Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Tuesday, December 18, 2012

Xothia: The Dwarven Witch

Dwarven Witches
The dwarves of yore made mighty spells, 
While hammers fell like ringing bells 
 In places deep, where dark things sleep, 
 In hollow halls beneath the fells.

I saw the Hobbit and it renewed the feeling I get every so often when playing D&D.  Dwarves and bad-asses and you should not mess with them.  This notion inspired me to post this. Enjoy!

The Xothia appear in my latest book, The Witch, but can be used in any Retro clone that has dwarves.

OGL declaration. All text below is designated as Open under OGL. All art is retained by the copyright holder and is not open under the OGL.

The Xothia of the Rock

   “Where are we headed Jornek?” asked Tuir, a young hill dwarf of only 80 summers.  They were walking in the rain up a mountain path, and Tuir hated the rain.
   “We are going to get answers.” repeated the older dwarf for what seemed like the thousandth time this morning.  Jornek did not care for the rain either, but it was not as annoying as his young nephew’s constant complaining.  Were he not his sisters son…
   “I thought we were going to go to the human city and seek out one of their sages?” replied Tuir.
   “That is what I wanted the clan to think.” came Jornek’s short reply. “We are going to see Royrn, the Xothia of the Rock.”
   Tuir stopped dead in his tracks.  “A Xothia!” he cried out. “what could *she* possibly do?  Except maybe to bewitch us and make us her slaves!”
   Jornek grabbed his young charge and pulled him back on to the path. “Put your lips together you fool.  You have the tongue of a gnome but none of their sense!  This is why I did not tell you or anyone.  The Xothia of the Rock has been known to our clan for centuries.  Our problem is magical, no human sage could understand!”
   Tuir was so quiet the rest the trip that Jornek almost regretted not telling him sooner.  But soon enough they approached a small cave opening.  Outside was small, but ornate gold gong.  Jornek took the striker and hit the gong three times. Tuir looked at the gong quizzingly and then to Jornek.  The older dwarf guessing his question only replied, “who would *dare* steal it?”  Jornek then walked into the cave with a nervous Tuir close behind.
   The sight that met Tuir’s eyes was almost overwhelming.  He had expected the cave to be dark, damp and gloomy, like a goblin’s hole, but instead it seemed, well more “elf” like.  There were brightly colored lamps hanging from outcroppings in the walls that sent an array of colors everywhere.  The floor was amazingly flat and clean.  To the back of this chamber were several doors.  But Tuir was not prepared for what, or rather who, he saw next.
   She was young, maybe no older than himself. She wore brightly colored clothes that were still dwarven style, but some how seemed more elfish.  Her most striking feature to Tuir was her face.  While she was obviously beautiful, she had no beard.  Among his clan a woman without a beard had no prospects of finding a husband.  This woman seemed not to care.
   “Merry Greetings, Jornek, Gornek’s son.” she said with a voice that sounded musical to Tuir’s ears.    “Please do us the honor of your presence.” And with that she bowed slightly.
   “Greetings to you and may I return some of the hospitality that you show today.” Jornek said as he bowed even lower.
   “You’re the…the Xothia of the Rock?” Tuir stammered out.  This got him a angry glare from Jornek, but a small musical laugh from the woman.
   “Not yet young Tuir, that honor belongs to my mistress and teacher.  Come, she is waiting.”
   The followed the woman to another, even larger chamber filled with lights.  Tuir was surprised to see a few other women, even a gnome woman. Most were writing in long scrolls, some were to busy starring at the new guests.  Then an unbelievably old woman entered the room.  The rest of the women snapped to attention, she made a motion with her hand and they all left.  Like the first and the current old woman, none of the women had beards.
   She repeated the greeting to Jornek as the younger woman had, only she added his grandfather, great-grandfather and great-great grandfather as well.  Jornek had bowed even lower than he had before, his great beard sweeping the floor.  She then addressed Tuir. Jornek, as custom dictated, answered for his young charge. Tuir was too dazed to say anything or even move.  It was not till he got a withering glance from the elder dwarf that he too bowed low.
   Finally the Xothia looked at Tuir, starring at him, or through him, as if to divine his need.  She seemed to be unbelievably ancient to the young dwarf, and yet he still saw something in her eyes that spoke of youth. She addressed him in voice that reminded him of the echo of a subterranean pool.
   “Got yourself into a bit of trouble have we Tuir? Magic trouble no less.”  She asked, but not waiting for an answer. “My, my quite a bit of trouble for one so young.”
   “He is a fool Xothia, were he not my sister’s son.” Jornek started but was cut short by the woman. To Tuir’s surprise, and he admitted delight, Jornek seemed quite taken aback at this.
   “It is the privilege of youth to be foolish, but the responsibility of the aged to be wise.  If we wish not our young ones to be fools then we must teach them.” She said without even looking at Jornek.  In their clan no one would have silenced Jornek as if he were child. But no one in their clan was the Xothia either.
   “Now young Tuir” she continued “will you allow a old woman the chance to help and maybe even teach you a thing or two about this world?”

