A Journeyman is a class much like the Bard, where you don’t start as Journeyman, but you end up as one.
An aspiring Journeyman must start out as either Cleric, Fighter/Ranger, or Magic User. They must be of good alignment. They must have STR, INT and WIS of 15 or greater, DEX, CON must be 14 or higher.
After the 3th level of the first class,but before the 5th level, they need to switch to Fighter/Ranger if they started as a Magic User, Cleric if started as a Fighter, Magic User if started as a Ranger, and a starting Cleric must become a Magic User. They must become at least 4th level, but no higher than 8th in the new class. Once they achieve a class level higher than the first class, they must switch to the third class, and are a Journeyman.
A Journeyman can use the weapons of the Fighter, track like a Ranger, and can cast Magic User and Clerical spells. They can not use poison, but can use any armor allowed by Rangers and oil. They may use edged weapons. A Journeyman uses the Magic User spell table, but that is the total number of spells. They may be either Magic User or Clerical in nature. Note that there are no Clerical spells above 7th level, so any 8th or 9th level spells must be Magic User only. They may try to Turn Undead as a Cleric equal to their Journeyman level or their Clerical level, which ever is higher. The same deity will be worshiped the whole time. Wisdom bonuses apply, so a Journeyman with a 18 Wisdom would get 2 extra First and Second level spells, one third level and one fourth level spell, of either type (Clerical or Magic User) Journeyman of higher level will always share spellbooks with more junior Journeyman, so the player may choose which spells to place in their spell book, do not dice for chance of knowing for Magic User spells.
An aspiring Journeyman must start out as either Cleric, Fighter/Ranger, or Magic User. They must be of good alignment. They must have STR, INT and WIS of 15 or greater, DEX, CON must be 14 or higher.
After the 3th level of the first class,but before the 5th level, they need to switch to Fighter/Ranger if they started as a Magic User, Cleric if started as a Fighter, Magic User if started as a Ranger, and a starting Cleric must become a Magic User. They must become at least 4th level, but no higher than 8th in the new class. Once they achieve a class level higher than the first class, they must switch to the third class, and are a Journeyman.
A Journeyman can use the weapons of the Fighter, track like a Ranger, and can cast Magic User and Clerical spells. They can not use poison, but can use any armor allowed by Rangers and oil. They may use edged weapons. A Journeyman uses the Magic User spell table, but that is the total number of spells. They may be either Magic User or Clerical in nature. Note that there are no Clerical spells above 7th level, so any 8th or 9th level spells must be Magic User only. They may try to Turn Undead as a Cleric equal to their Journeyman level or their Clerical level, which ever is higher. The same deity will be worshiped the whole time. Wisdom bonuses apply, so a Journeyman with a 18 Wisdom would get 2 extra First and Second level spells, one third level and one fourth level spell, of either type (Clerical or Magic User) Journeyman of higher level will always share spellbooks with more junior Journeyman, so the player may choose which spells to place in their spell book, do not dice for chance of knowing for Magic User spells.
Every year a Journeyman must travel to the conclave of Journeyman. The site moves around, and a Journeyman will feel the direction to go. The highest level Journeyman on Holimoren is the host and decides the location. Your referee will decide the location. A player character will never be the host.
Also a Journeyman can never have retainers or followers. They are solitary and can only serve as a retainer or henchman for one adventure. While it is common for two or three Journeyman to work together, it will be only for a limited basis. Larger gatherings only happen at the Conclave. A Journeyman follows the rules of Magic in the post Armageddon law time passed down by the Gods. While in love, one less spell per day of the relationship can be cast, starting at the highest level. For most spell users this means after a month of the relationship, they can't cast spells any more. At that point they stop being a Journeyman, until they have left the relationship.
While a Journeyman is in the middle stage, they have a 10% chance per day of remembering one spell from their former class which they can use without penalty. It is an on demand check. Once the player decides they want (or need) the former spell, the check is made. If it fails, no other attempt can be made that day. If it succeeds the spell may be cast.
Also a Journeyman can never have retainers or followers. They are solitary and can only serve as a retainer or henchman for one adventure. While it is common for two or three Journeyman to work together, it will be only for a limited basis. Larger gatherings only happen at the Conclave. A Journeyman follows the rules of Magic in the post Armageddon law time passed down by the Gods. While in love, one less spell per day of the relationship can be cast, starting at the highest level. For most spell users this means after a month of the relationship, they can't cast spells any more. At that point they stop being a Journeyman, until they have left the relationship.
While a Journeyman is in the middle stage, they have a 10% chance per day of remembering one spell from their former class which they can use without penalty. It is an on demand check. Once the player decides they want (or need) the former spell, the check is made. If it fails, no other attempt can be made that day. If it succeeds the spell may be cast.
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