Stone Halls & Serpent Men: Mountebanks & White Mages

What’s new:

A few more setting notes, and level guides for each region.

After another playtest run, thieves needed help. So now Assassins are more effective, Hunters can use Stealth without being Assassins, and I added the Mountebank profession as an endgame crime lord equivalent to Knight, Alchemist, and Theurgist.

White Mages were also desperately sad, so boosting healing items and adding more spells fixed that. The spells are a mix of Cleric and Druid spells from the D20 SRD, though several got moved up or down level or totally redesigned for old-school balance.

While I was at it, a few more Black Magic spells were needed, so now both lists go to 9.

Upgraded the equipment list, so it’s not just dungeon-crawling gear.

Added Celestials, the Lawful opposite of Demons. I take my “Angels” from comics like Hellblazer and movies like The Prophecy; they’re as bad as Demons, just on the other side.

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