After some consideration, I’ve decided to modify my Soul Knight Class. Rather than manifest a (very) damaging spell, I think I’d rather take a page from later editions and let them create a weapon that steadily get’s stronger as they level up. I don’t think it will break anything (not when compared to multiple attacks from Claws and Bite), so I’m ok with it.
The following is a class built around…well, I’m sure you can figure that out. Arguably, this class is unnecessary and the normal mage can fill the role, but I was flush with my earlier success so decided to play with something that had things like Elementalism and spell-like abilities ‘baked-in’.
The following is a class built around…well, I’m sure you can figure that out. It is another for the world where gods are dead and people need to rely on other powers to help them through the dark times. However, it would fit really in any setting as a alternate ‘Healer’ class.
The following is a class built around the concept of a spell that creates a mystical blade of power for the character to wield in combat. It was…unintentional that they sort of ended up a bit more ‘Jedi’ then I originally intended, but…I still think they are pretty cool. They are very ‘paladin’ in feel, though without the heavy armor (though from level 2 they are still tanks!).
The following is a ‘specialty priest’ of one of the gods of my campaign. Much like the Bladedancer, they are a specific view on how a cleric could operate. At their core, they are assassin priests. They could be modified to fit other faiths. There is also a smattering of spells they use to assist their darker activities. Most of these are modified versions of arcane spells, usually ‘self’ only and with altered durations. Anyway, enjoy!
I love undead. They are about the primary ‘guilt free’ villain in my setting. They don’t need an ecology to explain why they are in some cesspool of evil. And they scare the crap out of PCs thanks to their numerous horrific abilities.
However, while I’m happy for clerics to have power over undead, I’m not super satisfied by the Turning mechanics. They worked for the time they were written for, but I think the arguments in modern games for how Turning does not interact well with the standard combat mechanics is spot on. I’d love to figure out a way to alter it to make it work, but I’m not sure I can do that easily.
The Lord of the Sun and Sky, and the ultimate lord of Law, Dakanan is a celestial being of great power and wisdom. It is he that orders the universe, so that the He (the sun) rises and sets each day, and in the night he does battle beneath the world with the forces of Chaos. Only his power keeps Chaos from devouring the world. His words were given unto his followers in the book called ‘The Law’ which is a listing of the ways in which a righteous person should live and prosper. The world is a very structured and orderly place, and all things belong in a proper position. Hierarchy’s are accepted and important, with Kings being born to take their position by divine right, and peasants being born to serve the interests of the state. Dakanan views most magic harshly as most mages deem to place themselves outside their ordered place in the universe and upset the status quo. Only the lawful practitioners of Talia are openly welcomed.
The Lord of War, Honor, and Farming, son of Dakanan and Talia, Kalen is revered as the one who has taught man how to defend himself, how to make implements of war, and how to live with honor. Without Kalen’s guidance, man would still fight amongst himself with wooden clubs and live in caves. Luckily, he has shown the ways of clearing the ground to make cities, the ways to build walls and towers to protect those cities, and the ways to fight with honor.
The Lady of Harth, Home, Magic, Healing, and Marriage. While her husband, Dakanan, is fierceness and authority, Talia is the mercy of law, the comfort that knowing the order of the universe brings. It is she that helps bring lovers together to marriage, and families to the worthy. She is also the Lady of learning and brings knowledge to all who desire to learn.
The Dancer, The Singer, The Rogue, The Sailor, The Cortesan. The green robed Celebrants of Sethi are welcome everywhere they go, for they are dedicated to joy, entertainment, and the pursuit of the arts. Dismissed by many as frivolous hedonists, few would pass up the chance to host a Sethian Ritual. To the followers of Sethi, life was meant to be experienced. Sorrow should be tempered by joy. Love must always triumph over loss. Sethian’s are often wanderers, following their god’s commandment to experience the world in a very literal way, by walking the world. Sethian’s are often experienced sailors as they seek new vistas and horizons. Sethi followers rarely take part in the conflict between Law and Chaos, usually only acting in self-defense or the defense of others.
Among the Sethian clergy, there is a zealous branch that believes in preemptively protecting others and ending suffering before it can start. These Bladedancers take an art form (dancing, acrobatics, etc) and elevate it into a deadly combat style. They then seek out those threats to the sentient races that would bring the greatest suffering to the largest number. Needless to say, the Celebrants of the Sethi Church often come to loggerheads with their more zealous brethren, but no one can ignore the results of their crusades. They battle Chaos cultists and Lawful slavers alike in their mission to protect those who simply seek to live their lives in peace.
The Old Faith
Among a small number of ‘backward’ villages, the Old Faith is still kept. This is a faith that venerates Ahlyen herself, the world mother, the source of all life. Ahlyen is a harsh mistress, but can be a loving one. She sends the gales of winter but also the bounty of spring. Animals and plants are sacrificed in her honor on the Solstices, though some Lawful priests claim that darker sacrifices are made in times of famine to appease her. Shaman’s are her most common ‘cleric’ and they preach a simple living, that stays in touch with nature. These villages and tribes that venerate Ahlyen are often more accepted by the Wild Tryshallan who live beyond the border.
The Worship of Chaos is technically illegal in Valas. However, there are those, both in the nobility and among the armed forces, who venerate other gods. Some of the soldiers that live on the boarder lands have taken to wearing horned totems and burning offerings to Elech-Tal, the War Bringer. In the Palaces of Old Valas, some secret priestesses venerate Deim-el, the Silver Moon, a goddess that offers pleasures beyond even those of Sethi and is said to walk with those who hunt in the night. The many, many orphans and urchins that stalk the back alleys of large cities seem to have their own god. Go to any alley hideout of these poor children and you can watch them carry out childish rights to The Bastard Son, The Forgotten One. These rites would be quaint and irrelevant, the fancies of the desperate and downtrodden, if it weren’t for the fact that they are universally performed in the same manner, by children who have never met and live hundreds of miles apart. And ever the Temple’s of Dakanan scour the Wizard’s College seeking proof of any magicians that have fallen to practicing the Dark Arts or the Secret Rites that only worshipers of Zahar, the Black Serpent, can master.