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    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default The Blades of Keran [Setting]

    Blades Of Keran
    The world of Keran is dark, gruesome, and vile. The nations have only just ended the largest war in history. The great desert empire of Sumra rules most of the world, much to the distain of the Karmainians. Many of the ancient races forged by the gods are dying out. Outsiders form pacts with the rash minded, slowly amassing armies for the dawning fourth era. Elementals are bound to the blades of warriors and animate the warmachines of the Durzites.

    The Monolith is hidden, but the shards remain with the three. The Dragon, The Smith, and The Bard, three who stand higher than the gods.


    Players Handbook
    Races of Keran
    Classes of Keran
    Alternate Class Features
    Prestige Classes of Keran
    Skills
    Skill Tricks
    Feats
    Bloodlines of Keran
    Equipment
    Magic Items
    Magic in Keran
    Chronoshifts
    Fighting Traditions
    Grafts
    Principles
    Soulmeld Lists
    Soulmelds
    Spell Lists
    Spells
    Sphere Lists
    Spheres
    Vestiges

    Gamemaster Guide
    NPC Races
    NPC Classes
    History of Keran
    Geography of Keran
    Cosmology
    Religion in Keran

    Bestiary
    Specific Creatures
    Monsters
    Templates
    Monster Classes

    Credit
    The Chronoshifter was created by Temotei.
    The Cleric is based on the Priest by tarkisflux
    The Druid is based on the Druid fix by Grod_The_Giant
    The Gramarist was created by Kellus


    In addition, here is the settings discussion page.
    Last edited by Milo v3; 2013-02-20 at 03:43 AM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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    Default Re: The Blades of Keran [Setting]

    Races of Keran
    The following are the playable races in the Blades of Keran setting:
    Last edited by Milo v3; 2013-01-15 at 06:45 AM.

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    Default Re: The Blades of Keran [Setting]

    AegisDon't Complain about the name Debihuman
    Origin
    Aegis were a creation by the the gnomes using Koumarn technology during the Second Era. Originally we had no minds and were simple soldiers. The Aegis & Gnomish soldiers struck first at the kobolds of the Dragon Isles. Most kobolds were wiped out during the raids and sieges, or taken as slaves. One slave noticed that the Koumarn were so powerful that they didn't need Aegis, but they had started to rely on them. So he and another slave who happened to be a powerful binder summoned a powerful outsider. Some say it was a Infernal Duke others, a Celestial Angel. The two then gave their souls to the outsider, in return the outsider gave them a staff. Which upon contact with an Aegis it would grant it sentience. The Aegis were wracked with guilt over the thousands that they had slaughtered. They immediately rebelled and turned on the Gnomes & Koumarn and set the Kobolds free.

    Personality
    Aegis spend the majority of their days contemplating their existence and trying to think of a potential future for the Aegis. Aegis were infused with small shreds of the Astral Sea, not unlike the way a Binder infuses the soul to a golem, this gives them thought capabilities on par with most humanoids. But despite their similar mental capabilities, there is a large social gap between Aegis and "organic" species. Aegis are incredibly analytical and pragmatic, often opting for the option with the least difficulty for all involved, but they generally don't understand many emotions and have no physical desires. Though constructs, there are exceptionally altruistic, and no longer malicious, individuals. Since their creation and subsequent rebellion, the Aegis have strived to assume control over their own lives and fates.

    Physical Description
    Aegis are large humanoids, typically 6'10". Their crystalline composition give them considerable weight and a slow, stomping gait. Aegis often sport intricate etchings and arcane runes from their former lives as enslaved war machines. An Aegis is made of Bright Crystal, a positively-charged crystal that gives the Aegis such living qualities. An Aegis face is a large shard of crystal with blank yellow eyes. Aegis lack any form of circulatory system but have a simple nervous system, enough to be aware of pain and damage done to them.

    Relations
    Most races recede at the sight of an Aegis, this is because they were originally used as weapons of war. Hatred runs deep for most races due to the deaths of loved ones at the hands of them. To more forgiving races, the enigmatic Dunesti and the short-lived, forgetful Karmainian's, the Aegis present a unique trade partner and possible ally. Dwarves respect the craftsmanship of the stone and applaud their combat prowess, though Dwarves are still wary of Aegis, they count them as friends. The have a strong relationship with Kobolds, as they were all given sentience because of kobold sacrifice. All Aegis have a deep seated hatred for Gnomes and Koumarn, there previous enslavers. They will never willing work with a Koumarn, but they have been known to trust gnomes after a few years of contact.

    Alignment
    Almost all Aegis follow some form of Neutrality. All alignments are present in the race, however. The most common would be Neutral/Good, because of the Aegis' drive to remove their title of 'war machine'.

    An evil Aegis is a peculiar sight, the Crystal rejects the mind and turns a dark red or an empty black, depending on how destructive the soul is (this is merely aesthetic and has no effect on healing or other effects). This colouration remains for the Aegis's whole existence, even if the Aegis changes its alignment its crystal will remained stained.

    Lands
    The Aegis have no lands to speak of, though they can live virtually anywhere. Aegis are more likely to associate with whatever race accepts them than most of their own kind. Aegis 'families', that is, groups that decided to travel together, may sometimes set up camps on the outskirts of villages. Though they may not be liked, the defence offered by sentinel constructs has its appeal.

    Religion
    Surprisingly, Aegis are highly religious, often wondering of the gods opinions on the Aegis, and whether or not they have a proper afterlife. They typically worship the local deities of the population in an attempt at assimilation. Aegis almost never worship any deity of war, believing it would brand them a tool of war.

    Language
    Aegis were taught "Koumay" by their enslavers. Their analytical minds allow them to learn or comprehend almost any language fairly easily. But they have no language of their own.

    Names
    Most Aegis were given titles like Warrior-2 or Destroyer-99 by the Gnomes who created them. They thought they lacked flavour or appeal and now pick names found in books or from stories.
    Typical Names include: Firebrand, Heart-Seeker, Aegis Fang, Twinkle. For some reason or another, they seem to prefer the names of the weapons as opposed to the characters.

    Racial Traits
    • Humanoid (Forged Soul)
    • Medium: Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
    • Aegis base land speed is 20 ft. An Aegis’s speed is never reduced by armor or encumbrance.
    • +2 Con, +2 Int, -4 Wis: Aegis are durable, and have tactical mind, but they are new to the world and as such they generally lack "common sense".
    • Constructed Immunities: Being artificial in make, the body of an Aegis has many defenses. Aegis are are immune to paralysis, phantasms, and poison. Also as Aegis do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an Aegis can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
    • Constructed Resistance: Being artificial in make, the body of an Aegis has many defenses. They gain a +2 racial bonus on saving throws against disease, mind-affecting effects, spells, spell-like abilities, and effects that cause either exhaustion or fatigue. Also, Aegis cannot be raised or resurrected.
    • Crystalline Form: An Aegis is Vulnerable to Sonic damage.
    • Dense Crystal: An Aegis suffers a -4 penalty to Stealth and Swim checks.
    • Natural Weapons: Aegis have a primary slam attack that deals 1d6 points of slashing damage plus 1-1/2 Strength bonus. Aegis are physically strong and their arms are razor sharp.
    • Natural Armour: Aegis gain a +1 natural armor bonus to their Armor Class
    • Powerful Build: The physical stature of Aegis lets them function in many ways as if they were one size category larger. Whenever an Aegis is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Aegis is treated as one size large if doing so is advantageous to the character. An Aegis is also considered to be one size larger when "squeezing" through a restrictive space. An Aegis can use weapons designed for a creature one size larger without penalty. However, the space and reach of an Aegis remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
    • Language: Aegis begin play speaking the Koumay language. Aegis with high Intelligence scores can choose from the following: Draconic, Karmainian, Kratoan, Trader’s Tongue.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, an Aegis has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Aegis who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Barbarian: Every four times this is taken your penalty to armour class while charging and raging is reduced by one (minimum 0). If taken a fifth time you gain a +1 bonus to natural armour whie charging or raging.
    Contractor: Every time this is taken, you gain an additional technique point.
    Fighter: Every five times this is taken, your armour class increases by +1.

    ---

    Racial Archetypes
    Focused Juggernaut (Barbarian)
    {table=head]Level|Special
    2nd|Crystal Embrace
    3rd|Diamond Blade
    9th|Earthen Passage
    13th|Burning Light
    14th|Imbued Blade[/table]

    Class Features
    All of the following are class features of the Focused Juggernaut.

    Crystal Embrace (Ex): A Focused Juggernaut possesses a form a pure crystal, and through attuning with it he can master other crystals. A Focused Juggernaut of 2nd level may walk across Crystalline surfaces (including ice), as if they were normal ground and can move across them without difficulty. This ability allows the juggernaut to move vertically along crystalline surfaces.

    In addition, you gain a +5 bonus to base land speed while moving across crystalline surfaces per two levels of Focused Juggernaut he possesses. This replaces the Embrace Wind ability.

    Diamond Blade (Ex): When a Focused Juggernaut of 3rd level or above is raging, he may reshape his limbs into weaponry. As a swift action he may select a single non-magical weapon he is proficient with, and gain it as a natural weapon until the raging ends or dismissed (free action). If the selected weapon utilises ammunition, then non-magical ammunition is produced from your body, though you can use any magically ammunition you possess instead.

    This replaces the Feral Gift ability.

    Earthen Passage (Ex): A Focused Juggernaut of 9th level can glide through crystal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.

    In addition to these effects he can also use Dexterity based skills while raging. Earthen Passage replaces the Embrace the River ability.

    Burning Light (Ps): While a Focused Juggernaut of 13th level is in an area of bright illumination, he can expend a standard action to make a ranged touch attack. If this touch attack hits the target is dealt 1d12 points of fire damage per Focused Juggernaut level.

    If the Focused Juggernaut is raging while using this ability, the damage is untyped and bypasses energy resistance and immunity. This ability can be used while Raging despite being a mental activity. Burning Light replaces the Embrace Ash ability.

    Imbued Blade (Ps): When a Focused Juggernaut of 14th level uses his Diamond Blade ability, the weapon generated gains a number of enhancement bonuses equal to his Focused Juggernaut level divided by four. As a full-round action the Focused Juggernaut could redirect any number of these enhancement bonuses into special abilities (such as flaming) of equal value.

    In addition to these effects he can also use Intelligence based skills while raging.

    ---

    Vital Statistics



    Side-Bar: Forged Soul Subtype
    Spoiler
    Show
    The Forged Soul Subtype acts as the Dragonblooded Subtype except for Constructs. Though it doesn't allow for a Forged Soul to be subject to the Awaken Construct spell.
    Last edited by Milo v3; 2013-02-09 at 08:44 AM.

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    Default Re: The Blades of Keran [Setting]

    DragonbornHalf RotD, Half Skyrim
    Origin
    Normally Dragonborn are only created when a Karmainian or similar creature makes a pact with the god Trothar. They then enter a state where they become encased within a fleshy egg-like sac. Inside the egg they decide on their Aspect. After eight hours they exit the sac and come out as a Dragonborn regardless of what they once were. While they are being "born" the Dragonborn seems to lose its reproductive system during the transition. A Dragonborn "birthed" in this way is called a True Dragonborn.

    But they can also be created in another way. In the late Second Era when Sventar attacked, most Dragonborn were killed and their souls were damaged. As such Trothar grant 1 in 10 True Dragonborn the ability to breed with other Dragonborn and they retain their reproductive system instead of losing it during the transformation. The child would have the soul of one of the Dragonborn which died when Sventar attacked. It wouldn't have the memories or personality of the original, but they did have the same aspect as its original. A Dragonborn "birthed" in this way is called a Reborn Dragonborn. Reborn Dragonborn are always born with reproductive systems.

    Personality
    True Dragonborn are Devoted to Trothar's cause, having chosen a pure and noble path of service to the King of Good Dragons. This choice was not lightly made, but arrived at through ceremony and contemplation. Dragonborn have given up their former lives, loves, and interest for a hard life of duty. A Dragonborn, therefore has a strong sense of identity of themselves with a clear purpose in life. This causes them to be more content with what they have than other species in Keran.

    But a Reborn Dragonborn is different. They weren't allowed to choose their destiny, unlike their parent, instead being forced into the destiny of killer of evil dragonkind. This causes them to be more aggressive than most other people.

    Physical Description
    A Dragonborn stands around 5 foot to 7 feet tall and is covered in scales. The colour of these scales can be from a Dark Sanguine Red to a Shining Pure White. A Dragonborn is a humanoid generally of muscular build, regardless of gender. Instead of hair, a Dragonborn has a few tendrils which after a week raise and harden into horn like structures.

    Relations
    Dragonborn take a strategic view towards other humanoid races. Anyone and everyone might be useful to the Dragonborn cause. These folks can and should be employed in the fight against Tiam's spawn.

    In addition a True Dragonborn tends to hold members of its original race in a place of high esteem and gentle affection. Having grown up as that creature they better understand them and their culture.

    A Reborn Dragonborn generally despise True Dragonborn, especially the two who birthed it, seeing them as fools who have given up the only thing that makes mortals special.

    Alignment
    True Dragonborn are normally some form of good, as they have dedicated their lives to the cause of slaying evil dragons. They cannot be evil as Trothar will attempt to revoke his gifts from the Dragonborn by force.

    Reborn Dragonborn are generally chaotic, and doesn't care about harm coming to others. This causes them to steer toward evil acts, which allow them to finish each mission more efficiently at the cost of their morality.

    Lands
    They have no homeland. They closest thing they had to a homeland is now destroyed. The Ruins was a once a small nation of Good Draconic creatures and Karmainian's. The goddess Sventar saw that they were a threat to her children and flew over the nation. Then she opened all her heads, and let out their breath weapons upon the terrain. The land is now a wasteland where only abominations dwell, except in a single location. A kobold city built in the middle of a volcano. The Dragonborn see this as a single sign of hope for a future nation.

    Religion
    True Dragonborn view Trothar simultaneously as their deity and their father. They accord him honour and worship. Trothar allows his children to worship other deities as long as they are of Good Alignment, but they seldom do.

    Reborn Dragonborn generally hate the gods. They see themselves as pawns in gods schemes, and know that there creator will never let them go.

    Language
    Dragonborn know all the languages from their previous life and normally try and learn Draconic the Language of Dragons to help gain allies or frighten enemies.

    Names
    True Dragonborn regularly keep their old names to remind them of what they once were and what they have become. But recently some True Dragonborn have been taking new names in Draconic to symbolise they have are a new person after rebirth.

    Reborn Dragonborn instinctively know of the name of its previous-self and uses that as its name.

    Racial Traits
    • Dragonblood: Dragonborn are humanoids with the dragonblood subtype.
    • Medium: As Medium creatures, Dragonborn have no special bonuses or penalties due to their size.
    • Dragonborn base land speed is 30 ft.
    • +2 Con, +2 Cha, -4 Dex: Dragonborn are hearty and charismatic, but their bodies are stiff and slow moving.
    • Blood Foe: Dragonborns were created to combat evil dragons and whenever they fight with there natural foe they're blood begins to boil. Dragonborn gain a +2 dodge bonus to AC against Dragons, a +2 racial bonus on combat maneuver checks made to grapple creatures with the Dragon type, and a +1 racial bonus on attack rolls against Dragons.
    • Draconic Aspect: Trothar has blessed the Dragonborn with the ability to imbue dragon power within their bodies. By touching the corpse of a True Dragon and expending a Move action they gain some of the traits of the slain creature. This aspect is retained for a 1d12 months or until a new one is gained, upon which time as the previous aspect is lost. See below for the abilities granted by the specific dragon.
    • Dragon Fury: Dragonborn have two primary claw attacks that deal 1d4 points of bludgeon, and slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of bludgeon, piercing, and slashing damage plus 1/2 Strength bonus.
    • Low Metabolism: A Dragonborn can survive on one-tenth the food and water it takes to sustain a Karmainian.
    • Silent Soul: A Dragonborn innately infuses body with the elemental energy of his surroundings, this stops creatures with an elemental subtype being able to pin point the Dragonborn using Blindsense.
    • Language: Dragonborn begin play speaking the Draconic and Trader’s Tongue languages. Dragonborn with high Intelligence scores can choose from the following: Celestial, Estilex, Infernal, Karmainian, Kratoan, Sumran, Turvani.

