 3 family members, the most powerful could have 4 HD and the other two would have 1 each); as the beast master adds levels, they gain additional animals – treat this as a half strength animal friendship spell, allowing the new animal to have up to 1 HD per level of the beast master. Most beast masters specialize with a specific animal type, such as wolves, bears, falcons, etc but they are not required to do so; however, if the beast master stays with a single animal type, the new animal gained has normal capacity (2 HD / level). Animals gained by this ability never count against the character if they happen, for example, to gain a familiar or multiclass as a druid and in fact any animals gained through other means can be affected by the beast master’s bonding and empathic abilities (although they will not be considered “family.”) A beast master takes extreme caution with their family, treating them like children, brothers (or sister), and the like and do not blindly send them into danger; likewise, the animals treat the beast master in the same way and will protect them as best they can (especially useful if one happens to have a bear in the family…)

Putting on the Skin – a beast master can temporarily gain limited animal characteristics of those animals within their family, such as having the ability of an eagle to see great distances or to resist cold weather as a polar bear; how long this lasts depends a great deal on what trait is gained and depends on Castle Keeper adjudication. It also allows the temporary gain of similar natural attacks or a resistance, such as a mongoose has against venom. At any time, the beast master can share a number of traits this way equal to their Charisma modifier. At 12th level, the character can polymorph into an animal type belonging to the family

Empathic Healing – by laying on of hands, a beast master can heal an animal within their family of damage as if casting cure light wounds, taking the damage upon themselves instead; at higher levels, this ability increases, as if casting a more potent healing spell (use the same spell progression as found for clerics); at the most powerful, the beast master can also remove disease but in any case, whatever is healed to an animal is bestowed to the character

Shared Senses – this is the same ability as for a wizard familiar, applicable to any animal within the character’s animal family, although one at a time

Telepathy – a beast master can mentally communicate to any animal within their family and issue instructions or speak to them without having to verbalize it; further, a beast master of this level can send a distress message to any other beast master, regardless of their level, anywhere in the world provided the two know each other

Awaken Animal – once per month, a beast master can produce an effect identical to the awaken spell but applied to an animal only, which must be in the character’s family

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Thu Oct 04, 2012 4:38 pm
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Mogrl
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Post Re: Arduin C&C
Thief
Dexterity, Intelligence, or Charisma Prime (player’s choice, based on abilities gained – see below); uses d6 for HD
May use any armor, but prefers not to wear bulky / heavy armor and they may impact abilities; trained in multiple weapons, except polearms
Gains +10 movement rate
Must belong to a guild and “tithe” 15% of stolen wealth (treasure, however, is another matter and may freely be kept, though most will donate some to remain in good standing)
Always begins play with thieves’ tools at no cost and has access to purchase specifically thief items such as a telescoping crowbar and folding grapnels
Character should be played as semi-cowardly and wishing to avoid combat whenever possible, but they are not necessary fearful (one simply knows when to cut and run)

Level / BtH / Abilities
1 / +0 / Thief Skills; Specialist
2 / +0 / --
3 / +1 / Fast Movement
4 / +2 / --
5 / +3 / Specialist (or add 1 skill)
6 / +4 / --
7 / +5 / Specialist (or add 1 skill)
8 / +5 / --
9 / +6 / Specialist (or add 1 skill)
10 / +7 / --
11 / +8 / Specialist (or add 1 skill)
12 / +9 / --
13+ // +1 / 3 levels // Gain Specialist (or add 1 skill) / 2 levels

Thief Skills (Varies) – a thief begins the game having any 10 of the following abilities of the player’s choice; an Arduin thief does not gain back stab or sneak attack as they are not combative characters, although, a Castle Keeper may allow either of these abilities to be selected if the thief sacrifices two skill choices for each. Some abilities may have a requirement such as possession of another one, and if so, will be noted

Lock Picking (Intelligence or Dexterity) – this is identical to the Open Lock ability of the C&C rogue and applies to any kind of locking mechanism, including technological devices (at high penalty, of course)

Pick Pocket (Dexterity) – this is identical to the Pick Pocket ability of the C&C rogue

Burglary – this ability applies only to unlocked (if the place is locked, the thief may attempt to pick the lock, naturally) buildings (ground floor only; of course once inside, the character can use any stairs to ascend / descend) and allows the thief to enter without leaving evidence and know how to efficiently loot it with minimum time; adjudication of this ability is subject to the Castle Keeper but a quick few d10 rolls can help determine results, rolled once per column:

d10 / Time Required / Loot / Caught?
1 or lower / 1d4+1 hours (roll once per hour on the Caught column) / -- / No
2 / 1d3 hours (roll once per hour on the Caught column) / 1d10 CP / Yes
3 / 1 hour (roll once on the Caught column) / 1d10 SP / No
4 / 30 minutes (roll on the Caught column) / 1d10 GP / No
5 / 15 minutes (roll on the Caught column at -1) / 5d6 CP / No
6 / 10 minutes (roll on the Caught column at -1) / 5d6 SP / No
7 / 5 minutes (roll on the Caught column at -1) / 5d6 GP / No
8 / 15 minutes (do not roll on the Caught column) / 1d3 gems / Yes
9 / 10 minutes (do not roll on the Caught column) / 1d2 art / No
10+ / 5 minutes (do not roll on the Caught column) / Castle Keeper’s Choice / No

Cat Burglary [requires Burglary and level 2] – this ability allows the thief to enter a multistoried building from an upper story, through rope and grapnel (or other climbing aids,) without making sound or leaving evidence, and cuts the time required to pilfer a building by half (times in minutes are not reduced further, however). Further, the climbing details apply to any environment, allowing the character to ascend and descend a surface with proper gear, no check needed

Master Burglary [requires Cat Burglary and level 4] – the thief can climb unaided and receives a +2 bonus on the burglary table for all rolls; the character may also traverse rooftops (provided they do not have large gaps greater than the character’s height doubled) and other environments while running, but the speed is reduced to 75% normal, without suffering any penalties when doing so

Deactivation [requires Lock Picking] (Intelligence) – this ability allows a thief to disarm traps or disable a mechanical device, including technological ones (with high penalty); if a thief has a Dexterity of 15 or more, this ability is gained automatically

Palming / Sleight of Hand (Charisma) – a thief can convince someone that a small item (one slightly less than the size of the character’s hand, such as a gem or coin) is in a location it is not, such as the classic shell game; it may also be used to temporarily make such an item invisible as the spell, which is very useful, for 1 round

Concealment – the character may hide, on their person, small items and make them very difficult for another person to locate unless they possess the Close Search ability or can succeed at a generic search check against the level of the thief +3; obviously the thief must have something in which to hide items, but technically, if the Castle Keeper decides to allow it, an orifice can suffice

Close Search (Intelligence) – a thief gains a +3 bonus on search checks and can determine intimate details about an item that others would miss; the time required for this activity is half that needed by another character without this ability

Area Search (Intelligence) – a thief can detect a secret or concealed door within 10 feet by actively using this ability, gaining a +2 bonus when doing so

Forgery (Dexterity) – this is the ability to duplicate a written item, with difficulties based on whether the item to be copied is present or one relies on memory only and the complexity of the document; it can be used to copy magical script, but such nonmagical writings have no eldritch power… simply the same shape and form

* Counterfeiting [requires Forgery and level 4] (Dexterity) – a thief can use this ability to make false versions of items, such as coins with the same sort of penalties and difficulties as for Forgery. This ability is not known in the Arduin rules, and was added by the author of the conversion

Appraisal (Intelligence) – the character can tell, within 75% accuracy, the relative value of an object by handling it closely; use of this ability does not activate any curses the object may have, but it can (with a successful check) reveal the item as magical unless protected from identification in some way. When dealing with magical items, the character can only uncover that it is enchanted – not how powerful, or with what type of magic, and therefore cannot easily ascertain specific value

Fencing [requires Appraisal and level 5] – a thief is able to get the most for their effort by selling stolen items; normally, an item would be worth 20-50% (1d4+1 x 10) its true value when sold, but a thief with this ability can get up to 40% more (+1d4 x 10) but must do so through their guild which will request their ordinary donation (and possibly more). This ability needs to be obtained for each major settlement in which the thief wishes to use the ability as it correlates to having the proper connections in that establishment

Con Artist (Charisma) – this ability functions as a 2 round charm person and, if successful, means the recipient is not ill-disposed to the thief once the effect wears off; this ability cannot be used in combat under any circumstances

Mapping (Intelligence) – a thief is able to enter a location, whether that be a home or a dungeon, and retain a recollection of the contents to the point of being able to draw a rough map of its layout; if used with the Burglary ability, assume a +3 bonus is gained on the time required column

Disguise (Charisma) – this is the same as the ability found in the C&C PHB but also allows the thief to disguise their voice and mannerisms

Escape and Evade (Intelligence) – a thief with this ability is able to use their surroundings to move away from someone, whether that is by bouncing off parapets or through some type of wilderlands parkour so that they can then circle around. It covers the ability to mitigate leaving a track as well, making it much harder for the thief to be traced. If the thief is not faster than their enemies, this ability will fail without a check. In urban environments, it also applies to being able to disappear into a large crowd. Every environment is different and this skill needs to be obtained for each, so that forest, desert, city, and mountain (for example), are all separate; a character can only begin with one, and it must be of the type in which they live

Hiding in the Dark (Dexterity) – this ability is identical to the hide ability from the C&C PHB except it applies specifically to darkness (and shadows) and against those with darkvision

Hiding in Lighted Areas [requires Hiding in the Dark] (Dexterity) – this expands the previous ability and allows the thief to attempt to hide in any condition except direct inspection

Silent Movement (Dexterity) – this ability is identical to that of the rogue’s Move Silently from the C&C PHB

Gymnastics – a thief suffers half damage from falls and can perform basic acrobatic abilities (similarly to that of the Monk); further, possessing this ability improves Dexterity by +1

Thrown Weapons – with this skill, a thief gains a +1 bonus to hit and damage with any thrown object and they can use it to hurl anything, including items that are not intended for it, provided that the character has a high Strength (subject to Castle Keeper’s discretion)

Wire Techniques (Dexterity) – a thief is able to traverse very narrow pathways, such as a balance beam or high wire and retain full movement; a check is needed only when conditions are not optimal such as in a high wind, rain, or when being chased, with failure resulting in the character falling. Note this ability does not require Gymnastics but it is advised that a character take both abilities

Lying [requires Con Artist] (Charisma) – this ability allows the thief to produce an effect much like the fascinate ability of the C&C bard, or one very much like the hypnotism spell, lasting for 1 full day. It cannot be used in combat under any circumstance

Specialist – the character selects one ability already possessed which requires a check and receives a +2 bonus; alternatively the character may select a new ability or put the selection in reserve and “purchase” the C&C abilities that are lacking from an Arduin thief

Fast Movement – this is as the Monk ability of the C&C PHB

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Thu Oct 04, 2012 7:36 pm
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Mogrl
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Post Re: Arduin C&C
Courtesan [Clandestine character class]
Charisma is Prime; uses d4 for HP
Gain +2 Dexterity
Character initial funds are doubled and they can readily earn gold pieces (see below)
Can wear armor, if appropriate to their situation / station but use few weapons, if any, having access to some monk abilities – what they do tend to use most often is a stiletto or a misericorde
Gains the bardic lore ability, through network of courtesans in the same guild, although the more obscure information is the longer it will take to get an answer
Highly skilled in mundane tasks such as singing, dancing, cooking, poetry, art… etc, which is tailor-made for the companion / purpose of their “work”
Always have the thief abilities of Disguise, Close Search, and Concealment

Level / BtH / Special Abilities *
1 / +0 / Concoct Aphrodisiac; Thief Skills; Monk Skills
2 / +0 / Concoct Love Potion; Lock Picking
3 / +1 / Add 1 language (spoken and written)
4 / +1 / Concoct Sleep Draughts
5 / +1 / Pick Pocket; Deactivation; add 1 language (spoken and written)
6 / +2 / +1 Charisma; Palming / Sleight of Hand ; Haggle
7 / +2 / Add 1 language (spoken and written)
8 / +2 / +1 Monk Skill; +1 Thief Skill
9 / +3 / Add 1 language (spoken and written)
10 / +3 / +1 Monk Skill; +1 Thief Skill
11 / +4 / Concoct Truth Serum
12 / +4 / Concoct Eros Perfume
13+ // +1 / 3 levels // +1 language known (spoken and written) per 2 levels

* The order of these abilities have been altered from the source material

Concoct Aphrodisiac – this is a drink that causes loss of concentration in the imbiber making use of abilities that rely on it impossible; a save is allowed to resist the effects. The effect lasts 4 hours regardless of dosage, but the difficulty of the save increases by +1 per dose (to a maximum of courtesan level +6). It costs 50 GP and 4 hours to make an aphrodisiac, the potency lasting for 1 day

