Elfinor
2011-10-14, 03:39 AM
This thread is for work on representing Robin Hobb's Realm of the Elderlings (Assassin's Apprentice etc.) setting in D&D 3.5. I've basically exported my note work to the thread so it's currently rather rough. This is probably one of the more portable worlds though, as always, it is nigh on impossible to represent a book in D&D form still let's do our best!
Blue text indicates justifications and opinion. Feel free to skip over it unless you have a gripe with something else in the section the text is in.
Red Text indicates something where any advice is welcome if I've put something in red text it's effectively unplayable as is, it's more or less to remind me or someone else to work on it.
I consider this an open to the community project, so feel free to post additions or corrections and I'll put them in and accredit them as appropriate. In fact, if it's possible to make this post editable by anyone then can someone let me know? As more community work is added it'll look less like one man's opinion I also have some rather severe gaps in my knowledge on the Liveship Traders series, for instance, so I doubt you'll see much coming in from me on adapting those characters.
I also realise these things take time, so if you wish to work on a certain aspect of Realm of the Elderlings I will post that you are working on it under the appropriate section. I'll effectively be working on this based on general interest (as a general rule there would probably be a crunchy addition once a weekish but I'll usually be checking on the thread at least daily), if it looks like there's no interest I'll just work on it myself. It can be kind of a pain formatting my notes for the forums. So even if you feel like you have nothing to contribute (I'm sure you'd have an opinion on something), if you're interested then do say so!
The Magic
The Skill
I felt that psionics would be the best system to appropriate, especially flavorwise. Most Powers referenced are in the Expanded Psionics Handbook and hence the SRD - there are exceptions. All powers from Complete Psionics are marked as such or with '(CP)'. Sorcerer Style spell slot magic probably wouldn't do badly either, but I feel it would need a lot more tweaking. If you have any such ideas, I certainly wouldn't mind hearing them.
Using a modified Psionics system. Note the arbitrary terminology changes:
Knowledge (Psionics)=Knowledge (the Skill)
Psicraft=Skillcraft
Use Psionic Device=Use Elderling Device
Psionic Feat=Psionic Feat
Psionic Focus=Psionic Focus
Psion=Psion
Non exhaustive list of restricted powers: Powers that affect objects are not allowed (only living beings can feel the effects of the Skill), nor are precognitive powers, psychoportative abilities that affect the body and summoning powers. Psions are only allowed to specialise in Telepathy, Clairsentience and Psychometabolism. Telepathy powers are the most common and Psychometabolism specialisation is very rare. Powers from other disciplines are banned, including via the Expanded Knowledge feat.
A draft list of available powers, many of which somewhat contravene these rules, is available in the third post on the thread. Restrictions on discipline still apply.
The Skill is magic that influences the minds of sentient beings, this effectively restricts its use to humans and dragons. For whatever reason, it appears that Skill users are mostly found in the Coastal regions of the Six Duchies, where Outislander and Six Duchy blood has intermingled. Although the ability to use the Skill is not exceptionally rare, very few people are trained in its use; as the Skill runs in the Farseers, nearly all trained Skill users are affilliated with the royal family in some way, usually by blood and/or oaths of fealty.
The only other known trained Skill users outside the Six Duchies are the Dragons and their Elderlings.
Untrained Skill users (Wilders, as opposed to those with Hidden Talent) are nearly unheard of, although they do exist (such as Thick, below and Nettle). Should a Wilder become known, the Farseers are likely to recruit them.
By its very nature, the Skill requires an open mind leaving users vulnerable to psychic assault. All users of the Skill with levels in Psion or Wilder receive a -2 penalty to saves against Skill powers. People without Skill talent are very difficult to affect, gaining a +5 bonus to saves against Skill powers. You may designate that a power does not affect non-skill users when you manifest it.
Skill users trained in Buckkeep are put through rigorous training. They are required to take Mind Link and Empty Mind at first level. They are usually trained to serve the Farseers as servants who can provide instant information on far off events, so powers such as Correspond are common.
Using the Skill is often dangerous for practitioners. All Psions and Wilders now gain the Overchannel and Body Fuel feats for free, which replaces their 1st level feat. Psions may not choose to gain a psicrystal. Touch of Health (Complete Psionics) is now added to the Egoist Power List.
Characters only regain ten power points or one-quarter of their maximum power points per rest, whichever is higher.
Changed Feat:
Body Fuel:
Benefit:You can recover PP equal to your total level in all manifesting classes x3 by taking one point of Wisdom damage, one point of Strength Damage and nonlethal damage equal to the PP regained divided by two. You may not gain PP above your maximum by using this method.
Further changes to both the Psion and Wilder classes are necessary. As you can/will see in 'Characters' all Psions need a ridiculous number of class levels to manifest their necessary highest level powers. This is not in keeping with the gritty, low fantasy nature of Robin Hobb's world. The stage I will be working on next is will be changing these classes and hence altering the character sheets/profiles of the majority of the main cast.
These changes may include:
Faster Maximum Power Level Manifested advancement
Greatly reduced power points the objective being to increase the viability of Overchannel and Body Fuel
Some sort of Skill addiction mechanism
Change the overchannel feat (make it more like wilder surge?) These first four areas are my biggest priorities, as they'll greatly affect the characters below.
A possible addition of powers to Clairsentience or folding it into the main power list
Skill/Wit interaction.
Changes to Powers/Power List
A Greater Remote Viewing power, as greater scry was to scry; allows two powers to be manifested, full round cast time. Based on when Verity saves Fitz's life from Will, Burl, Carrod and several guards. From half a continent away.
Rules and powers for Skill links, both permanent and temporary. Metaconcert could be considered an advanced version of a Skill link. This includes the ability to sense and
Incarnate a strong power resistance: The protections Chivalry placed on Burrich.
I may also throw a Remote Viewing Hidden Talent in there somewhere, with some sort of twist.
Although Dragons and Elderlings clearly have some kind of connection to The Skill, I'm not sure if it is Skill per se. My thoughts are it could be represented with either the full Psionic arsenal or with a Sorcerer/SLA approach.
For further musings on the issue see the first paragraph under 'Characters'The WitThe Wit required a bit more thinking to represent. I originally ripped the guts out of a druid for it as a stopgap measure, but we know it's far more intuitive than the Skill and even the most 'intuitive magic' classes (Sorcerer and Psion flavor text, Wilder doesn't specify) normally showcase their true strength at puberty, Fitz can use the Wit at age six. Old Blood families take great care to keep children from bonding to animals, so this makes me think that it would be closer to a race feature. Racial feats could open up new avenues of Wit usage and the Witcraft skill (which may need a different name) represents finesse and power at using those skills.
Those with more limited Wit ability, such as Kettricken, could probably have their ability represented by a feat.
I know Web was able to use the Wit in some different ways, but I can't remember how he used it exactly, in one situation I vaguely remember him calming Thick down, or possibly calling him or charming... him... I'm not sure. I also can't remember whether the Wit can be used to sense the Forged or not. So if you can spill the juicy details, that would be great. Alternate viewpoints on how the Wit should be represented are always welcome.
The Wit is magic that is present in all living things. People with the ability to use the Wit have an intuitive ability to make contact with animals. Many folk believe the Wit to have an ability to command animals and to call down curses and disease, which is beyond the power of the Wit to accomplish though an unscrupulous Witted is certainly able to manipulate and lie to animals; some have even been known to pervert their relationship with their Bond Beast, seeing them as servants and soul vessels.
