Selusid (Selusid)

Posted by EarthDragon on 10th January 2017.

Selusid are the rogues and vagrants of the arcane spell-casters, they are also the original spell-casters. Unlike most other arcane characters, they do not cast spells, as such, and they are not limited by rigid spell descriptions and effects. The power of the selusid comes from within, taking only a little from the world around it, and even then, taking only potential energy and not life energy, unlike arcane power.

  Adventures

Selusid use no complicated spells and incantations to produce their magical effects, and nor are the limited to the effects of a certain set of known spells. A selusid can create any effect that can be imagined by that character, if they can successfully focus their will. Some effects are harder to produce than others, and some selusid are better at generating certain types of effects than others are. The effects produced are limited by some fundamental laws of nature, but are otherwise unrestricted by anything other than the caster’s imagination and their equivalent “spell level” of difficulty. Details on the affinities of sorcery are briefly given below and are expanded in the Magic section. On first glance, the selusid seems capable of anything; this is both true and untrue. Selusid are limited in what they can achieve by the amount of energy they expend. This is not measured in spell points like it is for other arcane and divine spell-casters, nor in power points like the psionic classes, nor the weaves of the svarti. Instead, this is reflected in how tired or "weary" the selusid gets after a given act of sorcery. This is a relatively random affair, and on a bad day a selusid can achieve only one thing before being unable to do anything more with their power. On a good day, when they’re on a roll, they can produce a near-continual stream of wonders, some of them of a higher level of effect than their class level would normally indicate.

  Alignment

Selusid are often vagrants and tend toward chaotic alignments, though their attitude toward good and evil is variable. Selusid are never lawful, because the nature of their power relies on a certain looseness of interpretation, and the rigidity implied by a lawful alignment can be too restrictive for the selusid to be effective. Neutral alignments are acceptable to selusid.

  Background

Selusid have an innate ability to focus their will and produce magical effects, and generally come into this power through some spontaneous act of sorcery at around puberty. A selusid’s first act of sorcery is also usually accompanied by strong emotion (usually anger or frustration), and more than a few potential selusid have destroyed themselves by trying to obliterate what was making them angry at the time. Once they discover their power, selusid gradually manage to achieve a level of control over it, but their seeming ability to produce miraculous effects without any apparent means of producing them (i.e. no spellcasting or material components) tends to make them outcasts. There are rumours and hints in some older arcane works that selusid and san-li who achieve a certain level of power can continue to grow in power beyond the normal limits imposed at 20th level, though at a cost of their form and identity.

  Role

As a versatile arcane spell caster, a selusid can fill the same niche as any of the other arcane casters. Their somewhat casual attitude toward the property of others makes them able to perform some of the functions of a rogue, and their innate telepathy can be useful in scouting an area without necessarily physically going there, or in determining the intentions and motivations of NPCs. Being wanderers who are essentially immune to the effects of old age, selusid also tend to have a lot of varied and interesting knowledge, and can be a source of valuable information.

  Game Rule Information

  Abilities

Selusid must have a Constitution score of at least 10 at all times (due to the nature of their power being drawn from within). Intelligence is also important for selusid as it is tied to the powers they wield and the effects they can produce. Dexterity helps a selusid’s AC, and Charisma is important for a number of their class skills.

  Alignment

Any non-lawful.

  Vitality Points

d6.

  Class Skills

The selusid’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge-all (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Sorcery (Int), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).

  Skill Points at 1st Level

(6 + Int modifier) x 4.

  Skill Points at Each Additional Level

6 + Int modifier

  Class Features

All of the following are class features of the selusid.

  Weapon and Armour Proficiency

Selusid may use Clubs, Daggers, Darts, Hand Crossbows, Knives, Rapiers, Sabres, Short Bows, Short Swords, Sickles and Staves. Selusid may wear Brigandine, Chain Mail, Elfin Chain, Hide, Leather, Padded or Studded Leather Armour. They may also use small shields.

