While it is possible to multi-class as a fighter-mage, there are no dedicated classes to the concept of the "gish" (... that I know of. There are many GLOG classes out there and I'm still getting my bearings!). While this may not fit in every setting, I think that there are some players who would like it.
The Order of the Follower of Gishnard the Righteous.
About 350 years ago, Gishnard, a struggling student who was more interested in dueling than studying magic, stole a number of spellbooks from a small college of the Orthodox order and decided to start his own school, where he would teach hopeful students to both fight and use magic. This caused a huge scandal, but despite fierce protestations from the Orthodox College, Gishnard was well connected with the nobility and some other colleges (who enjoy thumbing their noses at the Orthodoxs) and managed to keep his school going. He consolidated his position by supporting the King in the War, and by promising the Church that they would help put down evil wizards. After two generations of reasonably faithful service, the Order attained Chartered status.
Starting Equipment: spellbook (blank), runesword, chainmail and a lump of beeswax
Starting Skill: see Backgrounds
Starting Skill: see Backgrounds
A: Cantrips, parry
B: +1 MD, +1 Spell Slot, +1 Spell (1-6), smite
C: +1 MD, +1 Spell Slot +1 Spell (1-6), spellbreaker
D: +1 MD, +1 Spell Slot, +2 spells (1-8) , life drain
B: +1 MD, +1 Spell Slot, +1 Spell (1-6), smite
C: +1 MD, +1 Spell Slot +1 Spell (1-6), spellbreaker
D: +1 MD, +1 Spell Slot, +2 spells (1-8) , life drain
Perks: You start with a runesword, chainmail and a lump of beeswax
Drawbacks: You have obligations - you can be called to War by the King and you are expected to dispatch outlaw wizards. Orthodox wizards dislike you and outlaw wizards assume you are after them. You have student loans, payable in gold, spells, dragon scales, or magical armor/sword.
CANTRIPS. Gish know the following 2 cantrips
1: Remove a bloodstain. This takes 1 minute
2: By carefully rubbing beeswax over the edge of your runesword, you can create a razor sharp edge. The next hit you inflict with this sword will inflict 1 extra damage. This process takes an hour, and consumes 1d4 cp's worth of beeswax. (Inspired by Sorcery! by Steve Jackson)
RUNESWORD: This blade is covered with runes and is keyed to the ghish owning it. It is otherwise a normal sword, and has no special effect when wielded by someone else. A gish who loses his Runesword will go to great length to recover it. Otherwise, it can be replaced with a new sword and a week-long ritual that costs 10 gp to perform. Gishes are fond of using large gems as pommels on their swords, but most of them can only afford orbs of colored glass.
A sword that is already enchanted can be made into a Runesword, but this is a very delicate procedure and the ritual takes a month.
A sword that is already enchanted can be made into a Runesword, but this is a very delicate procedure and the ritual takes a month.
PARRY: Once per day you can reduce incoming damage by 1d12 points. It should be noted that gishes rarely use shields as it interferes with their capacity to cast spells in battle.
SMITE: When hitting a creature with your runesword, spend MD to inflict [sum] damage on top of the sword's normal damage. These MDs return to you on a roll of 1-3. Smiting cannot trigger a mishap or doom
SPELLBREAKER: If a spell has a physical manifestation (an illusion, a wall of force, a conjured creature), you spend an MD to shatter the effect with a blow from your runesword. This method can be used to break an enchantment on someone, but is quite painful (inflict normal sword damage).
LIFE DRAIN: When hitting a creature with your runesword, spend an MD to heal the amount of damage inflicted. This *can* be combined with smite, but doing so risks mishap or doom.
LIFE DRAIN: When hitting a creature with your runesword, spend an MD to heal the amount of damage inflicted. This *can* be combined with smite, but doing so risks mishap or doom.
SPELLS (half of these are from Skerples' list):
1: Bladeward
R: touch T: creature. D: [Sum]X2 rounds
The defense of the touched creature increases by 2. This stacks with armor or dexterity.
2: Enchant sword
R: touch. T: one sword or dagger D: [sum]X2 rounds
The touched weapon becomes temporarily enchanted, gaining a +1 bonus to attack and damage.
3: Disarm
R: 50'. T: [Dice]+1 creatures D: 0
An invisible force extends from your sword, disarming opponents, who must save or have their weapons flung 30 feet in a random direction.
4. Grease
R: 50' T: object, surface D: [dice]x2 rounds
Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.
R: 50' T: object, surface D: [dice]x2 rounds
Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.
5. Levitate
R: 50' T: creature or object D: concentration
You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10' per turn. Maximum weight is [dice]x500 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.
6. Magic Missile
R: 200' T: creature D: 0 Target takes [sum] + [dice] damage, no Save. As an Gish, your magic missile is a twin beam of redish energy shot from your eyes.
R: 50' T: creature or object D: concentration
You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10' per turn. Maximum weight is [dice]x500 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.
6. Magic Missile
R: 200' T: creature D: 0 Target takes [sum] + [dice] damage, no Save. As an Gish, your magic missile is a twin beam of redish energy shot from your eyes.
7. Sleep
R: 50' T: creature D: 10 min
Target falls into a magical slumber, and can't be awoken by anything less vigorous than a slap (a standard action). Non-alert, unaware targets are not allowed a Save. Can affect creatures up to [sum] HD. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
R: 50' T: creature D: 10 min
Target falls into a magical slumber, and can't be awoken by anything less vigorous than a slap (a standard action). Non-alert, unaware targets are not allowed a Save. Can affect creatures up to [sum] HD. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
8: Haste
R: touch T: creature. D: [Dice]X2
Your defense increases by 1, your move doubles, and you can act twice a round (although you can only cast a single spell per round). Casting this spell ages you a year.
Gish can learn spells from other schools as a wizard could, but they are unable to master emblem spells. They can use scrolls, wands and staves, but cannot book-cast or breed spells.
Mishaps:
1. MD only return to your pool on a 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Lose 1 MD for 24 hours.
5. Agony for 1d6 rounds.
6. Cannot cast spells for 1d6 rounds.
Doom of the Gish
1. Lose the ability to wield any weapon for 1 day
2. Lose the ability to wield any weapon for 3 days.
3. Lose the ability to wield any weapon permanently.
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Lose 1 MD for 24 hours.
5. Agony for 1d6 rounds.
6. Cannot cast spells for 1d6 rounds.
Doom of the Gish
1. Lose the ability to wield any weapon for 1 day
2. Lose the ability to wield any weapon for 3 days.
3. Lose the ability to wield any weapon permanently.
This doom can be avoided by renouncing magic permanently, or by killing an outlaw mage in a spell duel.
I hope you enjoy it, and comments are welcome - I'm sure it could be improved with some feedback :)
I hope you enjoy it, and comments are welcome - I'm sure it could be improved with some feedback :)
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