It is unknown exactly how common the Wit is, the Witted have been persecuted in the Six Duchies for centuries and most have hence hidden their Wit from the populace based on bulletins which have supposedly been distributed by the Piebalds, it appears that the Wit may run in families. Queen Kettricken has ordered a stop to the persecution of the Witted, which has had some degree of success though many privately believe that the Witted should still be persecuted, and continue to defy the Queen's orders by persecuting suspected Witted for other (often false) crimes. Despite initial suspicion, on the Queen's invitation a number of Witted are living openly in Buckkeep Castle and some are under tutelage from the Buckkeep's Witmaster, an affable man known only as Web.
There are two known factions of Witted in the Six Duchies, the Old Blood and the Piebalds. The Old Blood have given tentative support to the Queen, which has been strengthening over time as it becomes clear that she truly intends to end their persecution. They make up the majority of Witted, and are by no means a homogeneous group, though by and large they have certain customs and a strong loyalty to one another.
The Piebalds are an extremist faction of the Witted that surged to power during the early reign of Queen Kettricken, though they have now mysteriously quieted. They often treat their own bond beasts as slaves and bond vessels, it was clear that they wanted to assume political power and unite all Witted under their banner, but the identity of their leader remains a mystery. The stance of the Old Blood is that it is the Piebalds who have been causing a lot of mischief in the name of the Witted, as well as threatening to out Witted families to the general public.
Fedwren
The status of Witted in countries outside the Six Duchies is unknown, although as Burrich came from Chalced, we may assume that they exist there. Old Blood stories tell that originally all humans were Witted, and that all non-witted humans are the result of a relationship between a Witted bonded to a herbivorous animal and one bonded to a carnivorous animal.
1
New Template:
Witted
+2 WIS -2 CHA
Thanks to being able to communicate with animals and gain another perspective on life, Witted are often perceptive, intuitive and suspicious. The bond to animals also tends to make them close-mouthed and people often have trouble understanding them. Their history of persecution has only added to these traits.
Bond Beast (Ex and Su): You gain an Bond Beast, which functions as an Animal Companion of a Druid with half your HD (minimum 1). Furthermore, a bond beast also becomes more humanlike and gains intelligence as the familiar of a Sorcerer with half your HD (min 1). You may communicate telepathically to a Bond Beast as long as you are within 1 mile of one another as a free action. If at a distance of longer than one mile, you may speak with them as though using Correspond once per day and vice versa. Either one of you may temporarily suppress any communicative aspect of the bond at will. You may bond with any willing animal, though it only starts advancing in ability once you have enough levels to advance it. Losing a Bond Beast is a painful experience, if it dies then you lose experience points equal to your character level x 200, with no saving throw allowed. Once you have a Bond Beast, you gain the advantages of the Alertness feat, no matter how far away the two of you are. This lacks elegance and should probably be refined slightly, with rules for the death of the Witted human and further rules for the 'animalisation' of the human though the latter point could just be roleplayed out
Feral Communication (Su): You may communicate empathically with any animal within 30 ft as a move action (or longer, as determined by your DM). Only basic emotions and simple suggestions (which may not be obeyed) are able to be communicated like this. Felines and the Bond Beasts of other Witted may engage you in full telepathic conversation as they wish.
Sense Life (Su): You are are aware of all living creatures of small size or larger within 50 ft plus 5x your Witcraft modifier, though this does not give you any information about them.
Bonus Feat: You gain a bonus feat, which must be chosen from the list of Witted feats, below.
+5 racial bonus to Handle Animal checks, Handle Animal is always a class skill.
+2 racial bonus to Knowledge (Nature), Ride and Survival checks
Access to exclusive skill: Witcraft (Wis) as a class skill for all Witted.
LA +2
1
New Feats:
Minor Wit
You unlock the power of the Wit in yourself.
Prerequisites: Concentration 5 ranks, Handle Animal 1 rank and Knowledge (Nature) 1 rank
Benefits: You may take Racial feats that have 'Witted' as a prerequisite. You may use the Sense Life ability of the Witted, enabling you to detect all living creatures within 10 ft. per full round you spend concentrating, to a maximum of 50 ft + your Witcraft Modifier x5. You may gain ranks in the Witcraft Skill, though it is always a cross-class skill for you.
Furthermore, you can communicate using basic emotions and suggestions with animals whom most Witted can fully communicate with: Felines and Bond Beasts. You also gain a +1 bonus to all Handle Animal checks.
Repel [Racial]
You can push people back with your Wit.
Prerequisites: Witted
Benefit: As a full-round action, choose a target who is adjacent to you. The target is pushed back 5 feet and takes two points of nonlethal damage. He is also knocked prone unless he makes a successful Reflex save (DC=10+ 1/2 Witcraft modifier). Flatfooted creatures do not receive a saving throw. You can use this ability 3 times per day. This does not affect targets with more than twice your HD.
Greater Repel [Racial]
Your ability to Repel becomes much stronger.
Prerequisites: Witted Template, Repel, Witcraft 8 ranks
Benefit: Apply the following changes to your Repel ability:
Useable as a standard action
You may deal nonlethal damage equal to your Witcraft modifier
You may push the target back up to 10 ft.
+4 to the save DC
Useable five times per day
HD restriction removed
Animistic Fury [Racial]
You can induce a state of unthinking anger in either yourself or another person
Prerequisites: Witted, any non-lawful alignment
Benefit: You gain the ability to use Rage as a spell-like ability once per day. Your caster level equals your Witcraft Modifier (min 3). Concept by Analysis.
Calm Emotions:
Transfer Soul:
Detect Wit:
Forge Pack Bonds: (Concept by Analysis)
Inspiring Competence: (Concept by Analysis)
Distracting Thoughts: (Concept by Analysis)
Increase Endurance: (Concept by Analysis)
Cause Fatigue: (Concept by Analysis)1New Skill:
Witcraft (Wis) [Exclusive to Witted, Trained Only]
Being able to Wit 'quietly'
Improving Wit feats (Severing bonds is a high-level extension of Wit Detection)
Improving range of communication with Bond Beast
Gather more information with Sense Life
Some aspects may have to be folded into Skill Tricks (from Complete Scoundrel)1I can't remember Burrich's origin story (he's an escaped slave from Chalced, something about a grandmother, mercenary/soldier, disciplined by Chivalry, King's Man) very well, so if there was any pertinent Wit information there (or if there's not, then I can remove this note) then could you please let me know.
Other Magic
There are three other known types of magic: Hedge Magic, which appears to be learned, completely invested in charms and can be attuned to specific people. Scrying is the second, though we've been kept in the Chade regarding details. The third is Wintrow's wound transfer techniques that he learnt as a Monk of Sa. Other types of magic have been dismissed as fanciful rumours, though the magic of Dragons and Elderlings may be considered a type of magic separate from the Skill.
The White Prophets may also be considered magical in a sense, although whether their prophecies are actually truth or simply twisted hindsight are hotly debated among scholars.1New Race:
White
Wis +2, Divination ability of some kind, resistance to charm magic
1
I believe one of Tom's beginning of chapter musings in Fool's Errand had a take on the other types of magic as well, though I doubt it was very detailed, if I'm missing anything from it (or, again, if I'm missing nothing from it) some spilling of the beans would be awesome. For scrying, I've been toying with the idea of bringing back the Scry skill from 3.0 and then including a feat to use it, which should function as the 3.0 scrying spell. With maybe some herbal/material component pizzazz thrown in.
Wound Transfer will likely take the form of a feat or alternate class feature of the monk or adept.
I have no idea how to deal with Hedge Magic. At all.
I'm sure there have been some excellent homebrewed (or maybe even official) magic system that suits one of Witted, Scrying and Hedge Magic better than anything I can come up with there's no need to reinvent the wheel here, so if you know of one, then please mention it.
