Hi friends, I'm playing with 3 friend a LW:RPG campaign since 2010.
We have played and tested many classes and other stuff something taken from manuals, some things taken from this site. We appreciate the low magic world of Lone Wolf, but we have also been short on classes and opportunities to expand our play.
Now I'd like (... in a long time period) to post in this tread my reviews on the ideas on the forge under d20, and post all new classes converted from the new, simplified RPG game of Lone Wolf that is published by Moongoose.
Hope someone is interested ... but anyway, I'm a fan from the beginning of the series ('80) and till now i've only limited myself to read without doing something to help
PS I apologize from the beginning for any mistake I can make in english
KALTENLAND, north Magnamund Kalte Shaman, NEUTRAL or EVIL, (the Forge by U.A.)
SOMMERLUND, north Magnamund
Kai Lord, GOOD, (book-LW the RPG) EPIC 21-35 (book-Book of the Magnakai, by Andrew C. Gale)
Brother of the Crystal Star, NEUTRAL or GOOD, (book-LW the RPG) EPIC 21-30 (the Forge-Magemaster of the Crystal Star, by U.A.) +Magnamund Spellbook (the Forge, by U.A.)
Sommerlund Knight of the Realm, NEUTRAL or GOOD, (book-LW the RPG)
Sommlending Border Ranger (the Forge by U.A.)
BOR, north Magnamund
Dwarven Gunner of Bor, NEUTRAL or GOOD, (book-LW the RPG)
DESSI, north Magnamund
Magician of Dessi, GOOD, (book-LW the RPG) Vakeros Knight, GOOD, (book-LW Magic of M.)
THE DARKLANDS and DRAKKARIM, north Magnamund
Dark Cultist, EVIL, (book-LW The Darklands) Dark Warrior, EVIL, (book-LW The Darklands)
LYRIS, north Magnamund
Sage of Lyris, NEUTRAL or GOOD, (book-LW Magic of M.) EPIC 21-30 (fanzine-RISING SUN no.14 by Tyrenis)
Sage-Rogue, NEUTRAL or GOOD, (fanzine-RISING SUN no.15)
RUEL, north Magnamund
Cener Druid, EVIL, (book-LW Magic of M.)
PALMIRYON, north Magnamund
Palmiryon Knight of the Shield, NEUTRAL or GOOD, (magazine-Signs&Portents no.33)
ERU, north Magnamund
Eruan Pathfinder, NEUTRAL or GOOD, (magazine-Signs&Portents no.34)
BAUTAR, north Magnamund
Herbalish, NEUTRAL or GOOD, (book-LW Magic of M.)
VASSAGONIA, north Magnamund
Sharnazim, NEUTRAL or EVIL, (fanzine-RISING SUN no.12) Sand Mage, NEUTRAL or EVIL, (fanzine-RISING SUN no.14)
SHADAKI, south Magnamund
Shadaki Buccaneer, NEUTRAL or EVIL, (book-LW the RPG) Shadakine Wytch, EVIL, (book-LW Magic of M.) Wytch Chylde, NEUTRAL or GOOD, (book-LW Magic of M.)
TELCHOS, south Magnamund
Telchos Warrior, NEUTRAL or GOOD, (book-LW the RPG) Epic Telchos Warrior, NEUTRAL or GOOD, (the Forge by Aguila Saber)
Kundy Mystic, GOOD, (book-LW Magic of M.)
CHAI, south Magnamund
Horseman of Chai, NEUTRAL or GOOD (fanzine-RISING SUN no.19) Khea Khan Warrior, NEUTRAL or GOOD (the Forge by Sarra(Alasi)/Purple Turtle )
LORN, south Magnamund
Shianti Sorcerer, GOOD, (book-LW Magic of M.)
GENERAL or LOCAL CLASSES
Woodland Ranger, ANY, (the Forge by Al)
Cat Clan Rogue, ANY, (fanzine-RISING SUN no.16). local class (South Magnamund) and possibly other 4 (or 2 named) beasts clans
Sorcerer of the Right Hand, EVIL, (magazine-Signs&Portents no.45), general class
ADVANCED (or PRESTIGE) CLASSES
Kai Avatar, GOOD, (book-Book of the Magnakai, by Andrew C. Gale), for Kai Lord Masters Kai Exemplar, GOOD, (book-Book of the Magnakai, by Andrew C. Gale), for Kai Lord Masters Kai Guardian, GOOD, (book-Book of the Magnakai, by Andrew C. Gale), for Kai Lord Masters Kai Redeemer, GOOD, (book-Book of the Magnakai, by Andrew C. Gale), for Kai Lord Masters Kai Saint, GOOD, (book-Book of the Magnakai, by Andrew C. Gale), for Kai Lord Masters
Knight of the road, NEUTRAL or GOOD, (The Forge-unknown author), for Lyrian Sages Duellist of Lyris, NEUTRAL or GOOD, (The Forge-unknown author), for Lyrian Sages
The Breedmaster, EVIL, (book-LW The Darklands), SPECIAL for evil characters Cult Leader, EVIL, (book-LW The Darklands), for Dark Cultists Death Knight, EVIL, (book-LW The Darklands), for Dark Warriors
The Agent, NEUTRAL or GOOD, (book-LW Magic of M.), universal Emissary, NEUTRAL or GOOD, (book-LW Magic of M.), universal
Necromancer class BOOK, any, (the Forge), universal The Psychic, ANY, (The Forge-Redbeard-MODIFIED), universal The Mentalist, ANY, (The Forge-Agravyn-MODIFIED), universal
Adept, ANY, (book-LW the RPG) Aristocrat, ANY, (book-LW the RPG) Commoner, ANY, (book-LW the RPG) Expert, ANY, (book-LW the RPG) Warrior, ANY, (book-LW the RPG)
Kai Scion (book-Book of the Magnakai, by Andrew C. Gale)
one of the best sources of material over time here we can find many classes to use: my party has used only a pair of them (Vassa) but we have seen that they are balanced and interisting to play, so I can take for good everything on this fanzine.
So here we have: Sharnazim, Sand Mages (otherwise noted as Fire Mages of Vassagonia), Cat Clan Rogue (a new fine additions ... beasts), Horseman of Chai ...
