[House Rules]Divine Elves Part 4: Elven Courtier

A recent thread on RPG.Net had an awesome premise.  What if you removed Clerics from OD&D and gave their magic to elves?

I thought the idea had merit.  The more I rolled it around in my head, the more I liked it.  Even if you left Clerics in, the spell creation and class creation rules in ACKS gave a perfect opportunity to build a ‘better elf’… or at least a different one.

So I did…see the previous post about the race build.  See the previous altered Spellblade Class.  And here is the post about Nightblades.

In this post I’m going to rebuild the Elven Courtier class as a divine noble.  Their spell list focuses on control and spells that would help political types.

Elven Courtier

Divine by birth, noble by upbringing.

Divine by birth, noble by upbringing.

Prime Requisite:          WIS and CHA

Requirements:             WIS 9

Hit Dice:                     1d6

Maximum Level:         13

Among the elves of Northern Argollë, there yet remain some noble families that can trace their lineage to the Imperial era. These highborn elves spend their days at the courts of Aodhan, engaging in intricate duels of etiquette, swordplay and magic against rival families. Few care to look beyond their borders, likening man’s dominance over the Ammas Aurë region to the darkening sunset at the end of a glorious day.

From time to time, one of these elven courtiers is possessed with more than the usual allocation of ambition and vigor, and sets out from sylvan Aodhan to seek glory and gold in the world of men. Few return to their woodland demesne, yet enough succeed to fill the history books with new annals of elven glory. The elven courtier class represents one of these bold scions.

Though not specialized in fighting, elven courtiers are comfortable with weapons. At first level, elven courtiers hit an unarmored foe (AC 0) with an attack throw of 10+. Elven courtiers thereafter advance in attack throws and saving throws by two points every four levels of experience (i.e. as thieves). Elven courtiers are trained to fight with swords, shortswords, daggers, composite bows, spears, and lances, and to wear chain mail or lighter armor. They may wield a weapon and shield or a weapon in each hand, but may not wield a weapon two-handed. All courtiers receive classical weapons training giving them a bonus of +1 to attack throws with their choice of melee or missile attacks. The courtier must choose which type of attack will receive the bonus at 1st level, and may not change the choice as he advances.

As patricians of their race, elven courtiers are of course taught the dive arts, but it is not their focus. Elven courtiers cast divine spells as cleris of one-half their level, use the same rules for learning and casting spells. They can use any magical items available to clerics. In addition, they can turn undead as a cleric of half their level.

Elven Courtier Level Progression

Eleven Courtier Spell Progression

 

 

Experience Title Level Hit Dice   1 2 3 4 5
0 Attendant 1 1d6
1600 Courtier 2 2d6
3200 Aristocrat 3 3d6 1
6400 Noble 4 4d6 1
12800 Exemplar 5 5d6 2
25600 Patrician 6 6d6 2
50000 Dignitary 7 7d6 2 1
100000 Consul 8 8d6 2 1
240000 Lord 9 9d6 2 2
380000 Lord, 10th level 10 9d6+1* 2 2
520000 Lord, 11th level 11 9d6+2* 2 2 1 1
660000 Lord, 12th level 12 9d6+3* 2 2 1 1
800000 Lord, 13th level 13 9d6+4* 2 2 2 1 1
*Hit point modifiers from constitution are ignored

As befits their noble upbringing, elven courtiers are well-schooled in diplomacy and protocol. They receive a +2 bonus on all reaction rolls when they attempt to parley with intelligent creatures (as per the Diplomacy proficiency). This same upbringing gives them the leadership skills and self-confidence to inspire courage in their allies, in the same manner as bards. Inspiring courage requires  a few moments of oration before a battle (one round), and grants the courtier’s allies within a 50′ radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A courtier can inspire courage in any given character once per day per class level.  (Even the most inspiring epic gets old if you hear it twice in the same day.) A courtier cannot inspire courage on characters who are already engaged in combat.

From childhood, courtiers are taught to either sing, recite poetry, or play a group of instruments in a skilled manner. The courtier chooses the type of performance that his character knows. He may take the Perform proficiency to learn other types of performances.