The Characters
These are mostly placeholders at the moment (if I made them all red text it would get ugly). I would prefer to keep characters under level 8 (as an EL 8 game) after making some changes to the Psion and Wilder classes (see last blue paragraph under 'The Skill') and applying the changes, they should hopefully more closely resemble the characters as written. Anyone who has received some form of 'olden day Skill training' (such as Kettle and, to a lesser extent, Verity and Chivalry) will be considered exempt from these rules. Elderlings would likely also be an exception, should a template/class/special quality for them appear at some stage.
I've made them naked and removed redundant lines from the entries to pretend that I care about saving space (e.g. [Alignment] Medium Humanoid and Speed). Feel free to suggest a typical suite of items or just admire their crude, naked, glistening stat blocks below.
None of the Skill users have a full complement of powers at the moment, suggestions are welcome although changes to the Psion and Wilder classes could change these things. If someone wants to run Tom through a character generator (or by hand) to get his skill totals, that would be great I ran Verity through one (it gives too many skill points, I'm sure), but if working on the edited Psion takes too long (and no one else has done it) then I'll take care of it.
1
Thick
Male Human Wilder 9
Init -1; Senses Listen -1 Spot -1
AC 9, touch 9, flat footed 9
hp 36 (9HD)
Fort +4 Ref +2 Will +5
Melee Unarmed Strike 1d3+1 +7/+2 (Nonlethal); Grp +7
Power Point Maximum 72+13+14=99; Wilder Powers Known (ML 9th):
4th Correspond
2nd Cloud Mind, Bestow Power
1st Mind Link, Mind Thrust, Empty Mind, Missive
Abilities Str 11, Dex 9, Con 12, Int 8, Wis 8, Cha 16
Feats Enlarge Power, Psionic Talent, Psionic Talent, Psionic Talent, Psionic Talent
Trait Intuitive Skill
Skills Perform (Whistle) +4, Hide +4, Move Silently +5, Sleight of Hand +5
Special Abilities
Wild Surge (Su): When Thick manifests a power he may augment it as though he's paid up to three extra power points for it.
Psychic Enervation (Ex): When Thick augments a power with Wild Surge he a 5% chance per manifester level added to become dazed for one round and lose 9PP
Elude Touch (Ex): Thick gains an AC bonus against all touch attacks equal to his Charisma bonus; however, his touch AC can never exceed his normal AC.
Surging Euphoria (Ex): When Thick uses his wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
If Thick is overcome by psychic enervation following her wild surge, he does not gain this bonus.
Volatile Mind (Ex): When any telepathy power is manifested on Thick, the manifester of the power must pay 2 power points more than he otherwise would have spent.
The extra cost is not a natural part of that powers cost. It does not augment the power; it is simply a wasted power point. Thick's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy powers cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Thick can choose to lower this effect for 1 round.
New Trait:
Intuitive Skill
You do not suffer the effects of Skill addiction. All Skill users surrounding you suffer a -1 to Concentration checks due to the Skill you constantly emit, which requires you to spend PP equal to your manifester level each day. You may suppress this with a DC 5 Concentration check as a standard action, though unlike a normal skill check, a natural 1 is a failure. You may try again next round. It takes a swift action (but no check) to continue to suppress this power. and it is automatically suppressed for the duration of the Empty Mind power. No matter how long you suppress this, you must still pay the power point cost each day.
1Verity Farseer
Male Human Aristrocrat 1/Fighter 2/Psion (Telepath) 14
Init 0; Senses Listen 0 Spot 0
AC 10, touch 10, flat footed 10
hp 71 (17HD)
Fort +8 Ref +4 Will +11
Melee Unarmed Strike 1d3+1 +9/+4 (Nonlethal); Grp +9
Power Point Maximum 170+28=198; Telepath Powers Known (ML 14th):
7th Crisis of Life (Telepathy), Personal Mind Blank
6th Mind Switch (Telepathy), Power Resistance, Greater Remote Viewing*
5th Psychic Crush, Incarnate, Metaconcert
4th Correspond, Psionic Dominate (Telepathy), Psychic Reformation, Remote Viewing
3rd Escape Detection, Dispel Psionics, False Sensory Input
2nd Mass Missive, Sustenance, Share Pain, Bestow Power, Psionic Suggestion, Read Thoughts, Energy Stun
1st Detect Psionics, Conceal Thoughts, Empathy, Missive, Mind Thrust
Abilities Str 13, Dex 11, Con 12, Int 20, Wis 10, Cha 10
Feats Practiced Manifester, Expanded Knowledge (Escape Detection), Expanded Knowledge (Remote Viewing), Enlarge Power, Extend Power, Talented, Psionic Endowment, Expanded Knowledge (Greater Remote Viewing)*, Mounted Combat, Exotic Weapon Proficiency (FitzChivalry Sword), Overchannel, Body Fuel,
Skills Concentration +21, Decipher Script +10, Diplomacy +15, Gather Information +3, Knowledge (Geography) +25, Knowledge (History) +15, Knowledge (Local) +10, Knowledge (Nobility and Royalty) +15, Listen +5, Ride +15, Sense Motive +15, Spot +5, Knowledge (The Skill) +10, Skillcraft +17,
+2 on Use Psionic Device for power stones.
+2 on checks to avoid getting lost or into hazards.
Incarnated: Detect Psionics, Conceal Thoughts
Verity is the most powerful human Skill user shown directly in the series, he is shown as both stronger and more... skilled... than FitzChivalry, even with most of his Skill transferred into a dragon he is able to perform feats beyond FitzChivalry's ability. Although the highest level power that we see him manifest directly is Mind Switch, I made the assumption that he used the Crisis of Life power to kill Carrod. I also need him to be able to manifest the Greater Remote Viewing Power, whenever that will end up being brewed. It is assumed he was inferior to Chivalry in power before Chivalry's untimely demise but may have surpassed him due to his near constant use of the Skill during the years spent Skilling away Red Ships. He is probably the only charcter here who I'm close to happy with.
It may be assumed that he does NOT have Tower of Iron Will, nor another method of directly protecting other people from psionic attack (Assassin's Quest, p.698)
1
Will
Male Human Psion (Telepath) 9
1st level powers Mind Thrust, Empathy, Mind Link (Telepathy)
2nd level powers Cloud Mind, Read Thoughts (Telepathy)
3rd level powers Psionic Suggestion
4th level powers Power Leech, Expanded Knowledge (Remote Viewing)
5th level powers Metaconcert, Mind Probe (Telepathy)
Will be changed to Ardent class later on, based on suggestions of Flickerdart.
1
Tom Badgerlock (FitzChivalry Farseer)
Male Witted* Barbarian 1/Rogue 1/Psion (Telepath) 9
Init 0; Senses Listen 0 Spot 0
AC 10, touch 10, flat footed 10
hp 49 (11HD)
Fort +8 Ref +4 Will +11
Speed 30 ft. (6 squares)
Melee Unarmed Strike 1d3+1 +9/+4 (Nonlethal); Grp +9
Power Point Maximum 35+6=41; Telepath Powers Known (ML 9th):
5th Metaconcert (Telepathy), Power Resistance
4th Correspond, Intellect Fortress, Psionic Dominate (Telepath), Psionic Modify Memory (Telepath), Remote Viewing
3rd Mental Barrier, Dispel Psionics, Psionic Containment (CP)
2nd Psionic Suggestion (Telepath), Thought Shield, Damp Power (CP), Bestow Power, Read Thoughts
1st Conceal Thoughts, Detect Psionics, Empty Mind, Mind Thrust, Mind Link (Telepath)
Abilities Str 13, Dex 11, Con 12, Int 18, Wis 10, Cha 10
Feats Repel*, Hidden Talent (Remote Viewing*), Iron Will, Closed Mind (See: Rule Change), Expanded Knowledge (Remote Viewing), Natural Bond, Practiced Manifester, Overchannel, Body Fuel.
