“And, my lady, old I may be, and hag I may be, but stupid I ain’t. You’re no kind of goddess. I ain’t against gods and goddesses, in their place. But they’ve got to be the ones we make ourselves. Then we can take ’em to bits for the parts when we don’t need ’em anymore, see? And elves far away in fairyland, well, maybe that’s something people need to get ’emselves through the iron times. But I ain’t having elves here. You make us want what we can’t have and what you give us is worth nothing and what you take is everything and all there is left for us is the cold hillside, and emptiness, and the laughter of the elves”.
She took a deep breath. “So bugger off”.
-Sir Terry Pratchett, Lords and Ladies
Unsworn Witch
Some witches are too proud to accept the guide of a patron. They don’t trust otherworldly creatures, and dislike intrusions in their guarded territory. These witches are given their power by the land itself, defending it from internal and external dangers, and by their own stubbornness and tenacity.
Terrain Pact (Su): At 1st level, rather than with a patron, a land–bonded witch bonds with a terrain, chosen from the ranger’s list. As an alternative, she can choose a territory with a radius of 2 miles for every witch level she possesses to bond with. It’s the bond with the land which grants a land-bonded witch her abilities. While in her bonded terrain, a land–bonded witch gains several advantages, but she also must suffer disadvantages when in a territory different from her own.
An unsworn witch in her chosen territory can choose a new set of patron spells to add to her list of spells known every time she regains her spells. The unsworn witch can only choose among the following patrons: ancestors, animals, boundaries, enchantment, healing, plant, or wisdom. In addition, her hexes with a range function in all her territory. When outside her chosen territory, an unsworn witch doesn’t gain any patron spells, and her hexes work at her witch level -3. An unsworn witch can attune herself to a new territory in a week.
This replaces familiar and alters witch’s patron.
Rebuke Intruders (Su): At 2nd level, an unsworn witch gains a favored enemy, similar to the ranger’s ability. When in her chosen territory, the witch gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. She also applies this bonus on her casting level and save DC against the selected creatures. At 6th, 12th, and 18th level, the unsworn witch can select another favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. The witch can only select aberrations, fey, outsiders, or undead as her favored enemies. This replaces the 1st, 6th, 12th, and 18th-level hexes.
Visualizzazione post con etichetta Pratchett. Mostra tutti i post
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domenica 17 dicembre 2017
mercoledì 13 dicembre 2017
Dealing With Glamour: Witches and the Fey (Part II)
"Hah! Flowers and suchlike. Dancing about without yer drawers on. Mucking about with
cards and bits of string. And it worked, I expect. She gave you power, for a while. Oh, she
must have laughed. And then there is less power and more price. And then no power, and
you're payin' every day. They always take more than they give. And what they give has less
than no value. And they end up taking everything. What they like to get from us is our fear.
What they want from us most of all is our belief. If you call them, they will come. You'll give
them a channel if you call them here, at circle time, where the world's thin enough to hear.
The power in the Dancers is weak enough now as it is. And I'm not having the ... the Lords
and Ladies back."
-Sir Terry Pratchett, Lords and Ladies
cards and bits of string. And it worked, I expect. She gave you power, for a while. Oh, she
must have laughed. And then there is less power and more price. And then no power, and
you're payin' every day. They always take more than they give. And what they give has less
than no value. And they end up taking everything. What they like to get from us is our fear.
What they want from us most of all is our belief. If you call them, they will come. You'll give
them a channel if you call them here, at circle time, where the world's thin enough to hear.
The power in the Dancers is weak enough now as it is. And I'm not having the ... the Lords
and Ladies back."
-Sir Terry Pratchett, Lords and Ladies
Feybound
Witch (Witch Archetype)
A feybound witch's patron is a
creature from the First World. Her pledge of loyalty to powerful fey gives her
a great pool of power to draw from, but she must pay the price continuously
pleasing her fickle lords.
Spellcasting: A feybound witch casts
arcane spells drawn from the witch spell list. She can cast any spell she knows
without preparing it ahead of time. To learn or cast a spell, a feybound witch
must have a Charisma score equal to at least 10 + the spell's level. The DC for
a saving throw against a feybound witch’s spell is 10 + the spell's level + the
feybound witch’s Charisma modifier. A feybound witch can cast only a certain
number of spells of each spell level per day. Her base daily spell allotment is
the same as a sorcerer of the same level. In addition, she receives bonus
spells per day if she has a high Charisma score. In addition, a feybound witch
adds her patron spells to her list of spells known.
