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at they utilize in their long multi millennia existence after the cataclysm much of their lore was lost the order decided to send out young adepts halût khondrū to wander in search of the lost lore and bring it and and relics of the order that they find in this they are like adventuring priests of the decadent southern city states these halût khondrū or halût for short are trained for years in wilderness survival martial arts music religious and magical traditions of their order they then go for forth wandering in search of lost lore of the khondrū order this serves an additional purpose for the order in that it helps weed out the weak amongst their number and strengthens the order with those that survive and return unlike adventuring priests warrior priests and elementalists the halût khondrū do not try to convert others to their ways or set up shrines if they survive their wandering and prove themselves worthy they will be assigned a tribe or clan of the tharkeshi tribes those halût khondrū that excel in divination become oracles while those who excel music storytelling become sangōl while those who master all the skills become true khondrū the priests of the order once they return from their wanderings they are tested and evaluated to see what branch of the order they will serve in only true khondrū are granted a tribe or clan to serve often replacing their older khondrū who had passed away or was to infirm to serve properly both men and women can serve as as equals within the khondrū order advancement is based on merit not nepotism or favoritism those who prove themselves worthy advance those who don t are given two choices leave the order and find a new life or join the zanthū rangers as defenders of of the tharkeshi wilds especially the primal wantū forest where the khondrū order dwells there is a chaotic counterpart to the khondrū order the azūzū order of the dark cedar forest of the chordeshi wilds to the south by joseph weston halût khondrū hd 6 alignment neutral or chaos armor leather or fitted animal hide weapons dagger darts spear staff sword and bow abilities spellcasting nature elemental and chaotic spells move silently 1 4on a d6 in wilderness only but 1 3 on a d6 roll elsewhere hide in shadows 1 4 on a d6 in wilderness only but 1 3 on a d6 roll elsewhere climb shear walls 1 4 on a d6 backstab ambush on a successful move silently roll or hide in shadows roll at 3rd level they can brew and use poison venom on a 1 3 on a d6 roll this increases to 1 4 on a d6 roll at 6th level and a 1 5 on a d6 roll at 8th level and above at 4th level pass without trace in wilderness only at 4th level a khondrū can summon a animal familiar depending upon terrain type ritual is performed at 6th level a halût khondrū takes their test those that succeed are granted laying on hands 3 times a day 1d6 at 6th level 2d6 at 8th level 3d6 at 12th level at 8th level invisibility at will in wilderness only note halût khondrū druids and zanthū rangers are the only humans that can use thieving skills listed above at that chance value all others can try at 1 2 on a d6 roll restrictions they cannot wear any armor beyond leather or fitted hide they can only use listed weaponry they cannot be lawful they must tithe 50 of their wealth to their order khondrū or azūzū if they use chaos spells more frequently than nature spells they become corrupted and are initiated into the azūzū order and begin to acquire chaos mutations they gain a 1 to reaction rolls amongst civilized folk and a 2 reaction rills against humanoids halût khondrū of the khondrū and azūzū orders will attack each other on site and fight to the death no exceptions halût khondrū who spend more than a week in a city gain a 1 on all rolls until they return to the wilds for a week this increases for each week within the city up to a max of 3 must take a taboo and abide it or if found in violation they lose access to their spells and must preform a 3 day fast and ritualistic cleansing rites there are no shape change abilities like the druid i wanted my druid stand ins to have their own thematic feel i went with the initial concept that druids were basically a multi classed cleric magic user with thief abilities but without actual multiclassing like all my class variations i wanted to have their own thematic vibe and speak of the setting they are developed for i hoped that you found this installment of my magic users in my od d campaign series of interest please take care fin magic users in my od d campaign part 3 elementalists on june 3 2020 by vrgr 68 vættrið dweller ov the vargskógi leave a comment by paolo puggioni greetings in this post i will be continuing my series concerning magic users in my od d campaign in this installment unlike my last post in the series where i showed with some thematic tweaks how you can reskin the standard magic user to create a new class or variant in this installment i will take the magic user class and make some more definite