Last time, I wrote about the options for randomly rolling characters, and the motivation for it. The last two “random rolling” options for character creation were classes and “singular curiosities.” I put some strict limits on the classes, for both power reasons and flavor reasons. I don’t want to have badly-written Moon Circle Druids making the rest of the party feel useless, and I also don’t think that Warlocks or Monks fit the setting (for the most part). I added a few classes: the Mesmerist, the Kineticist, the Shaman Warlock pact, the Gunslinger, the Swashbuckler Monk, and the Artificer Cleric. I’ll talk about some of those, later. Any links that go to classes that I’m working on (Mesmerist, Kineticist, some of the archetypes), will be their own posts, at some point.
The classes all linked to on-line resources, either a blog that proposed them (if they were a new class), or an Obsidian Portal site that detailed their features (for the PHB classes). All of my players have a PHB, but I figured that it would make life easier to have links to the information, as well.
Next time: how the “random rolling” worked out during the first session, and what we decided on.
Instead of slots or “party roles”: “meatshield,” “healer,” etc., I wanted my players to think in terms of personal roles: “mastermind,” “grifter,” “hitter,” “hacker,” and “thief,” and combinations. A Rogue can be a thief, but can also be a grifter, a hitter, or a mastermind, depending on how it’s played, and if one player is interested in playing a “hitter” rogue, and another is interested in a “grifter” rogue, then those two characters will play completely differently, despite being the same class.
To randomize, roll 2d10 and add the results together:
2. Artificer Cleric: The only cleric allowed, this priest of Brigh is devoted to the goddess of crafting and fire, and is less focused on healing than on building.
3. Druid (Land Circle): Druids in Numeria are fighting a losing battle, since so much of their country is festooned with space debris, and the Technic League have no love for the Green.
4. Sorcerer (roll 1d4): You might be descended from a dragon, or inbued with wild magic, or have nannites in your blood. If you are an Android, you automatically take the Nannite bloodline (Androids are never descended from dragons or other magical creatures, after all).
5. Ranger (roll 1d3): The Hunter ranger automatically adds options for fighting robots, and the Beastmaster ranger can choose animal companions from other planets.
6 or 13. Alchemist: Whether secreted away in laboratories or scouring the countryside for new and strange formulas and mixtures, mad scientists always find enough to keep themselves busy in Numeria. Although the Technic League welcomes their experimentation, many alchemists chafe at the restrictions of the League, and prefer to explore the country’s many technological ruins on their own.
7. or 12. Wizard (roll 1d8): Wizards comprise the bulk of the most influential members of the Technic League, and most Wizards in Numeria are either members, former members, or fugitives from the League’s prying eyes. The Kellid tribes can rarely tell the difference between the three, and harbor as many animosity towards one as another.
8. or 11. Fighter (roll 1d3): While most tribal Kellids are barbarians in name, many have some weapons training, and rely on skill more than savagery. The Technic League employs many warriors as guards, and no small number of Worldwound crusaders, weary of the neverending battle against demonic hordes, abandon their crusades to find their fortunes.
9. or 10. Barbarian (roll 1d4): The Kellid tribes rule Numeria in name only, but their rule their various regions in fact, and the barbarians that make up the bulk of those tribes’ fighting forces are feared throughout Numeria and beyond.
14 or 15. Gunslinger (roll 1d3): The blasted plains of Numeria are home to many gunslingers, relative to the rest of the Inner Sea, whether they come in search of adventure or to replace their primitive pistols with weapons that shoot beams of light.
16. Mesmerist: Few know what evil lurks in the hearts of men as intimately as the Mesmerist, a specialist in the working of the human (and humanoid) mind. Most mistake them for Wizards, but mentalists are so much more, the most experienced able to control the minds of creatures such as robots, though they seem mindless.
17. Swashbuckler Monk: Few “monks” find the lawlessness of Numeria to their liking, but many swashbucklers relish it. (Add rapier to the list of monk weapons, and reflavor as needed. Likewise, add “buckler” to your list of proficiencies. Your armor class and ki are based on Charisma, not Wisdom, and your buckler does not interfere with your powers.)
