:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Subject: A new nonviolent class... Here is a new pc class I cooked up. It has not been tested yet. Enjoy. THE SAGE A new player-character class by David M Girardot Yandra whirled his staff in an arc and knocked the orcs feet out from other him. His foot deprived the creature of most of his breath. "Now my friend," said Yandra, kneeling and securing the orc with bonds of leather, "maybe you'll learn to think twice before waylaying travellers." "What are you doing," grumped the mighty Thardfast, wiping the blood of the last orc off of his sword. "Just kill it." "I'm a Sage, not a Warrior," said Yandra. "There's no need to kill." The barbarian threw up his hands, "Sages!" he said in disgust. * * * * * The Sage class is one predicated on development of the intellect. The mind, they postulate, is the Divine -- and there is no greater goal than the development of the divine. The Sage is not a fighter, though many are adept at self-defense. They will not take a life, however. The Sage beleive that a healthy mind can only develop within a healthy body, and so exercise rigorously. ABILITY REQUIREMENTS: Strength 12 Intellect 16 Dexterity 9 Wisdom 9 Constitution 12 PRIME REQUESITES: Strength 16 Intellect 16 Dexterity 12 ALLOWED RACES: Human only ALIGNMENTS: Lawful Good Lawful Neutral WEAPONS ALLOWED: Quarterstaff WEAPON PROFICIENCIES: INITIAL: 1 Non-Prof. Penalty: Cannot use any weapon but the Quarterstaff and own body. ADDITIONAL: None NON-WEAP. PROFICIENCIES: 4, additional 1 every 2 levels ARMOUR ALLOWED: None STARTING MONEY: None SPECIAL RESTRICTIONS AND BENEFITS: The sage begins with no money, only the clothes on his back and a quarterstaff. Additionally, he may never carry more than a few peices of silver. His equipment is not so restricted, as long as it directly related to the gathering of information, science, or development of the intellect or body. Magic items of this sort are allowed too. The sage will avoid combat at all costs. A sage will never attack first, and will only defend if first attacks. In any case, the sage prefers to talk first. Because of their scientific training, sages are particularly skeptical of magical and clerical abilties. A sage will tend not to beleive in magickal effects, or downplay their importance. If ever "convinced" in magick a sage will see it only as an unpredictable and limited effectiveness device and curiousity. The exceptions to this are magickal scrolls and potions, which the sage will attribute to science rather than any sort of magick. Note that this does not happen with spells the sage himself casts from scrolls or potions drunk by him. It is suggested to the GM that the sage play up the role-playing aspects of their background in order to receive the full benefit from the save bonus. I.E., "the dragon is going to breathe *fire*? Why, that's impossible? Why doesn't it burn? And how can it fly, it must weigh a ton? It must be a trick of the mind! It can't be real, therefore it can't hurt me." LEVEL SAVING THROW BONUS VERSUS MAGICAL EFFECTS* OF SAGE MAGICKAL EFFECTS(1) MIND AFFECTING(2) ===== ================ ============== 1-2 +1 +2 3-4 +2 +3 5-6 +3 +4 7-8 +4 +5 9-10 +5 +6 11-12 +6 +7 13-14 +7 +8 15+ +8 +10 * A sage gets to add his Wisdom bonus against ALL magical attacks. Note that the bonuses of this table do not apply to scroll spells cast by the sage himself. 1) Any magical effect such as a spell, dragon's breath, etc. 2) As above, but an effect that specifically affects the mind. This also means that the Sage is an avowed athiest and healing type effects must be saved against. However, ressurection effects need not be saved against as the sage is dead and cannot be suitably disbeleiving. Note, however that a God might not want to ressurect a character who will refuse to beleive in him. Even when ressurected, the sage will have difficulty believing. For some strange reason, even wizardry is more beleivable than clerical magic. (Even though the sage uses healing scrolls all the time!) A sage is always at +1 with any non-weapon proficiency that involves knowledge or the mind. Additionally, a sage receives four free languages because of his training, and the literacy discipline for free. Because the sage beleives in development of the mind as well as the body, he may SPECIALISE in the quarterstaff or the martial arts proficiency. (Using one of his "added lang" slots and his weap. proficiency slot.) A sage is also allowed the Exceptional Strength and Constitution HP bonus usually only allowed to fighters. SAGE EXPERIENCE LEVELS LEVEL EXPERIENCE HIT DICE OF POINTS SAGE (d6 + 3) ===== ========== ======== 1 0 1d6 + 3 2 1,500 2d6 + 6 3 3,000 3d6 + 9 4 6,000 4d6 + 12 5 13,000 5d6 + 15 6 27,500 6d6 + 18 7 55,000 7d6 + 21 8 110,000 8d6 + 24 9 225,000 9d6 + 27 10 450,000 9d6 + 28* 11 675,000 9d6 + 29* 12 900,000 9d6 + 30* 13 1,125,000 9d6 + 31* 14 1,350,000 9d6 + 32* 15 1,575,000 9d6 + 33* 16+ +225,000 + 1* * A sage recieves 1 hit point for each level beyond 9th and no longer receives CON bonus to hit points. A sage uses the THAC0 and Saving Throw tables of Fighters. Because of his lifetime of collecting knowledge, a sage has a lore ability similar to a Bard. A sage has a 15% per level, plus his INT to know something useful about any notable being, item, or place. Additionally, a sage has an ability to Read Languages, as a theif, equal to 10% level though he can only speak the language if he knows it. --David M Girardot