Difference between revisions of "Test Page 4"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="12;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Mage</font></div>
+
! colspan="6;" style="background:#CDAA7D;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Explorer</font></div>
 
|-
 
|-
| colspan="8"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="4" style="background:#DA8072;"|'''Magic'''
+
! colspan="4" style="background:#DDC5A6;"|Charting
 
|-
 
|-
|width="8%"|'''Level'''
+
|width="10%"|'''Level'''
|width="5%"|'''BAB'''
+
|width="5%"|'''FRC'''
+
|width="5%"|'''Fort'''
+
|width="5%"|'''Ref'''
+
|width="5%"|'''Will'''
+
|width="5%"|'''Det'''
+
 
|width="26%" align="left"|'''Special'''
 
|width="26%" align="left"|'''Special'''
|width="9%"|''Mana Die''
+
|width="16%"|''Moxie''
|width="9%"|''Max Spell Grade''
+
|width="16%"|''Max Grade''
|width="9%"|''Paths''
+
|width="16%"|''Knacks''
|width="9%"|''Spells Known''
+
|width="16%"|''Skills''
 
|-
 
|-
|1 || +0 || +1 || +0 || +0 || +2 || +0 || align="left"|Prestidigitation || d4 || Initiate || 1 || 4
+
|1 || align="left"|Mapmaking || 2 || Basic || 1 || 4
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|2 || +1 || +2 || +1 || +1 || +3 || +1 || align="left"|Prestidigitation || d4 || Initiate || 1 || 6
+
|2 || align="left"|Cartography || 2 || Basic || 1 || 6
 
|-
 
|-
|3 || +1 || +3 || +1 || +1 || +4 || +1 || align="left"|&nbsp; || d4 || Apprentice || 2 || 7
+
|3 || align="left"|&nbsp; || 3 || Lesser || 1 || 7
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|4 || +2 || +4 || +1 || +1 || +4 || +1 || align="left"|Prestidigitation || d4 || Apprentice || 2 || 8
+
|4 || align="left"|Cartography || 3 || Lesser || 1 || 8
 
|-
 
|-
|5 || +2 || +5 || +2 || +2 || +5 || +2 || align="left"|&nbsp; || d6 || Apprentice || 2 || 10
+
|5 || align="left"|&nbsp; || 4 || Lesser || 2 || 10
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|6 || +3 || +6 || +2 || +2 || +6 || +2 || align="left"|Prestidigitation || d6 || Apprentice || 2 || 11
+
|6 || align="left"|Cartography || 4 || Lesser || 2 || 11
 
|-
 
|-
|7 || +3 || +7 || +3 || +3 || +7 || +3 || align="left"|&nbsp; || d6 || Apprentice || 3 || 12
+
|7 || align="left"|&nbsp; || 5 || Lesser || 2 || 12
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|8 || +4 || +8 || +3 || +3 || +7 || +3 || align="left"|Prestidigitation || d6 || Journeyman || 3 || 14
+
|8 || align="left"|Cartography || 5 || Expert || 2 || 14
 
|-
 
|-
|9 || +4 || +9 || +3 || +3 || +8 || +3 || align="left"|&nbsp; || d8 || Journeyman || 3 || 15
+
|9 || align="left"|&nbsp; || 6 || Expert || 2 || 15
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|10 || +5 || +10 || +4 || +4 || +9 || +4 || align="left"|Mage Talent || d8 || Journeyman || 3 || 16
+
|10 || align="left"|Explorer Talent || 7 || Expert || 2 || 16
 
|-
 
|-
|11 || +5 || +11 || +4 || +4 || +10 || +4 || align="left"|&nbsp; || d8 || Journeyman || 4 || 18
+
|11 || align="left"|&nbsp; || 7 || Expert || 3 || 18
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|12 || +6 || +12 || +5 || +5 || +10 || +5 || align="left"|Mage Talent || d8 || Journeyman || 4 || 19
+
|12 || align="left"|Explorer Talent || 8 || Expert || 3 || 19
 
|-
 
|-
|13 || +6 || +13 || +5 || +5 || +11 || +5 || align="left"|&nbsp; || d10 || Adept || 4 || 20
+
|13 || align="left"|&nbsp; || 8 || Greater || 3 || 20
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|14 || +7 || +14 || +5 || +5 || +12 || +5 || align="left"|Mage Talent || d10 || Adept || 4 || 22
+
|14 || align="left"|Explorer Talent || 8 || Greater || 3 || 22
 
