Difference between revisions of "Star-Lore Adept"

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You put on a clumsy act, but you are not remotely human. Your body is that of some unfortunate human scribe or conjuror who dabbled in dangerous lore, but your mind is that of an alien entity from the far reaches of the universe. Through some terrible experiment or unfortunate accident, your consciousness was transposed with the mind of your host body. You may view this as a temporary inconvenience, an opportunity to study a primitive race by living among them, or as a bitter and unwelcome period of exile in which everything you see disgusts and repels you. The only way to remedy this mistake is to train your frail human brain to cast the mighty spell needed to return your consciousness to its rightful place.
 
You put on a clumsy act, but you are not remotely human. Your body is that of some unfortunate human scribe or conjuror who dabbled in dangerous lore, but your mind is that of an alien entity from the far reaches of the universe. Through some terrible experiment or unfortunate accident, your consciousness was transposed with the mind of your host body. You may view this as a temporary inconvenience, an opportunity to study a primitive race by living among them, or as a bitter and unwelcome period of exile in which everything you see disgusts and repels you. The only way to remedy this mistake is to train your frail human brain to cast the mighty spell needed to return your consciousness to its rightful place.
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== Role Benefits ==
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You are an arcane master who has learned from the strangest and most inhuman sources imaginable: the Great Old Ones, their servants, or their writings. These are not healthy matters for mortals to dwell on, but the secrets of great power are now yours.
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=== D&D 5th Edition ===
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<b>Skill Bonuses (1st level):</b> You are trained in Arcana and Religion. In addition, you gain a bonus language chosen from the following list: Benthic, Draconic, or Mi-Go. Adepts who study the lore of alien races often need to learn how to use items or interpret lore not meant for humans.
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<b>Potent Lore (1st level):</b> You can spend a bonus action on your turn to increase the level of the next arcane spell you cast this turn by 2.  is a effects all level-based variables of the spell you are casting, including resisting counterspell attempts or casting at a higher level of e ect. By calling upon the arcane secrets of alien races, star-lore adepts can create unexpectedly powerful magical effects.
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You can use Potent Lore once, and then you must rest before you can use it again.
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<b>Mystic Signs (6th level):</b>  rough mystic gestures and motions, you can identify yourself as an initiate in unearthly lore to creatures that are otherwise hostile to humans and their ilk. You begin any interaction with intelligent extraterrene or extraplanar creatures with an attitude one step better than would otherwise be the case (Hostile becomes Indifferent, Indifferent becomes Friendly, and so on).
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<b>The Stars Are Right (10th level):</b> Once during each character level at 10th level and above, you can call upon powerful alien entities to perform services for you.  is functions as planar ally, except that you can use the spell even if you are not normally able to cast it, and you call an extraterrene creature instead of a planar creature. You can conjure an extraterrene creature whose CR is no higher than one-half your character level.
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=== Pathfinder ===
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<b>Skill Bonuses (1st level):</b>You gain a +2 bonus on Knowledge (arcana) and Use Magic Device skill checks. In addition, you gain a bonus language chosen from the following list: Benthic, Draconic, or Mi-Go. Adepts who study the lore of alien races often need to learn how to use items or interpret lore not meant for humans.
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<b>Potent Lore (1st level):</b> You can spend a hero point as a free action on your turn to increase the caster level of the next arcane spell you cast by +4. This affects
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all level-based variables of the spell you are casting, including caster level checks such as spell penetration checks or dispel checks. By calling upon the arcane secrets of alien races, star-lore adepts can create unexpectedly powerful magical effects.
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Hero points you spend to call upon potent lore when casting a spell are not permanently expended, and are regained at the end of the day.
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<b>Mystic Signs (6th level)</b>: Through mystic gestures and motions, you can identify yourself as an initiate in unearthly lore to creatures that are otherwise hostile to humans and their ilk. You begin any interaction with intelligent extraterrene or extraplanar creatures with an attitude one step better than would otherwise be the case (Hostile becomes Unfriendly, Unfriendly becomes Indifferent, and so on).
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<b>The Stars Are Right (10th level):</b> Once during each character level at 10th level and above, you can call upon powerful alien entities to perform services for you. This functions as the extraterrene calling spell (see Chapter 7), except that you can use the spell even if you are not normally able to cast it. You can use lesser extraterrene calling (level 10), extraterrene calling (level 11 to 14), or greater extraterrene calling (level 15 to 20). You need not provide the ally with any payment, since it has little interest in terrestrial possessions.

