Mojo continued

• Lesser Healing Mojo: A potion created with this mojo, in addition to its normal effects, also heals the imbiber for 1d6 hit points. This mojo cannot be added to potions or brews that already heal damage. Price: +40 gp; DC: +5.

• Unkala Mojo: The unkala mojo is mixed with strange minerals that permeate the brew, making it textured; drinking it is like drinking quicksand. However, this causes the effects of the potion or brew to remain for much longer, doubling the normal duration of the potion or brew. Price: +50% of normal price; DC: +5.

Intermediate Mojo

To use intermediate mojo, the witch doctor must have the Expert Alchemist feat.

• Bambe Mojo: When creating a potion or alchemical brew, at the end of the process, the witch doctor has actually created two of them. Price: +50% of the normal price; DC: +5.

• Ghost Mojo: This mojo is used in creating oils (both potion and alchemical). When applied to a weapon or armor (depending on the normal use for the oil), that item gains the ghost touch special ability (see Chapter 4: So Shiny!, "Weapons") for 10 rounds. Price: +300 gp; DC: + 8.

• Healing Mojo: A potion created with this mojo, in addition to its normal effects, also heals the imbiber for 2d6 hit points. This mojo cannot be added to potions or brews that already heal damage. This mojo cannot be added to potions or brews that already heal damage. Price: +160 gp; DC: +10.

• Kashi Mojo: The kashi mojo increases the numerical effects of a brew or potion by 50%. Price: double the normal price; DC: +10.

Advanced Mojo

To use advanced mojo, the witch doctor must have the Artisan Alchemist feat.

• Greater Healing Mojo: A potion created with this mojo, in addition to its normal effects, also heals the imbiber for 4d6 hit points. This mojo cannot be added to potions or brews that already heal damage. Price: +300 gp; DC: +15.

• Shaka Mojo: A shaka mojo-prepared brew maximizes all variable numerical effects in the concoction; rather than rolling, the number is simply the maximum result. Price: +120% of the normal price; DC: +12.

• Twin Mojo: The pinnacle of the witch doctor's art, twin mojo allows the witch doctor to brew multiple potion or alchemical effects into a single concoction. (She could create a potion of cure moderate wounds and lesser restoration, for example.) All of the brews to be combined must be of the same type; that is, potions can only brewed into potions. (Though the witch doctor can combine alchemical draughts and philters.) When creating an alchemical twin mojo concoction, the witch doctor must roll each Craft (alchemy) check separately, with the following DC modifier added to each of the DCs. Price: Add all the concoctions or potions together, then add +50%; DC: +10.

Description: The runemaster is a mystic who sees the power and importance of ley lines. Moreover, those who study runes understand that these are not simply symbols of power — they are power. The runemaster seeks to become one with the land, but not in the fashion of druids. Rather, the runemaster desires to become a microcosm of the land, seeking to overlay his body with runes in the same fashion that the land itself is overlaid with patterns of ley lines.

Most runemasters are heavily tattooed with runic patterns — not simply the unique ones that form the basis for rune families, but the so-called "simple runes" as well. Simple runes mimic patterns of ley energy that appear, again and again, in the environment. These patterns occur in nature and are responsible for things such as the strength of a given type of stone, the ferocity of a given windstorm and the coolness of a given stream;

when a runemaster uses these patterns, he learns to channel his natural power into them at all times, attaining similar traits.

Races: Though the arts of the runemaster originated among the ancient tauren, these techniques have been adopted by many races. After the tauren, dwarves are most likely to practice the runemaster's art, with night elves, orcs and trolls making up a small population as well. Rare is the human runemaster, and dwarven mentors teach almost all of them.

Alignment: Runemasters may be of any alignment.

Affiliation: Runemasters may be found fighting in either the Horde or Alliance. Many runemasters, particularly those whose studies of natural runic patterns take them away from the centers of civilization, end up taking a neutral stance.

Abilities: Runemasters require a high Spirit to cast runes. Additionally, many runemasters are potent fighters, benefiting from high Strength and Agility.

Class Skills

The runemaster's class skills (and the key ability for each skill) are Balance (Agy), Concentration (Sta), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcane) (Int), Knowledge (nature) (Int), Profession (Spt), Search (Int), Spellcraft (Int), Survival (Spt), and Spot (Spt). See WoW RPG, Chapter 5: Skills for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4

+ Int modifier.

Class FearuRes

Weapon and Armor Proficiency:

Runemasters are proficient with simple weapons, but not with any type of armor or shield. Armor of any type interferes with a runemaster's movements, which can cause his empowerments with somatic components to fail.

Runic Magic: A runemaster has the ability to scribe and empower runes, as described in "The Runic Art" section of Chapter 2: Enchantments, Runes and Brews. These runes are drawn from the rune pattern lists also found in Chapter 2.

A runemaster does not prepare spells the way other arcane spellcasters do. Rather, a runemaster has a certain number of rune patterns that he simply knows, and he may empower any rune within those patterns by expending the appropriate level rune slot. A beginning runemaster knows three rune patterns.

To scribe and empower a rune, the runemaster must have a Spirit score equal to at least 10 + the rune level. The DC for a saving throw against a runemaster's rune is 10 + the rune level + the runemaster's Spirit modifier.

Like other spellcasters, a runemaster can empower only a certain number of runes of each rune level per day. (Empowering a rune is much like casting a spell.) His base daily rune slot allotment is given on Table 1-2: Runemaster Rune Slots Per Day. In addition, he receives bonus rune slots per day if he has a high Spirit score, just as though they were spell slots.

To renew his runes, the runemaster must rest for 8 hours and then meditate for a number of minutes equal to the total rune slots to be regained. During this time, a runemaster may change his attunement to a rune pattern by spending an additional 10 minutes per pattern attunement changed. (See below.)

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