Friday, 8 November 2019

The Magi

Art by Joyce Maureira from Godbound free art pack
Not content to remove divine magic from the game, I added it back in through a mechanist class. The Magi do not worship gods, instead they have a machine, the Source, which grants them powers.

These were one of the first classes I built for the settling, which is inspired by Omers Mechanist post. At the time I was looking for something different to the Dwarven Mechanist. Before I removed Dwarves from the game and replaced them with Gnomes. This has been a somewhat organic process.

THE MAGI

Prime Requisite: WIS and INT
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

When the gods passed beyond the world after the Arrival the voices from the heavens fell silent. Their followers found themselves powerless in a world shattered from the great conflict, to this day any followers of the old faiths are known as the ‘speakers of the dead’. But from the destruction of the old arose ingenuity and creation combined with the arts of science to give birth to the mysterious source. Some from the old faiths worked with artisans and scientists to learn how to tap this source, divine power without divine influence, a man made god. Their practices and miracles spread throughout the land helping hold back the descent of civilisation and knowledge into total collapse.

Magi are trained to defend their missions from threats, though they lack the raw ability and focus in the martial arts of fighters. At first level, magi hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience (as clerics). They may fight wielding a weapon and shield or wielding a weapon two-handed, but cannot dual wield. Magi may wear chain mail or lighter armor, but are proficient in only a small group of weapons, including the arbalest, crossbow, club, mace, staff, and warhammer. They may use any magic item usable by clerics.

The most recognisable and honed skill of the magi is the ability to design, build, and repair automatons. Automatons are machines similar to magical constructs, but using clockwork, steam engines, gears, and valves in place of dweomercraft. Their training and focus on mechanical engineering grants them specialized knowledge of automatons. They gain a +1 to throws to design, repair and build automatons (factored into the table below). They can recognize common automatons after careful investigation with a proficiency throw of 11+, but are unable to recognize uncommon or unique automatons, to discern command words, or to assess the specific abilities of an item. This ability is the same as the proficiency of the same name and stacks with any additional selections of the mechanical engineering proficiency.

Starting at 2nd level (Aspirant), magi may manifest the power of the source in the form of divine spells, which are granted through ritual and servitude. The power and number of divine spells available to the character are determined by level according to the Magi Spell Progression table. See the Spells list below for the list of all spells available to Magi.

In order to use spells and draw on the mysterious source a magi must uphold the doctrines of their order. These doctrines include the doctrine of ritual, the doctrine of advancement, and the doctrine of practice. In the doctrine of ritual the magi must perform a personalised daily ritual to show their worthiness to receive the gifts of the source. For the doctrine of advancement the magi must seek to expand and spread the influence of the source. Finally the doctrine of practice calls on the magi to practice their art for the betterment of their society, for without people it is said the source will wither and die. If a magi ever fails to uphold the doctrine they can fall out of favour with the source, this often manifests as penalties that are applied to the magi by the source. These penalties are entirely up to the Judge, but might include penalties to attack or a reduction in spells available. The source itself is unaligned and without will and while magi tend to be lawful and rule abiding in nature some have been known to warp the doctrine and follow a chaotic path. More information on casting spells and individual spell descriptions can be found in the Spells chapter.

When a magi reaches 5th level (Professor), he may begin to research spells, scribe scrolls, and brew potions. At 9th level (Principal), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a cleric may learn and cast ritual divine spells of great power (6th and 7th level). These activities are explained in the Campaign chapter.

Upon attaining 9th level (Principal), a magi may establish or build a mission. So long as the magi is currently in favor with the source, he may buy or build his mission at half the normal price due to engineered providence. Once a mission is established, the magi’s reputation will spread and he will attract 5d6x10 0th level soldiers armed with various weapons, plus another 1d6 magi of 1st-3rd level to serve the mission. They are completely loyal (morale +4). While in the magi’s service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc. Missions follow the rules for fortified churches as detailed in the Campaign chapter.

Magi Proficiency List (28): Alchemy, Apostasy, Armor Training*, Battle Magic, Command, Contemplation, Craft, Divine Blessing, Divine Health, Engineering, Fighting Style, Healing, Inventing*, Jury-Rigging*, Knowledge, Laying on Hands, Loremastery, Magical Engineering, Martial Training, Mechanical Engineering*, Personal Automaton*, Precise Shooting, Quiet Magic, Scavenging*, Theology, Tinkering*, Unflappable Casting, Weapon Focus.
(* from players companion)
Class proficiencies at: 1st, 4th, 8th, 12th.
General proficiencies at: 1st, 5th, 9th, 13th.

Reclaimer Template: This pre-generated template represents a magi seeking to reclaim knowledge and artifacts from the age of enlightenment. The template is ready for adventure. However, if your reclaimer's INT is 13 or greater, you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4 of ACKS). Additionally an advanced template ready for play at adventurer level play (6,000XP and 4,000gp) is listed below it.

