|
|
Converted from the Hedge Magic sourcebook from Atlas Games.
GeneralCunning-folk represent a group of people who are the minor magic-workers of rural communities, less commonly traveling healers and purveyors of potions and salves. Cunning folk do not cast spells per se, but instead have abilities to construct magic talismans, and other minor items. These skills are often conveyed from generation to generation within a clan or family. Adventures: Cunning-folk, owing to their rural backgrounds, tend toward sedentary lifestyles. Situations may drive them to adventure, however, particularly if the safety of their community or clan is threatened. Characteristics: Cunning-folk are specialists in potions, charms, and banes. Leveraging their deep knowledge of herbalism, they can quickly create potions to boost skills and resistances. By taking longer periods of time, they can craft more potent potions that rival the power of Hermetic magic. Their charms and banes represent magics that can affect wearers or users with magical enhancements or curses. Cunning-folk also show a connection to the fey. They can often discern faerie realms and auras and see their magics. Finally, cunning-folk often use the messages in dreams and visions to guide their communities or persons under their care. Religion: Some cunning-folk tend toward paganism, owing to the ancient roots of many of these magical traditions. On the other hand, some religious of the Church are also trained as cunning-folk, often a result of their rural roots or predilection toward ministering to the infirmed. Background: Cunning-folk usually come from modest birth, usually from rural areas. Races: Generally human, may rarely have faerie blood. Other Classes: Reaction to cunning-folk can vary. To those communities unfamiliar with their magics, cunning-folk may be viewed with suspicion--perhaps even as witches. Hermetic magi view them with anything from haughty distance to active distain as amateurs or fakes. Game Rule InformationAbilities: The essence of the cunning-folk is their intuition about Nature around them. As such, Wisdom is a critical ability, used for making potions, stimulating and interpreting visions, seeing into the Faerie realms, and finding wild vis. Intelligence is also important, used for crafting charms and banes, as well as quickly advancing skills. Alignment: Any. Hit Die: d4 Class SkillsThe class skills are: Profession (herbalist), Heal, Craft (bane), Craft (charm), Knowledge (faerie lore), Faerie Sight, Knowledge (folk magic), Visions
Class FeaturesWeapon and Armor Proficiency: Cunning-folk have no proficiencies with armor. Magically Attuned : Cunning-folk must start with either of the two feats The Gift or Minor Gift. This represents the character's inborn ability to manipulate magic. Those taking The Gift will have the ability to significantly advance their skills, perhaps by multiclassing to a Hermetic Mage over time. Herbalism: Cunning-folk can use their knowledge of herbalism to brew potions of various strength.
Rules for constructing potions may be found in the Laboratory rules. Wild Vis: They can identify and harness a special variety of vis called wild vis, and can find special magical materials. The can gather wild vis at the following rates (each in pawns per season):
This vis may be used in their potions or the construction of banes and charms. To search for a specific magical material, make a Profession (herbalist) roll, using the following table to calculate the DC:
For every 10 points the roll is exceeded, you get one extra sample of that material. To know the special properties, roll a DC of 15 using a Profession (herbalist) based on Int. Visions: At 3rd level, the character gains he ability to have and interpret prophetic dreams and visions. See the ArM book Hedge Magic for rule details. Charms and Banes: At 5th level, the character gains the ability to build small talismans that can either harm or aid the target. See Laboratory rules. Class Progression
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|