PDA

View Full Version : Super Low Level (3.5)



afroakuma
2012-09-02, 12:19 PM
This isn't really intended for serious critique; the following is just an assemblage of rules for my attempt at an extremely low-power 3.5 game.

General Rules

Stat Generation

Two methods are available to you:

1) Roll 3d6 seven times. Drop the lowest score. Arrange as you like.

2) Select a pre-generated array:

16, 13, 10, 9, 8, 4

15, 14, 12, 10, 9, 5

14, 11, 10, 10, 10, 8

13, 12, 11, 10, 9, 8

Feats

In one of the few upward power tweaks from normal 3.5, feats are now given out at 1st level and again every two levels beginning at 2nd level.

Allowed Material

Only core material is allowed without explicit permission. No classes apart from those listed below will be allowed in any circumstance. If you have a concept that you truly feel cannot be embodied by those below, a new class may be created to fit the bill.

Armor Damage Reduction is in play, but take note: AC bonus values for armor remain as normal rather than the alternate values presented in this rule variant. Characters not proficient in the use of a type of armor cannot benefit from the DR that armor would provide.

Contacts are in play. Hooray!

Flaws are available. A character may select one flaw.

Last Chance is a new rule:

When a player character would be reduced to 0 or fewer hit points, that character may invoke their Last Chance. Doing so sets them at 1 hp and allows them to remove one condition currently affecting them other than energy drained, ability damaged or ability drained.

If Last Chance has ever been invoked, doing so again requires a Fortitude save (DC 15 + number of prior uses squared).

Reputation is in play. The Reputation feats Low Profile and Renown are available.

Teamwork Abilities are in play. Requisites for the Team Leader are halved in the case of skill ranks required (round up).

Traits are in play. A character may select any number of traits.

Weapon Groups are in play.

Available Classes
Warrior
A warrior has the Weapon Group (Basic Weapons) feat and can choose two more Weapon Groups. Warrior levels count as fighter levels for feat selection purposes.

Expert
An expert has the Weapon Group (Basic Weapons) feat. Experts are members of an association.

Aristocrat
An aristocrat has the Weapon Group (Basic Weapons) feat and can choose two more Weapon Groups. A 1st-level aristocrat can expend 4 skill points to choose another Weapon Group. This choice can be made multiple times.

Commoner (yes, it's available)
A commoner has the Weapon Group (Basic Weapons) feat. Commoners are members of an association, can choose two Traits (other than Illiterate) without taking on their disadvantages, and can select a second Flaw at 1st level.

The Minstrel
LevelBABFort SaveRef SaveWill SaveSpecial

1st
+0
+0
+1
+1Bardic music, fascinate, inspire courage +1

2nd
+0
+0
+1
+1Countersong

3rd
+0
+1
+2
+2Inspire competence

4th
+1
+1
+2
+2

5th
+1
+1
+3
+3

6th
+1
+2
+3
+3Suggestion

7th
+1
+2
+3
+3

8th
+2
+2
+4
+4Inspire courage +2

9th
+2
+3
+4
+4Inspire greatness

10th
+2
+3
+5
+5

The Minstrel
HD d4
Starting Wealth 4d4 x 10 gp
Skill Points/Level 6 + Int Modifier (x4 at 1st level)
Skills Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Tumble (Dex).

Weapon and Armor Proficiency
A minstrel has the Weapon Group (Basic Weapons) feat. A minstrel is not proficient with any armor, but is proficient with bucklers.

Class Features
All class features are as the bard abilities of the same name, with minstrel levels treated as equivalent to bard levels, with the following exception: abilities other than Suggestion are treated as (Ex) abilities.

The Vagabond
LevelBABFort SaveRef SaveWill SaveSpecial

1st
+0
+0
+2
+0Knack, knack

2nd
+1
+0
+3
+0Knack

3rd
+1
+1
+3
+1Knack

4th
+2
+1
+4
+1Knack

5th
+2
+1
+4
+1Knack

6th
+3
+2
+5
+2Knack

7th
+3
+2
+5
+2Knack

8th
+4
+2
+6
+2Knack

9th
+4
+3
+6
+3Knack

10th
+5
+3
+7
+3Knack

The Vagabond
HD d4
Starting Wealth 8d4 gp
Skill Points/Level 6 + Int Modifier (x4 at 1st level)
Skills Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Weapon and Armor Proficiency
A vagabond has the Weapon Group (Basic Weapons) feat and can select one other Weapon Group. A vagabond is proficient with light armor and shields.

Class Features

Knack Vagabonds have to use their miscellany of skills to survive. A vagabond with at least 4 ranks in a class skill can select the knack for that skill whenever he or she gains a new knack ability.

Appraise: Treasure Sense (Ex) You have a knack for sizing up a scene for valuables. A vagabond can make a modified level check (1d20 + vagabond level + Int modifier) to assess a room for potential valuables. This check is intuitive and cannot be rerolled. Success indicates the presence or absence of undiscovered valuables, though it does not provide any more information beyond that.

Balance: Twinkletoes (Ex) Your ground movement speed increases by 10 feet. You get a +2 synergy bonus on Move Silently checks.

Bluff: Fakeout (Ex) You can feint as a swift action if you take a -2 penalty to your Bluff check.

Climb: Weasel Grip (Ex) You get a +4 bonus to all checks made while grappling with a creature one or more size categories larger than you.

Craft: Eye for Detail (Ex) You get a +2 competence bonus to Craft checks.

Diplomacy: Haggle (Ex) You can get even people who dislike you to do things your way. By voluntarily lowering an NPC's attitude toward you by one step, you can gain ground in a negotiation (the NPC is treated as one step better disposed to you for the purpose of one request).

Disable Device: Right About Now (Ex) You can add 5 to the DC of your Disable Device check to rig the device such that in 1 to 5 rounds (as you choose at the time you make your check), your tampering fails and the device immediately returns to proper function.

Disguise: I'm The Other One (Ex) You have two identities that can be sussed out: your own, and a second "real" identity which can be discovered by those who suspect you of being in disguise or impersonating someone else. Reactions to each identity may be very different, so it is useful to have this second identity be more reputable than your true identity.

Escape Artist: Slick (Ex) You can perform any of the following as a swift action: stand from prone; make an Escape Artist check while grappling; give yourself a +2 insight bonus to your next Escape Artist check; cancel one attack of opportunity that you have provoked (must be declared at the time you provoke the attack of opportunity and before it is rolled).

Forgery: This Looks Important (Ex) You can use Forgery to make imitations of documents that look rare, significant or valuable. You can make reasonable facsimiles of maps, archaic scripts (Decipher Script can reveal these to be fake) or even magical writings (requiring read magic to read, though what you write will be gibberish).

Gather Information: Friend of a Friend (Ex) You can procure twice as many contacts as you otherwise would be able to.

Handle Animal: Animal Companion (Ex) As the ranger ability, treating vagabond levels as ranger levels.

Hide: Camouflage (Ex) At the time you gain this ability, choose wilderness, urban or underground. When you are in terrain matching your choice, you can make Hide checks without the need for cover or concealment.

Intimidate: Make My Day (Ex) Once per encounter you can make a special demoralize attempt against all enemies that can see you. Enemies successfully affected by this demoralize attempt are shaken for one round if they enter your threatened area or attack either you or an adjacent ally. This effect lasts until the end of the encounter (but triggers only once per affected enemy) and replaces the normal effect of demoralize for this use only.

Jump: Alacrity (Ex) One per encounter as an immediate action, you gain the evasion special ability for one round (as rogue).

Knowledge (local): Fit Right In (Ex) Make a Knowledge (local) check when you first arrive in a new locality. If you succeed, you get a +2 synergy bonus to Bluff, Diplomacy, Disguise, Gather Information, Perform and Sense Motive checks in this locality, as people consider you "one of their own."

Listen: Incoming! (Ex) You gain Improved Initiative as a bonus feat.

Move Silently: Quicksilver Step (Ex) The penalty for Move Silently checks made at between half your speed and your full speed is reduced to -2. You can Move Silently at your full move speed if you take a -5 penalty to your check.

Open Lock: Clean Pick (Ex) If you succeed in your Open Lock check by 4 or more, you bypass any traps that may have been set for lockpickers and they do not activate until the lock is reset.

Perform: Watch This (Ex) If you give a crowd an enjoyable or better performance that is in keeping with local tastes (Knowledge (local) DC 10) you and your allies get a +2 bonus on skill checks involving members of the audience for as long as you continue performing. This bonus increases by 1 per quality level of the performance above enjoyable. If your performance is disrupted, you cannot reestablish this bonus with the same crowd for 1 hour.

Search: Trapfinding (Ex) As the rogue ability.

Sense Motive: Here It Comes (Ex) If you are being threatened by an enemy, you get a +3 dodge bonus to AC. This bonus decreases by 1 for each additional enemy threatening you, to a minimum of 0.

Sleight of Hand: Shank (Ex) As a swift action, you may make a Sleight of Hand check (DC 15) to grab a light weapon from somewhere on your person and make an immediate attack with it. This attack is not subject to off-hand or two-weapon fighting penalties. If you fail this check by 5 or less, you may still make the attack if you take a penalty equal to your margin of failure on the attack roll. This attack deals 1d6 additional sneak attack damage. You must have a free hand and a light weapon concealed on your person to use this ability.

Spot: Peripheral Vision (Ex) You get a +2 synergy bonus to Search and Sense Motive checks. You are always given a chance to roll a Spot or Search check when something may be concealed.