Thief Skills (Varies) – a courtesan may select three available to a thief, as noted for that class, which are not gained normally by the character and consider them to be class abilities

Monk Skills (Varies) – a courtesan may select three available to a monk, as noted for that class, which are not gained normally by the character and consider them to be class abilities

Concoct Love Potion – given time and money, which is not something a courtesan has trouble with (in one day, a courtesan can, if the right clientele are available, earn level x 50, plus Charisma x level GP), a courtesan can craft a liquid which causes its drinker (it must be imbibed, not applied like poison) to become hopelessly infatuated with the first person seen after swallowing, provided the victim sees someone within 1d10 rounds. A save is allowed, but the strength is equivalent to the courtesan’s level, and multiple doses increase the difficulty by +2 per dose (to a maximum of 3 extra doses, or level +6 total difficulty). Once the save is failed, the effect is a double strength suggestion spell, lasting one full day per dose given. Concocting a dose of love potion requires 8 hours, 100 GP per level, and remains viable for up to one week

Concoct Sleep Draught – any living creature (even those normally immune to sleep) can be affected by a potion of this kind, which can affect a victim up to 20 maximum HP (HD are irrelevant and wounds are discounted, using the creature’s natural full amount), +2 HP per level, with an additional +5 HP per dose applied. The process requires 12 hours and 125 GP per dose, but a failed save renders the recipient unconscious for 1d10 hours. Unlike other applications, this can be delivered as a poison but is harder to resist when imbibed (more so if alcohol is involved) at the discretion of the Castle Keeper. Any resistance to sleep or poison is cut in half when making the save against this ability. Once the sleep draught is made, it remains potable for 3 days

Concoct Eros Perfume – this is a more potent form of Love Potion, able to affect an area rather than a single individual. It is much more costly, at 1000 GP per level, but it can function on any creature within 10 feet per level of the courtesan; any bonuses on saves vs. poison apply to resist this effect. The perfume must be used within 4 hours of making and the duration is 1 hour, regardless of the number of doses used

Concoct Truth Serum – on a failed save, the victim is completely unable to lie or make a false statement, although misleading ones (if believed to be true) are not affected; the victim is aware of this, but only after the serum wears off, which is after 1 hour. Additional doses have no effect although they can extend the duration or be used to force another save if needed; use of this ability is considered illegal and if discovered results in being sentenced to death, but that hardly stops anyone from using it. Brewing takes 24 hours per dose and 1500 GP per courtesan level

Haggle (Charisma) – with a successful check (or preferably through good roleplaying), a courtesan is able to negotiate a better price when buying or selling an item, by 1d10+10%

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Thu Oct 04, 2012 10:31 pm
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Mist Elf

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Post Re: Arduin C&C
In my second campaign as a D.M. a player gave me a copy of the Arduin critical hits & fumbles tables with the words. "You gotta us this in the game!" A few sessions later after a bad encounter for the party, a player sitting next to that player punched him in the arm.

First Player: "Ow!" What the hell?"

Second Player: "That's for giving the D.M. those ####### charts!

Ah. Good times.

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Fri Oct 05, 2012 2:42 am
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Mogrl
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Post Re: Arduin C&C
Assassin
Required to be multiclassed, which carries no XP rate, due to having to keep a cover identity when not on a guild mission; the class can be any type, including those of a Good nature (see below).
In Arduin, assassinations, as performed by members of this class are legal – in fact, they are used by authorities for contract killing of those charged with very offensive crimes such as rape or murder; when an assassination is complete, the assassin must leave a copy of the contract on the deceased as proof of legality or face possible retaliation from the guild. It is for this reason that tricking the guild in any way is tantamount to creating a contract on oneself. If the assassin kills someone and the contract lost, the assassin is in a world for hurt…
Because they are required to multiclass, an assassin may use whatever class abilities are appropriate for any situation they face, although it may be a bad idea to use those of the assassin class while disguised as the other; if the second class has worse armor or weapon ability, the assassin class allows the character to choose any 6 weapons with which they are proficient and further gives ability to use light, non-metallic armor; note that the assassin may select to use unarmed as a “weapon” and would therefore use the monk progression for such attacks except the assassin can never exceed “2 hands or 1 foot” unless also a monk. The assassin can fluctuate which Primes they have, changing twice per game session, which must be carefully monitored to avoid abuse and the class itself does not have any specific Prime that is required although many abilities will be Dexterity or Intelligence derived. HD of an assassin is always whichever of the two classes are better – by default, an assassin is considered d6
Gain the disguise and hiding in lighted areas (which includes hiding in the dark) abilities of the thief; gain the climb ability as presented in the C&C PHB for rogues

Level / BtH / Special Abilities
1 / +0 / Cover Identity; Thief Skills; Pyrotechnics
2 / +1 / Monk Skills
3 / +1 / Calling Card
4 / +1 / --
5 / +2 / --
6 / +2 / --
7 / +3 / --
8 / +3 / --
9 / +4 / --
10 / +4 / --
11 / +5 / --
12 / +6 / --
13+ // +1 / 2 levels // --

Note: the limited number of special abilities given to an assassin is due to their required multiclassing, which is likely to bestow several benefits; remember that the assassin character uses whichever class BtH progression is better. Rewards for completing an assassination vary but a general rule is 250 GP for a merchant or non-threatening (unskilled) NPC but for one with class levels, the price goes to 250 GP, +100 per level and doubles or triples if the target is a spellcaster with special concern (and a corresponding increase in required payment) for requirements such as having to enter the target’s home or other dwelling or if the deed must be public

Cover Identity – this is the role the character undertakes when not on an assassination mission. There are no direct rules about what alternate class an assassin can be, although the source material states “nothing priestly,” this is being ignored for the conversion due to author preference and fondness for half-orc assassin-clerics from OAD&D; to be true to Arduin, the following table suggest the order of preference for alternate classes, or one could just roll 1d8

1. Thief
2. Courtesan
3. Herbalist
4. Bard [it would be preferable to use the C&C bard]
5. Mage or Illusionist
6. Monk
7. Beast Master
8. Warrior (any, although paladin is extraordinarily rare, at about half of 1%)

Thief Skills (Varies) – an assassin can select any 6 skills gained by the thief class; a Good character will never sacrifice their options to gain the sneak attack or back attack option as mentioned. A new choice is granted per 3 levels, which is not reflected in the abilities chart listed above

Pyrotechnics – assassins learn how to make various alchemical items to help dissuade friends of their intended victim from making a defense and also to aid in egress or capture; the items available, their costs and effects (and requirements) are provided:

Level 1 – Basic Smoke Pellet: this item is a small sphere that, when crushed against a hard object releases an obscuring mist like effect (except it is always black and not fog) that fills a 30 foot area for 1d10 rounds. It takes 1 hour to make the item and 15 SP

Level 2 – Basic Flash Pellet: a small sphere which, when broken, releases an intense blast of bright light that causes anyone looking in that direction (within 10 feet) to be blinded with no save; if a character was not looking toward the assassin, they are allowed a save with a +6 bonus, noting that the assassin that uses this item can never be affected it. Blindness lasts for 1d4 rounds. It takes 1 hour to make a pellet and 15 SP

Level 3 – Advanced Smoke Pellet: essentially the same as the basic version except the area increases to 60 feet and the duration extends to turns. Cost is the same but it requires 1.5 hours to make the pellet

Level 4 – Stunning Powder: a small egg-shaped container with a powder which, when inhaled (or striking a living creature) and a save failed causes that individual to be unable to react as if stunned per the C&C monk’s stunning attack ability, this lasting 1d4 rounds. Mass is a factor and so a larger creature requires more of this to affect them, and if less is used, a save bonus is applied as noted below, but also a penalty can be assigned if more that sufficient is applied. Making one dose takes 1 GP and 2 hours. If used to attack a creature, it is a ranged attack but because the weapon is so unusual, assume a non-proficient penalty (although an assassin could elect to take the Thrown Weapons ability of the thief class and offset the penalty). Two eggs can easily fit in each hand, so throwing 4 at once would require an off-hand attack. If an assassin carries these (or any other pyrotechnic device), the Castle Keeper can decide if, or when, they break and the assassin is subjected to the effects…

Target Size / Required Dose / Save Bonus / Save Penalty
Small / 1 / -- / -6
Medium / 2 / +3 / -3
Large / 4 / +6 / --

Level 5 – Advanced Flash Pellets: identical to the basic variety except the area of effect increases to 20 feet, the duration extends to 1d6 rounds, and the assassin can be subjected to the item. Cost increases to 1 GP and time is 1.5 hours

Level 6 – Slow Smoke Pellet: this effectively combines an advanced smoke pellet with a stinking cloud effect which, in enclosed environments, can readily lead those within to surrender to unconsciousness due to a lack of breathable air. The smoke persists for 10 rounds, each round increasing volume by 15 feet and dropping visibility to 10 feet (total.) Making one costs 1 GP and 2 hours

Level 8 – Air Dart: this is, essentially, a mechanical blowgun that is concealed at the forearm, the trigger by a nearly invisible wire that is often attached to a ring and worn so that, with a quick action, an attack can be delivered resulting in surprise (or for the more militant assassins, a sneak attack.) The device has the same range and damage as a light crossbow when attacking anything at 60 feet or under, reducing to a mere 1d3 damage at ranges out to the maximum of 90 feet; however, the portion that inflicts the damage is often dipped in a poison or some other concoction for additional lethality. It takes 3 days and 115 GP to make the item, which can be purchased by an assassin if desired. The darts are specialized and cost 1 GP each. This is a special weapon and requires special proficiency – no class is assumed to have skill with it by default but it may be selected if the class has that option.

Level 10 – Fire Balls: these must be kept in an air-tight container or they will ignite on their own. When thrown or exposed, after a 6 count initiative delay, the ball erupts and deals 1d6 damage, remaining on fire for another round. There is a 90% chance that anything flammable on the victim also ignites. Making a fire ball requires 1.5 GP and 2.5 hours

Level 12 – Boomers: this is a combined advanced flash and advanced smoke pellet but also has the side effect of producing a sound burst. Making one requires 1.5 GP and 2.5 hours


Monk Skills (Varies) – an assassin can select any 4 abilities from those provided for the monk class, gaining an additional at levels 5, 10, and 15

Calling Card – every assassin has a specialized method for killing someone, but it is something that must be developed (which is why it is not gained at 1st level). The player must select some exotic killing method such as using a specific poison, leaving a specific mark on the body (perhaps from a strange weapon) or other blatantly obvious “whodunit.” When using this method, the assassin does not need to use the case target ability (in fact, in Arduin, they don’t even get it) before a death attack (as per the C&C assassin ability) can be delivered. Other conditions, such as the victim being unaware still apply, of course, but the 3 round “examination” period is waived

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Fri Oct 05, 2012 3:13 am
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Mogrl
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Post Re: Arduin C&C
Techno [Learned class]
Intelligence Prime; uses d6 as HD
Builds / studies / understands technological devices; Arduin recommends 19th – 25th century levels of technology but the exact amount of tech is up to the Castle Keeper making this class an option only if desired to be one. In the real world, some of the “high tech” devices were theoretically possible in ancient times, through such things as an aeolipile, the Antikythera Mechanism, or Baghdad batteries so it is well within the Castle Keeper’s prerogative to have all manner of advanced technology or not – the author of this conversion considers this to be Greekpunk but the typical Arduin game would probably be steampunk
Immune to arcane magic; what is encountered is believed to be an illusion, and pure illusions are automatically disbelieved. There are exceptions, such as illusions of natural things, such as a bear or a covered wall hiding a passage, but the Castle Keeper must adjudicate very carefully as to not have the techno too powerful
Consider magic items to be a different form of technology and therefore, greatly interested in them, but have a very high tendency to break them when looking for non-existing power sources or other methods of working
Can use any weapon, preferring the complex and technological such as repeating crossbows or pistols (they also almost always have a dagger); can use armor but prefer to not unless it is technological or in progress of unearthing secrets about it
Considered to be skilled (therefore Prime and a class ability) with any skill that requires mechanical understanding such as lock picking or traps (where it concerns mechanically-activated devices like a trapdoor)
Begins the game with a technological device of low power, which can be anything from a can opener to a multitool or a weapon of some sort that is not classically available to anyone else
Use a secret writing (schematics) that only another techno can understand; it appears as a magical script to a member of another class but abilities and spells do not decipher it unless that character has working knowledge of technology to any degree

Level / BtH / Special Abilities
1 / +0 / Alchemy Recipes
2 / +0 / Build Simple Mechanisms
3 / +1 / Basic Optics; Alchemy Recipes
4 / +1 / Find Traps; Medicine
5 / +2 / Feel Electricity
6 / +2 / Exploit Weakness
7 / +3 / Feel Radiation
8 / +3 / Basic Chemistry
9 / +4 / Fundamental Firearms; Alchemy Recipes
10 / +4 / Explosives
11 / +5 / Advanced Firearms; Complex Mechanics
12 / +5 / Physics; Nuclear Theory; Advanced Optics
13+ // +1 / 2 levels // Rudimentary Robotics (@ 14th); Transportation (@ 16th); Space Travel (@ 18th); Extreme Tech (@ 20th)

Note: the chart above is not guaranteed. A techno must be able to visit the College of Science and Technology and earn their way into the library, spending exorbitant amounts of funds and several months (if not years) of time which effectively takes a high level techno out of the game. Also, many of these abilities might exceed the campaign flavor and will therefore never be gained. This is a potentially very potent class and the Castle Keeper must be cautious with what is allowed and how to best utilize it. Further, assuming a techno can make an item, they can also repair it.