    ---

    Aspects
    • Amber: Gains a +4 racial bonus on Stealth checks while within a Forest.
    • Black: Gains 5 resistance to acid.
    • Blue: Gains 5 resistance to electricity.
    • Brass: Gains 5 resistance to fire.
    • Bronze: Gains 5 resistance to electricity.
    • Copper: Gains 5 resistance to acid.
    • Dry: The Dragonborn can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
    • Gold: Gains blindsense 30 feet against creatures that are touching the same body of water.
    • Green: Gains Poison Use and never risk accidentally poisoning themselves when applying it to weapons.
    • Plains: Gain Spell Resistance equal to 2 + Character Level.
    • Plague: Gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
    • Red: Gains 5 resistance to Fire.
    • Silver: Once per day, the Dragonborn can roll twice when making a Bluff or Diplomacy check and take the better roll.
    • Spellwaste: Gains the Spell Warding ability of a Spellwaste dragon. This only affects level 0 spells and spell-like abilities.
    • White: Gains 5 resistance to Cold.

    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Dragonborn has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Dragonborn who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Contractor: Every time this is taken, you gain an additional Technique Point.
    Fighter: Every three times this is taken, you gain an additional 1d6 strike dice, which can only be used on attacks against Dragons.
    Paladin: Every time this is taken, you deal an additional point of damage against Dragons with your smite ability.

    ---

    Racial Archetypes
    Drakesworn (Contractor)
    {table=head]Level|Special

    1st|Patron
    2nd|Assimilate Aspect
    5th|Breath Weapon
    10th|Anima Memento
    [/table]

    Class Features
    All of the following are class features of the Drakesworn.

    Patron: To obtain his power, the Drakesworn forms a pact with Trothar, in which he trades his immortal soul for not only power, but also to increase the soldiers in Trothar's army. This function as you gaining the Draconic Patronage, with your available Techniques being those with the Elemental or Good Descriptor. This ability replaces and modifies the Patron ability.

    Assimilate Aspect (Su): Those who have traded their souls lose part of themselves, though the Drakesworn can steal the essence of dragons to weaken these effects. If a Drakesworn of second level or higher doesn't have an Aspect he is constantly under the effects of the Calm Emotions spell, though gain a +4 bonus on saves against mind-affecting spells and effects. If the Drakesworn possesses an Aspect, the bonus drops to +2 and he isn't constantly affected by Calm Emotions. Assimilate Aspect replaces the Soulless ability.

    Breath Weapon (Su): Instead of being able to form mental links with others, the Drakesworn can tap into their aspect and use it to create a breath weapon. This grants him the Breath Weapon of the dragon he possesses as his aspect. This functions exactly as the breath weapon of the dragon except for two factors; the DC and Damage.

    The DC is 10 + 1/2 Drakesworn level + Constitution modifier. The damage is determined as if you were the age category of the dragon, which age category is choosen by using your Drakesworn level as the Dragon's HD. If you lack a suitable amount of Drakesworn levels to attain even the wyrmling age category you can't use the Breath Weapon ability with that dragon.

    For example, a 5th level Drakesworn could use the Breath Weapon of a Black Dragon Wyrmling, though he must attain 7th level to use the Red Dragon Wyrmling's breath weapon. Breath Weapon replaces the Telepathic Bond ability.

    Anima Memento (Su): Upon reaching 10th level, the Dragonborn can possess three aspects at any one time. This allows you to gain all their benefits at the same time and grants access to all their breath weapons; though their Damage is still determined by your Level, and that even though you possess more than one type of breath weapon, you still can only use your breath weapons once every 1d4 rounds.

    At 15th level, the number of aspects you possess is equal to your Charisma bonus + 3. Anima Memento replaces the Supress Manifestation and Commune abilities.

    ---

    Vital Statistics


    {table="head"]Dragonborn Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|5'2"|+2d10|125 lb.|x (3d4) lb.
    Female|4'9"|+2d10|90 lb.|x (3d4) lb.[/table]
    Last edited by Milo v3; 2013-02-09 at 07:34 PM.

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    Default Re: The Blades of Keran [Setting]

    DunestiTranslates to Exiled Elves
    Origin
    During the early years of the Second Era, a race known to others as elves were created by the god Kephra, Lord of the Wild. He designed them to have an eternal bond with nature. They lived happily for two generations but afterword’s two cults were forged. One worshiped the primordials and thought that the world should be returned to its base elements. The Domễ cult believed that they deserve more gifts from their god who left them in the wilds without any tools or resources. The Primordial Cult were slain by the Divines for their blasphemy. The Cult of Domễ saw this as the Divines attacking and began a plan to kill the Divines before they destroyed all mortals.

    They began to learn magic separate to divine. Using these new talents they tried to recreate the Primordial Cult to turn them into warriors of vengeance. But the reanimated creatures that come back weren't undead. They were first Demons. They were the first creatures to have died without worshipping a god. As such they had nowhere for their souls to go. These souls just drifted the Astral Sea until they reached Primus. He talked to these souls and corrupted them further than anything ever seen before.

    These Demons then started to slaughter the Domễ cult. The survivors of the cult were exiled by the other elves to the plains of Sumra for betraying their creators. The cultists were branded the name Dunesti (Or Exiled Elves), while the others elves saw themselves as being true uncorrupted elves and adopted the name Newesti (True Elves).

    After a year of the Dunesti travelling through the plains a blight fell upon them, the land of Sumra was transformed from its former virgin soil into a near lifeless desert. Currently only a single mortal knows the cause for this severe change and he is currently being hunted by the Sumran Empire.

    Personality
    The Dunesti are arrogant and intelligent. Dunesti are also cold and slightly distant, knowing that survival in the desert is hard, and they need to do whatever is required to survive. It is knowing that they do survive in the hostile land of the desert is actually the cause of their sense of superiority.

    Dunesti try to think of all the risks of an action, but because of the speed of thought they don't take long to make decisions. This allows them to be great leaders.

    Physical Description
    They stand at the same height as Karmainians, with less weight because of their lithe and thin bodies. They have tanned skin, and slightly pointed ears. Their eyes aren't almond shaped unlike the Newesti, looking more like Karmainian. Their hair is dark and normally long, serving to keep the sun's glare and heat off their faces.

    They have slower metabolisms than Newesti or Karmainians, which is very useful when travelling the desert, but this often causes them to gain weight faster if they aren't nomadic. This also slows the effects of poison slightly, which is useful in that most creatures of the dunes have dangerous toxins.

    Dunesti are separated from the Fey unlike the Newesti, and as such cannot breed with Fey, the aging process is much quicker, and they don't naturally merge with the Feywilds. This has made them more likely to be able to procreate with Karmainians and the children that result aren't sterile.

    Relations
    They aren't seen as elves anymore by the Newesti, as they were exiled long ago, but since that was eras ago they are instead treated like Karmainians. They are also currently in a war with the Karmainians and the Gnomes of North Karma so most are suspicious of each other at best. Dunesti are friendly with all other species though, because of a treaty between Sumra and most other nations. They also strangely friendly with Aegis because they didn't reach Sumra during the Aliēnus War.

    Alignment
    They tend towards Chaotic Neutral, doing whatever is necessary for them to survive.

    Lands
    The Dunesti rule the Empire of Sumra. Sumra is a largest country in the world of Keran, being of continental size. It is a giant desert with the exception of the Mountain ranges in the east and the forests beyond the mountains. It has many cities in it, with the largest being Sumrana a city on the back of a colossal golem in the image of a Tortoise. With the exception of Sumrana, all the major cities are built from sand and clay, both of which are empowered by magic.

    The reason Sumra's a desert is because the Sun Rana heats it more than anywhere else. He burns the entire desert, but his focus is centred on the city of Sumrana itself. This has caused the people of Sumrana only able to go outside at night, as the surface of Sumrana at day becomes hot enough to set even the toughest and wettest flesh aflame.

    There are very few oasises, but those that exist are surrounded by small towns which rely on its water. Bandits normally attack these towns for water.

    During the season of Desertbane it is basically impossible to survive in the wastes. It gets so hot that flesh dries and sets alight. Water is nigh existent. The only refuge is underground or inside the city of Sumrana.

    Religion
    They turned their backs on the Divines in their creation, so there generally no religious practice in Dunesti culture. Often they only have temples to the Moons of magic and Atlan, goddess of water. The Dunesti hate the Divine Rana as he lays waste to Dunesti's land each day with his unrelenting heat.

    In addition to the Divines, it is legal to worship Demon Princes and the Infernal Lords publicly. This strangely has reduced the amount of cults in Sumra, with most instead opperating more similiarly to policed religions in other countries.

    Language
    They are all taught to speak Sumran from a young age; this language is based off an ancient dialect of Estilex with several words of Abyssal mixed in. When spoken its words sound poetic but give off a cold and distant persona.

    Names
    They are given their names from their parents two weeks after they are born. This name is generally words in Sumran.

    Male Names: Belshatzzar, Dawid, Filippu, Gedeon, Jericho, Samuilu, Zaboulon
    Female Name: Jescha, Merob, Michol, Naamah, Sepphora, Thamar
    Surnames: Bolshadi, Masajaes, Pascaes, Tyser

    Racial Traits
    • Elf: Dunesti are humanoids with the Elf subtype.
    • +2 Dex, +2 Int, –2 Str: Dunesti are nimble and have swift minds. But like their Newesti cousins, they have weaker muscles.
    • Medium: As Medium creatures, Dunesti have no special bonuses or penalties due to their size.
    • Dunesti's base land speed is 30 feet.
    • Abyssal Taint: Because of the Dunesti's hand in creating the first Demons they're minds are slightly linked. Dunesti gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks against creatures with the Demon Subtype.
    • Low-Light Vision: Dunesti can see twice the distance of Karmainians in Moon-light or otherwise shadowy illumination.
    • Magic of the Dune's: Dunesti gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. Also while within a desert he gains a +1 bonus to caster level.
    • Slow Metabolism: Dunesti gain a +2 racial bonus on saving throws against poison. They also only require only one-half the the food and water it takes to sustain a Karmainian.
    • Waste Walkers: Dunesti receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
    • Language: Dunesti begin play speaking the Sumran and Trader’s Tongue languages. Dunesti with high Intelligence scores can choose from the following: Celestial, Draconic, Estilex, Infernal, Karmainian, Kephan, and Kratoan.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Dunesti has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Dunesti who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Binder: Every two times this is taken, your Effective Binder Level is counted as one level higher when binding creatures of the Cold, Earth, or Fire Subtype (Chosen when this benefit is first gained).
    Contractor: Every three times this is taken you gain 5 energy resistance to cold or fire (Chosen when this benefit is first gained). If this would grant 25 energy resistance to either cold or fire, it becomes an immunity instead.
    Wizard: Every three times this is taken, you learn add one additional wizard spell. This spell must have the Cold, Earth, or Fire descriptor (Chosen when this benefit is first gained).

    ---

    Racial Archetypes
    Demonblade (Fighter)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Demonblade.

    ---

    Vital Statistics


    {table="head"]Dunesti Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'10"|+2d8|100 lb.|x (1d4) lb.
    Female|4'5"|+2d8|80 lb.|x (1d4) lb.[/table]
    Last edited by Milo v3; 2013-02-09 at 07:38 PM.

  6. - Top - End - #6
    Firbolg in the Playground
     
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    Default Re: The Blades of Keran [Setting]

    Durzite
    Origin
    During the early years of the Second Era, a stone from Lustav fell to Keran. Landing in the depths of the Tulvarn Mountains, the rock shattered into a hundred pieces. Each of these then rose, each a Durzite. These Durzite formed societies within the mountains, utilising their natural bond at Geotia magic to create servants and eldritch devices.

    The Durzite leave an isolated life, making sure to remain out of wars. This has resulted in their cities being colossal in size with huge amounts of arcane knowledge and a near utopic society, despite dwelling in the Underdark.

    Personality
    Durzites are very patient by nature, but also heavily driven by desire and greed. They use their intelligence to get what they want, and when that fails, they resort to magic and tools to finish the job. Art and leisure are very important to durzites, and use bound creatures or golems to do menial labour for them.

    Durzites aren't as empathetic as other races, with their sense of survival being more prominent. This attitude has helped them survive in the upper areas of the underdark. But this has weakened ties to surface races.

    Physical Description
    Durzites stand 3 to 4 feet tall and weigh 30 to 40 pounds. Their skin is pale and their faces are tight and angular. They have rather long pointed ears that jut back rather than point up like more sylvan folk. Their eyes are commonly unnatural shades, ranging from deep purples, aquas, yellows as well as the occasional human shade of eye. Interestingly, instead of hair, their heads are topped with coarse spines, similar to that of a hedgehog. These spines slowly continue to grow longer as they age. The oldest of their kind have foot-long spines.

    Valuing privacy, they often wear loose robes, cloaks and capes to conceal anything that they may have on them, like armour or weapons. Of course, in the constantly briskly chilled underground, these clothes also serve to keep them warm. Having to traipse across hard stone, often slippery with dew or loose pebbles, their craftsman took it to heart to provide their people the best possible footwear made. Durzite boots are renowned as being comfortable, long lasting and sure-footed and fetch prime prices in markets and bazaars.

    Traditionally, durzite clothing is drab or dark colour with a few flourishes for personal taste and style. They seldom wear hoods or hats, but can. Their spines don't prevent them from wearing such things, though it does make them uncomfortable.

    Relations
    Durzites don't get along with other races very well, because of their lack of empathy and lazy nature. Outsiders from the planes don't typically trust durzites either, so knowing that they could use binding magic to trap them.

    Occasionally gnomes establish trade routes with durzites, but the Durzites regard them as too destructive to be trusted. Dwarves, with similar living environs, have never gotten along with durzites. Durzites keep to themselves and can hardly be expected to bother with the troubles of the outside world. Many creatures of the underdark fear the cities of the durzites and their secret weapons and schemes.

    Alignment
    Durzites run structured, organized lives, and thus tend toward lawful. Though, with adventures and outcasts, they tend toward neutrality, living without the rigors of daily study and schedules. But as all species they're outlooks and alignment are greatly varied.

    Lands
    Durzites live deep within mountains. They build great golems to carve away at the rock and haul away huge boulders. Druids, Earth Elementals, and Wizards follow after and smooth and decorated their halls.

    Though it is not the halls that impress as much as their caverns, huge open spaces underground filled with stone buildings shaped by magic and lit from all around by thousands of tiny fire beetle souls. Spiralling walkways line the walls of the cavern, leading off to other smaller chambers.

    In the centre of the city, lies a fortified stronghold, home to the senate of Council Elders, High Mages and High Priests who rule over their city-states. The stronghold reaches to the ceiling of the great cavern, and acts as a support pillar. The Council of Elders is composed of those durzites who win public election, as well as those who live to 100 years, which automatically earns them a seat on the Council.

    Elders, Wizards and Binders form the city's Governing Commons. They elect one of their own to sit as the High Elder, who rules until his passing, or his retirement. Though, during peace time, the job is easy, as durzite cities, for all their size, are sparsely populated. For this reason, durzites are wary of letting too many outsiders in at one time. Durzites keep track of visitors, never allowing more than 1 visitor per 2 durzites.

    Visitors come to trade, as with gnomes, or to shop for goods in their bazaars, which are always filled with finely made crafts. Durzite made boots are well renowned as the finest footwear available.

    In each city, there is a Gate Room that has portals that connect to every other durzite city and often to other planes of existence.

    Religion
    Durzites regularly worship the three moons of magic, despite not being able to see them from their underground cities. They don't have many clerics though and generally use magic items to heal.

    Language
    Durzites are all taught to speak Trader's Tongue and Turvani at a young age. By the time they reach adulthood they are fluent in both of these languages and often another, chosen by the Durzite as it develops.

    Names
    Occasionally, other races will refer to durzites as "durzees", or to a single durzite as "durzee". This isn't meant to be a racial slur, it is merely slang.

    Durzite names are commonly long and obtuse. In modern ages, their names have gotten progressively shorter. Though, in ages past, it was not uncommon for names to reach past seven syllables. Since they are so long lived and few in number, a durzite will rarely use his surname, saving it for formal occasions only. Surnames are not necessarily taken from the father, and a durzite man may take the surname of his wife if she is of a nobler stature upon marriage.

