d20 Mad Scotsman Games Simply Classes - The Enermancer.pdf

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SIMPLY CLASSES:
The Enermancer
MAD SCOTSMAN GAMES
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“Simply Classes: The Enermancer”
Product ID: MSG 1003B
Copyright 2007 by Mad Scotsman Games
Please visit our website at: http://www.lulu.com/madscotsmangames
Mad Scotsman Games is owned and operated by Mike Wallace, Chris McCoy, and
Christina McCoy.
All rights reserved. No part of this book may be reproduced or transmitted in any
form or by any means without the written permission of Mad Scotsman Games.
All illustrations, excluding the Mad Scotsman Games Logo, are the property of
OtherWorldly Creations, Inc. and Eastern Raider Games. All images are used with
the permission of OtherWorldly Creations, Inc. and Eastern Raider Games. All
rights are reserved.
Requires the use of the Dungeons & Dragons, Third Edition Core Books*, published
by Wizards of the Coast, Inc. “Wizards of the Coast” is a trademark of Wizards of
the Coast, Inc. in the United States and other countries and is used with permission.
*This product utilizes updated material from the v.3.5 revision.
Credits:
Writer: Mike Wallace
Layout Design and Editing: Chris McCoy
Logo Design: Christina McCoy
Interior Artwork: OtherWorldly Creations, Inc. and Eastern Raider Games
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The Enermancer
Sabine’s hand tightened on the grip of his sword and he watched his opponent
mirror his movement, the notched head of his foe’s battleaxe larger than most halflings.
Sabine only chuckled and shook his head, for surely his enemy underestimated him.
Gangly and unkempt, Sabine was hardly the physical equivalent of the half giant who
stood before him but his power was beyond simply hacking and slashing with an iron
weapon. No, he had magic burning in his blood and even now, he could feel the fire
crackling inside him and demanding to be released.
“You die now, little man.” The half giant spat and charged, his axe held over his
head and ready to split the enermancer in half.
Sabine only laughed once more and gave his inner fire the release it so desired.
The resulting burst of flames, the ring of steel upon bone, the half giant’s screaming, and
the charred bones and flakes of ash of a once mighty warrior causes a smile to come to
the ash-flecked face of Sabine, fire enermancer. His sword returned to its scabbard and
the flames died down but burned even brighter in his eyes.
“You died, big man.” He whispered as the wind carried away the remnants of his
foe and Sabine’s laughter echoed in the valley as he walked on, savoring the smell of
death that lingered in the breeze.
The eldritch secrets of magic and the physical prowess of the sword have long
been held as mutually exclusive of each other, two separate paths that never intertwine
save on opposite sides. But, for the enermancer, both the sword and magic are
inseparable, joining together to create a unique power that puts both the wizard and the
warrior to shame. The enermancer is a destructive walking siege engine, wielding
physical power and magical energies in equal measure to overwhelm singular opponents
and spread chaos through groups of foes. So empowered, enermancers rise quickly in the
adventuring bands or armies they serve, but remain a unique and awe-inspiring sight on
most battlefields.
Adventures: Enermancers live for combat. The rush of battle and the chance to spread
destruction gives them a greater thrill than coins or honor. Many find work as
mercenaries so a battlefield is never far off, but a few of the more loyal enermancers
remain in the services of armies, their battle prowess quickly heaping all manner of
glories upon them. Those that find open battlefields too regimented will join adventuring
bands to perfect their destructive art and seek out worthy opponents or opportunities to
spread disarray.
Characteristics: Enermancers are loud, boisterous, and proud; ranging from the glory-
seeking knight to the combat-hungry mercenary, to the overpowered bully and the brutal
tyrant. They are fully confident in their abilities and utterly fearless in the face of their
foes. When battle is joined, they are the first to draw blades and leap into the fray, using
their martial prowess and elemental magic to cut down foes, spread destruction and
demoralize their foes. It isn’t unheard of for an enermancer to destroy something he’s
been charged to protect in his near-berserker attacks and reckless abandon.
Alignment: Enermancers are aggressive; most are so full of pent up energy and a desire
for action that they can’t imagine taking a quiet or timid role in events. To that end, all
enermancers are of chaotic alignment. They revel in chaos and destruction.
Religion: Enermancers are not known to be very religious but those who are tend to be
overwhelmingly so, even zealous in their worship. Enermancers naturally tend towards
gods of chaos, conquest, the elements, magic, strength, or war, taking an active stance as
warriors of the faith, with little interest in preserving their god’s teachings or providing
care for the faithful but taking great strides to further their deity’s name in battle and
warfare. These religious enermancers take on the role of a templar, protecting their god’s
places of worship. The more pious enermancers set themselves up as champions of their
gods, slaying great foes of the temple to inspire others to fight as well.
Background: Enermancers come from a variety of backgrounds, as diverse as any
fighter. The difference is the enermancer’s interest, some would say jealousy, of magical
might. Wanting the best of both worlds, enermancers often apprentice themselves with
older enermancers (a harsh tutelage, to say the least) where he learns to combine physical
and magical power into one. It is said that the first enermancers were actually scions to
powerful dragons, and some are rumored to still carry dragon blood to this day.
Races: Races that favor physical strength make good enermancers: dwarves, half-orcs,
and humans. But aggressive, militant members of all races are just as capable as
enermancers. The elves have a small tradition of enermancers, who embrace the
elements of air or water and dwarven enermancers tend to favor earth and fire.
Other Classes: Enermancers find most other classes too slow, too magical, too physical,
or too cautious, but they don’t mind – after all, they certainly won’t be the one’s hiding
like scared goblins when the fighting starts. Enermancers find their own company
preferable; even between alignments, they share a bit of camaraderie and mutual respect
with one another; they are the best of the best and only a fellow enermancer’s opinion
really matters to them.
CLASS FEATURES:
The enermancer has the following game statistics:
Abilities: Enermancers need to be able-bodied and strong, but not so dull as to be
incapable of learning from their magical training. A high Strength and Constitution keeps
them in the fight during their wild charges, and a good Charisma score provides them
with their magical benefits.
Alignment: Any Chaotic
Hit Dice: d10
Class Skills:
The Enermancer's class skills (and the key ability for each skill) are Balance (Str), Climb
(Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Profession
(Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Wis).
Skill Points at 1st Level: (2 + Int Modifier) x 4
Skill Points at Each Additional Level: 2 + Int Modifier
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