I'll return after upon the Sages of Lyris in a more comprehensive post on Sages. I'll return after upon the Kai Hunters in a more comprehensive post on Helghasts.
Welcome to the forums! Interesting to see your thoughts for mthe d20 perspective, and great to know someone has been playing all the classes worked on by members here aswell as the core classes!
if you are looking to convert from the new rules set, or are looking for new classes in that rules set, can I direct you to askhati/zagar's game (currently on hiatus) where he created many new evil classes that can be used as NPCs, placed as evil PCs, or modifed for good classes?
it's summer and our campaign usually stops ... we will restart in September so it's time to reorganise ideas and to look for new material.
In this site i've found much over time and many links to interisting other sites, so I've thought ... "If I want to re-order my ideas, why not do it more seriously and post in the Forge ?"
I've not played every class but in our party we have considered all classes and all the material we found with our quite long exp on this d20RPG, that I hope will be of use to the (few) who still play this game (with d20ruling) ... or perhaps only for a one shot.
Now, some material I liked some not, so I'll try to reorganise available classes as a whole (then I'll also link them to sources ... if not copyrighted obviously), and I'll try to explain why, in my opinion, something works and something must not be considered (for play balance, mainly).
I'll go trought the work of many people and then I'll try to convert more interisting classes from the new RPG. I'll be glad if someone whose work would be willing to help or comment my opinions on the game flow.
I hope not, but if inadvertently I will go againist any forum rule please let me know.
I'll return after upon the Sages of Lyris in a more comprehensive post on Sages … I wrote, and so …
I can agree that this class could be completed by multi classing for fighting purposes, while considering it for RPG it's a very interesting class. My purpose here anyway it's not a review but to discern what can be added to the game without unbalancing.
So I can freely subscribe the Grand Lyrian Sage progression we can found on the no.14 of Rising Sun, by Tyrenis.
Than, cause this game is also in dire of need of rogue dedicated classes, I can subscribe too the Sage-Rogue class that can be found on no.15 of Rising Sun. As suggested must be considered a new class at all so 1) also if with little role sense, the PC can multi class on the normal Sage of Lyris and 2) epic progression do not apply to this class.
I do not feel usable at all the suggested Bardic Sage on the same no.15 of Rising Sun. Also if already down-powered by the same writer, we must remember that LW:RPG is a very low magic world with a few magic spells and with very limited magic items (I will repeat this one more times … over time in which spells are few and of limited power and with few magic users. Bardic magic it's only at his beginnings and Sonomancy is the peak that this art has reached, so putting in Bardic magic (let alone magic instruments) tends to be unbalancing and, more important, goes against the concept of magic as is used in this game as a whole. So I think that this class do not fit in the game.
To close this dissertation I will add material from The Forge- unknown author (not present in the word file), about the Sages … a very good work in my opinion, also intended as we said at the beginning to give the sage more combat abilities as a swashbuckler. While I do not think that revising the path of Heroism is a good idea, I've found an excellent one to make advanced (or prestige if you wish) classes to give Sages more punch (with the Duellist of Lyris) or much more background (using Knight of the Road); I used for an NPC allied to the party and it added much interest in the game.
So I will report here the advanced classes (with little changes):
Knight of the Road
Zorro. Robin Hood. The Scarlet Pimpernel. Captain James Hind. All of these people had characteristics in common with the Lyran Sage - Well read, masters of the blade, and an intense dislike and rivalry with the corrupt nobles of their land. Some maintain secret identities, others don't care, and laugh as their images are plastered all over the city of their birth. A slightly romantic and idealistic figure, the Knight of the Road is part Sage, part bandit, and part revolutionary. They rob from the travelling nobles and (usually) use their winnings to fund their ongoing fight against the corrupt nobility, either by giving it to the poor, or using the money to raise an army of their own.
End dice: d8
Requirements Ability scores: minimum of 12 Con and Dex; only the fast and the tough are able to survive as a Knight of the Road Skills: Any four of: Acting, Bluff, Sense Motive, Athletics, Gather Information, Diplomacy, Disguise, Ride Special: This class is only open to Sages of Lyris who have taken the Path Knowledge – Heroics.
Class Skills (In addition to Sage class skills) Acrobatics, Athletics, Ride, Intimidate, Survival, Climb Skill Points per level: 6 + int modifier per level
Class features: Armour/Weapon proficiencies: may add one ranged weapon of the Sage's choice.
Level 1: -Hideout: The Knight has a small hidden place to call home; this is usually near the town he lives in, and can be in the wilderness, or hidden under an existing structure (Secret room, cave found as a boy, old shack, etc.) -Heroic Reputation 1: Word of the Knight's activities has reached ears outside of his area of operation. Any attempt to gain information on him is at a +1 to the roll. The knight has +1 in social interaction with common people.
Level 2: -Excellence -Royal Enmity
Level 3: -Excellence -Set ambush: the Knight can, in an outside area near his hideout (1mile*level of the knight advanced class) and with time (5 minute preparation*level of the knight advanced class), automatically catch people off guard. Treat the target as being stunned for 1d4 rounds.
Level 4: -Excellence -Royal Hatred
Level 5: -Heroic Reputation 2: Word of the Knight's activities has reached ears outside of his area of operation. Any attempt to gain information on him is at a +2 to the roll. The knight has +2 in social interaction with common people. Moreover the sage becomes a figure of story and legend, and people start flocking to his side. This has the effect of giving the Knight a small army, but they have to be cared for and believe that they have a chance of winning. Note that, for every 5 people that join the Knight's cause, there is a 1 in 6 chance that one of the new recruits will be an agent of the noble the Knight is fighting against! -Lucky escape: either due to Fate, well placed friends, or whatever, the Knight is able to escape any situation that would take him to 0 Endurance, regardless of the source of the attack. This ability can only be used once a day.
Duellist of Lyris
The art of the duel has always occupied a special place in Lyris, with almost everyone, be they Noble, Burgher or sage carrying a Rapier to defend their honour. Enthusiasts of such duels often seek out tutoring by one of the masters of the blade, who run schools in one of several formalised styles.
Endurance Die: d6
Requirements To qualify to become a Duellist of Lyris, the character must fulfil all the following criteria.
