- 1 Class Changes
- 2 New Classes
- 3 Prestige Classes
- 4 Class Extras
In Traykon some classes have altered abilities or requirements than other campaign worlds. These changes are sometimes minor or "cosmetic" but other times they may change the playability of the class. While it may be tempting to allow a player to play a "standard" version of a class in Traykon, such actions can have unforseen consequenses in long term game play. Over the course of multiple adventures, classes which don't belong can run afoul of the campaign world in unpredictable ways including gaining unpresidented powers and abilities or by becoming unplayble do to disadvantages.
|Barbarian||A Barbarian can only be chosen as a starting class. Those who wish to attain levels in Barbarian must instead take levels in Berserker At first level they gain the use of Totemic Magic and have one totem animal without taking the Totemic Magic Feat.|
|Bard||This class is subject to T'lor's Curse.|
|Magus||This class is subject to T'lor's Curse. Chosing this class makes the player instantly disliked, distruted, and in many places wanted as if they were a criminal should their nature be discovered.|
|Sorceror||This class is subject to T'lor's Curse. Chosing this class makes the player instantly disliked, distruted, and in many places wanted as if they were a criminal should their nature be discovered.|
|Summoner||This class is subject to T'lor's Curse. Chosing this class makes the player instantly disliked, distruted, and in many places wanted as if they were a criminal should their nature be discovered.|
|Wizard||This class is subject to T'lor's Curse. Wizards are so rare that they should not be considered a choice for most campaigns. Spellbooks and Scrolls for Wizards are virtually nonexistant so gaining new spells is difficult and very limited. Chosing this class makes the player instantly disliked, distruted, and in many places wanted as if they were a criminal should their nature be discovered.|
General Note: Arcane spellcasters are all subject to T'lor's Curse.
Traykon has some unique classes which have are different enough from the core classes to not be considered Archetypes. There exists also a few classes which could fit on the Archetype list for a class but requires special mention here and will be listed as a separate class themselves.
Members of this class have been inhabited with the spirit of The Red One. The rage ability is considered a curse.
Elite members of Grey Elf society who are special guardians of their lands.
Special holy assassins sworn to the service of Kalivasha,
Priests of Kalivasha, they are granted a unique ability unlike anything granted to clerics of another deity.
Warriors of T'lor, they have been granted special powers which allow them to destroy arcane objects and casters.
This class is subject to T'lor's Curse. Spell-casters of this class have learned to manipulate the building blocks of the universe.
The shaman is a spiritual advisor found primarily in primitive, countryside, and wilderness settings.
This servant of The Unnamed One is a specialized "anti-paladin" for Traykon.
A variant Paladin in the service of Aragon which channels amazing destructive power.
Prestige classes in Traykon suffer the same restrictions and considerations which apply to other classes.
Warriors abound in the savage realms of the Orc tribes. Sometimes elite warriors rise from the hoards and champion their clans on the fields of battle. The Clan Chosen are among the strongest of those warriors. Chosen at manhood for their great size and strength, they are given secret mental training allowing them to focus their energies into great, powerful blows.
Dwarven racial class that is only available to a specific background.
Some deities are concerned with the physical and emotional health of their followers to such an extent that they have sexual rites or other sexual activity performed a a manner of religious worship. While some refer to the practitioners of these rites as having "sacred sex" (due to payment not always being involved) most people refer to those who follow this path by the derogatory term prostitutes.
Halfling racial class available to the sole Halfling group left in Traykon.
Over the years I have gathered together a lot of resources that can be used to expand the quality of play for various classes. This information goes back to AD&D 2nd Edition so that information will be out of date. Where it has been updated, I will include a link back to the original document where available.
Bard Equipment: A listing of common and not so common musical instruments.
Barbarian is a starter class. Those who want to take the barbarian class as an addition class must instead become a Berserker.
Totemic Magic: Those raised in barbaric cultures are taught the use of this mystical enhancement. Although other classes close to nature can learn this magic, it is inherent for those living in barbaric cultures. Unlike other forms of magic, this method requires only a close affiliation with nature and nature spirits and is not reliant on any inherent abilities of the user.
The 9: All druids of Traykon are part of a loose structure. The kingdom of Kashagar is ruled by a druid council known as The 9. These druids are the supreme council of druids in the entirety of Traykon. Due to the nature of druids however, this link is mostly symbolic as individual druids seldom get directives from The 9.
Cleric Equipment: A listing of Ceremonial Tools, Reliquaries, Sacred Oils, and Temple Supplies that are useful for a cleric to round out their non-adventuring life.
Rogue Equipment: A listing of useful items for a Rogue to augment their adventurer's pack.
Tricks of the Trade: Gear and equipment that allows rogues to get a leg up with their skills and abilities.
Mage Equipment: Expanded information on Staff, Arcane Armor, Spellcaster's Lab, and Spell Components.
File:The Net Libram of Random Magical Effects.pdf: This document was created for 2nd Edition Dungeons and Dragons but it is an exhaustive list of Random or Wild magic effects. This file came to me originally as a Word document but I had so many requests to convert it to a universal format that I converted it to PDF. There are approximately 10,000 magical effects contained in the list. The proper use of the file is to roll 4 d10 and consult the table. Effects range from merely temporary cosmetic all the way to campaign effecting permanent effects. For those who want to include random effects or wild magic in their campaign this is a wonderful resource.
Schools of Magic: Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells are universal, belonging to no school.