18. Shaman Warlock: Numeria is no place for those who make pacts with demons, fey, or elder things. If the Kellid barbarians don’t kill them, the Technic League does (having no patience for such dabblers). Many tribes, however, rely on a shaman, who makes such pacts with the spirits of the land.
19. Rogue (roll 1d3): There are thieves’ guilds in Numeria, but they are rarely powerful. If the local Kellid tribes don’t get fed up with them and destroy them, the Technic League removes the competition. Most rogues are solitary operators, moving from town to town ahead of the law, or whatever passes for it.
20. Kineticist (roll 1d10): You are a psychic master of the elements.
If you rolled a Barbarian, roll 1d4 to determine your archetype:
1 or 2. Robot Smasher
4. Totem Warrior
If you rolled a Rogue, roll 1d3 to determine your archetype:
3. Arcane trickster
If you rolled a Fighter, roll 1d3 to determine your archetype:
3. Eldritch knight
If you rolled a Ranger, roll 1d3 to determine your archetype:
1 or 2. Hunter (with Numerian additions)
3. Beast Master
If you rolled a Sorcerer, roll 1d4 to determine your bloodline:
2. Wild Mage
3 or 4. Nannite
If you rolled a Kineticist, roll 1d10 to determine your elemental focus:
1. or 2. Fire
3. or 4. Earth
5. or 6. Water
7. or 8. Air
9. or 10. Spirit
If you rolled a Wizard, roll 1d8 to determine your school specialization:
If you rolled a Gunslinger, roll 1d3 to determine your archetype:
1. Pistolero (Shootist is a better name)
2. Musketmaster (Sniper is a better name)
A Singular Curiosity
(All credit for the idea, and many of the options, to “Tales of the Grotesque and Dungeonesque.”)
Every PC has at least one thing that sets them apart from the rest of the world around them, from the very beginning. While many Numerians have class levels, only the PCs (and possibly significant NPCs) will have that “one singular” thing that sets them apart. Roll 2d12.
2. As a child, your faith was so strong that you were rewarded by the god(s) with the touch of life. (1/day, wake a dying person, no save required.)
3. You have made a dark pact with an eldritch entity; each day you may ask the entity three questions and expect reasonably truthful answers. When you do, it expects something in return.
4. You were once kissed by a dryad; once per day you may step into a tree and emerge out of another tree you are familiar with.
5. Your father gave you a silver chain that has the power to bind witches.
6. You were born with a birthmark that grants you minor magical powers (choose one: druidcraft, prestidigitation, or thaumaturgy).
7. You carry your grandmother’s enchanted sword; it does +1 damage and will fly to your hand if you will it.
8. Your master taught you how to cut spirits using a regular blade.
9. You bear a special enmity against a specific kind of supernatural creature: your attacks do 1d4 extra damage against that creature and can sense when they are nearby.
10. You have a profound connection to the spirit world and can converse with the recently deceased.
11. You have a face that is always missed in a crowd (when you want it to be), and you can mimic others’ voices perfectly.
12. You use your forked tongue to enhance your sense of smell for the purposes of tracking with scent and detecting poison in food.
13. You can still remember the things you learned in your past life.
14. Your tattoos alter daily, revealing cryptic clues of events yet to come.
15. You are a changeling and the fairy folk are apt to give you respect.
16. Your family follows the Old Ways; once per day you can transform into the form of a wolf or hawk (any damage you take in this form is subtracted from your hit point total when you return to your normal shape).
17. You are an alien, but you hide that fact with a magic charm that creates an illusion of humanity.
18. Your grandfather gave you a key that opens all simple locks.
19. You are a talking bear. (This replaces your racial features, but your condition may later be removed by powerful magic.)
20. Your aunt taught you how to shoot a pistol, and when she disappeared you found her six-shooter in a darkwood box at the foot of your bed.
21. You give off a strange electromagnetic field: technological devices have a tendency to behave strangely around you after a few minutes.
22. Your affair with a Winter Witch left you immune to cold temperatures, but vulnerable to overheating.
23. An ancestor of yours came from another world, and even when you can’t speak with a certain type of alien, they often seem to have an inexplicable affection for you.
24. You were born with the ability to make nonmagical beasts bow down before you.