Base Combat Skill: +3 or higher Skill: 2 ranks in Bluff Special: Must be proficient with a Rapier
Class Skills The Duellists class skills (and the key abilities for each skill) are Acrobatics (Dex), Bluff (Cha), Concentration (Con), Knowledge(History, nobility &royalty, warfare) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Slight of Hand (Int)
Skill Points at each level: 4 + Int modifier
Class Features Weapon and Armour proficiency Duellists are proficient with Rapiers, Duelling Sabres, Daggers and Poignards They are proficient with Light Armour, Bucklers and Duelling Cloaks
Base Combat Skill: Full Base Reflex Save: Good Base Fort and Will saves: Poor
Class Abilities Level 1 - Way of the Blade I Level 2 - Combat Expertise (As D&D 3.5 players guide) Level 3 - Way of the Blade II Level 4 - Canny Defence (Add characters Int Bonus to their AC) Level 5 - Way of the Blade III
Way of the Blade, Each character must choose one of the Ways of the Blade, and gains the Tier 1 ability. When you gain addition Way of the blades you may either take the Tier 2 ability of the Way you are already on or take a new Way at Tier 1.
Taking the first rank of any way of the blade gives the character an additional class skill.
Way of the Blade: Helin The oldest and most complex of the ways, this style revolves around the use of applying complex mathematical equations to the art of combat. It is shares elements more in common with a mystic cult than a pure martial art, and its members tend to be elitist and very formal.
Bonus Skill: Knowledge (Arcana)
Tier I – While armed, the character gains a +2 deflection bonus to his AC against one opponent’s melee attacks each round.
Tier II - As a partial action the duellist can make a Knowledge Arcana check and replace their AC with the result of it until their next round.
Tier III – Character may use his Intelligence bonus instead of his strength bonus with a Rapier, This replaces the strength bonus for both rolling to hit and determining damage.
Way of the Blade: Soren This highly defensive style is based around keeping your foe at reach, and is very popular, rivalling the schools of Varetta. Its proponents often use an extra long rapier, aiming at the eyes while maintaining a distance between themselves and their foe.
Bonus Skill: Diplomacy
Tier I – You gain a +1 Dodge bonus to your AC versus one opponent each round.
Tier II - You may attack your opponent’s eyes while armed with a suitable piercing weapon (Rapier) an opponent you do damage to must make a reflex save difficulty of the damage you inflicted or be blinded for D4 rounds.
Tier III – The character may make a special Lunge attack as a full action, this can only be performed on a character that is 5 foot away, It involves making a 5 foot step towards you opponent making a single attack on him at +2 to hit and adding your dexterity value to your damage.
Way of the Blade: Karkaste Karkaste has no time for the formal elegance of other schools, its people are a practical breed, and there sword play is no different. “We fight to win,” is often perceived to be there unofficial motto. This is often perceived to be a underhand and brutal style, Incorporating such distasteful tactics as punching and the occasional swift kick to the Cods.
New Skill: Profession (Sailor)
Tier 1 – The character may make a Feint as a partial action instead of a full round one.
Tier II – The Character may add +D4 damage to all your attacks, including unarmed ones, Targets who are immune to critical hits are immune to this additional damage.
Tier III – The character may make a single unarmed attack each round in addition to their normal attacks. This attack always takes place at the end of their turn, and is made using their full attack bonus –2. In addition, the first time this attack is used against an opponent, they are so surprised that they are denied there Dexterity bonus to AC against it.
Way of the Blade: Quarlen In Quarlen the Rapier is often viewed with ill favour, with the Duelling sabre is seen as a much better test of both the duellist’s and the smith’s skill. Fights here are highly formalised affairs, emphasising scaring one’s opponent’s face while rigorously facing him at all times. Quarlen breeds a hardy stock and its Duellists often have faces marked with vivid scars which they display with pride.
New Skill: Intimidate
Tier I – When armed with a Sabre the character gains +1 to his attack bonus and +1 to Initiative.
Tier II – The character gains a Damage reduction of 2/Bludgeoning
Tier III – When armed with a slashing weapon the threat range of the weapon is improved by 1. (So 19-20 becomes 18-20.)
Way of the Blade: Varetta The proponents of the Varettan style will tell you that it is the most complete of the styles, incorporating elements of all the others, In particular it emphasis techniques of using two weapons, often the wielding of a knife or similar in the off-hand. It is a variant of this style that most Sages dabble in, and indeed, it is the most popular style throughout Lyris, and the most likely style to have schools established abroad.
New Skill: Gather Information
Tier I – The character may fight with any piercing weapon smaller than a rapier in there off hand and may elect to use it to make an extra attack at their maximum attack bonus by incurring a -2 penalty on all attacks that round.
Tier II – While armed with a weapon, (Including bucklers and Capes,) in there off hand the character gains a +1 deflection bonus to his AC against one opponent’s melee attacks each round. This bonus is Not negated if they use the weapon to attack.
Tier III – If the character uses Tier one of this way, and has a BAB that allows it, he may make as many attacks as his BAB allows with each hand. This incurs the usual –2 penalty to all attacks.
New Weapon Duelling Sabre: 50gp 1D8 dam 20/*2 2lb Slashing/Piercing, Light, Racial (duellists only) The duelling sabre, as opposed to the Cavalry sabre, is much lighter and is designed for use on foot rather than on horseback it is an edged weapon with a slightly curved blade and ornamental elements forming a partial knuckle guard.
New Armour Duelling Cloak: 10gp, Gives no AC. but does give 10% concealment and a +2 circumstance bonus to all feinting checks. No Dex Penalty, No Max Dex, Arcane-casting failure 5%
A Heavy cloak, used by wrapping around the arm so that one edge is trailing, this provides an area to hide your weapon and your body behind in a fight.
Ok here we close the dissertation on Sages ... hope it can appreciated.
I've also written that I'll return after upon the Right hand sorcerer in a more comprehensive post on Right Hand Magic.
Ok we are here.
Let's start saying that having an evil fighter class and an evil "cleric class" a casting class appeared a natural addition.
So I can approve and I've made my npc use the Sorcerer of the Right Hand from Signs& Portents no.45. It has anyway created some issues about play balance because where good tends to be quality evil tends to be quantity and the Sorcerer has good qualities too, but within the ball park.
