My friend and I had a conversation about how cool it would be to play D&D in the setting of Ravnica. We started working on it but didn't get to far we still wanna do it but we want it to be done really well.
The main point is we assigned each guild the alignment(s) we thought would best fitting for them. What do you think?
Azorious: LG, LN, NG Orzhov: LE, LN, LG, N, NG, NE Boros: CG, LG, LN, Selesnya: NG, LG, LN Dimir: LE, NE Izzet: NG, CG, N, CN, CE Simic: Any Rakdos: CE, NE, CN Golgari: CG, N, CN, LE, NE Gruul: CG, CN, N, CE
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Break, O Earth.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
While I have only limited knowledge, I feel I can comment on some alignments here.
Azorius: They are ever lawfull, and I think that Lawfull Evil fits better then Neutral Good
Orzhov: Lawfull Evil, Neutral Evil, Neutral, Lawfull Good. Remember that the Orzhov have a corrupted church system which extorts and schemes.
Boros: I would change LN to CN.
Selesnya: Nothing to add.
Dimir: I think these can be added to lawfull evil. They scheme a lot, which I understand is one of the lawfull evil traits
Izzet: All neutral, no evil or good here. Chaotic of course
Simic: I disagree. The lack of morale here in their experiments makes the inclusion of some good variants invalid.
Rakdos: Most transparant, of course you hit the nail there.
Golgari: I agree
Gruul: Gruul are not chaotically evil. They live for themselves, but do not hurt people out of enjoyment, but because of was done unto them.
PS!: of course I stand to be corrected. I only submerged myself recently in the world of d20. This was more of an excersize for me than to correct people.
I've actually discussed this at length with my gaming group...does that make me a dork?
All right, here goes:
Golgari: NG,LN,N,CN,NE: They embody the aspect of the cycle of life. A lot of druids would be Golgari. The neutrality is the inherent tie with nature that they have, even though they mess with undead and such. Notables: Savra was definitely NE, the Sisters probably LE, Jared was probably LN, and Svogthos was NE.
Dimir: Predominately LE, NE. The keepers of secrets, so secret that they are not even supposed to exist. Notables: Svadek was LE, but circumstances forced the switch to CE.
Boros: LG, LN, NG, maybe CG. The essence of the law and goodness, the majority of Boros is probably NG, with a few exceptions. Notables: Agrus Kos was NG with lawful tendencies, and Firemane Angel (Feather, of course) was CG. Razia was LG.
Selesnya: NG, LG, LN...but of the worst sort. Imposing your will upon everyone in the name of peace and harmony isn't nice, guys. Notables: The Chorus was made up of too many individuals to be sure.
Orzhov: LE, LN. At least they, unlike half of Ravnica's guilds, admitted their ways. Those who had money and influence were treeated just fine, while slavery and such was completely acceptable. Classic case of Lawful Evil. Notables: Ghost Council as a whole are LE, while Teysa was LN.
Gruul: Predominately N, with variations on the chaotic side. They're nature's fury embodied. Not going straight for slaughter, just wishing to be one with the wild. Notables: None metioned in storyline.
Izzet: LN, CN, CG, LE, CE: The Izzet go to extremes with everything they do. Artificers require some degree of discipline to pull off their fantastic itmes but that's probably why most Izzet mages were found in small pieces.. Notables: Niv-Mizzet was emphatically LE.
Azorius: LG, LN, LE. The supposed bringers of justice, they enforce the laws in Ravnica. According to storyline, though...jeez, I think they were taken over by a madman. Notables: Grand Arbiter Augustin was nuts. LE, maybe...but only his law mattered.
Rakdos: CN, CE, NE. Psychopathic guild hellbent (lol) on destroying itself. Definitely evil, maybe a couple of them might have been something less, but CN is far from nice. Notables: Lyzolda was CE. Rakdos was CE, before Kraj ate him.
Simic: NG, CG, N, CN, and one very, very CE guildmaster. The Simic believe in modifcation of the self to improve it. Not a bad goal, but somewhere someone went horribly wrong. Notables: Momir Vig was freaking insanely CE. Kraj was basically Momir's creation; N if anything, definitely less when Momir kicked the bucket.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
This IS actually a good discussion, and a good basis for a campaign setting. I'd be happy to see someone attempt to play D&D in Ravnica here. Would be interesting, if it were done right. A little easier than, say, Dominaria, to be sure.