changes thus creating an all new class in my setting magic is still potent and flows through everything it has three origins law via divinities or agents of order chaos via infernal divinities or agents of chaos and lastly neutrality via the titans primordial divinities of nature or other agents of balance or the eternal cycle though magic is still potent in the world the knowledge has largely been lost following the aftermath of a worldwide cataclysm long ago the titans sick of the constant struggles of both law and chaos in the world created powerful seals limiting access to the world by the powers of law and chaos creating these seals drained the titans of power and forced them into a multi millennium slumber during this time where the divine and infernal was limited from influence within the world the magi rose in power and influence unbeknownst to these mortal practitioners of magic that the more that they used magic the weaker the seals became so after three millennia the seals broke and magic floods back into the world in uncontrollable torrents that warped the very world in its wake civilizations crumbled new civilizations rose and fell again but it wasn t just magic being released into the world but infernal creatures from the underworld creatures and agents of law from the outer realms of law and from the elemental planes though much of the lore was lost in last century or two of the aftermath there were those who did preserve some of this magical lore the magi though few in number they sought to reclaim their lost secrets and regrow their numbers power and influence as part of this process some came under the influence and eventual patronage of agents of law chaos and neutrality one of those factions in the world are the elementalists elementalists are similar to adventuring priests and warrior priests as they derive their knowledge and abilities by creating pacts with elemental lords but unlike the adventuring priest and magi who need to study and research new spells to cast their magic elementalists can tap into the elemental realm of their patron and cast their spell without having to do research or study a spell book and memorize a spell that said they require concentration and time for marshaling the power and to properly manifest the spell within their mind in order to cast it the more powerful the spell the longer and more draining the spell whereas both adventuring priests and magi can cast spells via incantations or prayers elementalists cannot by matt forsyth elementalists also are limited to spells tied to their elemental lord and their duty to them but they gain other abilities to counter this restriction in spells there are four elemental lords grond lord of earth ishya lady of air zhuul lord of fire and kilat lady of water like adventuring priests and warrior priests elementalists must preform sacrifices and create shrines to exalt their patron and bring new gifted vassals to their patrons service elementalists gain abilities in exchange for their service and loyalty to their elemental lord these abilities are are tied to the element their patron controls an example an elementalist of zhuul has abilities tied to fire and has an animosity to elementalists of kilat by felicia cano elementalists hd 6 alignment neutral weapons special see below armor none abilities spell casting restricted to those tied to element of their patron elemental resistance resistance to normal non magical attacks or aspects of nature tied to their element they get a 2 to all saves vs these attacks aspects special see below elemental resistance at levels 3 and 6 they get save vs magical attacks as if they were twice their level 6 12 respectively elemental immunity at level 12 they have full immunity to all natural and magical attacks linked to their chosen element including dragon s breath elemental aspects at levels 4 8 12 the elementalist develops a mutation tied to their element and this in turn will gradually transform into a semi elemental being with an extended lifespan special see below summon an elemental familiar tied to their element special see below restrictions an elementalist cannot join a party with another elementalist of their rival elemental lord example zhuul kilat and ishya grond vulnerability to opposing element 2 from 1st to 4th level 4 from 5th to 8th level and 6 from 9th level on saves vs that element they must choose a taboo and if they break the taboo they are sent on a quest as spell to redeem themselves they lose their abilities until the quest is completed or they fail in which they lose them permanently or they died on the quest special notes weapons an elementalists are trained in weaponry symbolically tied to their elemental lord grond bludgeoning weapons ishya missile weapons zhuul bladed weapons kilat whips and chain based weapons combat elementalists are trained in martial arts styles symbolically tied to their element earth defensive hard and immobile strikes locks and grappling air defensive light and