Alchemy Recipes – a techno gains 1 alchemical recipe (as per the alchemist class) per point of Intelligence modifier; a techno does not charge the inflated rates an alchemist does

Build Simple Mechanisms – this is the ability to create very basic devices, such as wind-up clocks, folding chairs, and any simple gear, lever, or pulley-powered item. Having the knowledge to make a device does not mean one has the means to do so. Time and costs are completely subjective, as are reliability.

Basic Optics – a techno can make simple things that use optics, such as a telescope (alidade) or glasses. The character understands the basics of prisms and can use them in minor ways to build prismatic barriers of a nonmagical nature; an extremely vague idea in regards to lasers is also gained, but this is more of focusing light (through magnification) than any more precise application

Find Traps (Intelligence) – ability to detect any mechanical trap and disarm as per the Deactivation ability of the thief

Medicine – this ability grows in potency as the character advances, beginning as a simple concept regarding general herbal lore (allowing the making of single HP healing salves) or for slowing the onset of disease and poison, and progressively transforms into the making of narcotics, poisons, and full-blown healing potions (which are not magical in any way) but to do so requires a complete laboratory and an immense amount of time / GP; it is suggested that the growth of this ability follows along the cure/restore spell path of the cleric, so that a new one (for example) is learned every 2nd level. Obviously, for the manufacture of the most potent effects, such as something that could raise dead, the techno must have other skills, the minimum of which is basic chemistry and possibly that of extreme tech

Feel Electricity – a techno can sense the presence of electrical currents within 30 feet which also allows them to determine if a powered device will work (assuming it is not damaged in another way)

Exploit Weakness (Intelligence) – this ability mimics the C&C assassin’s case target class skill but can only be used upon a construction, such as a golem, a structure (a building or tunnel, for example), or a technological device. If the check is successful, the techno learns how to effectively disable or harm it, and can, if of very high level, also know how to best destroy it (for example, how to place explosives to crumple a building onto itself)

Feel Radiation – ability to sense the presence and strength of any radiation field within 15 feet; for purposes of the world depicted by the Arduin rules, magic is considered a type of radiation as are uses of psionic powers

Basic Chemistry – the character gains an understanding of the principles of chemistry and chemical reactions, learning how to create strong alloys, plastics, manufactured rubber and many others. There are numerous ramifications possible, but it can also effectively be treated as though the character has learned 6 additional alchemy recipes, any of which can be effects not detailed in the rules (though still subject to approval by the Castle Keeper)

Fundamental Firearms – a techno learns to craft simple firearms such as cannons, muskets, and flintlocks. All such items must be made by hand, though they can be crafted at the instruction of the techno. It would be recommended to use the firearm rules from the C&C Castle Keeper’s Guide. A techno is the only class considered to be proficient with firearms by default, and then, only when they learn to construct them

Explosives – this is the ability to create heavy and high explosives, such as grenades, plastic explosives, or TNT. A simple rule is to treat it like a nonmagical fireball effect, the amount of charge determining the level of damage. There is an enormous onus on the Castle Keeper to control this ability by price, time, or simply saying “no”

Advanced Firearms – the character can learn to make any firearm from the 21st century and before, such as a Gatling gun or a large caliber assault rifle. Like all techno abilities, great responsibility is given to the Castle Keeper to allow or disallow this

Complex Mechanics – any large complicated device, such as a lawnmower or a machine found in a factory (which may include devices that can build firearms) can be created, in addition to giving the ability to build simple computers; effects and all other aspects are solely on the Castle Keeper to determine

Physics – the character gains an intimate understanding of physics and can build devices that do not necessarily require electricity and numerous, nearly unlimited, other concepts become possible at this point; in many ways, any magical effect can be replicated and built into a device

Nuclear Theory – a techno can build time warps and self-powered devices, in addition to being able to use radiation to their own ends, such as constructing a technomagical artifact (such as power armor suits)

Advanced Optics – lasers and other high-powered optic devices (such as real-time computers, or making devices function faster, with better attributes) can be built

Rudimentary Robotics – the character learns to construct automatons with semi-artificial intelligence which can take any form and have any abilities needed for a specific task

Transportation – ability to construct devices for movement (some of which were possible le at earlier levels) such as a mass transit maglev train or an airplane

Space Travel – a techno uncovers the ability to build an artifact that can enter space and explore other worlds; there are no hard rules for this, so a Castle Keeper is completely on their own

Extreme Tech – essentially, anything the techno can imagine can be built; at this point, there is virtually nothing (except what the Castle Keeper disallows) that cannot be done

Note: for ideas on some things that a techno can create, the author of this conversion suggests reviewing Gamma World and / or Traveller

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Sat Oct 06, 2012 1:56 am
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Post Re: Arduin C&C
Wow. Did a quick copy-paste and am up to around 35 pages of cool stuff. Nice!

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Post Re: Arduin C&C
This one is going to be long...

Alchemist [the Arduin rules consider this an Arcane Spellcaster, but the author of the conversion suggests treating the class as Learned]
Intelligence is Prime; uses 1d4 as HD type
Cannot use armor except for protective coats or those intended for hazardous environments; character can select any 6 weapons to be proficient with, provided the weapon deals 1d6 or lower
Understands technology as a level 1 Techno, this never increasing and both spellcasters and Technos are on good terms with alchemists
Can manufacture numerous alchemical items, each requiring a separate “recipe” which is recorded and costs as much as a wizard learning a new spell

Level / BtH / Special Abilities
1 / +0 / Poisons and Antidotes; Spells; Alchemy
2 / +0 / --
3 - 4 / +1 / --
5 / +2 / --
6 – 7 / +3 / --
8 – 9 / +4 / --
10 / +5 / --
11 – 12 / +6 / --
13+ // +1 / 3 levels // --

Note: an alchemist does not gain additional abilities through level advancement, but the ones they do have become more powerful. An alchemist can produce any alchemical item provided they have the recipe for it, and they always gain 3 recipes per level.

Poisons and Antidotes – an alchemist can manufacture poison and produce an antidote to counteract it. This is also applicable to acids and neutralizers for acid. Each type of poison that can be made (Type I – VI) is considered a separate recipe as are the effects (for example, rather than having a Type VI poison that kills, the alchemist could make one that forces a victim into a catatonic state, which would be a different recipe than one that killed, or one that inflicted damage.) Costs to make poisons are half the price to purchase (from the C&C PHB) but require 1 day per Type, with additional time if the effect is somewhat nonstandard, and will be sold for up to four times (double normal purchase price) to the right client, which may prove to be illegal. Antidotes treat a specific poison with a specific effect so that, to use the existing example, a Type VI poison that causes catatonia would need to be treated by an alchemist using an antidote specifically for it. For acids, the cost is 10 GP per HP of damage that can be delivered, and this takes 1 hour per HP of potential damage. Alchemists are trained in handling these materials and cannot be harmed by accidental exposure, though purposeful delivery…

Spells – an alchemist is not a trained spellcaster but they do dabble in the arcane (and seldom, the divine) and are capable of using limited spells of whichever single type of magic of the player’s choice. Regardless of spell type, the character must use a spellbook and can draw from it inspiration for making an alchemical item with the spell effect (which often compensates for the reduced number of “slots” the alchemist has) that is effectively a potion or oil, although at the greatly reduced cost of 25 GP per spell level, + 10 GP per level of the character if the spell effect mimicked improves with the caster level. As untrained caster, an alchemist does not receive bonus spells

Level / 0-level / 1st / 2nd / 3rd / 4th
1 / 2 / -- / -- / -- / --
2 / 3 / -- / -- / -- / --
3 / 3 / 1 / -- / -- / --
4 / 3 / 2 / -- / -- / --
5 / 4 / 2 / -- / -- / --
6 – 7 / 4 / 2 / 1 / -- / --
8 – 9 / 4 / 2 / 2 / 1 / --
10 – 11 / 4 / 2 / 2 / 2 / 1
12+ / 4 / 2 / 2 / 2 / 2

Alchemy – this is the ability to create a diverse array of items, some of which are pseudo-magical, others which are magical, and some which are characteristically scientific in nature. There is simply no way to define every conceivable type of creation possible, but a sample list is provided. Please note that for anything not listed below, the Castle Keeper is expected (if allowed to create the items in the first place) to develop costs and effects and also put any restrictions required (especially as it relates to materials necessary, as simply having the knowledge to craft something does not automatically give one the means to do so); remember, too, that an alchemist gains 3 new recipes per level, but begins with an Alchemical Manual that contains 12, so they have a very good repertoire as a base. Some general concepts of the types of things that can be manufactured, first:

Smoke Bombs ... Tear Gas
Poison Gas ... Laughing Gas
Hallucinogenic Gas ... Acidic Clouds
Poison Gas ... Attribute Enhancers
Preservatives ... Chemical Welding Agents
Assassin’s Pyrotechnics ... Gunpowder (must be approved)
Thermite (must be approved) ... Fire Retardant
Protection Potions ... Glue
Stink Bomb ... Magical Essences
Courtesan’s Perfumes and Concoctions ... Medicine (must be approved, and requires a Techno with the skill to lend guidance)
Purifiers ... Lubricants
Magic-Resistant Chemicals (for application to items, primarily clothing but also weapons, armor, or virtually anything)

With the general concept understood, the author presents the known alchemical items from Arduin, noting that technically, none of these have any prerequisite knowledge other than alchemy, as it is assumed that, when discovered, the character gains a complete recipe, rather than an addendum to an existing one:

All-Purpose Skin Lotion: clears up skin irritations such as those that cause itching (whether magically induced or not) and also helps with other skin issues, such as acne or profuse bruising; the application is immediate. If a character rubs this onto their skin, and waits 15 minutes, vermin of 2 or fewer HD will not attack them. It takes 1 hour and 1 GP to make

Basic Tincture for Wounds: using this prevents a wound from becoming infected or diseased, which is very helpful against the threat of lycanthropes or rats, but has no affect on poisons or other damage. The item cannot restore any lost HP. It must be applied within 1 hour to be effective and costs 25 GP and 4 hours to make

Potion of Strength: add +1 Strength for 6 rounds. Double or triple dosage is possible, with cumulative effect, but a save is required (at -2 for double, - 6 for tripe) or the character suffers 1d6 damage per dose imbibed; if the character dares to take a quadruple dose, the save is still needed (at -6) or the result is death from a failed heart. While affected by this potion, Dexterity is reduced by the same amount of Strength added; it is possible to combine this potion with that of Dexterity and doing so stops the Dexterity loss from this one (and the Strength loss of the other), provided it is done so in equal dosage, the combined drinks used to determine when (and how potential lethality) a save is needed. The cost is 100 GP and 1 day

Potion of Dexterity: identical to the Potion of Strength except it affects Dexterity and not Strength

Poultice for Sniffles: if placed upon bare flesh, any scent-based attack such as a troglodyte’s awful smell or that of stinking cloud is saved against at +1; furthermore, it treats the symptoms of the common cold and allows one to get a good rest even in cold and dry environments; it can also be liquefied, and not a poultice, this not requiring a separate recipe. Making one takes 15 minutes and 5 SP, but it must be used within 30 minutes of manufacture

Wartbane Salve: removes and eliminates warts and other heavy skin conditions such as that which can be caused by mummy rot (it does not negate the affliction, only the permanent damage); this requires 250 GP and 2 days to make

Cure for Colic: for treating animals that suffer from colic, or in practical game terms, to restore an animal that has been pushed to its limits and has become exhausted. It costs 5 SP and 1 hour to make

Potion of Lesser Truths: breaks any non-permanent delusion or suffrage from an illusory attack; after imbibing, however, the drinker becomes intoxicated (and may have hallucinations that do not qualify as delusional for purposes of additional treatment). Manufacture requires 1 GP and 1 hour