Survival: Used To It (Ex) Once per encounter as an immediate action, you can gain the Mettle special ability for one round (negates partial effects on a successful Fortitude or Will save).

Swim: Like A Fish (Ex) You get a +4 bonus to Swim checks to perform some special action or avoid a hazard. You can always take 10 on Swim checks, even if distracted or endangered.

Tumble: Wear Them Down (Ex) When you tumble through an enemy's threatened area, you can choose to do one of the following: decrease their attacks of opportunity for the round by one; impose a -2 penalty to that enemy's AC for one round; reduce that enemy's movement speed by 10 feet for one round. You must succeed on your Tumble attempt to perform this action; otherwise, you fail and may provoke an attack of opportunity.

Use Rope: Lasso (Ex) You can use a rope like a whip (15 ft reach) for tripping and disarming foes, or to grapple foes from a distance. Make Use Rope checks in place of any necessary attack rolls and grapple checks for these combat maneuvers. You do not provoke an attack of opportunity for using any of these maneuvers unless your target threatens you, and you do not need to move into a target's space to maintain a grapple with a rope (although you need two hands to control the rope and so are still considered to be grappling). A typical 1-inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. A lasso can also be escaped with a DC 20 Escape Artist check, regardless of your rope skills.

The Believer
LevelBABFort SaveRef SaveWill SaveSpecial0th1st2nd3rd

1st
+0
+1
+0
+1Might or grace31

2nd
+1
+1
+0
+142

3rd
+1
+2
+1
+2Power of faith421

4th
+2
+2
+1
+2Turn or rebuke undead531

5th
+2
+3
+1
+3532

6th
+3
+3
+2
+36421

7th
+3
+3
+2
+36431

8th
+4
+4
+2
+47532

9th
+4
+4
+3
+47542

10th
+5
+5
+3
+58643

The Believer
HD d6
Starting Wealth 3d6 x 10 gp
Skill Points/Level 2 + Int Modifier (x4 at 1st level)
Skills Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Weapon and Armor Proficiency
A believer has the Weapon Group (Basic Weapons) feat. A believer is not proficient with any armor or shield.

Class Features

Spells As cleric, but the believer does not innately gain bonus spells for high Wisdom (see below).

Might or Grace The believer must choose his or her path when he or she first begins to express her faith. This choice is permanent.

Grace The believer gets bonus spells per day based on his or her Wisdom score, gains a holy symbol and can form an affiliation with a larger religious body.

Might The believer reduces his or her caster level by 1 for believer spells (a caster level below that required for a spell means that spell cannot be cast) and gains one Weapon Group, as well as proficiency with light and medium armor and shields. The believer's reputation increases by 1.

Power of Faith (Su) While within a consecrated area sacred to the believer's faith or that of an allied faith, he or she gets a +1 bonus to attack rolls, damage rolls, skill checks and saving throws and casts believer spells at +1 caster level. While within a hallowed area of the same nature, these effects are doubled. Evil believers gain these benefits for desecrated and unhallowed areas respectively.

Turn or Rebuke Undead As cleric.

Believer Spell List
0th Level
cure minor wounds, guidance, inflict minor wounds, purify food and drink, read magic, resistance, virtue

1st Level
bane, bless, bless water, command, cure light wounds, curse water, detect (alignment), doom, inflict light wounds, magic weapon, remove fear, sanctuary

2nd Level
aid, align weapon, augury, calm emotions, consecrate, cure moderate wounds, delay poison, desecrate, inflict moderate wounds, lesser restoration, protection from (alignment), remove paralysis, undetectable alignment

3rd Level
contagion, cure serious wounds, dispel (alignment), dispel magic, glyph of warding, inflict serious wounds, magic vestment, prayer, remove blindness/deafness, remove curse, remove disease, searing light

The Hunter
LevelBABFort SaveRef SaveWill SaveSpecialTechniques

1st
+0
+1
+1
+0Favored enemy (1st)2

2nd
+1
+1
+1
+0Eagle eye3

3rd
+2
+2
+2
+1Sniper3

4th
+3
+2
+2
+14

5th
+3
+3
+3
+1Favored enemy (2nd)5

6th
+4
+3
+3
+26

7th
+5
+3
+3
+26

8th
+6
+4
+4
+27

9th
+6
+4
+4
+38

10th
+7
+5
+5
+39

The Hunter
HD d6
Starting Wealth 100 gp as a virtual budget for weapons, armor and shields only (you do not retain extra currency from this amount nor can you buy equipment for another character using this budget) plus 6d4 gp.
Skill Points/Level 4 + Int Modifier (x4 at 1st level)
Skills Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Weapon and Armor Proficiency
A hunter has the Weapon Group (Basic Weapons) feat and the Weapon Group (bows) feat. A hunter is proficient with light armor. A hunter is not proficient with any shield.

Class Features

Favored Enemy As ranger.

Eagle Eye (Ex) You can add your Int bonus, if any, to damage rolls with ranged weapons.

Sniper (Ex) Reduce your range penalties by 1.

Techniques (Ex) You have the ability to use the Survival skill to mimic certain spell effects a limited number of times per day. When handled in this manner, they are considered extraordinary abilities rather than spells or spell-like abilities.

To use a technique, you must make a Survival check (DC 15 + spell level squared). Other factors may facilitate or complicate this DC. If you fail your check, the technique is wasted for the day. You must prepare your techniques for the day as though they were spells. You do not gain extra uses of techniques for having a high ability score.

The spells available for techniques are all available from 1st level, but bear in mind that some will require a very high check. You can take 10 on a technique check, but you cannot take 20.

0th level
cure minor wounds, know direction, mending

1st level
alarm (audible only), calm animals, charm animal, delay poison, detect animals or plants, detect snares and pits, endure elements, goodberry, hide from animals, longstrider, pass without trace

2nd level
barkskin, bear's endurance, snare, speak with animals, speak with plants, spike growth

3rd level
commune with nature, neutralize poison, remove disease, repel vermin

The Magician
LevelBABFort SaveRef SaveWill SaveSpecial0th1st2nd3rd

1st
+0
+0
+0
+2Summon familiar62

2nd
+0
+0
+0
+372

3rd
+0
+1
+1
+3731

4th
+1
+1
+1
+4831

5th
+1
+1
+1
+4842

6th
+1
+2
+2
+59421

7th
+1
+2
+2
+5High arcana9531

8th
+2
+2
+2
+610532

9th
+2
+3
+3
+6High arcana10642

10th
+2
+3
+3
+711643

The Magician
HD d4
Starting Wealth 2d4 x 10 gp
Skill Points/Level 2 + Int Modifier (x4 at 1st level)
Skills Concentration (Con), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Spellcraft (Int).

Weapon and Armor Proficiency
A magician has the Weapon Group (Basic Weapons) feat. A magician is not proficient with any armor or shield.

Class Features

Summon Familiar As wizard.

Spells As sorcerer, but basing spell DCs and bonus spells on Intelligence instead of Charisma. A magician knows all spells for each level he or she can cast on the magician spell list with the exception of 4th level (see below).

High Arcana At 7th and 9th levels, a magician selects a 4th level spell from his or her spell list. A magician gains a single 4th level slot at 7th level and another at 9th level.

Magician Spell List
0th Level
arcane mark, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, prestidigitation, read magic, resistance

1st Level
alarm (mental only), cause fear, detect undead, endure elements, erase, hold portal, hypnotism, mage armor, magic aura, magic weapon, shield, unseen servant

2nd Level
arcane lock, bull's strength, cat's grace, darkvision, daze monster, eagle's splendor, gust of wind, knock, locate object, misdirection, obscure object, protection from (alignment), protection from arrows, pyrotechnics, resist energy, scare, see invisibility, whispering wind

3rd Level
arcane sight, clairaudience, daylight, dispel magic, gentle repose, greater magic weapon, halt undead, heroism, hold person, illusory script, keen edge, nondetection, protection from energy, slow, suggestion

4th Level
break enchantment, crushing despair, dimensional anchor, dimension door, dismissal, dream, fear, hold monster, lesser geas, lesser globe of invulnerability, locate creature, magic circle against (alignment), remove curse, resilient sphere, scrying, sending, stoneskin

The Sage
LevelBABFort SaveRef SaveWill SaveSpecial

1st
+0
+0
+0
+2Random gleanings, advise

2nd
+0
+0
+0
+3

3rd
+0
+1
+1
+3Useful suggestions +1

4th
+1
+1
+1
+4Mirabilogy

5th
+1
+1
+1
+4

6th
+1
+2
+2
+5Useful suggestions +2

7th
+1
+2
+2
+5

8th
+2
+2
+2
+6

9th
+2
+3
+3
+6Useful suggestions +3

10th
+2
+3
+3
+7

The Sage
HD d6
Starting Wealth 4d6 x 10 gp
Skill Points/Level 6 + Int Modifier (x4 at 1st level)
Skills Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Weapon and Armor Proficiency
A sage is not proficient with any weapons, armor or shields.

Random Gleanings As bardic knowledge, treating sage levels as bard levels

Advise (Ex) A sage can apply his intellect to improve how others approach situations. As a standard or an immediate action, a sage can make a relevant Knowledge check (DC based on task) to give another character within hearing range who can clearly understand the sage an insight bonus equal to the Sage's Intelligence bonus (if any) on a single attack roll, saving throw, skill check or ability check. Alternately, this bonus may be applied to that character's AC against a single attack. There is no retry for this check, and an advise attempt can only be used once per action. If the sage fails this check by 4 or more, the character's action suffers a -2 penalty as poor advice is distracting or counterproductive. If a sage uses this ability twice in the same round, he or she can no longer employ advise as a standard action until he or she has spent one full round without a use of advise.