  Telepathy

All selusid have an innate form of telepathy, which is not psionic or magical in nature. If any being within 500 yards of a selusid is telepathic (no matter the source of the telepathy), then the selusid may choose to communicate telepathically with that creature if so desired and both parties are willing. If the recipient is unwilling, the selusid can attempt to force contact by rolling against a DC of 10 + the creature’s HD. The die score rolled by the selusid gains a bonus equal to the highest of their Int or Wis modifier. If the selusid succeeds, the recipient still gets a Will save to break contact, but they become aware of the selusid’s general location if they have to resort to this. Selusid can also communicate telepathically with any other selusid they know, no matter the distance (subject to planar boundaries), and can even communicate with Eled (Elder Elves) using this ability, without the need for a check. If the selusid so desires, they can also force a message into a non-telepathic mind, though this communication is strictly one-way, painful to the selusid (1d6 non-lethal damage), and subject to a DC of 10 + the creature’s HD.

  Academic Lore

Because of their generally long lives and vagrant wandering, selusid have a tendency to pick up knowledge of a range of subjects in a manner similar to a savant. Many selusid are also academic and make research and study a major part of their lives (largely to avoid boredom throughout their long life spans). The selusid may make a special academic lore check with a bonus equal to their selusid level + their Intelligence modifier to see whether they know some relevant information about a particular situation, person, item, historical event, or other subject. If the selusid fails the check, they must gain at least one level in this class before attempting to use this ability to answer the specific question again. If the selusid has ranks in a Knowledge skill relevant to the situation, they can use both this ability and their normal Knowledge check to answer the same question. A failure with one method has no effect on the selusid’s attempt with the other. If both checks fail, the selusid cannot attempt another Knowledge or academic lore check on that particular subject until they gain a level in selusid or a rank in the appropriate Knowledge skill.

  Sleight of Hand

Selusid have a loose interpretation of possession and property rights, and often “acquire” items in their travels. This is partly due to most selusid spending the early part of their career on the run, and their need to obtain food and other necessities without necessarily having the means to pay for them. As a result, selusid start with 2 ranks in sleight of hand and this is automatically considered a trained skill.

  Animal Totem

Selusid have an affinity for one type of non-magical wilderness animal. When shape changing using sorcery, the selusid will usually assume the form of this animal (sometimes they may find another form practical, but where possible, they stick to the one shape). When transformed, the selusid retains their ability to communicate telepathically, and retain their normal number of hit points. They cannot use sorcery while shape changed, but it is a relatively simple and quick process to change back, and has the advantage of providing the element of surprise since a shape changed selusid cannot be distinguished from a normal animal of the form assumed by normal or magical means, though selusid in monstrous or other unique or “levelled” forms can be detected by usual means. Characters who are knowledgeable about selusid will know that any selusid in animal form will have a distinctive mark of some description (a single white feather, an unusual marking on their fur, etc.), but this mark is not beyond the realms of possibility for a normal animal. While in animal form, selusid can communicate with other animals of the same type with ease. The selusid cannot change to a different form without first reverting to their normal form and using sorcery again to transform themselves. Changing into their animal totem form requires that the selusid not be suffering from Weariness, but does not require a sorcery check. Changing to any other form does require a sorcery check. Reverting to the selusid’s natural form does not require a sorcery check, no matter what shape was occupied before reverting, and selusid can revert to their normal form even while suffering from Weariness, though they cannot change form again after that until they rest. There is no set duration for a shape change, but given that the selusid cannot use sorcery (even if the shape assumed might normally be of a race that could use sorcery) until they revert to their natural form, staying in another shape often has limited appeal. Dispel Magic will not force a selusid to change back to their normal form, but other, more powerful or specific magical effects may do so (such as magic specifically designed to counter shape changes or an Anti-Magic Shell).