Then I must say not to use at all the Alternate RHS : with a single PC of this type at 1st level all the "good nations" could be wiped out in a few days, falling like flies. It seems a bit too much ...
Before going with Helghasts and Ishir cult, let's take a more close look to the "products" of the Forge and let's insert them in the playing list. I will update this post many times so I will have numbered list.
1) Magemaster of the Crystal Star, adds epic levels to the BCS and so it's a fine addition to playing classes. We have also Father of the Blue Crystal by Hunting Moon and while the idea can be appreciated it's far too limited; normally the game starts in 5000 so far before Banedon and about the Ishir blessing ... it's not common thing. Anyway I won't add but it's all good stuff. I won't forget the add the Magnamund Spellbook, new spells for the BCS from the Forge, a must add spell.
2) Sommlending Border Ranger ... quite similar to the Eruan Pathfinder but still a fine addition. Good.
3) Insectoid spirit clan WIP class ideas by Mantiz Lord i.e. the idea to mix Herbalish and Insectoids ... Herbalish are more oriented towards the natural world intended plants and animals, in fact all they abilities are related to this two categories. The Vermin Type that includes insects, arachnids, other arthropods, worms, and similar invertebrates it's not friendly to the Herbalish like animals. So we can conclude that it's a mix contrary to their beliefs and against the role playing of the class. I suggest to abandon this idea.
4) Alternate Telchos class progression, by Aguila Saber ... already used cause the normal progression lacks something i.e. can be useful only multiclassing ... tragically losing the fantastic role background of the Telchoi warriors. Anyway I use so: the normal progression with NO to epic and YES to multiclass, this new progression with YES to epic and NO to multiclass (if the PC wants to become an Avatar of the Moon must have dedicated his entire life. Excellent addition.
5) Kalte Shaman, by unknown author (again not found in PDF, if someone can tell me I'll be glag to add): a good addition, in fact Kaltenland is a good background that not has been developed like it should be. My first conversion from the new RPG game will be in fact the Ice Barbarian. I've not used the shaman in my campaign cause party it's far away from Kaltenland but it's good stuff.
6) Nadziranim by Agrarvyn (ranks by Adze-Ziran): a few dark figures but: 1) dark expert is not necessary cause the expert can do the same things without a new identical class. 2) Nadziranim are goos ad they are, and if in need of powering them up manual provides many magical item or anyway them can advance "by character class". 3) Nadziranim elders have front line abilities and this do not fit their role. Except during large scale wars (Battlecasters, Siegemaster, Healers from manual) they are quite ever in Helgedad, near they masters (the Darklords) that they serve within their agenda (Gnaag will take power thanks to the alliance with them) and that control that their power is under control (so not 40 levels ranking at all but neither 20 or 10 too). Above all, role speaking, they consider themselves too much importat to risk their lives in front line engagements and they prefer their political jokes. So I suggest not to use this stuff. Anyway I will take the idea of "elders" for my post on helghast, the are front line elite "troops" (infiltrators and so), in fact this I've already done on my campaign recently and it worked fine (too much fine in fact for my players to appreciate)
7) Woodland Ranger, new buccaneer-like class by Alanother needed class that, beign general, can be used in every nation and by any alignment cause has not been linked to good concept like animal frienship but only to lores in nature. Excellent.
8) Huanshuan monk by Unknown author: in my campaign I've used this class for another purpose i.e. in the cult of Ishir ... I want to say again about these posts: it's only my view of the game ant the use I've done of the material found on this site. It's not my intention to criticize or changing anything about the original intentions behind posted classes. Anyway you will find word of this class when we'll talk about Ishir.
9) Khea Khan Warrior, new Chai class by Sarra(Alasi) / Purple Turtle : my campaign is set on northern magnamund so I've not used this class at all. Now anyway I've considered the class as a whole and I suggest to any GM to use freely, it's balanced (quite, but it fits perfectly with the role of the Chai nation) and interisting. Good work.
10) Necromancer Class Book, detailing the Necromancer class by unknown author: a very interisting idea. For balancing purposes anyway this class fits best as an advanced (prestige) one, for a few reasons: 1) it he storyline of LW we can find only a Necromancer, not much of a challenge to say the truth, so that we may not think to a complete (powerful) class. 2) Moreover we may not think to necromancy as a school of magic in this world, cause in Magnamund we have only Right or Left hand magic and native magic (thelcos, shadakine, ecc.). So I've found a wonderful idea the Necromancer Book, best used as an add on for RHSorcery, for a BrotherCS who wants to be more trasgressive (at his own risk), or for native magic of any kind, especially in regions where we may finds locations like swamps or site of great destruction or sorrow (... and Magnamund is filled with them). In my campaign I've used necro as NPC but never to the exent to detail their powers, so here I post the Necromancer book class as in the Forge ... I will re-edit after I've finished with my initial ideas to make an all round advanced class, with progressions and saves. EXCELLENT the idea of the author to add rituals, to match abilities acquired by Vonatar in the second book of the story. Thanks for material !!! ;D
Necromancer Class Book
A magic user wishing to study the necromantic arts is treading a dangerous path indeed. Few necromancers willingly share their secrets without demanding something in return, for slowly but surely the nature of the magic takes its toll on the body and mind of the necromancer. The ability to talk with spirits is not without its price, the dead always ask for something in return! Many people learn about necromantic magic from dark tomes written long ago by ancient wizards (namely the Shianti), but even this method of study is not without its drawbacks. Most texts on the subject are written in the dark tongue or some other ancient language and needs to be translated to be fully understood. This takes a great deal of time and the deciphering of some of these ancient and usually dark languages puts a mental strain on the would-be necromancer. Many wizards practicing necromancy are forced to live in isolation by suspicious townsfolk, more still choose to do so as no one is around to notice the ‘results’ of their experimentations. Most are resentful of the distrust and fear their studies cause in common folk, sometimes falling in with servants of the Darklords and other cruel regimes around Magnamund. The majority of necromancers however, only contact civilization to acquire supplies and hirelings they may need to collect the more hard to find components for some of their spells or experiments. Some of them may have been respected members of other organisations such as the Magician’s Guild of Toran or Sages of Lyris, but have taken an interest in necromancy. Once this unsavoury interest is discovered by their peers it is not long before they are asked to leave their guild lest its name be associated with such an unhealthy study.