Useful Suggestions (Ex) At 3rd level, a sage's ability to apply knowledge in a practical fashion becomes especially helpful to colleagues. A sage using the aid another action increases the bonus conferred to his or her allies by 1. This bonus increases again at 6th and 9th levels.

Mirabilogy (Ex) At 4th level, a sage can perform the functions of an identify spell on a magical item given one hour of uninterrupted study per major property it possesses. The sage must make a modified level check (1d20 + Int modifier + sage levels) against the item's opposed caster level check (1d20 + caster level) to successfully identify it in this manner, and doing so requires 25 gp in research costs regardless of outcome.

afroakuma
2012-09-04, 12:49 AM
Warbureld the Wise
Medium Humanoid (Human)
HD 1d4+3 (7 hp)
Speed 30 ft. (6 squares)
Init: -2
AC 8; touch 8; flat-footed 8 (-2 Dex)
BAB +0; Grp -4
Attack Quarterstaff -8 melee (1d6-4)
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Advise +5, random gleanings
Saves Fort +0 Ref -3 Will +4
Abilities Str 3, Dex 6, Con 11, Int 20, Wis 12, Cha 12
Skills Appraise +7, Bluff +8, Decipher Script +9, Diplomacy -2, Disguise +0, Escape Artist -1, Gather Information +7, Intimidate +2, Knowledge (arcana) +10, Knowledge (architecture) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Listen -2, Search +10, Sense Motive +2, Spot +0
Traits Absent-Minded, Detached, Dishonest, Distinctive, Hard of Hearing, Nearsighted, Skinny, Suspicious
Flaws Feeble
Feats Investigator, Persuasive, Toughness
Environment Small town
Organization Solitary
Challenge Rating 1/2
Treasure 160 gp
Alignment Chaotic neutral

rudy
2012-09-04, 09:46 AM
Error in your will save progressions for the magician and the sage.

afroakuma
2012-09-05, 11:21 AM
Not For Players
Kohash Nighteye
Medium Humanoid (Orc)
HD 1d8+1 (9 hp)
Speed 20 ft. (4 squares)
Init: +2
AC 17; touch 9; flat-footed 17 (+8 full plate, -1 aggressive)
BAB +1; Grp +4
Attack Masterwork short sword +6 melee (1d6+3, 19-20/x2)
Fight Defensively Masterwork short sword +2 melee (1d6+3, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Darkvision 70 ft., light sensitivity, DR 4/-
Saves Fort +3 Ref -5 Will +1
Abilities Str 16, Dex 11, Con 13, Int 16, Wis 13, Cha 15
Skills Bluff +1, Climb +3, Diplomacy +0, Disguise +1, Handle Animal +4, Intimidate +9, Jump +3, Knowledge (local) +4, Listen -1, Ride +4, Sense Motive +5, Spot +4
Traits Abrasive, Aggressive, Cautious, Detached, Distinctive, Hard-of-Hearing, Hardy, Illiterate, Nightsighted, Relentless, Suspicious
Flaws Poor Reflexes
Feats Skill Focus (Intimidate), Weapon Focus (short sword)
Environment Orc camp
Organization Solitary
Challenge Rating 1/2
Treasure Yes
Alignment Chaotic evil

Roga Crowfell
Medium Humanoid (Orc)
HD 1d8 (8 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 14; touch 11; flat-footed 14 (+3 studded leather, +1 Dex)
BAB +1; Grp +3
Attack (30 ft.) Masterwork composite shortbow (+1 Str) +3 ranged (1d6+2, x3)
Attack (105 ft.) Masterwork composite shortbow (+1 Str) +2 ranged (1d6+1, x3)
Attack (210 ft.) Masterwork composite shortbow (+1 Str) +0 ranged (1d6+1, x3)
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Darkvision 60 ft., light sensitivity, DR 1/-
Saves Fort +4 Ref +1 Will -2
Abilities Str 14, Dex 12, Con 13, Int 9, Wis 9, Cha 9
Skills Bluff +0, Climb +4, Diplomacy -3, Gather Information +0, Intimidate -2, Listen -3, Search -3, Sense Motive -2, Spot +3
Traits Dishonest, Easygoing, Farsighted, Hard of Hearing, Illiterate, Passionate, Quick
Flaws Noncombatant
Feats Far Shot, Point Blank Shot
Environment Orc camp
Organization Solitary
Challenge Rating 1/2
Treasure Yes
Alignment Chaotic evil

afroakuma
2012-09-07, 12:26 AM
Setting Notes
Long ago, the kingdom of Lauergrimm stood in this region, the largest part of what would become the Grimreach. This land was so named for the results of an ancient magical ban on fey, expelling them from the area.

Now, the Grimreach is populated by the Anders, immigrants from southeastern lands, and the Lauer, the descendants of Lauergrimm. Both are human, though the Anders count among their number Mitharitic dwarves who have established mighty fortresses in the mountains.

Halflings in the Grimreach are few and far between; those who are not mistaken for children may be taken for fey, which is far worse. Those that come to the Grimreach are either adventurers or exiles of some nature.

The vast Zilberwald to the south of the Grimreach lies along a mountainous ridge. Here is where the ban begins to fray, and elves make their home deep within the only safe parts of the forest. From time to time an elf will leave the Zilberwald and come north, but by and large elves are a rarity in the Grimreach.

Orcs, goblins and worse dwell in the outer stretches and mountainous parts of the Grimreach. Some orcs have come to terms with their human neighbors and lead a life of tense detente. Others insist on struggle and conquest. Nowhere do the two races coexist harmoniously, nor do they share settlements.

Lauergrimm's ancient ally was the Damantiar Nation, which fell in the final month before Lauergrimm's defeat. The remnants of the Damantinic dwarves have concentrated themselves around the Firehorn, the mountain sanctuary of the gnomes.

Beyond the Icewater, the Lost Vale is the home of the gnomes. This race is wise, hardy and possessed of a natural enchantment that links them to the lands. The peoples of the Grimreach thrive in part thanks to the preventative measures of the gnomes, who continue ancient wars against goblins, kobolds and giantkin.

Both the Lauerfolk and the Anders are of Oeridian descent and share certain cultural hallmarks. Lauerfolk worship Rao, a deity of peace. Anders brought the religion of Pelor with them.

Regions of the Grimreach

There are five principal regions of the Grimreach, arrayed from the civilized East to the wild and wintry West. Some stand where once was the kingdom of Lauergrimm, while others cover previously independent regions or the old Isengald Coalition State.


Hugel

The rolling forests of Hugel (http://upload.wikimedia.org/wikipedia/commons/9/9c/Edinburgh_Arthur_Seat_dsc06165.jpg)
An Ander castle in the old Moricate style in Hugelbrand (http://www.realbritaincompany.com/blog/wp-content/uploads/2009/01/lowlands002.jpg)
The rich fields of Hugel (http://jagowds.com/_jrs/chuck/cruz/05_stirling/S_671774-R1-03.jpg)
Kell Wegin, seen from the Hugel side (http://upload.wikimedia.org/wikipedia/commons/0/09/BenNevis2005.jpg)
The eastern shores (http://upload.wikimedia.org/wikipedia/commons/1/11/Loch_Scavaig%2C_Skye.jpg)

The rolling lowlands of the southeast, bordering the Garamond Valley and the northernmost shores of Fressa, form the Kingdom of Hugel. This is a prosperous nation of farms and a fairly concentrated populace, with access to fishing along the unclaimed shore and quarries opened and worked by Mitharitic dwarves. Hugelin established the first of the Anders' settlements in the Grimreach, and so remembered much of architecture from the countries through which they passed; Hugel has thus become not only a hub of Ander culture, but also a land that expresses cultural distillations of Morica, Innanca, Fressa and other lands. Passage through Hugel is the most common way to enter the Grimreach. Hugel is a kingdom of the Anders and the Mithartic dwarves both; its most prosperous city is Torbald and its capital is Hugelbrand.

Other settlements of note include Barbridge, a river town; Teich Hollows, a sheltered quarry town; Kirche and Kirche Gate, two towns located near ruins of old Isengaltic structures; Marlow, a hops-farming region; Kellberg, which trades supplies to mining outposts near Kell Wegin; Bommren, which raises sheep and serves as an agricultural trading hub.


Challdacht

The wild and rough hills of Challdacht (http://upload.wikimedia.org/wikipedia/commons/d/d8/Lowther_Hills_from_Cairnkinna.jpg)
Farming on the Hugel border (http://upload.wikimedia.org/wikipedia/commons/1/18/Scotland_Southern_Uplands01_2002-08-16.jpg)
The Painted March in western Challdacht (http://upload.wikimedia.org/wikipedia/commons/0/03/Devil%27s_Beef_Tub_Moffat_Hills.jpg)
Kell Gorgan on the northernmost point of the Volfland border (http://upload.wikimedia.org/wikipedia/commons/3/38/Cairn_toul.jpg)
Fog rolling near the route to Morgan's Hold (http://upload.wikimedia.org/wikipedia/commons/1/14/2001-ScotlandHighlands-TheQuirang2.jpg)
Rocky fields in the highlands (http://media-cdn.tripadvisor.com/media/photo-s/00/1b/1a/b5/scottish-mountains-island.jpg)

North of Hugel is Challdacht (GALL-taht), a somewhat rougher land of striking hills and coarser earth. The wheaten meadows and folded landscape draw such few halflings as enter the Grimreach together. Here, the Anders have established their main breadbasket, but it is difficult for the population to effectively congregate. This is exacerbated by the ogres and kobolds who lash out against visible settlements - in Challdacht, isolation is a form of protection, and unity is a dangerous visibility. Fortunately, Challdacht is also one of the better regions to get lost in, thanks to the significant number of gnomes who make their dwellings amidst the hills. With an eerie (and not entirely undeserved) reputation for being a land of magical happenings, Challdacht manages to have at once a familiar and a mysterious air.

