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RecalcitrantThe Recalcitrant is a divine spell caster who gains her powers through communion with one or more extra-planar entities (celestials, elementals, demons, undead spirits, ancestors, etc.) Naturally non Olindian (and therefore non lawful) by their nature and devotion, Recalcitrant's gain favor and therefore power by appeasing the chaotic wills of their patrons. As a Recalcitrant advances, so does she naturally gain the favor of her patron(s), however she must always beware of her actions, for those which displease her master(s) spell punishment or doom for the offender. Similarly, actions which greatly please her patrons and advance their ethos bring reward to the Recalcitrant. This process is further explained in the Drama System under the Favor subheading. Good Recalcitrants use their faith to overthrow tyrants, liberate the enslaved or give homes to those who are outcast from society. Evil Recalcitrants work to destroy civilizations, undermine political stability and shatter the foundations of society. In either case, however, a Recalcitrant is shunned and or hated by Olindians and in turn often works to either free herself of their presence (though evasion, disguise, trickery or outright war). Adventures Ideally, a recalcitrant’s adventures support his patron’s causes, at least in a general way. A good recalcitrant, for example, helps those in need. If, through noble acts, she can improve the reputation to his god or temple, that’s even better. An evil recalcitrant seeks to increase his own power and that of his patron(s), so that others will respect and fear both. Recalcitrants sometimes receive orders, or at least suggestions, from their ecclesiastical superiors, directing them to undertake missions for the pathos. The recalcitrants and their companions are compensated fairly for these missions, and the church may be especially generous with the casting of needed spells or divine magic items as payment. Of course, recalcitrants are people, too, and being chaotic by nature, may have many reasons of their own for adventuring. Characteristics: Recalcitrants are masters of divine magic, as flexible as the power of their patrons. Unlike an Olindian, who must structure their faith and powers, Recalcitrants freely use the powers presented to them by their patrons. Each branch of Recalcitrants is also granted a specific power. Crypt Children may turn (but not destroy) or rebuke undead (the decision is made each time their power is used). Elementalist may invoke an elemental shield protecting them from the elements, Cacodemon salves and Arborites gain some power to further their patrons cause and weapon proficiencies accordingly. The cult of chance has additional powers of luck. Recalcitrants have some combat training based on their specific devotion (this is covered below). They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells. Alignment: Recalcitrants, by the nature of their powers must be chaotic. Further, depending on their specific patronage, their may be further alignment restrictions (Cacodemon supplicants cannot be good, Arborites cannot be evil, etc.) Religion: This is covered in the drama system and elsewhere in the character description. Suffice to say a recalcitrant must gain favor from one or more extra planar entities to use any of their abilities. Religious groups are usually small and splintered with thousands of factions. Types of Recalcitrants: Though a recalcitrant may be a member of sect, a cabal, a tribal shaman’s circle, a conclave, a guild of necromancers, or one of many other religious groups, they all fall under one of the following categories: Ancestral Shaman: By far the most common recalcitrant is the ancestral shamans. These priests gain powers from long dead ancestors whose spirits have passed to the great haven. Ancestral shamans are very concerned with the dead passing into the great havens and not being lost to Endool . Ancestral shamans are usually tribal, but are found in area throughout Al's world (most notably the Kodan Kingdoms, and the Gnomes of the Highland Moor). Do to their concern with the passing of the dead, Ancestral worshipers often clash with druids (who want the spirit to return to Endool), Crypt children (see below, the necromancers want to the keep the spirit in plane of flesh to do their bidding) and the Olindians. Statistics for Ancestral shamans are as per Spirit Shaman in the Complete Divine p. 14. Crypt Children: Also called Scions of the Grave, Sepulcher brood, and Death Wardens, A Crypt Child gains her powers specifically from undead spirits trapped on the material plane. Rarely does a Crypt Child bind herself to a single spirit but instead calls on the powers of those spirits closest to him, and those most capable of doing his bidding. In turn the Child concedes that the spirits of the lives that she takes will be surrendered to the negative material plane, the bodies usually becoming undead creatures. A Crypt Child is not necessarily evil, but due to the macabre nature of her practice, most societies will judge her as such. Crypt Children who are evil often seek to overrun the world with undead, while those who are good simply accept undeath and the next stage of life after the body has failed. As the Child gains favor, their power and diversity of spirit that she may call in increases. Crypt Children automatically gain access to the undead domain (FR) and must always maintain this as one of their domains. Other domains available are: death, healing, evil, chaos, darkness, knowledge, destruction, renewal, suffering, earth and water. Elementalist: There is no fire that burns hotter than an efreet's rage, no wind that is greater than a djinn's breath, and no shield stronger than the earth, or drink vitalizing as the waters of Amphora. The Elementalist serves Elemental Lords of the Outer Planes. Each sect of elementalist prescribes to both the core attributes of an element (water represents healing, fertility, life; earth represents strength, reliability, structure; fire represents light and destruction and air represents insight, travel and trickery) and the agendas of their patron. For elementalist statistics, click here. Cacodemon supplicant: Bound to one or more demons, the Cacodemon supplicant’s very soul is used to barter the powers of demon lords. Cacodemon supplicants cannot be good, and are most often evil due to the nature of their powers and the actions they must perform to appease their patrons. Masters may be chosen from any of the inhabitants of the Abyss. A supplicant’s powers are as diverse as the demons themselves, though a few are given here as examples (see monster manual page 40-48 for descriptions):
There are of course specific demon lords that a supplicant may serve. These lords, more powerful than most of their kind offer more powerful magic to their supplicants, but it is often a higher prices as well. Arborites: There are those who pray to angles and do not see Olindo in their visions. Celestial worshipers, known as Arborites, serve the masters of freedom and liberty. Their patrons, who are native to Arborea, may be either powerful celestials (creatures with the celestial template) or Eladrin themselves. There may be many different celestial worshipers, but here are a few examples (see monster manual page 93-95 for descriptions):
Followers of the cult of chance, worship Uruhah’s daughter “Chance” directly. They are free spirits who believe in freedom and loath oppression. They seek to spread ingenuity, chaos and entropy wherever they go. The cult of chance has access to the following domains: Chaos, luck, travel, protection, magic, fate (FR), and time (FR). Additionally, the member of the Cult of Chance may use their Luck domain power one additional time each day, but only for the purposes of affecting rolls that are based on chance rather than skill (virtually any combat roll is based on chance with the DM’s discretion).
