Knight of the Pale (Pathfinder) and Ptolus Dungeon World: Difference between pages

From DivNull RPG
(Difference between pages)
Jump to: navigation, search
imported>Wordman
m (Created page with "The Knights of the Pale are a small order in Ptolus dedicated to ridding the world of evil magic as well as the creatures created or summoned by that magic, particularly demo...")
 
imported>Wordman
(Created page with "This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''Dungeon World'' system. It is colored by having done this to support an existing c...")
 
Line 1: Line 1:
The Knights of the Pale are a small order in [[Ptolus]] dedicated to ridding the world of evil magic as well as the creatures created or summoned by that magic, particularly demons. Originally introduced in the ''Ptolus: City of the Spire'', this page updates this prestige class for use with the [[system::Pathfinder]] system.
This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''Dungeon World'' system. It is colored by having done this to support an existing campaign, switching to ''Dungeon World'' after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas ''Dungeon World'' is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. ''Ptolus'' is a bit more high energy and optimistic than the default of ''Dungeon World''. Still, ''Dungeon World'' works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.


'''Hit Die''': d10
== Characters ==


'''Requirements'''
We opted to use the alternative character creation system spelled out in ''Class Warfare'', as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in ''Dungeon World'' were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to ''Dungeon World'''s 10-level system by cutting their 3.5 levels in half.


* Base Attack Bonus: +7
Some characters required custom moves or even custom specialties (in ''Class Warfare'' terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.
* Alignment: any nonchaotic, nonevil
* Knowlegde (Religion): 4 ranks
* Knowledge (Planes): 2 ranks
* Feats: [[Devout Faith]]
* Special: Must be inducted into the Knights of the Pale


'''Class Skills'''
== Special Moves ==


The knight's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Perception (Wiz) and Sense Motive (Wis).
The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.


'''Skill Ranks at Each Level''': 2 + Int modifier.
''some setting wide, generic moves''


{| class="wikitable"
== Faction Moves ==
!Level!!BAB!!Fort!!Ref!!Will!!Special
|-
|1st||+1||+1||+0||+1||Suite of St. Chasle
|-
|2nd||+2||+1||+1||+1||Bonus feat
|-
|3rd||+3||+2||+1||+2||Suite of St. Gustav
|-
|4th||+4||+2||+1||+2||Bonus feat
|-
|5th||+5||+3||+2||+3||Suite of St. Yessid
|-
|6th||+6||+3||+2||+3||Bonus feat
|-
|7th||+7||+4||+2||+4||Suite of St. Daris
|-
|8th||+8||+4||+3||+4||Holy Avenger
|-
|9th||+9||+5||+3||+5||Suite of St. Feldin
|-
|10th||+10||+5||+3||+5||Suite of Lothian
|}


'''Weapon and Armor Proficiency''': The Knight of the Pale is proficient with all simple and martial weapons, and all types of armor, and shields.
While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be ''Dungeon World'', which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from ''Monsterhearts'') strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to ''Dungeon World'''s strengths? We went with adding "faction moves" to the game.


'''Ability Suites (Su)''': The ability suites of the knight function as written in ''Ptolus: City of the Spire'', pp.654-655. No adjustment for the Pathfinder system is needed.
You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a '''faction move''' reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues, such as this one:


'''Bonus feats''': At 2nd, 4th and 6th level, a knight gains a bonus feat, representing additional training fighting the forces of evil. At each such opportunity, he can choose one of the following feats: [http://www.d20pfsrd.com/feats/general-feats/alignment-channel---final alignment channel], [http://www.d20pfsrd.com/feats/combat-feats/channel-smite-combat channel smite], [http://www.d20pfsrd.com/feats/combat-feats/demon-hunter demon hunter], [http://www.d20pfsrd.com/feats/combat-feats/disruptive-combat---final disruptive], [http://www.d20pfsrd.com/feats/general-feats/extra-channel---final extra channel], [http://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands---final extra lay on hands], [http://www.d20pfsrd.com/feats/general-feats/extra-mercy---final extra mercy], [http://www.d20pfsrd.com/feats/general-feats/improved-channel---final improved channel], [http://www.d20pfsrd.com/feats/general-feats/improved-counterspell---final improved counterspell], [http://www.d20pfsrd.com/feats/general-feats/improved-iron-will---final improved iron will], [http://www.d20pfsrd.com/feats/general-feats/iron-will---final iron will], [http://www.d20pfsrd.com/feats/general-feats/parry-spell parry spell], [http://www.d20pfsrd.com/feats/general-feats/selective-channeling---final selective channel], [http://www.d20pfsrd.com/feats/combat-feats/spellbreaker-combat---final spellbreaker], [http://www.d20pfsrd.com/feats/general-feats/spell-penetration---final spell penetration], [http://www.d20pfsrd.com/feats/general-feats/turn-undead--final]. The knight must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
=== Delver's Guildsman ===


'''Holy Avenger (Su)''': As per ''Ptolus: City of the Spire'', pg.655.
When '''you research an expedition under the city in the Delver's Guild maproom''', roll+INT. '''On a 10+''', hold 3. '''On a 7-9''', hold 2, but other guildsmen get wind of your expedition. '''On a miss''', hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:
* Take +1 to spout lore, discern realities or undertake a perilous journey.
* Recognise a landmark when lost.
* Find a guild waystation.


[[Category:Prestige Class]]
== Ptolus ==
 
''rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)''
 
Like all settlements in ''Dungeon World'', Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:
 
''when you worship at the...''
 
''when you enter the Necropolis at night...''
 
''when you use the observatory...''
 
and so on.
 
== Specialties ==
 
The following are some additional specialties for use with the ''Class Warfare'' character creation concept. Most of these exist to better match some d20 or ''Pathfinder'' concepts.
 
=== Spontaneous Caster ===
 
=== Heirophant ===

Revision as of 20:13, 4 December 2014

This page details how we converted some of the basics from the 3.5-based Ptolus to the Dungeon World system. It is colored by having done this to support an existing campaign, switching to Dungeon World after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas Dungeon World is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. Ptolus is a bit more high energy and optimistic than the default of Dungeon World. Still, Dungeon World works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.

Characters

We opted to use the alternative character creation system spelled out in Class Warfare, as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in Dungeon World were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to Dungeon World's 10-level system by cutting their 3.5 levels in half.

Some characters required custom moves or even custom specialties (in Class Warfare terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.

Special Moves

The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.

some setting wide, generic moves

Faction Moves

While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be Dungeon World, which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from Monsterhearts) strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to Dungeon World's strengths? We went with adding "faction moves" to the game.

You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a faction move reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues, such as this one:

Delver's Guildsman

When you research an expedition under the city in the Delver's Guild maproom, roll+INT. On a 10+, hold 3. On a 7-9, hold 2, but other guildsmen get wind of your expedition. On a miss, hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:

  • Take +1 to spout lore, discern realities or undertake a perilous journey.
  • Recognise a landmark when lost.
  • Find a guild waystation.

Ptolus

rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)

Like all settlements in Dungeon World, Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:

when you worship at the...

when you enter the Necropolis at night...

when you use the observatory...

and so on.

Specialties

The following are some additional specialties for use with the Class Warfare character creation concept. Most of these exist to better match some d20 or Pathfinder concepts.

Spontaneous Caster

Heirophant