|-
 
|-
|15 || +7 || +15 || +6 || +6 || +13 || +6 || align="left"|&nbsp; || d10 || Adept || 5 || 23
+
|15 || align="left"|&nbsp; || 9 || Greater || 3 || 23
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|16 || +8 || +16 || +6 || +6 || +13 || +6 || align="left"|Mage Talent || d10 || Adept || 5 || 24  
+
|16 || align="left"|Explorer Talent || 9 || Greater || 3 || 24
 
|-
 
|-
|17 || +8 || +17 || +7 || +7 || +14 || +7 || align="left"|&nbsp; || d12 || Adept || 5 || 26  
+
|17 || align="left"|&nbsp; || 10 || Greater || 3 || 26
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|18 || +9 || +18 || +7 || +7 || +15 || +7 || align="left"|Mage Talent || d12 || Master || 5 || 27
+
|18 || align="left"|Explorer Talent || 10 || Master || 3 || 27
 
|-
 
|-
|19 || +9 || +19 || +7 || +7 || +16 || +7 || align="left"|&nbsp; || d12 || Master || 6 || 28
+
|19 || align="left"|&nbsp; || 11 || Master || 3 || 28
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|20 || +10 || +20 || +8 || +8 || +16 || +8 || align="left"|Mage Talent || d12 || Master || 6 || 30
+
|20 || align="left"|Explorer Talent || 11 || Master || 3 || 30
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Mage=
+
=Explorer=
[[Image:mage.jpg|thumb|450px|right|Tellah, iconic mage]]
+
[[Image:The_urban_explorer_by_luches-d3ll5ka.jpg|thumb|450px|right|Trish, iconic explorer]]
: ''"Reality is malleable. Nothing is impossible."''
+
: ''"There's a whole lot out there to see."''
  
Hidden in the depths of reality, in places where surely no mortal mind was meant to venture, lie secrets: ancient pathways of power, hewn into the metaphysical depths by forces beyond mortal ken. However, with sufficient knowledge, resolve, and force of will, an individual can tap into these leylines and wrest forth their secrets, revealing powers capable of twisting reality to the wishes of he who tapped into it. Those who steel their minds and seek to map out the myriad twisting lines of power etched into reality are known as mages.
+
There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Exploring these out-of-the-way places requires a surprisingly large skill set, and some choose to specialize on improving those skills, becoming explorers in the process. Everything from the logistics of planning a foray to the search for hidden passages is within the explorer's purview, and - since the world is a dangerous place - many also know their way around a weapon, even if aren't particularly graceful with one, and explorers who survive their expeditions often become an incredibly hardy lot. Explorers are as likely to find work as the scout for an adventuring party as they are to band together and hire a mercenary to deal with anything dangerous on their travels.
 
+
The leylines are not a science, and there is no rhyme or reason to their existence, nor are they predictable in their effects. A mage who taps a given leyline may unlock the ability to heal an ally, while another mage who taps the same leyline instead is able to summon forth lightning from his hand. The nature of the interaction between leylines and the individuals who tap them is a mysterious and unknowable interplay between the leyline and the mage; however, one common thread among all mages is the need to speak aloud their desire when accessing a leyline. The precise wording is often irrelevant; it is the intent that matters, and mages must be very clear about their intentions regarding the energy from a leyline before it becomes unleashed.
+
 
+
Tapping into a leyline is not dangerous by itself, but those who would wield the powers held within must gird their minds and use their own essence to unlock its power. An apprentice mage who has just begun his studies can tap into the simplest and smallest of leylines, while a master can command all but the most dizzying of them. The only vaguely consistent detail of the wielding of magic is the amount of energy an individual must put into a leyline before it unleashes its secrets at his whim: the energy patterns required by each leyline require the mage to make snap decisions with the amount of energy he devotes to a leyline, and brilliant mages are able to conserve their power, giving them significantly greater staying power, while dullards waste their energies summoning even the weakest of spells.
+
 
+
Mages are dangerous opponents. One can never tell what powers a given mage has unlocked merely by looking at him, and magic is a powerful force. With a mere whisper, a mage can mend bone, create pillars of flame, or summon otherworldly creatures to do his bidding. With such power, it is no wonder that mages are often feared: for the goal of many magicians is absolute power, and such power has a tendency to corrupt. While many mages work for the common good, many are all too aware that a mage who decides to pursue his own ends can rapidly turn any opposition to ash, or worse.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
Mages have the following game statistics.
+
Thieves have the following game statistics.
 
+
'''[[ The_Forces#Force_Alignment | Force Alignment]]:''' Magic.
+
 
+
'''[[ The_Forces#Force_Resistance | Force Resistances]]:''' PR 5 + level, TR 5 + level.
+
  
'''Abilities:''' Intelligence is the prime ability for the mage. With a higher intelligence, his mental fortitude improves, allowing him to command more magical energy, as well as access the deeper secrets of the universe. Each path of magic also requires another ability, however, and so mages cannot pursue intellect to the exclusion of all else.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
'''Hit Points at 1st Level:''' 5 + Con score.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
+
'''Abilities:''' Dexterity, Bravery, and Luck are all important here.
  