GAME RULE INFORMATION - Much of this is incomplete. Recalcitrants have the following game statistics. Abilities: Charisma determines how powerful a spell a recalcitrant can cast, how many spells he can cast per day, Wisdom determines how hard those spells are to resist (see Spells, below). A high Constitution score improves a recalcitrant’s hit points. Alignment: A recalcitrant’s alignment is discussed above. Hit Die: d8. Class Skills The recalcitrant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for skill descriptions. Domains and Class Skills: A recalcitrant who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the recalcitrant class skills listed above. A recalcitrant who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A recalcitrant who chooses the Travel domain adds Survival (Wis) to the list. A recalcitrant who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information. Skill Points at 1st Level: (2 + Int modifier) × 4. Skill Points at Each Additional Level: 2 + Int modifier. Each branch of recalcitrant has the following exceptions: Crypt Children: Loose: Diplomacy. Gain: Knowledge (undead)
and Search. Class FeaturesAll of the following are class features of the recalcitrant. Weapon and Armor Proficiency: Recalcitrants are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). Every deity has a favored weapon (see Deities, page 106), and his or her recalcitrants consider it a point of pride to wield that weapon. A recalcitrant who chooses the War domain receives the Weapon Focus feat related to that weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. See Chapter 5: Feats for details. Each branch has the following differences: Aura (Ex): A Cacodemon supplicant or Arborite has a particularly powerful aura corresponding to the patron’s alignment (see the detect evil spell for details). Recalcitrants who don’t worship a specific patron but choose the Evil, Chaos or Good domain have a similarly powerful aura of the corresponding alignment. Spells: A recalcitrant casts divine spells (the same type of spells available to the Olindian, druid, paladin, and ranger), which are drawn from the cleric spell list (page 183). The recalcitrant need not prepare spells as an Olidian would, but she draws from a limited pool of available spells. The recalcitrant may spontaneously casts any domain spell which she has chosen, or from a small list spells she has individually chosen. The table below designates how many spells (in addition to her domain spells) the recalcitrant may know. At 4th level and every even level after that, the recalcitrant may replace one of her known spells with another. The replaced spell must be of the same level and must be one level lower than highest level spell she can currently cast (at 4th she may replace a 0th or 1st level, at 6th a 0th, 1st, or 2nd for example). To cast a spell, a recalcitrant must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a recalcitrant’s spell is 10 + the spell level + the recalcitrant’s Wisdom modifier. Like other spellcasters, a recalcitrant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3–7: The Recalcitrant. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1: PHB) Ability Modifiers and Bonus Spells, page 8). Crypt Children:
Cacodemon supplicants: Summon demons (trade in spells for summons?) Arborites: Summon celestials (trade in spells for summons?) Cult of Chance: Wild spell power. (Su): Any Cult of Chance worshiper has the power channel chaotic energy into his or her divine spells. This can be done a number of times per day equal to 3 + his Charisma modifier. As a free action, a cult of chance member may imbue a spell they are casting with wild spell power. To do so they roll a turning check (at +1 in addition to any other modifiers). Treat the result of the turning check as a modifier to the recalcitrant’s caster level for the purposes of the spell. For example, if a recalcitrant rolled a modified 16, he would add +2 to the caster level of the next spell being cast this round. If he rolled an 8, it would be cast at -1 caster level. If the caster level is ever reduced to 0 or lower, the spell automatically fails (though it still counts against his normal allotment of daily spells). The bonus to this roll increases by plus one every 4 levels after 1st (+2 at 5th, +3 at 9th, +4 at 13th and 17th) Level 4 - Chaos spells (su): at 4th level the Cult of Chance worshipers may imbue spells with the chaos descriptor. Any time a Cult of Chance caster uses the Wild Spell Power ability, the spell is also considered chaotic. Furthermore, ½ the damage done by the spell (if any) is considered divine and therefore is not subject to resistance against energy attacks. Spells per day
The recalcitrant, besides his domain spells may select a limited number additional spells.
Domains: Like clerics, the recalcitrant chooses two domain at first level. These domains represent the spell list from which he can draw his spells. Throughout the recalcitrant’ s career, he may select additional domains at the levels mentioned above. The recalcitrant automatically gains all spells on the domain list and (at 8th and 16th level) the domain abilities as well. The Crypt child must make one of his domains the Undeath domain at 1st level, the others he choose can be from the following domains: death, healing, evil, chaos, darkness, knowledge, destruction, renewal, suffering, earth and water. Ex-Recalcitrants A recalcitrant who grossly violates the code of conduct
required by his patron(s) loses all spells and class features, except
for armor and shield proficiencies and proficiency with simple weapons.
He cannot thereafter gain levels as a recalcitrant of that patron until
he atones (see the atonement spell description, page 201). |