Flaw Subconscious Manifestation
Skills Profession (Scribe), Craft (Poisonmaking), Knowledge (History), Survival, Handle Animal, Ride, Intimidate, Knowledge (Nobility and Royalty), Diplomacy, Bluff, Knowledge (Nature). Knowledge (Geography), Sleight of Hand, Autohypnosis, Concentration, Spot, Listen, Hide, Move Silently.
Changed Feat:
Closed Mind:
Benefit: You gain a Power Resistance equal to 8+ your HD
Special: You may never take levels in the Psion and Wilder class or gain the Hidden Talent feat. If you already have levels in one of the above classes, then your maximum power point pool is calculated as though you have three levels fewer in your highest level manifesting class than normal. You may, however, continue to advance as in those classes as normal, provided you have manifested a power at least once by any means after obtaining this feat. You must succeed on a DC 15 Will save to cast any Skill power you already have, if you fail then the power points are still used up as normal and you take nonlethal damage equal to the power points lost.
New Flaw:
Subconscious Manifestation
If you fail a DC 10 Will Save, you randomly manifest one of your non-offensive powers (Charm or Compulsion effects are counted as offensive for this purpose) or Skill-like abilities while you sleep, and the power points used are subtracted from those gained back after your rest. If the power requires a nearby target and no target is present, the power points are still used up. You are fatigued when you wake up. At the DM's option, a defensive power you know may be triggered in response to a psychic attack while you sleep.
As a secondary effect, if you have a wet dream it will be transmitted to all Skill users within 1 mile, who can make a DC 15 Will save to disbelieve. This continues until one of them works up the courage to tell you about it.
Requirements: Ability to manifest a non-offensive power or Skill-like ability.
FitzChivalry is Skillmaster of Buckkeep, and he has been described as powerful in the skill, though he has trouble opening his mind to the skill's influence thanks to Galen's mistreatment of him during his original training. The highest level power that we've seen him manifest is metaconcert, both when healing himself and attempting to heal Burrich, requiring a minimum Psion (Telepath) level of 9. I've decided to slightly retool Closed Mind so that it fits our purposes the Skill comes more easily to him after during the Tawny Man Trilogy so we can assume that is because of an effective increase in level (and hence Will saves). I feel he makes more sense as a Psion, not only because of his telepathy abilities, but also because he utilises training to develop his skill. He regularly subconsciously manifests Defensive skill abilities.
He has/had a powerful bond with Nighteyes, seen by the Old Blood as 'too deep' I used the Natural Bond feat to represent this.
I gave him a level each of Barbarian and Rogue to represent his training with Hod (as well as his 'raging' in combat) and Chade respectively. I feel his many levels in Psion do enough to increase both his skill at arms and as an assassin able to take out two armed men (or one armed in Laudwine's case hahaha...) who were likely trained combatants and a horse. 1Chade Fallstar
LN Human Rogue 5/Psion (Egoist) 1
Init 0; Senses Listen +3 Spot +3
AC 10, touch 10, flat footed 10
hp 19 (6HD)
Fort +0 Ref +4 (+5 against traps) Will +5
Melee Unarmed Strike 1d3 +3 (Nonlethal); Grp +3
Power Point Maximum 2+1=3; Egoist Powers Known (ML 1st):
1st Touch of Health, Mindlink
Abilities Str 8, Dex 11, Con 9, Int 15, Wis 14, Cha 14
Feats Deceitful, Investigator, Leadership, Weapon Finesse, Inquisitor (Psionic), Overchannel, Body Fuel
Trait Relentless
Skills Bluff +7, Craft (Poisonmaking) +9, Decipher Script +5, Diplomacy +11, Disguise +11 (+13 to act in character), Forgery +4, Gather Information +11, Heal +6, Hide +4, Intimidate +4, Knowledge (History) +3, Knowledge (Local) +7, Knowledge (Nobility and Royalty) +11, Listen +3, Move Silently +7, Open Lock +2, Perform (Dance) +3, Profession (Herbalist) +7, Ride +1, Search +4, Sense Motive +3, Sleight of Hand +7, Spot +3, Autohypnosis +6, Knowledge (The Skill) +4, Skillcraft +3
Special Qualities
Sneak Attack +3d6
Evasion
Trap Sense +1
Uncanny Dodge
Chade has served as Buckkeep's spymaster since King Shrewd was in power. He has an extensive network of informants gained through the Leadership ability including his apprentice, Rosemary. He has great knowledge in a variety of skills, and is not above doing wet work himself. Although his physical body is now failing him, he often takes various herbal mixtures to invigorate himself.
He has a limited Skill ability, but he is one of the rare Skill users who specialises in Psychometabolism and thus is an essential part of Dutiful's Coterie.
I'm quite pleased with how he turned out, though I've realised he probably would have been better represented with the Open Minded feat rather than with the current crop of skill feats. I may also replace one of his rogue levels with an expert level so that he can get Heal and Ride as class skills. Next time I run him through the generator I'll take that into account.1
The Fool
Unknown White* Rogue 4
STR 11 DEX 14 CON 11 INT 12 WIS 16 CHA 14
New Feat:
Fingers of Pure Skill
Prerequisites: You may only take this feat if your fingers come into contact with the physical manifestation of the Skill.
BenefitsGives the following Skill-like abilities at will:
Sensitivity to Psychic Impressions, Object Reading as a third level manifester. You gain a reserve of 2PP. You gain a Greater Skill Link* to the first person you touch after dip. This fades to a Skill Link* after a day and a Lesser Skill Link* after one week. By spending 2PP and touching the linked person in the same place you may temporarily increase the strength of the Skill Link to Greater, which then fades when to Skill Link when you cease contact and then to normal over a day. You gain a +2 bonus to all Craft checks.
The Fool is clearly shown to not have any innate Skill ability, however he gains some from the Skill river. Although it's quite overpowered for a feat, I felt this would be a more accurate reflection of his abilities than class levels. I suppose it would also work as a special quality and/or template
The CreaturesStatistics for Liveships are in Dragon Magazine, Issue 333 as the monster 'Guardian Ship'. Note that, unlike most constructs, Liveships are vulnerable to Mind-Affecting abilities. Statistics for Tintaglia and Icefyre also belong here.
Also looking for correction and/or advice for the following:
Spelling: I've written/proofread most of this while sleep deprived, so I'd imagine there are general errors and redundancies where I've said the same thing multiple times more than once.
Grammar: I have a tendency to overuse commas, parentheses (occasionally) and em dashes I've been working on it. General correction on any awkward phrasing is also appreciated.
Formatting: I'm still trying to wrap my head around forum code.
Facts and Accuracy: I currently only have access to a handful of my books. No sane librarian will let me near their books, I currently have a massive rack fined up at the local library, and am blocked at the not so local library I visited afterwards to avoid paying those fines. Although I have a reasonably good memory, anything that would help flesh out what I've written is appreciated. So that what you're aware of what I've got on hand:
Assassin's Quest
The Mad Ship
Golden Fool
The Dragon Keeper
Game balance: This is D&D 3.5 we're talking about though. My expectations aren't huge.
Everything: This is the first time I've actually completely statted anyone up for someone else.
Anything from Realm of the Elderlings. Brew it up and I'll throw it in! Or throw an idea in and I (or someone else) will brew it up! Unless it has to do with...
PLEASE DO NOT DISCUSS ALIGNMENT. I did not include it for a reason. You may have your own personal beliefs about the alignment of Batman Fitz or whoever but please keep them personal. If you want to know what alignment I would assign them, feel free to PM me or just start a thread on the subject, I'll probably pitch in there. I'll even post a link to it. I just wish to avoid massive arbitrary pointless arguments on the subject.