    Male Names: Adelmorn, Alkin, Diyamaki, Ganikarto, Ganteka, Gurdok, Kakarneb, Neoseraphi, Ornugon, Varden
    Female Name: Amekmia, Emediomana, Fadameta, Mekanouta, Mesvanterra, Quinata, Votumeta, Zota
    Surnames: Arekton, Bakuearol, Cantemarden, Jotenberki, Kanderlan, Penkaron, Setsaravar, Sotaragas

    Racial Traits
    • Durzite: Durzites are humanoids with the Durzite subtype.
    • Small: As small creatures, durzites gain a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of medium-size characters.
    • Durzite base land speed is 20 feet.
    • +2 Int, −2 Strength : Durzites are smart, but their magic filled society causes them to not rely on strength.
    • Forceful Binding: Durzites are born with a +4 racial bonus on intimidate checks to convince creatures to make a Binder pact.
    • Inborn Summoner (Sp): At first level a Durzite must choose a spell from the following list:
      • Summon Eldritch Abomination I
      • Summon Monster I
      • Summon Nature's Ally I
      • Summon Noble Blood I
      • Summon Planar Agent I
      • Summon Primal Being I
      • Summon Undying Servant I

      A Durzite can cast that spell as a spell-like ability once per day. Caster level is equal to character level.
    • Low-Light Vision: Durzites can see twice as far as humans under conditions of poor illumination. They are able to distinguish color and detail under these conditions.
    • Language: Durzite begin play speaking Trader's Tongue and the Turvani language. Durzite with high Intelligence scores can choose from the following: Abyssal, Aquan, Auran, Celestial, Ignan, and Terran.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Durzite has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Durzite who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Binder: ?
    Druid: ?
    Wizard: ?

    ---

    Racial Archetypes
    Rune Master (Binder)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Rune Master.

    ---

    Vital Statistics


    {table="head"]Durzite Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|3'0"|+3d6|40 lb.|x (1) lb.
    Female|3'0"|+3d4|35 lb.|x (1) lb.[/table]
    Last edited by Milo v3; 2013-02-12 at 01:48 AM.

  7. - Top - End - #7
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    Default Re: The Blades of Keran [Setting]

    Dwarf
    Origin
    Dwarves are said to have been created by Genon, the god of elemental stone, during the early stages of the second era. He aimed for them to be the perfect society, but found they didn't develop. So he made a deal with Rana, god of the sun and elemental fire, and imbued his creations with fire.

    This trait normally only causes them to have independent thoughts and act as unique individuals, but sometimes it is more powerful resulting in Jinn.

    Personality
    Dwarves are very patient and cautious by nature, but also are stubborn and won't change their minds after they have made a decision. They are very traditional people, but they are known to spontaneous change the tradition. They don't believe in giving something for nothing, this has made the Dwarves seem inhospitable to others despite simply being rational.

    They generally aren't greedy and simply believe that you must earn what you gain, otherwise you are greedy and a bane to society. These people generally aren't cared for by others and get no sympathy.

    These traits generally alienate others; they enjoy the solitude this has granted them as it allows them to enrich their own culture how they wish rather than losing control because of other races.

    Physical Description
    Dwarves stand only 4 feet tall but they are so broad and compact that they are on average, almost as heavy as Karmainians. Dwarven men are slightly taller and noticeably heavier, than dwarven women. Dwarven skin is typically a shade of white, brown or black with the colour determining their social Caste.

    The lower chin of a Dwarf is covered by a thin layer of bone and at the very bottom of the chin a single horn curves outwards. The horn of a male is normally seen as a personal area in dwarven culture and is never to be seen by anyone but family and intimidate individuals. Females on the other hand lack the boneplate and chin, and do not need to cover their faces in any way. Despite lacking a horn on the chin, females do have several smaller horns on their heads.

    Because of their horns such men generally grow beards or cover their faces with clothing, helmets, or clay masks. Most Dwarves wear thick clothes as their homes are cold.

    Jinn are a rare caste of Dwarf which is imbued with elemental fire upon being chosen. Their breath is like smoke and their skin is always tanned. They strangely cannot grow facial hair and lack the bone that covers the chins of other dwarves.

    Relations
    Dwarves are seen as selfish by other races. They have never gotten along with the Durzites seeing them as amoral and selfish. This caused the Dwarves to develop in isolation which has caused dwarves to slowly become slightly xenophobic of other cultures. They are currently in a War with the Newesti over a trade route in the Feywild. They generally don't trust Sarli or Murderer's because of their nature to create undead.

    Gnomes generally aren't allowed in Dwarven cities because of the damage caused during the Aliēnus War.

    Alignment
    Dwarves are usually lawful, and they tend towards neutral.

    Lands
    Dwarven cities lie on the sides of colossal caverns, deep within the Tulvarn. These caverns are actually part of the underdark so they often have several guard towers around the outside walls.

    As these cities are vertical rather than horizontal they Dwarves can section their cities better than other species. As such each caste is placed in a different layer. The Workers dwell in the upper most layer, Artisans in the second, Merchants in the third, Knights in the fourth, and Nobles and Jinn in the lowest layer. Slaves have no layer as they must move through the whole city, they do have an area that only they move through though.

    There is a passage of thin tunnels which twist and turn through the different sections of Dwarven Cities, these tunnels connect the the main areas of the city and are known as Whisper Caves, because you can here whispers from the whole city in them.

    Religion
    They worship Genon of the earth. They believe that he is the creator of the Dwarven species and seeks to help them. It is believed every thousand years a Dwarf is chosen by Genon to be his prophet, this prophet automatically becomes the current ruler of the dwarves overriding the previous ruler. The first prophet Jachin used his power to create a colossal sphere; at the centre of this sphere is a large black Onyx which is said to be a gate to Genon's personal realm.

    After your Clan Elder chooses your Caste you must touch this Black Crystal, after which you are sworn to be that caste for all your life.

    Language
    Dwarves are taught to speak the Turvani tongue, but their lack of communication with outsiders means they aren't taught trader's tongue.

    Names
    Dwarves name is granted to him by his clan's elder, in accordance with tradition. Every proper Dwarven Name has been used and reused through the generations. A dwarves name is not technically his own. It belongs to his clan, and if he has shamed the clan they will revoke his name and clanship. From then onward they will be known as "Falkner", which means Fallen in Turvani. In addition to his name, a Dwarf also has a Caste that he is born into. This caste is the Dwarves role in society and cannot be changed by any but the clan's elder.

    Male Names: Asad, Hisein, Maram, Murad, Nagi, Naveed, Qadir, Suhayl, Zulfikar.
    Female Name: Arij, Ayesha, Galila, Gawahir, Khadiga, Lulu, Maryam, Rajya, Taliba.
    Castes: Slave, Worker, Artisan, Merchant, Knight, Noble, Jinn.

    Racial Traits
    • Dwarf: Dwarves are humanoids with the Dwarf subtype.
    • Small: As a Small creature, a Dwarf 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.
    • +2 Constitution, –2 Charisma.
    • Dwarf base land speed is 20 feet.
    • Darkvision: Dwarves can see in the dark up to 60 feet. Darkv/ision is black and white only, but it is otherwise like normal sight, and Dwarves can function just fine with no light at all.
    • Caste: The Caste of the Dwarf grants it abilities for the Caste. See below for Details.
    • Fortified Body: Dwarves gain a +4 bonus on Fortitude saves against disease, including magical diseases. Dwarves also gain a racial bonus on saving throws against poison effects equal to their Hit Dice + 4.
    • Feyborn Foe: A Dwarf is trained from a young age in the art of killing elves. Dwarves gain a +1 racial bonus on attack rolls and a +4 dodge bonus to AC against creatures of the Elf Subtype.
    • Language: Dwarves begin play speaking the Turvani language. Dwarves with high Intelligence scores can choose from the following: Estilex, Karmainian, Trader’s Tongue, Umbrese.


    ---

    Dwarven Caste Options
    • Slave: A Slave must know how to move through the city as fast as possible and innately knows how to travel through the Whisper Caves. Members of this caste have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
    • Worker: A Worker must be able to work for as long as possible with low cost to resources. All members of this caste gain Endurance as a bonus feat at 1st level.
    • Artisan: An Artisan must be able to form the structures of the great dwarven cities. Members of this caste receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. In addition the Craft and Knowledge (Engineering) skills are always considered class skills for members of the Artisan caste.
    • Merchant: A Merchant is a trickster at heart who's life depends on his wares. Members of this caste gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie
    • Knight: A Knight is a strong warrior who must never falter. Members of this caste receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. In addition they also gain a +2 racial bonus on all saving throws against fear effects.
    • Noble: Members of this caste gains a +2 racial bonus to Diplomacy checks. Against Athach this bonus increases to +5. Also, nobles gain a +5 racial bonus on Handle Animal and Ride checks against Ankhegs.
    • Jinn: A Jinn is a natural born mage that is imbued with fire. Once per day as a swift action, a member of this caster can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The creature may end the effects of this firey assault early as a free action.

    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Dwarf has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Dwarves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Cleric: ?
    Fighter: ?
    Sorcerer: ?

    ---

    Racial Archetypes
    Stone Weaver (Cleric)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Mason Master.

    ---

    Vital Statistics


    {table="head"]Dwarf Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|3'9"|+2d4|130 lb.|x (2d6) lb.
    Female|3'7"|+2d4|100 lb.|x (2d6) lb.[/table]
    Last edited by Milo v3; 2013-02-11 at 08:37 PM.

  8. - Top - End - #8
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    Default Re: The Blades of Keran [Setting]

    Gnome
    Origin
    In the Second Era Gnomes were forged from primordial magma by Rana, King of the Burning Sun. Rana filled each of these creatures with a great passion to create. Soon these crafters started to develop a society in the Tulvarn Mountains. Gnomish culture was in a near constant renaissance, with the hundreds of gnomish inventors, artists, and researchers. As their numbers grew the Gnomes dug deep into Keran, but they soon reached the underdark. Within these dark depths they made contact with a strange species known as the Koumarn. But their wasn't any conflict, instead the two cultures made a deal; the Gnomes would gain access to Koumarn technology to supplement their own Steam-powered technology, and in return the Gnomes would give the Koumarn knowledge about Keran.

    This partnership went for 100 years, but ended once the Koumarn had all of the Gnomish knowledge. But the gnomes were desperate, they didn't want to lose the possibility of getting more of the highly advanced technology.
    So the Gnomes created a weapon for the Koumarn. The Aegis were hulking living titans of crystal, and a hybrid of Koumarn and Gnomish technology.

    With these new weapons in their command the Koumarn started to lay siege to the surface of Keran, this was known as the Aliēnus War. The Dragon Isles took the most of the attack, hundreds of kobolds were taking captive, and thousands more were killed. During this invasion the Koumarn left the gnomes to command the Aegis which ran the prisons. When the Aegis gained sentience at the hands of the Kobolds and all the prisoners started to escape, the blame turned to the gnomes. The Koumarn killed the leaders of the Gnomish people as a punishment for their failure and exiled them from the underdark.

    The Gnomes left, but when they returned to the surface, they were attacked by those who suffered in the war. Thus the Gnomes decided to build away from the other species. Aquiter was the result. Aquiter was a colossal metallic city which floated on the ocean. But the Kobolds held a severe grudge. They used magic to pierce the illusions of the Gnomes and after many years located Aquiter.

    The kobolds annihilated it, killing most of the Gnomes within. Ever since the Gnomes were a dying race; their home destroyed, most of their technology had been lost, they were viewed with distrust. But there is a glimmer of hope, as the North Karmainian's allow them into their lands in return for having to help them in the war against Sumra.

    Personality
    Gnomes have inquisitive minds and are nearly all have an urge to create. This causes them to be very curious in finding out new information. They are always thinking of what to do next and often can't work on long projects because of lack of interest. They can focus on tasks though if they are important enough though.

    Physical Description
    Gnomes appear as small deformed humanoids. Their arms are long thin and each leg is stocky and short, giving them a chimp-like appearance. In addition to the Gnomes also have a large number of thin heat sensitive whiskers which extend from their cheeks.

    Relations
    The Gnomes are currently viewed with suspicion because of their past of helping the Koumarn Aliēnus War. The Kobolds harbour a special hatred for the Gnomes because they were attacked with the most force and thousands of kobolds were slaughtered because of their actions. The Karmainians do not view them with hostility because of a pact the two races have an alliance against the Empire of Sumra.

    Alignment
    They are normally neutral, and they nearly always are chaotic because of their erratic thought pattern.

    Lands
    The Gnomes once lived in the depths of the Tulvarn Mountains in the cities of the Kourman, but were exiled upon failing the masters. They then dwelt within the floating city of Aquiter but this was destroyed by the Kobolds in an act of revenge.

    They are currently nomads in the plains of North Karma, one of the only places in the world they aren't hated. There the Gnomes travel trading their devices for food and similiar supplies.

    Religion
    Gnomes weren't originally religious, preferring to drive their own destinies rather than been forced to have their life chosen by another. This is slowly changing as the Gnomes are living in the very religious culture of the Karmainians, causing a small number to worship Dylian.

    Language
    The Gnomes often speak one of two languages; firstly the language of the original gnomes, Mecan, and Karmainian, the language of North Karma. Though gnomes have been known to learn other languages quickly.

    Names
    There names are short and efficient words in Mecan.
    Male Names: Cyrus, Draco, Kyros, Linus
    Female Names: Agape, Alexis, Gaiane, Helene


    Racial Traits
    • +2 Consititution, +2 Intelligence, -2 Wisdom
    • Gnome: Gnomes are humanoids with the Gnomes subtype.
    • 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.
    • Gnomes base land speed is 20 feet.
    • Cinder Soul (Ex): If a Gnome has an Intelligence score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.
    • Eldritch Knowledge: Gnomes have knowledge from beyond the far realm which warps their view slightly and they can gain insight from it in creation. This grants them a +1 racial bonus to Craft and Knowledge (Engineering) checks. In addition they are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
    • Low-Light Vision: Gnomes can see twice the distance of Karmainians in Moon-light or otherwise shadowy illumination.
    • Whiskers: Gnome whiskers are heat-sensitive. This allows them to sense fire coming at them before others normally would. This grants them a +1 racial bonus on saves against fire.
    • Language: Gnomes start with knowledge of the Karmainian and Mecan languages. Furthermore, gnomes with high Intelligence scores can learn any languages they want.
    • Racial Class: Gnome is the only race that can take levels in the Xenoalchemist class.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Gnome has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Gnomes who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Contractor: ?
    Rogue: ?
    Xenoalchemist: ?

    ---

    Racial Archetypes
    Clockworker (Xenoalchemist)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Clockworker.

    ---

    Vital Statistics


    {table="head"]Gnome Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|3'0"|+2d4|40 lb.|x (1) lb.
    Female|2'10"|+2d4|35 lb.|x (1) lb.[/table]
    Last edited by Milo v3; 2013-02-10 at 02:47 AM.

  9. - Top - End - #9
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    Default Re: The Blades of Keran [Setting]

    Half-Elf
    Origin
    In the begining of the Second Era Karmainian's were created by Dylian, Patriarch God of Good, from the bodies of elves. The creator of the elves decided he disliked similarity between his children and Dylians. So Kephrana linked the souls of each Elf to his home realm, the Feywilds. After this event the raw energy of their god warped them into new beings.

    But when the Domễ Cult of the Elves was cut off from the Feywilds they strangely started to revert back into their ancient forms, but they were tainted by the act of creating the first demons. The result of this was the Dunesti. These Dunesti were biologically the ancient elves, and as such they were similar to Karmainians, this makes it possible for Dunesti and Karmainians to reproduce.

    Even in the Third Era Karmainians and Dunesti are still close enough biologically to reproduce successfully. This results in a Half-Elf. If this Half-Elf breeds with the Karmainian or a Dunesti then the result will be Half-Elf. Strangely they're are rare exceptions, such as the Children of Pravelius, the Count of the Grand City of Everfall.

    Personality
    They are as diverse as Karmainians when it comes to personality. Except that is it alot more common for a Half-Elf to feel like an outsider, as its blood is seperate from both of its parent's cultures. Because of this they have learnt to lie, decieve, and charm with great skill so they can merge with the culture rather than being an outsider.

    Physical Description
    A Half-Elf appears Karmainian in many respects, but has thinner darker eyes, tanned skin, and raven coloured hair. The ears of a Half-Elf are pointed like those of a Dunesti. They're arms are thinner, more flexible, but because of their heavier build than Dunesti and the trace amounts of Dead Iron in their body this doesn't increase the Half-Elves agility enough to make a difference.

    The eyes of the Half-Elf are designed for use in the dark. This allows them to see further in darkness and they can actually see more detail when shrouded in shadow.

    Relations
    Most races on Keran pity the Half-Elves, seeing them as outsiders who have no true home. In Sumran society they have no rights and are classed as seen regardless of blood. Karmainians see them as strange yet similar and distrust them as they have the blood of the enemy in them. The Aegis, Dwarves, and Kobolds are slightly saddened by the fact that the Half-Elves aren't part of either of their parent's societies and generally are rather friendly to them.

    They do a lot in common with Aasimar and Tiefling, and the three generally get along quite well. Durzite, Murderers, Ranx, and Sarli treat them as they would any other sentient species.

    Alignment
    They tend towards Neutral, having to adapt to their environments rather than question it they have less thoughts about morality.