Challdacht is not a kingdom; its leaders, the Thanes, are preeminent members of society who make their mark at local trade moots. Thanes rule in short terms by public acclamation, though the resources they typically command are often more than enough to persuade the people to reelect them. Thanes are charged with organizing militia, keeping abreast of the safety of smaller settlements and negotiating with Volfland and Hugel.

Challdacht's most prosperous city is Ashcoe, the capital. Other settlements of note include Gwyn's Bilder, a hilltop fortification; Lonny Creek, which lies on the same river as Barbridge and ships grain south; Annisfell, a hard town known for its warriors; the Gladshee, a hidden community of gnomes.


Volfland

The mouth of the Bay of Tears at the end of the Weepwater River (http://images.suite101.com/1626731_com_049.jpg)
Hurlek's Point, on the northern shore (http://upload.wikimedia.org/wikipedia/commons/0/07/Loch_Skene_Winter.jpg)
The guardhouse at Volfsaugen (http://upload.wikimedia.org/wikipedia/commons/5/52/Port-Royal_Nova-Scotia_1.jpg)
The lighthouse at Raven's Rocks (http://markosun.files.wordpress.com/2010/11/peggy.jpg)
Southern shore looking toward the coast of Renner (http://www.northamericanparks.com/images/cape_breton_highlands_middle_head_e6.jpg)
Innis' Bog (http://upload.wikimedia.org/wikipedia/commons/f/f5/Bog%2C_A%27_Bhuidheanach_-_geograph.org.uk_-_482178.jpg)
The Great Wolf Mountains (http://upload.wikimedia.org/wikipedia/commons/0/08/Liathach_from_Beinn_Eighe.jpg)
Sheep being raised on the northern shores (http://www.holidaylochness.com/images/photos/scotland2.jpg)


The glens west of Hugel give way to Kell Wegin, a great mountainous pass rich in coal deposits. The Great Wolf Mountains, of which Kell Wegin is but a part, neatly bisect the Grimreach. Their foothills where they taper off in the north connect the very edge of Hugel as well as the western borders of Challdacht with Volfland, a harsh and militaristic region ruled by Thanes autonomous from Challdacht and Captains or Knight-Captains, territorial overseers sworn to the Order of the Helleborine. If Challdacht is plagued by ogres and kobolds, Volfland is beset by goblins and creatures from the cold north. Unlike Challdacht, the culture in Volfland has developed a rigid stubbornness emphasized in their society and architechture. Procan's Inlet, found between Kell Bremmis and Kell Marha, supplies saltwater which via an aegir is drawn into Dead Man's Lake, joining with the eastern branch of the Icewater to create the Weepwater River. Volfland was in ancient times known as Alfgane Stape, a no-man's-land between Lauergrimm and the territories of the Isengaltic dwarves, and its history of disuse shows.

Volfland is not all cold and hardship. The saline Weepwater fosters a healthy environment for large game through salt springs. In the spring and summer, hardy grasses dominate and greenery overthrows the white grasp of winter. The Volfswale, Long Glen and Wegin's Wood provide substantial amounts of lumber, and smelting of ores from the mountains supplements metals obtained in trade with the east. Volflanders also practice ice-fishing where possible.

Volfland is predominantly settled by Anders, with some Lauerfolk on the northeastern borders and dwarves with mining settlements under the Kells. Volfland's most prosperous settlements are Volfsaugen to the west and Morgan's Hold to the east. The capital is Galniz. Other settlements include Trent, a town in the Wolf Mountain foothills that serves as a coal market; Bremmen's Hearth, a mountainside town on Kell Brennis; Lanklin, a frigid town of covered passageways and dirt caves; Longwatch, a guard town on the Challdacht border that trains warriors.


Renner

The southwestern shore near the Zilberwald (http://upload.wikimedia.org/wikipedia/commons/3/32/NS_CapeBretonHighlands2_tango7174.jpg)
Deer Lake Forest on the outermost periphery of the Zilberwald (http://upload.wikimedia.org/wikipedia/commons/c/cd/Cape_breton_highlands_national_park_skyline_hike.J PG)
The Glen Rolen stream (http://dayhikeradventures.files.wordpress.com/2010/07/cape-breton-150.jpg)
The Clambreak below Greyfellow's Cove (http://www.canada-maps.org/nova-scotia/images/cape-breton-highlands.jpg)
The Glen Eddis lowlands and Sheelin's Elf Lake (http://www.visitvictoriacounty.com/images/black-b.jpg)
The Hills of Goist in the Wintry Reach (http://atlas.nrcan.gc.ca/auth/english/maps/environment/land/physio_cape_breton.jpg)
Farmers' fencing in the lowlands (http://www.boston.com/community/photos/raw/BG_Nova_Scotia_lores.jpg)
Cafney's Borough seen from Kell Angus (http://www.amawestworld.ca/westworld/images/uploads/2010_june/nova_scotia_5.jpg)
Hag's Knell Creek between Renner and Jule (http://www.auracom.com/huntermt/Blick%20auf%20St.%20Patrick%20Channel%20im%20Winte r.jpg)
The Magus' Cairn (http://www.ec.gc.ca/ouragans-hurricanes/F530523F-F74E-4693-9F67-CC03BE6E3907/40eng.jpg)
Ruins from Lauergrimm's time near Glen Rolen (http://www.flickr.com/photos/kdkodak/4622695197/)


Renner lies to the southwest of Volfland, all but cut off from Hugel by Duck Bay and the Great Wolf Mountains. Less mountainous but more wooded, with numerous glens forming from the rivers born of Kell Rhiannon, Renner is a land of thriving farms spaced apart by woodland, creek and simple distance. The heart of the Lauer culture, Renner was in centuries past the breadbasket of Lauergrimm and the site of its capital and mightiest castles. Now, the ruins of that kingdom sit alone and forlorn deep in the woods, occasionally to be claimed by the orc tribes or other more dangerous creatures. Renner lies between the Zilberwald and the rest of the Grimreach; as such, it occasionally sees elves pass through on their way to northern parts unknown. Renner has only limited contact with Ashelantu, and attempts to establish a more permanent route overland have all mysteriously failed. Whether it is the proximity to the Zilberwald or the heritage of fallen Lauergrimm, Renner seems to see an inordinate amount of supernatural phenomena ; despite the banishment of the fey, will o'wisps still haunt the moors and powerful hags lurk in the dark places, laying curses and dealing in dangerous spells.

Rennermen are predominantly farmers, cutting wood on an individual level for lumber or to fuel the hearth. Rennermen raise cereal crops, some small amounts of fruit, and livestock - sheep predominantly, as well as chickens, but also dairy cattle in the pastures north of the Zilberwald. Rennermen are loosely affiliated with Guilds that manage external trade from Avens, the capital. Internal trade is centered in Lockmond.

The orcs of Renner prefer to keep away from the Lauerfolk for the most part, though some tribes raid or bully the Lauerfolk to obtain resources. Others have seen profit in trade, exchanging darkwood from highland forests as well as pigs and their powerful heirloom Highland cattle - steers only. Some orcs ally with goblinkind or larger monsters to destroy human settlements,

The most prosperous settlement in Renner is Lockmond, the only true city in the Grimreach west of Kell Wegin, built on the site of old Helleborine, the Lauergrimm city. The capital is Avens, a small but central township where Renner's Guilds keep offices. Other settlements include Caer Brehon, a tightly-organized township on the western shore; MacAldon's Glen, a town that unofficially acknolwedges a notable halfling presence; Glen Rolen, beset by strange phenomena and situated near an old Lauergrimm fort; Greyfellow's Cove, a hillside town with a fishing culture; Cafney's Borough, a loose collection of farms known for some orcish blood; Cardy Post, a seasonal settlement for Vinland's women and trading post.


Jule

Jule seen from Renner (http://www.travelblog.org/Photos/3164121)
The entry cavern to the Damantinic holdings beneath the Firehorn (http://upload.wikimedia.org/wikipedia/commons/b/b4/Smoo_Cave_Interior.jpg)
Perdition's Shore (http://2.bp.blogspot.com/_Hh9HzyPVSxw/S315yr9UgEI/AAAAAAAADR8/TJGRe4pj34M/s400/P1010318.jpg)
Loch Mourne (http://3.bp.blogspot.com/-7rTRQ9125Ig/TxwM4ARoKNI/AAAAAAAAESw/-zIkpTZzhs8/s1600/Visit_Scotland_Tourism.jpg)
Gnome burrow (http://www.flickr.com/photos/23708571@N04/3113522033/)
Wintry farmstead (http://www.marphotographics.co.uk/photos/riverside_silver_birch_in_snow_img_7930.jpg)
Degna's Rift, where rule the frost giants (http://i603.photobucket.com/albums/tt112/malgrey/Scotland%202010/Scotland2010059a.jpg)
A stream from the Icewater near the Lost Vale (http://4.bp.blogspot.com/__OxXu_fhh18/TQaemkw8ZHI/AAAAAAAAA_g/eWJPbzjn28g/s1600/bearclaw+115.jpg)
Kell Vahar in the Talons (http://upload.wikimedia.org/wikipedia/commons/0/08/Saddle_and_sgurr_na_sgine_06-07_086.jpg)
The Richter's Hall, a reclaimed Lauergrimm castle (http://ih0.redbubble.net/image.9159346.2217/flat,550x550,075,f.jpg)
The Greenfell, a temperate valley below the mountains of Jule proper (http://upload.wikimedia.org/wikipedia/commons/d/d4/Parallel_Roads.JPG)
Homestead in the hills (http://upload.wikimedia.org/wikipedia/commons/2/2b/Kinbreack_-_geograph.org.uk_-_14116.jpg)
Loch Whisper (http://upload.wikimedia.org/wikipedia/commons/f/fb/Sound_of_Sleat_from_Duisdale_looking_towards_the_m ainland._-_geograph.org.uk_-_83831.jpg)

The bitter northwest of the Grimreach and former province of the Kingdom of Lauergrimm, the Stand of Jule is brisk and bracing at the best of times and a rime-blasted permafrost hell far too often. Populated in the north by gnomes, Damantinic dwarves, the hidden Mondenwald elves and nightmarish creatures of the ice and in the middle and southern reaches by Lauerfolk and vicious orcs, Jule would be considered rather cosmopolitan were it not so sparsely settled.