Blue text indicates justifications and opinion. Feel free to skip over it unless you have a gripe with something else in the section the text is in.
Red Text indicates something where any advice is welcome if I've put something in red text it's effectively unplayable as is, it's more or less to remind me or someone else to work on it.
I consider this an open to the community project, so feel free to post additions or corrections and I'll put them in and accredit them as appropriate. In fact, if it's possible to make this post editable by anyone then can someone let me know? As more community work is added it'll look less like one man's opinion I also have some rather severe gaps in my knowledge on the Liveship Traders series, for instance, so I doubt you'll see much coming in from me on adapting those characters.
I also realise these things take time, so if you wish to work on a certain aspect of Realm of the Elderlings I will post that you are working on it under the appropriate section. I'll effectively be working on this based on general interest (as a general rule there would probably be a crunchy addition once a weekish but I'll usually be checking on the thread at least daily), if it looks like there's no interest I'll just work on it myself. It can be kind of a pain formatting my notes for the forums. So even if you feel like you have nothing to contribute (I'm sure you'd have an opinion on something), if you're interested then do say so!
The Magic
The Skill
I felt that psionics would be the best system to appropriate, especially flavorwise. Most Powers referenced are in the Expanded Psionics Handbook and hence the SRD - there are exceptions. All powers from Complete Psionics are marked as such or with '(CP)'. Sorcerer Style spell slot magic probably wouldn't do badly either, but I feel it would need a lot more tweaking. If you have any such ideas, I certainly wouldn't mind hearing them.
Using a modified Psionics system. Note the arbitrary terminology changes:
Knowledge (Psionics)=Knowledge (the Skill)
Psicraft=Skillcraft
Use Psionic Device=Use Elderling Device
Psionic Feat=Psionic Feat
Psionic Focus=Psionic Focus
Psion=Psion
Non exhaustive list of restricted powers: Powers that affect objects are not allowed (only living beings can feel the effects of the Skill), nor are precognitive powers, psychoportative abilities that affect the body and summoning powers. Psions are only allowed to specialise in Telepathy, Clairsentience and Psychometabolism. Telepathy powers are the most common and Psychometabolism specialisation is very rare. Powers from other disciplines are banned, including via the Expanded Knowledge feat.
A draft list of available powers, many of which somewhat contravene these rules, is available in the third post on the thread. Restrictions on discipline still apply.
The Skill is magic that influences the minds of sentient beings, this effectively restricts its use to humans and dragons. For whatever reason, it appears that Skill users are mostly found in the Coastal regions of the Six Duchies, where Outislander and Six Duchy blood has intermingled. Although the ability to use the Skill is not exceptionally rare, very few people are trained in its use; as the Skill runs in the Farseers, nearly all trained Skill users are affilliated with the royal family in some way, usually by blood and/or oaths of fealty.
The only other known trained Skill users outside the Six Duchies are the Dragons and their Elderlings.
Untrained Skill users (Wilders, as opposed to those with Hidden Talent) are nearly unheard of, although they do exist (such as Thick, below and Nettle). Should a Wilder become known, the Farseers are likely to recruit them.
By its very nature, the Skill requires an open mind leaving users vulnerable to psychic assault. All users of the Skill with levels in Psion or Wilder receive a -2 penalty to saves against Skill powers. People without Skill talent are very difficult to affect, gaining a +5 bonus to saves against Skill powers. You may designate that a power does not affect non-skill users when you manifest it.
Skill users trained in Buckkeep are put through rigorous training. They are required to take Mind Link and Empty Mind at first level. They are usually trained to serve the Farseers as servants who can provide instant information on far off events, so powers such as Correspond are common.
Using the Skill is often dangerous for practitioners. All Psions and Wilders now gain the Overchannel and Body Fuel feats for free, which replaces their 1st level feat. Psions may not choose to gain a psicrystal. Touch of Health (Complete Psionics) is now added to the Egoist Power List.
Characters only regain ten power points or one-quarter of their maximum power points per rest, whichever is higher.
Changed Feat:
Body Fuel:
Benefit:You can recover PP equal to your total level in all manifesting classes x3 by taking one point of Wisdom damage, one point of Strength Damage and nonlethal damage equal to the PP regained divided by two. You may not gain PP above your maximum by using this method.
Further changes to both the Psion and Wilder classes are necessary. As you can/will see in 'Characters' all Psions need a ridiculous number of class levels to manifest their necessary highest level powers. This is not in keeping with the gritty, low fantasy nature of Robin Hobb's world. The stage I will be working on next is will be changing these classes and hence altering the character sheets/profiles of the majority of the main cast.
These changes may include:
Faster Maximum Power Level Manifested advancement
Greatly reduced power points the objective being to increase the viability of Overchannel and Body Fuel
Some sort of Skill addiction mechanism
Change the overchannel feat (make it more like wilder surge?) These first four areas are my biggest priorities, as they'll greatly affect the characters below.
A possible addition of powers to Clairsentience or folding it into the main power list
Skill/Wit interaction.
Changes to Powers/Power List
A Greater Remote Viewing power, as greater scry was to scry; allows two powers to be manifested, full round cast time. Based on when Verity saves Fitz's life from Will, Burl, Carrod and several guards. From half a continent away.
Rules and powers for Skill links, both permanent and temporary. Metaconcert could be considered an advanced version of a Skill link. This includes the ability to sense and
Incarnate a strong power resistance: The protections Chivalry placed on Burrich.
I may also throw a Remote Viewing Hidden Talent in there somewhere, with some sort of twist.
Although Dragons and Elderlings clearly have some kind of connection to The Skill, I'm not sure if it is Skill per se. My thoughts are it could be represented with either the full Psionic arsenal or with a Sorcerer/SLA approach.
For further musings on the issue see the first paragraph under 'Characters'The WitThe Wit required a bit more thinking to represent. I originally ripped the guts out of a druid for it as a stopgap measure, but we know it's far more intuitive than the Skill and even the most 'intuitive magic' classes (Sorcerer and Psion flavor text, Wilder doesn't specify) normally showcase their true strength at puberty, Fitz can use the Wit at age six. Old Blood families take great care to keep children from bonding to animals, so this makes me think that it would be closer to a race feature. Racial feats could open up new avenues of Wit usage and the Witcraft skill (which may need a different name) represents finesse and power at using those skills.
Those with more limited Wit ability, such as Kettricken, could probably have their ability represented by a feat.
I know Web was able to use the Wit in some different ways, but I can't remember how he used it exactly, in one situation I vaguely remember him calming Thick down, or possibly calling him or charming... him... I'm not sure. I also can't remember whether the Wit can be used to sense the Forged or not. So if you can spill the juicy details, that would be great. Alternate viewpoints on how the Wit should be represented are always welcome.
The Wit is magic that is present in all living things. People with the ability to use the Wit have an intuitive ability to make contact with animals. Many folk believe the Wit to have an ability to command animals and to call down curses and disease, which is beyond the power of the Wit to accomplish though an unscrupulous Witted is certainly able to manipulate and lie to animals; some have even been known to pervert their relationship with their Bond Beast, seeing them as servants and soul vessels.
It is unknown exactly how common the Wit is, the Witted have been persecuted in the Six Duchies for centuries and most have hence hidden their Wit from the populace based on bulletins which have supposedly been distributed by the Piebalds, it appears that the Wit may run in families. Queen Kettricken has ordered a stop to the persecution of the Witted, which has had some degree of success though many privately believe that the Witted should still be persecuted, and continue to defy the Queen's orders by persecuting suspected Witted for other (often false) crimes. Despite initial suspicion, on the Queen's invitation a number of Witted are living openly in Buckkeep Castle and some are under tutelage from the Buckkeep's Witmaster, an affable man known only as Web.