Due to the dual nature of the guilds, maybe the gestalt classes from Unearthed Arcana could be useful for characters. It would make sense for many of the guild's characters, such as a Fighter/Cleric gestalt for Boros, or a rogue/wizard for Dimir.
I thought of this because I think that if you were in a guild, you wouldn't be trained for one thing, then move on to another (multiclassing). You would be trained for a purpose and taught all the ways to accomplish your objectives at once (gestalt).
Of course, that would make it a very high-powered campaign, but considering the story of Ravnica, it seems to make sense.
This has been another episode of "Nick's random thoughts." Thank you for tuning in.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Yeah, it sounds like an excellent basis for a gestalt campaign.
Anyone Volunteering to run it? I know I'd be one of the first to sign up. Not THE first, because there's just too many people in the PPI these days that never sleep.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
I am also working on guildmage prestige classes here are the ones that I am furthest on but they are still not complete.
Dimir Guildmage
Hit Die d6
Requirements: Alignment: Any Non-Good Non-Chaotic Skills: Move Silently 4 ranks, Hide 4 ranks, Profession 4 ranks OR Diplomacy 6 ranks, Profession 4 ranks Special: Must complete a mission for Dimir with out being caught. Must be appointed (indirectly by Szadek) to the position.
Class Skills: Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot Skill Points: 3 + Int
Shadow of Doubt: You leave few impressions upon those you meet and even less on those nameless souls you pass on the street. When you are in a group of ten or more individuals you gain a bonus equal to your Dimir Guildmage level to Disguise and Hide checks. It is difficult to learn things about members of Dimir you get a bonus equal to your Dimir Guildmage level against Gather Information checks.
Induce Paranoia: A Dimir Guildmage of level 2 or higher has an aura of fear that radiates 30 ft. around them. This ability can be activated and de-activated at will.
Transmute: A Dimir Guildmage of level 5 or higher may change one object into another object of approximately equal value; they may not add enchantments to objects to make their value the same, any existing enchantments still affect the object even if they are now meaningless.
Hidden from Ignorance: A level 6 or higher Dimir Guildmage gets a +10 bonus to Bluff, Disguise, Hide and Move Silently checks if they have a higher Intelligence score then the person attempting to perceive the truth.
Psychic Drain: A Dimir Guildmage of 9th level may make a ranged touch attack with a range of 45ft. three times per day. If the attack hits the target is drained of 1d4 Wis (user’s choice) and heals the user by twice that much. If the target is reduced to 0 or less wisdom from this attack it is treated as if under the influence of the Insanity spell.
Glimpse the Unthinkable (Su): Once per day a Dimir Guildmage can use Mind Rape as per the spell as a spell like ability as a free action as cast by a 20th level Wizard.
Izzet Guildmage
Hit Die d8
Requirements: Alignment: Any Non-Lawful Skills: Spellcraft 8 ranks Feats: At least four metamagic feats Special: Must be appointed by Niv-Mizzet to the position.
Metamagic Mastery: If a metamagic feat would raise a first level Izzet Guildmage’s spells’ level by more then one level it raises it by one less level. This increases to 2 less for a fifth level and three less for an eighth.
Cerebral Vortex: An Izzet Guildmage of second level may pay an amount of Hit Points equal to twice a spells level plus the amount of times he has used this ability this day and cast a spell he knows of that level.
Replication: If an Izzet Guildmage of 4th level or higher casts a spell they may use an additional spell slot of the same level or higher to re-cast the spell instantly.
Stitch in Time (Su): Once per day an Izzet Guildmage of 10th level can cast a maximized empowered Time Stop as a spell like ability as a free action.
1. Stitch in time is an insanely overpowered ability. I think you meant "maximized extended", anyways, since you can't empower a spell that doesn't deal damage. But you're essentially giving the class a 13th level spell as a spell like ability, useable as a FREE ACTION, once per day.
Considering that it is possible to enter the class at 5th level, you're giving the class an ability to cast a 13th level spell at least 12 levels too early.