    Lands
    Most Half-Elves travel to or are born in Kratoa as it has a mixture of Elves and Karmainians, while allowing Half-Elves to have equal rights. The other Half-Elves generally reside in Sumra as they have a some rights and Half-Elves aren't seen in a bad light, compared to North Karma where they are openly distrusted and seen as traitors.

    Religion
    Half-Elves generally worship the deities of the local nation. For a Half-Elf religion is less about personal views and more about what it represents to a culture

    For example a Half-Elf will generally worship Dylian if they live in Kratoa or North Karma as his followers are seen as trustworthy and respectable.

    Language
    Half-Elves learn to speak Trade Tongue, and either Karmainian, or Sumran depending on its culture.

    Names
    They are given their names from their parents two weeks after they are born. This name is generally two words merged into one made from the Karmainian and Sumran Languages.

    Male Names: Belmark, David, Jerob, Samule
    Female Name: Jesika, Merob, Michol, Naamah, Sepphora, Thamar
    Surnames: Bolshadi, Masajaes, Pascaes, Tyser

    Racial Traits
    • Half-Blood: Half-Elves are humanoids with the Elf and Karmainian subtype.
    • Medium: As Medium creatures, Half-Elves have no special bonuses or penalties due to their size.
    • Half-Elf base land speed is 30 feet.
    • Talented: Half Elves gain a +2 to any single ability score of your choice during character creation.
    • Charming Nature: A Half-Elf quickly learn to lie and be charming to try and stop them from being outcasts. They gain a +1 racial bonus on Bluff and Diplomacy Checks.
    • Karmainian Blood: Because of the Dead Iron in your blood you gain spell resistance equal to 6 + your character level.
    • Low-Light Vision: Half-Elves can see twice the distance of Karmainians in Moon-light or otherwise shadowy illumination.
    • Twisted Diversity: Half-Elves have the taint of both the Demons and the Devils within them. As such Half-Elves gain cold resistance 5, electricity resistance 5, and fire resistance 5 and gain a +1 racial bonus on all saving throws because of their combination of traits.
    • Language: Half-Elves begin play speaking Trader’s Tongue and either Karmainian or Sumran (Chosen at character creation). Half-Elves with high Intelligence scores can choose from the following: Estilex, Infernal, Karmainian, Kratoan, Sumran, Turvani, Umbrese.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Half-Elf has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Half-Elves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Cleric: ?
    Fighter: ?
    Wizard: ?

    ---

    Racial Archetypes
    Heritor Warrior (Fighter)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Heritor Warrior.

    ---

    Vital Statistics


    {table="head"]Half-Elf Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'7"|+2d8|100 lb.|x (2d4) lb.
    Female|4'5"|+2d8|80 lb.|x (2d4) lb.[/table]
    Last edited by Milo v3; 2013-01-15 at 06:41 AM.

  10. - Top - End - #10
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    Default Re: The Blades of Keran [Setting]

    Karmainian
    Origin
    In the beginning of the Second Era Karmainian's were created by Dylian, Patriarch God of Good, from the bodies of elves. These first Karmainians wandered around the forest and plains of Karma, slowly learning how to live off the land. This eventually formed small farming villages. But as they start to develop into a true society they were attacked by wild magical beasts. On the verge of extinction Dylian gave them two gifts, Divine Magic and Dead Iron. The Dead Iron imbued within their blood resisted the magic of the beasts and soon the towns started to flourish.

    In the Third Era the Karmainian's have control over the nation of North Karma.

    Personality
    The Karmainians are a diverse people. They are as likely to be hot-headed as calm. They are more varied than any other race. But there are still similarities. Most Karmainians are judgmental and will normally see people for their heritage and profession (Especially North Karmainians) rather than who they actually are.

    Karmainian's are very proud and see them as being the favourite of the Divines as they were the first to be gifted Divine Magic.

    They also act on emotion more than logic and are prone to rash decisions.

    Physical Description
    Karmainians are normally slightly taller and heavier than elves, but there are hundreds of humans which are exceptions to this. Karmainians come in various different shapes. Their skin tones can range from a dark brown to a pale white. Karmainians generally grow long hair, which can range from blonde, brown, raven coloured, and rarely red. They have oval shaped eyes which are generally a green tinted brown, but variants often occur. Such variants are Amber eyes, Blue eyes, Green eyes, and in some amazingly rare cases purple and eyes which change with the weather.

    Karmainians also have a small quantity of Dead Iron in their bodies. This amount increases over time, which causes minor side-effects of Dead Iron. This means that eventually a Karmainian will faintly glow blue in moonlight.

    Relations
    The people from North Karma are currently in a war with the Sumran Empire causing distrust with the Dunesti and some Newesti. This also causes hostilities with the allies of the Dunesti such as the Kobolds and the Aegis.

    Because of the War of Sands the Karmainians have enlisted the help of the Gnomes to combat Sumra despite the gnomes past. So Gnomes are free to travel in North Karma and it isn't uncommon to see Gnomish merchants traveling through North Karma. They treat Aasimar, Half-Elves, and Tieflings as outsiders because of their Non-Karmainian blood makes them untrustworthy.

    Alignment
    They are normally neutral, but they all do have a small pull towards good.

    Lands
    The Karmainians were first created in the Northern Sections of Karma and spread from there. As such they quickly forged the nation of Karma. But during the War of the Dunes they lost huge portions of the south to the Lizardfolk and Ranx armies from the Moonshadow Isles. Once the war started to die down the Lizardfolk and Ranx had taken full control over South Karma forming a nation seperate to the North.

    In addition to North Karma, Karmainian's are also commonly found in Kratoa and they have a good number of control in the Kratoan government.

    Religion
    Most Karmainians are religious at an extreme level. They nearly always worship their creator Dylian and his children.
    As they are mainly fanatics they will generally do whatever the Leader of their religion says even if it makes no sense believing that they must have more knowledge and wisdom.

    As the Karmainians are so focused when it comes to religion, worshiping gods which oppose Dylian such as Jaccob, and Electren, are seen as blasphemous and are severely discouraged.

    Language
    They all to learn to speak Trade Tongue, and either Karmainan or Kratoan.

    Names
    They first names are from other languages. Their last names are normally titles only gained upon an achievement. This is why all Nobles in Karmainian society have adventurers in their blood. These titles are normally the combination of two Karmainian words.

    Racial Traits
    • Karmainian: Karmainians are humanoids with the Karmainian subtype.
    • Karmainian base land speed is 30 feet.
    • Medium: As Medium creatures, Karmainians have no special bonuses or penalties due to their size.
    • Innate Talent: Karmainians gain a +2 bonus to any two ability scores.
    • Dead Blood: The strange mineral known as Dead Iron flows through the blood of the Karmainians, forcing the species to be resistant to magic. Karmainians have Spell Resistance equal to 11 + your character level.
    • Innate Adaption : Karmainians are very good at adapting, and they are known to grow in skill to suit their changing needs. At 1st, 8th, and 16th level, Karmainians gain Skill Focus in a skill of their choice as a bonus feat.
    • Language: Karmainians begin play speaking the Karmainian and Trader’s Tongue languages. Karmainians with high Intelligence scores can choose from the following: Celestial, Draconic, Estilex, Kratoan, Turvani, Umbrese.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Karmainian has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Karmainians who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Cleric: ?
    Fighter: ?
    Paladin: ?

    ---

    Racial Archetypes
    Inquisitor (Paladin)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Inquisitor.

    ---

    Vital Statistics


    {table="head"]Karmainian Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'10"|+2d10|120 lb.|x (2d4) lb.
    Female|4'5"|+2d10|85 lb.|x (2d4) lb.[/table]
    Last edited by Milo v3; 2013-02-09 at 01:58 AM.

  11. - Top - End - #11
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    Default Re: The Blades of Keran [Setting]

    Kephra
    Origin
    Formed by the divine of life, Procern, these creatures which formed from scarabs which were infused with positive energy. They originally dwelt within the fertile plains and forests of Sumra, but when the Dunesti arrived they had to change.

    The land turned into a desert in only three years, causing the Kephra to quickly learn to burrow in sand as they did soil. Even after the hurdle of the desert was overcome, the Dunesti brought more suffering.

    The Dunesti wanted the lands of the Kephra, and quickly overpowered the insectiod people with magic. After the domination of the Kephra and the extinction of the Lorna, the Dunesti formed the Sumran Empire.

    Personality
    The Kephra prefer small groups and are nomadic. They have no fear of death and feel no grief for those who have entered the afterlife. Despite this they are rather caring individuals, who understand that life is short for others.

    Physical Description
    Their heads are strange and insectoid, with two large, compound eyes taking up a large amount of the face. They have small mandibles that serve only for eating, not for attacking. They have two antennae atop their heads that function as sensory organs, as well as indicators of mood.

    Kephra stand 4 – 5 feet in height on average, with females being slightly larger, but with more slender heads. Their bodies, like most insects, have a defined head, thorax, and an abdomen.

    Kephra's sleek bodies and powerful limbs allow them to move through lose materials (like sand) very easily. This helps them move around in the hot desert without being attacked or burnt by the sun.

    A Kephra begins life with a hard and smooth exoskeleton. This exoskeleton is black in colour, and is known to shine even after the Kephra has been tunnelling. This exoskeleton is also covered in small bioluminescent orbs which can glow blue.

    Kephra feed on raw flesh.

    Relations
    Kephra are rarely ever seen by other species because of their travel method and nomadic lifestyle. This has caused them to seem strange and exotic, especially to the Dunesti which despite living in the desert for many generations have only recently encountered them. They are a myth in many desert nations.

    Alignment
    They are generally neutral, preferring to care about their survival rather than morality.

    Lands
    The Kephra travel under the Desert of Sumra using their burrowing to great effect. Being Nomadic they generally don't form settlements, but some have been known to create temporary homes for themselves in the corpses of colossal beasts.

    Religion
    Kephra worship and respect Atlan, Mistress of the Oasis. Atlan is the bringer of life in the desert, but death to the Kephra because of their scarab physiology. Even though Kephra lack settlements, they do pray at Oasis's which serve as temples.

    Language
    Kephra speak by vibrating their version of vocal cords in their necks. This causes their language to sound very reedy and sound like the wind. The language of Kephan is very similar to the Auran of Air Elementals.

    Names
    Kephra names are normally hard to say in any language other than Auran or Kephran. Their names are normally a soothing word in Kephan.

    Male Names: Lathan, Preher, Monu, Soma.
    Female Names: Anon, Kulai, Malai Saccith.

    Racial Traits
    • Insectiod: Kephra are humanoids with the Insectiod subtype.
    • Medium: As Medium creatures, Kephra have no special bonuses or penalties due to size.
    • Kephra base land speed is 30 feet.
    • +2 Constitution, +2 Wis, -2 Strength: Kephra are wise and have hardened shells, but this exoskeleton restricts its growth of the insects muscle.
    • +1 Natural Armor: A Kephra's chitinous exoskeleton is tough and resistant to blows.
    • Carrion Seeker: Kephra have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
    • Come into Being (Su): Kephra are linked to the afterlife at birth. When a Kephra dies of old age he must make a fortitude save (DC 10) or immediately die. If he succeeds at this saving throw he dies and returns to life at the age of 1 year in 1d4 days (all ability modifiers from aging are removed).
    • Hard to Read (Ex): Their inhuman facial features and foreign body language make it extremely difficult for creatures without the insectiod subtype to tell when they are lying, bluffing, or even joking. Insectoid creatures gain a +2 racial bonus to all bluff, and intimidate checks against all creatures without the insectiod subtype. While Kephra gain a -2 racial penalty to all Diplomacy checks against all creatures without the insectiod subtype.
    • Insect anatomy: Kephra, like most insects, breathe not through their mouths, but through six spicules in their thorax, three on either side of the body, though they can (and do) speak by vibrating their version of vocal cords in their necks. A Kephra will drown if standing in water of even chest height. Their clothing is designed to accommodate this, but it makes tailoring armor extremely difficult. For a non-Insectiod creatures to create armour for a Kephra, the cost of creation is double, and the time to craft it is tripled.
    • Sanguine Weakness: Though a Kephra's exoskeleton is extremely durable, it is vulnerable. If cracked, a Kephra is in real danger of bleeding to death. Kephra that take lethal damage begin losing hp due to blood loss at the rate of 2 hp per round per wound until either magically healed or a heal check is made (DC 15). Left on it's own, treat fractured chitin the same as a broken bone as far as natural healing time goes.
    • Tunneller (Su): Kephra are naturally born to burrow through sand, and inanimate flesh. A Kephra can "Tunnel" through such materials at his land speed while wearing light armour or carrying a light load. His speed drops to 5 feet if a Kephra wears heavier armour or carrier a medium load. A Kephra cannot Tunnel while carrying a heavy load. A Kephra breathes normally while tunnelling. This supernatural ability doesn't allow a Kephra to breath in mediums other than sand, or flesh. When tunnelling through flesh you leave a passage.
    • Language: Kephra begin play speaking the Kephan language. Kephra with high Intelligence scores can choose from the following: Celestial, Infernal, Sumran, Trader’s Tongue.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Kephra has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Kephra who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Cleric: ?
    Druid: ?
    Necromaster: ?

    ---

    Racial Archetypes
    Eternal Shaman (Necromaster)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Eternal Shaman.

    ---

    Vital Statistics

    * See Come into Being above.

    {table="head"]Kephra Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'5"|+1d8|80 lb.|x (1d6) lb.
    Female|4'9"|+1d8|90 lb.|x (1d6) lb.[/table]
    Last edited by Milo v3; 2013-03-22 at 06:09 AM.

  12. - Top - End - #12
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    Default Re: The Blades of Keran [Setting]

    Kobold
    Origin
    When Eos created the first dragons he was disappointed with the creatures. They were strong, cunning, and their bodies drew in arcane magic, but they were creatures which valued solitude.

    To solve this issue, he forged a new race, one designed to work with the dragons. The Kobolds were these creatures.

    In the second era, the Aliēnus War begun and the Dragon Isles was the primary target. This caused the deaths of over half of the lands kobolds, and most others were imprisoned by the gnomish people.

    Through the use of arcane magic, a kobold binder was able to grant sentience to the war machines of the army, the Aegis, and grant not only the freedom of the kobolds, but also the end of the war.

    Personality
    Kobolds are industrious and are always attempting to help others in the tribe. In this regard the are selfless to the point of sacrificing their lives in attempts to assist the tribe.

    While kobolds do focus on forming large tribes, they still retain a want of privacy, but this only applies to outsiders. When in the presence of foreigners they generally try to appear weak and non-threating, simply so that they don't continue to examine their lives.

    This has slowly caused Kobolds to seem pathetic in the eyes of other sentient creatures, but this is merely an illusion to hide their intentions.

    From a combination of secrecy and desire to protect, the Kobold species has quickly learnt how to craft traps with great finesse.

    Physical Description
    A kobold’s scaly skin ranges from a smooth brown to a rusty black colour. It has glowing red eyes. Its tail is not prehensile. Kobolds wear thin clothing for mobility, favouring red and orange in colour.

    On the brows of their heads lie several small horns of bone, which slowly grow backwards as the kobold ages. At the end of each hand lies tiny but sharp claws, these are generally used for cutting of thin materials, but can be used as weak weapons.

    A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a hissing serpent.

    Sometimes a Kobold is born with stronger manifestations of draconic power, these are known as Dragonwroughts and are immediately sent to the MABLIK KITRIL.

    Relations
    The Kobolds keep to themselves, preferring to keep other creatures at bay through trickery and deceit. These actions have now caused most to view Kobolds are weak and pathetic creatures.

    They aren't without allies though; from their creation, kobolds innately formed groups around True Dragons, seeing them as higher beings. The Kobolds help True Dragons in any way they can, knowing they are serving a higher purpose. Strangely despite their want of solitude, dragons generally appreciate Kobolds as they have an innate connection.

    In return for the devotion of the Kobolds, tribes have wise and intelligent leadership and a protector in case of danger, a role the Dragon seems obliged to grant.

    Also the Kobolds are allied with the Elemental Draketooth, a species which were created from the hunting companions of the Kobolds. Despite their newfound sentience, they live in harmony with kobolds, seeing each other as excellent hunters. Many Draketooth serve as cohorts and companions for Kobolds when not in Tribe lands.

    Finally, because of their actions in the Aliēnus War, they are permanent friends of the Aegis they freed, and enemies of the gnomes who imprisoned them.

    Alignment
    Born directly from Eos, they tend towards neutrality. Kobolds often do not caring about good and evil, instead simply want to survive.

    Lands
    The Kobolds control the Dragon Isles. These islands are rather rocky and mountainous, but has many resources like forests, rivers, and lakes. Also through severe mining into the upper areas of the Underdark, they were able to reach the Ruins. Currently, the Kobolds control the only major settlement in the Ruins, which lies within a colossal volcano.

