Saturday, January 20, 2024

Players Companion: Character Classes

Travel or Settle?

Companion or upper level characters (levels 15-25) continue the exploration (or conquest!) of the world. They may become PC rulers to gain power and wealth, or remain travellers to gather knowledge and fame. By level 25, the "home base" has become either a strongly fortified castle complex or secret stronghold. Epic Quests and other-planar problems are typical adventures.

D&D Companion Set Rules


This dichotomy between land owner and traveller PCs is reflected in different character options:

Cleric

A land-owning cleric gains the ability to rise in power among the Theocracy (the government of the church).

A cleric who decides to travel may follow one of two routes: in civilized lands, or in wilderness.  A cleric who travels within the boundaries of the civilized world usually looks for ways to help those of the same alignment.  A cleric who travels to the wilderness usually searches for enemies of the church, to convert or destroy.

Druid

A neutral cleric may choose either of the options above, or may choose to live and travel in the wilderness, becoming familiar with nature and the ways of the animals.  After 1-4 months of study and meditation, the cleric becomes a druid, and may learn new spells.



Illustration by Larry Elmore


The cleric must find and live in a woodland home, meditating for 1-4 months. During that time, the cleric is found, tested, and taught by a higher level druid (usually 25th level or greater), and then joins the realm of the druids.

The ability to become a druid is restricted to clerics of 9th level or greater, something which always bothered me.  What is a neutral cleric's ethos prior to becoming a druid?  I think it makes greater sense for druids to begin as 1st level characters.*

*as do 66% of respondents in this Facebook poll (January 7, 2019); see also this post (January 23, 2023) for additional discussion, in which it's mentioned that "Frank has talked about this as well and said go for it at 1st."
The druid 'problem' was nagging me for a while. I took this option for the writeup, but various methods are certainly possible for your home campaign. imc the druids are the only ones who can talk to the planet itself, a huge immortal being who considers everyone on its surface to be temporary sentient debris. (Luckily it's not hostile.) Tho the planet is slothful, it does have preferences on occasion, and the druids pass along what's pragmatically useful and doable. Wise rulers tend to listen to them most carefully.
Frank Mentzer, from this Facebook post (June 24, 2022)



Fighter

As a land owner, fighters may remain independent or swear fealty to another ruler.

A lawful wandering fighter of 9th level or greater who swears fealty to a lawful church may become a paladin.  Lawful or neutral wandering fighters who swear fealty to royalty (a Prince, a King, or an Emperor) may become knights.*  A chaotic wandering fighter who swears fealty to a chaotic church may become an avenger.

*knights usually have 1-3 squires, assigned to them for training by the noble involved (see "Special Positions" in Strongholds)



Illustration by Larry Elmore


Land owning fighters who swear fealty to a ruler, as well as paladins, knights, and avengers, gain additional combat options, including multiple attacks, and the ability to smash, parry, or disarm their opponents.



Magic-User

Independent magic-users may build or seize a tower.  They are commonly referred to as “wizards,” whatever their actual names or titles may be.  If a land owning magic-user cannot or does not want to maintain a tower, the character may apply for a position as a "magist" in any existing castle or stronghold. The magist advises the ruler in matters involving magic, and handles the magical needs of the ruler and the stronghold.

A wandering magic-user is known as a "magus".  A magus has a chance (checked by the DM) to find treasure maps, and to hear rare rumors of powerful magic items.



Thief

A thief who wishes to settle must contact the thieves’ guild.  The Guild will help establish the thief as a guildmaster for a new branch of the Guild (perhaps in a far town where no Guild currently exists), or may send the thief to an existing Guild to fill a vacancy.

A wandering thief is known as a "rogue".  A rogue has a chance (checked by the DM once per game week) of discovering treasure maps or rumors about the location of great treasures.



Demi-humans:

Demi-human adventurers are limited in levels of experience and hit points.  Elves are incapable of learning the arts of more powerful magic (above 5th level spells), and no demi-human can match human “staying power,’ as indicated by hit points.

Though their history is long, demihumans never developed the art of combat to a high degree.  However, humans did concentrate their talents in this area.  Where demihumans and humans interact, additional fighting skills can be gained by experienced demi-humans, who learn the advanced techniques from their human friends.  Thus, the player of a demi-human character should keep track of XP earned after maximum level is reached, and combat ability improves accordingly (given as an attack rank in each class description).



Illustration by Jeff Easley


Dwarf

Experienced dwarves become more resistant to magic.  When the 1,400,000 XP mark is reached, a dwarf automatically takes only 1/2 damage from any damage-causing spell or spell-like effect (such as from a magic item).  If the effect allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken.

Elf

Experienced elves become more resistant to dragon breath.  When the 1,600,000 XP mark is reached, an elf automatically takes only 1/2 damage from any breath weapon (most notably dragon breath, but including all sorts of breath weapon attacks).  If the breath allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken.

Halfling

Experienced halflings become more resistant to both magic and breath weapons. When the halfling reaches the 300,000 XP mark, he automatically takes 1/2 damage from any damage-causing spell or spell-like effect (such as from a magic item). If the effect allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken.


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In addition to these benefits for demi-humans, I like to make them resistant to energy drain, as well.  Dwarves lose a maximum of 130,000 XP, elves a maximum of 200,000 XP, and halflings a maximum of 120,000 XP without necessarily losing a level.

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