  Sorcery

All selusid have the ability to use sorcery. Sorcery is similar in effect to other types of magic and to psionics, but is completely different in source and implementation. Manifest Sorcery is an innate power that selusid use to manifest their power (as distinct from the Sorcery skill, which functions in a manner similar to Spellcraft and Psicraft, and can, indeed, substitute for these skills at a penalty). In order to create an effect, the selusid must make a Manifest Sorcery check with a DC of 10 + the “effective spell level” for the spell or effect they are trying to produce. In order to make the Manifest Sorcery check, the selusid rolls 1d20 + their Manifest Sorcery modifier (determined by level) + their Cha bonus + any Affinity Points that apply. If the modified roll beats the DC, the effect is produced and the selusid must then roll for Weariness (see below). If the selusid is duplicating a known spell, the spell level is used to determine the DC to produce the effect. If they are duplicating a known psionic power which does not mimic a known spell, the power’s level + 1 is used to determine the DC to produce the effect. If the selusid is creating a custom effect or combining spell effects, the effective spell level is used to determine the DC to produce the effect. This effective spell level is determined by the DM (though the player may suggest or argue for a different effective spell level). A natural 1 ALWAYS FAILS, no matter what modifiers apply. Normally, if a selusid misses the manifestation DC, they do not roll Weariness, but IF THEY ROLL A NATURAL 1, Weariness applies, and they must roll a Weariness check. No selusid may produce an effect of an “effective level” more than 2 levels higher than the maximum spell level they would be able to cast if they were a san-li (spell thrower) of the same level as their selusid level. There is a penalty that applies to effects of an effective level that is higher than the maximum spell level the selusid would be able to cast if they were of a san-li of the same level. This penalty is -1 for an effect with an effective level 1 level higher than the maximum spell level the selusid could case if they were a san-li of the same level, and -3 for an effect with and effective level 2 levels higher than the maximum spell level the selusid could cast if they were a san-li of the same level. For example, a 5th-level selusid would be able to produce an effect with an effective spell level of 3 without any penalty. The same character could produce an effect with an effective spell level of 4 with a -1 penalty, or an effect with an effective spell level of 5 with a -3 penalty. The character would not be able to produce an effect with an effective spell level of 6 or higher at their current level.

  Affinity Points

For every level that a selusid gains up to 20th, they gain one ‘affinity point’ which they can allocate to any of the Affinities of sorcery. The number of affinity points that have been placed into a particular affinity apply as modifiers to the Manifest Sorcery roll when producing effects that fall within that Affinity. No Affinity can have more than 5 affinity points allocated to it. If the effect falls within more than one Affinity, the affinity points do not stack, only the highest affinity score applies to the roll.

  Affinities of Sorcery

The ‘Affinities’ or ‘schools’ associated with sorcery are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Earth, Air, Fire, Water and Spirit. When converting psionic powers, Clairsentience falls within the Divination affinity, Metacreativity within the Conjuration affinity, Psychokinesis in the Evocation affinity, Psychometabolism in the Necromancy affinity, Psychoportation in the Conjuration affinity and Telepathy within the Enchantment affinity. Where some psionic effect does not seem to fit the ‘standard’ affinity applied to its discipline, the DM makes the final determination as to what affinities apply. Where psionic powers manipulate elements, the elemental affinities apply. Where the psionic power mimics an effect within the Spirit affinity, that affinity applies at the DM’s discretion. Specific powers common to particular affinities are detailed in the Magic section.

  Weariness

When selusid use their powers, they risk becoming ‘weary’ or ‘tired’, note, this does not have the same effect as the ‘fatigued’ condition that enervates characters, this simply refers to an inability to use sorcery for the rest of the day. The selusid must roll against their Weariness DC every time they use sorcery and either succeed or roll a natural 1. The only modifier that applies to the roll is the character’s Int modifier.