Giants stalk the lands of Jule; nobody who has ever been there would contest this. Extensive caverns containing some ruined Lauergrimm catacombs play home to sinister underworld denizens. Jule is ruled by the Richter and his officers, the Rittern. Each Ritter is deeply involved in the fortification of key settlements and in defending against the scourges of the frozen waste. They also adjudicate local matters and dispense the hard but fair justice of the Richter. Despite some rather stern laws, Julians are pleasant people descended from generations of traditional families that have made their mark on the land.

Jule's natural resources should be enough to ensure prosperity; the wildlife, which includes many coldwater fish in great abundance in the Icewater, reindeer, walruses, bears, foxes and wolves, provides the Julian people with furs, pelts, bone, horn and ivory. Gold deposits trickle into Gytfing Lake, and exploration of old Lauergrimm mines has uncovered deposits of some precious stones. Perhaps most importantly, Jule was formerly a prosperous province of the Kingdom, and in the snowblown ruins lie archaeological treasures waiting to be found. Julians have grown accustomed to increasingly punishing winters, an apparent side effect of the ancient ban on fey. They continue to grow oats, obtain wool and pelts from hardy sheep and local wildlife, and harvest berries, nuts and roots during the warmer season. Julians aren't picky by definition, supplementing their often lean diets with blubber, bear meat and whatever they can obtain in trade from Renner or such orcs as will talk to them.

Considered superstitious by other Lauerfolk and preposterously credulous by Anders, Julians have good reason to believe in the supernatural, for as a people they have had far more contact with magic than they might like. Julian hunters wear bleached cloaks to hide in the snow, while their traders or "Heilige" stain their woolens with berry juice and are visible in their bright red cloaks from a significant distance. Heilige are almost uniquely graced with a lack of bandit activity, as the fierceness of the Rittern when avenging a troubled Heilige is widely known even abong goblins, trolls and giants. Julian traders have a long trail every year, as the goods produced by Jule are by and large of too much value for most communities to absorb in quantity. Reindeer-pulled sleds convey Julians quickly across the snow in the colder months with gear and supplies, so that despite the great distances between settlements, Jule has always felt more close-knit.

Jule's most prosperous settlement is Rodolf, the capital and seat of the Rittern Order of the Averin. Other settlements include Val Helm, a former Lauergrimm city and the seat of the Richter; Frits, a community with a long tradition of gemcutting; Klaus, a town in the Greenfell that serves as the hub for Heiligen and deals with the Rennermen's Guilds; Freder, an old fortress and the northernmost Lauer settlement in Jule; the Firehorn, a mountain encampment of gnomes and dwarves; Sigsmund, a village isolated in the northwest that fields ships around the Grimreach to hunt seals, whales and walruses; Gunther, a Greenfell town that raises sheep for wool and cheese.


Lands Beyond the Grimreach

The Arclunds

Situated in the east, the Arclunds are a kingdom rich in magical history. Distinct half-elven bloodlines fuel the study of the arcane arts in one of its few truly open expressions. The capital of the Arclunds is Arcwall. Arclunders worship Boccob.


Ashelantu

A former Lauergrimm province, Ashelantu lies south of the Zilberwald. Mostly rocky, Ashelantu harvests cotton, raises goats and plies a trade in salt and shipping to southern lands, with few sailors willing to travel north to Renner and almost none to far Jule. The capital of Ashelantu has of late moved to Port Lantes; the historical capital was Daliqua. Shelans worship Rao and Procan.


Fressa

A large and prosperous kingdom south of the Garamond Valley and the Grimreach, Fressa boasts a vast agrarian economy and a high culture predicated on art and music. Fressans, both human and halfling, are renowned for their striking looks. Fressa produces oils, wines and honey and is often ridiculed by enemy states as a land of fat, idle drunks. The capital of Fressa is Peregrine. Fressans have a more open religious culture and worship Lirr, Myrhiss, Pelor, Velnius and/or Sheela Peryroyl.


Garland
The Grand Duke's forests underneath the Dragon's Spine (http://upload.wikimedia.org/wikipedia/commons/5/51/Valle_del_Frances.jpg)

A vast and forested nation east of Fressa, Garland is temperate with a large alpine zone due to the Dragon's Spine. One of the very rare nations of the elves, Garland is the most widely known and one of only three open-border elf states. Intelligent and arrogant, Garlandin are famous for their mastery of the valuable metal mithral, which is only otherwise mined by Mitharitic dwarves and which only the elves are willing to sell. The capital of Garland is Avenstar. Garlandin worship the Court of Flowers, a subset of the Seldarine that includes Corellon Larethian, Darahl Firecloak, Hanali Celanil, Sehanine Moonbow and Tethrin the Shining.


The Gull Rock Isles

A string of islands between Ashelantu and Labrenty, the Gull Rocks are unremarkable save as a port of call for ships daring the sail. They have also become a haven for pirates and a center of nautical cartography. The foremost isle is Scratchstone, the central harbor and most prosperous settled island. Gull Rock Islanders worship Procan, but have picked up foreign religions from sailors.


Innanca

A geographically diverse empire of warmer climate, Innanca lies south of Fressa and northwest of Carande. With a long history of wars against neighboring states and periodically rebellious provinces, Innanca has held together through an evolving language and culture that annexes the best of what its enemies have to offer. Innanca has exarchies and colonies in the south, on the southwestern and western continents and on two islands east of Lorn Mithriar, Salmany and the Argenty States. The capital of Innanca is Intargis. Innancans worship Istus and disavow the Oeridian pantheon followed by many other nations.


Morica
The shore of the Worldgate Sea (http://4.bp.blogspot.com/_2eSYuVfyF_Q/TH7QzsMFUaI/AAAAAAAADGI/Yc7P84KDrBg/s1600/scotland-highlands.jpg)

The most ancient nation of the northern continent, Morica lies east of the Suncrest Mountains that separate it from Innanca and immediately south of Fressa, with the lost city of Maananen somewhere along the border between. Forming the northwestern shore of the Worldgate Sea, Morica is a kingdom of long traditions and deeply entrenched custom, a powerful and insular state that deals with others as it pleases and brooks no belligerence against it. Even Innanca under all but its most obsessively expansionist emperors has steered clear of Morica, and the kingdom has thrown back every agonizingly abortive invasion attempt since Innanca was founded. Morica allowed the Anders through its territory on their passage north. Its capital is Vinar. Moricans maintain temples to the older Oeridian pantheon; their predominant faith is that of Rao.


Paviland

A long and vaguely parallelogram-shaped country that forms part of the border between Fressa and Garland, the Kingdom of Paviland is a boisterous and unusual guild nation of humans, dwarves, gnomes, halflings and leons, who culturally favor strong beer, strong flavors, strong muscles and strong horses. Famed as breeders of livestock for numerous and often highly specific purposes, Pavis run short and stocky with personalities variously described as mercantile to mercenary, though the word "gregarious" may well have been coined just to describe them and "generous" is not so far behind. The capital of Paviland is Czarejplςd (TSAR-e-poel). Pavis worship frequently and often, with a massive pantheon that is a melting pot of dwarf, gnome and halfling deities headed by Zilchus (Ηzyθltjsηω).


Tercene

On the southern continent lies the harsh and tyrannical Tercene, an imperious state that employs slaves on a massive level and barely bothers to conceal the existence of state-sponsored piracy on the Worldgate Sea. Lying uncomfortably proximate to fallen Carande across Sword Bay, Tercene is a warm and harsh land made prosperous on the backs of forced labor. Its people, the Tersulo, are one of the ultimate expressions of the Suel culture, with a different and harsh values system. The chief Tercene deities are Wee Jas and Kord.

afroakuma
2012-09-14, 12:37 AM
Races

Humans

Ander
Anders hail from the southern land of Carande, which suffered from a terrible insect-borne plague some centuries prior. Worshipers of the solar deity Pelor, the Anders plotted a course north away from the dangers of Tercene and Innanca. Ever a confident people, the Anders found their way to the unclaimed east of the Grimreach and claimed it right up. Though the colder climate treats them poorly, the Anders are confident and more than a little stubborn. Though occasionally abrasive and boastful, they remain a good people who have established themselves in a strange land. All Anders have the Overconfident trait.

Overconfident
You're strong-willed and sure of yourself, but not suited for the situations you often find yourself in.

