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Raceless Classes of Eira - The Prodigal

Below is the final raceless class for the Eira Setting and joins the other two raceless classes that have come before it. Originally, the Prodigal went by the name "Wanderer" and was the only race-based class for the dropped "Changeling" race. The Changeling was dropped as a race when it was decided to make the Sidhe (Au and Un) a non-player race to streamline the setting a bit and to make the world less crowded.  For a time I considered putting the Changeling back in but ultimately the race was axed with the thought that maybe someday it would show back up in a special way ... but if not, oh well.

While reading the Prodigal you'll notice I've decided to keep with the magic system alterations I came up with for The Caster (One of the 3 Human Classes) ... however, it wasn't easy as I wanted the Prodigal to be a completely accidental magic-user/jack-of-all-trades type of character. Some refinement is definately needed in ways of explaining how magic works for the Prodigal ... but as this is a first typed version of the class (I have pages of notes! PAGES!) it is to be expected.

Race/class wise Eira is nearly complete (gulp). All that is left now is the 3 human and 3 dwarven classes.

All feedback is greatly appriciated.

~*~


Prodigal  
The allure of the road is like a song to the Prodigal. She wishes for nothing more than the sky above her, the earth beneath her and the road before her. Most Prodigals travel and wander for the pure sake of the activity and are typically overtaken by a sense of wanderlust that never allows them to stay in a place for too long.  Having no need for wealth or money, aside of what food and supplies the Prodigal needs, she typically spend whatever funds they acquire on parties and feasts for whatever friends or companions they gather during their travels.

In many ways the Prodigal is a jack-of-all-trades, knowing a little of everything from her years on the road and through divine proxy or pure accident has even learned how to focus and control the powers arcane … if on a far smaller level than the Blood Witch or Caster.

Prime Attribute: Charisma, 13+ (5% experience bonus
Hit Dice: 1d6
Races Permitted: All
Weapons permitted:  Staff, Dagger
Armor Permitted: Leather
Cantrips: Has access to three spell-like abilities (listed below) that she can use without a Wisdom Saving Throw
 Idiot Savant: The Prodigal casts spells accidently and is unable to learn or read magical languages, thus cannot use scrolls or spell books.  

Prodigal Abilities
Cantrips – Through years of travel, exploration and the wisdom that such things bring, the Prodigal has gained the ability to cast simple “trick” magics that are harmless to her mind.

Acid Splash – Causes 1d3 damage to any creature hit by it.

Daze – Causes 4 HD creatures who fail their save to become dazed and lose one action for 1d3 rounds. While dazed all To-hit rolls suffer a -1 modifier.

Ghost Whisper – Creates illusionary sounds up to 120 yards away from the caster.

Companion – At the sixth level the Prodigal may gain an animal companion to accompany her on the roads and trails of the world. This companion is a friend and fellow traveller, not a beast of war and while it will help its master is not very effective in combat.

Table 1 - Companions
Roll
Companion
1
Raven
2-3
Dog
4-5
Owl
6
Ferret

All companions do 1d4 damage when they attack and have no bonuses to their to-hit rolls.

Idiot Savant – While most spellcasters risk their sanity or health to wield the powers arcane, the Prodigal came about it quite by accident and does not truly understand the how or the why of her abilities. The Prodigal cannot read or write in magical languages, nor can she learn such things. As such, the Prodigal only receives a -1 + spell level negative modifier to their Wisdom Saving Throws when attempting to cast a spell.

Parrying – Prodigals with a high dexterity score and who are using a staff may fight on the defensive and cause the attacker to take a negative to his To-hit roll.

Table 2 – Parrying Ability
Dexterity Score
Attack Penalty
15
-1
16-17
-2
18
-3

Scoundrel – The Prodigal’s life is not always one that exists in the realms of black and white, good and evil. Sometimes, they cannot simple travel on their winding path through life, but must sneak in the shadows and unbar ways that have been locked to them. As such on a roll of 1 to 2 a Prodigal may pick any mundane lock and on a roll of 1 to 3 may move stealthfully.

Spellcasting – Starting at the second level the Prodigal begins to be able to cast spells outside of their Cantrip ability. At the beginning of every level the Prodigal must choose their new spells that they have gained. Unlike the Caster and the Blood Witch who can continually change which spells they know (as long as they  discovered new magic or the Magic has sung them respectively), the Prodigal is forever locked to the spells that she initially chooses and can never change them.


Table 3 – Prodigal Advancement
                                                                                                                                Spells by Level
LVL
EXP
HD
ST

1
2
3
4
5
6
7
8
9
1
2,000
1
16

-
-
-
-
-
-
-
-
-
2
4,000
2
15

1
-
-
-
-
-
-
-
-
3
8,000
3
14

1
-
-
-
-
-
-
-
-
4
16,000
4
13

2
1
-
-
-
-
-
-
-
5
32,000
5
12

2
1
-
-
-
-
-
-
-
6
64,000
6
11

3
2
1
-
-
-
-
-
-
7
128,000
7
10

3
2
1
-
-
-
-
-
-
8
150,000
8
09

4
3
2
-
-
-
-
-
-
9
250,000
9
08

4
3
2
-
-
-
-
-
-
10
350,000
10
07

4
3
2
1
-
-
-
-
-
11
+100,000
11
06

5
4
3
2
-
-
-
-
-
12
+100,000
+2hp
06

5
4
3
2
-
-
-
-
-
13
+100,000
+2hp
06

5
4
3
3
1
-
-
-
-
14
+100,000
+2hp
06

5
4
3
3
1
-
-
-
-
15
+100,000
+2hp
06

5
5
4
3
2
-
-
-
-
16
+100,000
+2hp
06

6
5
4
3
2
-
-
-
-
17
+100,000
+2hp
06

6
5
5
4
3
1
-
-
-
18
+100,000
+2hp
06

6
5
5
4
3
1
-
-
-
19
+100,000
+2hp
06

6
5
5
5
4
2
-
-
-
20
+100,000
+2hp
06

6
5
5
5
4
2
-
-
-
21+
+100,000
+2hp
06

6
5
5
5
5
3
1
-
-


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