Adventures: Necromancers are a secretive group, mainly due to the distrust and disgust that others have of their ‘art’. Most Necromancers are evil, but even those with the best intentions must use some fairly distasteful research material from time to time to aid their study, which most common folk would not understand. As a result they are often hounded out of most settled areas of Magnamund, or leave for their own safety to continue their research uninterrupted. For this reason they rarely are seen out of their homes, only travelling when they become aware of the location of some tome or artefact they believe could aid their study. Most prefer to have others do the unearthing for such items for them but it can be difficult to get hirelings to work for them if they know the nature of the Necromancer’s work.
Characteristics: Spending most of their adult lives studying death and ways to avoid and control it, Necromancers are usually very secretive, driven and usually selfish individuals. Spending many days if not months locked away in dank crypts or ancient dark libraries they are usually very intelligent, strong willed scholars, dedicated to their art above all else. The power of their will can be phenomenal as it is through this they control any undead servitors they have. They can be charismatic at times, after all they are not suited to direct confrontation and many have groups of followers willing to protect their Necromancer leader or employer.
Religion: Necromancers are usually either not religious at all or follow one of the dark gods. Their studies (so they believe anyway) allow them to surpass the forces of nature and deities by reversing the effects of death and bringing life to that which was dead. In the minds of many powerful Necromancers their work is the work of their gods and their followers revere and fear them as if they were almost gods themselves, after all, who but gods can control life and death.
Background: Many Necromancers are drawn to the field by personal tragedy or a lust for power over death. They are generally learned folk, possibly having studied for a time as a member of the Brotherhood of the Crystal Star or other magician’s guild. Some are simply evil individuals who wish to use the art to further their power or influence over others. Still others enter into their studies with the best of intentions, seeking to use the knowledge to prolong or enhance the lives of others, often however, their good intentions are forgotten as their thirst for knowledge takes over and they become twisted by their failure to save all those they are close to. Regardless of how or why they choose Necromancy as their main focus of study many also study other fields too as they often lead solitary lives and Necromancy alone is not always enough to protect them from those who would wish them ill. Many Necromancers learn a range of offensive and defensive spells from the Brotherhood’s grimoire or fields of study from the Sages of Lyris, and indeed some were once Sages themselves.
Other Classes: Necromancers rarely mix with any other classes except those serving them as henchmen. Even then they are not always easy to get along with as their outlook on ‘life’ may be far from that of those they travel with. The only classes they would choose to associate with are the Cener Druids and Dark Cultists which whom they at least have something in common. More powerful Necromancers may have several Adepts and Warrior henchmen in tow, but they generally prefer to work alone. Some however join sects such as the Dazudskul cult of Ruel and others like it scattered about the nations of Northern Magnamund. Many find refuge in lands loosely allied to the Darklands, but that does not mean then serve the Darlklords or are their loyal subjects.
Game Rule Information The Necromancer has the following game statistics.
Racial Note: The Necromancer has a very versatile background in Lone Wolf, The Roleplaying Game. As a consequence any nationality can be chosen by the player for his/her character and they will receive the usual benefit for their race in addition to any class benefits and abilities granted for this class.
Abilities: The main ability score for a Necromancer, like all magic users is Intelligence as this determines how difficult it is for an enemy to avoid the effects of his magic, grants additional uses of spells and broadens the Necromancer’s usable skills. Intelligence also forms the basis for the Occult skill, a vital part of the Necromancer’s arcane learning. Necromancers also benefit from a high Wisdom and Constitution.
Endurance Die: d4.
Base Speed: 30 feet.
Class Skills The Necromancer’s class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Heal (Wis), Knowledge (any, taken as separate skills) (Int), Occult (Int), Sense Motive (Wis), Speak Language (none) and Survival (Wis).
Skill Points at 1st Level: (3 + Int modifier) x 4. Skill Points at Each Additional Level: 3 + Int modifier.
Class Features All of the following are class features of the Necromancer.
Armour and Weapons Proficiency: Necromancers are not proficient with any armour or shields. They are proficient in the use of the dagger, quarterstaff, spear and dart.
Necromantic Spells (Sp): As Brotherhood spells description. As with the spells of the Brotherhood of the Crystal Star, Tier I spells can be cast as often as the necromancer wishes. Tier II spells can be cast once per day plus a number of times equal to the necromancers Intelligence modifier. Tier III spells can only be cast as often as the necromancers Intelligence modifier (placing them beyond the reach of a Necromancer without at least a +1 Intelligence modifier). Whenever a Necromantic spell allows a saving throw to avoid or reduce its effects, the Difficulty Class for the spell is always 10 + casters Intelligence modifier + Tier of effect + half the Necromancer’s class level.
Magical Combat (Su): As Brotherhood magic combat description.
Arcane Expertise (Su): As mystic expertise description for Brotherhood mage.
Necromancer’s Staff (Sp): A necromancer reaching 5th level has the ability to create a staff that he can use to store his life force to supplement his own endurance when casting spells. Each day he can transfer up to half his level in END points from his own END to the staff. The END used to fuel the staff is recovered in the usual way. The maximum END that can be stored in the staff is equal to twice the casters class level at the time of the creation of the staff – so a staff created by a 5th level Necromancer can hold a maximum of 10 END, where a staff created at 10th level can store up to 20 END. The END stored in the staff can only be used to supplement the casters own END for the casting of spells that have an END cost, not to top up END lost to injury.
The act of creating a staff requires a material component of either wood or bone, between 4 to 6 foot in length. The wizard must then transfer some of his END to the staff (the exact amount is up to the wizard – anything up to the maximum capacity of the staff). At this point the Necromancer must make an Occult roll with a DC of 25 – the number of END points used when creating the staff. A failure with this roll results in the END points used being lost and the staff being broken. If the roll succeeds then the staff has been created, though at this point it only has 1 END in it (the END used by the Necromancer is consumed during the creation of the staff), though the staff is now ready to use and the wizard can transfer END to it immediately. The process of creating the staff is a ritual taking 1 hour to complete and also requires a black onyx gem worth 200gc per level of the caster. The gem is fused to the top of the staff during the creation.