The Xothia

Xothia of the Rock by Daniel Brannan
The dwarven witch feels isolation from her normal community due the distrust of arcane magic among dwarves.  This distrust seems to date back in time to the first recorded appearance of dwarven witches, a coincidence that seems too strong to ignore.

In dwarven society, men and women are regarded as equals.  The dwarven witch is seen as contrary to this established reality.  Most dwarven witches feel deep fear when they first hear the Call and either leave their communities or try to suppress what they now know and feel. Dwarven witches become Solitaries, learning their art and faith directly from the Mother of Dwarves herself.

The social stigma of being a magic-using dwarf is tough to bear; and due their nature, dwarven witches tend to be far more chaotic than the normal dwarf population. While some find content with this life, others are constantly reminded that they will never truly belong, either as a dwarf or as a witch.  Dwarven witches are the rarest form of witch one will encounter.

The Xothia (“Zoe-thee-Ah”) witch of dwarven communities has taken her nearly insurmountable odds and turned them into unique advantages.  Feared for her power, isolated because of her ideals, and respected for her knowledge, the Xothia has become a living repository of dwarven lore, knowledge and magic.  All Xothia are female -- no male has ever joined their ranks -- and all are beardless.  Whether the Xothia are born that way or have their beard removed is one of but hundreds of their closely guarded secrets.  The leader of a coven of Xothia is often known as the Xothia, and is usually centuries old.  She is regarded as an advisor and sage to dwarven leaders; many will travel days or weeks to seek her out.

The Xothia lives apart from the main community of dwarves, where she and her coven can use magic to scry and record all that needs to be known.  Often such answers cannot be gathered by magic and the Xothia witch must travel the world in search of them.  A full coven of Xothia is nine witches, eight members and the Xothia.  Their manner and style of clothing have often been described as “elf-like,” not in insult, but as a means for the common dwarf to label what she does not know.  The ritual tools of the Xothia are the “Labrys” or small double bladed axe, and the “Malleus” or hammer. The labrys may be wielded with one hand.  It has two semi-circular blades on either side.  The labrys has a small knob on top of the shaft located between the two blades.

The Xothia Tradition is most similar to the Craft of the Wise, Classical or Family Traditions of Witchcraft and they may take the same Occult powers of those traditions.

The highest level witch regardless of level or title is known as The Xothia.


XOTHIA (Dwarf) WITCH EXPERIENCE TABLE
Level
Title
XP
HD
1
2
3
4
5
1
Dwarf Initiate
0
1d6
1
2
DwarfNeophyte
3,000
2d6
2
3
Dwarf Apprentice
6,000
3d6
2
1
4
Dwarf Sybil
12,000
4d6
2
2
5
Dwarf Adept
25,000
5d6
3
2
1
6
Dwarf Mystic
50,000
6d6
3
2
2
7
Dwarf Enchantress
110,000
7d6
3
3
2
1
8
Dwarf Sorceress
220,000
8d6
4
3
2
2
9
Xothia
400,000
9d6
4
3
3
2
1
10
Xothia
600,000
9d6+1
4
4
3
2
2
11
Xothia
800,000
9d6+2
4
4
4
3
2
12
Xothia
1,000,000
9d6+3
4
4
4
4
3
13
Xothia ("The Xothia")
1,200,000
9d6+4
4
4
4
4
4


XOTHIA (Dwarf) SAVING THROWS


Level
1-3
4-6
7-9
10-12
13
Death Ray or Poison
12
10
8
6
4
Magic Wands*
12
10
8
6
3
Paralysis or Turn to Stone
13
11
9
7
5
Dragon Breath
15
12
10
8
6
Rods, Staffs and Spells*
*Includes the bonuses Dwarven Witches also gain.
14
11
9
7
4

CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Dwarf
9
8
7
6
5
4
3
2
1
0
-1
-2
-3
-4
-5
-6
-7
-8
-9
1-3
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
21
22
23
24
4-6
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
21
22
7-9
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
10-12
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
13
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


Section 15.
The Witch Copyright 2012 Timothy S. Brannan
"Dwarf Xothia" Copyright 2012 Timothy S. Brannan

Thursday, November 8, 2012

Mega Review: Class Acts

I picked up a bunch of Abandon Arts' Class Act books.  Each is just under a buck and offers some additional features for the Pathfinder classes.

In almost every case the books are 4-5 pages with 1 page for the cover, 1 page for the OGL and the rest the bulk of the new class material.  There is no art, but really it doesn't need any.  Perfect for under a buck really. Also in nearly every case these are for the die-hard fans of the classes.

In all cases if there is a class you like get the "Class Acts" for it and the "Archetypes".

Class Acts: Alchemists
4 pages. 18 new alchemical discoveries, 3 of which are grand discoveries.

Class Acts: Alchemist Archetypes
4 pages. 1 page for cover, 1 for OGL.  The rest covers four different Alchemist archetypes.

Class Acts: Barbarians
4 pages. 32 new rage powers. They look good, but Barbarians are just not my thing.

