Mistfinder (Pathfinder in Ravenloft)


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Shadow Lodge

First, let me say I love this class. I noticed a few things that are either not clear, or seem to contradict themselves (in minor ways and might be confussing). I'm pretty sure I understand what you mean. I bolded the entries in question.

ugly child wrote:


The Anchorite Order

REQUIREMENTS
To qualify to become a member of the Anchorite Order, a character must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Knowledge (Geography) 5 ranks, Knowledge (Religion) 5 ranks.
Special: Must be able to cast 2nd-level divine spells and channel energy. Must worship Ezra.

The only reason i mention this is the class seems very focused for Paladin/Cleric. Knowledge Geography, while appropriate, is a bit of a skill tax for two classes with poor skills. Might I suggest Sense Motive? Just an option, your choice.

ugly child wrote:


Hit Die: d8.

CLASS SKILLS
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int), Survival (Wis).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Anchorites are proficient with all simple weapons, light armor, medium armor, heavy armor and shields (except tower shields). They are also proficient with the long sword.

Heavy Metal : A member of the anchorite order may not wear light or medium armor. Members of the order wear either heavy composed of metal, to show the zeal of their order to act as protectors of the faith, or none at all to show their trust in the protection that Erza provides.

Might want to remove the "metal part". Just so you can have a Druid with Heavy Ironwood Full plate, or things like that. In the upper levels, that could matter a great deal. or there could be some exotic material that isn't metal. Keep the "Heavy Armor or None", definetly.

ugly child wrote:


Evil Dead: When a member of the order channels positive energy, this action only heals the living. Do not count levels in this class for the purposes of the use of the Turn Undead feat.

This confusses the later CHANNEL ENERGY entry. Here it implies that only the healing others aspect progresses (rather than hurting undead). While later it heals living/hurts undead, bt does not count for Turning Undead. Might be better to reword this to something like: "Levels in this class increase Channel Energy for the purposses of Healing the Living and Huting Undead, but do not stack for any other purpose, such as using the Turn Undead Feat."

ugly child wrote:


Spells per Day : At the indicated levels, an anchorite gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an ancorite, he must decide to which class he adds the new level for purposes of determining spells per day.

Does the Mist Domain increase? It would seem fitting that it should, as Ezra is the only source of the Domain.

ugly child wrote:


Channel Energy(Su): Levels in the anchorite order stack for the purposes of the channel energy class feature granting additional damage dealt or healed.

See above for EVIL DEAD.

ugly child wrote:


Candle Communion (Su): Beginning at 1st level the anchorite may perform a ritual to contact another member of the clergy of Ezra, as if using the spell Sending once per day. The anchorite requires a quite spot, a lit candle to perform this 15 minute ritual. It is required that the member of the clergy they wish to contact performs this same ritual (whether they have levels in the anchorite order or not) and at a preordained time, such as dusk. A Darklord may sever all such communication by closing the borders of their realm.

Detect Corruption (Su): With a successful DC 20 wisdom check, an anchorite can tell with a touch if a willing individual has ever failed a powers check and whether they still are upon the path of corruption. If this ability is ever used on a darklord or evil outsider they take 1d6 wisdom damage and must take a madness check (DC to be decided by the GM).

ugly child wrote:


Shield of Ezra (Sp): At 3rd level the anchorite may spend one of their uses of channel energy, as a move action, to gain DR 5/- for a number of rounds equal to their wisdom modifier. At 6th and 9th level this damage reduction increases by 5.

This might be too powerful. I'm not sure. A fix, (if it is), might be to increase the DR from maybe Adamantine (3rd), to Adamantine or Evil (6th), to DR5/- (9th).

ugly child wrote:


Ezra’s Veil (Su): At 4th level, the anchorite gains a +4 bonus on saving throws against spells spell-like abilities from the enchantment school.

See Invisibility (Sp): At 5th level the anchorite may cast see invisibility at will as a spell like ability this is a standard action that provokes an attack of opportunity.

Mist Walking (Su): Once per month upon reaching 7th level the anchorite may travel on foot from one domain to another adjacent domain by walking into the misty border. They may bring up to their anchorite level in other travellers. This does not allow access to other islands or clusters in the mists.

ugly child wrote:


Absolution (Su): At 8th level, an anchorite may attempt to remove the first stage of corruption of a willing repentant individual. The target must attempt a DC 20 Will save to remove the corruption and receives a permanent negative level (even if he passes the Will save). This process takes [a] full night from dusk till dawn and may only be attempted by the anchorite on[c]e a month.

