Kits (page 2)


" Even those who believe in the most holy must understand the ways of the dead "
Rudolph the Wise, polemic philosopher
(Necromancers of the White Cross)
Description:
Necromancers are often misunderstood and always assumed to be evil beings bent on the animation of undead to carry out unholy deeds. Such is not the way in Soldur where the White Cross is located. Necromancers of the White Cross, also known as Dead Dealers, belong to a special force that resides in Soldur and swear fealty to Eleanor, high priestess of the city. They aid their fellow priests and Knights of the White Cross on the battlefield with powerful magic, both offensive and protective.There are not many Necromancers of the White Cross; the highest count ever was one hundred and forty. The order has many strict requirements which make it difficult for many to join and cause many more to never even consider becoming part of the order. A Necromancer of the White Cross requires both mental prowess and endurance. To join their ranks, a wizard must possess at least a 12 in Constitution, a 16 in Intelligence and a 16 in Wisdom. Only Torannians (Humans) and Half-Elves may be Necromancers of the White Cross; only Specialist Mages (Wizards) - Necromancers are eligible.
Role: Necromancers of the White Cross help in planning battle strategies, training young knights in ways to protect themselves from magic, curing ailments, and accompanying various groups of Knights of the White Cross when they make forays into unknown or troubled lands. A Necromancer of the White Cross must always uphold the law and assist fellow members of the White Cross whenever they are in need of his aid.
Weapon Proficiences: Bonus: None. Recommended: Any standard wizard weapon; permitted: mace (footman's and horseman's)
Nonweapon Proficiences: Bonus: Religion, Etiquette. Required: Necrology (Complete Necromancer's Handbook - 1 slot, Wis/0), Reading/Writing (Torannian/Common), Spellcraft. Recommended: Riding: Land-Based (Horse), Heraldry, (Priest: no additional slots for any Priest proficiency): Healing, (Wizard): Herbalism.
Special Benefits: Special Hidrances:
Learn Priest Proficiencies at No Additional Cost. Necromancers of the White Cross can learn Priest proficiencies at the cost of no additional slot.
Wield a Mace. Necromancers of the White Cross can both wield and get a weapon proficiency in the mace (both footman's and horseman's)
Resistant to Mind Affecting Spells. Necromancers of the White Cross receive a +4 bonus on all saves vs. magic that affect their mind.
Specialist Wizard: Necromancer. Necromancers of the White Cross also gain all the special abilities of a Specialist Wizard as per the Player's Handbook (1 additional spell per spell level from the Necromancy School, automatically get a new Necromancy spell whenever a level is gained, +15% chance when learning spells of the Necromancy school, +1 to all saves vs. Necromantic spells and -1 to all opponents saves against the Necromancer's spells).
Permission to cast Prohibited Spells. Necromancers of the White Cross are one of the few wizards who have governmental permission to cast prohibited spells inside the city of Soldur, as well as into other cities while doing official missions. These spells include highly destructive and necromantic magic, and they still have to get a real good reason to use them inside the cities.
Alignment: Necromancers of the White Cross must maintain either a Lawful Good or Lawful Neutral alignment. Failure to do so causes them disfavor among other members of the White Cross and ultimately the wizard will be tried and sentenced to death or exile.
Tithe: Wizards of this order must tithe 10% of their income to their study (this can be done at any temple who has a sister temple in Soldur). This money goes to the training of new mages into the order.
Cannot Animate Undead: Animating undead is a "gray" area and involving oneself in such a situation is to invite suspicion.
Specialist Wizard: Necromancer. Necromancers of the White Cross also must adhere to the penalties of a Specialist Wizard as per the Player's Handbook (-15% to learn any spell from another school, no spells from Illusion/Phantasm or Enchantment/Charm schools).
Loose Code of Chivalry. These wizards are also bound by the same Code of Chivalry that the Knights of the White Cross must adhere too. However, the wizards do not need to follow it strictly as long as there are no blatant violations of the Code.