    Religion
    Kobolds generally worship one of the three dragon divines; Eos, Sventar, or Trothar. Which is often dependent on the dragon they serve.

    Language
    Kobolds are taught draconic from birth; they rarely learn Trader's Tongue.

    Names
    The names are formed from words in draconic.

    Racial Traits
    • Dragonkin: Kobolds are humanoids with the Dragonblood and Reptilian subtypes.
    • Small size: +1 bonus to Armour Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
    • Base land speed 30 feet.
    • +2 Dexterity,–4 Str, -2 Constitution: Kobolds are nimble, but they are physically weak and fragile.
    • +1 natural armour bonus.
    • Eyes in the Dark Kobolds can see in the dark up to 60 feet, but are dazzled as long as they remain in an area of bright light.
    • Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
    • Wyrmblood: A Kobold's blood grows closer to that of a true dragon with each year. As the kobold enters new age categories, it gains new racial traits.
    • Language: Kobolds begin play speaking the Draconic language. Kobolds with high Intelligence scores can choose from the following: Karmainian, Kratoan, Sumran, and Trader’s Tongue.


    ---

    Wyrmblood
    Natural Weapons (Ex): Young or older Kobolds have two primary claw attacks that deal 1d3 points of bludgeon, and slashing damage plus Strength bonus, and a secondary bite attack that deals 1d2 points of bludgeon, piercing, and slashing damage plus 1/2 Strength bonus.

    Empowered Heritage: An Adult or older Kobold gains a Minor Bloodline. This Bloodline must be from a True Dragon. If the Kobold already possesses a Bloodline, he doesn't gain the minor bloodline this ability grants.

    Blood Calling (Sp): An Ancient or older kobold can spend a full-round action to cast Know Direction as a 3rd level Druid. This functions as normal except, it locates the direction of the nearest True Dragon rather than north. This can be used once per day.

    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Kobold has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Kobolds who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Contractor: ?
    Rogue: ?
    Sorcerer: ?

    ---

    Racial Archetypes
    Trapmaster (Rogue)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Trapmaster.

    ---

    Vital Statistics


    1 Dragonwrought Kobolds multiply this number by 10.

    {table="head"]Kobold Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|2'1"|+2d4|40 lb.|x (1) lb.
    Female|1'10"|+2d4|30 lb.|x (1) lb.[/table]
    Last edited by Milo v3; 2013-02-10 at 02:50 AM.

  13. - Top - End - #13
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    Default Re: The Blades of Keran [Setting]

    Lacembra
    Origin
    In the Second Era the Lacembra were created by Atlan, Queen of the Sea, from the dark waters of the Moonshadow Isles. These creatures were masters of the marsh and the coast, and quickly formed tribes. These tribes were barbaric but were very adaptable. They swiftly discovered how to make tools and were skilled hunters.

    After many years, the Lacembra started to explore the other islands of the Moonshadow Archipelago, finding the Ranx. The two species, fought at first, but quickly realised that working together was a much better strategy for survival.

    Personality
    Lacembra are cautious and but strangely arrogant. They take time to think decisions over, making sure they are fine with the consequences. Lacembra's arrogance comes from their natural talent in hunting and their skill in surviving in the swampy jungle.

    Physical Description
    Lacembra usually stand 5 to 7 feet tall with green, dark bronze and grey scales to help them blend into the murky water. The Lacembra has a crocodile like head, they are equipped with jagged teeth that can deliver a powerful bite that can crush bone, tear and fillet meat. Their eyes are a very deep yellow or sometimes orange. Their thick neck connects to a lean but surprisingly muscular body. They use their tail for balance and propelling itself through the water, the tail is about 3 to 4 feet long.

    Relations
    Lacembra have had a long partnership with the Ranx and both races have very good relations. The Karmainians don't trust Lacembra as during the War of Dunes, they took over South Karma. Most other races are neutral in disposition to the Lacembra.

    Alignment
    Lacembra don't care about morals, preferring to simply do what they need to survive. This causes them to generally be neutral.

    Lands
    They live in the Moonshadow Archipelago and in the marshes of South Karma. Preferring to inhabit the bogs and the deadly jungles in the southern regions, these green-scaled lizardfolk are well adapted to their semi-aquatic life. Like their animal cousins, Lacembra often hunt by lying half-submerged in the dark, reedy water of their homes, hoping to ambush any creature which wanders too close.

    Religion
    Worship of the Divines is common in the Moonshadow Isles. Most Lacembra hold Atlan, there creator as their patron, but it isn't uncommon for them to worship other gods of nature like Kephrana, Lord of the Wild.

    Language
    They are the speakers of the Umbrese tongue. Which originated in their homeland of the Moonshadow Jungles. This language has a small number of words compared to most, but still functions in nearly any situation.

    Names
    The names of a Lacembra is generally a word in the Umbrese Tongue.
    Male Names: Klahan, Preecher, Mongkut, Somchai
    Female Names: Anong, Kulap, Malai Sasithorn


    Racial Traits
    • +2 Constitution, +2 Wis, -2 Intelligence
    • Cold Blooded: Lacembra are humanoids with the Reptilian subtypes.
    • Medium: As Medium creatures, Lacembra have no special bonuses or penalties due to size.
    • Base land speed is 30 feet.
    • Camouflage: Lacembra's rough scale pattern and dark bronze colouring allow it to blend into murky waters of the Moonshadow Archipelago. Lacembra gain a +4 racial bonus on Stealth checks while within marsh.
    • Guerrilla Stealth: Lacembra reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
    • Hold Breath: A Lacembra can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
    • Natural Armour: A Lacembra's scaly skin provides it with a +1 natural armour bonus to its Armour Class.
    • Natural Weapon: A Lacembra has a natural Bite Attack as a primary attack. This bite attack deals 1d6 plus 1 1/2 your strength modifier in bludgeon, piercing, and slashing damage.
    • Tail: A Lacembra's long tail gives it exceptional balance, great jumping skill and helps propel it through the water, a Lacembra gains a +1 racial bonus on all acrobatics, and Swim checks.
    • Language: Lacembra begin play speaking the Umbrese and Trader’s Tongue languages. Lacembra with high Intelligence scores can choose from the following: Celestial, Draconic, Estilex, Karmainian, Kratoan, Turvani.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Lacembra has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Lacembra who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Druid: ?
    Fighter: ?
    Sorcerer: ?

    ---

    Racial Archetypes
    Totem Shifter (Sorcerer)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Totem Shifter.

    ---

    Vital Statistics


    {table="head"]Lacembra Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'5"|+3d10|150 lb.|x (1d6) lb.
    Female|4'8"|+2d10|130 lb.|x (1d6) lb.[/table]
    Last edited by Milo v3; 2013-02-10 at 02:51 AM.

  14. - Top - End - #14
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    Default Re: The Blades of Keran [Setting]

    Murderer
    Origin
    In the Second Era the Divine of Nothing, Nihlus imbued a female raven with his pure Divine Energy, this raven immediate gave birth to a creature that was humanoid in form but avian in nature. The Murderers were her children. Once she birthed this race, the pain killed the mortal bird. This Raven, now known as Aves, ascended as the Divine of Birds.

    Personality
    Despite Murderers often being called "Bird Brains", they are actually quite intelligent. They are generally pessimists, expecting the worst out of every situation. They are seen as cold, as they don't care about the dead because of their Necromancer-dense culture.

    They also have a knack for puzzles because of their swift thought pattern.

    Physical Description
    Murderers generally stand only 5 feet tall but their wings add slightly to their weight. Murderers actually have the physical traits of Newesti except for a few details.

    Glorious wings stretch from their bony arms. Their feathers are a blue so dark it appears black in all but direct sunlight. These feathers cover their bodies from head to ankle, except on their hands, feet, and on their faces. They have elven facial features, with the exception of their eye colour. Their eyes are normally purple, blue, red, or black.

    Contrary to rumour they do not have chicken-like legs. They have thin and lithe legs, similar to those of elves.

    Relations
    Murderers are seen as a bad omen in North Karmainian culture. And as such are rarely allowed to stay at inns. Newesti normally are curious of Murderer's, because of their similarities in appearance. In dwarven and durzite culture Murderers are seen as creatures of myth, as dwarves rarely leave their underground homes. They get on well with Sarli as they are not only both shunned by Karmainian Culture, but also because they share their native land. They generally act indifferent to Kobolds seeing them as weak, but strange creatures.

    Alignment
    Murderers are normally Neutral, in that they see no reason to be good or evil. They do what they do, and that is all they morals they need.

    Lands
    They live in the lands of Kratoa. The first known town of the murderer's was built into the side of the "Pits" at Everfall. That was decades before Karmainians even landed though so there was no Everfall to speak of in those times.

    Religion
    They worship Nihlus, The Balancer, and his children. The Murderers see the children of Nihlus as their siblings, because of their origin myth. They also often worship their mother, Aves.

    Language
    They all speak speak Kratain and Trade Tongue. The Murderers were the first to use Kratoan and taught it to the Sarli. In their Kratoan they are known as Shadki and Murderer is simply their name in Traders Tongue and Karmainian.

    Names
    Their names are normally words in Kratoan relating to birds.

    Male Names: Archae, Rufous, Bismarck, Corax, Leucus, Ruficol,
    Female Name: Pteryx, Altai, Fiji, Albicollis, Mellori, Tasma
    Family Names: Raptor, Accentor, Artamida, Cerylida, Corvus


    Racial Traits
    • Shadki: Murderers are humanoids with the Shadki subtype.
    • +4 Int, -2 Str, -2 Cha Murderers are highly intelligent, but relatively weak as all their muscles are based around the wings. In addition their tendency for necromancy often causes uneasiness in others.
    • Medium: As Medium creatures, Murderers have no special bonuses or penalties due to their size.
    • Murderer's base land speed is 30 feet.
    • Dusk upon Wings: Murderers have a fly speed of 40 feet with poor maneuverability.
    • Father’s Gift: Murderers gain the use of deathwatch as a constant spell-like ability.
    • Mother’s Gift: Murderers have the ability to converse with Crows and Ravens as if subject to a continual speak with animals spell, and gains a +4 bonus on Handle Animal checks made to influence such creatures.
    • Language: Murderers begin play speaking the Kratoan and Trader’s Tongue languages. Murderers with high Intelligence scores can choose from the following: Estilex, Infernal, Karmainian, Sumran, Turvani, Umbrese.
    • LA: +1


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Murderer has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Murderers who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Binder: ?
    Cleric: ?
    Necromaster: ?

    ---

    Racial Archetypes
    Anima Unkindness (Binder)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Anima Unkindness.

    ---

    Vital Statistics


    {table="head"]Murderer Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'10"|+1d4|90 lb.|x (1d6) lb.
    Female|4'10"|+1d4|85 lb.|x (1d6) lb.[/table]
    Last edited by Milo v3; 2013-02-10 at 02:51 AM.

  15. - Top - End - #15
    Firbolg in the Playground
     
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    Default Re: The Blades of Keran [Setting]

    Newesti
    Origin
    During the early years of the Second Era, a race known to others as elves were created by the god Kephra, Lord of the Wild. He designed them to have an eternal bond with nature. They lived content for two generations but afterwards two cults were forged. Through the actions of these two cults, demons were created. The survivors of the cult were exiled by the other elves to the plains of Sumra for betraying their creators. The cultists were branded the name Dunesti (Or Exiled Elves), while the others elves saw themselves as being true uncorrupted elves and adopted the name Newesti (True Elves).

    These Newesti dwelt within their lands, preferring not to trouble them with the rest of the world. They were content until the Dwarves tunnelled into their lands. Once the Newesti found out they sent Spider Blood Assasins against the miners, soon a war started between the two. This war has led to harsh regulations against leaving Estikar and the origin of the Seekers.

    Personality
    The personality of a True Elf is tied to their Soul Beast, a creature which their soul is linked to in the Feywild. Those with the Wolf might be cold, calculating and work best in teams, while a Newesti with Shark would be more spontaneous and self-serving.

    Despite this causing a diverse number of traits most Newesti share some traits.
    Nearly all Newesti are personal in their thinking , giving them an arrogant side and causing them prefer to do as they wish regardless of other. This causes them to often act selfish towards others but this doesn't mean they aren't empathetic. Despite their self-centred minds Newesti are very empathic to those who they consider family or friends.

    The highest commendation from a Newesti is them being willing to risk their life to save yours. If this happens then the Newesti will probably be your ally for life.

    Physical Description
    Newesti are short and slim, standing about 4-1/2 to 5-1/2 feet tall and typically weighing only 95 to 135 pounds, with Newesti men the same height as and only marginally heavier than Newesti women. They are graceful but frail. They tend to be fair skinned and dark haired, with deep green or amber eyes. Both male and female Newesti grow hair very quickly, often causing large amounts of facial hair to arise in weeks. Facial Hair is frowned upon as it is seen as a sign of giving into the beast within, because of this it is amazingly rare to see a Newesti with a beard or moustache.

    Because of their bond to the Feywild, once mature their bodies never show any normal sign of aging, but when they reach the age of 200 their bond with nature becomes uncontrollable.

    They start to transform into that of their Soul Beast. If they are in their homeland the Newesti assembly will start a ritual, this will allow the Newesti to retain their mind and personality intact. A Newesti older than 211 has never been recorded and the maximum lifespan of a Newesti has never been found because of the transformation.

    Relations
    The Newesti generally don’t care enough about the outside world and see most races as strange but not exotic enough to garner any interest. This isn't true of three species though; Aasimar are sometimes born to Newesti parents these are seen as weaker because of their short lives and pity them. Dunesti are openly hated and distrusted because of the Dunesti's treason in the second era. Half-Elves are also pitied because of their tainted blood.

    They are currently are war with Dwarves and distrust them almost immediately.

    Alignment
    They tend towards Chaotic Neutral, doing as they wish as their main goal.

    Lands
    The Newesti rule the land of Estikar. Estikar is the smallest country in the world of Keran, being only a single large island. It is mainly tropical jungle with several large forested hills forming boundaries between Territories. It has no cities in it; instead each community has control over a Territory. With the exception of Mira, where the government and the Newesti Assembly of Estikar lies. The buildings in the territories are far and in between, and are generally built in the upper areas of large trees.

    Because of the war with the Dwarves and the low-birth rates of Newesti, most True Elves aren't allowed to leave Estikar. There are often only three exceptions; Aristocrats, Seekers, and Soldiers. The Seekers are a specialized group of warriors trained by the Assembly for the sole purpose of hunting down Newesti who have illegally left Estikar.

    Religion
    Newesti have a close religious relationship with Kephrana and his children, The Divines of the Wild. Every Territory in Estikar has a large temple to each of these gods of nature, and hundreds of Newesti make pilgrimage to these temples each year.

    Language
    Estilex is the ancient language of the Newesti. Despite what most tell you this language was originally learnt from the Fey rather than a Divine. Estilex is a rather poetic tongue and uses vowels to great extent.

    Names
    Newesti do not choose their names nor do their parent's. Instead the name of the Newesti is the True Name of his Soul Beast. The parents don't find this out until a year after the child is born, upon which time this Soul Beast will manifest granting the parent's with his name, until which time they will call the baby Naeli (My Child). Because of the importance of this name, the parents create a public name for their child, this name is often derived from the Newesti's personal name.

    Racial Traits
    • Feybound: Newesti are humanoids with the Elf and Feybound subtypes.
    • +2 Dexterity, +2 Wisdom, –2 Constitution. Newesti are swift and cunning like a beast, but their bodies are weak.
    • Medium: As Medium creatures, Newesti have no special bonuses or penalties due to their size.
    • Newesti base land speed is 30 feet. Newesti also have a climb speed of 10 feet, but only when climbing natural surfaces.
    • Fey Soul: A Newesti's soul takes the form of a creature in the Feywilds, this causes them to have many Fey Traits. Newesti gain Fey Heritage Feat as a bonus feat even if they don't fufil the prerequistes.
    • Keen Senses: +2 racial bonus on Perception checks.
    • Low-Light Vision: A Newesti 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.
    • Soul Beast: A Newesti's soul lies in the Feywild as a creature, with experience a Newesti can learn to call it to his presence. A Newesti starts with the Familiar feat. In addition, as long as his familiar is alive, the Newesti is immune to soul moving effects such as Trap the Soul spells.
    • Language: Newesti begin play speaking the Estilex language. Newesti with high Intelligence scores can choose from the following: Karmainian, Kratoan, Sumran, Umbrese.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Newesti has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Newesti who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Contractor: ?
    Druid: ?
    Sorcerer: ?

    ---

    Racial Archetypes
    True Fae (Sorcerer)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the True Fae.