Potion of Soundsleep: any character of any level that drinks this becomes asleep for 2d6 hours, no save; it costs 400 GP and 2.5 days to make and is often delivered mixed into an apple-based drink

Poultice for Hangovers: if a character has become intoxicated, this can be applied (the character cannot move for its duration) to remove the penalties; if the poultice is removed, or the conditions not met, the intoxication returns within 2d6 rounds and is doubled in efficiency. Making this takes 15 minutes and 15 CP

Ointment for Famers: if a character becomes fatigued or exhausted, this will soothe the effects; further, should Encumbrance penalties exist for the character, this will reduce it by half. 1 SP and 1 hour to make

Numbness Salve: this numbs the area where it is applied, preventing any sensation, which means it should be applied while wearing gloves. The direct effect is typically used to rub it onto an arm or leg to prevent that limb from being used; if applied to the head, it has the same effects as paralysis. In either case, no save is allowed. If someone ingests it, the damage is 4d8. To create the salve, the alchemist must spend 200 GP and 8 hours

Horse Liniment: effectively casts cure light wounds on a four-legged mammalian herbivores, excluding monkeys. It costs 1 GP and 1 hour

Potion of Perception: grants +2 bonus on any search or roll to avoid surprise; multiple doses have no effect. The effect remains for 1 full day but requires 6 hours to make and 25 SP

Potion for Tummy Rumbles: helps treat stomach issues, such as sickness or vomiting and can help with the effects of intoxication; an alternate recipe is available that also allows one to not require 1 day’s food however it is not advised to use an alchemical substitute for longer than 5 days. The cost of either version is 1 SP and 15 minutes

Feverbalm: breaks a fever or suppresses the effects of heat exhaustion; multiple dosages might be required for an effect to be realized and this ignores the usual rule regarding miscibility – for a recipient with a Constitution under 12, 1 dose is needed, 2 for a Constitution of 13 – 16, and 3 for higher than that. The effects last for 8 hours, less one hour per dose taken and require 1 SP to make (per dose) and 15 minutes

Healing Salve for Burns of the First Degree: with complete rest, in a cool dark place, application of this item will restore damage delivered by fire or flame at a rate of 1d8 HP over the course of 1d6 hours; this is not 1d8 per hour, but 1d8 total, at the end of the cycle which is variable in relation to how effective any given batch is. It requires 25 SP and 1 hour to make

Curative Salve: slowly regenerates heavy wounds (what this means is subject to the Castle Keeper, but in general, it should be an injury that dealt massive damage, such as 25% or more of the character’s overall HP) by 1 HP per turn, restoring at most 50% of the character’s original fully healed total (less, obviously, if the character has not suffered that amount of damage.) There is a lesser version of this as well, which heals half as much damage over twice the amount of time, and is intended to heal light wounds. The cost of the heavy version is 1500 GP and takes 1 week to make; the lesser is 650 GP and takes 3 days

Potion of Greater Truths: this is identical to a truth serum as concocted by a courtesan with two special notes – a phraint that is subjected to this is fatally poisoned, with no save, and deodanth are outright immune

Toothnumb: treats toothache and can be used to allow a character to eat an item they would not normally be able to, such as dwarf battle bread. The effects last for 2 hours and it is advised to not use for longer than 3 days continuously. Making the item takes 1 day and 1 SP

Intermediate Tincture for Wounds: like the Basic Tincture, except this can restore 1d4 HP

Curative Potion for Lesser Infectious Diseases: grants the character a second, and if necessary, third save against a disease in hopes of breaking it. The second save granted is made with a +6 bonus, the third at -3 (the reason for this is that the potion actually contains bacteria and other less savory flavors). Creation takes 4 hours and 5 GP

Potion of Protection against Poisons and Venoms: for the 1 hour duration of the potion, the character gets a +6 bonus on saves vs. poisons and venoms; against venoms from a 2 or fewer HD creature, the character is temporarily immune. The cost is 3 GP and 6 hours

P’s Salve: identical to the curative salve except that it restores damage over time per round, not turn. Likewise, there is a weaker (or lesser) version that is considered a separate recipe. The cost is 4500 GP and making one takes 1 week; the lesser version is half as expensive and 75% and needs 4 days

Healing Salve for Burns of the Second Degree: like the healing salve of the first degree except it restores damage per hour of its effect; costs twice as much and 25% longer than the lower version

Advanced Feverbalm: like regular feverbalm only it does not require additional dosage and simply lasts 8 hours; costs and time are 25% more

Curative Potion for Greater Infectious Diseases: cure the recipient of a disease; costs 100 GP and takes 1 week to make

Potion of Poison Reversal: over a 10 minute period, damage or effects (excluding death) caused by venom or poison is slowly restored. For damage, this is reflected by healing 1d6 total HP, and for other effects, reduce any penalties applied by half. The making requires 15 SP and 1 hour

Advanced Tincture for Wounds: as an intermediate tincture for wounds (however, this heals 2d4 damage) but prevents any poison or venom, which has not yet reached its onset period, from delivering its effects. Costs are 50% greater than for the intermediate version

Nerveknit Potion: while under the effects of this potion, the imbiber is immune to paralysis or being held (as per spells of that name). The duration is 1 turn and requires 10 GP to make, 1 hour to create

Healing Salve for Burns of the Third Degree: as the second degree version except damage healed is 1d6 per hour, for 1d6+6 hours; costs are 50% greater than for the second degree type

Instant Healer: immediately heals 8 HP of damage and prevents any damage over time effect, such as poison or acid, from harming the character; at the option of the Castle Keeper, a critical hit will also be nullified (the Arduin rules make ample use of critical hit rules, but not every game wants to use them; the author of this conversion does not, for example). Cost is 1000 GP and creating one takes 1 week

Unhappy Baby Ointment: provides enough food to feed a person for 1 day, treats the symptoms of a disease (does not help with the disease itself), and renders the individual asleep for 4 hours, with no save. Upon awakening, however, the affected person will be gassy and somewhat intoxicated (25% normal effects). Making this takes 2 GP and 4 hours

Eye Balm: restores sight to an eye that has been blinded or affected in some other way, assuming the eye is still present. The cost is 50 GP and it takes 4 days to make

Brighteyes Soap: application of this soap provides full rest to the individual, so they are awake and fully prepared, as if having rested (which also means they can have regained expended spell slots). If a second dose is used within 20 hours of the first, however, a save is needed at +6 or death results (from an overexcited heart); regardless of the save succeeding, the character is considered at half Constitution for the next two days. A third dose within 20 hours of either the first or second results in immediate death. Creation is 250 GP and 6 hours

Basic Angeric Potion: drinking this potion reduces physical aging by half, but the potion must be imbibed once per day (and it is considered an addiction) or aging is returned to normal. Should the character become unable to continue to drink one draught per day, and then attempts to resume, this item (and the more powerful versions) has no effect on them. Creating one requires 10 GP and 10 hours

Intermediate Angeric Potion: identical to the basic angeric potion, except the rate of physical aging is reduced by 66%. Costs are double, but the time to make is reduced to 8 hours

Curative Potion for Intractable Disorders: this gives a save against disease and similar effects that function like a disease which do not ordinarily have one, provided the imbiber is subjected to such an effect within 4 hours after consumption. If the recipient already suffers from a disease, the potion terminates it immediately. The cost is 100 GP and 2 days

Universal Vaccine: partaking of this item grants the user immunity to normal (nonmagical) diseases as a C&C paladin; this is not an effect an alchemist can ever automatically learn and cannot be selected as one at level increase. The cost to make the item is 3000 GP and 1 month

Advanced Angeric Potion: this is essentially the same as the intermediate angeric potion with four noticeable differences – 1) natural aging completely stops for the character (they are not immortal, as damage or other lethal effects still function); 2) if the user stops drinking one draught per day, natural aging commences at triple normal rate until the character has aged to double that of when the first advanced angeric potion was consumed; 3) cost is tenfold that of the intermediate version; 4) no alchemist may gain this ability simply through level advancement or through purchase, but the recipe found through some difficult adventure

Acid Grenade: within a 1d10+10 foot radius, any creature is subjected to an acid effect that deals 3d6 damage, a save against breath weapon allowed to reduce to half; it takes 4 hours and 10 GP to construct; alternate recipes can be obtained to increase or decrease the potency, but costs should correlate in either case

Glue Vial: each recipe for this has a specific Strength score, determined by the Castle Keeper, to a maximum of 15. The effect of the glue vial is to prevent movement of any creature with less Strength than the vial from crossing the area covered, which is 5 feet x 5 feet. The cost is 1 GP, +1 SP per Strength equivalency, and 30 minutes

Slippery Mist Sphere: this produces an effect that covers an area 1d10+10 feet x 1d10+10 feet (roll separately per application) with a highly slippery liquid which can cause any fast moving creature (more than 10 feet / round) to slip and fall, unless a Dexterity check (at -4) is made; attempting to stand back up also requires a check. A character that has fallen is considered prone. The cost is 4.5 GP and 6 hours

Stench Bomb: replicates the stinking cloud spell with duration of 20 minutes; cost is 3 GP and 3 hours

Waterproofing Liquid: after coating an item with this alchemical product, that item is not subject to damage by water, which is invaluable for things like an alchemist’s recipe book or a wizard’s spellbook; the item must be submerged for 1d6+9 hours for the effect to function; the cost is 22 GP and 2 days

Acid Cloud Sphere: a cloud of acid mist is released that initially deals 5d8 damage (save for half) and then reduces by 1d8 per round, until it deals none (each round, a new save is entitled) to anyone within the area of effect which is a 15 foot diameter; an alternate version exists that treats this item as the cloudkill spell but the cost for that is triple the normal one. Standard cost is 100 GP and 2.5 days

Itching Mist Sphere: all living creatures within a 15 foot diameter are subjected to an airborne skin irritant that forces a penalty of -5 on each attack and physical saves (excluding those directly related to resistance, such as virtually all Constitution saves) if the initial save against breath weapon is failed; each round after the first, the penalty decreases by 1. Cost is 30 GP and 8 hours

Stun Mist Sphere: creatures within a 10 foot radius who fail a Constitution save are considered stunned as if struck by a monk’s stunning attack from the C&C PHB, but for one round only; if the save to resist results in a natural twenty being rolled (or a success of 15 or more), that individual is forever immune to stunning mist, regardless of what alchemist made it. The cost is 40 GP and 2 days

Bang Pellets: used primarily as a detection device referred by assassins and thieves, this item is a small sphere which, when any weight greater than 3 ounces touches them, causes the item to break and release a loud “bang” which is audible to 45 feet (more in enclosed spaces.) It has no damage capability but they can function as distractions in combat. It requires 3 doses to cover a 5 foot area enough to ensure that something will trigger the alert. A dose costs 7 CP and takes 15 minutes to complete

Fire Retardant Paste: any inanimate object can be coated with this item to be made immune to fire, up to a maximum of 1000 degrees Fahrenheit (roughly half that of lava, which is far more than sufficient for most ordinary flames) or 33 HP of damage; the paste must be stored in a specialized green glass jar or it will become unusable after 1 day and the residue of the manufacture process can be used to make instant rope (in fact, the latter requires knowing how to make the former.) At the Castle Keeper’s discretion, this item can become flaky and wear off over time, requiring a reapplication. The cost is 16 GP and 14 hours

Purifying Tablets: there are two forms of this, either a soluble tablet or a powder, but there is no special recipe required for both as knowing one grants the other. In either form, this alchemical item functions as a purify drink spell, making any water or other nonmagical substance clear to drink; the power form can purify food. The cost is 2 SP and 4 hours

Incendiary Paste: this is effectively viscous oil which will stick and coat to any object and ignite when touched with fire, burning for 1d4 rounds, inflicting 1d3+3 damage per round; additional recipes can be learned to increase the damage, to a maximum of 1d6+6 or to increase the burn period to a maximum of 1d10 rounds. If the alchemist knows how to make bang pellets, the release of that item is sufficient to cause ignition of the incendiary paste so the two are often used in tandem. The cost is 2 GP and 1 hour

Instant Rope: the rope produced by this is not subject to destruction by fire and is at most 20 feet long, 1 inch thick and requires 3 minutes to complete form and harden enough to be usable; it can hold up to 500 pounds and no Strength under 20 can break the rope. Once formed, the rope remains for 1 hour, and then breaks down over 20 minutes. The materials needed are residue from making fire retardant paste, and so an alchemist cannot make this unless they can also make the former. Cost is 6 SP and 1 hour, plus those for the fire retardant paste