The staff has a hardness and endurance as a normal staff, plus a number of hit points equal to the creator’s class level at the time it was created. If it is ever destroyed then the END is lost from the staff and the wielder of the staff must make a Fort save with a DC of 15, failure of the save will result in the wizard suffering a permanent -1 to Con. If the necromancer’s staff is destroyed, the life energy released by the event causes damage to all within 20 feet equal to the END stored in the staff, divided evenly between all creatures in the area of effect. If any undead are in the area, they will be healed for whatever END others would be damaged for as the damage comes in the form of negative energy. Would be victims of this burst of negative energy are allowed a Ref save against a DC of 15 to reduce the damage by half.
Gift of the Dead (Su): Necromancer is ignored by all unintelligent undead unless he comes within 10 feet of the creature or attacks it – in which case they act as normal for undead. (Work with Cener Druid and Shadakine Wytch abilities)
Curse of the Dead: At 5th level, the Necromancer only gains 1 END and also shows visible signs of the strain of his chosen path. (Work with Cener Druid Curses)
As with certain Right-Handed-Magic spells some Necromantic magic brings with it the chance that the caster will have his soul consumed by evil and be corrupted by Naar’s dark influence. (See rules in The Darklands for full rules on corruption.)
Tier I - Animate Dead (Endurance: 1 for every full BMD of undead created)
This spell turns the bodies or bones of dead creatures into undead skeletons or zombies that follow the casters commands. It takes a standard action to cast and a further round for the bodies to become animated. Summons a number of Skeletons or Zombies equal to the casters Base Magical Damage die roll. They can be commanded to protect the caster or remain in the area and attack any creature (or just a specific type of creature) entering the area. The summoned undead carry out the casters command given during the summoning round and carry out that order until they are destroyed or are commanded by the Control Undead spell. The caster can maintain control over a number of undead equal to his class level multiplied by his WIS modifier (minimum of class level +1.) Material Component: Dead bodies.
Tier II - Create Undead (Endurance: 4)
This is a much more powerful spell than Animate Dead, creating a more powerful undead servitor for the caster. It takes an hour long ritual to create the undead and can only be cast at night. Unlike the previous spell any undead created with Create Undead is not automatically under the control of its creator (something that less knowledgeable necromancers may not be aware of.. to their cost) and will need to be controlled using the Control Undead spell. The ritual to cast this spell required a jar of grave dirt to be placed on the chest of the body used and a black onyx gem (value of at least 100gc) to be placed in each of the eye sockets of the corpse. At the end of the hour long ritual the undead servitor will rise up (taking a full round to do so) and unless controlled by the caster (or some other person) it will attack all living beings it sees until it is destroyed or otherwise stopped. Material Component: Dead body, a heart taken from a living being, jar of grave dirt, 2 onyx gems (worth at least 100gc each).
Tier III – Stealing Graves (Endurance: 6)
Possibly the most frightening thing to witness a necromancer doing, Stealing Graves is best carried out (for obvious reasons) in a Graveyard or other mass burial site. The spell is cast as a full round action and all corpses over a day old in an area equal to the casters BMD x10 feet are raised as if by the Animate Dead spell. The undead created by this spell are not all under the control of the caster – only those equal to the casters class level multiplied by his WIS modifier are initially under their control. Remaining undead behave as normal for their type. In subsequent rounds the caster (or others how know the spell Command Undead) can try to gain control of other undead. Material Component: Dead bodies.
Leech from the Living
Tier I – Death Knell This spell takes what life remains from those already near death. As a result it is quite easy for the necromancer to affect their intended target, but the rewards to the necromancer are not great. It takes one action to cast this spell and then a successful touch attack on the target. The target must already be at -1 END or less to be affected by the spell. The target gets to make a Fortitude save to avoid the effects of Death Knell. Failure results in the target loosing the necromancers BMD in Endurance. The Necromancer gains this much END temporarily and also a +2 STR bonus. These temporary effects last for 1 hour. The spell cannot grant the caster more END than would take the victim to -10 END.
Tier II – Death Rictus (Endurance: 2)
While this spell does not cause damage to those unfortunate enough to be affected by it, it paralyses them and also causes their skin to give of the stench of a rotting corpse. It costs one standard action to cast followed by a successful touch attack. The target is allowed a Fort save to completely avoid the effects of this spell. If the save fails the victim is paralysed for a number of rounds equal to the casters BMD roll +1 per level of the caster and also gives of the stink of a rotting corpse for the same length of time out to a radius of 10 feet. This causes nausea and retching in all living creatures within that area, amounting to a -2 penalty to all attack rolls, saving throws and skill checks until the spell ends.
Tier III – Steal Life Force
This spell leeches the life force of even strong, vital creatures fuelling the energies of the necromancer. It takes one standard action to cast and a successful touch attack against the target, with a Will save to avoid the effects of the spell. The target takes the casters BMD+1 per caster level in END damage. The caster receives this as a temporary bonus to his END and also this can increase his maximum END if it would take it above that level. However, the caster can only gain up to the targets remaining END plus 10 (i.e. caster cannot take target to below -10 END). The temporary Endurance points wear of in 24 hours.
Affecting the Dead
Tier I – Halt Undead (Endurance: 1) This spell affects a number of undead equal to the casters WIS modifier (1 if not a positive modifier). It takes a standard action to cast. Non-intelligent undead like skeletons and zombies get no Will saving throw, intelligent undead do so in the usual way. Those affected by the spell are rendered immobile for the duration of the spell, which is a number of rounds equal to the casters BMD+1 round per two full levels of the caster. The undead affected must all be within 60 feet of the caster and no two can be more than 10 feet from each other.
Tier II – Disrupt Undead (Endurance: 2)
The necromancer uses his learned powers to affect the substance of the undead, causing them physical damage. It takes a standard action to cast. Maximum range is 30 feet. The caster does BMD to the single undead targets END by using the positive aspect of his necromantic learning to disrupt the physical and magical nature of the undead.
Tier III – Control Undead (Endurance: 4)
This spell enables the necromancer to command undead creatures for a period of time. It takes 1 action to cast, has a range of 30 feet and can be used to control a maximum number of undead up to the casters level x WIS modifier. Each casting affects up to the casters BMD in END Die of undead. The undead targeted make a Will save against the control spell. The undead are commanded by voice. Psychic communication is not possible, but the undead understand the caster no matter what language is spoken. Even if vocal communication is not possible (in an area of a Silence spell for example), the controlled undead do not attack the caster of this spell. At the end of the spell the undead revert back to their normal behaviour. Intelligent undead remember the necromancer that controlled them.