Can they use this on themselves? Normally, you can use an ability requiring a willing target or ally on yourself, so just curious.

Secondly, the (minor) problem. Can the Anchorite use this ability only 1/month, or can an individual only benefit from it 1/month, (meaning the Anchorie can use it at will basically.)

ugly child wrote:


Ezra’s Will (Su): A 10th level member of the anchorite order may attempt to open the borders of a domain for 1 minute. The anchorite makes an apposed will roll against the darklord who has closed their domain. If the attempt fails and the anchorite is within the darklord’s domain, the darklord knows the anchorite’s exact location until dawn the following day. This ability may be used once per day.

Shadow Lodge

All good feedback. As said Anchorite is in it's rough form. I'll rewrite a lot of the language. I'll have a think about Shield of Ezra, adamantine is a bit rare in ravenloft maybe silver is a better fit.

Currently got plans for including the mist domain in the cleric section.

Knowledge Geography is intended for the wandering anchorite, I did leave out sense motive and that should go in or perhaps diplomacy since they serve communities.

Cheers.

Shadow Lodge

Right guys, need help with this one. What arcane prestige class would you like to see?

Previous arcane classes I can spot,

White Arcanist, a good guy who delves into necromancy

Mesmerist, more of a bad guy who clouds men's minds

Stage Magician, Might be more appropriate as a illusionist

Stygian Attendant, arcane hunter of ghosts.

Metaphysician, Scholar that tries to explain the mind, science, magic, etc.

Any new ideas would be great.


ugly child wrote:

All good feedback. As said Anchorite is in it's rough form. I'll rewrite a lot of the language. I'll have a think about Shield of Ezra, adamantine is a bit rare in ravenloft maybe silver is a better fit.

Currently got plans for including the mist domain in the cleric section.

Knowledge Geography is intended for the wandering anchorite, I did leave out sense motive and that should go in or perhaps diplomacy since they serve communities.

Cheers.

Agreed on the Silver. It's just a better fit.

Looking forward to the Mist domain.

Diplomacy is better- Sense Motive doesn't really fit since they aren't supposed to be sleuths.


ugly child wrote:

Right guys, need help with this one. What arcane prestige class would you like to see?

Previous arcane classes I can spot,

White Arcanist, a good guy who delves into necromancy

Mesmerist, more of a bad guy who clouds men's minds

Stage Magician, Might be more appropriate as a illusionist

Stygian Attendant, arcane hunter of ghosts.

Metaphysician, Scholar that tries to explain the mind, science, magic, etc.

Any new ideas would be great.

Like all of em. Will root through old stuff at home to find out which ones I am missing. I think I also got a fan book- Van Richten's Guide To The Mists or something like that lying 'round.

Shadow Lodge

Even if anyone had any descriptions of old 2nd ed Character Kits for some of the arcane inspiration.


I'm really glad to see this thread coming up on those boards.

Currently running a pathfinder campaign in Ravenloft myself. Haven't had much issues overall since to me most of the Ravenloft books are used for the fluff. I've used the summoner class with success to create an encounter with a "paper golem" and his creator.

Keeping it low magic is rather tough however with every caster able to channel lvl 0 spells at will. Using isolation/lack of food/bad temperature becomes somewhat harder and much less scary..!

Scaring casters with pitchforks and torches still works however, trust me on that :)

Shadow Lodge

Freehold DM wrote:
ugly child wrote:

All good feedback. As said Anchorite is in it's rough form. I'll rewrite a lot of the language. I'll have a think about Shield of Ezra, adamantine is a bit rare in ravenloft maybe silver is a better fit.

Currently got plans for including the mist domain in the cleric section.

Knowledge Geography is intended for the wandering anchorite, I did leave out sense motive and that should go in or perhaps diplomacy since they serve communities.

Cheers.

Agreed on the Silver. It's just a better fit.

Looking forward to the Mist domain.

Diplomacy is better- Sense Motive doesn't really fit since they aren't supposed to be sleuths.

I went with Sense Motive, because some of their powers deal with perception, and sensing corruption/evil.