Latest revision as of 07:55, 16 February 2017

Arcane magic is rare and perilous in Thule. Sorcery, theurgy, and wizardry are not things that should be studied by humans. They belong to earlier ages, when prehuman races such as serpentmen, rakshasas, genies, and other evil creatures dabbled in arcane power.

But these grim and frightening arts pale in comparison to the sort of magic that you dare to study. You have discarded the earthly black arts in favor of alien teachings millions of years older, the dark wisdom of terrible races from beyond the stars. Perhaps you seek the power to protect the world from such unearthly threats—or perhaps you seek to harness their power for your own selfish purposes.

No mortal mind, no matter how strong or well-de- fended, can withstand contact with such lore and remain completely undamaged. Your sanity hangs by a thread, and in fact you may have snapped already. But your familiarity with Things That Should Not Be means that when you do encounter unearthly horror, you are already inured to it. Nightgaunts, mi-go, elder things—these present no great shock to you. Armed Heroes of Thule with the magic and knowledge of alien races, you seek to turn their own powers against them.

Most Thuleans fear and dread any hint of contact with the powers beyond the Earth. There are very few mages who have ever dared to explore the mystic traditions of distant stars, and most of those individuals came to bad ends. You most likely began to study this lore by discovering the notes or writings of one of these individuals, which means you are a scholar from one of the civilized realms with access to occult libraries or hidden texts. Naturally, you must have some foundation in the mystic arts to even begin to decipher any such materials that come into your possession.

Key Identity: Human (Atlantean, Kalay), elf, sorcerer, wizard.

Star-Lore Adept Benefits

As might be expected, you are a master of the strang- est and most esoteric lore imaginable. You are fa- miliar with languages no human should know, and know monstrous truths that would send lesser minds reeling in fear and terror. Magic derived from the lore of star-beings can be exceptionally hard for earthly creatures to resist, giving you a powerful advantage over most other spellcasters. While you never develop any wide reputation in the human world, you acquire knowledge of potent names and signs as your studies advance. By speaking or drawing these powerful names, you can sometimes command the aid of beings that would otherwise destroy you.

Star-Lore Adepts in the World

Fortunately, almost no one realizes what you are really up to. People view you as simply one more eccentric mage, and treat you as they would treat any sorcerer or wizard who appears to be powerful and perhaps a little unstable. If the true nature of your power were to become widely known, the priests of the Nine and the Guardians of the Sign would certainly seek to destroy you.

Personalising the Star-Lore Adept

Each star-lore adept is unique. There is no school or tradition of elder race magic widely practiced in Thule, so each student of star-lore follows his or her own path to power. Cultist of the Crawling Chaos: Cults dedicated to the worship of the Great Old Ones are scattered throughout Thule. You belong to one of these hidden cabals that worship Nyarlathotep, the Crawling Chaos. In exchange for your adoration, Nyarlathotep provides mystic revelations and secrets of advanced science. What led you to join the cult in the first place? Do you still seek enlightenment and power, or have you turned away from the Black Pharaoh?

The Most Ancient

You seek to win the patronage of the mysterious being known as Tawil at’Umr, the Most Ancient, the Prolonged of Life. Over the centuries the boldest and most skillful masters of the arcane arts have sworn allegiance to this being, which is an avatar or servant of Yog-Sothoth and a mighty sorcerer. The Most Ancient grants great power and a vastly extended lifespan to those it favours, but few indeed have found their way to its silver halls and fewer still survive the experience.