'''Healing Surges:''' 6 + Con modifier.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
'''Class Skills:''' The Mage’s class skills are Analysis, Crafting, Falsify, Insight, Intimidate, Legerdemain, Lore (Magic), Resolve, and Search.
+
'''Hit Points at Each Additional Level:''' 9 + Con modifier.
  
'''Skill Points at Each Level:''' 4 + Int modifier.
+
'''Healing Surges:''' 10 + Con modifier.
  
'''Starting Age:''' Moderate.
+
'''Starting Age:''' Simple.
  
 
==Class Features==
 
==Class Features==
All of the following are class features of the mage.
+
All of the following are class features of the explorer.
  
 
<div id="Proficiencies">
 
<div id="Proficiencies">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
+
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 
|}
 
|}
'''Weapons:''' Any three.
+
'''Weapons:''' Any four.
  
'''Armor:''' Cloth.
+
'''Armor:''' Cloth, leather.
  
'''Implements:''' [[D20_Mechanic:_Implements#Wands|Wands]].
+
'''Implements:''' [[d20 Mechanic: Implements|Kits]].
  
<div id="Spells">
+
<div id="Skills_Feature">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Spells</font></div>
+
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Skills</font></div>
 
|}
 
|}
Mages are casters, which means that they make use of ''spells'', expressions of power ripped from the leylines that metaphysically cross the material plane. As casters, mages must expend ''mana'' to cast spells, a metaphysical resource produced by the strength of his will and personal conviction. With a ''long rest'', the mage replenishes his mana completely.
+
Explorers are experts, and as such make use of ''skills'', specific ways that they can interact with the world that they have learned through training and experience in their particular field.
 +
 
 +
To use skills, explorers must expend ''moxie'', which they regain slowly while resting.
  
 
&nbsp;
 
&nbsp;
  
 
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="57;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Magic Paths</font></div>
+
! colspan="57;" style="background:#CDAA7D;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Explorer Knacks</font></div>
 
|-
 
|-
|width="10%"|'''Path'''
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|width="10%"|'''Knack'''
|width="10%"|'''Secondary Ability'''
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|width="10%"|'''Primary Ability'''
 
|width="80%" align="left"|'''Description'''
 
|width="80%" align="left"|'''Description'''
 
|-
 
|-
|Artifice || Cha || align="left"|Artifice is the art of manipulating magical energies and binding them to items, or otherwise manipulating the magics inherent in objects.
+
|Urbexor || Int || align="left"|Most at home in cities, urbexors learn how to traverse cities in unusual ways, and are by far the most social of explorers.
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|Conjury || Wis || align="left"|Conjurations heal creatures, weave protections of both physical and magical natures, and can conjure obstructions and barriers.
+
|Dungeoneer || Per || align="left"|Seemingly able to keep maps in their heads, dungeoneers focus on exploring catacombs, fortresses, and other sorts of ruins or complexes.
 
|-
 
|-
|Malediction || Cha || align="left"|Maledictions are baleful magics, impeding creatures or harming them in subtle ways, or even calling forth the dead.
+
|Pathfinder || Wis || align="left"|Able cartographers and able to navigate almost by instinct, pathfinders specialize in overland travel through forests, deserts, and mountains.
|-style="background:#FCA294;"
+
|Sorcery || Brv || align="left"|Vulgar magics, sorceries are powerful but obvious, with a wide variety of effects with clear applications.
+
|-
+
|Thaumaturgy || Brv || align="left"|Thaumaturgy deals with the direct manipulation of energies and the elements, giving the mage command over the forces of nature.
+
|-style="background:#FCA294;"
+
|Wizardry || Wis || align="left"|Subtle magics, wizardry is an art, one whose effects are incredibly varied, which often require clever thinking to utilize to their fullest.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
Spells are a combination of the mage's will to modify the world and the power imparted by accessing leylines; as such, so long as the mage has sufficient mana to fuel the spell, it will always function. The mana, minimum Intelligence, and minimum secondary ability needed to use a spell are indicated on the table to the right.
+
Skills are completely mundane in nature, representing only an individual's honed senses and experience. Skills are divided into ''knacks'', which represent particular areas of expertise in the given expert's field. The ''moxie'' cost and minimum primary ability needed to use a skill are indicated on the table to the right.
  
