Sunday, 6 March 2016

http://wiki.roldez.com/glantri/view/Robert_Percival_Wulfric_Swiftthistle_Beaumarys-Moorkroft

The capital of Glantri, Glantri City, sits at the center of the country, where the Isoile and Vesubia rivers meet. The most striking feature of the city is that it is built on a series of canals. The campaign will begin in the Great School of Magic, which sits in the Citadel Quarter near the Parliament and the House of Ministers.

Glantri City (metropolis): Magical; AL N; Population approximately 40,000; 100,000 gp limit; Assets 200,000,000 gp; Integrated (44% human, 22% elf, 18% halfling, 7% gnome, 5% half-elf, 4% other).






http://wiki.roldez.com/glantri/view/Robert_Percival_Wulfric_Swiftthistle_Beaumarys-Moorkroft






Thief Dabblers - 1/2 level Magic users, but gain all thief abilities- so as magic users (who table they use, they take a major hit.) As thieves they get a d4, and a much more expensive experience table.
     Change the misfire to a straight 10% chance spells are not memorized correctly (so when attempting to cast, they just fail after 1/10 segment - immediately) and it applies to MU only magic items.

    Class name for Glantri: Dark magic user.






THIEF-DABBLERS
The fields of magic and roguery are not immiscible. Some inquisitive apprentice thieves investigate the mysteries of the arcane, while certain acquisitive apprentice magic-users turn their hands to larceny. Such thief-dabblers and their protégés practice legerdemain in both magical and mundane forms.
The prime requisites for a thief-dabbler are Intelligence and Dexterity. A thief-dabbler character whose Intelligence or Dexterity score is 13 or higher will receive a 5% bonus on earned experience. Thief-dabblers whose Intelligence and Dexterity scores are 13 or higher will receive a 10% bonus to earned experience.
RESTRICTIONS: Thief-dabblers use four-sided dice (d4) to determine their hit points. They may use any type of weapon, but they may not use shields, nor any armor more protective than leather. Thief-dabblers must have a minimum score of 9 in Intelligence and Dexterity.

SPECIAL ABILITIES: Thief-dabblers have access to all of an ordinary thief’s skills: bonuses to hit and damage for striking unnoticed from behind, along with the ability to pick pockets, climb steep surfaces, move silently, hide in shadows, open locks and remove traps (with appropriate tools) and hear noises. In addition, a thief-dabbler may prepare and cast spells as a magic-user of half the character’s level (rounded up). Thief-dabblers may read magic-user spells from scrolls. In addition, they may utilize wands and miscellaneous magical items normally usable only by magic-users, but there is always a 10% chance that any spell or power evoked from such an item will backfire, having an unexpected result. All thief-dabblers speak Common and the alignment language or dialect of the character.
SAVING THROWS: As thieves.
ATTACK PROGRESSION: As thieves.
ADVANCEMENT: As per the magic-user advancement table.

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