Template: Reclaimer
Proficiencies: Magical Engineering, Knowledge (history)
Starting Equipment: Crossbow, case with 20 bolts, war hammer, chain mail armor, purple magi's cassock, leather belt, low boots, waterskin with fresh water, backpack, small sack, machinist’s tools, 1 week’s iron rations, 4gp. (6 ⅚ st., Move 90’/30’)

Template: Veteran Reclaimer
Proficiencies: Magical Engineering, Mechanical Engineering, Knowledge (history)
Starting Equipment: Masterwork crossbow (+1 to hit), case with 20 bolts, masterwork war hammer (+1 to damage), masterwork chain mail armor (+1 AC), purple magi's cassock, leather belt, low boots, waterskin with fresh water, backpack, small sack, machinist’s tools, 1 week’s iron rations, 194gp, 3,000 gp magic item chance (p.259 of ACKS). (6 ⅚ st., Move 90’/30’)

Magi Level Progression & Spell progression
Experience
Title
Lvl.
Hit Dice
Spell Lvl.1
Spell Lvl.2
Spell Lvl.3
Spell Lvl.4
Spell Lvl.5
Design/
Build/ Repair Automaton
0
Assistant
1
1d6
-
-
-
-
-
16+
1,500
Aspirant
2
2d6
1
-
-
-
-
15+
3,000
Lecturer
3
3d6
2
-
-
-
-
14+
6,000
Docent
4
4d6
2
1
-
-
-
13+
12,000
Professor
5
5d6
2
2
-
-
-
12+
24,000
Dean 
6
6d6
2
2
1
1
-
11+
50,000
Prorector 
7
7d6
2
2
2
1
1
10+
100,000
Rector
8
8d6
3
3
2
2
1
9+
200,000
Principle 
9
9d6
3
3
3
2
2
8+
300,000
Principle , 10th lvl
10
9d6+1*
4
4
3
3
2
7+
400,000
Principle , 11th lvl
11
9d6+2*
4
4
4
3
3
6+
500,000
Principle , 12th lvl
12
9d6+3*
5
5
4
4
3
5+
600,000
Principle , 13th lvl
13
9d6+4*
5
5
5
4
3
4+
700,000
Principle , 14th lvl
14
9d6+5*
6
5
5
5
4
3+
*Hit point modifiers from constitution are ignored

Magi (Cleric) Attack and Saving Throws
Level
Petrification
& Paralysis
Poison
& Death
Blast &
Breath
Staffs &
Wands
Spells
Attack
Throw
1-2
13+
10+
16+
13+
15+
10+
3-4
12+
9+
15+
12+
14+
9+
5-6
11+
8+
14+
11+
13+
8+
7-8
10+
7+
13+
10+
12+
7+
9-10
9+
6+
12+
9+
11+
6+
11-12
8+
5+
11+
8+
10+
5+
13-14
7+
4+
10+
7+
9+
4+

Magi Divine Spell List
First Level 
Second Level 
Third Level
Forth Level 
Fifth Level
1. Command Word
1 Augury
1. Animate Statue (b)
1. Control Machines (n)
1. Find Place of Power (a)
2. Cure Light Wounds*
2 Bless*
2. Continual Light*
2. Create Water
2. Create Food
3. Detect 
Danger (c)
3 Delay Poison
3. Cure Blindness
3. Cure Serious Wounds*
3. Cure Critical Wounds* (c)
4. Detect Magic
4. Detect Technology (n)
4. Cure Disease*
4. Death Ward (c)
4. Flame Strike
5. Faerie Fire (c)
5. Find Traps
5. Disable 
Machine (n)
5. Dispel Magic
5. Forgetfulness (a)
6. Light*
6. Hold Person
6. ESP (c)
6. Divination
6. Healing 
Circle (a)
7. Purify Food 
and Water
7. Locate Object (c)
7. Nova (b)
7. Neutralize Poison*
7. Quest*
8. Read 
Languages (c)
8. Produce fire (c)
8. Remove Curse*
8. Smite Undead*
8. Restore Life and Limb*
9. Remove Fear*
9. Resist Fire
9. Speak with Dead
9. Tongues
9. Strength of 
Mind*
10. Resist Cold
10. Silence 
15' radius
10. Sphere of Visibility (c)
10. Vigor (c)
10. True Seeing
(c) spell from Players Companion; (b) spell from Barbarian Conquerors of Kanahu; (a) Axioms 7; new spell earlier post (n)

