Dwarven Zundthren – Battle Chanter

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Whiskeyjack
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Dwarven Zundthren – Battle Chanter

Unread post by Whiskeyjack »

Here's the companion RCC to the Battle Master.
Any other ideas for different chants? I kind of like the amount that I have which gives them all by level 6, but would definitely add some more if someone has a neat idea.

Dwarven Zundthren – Battle Chanter
Alignments: Most Battle-chanters are Scrupulous 35% or Unprincipled 35% with a strong dedication to the Dwarven people, but they can be any.
Attribute Minimum Requirements: I.Q. 10 or higher, M.A. 13 or higher, P.S. 15 or higher, P.E. 17 or higher.
O.C.C. Bonuses: +2 to M.E. and P.E.. +2 to save vs horror factor +1 at levels 3,7,11, and 15. +4 to save vs poison/magic. +10 to S.D.C..
P.P.E. Base: 2D4x10 plus the PE attribute. Add 2D6 per level of experience.
Spell strength: Starts at 12. +1 to spell strength at levels 4 and 8.
O.C.C. Skills:
Speak and literate in Dwarven 98%
Elven and one language of choice +20%
Play drums +10% (professional quality)
Sing +20% (professional quality)
Writing +10%
Heraldry +15%
Recognize Weapon Quality +10%
Forced March
Wrestling
Anthropology +10%
Math: Basic +15%
History +20%
Lore: Demons and monsters +15%
Lore: Magic +15%
WP Battle-Axe, Blunt, or Sword
WP Shield
WP one of choice
Hand to Hand: Expert (cannot be changed).

O.C.C. Related Skills:
Select five additional skills of choice at level one, plus select one additional skill at levels three, seven, ten, and thirteen.
Communications: Any +10%
Domestic: Any +10%.
Espionage: Detect ambush, detect concealment, and Imitate voices only.
Horsemanship: None
Medical: Brewing and First-Aid only. +15% to Brewing
Military: Any, except Falconry +10%
Physical: Any, except Acrobatics, Gymnastics and running.
Rogue: Any, except Pick Locks and Pick Pockets. +10%
Science: Any.
Scholar: Any. +20% to Lore, Language and Literacy.
Weapon Proficiencies: Any
Wilderness: Any.

Secondary Skills:
The character also gets to select four secondary skills from the previous list at level one, and one at levels four, eight, and twelve.
Mystic Chants
For thousands of years the chants of the Zundthren assisting the great Dwarven armies to victory against the forces of darkness. They reluctantly used their abilities against the Elves during the great war. Their reluctance showed in a weakening of the effects of their chants. By the end of the war only a handful of Zundthren remained. They joined their clans in exile, moving to the remote mountains of the world to try and heal their people. The recent resurgence in the number of Thorandrum has been echoed in a resurgence in the number of Zundthren being born. This has helped to ease millennia of depression amongst their clans while also bringing the new worry of why they are reappearing.
Each chant has a PPE cost in hours. For every additional hour that the chant is used, the additional PPE is subtracted at the start of the hour. Even if the chant only goes for 15 minutes, the full hours worth is used up. While chanting, no PPE recovery is possible.

Group bonus: The full effect and power of the Zundthren is only realized when 4 or more chant within the range of the chant they are performing. When that happens, their chants meld together for a truly awe inspiring effect. During these times, the PPE required for each chant is reduced by 50%, and the range is increased by 25%. Spell strength is also increased by +1. Such a spectacle has not been witnessed in over six thousand years.

Targeted effects. The Zundthren can pick and choose who is affected by their chants. It can be as simple as targeting all Dwarves, all Elves or even specific Dwarves in a group, along with that human and that Wolfen. It is completely subconscious and takes no effort on their part.

The chant. Unlike most spells, the chants of the Zundthren don’t have a particular form. There are thousand of chants in the Dwarven race. Any one of them can be used to power the effects of a chant. This has a bonus in that their enemies can never really say what they are going to be faced with, as the actual chant may be different every time, even from the same Zundthren. Another interesting thing is the way they have been written. When chanting together, most Zundthren will chant a completely different song, but they will complement each other, melding into one distinct harmony. Note: Different chants can be used simultaneously by different chanters to combine effects.

Chant selection: Each level, the Zundthren chooses two Chants starting at level one.

Chant of the March
P.P.E.: 20 per hour
Range: 20’ per level of experience.
Save: Standard unless willing.
Used when marching or performing physical labour (rowing, digging etc.) the Chant of the March bestows the skill of Forced March on everyone within range with the improvements that they can go for 7 times the normal duration for the activity at 70% of ones speed attribute.

Chant of Battle
P.P.E.: 40 per hour
Range: 20 feet per level.
Save: Standard unless willing.
All targeted warriors in range receive the following bonuses: +1 to initiative, +2 to strike, + 4 to parry and dodge, +5 to damage.

