Atlantean
Your race dominated the world for thousand of years, wielding powerful sorcery and advanced technology still to be achieved by the human race. But that time is far gone. Now, you are one of the few surviving atlanteans, fighting to preserve the few scattered remains of your once mighty empire. You seek the lost knowledge of your race through the ruins that dot the Lost World, dreaming of, one day, restore your lineage to greatness.
Atlanteans are a ancient race of sorcerous beings. Sorcery comes naturally to them, and their ancient religions ensure the assistance of supernatural and alien entities that teach them forgotten secrets. The life in the Lost World is not an easy one now, and they all had to learn to defend themselves from all the creatures that were their subjects in the past. Atlanteans are character class with magical capabilities more reliable (but less extensive and powerful) than the occultists and some martial training, making them very useful to any group in the Lost World.
Hit points: Atlanteans receive 1d6 hit points per level.
Proficiencies: An atlantean is proficient with all atlantean weapons as well as dagger, short sword, long sword, two handed sword, spear, short bow, long bow, staff and sling. Armor usually interfere with their spell casting, so it is not always used by them, unless it's made of the atlantean rare metal daemithril.
Alignment: The atlanteans were once divided into many clans and families that feuded for ultimate power in their might empire. Although that time is now passed, the ancient traditions and values of each clan linger in the memories of their descendants. Lawful atlanteans follow ancient traditions and respect the authority of their elders. They ultimately seek to restore the atlantean civilization to it's peak, but do not necessarily seek to be the leaders. Neutral atlanteans are usually loners and reclusive. They seek to live their lives according to their own values and ambitions. This often lead them to the life of adventure, exploring the ruins of their ancestors. Chaotic atlanteans on the other hand seek vengeance to their ancient enemies and rival clans, accumulating power and knowledge on their path to one day be the emperors of the remaining atlanteans. Many of them resent the invasion of lesser races, but are not above allying with them to achieve their purposes.
Caster level: As wizards and occultists, atlanteans cast arcane spells and thus have their proficiency with them measured in caster levels. A atlantean caster level is usually equal to his character level.
Sorcery: Atlanteans practice and old religion that involve pacts with otherworldly beings of immense power, granting them natural arcane powers, for a price, of course. As occultists study ancient texts and form weak bonds with these alien entities. Atlanteans, however, have ties that are strong as the legendary daemithril metal they forged in ancient times. They are born into ages long pacts that started generations ago. Magic, thus, comes naturally to them, and they are always linked to a supernatural patron or more. They cast spells the same ways as wizards on the DCC RPG core rulebook do.
Supernatural patron: Atlanteans begin with a supernatural patron automatically and gain the patron bond and invoke patron spells at 1st level in addition to his other spells. They make an patron bond roll at first level and if they fail the roll, count it as it was at least a 12 result. They can try to improve their bond every level, remaking the spell check (but they need to go through the ritual all over again).
Curse of disappearance: Atlanteans were once the kings of the world, but something made them fall from their high thrones. Legends speak of a great rupture between them and the greatest alien patrons they had, and a strong curse that affected all of them. Every atlantean has a specific curse that affects his lineage. To determine it, roll on the birth augur table and apply a penalty equal the reverse of your Luck bonus to the roll or –1, whichever is worst.
Heightened senses: Atlanteans have acute senses. They always roll with +1d on the dice chain on tests relating to perception and can check to detect secret doors by merely passing by them within 10 feet.
Souless: Atlanteans are not like mortal men. They do not have mortal souls and have an alien nature to their existence that is hard for any sane being to understand. Because of that, they add their Luck modifier to any saving throw to resist aging, insanity and fear effects. In addition, Atlanteans are immune to normal diseases and do not age.
Languages: Atlanteans characters begin the game knowing the ancient atlantean language, and can learn human languages very easily (1 week of practice).
Action dice: An atlantean's action dice can used for attacks or spell checks, independently of their level.
Table 3-15: Atlantean
Level
|
Attack
|
Crit
Die /Table
|
Action
Die
|
Ref
|
Fort
|
Will
|
Spells Known*
|
Max Spell Level
|
1
|
+1
|
1d6/II
|
1d20
|
+1
|
+1
|
+1
|
3
|
1
|
2
|
+1
|
1d8/II
|
1d20
|
+1
|
+1
|
+1
|
4
|
1
|
3
|
+2
|
1d8/II
|
1d20
|
+1
|
+1
|
+2
|
5
|
2
|
4
|
+2
|
1d10/II
|
1d20
|
+2
|
+2
|
+2
|
6
|
2
|
5
|
+3
|
1d10/II
|
1d20+1d14
|
+2
|
+2
|
+3
|
7
|
3
|
6
|
+3
|
1d12/II
|
1d20+1d16
|
+2
|
+2
|
+4
|
8
|
3
|
7
|
+4
|
1d12/II
|
1d20+1d20
|
+3
|
+3
|
+4
|
9
|
4
|
8
|
+4
|
1d14/II
|
1d20+1d20
|
+3
|
+3
|
+5
|
10
|
4
|
9
|
+5
|
1d14/II
|
1d20+1d20
|
+3
|
+3
|
+5
|
12
|
5
|
10
|
+5
|
1d16/II
|
1d20+1d20+1d14
|
+4
|
+4
|
+6
|
14
|
5
|
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