Such training lays the ground work for courtiers to work magic with their song and poetry. At will, the character can conduct a performance that can serenade creatures with a potential prurient interest (as a charm person spell) or quiet savage beasts (as a sleep spell, but it only functions on ordinary and giant animals of 4 HD or less). These abilities require one minute (6 rounds) of performance and may not be used if combat has already begun.

Like other elves, courtiers gain a +1 bonus to surprise rolls when in the wilderness due to their attunement to nature. Elves have keen eyes that allow them to detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection. Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict, and the target values for all their saving throws versus Petrification/Paralysis and Spells are reduced by 1. Elves can speak the Common, Elven, Gnoll, Hobgoblin, and Orc languages.

When an elven courtier reaches 9th level (Lord), he is expected to establish a fastness in a natural setting, such as a forest or glen, to further his family’s lineage. A total of 3d6x10 1st level elven NPCs will move in to help with it and defend the fastness at no cost to the character. A courtier’s elven fastness follows all the rules for elven fastnesses detailed in the Elven Fastnesses section of Chapter 7 of ACKS.

When an elven courtier reaches 10th level, he may begin to research spells, scribe magical scrolls, and brew potions.

Elven Courtier Proficiency List: Apostasy, Beast Friendship, Combat Trickery (Disarm, Sunder), Command, Divine Blessing, Divine Health, Eavesdropping, Fighting Style, Healing, Laying on Hands, Leadership, Loremastery, Magical Engineering, Military Strategy, Mystic Aura, Naturalism, Passing Without Trace, Performance, Precise Shooting, Prestidigitation, Quiet Magic, Riding, Righteous Turning, Sensing Power, Skirmishing, Swashbuckling, Unflappable Casting, Wakefulness, Weapon Finesse, Weapon Focus

 

First Level Divine Spells

1 Command Word enc
2 Cure Light Wounds
3 Detect Magic
4 Fellowship enc
5 Sanctuary

 

Second Level Divine Spells

1 Augury
2 Bless
3 Delay Poison
4 Hold Person enc
5 Shimmer

 

Third Level Divine Spells

1 Cure Disease
2 Prayer
3 Protection from Nor.  Missiles
4 Remove Curse*
5 Striking

 

Fourth Level Divine Spells

1 Cure Serious Wounds
2 Dispel Magic
3 Hold Monster
4 Neutralize Poison
5 Tongues

Fifth Level Divine Spells

1 Commune
2 Quest* enc
3 Restore Life and Limb
4 Strength of Mind*
5 True Seeing

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Sundered Empires Session Report 39-Forest of the Valanorn

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A journal from Kaenan-Tal’s perspective.  A new wonder is discovered in this otherwise dying world, as well as the scope of the tragedy that has gone before.

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[House Rules]Divine Elves Part 3: Nightblade

A recent thread on RPG.Net had an awesome premise.  What if you removed Clerics from OD&D and gave their magic to elves?

I thought the idea had merit.  The more I rolled it around in my head, the more I liked it.  Even if you left Clerics in, the spell creation and class creation rules in ACKS gave a perfect opportunity to build a ‘better elf’… or at least a different one.

So I did…see the previous post about the race build.  See the previous altered Spellblade Class.

In this post I’m going to rebuild the Nightblade class as a divine assassin.  Again, I’ve tweaked the spell list to my own tastes and vision.

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Sundered Empires Session Report 38-The Dead God Awakens

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A journal from Klangor’s perspective.  For a paladin, it’s interesting in its…liberalness with some of the events.

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Review: The Complete B/X Adventurer

I’ve been very curious about Running Beagle Game’s Companion Rules for some time, but never got the chance to pick up a copy before the physical books were sold out by the time I really made up my mind.  However, recently, RBG put out a new book, The Complete B/X Adventurer which I decided to pick up because, as you may have noticed, I love classes and options in my game and an entire book devoted to them sounded right up my alley.

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[House Rules]Divine Elves Part 2: Spellblade

A recent thread on RPG.Net had an awesome premise.  What if you removed Clerics from OD&D and gave their magic to elves?