{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="5;" style="background:#CD0000; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Spell Stats by Grade</font></div>
+
! colspan="3;" style="background:#CDAA7D; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Maneuver Stats by Grade</font></div>
 
|-
 
|-
! width="22%"|Grade
+
! width="33%"|Grade
! width="28%"|Minimum Intelligence
+
! width="40%"|Minimum Primary Ability
! width="34%"|Minimum Secondary Ability
+
! width="27%"|Moxie Cost
! width="16%"|MP Cost
+
 
|-
 
|-
| Initiate || 11 || 10 || 1  
+
| Basic || 10 || 1
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
| Apprentice || 14 || 11 || 4
+
| Lesser || 12 || 2
 
|-
 
|-
| Journeyman || 17 || 12 || 9
+
| Expert || 14 || 3
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
| Adept || 20 || 13 || 16
+
| Greater || 16 || 5
 
|-
 
|-
| Master || 23 || 14 || 25
+
| Master || 18 || 8
 
|}
 
|}
  
The mage gains bonus mana based on his Intelligence. At each level, the mage gains more mana equal to their ''mana die'' for that level, plus his Intelligence bonus.
+
The explorer has a maximum amount of ''moxie'', based upon his class level. You gain a bonus to this amount equal to the highest of your Perception, Intelligence, and Bravery modifiers; this bonus is limited to half your class level, rounded down.
  
The mage begins with four known spells. He gains knowledge of additional spells each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two spells for new spells from any path he can access.  
+
After a ''long rest'', you automatically regain all ''moxie''.  
  
If you would gain access to a path, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a path and already have access to six paths, you gain a bonus feat instead.
+
During a ''short rest'', you can spend a ''healing surge'' to regain 1 ''moxie''. You can only spend one ''healing surge'' per ''short rest'' in this manner.
  
The mage's ''key ability'' for his ''magical attacks'' is his Intelligence; if his secondary ability score for the spell's path is greater than his Intelligence, he can use that instead (for instance, if you have a 16 Int and an 18 Wis, you can use your Wisdom for ''magical attacks'' made with Conjury spells).  
+
To use a skill, you must expend some amount of ''moxie'', the amount required is determined by the grade of the skill.
  
Magic spells also have secondary effects that depend upon ''resonance''. Your resonance value for a given spell is equal to your ability modifier for the spell's path's secondary ability. When you make a ''magical attack'', if you hit by an amount equal to your resonance value or less, or if you miss by an amount equal to your resonance value or less, the target suffers the spells' resonance effect.
+
The explorer begins with four known skills. He gains knowledge of additional skills each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two skills for new skills from any knack he can access, of any grade he can access.
  
<div id="Prestidigitation">
+
If you would gain access to a knack, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a knack and already have access to three knacks, you gain a bonus feat instead.
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Prestidigitation</font></div>
+
|}
+
At first level and every even level before 10th, the mage learns a relatively simple magic trick. Select one of the following abilities; unless otherwise specified, each ability can only be selected once.
+
  
<div id="Mage Talent">
+
The explorer's key ability for his ''exploration checks'' is the primary ability for the knack of the skill in question.
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mage Talent</font></div>
+
|}
+
At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
+
  