Shadow Lodge

ugly child wrote:
Even if anyone had any descriptions of old 2nd ed Character Kits for some of the arcane inspiration.

Give me a bit to think about it.

One that comes to mind is from Heroes of Horror. An arcane spellcaster about delving into forbidden knowledge and trying not to be currupted.

White Necromancer was interesting, but extremely limiting, making it a bad class. Unless you plan on completely rewriting the class, I'd stay away from it. Particularly because I remember it being Sorcerer only, and you could just play a Undead Bloodline Sorcerer that is not evil.


I think the White Arcanist would make an interesting sorcerer bloodline if it was bound to some sort of relic or focus. The relic would be the character's proof against corruption so most characters would find it less limiting.

Without the relic of course the powers of Taint would resume and the character would have to recover or replace the relic.

Sigurd

Silver Crusade

Some time ago I rewrote in 3.5 the white arcanist PrC found in Heroes of Light to make it... well... playable.

It's located here. It's in Italian, mind you. ^^


As much as I like the name Arcanisti Bianco (sounds like a dessert) I am not so educated as to speak\read Italian.

Silver Crusade

Sigurd wrote:
As much as I like the name Arcanisti Bianco (sounds like a dessert) I am not so educated as to speak\read Italian.

ArcanistA. ;-)

I'll try to summerize the class:

Prerequisites: good alignement, Knowledge (arcana) 9 ranks, Knowledge (religion) 4 ranks; Blessed and Spell Focus (necromancy) feats; know at least three necromancy spells, two or more of 3rd level or higher.

Slow BAB progression
Good Will saves
+1 CL every level

1st level - Major arcana (casts speak with dead 3/day, no Powers Check); necromantic focus (one more prohibited school if necromancer, choose, choose two if not a specialist); purity (make a Power Check, you lose all benefit of the PrC except spell-like abilities, but they require Power Checks again); arcane lore (like bardic knowledge).

2nd level - Gets darkvision.

3rd level - Major arcana (fear 3/day, no Powers Check)

4th level - Shielded mind (+4 agains mind affecting)

5th level - Major arcana (undeath to death 3/day, no Powers Check); 3+Int spells have Powers Check probability cut in half (no evil spells)

6th level - Slow metabolism (+4 against disease and poison)

7th level - Major arcana (aura of terror 3/day, no Powers Check)

8th level - Though body (25% of ignoring critical hits and sneak attacks)

9th level - Major arcana (wraithform 1/day, no Powers Check)

10th level - Pure spells (1+Int new spells have Powers Check probability cut in half, those chosen at 5th level require no more Powers Check)

Shadow Lodge

So a cleric can actually benefit from this class?


Ugly Child,
I'm following what you're doing with interest. Thanks for sharing.
M.

Silver Crusade

Beckett wrote:
So a cleric can actually benefit from this class?

Sorry, I forgot "necromancy ARCANE spells". ;-)

Shadow Lodge

:(

That is what I assumed, but could still work well for cleric.

Still very good, though.

Shadow Lodge

Right then guys here's detective, with the longest name for a class ability ever. Let me know if you see any problems, I was on two minds about 8 skill points per level. But look at the basic rogue I think it might be fine.

Quote:

To qualify to become an detective, a character must fulfill all the following criteria.

Requirements
Alignment: Any Lawful.
Base Attack: +3
Feats: Alertness
Skills: Sense Motive 5

Class Skills
The detective's class skills (and the key ability for each skill) are Appraise(Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (History) (Int), Linguistics (Int), Perception (Wis), Profession (Detective) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex).

Skill Ranks at Each Level: 8 + Int modifier.

Level BAB Fort Ref Will Special
1 +0 +0 +1 +0 Scene of the Crime, Professional Courtesy
2 +1 +1 +1 +1 Fugitive Bonus +1 (+1d6)
3 +2 +1 +2 +1 Investigative Feat
4 +3 +1 +2 +1 Uncanny Dodge
5 +3 +2 +3 +2 Fugitive Bonus +2 (+2d6)
6 +4 +2 +3 +2 Improved Uncanny Dodge
7 +5 +2 +4 +2 Investigative Feat
8 +6 +3 +4 +3 Fugitive Bonus +3 (+3d6)
9 +6 +3 +5 +3 Investigative Feat
10 +7 +3 +5 +3 Slippery Mind, You’re Wondering Why I’ve Gathered You Here