Class Acts: Barbarian Archetypes
4 pages. Three archetypes.  Favorite is the Viking Marauder   It might not really be historically accurate  but it does look fun.

Class Acts: Clerics
5 pages. At this point in the evolution of the 3.x rules we have covered every domain out there.  This book then presents 18 new sub-domains.  Some of the powers of the cleric are swapped out for other powers.  Of course these could be used as alternate Domains.

Class Acts: Cleric Archetypes
4 pages. Clerics historically have lended themselves well to different archetypes. Only two new archetypes here, but they are rather good.  I like the Voodoo priest in particular in fact. In addition to the archetype there is some great domains associated with the Voodoo Loa.  There is some really nice crossover with the Witch here.

Class Acts: Druids
5pages. A dozen new Druid Animal domains. could work with clerics too.

Class Acts: Druid Archetypes
4 pages. Three new druid archetypes. Of the three the Faeriethrall looks the most interesting to me.

Class Acts: Fighters
5 pages. Cover a lot of new combat feats for fighters of all sorts. Useful for other classes too.

Class Acts: Fighter Archetypes
4 pages, 3 new archetypes. I think these would also work well for Paladins, Cavaliers or any other class to be truthful.

Class Acts: Gunslingers
5 pages and 18 new "Grit" feats.  I like the idea of how this works, I am just not sure if I am a fan of Gunslingers in general.  But that is nothing against this product.

Class Acts: Magi
4 pages.  This one has 32 new Magi Arcana. All of them look very useful and could even work as other power for other classes.

Class Acts: Magus Archetypes
4 pages, 3 new archetypes. Of the three I like the Magus Mysterion the best. Lots of potential for this archetype if you really enjoy roleplaying your characters.

Class Acts: Monks
4 pages.  This one has 18 new style feats in 6 feat trees of the styles. Great if you are playing a monk.

Class Acts: Monk Archetypes
4 pages.  Only 2 archetypes here, but very complete.

Class Acts: Oracles
5 pages. This one includes new curses and new mysteries and revelations.  A lot of good material here really and needed for this class.

Class Acts: Oracle Archetypes
4 pages.  Four new archetypes for the Oracle.  This class could use some more archetypes to be honest, so this is a good addition.  I like the Oracular Opiate, I would love to make one of these for a game except play him as sort of this Rastafarian-like dude.

Class Acts: Rangers
5 pages. Three new combat styles and a bunch of new feats.  Great collection for fans of Rangers.

Class Acts: Ranger Archetypes
4 pages. Three new archetypes. All are variations on a theme, but they work well.

Class Acts: Rogues
4 pages.  32 new Rogue talents and advanced rogue talents (7).  Great if you enjoy playing rogues and looking to expand an already very expandable class.

Class Acts: Rogue Archetypes
4 pages. 4 new archetypes for rogues.  The Urban Stalker and the Lookout might actually be complete diametrically opposed to each other and still be based on the same class.

Class Acts: Witches
4 pages. Obviously one I am very interested in.  This one has 18 new witch Hexes.  All of them look good and I'd love to try them all out.  Scrying Cauldron is one of my favorites, very witchy.

Class Acts: Witch Archetypes
4 pages. Three new archetypes. The Desert Witch is a very neat one and one I need to try out sometime.  I even have a great name picked out.  The Grisly Fetishist is very cool and familiar ground as is the Maleficium.  All three are good and look like great fun.

Class Acts: Wizards
4 pages. 32 new Arcane discoveries. I haven't played a PF Wizard, but these look fine to me.  Certainly a lot of varieties of powers.

Class Acts: Wizard Archetypes
4 pages.  Two new Archetypes. Not much in the way of new ground here though.  Animist is new-ish and the Guild Scholar has been done in the past.  Would have liked to have seen more I think.

So many of these I would love to try out.

Monday, May 28, 2012

New Basic Class, The Vampire

Want to playtest something for free?

Well I want you all to have a look at my new class for Basic Era Games and their Retro Clones.

The Vampire Class
Art copyright 2012 by Jason Rainville

This is a class/race combo for the system that also had Elf, Dwarf and Halfling as a class.

From the document:
"Vampires are among the most powerful of the Undead.  But unlike other undead, the vampire can retain a bit of their own humanity. Thus a vampire can also become an adventuring class much like that of an elf or dwarf.  A vampire character still retains their original soul, trapped inside an undead body full of dark necromantic power.  Eventually even the most pure of heart will succumb to the darkness of undeath."

This is a complete class 1st to 14th level, with additional notes to 20th level for exceptional characters.
All the vampiric powers and weaknesses are detailed to allow your vampire character plenty of options to grow.

There are few things I am testing out here.  First, whether or not the word will get out about this without much fanfare.  To test Dropbox as a delivery method. Also to test my class creation algorithms.

If you can please drop me a note here (what the hell, let's call it an Open Playtest) and let me know what system you used this with and how it worked.  As my regular playtesters will attest, I don't mind it when things get broken, as long as I know why.

So. Let me know your thoughts in the replies below.

I am looking forward to seeing how this class works for everyone!

Click here to download the PDF: The Vampire Class