There are two known factions of Witted in the Six Duchies, the Old Blood and the Piebalds. The Old Blood have given tentative support to the Queen, which has been strengthening over time as it becomes clear that she truly intends to end their persecution. They make up the majority of Witted, and are by no means a homogeneous group, though by and large they have certain customs and a strong loyalty to one another.
The Piebalds are an extremist faction of the Witted that surged to power during the early reign of Queen Kettricken, though they have now mysteriously quieted. They often treat their own bond beasts as slaves and bond vessels, it was clear that they wanted to assume political power and unite all Witted under their banner, but the identity of their leader remains a mystery. The stance of the Old Blood is that it is the Piebalds who have been causing a lot of mischief in the name of the Witted, as well as threatening to out Witted families to the general public.
Fedwren
The status of Witted in countries outside the Six Duchies is unknown, although as Burrich came from Chalced, we may assume that they exist there. Old Blood stories tell that originally all humans were Witted, and that all non-witted humans are the result of a relationship between a Witted bonded to a herbivorous animal and one bonded to a carnivorous animal.
1
New Template:
Witted
+2 WIS -2 CHA
Thanks to being able to communicate with animals and gain another perspective on life, Witted are often perceptive, intuitive and suspicious. The bond to animals also tends to make them close-mouthed and people often have trouble understanding them. Their history of persecution has only added to these traits.
Bond Beast (Ex and Su): You gain an Bond Beast, which functions as an Animal Companion of a Druid with half your HD (minimum 1). Furthermore, a bond beast also becomes more humanlike and gains intelligence as the familiar of a Sorcerer with half your HD (min 1). You may communicate telepathically to a Bond Beast as long as you are within 1 mile of one another as a free action. If at a distance of longer than one mile, you may speak with them as though using Correspond once per day and vice versa. Either one of you may temporarily suppress any communicative aspect of the bond at will. You may bond with any willing animal, though it only starts advancing in ability once you have enough levels to advance it. Losing a Bond Beast is a painful experience, if it dies then you lose experience points equal to your character level x 200, with no saving throw allowed. Once you have a Bond Beast, you gain the advantages of the Alertness feat, no matter how far away the two of you are. This lacks elegance and should probably be refined slightly, with rules for the death of the Witted human and further rules for the 'animalisation' of the human though the latter point could just be roleplayed out
Feral Communication (Su): You may communicate empathically with any animal within 30 ft as a move action (or longer, as determined by your DM). Only basic emotions and simple suggestions (which may not be obeyed) are able to be communicated like this. Felines and the Bond Beasts of other Witted may engage you in full telepathic conversation as they wish.
Sense Life (Su): You are are aware of all living creatures of small size or larger within 50 ft plus 5x your Witcraft modifier, though this does not give you any information about them.
Bonus Feat: You gain a bonus feat, which must be chosen from the list of Witted feats, below.
+5 racial bonus to Handle Animal checks, Handle Animal is always a class skill.
+2 racial bonus to Knowledge (Nature), Ride and Survival checks
Access to exclusive skill: Witcraft (Wis) as a class skill for all Witted.
LA +2
1
New Feats:
Minor Wit
You unlock the power of the Wit in yourself.
Prerequisites: Concentration 5 ranks, Handle Animal 1 rank and Knowledge (Nature) 1 rank
Benefits: You may take Racial feats that have 'Witted' as a prerequisite. You may use the Sense Life ability of the Witted, enabling you to detect all living creatures within 10 ft. per full round you spend concentrating, to a maximum of 50 ft + your Witcraft Modifier x5. You may gain ranks in the Witcraft Skill, though it is always a cross-class skill for you.
Furthermore, you can communicate using basic emotions and suggestions with animals whom most Witted can fully communicate with: Felines and Bond Beasts. You also gain a +1 bonus to all Handle Animal checks.
Repel [Racial]
You can push people back with your Wit.
Prerequisites: Witted
Benefit: As a full-round action, choose a target who is adjacent to you. The target is pushed back 5 feet and takes two points of nonlethal damage. He is also knocked prone unless he makes a successful Reflex save (DC=10+ 1/2 Witcraft modifier). Flatfooted creatures do not receive a saving throw. You can use this ability 3 times per day. This does not affect targets with more than twice your HD.
Greater Repel [Racial]
Your ability to Repel becomes much stronger.
Prerequisites: Witted Template, Repel, Witcraft 8 ranks
Benefit: Apply the following changes to your Repel ability:
Useable as a standard action
You may deal nonlethal damage equal to your Witcraft modifier
You may push the target back up to 10 ft.
+4 to the save DC
Useable five times per day
HD restriction removed
Animistic Fury [Racial]
You can induce a state of unthinking anger in either yourself or another person
Prerequisites: Witted, any non-lawful alignment
Benefit: You gain the ability to use Rage as a spell-like ability once per day. Your caster level equals your Witcraft Modifier (min 3). Concept by Analysis.
Calm Emotions:
Transfer Soul:
Detect Wit:
Forge Pack Bonds: (Concept by Analysis)
Inspiring Competence: (Concept by Analysis)
Distracting Thoughts: (Concept by Analysis)
Increase Endurance: (Concept by Analysis)
Cause Fatigue: (Concept by Analysis)1New Skill:
Witcraft (Wis) [Exclusive to Witted, Trained Only]
Being able to Wit 'quietly'
Improving Wit feats (Severing bonds is a high-level extension of Wit Detection)
Improving range of communication with Bond Beast
Gather more information with Sense Life
Some aspects may have to be folded into Skill Tricks (from Complete Scoundrel)1I can't remember Burrich's origin story (he's an escaped slave from Chalced, something about a grandmother, mercenary/soldier, disciplined by Chivalry, King's Man) very well, so if there was any pertinent Wit information there (or if there's not, then I can remove this note) then could you please let me know.
Other Magic
There are three other known types of magic: Hedge Magic, which appears to be learned, completely invested in charms and can be attuned to specific people. Scrying is the second, though we've been kept in the Chade regarding details. The third is Wintrow's wound transfer techniques that he learnt as a Monk of Sa. Other types of magic have been dismissed as fanciful rumours, though the magic of Dragons and Elderlings may be considered a type of magic separate from the Skill.
The White Prophets may also be considered magical in a sense, although whether their prophecies are actually truth or simply twisted hindsight are hotly debated among scholars.1New Race:
White
Wis +2, Divination ability of some kind, resistance to charm magic
1
I believe one of Tom's beginning of chapter musings in Fool's Errand had a take on the other types of magic as well, though I doubt it was very detailed, if I'm missing anything from it (or, again, if I'm missing nothing from it) some spilling of the beans would be awesome. For scrying, I've been toying with the idea of bringing back the Scry skill from 3.0 and then including a feat to use it, which should function as the 3.0 scrying spell. With maybe some herbal/material component pizzazz thrown in.
Wound Transfer will likely take the form of a feat or alternate class feature of the monk or adept.
I have no idea how to deal with Hedge Magic. At all.
I'm sure there have been some excellent homebrewed (or maybe even official) magic system that suits one of Witted, Scrying and Hedge Magic better than anything I can come up with there's no need to reinvent the wheel here, so if you know of one, then please mention it.