Scene of the Crime (Ex): Detectives may asses a crime scene and discover some of the motives and small details about the criminals involved. Each such check requires a perception check to asses the scene, the DC of this check is determined by the lack of evidence at a scene, the amount of time that has passed and the amount of obscuring irrelevant information at the scene. An easy scene is a DC 20 perception check (For example, where there is a corpse, the murder weapon and a calling card). A moderately difficult scene is a DC 25 perception check (a murder that has taken place in a stable, with a corpse and with the murder weapon missing). A difficult scene is a DC 30 perception check (the murder took place elsewhere and the body was moved to a crossroads, the body has no obvious cause of death and there is nothing stolen from the corpse).

Following the perception check the detective may make a sense motive check to ascertain the following.

Determine Race DC 15
Determine Gender DC 20
Determine Base Class DC 25
Determine Vague Notion of Motive DC 30

In the case of determining the motive, the detective ascertains whether the motive was, Money, Revenge, Madness, Love, the threat of Violence, Self-Defence, Governmental (for example a soldier taking orders) or another general motivation determined by the GM. This check may by made only once per crime scene. You receive a +2 insight bonus to this check if you have previously investigated a scene caused by the same criminal, this is not cumulative.

Professional Courtesy (Ex): The Detective finds it easier dealing with members of a law enforcement body or agency. This is a +2 insight bonus on Bluff, Diplomacy and Sense Motive to dealing with individuals in these organisations.

Fugitive Bonus (Ex): At 2nd level, the detective gains a insight into those he pursues. If the detective has investigated a crime scene and ascertained at least the criminal’s base class or if the detective has followed an individual unseen for 12 hours, they gain an advantage in combating them. The detective receives a +1 bonus to attack rolls, combat maneuver rolls and combat maneuver defence and +1d6 precision based damage. This bonus increases at 5th to a +2 to attack rolls and +2d6 precision based damage and at 8th level, to a +3 to attack rolls and +3d6 precision based damage.

In addition the detective receives a +2 insight bonus on bluff, perception, sense motive when used against the target (this bonus does not increase with level).

Investigative feat (Ex): At 3rd level the detective gains a bonus investigation feat with additional bonus investigation feats at 7th and 9th level. The bonus feats are drawn from the below list: Athletic, Skill Focus (Sense Motive), Skill Focus (Perception), Deceitful, Fleet, Persuasive, Run, Stealthy.

Uncanny Dodge (Ex): At 4th level, a detective gains the class ability Uncanny Dodge as the barbarian class feature. If a detective already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): At 6th level and higher, gains the class ability Improved Uncanny Dodge as the barbarian class feature. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Slippery Mind (Ex): At 10th level and higher, gains the class ability Slippery Mind as the rogue advanced talents. If the detective already has the slippery mind advanced talent, they receive an additional +2 morale bonus to all will saves.

You’re Wondering Why I’ve Gathered You Here (Ex): The detective, at 10th level gains an ability similar to the Bard’s fascinate bardic music special ability. The detective is required to give an explanation of who he thinks is the perpetrator of a crime and the line of logic that brought the detective to this conclusion. The criminal in question is under a -5 penalty to break free of the fascination and the fascination lasts only as long as the detective remains explaining. This is a non-magical mind-effecting effect with a DC of 10 + the detective's class level + the detective's Wis modifier. The detective can use this ability times per day equal to their Int modifier.


ugly child wrote:
Right then guys here's detective

I've been looking to see what you did with this character class.

One thing that strikes me is that Pathfinder has a lot of 0 level detect spells that characters can use at will. You'd think a detective would be able to take advantage of this.

How about.

Minor Magics of Investigation: A detective can cast Detect Magic, evil\good, Law\Chaos at will using his Detective level as caster level. This is an arcane ability and requires preparation and effort. Only one type of detection spell may be cast in a single day at 1st level. Every third level the detective may add another detection type in the same day.

A first level detective choosing to cast Detect Magic can only cast detect magic for that entire day. With 8 hrs sleep and preparation he may switch Detection abilities. Detectives may cast two types of detections at 4th level, three at level seven, and four at 10th level.

Alternately,

A detective may cast zero level detection spells at will using his Detective level as caster level. She may cast a number of different types of detection equal to her Intelligence bonus. Once chosen these spells do not change.