    ---

    Vital Statistics


    {table="head"]Newesti Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'5"|+2d6|85 lb.|x (1d6) lb.
    Female|4'5"|+2d6|80 lb.|x (1d6) lb.[/table]
    Last edited by Milo v3; 2013-03-22 at 06:14 AM.

  16. - Top - End - #16
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    Default Re: The Blades of Keran [Setting]

    Planetouched - Aasimar
    Origin
    Aasimar are created when a Karmainian or Newesti child is either blessed by a Divine while in the womb, or one of the parents was a Divine being. It only happens with Karmainians & Newesti because in their genesis they were given an eternal link to the Gods, while the others were granted freedom.

    Personality
    Aasimar are normally charismatic as they can feel that power is within reach at all times. They are normally very egotisical because of their inborn abilities. They also get traits from their Divine parent. An Aasimar which had Dylian as a parent is more likely to be kind and generous, while on which had Jaccob as a parent would be more likely to become a sarcastic liar who tries to trick people. These traits often come with advantages and disadvantages. It is also worth taking note that an Aasimar doesn't have to take the personality traits of their divine parent, but they are more likely.

    Physical Description
    Aasimar, like all Children of the Gods, appear as members of their previous race, though each is tainted by the blood of his Divine Parent.

    E.g. An Aasimar of Dylian will normally have larger muscles and be bigger in size then an Aasimar of Jaccob, who is more likely to be thin and appear anorexic.

    These unique traits only come into being once they reach the age of twelve. Until then they look like normal members of their race.

    Relations
    Their relations with others depend on their Ancestor's. The Vithui probably would like an Aasimar descended from Electren hundred times more than a Aasimar descended from Rana.

    Other people often judge an Aasimar on their parentage instead of how the Aasimar acts. Most common people tend to think that Aasimar all act exactly like their parent. These can have its upsides and downsides. An Aasimar of Dylian that steals things will probably be dismissed as a rumor. While if Undead is animated in a town basically everyone will think it was the Aasimar of Electren.

    Alignment
    They normally have the same alignment of the Ancestor, but their are exceptions. Other Alignments are more common when an Aasimar wants to be seen in a different light to their Divine Relative. This means that any alignment is possible regardless of the Aasimar's Divine Heritage.

    Lands
    Aasimar live were ever they were born. They have no lands of their own commonly living with Karmainians or Newesti. With most living in Kratoa, North Karma, and Estikar.

    Religion
    They are paradoxically rarely religious as their ego normally stops them from seeing any reason to worship anyone else, let alone a family member.

    Even if they aren't egotistical, they still aren't prone to worshiping a Divine being as they see the gods as equals.

    Language
    All Aasimar are taught "Trade Tongue" and the languages of their native homeland. But they have no language of their own.

    Names
    They are named like their original race.

    Racial Traits
    An Aasimar combines some of the racial traits of his original race and his new form. Only those traits gained from the divine infusion are given here; see also the Children of Gods Sidebar.
    • Nephilim: Aasimar are humanoids with the Nephilim subtype and any other sutypes they gain from their original race. For all effects related to race, an Aasimar is considered an Outsider and a member of his original race.
    • Divine Blood: An Aasimar must choose a Divine. A bit of the Deities power is in the Aasimar's blood from birth. Once chosen this cannot be changed.
    • Low-Light Vision: An Aasimar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
    • Inborn Magic (Sp): An Aasimar must select one domain from the Divine chosen in Divine Blood Domain List. The Aasimar gains the level one spell of that domain as an at-will Spell-Like ability, with a caster level equal to his HD.
    • Inborn Skill: An Aasimar is very talented and gains an extra skill point at first level. They also gain one extra skill point at every level past 1st.
    • Weapon of the Gods: Aasimar are proficient with the Favored Weapon of the divine chosen for Divine Blood.
    • LA: +1


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, an Aasimar has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Aasimar who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Cleric: ?
    Fighter: ?
    Paladin: ?

    ---

    Racial Archetypes
    Crusader (Paladin)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Crusader.

    Planetouched - Tiefling
    Origin
    Tieflings are created when a Karmainian or Dunesti child is either damned by a powerful Fiend while in the womb, or one of the parents was a fiendish creature. It only happens with Karmainians & Dunesti because in of the Karmainians link to devils and the Dunesti's creating the first demons.

    Personality
    Tiefling are normally charismatic as they can feel that power is within reach at all times. They are also oftern jokers, trying to make light of situations other may find difficult or emotionally grueling.

    Physical Description
    Tiefling, like all Children of the Gods, appear as members of their previous race, though each is tainted by the blood of fiends.

    E.g. A Tiefling descended from a Glabrezu might have tiny non-mobile arms. While a Tiefling descended from a Cornugon might have tiny horns and a tail.

    These unique traits only come into being once they reach the age of twelve. Until then they look like normal members of their race.

    Relations
    Other races normally hate and fear them because of their fiendish bloodline.

    Alignment
    They normally have an evil alignment. This is because of how society treats them, and not to do with a taint from their bloodline.

    Lands
    They have no lands of their own and live wherever Karmainians dwell.

    Religion
    They are paradoxically religious. Hoping that the Divines will accept them for who they are, instead what their bloodline is.

    Language
    All Tielfings are taught "Trade Tongue" and the languages of their native homeland. But they have no language of their own.

    Names
    They are named like their original race.

    Racial Traits
    A Tiefling combines some of the racial traits of his original race and his new form. Only those traits gained from the divine infusion are given here; see also the Children of Gods Sidebar.
    • Nephilim: Tiefling are humanoids with the Nephilim subtype and any other sutypes they gain from their original race. For all effects related to race, a Tiefling is considered an Outsider and a member of his original race.
    • Darkvision: Tiefling can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Tieflings can function just fine with no light at all.
    • Dark Bloodline: A Tiefling gains a intermediate bloodline. If he selected Abysal Heritor then he gains Demon Bloodline, while if he had chosen Devil's Favour he gains the Devil Bloodline. The DM may also allow more Bloodline options for specific forms of Demons and Devils, such as Succubus.
    • Fiendish Flesh: Tiefling gain cold resistance 5, electricity resistance 5, and fire resistance 5.
    • Grim Heritage: If you are a Dunesti Tiefling gain Abyssal Heritor as a bonus feat, if a Karmainian then instead gain Devil's Favour, Half-Elves may choose between the two feats.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Tiefling has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Tiefling who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Contractor: ?
    Rogue: ?
    Sorcerer: ?

    ---

    Racial Archetypes
    Corrupted Mage (Sorcerer)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Corrupted Mage.


    Sidebar: Children of Gods
    When an Aasimar or Tiefling is born, they lose many of the racial traits of their parents and gains those of their new race. The following information describes how to mechanically achieve this transformation.

    Type, Subtype, and Race: You retain your original type and subtypes, gaining the Nephilim subtype. You still count as a member of your original race for the purpose of any effects or prerequiste that depends on race.
    Racial Hit Dice: You retain your original racial Hit Dice, as well as all the benefits gained therefrom (base attack and save bonuses, skill points, hit points, and so on).
    Ability Modifiers: You retain your original racial ability modifiers and gain the ability modifiers of the new race.
    Size: You retain your orginal size.
    Speed: You retain your original base land speed, as well as any other modes of movement possessed by your original race.
    Vital Statistics: You retain your orginal races vital statistics.
    Other racial Traits: You lose all other racial traits of your original race, including bonus feats, skill bonuses, attack bonuses, save bonuses, and so forth.

    Children of Gods can only be born to certain races.
    Aasimar - Karmainians & Newesti.
    Tiefling - Dunesti, Half-Elves & Karmainians.
    Last edited by Milo v3; 2013-03-22 at 06:30 AM.

  17. - Top - End - #17
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    Default Re: The Blades of Keran [Setting]

    Ranx
    Origin
    In the Second Era Aeros, Mistress of the Wind, formed the Ranx from the air, and placed them on an island in the Moonshadow Archipelago. These Ranx had the bodies of insects and were curious of the world. The Ranx formed small groups which travelled through the jungles, using they're agility to hunt. They only just started to form tribes when the Lacembra arrived on their island.

    The Ranx quickly fought them off using guerrila tactics, but they soon returned. Strangely this time when the two races met, they did not fight. They formed a partnership to help each other survive in the dangerous world of Keran.

    Personality
    Ranx are very curious, often causing them to act rashly. They have very open minds, which can often cause them to go back on what they previously decided. Despite this chaotic nature, they are rather focused in one regard.

    When it comes to family a Ranx is nearly always selfless and aims to help them even at the cost of their own lives if necessary.

    Physical Description
    A Ranx has six limbs: two legs, two arms that end in hands, and a set of intermediary limbs that can be used as weak arms or legs.

    Their heads are strange and insectoid, with two large, compound eyes taking up a large amount of the face. They have small mandibles that serve only for eating, not for attacking. They have two antennae atop their heads that function as sensory organs, as well as indicators of mood.

    Ranx stand 4 – 5 feet in height on average, with females being slightly larger, but with more slender heads. Their bodies, like most insects, have a defined head, thorax (where four of the six limbs are connected, as well as breathing spicules), and an abdomen.

    A Ranx begins life with a green exoskeleton that fades in color causing it to turn yellow at adult hood, and eventually white.

    Relations
    Ranx have had a long partnership with the Lacembra and both races have very good relations. The Karmainians don't trust Ranx as during the War of Dunes, they took over South Karma. Most other races are neutral in dispostion to the Ranx, seeing them as strange but not hostile.

    Alignment
    Because of their open minds, Ranx are commonly Chaotic in alignment. They also pull more towards good than evil because of their self-less inclination.

    Lands
    They live in the Moonshadow Archipelago and in the marshes of South Karma. Preferring to inhabit the the deadly jungles in the southern regions, these humanoid insects are well adapted to their treetop. They're homes are built into the trees out of a mixture of leaves, bark, and other materials common on the jungle undergrowth and are rather small in size.

    Religion
    They worship Kephrana, Lord of the Wilds, and his daughter, Aeros. They are known to sometimes worship other Divines, but they seldom do.

    Language
    They are the speakers of the Umbrese tongue. Which originated in their homeland of the Moonshadow Isles. This language has a small number of words compared to most, but still functions in nearly any situation.

    Names
    Ranx names are normally hard to say in any language other than Umbrese. Their names are normally a word in Umbrese with click sounds in it.

    Male Names: Klatkcan, Preechter, Monqkut, Somkhait
    Female Names: Anonqi, Kulapci, Malkai Saccithorn


    Racial Traits
    • Insectiod: Ranx are humanoids with the Insectiod subtype.
    • Medium Size: As medium creatures, Ranx receive no bonuses or penalties due to size.
    • Ranx base land speed is 30 feet.
    • +2 Dexterity, +2 Wisdom, -2 Strength: Ranx are quick, and wise, but their insectoid bodies make it hard for them to grow muscle.
    • Jungle Grip: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
    • Darkvision out to 60 feet.
    • +2 Natural Armor: A Ranx's chitinous exoskeleton is tough and resistant to blows.
    • Hard to Read (Ex): Their inhuman facial features and foreign body language make it extremely difficult for creatures without the insectiod subtype to tell when they are lying, bluffing, or even joking. Insectoid creatures gain a +2 racial bonus to all bluff, and intimidate checks against all creatures without the insectiod subtype. While Ranx gain a -2 racial penalty to all Diplomacy checks against all creatures without the insectiod subtype.
    • Insect Anatomy : Ranx, like most insects, breathe not through their mouths, but through six spicules in their thorax, three on either side of the body, though they can (and do) speak by vibrating their version of vocal cords in their necks. A Ranx will drown if standing in water of even chest height. Their clothing is designed to accommodate this, but it makes tailoring armour extremely difficult. For a non- Insectiod creature to create armour for a Ranx, the cost of creation is double, and the time to craft it is tripled.
    • Multiple Arms: Ranx possess four arms. As such Ranx can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. The lower two arms can’t use any weapons other than Light Weapons.
    • Powerful Legs: Ranx are always considered to have a running start when making Acrobatics checks to jump.
    • Sanguine Weakness: Though a Ranx’s exoskeleton is extremely durable, it is vulnerable. If cracked, a Ranx is in real danger of bleeding to death. Ranx that take lethal damage begin losing hp due to blood loss at the rate of 2 hp per round per wound until either magically healed or a heal check is made (DC 15). Left on it's own, treat fractured chitin the same as a broken bone as far as natural healing time goes.
    • Language: Ranx begin play speaking the Umbrese and Trader’s Tongue languages. Ranx with high Intelligence scores can choose from the following: Celestial, Draconic, Estilex, Karmainian, Kratoan, Turvani.
    • LA: +2


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Ranx has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Ranx who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Binder: ?
    Fighter: ?
    Rogue: ?

    ---

    Racial Archetypes
    Swamp Saboteur (Rogue)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Swamp Saboteur.

    ---

    Vital Statistics


    {table="head"]Ranx Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'2"|+1d10|100 lb.|x (1d8) lb.
    Female|4'2"|+2d6|85 lb.|x (1d8) lb.[/table]
    Last edited by Milo v3; 2013-02-09 at 02:20 AM.

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    Default Re: The Blades of Keran [Setting]

    Sarli
    Origin
    In the Second Era Electren, Mistress of Death, created the Sarli, and placed them on the south west of Kratoa. These Sarli were quick to learn the art of necromancy and nearly every Sarli has some magical talent in manipulating negative energy.

    Personality
    Sarli tend to be mysterious and charming, though they always appear devious, as if they have something to hide or are plotting something. They always speak courteously and gently to all creatures, even in combat, but they have a semi-permanent snide look and often lace their soothing tone with sarcasm. Most Sarli's tends to be relaxed, calm, and easy-going.

    Sarli's tends to be interested in the study of anatomy of other species and why life must lead to death. They commonly studying undeath and almost all subjects under it.

    Apart from their sarcastic and sometimes easy-going nature, Sarli's are at most disciplined and cultured. They know how to act well mannered and civilized if the occasion ask it and they know how to dress well. They also like to groom themselves well, bathing, picking the right clothes, and present their selves to the public as best as possible.

    Physical Description
    Sarli's are a humanoid race, except that they have cat-like features, like having large cat ears, slightly loose skin, fur, cat tails and other minor cat-like details. They are humanoid in almost all aspects except that they are digitigrade in which they use their toes to walk, run or stand straight. Being a digitigrade does only apply to their feet and Sarli's still have access to a fully functional humanoid hands, and because of this body make-up, Sarli's have great difficulty on running on all four's unlike other feline humanoids and are not good swimmers.

    Sarli have a variety of strange features. They look vaguely feline but have snake-like pupils and fangs that can give hint of their diet. Their bodies are slender, lithe, appears frail and almost all of it are covered with black, short, fur with the thickest are located at the chest, knees, at the elbows and arms(though it is still slightly short and albino Sarli's are seen but slightly rare). They have sharp claws and golden eyes(though red, and violet eyes also occur) as well as a long tail.

    Sarli tends to have long flowing hair, though they tend to trim the male's hair to what is acceptable in human standards.

    They stands from 2-1/2 to 3 feet tall and weighs between 15 to 25 pounds only, with female's shorter and lighter than male. Sarli tend to reach adulthood in their late teens and can live for almost two to three century with little to no change of their adult appearance.

    Relations
    Due to their appearance and reputation, few species, trust Sarli. However, Newesti and Dwarves are particularly unnerved by them and sometimes cannot even abide their very presence, largely because of their connection to the occult and the undead, not to mention their diet of daily blood.

    Because of this, they are not usually welcomed to Dwarven or Newesti lands and if a Sarli visitor steps inside one of either territories, they are either be attacked or directed to the exit.

    They tend to get along moderately well with Shadki, though neither can explain why, it may have to do with their natural talents with necromancy. Sometimes, Shadki will help a Sarli in its time of needs if needed be and will try to protect them if possible.

    Vithui are in constant need of the Sarli's magical services, specially their expertise in the undead and are willing to pay high specially during war in where massive forces are needed to replace the casualties.

    They are fairly tolerated and sometimes (though its rare) are taken good care by Karmainian's who finds them pleasing yet mysterious, even though Karmainians do get their fair share of sarcastic replies when they are with them. Good Karmainians are mostly concerned about their welfare and safety and sometimes will try their best to take good care of them.

    However, with all the benefits that the Sarli's receive from Karmainians, there is always an air of a cold, sad feeling of fear and uncertainty when they are dealing with them and Sarli's are afraid to completely trust a Karmainians even those who treat them well. A large part of this is because some Karmainians find Sarli's as an object of love and desire, either finding them cute, entertaining or attractive and it is not limited to those of evil alignment.