* ''Channel:'' You may, as a swift action, sacrifice any number of hit points. You gain temporary mana equal to half the amount of hit points you sacrificed, rounded down. Temporary mana lasts for 1 round per point of Intelligence modifier you have, and can put you over your maximum mana. In addition, you can go into ''lifeburn''.
+
=Skills=
** '''Lifeburn (Sp):''' You may, as a swift action, go to 0 hit points. If you do, the base mana cost of all your spells becomes 0, and you gain the benefits of the ''doublecast'' talent. This effect lasts for 1 round per point of Intelligence modifier, during which you are immune to damage, can only be destroyed by effects that ignore hit points (such as a ''sphere of annihilation''), and you ignore any penalties for being staggered. After the effect ends, you permanently and irrevocably die. You can only use this ability if you are at 1 or more hit points.
+
The following is the explorer skill list, ordered by knack, then by grade.
* ''Disciplined Mind:'' Whenever you would gain a mana die, you may roll twice and take the result of your choice. When you take this talent, you may reroll all the mana dice you have accumulated thus far, and take the total of that reroll or your current total (remember that if mage was your first class, your first level's mana die is maximized).
+
** ''Expansive Mind:'' Whenever you would gain a mana die, the size of the mana die is increased by one step. If your mana die is d12, your mana die becomes d12+d2 (if you further improve your mana die, the next step is d12+d4, then d12+d6, and so on). You can take this talent multiple times; its effects stack. (''Prerequisites:'' Disciplined Mind)
+
** ''Focused Mind:'' You gain an additional +1 magic point per caster level. You can take this talent multiple times; its effects stack. (''Prerequisites:'' Disciplined Mind)
+
* ''Dilettante:'' Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (''Special:'' You cannot take this talent and the ''generalist'' or ''specialist'' talents)
+
* ''Doublecast:'' You can, as a full-round action, cast two spells simultaneously. The combined mana cost of the two spells can be no greater than double your caster level.
+
** ''Quadramagic:'' You can, as a full-round action, cast four spells simultaneously. The combined mana cost of the four spells can be no greater than triple your caster level. (''Prerequisites:'' Doublecast)
+
* ''Expanded Implements:'' Choose another magical implement (tome, staff, or orb). You gain affinity for the chosen implement type. You can take this talent up to two times; each time you do, select a new implement.
+
* ''Generalist:'' Your inferior path becomes a common path, and you immediately learn two spells from each grade that you can now access for that path. Your mage level is treated as three levels lower for determining your spell access to your ruling paths. (''Special:'' You cannot take this talent and the ''dilettante'' or ''specialist'' talents)
+
* ''Orb Mastery:'' While wielding an orb as an implement, your ''Locus of Concentration'' ability no longer makes you flat-footed, and you can apply its enhancement bonus as an insight bonus to your Will saves and Concentration checks. (''Prerequisites:'' Orb as a chosen implement)
+
* ''Specialist:'' Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (''Special:'' You cannot take this talent and the ''dilettante'' or ''generalist'' talents)
+
* ''Staff Mastery:'' While wielding a staff as an implement, you can apply its enhancement bonus to the saving throw DCs of spells you cast. (''Prerequisites:'' Staff as a chosen implement)
+
* ''Tome Mastery:'' While wielding a tome as an implement, you can apply its enhancement bonus to caster level checks to overcome Spell Resistance. (''Prerequisites:'' Tome as a chosen implement)
+
* ''Wish (Sp):'' You gain knowledge of the ''[[Magic:_Spells_W-Z#Wish|wish]]'' spell. (''Prerequisites:'' Caster level 16th+, must be able to access Master spells)
+
* ''Feat:'' The mage may gain a bonus feat in place of a talent.
+
  
=Spells=
+
==Archaeology Knack==
The following are mage spells, ordered by path, then by grade.
+
The field of archaeology, in the sense that explorers use it, is focused on finding what you were not meant to find. Archaeologist explorers excel at finding the hidden treasure, secret passages, and lost tomes that often elude adventurers, and can often glean details of a site just from examining small sections of it. However, their process is slow and methodical; in addition, their attention to detail can sometimes make them miss obvious dangers. As such, while archaeologist explorers get many skills related to finding hidden details, they are often less adept at fully exploring a site, and get no training in noticing traps or denizens of the dark.
 
+
==Artifice Path==
+
Words.
+
 
+
==Conjury Path==
+
Words.
+
 
+
==Malediction Path==
+
Words.
+
 
+
==Sorcery Path==
+
Words.
+
 
+
==Thaumaturgy Path==
+
Words.
+
 
+
==Wizardry Path==
+
Words.
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to mages.
+
  
 
&nbsp;
 
&nbsp;
  