Tier I – Gentle Repose (Endurance: 2)
This spell is used to preserve the remains of dead creatures so they do not decay. Doing so extends the time limit on raising that creature from the dead. Days spent under the influence of this spell do not count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. It takes 1 action to cast this spell, and lasts for 1 day per caster level. It can also be cast on severed limbs and has the same effect. Material Component: The body or body part to be preserved.
Tier II – Regenerate (Endurance: 4)
Tier III – Restoration (Endurance: 6)
Blight the Living
Tier I – Chilling Touch (Endurance: 1)
Tier II – Contagion (Endurance: 2)
Tier III – Desiccating Touch (Endurance: 4)
Of Spirits and the Dead
Tier I – Death Watch (Endurance: 1)
Tier II – Commune with Dead (Endurance: Special)
Tier III – Command Spirit (Endurance:)
Closer to Death
Tier I – Slow Healing (Endurance:)
Tier II – Weaken Blood (Endurance:)
Tier III – Stop Healing (Endurance:)
Steal from Living
Tier I - Steal Beauty (Endurance:)
Tier II – Steal Attribute (Endurance:)
Tier III – Age (Endurance: Special + 2 END per round)
This spell ages the target by the caster’s BMD each round and prolongs the mage’s life by the same length of time. It does not make the caster younger or make the mage appear more youthful. It takes a full round to cast and requires a successful touch attack against the target. Initially the victim gets a Will save to avoid the effects of the spell, success indicates the target only takes the casters BMD in END damage. If the target fails the save he then suffers the full effects of the spell as indicated above. The initial cost is 1 END per level of the target. Each round the caster maintains concentration he can steal his BMD in years from the victim as above. However each round costs 2 END to maintain the spell and the target gets a Fort save each round to resist the effects. On a successful Fort save the spell is broken but the mage still pays that rounds END cost. Material Component: The brain taken from a corpse no more than a week old.
Aura of Death
Tier I - Cause Fear (Endurance:)
Tier II - Circle of Doom (Endurance:)
Tier III - Circle of Death (Endurance:)
Certain Necromantic spells have been created by powerful necromancers for particular purposes when the more common spells were not sufficient to meet their (or their masters) requirements. Certain historical events document to a certain extent their use if not the exact ritual or invocations used.
From Book of the Sea. Summons undead sailors to crew ship. Have the skill Profession (Seamanship) at +5. This also summons a captain for the ship if needed.
Create Greater Undead (Endurance: Special)
Using this ritual the caster(s) will create an undead creature from the remains of some dead creature. The creature will inherit all undead type characteristics, including the loss of the Con attribute, becoming immune to critical hits etc. The creature can be of any type other than undead – in this case it needs to be summoned by the Summon Greater Undead Spell. It takes a ritual of 1 hour and END equal to the END Die of the creature to be created plus a base of 10 END due to the necromantic energy involved in raising the creature from the dead. The DC of casting this ritual is increased by 1 per END Die of the creature to be summoned. Hence it is advisable that this ritual is cast using followers willing (and able) to lend both END and knowledge (or at least the ability to chant the correct phrases at the right time).
Raise from the Deep (Endurance: Special)
This rare spell summons the hulk of a ship from the depths of the sea. It does not animate the crew of the ship, but if their corpses remain on the ship (GM’s discretion) they will be readily available for the necromancer to cast Animate Crew on. The ships will have the appearance of rotting hulks as befitting something that has lain at the bottom of the sea for a long time. However, their appearance is deceptive as their statistics (if you are using full naval combat rules) will be those of a ship of its type in top condition. Any apparent damage is simply aesthetic in game terms, the power of the spell keeps the vessels afloat rather than their actual physical structure.
Psychic and Mentalist by Redbeard (psychic) and Agrarvyn (mentalist), new psychic classes
Here we can start from solid ideas, but while this is a good addition we must consider that these abilities should come to a big price.
So I preferred to create 2 advanced (or prestige) classes like agents and emissaries , cause:
a-the psi-attack at low levels is a KL ability only so i've put more focus on defence b-Magnamund a very low magic world we should strongly avoid use of (psichic) artifacts of quite any type and so is for d20sys standard magic c-the mentalist … while effective it gives too much KL abilities (let alone talking about using magnakai,) that for play balance its not suitable
… the story
In Magnamund some creatures have the ability to attack with their minds as well as their bodies. Many of the dark creatures created by Naar and his minions the Darklords possess this ability and those that have survived the psychic assault from infiltrated Helghasts tells that this is more terrifying than the creature itself. The feeling of the terrible creature’s malignant will is something that never really leaves the soul unblemished and can be cause for recurring nightmares in the years to come. Luckily many of the heroes of Magnamund have devised ways of protection against these terrible psychic powers and someone has developed countermeasures. What is far less known is that these gifts of the mind are not limited to Kai Lords, but they can be developed by some individuals all across Magnamund, be they good or bad. There has been few studies of the powers of the mind in Magnamund and precious little is known about them. The spark can manifest at young age or at old age, seemingly there are no rules for this. What generally can be said about the few individuals that develop the powers of the mind are that they are strong of will and personality. Many mages of the Brotherhood of the Crystal Star have gone through this transformation, which is usually seen as an effect of the rigorous training of the intellect the Brotherhood’s members go through. usually after long years of rigorous training. It has been suggested by wise scholars that perhaps psychic powers can be unlocked in any individual if the circumstances are the proper ones, a theory that still remains unproven. When the “gift” is discovered proper training can be found in the most powerful brotherhoods and magical cultures on the planet (as per agents and emissaries).
CLASS SKILLS Class skills are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (any) (Int), Perception (Wis), Sense Motive (Wis), Speak Language (none).
Skill points at each level: 2+Int modifier.
CLASS FEATURES Willpower: When the Psychic and the Mentalist gains his 1st level he gains the Willpower feature and an amount of Willpower equal to half his Wisdom Score. As he progresses in the Psychic advanced class he gains his Wis modifier +1 Willpower points for each additional Psychic level after the first. When calculating their psychic attack bonus, the Psychic adds all his levels including those taken before entering the Psychic class.