The Characters
These are mostly placeholders at the moment (if I made them all red text it would get ugly). I would prefer to keep characters under level 8 (as an EL 8 game) after making some changes to the Psion and Wilder classes (see last blue paragraph under 'The Skill') and applying the changes, they should hopefully more closely resemble the characters as written. Anyone who has received some form of 'olden day Skill training' (such as Kettle and, to a lesser extent, Verity and Chivalry) will be considered exempt from these rules. Elderlings would likely also be an exception, should a template/class/special quality for them appear at some stage.
I've made them naked and removed redundant lines from the entries to pretend that I care about saving space (e.g. [Alignment] Medium Humanoid and Speed). Feel free to suggest a typical suite of items or just admire their crude, naked, glistening stat blocks below.
None of the Skill users have a full complement of powers at the moment, suggestions are welcome although changes to the Psion and Wilder classes could change these things. If someone wants to run Tom through a character generator (or by hand) to get his skill totals, that would be great I ran Verity through one (it gives too many skill points, I'm sure), but if working on the edited Psion takes too long (and no one else has done it) then I'll take care of it.
1
Thick
Male Human Wilder 9
Init -1; Senses Listen -1 Spot -1
AC 9, touch 9, flat footed 9
hp 36 (9HD)
Fort +4 Ref +2 Will +5
Melee Unarmed Strike 1d3+1 +7/+2 (Nonlethal); Grp +7
Power Point Maximum 72+13+14=99; Wilder Powers Known (ML 9th):
4th Correspond
2nd Cloud Mind, Bestow Power
1st Mind Link, Mind Thrust, Empty Mind, Missive
Abilities Str 11, Dex 9, Con 12, Int 8, Wis 8, Cha 16
Feats Enlarge Power, Psionic Talent, Psionic Talent, Psionic Talent, Psionic Talent
Trait Intuitive Skill
Skills Perform (Whistle) +4, Hide +4, Move Silently +5, Sleight of Hand +5
Special Abilities
Wild Surge (Su): When Thick manifests a power he may augment it as though he's paid up to three extra power points for it.
Psychic Enervation (Ex): When Thick augments a power with Wild Surge he a 5% chance per manifester level added to become dazed for one round and lose 9PP
Elude Touch (Ex): Thick gains an AC bonus against all touch attacks equal to his Charisma bonus; however, his touch AC can never exceed his normal AC.
Surging Euphoria (Ex): When Thick uses his wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
If Thick is overcome by psychic enervation following her wild surge, he does not gain this bonus.
Volatile Mind (Ex): When any telepathy power is manifested on Thick, the manifester of the power must pay 2 power points more than he otherwise would have spent.
The extra cost is not a natural part of that powers cost. It does not augment the power; it is simply a wasted power point. Thick's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy powers cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Thick can choose to lower this effect for 1 round.
New Trait:
Intuitive Skill
You do not suffer the effects of Skill addiction. All Skill users surrounding you suffer a -1 to Concentration checks due to the Skill you constantly emit, which requires you to spend PP equal to your manifester level each day. You may suppress this with a DC 5 Concentration check as a standard action, though unlike a normal skill check, a natural 1 is a failure. You may try again next round. It takes a swift action (but no check) to continue to suppress this power. and it is automatically suppressed for the duration of the Empty Mind power. No matter how long you suppress this, you must still pay the power point cost each day.
1Verity Farseer
Male Human Aristrocrat 1/Fighter 2/Psion (Telepath) 14
Init 0; Senses Listen 0 Spot 0
AC 10, touch 10, flat footed 10
hp 71 (17HD)
Fort +8 Ref +4 Will +11
Melee Unarmed Strike 1d3+1 +9/+4 (Nonlethal); Grp +9
Power Point Maximum 170+28=198; Telepath Powers Known (ML 14th):
7th Crisis of Life (Telepathy), Personal Mind Blank
6th Mind Switch (Telepathy), Power Resistance, Greater Remote Viewing*
5th Psychic Crush, Incarnate, Metaconcert
4th Correspond, Psionic Dominate (Telepathy), Psychic Reformation, Remote Viewing
3rd Escape Detection, Dispel Psionics, False Sensory Input
2nd Mass Missive, Sustenance, Share Pain, Bestow Power, Psionic Suggestion, Read Thoughts, Energy Stun
1st Detect Psionics, Conceal Thoughts, Empathy, Missive, Mind Thrust
Abilities Str 13, Dex 11, Con 12, Int 20, Wis 10, Cha 10
Feats Practiced Manifester, Expanded Knowledge (Escape Detection), Expanded Knowledge (Remote Viewing), Enlarge Power, Extend Power, Talented, Psionic Endowment, Expanded Knowledge (Greater Remote Viewing)*, Mounted Combat, Exotic Weapon Proficiency (FitzChivalry Sword), Overchannel, Body Fuel,
Skills Concentration +21, Decipher Script +10, Diplomacy +15, Gather Information +3, Knowledge (Geography) +25, Knowledge (History) +15, Knowledge (Local) +10, Knowledge (Nobility and Royalty) +15, Listen +5, Ride +15, Sense Motive +15, Spot +5, Knowledge (The Skill) +10, Skillcraft +17,
+2 on Use Psionic Device for power stones.
+2 on checks to avoid getting lost or into hazards.
Incarnated: Detect Psionics, Conceal Thoughts
Verity is the most powerful human Skill user shown directly in the series, he is shown as both stronger and more... skilled... than FitzChivalry, even with most of his Skill transferred into a dragon he is able to perform feats beyond FitzChivalry's ability. Although the highest level power that we see him manifest directly is Mind Switch, I made the assumption that he used the Crisis of Life power to kill Carrod. I also need him to be able to manifest the Greater Remote Viewing Power, whenever that will end up being brewed. It is assumed he was inferior to Chivalry in power before Chivalry's untimely demise but may have surpassed him due to his near constant use of the Skill during the years spent Skilling away Red Ships. He is probably the only charcter here who I'm close to happy with.
It may be assumed that he does NOT have Tower of Iron Will, nor another method of directly protecting other people from psionic attack (Assassin's Quest, p.698)
1
Will
Male Human Psion (Telepath) 9
1st level powers Mind Thrust, Empathy, Mind Link (Telepathy)
2nd level powers Cloud Mind, Read Thoughts (Telepathy)
3rd level powers Psionic Suggestion
4th level powers Power Leech, Expanded Knowledge (Remote Viewing)
5th level powers Metaconcert, Mind Probe (Telepathy)
Will be changed to Ardent class later on, based on suggestions of Flickerdart.
1
Tom Badgerlock (FitzChivalry Farseer)
Male Witted* Barbarian 1/Rogue 1/Psion (Telepath) 9
Init 0; Senses Listen 0 Spot 0
AC 10, touch 10, flat footed 10
hp 49 (11HD)
Fort +8 Ref +4 Will +11
Speed 30 ft. (6 squares)
Melee Unarmed Strike 1d3+1 +9/+4 (Nonlethal); Grp +9
Power Point Maximum 35+6=41; Telepath Powers Known (ML 9th):
5th Metaconcert (Telepathy), Power Resistance
4th Correspond, Intellect Fortress, Psionic Dominate (Telepath), Psionic Modify Memory (Telepath), Remote Viewing
3rd Mental Barrier, Dispel Psionics, Psionic Containment (CP)
2nd Psionic Suggestion (Telepath), Thought Shield, Damp Power (CP), Bestow Power, Read Thoughts
1st Conceal Thoughts, Detect Psionics, Empty Mind, Mind Thrust, Mind Link (Telepath)
Abilities Str 13, Dex 11, Con 12, Int 18, Wis 10, Cha 10
Feats Repel*, Hidden Talent (Remote Viewing*), Iron Will, Closed Mind (See: Rule Change), Expanded Knowledge (Remote Viewing), Natural Bond, Practiced Manifester, Overchannel, Body Fuel.