<div id="Arcane_Recovery">
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Archaeology Basic Skills</font></div>
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ARCANE RECOVERY [Magic]</font></div>
+
|-
 +
! width="10%"|Skill Name
 +
! width="90%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You can turn your reserves of physical energy into magical power.
+
|Analysis, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and gain ''libra (exploration)'' against it.
|-align="left"  
+
|- style="background:#E6D5BE;"
|'''Prerequisites:''' Caster.
+
|Awareness, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and determine the presence of ''hidden details''.
|-align="left"  
+
|-
|'''Benefit:''' When you spend a ''healing surge'', you can instead choose to gain no HP, and instead regain MP equal to 10% of your maximum MP, rounded down (min 1).
+
|Identify || Learn the properties of an item.
 +
|-style="background:#E6D5BE;"
 +
|Investigate, Basic || Make an ''exploration check'' against the current ''zone'' with a -4 power penalty. If you hit, you make no ''progress'', but you ''uncover'' a ''hidden detail''.
 +
|-
 +
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Empower_Spell">
+
==Infiltration Knack==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EMPOWER SPELL [Metamagic]</font></div>
+
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Infiltration Basic Skills</font></div>
 +
|-
 +
! width="10%"|Skill Name
 +
! width="90%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your spells are significantly more powerful.
+
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
|-align="left"  
+
|- style="background:#E6D5BE;"
|'''Prerequisites:''' Caster.
+
|Get Back! || In response to a ''creature encounter'', gain a +4 power bonus on the ''exploration check'' made to determine the encounter type.
|-align="left"
+
|-
|'''Benefit:''' All variable, numeric effects of an empowered spell are increased by one-half.
+
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
|-align="left"  
+
|- style="background:#E6D5BE;"
|Casting a spell modified in this way costs an additional 4 MP per grade of the spell.
+
|Scrutiny, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and learn one ''zone encounter''.
|-align="left"
+
|-
|Spells without random variables are not affected by this feat.  
+
|Stealth, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make no ''progress'', but gain ''potency 4 stealth'' while in the ''zone''.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Extra_Mana">
+
==Pathfinding Knack==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA MANA [Magic]</font></div>
+
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Pathfinding Basic Skills</font></div>
 +
|-
 +
! width="10%"|Skill Name
 +
! width="90%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your force of will is strong.
+
|Examination, Basic || Make an ''exploration check''. If you hit, you gain a +1 power bonus to the ''potency'' to your ''progress''.
|-align="left"  
+
|- style="background:#E6D5BE;"
|'''Prerequisites:''' Caster.
+
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
|-align="left"  
+
|-  
|'''Benefit:''' You gain 5 MP. You can take this feat multiple times; its effect stacks.
+
|Search, Basic || Make an ''exploration check'' with a +2 power bonus.
 +
|- style="background:#E6D5BE;"
 +
|Shepherd || ''Traverse'' to a new ''zone'' via a known ''passage'' without expending actions.
 +
|-
 +
|Survey, Basic || Make an ''exploration check''. If you hit, you make no ''progress'', but you ''discover'' a ''passage''.
 +
|- style="background:#E6D5BE;"
 +
|Sweep, Basic || Make two ''exploration checks'', each with a -4 power penalty.
 +
|-
 +
|Triangulate || Make an ''exploration check'' against an adjacent ''zone''. If you hit, you make no ''progress'', but if that ''zone'' has a ''passage'' to a ''zone'' you have already found, you ''discover'' that ''passage'', and make ''potency 1 progress'' against the target ''zone''.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Extra_Path">
+
=Feats=
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
The following are a selection of feats that are relevant to explorers.
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA PATH [Magic]</font></div>
+
|-style="background:white;" align="left"
+
|Your breadth of knowledge of magic is expansive.
+
|-align="left"
+
|'''Prerequisites:''' Caster, access to five or fewer paths.
+
|-align="left"
+
|'''Benefit:''' You gain access to another magic path of your choice. You can take this feat multiple times; its effect stacks.
+
|}
+
</div>
+
  
 
&nbsp;
 
&nbsp;
  
<div id="Extra_Spells">
+
<div id="Scout">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA SPELLS [Magic]</font></div>
+
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SCOUT [Job]</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You have more knowledge of magic than your experience would suggest.
+
|You know a few things about getting along on the road.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Caster.
+
|'''Prerequisites:''' No levels in explorer.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain knowledge of two additional spells of any grade you can access, of any path you can access. You can take this feat multiple times; its effect stacks.
+
|'''Benefit:''' You gain access to a single explorer knack, and learn two explorer tricks of your choice from that knack. Your ''expertise die'' is d2.
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Extraordinary_Talent">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
+
|-style="background:white;" align="left"
+
|You are more talented than your experience would otherwise suggest.
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Character level 21st+.
+
|'''Special:''' If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
|-align="left"
+
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Resonating_Spell">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">RESONATING SPELL [Metamagic]</font></div>
+
|-style="background:white;" align="left"
+
|You pour additional power into a spell, increasing its resonance bound.
+
|-align="left"
+
|'''Prerequisites:''' Caster.
+
|-align="left"
+
|'''Benefit:''' You can increase a spell's ''resonance bound'' by a number no greater than your FRC bonus.
+
|-align="left"
+
|Casting a spell modified in this way costs additional MP equal to the amount you increased the ''resonance bound'' per grade of the spell
+
|-align="left"
+
|Spells that do not call for a ''magical attack'' are not affected by this feat.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Spell_Focus">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">SPELL FOCUS [Magic]</font></div>
+
|-style="background:white;" align="left"
+
|Your ability to wield one path of magic is improved.
+
|-align="left"
+
|'''Prerequisites:''' Caster.
+
|-align="left"
+
|'''Benefit:''' Choose a magic path you can access. You gain a +2 feat bonus on ''magical attacks'' with spells of that path. You can take this feat multiple times; each time you do, select a path you can access for which you have not taken this feat.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Widen_Spell">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">WIDEN SPELL [Metamagic]</font></div>
+
|-style="background:white;" align="left"
+
|Your area spells can affect an even greater area.
+
|-align="left"
+
|'''Prerequisites:''' Caster.
+
|-align="left"
+
|'''Benefit:''' You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area are doubled.
+
|-align="left"
+
|Casting a spell modified in this way costs an additional 3 MP per grade of the spell.
+
|-align="left"
+
|Spells that do not have an area of one of these four sorts are not affected by this feat.  
+
 
|}
 
|}
 
</div>
 
</div>
Line 362: Line 244:
  
 
=Design Notes=
 
=Design Notes=
'''June 12, 2016:''' Not a complete redesign, but quite close.
+
Second expert class.
 