    Alignment
    Sarli have a mild tendency towards evil, but encountering a good or neutral Sarli is not at all uncommon. Those Sarli that are evil tend towards lawful or neutral evil, those that are good tend to stray away from lawful good. These is partly because of their upbringing and how they are taught on how to live in a world in where they are mistreated and not trusted.

    Lands
    They are native to Kratoa, but do not have a large territory that they call home. They have a small number of towns in the north of Kratoa, but most are forced to be nomadic because of the hostilies from other races.

    Religion
    Sarli often don't worship a god, instead paying homage to the whole pantheon. This generally doesn't grant them any favour from the gods though.

    Those that do worship Divines are likely to follow Divines such as Electren, Queen of Decay, or Jaccob, Master of the Mind.

    Language
    They all speak speak Kratain and Trade Tongue. The Sarli were taught Kratain by the Shadki during their first encounter.

    Names
    Their names are normally words in Kratain relating to cats.

    Male Names: Cara, Jacob, Pardo, Prion, Topu,
    Female Name: Alliurus, Pardus, Nebulos, Onyx
    Family Names: Aurata, Panth, Felin, Neofelis


    Racial Traits
    • Feline: Sarli are humanoids with the Feline subtype.
    • Small: As small creatures, Sarli gain a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of medium-size characters.
    • Sarli base land speed is 20 feet.
    • +2 Int, +2 Cha, -2 Con. Sarli are clever and charming but feeble.
    • Dark Connection: Sarli gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, disease, mind-affecting effects, and Constitution checks made to stabilize if reduced to negative hit points.
    • Horrid Swiming: Sarli receive a -2 racial penalty to swim checks, as their bodies are ill adept to an aquatic environment.
    • Low-Light Vision: Sarli can see twice the distance of a Karmainian in Moon-light, or otherwise shadowy illumination.
    • Natural Weapon: Sarli possess a natural bite attack as a primary weapon, it deals 1d3 plus 1-1/2 the creature's Strength bonus points of bludgeon, piercing, and slashing damage.
    • Necromantic Link: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
    • Sanguine Feast: Sarli must drink at least one ounce of blood each day in order to keep their iron supply up. Failing to do so will result in one point of temporary Constitution damage per day without blood. The loss will be regained at the normal rate of ability damage healing, but a Sarli can recover it all in an hour by drinking one eighth of its weight in blood.
    • Sarli Understanding: Sarli receive a +1 racial bonus to Bluff, and Sense Motive checks. Sarli' can naturally look at someone's intentions which helps them through their everyday lives.
    • Vampric Fang: When a Sarli bites a creature, it can lick up one ounce of blood as a free action. This has no statistical bonus other than its nutritional value. This doesn't work on creatures which lack blood, such as most undead and constructs.
    • Language: Sarli begin play speaking the Kratoan and Trader’s Tongue languages. Sarli with high Intelligence scores can choose from the following: Estilex, Infernal, Karmainian, Sumran, Turvani, Umbrese.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Sarli has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Sarli who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Necromaster: ?
    Rogue: ?
    Sorcerer: ?

    ---

    Racial Archetypes
    Sanguine Necromancer (Necromaster)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Sanguine Necromancer.

    ---

    Vital Statistics


    {table="head"]Sarli Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|2'6"|+2d4|20 lb.|x (1) lb.
    Female|2'5"|+2d4|15 lb.|x (1) lb.[/table]
    Last edited by Milo v3; 2013-02-09 at 02:19 AM.

  19. - Top - End - #19
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    Default Re: The Blades of Keran [Setting]

    Xephii
    Origin
    In the ocean between Kratoa and Sumra lies a massive reef of coral known as the Kaleidoscopic Labyrinth. This reef is amazingly bountiful, as it has grown atop a Protogenoi corpse. Slowly over time, the primordial essence of the fallen deity infused the nearby life. One species of fish started to warp and twist over the generations, eventually resulting in the Xephii. This mutation no longer affects the Xephii so drastically as they are growing to resist it, though it still increases their genetic diversity.

    Personality
    Xephii enjoy solitude, prefering to live with only a small number of others. This causes a lot hermits, in Xephii culture. This rich background of hermits causes the Xephii to very wise and introspective. They have few enemies, side from the Sahuagin, causing them to generally friendly to outsiders.

    For the first 35 years of their lives Xephii are much more agressive than normal. This demenour slowly fades away as they grow older, becoming more placid. Luckily because of their wisdom they aren't foolish and learn when to strike, rather than being rash.

    Physical Description
    The Xephii are thin and lithe humanoids in body shape, their scaled flesh is a smooth light blue. They have sharp angular faces, with large eyes and very small chins. They have several gills running down the sides of their chests. Down their spine and on their limbs are small fins, which aid their swimming. Jutting out of the knuckles of thier hands are short sharp rapier like blades, which function as natural weapons. In their mouths are several rows of razor sharp teeth.

    Like many fish, many Xephii change gender during their lives. Nearly every Xephii is born as a male, and one in twenty Xephii is born female. Upon reaching middle age males turn into females (weight should be recalculated).

    Relations
    While the Xephii don't have many allies, they generally aren't troubled by the surface races simply because of resources required to combat them is too great. The Xephii are the natural enemies of the shark spawned sahuagin which defile the ocean with sanguine mist.

    Alignment
    Xephii are generally neutral in alignment, prefering balance in thier lives.

    Lands
    Xephii live in the grand blue oceans of the material plane. They have large coral cities near the surface, which are full of twisting passages. The nation of the Xephii is known as Pelagia.

    Religion
    The Xephii believe they were choosen to the protectors of the ocean by the gods during their creation. As such most are religious, with nearly every city in Pelagia having a temple to the water deity Atlan.

    Language
    Xephii don't have a language of their own, speaking Aquan in their own culture. They generally learn common so they can speak with other races.

    Names
    The names of Xephii are in Aquan, because of Aquan and elven is share many traits their names are rather similar.

    Male Names: Belshatzzar, Dawid, Filippu, Gedeon, Jericho, Samuilu, Zaboulon
    Female Name: Jescha, Merob, Michol, Naamah, Sepphora, Thamar
    Surnames: Bolshadi, Masajaes, Pascaes, Tyser

    Racial Traits
    • Aquatic A Xephii has the aquatic subtype. It can breathe underwater. A Xephii can hold its breath outside the water for 1 hour per point of Constitution. After that, it begins to suffocate.
    • Medium: As Medium creatures, Xephii have no special bonuses or penalties due to their size.
    • Xephii base land speed is 30 feet.
    • Xephii have a swim speed of 50 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
    • +2 Dexterity, +2 Wisdom, -2 Constitution.
    • Bright Eyes: Because of the heat glands under the eyes of the Xephii, they recieve a +2 racial bonus on saving throws against cold weather.
    • Natural Weapons: Xephii have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus.
    • Sea Sight: Xephii are specially adapted to the waters of the sea, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
    • Slimy Flesh: Xephii gain a +2 racial bonus to Combat Manoeuvre and Escape Artist checks made to resist or escape a grapple or to escape a pin.
    • Language: Xephii begin play speaking the Xorel language. Xephii with high Intelligence scores can choose from the following: Estilex, Karmainian, Sumran, Trader's Tongue, Turvani, Umbrese.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Xephii has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Xephii who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Barbarian: ?
    Druid: ?
    Rogue: ?

    ---

    Racial Archetypes
    Sanguine Performer (Rogue)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Sanguine Performer.

    ---

    Vital Statistics


    {table="head"]Xephii Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'5"|+2d6|85 lb.|x (1d6) lb.
    Female|4'5"|+2d6|80 lb.|x (1d6) lb.[/table]
    Last edited by Milo v3; 2013-02-09 at 02:18 AM.

  20. - Top - End - #20
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    Default Re: The Blades of Keran [Setting]

    Classes of Keran
    The following are the base classes in the Blades of Keran setting:


    Power Sources
    Spoiler
    Show
    Arcane (3)*
    Arcane magic flows into certain individuals who have innate connections to magic. Arcane magic is the most diverse form of magic, able to be used by different forms of creatures innately, though this allows it to be stolen by wizards.

    Divine (2)
    Divine magic is gained from belief and worship of the gods, and bestows power focused towards that of the patron.

    Geotia (3)
    Geotia magic allows it's users to manipulate souls, allowing them to form eldritch objects from those who have fallen. Normally only Outsiders can use Geotia, but mortals can learn to become Binders.

    Gramarie (2)
    Gramarie is a strange form of magic brought to Keran by the Kourman. It is more similar to a science than most other forms of magic.

    Martial (4)
    These classes are non-magical and gain their abilities from their talent.

    Monolith (1)
    These classes utilise the small amounts of monolith energy in existance to warp reality, though making an error while manipulating such magic can have dire results. To take levels in a Monolith class, you must have the Monolith subtype.
    Last edited by Milo v3; 2013-02-21 at 05:32 AM.

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    Default Re: The Blades of Keran [Setting]

    Barbarian
    DIE! – The last words the victim of a Barbarian hears.

    In the wilds, currency and charm doesn’t help you survive. And to survive you must have skill, power, and sense. Barbarians are powerful, athletic, and are more cunning than the beasts they fight against. They are juggernauts who can take the force of assaults, all the while eviscerating their opponents with speed and raw force.

    These titans have learnt how to control their bodies in such a way, that they may actually enter a state of raw fury through pure force of will. While in this state they become stronger, swifter, but are much more uncontrolled.

    Strangely because of their body manipulation, they can modify the elemental energy within themselves, improving their traits even further.

    Role: Barbarians are generally front-line warriors, being able to survive huge amounts of punishment, and still deal out potent strikes.

    Alignment: A Barbarians can be of any alignment.

    Hit Die: d12.

    Starting Gold: As Barbarian.

    Class Skills
    The barbarian's class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
    Skill Points at First Level: (4 + Int modifier)

    Barbarian
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Wrath

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Rage 3/Day, Wrath|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Embrace Wind, Uncanny Dodge|1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Feral Gift|1

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Rage 6/Day|1

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Enduring Soul, Improved Uncanny Dodge|2

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Fearless|2

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Embrace Stone|2

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Mettle of Mountains, Rage 9/Day|2

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Embrace River|3

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Improved Enduring Soul, Tough Flesh|3

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |Greater Rage|3

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Rage 12/Day, Titanic Strength|3

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |Embrace Ash|4

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |Embrace the Forest|4

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Embrace Life|4

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |Improved Mettle of Mountains, Willed Rage|4

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Tireless Rage|5

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Embrace Death|5

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Mighty Rage|5

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Soul of the Beast|5[/table]

    Class Features
    All of the following are class features of the Barbarian.

    Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, bolas, light armor, medium armor, and shields (except tower shields).

    Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and he takes a –4 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 5 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1d8 rounds (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

    A barbarian can fly into a rage only three times per encounter. At 1st level he can use his rage ability thrice per day. At 4th level and every four levels thereafter, he can use it three additional times per day (to a maximum of 12 times per day at 12th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

    Wrath: While raging a Barbarian gains extra compabilities, these abilities are call Wraths. A Barbarian starts with a single Wrath and gains more as he increases in level, see table.

    Embrace Wind (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of air he can move faster. Upon reaching second level barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
    In addition, while raging the speed bonus granted is increased to 10 feet for every four Barbarian levels, at a minimum of 10 feet.

    Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

    Feral Gift (Su): When a barbarian of 3rd level or above is raging, his bestial traits manifest granting him two claw attacks. These claws deal 1d6 slashing damage each, unless the Barbarian already possesses Claws which deal more damage.

    Enduring Soul: Upon reaching 5th level, the barbarian gains Endurance as a bonus feat.
    At 10th level, the barbarian gains Diehard as a bonus feat.

    Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

    Fearless (Ex): Beginning at 6th level, the barbarian bravery becomes so great it can’t falter, and gains immunity to fear effects.

    Embrace Stone (Ex): At 7th level, by manipulating primordial earth a barbarian gains Damage Reduction. Subtract 2 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.
    While raging, the damage reduction granted through Embrace Stone is doubled.

    Mettle of Mountains (Ex): At 8th level and higher, a barbarian can resist even magical and unusual attacks with great stamina and effort. If he succeeds a Fortitude saving throw against an effect that still has a partial effect on a successful save, he instead takes no effect. Mettle can be used only if the barbarian is wearing light armor or no armor. A helpless barbarian does not gain the benefit of mettle.

    Embrace River (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of water he can become fluid in movement. Upon reaching ninth level he gains a +4 insight bonus to Acrobatics, Climb and Swim checks.
    While raging, the insight bonus granted by Embrace River increases to +10.
    In addition to these effects he can also use Dexterity based skills while raging.

    Tough Flesh (Ex): Upon reaching tenth level a barbarian has grown so accustom to battle, that his skin and muscle have grown resistant to attack. The barbarian gains a natural armor bonus to his armor class equal to a quarter of his barbarian level (rounded down). If the barbarian already possesses natural armor through other means, such as race, they overlap and do not stack.

    Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and he gains a morale bonus on Will saves increases to +1. The penalty to AC remains at –4.

    Titanic Strength (Ex): At 12th level, a barbarian’s strength and muscle is so poised and controlled that he can wield weapons that are made for creatures of one size larger than he is, without suffering from any penalties caused by using an oversized weapon.

    In addition, for the purposes of encumberance, the barbarian counts as one size larger.

    Embrace Ash (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of fire he can become empowered, at the cost of his durability. Upon reaching 13th level he can take a full round action to deal 2d10 damage to himself, for a number of rounds equal to the damage dealt his attacks deal 2 extra points of damage. This extra damage cannot be reduced by any form of resistance, immunity, or damage reduction.
    While raging, the extra damage dealt by this ability increases to 5.

    Embrace the Forest (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of wood he can learn to adapt. Upon reaching 14th level he gains a +2 insight bonus to knowledge (Nature), perception, and survival checks.
    While raging, the insight bonus granted by Embrace the Forest increases to +4.
    In addition to these effects he can also use Intelligence based skills while raging.

    Embrace Life (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of positive energy he can survive where others would not. Upon reaching 15th level he gains immunity to all diseases and poisons.

    Improved Mettle of Mountains: This ability works like mettle of mountains, except that while the barbarian still takes no effects on a successful fortitude saving throw against attacks he henceforth takes only the partial effect on a failed save. A helpless barbarian does not gain the benefit of improved mettle of the mountains.

    Willed Rage (Ex): At 16th level, a barbarian has full control over his temperament and can enter rage an unlimited amounts of times per day. The barbarian still can’t enter rage more than three times per encounter.

    Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

    Embrace Death (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of negative energy he can survive where others would not. Upon reaching 18th level he gains immunity to Death Effects and a +4 Insight bonus on saves against necromancy effects.

    Mighty Rage (Ex): At 19th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +2. The penalty to AC remains at –4.

    Soul of the Beast (Ex): At 20th level, a barbarian becomes a beast. He is forevermore treated as a monstrous humanoid rather than as a humanoid (or whatever the barbarian’s creature type was) for the purpose of spells and magical effects. Additionally, the barbarian becomes immune to non-lethal damage and can make diplomacy checks with animals, and magical beasts as if they were sentient and you shared a language.
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    Wraths
    This is a list of the Wraths a barbarian can gain access to. Some Wraths are only active while raging. In addition to the base effects it increases at 10th and 20th level.

    List of Wraths
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    Animal Fury
    Prerequite: Feral Gift.
    Benefit: If his claws are used as part of a full attack action, the claw attack is made at the barbarian's full base attack bonus –5. If the claw hits, it deals 1d6 points of damage plus half the barbarian's Strength modifier. A barbarian can make a claw attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the claw attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
    10th Level Effect: The claws gained with Feral Gift increase its damage by one die, each claw now deals 1d8. In addition the +2 bonus to grapple checks increases to +4.
    20th Level Effect: The claws gained with Feral Gift increase its damage by two dice, each claw now deals 1d12. In addition the +4 bonus to grapple checks increases to +8.

    Beast Reflexes
    Prerequite: Dexterity 10.
    Benefit: While raging, the barbarian can make one additional attack of opportunity per round.
    10th Level Effect: The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage.
    20th Level Effect: When he makes an attack of opportunity he gains a +10 foot bonus to all his movement speeds, until the end of his turn.

    Clear Mind
    Prerequite: Wisdom 10.
    Benefit: The barbarian gains a +5 bonus on saves against Enchantment spells and effects.
    10th Level Effect: This bonus affects Divination spells and effects in addition to Enchantment. In addition and the bonus granted by this ability increases to +10.
    20th Level Effect: The bonus granted by this ability becomes an immunity while Raging.

    Elemental Bond
    Prerequite: Knowledge (Nature) 4.
    Benefit: While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is used and it can be changed next time the barbarian rages.
    10th Level Effect: While raging, all of the barbarian's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins his rage.
    20th Level Effect: While raging, the barbarian can absorb energy from a single attack and unleash it upon his enemies once per rage. He does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of his rage he can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier) for half damage even if the original effect did not allow a save.

