Cleverfolk

You pluck the blossom from the plant and inhale its perfume deeply. Its floral scent betrays the poison found within. However with just the right treatment, this deadly bloom is a perfect medicine. You eagerly put the flower in your pestle and begin grinding it into a paste to be boiled. As you do so, you begin to draw out it's powers of decays and consumption.

 

To the brew you began last night, you add fermented organs from ash deer, ground bones from various flying birds and other herbs meant to stabilize. It smells awful and the villagers avoid your hut for three days but you know its worth it. You can see the energies being pulled from the ingredients, transforming into something wonderul

 

Finally on the fourth day, you strain it into a gourd, carved with runes from the Loremaster to enhance its stabilizing powers, and put the cork in. The next person that arrives with a painful stomach ache will thank you for your wisdom.

 
 

Role

Cleverfolk excel at creating tools on the fly, making repairs and improvements in the field, and making concoctions that can harm, enhance, or heal.

 

Because their creations inherently are magical, they can layer abilities depending on what they create. Whether it's creating an umbreakable blade with a hilt that stores a spell. Or a waterskin that keeps whatever is inside cool whether it be an drink or a poison. They can make the limitless resources around them into whatever the tribe needs.

 

How Cleverfolk Manifest Shakti

 

Most clever conctions and inventions fall under the enhancement type of magic as they are transferring properties from one object to another. This means when they extract the magic from a material the source material is consumed.

 

Cleverfolk can choose to use a raw ingredient for Consumption work but the effect is less potent than if they had the ability to refine and purify ingredients into a more elaborate potion.

 

In dire circumstances, Cleverfolk can use their vitality to create a component needed for one of their creations.

 

Initiation Rites

Rite Description
Apprenticeship You had someone teach you and pass down their knowledge. They walked you through the easiest of concoction and contraption to how to identify the most useful components of beast and bulb.
Self-Taught Through experimentation and trial and error, you've found your own way to the sciences. Your approach is not something others were recognize, however, who can argue with results?
 

Bonus Health Pool: 1d6

 

Add 1d6 to your character's health pool when you select this class.

 

Class Skills

Cleverfolk start with a +1 in the following skills: Harvesting (DEX), Surgery (CNG), First Aid (CNG), Trapping (RES), Identify Vitals (RES), Craft (DEX)

 

Class Abilities

 

Conviction Type

“I can turn the mundane and magical essence of plants and animals into powerful new creations.” (Intelligence)

 

Extraction

Cleverfolk are experts at knowing how to correctly harvest the essential parts of plants and animals in order to maximize the potency of their creations. Whenever they harvest, they double the amount of magical components they extract.

 

Extration Conviction = 1d20*(INT+ Bonuses)

 

Consumption Extraction

When the Cleverfolk would like to extract shakti energy from an object, they can choose to consume the object completely with the hope that the raw shakti will remain behind to be imbued or stored elsewhere.

 

Items will have their own extraction DC that the Cleverfolk must overcome to draw out the shakti. If they succeed, the item will be consumed by the arcane energies and the cleverfolk will have 1d4*(INT+ Bonuses) rounds to either use the energy or store it elsewhere. If the cleverfolk does pass their conviction check, the item will still be consumed but the shakti will not manifest for the player.

 

Enhancement Extraction

Sometimes a material or object has the desired base shakti energy but requires more refinement or features to serve the needs of the cleverfolk. For example, a drinking vessel made of bone may have Zinza Energy but without being refined the it won't keep the liquid inside from going rancid or stale.

 

In this case a cleverfolk my use other material to enhance the existing energy. Drawing the shakti energy from an object to antoher source does not consume the object but it will lose all its magical properties and become "mute" or mundane.

 

The complexity of the enhancement will determine the difficulty check. If cleverfolk succeeds, the item will become mundane and the magic will move immediately to the new object. If the cleverfolk does not pass their conviction check, the item will not be consumed but the shakti will not manifest and will be lost.

 

Creation Extraction

 

Sometimes a Cleverfolk does not have access to the necessary components and/or shakti energies or they don't have enough of what is needed. In this case, the cleverfolk can create the desired energies from their own life energy or from the shakti energy of another source.

 

The conviction DC and cost will be determined by the Cleverfolks alignment. For Ranabiri it will depend on the kind of energy they are creating. For the Watamutum it will depend on their affinity for creation magics.

 
Creation Goal Base Cost Conviction DC (per Alignment) Final Cost (per Alignment)
Create Raw Shakti of one type 5
    Kindred - 7
    Neutral - 15
    Opposed - 23
    Kindred - 10
    Neutral - 15
    Opposed - 25
Create Raw Shakti of one type from a Neutral Source Type 15
    Kindred - 10
    Neutral - 18
    Opposed - 26
    Kindred - 30
    Neutral - 45
    Opposed - 75
Create Raw Shakti of one type from an Opposed Source Type 25
    Kindred - 18
    Neutral - 26
    Opposed - 34
    Kindred - 50
    Neutral - 75
    Opposed - 125
 

If the cleverfolk succeeds their conviction check, in the case of converting life energy to magic, they will lost health but the shakti will manifest and the cleverfolk will have 1d4*(INT+ Bonuses) rounds to either use the energy or store it elsewhere. In the case of using another source the item will become the needed shakti energy.

 

If the cleverfolk does not pass their conviction check, they will still loose their health if they choose that route but the shakti will not manifest. Any items they choose to use will not be consumed but the shakti will not manifest for the player and the item will resist being converted for 1d6 days. During this time, all DCs are doubled.

 

Tinker

Instead of spells and rituals, cleverfolk are masters of hammer, nail, cookfire, and boiling pot. Alchemical concoctions they make can be as powerful as magic. When they create tools and other sunderies, they can enhance their magical properties. Anything bottled or created by them will be effective as long as they pass their conviction DC.

Tinker Complexity Maximum Shakti Effects Conviction DC
Crude Single effect 2
Basic 2 Effects 5
Advanced 2 Effects 13
Elaborate 3 Effects 21
Hermetic 3 Effects 34
Legendary 4 Effects 55
Type
Medical


Cover image: Aserere Cover Art by Robusta Art