Detections: Magic, Evil, Good, Poison, Law, Chaos, Planar Disturbance.

Shadow Lodge

Sigurd wrote:
ugly child wrote:
Right then guys here's detective

I've been looking to see what you did with this character class.

One thing that strikes me is that Pathfinder has a lot of 0 level detect spells that characters can use at will. You'd think a detective would be able to take advantage of this.

How about.

Minor Magics of Investigation: A detective can cast Detect Magic, evil\good, Law\Chaos at will using his Detective level as caster level. This is an arcane ability and requires preparation and effort. Only one type of detection spell may be cast in a single day at 1st level. Every third level the detective may add another detection type in the same day.

A first level detective choosing to cast Detect Magic can only cast detect magic for that entire day. With 8 hrs sleep and preparation he may switch Detection abilities. Detectives may cast two types of detections at 4th level, three at level seven, and four at 10th level.

Alternately,

A detective may cast zero level detection spells at will using his Detective level as caster level. She may cast a number of different types of detection equal to her Intelligence bonus. Once chosen these spells do not change.

Detections: Magic, Evil, Good, Poison, Law, Chaos, Planar Disturbance.

All interesting, but I was limiting spell like abilities to the more supernatural classes. Might just be my preference as a GM.

Also might see a problem with the detect spells as one of the big magic changes with ravenloft is that detect evil and good do not function. For the paladin class feature this means their detect evil now functions as detect chaos.


If that is the case in Ravenloft why not make the class for the general case and underscore how the setting changes the rules. ie give them the detection powers and then stress how they are limited in the setting.

I have to say the detect spells at will are a big difference in Pathfinder. I think they'd make sense and be a draw for the class.

Sigurd

Shadow Lodge

Well, something you could do to accomidate both of you would be to allow certain Detection effects, but through alchemical means. The Detective could purchase a mobile lab (at the cost of a Masterwork Healers kit) that allows them to spend 10 mins analyzing information. Said lab would allow 10 uses before being expended. Additionally, they can purchase a much bulkier "home lab", (at the price of an Alchemist's Lab), which give a +2. This would also give a more Victorian feel to the class, I think.

Shadow Lodge

As for the skills, I'd probably cut them down to 4, maybe 6. I would imagine that INT would be the prime stat for the class, with WIS a close second, and DEX & CHA being tertiary. A high INT character is going to have a lot of skills, and I can see Rogue being a good entry for the class, meaning even more skills. It looks as though a Character with +4 INT can max out all the class skills, too, which is not advisable. (part of the method for choosing skills is to look at class skills and make it so that a character with appropriate INT must choose between a few options).

Another thing I noticed is that the Detective doesn't have the ability to pick locks. Was that intentional?

Shadow Lodge

Hmm a few changes are in order after feedback.

Quote:


Detection (Ex): The detective becomes a proficient alchemist at 3rd level. Using a detective kit (which costs the same as a masterwork alchemist kit) he may use the following effects from spells at will, these how ever are not spell effects and require 1 minute of concentration to set up using various chemicals. The detective may detect the Lingering Aura of magic and undead (though they may not understand their meaning if they have not encountered them before). The detective may also detect animals and plants; and detect poison with this ability.

Did forget disable device in there, So I'll be adding that in along with Climb, Craft (alchemy) and Swim (because when doesn't a private eye get dumped in a river).

I think 6 skill points per level doesn't break it so we'll go with that.

Shadow Lodge

ugly child wrote:

Hmm a few changes are in order after feedback.

Quote:


Detection (Ex): The detective becomes a proficient alchemist at 3rd level. Using a detective kit (which costs the same as a masterwork alchemist kit) he may use the following effects from spells at will, these how ever are not spell effects and require 1 minute of concentration to set up using various chemicals. The detective may detect the Lingering Aura of magic and undead (though they may not understand their meaning if they have not encountered them before). The detective may also detect animals and plants; and detect poison with this ability.

Did forget disable device in there, So I'll be adding that in along with Climb, Craft (alchemy) and Swim (because when doesn't a private eye get dumped in a river).

I think 6 skill points per level doesn't break it so we'll go with that.

Looks good to me. Perhaps also they could detect demons and devils, (sulfer), again, maybe not knowing what that means if they had not yet encountered them. Possibly as a later ability.


I like the alchemy angle.

Shadow Lodge

Sigurd wrote:
I like the alchemy angle.

