The Lands of Porphyra Campaign Setting is a very accomodating place. The Patchwork Planet was described by Endzeitgeist as:
Porphyra is inspired in that it consciously inorganic – like its namesake. Instead of trying to put a layer of consistency over the hodgepodge nature that campaigns become when one allows a ton of material, it embraces the theme and makes it internally consistent; Porphyra’s central achievement lies in the sheer guts of managing to properly depict a world that is rooted in a can-do attitude, in a design philosophy that embraces the diversity of tastes and themes.
The setting itself has grown over time as we continue to explore new ideas. Since the Land of Porphyra is consistently, inconsistent it allows us the flexibility to welcome all sorts of classes and races into our setting. Starting today, we will review some of the classes we have created for the setting.
Back before Legendary Games existed as a company we had released a number of “Legendary” titled releases (Legendary Weapons, Legendary Races, Legendary Classes). We have since abandoned that naming scheme as we don’t want to cause confusion or step on anyone’s toes. Still many of our pre-Porphyra releases carry those sorts of names an a number of our original classes come from that line.
Legendary Class: The Rook
Written by Thomas Baumbach in 2011, the Rook was our take on magic-using thief that specializes in enchantment and illusion magic. Looking at it from a 2017-lens, I think we would now consider it to be a hybrid bard/sorcerer class with a focus on illusion, enchantment, and necromancy. This Charisma-based spontaneous caster has a dedicated spell list of 1st through 6th level spells.
Legendary Classes: Rune Magic
Written by Josh McCrowell in 2013, Rune Magic introduced two alternate classes. First up was the runecaster, an alternate alchemist class, who draws explosive runes on surfaces and uses words of power (from Ultimate Magic) as their primary spellcasting option. Second was the runereaper, an alternate barbarian class, who has runes etched into their body that they can activate to unlock additional power in combat. They do not rage but instead always deal damage on the first round of combat. Rune magic, with its ionic elf and orc characters cemented the early concepts that lead to the development of The Calling in the Lands of Porphyra Campaign Setting.
Legendary Classes: Covenant Magic
Written by David N. Ross in 2013, Covenant Magic introduced the medium class to the game. Since then Paizo has released their own medium class, so later this year we will be releasing an updated and expanded Covenant Magic book that rechristens our class as a covenant mage. Similar to Radiance House’s Secrets of Pact Magic, our covenant mage makes pacts with otherworld powers to gain access to magical power. Julian Neale later came on board to write two additional supplements for the Covenant Magic series (More Covenant Magic and Further Covenants).
Legendary Class: Illuminatus
Written by David N. Ross in 2017, Illuminatus introduced the chaos illuminatus or chaos mage. This 9-level caster gains a number of random tables of spells. Everytime they cast a spell of a particular school, dice are rolled to determine which spell is used. Perry played an illuminatus in our home campaign. I can’t say the character was the most helpful party member, but he certainly kept things lively. The chaos illuminatus uses implements to focus their magical power like books, bottles, cards, coins, knucklebones, rods, seeing stones, or flickering flames.
Legendary Classes: Quartermaster
In 2016, Carl Cramer wrote the Quartermaster for me in an effort to create a class that didn’t rely on magic but that could still be very versatile. The quartermaster has resources, an Int-based renewable pool like the gunslinger’s grit. They use Resources to power deeds, which gives it a range of different abilities, including the ability to craft temporary items at no cost in gold (McGyverism). Quartermasters also have Deep Pockets, which allows them a large pool of undefined items in their inventory, items they can specify on demand; they then have to pay to refill their deep pockets capacity. They can also coax additional uses out of charged items like scrolls and wands, but do not create magic themselves. They also gain Equipment Trick as a bonus feat several times, learning new ways to use mundane items.
Legendary Classes: Eternal Mage
In 2015, N. Jolly created the Eternal Mage for us. The eternal mage is able to cast spells from only three schools of magic and from those schools only a limited number of spells. Castings spells causes the eternal mage to accumulate eldritch burnout which weakens the effectiveness of their casting. Eldritch burnout degrades over time when the eternal mage is not casting spells. With an eternal mage, you shouldn’t need to worry about running out of spells in the middle of the dungeon.
Legendary Classes: Sacerdote
In 2015, Carl Cramer created the sacerdote class for us (I always spell the name of this class wrong). The sacerdote is a wisdom and intelligence class, a scholar and divine spellcaster class that is powerful and versatile enough to compete with the arcane wizard. Specialized in magic, they are less practical than clerics and are not leaders or warriors. They cast cleric and domain spells, know numerous divine secrets, and can use all the domains of a typical deity or draw power from a whole pantheon. They have a huge number of spells per day and rely on magic in combat and on channeling their spells into devastating manifestations of divine wrath. Sacerdote maintain two spell lists, the clerical spell list and a 5-domain spell list.
(continued in part 2).