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venerdì 15 aprile 2016

Seelie Knight a Swords & Wizardry racial class for the 2016 S&W Appreciation Day

This is my contribution to the 2016 Swords & Wizardry appreciation day, the entry for the 2013 appreciation day is here: Swords & Wizardry short review and new class.

In this article we propose an elven "racial class" adding a new class to the choice of character class for the S&W game and introducing the concept of racial classes in S&W. Racial classes can explore dungeons side by side with all the other classes present in the S&W rules as convincingly demonstrated by the excellent Fantastic Heroes & Witchery simulacrum.

Racial class add one or more distinctive class that are representative of the ideals of a certain race, the race in question have no level limits in its racial class while other races usually cannot progress in this class, half-races are the exception. For example Half-Elves can progress in elven racial classes but have level limits, human and other races will have stricter level limits. It's not possible to multi-class in racial classes.


The Seelie Knight

The Seelie Knight is a champion of the Seelie court, trained in combat (he fights as a Fighter) in poetry and gifted with glamorous magic. They fight for flowers and blood wreaking confusion in the battle with their magic.

Prime Attribute: Charisma 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d6/level (a Seelie Knight gains just 1 hp/level after 9th.)
Armor/Shield Permitted: Seelie Knight are able to use armor up to chain mail or any shield effectively.
Weapons Permitted: Seelie Knight are able to use any weapon effectively
Race: Only 
elves and half-elves (max 12th level, 13th with 18 charisma) may become Seelie Knights.



Table: Seelie Knigh advancement
XP
Faerie Spells
1st/2nd/3rd/4th/5th
Level
Hit Dice
Saving Throw
0
-/-/-/-/-
1
1d6
15
3'000
1/-/-/-/-
2
2d6
14
6'000
2/-/-/-/-
3
3d6
13
12'000
3/-/-/-/-
4
4d6
12
24'000
3/1/-/-/-
5
5d6
11
48'000
3/2/-/-/-
6
6d6
10
96'000
3/3/-/-/-
7
7d6
9
200'000
3/3/1/-/-
8
8d6
8
330'000
3/3/2/-/-
9
9d6
7
460'000
3/3/3/-/-
10
9d6+1
6
590'000
3/3/3/1/-
11
9d6+2
5
720'000
3/3/3/2/-
12
9d6+3
4
850'000
3/3/3/3/-
13
9d6+4
4
980'000
3/3/3/3/1
14
9d6+5
4
1'110'000
3/3/3/3/2
15
9d6+6
4
1'110'000
3/3/3/3/3
16
9d6+7
4
1'110'000
4/4/3/3/3
17
9d6+8
4
1'110'000
4/4/4/4/3
18
9d6+9
4
1'110'000
4/4/4/4/4
19
9d6+10
4
1'110'000
5/5/4/4/4
20
9d6+11
4
1'110'000
5/5/5/5/4
21
9d6+12
4
+130'000
per level
same progression
+1
+1/Level
4

Requirements and Limitations

Seelie Knight owe alliance to a Seelie Lord and the Seelie Queen, direct order from their lord cannot be ignored

Class Abilities

Weapon Training
Seelie Knights at 3rd level gain +1 to hit and damage with swords and spears

Spell Casting
Seelie Knights cast “faerie” spells from a specific list, with numbers as per Table: Seelie Kinght Advancement. Each day, the Seelie Knight can cast a number of spell from the standard list as shown in the table he needs not to prepare the spell and as long as has use he can cast the same spell over and over. 
Saving Throw Bonuses
Seelie Knights gain a +2 bonus on saving throws against being paralyzed and illusion.
Establish Seelie Stronghold
At 9th level, a Seelie Baron (9th level title) may establish a stronghold and attract 1d4 3rd level Seelie Knights and 2d6 1st level Seelie Knights who will swear fealty to the character as loyal retainers.

Spell Lists ("Known spells")
    Level
Number
1st 2nd  3rd  4th 5th 
 1 Charm Person  Detect Invisibility  Clairaudience  Charm Monster  Create Food
 2 Cure Light Wounds  Hold Person Clairvoyance Cure Serious Wounds  Feeblemind 
 3 Detect Magic Invisibility Cure Disease Neutralize Poison Finger of Death
 4 Light Mirror Image Dispel Magic Hallucinatory Terrain Hold Monster
 5 Purify Food and Drink  Phantasmal Force  Locate Object  Massmorph Quest
 6 Shield Snake Charm Suggestion Polymorph Other Telekinesis
 7 Sleep Speak With Animals  Remove Curse  Polymorph Self Wizard Eye






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