flowing strikes and throws fire aggressive fast and flamboyant strikes and bladed hand and feet weaponry water aggressive but flexible locks throws and grappling in these martial arts they can only be used against humanoid opponents and they add a 1 to both their ac and damage while fighting unarmed minus exceptions above every 3 levels at 1st 3rd level they get 1 at 4th 6th level 2 at 7th 9th level 3 and 10 level they get a 4 elemental familiar at 3rd level an elementalist preforms a ritual involving a sacrifice and if their elemental lord is pleased will send their servant a elemental familiar to serve them these elemental familiars grow in power every four levels and suffer the same resistances and vulnerabilities that their master have also they can do greater damage at every four levels of their masters the elemental familiar of fire and water because of their nature must be stored in a magical vessel until needed whereas earth and air elemental familiars can walk or fly besides their master at 4th 7th level they are 1 hd creatures at 8th 11th level they are 2 hd creatures and at 12 levels they are 3 hd creatures i will make a list of available elemental familiars for players to roll on or choose from with dm approval resistances earth to acids gases and other toxic substances from the earth air non magical lightening heavy winds cold from air based natural phenomena fire non magical fire embers heat smoke and toxic fumes created by fire water drowning ability to hold breath for long periods salt water tainted water and slippery surfaces including ice elemental aspects elementalists by channeling raw elemental magic preforming sacrifices and communing with their elemental lord they slowly transform into a semi elemental being though technically human they have an extended lifespan and gain mutations influenced by their elemental lord i will be creating lists of these mutations broken into minor intermediate and major categories the players can either roll randomly or pick to fit their image of how their character should look with dm approval extra note concerning elemental aspects once an elementalist has achieved full status as a semi elemental being any children begotten via they will be a vanyar there is also a chance that a child produced after level 4 will be a vanyar at 4th 7th level on a roll of a 6 on a d6 a vanyar is born at 8th 11th level it is a 4 6 a d6 an vanyar is born note the vanyar will be discussed in far more depth in a future post by jasontn so this is the elementalist class and shows how you can take bits and pieces of existing classes and make something that thematically fits your world but doesn t take away another classes special niche i wanted a variant of the magi user in my setting that was tied to the four primal alchemical elements as i was inspired in part by the fire elementalists of the adventurer comics i read as a teen and the avatar the last air bender and it s spinoff the legend of korra well i will end this installment of my blog so i can get it posted and shared about please take care fin the wanjok the troll blooded on may 31 2020 june 5 2020 by vrgr 68 vættrið dweller ov the vargskógi leave a comment by paul bonner chronicles of trudvang by riot minds edit i changed the name my version of druids from the anglo saxon rūnwita to khondrū greetings i am taking a brief break from my series of posts magic users in my od d campaign in this post i will be discussing a new player character race the wanjok the wanjok pr juan yok are not a true race but a human that has troll ancestry trolls in my setting are not the rubbery skinned green monsters on traditional d d but a fey race unlike elves in my setting the wanjok were not kidnapped and magically transformed they are the product of a mating between a human and a troll trolls are not solely chaotic like in od d but can also be of neutral alignment like their troll sire they vary in size from 4 to 7 compared to trolls who vary in size from 3 to 9 they are also stronger than humans and receive a 2 to their str con rolls but a 1 to their cha dex rolls they also get a 2 to their reaction rolls because of their trollish heritage though they appear as humans there are often various signs that mark a wanjok as who they are this could be tusks pointed ears with tufts of fur a fur tipped tail a horn or multiple horns to claws amongst other minor mutations the wanjok are rare and are seen with suspicion by humans who often fear their tainted ancestry that said unlike elves and smarag the wanjok can hold position in human nobility as such they can be granted titles and land wanjok cannot be warrior priests magi adventuring priests or warrior magi they can be fighting men elementalists and khondrū druids they can advance to full level limits as humans in these three classes wanjok are prone to adventure in part because of their suspicion amongst humans and a desire to seek glory in hopes of earning respect and posit...
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