Flaw Subconscious Manifestation
Skills Profession (Scribe), Craft (Poisonmaking), Knowledge (History), Survival, Handle Animal, Ride, Intimidate, Knowledge (Nobility and Royalty), Diplomacy, Bluff, Knowledge (Nature). Knowledge (Geography), Sleight of Hand, Autohypnosis, Concentration, Spot, Listen, Hide, Move Silently.
Changed Feat:
Closed Mind:
Benefit: You gain a Power Resistance equal to 8+ your HD
Special: You may never take levels in the Psion and Wilder class or gain the Hidden Talent feat. If you already have levels in one of the above classes, then your maximum power point pool is calculated as though you have three levels fewer in your highest level manifesting class than normal. You may, however, continue to advance as in those classes as normal, provided you have manifested a power at least once by any means after obtaining this feat. You must succeed on a DC 15 Will save to cast any Skill power you already have, if you fail then the power points are still used up as normal and you take nonlethal damage equal to the power points lost.
New Flaw:
Subconscious Manifestation
If you fail a DC 10 Will Save, you randomly manifest one of your non-offensive powers (Charm or Compulsion effects are counted as offensive for this purpose) or Skill-like abilities while you sleep, and the power points used are subtracted from those gained back after your rest. If the power requires a nearby target and no target is present, the power points are still used up. You are fatigued when you wake up. At the DM's option, a defensive power you know may be triggered in response to a psychic attack while you sleep.
As a secondary effect, if you have a wet dream it will be transmitted to all Skill users within 1 mile, who can make a DC 15 Will save to disbelieve. This continues until one of them works up the courage to tell you about it.
Requirements: Ability to manifest a non-offensive power or Skill-like ability.
FitzChivalry is Skillmaster of Buckkeep, and he has been described as powerful in the skill, though he has trouble opening his mind to the skill's influence thanks to Galen's mistreatment of him during his original training. The highest level power that we've seen him manifest is metaconcert, both when healing himself and attempting to heal Burrich, requiring a minimum Psion (Telepath) level of 9. I've decided to slightly retool Closed Mind so that it fits our purposes the Skill comes more easily to him after during the Tawny Man Trilogy so we can assume that is because of an effective increase in level (and hence Will saves). I feel he makes more sense as a Psion, not only because of his telepathy abilities, but also because he utilises training to develop his skill. He regularly subconsciously manifests Defensive skill abilities.
He has/had a powerful bond with Nighteyes, seen by the Old Blood as 'too deep' I used the Natural Bond feat to represent this.
I gave him a level each of Barbarian and Rogue to represent his training with Hod (as well as his 'raging' in combat) and Chade respectively. I feel his many levels in Psion do enough to increase both his skill at arms and as an assassin able to take out two armed men (or one armed in Laudwine's case hahaha...) who were likely trained combatants and a horse. 1Chade Fallstar
LN Human Rogue 5/Psion (Egoist) 1
Init 0; Senses Listen +3 Spot +3
AC 10, touch 10, flat footed 10
hp 19 (6HD)
Fort +0 Ref +4 (+5 against traps) Will +5
Melee Unarmed Strike 1d3 +3 (Nonlethal); Grp +3
Power Point Maximum 2+1=3; Egoist Powers Known (ML 1st):
1st Touch of Health, Mindlink
Abilities Str 8, Dex 11, Con 9, Int 15, Wis 14, Cha 14
Feats Deceitful, Investigator, Leadership, Weapon Finesse, Inquisitor (Psionic), Overchannel, Body Fuel
Trait Relentless
Skills Bluff +7, Craft (Poisonmaking) +9, Decipher Script +5, Diplomacy +11, Disguise +11 (+13 to act in character), Forgery +4, Gather Information +11, Heal +6, Hide +4, Intimidate +4, Knowledge (History) +3, Knowledge (Local) +7, Knowledge (Nobility and Royalty) +11, Listen +3, Move Silently +7, Open Lock +2, Perform (Dance) +3, Profession (Herbalist) +7, Ride +1, Search +4, Sense Motive +3, Sleight of Hand +7, Spot +3, Autohypnosis +6, Knowledge (The Skill) +4, Skillcraft +3
Special Qualities
Sneak Attack +3d6
Evasion
Trap Sense +1
Uncanny Dodge
Chade has served as Buckkeep's spymaster since King Shrewd was in power. He has an extensive network of informants gained through the Leadership ability including his apprentice, Rosemary. He has great knowledge in a variety of skills, and is not above doing wet work himself. Although his physical body is now failing him, he often takes various herbal mixtures to invigorate himself.
He has a limited Skill ability, but he is one of the rare Skill users who specialises in Psychometabolism and thus is an essential part of Dutiful's Coterie.
I'm quite pleased with how he turned out, though I've realised he probably would have been better represented with the Open Minded feat rather than with the current crop of skill feats. I may also replace one of his rogue levels with an expert level so that he can get Heal and Ride as class skills. Next time I run him through the generator I'll take that into account.1
The Fool
Unknown White* Rogue 4
STR 11 DEX 14 CON 11 INT 12 WIS 16 CHA 14
New Feat:
Fingers of Pure Skill
Prerequisites: You may only take this feat if your fingers come into contact with the physical manifestation of the Skill.
BenefitsGives the following Skill-like abilities at will:
Sensitivity to Psychic Impressions, Object Reading as a third level manifester. You gain a reserve of 2PP. You gain a Greater Skill Link* to the first person you touch after dip. This fades to a Skill Link* after a day and a Lesser Skill Link* after one week. By spending 2PP and touching the linked person in the same place you may temporarily increase the strength of the Skill Link to Greater, which then fades when to Skill Link when you cease contact and then to normal over a day. You gain a +2 bonus to all Craft checks.
The Fool is clearly shown to not have any innate Skill ability, however he gains some from the Skill river. Although it's quite overpowered for a feat, I felt this would be a more accurate reflection of his abilities than class levels. I suppose it would also work as a special quality and/or template
The CreaturesStatistics for Liveships are in Dragon Magazine, Issue 333 as the monster 'Guardian Ship'. Note that, unlike most constructs, Liveships are vulnerable to Mind-Affecting abilities. Statistics for Tintaglia and Icefyre also belong here.
Also looking for correction and/or advice for the following:
Spelling: I've written/proofread most of this while sleep deprived, so I'd imagine there are general errors and redundancies where I've said the same thing multiple times more than once.
Grammar: I have a tendency to overuse commas, parentheses (occasionally) and em dashes I've been working on it. General correction on any awkward phrasing is also appreciated.
Formatting: I'm still trying to wrap my head around forum code.
Facts and Accuracy: I currently only have access to a handful of my books. No sane librarian will let me near their books, I currently have a massive rack fined up at the local library, and am blocked at the not so local library I visited afterwards to avoid paying those fines. Although I have a reasonably good memory, anything that would help flesh out what I've written is appreciated. So that what you're aware of what I've got on hand:
Assassin's Quest
The Mad Ship
Golden Fool
The Dragon Keeper
Game balance: This is D&D 3.5 we're talking about though. My expectations aren't huge.
Everything: This is the first time I've actually completely statted anyone up for someone else.
Anything from Realm of the Elderlings. Brew it up and I'll throw it in! Or throw an idea in and I (or someone else) will brew it up! Unless it has to do with...
PLEASE DO NOT DISCUSS ALIGNMENT. I did not include it for a reason. You may have your own personal beliefs about the alignment of Batman Fitz or whoever but please keep them personal. If you want to know what alignment I would assign them, feel free to PM me or just start a thread on the subject, I'll probably pitch in there. I'll even post a link to it. I just wish to avoid massive arbitrary pointless arguments on the subject.