d20 Mad Scotsman Games Simply Classes - The Spirit Caller.pdf

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SIMPLY CLASSES:
The Spirit Caller
MAD SCOTSMAN GAMES
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“Simply Classes: The Spirit Caller”
Product ID: MSG 1003C
Copyright 2007 by Mad Scotsman Games
Please visit our website at: http://www.lulu.com/madscotsmangames
Mad Scotsman Games is owned and operated by Mike Wallace, Chris McCoy, and
Christina McCoy.
All rights reserved. No part of this book may be reproduced or transmitted in any
form or by any means without the written permission of Mad Scotsman Games.
All illustrations, excluding the Mad Scotsman Games Logo, are the property of
OtherWorldly Creations, Inc. and Eastern Raider Games. All images are used with
the permission of OtherWorldly Creations, Inc. and Eastern Raider Games. All
rights are reserved.
Requires the use of the Dungeons & Dragons, Third Edition Core Books*, published
by Wizards of the Coast, Inc. “Wizards of the Coast” is a trademark of Wizards of
the Coast, Inc. in the United States and other countries and is used with permission.
*This product utilizes updated material from the v.3.5 revision.
Credits:
Writer: Chris McCoy and Mike Wallace
Layout Design and Editing: Chris McCoy
Logo Design: Christina McCoy
Interior Artwork: OtherWorldly Creations, Inc. and Eastern Raider Games
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The Spirit Caller
E’lyssar’s body, covered in the bright red and yellow paint of war runes, twisted
and writhed through the bonfire’s smoke, aggressive and simmering with rage. His eyes
fell upon the other dancers, his tribe’s best warriors, as they mirrored his movements,
their palpable rage and blood lust hanging in the air as thick as the fire’s smoke. The
quiet yet menacing chanting soon reached the climax as the ritual came to a close and
war cries were shouted to the heavens as the fire burned down to glowing cinders and the
morning sun peaked through the holes in the jungle’s thick canopy.
His eyes aflame, E’lyssar took up his long spear and raised it over his head,
calling out for the spirits of war and rage to be with them as they charged into battle with
their enemies and to guide his spear into the heart of the enemy tribe’s chieftain, his very
sister.
The spirits were pleased with E’lyssar’s offering that day and his wishes were
granted.
Long considered savage, undisciplined wielders of magic, Spirit Callers are the
center of primitive communities and serve their communities as healers, spiritual guides,
and shapers of nature and weather. Their magic comes not from divine sources or the
channeling of arcane might, but by stirring the spirits of nature and ancient warriors and
animals. With haunting song, wild dance and rituals that can seem bizarre to those of
more “civilized” magical training, Spirit Callers summon up incredible powers to heal,
purify, enhance, or entice the fury of nature to their aid. Rarely seen in civilized lands and
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almost always misunderstood, Spirit Callers are slightly aloof from people, focusing their
efforts on listening to the voices of spirit realms in order to increase their powers.
Adventurers : Spirit Callers travel and adventure largely because the spirits they
supposedly speak with have requested them to. They search for long forgotten artifacts,
items of religious significance to their tribes, or to complete a quest left undone by one of
their ancestors or the spirits of nature. They tend to be cryptic in their responses to others
and speak in odd tongues or koans that can leave others thinking Spirit Callers to be
savage, stupid, or insane, and thus few willingly work with them. Most Spirit Callers hold
a particular distaste for the undead, aberrations, and unnatural creatures, because they
offend the spirits.
Characteristics : Spirit Callers cast an unusual blend of magic, but they do not draw their
power out from themselves or nearby sources as much as they provoke the spirits of their
environment to action they would not otherwise take. This allows them to heal wounds,
diseases or poisons, create powerful weather changes, speak with and summon animals,
and enhance the strengths or weaknesses of others. Spirit Callers cannot wear metal
armor, because it both restricts their ability to perform their wild dancing as well as
breaking their oaths – metal is a dead thing with no connection to the spirits, and Spirit
Callers shun it by principle. They prefer weapons and armor made from bone, leather,
wood, and other materials that have a connection to living things.
Alignment : Spirit Callers are not bound to laws or even the neutral stance of nature.
Most are chaotic, requiring the power of freedom to remain wild and in touch with the
spirits. By living more like wild animals, they are able to understand the ways of untamed
nature and animals and their spirits.
Religion : Most Spirit Callers do not follow distant deities. They have a deeper respect
and worship the living souls of nature, animals, and their ancestors, a very primordial
type of reverence that has long since been lost to their civilized brethren. Some Spirit
Callers focus their worship on animal totems, mimicking the lifestyles of their favored
totem animal, and learning to draw out the souls of ancestors to aid them.
Background: Spirit Callers typically come from tribes of barbarians or other savage
cultures, serving as the spiritual leaders and accepted magic-men of their tribes. Some
barbarian cultures shun magic, but accept the wild ways of Spirit Callers as the power of
nature and not the unnatural forces created by wizards. Spirit Callers rarely share much in
common with one another save for the powers they wield – one Spirit Caller may be a
spiritual guide to warriors and blesses them with war songs and dresses in the furs of
vicious animals, while another Spirit Caller may be a shy hermit who spends much of her
time brewing potions and interacting with nature, while a third might be a half-crazed
wanderer, screaming out bizarre chants and driven nearly mad by the constant presences
of the spirits he is surrounded by. It is not out of the ordinary for a Spirit Caller to
become obsessed with or even tormented by the spirits, especially when a Spirit Caller
comes into contact with a particularly wicked or crazed ghost that haunts the Spirit Caller
endlessly, trying to force the mortal to do its deeds in the living realms.
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Spirit Callers are either self-taught or the sons and daughters of Spirit Callers themselves.
Because most primitive tribes believe in the power of blood passing on knowledge and
power, Spirit Callers generally come from very long lines of such men and women,
though this does not necessarily mean that those born from Spirit Callers are destined to
become them, just as those not born to Spirit Caller parents can never achieve such
powers.
Though the spend a great deal of their time performing duties to their tribes and peoples,
Spirit Callers can often be called away from their lands to undertake a variety of
adventuring quests. A combination of their unusual sense of honor and beliefs, the
insistence of the spirits, and the omens and portents that Spirit Callers see in almost
everything can drive them to cross continents in search of the object of their, or the
spirits’, desires.
Races : Halflings, with their strong spiritual traditions, are the most typical Spirit Callers.
Humans and half-orcs also share rich spiritual traditions traditions, as do some elves.
Other races, such as the gnomes and elves, tend to see the wild ways of Spirit Callers as
chaotic and undisciplined, too primitive for even the elves’ nature-loving ways.
Other Classes : Spirit Callers are most comfortable with barbarians, who share their
general alignments and values. Rangers and druids share a love and respect for nature and
thus Spirit Callers honor them for honoring the spirits. Though they are not as offended
by civilized people or classes as some would expect, Spirit Callers share a brooding
dislike for the controlling ways of wizards, who disrespect power and try to bind spirits to
their will. They see wizards as child-like in their practice of magic – they use it because it
is there, but they have no true understanding of how it works. Of the more civilized
spellcasters; Spirit Callers have the most fondness for sorcerers and bards, who both draw
magic in a similar fashion to the Spirit Caller. Spirit Callers are an excellent support
class. With their ability to mass-enchant with Tribal Dances and produce lingering druid-
like magical effects through their Spirit Song ability, they can support multiple characters
at once. His healing powers are invaluable, as well as his ability to brew potions for the
group. His blend of defensive enhancement spells and offensive cursing spells, combined
with his powerful weather magic, makes the Spirit Caller a diverse class in any situation.
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