I do to a point. In D&D/PF, Alchemy is semimagical. (in 3.5, you had to be a spellcaster to use it). So in that sense, I wish it were not Alchemy.

In the Victorian sense, I do like the alchemy (lower case) angle. I like that it does specify that these are not magical abilities.

Shadow Lodge

Little bit of revision after having a look at the old paladin detect evil ability and spotting they can detect fiends. I think the other alignments might be a bit odd for detection(Hmmm It seems awfuly un-lawful in here). I'm happy with the detection of lingering auras, as it seems like the detective would have picked up the spoor of the beastie.

Quote:


Detection (Ex): The detective becomes a proficient alchemist at 3rd level. Using a detective kit (which costs the same as a masterwork alchemist kit) he may use the following effects from spells at will, these how ever are not spell effects and require 1 minute of concentration to set up using various chemicals. The detective may detect the Lingering Aura of magic and undead (though they may not understand their meaning if they have not encountered them before). They may also detect the lingering aura of evil outsiders and aberations, as detect evil (though they may not understand their meaning if they have not encountered them before). The detective may also detect animals and plants; and detect poison with this ability.

Shadow Lodge

Beckett wrote:
Sigurd wrote:
I like the alchemy angle.

I do to a point. In D&D/PF, Alchemy is semimagical. (in 3.5, you had to be a spellcaster to use it). So in that sense, I wish it were not Alchemy.

In the Victorian sense, I do like the alchemy (lower case) angle. I like that it does specify that these are not magical abilities.

Yeah I was disappointed by the Alchemist class in the playtest, I don't think it needs to be a magical class. That said I like the Jekyll and Hyde aspects of that class, which very much have a place in Ravenloft.

Oh another question, shall I wait for the advanced player's guide to be released before adapting them? While I've already done a order for knight, I'm not sure if I can work on the classes properly until the final version. That said, I'll still post up stuff here as it strikes me. I just don't think that they'll be in the first iteration of the PDF. I might post a revised edition of it after the release.

Also anyone have any thoughts on the Alchemist class?

Shadow Lodge

Right then,

Quote:

The Mist Domain

Granted Powers: The mists have become more familiar to you than to most, you are under the constant effect of endure elements.

Fear Not! (Sp): As a standard action, while within a misty area or the misty border of a domain you may grant all allies within 30 ft a +3 resistance bonus to Will saves. This effect lasts for rounds equal to your cleric levels.

Clinging Mist (Su): From 8th level, while in a misty area or misty border of a domain the mist clings and coils around you. Your miss chance while within mist is increased to 50%.

Domain Spells: 1st—obscuring mist, 2nd — fog cloud, 3rd— gaseous form, 4th— solid fog, 5th— mind fog, 6th— wind walk, 7th— greater teleport, 8th— screen, 9th— imprisonment.

Let me know what you think.

Shadow Lodge

Starting with the base classes,

Quote:


Bard

Spells: Magic is altered within Ravenloft in some cases. Please refer to the magic section.

Bardic Knowledge: The bardic knowledge class feature is not as reliable as usual between the domains of Ravenloft. The bard does not receive any bonus to Knowledge skills in an unfamiliar domain. A bard must spend at least a full month in the company of residents or former residents of a domain, to receive half his bardic knowledge bonus. After 6 months in the company of residents or former residents of a domain, this bonus increases to its normal level.

Healing Spells: The dark powers often seem to toy with a bard’s ability to save others. When casting a spell that heals damage, a bard much take a caster level check versus DC 15 + the level of the spell to be cast. If this check fails a bard fails to cast the spell. If DMs find this rule too harsh, one option would be to only apply it during dramatically appropriate moments. This has the advantage of giving the players the impression that the dark powers are fickle and sadistic.

Shadow Lodge

And one more,

Quote:


Barbarian

Rage: The dark powers of Ravenloft want a barbarian to give in the lust for violence and attempt to cloud the minds of barbarians while they rage. When a barbarian wishes a rage to end they must make a will save with a DC 10 + the number of rounds the barbarian has raged that day. When no enemies present themselves or no clear goal is apparent and a rage continues. A barbarian in such a rage must continue to attack the bodies of their fallen enemies or their allies if they seem to present a threat by interfering. The barbarian may not add the bonus to will saves gained from raging to this save, however the bonus from indomitable will does apply to this save.