+
I am mildly unhappy with the paths. In particular, time and space are mighty impinging on the epochent's shtick. I am also uncertain that I am happy with the breakdown. I'd like to return to the nine-school setup of standard magic, reallocating the various spells into the original schools.
+
 
+
In general, the mage will seem significantly less powerful than the wizard. This is most likely due to a removal of a significant number of spells - part of the idea here is to cull magic down into something that isn't "do everything ever," so that there are actual niches among Force-using classes.
+
 
+
The end goal is that the mage will be on-par with other Force-using classes, rather than the wizard being utterly ridiculous in comparison to everyone else.
+
 
+
Aside from the paths, I'm pretty happy with the mage so far. Making them point-based is something I've wanted to do for awhile, since spell slots per RAW are... clunky. Rolling randomly for mana points makes it interesting, and in keeping with the theme of the Reality forces (which all have a random element in their usage). The maths for mana seems to work out such that even getting really screwed on mana rolls won't make you useless, provided you have a reasonably high Int; since SAD is in effect here, that shouldn't be an issue.
+
  
'''15/03/20:''' We're going to the d20 school setup. I need to write up some spells since one of the main antagonists for the upcoming game is a mage, and we need to know what she is capable of.
+
'''Feb 14, 2017:''' Experts will have 8 skills per grade per knack. That's 120 I need to write. For each grade of each knack, four of the skills will be "standard" skills that appear at each grade level, while the other four will be other miscellaneous abilities that seem appropriate to that skill level. That seems like a decent enough starting point... I'm sure we'll think of more as time goes on.
  
Also... these spell tables are madness. Need to tone that shit right the hell down, because that's just crazy. I don't know why I thought that would be a good idea... we'll have a separate section for each path, then divide the spells into grades. Because that's actually sane.
+
'''Mar 26, 2017:''' Modifying knacks to account for [[D20_Mechanic:_Exploration|exploration rules]] now having a solid foundation.

Latest revision as of 18:51, 26 March 2017

The Explorer
  Charting
Level Special Moxie Max Grade Knacks Skills
1 Mapmaking 2 Basic 1 4
2 Cartography 2 Basic 1 6
3   3 Lesser 1 7
4 Cartography 3 Lesser 1 8
5   4 Lesser 2 10
6 Cartography 4 Lesser 2 11
7   5 Lesser 2 12
8 Cartography 5 Expert 2 14
9   6 Expert 2 15
10 Explorer Talent 7 Expert 2 16
11   7 Expert 3 18
12 Explorer Talent 8 Expert 3 19
13   8 Greater 3 20
14 Explorer Talent 8 Greater 3 22
15   9 Greater 3 23
16 Explorer Talent 9 Greater 3 24
17   10 Greater 3 26
18 Explorer Talent 10 Master 3 27
19   11 Master 3 28
20 Explorer Talent 11 Master 3 30

 

Explorer

Trish, iconic explorer
"There's a whole lot out there to see."

There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Exploring these out-of-the-way places requires a surprisingly large skill set, and some choose to specialize on improving those skills, becoming explorers in the process. Everything from the logistics of planning a foray to the search for hidden passages is within the explorer's purview, and - since the world is a dangerous place - many also know their way around a weapon, even if aren't particularly graceful with one, and explorers who survive their expeditions often become an incredibly hardy lot. Explorers are as likely to find work as the scout for an adventuring party as they are to band together and hire a mercenary to deal with anything dangerous on their travels.

Game Rule Information

Thieves have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Dexterity, Bravery, and Luck are all important here.

Hit Points at 1st Level: 15 + Con score.

Hit Points at Each Additional Level: 9 + Con modifier.

Healing Surges: 10 + Con modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the explorer.

Proficiencies

Weapons: Any four.

Armor: Cloth, leather.

Implements: Kits.

Skills

Explorers are experts, and as such make use of skills, specific ways that they can interact with the world that they have learned through training and experience in their particular field.

To use skills, explorers must expend moxie, which they regain slowly while resting.