2. The Dimir aura of fear isn't explained...?
3. The base attack progression doesn't even follow the standard "good, bad, arcane spellcaster" guidelines - the class should not have its own unique progression - Wizards never did it, and neither should you.
4. Theoretically, you can enter the dimir class at level 2? I don't think a prestige class exists with prereqs that low.
5. Why not just give the classes a "+1 arcane caster level" at each level? That way, they can maintain a solid progression of their preferred arcane abilities, rather than overcomplicating things with two different spellcaster classes - there's already mystic theurge and ultimate magus for that.
6. The improved Metamagic feat can't be taken until one has 30 ranks in spellcraft, normally - yet you're allowing this epic-feat equivalent ability at sixth level? hmm.
That's all I have time for now, sadly, as I have a game of my own to prepare. Sorry I can't really help here, all I can say is, base the prestige classes off existing similar arcane prestige classes if you really want to get a balanced set of guildmage classes.
I agree with waffles.
With the Dimir Guildmage you will have level 10 PC's casting 9th level spells.
You need to up the skill points needed to join.
You should just have it be "+1 to existing spell casting level," and probably should up the number of skill points per level(3 is weird any how).
Stitch in time should require a coin flip if you ask me (and should just be a normal time stop)
Also, to help tie in with the cards, it might help if you made each guildmage's requirements and benefits based on the creature type: Wizards require arcane spells, Shamans druidic spells, etc. etc.
The thing is I would like it to be possible for non-speelcasters to be able to become Guildmages and they get their magic from the training as a Guildmage. If it would be best to force them to already be able to cast spell then I suppose I could change it.
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Break, O Earth.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
It would certainly limit the requirements, or at least encourage a player to multiclass a little. After all, I doubt there are a lot of barbarians in the Azorius Senate
4. Theoretically, you can enter the dimir class at level 2? I don't think a prestige class exists with prereqs that low.
Actually Wuffles there is such a PrC its called Apostle of Peace you just need to be a human level 2 cleric and you are set to join it.... after which point your party will hate you because they will never be able to kill anything ever again
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
All of these classes will have a prerequisite that they are appointed the position and I doubt any Parun would ever say "Hey that random level 2 Paladin would make a great addition to the Gruul Clans."
It just simplifies it so I don't have to say:
Dimir Guildmage
Prerequisites: Rogue, OR Beguiler, OR Wizard, OR Sorcerer, OR Ranger, OR Bard, OR Etc.
PS: If anyome DMs this I'm a beguiler/factotum in Dimir
Sep, you're wrong- Apostles of Peace can't harm living things- undead are fine and dandy, as far as I know.
My 2cp on this:
Those class abilities are somewhat...overpowered. However, if intended for a gestalt game in a high-powered world, then they could be used. Even then, I would feel that they should be modified somewhat.
For the Dimir Guildmage, if you're trying to go for the flavor of the card tying into the class, perhaps two abilities could be:
Spell Recovery (Su): Once per day as a swift action, a Dimir guildmage may recover any one spell with a level not higher than his class level that he has already cast this day. This works just like a Pearl of Power.
Spell Suck (Su): Once per day as a standard action, a Dimir guildmage may make a melee touch attach against a foe. If she succeeds, the touched creature loses access to one randomly determined spell of the highest level he or she can cast. The creature may make a Will save (DC 10+ spell level + guildmage's Int modifier) to negate this effect.
Dimir should also grant access to some of the rogue abilties- uncanny dodge at the least, and perhaps invisibility as a SLA usable a number of times per day, as they ARE the hidden guild...
Mind Rape is a little over the top. Dominate Monster is probably more appropriate; even True Domination would be more acceptable, as most DMs don't like PCs using the Book of Vile Darkness.
The Shadow of Doubt and Induce Paranoia abilities are fine; though it should be noted that induce paranoia works like a fear spell as cast by a sorcerer of the guildmage's Hite Dice (not class level, then it would suck).
On the Izzet guildmage:
Again, if you're trying for flavor, you could give them the ability to replicate the casting of a spell they know of 3rd level or lower.
