Wednesday, January 27, 2016

DCC-DUNE: The Guild Seer

Continuing from my last post, today we will focus on the Feudal Universe wizard class:



Guild Seer

You are a sorcerer of the highest order, a seeker of knowledge, a conduit to the stars. You are one of a fewer gifted humans belonging to an organization known only as the Guild. As a Guild Seer you are sent out to aid or hinder the feuding houses of the Landsraad with one singular goal: THE FUMES MUST FLOW. The Fumes give the Seer his power and without it he would become lost within the complex trappings of his own mind.

Guild Seers are those fewer humans of the Young Kingdoms adept at the Weirding Ways taught by the Felfenkin so long ago. Taken from birth by the Guild these adepts are placed into Fume-chambers and instructed to transcend the physical planes, learning to fold time and space itself, for without Guild Seers the Imperium could not be properly maintained. Space travel would take months if not years to reach other star systems. The Guild and the One and True Sanctified Emperor of All know this all too well and there is a continually power play between to two factions.

Hit Points: A Guild Seer gains 1d4 hit points at each level.

Weapon Training: A Guild Seer is trained in the use of the dagger, chandler pistol, flip-dart, lasgun, maula pistol, rapier, staff, stunner. Guild Seers rarely wear armor, as it hinders the Weirding Ways.

Alignment: A Guild Seer is taught the importance of Neutrality. Rarely do they stray from the path.

Weirding Level: Inhalation of the Fumes gives the Guild Seer his power, without it he is lost. The Guild Seer must inhale a level of Fumes within a 24 hour period equal to the level of Weirding Ways he wishes to perform in order to cast the power. When casting a Guild Seer adds his Intelligence modifier combined with the Fume intake modifier to the roll.

Weirding Ways: The powers of the Weirding Ways are dangerous to the mind, body and souls of the Guild Seer. At 1st level the Guild Seer has received doses of Minor Corruption from his exposure to the Fumes equal to his Intelligence modifier. (For example a +2 Intelligence modifier equals 2 rolls on the Minor Corruption table.) The Guild Seer begins his journey with the knowledge of 3 Weirding Ways, these spells are determined randomly.

Fume Isolation: Upon leveling up the Guild Seer may choose to isolate himself in a fume-chamber. Here he will dwell upon the universe hoping to expand his mind. If the Guild Seer is successful he may rise his Intelligence score, thereby raising his modifier to aid in casting the Weirding Ways. (More on this later.)

Luck: A Guild Seer's Luck modifier to rolls for corruption and mercurial magic.

Languages: A Guild Seer knows two additional languages for every point of Intelligence modifier.

Action dice: A Guild Seer's first action die can be used for attacks or Weirding Way checks, but his second action die can only be used for Weirding Way checks. At 5th level, a Guild Seer can cast twice in single round, the first with a d20 and second with a d14.

Level
Attack
Crit Die/ Table
Action Dice
Known
Powers
Max Power Level
Ref
Fort
Will
1
+0
1d6/II
1d20
3
1
+1
+0
+2
2
+1
1d6/II
1d20
4
1
+1
+0
+2
3
+1
1d8/II
1d20
5
2
+2
+1
+3
4
+2
1d8/II
1d20
6
2
+2
+1
+3
5
+2
1d10/II
1d20+1d14
7
3
+3
+2
+4

Level
Title
1
Traveller
2
Voyager
3
Navigator
4
Polymagi
5
Omniscient


In Conclusion:


Here I've mentioned more about Fume Addiction/ Corruption when concerning the Guild Seer. They are after all only human, unlike the Felfenkin and cannot fully use the Weirding Ways. The corruption they gain is akin to the Navigators in Dune being all knowing, but crazy fish-like bulbous shapes.

As you may have also noticed I didn't mention a caster level with this class. My idea here is that again, they are only human and must use the Fumes to cast the Weirding Ways. To gain in level, as far as casting goes, they must expand there minds in a isolation. If they succeed they may be able to raise their Intelligence score, if not they may suffer more Corruption and must try again upon their next leveling up.

So there we have it! The next time I post about DCC-DUNE we'll look at the Human Computer class!




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