Magi Notes


Allocations: HP 1, FTR 1a (1 tradeoffs), DVN 2 (2 tradeoffs)
Max level: 14
Tradeoff: Armor from Unrestricted to Broad for 1 power.
Tradeoff: Drop Turn Undead for 2 custom powers.
Powers: Add machinist abilities for a cost of 3, but reduce to 2 as they cannot create magical constructs at level 11. (technically at 11 they would gain the normal cleric ability so it’s cost addition is just bringing a version of the power forward, though this is a slight discount)
Powers: Mechanical engineering proficiency (I shoe horned this in to give them a different feel, more scientific, compared to other mechanist classes)
Weapons: Narrow, 6 choices; arbalest, crossbow, club, mace, staff, and warhammer.
Edit 17/11/19 - The need staffs, as a lot of staffs on the random table are staffs, replaced hand axe. I noticed swords had crept in, removed them and replaced dagger with club. Also fixed list above to include arbalest.
Save: cleric
Magic items: cleric
Spells: Close to cleric but focused around detection, illumination and mechanical. Similar to the chevalier in some ways, why so similar, the source, the tombeau, I wonder if they are related...
Prime requisites: WIS as a cleric, but adding INT for flavour and balance (It is generous on the cheaper powers)
Post 9 hp: as cleric = 1 per level
Experience: 500 + 500 + 500 = 1,500; Round 7 to 50,000; Post 8 = CLR 100,000 (effectively the same as a cleric)
Rank Names: Were based on academic/university ranks. Many have similarities to religious ranks given religion and teaching are historically intermixed. This helps make them feel slightly different to clerics.


Human classes and some house rules

Back to the regular schedule, I think I wrote this one two months ago...

Earlier I mentioned that I use three classes to define a race, I think this started when I rejected the Cleric as a core race for my setting. In my mind the quintessential human is a fighter. When humans learn magic it’s through the wizard/ mage class that I refer to as the Sorcerer (not related to 3+ edition sorcerers). Finally the Thief class represents a more skill based human.

I have nothing against clerics, but in my godless setting they cannot be the focus. I effectively added them back in through a campaign class, the Magi, which was inspired by Omers Mechanist post (and no I have not played Thief!).

If I restrict myself to three classes I just don’t see clerics as being a common theme for humans. The core classes for humans each have a distinct focus, the combat character, the magic character, and the skill character.

I then add the campaign classes, again by three. Here I enforce double primes to make them less common. The Explorer returns to cater to the ranger or archer players, it’s ready to go out of the box. I add the Venturer from heroic fantasy, adding intelligence as a Prime. I have found it useful for NPC rulers/nobles who are not Fighters or Thief’s but are wealth focused, the merchant bankers of the world. Finally the Cleric returns as the Magi, a Cleric/mechanist that draws its power from a mysterious machine forged after the arrival of the visitors.

House rules


A few more of the house rules I use for the Shattered Vale.

Veteran Characters

You will have seen in some of my classes I have an option for starting at level 3. We do this in my group as we had already played some low level games and wanted a bit of a leg up. I template out character equipment in my classes for level 3 as I find its useful for one shots and NPCs.

Under this rule starting characters receive 6000 xp (no bonus). This should place most characters at level 3. Characters begin with 4,000 gold and may purchase random rolls for magic items (p.253).


Hit points per level


I have gone through many options here. Trying to fix the fighter rolling a one and feeling ripped off. For a long time I used the "roll-and-choose-the-low-average-or-what-you-rolled rule", now I use the following:

All players roll 1d4 hit points per level modified by constitution. Classes with d6 hit dice add 2, classes with d8 hit dice add 4 (etc).

Using this the player gets the hit dice they pay for under the ACKS class build system and this increases the value of the hit point choice somewhat. Everyone rolls the same also makes it easy and consistent across classes.

I also use the heroic survival and base heal rate options from heroic fantasy. Given we start at level three it mitigates the starting impacts of using BHR somewhat.


Reduced negative modifiers for abilities


Rather than increasing the dice used to roll attributes, as is common these days, we instead reduce the impact of negative attributes. This has a similar impact (flipping the problem on its head), but with a different solution. This allows us to stick with the innate 3d6 roll and flavor without the need to reject a character with a critical negative roll. Combined with the fate point house rule from earlier, this has seen characters we would not normal see enter play. Negative DEX could be crippling for fighters, now it's not so much a problem. Negative CON was bad for anyone, we altered it to modifying the max roll not deducting an amount. The INT modifier offsets the prime modifier and represents a lack of ability to capitalise on experiences. 

We keep positive bonuses the same, except for WIS, which adds its bonus level to throws relating to awareness (p.93) for hear noise, detect secret doors and detect traps.