Rage Powers:

Animal Fury, Use of the rage power animal fury leaves a barbarian open to their animalistic and destructive tendencies. They must take a powers check for Grievous Assault.

Moment of Clarity, This rage power may only be used once a day.

Primal Mind (Ex): Barbarians are more in touch with their primitive nature and the primal mind. This leaves their minds open to terrors they cannot conceive. They have a -4 penalty on madness saves. This also allows barbarians to notice a “bad feeling” whenever they enter a sinkhole of evil, the reality wrinkle of a fiend or while in the presence of a hag.


Although i don't run Ravenloft games per se, i still run a campaign with many horror elements, some of them borrowed from Ravenloft, Heroes of Horror or Book of Vile Darkness.

Some of your posts are pretty interesting too, Ugly Child :)

Do you have options for lycanthrope or undead characters ?

Shadow Lodge

Seldriss wrote:


Do you have options for lycanthrope or undead characters ?

Not as yet, I can see a hero struggling with lycanthropy is a great concept. In fact I think there is a good prestige class built around it from the Ravenloft line.

But for the most part I find in ravenloft it's a difficult road for a player stuck with an undead character. There are just so many problems for the character interacting with the populace and that's before powers checks for drinking blood and the like.

That said, for a more high fantasy campaign I've had my concept for a comedic ghost ex-lich king NPC or PC. Cursed to haunt a PC group but never harm them directly.


For the undead, I was thinking on something in the style of Ghostwalk, Libris Mortis or the Forsaken of World of Warcraft...

Shadow Lodge

Seldriss wrote:
For the undead, I was thinking on something in the style of Ghostwalk, Libris Mortis or the Forsaken of World of Warcraft...

I'll have a think and maybe post up another thread.

Shadow Lodge

Lycanthropes work a bit differently in Ravenloft than other settings. For one, all Lycanthropes are afflicted. No such thing as a natural lycanthrope. Secondly, almost all Lycanthropes are automatically Evil. Neutral Lycanthropes are rare, and good extremely so, (with one exception). In Ravenloft, they deal more with Lycanthropes losing themselves to the brutal and selfish beast inside, needing to hunt and eat raw humaniod flesh often.

There are one type of Lycanthrope that are generally good, though. The Wereraven are gypsy-like creatures that wander the land doing good deeds, act as messangers, and fighting corruption, somewhat similar to angelic creatures in the NPC sense.

Undead could be doable, but some things I would advise:

Always drive in the characters weaknesses. In D&D it is easy tosee being undead as just another template that gives more power. If the DM constantly reminds the character of their cursed nature though, it might drive home the point a bit more that he are not just a bunch of stats that are immune to so many things.

I'd suggest that all CR checks autofail if the recipiants know/suspect th players is undead. In Ravenloft, even normal zombies are greatly feared by people. Such a character is going to have a hard time buying even basic stuff, like weapons. DOn't skimp on villages running out the character (and party that braught them), with torch, pitchfork, and holy symbol.


I don't think you can detail lycanthrops or curses in general without starting with the Vistani and\or indigenous humans. I think you have to progress from the normal to the extremes.

I think its worth considering some sort of filtering aspect of the mists. IE if the character is a multi templated uber munchkin perhaps they just will not be transported....


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Beckett wrote:
Lycanthropes work a bit differently in Ravenloft than other settings. For one, all Lycanthropes are afflicted. No such thing as a natural lycanthrope.

Although I'd go somewhat in that direction if I were working on the line now, natural lycanthropes were a big part of both editions of Ravenloft -- you had to kill them to have even a chance of curing their afflicted progeny.


John Mangrum wrote:
Beckett wrote:
Lycanthropes work a bit differently in Ravenloft than other settings. For one, all Lycanthropes are afflicted. No such thing as a natural lycanthrope.
Although I'd go somewhat in that direction if I were working on the line now, natural lycanthropes were a big part of both editions of Ravenloft -- you had to kill them to have even a chance of curing their afflicted progeny.

Hey John, thanks for all the work you did on Ravenloft for S&S. I've read most of it with pleasure.

see:

http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=540

Shadow Lodge

Here's another,

Quote:

Cleric

Spells: Magic is altered within Ravenloft in some cases. Please refer to the magic section.

