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Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

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SPECIAL RULES for KAARJALA: THE NOAIDE<strong>The</strong> Noaid ClassPrime Requisites: Wisdom andCharisma.Minimum Scores: <strong>The</strong> noaide musthave 13 in each prime attribute.Hit Dice: 1d6 per level up to 9 th , plusCon adjustments. Starting at 10 th level,+1 hp per level, and Con adjustments nolonger apply.Armor: Leather only, no shield.Weapons: Any one-handed melee orthrown weapon and staff.Combat and Save Progression: Ascleric <strong>of</strong> same level.Weapon Mastery: <strong>The</strong> noaid beginswith two weapon slots. Additional slotsare gained as a magic user.Special Abilities: Danger Sense, FighterCombat Options, Insight, Spellcasting,Spirit HarmonyStarting Skills: Craft (duodji),Herbalism, Juoigan, Nature Lore,PersuasionDanger Sense: When dangerapproaches, noaide initially have a 1 in 6chance <strong>of</strong> being alerted by a benevolentspirit. <strong>The</strong> nature <strong>of</strong> the danger, or itsproximity, is not revealed.Fighter Combat Options: Noaide maySet Spear vs. ChargeInsight: A noaide can use theirconnection to the spirit world to receiveguidance on a given topic a level-setnumber <strong>of</strong> times per day. <strong>The</strong> refereedetermines whether the spirits respond,and the comprehensibility <strong>of</strong> such advice.<strong>The</strong> advice may concern matters past,present or future. Malevolent spirits mayuse this opportunity to mislead the noaid.Spellcasting: Starting at 2 nd level, anoaid may cast spells. (See below).Spirit Harmony: Due to their affinitywith the spirit world and the services theyperform on behalf <strong>of</strong> the departed, noaidecommand a certain amount <strong>of</strong> respect andcourtesy from noncorporeal entities.Encounters with intelligent spirits,regardless <strong>of</strong> alignment, are neverinitially hostile. This holds true whethera noaid is alone or in an adventuringparty. This initial reaction does notpreclude the possibility <strong>of</strong> the encounterbecoming hostile later.<strong>The</strong> NoaideHistorically, the noaide served asinterlocutors between the living worldand the realm <strong>of</strong> spirits, as well as thepeople’s representatives to the Immortals.<strong>The</strong>ir magic was a hybrid betweenshamanism and druidism, and for theaverage person they represented theliving world itself. <strong>The</strong>y advised theirpeople when and what to hunt, whichroots and berries were safe to eat, whichherbs would cure illnesses, and mostimportantly how to appease theImmortals in order to ensure continuedprosperity. Noaide also carried messagesbetween the living and their deceasedancestors and loved ones.Ilmarinen’s discovery <strong>of</strong> runic magicchanged little, save for the incorporation<strong>of</strong> certain runes into the craft <strong>of</strong> thenoaide. <strong>The</strong> chief beneficiaries <strong>of</strong> hiswork were his disciples, the predecessors<strong>of</strong> the rune mages, who competed withthe noaide for influence. <strong>The</strong>depredations <strong>of</strong> Lovaara and herfollowers turned the people against runemages, however, and that traditionvanished from <strong>Kaarjala</strong>n society. <strong>The</strong>noaide actively resisted Lovaara and herfollowers, and used their powers toshelter many <strong>of</strong> those who were fleeingpersecution. Because <strong>of</strong> this, they wereaccorded great respect, and continue tooccupy a place <strong>of</strong> honor in modernVaarana society. It is forbidden to harma noaide, or deny them food or shelter ifthey request it. <strong>The</strong>ir advice is alwaystreated as though it comes from thespirits and Immortals themselves.Special Rules andRestrictionsDue to the rigorous trainingrequirements, noaide have nodiscretionary skills at first level. Further,any future slots spent on a non-class skillcannot exceed the number spent on themost developed class skill. By exceedingall class skills, the noaid would be seenas abandoning his way <strong>of</strong> life – a graveinsult to the Immortals and to the people.At the referee’s discretion, he or shewould suffer a one-half experience pointpenalty and/or loss <strong>of</strong> abilities until thematter was resolved.Failure to rectify the matter after threelevels (ex. atonement and ear-markingfuture skills) results in the loss <strong>of</strong> class(permanent removal <strong>of</strong> powers).Noaide must craft all equipment used intheir rituals using the art <strong>of</strong> duodji. <strong>The</strong>ymust make their own rune-drum andhammer, staff, and pouches for holdingspell components. Noaide must obtainthe materials on their own – they cannotbe purchased, but may be obtainedthrough service.As intermediaries between the livingand spirit worlds, noaide are <strong>of</strong>ten givenunique insights, <strong>of</strong>ten in the form <strong>of</strong>dreams, to aid them in their daily lives.In return for this guidance, a noaid mustalways respond to the requests <strong>of</strong> anylawful or neutral spirit (treat as a quest) –these <strong>of</strong>ten involve helping spirits finishunsettled business. Should the noaidrefuse to help a spirit, they may sufferexperience point penalties or loss <strong>of</strong>magical abilities (referee’s discretion).<strong>The</strong> Vaarana place great importance onrespecting the balance between life anddeath in the natural world. Magic is asacred gift to be used in the service <strong>of</strong> theworld; its abuse disrupts the naturalbalance and causes untold suffering.Thus, every time a noaid uses his or hermagic to take something from the world,he or she must give something back. Forexample, animals may be summoned t<strong>of</strong>eed a starving party, but the noaid mustthen scatter seeds in the forest, heal a sickanimal, atone (see below), or perform asimilar act in order to repay the worldand restore balance. Failure to do socould result in the loss <strong>of</strong> spellcastingabilities.Despite their history <strong>of</strong> warfare, theVaarana tend towards non-violence, onlytaking up arms to defend their familiesand clans and drive away invaders. <strong>The</strong>irsociety as a whole frowns upon usingviolence as a means <strong>of</strong> acquiring what isnecessary. Unprovoked attacks on othersand using magic to slay opponents in allbut the most desperate circumstances areconsidered evil acts. This is doubly truefor the noaide, who are expected by theirpeople to be exemplars <strong>of</strong> Vaaranavalues.4

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