• You get a +1 bonus to Will saves.
• You take a -4 penalty to saves against environmental dangers. Proper equipment for the situation reduces this penalty to -2.


Fressan
A handsome and lightly olive-skinned people, Fressans are personable, enchanting and charismatic. With a culture founded on the harvest and the arts, Fressans are born performers, artisans and chefs who approach the world at a smooth and even pace that lets them best sweep others off their feet. Unfortunately, Fressans do poorly in time-critical situations and far prefer circumstances that give them leeway to prepare. All Fressans have the Smooth trait.

Smooth
You're good with people, but not under pressure.

• You get a +1 bonus on Charisma-based checks when dealing with members of the same race.
• You take a -1 penalty to Initiative.


Lauer
Lauerfolk are a durable people who are descended from the old Oeridians who founded the Kingdom of Lauergrimm centuries ago. Friendly, generally polite and with a pleasant "take-what-comes" demeanor, Lauerfolk are at home across the Grimreach, though by and large they remain close to their ancestral homelands of Renner and Jule. Lauerfolk largely worship Rao, an Oeridian god of peace. All Lauerfolk have the Stoic trait.

Stoic
You're acclimated to tough times but not used to dealing with the supernatural.

• You get a +2 bonus on Survival checks made in cold climates and a +2 bonus on saving throws related to cold.
• You take a -2 penalty to saving throws against the abilities of fey.


Pavi
Pavis are loud, cheerful and prodigiously rotund. They hail from Paviland, but many travel as part of a mercantile profession. Pavis have an accent that has been charitably described as a "savage and drunken butchery of the Oerid tongue." Boisterously pleasant, Pavis struggle with physical exertion but are shrewd and canny traders. All Pavis have the Stout and Comfortable traits.

Comfortable
You know how to take time to look things over and listen to what people are saying, but you've gotten soft and paunchy on the spoils of your wisdom.

• You get a +1 bonus to Appraise and Sense Motive checks.
• You take a -1 penalty on Climb, Jump and Tumble checks.


Shelan
Shelans are a rather removed breed from their Lauer brethren, separated as they have been by the inhospitable Zilberwald. A strong tradition of sail and a varied terrain presenting physical challenges have colored the Shelans as a people, but the easy weather has made them soft. All Shelans have the Mobile trait.

Mobile
You've mastered the art of getting around, but you're not used to having to stand your ground and weather the storm.

• You get a +1 bonus to one Str-based skill and one Dex-based skill of your choice.
• You take a -1 penalty to Fortitude saves.


Dwarves

Damantinic
The original dwarven inhabitants of the Dragonsbreath peninsula and the Everwinter beyond, Damantinic dwarves are an ancient people who war in the underground reaches against those known only as "the dark ones." A people of ponderous gravitas and tremendous history, the Damantinic dwarves have lived alongside the gnomes of the Grimreach since before the Isengaltic Compact and the ban on fey. With the collapse of Damantiar, the supply of precious adamantine on the surface has dwindled to near nothing, for the valuable metal is needed in the struggle against those who would devour the Lauerfolk and their southern kin. Damantinic dwarves venerate the whole of the dwarven pantheon, but hold Clanggedin Silverbeard and Dumathoin (their patron) in particularly high regard. Damantinic dwarves are deep mountain earth dwarves.

Damantinic Dwarf Traits
• +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma.
• Medium: As Medium creatures, Damantinic dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Damantinic dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Improved Stonecunning: This ability grants a Damantinic dwarf a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A Damantinic dwarf gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• Light Sensitivity: Damantinic dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
• +3 racial bonus on saving throws against poison.
• +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
• -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +4 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.



Isengaltic
The rarest of the old dwarven races, the Isengaltic dwarves hailed from the northeastern continent millennia ago and emigrated to Nacrum, where their seat of power lay for centuries. Driven to seek out a threat in the northwest reaches, these dwarves came in contact with the elves of the Dragonsbreath Peninsula and forged the Isengald Compact, establishing the Isengald Coalition State to protect against this threat. This state enacted the powerful ban on fey creatures within the Grimreach, but fell some time before Lauergrimm's end. Isengaltic dwarves worshiped the dwarf pantheon generally, but held Moradin and Muamman Duathal (their patron) in particular regard. Isengaltic dwarves were deep arctic dwarves with the Detached trait.

Isengaltic Dwarf Racial Traits
• +2 Strength, +2 Constitution, -4 Dexterity, -2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Isengaltic dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Icecunning: Isengaltic dwarves can apply their stonecunning benefits to structures and natural features made of ice, as well as those made of stone.
• Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• Light Sensitivity: Isengaltic dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
• Cold Endurance: Isengaltic dwarves have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.
• Detached: Isengaltic dwarves get a +1 bonus to Will saves but take a -1 penalty to Reflex saves (this is a character trait as noted above).
• +3 racial bonus on saving throws against poison.
• +3 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to ice, stone or metal items.
• +2 racial bonus on Craft checks that are related to ice, stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


Laitonic
Laitonic dwarves are nationals of Paviland, who were once Isengaltic dwarves who came south from Nacrum. They are known for fiercely yellow beards and hair and a love of brasswork. Often seen outside their homeland as traders, plumbers and brass artisans, they have taken up residence in many towns to aid with well improvements. Laitonic dwarves worship as do most in Paviland, but hold Abbathor in particularly high regard. Laitonic dwarves are hill dwarves with the same traits as Pavis (Comfortable and Stout).


Mitharitic
Centuries past, the Mitharitic dwarves had a large empire that included surface enclaves, all coordinated from Lorn Mithriar on the easternmost edge of the northern continent. Enemies from the east warred against the Mitharitic dwarves for many decades, until eventually the Shroud fell across the land, driving the citizens of Lorn Mithriar underground for a hundred years and scattering those who once lived in the surface enclaves. Some are rumored to have settled below the Dragon's Spine, others were enslaved by the Tercene, and a significant number journeyed to Nacrum, Morica, Paviland and Garamond, where they struggled against the beasts of the valley and the dragons who call it their own before joining with the Anders in their trek to the Grimreach. Mitharitic dwarves may worship as the culture in which they live does, or they may follow the dwarven pantheon. Regardless, they put emphasis on the veneration of Clanggedin Silverbeard, their patron deity. Mitharitic dwarves are desert dwarves with no specific traits; some (particularly the younger generation) are instead hill dwarves with the Abrasive trait.

Mitharitic Dwarf Racial Traits (Main Line Only)
• -2 Dexterity, +2 Constitution.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• Heat Endurance: Members of desert races gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons).
• +4 dodge bonus to Armor Class against monsters of the dragon type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Knowledge (architecture and engineering), Knowledge (dungeoneering), and Profession (miner) checks.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.



Elves

ϊ Garlandin
Garlandin are the people of Garland. Showy and clever, they are the masters of the precious metal mithral. ϊ Garlandin are arrogant and often ostentatious, though they are masterful craftsmen with an eye for deep value. ϊ Garlandin are fire elves with the Passionate trait.

Garlandin Racial Traits
• +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves have the Weapon Group (bows) and their choice of Weapon Group (heavy blades) or Weapon Group (light blades).
• Passionate: Garlandin have a +1 bonus to Fortitude saves but take a -1 penalty to Will saves (this is a character trait as noted above).
• Resistance to fire 5.
• +1 racial bonus on attack rolls against creatures of the water subtype, including extraplanar creatures from the Elemental Plane of Water.
• -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the water or cold subtype or used by creatures of the water or cold subtype, including extraplanar creatures from the Elemental Plane of Water.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.


ϊ Silbirin
Silbirin are the preternaturally graceful and slender elves that hail from the Zilberwald, a dangerous temperate forest to the southwest of the Grimreach, below Renner. With a mysterious culture and a connection to the banished fey, ϊ Silbirin are only rarely seen by other races. Some few go, in disguise, among the peoples of the Grimreach, searching for the keys to aid them in goals unknown. ϊ Silbirin have not yet proven hostile, and are workers of a secret and esoteric sorcery. ϊ Silbirin worship the Seldarine, chiefly Corellon Larethian and Labelas Enoreth. They are high elves with the Skinny trait.


Gnomes

Asrevee
The gnomes are an old and wise people who have trekked the length and breadth of the globe. Those who in their early years settled and began the process of expanding upon knowledge divided long ago from those keen on new experience. The descendants of the latter group are those with the wind underfoot: the Asrevee. Prevalent nowhere, but with domiciles in such places as the Gull Rock Isles, Ashelantu, Salmany and lands still further beyond, Asrevee are nimble and restless, not as stable or enduring as their brethren of old. Baervan Wildwanderer is the patron deity of their adventuring. Asrevee are air gnomes with the Relentless trait.

Asrevee Racial Traits
• +2 Dexterity, -2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• Breathless (Ex): Asrevee do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
• Relentless: Asrevee get a +1 bonus to melee damage rolls but take a -1 penalty to melee attack rolls (this is a character trait as noted above).
• +2 racial bonus on saving throws against illusions.
• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
• +1 racial bonus on attack rolls against kobolds and goblinoids.
• +1 racial bonus on attack rolls against creatures of the earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
• -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the earth subtype or used by creatures of the earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
• +4 dodge bonus to Armor Class against monsters of the earth subtype. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.