Hidden Soul: Cleric of an evil alignment may choose to worship a good deity or faith. Evil clerics of good deities or faiths may choose as a neutral cleric does whether to channel positive or negative energy. They may also choose as a neutral cleric does whether to spontaneously cast cure or inflict spells.

Higher Standards: When clerics of the good alignment make a powers check they do so at double the usual chance of failure.

Sidebar Undead

Undead empowered by the realm of dread are more resilient. Undead in Ravenloft add +1 to their channel resistance in Ravenloft to undead from a pathfinder bestiary. If the undead is listed as not having channel resistance in a pathfinder bestiary add Channel Resistance +1.

Undead Darklords are directly connected to their domains and enjoy channel resistance +1 or channel resistance equal to their wisdom modifier, whichever is higher.

Getting some good feedback from the Cafe de Nuit boards as well, so their might be some more revisions coming.

Thanks for dropping in John.

Shadow Lodge

John Mangrum wrote:
Beckett wrote:
Lycanthropes work a bit differently in Ravenloft than other settings. For one, all Lycanthropes are afflicted. No such thing as a natural lycanthrope.
Although I'd go somewhat in that direction if I were working on the line now, natural lycanthropes were a big part of both editions of Ravenloft -- you had to kill them to have even a chance of curing their afflicted progeny.

Sorry, I was talking mostly about the 3E version. Am I wrong that it states only Afflicted Lycanthropes?

Shadow Lodge

Right I've had an idea for the arcane prestige class, sort of a mix of the mesmerist and stage magician. I've been inspired by the classic Dr Who serial "The Talons of Weng Chiang". I attach a wikipedia entry below but as with these things be careful of spoilers, if you plan on watching the episodes (which I recomend as they're awesome).

http://en.wikipedia.org/wiki/The_Talons_of_Weng-Chiang

Shadow Lodge

Beckett wrote:
John Mangrum wrote:
Beckett wrote:
Lycanthropes work a bit differently in Ravenloft than other settings. For one, all Lycanthropes are afflicted. No such thing as a natural lycanthrope.
Although I'd go somewhat in that direction if I were working on the line now, natural lycanthropes were a big part of both editions of Ravenloft -- you had to kill them to have even a chance of curing their afflicted progeny.
Sorry, I was talking mostly about the 3E version. Am I wrong that it states only Afflicted Lycanthropes?

Nope, there are naturals around as well in the 3.5 stuff.


Sigurd wrote:
John Mangrum wrote:
Beckett wrote:
Lycanthropes work a bit differently in Ravenloft than other settings. For one, all Lycanthropes are afflicted. No such thing as a natural lycanthrope.
Although I'd go somewhat in that direction if I were working on the line now, natural lycanthropes were a big part of both editions of Ravenloft -- you had to kill them to have even a chance of curing their afflicted progeny.

Hey John, thanks for all the work you did on Ravenloft for S&S. I've read most of it with pleasure.

see:

http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=540

+1!!!!!!!!!!!!!

Shadow Lodge

Dang, your right, I know what it is. All Lycanthropes can pass on the Curse, not just Naturals. (Which is instead domething the DM woulnd need to keep in mind.)


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Beckett wrote:
Dang, your right, I know what it is. All Lycanthropes can pass on the Curse, not just Naturals. (Which is instead domething the DM woulnd need to keep in mind.)

Yep, that rule we held onto with a white-knuckled grip while core D&D consistently moved away from it.

I'd do it slightly differently today, but there ya go.

Shadow Lodge

Going to see the new wolfman film soon enough, it'll get me in the mood to work on this more.

Shadow Lodge

John Mangrum wrote:
Beckett wrote:
Dang, your right, I know what it is. All Lycanthropes can pass on the Curse, not just Naturals. (Which is instead domething the DM woulnd need to keep in mind.)

Yep, that rule we held onto with a white-knuckled grip while core D&D consistently moved away from it.

I'd do it slightly differently today, but there ya go.

I would have, too, (so thanks for that). I can see why in a tradiotional D&D game they didn't, (1 Lycanthrope bites the rest of the party for powergaming free levels). But it works well in Ravenloft, and also a more traditional game were monsters are actually monsterous, aka not PC's.

Part of my confussion is that is one of the few big differences between an Afflicted and Natural Lycanthrope in Core D&D. The other two being the higher D.R. of Naturals and th lack of need to check for Alignment change.

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