I thought the idea had merit.  The more I rolled it around in my head, the more I liked it.  Even if you left Clerics in, the spell creation and class creation rules in ACKS gave a perfect opportunity to build a ‘better elf’… or at least a different one.

So I did…see the previous post about the race build

In this post I’m going to rebuild the Spellblade class as a divine warrior champion (essentially a full on paladin).  I’ve tweaked the spell list to my own tastes and vision, but it could have easily been a straight up cleric list (or bladedancer, or shaman, or whatnot).

The Divine Elven Spellblade

The Divine Elven Spellblade

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[House Rules]Divine Elves Part 1

A recent thread on RPG.Net had an awesome premise.  What if you removed Clerics from OD&D and gave their magic to elves?

I thought the idea had merit.  The more I rolled it around in my head, the more I liked it.  Even if you left Clerics in, the spell creation and class creation rules in ACKS gave a perfect opportunity to build a ‘better elf’… or at least a different one.

So I did…

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‘Player Skill’ versus ‘Role Playing’

I’ve been reading a lot of Old School blogs recently, as I do, and I’ve noticed a lot of them talking about ‘Player Skill’ as compared to ‘Character Skill’.

There is a debate in the gaming community about which is preferable, a player interacting with the game environment primarily through their own wits and problem solving ability versus a character interacting with the world through their abilities or stats on the paper.

Among the old school community, most argue strongly that player skill is always preferable and more meaningful, because the victory and defeats that a player experiences are almost entirely due to their own cleverness, forethought, and planning.  Others argue that that style of play ignores the differences in character capability, that a character and its player should be separate and differently capable.

In my own Old School campaign, I’ve noticed a mix of this sort of play style.  For a very long time, I’ve been into more Storygames, or games where immersion in the setting and character are far more important than ‘winning’.  However, playing ACKS, I’ve noticed an acceptance on my part of ignoring character’s knowing things they have no real way of learning, because it is so much a trope of the D&D experience it seems odd to forbid it.

I’ll give a salient example.  The first time Gary threw trolls at his players, if they’d not read Three Swords and Three Lions, I bet they shit themselves when the damn things wouldn’t die.  How the hell were they supposed to know to use fire on them?  But even if they died, the next characters who came along would spontaneously know that fire was what you needed.  Or that you shouldn’t touch this stone.  Or that this kind of necklace will strangle you.  And that sort of ‘training by PC death’ is lauded in many corners of the Old School community.

I find it strangely dissonant to call that role playing, while accusing more modern games and later editions of being too much like board games or video games.  The new character has no way of knowing what the now dead one may have learned, yet no one bats an eye at the player using that ‘out of character’ knowledge.  That to me seems to violate the whole concept of role playing.

I’ve often struggled with trying to figure out how much of the ‘common lore’ about monsters of myth in our world is equally common lore in the fantasy game world.  Does every peasant know that garlic will ward away a vampire?  Does every peasant know that silver will kill a lycanthrope?  Arguments can be made either way, but the game rules and the settings themselves are silent on the matter.  In a game with a skill system, at least there are knowledge skills governing the reasonable use of such knowledge.

I don’t know.  I don’t have a problem with ‘player skill’ type play.  I’ve been playing rpgs for so long that I have a mountain of stuff in the back of my head and it’s hard to turn it off no matter what I play (which is why I rarely like playing games that start at 1st level any more, I just can’t turn that stuff off).  And though I love Old School gaming, and greatly prefer it to games like Pathfinder, some of the assertions of the more vehement Grognards rankle me.   I guess that’s all I’m saying.

 

Oh, in other news, it’s Swords and Wizardry appreciation day!  While ACKS is my go to system, I do love the S&W material…especially their awesome modules and monster books.  So check them out!

SW-Appr-Day

Sundered Empires Session Report 37-Shrine of He Who Watches

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Sorry, spoke too soon.  Still the omniscient Judge here.  We’ll be back to the journals next week…

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Sundered Empires Session Report 36-Teleportation Tower

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The journal writing player missed out this one, so it’s back to me.  But next time we’ll be back to that.

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