Highland Gnomes
Highland gnomes reside in the hills of Challdacht and the icy foothills of Jule. An ancient and savvy culture of naturally magical people attuned to the earth, the highland gnomes shared many traits with the banned fey. The most established civilization of the Grimreach, the gnomes predated the Damantinic dwarves (who came down from the Everwinter), the orcs and goblinoids (who fled the dragons of Garamond), the Lauer (who arrived from southern Oerid lands) and the Anders and Mitharitic dwarves (who are the most recent arrivals). Long have they waged war on the frost giants, the inchoate entities that lurk behind the north wind, and the invasive goblins and kobolds that attempt to despoil the lands of the civilized races. Naturally helpful, it is posited by some learned scholars that the gnomes in time long past may have released some force they could not contain, provoking the ban of the fey and inadvertently leading to the fall of the old Grimreach nations. Highland gnomes keep the Firehorn sacred to Flandal Steelskin, but their patron is Gaerdal Ironhand. Highland gnomes are arctic gnomes.

Highland Gnome Racial Traits
• +2 Dexterity, -2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• Cold Endurance: Highland gnomes have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.
• +2 racial bonus on saving throws against illusions.
• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
• +1 racial bonus on attack rolls against kobolds and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Sense Motive checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.


Manann
Manann are the learned gnomes from the central regions of the northern continent, who live in small numbers in Innanca, Fressa and even Garland. Easily lost in thought but with a taste for lore and understanding, Manann often lead quiet lives in the background of their adopted homes, sometimes passing for halflings, until something catches their interest enough to prompt them to leave. Manann have a strong connection to Morica, the land where most of their people have taken up residence, and it is believed that their homeland was once somewhere in the vicinity. Manann keep shrines to Garl Glittergold. Manann are rock gnomes with the Absent-Minded trait.


Pavnycz
Pavnycz live in Paviland, where true to the melting pot nature of that culture they have become chubby, cheerful and contentedly canny. They have a fascination with gems and with magic. Perhaps the center of Paviland's eccentric culture, Pavnycz have infamously elaborate moustaches and are known for their strawberry blonde to orange hair. Pavnycz are rock gnomes that share the Pavi traits (Comfortable and Stout).


Halflings

Daneg
The very rare daneg are the children of dwarves and halflings. Most common in Paviland (where they take the Pavi traits Comfortable and Stout) but never a usual sight, daneg are dark-haired with large eyebrows, pale irises, bony joints and (for the males) goatees. Shorter than either of their parents, daneg possess a natural ability to swim but are uncoordinated on land and have a great aversion to fire. Daneg may venerate either parent's deities (or both sets). Daneg are deep jungle water halflings with the Abrasive and Rigid traits, the Pathetic flaw (choosing Charisma) and the Blind-Fight bonus feat. This flaw does not count toward the normal limit for a character.

Rigid
You would never stoop to using dirty tricks like poison and have steeled yourself against others who might not play fair.

• Only jungle halflings can take this trait.
• You get a +1 bonus to Will saves.
• You lose Poison Use. You can regain this ability from a class, feat or other source.

Daneg Racial Traits (Non-Pavi)
• -2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
• Small: As a Small creature, a daneg gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Daneg base land speed is 20 feet.
• Weapon Proficiency: Daneg receive the Weapon Group (axes) to which they add the throwing axe.
• Darkvision out to 60 feet.
• Blind-Fight as a bonus feat. Daneg have a honed sense of local awareness, the result of the fusion between their halfling parent's alertness and their dwarf parent's stonecunning.
• Stonecunning: Daneg have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A daneg who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A daneg can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
• Natural Swimmers: Daneg have a swim speed equal to their base land speed. A daneg can move through water at its swim speed without making Swim checks. Daneg have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Daneg can always choose to take 10 on a Swim check, even if distracted or endangered. Daneg can use the run action while swimming, provided they swim in a straight line.
• +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
• +1 bonus to Will saving throws.*
• +2 racial bonus on Fortitude saying throws against poison.
• +1 racial bonus on attack rolls with thrown weapons.
• +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire.3
• -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the fire subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.

*This is the result of the Rigid character trait as seen above.


Fressan
Fressa is a country populated mainly by humans and halflings. The latter have established themselves mainly in the countryside, though several cities have large and well-situated halfling populations that occupy the nooks and crannies of the humans' architecture. The Fresne lifestyle must agree with halflings in some fashion, for Fressan halflings have the characteristic handsomeness of their human counterparts and are also significantly taller than others of their race. Fressan halflings are tallfellow halflings with the Smooth trait.

Fressan Halfling Racial Traits
• +2 Dexterity, -2 Strength.
• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• Smooth: Fressan halflings get a +1 bonus to Charisma-based checks when dealing with other halflings or Fressans. They take a -1 penalty to Initiative (this is a character trait as noted above).
• +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a Fressan halfling who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.


Pavi
Paviland's halflings are no different than the other races that make up its population: rotund, ribald and remarkably hard to trick. With hair in various shades of blond, Pavi halflings in their bright vests and wide belts make for a highly visible and amusing sight. Pavi halflings are lightfoot halflings with the Comfortable and Stout traits.


Wanderer
There is a tradition of wandering halflings that has stemmed back centuries to the establishment of community exile laws for many crimes, particularly theft. Though the terms of exile were never intended to be permanent, the combination of an invitation to depart and a world to see resulted in a growing "culture" of wandering halflings. One notable group of around 70 members is the Uistrean Brigade, which wanders Challdacht and occasionally nearby regions in the Grimreach. Wandering halflings follow the teachings of Brandobaris. They are lightfoot halflings.


Others

Half-Elves
Half-elves are a very rare breed beyond the borders of the Arclunds. Some few are born in Garland or the lands nearby as the result of dalliances between traders and locals. In Garland, such half-breeds are looked down on as intellectual inferiors, graceless and lacking in attractiveness. Rarely, an elf from the Zilberwald or Mondenwald traveling through the Grimreach may take up with Lauerfolk or be raped by bandits. The progeny of such unions are often able to conceal their elven heritage and are perceived merely as unusual, young-looking and attractive. Garlandin half-elves are fire half-elves with the Focused and Passionate traits. Silberin half-elves are either arctic half-elves with the Easygoing trait or normal half-elves with the Easygoing and Stoic traits.

Half-Garlandin Racial Traits
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Focused: +1 bonus to Concentration checks (this is a character trait as noted above).
Passionate: +1 bonus to Fortitude saves, -1 penalty to Will saves.
• +1 racial bonus on Search checks.*
• +2 racial bonus on Diplomacy and Gather Information checks.
• +1 racial bonus on attack rolls against water creatures, including extraplanar creatures from the Elemental Plane of Water.
• -1 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities used by water creatures, including extraplanar creatures from the Elemental Plane of Water.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

*Focused trait negates the racial bonus to Listen and Spot.

Half-Silberin Racial Traits (Arctic Only)
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Cold Endurance: These half-Silberin have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.
• Easygoing: +1 bonus to Gather Information checks, -1 penalty to Intimidate and Sense Motive checks (this is a character trait as described above).
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Gather Information and Survival checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).


Half-Orcs
The only half-orcs of note are the progeny of Lauerfolk and the orc tribes of Renner. Rarely, a bandit attack in Jule or Volfland will result in such a child. Half-orcs are tolerated in several Lauer communities and can always make a name for themselves in Jule; however, their looks may earn them ridicule in areas without an orc presence. Half-orcs have in the past made good liaisons between the Lauerfolk and the orcs. Born in the colder regions, half-orcs are arctic half-orcs. Born in Renner, half-orcs are normal half-orcs with the Stoic trait.

Half-Orc Racial Traits (Arctic Only)
• +2 Strength, -2 Intelligence, -2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Low-Light Vision: An arctic half-orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Cold Endurance: Arctic half-orcs have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.
• +2 racial bonus to Diplomacy checks.
• Orc Blood: For all effects related to race, a half-orc is considered an orc.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.


Leons
A "race" distinct to Paviland, leons are the descendants of bloodlines so mixed that sorting between them is all but impossible.

afroakuma
2012-09-15, 12:33 PM
Magic and Religion


Magic
The existence of magic is fact to most civilized races, though there are always individuals who do not believe in what they have not seen. Myths and legends tell of the mighty works of spellcasters, but folklore tells wildly different tales of the power of magic, ranging from subtle influence to cauldrons of fuming and acrid potions to lightning and hellfire raining from the skies. In some lands, the work of magic is better understood; Morica in particular has a long history of wizards. In others, some few wizards are prominent members of society, treated as eccentric, unfathomable and dangerous. They may serve royalty or stand apart for their own purposes. Fressa, Innanca, Paviland and Ashelantu all have court maguses. Garland has a more open understanding of magic, and magicians are uncommon but regularly encountered. Gnomes have inherent magical abilities, though limited, and in general are much more open to the existence of magic and capable of learning about it.

Magic is never truly understood - it is easy to watch a magician work his skills for days and never see anything happen, though the clearly preternatural behaviors they express make them stand apart. Warlocks, sorcerers and wizards are more rarely encountered, but the powers they wield tend to be far more spectacular and astounding to the layperson.

In general, although people know magic is around them and are willing to believe it exists, they are quite unfamiliar with how exactly it works and likely have preconceptions as to what does or does not constitute the ability of a spellcaster.

Magicians can use spell completion and spell trigger items as a wizard of their level, even if the spells in question would not otherwise appear in their spell list.


Religion
There is a belief in miracles that is ever prevalent among the people. That powerful servants of the deities can channel the power of the gods is taken as gospel (pardon the pun) by the average person. Very few doubt the existence of the divine.

That said, true clerics are not common, and the powers of lesser servants - believers - are often subtle and lack mystique. Nonetheless, the power of faith is strong, and clerics and paladins possess a gift that awes and inspires those who witness it.

