These could probably be adapted to Prestige Classes…
First of all, these kits (now I want to tell only about one) were created for a special campaign, so there are some explanation about the slots. They have bonus non-weapon slots - reading/writing and investigation. The investigation as slot includes base knowleges in healing, tracking, chemistry, herbalism, observation. But it doesn't meen that the character is a specialist in it! The base knowlege in healing meens that one can identify the cause of death, the knowlege of herbalism let one to know poisons, and so on. The tracking works only in urbun - town, willage, not in forest or desert. Relevant ability for investigation is Wisdom, check modifier - 2. BUT if one has, for example, investigation and healing as different slots, one has check modifier for healing Wis -1, not -2. For other classes # of slot required - 2.
The class is a combination of cleric and fighter. It has cleric HD with cost bonus and warrior THAC0, # of attack and all warriors attack and damage bonuses.
Minimum ability scores - as warrior, and wisdom 14 All proficiciency and spell progression - as cleric. Has bonus slots - reading/writing and investigation.
The warrior of church can:
The holy symbol is in the same time the symbol of protection +1.
There are two different types of the warrior of church - “holy brothers” and “sisters of non” (male and female). The first cast next spheres: all, healing, sun, protection. The second - all, healing, necromancy, guardian.
“Holy brothers” may be only lawfull. “Sisters of non” may have any aligment but not LG and CE.
The warriors of church protect law, but in very specific way. If “brothers” often look like paladin, that “sisters” can be called “holy killers”, and they don't know what sin is, the “sisters” use to close faces by silver mask - scull, and say they haven't names.
The class was made for special situation, so in can be changed for more humane world.
We'd made another classes for the same compeign, so if it's interesting, and if my English isn't very terrible, I can go on the description.
Created by Nataly Kramarencko for the Great FidoNet Compendiumplugin-autotooltip__default plugin-autotooltip_bigThe FidoNet AD&D Compendium Version 2.1
The Great FidoNet Compendium 2.0 was published to the AD&D FidoNet group on January 22nd, 1997. It was adapted to the internet as Version 2.1 on August 21, 2011. Last updated July 29, 2014.
Introduction
The previous version of this compendium was released close to fifteen years ago. With FidoNet long gone, and plain text out of style, I figured it was time to reformat this thing for the internet. This version includes seven spell submissions that didn'….
Singing, healing, wanderer, arbitrate
Standard Bard plus wisdom 12, alignments N, NG, LN, Humans, Halfelves and Elves may be a Muse. Elves may go up to 15th level.
Singing healers are concerned with singing or playing songs that heal the mind, body, emotions of any living thing and this include the land. They heal the beasts of the field and wilds. Usually can be seen working with druids or nature/healing clerics or with judges, as part of the healing process can be arbitrations between two arguing factions - cooling the tempers (emotions of the moment) so an unbias decision can be made either by the Green Bard or a judge agreeable to both parties. Because of their working with Druids/Healing clerics, they sing/use Druid/Healer spells instead of the usual Mage spells. They are usually of a quiet, observant temperment, ever seeking songs/music that will help their world [kind of like the Llano music in Pier's Anthony's Incarnation series - “Being a Green Mother”. Thru their music and singing they strive to inspire others to valient deeds big or small. It is rumored that even one of their songs can enhance magic or psionic powers but alas, the knowledge to do this has been lost in the distant past.
To wander the world aiding those they can whether they be a group of adventurers, on a quest for the gods, or searching for magic items/songs that will aid them in healing and bringing joy to the world. They fight only when attacked or when necessary to save those they are with or themselves. Primary duty is to return the land back to normal after mage wars, catastropies, etc.
Farmer, Forester, Navigator, Trader, Scribe, Jeweler, Weaver
Must take Scimitar. Others allowed are, knife/dagger, quarterstaff, sling, shortsword, sickle, scythe.
Bonus: Healing, Singing, Etiquette, Herblism.
Suggested: Artistic Ability, Read/write, Poetry, Whistling, Survival, Ancient History, Read lips, Weather sense, Direction Sense, Navigation, Animal Lore, Agriculture, Animal Handling, Musical Instrument, Craft Instrument.
Any from plain clothes to Studded Leather. For, any of the others would restrict singing. No shield. Usually somewhere on armor or clothing will be a symbol of healing or healer colors. [green]
1. Influence Reactions by song. (as True Bard does with music/song)
2. Unusual numbers of Green Bards have Wild Talent Psionics - usually of the healing, affinity types. Very, very rarely any kind of attack types. Animal Affinity, empathy, Body equilibrium are examples.
3. Able to sing a Healing Song (as 6th level Heal cleric spell) with these changes: Heal in 10' radius of song per level of singer, anyone/thing. (must state which trying to heal) Gain 10' per level. Those within hearing in next 10' are Healed by half, 10' furthur by 1/4th. As singer gains 'ground' those who are furthur out are Healed proportionally.
Example: A Green Bard of 3rd level would be able to Heal those within a 30' radius, Heal for half from 30 to 60' and 1/4th healed from 60-90'.
This can only be done 1 time per week per 5 levels (1,5,10,15,etc.) as it is very energy draining. Usually used on foliage or the land abused by mage wars or evil influences. Heals trees, bushs, dirt - returns to normal state.
4. Able to “Sooth The Savage Beast”. This song is akin to clerical spell 'Charm Person or Mammal'. However, it covers all animals not just mammals. It also covers more than 1 at a time. It effects 2d4 Hit Dice or levels of creatures till Bard is 6th level. Above that will effect 4d4 Hit Dice or levels. At 12th level 6d4 levels, etc. Its effect is to sooth the emotions or whatever creature is doing. They will stop and listen till song is over if save made and then continue on what they were doing. If save not made then they are 'charmed' and Bard can suggest they cease and desist, go away, or help for a little while, etc.
While using special abilities may not use musical instrument that prohibits singing. In fact, Wind instruments usually not learned at all.
Created by Dianne Hutton for the Great FidoNet Compendiumplugin-autotooltip__default plugin-autotooltip_bigThe FidoNet AD&D Compendium Version 2.1
The Great FidoNet Compendium 2.0 was published to the AD&D FidoNet group on January 22nd, 1997. It was adapted to the internet as Version 2.1 on August 21, 2011. Last updated July 29, 2014.
Introduction
The previous version of this compendium was released close to fifteen years ago. With FidoNet long gone, and plain text out of style, I figured it was time to reformat this thing for the internet. This version includes seven spell submissions that didn'….