Description:
There are actually only a few real witches on the world, but with their wondrous abilities came the fear and imagination of the common folk, and so the fantasy stories are plagued by tales of witchcraft... Tough none of them seen to uncover all the secrets of the witches, they serve to warn those who do not know other worlds and realities, to stay away from their path, and respect them. These witches are usually females, but there are also males among them. In such cases, they are called as Warlocks, and not witches.
Role: Torannian witches live hidden in small villages and towns, probably working only for their own magical knowledge and learning. They do not like to adventure the lands, but very often accept other adventurers on their houses, being curious about why they do travel around the world searching for treasures or even fame. The witches only respect those with willpower and wisdom, and will treat every other people as they treat the farmers which came to their houses with questions about their miserable future. Only Torannians and Half-Elves may learn witchcraft. They must have a minimum ability scores of 13 in both Wisdom and Charisma (to add with the 9 in Intelligence, of course).
Weapon Proficiences: Torannian witches are not born to physical fighting, and will avoid it every possible time... They do not gain any weapon proficiency on the first level, nor will ever gain one.
Nonweapon Proficiences: Torannian witches can take Priest proficiences without the normal double slot penalty. Bonus: Demon Lore, Herbalism. Recommended: (General) Artistic Ability, Brewing, Cooking, Languages (Modern), Weather Sense; (Wizard) Anceint History, Astrology, Languages (Ancient), Reading/Writing, Religion; (Priest) Healing.
Equipment: When a torannian witch is first created, she must buy her weapons from among the following choices: Dagger or dirk, knife, sling, staff sling. Additionally, the witch can roll up to three times on the Magical Items table of the Dungeon Master's Guide. The DM must aid on these rolls and keep only items related to the witchcraft (such as Amulet of the Planes or the well known Broom of Flying). These items may value up to 1,500gp, but no more than that... If the player enjoys a item worth near that value on his/her first roll, he/she won't need to roll two more times.
Special Benefits: When a torannian witch is first created, she automatically gains the spells detect magic and read magic; these spells are addition to any spells she normally receives.
As a witch increases in level, she automatically gains the following abilities. These are all naturally acquired abilities, and do not count against the number of spells she can know or use.
1st Level: Torannian witches follow a pact made with all demons. They won't be warmed by them if they do not warm the demons first. The demons will always simply ignore the witch, unless there are really powerful demons around, such as Pit Fiends, whose are extremely individual to follow these kind of pacts... Tough even them will somehow have a
"care" with the witch. Only the witch is protected tough, and not her possible non-witch friends.
5th Level: Brew Calmative once a week. Such as the Wicth Kit on Wizard's Handbook.
7th Level: Brew Poison once a week. Such as the Wicth Kit on Wizard's Handbook.
11th Level: At this level, torannian witches ascends to a new form of magical understanding. So, they can cast one extra spell per day from each of the spell levels that she may normally cast (1 extra spell for the 1st spell level, 1 for the 2nd and so on...)
Other than that, they became particularly skilled with the arts of divinatory magic, thus doubling the effects of every divine spell cast by them (such as Duration, Range and Area of Effect).
18th Level: Mastering the secrets of magic and uncovering the veil of reality, the witch is now able to transport herself to any outer plane previously knew on her studies. The witch may plane shift with exaction once per week.
Special Hidrances:
- Torannian witches receives a -3 reaction roll with outsiders, unless they are exeptionally open-minded.
- If a torannian witch do not exclusively dedicate its life to the study of the mystical forces, she will be subject to the anger of their entities which wish to guide them to their own objectives. Thus, every time a witch accepts tasks or quests which are not diectly related to their own study, they will be exposed to extra planar forces which will try to change her mind and bother her until they give up on her quest. Consider it, in game terms, as if the witch suffer a -2 to -4 penalty (depending on how much time she is disobeying their masters) to every action they make.
- A witch must always expose the truth she knows about the multiverse during her conversations (truths such as the existence of outer planes and the nature of the gods, etc...). Thus, if a witch does hide the truth or lie to protect herself from the anger of those who not understand her ways, she will be subject to loose all his magical powers during a undetermined period of time. Mostly 1-4 weeks.