A feybound witch’s selection of spells is limited. She
has the same number of spells known as a sorcerer of the same level, and can
choose new spells to replace old ones at 5th level and every 3 class
levels after that, just as a sorcerer does. See the sorcerer for more
information on swapping spells known.
Additionally, any witch’s class feature or spell from
the witch spell list that normally uses a calculation based on Intelligence is
instead based on Charisma for a feybound witch. For example, the save to resist
a feybound witch’s hexes is equal to 10 + ½ the feybound witch’s level + the
witch’s Charisma modifier. This no effect on the witch’s class skills or skill
points. This ability replaces the witch’s spells class feature.
Faerie Patron Bond: At 1st level, a feybound witch
bonds with a faerie patron. She gains Fey Obedience as a bonus feat, even if
she doesn’t meet the feat’s prerequisites. If the witch fails to perform her
daily obedience, she loses access to all her spells and other witch class
features for that day. This replaces familiar.
Fey Resistances (Su): At 10th level, a feybound witch
gains DR/cold iron equal to ½ her witch level. Her weapons (included natural
weapons) are considered magic for the purpose of overcoming damage reduction. This replaces the 10th-level hex.
domenica 3 dicembre 2017
Options for Mediums: the Death Spirit and the Death Channeler archetype
I'm re-reading Soul Music now. Sir Terry Pratchett could easily be my favorite fantasy author, both for his wit and philosophy. And it's interesting to imagine what his characters would be in a roleplay game (after all, Discworld was born as a parody of RPGs). So here's my homage to Susan Sto Helit, Death's granddaughter.
Death Channeler (Medium Archetype)
More than a spirit, Death is an all–pervasive idea or concept; still, some say that “He” has a personality of His own and likes to go on a holiday every now and then. When this happens, He chooses a substitute or a helper so as not to fall behind with His Job. Very few mediums can channel Death, usually only people whom He trusts or “feels a connection” with.
In The Bones (Su): A death channeler channels Death instead of a Hierophant spirit. The powers granted by Death are described below. This modifies spirit.
Death Focus (Ex): At 2nd level, a death channeler gains Spirit Focus (Death) as a bonus feat. This replaces shared seance.
Marked By Death (Ex): At 7th level, a death channeler gains some physical sign of her kinship with the Grim Reaper, like a peculiar-shaped scar, a strange eyes or hair color, or unusually long and sharp fingernails. The death channeler can't choose to channel Death as a weaker spirit to reduce her influence from spirit surge. In exchange, she doesn't need to find an appropriate location to channel Death; she can contact Him wherever she happens to be at the moment, through the mark. This replaces connection channel.
Death (Medium Spirit)
According to those who claim to “know Him well”, Death is not an unpleasant character and can show a certain compassion for His mortal charges. Nonetheless, His duty is the most important thing to Him.
Spirit Bonus: When you channel Death, your spirit bonus applies to all Knowledge skill checks, Wisdom checks, and Will saves.
Seance Boon: You gain a +2 bonus on your caster level whenever you cast a necromancy spell.
Favored Locations: Any old place with antiquities, churches, hospitals, cemeteries.
Influence Penalty: You become emotionless and inexorable, only concerned with your duty. You take a penalty equal to your spirit bonus on caster levels and saving DCs when casting spells with an emotion component. The Logical Spell feat doesn’t negate this penalty.
Taboos: Choose one: you must always answer truthfully to every question; you must exchange some words with every dying or recently dead creature you happen to meet on your way; you cannot accept or perform magic or profane healing on anyone.
Life Sight (Minor Power, Sp): You can see the states of life, death, and general health of those around you. When you use this ability, you can tell whether or not creatures within 30 feet that you can see are living, wounded, dying, or dead. You can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. You can use this ability a number of rounds per day equal to your medium level, but these rounds do not need to be consecutive.
Voice of Inevitability (Intermediate Power, Su): Death’s voice is very difficult to ignore or resist. Whenever a creature fails a saving throw against a charm or compulsion spell you cast, you can also make an Intimidate check to demoralize the creature as a free action.