That is not to say that all gods are benevolent. There are dark powers and anathematic deities within most pantheons, whose influence may appear in the form of cults, profane shrines or clerics of evil that wield cruel powers to subjugate others and turn them to the unwilling or fearful service of malevolent gods.

The Oeridian pantheon, typically in fragments, is the most widely worshiped on the northern continent. Innanca and its neighbors, conquered territories and colonies follow the Baklunish pantheon. Tercene and the lands beyond follow the Suel pantheon.

Major deities include the heads of the racial pantheons (Corellon Larethian, Garl Glittergold, Moradin, Yondalla) and the gods Istus, Pelor and Rao. Notable deities of evil with a foothold in the northern lands include Erythnul, whose barbarians rape and pillage in his name; Incabulos, a horrific deity of plague and disaster; Tharizdun, an ancient power of evil.

The Raoans in the Grimreach have no formal interdenominational governance, but the largest and most established order is the Brotherhood of Numen Ayntrath, whose Archcanon presides from the Church of the Peace Bond in Lockmond. Other orders include the Canonhood of Numen Padraig of the Replenished Blood, the Canonhood of Numen Padraig of the Iron Rod, the Sisters of Numen Saoirse Wyrmslayer, the Adjunct Order of Numen Saoirse of the Humble Crook, and the Pious Brethren of Numen Daivige.

http://doodle.com/tw7cexbhpv3bwqvz

Pokonic
2012-09-15, 01:12 PM
Oh, neat! I can actualy sum up what I think of this in a picture:
http://www.roflcat.com/images/cats/I_Want_Moar.jpg

Gralamin
2012-09-15, 07:23 PM
Just to give people an idea of how a character for these rules looks: Elhand, the Vagabond (http://pifro.com/pro/view.php?id=8447).

afroakuma
2012-09-22, 05:27 PM
Languages
There are several languages in use on the northern continent, and still more to be found in the lands beyond. Here are the chief languages encountered in the region.

Oerid
The Oerid language is a creole composed of various modernizations of Old Oerid. Known in some degree or other to most peoples of Oeridian descent, Oerid is also known as "the common tongue" of the northern continent. It is safe to refer to Oerid as Common, since most who have never encountered another culture know it as such.

Old Oerid
A now-archaic form of the common speech, Old Oerid is still seen in documents and used by some particularly insular communities. Old Oerid forms the linguistic base for several isolated parts of Renner and Jule.

Fresne
The languorous, flowery tongue endemic to Fressa, Fresne has altogether different linguistic roots than many nearby tongues. It is actually a derivative of the Flan language from the western continent, though far slower and more rolling in inflection. Fresne is considered a language of poetry and among the chiefest tongues for elaborate drunken ramblings.

Shelan
The chief seafaring tongue along the coast, Shelan crops up in every port from Neverlight to Tercene. A briskly musical language, Shelan is the best suited for any nautical conversation and is the derivation of Old Oerid (among other ancestor languages) spoken in Ashelantu.

Pavish
The Pavish language has been charitably likened to waking up with a hangover in the middle of an active slaughterhouse. Any relatable notions of orthography or pronunciation appear to have been meticulously and thoroughly massacred as though by a dozen sailors fleeing a trampling crash of rhinos. The Pavish language is much like a great juggernaut: there are no participants in a conversation in Pavish, only the one driving and the one about to get flattened. Nonetheless, this preposterous mockery of a method of communication, which has no linguistic relative known and may derive from some deep underground tongue or the far east, remains in use across the north due to the Pavis' tendency to look with favor on those who can communicate with them on their terms.

Baklun
Baklun is a language of rebellion with a rich cultural history. The direct descendent of Middle Baklunish, Baklun comes from a linguistic line originating amid the southwest isles and the broad peninsula stretching off the southern continent. Baklun is used by rebellious groups in Innancan territories as both secret communication and protest.

Innar
Innar is the official language of Innanca and its various colonies. A derivation of Middle Baklunish that evolved with Flan influences during a centuries-old migration, Innar often sounds fierce and bombastic. The Innancans have a peculiar view of their language, at once fiercely protective and hostile towards anyone speaking it poorly while at the same time feeling it unsuited for a great many functions. Indeed, many Innancan traders secretly know Oerid or even Pavish, and Fresne and studies of the Flan tongue have grown in popularity among the nobility.

Mortath
Though Oerid (a particularly Old Oerid-inflected form) is spoken along the border regions of Morica, the foundational languages of the time of Morica's settling created an altogether distinct and enduring tongue with somber tones and rigorous grammatical rules. Mortath is rarely spoken beyond the borders of Morica; not because the Moricans are against its use, but because very few are exposed to it and Moricans who travel have experience with the Oerid language.

Dwarven
There is a strange linguistic phenomenon, one which scholars place at the foot of the deity Moradin, wherein no fewer than three geographically remote dwarven cultures speak the same language, with little evolution. Divine provenance of language is the usual writeoff, though archaeologists have also considered the possibility of a unified dwarven culture having originally formed in the Everwinter before splintering southward.

Garlin
The language of Garland, Garlin is a quick and evocative language that calls to mind magic and wonders. Predicated on Elven, Garlin has unique sounds not otherwise encountered by most cultures, and sounds intelligent and exotic. Unfortunately, misuse of snippets of the tongue by traders wishing to come off as such have led to Garlin sounding rather arrogant as well.

Orc
Orc is rarely encountered outside the Grimreach, though orcs live in many regions. This is chiefly due to the fact that apart from the orcs of Renner, most tribes are in no mood to communicate with others. Orc is often derided as a simple "point and grunt" language, when in fact it is receiver-oriented. If an orc points and grunts as he speaks to you, it means he thinks you're too stupid to understand him without visual cues.

Goblin, Kobold, etc.
Most monstrous tongues can be learned normally.

Undercommon
A monstrous trade tongue used beneath the earth, dwarves and gnomes have extensive experience with Undercommon and have passed it up to the surface. While not typically spoken aboveground, it can be learned and used with some surface dwellers.


Other Languages
These languages are not commonly encountered and require two language slots, four skill points in Speak Language or some combination to learn. Exceptions are noted in the individual descriptions.

Draconic
Dragons are blessedly rare anywhere in the world, and cultures that use any version of their ancient tongue are few. Draconic is known natively only by dragons.

Elven
The tongue of the elves has transformed in several lands into languages such as Garlin. Nonetheless, realms such as the Zilberwald retain the older structure and conjugation. Elven is a spidery, magical language with natural tones inspiring vowel sounds and articulations. Only elves speak Elven, and Garlandin elves need to spend one language slot (or two skill points) to learn it as it is not a common tongue in Garland.

Giant
The giants are a dangerous and reclusive kind. Lesser giants tend to know the languages of those they would have serve them as minions - goblins, kobolds, orcs etc. The great language of giantkind, however, is a booming, thunderous form of speech most often encountered in wars of territory between giants. Only creatures of the Giant type natively speak Giant.

Gnome
The gnome language is an old tongue with deeply mystical connotations. Its arcing letters can be seen on many ancient magical sites and relics. Gnome is used among gnomes themselves only during situations demanding gravitas, as it is elaborate, precise and takes time to convey imagery. Only gnomes natively speak Gnome.

Isengaels
Isengaels is a tongue with an elaborate ancestry. It combines traits of a very old form of the Oerid language with Elven and Dwarven, the whole employing a two-mode syntax predicating one mode on Oerid/Dwarven and the other on Gnome. It is all but a dead language at this point, with knowledge lost even to most gnomes. Only a few outside of the Firehorn even know of it. Isengaltic dwarves know Isengaels.

Aquan, Auran, Ignan and Terran
With few exceptions, these languages of far-off realms are not natively known anywhere. Only a few especially learned masters of the arcane have been exposed to these languages. Garlandin can learn Ignan with one language slot (or two skill points). Damantinic dwarves can learn Terran with one language slot (or two skill points). Asrevee can learn Auran with one language slot (or two skill points). Daneg can learn Aquan with one language slot (or two skill points).

Celestial, Infernal
These tongues of the Outer Planes are not natively known anywhere. Only a few especially learned masters of the arcane have been exposed to these languages.

Abyssal, Sylvan
Sylvan is known outside the Grimreach and can be learned by those originating beyond it as normal. Within the Grimreach, it is all but unknown save within some ruins and on old artifacts. Abyssal is not natively known anywhere, though it appears on some old ruins in the Grimreach. Only a few especially learned masters of the arcane have been exposed to this language.

ericgrau
2012-09-22, 10:41 PM
Even the highest level spells don't seem that great, and I'm sure this is by design. However resilient sphere is a glaring exception as monsters tend to have low reflex saves and few things are immune, especially since dimension door seems so hard to get. Dimension door itself is borderline for that matter. Any teleportation is a thorn in a low power DM's side even for limited range dungeon short cutting. I'd wipe both spells, though up to you of course.

Impressive work, btw.

afroakuma
2012-09-30, 05:04 PM
Testing:

1d6

Ammutseba
2012-09-30, 07:32 PM
If this is intended for 5-watt play, why did you not opt for apprentice levels?

Sgt. Cookie
2012-10-02, 11:05 AM
If you DO decide to allow non-core material, be VERY careful of allowing Dragonfire Inspiration. As the Minstrel class can use it as an extraordinary ability.

DracoDei
2012-10-06, 06:35 AM
Does Last Chance ever reset, or does it stick for the life of the character? Does a failed roll still increment the DC? I would have it reset every character level I think.