Fire Mist Sphere: effectively mimics the fireball spell, each level of damage (1d6 to a maximum of 10d6) a separate recipe except that the range is only as far as the character can throw. Cost is 600 GP and 1 week

Sleeping Mist Sphere: mimics the sleep spell although there is no HD limit; there is a save allowed, whereas the magical version does not give one. However, even a successful save results in being slowed for 1d4+1 rounds. The cost is 185 GP and 16 hours

Superglue Vial: this produces a nearly identical effect to the glue vial but the maximum effective Strength is 24; costs are as the glue vial, but increased 50%

Ever Candle: these burn for a greatly extended amount of time, at 1 hour per inch of candle; the nicest feature is that no smoke (although a faint licorice odor emanates) or wax is produced while burning and the light produced is equivalent to a torch. If used as a weapon, the flame will deal 1d2 HP of damage. Production requires 5 SP, per inch of candle, and 30 minutes total (size does not matter); there is a more potent recipe that can create a candle that never burns out, and its costs are 15 GP and 1 day to make

Meteors: identical to the boomers pyrotechnics effect of the assassin except that 1d4 fire damage is also sustained along with the sound burst effect; cost is 25% more than for the comparable item, but time needed does not increase

Mystic Solvent: effectively the same as the magic item of similar name (universal solvent) in that it can remove stickiness from anything or, if digested, disintegrate the unfortunate. Cost if 4500 GP and 2 days

Blizzard Blast Bomb: this produces an effect identical to ice storm and requires 80 GP and 6 hours

Dragon Gut: essentially the same as the effect of instant rope except the tensile ability is equal to steel cable, able to withstand up to 3000 pounds or Strength of 24; in addition, the temperature needed to affect the rope is well over 6000 degrees Fahrenheit (it is actually 6850). Costs for this variety are triple that of the lesser variety. There is another recipe, one per dragon type, that can be made as well, this mimicking the weakest form of dragon breath for that type (for example, as an Age 1 Red Dragon) which cannot ever be increased; the cost for this is 2500 GP per HD of damage inflicted by the dragon breath and 4 days per HD of equivalency

Basic Instant Wind: produces a similar effect as gust of wind, for 5 GP and 10 hours

Potion of Strength and Power: increases Strength and Constitution by 1d4 points each, and considers either Prime if not already (if it is, add a +2 bonus to any check required); however, for each dose a character imbibes within a lifetime, there is a cumulative 2% chance that death occurs due to system shock. The cost for a dose is 25 GP and 8 hours

Walking Liquid: there are two flavors of this, one of which allows a hazardous environment, such as one covered with glue or slipperiness to be negated and the other to create an actual walking liquid, such as a small elemental. The former costs 1 GP and covers a 5 foot area, needing 4 hours to make; the latter takes 1250 GP and creates a 4 HD water elemental from an existing body of water – the making of this version takes 4days

Slippery Field Oil: this is very similar to a slippery mist sphere except for the area covered, which is 1000 square feet; the cost is as the former, tripled, with the time needed being 6 hours

Sunbright Lotion: removes negative effects for being in sunlight, such as for dark races like goblins or orcs, and also protects the user from flash effects such as flash pellets; one dose protects for 1 day but takes 50 GP to make and 8 hours

Advanced Instant Wind: this summons a whirlwind as if by a genie, costing 150 GP and 2 days

Crumbler: this is a very powerful acid that will dissolve stone and metal, including those of an enhanced nature such as adamantine or mithral; one ounce can affect up to 50 pounds of material, but takes 1 hour to eat a 2 inch diameter hole. Cost is 1200 GP and 5 days. Many races, especially dwarfs, have a love/hate relationship with this item, liking it for use in mining but abhorring what else it can do

Blood of the Metamorph: basically, this is a powerful effect that creates a spell-like shapechange ability. The cost is 5500 GP and 15 days. This ability cannot be learned automatically and must be obtained through other means, specifically that of finding it on an adventure

Reflector Salve: an application that mirrors the powers of a ring of spell turning which reflects magic back at the caster. The cost is 9500 GP and takes 1 month to make; this ability cannot be learned simply by advancing a level and must be found through adventuring (or disallowed completely)

Vampire’s Tears: the imbiber creates a gaseous form effect that persists for 1d4 hours. The cost is 150 GP and takes 18 hours


Note: using multiple applications such as two or more salves, or potions, or even a combination of them will require a check on “potion miscibility” which can have extremely negative repercussions, something which an alchemist is aware of; this means that Good-aligned alchemists are unlikely to treat the same individual with multiple items unless the situation is extreme

_________________
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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Sun Oct 07, 2012 5:35 am
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Mogrl
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Posts: 11937
Post Re: Arduin C&C
Druid [considered a divine spellcaster, although they also get arcane magic in Arduin]
Wisdom is Prime; gain 1d8 for HD
Can use any armor if purely natural and untouched by a forge (so most metal armor is not allowed); proficient with sickle, staff, sling, axes and scythes and flails of all types (note, weapons are the only forged items a druid will consider, because they are considered tools, nothing more)
Always have competence with plant-based magic and elemental magic (see the description of special abilities for divine casters for a definition)
Healing spells can equally affect the living (of any kind, such as plants) and the non-living provided the recipient is not supernatural (what this means is entirely subject to the Castle Keeper’s discretion, but elementals, beasts, animals, vermin, plants, and the like should always be able to be treated by a druid, and fey, especially elfs, cannot)
Have basic herbalism (as an Herbalist) of first level, which never improves
Druids do not get along with, and cannot be one, elfs; in fact, they greatly distrust each other and consider the other to be an intruder and / or usurper of the forests
All druids carry pan pipes which they can use to produce various effects, in addition to their standard spellcasting; many druids will gain an animal companion although it is not automatically assumed
While it is possible for a druid to have a tremendous magical arsenal, the class is comprised of pacifists and any damage spell they take has a flat 35% chance of failing, counting against the spells cast per day (this excludes those given through use of Pipe Music)


Level / BtH / Special Abilities
1 / +0 / Herbalism; Druid Spells; Arcane Spells
2 / +0 / Pipe Music
3 – 4 / +1 / --
5 – 6 / +2 / --
7 – 8 / +3 / --
9 – 10 / +4 / --
11 – 12 / +5 / --
13+ // +1 / 2 levels // --

Note: druids do not gain much in the way of level-based abilities primarily because they are granted numerous spell powers which increase

Herbalism – a druid is able to manufacture items of a purely botanical / herbal nature which mimics many either spells or alchemical items; precisely what can be replicated depends on the Castle Keeper, and costs are always virtually nothing, provided the druid can locate the necessary materials. An example of the list of items known to be available to a druid, since they are first level capacity in this area (a true herbalist would gain access to many more, and more potent effects) follows, all of which are based on the alchemist. A druid does not require recipes for this ability and simply knows the concoction methods which can be greatly different than that used by another character class

All-Purpose Skin Lotion
Basic Tincture for Wounds
Potion of Strength
Potion of Dexterity
Poultice for Sniffles
Wartbane Salve
Cure for Colic
Potion of Lesser Truths
Potion of Soundsleep
Poultice for Hangovers


Druid Spells – the character is a trained spellcaster and receives bonus spells; caster level is equal to character level and druids are always competent with plant and elemental magic

Level / 0-level / 1st / 2nd / 3rd / 4th / 5th / 6th / 7th / 8th / 9th
1 / 4 / 2 / -- / -- / -- / -- / -- / -- / -- / --
2 / 4 / 3 / -- / -- / -- / -- / -- / -- / -- / --
3 / 4 / 3 / 1 / -- / -- / -- / -- / -- / -- / --
4 / 4 / 4 / 2 / -- / -- / -- / -- / -- / -- / --
5 / 4 / 4 / 2 / 1 / -- / -- / -- / -- / -- / --
6 / 4 / 4 / 3 / 1 / -- / -- / -- / -- / -- / --
7 / 5 / 4 / 3 / 2 / 1 / -- / -- / -- / -- / --
8 / 5 / 4 / 4 / 2 / 1 / -- / -- / -- / -- / --
9 / 5 / 5 / 4 / 3 / 2 / 1 / -- / -- / -- / --
10 / 5 / 5 / 5 / 3 / 2 / 1 / -- / -- / -- / --
11 / 5 / 5 / 5 / 4 / 3 / 1 / -- / -- / -- / --
12 / 6 / 6 / 6 / 4 / 3 / 2 / -- / -- / -- / --
13 / 6 / 6 / 6 / 5 / 4 / 2 / 1 / -- / -- / --
14 / 6 / 6 / 6 / 5 / 4 / 3 / 1 / -- / -- / --
15 / 7 / 7 / 7 / 6 / 5 / 3 / 2 / 1 / -- / --
16 / 7 / 7 / 7 / 6 / 5 / 4 / 2 / 1 / -- / --
17 / 7 / 7 / 7 / 6 / 5 / 4 / 3 / 2 / 1 / --
18 / 7 / 7 / 7 / 6 / 5 / 5 / 3 / 2 / 1 / 1
19 / 8 / 7 / 7 / 6 / 5 / 5 / 4 / 3 / 2 / 1
20 / 8 / 7 / 7 / 6 / 5 / 5 / 4 / 3 / 2 / 2

Arcane Spells – the character is a trained spellcaster and receives bonus spells; arcane magic does not require a spellbook for a druid; caster level equals character level

Level / 0-level / 1st / 2nd / 3rd / 4th / 5th / 6th
1 / 1 / 1 / -- / -- / -- / -- / --
2 / 2 / 1 / -- / -- / -- / -- / --
3 / 3 / 2 / 1 / -- / -- / -- / --
4 / 4 / 2 / 2 / -- / -- / -- / --
5 / 4 / 3 / 2 / 1 / -- / -- / --
6 / 4 / 3 / 2 / 2 / -- / -- / --
7 / 4 / 3 / 3 / 2 / 1 / -- / --
8 / 4 / 3 / 3 / 3 / 2 / -- / --
9 / 5 / 4 / 3 / 3 / 2 / 1 / --
10 / 5 / 4 / 3 / 3 / 2 / 2 / --
11 / 6 / 5 / 4 / 3 / 2 / 2 / 1
12+ / 6 / 5 / 4 / 4 / 3 / 2 / 1

Pipe Music – the character can produce various effects with the pan pipe that is carried, noting that in no way is the instrument magical, but rather a sort of divine focus through which nature manifests a druidical request. As the character advances in level, additional effects become possible

2nd: Speak with Plants – identical to the spell of the same name; can used as often as desired, for as long as the pipes can be played. Affects a 90 foot radius. One round is all that is needed for effect to generate

3rd: Speak with Animals – identical to the spell of the same name, up to an 180 foot radius, usable 2 times per day. Effect requires 2 rounds to generate

4th: Healing Circle – allies within 15 feet are restored 1d4, +1 per level of druid above 4, up to 3 times per day; effect requires 3 rounds of playing

5th: The Pipes of Light – reveals magic within 180 feet (revelation allows any character to see it, provided they are not blind) and causes a bright glow which makes nocturnal creatures and those affected by brightness to be afraid, although it does not harm them. This is usable at will and begins after one round of play

6th: Ghost Piping – mimics the ghost sound spell as often as desired or can be used to produce any illusion with a sound component up to 3 times daily; requires 1 round

7th: Death Voice – allows the druid to speak with the dead once per day; a Charisma check may be in order depending on who the druid tries to communicate with; requires 6 rounds of piping

8th: Pipes of Curing – prevents infectious diseases such as those spread by bites form harming the target who must remain within 10 feet of the druid for 10 minutes; requires 10 minutes

9th: Cure Critical Wounds – affects cure critical wounds upon one character within 10 feet once per day; requires 5 rounds

10th: The Pipes of Finding – after 1d20 minutes of playing, any injury that has befallen the target will be revealed to the druid, such as those with no visible symptoms (such as poison, delayed disease, curses, and the like) although it will not provide any direct treatment method or an indication of exact cause, only that the recipient is wounded / suffering. Usable once daily

11th: Storm Pipes – can generate an ice storm or a cone of cold once per day after 4 rounds of play

12th: Thunder Pipes – creates an earthquake effect after 1 hour of piping

13th: The Pipes of Change – requires 2 rounds but the druid is able to shapeshift into any animal or plant; the new form may remain for 1 hour and heals 25% of sustained damage upon entering or exiting it. The druid never has a chance of losing their mental faculties when making this change. At most, a druid may use this ability 3 times per day