On their abilities: Improved Metamagic three times in a single prestige class is....nuts. It's an epic feat in itself. Now, this could still be done, but you'd need to add in the chaotic nature of the Izzet. Give it a chance of failure. Give them something like the Ultimate Magus's augmented casting, but let them fuel metamagic with the same class's slots. I see Izzet as more full of sorcerer types than wizards; this isn't hard to implement.
Guys, you CAN empower a Time Stop. At least, in my games you can, if you can cast spells of that level.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Sep, you're wrong- Apostles of Peace can't harm living things- undead are fine and dandy, as far as I know.
actually its undead and demons, however unless you are playing Ravenloft or a Demon/Undead heavy campaign its most likely that any other combat situation will end up with you forcing your party to subdue the opponents... then letting them go if they promise to withdraw without attacking anymore (only AFTER they break this promise are you allowed to look around while the rest of your party kills everyone... you yourself cant do anything only cast defensive... non damaging/compulsing spells)... i was just noting that there IS a PrC thats available at level 2... just that its so damn difficult to RP it
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
The thing is I would like it to be possible for non-speelcasters to be able to become Guildmages and they get their magic from the training as a Guildmage. If it would be best to force them to already be able to cast spell then I suppose I could change it.
Sounds like your trying to make them like an Ur-Priest. Which means they need a spell list to good off of.
If you have the Book of Vile Darkness or Complete Divine I think you should take a look at how they made Ur-Priest and what level you need to be to take it. Its one of the more powerful classes so I would not make your class more powerful(as in, you could take it at lower level or get spells faster) but just as powerful as a Ur-Priest should be fine. (Maybe you could make it like a Ur-Priest for wizards, and lower the hitdie to d6 or something)
Ur-Priest has its own spell progression(like your class), and it gets 9th level spells by the end of it, which seems to be what you want. But it has much higher requirements(8 ranks in a skill).(and uses the cleric spell list) Also you do not get spells as fast as your class does, and its STILL one of the better classes.
Given that Ravnica is rather high-fantasy place (Oh come on, how in hell would they even have enough food supply for that population if it wasn't for magic..) And with every guild having different guildmages. (Even gruul, and that's about as savage as it'd get..) I think that it'd be better just to mage the allegiances to any given guild a Sub-Levels for existing classes. Like Variant class features.. A Dimir Wizard for example wouldn't get scribe scroll, but instead he'd gain Hide, Move Silently, Bluff and Gather Information as class skills. Dimir Rogue would gain spell-like abilities of charm person instead of Trap Sense and so on.
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
But really. If I had some times I would make up all 10 guilds. I do not think it would take THAT long. I could start tempting them and all that. (I think it would be cool if the Rakdos one was just '+1 to spell caster,' and each level you got the summon monster 1-9(you could only the fiendish stuff), and your final ability(level 10) was to summon Rakdos himself, but he(Rakdos) got a will save (the dm could give him minuets to the will save if he really wanted to be summoned.) But of course when he WAS summoned, he would not listen to you at al, and just attack whatever he felt like.
I would think that for most of the Guilds you could just pick 3 spells and the mechanic. (Graft would be cool, you could give someone a feat, or class ability, or one of your spells to cast for the day.)
Aww heck... let me see if I can just do the key words:
Dimir: (Transmute): the ability to change one thing into another, on a limited basis. Possibly something along the lines of a polymorph object, or the ability to turn one spell into another (Rary's Arcane Conversion).
Selesnya (Convoke): This one's a little difficult to translate over; though I imagine a fair number of Selesnyans to be clerics, rangers, or druids, the idea of drawing lifeforce from the creatures and plants around them is counter to their beliefs. Perhaps a cooperative casting feature would do.
Boros (Radiance): Sudden Chain Spell, usable a number of times a day?
Golgari (Dredge): Giving of oneself to bring what is dead and useless back to the living. Maybe some sort of ability to allow you to recover HP, spells, ability scores and the like by sacrificing something.
Orzhov (Haunt): Power over spirits; the ability to cause something used to reform itself and be used again- once. In the sense of a magic-user, this could be the ability to cast a spell and not have it removed from memory a number of times per day.
Izzet (Replicate): Good old dualcast. Maybe burning extra spell slots to duplicate a spell would be good here. Just don't overdo it.