Pnakotic Scholar

You possess a metallic scroll or tablet marked with the alien hieroglyphs of the Pnakotic Manuscripts. Terrible secrets of power are locked in its weird symbology, and you are slowly but surely deciphering them. It is dangerous to possess an artifact of this nature, since priests and panjandrums ban the study of this alien lore. Worse yet, there are creatures that can sense your fragment and take it from you if you do not guard your secret carefully.

Transposed Mind

You put on a clumsy act, but you are not remotely human. Your body is that of some unfortunate human scribe or conjuror who dabbled in dangerous lore, but your mind is that of an alien entity from the far reaches of the universe. Through some terrible experiment or unfortunate accident, your consciousness was transposed with the mind of your host body. You may view this as a temporary inconvenience, an opportunity to study a primitive race by living among them, or as a bitter and unwelcome period of exile in which everything you see disgusts and repels you. The only way to remedy this mistake is to train your frail human brain to cast the mighty spell needed to return your consciousness to its rightful place.

Role Benefits

You are an arcane master who has learned from the strangest and most inhuman sources imaginable: the Great Old Ones, their servants, or their writings. These are not healthy matters for mortals to dwell on, but the secrets of great power are now yours.

D&D 5th Edition

Skill Bonuses (1st level): You are trained in Arcana and Religion. In addition, you gain a bonus language chosen from the following list: Benthic, Draconic, or Mi-Go. Adepts who study the lore of alien races often need to learn how to use items or interpret lore not meant for humans.

Potent Lore (1st level): You can spend a bonus action on your turn to increase the level of the next arcane spell you cast this turn by 2. is a effects all level-based variables of the spell you are casting, including resisting counterspell attempts or casting at a higher level of e ect. By calling upon the arcane secrets of alien races, star-lore adepts can create unexpectedly powerful magical effects.

You can use Potent Lore once, and then you must rest before you can use it again.

Mystic Signs (6th level): rough mystic gestures and motions, you can identify yourself as an initiate in unearthly lore to creatures that are otherwise hostile to humans and their ilk. You begin any interaction with intelligent extraterrene or extraplanar creatures with an attitude one step better than would otherwise be the case (Hostile becomes Indifferent, Indifferent becomes Friendly, and so on).

The Stars Are Right (10th level): Once during each character level at 10th level and above, you can call upon powerful alien entities to perform services for you. is functions as planar ally, except that you can use the spell even if you are not normally able to cast it, and you call an extraterrene creature instead of a planar creature. You can conjure an extraterrene creature whose CR is no higher than one-half your character level.

Pathfinder

Skill Bonuses (1st level):You gain a +2 bonus on Knowledge (arcana) and Use Magic Device skill checks. In addition, you gain a bonus language chosen from the following list: Benthic, Draconic, or Mi-Go. Adepts who study the lore of alien races often need to learn how to use items or interpret lore not meant for humans.

Potent Lore (1st level): You can spend a hero point as a free action on your turn to increase the caster level of the next arcane spell you cast by +4. This affects all level-based variables of the spell you are casting, including caster level checks such as spell penetration checks or dispel checks. By calling upon the arcane secrets of alien races, star-lore adepts can create unexpectedly powerful magical effects.

Hero points you spend to call upon potent lore when casting a spell are not permanently expended, and are regained at the end of the day.

Mystic Signs (6th level): Through mystic gestures and motions, you can identify yourself as an initiate in unearthly lore to creatures that are otherwise hostile to humans and their ilk. You begin any interaction with intelligent extraterrene or extraplanar creatures with an attitude one step better than would otherwise be the case (Hostile becomes Unfriendly, Unfriendly becomes Indifferent, and so on).

The Stars Are Right (10th level): Once during each character level at 10th level and above, you can call upon powerful alien entities to perform services for you. This functions as the extraterrene calling spell (see Chapter 7), except that you can use the spell even if you are not normally able to cast it. You can use lesser extraterrene calling (level 10), extraterrene calling (level 11 to 14), or greater extraterrene calling (level 15 to 20). You need not provide the ally with any payment, since it has little interest in terrestrial possessions.