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Mon Oct 08, 2012 5:09 am
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Mogrl
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Post Re: Arduin C&C
Medicine Man [divine caster]
Wisdom is Prime; uses d8 for HD
Gain access to both cleric and druid spells, considered trained casters for both
Cannot wear armor of any kind, save for ceremonial clothing (such as a feather cloak); proficient only with club, spear, dagger, ax and staff
Can brew poisons and antidotes as an Alchemist and have herbal abilities as a 3rd level Herbalist (gain +1 level abilities per level, to a maximum of 3)
Medicine men can turn the undead; although the process is harder and longer, it is also more powerful
Do not like technology at all and despise those of the Techno class; will actively avoid civilization at all costs unless the settlement is tribal / primal (basically barbaric)
Automatically gain animal companions, somewhat like a Beast Master with a mystic connection (see below)
Always carry drums which, in themselves, are not magical, but are required to perform any spellcasting or to turn undead; further, the use of the drums have certain effects similar to a druid’s pipe
Character is considered competent with all magic that involves animals, healing, and those which involve the dead; incompetent with all charming magic and two elements of choice

Level / BtH / Special Abilities
1 / +0 / Poisons and Antidotes; Herbalism; Drum Away the Dead; Druid Spells; Cleric Spells
2 / +1 / Drum Magic
3 / +1 / Animal Ally
4 – 5 / +2 / --
6 / +3 / Animal Ally
7 / +3 / --
8 / +4 / --
9 / +4 / Animal Ally
10 – 11 / +5 / --
12 / +5 / Animal Ally
13+ // +1 / 2 levels // +1 Animal Ally / 3 levels

Poisons and Antidotes – this is the same as for an alchemist, as provided with that class description; however, the costs are negligible as they are always 100% natural. A medicine man will never consider selling the wares they make but they have no compunction against using them on their friends or animal allies

Herbalism – a medicine man gains the abilities of a 1st level Herbalist, including the selection of skills, beginning at level 1 and then advancing by +1 level per level gained as a medicine man to a maximum of 3rd level; see the description of an Herbalist for more details

Drum Away the Dead (Wisdom) – by beating a drum, which is something a medicine man will always carry on their person, the dead (undead) and extraplanar creatures are driven off. The rules for this are special, however, as it is not identical to how a cleric turns the same. Rather, the success of a medicine man is guaranteed… but, it takes time. For each round of drumming, roll 1d4 and add the medicine man’s Wisdom adjustment. Upon completion of the drum song, at most a number of rounds equal to the character’s Wisdom attribute, the number derived over the course of playing is immediately affected; if a medicine man wishes to destroy the dead (or extraplanar creature), they must generate double HD value for the creature. Use of this ability greatly increases the encounter rate of a party and can be used to determine location by those with heightened hearing, so it may need to be carefully used. Further, the range is equal to 120 feet, and undead that leave the area cannot be affected by it, so if they are turned at first and retreat, they can just as easily return. An Example – Urah and party encounter an overrun temple deep in Garnock Grim and it is festering with skeletons; by quick scouting, the medicine man Urah knows there are about 6 of the creatures present, and he decides to start drumming; the first round, he rolls 1d4 and gets a 2 to which he adds his Wisdom modifier of +2 for a total of 4. This would not be enough to turn the skeletons, and he wants to destroy them, so he plays the next round too, getting a roll of 4, plus he Wisdom of +2, for 6. The two round total is 10, which is not more than the needed 12 (6 HD of 6 skeletons, doubled), so he must keep drumming; regardless of the roll the next round, because of Urah’s high Wisdom, the skeletons are destroyed.

Druid Spells – considered a trained caster and receives bonus spells; caster level is equal to character level

Level / 0-level / 1st / 2nd / 3rd / 4th / 5th / 6th / 7th / 8th / 9th
1 / 4 / 3 / -- / -- / -- / -- / -- / -- / -- / --
2 / 4 / 4 / -- / -- / -- / -- / -- / -- / -- / --
3 / 4 / 4 / 1 / -- / -- / -- / -- / -- / -- / --
4 / 4 / 4 / 2 / -- / -- / -- / -- / -- / -- / --
5 / 5 / 4 / 3 / 1 / -- / -- / -- / -- / -- / --
6 / 5 / 5 / 3 / 2 / -- / -- / -- / -- / -- / --
7 / 5 / 5 / 4 / 2 / 1 / -- / -- / -- / -- / --
8 / 5 / 5 / 4 / 3 / 2 / -- / -- / -- / -- / --
9 / 6 / 6 / 5 / 3 / 2 / 1 / -- / -- / -- / --
10 / 6 / 6 / 5 / 3 / 2 / 2 / -- / -- / -- / --
11 / 6 / 6 / 5 / 4 / 2 / 2 / 1 / -- / -- / --
12 / 6 / 6 / 5 / 4 / 3 / 2 / 2 / -- / -- / --
13 / 7 / 6 / 5 / 4 / 3 / 2 / 2 / 1 / -- / --
14 / 7 / 6 / 5 / 4 / 3 / 2 / 2 / 2 / -- / --
15 / 7 / 6 / 5 / 4 / 3 / 3 / 2 / 2 / 1 / --
16 / 7 / 6 / 6 / 5 / 3 / 3 / 3 / 2 / 2 / --
17 / 8 / 7 / 6 / 5 / 4 / 3 / 3 / 3 / 2 / 1
18 / 8 / 7 / 6 / 5 / 4 / 3 / 3 / 3 / 2 / 2
19 / 8 / 7 / 6 / 5 / 4 / 4 / 3 / 3 / 3 / 3
20 / 8 / 7 / 6 / 5 / 4 / 4 / 4 / 4 / 3 / 3

Cleric Spells – considered a trained caster and receives bonus spells; caster level is equal to character level

Level / 0-level / 1st / 2nd / 3rd / 4th / 5th / 6th
1 / 2 / 1 / -- / -- / -- / -- / --
2 / 3 / 2 / -- / -- / -- / -- / --
3 / 4 / 3 / 1 / -- / -- / -- / --
4 / 4 / 3 / 2 / -- / -- / -- / --
5 / 4 / 4 / 2 / 1 / -- / -- / --
6 / 4 / 4 / 2 / 2 / -- / -- / --
7 / 4 / 4 / 2 / 2 / 1 / -- / --
8 / 4 / 4 / 3 / 2 / 2 / -- / --
9 / 4 / 4 / 3 / 2 / 2 / 1 / --
10 / 4 / 4 / 3 / 3 / 2 / 2 / --
11 / 4 / 4 / 3 / 3 / 2 / 2 / 1
12+ / 4 / 4 / 3 / 3 / 3 / 2 / 2

Drum Magic -- the character can produce various effects with the drums that are carried, noting that in no way is the instrument magical, but rather a sort of divine focus through which ancestors or spirits manifests the medicine man’s request. As the character advances in level, additional effects become possible

2nd: Talk with Animals – as the spell, up to 240 feet of range, usable a will; requires 3 rounds of drumming

3rd: Talk to Plants – as the spell, up to 60 foot radius, usable twice daily; needs 2 rounds

4th: Death Voice – as speak with the dead after drumming for 6 turns; usable 1 per day and may require a Charisma check

5th: Drum Healing – restores an amount of HP equal to Wisdom + Charisma + level to allies within 30 feet; the damage may be split among all allies or used to restore a single recipient. Requires 4 rounds and can be used once per day

6th: Call Animals – any animals within a 240 foot radius are summoned to the aid of the medicine man and will fight and die at their request, as needed; the maximum amount that can be so called is 24 HP, +6 per level of the medicine man. This is usable once per day but abuse can quickly lead to revocation of class abilities, abandonment by animal allies, and if a beast master is in the party, some extreme conflict; it takes 3 rounds to use

7th: Drums against Poison – as neutralize poison but in a 10 foot diameter, usable once per day after 1 round of playing

8th: Drums against Disease – as the spell remove disease but in a 10 foot radius, usable once per day after 2 rounds of playing

9th: The Drum of Finding -- after 1d20 minutes of playing, any injury that has befallen the target will be revealed to the medicine man, such as those with no visible symptoms (such as poison, delayed disease, curses, and the like) although it will not provide any direct treatment method or an indication of exact cause, only that the recipient is wounded / suffering. Usable once daily

10th: Drums against Darkness – for as long as the medicine man drums, darkness is lifted so that a light equivalent to a torch is present; after 5 rounds of play, magical darkness is dispelled. At the Castle Keeper’s option, if a medicine man can drum for 10 rounds or more, they may be able to generate an effect that mirrors true daylight. This ability can be used once per day

11th: Death Breaker – once per day, a medicine man can use a drum song to call the spirit of a dead being back to their body, producing a raise dead effect; this takes 16 hours of play

12th: Earth Shaker – after 10 minutes of drumming, acts as an earthquake spell

13th: Drum Winds – once per day, after 1 hour of drumming, a medicine man can teleport without error

14th: Voices of the Drum – for as long as the drum is played, a medicine man can communicate (as if speaking to them) with any individual they know, regardless of distance; this is usable once daily

Animal Ally – a medicine man gains an animal companion, similarly to that of the animal friendship spell once per 3 levels. The type of animal must be native to the medicine man’s homeland, and is most often one of these types – owl, raven, cat, fox (and other small mammals or birds); after 7th level, the ability expands and allows an ally to a wolf, puma, or a bear. A higher level medicine man can replace an ally that has fallen with a more powerful type, but if they dismiss an ally, they can never replace that one. The medicine man can select one ally and treat it as a sort of quasi-familiar, gaining none of the HP advantages but the ability to share senses, spells, and the like

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Mon Oct 08, 2012 5:16 pm
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Mogrl
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Posts: 11937
Post Re: Arduin C&C
Herbalist [Arduin rules classify this class as a divine spellcaster, but the author of the C&C conversion suggests making it a Learned class]
Intelligence Prime; uses d6 as HD
Can wear any armor although preferred to not do so, especially while collecting materials (they will protect themselves as appropriate, of course); character is limited in weapon choice to those which serve dual purpose as a tool such as a hatchet, flatchet, machete, ax, sickle, flail, dagger and quarterstaff (which is adorned with the symbols of the Brotherhood of Herbalists)
Must belong to the Brotherhood of Herbalists but there is no tithe or donation
All concoctions are recorded in a Tome of Recipes, and herbalists love sharing their knowledge with each other and usually do so without charge, and will sometimes share with others with similar interest
All herbalists carry a Staff of Office which is a minor magic item (see below)
Despite having no spellcasting ability, herbal items can mimic many effects at the discretion of the Castle Keeper; some should be assume as possible, such as plant or animal growth effects, attribute enhancements (steroids) and the like, as detailed for the Herbalism skill
Herbalists are very skilled in the anatomy and physiology of the races of the world and are often sought as instructors or by assassins for certain, somewhat obvious, reasons

Level / BtH / Special Abilities
1 / +0 / Staff of Office; Herbalism; Physiology
2 / +0 / --
3 – 4 / +1 / --
5 – 6 / +2 / --
7 – 8 / +3 / --
9 – 10 / +4 / --
11 – 12 / +5 / --
13+ // +1 / 2 levels // --

Note: Herbalists receive very few abilities that progress with level, but they also have virtually no costs for making quasi-magical items and no chance of failure when producing them, in addition to starting the game with a magical item at no cost

Staff of Office – all herbalists (and no other class, even those which may have herbal knowledge) begin play with a minor magical item in the form of a staff. It has no bonuses to hit or to damage, but it is magical and therefore receives a +2 bonus on all saves. In addition, the Staff of Office will have 1d8+2 magical detection abilities, generated at random or assigned by the Castle Keeper. These detections can be general (e.g. detecting metal), can mimic a spell (such as detect magic), or can be very specific such as detecting a single type of rattlesnake. Because of this, it is impossible to fully provide a listing of options; Castle Keepers will have to provide their own. The staff is a charged item, normally, and any ability it possesses can be used 1d20+20 times without recharging, which requires a visit to the Brotherhood

Herbalism – an herbalist gains 6 skills from the following list, and an additional one for every 2 levels gained. There are never any checks needed for these abilities unless something is so unusual as to be unique (for example, the discovery an unknown plant). Many of these abilities do not have magical or quasi-magical effects but it is certainly within the purview of the class to generate effects that can hurt, enhance, or treat using these skills so much is left up to the Castle Keeper. Previous examples of herbal concoctions, as provided for the Alchemist and Druid are good starting points. Lastly, all items made by an herbalist have zero costs, though they often take 1 hour – 1 day to make.

