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DisciplinesDisciplines are the way an Adept can channel their magic, all Disciplines can come from different class backgrounds. When you go up in level you decide what Discipline your new class applies to. This is very important when the class supports more then one Discipline. It is a bit more bookwork for the player but I think the bonuses granted are worth a bit more paperwork. All talents are based on the 1st-8th Circle talents gained by Earthdawn Disciplines. The 10th – 15th Level Discipline Talents will be reserved for those few Adepts that are able to break the 20th level barrier. Core Disciplines
Race Specific Disciplines
Non-Core Disciplines
NOTE: All Core Disciplines will have 7-8 Talents this along with the 4 that all may get, 2 that can be taken more than once (those Talents are found under Karma). should be enough to fill the 9 talents an Adept will receive from 3rd-19th level. To
use a talent is a free action that does not draw an attack of opportunity
to use. Only one talent may be activated in a round unless stated in the
description. They are spell like abilities and will not work in any anti-magic
area. This is how they will work on the prime plane (Barsaive) if in the Astral
or on another plane they may not work in the same fashion. (GM discretion)
Max
Karma spent on any one Talent unless stated in the Talent is equal to DMSB DC to
save against any Adept Talent that requires a save is 10 +
DL + DMSB = DC Only
the DL for the Discipline used count if multi Disciplined.
Examples and Errata: Player
A creates an Adept The class is Fighter with the Discipline of Swordmaster.
Player B creates an Adept of the Fighter class as well but decides to make her
of the Archer Discipline. They both create a regular D20 fighter. The
Swordmaster has access to bonus feats like Taunt, and Riposte he may also use
Karma to add an Adept bonus to hit with a sword. The Archer
will have access to feats like Mystic Aim, and Fire Arrow and may use
Karma to add to the bonus to hit with a missile weapon. Player
A now has a 6th level character and is a 4th level fighter
2nd level ranger. As the fighter is the higher of the two he is still
a Swordmaster. Player
B also has a 6th level character but is a 3rd fighter and
3rd rogue. Now that the two are matched the character may choose to
add a second Discipline and pick from either Thief or Archer bonus feats and use
Karma with both/either Disciplines bonus. But to remain in harmony the character
must view the world as both a Thief (crooked and shadowy) and an Archer (the
straightest path to the end result) which will make gaining Karma difficult at
best. Once the characters fighter level increases to 2 levels above rogue the
Archer Discipline will once again be dominant and the player no longer needs to
worry about the conflict (She may continue to use any bonus feats gained from
her time on the crooked path, but she may not gain new ones or use karma like a
Thief unless the two classes are of equal level or within one level of each
other). Exception
(errata) You may use Karma to fuel feats in an abandoned Discipline. If your
Discipline class doubles your abandoned Discipline class you will no longer have
access to those feats. Example:
Danic starts out as a wizard with the Discipline of Elementalist when he is a 3rd
level character he is a 2nd fighter 1st wizard and takes
on the additional Discipline of warrior and the bonus feat of woodskin. When
Danic is a 6th level character he is a 2nd fighter and 4th
wizard having long abandoned the path of the warrior he looses his final link to
his savage beginnings and can no longer use his woodskin ability. If his next
level is fighter he will once again be able to use the ability it is not lost he
just can’t think enough like a Warrior to tap the Disciplines magic. If his
levels eventually even out he will again be able to use Karma for both
Disciplines equally. |