 

Explorer Knacks
Knack Primary Ability Description
Urbexor Int Most at home in cities, urbexors learn how to traverse cities in unusual ways, and are by far the most social of explorers.
Dungeoneer Per Seemingly able to keep maps in their heads, dungeoneers focus on exploring catacombs, fortresses, and other sorts of ruins or complexes.
Pathfinder Wis Able cartographers and able to navigate almost by instinct, pathfinders specialize in overland travel through forests, deserts, and mountains.

 

Skills are completely mundane in nature, representing only an individual's honed senses and experience. Skills are divided into knacks, which represent particular areas of expertise in the given expert's field. The moxie cost and minimum primary ability needed to use a skill are indicated on the table to the right.

Maneuver Stats by Grade
Grade Minimum Primary Ability Moxie Cost
Basic 10 1
Lesser 12 2
Expert 14 3
Greater 16 5
Master 18 8

The explorer has a maximum amount of moxie, based upon his class level. You gain a bonus to this amount equal to the highest of your Perception, Intelligence, and Bravery modifiers; this bonus is limited to half your class level, rounded down.

After a long rest, you automatically regain all moxie.

During a short rest, you can spend a healing surge to regain 1 moxie. You can only spend one healing surge per short rest in this manner.

To use a skill, you must expend some amount of moxie, the amount required is determined by the grade of the skill.

The explorer begins with four known skills. He gains knowledge of additional skills each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two skills for new skills from any knack he can access, of any grade he can access.

If you would gain access to a knack, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a knack and already have access to three knacks, you gain a bonus feat instead.

The explorer's key ability for his exploration checks is the primary ability for the knack of the skill in question.

Skills

The following is the explorer skill list, ordered by knack, then by grade.

Archaeology Knack

The field of archaeology, in the sense that explorers use it, is focused on finding what you were not meant to find. Archaeologist explorers excel at finding the hidden treasure, secret passages, and lost tomes that often elude adventurers, and can often glean details of a site just from examining small sections of it. However, their process is slow and methodical; in addition, their attention to detail can sometimes make them miss obvious dangers. As such, while archaeologist explorers get many skills related to finding hidden details, they are often less adept at fully exploring a site, and get no training in noticing traps or denizens of the dark.

 

Archaeology Basic Skills
Skill Name Effect
Analysis, Basic Make an exploration check against the current zone. If you hit, you make progress and gain libra (exploration) against it.
Awareness, Basic Make an exploration check against the current zone. If you hit, you make progress and determine the presence of hidden details.
Identify Learn the properties of an item.
Investigate, Basic Make an exploration check against the current zone with a -4 power penalty. If you hit, you make no progress, but you uncover a hidden detail.
Sift, Basic Make an exploration check against a clutter; if you hit, gain progress against it per your kit.

 

Infiltration Knack

Infiltration Basic Skills
Skill Name Effect
Danger Sense, Basic In response to a hazard check, gain a +2 power bonus to defenses against it.
Get Back! In response to a creature encounter, gain a +4 power bonus on the exploration check made to determine the encounter type.
Open Lock, Basic Make an exploration check against a lock; if you hit, gain progress against it per your kit.
Scrutiny, Basic Make an exploration check against the current zone. If you hit, you make progress and learn one zone encounter.
Stealth, Basic Make an exploration check against the current zone. If you hit, you make no progress, but gain potency 4 stealth while in the zone.

 

Pathfinding Knack

Pathfinding Basic Skills
Skill Name Effect
Examination, Basic Make an exploration check. If you hit, you gain a +1 power bonus to the potency to your progress.
Navigate Terrain, Basic Make an exploration check against an obstacle; if you hit, gain progress against it per your kit.
Search, Basic Make an exploration check with a +2 power bonus.
Shepherd Traverse to a new zone via a known passage without expending actions.
Survey, Basic Make an exploration check. If you hit, you make no progress, but you discover a passage.
Sweep, Basic Make two exploration checks, each with a -4 power penalty.
Triangulate Make an exploration check against an adjacent zone. If you hit, you make no progress, but if that zone has a passage to a zone you have already found, you discover that passage, and make potency 1 progress against the target zone.

 

Feats

The following are a selection of feats that are relevant to explorers.

 

SCOUT [Job]
You know a few things about getting along on the road.
Prerequisites: No levels in explorer.
Benefit: You gain access to a single explorer knack, and learn two explorer tricks of your choice from that knack. Your expertise die is d2.
Special: If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

Design Notes

Second expert class.

Feb 14, 2017: Experts will have 8 skills per grade per knack. That's 120 I need to write. For each grade of each knack, four of the skills will be "standard" skills that appear at each grade level, while the other four will be other miscellaneous abilities that seem appropriate to that skill level. That seems like a decent enough starting point... I'm sure we'll think of more as time goes on.

Mar 26, 2017: Modifying knacks to account for exploration rules now having a solid foundation.