Gruul (Bloodthirst) This would be somewhat like a rage ability, I would think. You get combat bonuses when your enemies get hurt.
Azorius (Forecast): Think of this like a reserve feat (Complete Mage); you have access to a spell of school X at level X, so you can do this.
Rakdos (Hellbent): Hm. A Rakdos mage is probably something like a blood magus, and perhaps the lower his spell reserves get, the more potent his spells are.
Simic (Graft): The ability to temporarily grant the use of spells, abilities, feats, and other things is a perfect idea here. Again, don't abuse it.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
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The main point is we assigned each guild the alignment(s) we thought would best fitting for them. What do you think?
Azorious: LG, LN, NG
Orzhov: LE, LN, LG, N, NG, NE
Boros: CG, LG, LN,
Selesnya: NG, LG, LN
Dimir: LE, NE
Izzet: NG, CG, N, CN, CE
Simic: Any
Rakdos: CE, NE, CN
Golgari: CG, N, CN, LE, NE
Gruul: CG, CN, N, CE
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Azorius: They are ever lawfull, and I think that Lawfull Evil fits better then Neutral Good
Orzhov: Lawfull Evil, Neutral Evil, Neutral, Lawfull Good. Remember that the Orzhov have a corrupted church system which extorts and schemes.
Boros: I would change LN to CN.
Selesnya: Nothing to add.
Dimir: I think these can be added to lawfull evil. They scheme a lot, which I understand is one of the lawfull evil traits
Izzet: All neutral, no evil or good here. Chaotic of course
Simic: I disagree. The lack of morale here in their experiments makes the inclusion of some good variants invalid.
Rakdos: Most transparant, of course you hit the nail there.
Golgari: I agree
Gruul: Gruul are not chaotically evil. They live for themselves, but do not hurt people out of enjoyment, but because of was done unto them.
PS!: of course I stand to be corrected. I only submerged myself recently in the world of d20. This was more of an excersize for me than to correct people.
All right, here goes:
Golgari: NG,LN,N,CN,NE: They embody the aspect of the cycle of life. A lot of druids would be Golgari. The neutrality is the inherent tie with nature that they have, even though they mess with undead and such. Notables: Savra was definitely NE, the Sisters probably LE, Jared was probably LN, and Svogthos was NE.
Dimir: Predominately LE, NE. The keepers of secrets, so secret that they are not even supposed to exist. Notables: Svadek was LE, but circumstances forced the switch to CE.
Boros: LG, LN, NG, maybe CG. The essence of the law and goodness, the majority of Boros is probably NG, with a few exceptions. Notables: Agrus Kos was NG with lawful tendencies, and Firemane Angel (Feather, of course) was CG. Razia was LG.
Selesnya: NG, LG, LN...but of the worst sort. Imposing your will upon everyone in the name of peace and harmony isn't nice, guys. Notables: The Chorus was made up of too many individuals to be sure.
Orzhov: LE, LN. At least they, unlike half of Ravnica's guilds, admitted their ways. Those who had money and influence were treeated just fine, while slavery and such was completely acceptable. Classic case of Lawful Evil. Notables: Ghost Council as a whole are LE, while Teysa was LN.
Gruul: Predominately N, with variations on the chaotic side. They're nature's fury embodied. Not going straight for slaughter, just wishing to be one with the wild. Notables: None metioned in storyline.
Izzet: LN, CN, CG, LE, CE: The Izzet go to extremes with everything they do. Artificers require some degree of discipline to pull off their fantastic itmes but that's probably why most Izzet mages were found in small pieces.. Notables: Niv-Mizzet was emphatically LE.
Azorius: LG, LN, LE. The supposed bringers of justice, they enforce the laws in Ravnica. According to storyline, though...jeez, I think they were taken over by a madman. Notables: Grand Arbiter Augustin was nuts. LE, maybe...but only his law mattered.
Rakdos: CN, CE, NE. Psychopathic guild hellbent (lol) on destroying itself. Definitely evil, maybe a couple of them might have been something less, but CN is far from nice. Notables: Lyzolda was CE. Rakdos was CE, before Kraj ate him.
