Classes and PRCsThis is a featured page

CLASSES:
Mages and Sorcerors

Upon creation, all players must decide if their magic-using characters will be Registered Mages or Rogue Wizards. Each has its own benefits and drawbacks. There are 4 groups which are automatically considered rogues: Necromancers, Wild Mages, and Demonist and Diabolist Thaumaturgists.

Monks

I am not a fan of the monk. When I hear the word "monk," two specific images are called to mind (and, yes, I am intentionally leaving out the character in the television series of the same name): 1) Catholic monks who are basically priest-sages - decidedly NOT walking fighting machines, and 2) the Buddhist monks of Tibet. Personally, I do not like the mixing of eastern and western flavors in a D&D campaign, and I feel that the monk class does just that - adding a flavor that I find unsavory to the campaign mix. Therefore, for the most part, Monks will not be allowed as PCs in an Oramian campaign without DM consent, and such consent will not even be considered unless the character's history specifically states that the character comes from a shard with an Oriental culture.

PRESTIGE CLASSES:
The following are some prestige classes that I intend to add in the future.

Bounty Hunter: With no police force to enforce laws, it is difficult for some shards to find those who have committed crimes, yet flee the shard. Bounty Hunters seek these people out and bring them to justice... for a price.

Dwarven Death Seeker: When a dwarf commits a dishonorable act, he starts to seek his own death, hunting out creatures that can help accomplish this.

Gladiator: There are those who are willing to fight, even kill, for pay. Gladiators have specialized skills to help them in surviving until payday.

Gnomish Tinker: Gnomes love inventing things. This PRC helps them to gain skills to make this easier for them.

Inquisitor: The Children of the Light use "special methods" to enlighten others to the error of their ways. The Inquisitor is master of those methods.

Justicar: There are roughly 10,000 shards. That means a possible 10,000 different justice systems. Some don't even have a militia large enough to enforce their laws, and there is no police force to protect the Wind Ways. Justicars are followers of Prias, the god of law, and have appointed themselves the duty of policing the Ways, becoming judge, jury and executioner of the Shattered World. They will bow to the will of local shard law, but where no law exists they claim jurisdiction.

Sky Pirate: Terrors of the Ways, sky pirates make a living off the goods of others.

Sybil: Past, present and future are open books before the power of the sybil, mistress of divination.

Treasure Hunter: The Shattering occurred over 1,000 years ago, and until recently there has been little inter-shard traffic, so there are many unexplored shards. Many of those have unexplored ruins, which could reveal much treaure to anyone willing to seek it out. Treaure Hunters have skills to help them in this.

Twyll Wayfinder: With their homing sense, Twyll are natural guides. This PRC will allow them to excel at this.

Wind Sailor: There are those who find work manning the sails onboard a windrigger. Wind sailors excel at this.

Wind Tamer: There are wizards who are willing to hire out their services to windriggers, helping to avoid potentially devastating storms. Wind Tamers are experts in controlling storms.

Witch Hunter: Because of ancient prejudices against mages, there are those who feel that the only good mage is a dead mage. Witch Hunters help in accomplishing this goal.


WizardofOwls
WizardofOwls
Latest page update: made by WizardofOwls , Sep 12 2007, 3:29 PM EDT (about this update About This Update WizardofOwls Edited by WizardofOwls

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