Plant Knowledge – the character can identify and harvest any common plant, such as all flowers, weeds, most herbs, etc

Intermediate Plant Knowledge [requires Plant Knowledge] – herbalist is able to identify and harvest any plant in the world, including those of a monstrous nature such as an assassin vine or shambling mound; it also provide a fundamental knowledge of a monstrous plant’s abilities and weaknesses. It is not possible with this skill alone to harvest an innately magical plant, such as the oak of a dryad

Advanced Plant Knowledge [requires Intermediate Plant Knowledge] – the character can harvest and identify, including powers and secrets, about and from any plant, even those of a decidedly magical nature

Mystic Plant Knowledge [requires Advanced Plant Knowledge] – the herbalist can grow and propagate any plant, though growing times are unchanged

Brewing – ability to make alcohol for ale, beer, and other beverages; the herbalist can also identify with taste the type of drink and whether is has been tampered with

Viniculture – ability to grow grapes and make wine; herbalist can detect subtle differences in flavor and aroma, able to identify vintage and type of wine, as well as whether it has been tampered with

Distillation – the character can make 100% pure water or create incredibly potent (highly flammable) alcohols such as wood or grain versions

Preservation – allows the herbalist to extend the sustainability of a concoction by 1 month

Intermediate Preservation [requires Preservation] – as the basic skill but extended to 6 months

Advanced Preservation [requires Intermediate Preservation] – identical to the intermediate level but shelf life becomes indefinite

Extraction – allows a character to conceal herbal remedies and concoctions within alcohol so well that only a herbalist of at least 6 levels higher can detect it

Tolerance – must be applied to a specific poison (or venom) such as Type I poison or the venom from a cobra; against this attack, the herbalist gains a +3 save bonus

Defense – when wielding a staff, the herbalist gains a +1 AC bonus; if this ability is selected multiple times, each selection is cumulative

Venom Knowledge – identical to plant knowledge except it applies to venoms from animals / creatures

Intermediate Venom Knowledge [requires Venom Knowledge] – as intermediate plant knowledge but specific to venoms

Advanced Venom Knowledge [requires Intermediate Venom Knowledge] – same as advanced venom knowledge, applied to venoms, and allows the husbandry of snakes and other venomous creatures; a herbalist with this skill can handle venoms without accidental chance of self-inflicting injury

Veterinary – any concoction or recipe known to the herbalist can be converted to affect an animal, without the need to create a new recipe

Bestiary [requires Veterinary] -- the herbalist can convert any recipe to affect a beast, vermin, plant, or magical beast without need to craft a new recipe. Creatures of other types can be affected as well, but this would require a new recipe and the character must gain the Physiology ability for that race separately

Physiology – this is the knowledge of how the body works, allowing a herbalist to precisely craft a concoction that will impact the being, based on their race (weight is not a concern). An herbalist begins knowing the physiology of their own race (a human herbalist knows the physiology of humans) plus Intelligence modifier + 3 other races, with monsters considered a race for this purpose. Additionally, for every 3 levels, the character gains an additional race. Half-breeds are considered “known” if the herbalist has either half, such that a half-elf physiology is understood by one that has the skill for either humans or elf

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Mon Oct 08, 2012 7:35 pm
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Mogrl
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Post Re: Arduin C&C
I am impressed at how quickly you are getting through these! Thanks for doing it.

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Mon Oct 08, 2012 7:55 pm
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Mogrl
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Posts: 11937
Post Re: Arduin C&C
No problem. There are 5 (6 if you count the few modifications an Arduin Illusionist would have), some of which are somewhat complex. Of these final, there are probably the 2 most potent: star-powered mage and saint. They'll take some harder review.

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Mon Oct 08, 2012 8:19 pm
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Lore Drake
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Location: Oklahoma
Post Re: Arduin C&C
Treebore wrote:
I am impressed at how quickly you are getting through these! Thanks for doing it.



Rgr on that!!!!

I wish I could burn through my work as quickly as you are on these conversions !!!

Again great stuff !!!

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Mon Oct 08, 2012 8:22 pm
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Mogrl
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Posts: 11937
Post Re: Arduin C&C
Alright... a very powerful class, unlikely to be allowed, but hey, if you do it, they can be quite fun.

Star-Powered Mage [arcane spellcaster]
Constitution and Charisma are Prime; gains d6 as HD type
Have embedded magic item in character’s forehead which cannot be disguised and which grants exceptional abilities (see below)
Immensely powerful in open places at night, but still capable spellcasters under any other conditions
Can create “living spells” on purpose or by accident – not advised to do, but they have the option (see below)
All spellcasters loathe this class and wish to see them destroyed
No player may choose to play a star-powered mage, but if the Castle Keeper opts to allow the class, there is a 1% chance any wizard will become one
Cannot use any armor and weapons are restricted to staff and dagger only

Level / BtH / Special Abilities
1 / +0 / Arcane Spells; Star-Power Gem; Living Spells
2 – 3 / +0 / --
4 – 6 / +1 / --
7 – 9 / +2 / --
10 – 12 / +3 / --
13+ // +1 / 3 levels // --

Note: a star-powered mage gains virtually no special abilities through level progression although they do obtain hefty magical might which typically more than compensates; added to the ability to generate a living spell, the character class is incredibly powerful and should be very carefully considered before a Castle Keeper allows it into the campaign

Arcane Spells – a star-powered mage is a trained spellcaster and gains bonus spells, based on both Constitution and Charisma rather than Intelligence, the effects of which are cumulative; they are considered competent with 4 types of magic of the player’s choice and can never be considered incompetent, regardless of result or rules to the contrary (the class trumps all other guidelines) and should such a thing be rolled, such as for a starting character’s random special abilities, allow the player to choose a result on the table instead, excluding any “roll again” result. The spell progression rate is identical to that of the C&C wizard class, +50% per spell level, rounded up. In addition, at level 10, a star-powered mage can cast any number of 0-level spells per day and at 14th level, 1st level spells are no longer limited, with 2nd level spells no longer restricted at 18th level

Star-Power Gem – the character has a magical gem that is embedded in their forehead permanently marking the character as a member of this class. It has a sort of sentience of its own, and has a full complement of spells available, which are wholly separate from those available to the character; the spells the character knows (through advancement or gaining through discovery from spells / books) are known to the Gem but those known to the Gem are not known to the character so the player may not opt to select a Gem-known spell as a slot unless both have access to the same spell – this is absolutely critical and the two should be considered different entities with different spellbooks although the Gem does not actually need or use such a trivial thing. Furthermore, while the character is in open conditions where the stars are visible (anything that reduces visibility greatly, such as very thick fog, will negate these effects), they are, in many ways, immune to damage – this is a very special rule and needs to be monitored – in that, should the character suffer a loss of HP (or even become disintegrated), the Gem will instantly restore the damage; however, if the character suffers more damage than then total HP allows doubled, within 3 rounds, the Gem forces a spell of the character’s highest level to become living (see below) and then resets the regeneration count. Spell slots are also restored, both for the character and Gem within open spaces (when the stars are visible) at the accelerated pace of quadruple normal (that is, should it take 8 hours normally to regain all spells, in the right conditions, it takes 2). The Gem changes color to reflect the mood of the caster and it cannot, through any means, be disguised or hidden, though it can be destroyed – for practical combat purposes, the Gem is considered as having an AC of 28 (due to hardness and size) and 75 HP (the HP of the character are irrelevant); should the Gem be exposed to 25 points of damage from cold sources, it becomes brittle and AC drops to only 20, though a single attack from a sonic source that deals more than 35 damage will cause the Gem to explode which irrevocably destroys the character. Acid can harm the Gem but it deals only 1 HP of damage per hour, regardless of its potency. Lastly, if the star-powered mage is slain in an environment where the Gem’s regenerative abilities are not effective, even including if the character is bodily destroyed (provided the Gem itself survives, noting it is immune to disintegration, fire, and lightning), the Gem will act as a trap the soul effect and can renew the character whenever, if ever, the Gem is placed in an environment that allows the regenerative powers to function – in this case, the star-powered mage will be reconstructed over one hour, +1 turn per level, +1 turn per HP; at the end of this process, the character will permanently lose 2 Intelligence and 2 Constitution. What follows is the spell progression ability of the Gem itself, irrespective of that of the character

Spells Known
Level / 0-level / 1st / 2nd / 3rd / 4th / 5th / 6th / 7th / 8th / 9th
1 / 6 / 5 / 3 / -- / -- / -- / -- / -- / -- / --
2 / 6 / 6 / 3 / -- / -- / -- / -- / -- / -- / --
3 / 6 / 6 / 3 / 2 / -- / -- / -- / -- / -- / --
4 / 7 / 6 / 4 / 2 / -- / -- / -- / -- / -- / --
5 / 7 / 7 / 4 / 2 / 2 / -- / -- / -- / -- / --
6 / 7 / 7 / 4 / 3 / 2 / -- / -- / -- / -- / --
7 / 8 / 7 / 5 / 3 / 2 / 2 / -- / -- / -- / --
8 / 8 / 8 / 5 / 3 / 3 / 2 / -- / -- / -- / --
9 / 8 / 8 / 5 / 4 / 3 / 2 / 2 / -- / -- / --
10 / 9 / 8 / 6 / 4 / 3 / 3 / 2 / -- / -- / --
11 / 9 / 9 / 6 / 4 / 4 / 3 / 2 / 2 / -- / --
12 / 9 / 9 / 6 / 5 / 4 / 3 / 3 / 2 / -- / --
13 / 10 / 9 / 7 / 5 / 4 / 4 / 3 / 2 / -- / --
14 / 10 / 10 / 7 / 5 / 5 / 4 / 3 / 3 / 2 / --
15 / 10 / 10 / 7 / 6 / 5 / 4 / 4 / 3 / 2 / --
16 / 11 / 10 / 8 / 6 / 5 / 5 / 4 / 3 / 2 / --
17 / 11 / 11 / 8 / 6 / 6 / 5 / 4 / 4 / 3 / 2
18 / 12 / 12 / 8 / 8 / 6 / 5 / 4 / 4 / 3 / 2
19 / 12 / 12 / 10 / 8 / 8 / 6 / 6 / 4 / 4 / 2
20 / 12 / 12 / 12 / 10 / 10 / 8 / 8 / 6 / 6 / 4

Spell Slots are equal to half, rounded down, the number of known spells for each spell level where a spell is known.


Living Spells (Charisma) – a star-powered mage can purposefully release a spell so that it becomes a sort of being unto itself, randomly targeting creatures / objects until the spell is disrupted; this can also happen by mistake. When a spell is cast, a save is needed against a difficulty as follows; if the save is failed, the spell has become alive which increases the duration by 2d10 (either rounds or a factor / multiplier, at the discretion of the Castle Keeper, varying it each time if desired) and will either continue to function through this entire period if an outright damage spell (for example, a fireball increased to a 8 round duration will have one explosion per round for those 8 rounds) or bounce to a new target (selected randomly) if that is how the spell works. The rules are basically open ended because every spell is different and it is up to the Castle Keeper to modify a living spell to make it interesting and something frightening (it is never encouraged for a star-powered mage to willfully create one, unless incredibly chaotic and evil.) If the spell released is normally one the caster can dismiss, this ability is lost – the living spell will have to be dispelled, the difficulty equal to the caster’s own level, plus the result of the 2d10 roll for increased duration. Lastly, once a star-powered-mage becomes capable of producing any given spell level at will (0-level at 10th, for example), spells of that level cannot become alive, regardless of intent or lack of it; should an event occur that would stipulate a spell has become alive (such as what can happen under duress or damage as noted for the Gem, above), and the caster has no higher level spell than one which is unlimited, the caster permanently loses 1 Constitution and a spell is made alive anyway, of the Castle Keeper’s choosing, even if the character is unable to cast it which can include spells belonging to another character class (one should never allow a healing spell to become alive, however, unless that would prove to be entertaining…) Once a star-powered mage has created a living spell, they are unable to cast any other magic for half the 2d10 roll unless they choose to make another spell living, and then they suffer the same fate as if having had no spells available as mentioned previously (-1 Constitution, but they get to pick what spell available is released.) At no point can a star-powered mage create more than their Charisma modifier + Constitution modifier as living spells. Living spells can only be created under the conditions noted for the Star-Powered Gem (that is, when the character sustains too much damage) or when casting under direct view of open sky, under the stars

Spell Level ... Difficulty
0 ... 3
1 ... 5
2 ... 6
3 ... 7
4 ... 9
5 ... 12
6 ... 14
7 ... 16
8 ... 18
9 ... 20

_________________
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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Tue Oct 09, 2012 4:02 pm
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Mogrl
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Joined: Mon May 01, 2006 7:00 am
Posts: 13826
Location: Elfrida, AZ
Post Re: Arduin C&C
I had forgotten just how powerful they could be. Dang.

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Tue Oct 09, 2012 4:50 pm
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Mogrl
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Joined: Mon Oct 13, 2008 7:00 am
Posts: 11937
Post Re: Arduin C&C
And another extraordinarily powerful spellcaster type (see the theme with Arduin and the magic-users?)...