Simic: NG, CG, N, CN, and one very, very CE guildmaster. The Simic believe in modifcation of the self to improve it. Not a bad goal, but somewhere someone went horribly wrong. Notables: Momir Vig was freaking insanely CE. Kraj was basically Momir's creation; N if anything, definitely less when Momir kicked the bucket.
"I am in the arcane, and the arcane is in me."
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I'd like to suggest something:
Due to the dual nature of the guilds, maybe the gestalt classes from Unearthed Arcana could be useful for characters. It would make sense for many of the guild's characters, such as a Fighter/Cleric gestalt for Boros, or a rogue/wizard for Dimir.
I thought of this because I think that if you were in a guild, you wouldn't be trained for one thing, then move on to another (multiclassing). You would be trained for a purpose and taught all the ways to accomplish your objectives at once (gestalt).
Of course, that would make it a very high-powered campaign, but considering the story of Ravnica, it seems to make sense.
This has been another episode of "Nick's random thoughts." Thank you for tuning in.
{Magic: The RPG}
it's got a ring to it ([/rvb quoting])
Yeah, it sounds like an excellent basis for a gestalt campaign.
Anyone Volunteering to run it? I know I'd be one of the first to sign up. Not THE first, because there's just too many people in the PPI these days that never sleep.
{Magic: The RPG}
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
I can't run, either I can help with storyline stuff for whoever DOES DM it, if they wish, though.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Dimir Guildmage
Hit Die d6
Requirements:
Alignment: Any Non-Good Non-Chaotic
Skills: Move Silently 4 ranks, Hide 4 ranks, Profession 4 ranks OR Diplomacy 6 ranks, Profession 4 ranks
Special: Must complete a mission for Dimir with out being caught. Must be appointed (indirectly by Szadek) to the position.
Class Skills: Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot
Skill Points: 3 + Int
Base Attack Fort Ref Will
+0 +0 +0 +2
+1 +0 +0 +3
+1 +1 +1 +4
+2 +1 +1 +5
+2 +2 +2 +5
+3 +2 +2 +6
+4 +3 +3 +6
+5 +3 +3 +7
+5 +4 +4 +7
+6 +4 +4 +8
Spells per day
0 1 2 3 4 5 6 7 8 9
1 1 1 - - - - - - - -
2 2 2 1 - - - - - - -
3 3 3 2 1 - - - - - -
4 4 4 3 2 1 - - - - -
5 4 4 4 3 2 1 - - - -
6 4 4 4 4 3 2 1 - - -
7 4 4 4 4 4 3 2 1 - -
8 4 4 4 4 4 4 3 2 1 -
9 4 4 4 4 4 4 4 3 2 1
10 4 4 4 4 4 4 4 4 3 2
Shadow of Doubt: You leave few impressions upon those you meet and even less on those nameless souls you pass on the street. When you are in a group of ten or more individuals you gain a bonus equal to your Dimir Guildmage level to Disguise and Hide checks. It is difficult to learn things about members of Dimir you get a bonus equal to your Dimir Guildmage level against Gather Information checks.
Induce Paranoia: A Dimir Guildmage of level 2 or higher has an aura of fear that radiates 30 ft. around them. This ability can be activated and de-activated at will.
Transmute: A Dimir Guildmage of level 5 or higher may change one object into another object of approximately equal value; they may not add enchantments to objects to make their value the same, any existing enchantments still affect the object even if they are now meaningless.
Hidden from Ignorance: A level 6 or higher Dimir Guildmage gets a +10 bonus to Bluff, Disguise, Hide and Move Silently checks if they have a higher Intelligence score then the person attempting to perceive the truth.
Psychic Drain: A Dimir Guildmage of 9th level may make a ranged touch attack with a range of 45ft. three times per day. If the attack hits the target is drained of 1d4 Wis (user’s choice) and heals the user by twice that much. If the target is reduced to 0 or less wisdom from this attack it is treated as if under the influence of the Insanity spell.
Glimpse the Unthinkable (Su): Once per day a Dimir Guildmage can use Mind Rape as per the spell as a spell like ability as a free action as cast by a 20th level Wizard.
Hit Die d8
Requirements:
Alignment: Any Non-Lawful
Skills: Spellcraft 8 ranks
Feats: At least four metamagic feats
Special: Must be appointed by Niv-Mizzet to the position.