World of the Spirits (Greater Power, Su): Compared to Death, every other reality is like a fleeting dream. As a standard action, you can allow Death to gain 1 point of influence over you to pass into the spirit world for 1 minute, becoming incorporeal and invisible for mortal creatures. While in this state, only incorporeal creatures and outsiders can see you without using magic. You can move in any direction and through any object. You can attack both corporeal and incorporeal creatures (as if your weapons had the ghost touch property).
Ultimate Reality (Supreme Power, Su): As Death’s proxy, you sometimes can bend the rules a little. You add death ward to your list of spells known as a 4th–level spell. You also gain Deny the Reaper as a bonus feat, and are considered to have completed its goal prerequisites. Once per day, instead of converting any 5th–level or higher conjuration (healing) spell into breath of life using this feat, you may use one of your 4th–level spell slots to cast resurrection on an ally who died in the previous turn.
Death Channeler (Medium Archetype)
More than a spirit, Death is an all–pervasive idea or concept; still, some say that “He” has a personality of His own and likes to go on a holiday every now and then. When this happens, He chooses a substitute or a helper so as not to fall behind with His Job. Very few mediums can channel Death, usually only people whom He trusts or “feels a connection” with.
In The Bones (Su): A death channeler channels Death instead of a Hierophant spirit. The powers granted by Death are described below. This modifies spirit.
Death Focus (Ex): At 2nd level, a death channeler gains Spirit Focus (Death) as a bonus feat. This replaces shared seance.
Marked By Death (Ex): At 7th level, a death channeler gains some physical sign of her kinship with the Grim Reaper, like a peculiar-shaped scar, a strange eyes or hair color, or unusually long and sharp fingernails. The death channeler can't choose to channel Death as a weaker spirit to reduce her influence from spirit surge. In exchange, she doesn't need to find an appropriate location to channel Death; she can contact Him wherever she happens to be at the moment, through the mark. This replaces connection channel.
Death (Medium Spirit)
According to those who claim to “know Him well”, Death is not an unpleasant character and can show a certain compassion for His mortal charges. Nonetheless, His duty is the most important thing to Him.
Spirit Bonus: When you channel Death, your spirit bonus applies to all Knowledge skill checks, Wisdom checks, and Will saves.
Seance Boon: You gain a +2 bonus on your caster level whenever you cast a necromancy spell.
Favored Locations: Any old place with antiquities, churches, hospitals, cemeteries.
Influence Penalty: You become emotionless and inexorable, only concerned with your duty. You take a penalty equal to your spirit bonus on caster levels and saving DCs when casting spells with an emotion component. The Logical Spell feat doesn’t negate this penalty.
Taboos: Choose one: you must always answer truthfully to every question; you must exchange some words with every dying or recently dead creature you happen to meet on your way; you cannot accept or perform magic or profane healing on anyone.
Life Sight (Minor Power, Sp): You can see the states of life, death, and general health of those around you. When you use this ability, you can tell whether or not creatures within 30 feet that you can see are living, wounded, dying, or dead. You can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. You can use this ability a number of rounds per day equal to your medium level, but these rounds do not need to be consecutive.
Voice of Inevitability (Intermediate Power, Su): Death’s voice is very difficult to ignore or resist. Whenever a creature fails a saving throw against a charm or compulsion spell you cast, you can also make an Intimidate check to demoralize the creature as a free action.
World of the Spirits (Greater Power, Su): Compared to Death, every other reality is like a fleeting dream. As a standard action, you can allow Death to gain 1 point of influence over you to pass into the spirit world for 1 minute, becoming incorporeal and invisible for mortal creatures. While in this state, only incorporeal creatures and outsiders can see you without using magic. You can move in any direction and through any object. You can attack both corporeal and incorporeal creatures (as if your weapons had the ghost touch property).
Ultimate Reality (Supreme Power, Su): As Death’s proxy, you sometimes can bend the rules a little. You add death ward to your list of spells known as a 4th–level spell. You also gain Deny the Reaper as a bonus feat, and are considered to have completed its goal prerequisites. Once per day, instead of converting any 5th–level or higher conjuration (healing) spell into breath of life using this feat, you may use one of your 4th–level spell slots to cast resurrection on an ally who died in the previous turn.
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