Here are the negative attribute modifiers we use:

Ability
Penalty
Strength
-1 to hit with melee attacks per level
Intelligence
-5% to XP gains per level
Wisdom
-1 to saving throws vs magic per level
Dexterity
-1 to hit with ranged attacks per level
Constitution
-1 to maximum rolled on hit dice per level
Charisma
-1 to number of henchmen per level

I am working on a more comprehensive attribute modifier system with one of my players, but that's for another day.

Sunday, 3 November 2019

Thief Synergy Combinations

Now that we have eight synergies and have decided that three is the limit I need to ask what can they be combined to make? Is there an optimal three and what class proficiency would round them out at first level?

We have:
  • Careful Footing (find traps + move silently)
  • Evaluate mark (pick pockets + hear noise)
  • Fog of war (hide in shadows + move silently)
  • Leap from danger (climbing + hear noise)
  • Nimble Fingers (open locks + pick pockets)
  • Rigging (climb walls + remove traps)
  • Shadowy Senses (hear noise + hide in shadows)
  • Trap mastery (find traps + remove traps)

So let’s begin.

The Scout Thief


Thiefs can still be scouts, even though I posted a new class earlier it may not be in your game. Alternatively, the player may want the lower XP thresholds and extra skills. So duplicating the build and proficiency choice of alertness from the scout class leaves one choice. Here I take leap from danger for survivability, I gave the scout d6 hit dice to help it, but the base thief lacks this and the extra synergy helps somewhat..

Synergies:
Careful Footing (find traps + move silently)
Leap from danger (climbing + hear noise)
Shadowy Senses (hear noise + hide in shadows)
Proficiency: 
Alertness

The Stealth Thief


This build focuses purely on the stealth thief skills, what happens if we take them all? You can see in shadows, go into shadows in combat and avoid traps better in shadows. This creates a very focused concept that I can see as being attractive.

Synergies:
Careful Footing (find traps + move silently)
Fog of war (hide in shadows + move silently)
Shadowy Senses (hear noise + hide in shadows)
Proficiency: 
Skulking

The Trap Thief


Here I am looking at a tomb raider build. Traps are a common theme, and with trap mastery and trap finder you can disarm in a round with no penalty. Leap from danger adds that element of survivability to this risky role. Finally, careful footing allows you detect and avoid some of those pesky traps. Overall a very rounded and focussed build.

Synergies:
Careful Footing (find traps + move silently)
Leap from danger (climbing + hear noise)
Trap mastery (find traps + remove traps)
Proficiency: 
Trap finder

The City Thief


This one is for the city thief, it focuses on standard burglary. Evaluate mark and nimble fingers work well together. I took rigging, but then realised it is of no help to the city thief who takes cat burglary instead of mountaineering. I would modify rigging to include cat burglary in it's list of things that avoid fall failure if gear is used. Cat burglary still helps with tightrope walking and wall running to avoid falling. Rigging allows you to bring a friend as well, useful if you are expecting trouble on that top floor of the mansion or temple.

Synergies:
Evaluate mark (pick pockets + hear noise)
Nimble Fingers (open locks + pick pockets)
Rigging (climb walls + remove traps)
Proficiency: 
Cat burglary

The Thief Rogue


The adventuring dungeoneer, this takes all the good stuff into one package, the 3ed rogue. It can see in the shadows, enter concealment in a fight and dodge. Under this system this would be an attractive build and I wrote it up to gaze at it and wonder if it made something too good...

Synergies:
Fog of war (hide in shadows + move silently)
Leap from danger (climbing + hear noise)
Shadowy Senses (hear noise + hide in shadows)
Proficiency: 
Blind fighting

The Troubleshooter Thief


This is an alternative to the city thief, swapping the climbing focus. In an urban campaign this would get a lot of utility. In a dungeon game the utility around locks would be useful, and creative use of evaluate mark could let you know what magic items the boss has to inform the party. I also wonder if nimble fingers needs a time reduction down from 6 hours if the opens locks skill is present?

Synergies:
Evaluate mark (pick pockets + hear noise)
Nimble Fingers (open locks + pick pockets)
Trap mastery (find traps + remove traps)
Proficiency: 
Open locks

Summary


I selected combinations based on concepts, so it is not an exhaustive list, but I found several ones gravitated to the front. Looking at the combinations I took:
  • Careful Footing - 3 times
  • Evaluate mark - 2 times
  • Fog of war- 2 times
  • Leap from danger - 3 times
  • Nimble Fingers - 2 times
  • Rigging - 1 times
  • Shadowy Senses - 3 times
  • Trap mastery - 2 times


Careful footing and shadowy senses got a lot of use, two times in similar builds and each in a separate other build. Rigging I wasn’t enamoured with and most likely needs to bring cat burglary to the table as suggested.

I'm not sure if there is an optimal one here, they do create more variety through their presence. As such only time and actual play would be the true test to knowing if the synergy bonus works to make thiefs attractive. Which would you take given a specific style of game?