Class Skills:
Skill Points: 2 + Int
Base Attack Fort Ref Will
+0 +0 +0 +2
+1 +0 +0 +3
+1 +1 +1 +4
+2 +1 +1 +5
+2 +2 +2 +5
+3 +2 +2 +6
+4 +3 +3 +6
+5 +3 +3 +7
+5 +4 +4 +7
+6 +4 +4 +8
Spells per day
0 1 2 3 4 5 6 7 8 9
1 1 1 - - - - - - - -
2 2 2 1 - - - - - - -
3 3 3 2 1 - - - - - -
4 4 4 3 2 1 - - - - -
5 4 4 4 3 2 1 - - - -
6 4 4 4 4 3 2 1 - - -
7 4 4 4 4 4 3 2 1 - -
8 4 4 4 4 4 4 3 2 1 -
9 4 4 4 4 4 4 4 3 2 1
10 4 4 4 4 4 4 4 4 3 2
Metamagic Mastery: If a metamagic feat would raise a first level Izzet Guildmage’s spells’ level by more then one level it raises it by one less level. This increases to 2 less for a fifth level and three less for an eighth.
Cerebral Vortex: An Izzet Guildmage of second level may pay an amount of Hit Points equal to twice a spells level plus the amount of times he has used this ability this day and cast a spell he knows of that level.
Replication: If an Izzet Guildmage of 4th level or higher casts a spell they may use an additional spell slot of the same level or higher to re-cast the spell instantly.
Stitch in Time (Su): Once per day an Izzet Guildmage of 10th level can cast a maximized empowered Time Stop as a spell like ability as a free action.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
1. Stitch in time is an insanely overpowered ability. I think you meant "maximized extended", anyways, since you can't empower a spell that doesn't deal damage. But you're essentially giving the class a 13th level spell as a spell like ability, useable as a FREE ACTION, once per day.
Considering that it is possible to enter the class at 5th level, you're giving the class an ability to cast a 13th level spell at least 12 levels too early.
2. The Dimir aura of fear isn't explained...?
3. The base attack progression doesn't even follow the standard "good, bad, arcane spellcaster" guidelines - the class should not have its own unique progression - Wizards never did it, and neither should you.
4. Theoretically, you can enter the dimir class at level 2? I don't think a prestige class exists with prereqs that low.
5. Why not just give the classes a "+1 arcane caster level" at each level? That way, they can maintain a solid progression of their preferred arcane abilities, rather than overcomplicating things with two different spellcaster classes - there's already mystic theurge and ultimate magus for that.
6. The improved Metamagic feat can't be taken until one has 30 ranks in spellcraft, normally - yet you're allowing this epic-feat equivalent ability at sixth level? hmm.
That's all I have time for now, sadly, as I have a game of my own to prepare. Sorry I can't really help here, all I can say is, base the prestige classes off existing similar arcane prestige classes if you really want to get a balanced set of guildmage classes.
Good to see flavor is important to you, though.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
With the Dimir Guildmage you will have level 10 PC's casting 9th level spells.
You need to up the skill points needed to join.
You should just have it be "+1 to existing spell casting level," and probably should up the number of skill points per level(3 is weird any how).
Stitch in time should require a coin flip if you ask me (and should just be a normal time stop)
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
It just simplifies it so I don't have to say:
Dimir Guildmage
Prerequisites: Rogue, OR Beguiler, OR Wizard, OR Sorcerer, OR Ranger, OR Bard, OR Etc.
PS: If anyome DMs this I'm a beguiler/factotum in Dimir
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
My 2cp on this:
Those class abilities are somewhat...overpowered. However, if intended for a gestalt game in a high-powered world, then they could be used. Even then, I would feel that they should be modified somewhat.
For the Dimir Guildmage, if you're trying to go for the flavor of the card tying into the class, perhaps two abilities could be:
Spell Recovery (Su): Once per day as a swift action, a Dimir guildmage may recover any one spell with a level not higher than his class level that he has already cast this day. This works just like a Pearl of Power.
Spell Suck (Su): Once per day as a standard action, a Dimir guildmage may make a melee touch attach against a foe. If she succeeds, the touched creature loses access to one randomly determined spell of the highest level he or she can cast. The creature may make a Will save (DC 10+ spell level + guildmage's Int modifier) to negate this effect.