Chant of Despair
P.P.E.: 30 per hour
Range: 30 feet per level
Save: Standard
Targeting the enemy, this chant causes the following penalties: -1 to initiative and strike, -2 to parry and dodge, -2 to all saving throws.

Chant of Sleep
P.P.E.: 10 per hour
Range: 40 feet per level.
Save: Standard.
A quiet chant that nonetheless carries an incredible distance. Used against enemy fortifications, it increases the likelihood of sentries, guards and other people awake at night to become drowsy or fall asleep. Reduce perception by -2 and any rolls to stay awake by -25%.

Chant of Recovery
P.P.E.: 25 per hour
Range: 10 feet per level
Save: Standard unless willing.
This chant is used to heal warriors after battle, or refugees fleeing from disaster. Everyone within range sees their healing increase to 1D6 H.P. and 2D6 S.D.C. per hour and gains +25% to save vs coma/death.

Chant of Rest
P.P.E.: 10 per hour
Range: 20 feet per level.
Save: Standard unless willing.
A quiet relaxing chant used to help warriors sleep before battle. Those affected will fall asleep quickly and awake feeling extremely rested after only 6 hours. While performing this chant, the Zundthren also receives the benefits of it, effectively chanting in her sleep.

Chant of Mist
P.P.E.: 40 per hour
Range: 30 feet per level
Save: None.
This chant calls forth a low lying mist to cover the ground to a height of 5 feet. Those not targeted can see perfectly fine in the mist. For those not protected, the mists will obscure the movement of all below its height (which is above a Dwarfs head) until they are within 5 feet. It also swirls randomly, hiding the movements of those within. Those not protected receive the following penalties: -3 to initiative, -3 to strike, -1 to parry and dodge, -2 to perception.

Chant of Darkness
P.P.E.: 25 per hour
Range: 20 feet per level
Save: Standard.
The chant of darkness brings forth a darkening of the area. At night it will reduce visibility by half, and even during the day it creates a gloomy feeling in the area, as shadows seem to stretch out and cover the ground. Penalties: +1 to initiative, -2 to horror factor, -2 to strike. Failing a horror factor roll will send the person running in the other direction for 1D6 minutes.

Chant of Light
P.P.E.: 40 per hour
Range: 20 feet per level
Save: Standard.
The opposite effect of the chant of Darkness, this chant will increase the light in an area. During the day it will appear as if the sun is shining bright even if overcast. At night, the stars and moon will seem to shine brighter. Most often used against creatures of darkness, those who fail to save suffer the following penalties: -20% to prowl, vision is reduced by half, horror factor of 16 to creatures vulnerable to sunlight as they think dawn is coming.

Chant of Camouflage
P.P.E.: 30 per hour
Range:25 feet per level
Save: Standard.
Used to disguise the true numbers of the Dwarven armies, the Chant of Camouflage will hide 1D6x10% of their army while in a camped position. To those trying to gather intelligence, it will appear as if the force is significantly smaller than it actually is. Many a Dwarven victory came from overconfidence caused by this chant.

Chant of Protection
P.P.E.: 30 per hour
Range: 20 feet per level
Save: Standard unless willing.
The Chant of Protection is usually used while travelling through hostile environments. It confers the following benefits: +1 to save vs magic, +4 to save vs poison and disease, +2 to save vs faerie magic and halves the effects of extreme heat or cold.

Chant of Meditation
P.P.E.: 0
Range: Self
Save: None.
A simple chant to allow the Zundthren to enter a meditative state. While chanting he recovers 10 P.P.E. per hour.
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kiralon
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Re: Dwarven Zundthren – Battle Chanter

Unread post by kiralon »

I don't think the PPE costs are high enough compared to the amount of time they go for. Comparable wizard magic is melees/minutes normally.

And that would be a good enough reason for em to go around in groups, so they had the ppe to do it.
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Whiskeyjack
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Re: Dwarven Zundthren – Battle Chanter

Unread post by Whiskeyjack »

With a max PPE of around 100, that only gives them 2 hours at most to keep the most expensive chant going. 4 hours if they are in a group. And if they only use the chant for 10 minutes, they're still out the PPE.
Taken in that context does it still light on cost?
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Whiskeyjack
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Re: Dwarven Zundthren – Battle Chanter

Unread post by Whiskeyjack »

I have to figure out rules for interrupting the chant and a recovery chance.
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kiralon
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Re: Dwarven Zundthren – Battle Chanter

Unread post by kiralon »

well something akin to he battle chant that effects only 1 person is 15ppe and lasts one round per level, and as a difference rather then using their own pool of ppe I'd also consider the chanting as what generates the ppe.
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Re: Dwarven Zundthren – Battle Chanter

Unread post by Hotrod »

Personally, I would consolidate this O.C.C. with the Battle Master and make the abilities psionic, not magical, in nature. See my comments on the Battle Master for suggestions.
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