Saturday, July 25, 2020

Potent Potions, Sorcerous Surgeries, & Terrible Transmogrifications - Part III



          
          Hey there sports fans, we're back, with our last article on the topic of aftermarket upgrades for characters. The firsttwo, articles in this series introduce the concept of Investments and then explain the idea of Simple Investments. Obviously it would be helpful to go read those two articles first. This time we are going to cover the idea of Complex Investments, which unlike the Simple version, requires multiple payments over the course of a character's life. Who doesn't love multi-classing? Me. I don't like multi-classing. It's not that the idea of a Fighter/Mage offends me, or that I get the vapors at the idea of a Illusionist/Druid (though, ew), but rather that as evidenced by my blog, I am more than willing to make a class for any archetype that I can think of.

          In lieu of those more extensive systems, I believe the best way to fill any gaps is through the use of Complex Investments. Unlike multi-classing, they allow a character to pick up another skill set or approach as the game is in process, rather than locking them into that approach from the beginning; unlike dual-classing, they don't have to explain how they've suddenly developed new, extremely comprehensive abilities. Readers who played during 3rd edition may recognize elements of this system in the variant rules for racial paragon and bloodline levels, which is certainly true. In short, Complex Investments allow breadth to preexisting characters without resorting to more drastic solutions.

          My example of a Complex Investment from the first article was that of a character being transformed into a Jäegerkin from Girl Genius. Though this is a fairly extreme shift in the character, not every example need be so radical, Investments can be representative of cross-training, or even the favor of an organization or powerful being.


Pact from Beyond

Level
Cost
Effect
1
Forge a pact with a powerful being such as a Celestial or Demon, 300 GP, 2,000 XP.
Gain the use of a single 1st level spell, twice per day. +1 HP.
2
300 GP, 2,000 XP.
Gain the use of another 1st level spell. You gain two more spell slots per day. You must prepare your spells ahead of time like a Magic-User. +1 HP.
3
300 GP, 2,000 XP.
Gain the use of a single 2nd level spell, which you can use once per day. +1 HP
4
300 GP, 2,000 XP.
Gain the use of a second 2nd level spell, along with another 2nd level spell slot. You must, of course, prepare your spells ahead of time like a Magic-User. +1 HP

Knave's Schooling

Level
Cost
Effect
1
Find someone capable of teaching you the skill you wish to learn. 2 weeks of intense training. 1d4 x100 GP, 1,000 XP.
+1 HP, Gain a Specialist skill of your choice - with the exception of Sneak Attack - at a 1-in-6.
2
2 weeks of intense training under the eye of a suitable instructor. 1d4 x100 GP, 1,000 XP.
+1 HP, increase the Specialist skill to a 2-in-6.
3
2 weeks of intense training under the eye of a suitable instructor. 1d4 x100 GP, 1,000 XP.
+1 HP, increase the Specialist skill to a 3-in-6.
4
2 weeks of intense training under the eye of a suitable instructor. 1d4 x100 GP, 1,000 XP.
+1 HP, increase the Specialist skill to a 4-in-6.
5
2 weeks of intense training under the eye of a suitable instructor. 1d4 x100 GP, 1,000 XP.
+1 HP, increase the Specialist skill to a 5-in-6.


Arena Training

Level
Cost
Effect
1
Find a warrior willing to train you. 2 weeks of intense training. 250 GP, 1,500 XP.
+4 HP.
2
2 weeks of intense training under a suitable teacher. 250 GP, 1,500 XP.
+1 Attack Bonus/Thac0 with a single weapon type.
3
2 weeks of intense training under a suitable teacher. 250 GP, 1,500 XP.
+4 HP.
4
2 weeks of intense training under a suitable teacher. 250 GP, 1,500 XP.
+1 Attack Bonus/Thac0 with a single weapon type.

Controlled Lycanthropy

Level
Cost
Effect
1
Become infected with Lycanthropy and then find a means by which to control it. 3,000 XP.
Gain the ability to transform into a Lycanthrope by saving vs Magic. The transformation lasts 2d10 rounds, after which the PC suffers a level of exhaustion (use rules for Sleep Deprivation if using LotFP). In this state the character gains +2 to all physical attributes, the ability to see in the dark, as well as teeth and claws which increase their unarmed damage to a d4 (or another die step if it is already a d4.)
2
1d4 weeks of intense meditation. 3,000 XP.
The character gains additional control over their transformation, gaining advantage on their save against magic when they attempt to transform. In addition to the benefits above, while transformed the character now gains 2/HP a turn unless they have been damaged by a silver weapon in the previous round.
3
1d4 weeks of intense meditation. 3,000 XP.
The PC has gained complete control over their transformations. They no longer need to save to transform into a Lycanthrope, though they still suffer a level of exhaustion afterwards.

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