Dimir should also grant access to some of the rogue abilties- uncanny dodge at the least, and perhaps invisibility as a SLA usable a number of times per day, as they ARE the hidden guild...
Mind Rape is a little over the top. Dominate Monster is probably more appropriate; even True Domination would be more acceptable, as most DMs don't like PCs using the Book of Vile Darkness.
The Shadow of Doubt and Induce Paranoia abilities are fine; though it should be noted that induce paranoia works like a fear spell as cast by a sorcerer of the guildmage's Hite Dice (not class level, then it would suck).
On the Izzet guildmage:
Again, if you're trying for flavor, you could give them the ability to replicate the casting of a spell they know of 3rd level or lower.
On their abilities: Improved Metamagic three times in a single prestige class is....nuts. It's an epic feat in itself. Now, this could still be done, but you'd need to add in the chaotic nature of the Izzet. Give it a chance of failure. Give them something like the Ultimate Magus's augmented casting, but let them fuel metamagic with the same class's slots. I see Izzet as more full of sorcerer types than wizards; this isn't hard to implement.
Guys, you CAN empower a Time Stop. At least, in my games you can, if you can cast spells of that level.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
If you have the Book of Vile Darkness or Complete Divine I think you should take a look at how they made Ur-Priest and what level you need to be to take it. Its one of the more powerful classes so I would not make your class more powerful(as in, you could take it at lower level or get spells faster) but just as powerful as a Ur-Priest should be fine. (Maybe you could make it like a Ur-Priest for wizards, and lower the hitdie to d6 or something)
Ur-Priest has its own spell progression(like your class), and it gets 9th level spells by the end of it, which seems to be what you want. But it has much higher requirements(8 ranks in a skill).(and uses the cleric spell list) Also you do not get spells as fast as your class does, and its STILL one of the better classes.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
But really. If I had some times I would make up all 10 guilds. I do not think it would take THAT long. I could start tempting them and all that. (I think it would be cool if the Rakdos one was just '+1 to spell caster,' and each level you got the summon monster 1-9(you could only the fiendish stuff), and your final ability(level 10) was to summon Rakdos himself, but he(Rakdos) got a will save (the dm could give him minuets to the will save if he really wanted to be summoned.) But of course when he WAS summoned, he would not listen to you at al, and just attack whatever he felt like.
I would think that for most of the Guilds you could just pick 3 spells and the mechanic. (Graft would be cool, you could give someone a feat, or class ability, or one of your spells to cast for the day.)
Aww heck... let me see if I can just do the key words:
Dimir: (Transmute): the ability to change one thing into another, on a limited basis. Possibly something along the lines of a polymorph object, or the ability to turn one spell into another (Rary's Arcane Conversion).
Selesnya (Convoke): This one's a little difficult to translate over; though I imagine a fair number of Selesnyans to be clerics, rangers, or druids, the idea of drawing lifeforce from the creatures and plants around them is counter to their beliefs. Perhaps a cooperative casting feature would do.
Boros (Radiance): Sudden Chain Spell, usable a number of times a day?
Golgari (Dredge): Giving of oneself to bring what is dead and useless back to the living. Maybe some sort of ability to allow you to recover HP, spells, ability scores and the like by sacrificing something.
Orzhov (Haunt): Power over spirits; the ability to cause something used to reform itself and be used again- once. In the sense of a magic-user, this could be the ability to cast a spell and not have it removed from memory a number of times per day.
Izzet (Replicate): Good old dualcast. Maybe burning extra spell slots to duplicate a spell would be good here. Just don't overdo it.
Gruul (Bloodthirst) This would be somewhat like a rage ability, I would think. You get combat bonuses when your enemies get hurt.
Azorius (Forecast): Think of this like a reserve feat (Complete Mage); you have access to a spell of school X at level X, so you can do this.
Rakdos (Hellbent): Hm. A Rakdos mage is probably something like a blood magus, and perhaps the lower his spell reserves get, the more potent his spells are.
Simic (Graft): The ability to temporarily grant the use of spells, abilities, feats, and other things is a perfect idea here. Again, don't abuse it.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.