Rune Weaver [arcane or, if the Castle Keeper allows, 5% divine spellcaster – this is only used for random special abilities and whether the spells cast are classified arcane or divine]
Intelligence (or Wisdom) is Prime; gains 1d6 as HD
Cannot use any metal objects except silver, gold, or oricalc
Cannot use armor but can use any weapons (save those which are metallic, as noted)
Highly gifted with magic and considered competent with all types; however, all magic is ritual magic and therefore takes a lot longer to complete (see below)
Cannot cast any combat spell but can use such through magic items
This class considers the art of rune weaving to be the true and only form of magic, and in Arduin, it is the oldest method known so members do not look kindly upon the “speed freaks”
The only class in Arduin with the ability to, without magic at all, dispel an effect or destroy a magic item (including artifacts)
This class works best for non-played characters, but a Castle Keeper can certainly allow them if desired – the author would not recommend it, due to concerns with power and playability

Level / BtH / Special Abilities
1 / +0 / Walk the Weave; Ritual Magic; Enhance Magic
2 – 3 / +0 / --
4 – 6 / +1 / --
7 – 9 / +2 / --
10 – 12 / +3 / --
13+ // +1 / 3 levels // --

Note: rune weavers do not gain much beyond their initial abilities, although they readily compensate by having the power to create magic items from the start, which will need to be adjudicated by the Castle Keeper, and their magic enhancement ability which can be used to permanently apply spells to themselves or to others. Consider as well that this class can destroy magic effects and items (even artifacts) without even casting a spell. They might be hard to use in combat, but outside of it, there is not much the character could not do… given time and resources

Walk the Weave – a rune weaver has the ability to see magic auras, essentially considered under a permanent detect magic spell, but for them, all spells are made of translucent threads much like a spider web, coming and going in intricate patterns unique to the effect. This ability allows numerous functions such as being able to trace a spell’s origin to the person who cast it, identify the powers (and exact number of charges) of a magic item, or even alter a spell by cutting or appending the “threads” from which it is made. It is through this process that the rune weaver can destroy magic – they simply remove the effect from its source, sort of like popping a battery out of an electronic device. It is a time intensive thing, and does take concentration. There are no known ways to conceal oneself (with magic, that is) from a run weaver trace as doing so simply creates a new aura which will, temporarily, hinder them but not block it. In fact, if one were inclined to try, the best bet is to cast as many spells with as many threads as possible, and hope the rune weaver goes down many different paths to exhaust them all before honing in on the right one… In any event, all spells have a number of threads equal to their level plus that of the caster’s level doubled, and it takes a run weaver 1 minute – 1 hour to track a single thread; magical items have a minimum of 20, plus those of all the spell effects it may generate (if any) and one for each charge (if any), and if none (such as a simple dagger +1, for example) +5 per enhancement bonus to which is also added the creator’s level doubled. The high thread count for a magic item is due to their permanence – should the item actually not be permanent, calculate as a base of 10, rather than 20; an artifact or relic should be considered a minimum of 60 (and probably much higher.) Secondly, a rune weaver can either destroy the magic or enhance it – if they choose to enhance (or modify), see that ability; if they choose to destroy, it will take 1 hour per thread, after it has been traced, but the result is always successful. In theory, a rune weaver could remove the magic ability of a spellcaster, but this has never been tested or tried, so it would be up to the Castle Keeper to decide for their game if it is possible and how. Spells which have been cast in a 30 foot area can be discovered with this ability, provided the spell was cast within 1 hour per level of the rune weaver

Ritual Magic – a rune weaver is a trained spellcaster but does not gain bonus spells because they are effectively able to cast as many spells as they want, provided there is enough time available. It is almost impossible for a rune weaver to be able to create magic while in combat (unless secluded away from the actual battle) as they perform magic only through elaborate ritual, by pulling magic threads together to make whatever effect is needed, these mimicking the standard spell effects. Note that a rune weaver does not have a spell progression – they have access to every spell, regardless of type or level, although it is suggested (this is not part of the Arduin rules but added for the conversion to help ensure the class could be usable) they use a “spells known” method as provided. To determine the casting time of a given spell as cast by a rune weaver, first look at that spell’s casting time listed in the C&C PHB – if it is 1 CT, treat it as 10 minutes; if it is longer, but not measured in minutes, consider whatever time is listed as that time, in increments of 10 minutes (for example a 3 CT spell now takes 30 minutes); if the time is expressed as minutes, consider it hours; if expressed as hours (such as consecrate), double it.

Spells Known
Level / 0-level / 1st / 2nd / 3rd / 4th / 5th / 6th / 7th / 8th / 9th
1 / All / 8 / --
2 / All / 10 / --
3 / All / 12 / 4 / --
4 / All / 14 / 6 / --
5 / All / 16 / 8 / 4 / --
6 / All / 18 / 10 / 6 / --
7 / All / 20 / 12 / 8 / 4 / --
8 / All / 22 / 14 / 10 / 6 / --
9 / All / All / 16 / 12 / 8 / 4 / --
10 /All / All / 18 / 14 / 10 / 6 / --
11 / All / All / 20 / 16 / 12 / 8 / --
12 / All / All / 22 / 18 / 14 / 10 / 4 / --
13 / All / All / All / 20 / 16 / 12 / 6 / --
14 / All / All / All / 22 / 18 / 14 / 8 / 4 / --
15 / All / All / All / All / 20 / 16 / 10 / 6 / --
16 / All / All / All / All / 22 / 18 / 12 / 8 / 4 / --
17 / All / All / All / All / All / 20 / 14 / 10 / 6 / --
18 / All / All / All / All / All / 22 / 16 / 12 / 8 / 4
19 / All / All / All / All / All / All / 18 / 14 / 10 / 6
20 / All / All / All / All / All / All / 20 / 16 / 12 / 8

Enhance Magic – by manipulating the threads that control a spell, a rune weaver can modify, either to increase or diminish, or outright change a spell (or magic item’s) effect. The list provided is by no means considered complete. A spell will only support a number of threads equal to its spell level, plus the attribute modifier for the caster, plus half the level of the rune weaver. It is possible to apply those marked with an asterisk more than once. It requires 10 minutes per thread to produce this effect so it is entirely possible that a spell the rune weaver wishes to manipulate will have expired before they can complete the process; if the rune weaver is the one casting the spell, this time is added to their existing ritual length but the result is always successful

Effects ... Thread Count
Increase / Reduce Range by Base* ... 3
Base Range Increased / Reduces to Higher / Lower ... 1
Duration Increase / Reduction to Higher / Lower ... 2
Double / Half Duration ... 4
Triple / Third Duration ... 5
Quadruple / Quarter Duration ... 6
Quintuple / Fifth Duration ... 7
Permanent Effect ... 8
Affect ±1 Level or HD* ... 1
Switch from Caster to Another / Another to Character ... 3
Switch from Touch to 10’ / 10’ to Touch ... 3
Double / Half Area of Effect ... 5
Triple / Third Area of Effect ... 7
Area of Effect to 10’ Radius ... 6
Additional / Subtraction Die of Damage* ... 4
±1 Point of Damage* ... 3
Base Die to Higher / Lower Type ... 3
Save Penalty / Bonus of 1* ... 3
Allow (No) Save ... 12 (for No Save); 1 for Save Granted
Maximum / Minimum Effect ... 10 (for Maximum); 1 for Minimum
Double Maximum Effect ... 15
Change Element ... 9
±1 Charge * ... 6
Enhance / Diminish Bonus ±1 * ... 11

Special Note: a rune weaver can always use the permanent effect ability for spells they cast targeting themselves, provided the Castle Keeper allows it. For example, a spell such as tongues could be cast and made permanent, assuming the rune weaver was able to spend the required time to cast. This ability is especially prone to abuse so it must be monitored or the class disallowed

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Tue Oct 09, 2012 9:01 pm
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Mogrl
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Posts: 11937
Post Re: Arduin C&C
Rune Singer [arcane spellcaster, or alternatively 1% divine; the choice determines whether the character accesses wizard or cleric spells]
Charisma is Prime; uses 1d8 as HD
Cannot wear armor and the only weapon that can be used is a knife (or a dagger), which they are loathe to carry as they view violence (and most damage spells) as barbaric and uncivilized
Always competent with any sound or sonic-based spell and are capable of playing a variety of musical instruments, some say even better than bards
Combat spells are limited, due to an increased casting time, but they have the ability to multicast which tends to make up for this fact (see below)
Saves against an enchantment spell, or one which affects / manipulates the mind is not allowed and resistance only applies at half (immunity does not work properly, either, granting a mere +10 resistance)
Every character class (except rune weavers, who see members of this class as wasted potential) is on good terms with the rune singer and they never have need for food, drink, or lodging as they can find one willing to offer it regardless of location
Gains many additional benefits when singing, although a simple silence spell (the rune singer does get a save against it, whereas no one else does) negates all class abilities (including spells)

Level / BtH / Special Abilities
1 / +0 / Multicasting; Spells
2 / +0 / Singing
3 – 4 / +0 / --
5 – 8 / +1 / --
9 – 12 / +2 / --
13+ // +1 / 4 levels // --

Notes: a rune singer is not a melee character and will not generally use combat oriented spells except those which delay, hinder, entangle, or otherwise manipulate a person (damage as a secondary effect is acceptable as is damage as a primary effect with another secondary, such as sound burst which fits into the idea of the class wonderfully); because they can use multiple spells at once, they do not get much in the way of added abilities. They also tend to have slightly more spells than a standard character would, but they are far from the powerhouse that a rune weaver is, even though philosophically, they are treated the same

Multicasting – rune singers are able to sing a song that combines multiple spells together, forming one effect. This is done because the casting time for any of their spells individually is increased by 2 rounds or by 50% if not already listed as 1 CT. When two (or more) songs are worked together, take the average casting time (factoring in the increase for each) and add 1. All effects are resolved at once, assuming the caster was not interrupted or silenced. An example – Galagon will cast hypnotism and sleep, both 1 CT spells; each adds +2, a total of 6, averaged to 3, to which 1 is added for a grand total of 4 rounds… still a long time, but that is the price. Any spell used in the multicast is considered spent as normal and the most effects a rune singer can combine at once is equal to Charisma modifier + half (round down) the number of the highest spell slot available.

Spells – considered a trained caster, a rune singer gains bonus spells based on Charisma; all spells except one (per spell level) must use verbal components (even if they do not normally) which may allow the rune singer some slight ability even when silenced, but they are otherwise completely ineffectual in such a state and try to avoid it whenever possible. A character has a 1% chance to gain access to divine spells rather than arcane; a rune singer knows 1 spell per spell slot available to them. Even divine variety carry Notebooks which contain every spell the rune singer knows. The number of spell slots is identical to a wizard, plus 50%.

Singing – by act of voice alone, a rune singer is able to produce various effects which become more advanced as the character increases in level. Most of these have an effect “until the singing stops” and so no duration is provided in those cases

2nd: call any amount of birds, up to a maximum of 2 HD (most small birds will have between 1-2 HP, which is ¼ HD), within 60 feet radius to obey and perform as directed; this requires 3 rounds

3rd: call up to 3 HD of small mammals within 60 feet to perform and act on behalf of the rune singer; this requires 2 rounds

4th: grant benefits of both the C&C knight abilities of inspire and embolden; this requires 2 rounds

5th: within 60 feet, negate the damage / effects of any sound or sonic attack on a 1:1 basis of level. This means if a sonic attack would deal 6d6 damage, a 5th level rune singer would reduce that by 5, to 1d6; the ability cannot be used against silence and must be activated before the other attack, acting something like a shield. This ability requires 2 rounds of singing

6th: summon up to 6 HD of animal to do the bidding of the rune singer; requires 3 rounds

7th: as level 6, but HD increased to 8

8th: as level 7 but total HD is 10

9th: same as level 8, but any beast or magical beast can be summoned and the ability increases by 1 HD per level after 9th

10th: usable once per day, the rune singer can self-heal of all but 1d4 damage much as if the heal spell had been cast; this requires 5 rounds of singing

11th: as the 10th level ability but the rune singer can select any single target up to 30 feet distant

12th: a rune singer can treat solid objects as being intangible for purposes of line of sight for sonic abilities (which includes all spells); this can be used as often as needed and is considered permanently in effect

13th: can, twice per day, remove disease, neutralize poison, and treat any illness or insanity; requires 1 turn

14th: after 1 turn, any creature of any type, including dragons, can be called regardless of the distance; the called creature will have an initial friendly reaction but it is not compelled to help unless what it is asked to do does not directly put it in harm. If an intelligent creature is summoned, respond appropriately

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"We think we understand the rules when we become adults, but what we really experience is a narrowing of the imagination." -- David Lynch


Tue Oct 09, 2012 11:49 pm
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