  Immunity to Aging

Selusid are immune to normal aging effects, starting at the age when they became selusid. The selusid will still appear to age, though at about half the normal rate, and their apparent aging stops at around the old age to venerable range, making the majority of older selusid a bunch of crotchety old men and women, most of whom have lived for centuries. A selusid will never die of old age whilst they retain their power. This is a large part of the reason why selusid turn to scholarly pursuits to avoid the clutches of boredom.

  Constitution

A selusid’s Constitution score can never drop below 10 by any normal means. Ability Drain and magical attacks designed to reduce Constitution provide the selusid with a Fortitude save to avoid the drain (over and above any other saves allowed). A selusid whose Constitution drops below 10 loses their immunity to aging, and will die within a normal mortal span (or within 30 years if they are already older than this), and is subject to any appropriate age modifiers. These effects go away if the selusid manages to raise their Constitution above 10 at a later date.

  Magic/Psionic Dead Zones

Technically, sorcery is neither magic nor psionics, so its response to magic or psionic dead zones is extremely unpredictable. Sometimes it works unhindered, sometimes it doesn’t work, and other times the DC for sorcery is increased. For some reason, sorcery always responds to Wild Magic zones and is inherently extremely dangerous to use in such areas.

  Ex-Members

A selusid whose Constitution score drops below 10 points cease to be selusid until the score is raised to 10 or more again. Assuming that the score can be raised again by some means, this loss is not permanent. If, for some reason, the score can never be raised above 10 again, the loss of class becomes permanent and the character will eventually die of old age. Strangely, undead (who have no Constitution score) who were selusid whilst alive, retain their selusid status whilst undead and retain the ability to use sorcery. Nobody has been able to explain this apparent anomaly, in spite of centuries of research into the topic.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Manifest Sorcery Rank Weariness DC Maximum Level Effect Produced
1 +0 +2 +0 +2 Manifest Sorcery, Telepathy, Academic Lore, Sleight of Hand, Immunity to Aging, Animal Totem, Affinities 2 15 3rd
2 +1 +3 +0 +3 -- 3 14 3rd
3 +2 +3 +1 +3 Bonus Feat 3 14 4th
4 +3 +4 +1 +4 -- 4 13 4th
5 +3 +4 +1 +4 -- 4 13 5th
6 +4 +5 +2 +5 Bonus Feat 5 12 5th
7 +5 +5 +2 +5 -- 5 12 5th
8 +6/+1 +6 +2 +6 -- 6 11 6th
9 +6/+1 +6 +3 +6 Bonus Feat 6 11 6th
10 +7/+2 +7 +3 +7 -- 7 10 6th
11 +8/+3 +7 +3 +7 -- 7 10 7th
12 +9/+4 +8 +4 +8 Bonus Feat 8 9 7th
13 +9/+4 +8 +4 +8 -- 8 9 7th
14 +10/+5 +9 +4 +9 -- 9 8 8th
15 +11/+6/+1 +9 +5 +9 Bonus Feat 9 8 8th
16 +12/+7/+2 +10 +5 +10 -- 10 7 9th
17 +12/+7/+2 +10 +5 +10 -- 10 7 9th
18 +13/+8/+3 +11 +6 +11 Bonus Feat 11 6 10th
19 +14/+9/+4 +11 +6 +11 -- 11 6 10th
20 +15/+10/+5 +12 +6 +12 -- 12 5 10th
21 * ** ** ** Bonus Feat *** *** ***
22 * ** ** ** -- *** *** ***
23 * ** ** ** -- *** *** ***
24 * ** ** ** Bonus Feat *** *** ***
25 * ** ** ** -- *** *** ***
26 * ** ** ** -- *** *** ***
27 * ** ** ** Bonus Feat *** *** ***
28 * ** ** ** -- *** *** ***
29 * ** ** ** -- *** *** ***
30 * ** ** ** Bonus Feat *** *** ***

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.

*** Manifest Sorcery, Weariness DC and Maximum Level Effect Produced do not increase beyond 20th level.