THE PSYCHIC modified from Redbeard's original idea
Requirements Ability Scores: Wisdom of 14 or higher. Skills: Concentration and Occult at 3 ranks. Special: At least 3rd character level and may not have any casting class levels. A Vakeros Knight may only become a Psychic if he is a Keron college specialist
THE MENTALIST modified from Agravyn's original idea
Requirements Ability Scores: Charisma of 14 or higher. Skills: Concentration 6 ranks. Special:At least 3rd class level in one spellcasting class
"Psi-Alchemy" is like Elder Art-Alchemy but specifically limited to the mental enhancement and Willpower potions. (They gain access to Craft: Alchemy when the Psi-Alchemy power is learnt.)
The Mentalist Lvl CB Skill Fort. Ref. Will Special 1st +0 +0 +1 +2 Willpower 2nd +1 +0 +1 +3 Continued Training 3rd +1 +1 +2 +3 Raise a shield 4th +2 +1 +2 +4 Continued Training 5th +2 +1 +3 +4 Focus 1/day 6th +3 +2 +3 +5 Continued Training 7th +3 +2 +3 +5 Instictive shield 8th +4 +2 +4 +6 Continued Training 9th +4 +3 +4 +6 Attack 10th +5 +3 +5 +7 Continued Training, Psi-Alchemy
Continued Training: the pc continues to gain magical abilities and training as if he was advancing in his previous class but at a reduced rate. Thus, when every even-numbered level is gained, the character also gains all the class features he would have gained had he advanced a single level in his main class but he does not gain any other bonuses (such as Endurance Die, skill points, saving throw or Combat Skill bonuses).
Here the idea is to convert from the manual Heroes of Magnamund for LWMGB the classes missing in the old system.
The listed characters are 1) Border Ranger of the North- we have 2) Brother of the Crystal Star-we have 3) Dwarven gunner of Bor-we have 4) Herbwarden of Bautar-we have 5) Ice Barbarian of Kalte-WORK IN PROGRESS 6) Kloon Sage of Chaman-... in the future 7) Knight of the White Mountain-... in the future 8) Magician of Dessi- we have 9) Buccaneer of Shadaki- we have 10) Sommlending Knight of the Realm- we have 11) Telchoi Warrior- we have 12) Vakeros Warrior-Mage- we have
I have thought to make conversion more similar as possible to the original, basing the PC on the ideas of the manual, that is anyway copyrighted and I won't post here, so here you will find my templates and powers, that will permit you to play, but for background and story you have to refer yourselves to the manual that i suggest you buy, will add many ideas to your role game scenarios. In the new role-game, PC comes with 10 levels and skills, while the older had 20, escluding epic, so I tried to convert to the old system without losing the flavor of the classes. Features and generic abilities at 1st level and 20th will be often taken from standard d20 system rules.
ICE BARBARIAN OF KALTE as per Manual
Being an Ice Barbarian
as per Manual
Other classes: any but rarely found away from his icy homeland, rarely with classes with casting abilities (excluded Kalte Shaman)
Favored abilities: STR, CON, DEX
Class Skills The barbarian’s class skills (and the key ability for each skill) are Athletics (Str)*, Climb (Str)*, Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Survival (Wis) *Armour Check apply to these skill checks.
Skill Points at 1st Level (4 + Int modifier) ×4. Skill Points at Each Additional Level 4 + Int modifier.
Illiteracy Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Mighty At 20th level, a barbarian add his class level to his damage rolls (instead one half for ferocity discipline). More over a barbarian’s land speed is faster than the normal by +10 feet.
Blood of Ice An Ice Barbarian is mentally very tough and possesses a formidable physical constitution that is highly resistant to infection.
1)+4 FortituteSaves vs poison and diseases 2)+2 WillSaves 3)+2 FortitudeSaves
Bonemaster Given a day and a carcass of an animal with size medium or larger, Ice Barbarians are capable of fashioning either a sturdy bone weapon or a basic breastplate of bone armour.
One shot ability.
Disguise Trail An IceBarbarian is adept at covering his tracks over any terrain, often changing them so as to give the impression that they have been made by a different creature. Even gifted trackers will find it near-impossible to follow an Ice Barbarian in his natural habitat.
1) +half level of the Barbarian to survival CD to find Barbarian tracks on snow 2) +half level of the Barbarian to survival CD to find Barbarian tracks on any terrain (stacks with snow that use full level bonus) 3) if survival CD fails the barbarian can choose the type of animal that is exchanged with
Empathy Ice Barbarians who possess this skill can approach many of Kalte’s dangerous beasts with caution and stealth.
1) as per KL Animal Kinship Tier I, only with Kalte's fauna and flora 2) as per KL Animal Kinship Tier II, only with Kalte's fauna and flora 3) as per KL Animal Kinship Tier III, only with Kalte's fauna and flora
The Barbarian, as long as using bone weapon, may add half of his Barbarian level (rounding down) to any damage dealt to an enemy.
One shot ability.
Ice Archer An Ice Archer Barbarian may always move before and after using a bone bow.
One shot ability.
Icebound Ice Barbarians are immune to the effects of natural cold weather and will never starve in any icy wilderness. Additionally, they are experts in the use of skis, moving ever at double speed thaq normal.
One shot ability.
Magic Mistrust Ice Barbarians vehemently distrust magic and all who use it. Those Ice Barbarians who possess this skill are able to detect magicians of all kinds, including healers and more over they have:
Snowsight Ice Barbarians with this skill are able to pick out the slightest movement when set against an icy background. They also have excellent night vision: so long as there is a small light source (the light of the stars for example) and the Ice Barbarian is in his native arctic conditions, he will not require a torch or lantern to see at night. Additionally, he will rarely be surprised by an enemy launching an ambush against him at night.
One shot ability
War Scream Ice Barbarians gain the extraordinary ability to emit a truly bloodcurdling war scream . The effects combat skill losses that are suffered by his enemies will similarly be inflicted upon any friendly character within its effective range.
1) 1/day, save Will CD15, effect shaken, range 30 ft 2) 2/day, save Will, CD15,effect frightened, range 60 ft 3) 3/day, save Will, CD20, effect panicked, range 90ft