    Hunter's Perception
    Prerequiste:
    Perception 4.
    Benefit: Barbarian gains low-light vision. Also while raging he gains Darkvision 30 feet or his Darkvision increases by 30 feet.
    10th Level Effect: The Barbarian gains Darkvision 60 feet or his darkvision increases by 60 feet. In addition, while raging he gains Scent.
    20th Level Effect: The Barbarian gains Scent. In addition, while raging he gains Blindsense 30 feet.

    Instinctual Dodge
    Prerequite: Dexterity 13.
    Benefit: While raging, you gain a +3 bonus to reflex save.
    10th Level Effect: While raging, you gain a +6 bonus to reflex saves.
    20th Level Effect: While raging, you gain a +12 bonus to reflex save

    Intimidating Glare
    Prerequite: Intimidate 1.
    Benefit: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
    10th Level Effect: Succeeding causes the foe to be Frightened instead of shaken.
    20th Level Effect: If the barbarian successfully demoralizes his opponent, the foe is frightened for 1d6 rounds + 1 round for every point the barbarian's check exceeds the DC.

    Keen Strike
    Prerequite: +3 BAB.
    Benefit: While raging the critical range for all weapons is increased by two. For example, if a weapons has a critical range of 19-20 it will become 17-20.
    10th Level Effect: The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This power can only be used once per rage.
    20th Level Effect: While raging the critical range for all weapons is increased by five. For example, if a weapons has a critical range of 19-20 it will become 14-20. This repalces the normal benefit.

    Murderous Skill
    Prerequite: +4 BAB.
    Benefit: The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 6 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
    10th Level Effect: The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 6 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
    20th Level Effect: The creature loses 1d12 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. This power is used as a swift action after an attack has dealt damage. This power can only be used once per rage.

    Piercing Strike
    Prerequite: +1 BAB.
    Benefit: While raging all attacks from the Barbarian bypass Hardness.
    10th Level Effect: While raging the Barbarians attacks bypass Hardness and count as Magical for the purposes of Damage Reduction.
    20th Level Effect: Select one of the following: Cold Iron, or Silver. While raging all your attacks count as the being done with that material and whatever material the attack is truly done with.

    Shattering Shout
    Prerequite: Intimidate 1.
    Benefit: The barbarian can expend a full-round action while raging roar with huge amounts of force, affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect. This ability can only be used once per day.
    10th Level Effect: The Barbarian can expend a standard action to use this ability rather than a Full-round action. In addition this ability can be used three times per day, but only once per Rage.
    20th Level Effect: The Barbarian can expend a swift action to use this ability rather than a Standard action. In addition this ability can be used any number of times per day, but only once per Rage.

    Sustained Life
    Prerequite: Heal 4.
    Benefit: As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. This power can be used only once per day and only while raging.
    10th Level Effect: The Barbarian gains Fast Healing 1. In addition he can uses the sustained life ability twice a day.
    20th Level Effect: The Barbarian gains Fast Healing 5. In addition he can uses the sustained life ability three times a day.

    Titan's Strength
    Prerequite: Strength 10.
    Benefit: As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
    10th Level Effect: The barbarian can increase the range increment of the Hurled object to 20 feet or increase the size of a hurled object by one size category.
    20th Level Effect: While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge.
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    Binder
    You may have to metaphorically make a deal with the devil. And by "devil", I mean a Devil. And by "metaphorically", I mean get your coat.

    A Binder is a type of mage which uses pacts to bind the souls of other creatures. Binders can use the power over a creatures soul to make it a minion, to convert its essence into a magical item, animate golems, and more.

    Role: A Binder is normally a controller, in the back commanding his summoned and bound creatures. But when it comes to close quarters they can normally use a weapon with a creatures bound to it. Some Binders can actually create their own guards in the form of Golems.

    Alignment: A Binders can be of any alignment.

    Hit Die: d6.

    Starting Gold: As Wizard.

    Class Skills
    The Binder's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Points at First Level: (4 + Int modifier)

    Binder
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Essentia|Chakra Binds|CR Limit

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Bound Minion, Conjure|3|1|0|1/2

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Totem Chakra Bind (+1 Capacity)|3|2|1|1

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Familiar Soul|4|2|1|2

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Bonus Feat|4|3|1|3

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Chakra Binds (Crown, Feet, Hands)|4|3|1|4

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Soul Focus|5|4|2|5

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Totem Chakra Binds (+1 Meldshaper Level)|5|5|2|5

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Bonus Feat|5|5|2|6

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Chakra Binds (arms, brow, shoulders)|6|6|2|7

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Rebind Totem Soulmeld 1/day|6|7|3|8

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Totem Chakra Bind (Double Bind)|6|8|3|9

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Bonus Feat, Soul Focus|7|9|3|10

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Rebind Totem Soulmeld 3/day|7|10|3|10

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Chakra Binds (throat, waist)|7|11|4|11

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Totem Chakra Bind (+2 Capacity)|8|12|4|12

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Bonus Feat, Rebind Totem Soulmeld 3/day|8|13|4|13

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Chakra Bind (Heart)|8|14|4|14

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Soul Focus|9|16|5|15

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Rebind Totem Soulmeld 4/day|9|18|5|15

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Insightful Manipulation|9|20|5|16[/table]

    Class Features
    All of the following are class features of the Binder.

    Weapon and Armor Proficiency: Binders are proficient with all simple weapons, light armour, but not shields.

    Meldshaping: A Binder’s primary ability is shaping soulmelds, which are drawn from the binder soulmeld list. Unlike other geotia users, you can't shape any soulmeld from this list.

    The Difficulty Class for a saving throw against a binders soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your binder level.

    A binder can shape only a certain number of soulmelds per day. Your base daily allotment is given on the above table. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape three soulmelds at a time (assuming you have a Constitution score of at least 13). As you advance in level, you can shape an increasing number of soulmelds.

    At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is shown on the above table. Your character level, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round.

    A Binder does not study or prepare soulmelds in advance, instead they must make a Soul Pact with a creature, converting that creature into a soulmeld. A Binder can unshape any melds he possesses as a full-round action, this releases the soul, returning it to the position it was in before the binder conjured it.

    Bound Minion: At first level, binders gain the ability to shape a special soulmeld that is unique to the binder class. Other classes may not gain access to this soulmeld through the shape soulmeld feat, though multiclass binders and binder who enter a prestige class retain the ability to shape it. It also cannot be reproduced/shared using the Share Soulmeld feat. Shaping the Bound Minion soulmeld counts towards the binder’s maximum number of soulmelds, and if it is bound to any chakra slot(s) it counts toward the binder’s maximum number of chakra binds.

    Conjure (Su): A number of times equal to it's Intelligence modifier, a Binder can commit a ritual to partially conjure a creature. This ritual takes an hour to commit successfully, and any interuption means it doesn't conjure the creature.

    A Binder's options in which creatures they can conjure are limited to only creatures of the Elementals or Outsider types which has it's Challenge Rating is equal or below the CR Limit in the above table.

    A creature conjured this way is only partially called; it cannot move from were it was summon, nor interact in the world physically. Instead it can only communicate with those around it and perceive the world as if it was truly there.

    While conjured, the Binder (and others in the area) can attempt to persuade the creature to form a Pact with the binder, allowing the binder to convert their soul into a Soulmeld. To increase a creatures willingness to form such a pact, a binder can utilise diplomacy, intimidation, truenames and offer services or goods in return. If the binder agrees to something as part of the pact, they are manipulated to uphold their side of the bargain (this functions as a Geas effect).

    If the creature agrees, the Binder gains a Soulmeld. The soulmeld must be one with prerequistes the creature fulfills or the Bound Minion Soulmeld. If the creature disagrees it may return to its previous position as a free action, this ends the conjuring effect.

    Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

    The number of chakra binds that you can have active at any one time depends on your level. At 2nd level, you can bind a soulmeld to your totem chakra (see below). Beginning at 5th level, you can bind soulmelds to your crown, feet, or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra. You never gain the ability to bind a soulmeld to your soul chakra.

    Totem Chakra Bind: At 2nd level, you gain access to a unique chakra: the totem chakra. This chakra is not associated with any location on the body, but rather represents your personal soul. When you bind a soulmeld to your totem chakra, you take on characteristics of the creature represented by the meld—usually involving a limited physical transformation. Since the totem chakra doesn’t match a body location, binding a soulmeld to this chakra doesn’t restrict your use of magic items that take up a body location.

    Any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. For example, a 2nd-level binder can invest up to 2 points of essentia in any soulmeld bound to his totem chakra bind (rather than the normal limit of 1 points of essentia). At 15th level, the capacity of any soulmeld bound to your totem chakra increases by an additional point (meaning that a 15th-level binder could invest up to 5 points of essentia in that soulmeld).

    At 6th level, the effective meldshaper level of a soulmeld you have bound to your totem chakra is equal to your actual meldshaper level +1. The primary effect of this benefit is to make that soulmeld harder to unshape.

    At 11th level, you gain the ability to bind a single soulmeld to your totem chakra and to another chakra at the same time. You gain the special benefits of both chakra binds.

    Familiar Soul (Su): When a Binder of at least 3rd level attempts to specifically conjure a creature he as conjured previously, he gains a +2 insight bonus on checks to convince them to form the pact. This bonus increased by +2 every 4 levels of binder after 3rd.

    Bonus Feat: At fourth level and every four levels therafter (except 20th level), a Binder gains an additional feat. The binder must fufill the prerequisites of the feat, and it must possess the [Binder] descriptor.

    Soul Focus: Upon reaching 6th level, a Binder must choose a Soul Focus. These grant additional methods of manipulating souls, which increase in power as the binder levels. A binder may choose from the following (and are detailed in the following post):
    • Familiar
    • Golem Forge
    • Phylactery
    • Soul Trader


    Rebind Totem Soulmeld (Su): As your control over your totem chakra strengthens, you learn to shift the ties that bind your soulmelds. Starting at 10th level, once per day you can unbind a soulmeld from your totem chakra and bind a different meld to that chakra, as long as the new meld is one you already have shaped. This requires a full-round action and provokes attacks of opportunity.

    You can use this ability one additional time for every three levels gained above 10th (2/day at 13th level, 3/day at 16th, and 4/day at 19th).

    Insightful Manipulation (Ex): At 20th level, you gain the ability to temporarily empower totem chakra through perfect understanding of their own soul. This greatly enhances the power of essentia invested in soulmelds bound to that chakra. For the duration of this ability, your normal essentia capacity of any soulmeld bound to your totem chakra is doubled. Every point of essentia invested in a soulmeld bound to your totem chakra counts as 2 points of essentia.

    Activating this ability is a free action that does not provoke attacks of opportunity. It can be used once per day and lasts for a number of minutes equal to your Intelligence bonus (minimum 1).
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    Soul Focuses
    This is the list of Soul Focuses a Binder can choose from at 6th level.

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    Familiar
    Level Six
    A Binder with this focus can remove their own soul and give it a body of flesh similiar in appearance to another creature. The binder gains the Familiar feat as a Bonus Feat. If they already possessed the Familiar Feat, they gain the Improved Familiar feat instead.

    Level Twelve
    Upon reaching level twelve you gain Improved Familiar as a bonus feat. If they already possessed the Improved Familiar Feat, they gain the Greater Familiar feat instead.

    Level Eighteen
    Upon reaching level eighteen you gain Greater Familiar as a bonus feat. If they already possessed the Greater Familiar Feat, they gain the Master Familiar feat.

    Golem Forge
    Level Six
    A Binder with this focus can animate objects and constructs with the souls he has bound. This focus allows the binder shape a special soulmeld. Other meldshapers and binders without the golem forge focus may not gain access to this soulmeld through the shape soulmeld feat. It also cannot be reproduced/shared using the Share Soulmeld feat. Shaping the Golem Forge soulmeld counts towards the binder’s maximum number of soulmelds, and if it is bound to any chakra slot(s) it counts toward the binder’s maximum number of chakra binds.

    Level Twelve
    You can grant a construct you created, with Soul Melds. This requires you to form pacts with additional creatures, functioning as if you were gaining Soul Melds normally. During each of these pacts, the Construct must be within 10 feet of the binder at all times or the pact doesn't work.

    For the purposes of this ability, the Construct can have a maximum number of Soulmelds equal to a fourth of your Binder level (rounded down), despite lacking a constitution score.

    Level Eighteen
    When animating a golem, you may grant it sentience. This grants it the intelligence, wisdom, and charisma score of the creature which was used to animate it (the one turned into a Soulmeld). The golem retains the orginal creatures personality, memories, subtypes, class levels, feats, skill ranks, and spell-like abilities.

    As a side-effect of its sentience, it doesn't need to follow the binders commands.

    Phylactery
    Level Six
    With an hour ritual, you can place a Soulmeld you currently possess into a gem. The gem must be worth at least 200 gp per HD of the creature forming the Soulmeld. While in the phylactery, the Soulmeld is unshaped but upon the phylacteries destruction the Soulmeld starts to reshape in the same chakra it was in previously. The soulmeld becomes functional 1d4 rounds after the phylacteries destruction.

    If the Soulmeld cannot reshape because of another Soulmeld occupying the position, the soulmeld is released as if you had unshaped it as a full-round action.

    Some Soulmelds act differently when placed inside a phylactery, for details see the specific soulmelds information.

    Level Twelve
    By expending 100 experience points per HD of the trapped creature and a full-round action, you can convert the phylactery into a Soul Material (a list of Soul Materials can be found in the special materials section). The amount of material created is equal in value to the gem used as a phylactery.

    If any of the material created is destroyed, the soul is released back to its body and any other material created from the phylactery is destroyed.

    Level Eighteen
    ?

    Soul Trader
    Level Six
    A Binder who utilises this focus can bestow soulmelds to other creatures. This requires you to form pacts with additional creatures, functioning as if you were gaining Soul Melds normally. During each of these pacts, the target must be within 10 feet of the binder at all times or the pact doesn't work.

    A binder can only grant a number of Soulmelds equal to half his class level. These soulmelds can be unshaped by the binder who bestowed it, or the target who gained the soulmeld as a full-round action.

    Level Twelve
    The binder can grant a number of Soulmelds equal to half his class level + his intelligence modifier.

    Level Eighteen
    The binder can grant a number of Soulmelds equal to half his class level + his intelligence score.
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    Chronoshifter
    Time is not on anyone's side.
    -- Henry Radozin, chronoshifter

    Time governs all. It waits for no one--except the chronoshifter. Disrupting the flow of time and destroying its proper cycles are the chronoshifter's area of expertise. Few can ever become a chronoshifter, and those that do hide their power. Because of this, less than thirty individuals in existance know of the Chronoshifters.

    In order to take even a single level of Chronoshifter, you must possess the Monolith subtype.

    Role: As a versatile caster-like class, the chronoshifter is able to fulfill a few roles, sometimes at once. His combat ability and overall sturdiness is extremely low, but with strong supporting abilities, crowd control, and utility, the chronoshifter tends to make up for it easily. In battle, the chronoshifter takes on a battlefield controller-type role or a supporting role often, but he can dish out decent damage with a few chronoshifts, as well. Outside of battle, chronoshifters have a few utilities from chronoshifts, a big knowledge-base from skills, and even the ability to scout.

    Alignment: Lawful chronoshifters are fairly rare, while chaotic ones are far more common. Good and evil have no special hold over chronoshifters, generally, though the variety is much greater on the moral scale.

    Hit Die: d4.

    Starting Gold: 5d4x10 gp

    Class Skills
    The chronoshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Perception (Wis), and Profession (Wis).
    Skill Points per level: (4 + Int modifier)

    CHRONOSHIFTER
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Chronoshift Level|Shift Points
    1st|+0|+0|+0|+2|Chronoshifting, shift points|1|2
    2nd|+1|+0|+0|+3|Prepared chronoshift|1|4
    3rd|+1|+1|+1|+3|-|2|6
    4th|+2|+1|+1|+4|Rushed chronoshift 1/day|2|8
    5th|+2|+1|+1|+4|Prepared chronoshift|2|10
    6th|+3|+2|+2|+5|-|3|12
    7th|+3|+2|+2|+5|Future sight +1|3|14
    8th|+4|+2|+2|+6|Prepared chronoshift|3|16
    9th|+4|+3|+3|+6|-|4|18
    10th|+5|+3|+3|+7|Rushed chronoshift 2/day|4|20
    11th|+5|+3|+3|+7|Prepared chronoshift, timeless body|4|22
    12th|+6/+1|+4|+4|+8|-|5|24
    13th|+6/+1|+4|+4|+8|Extended Life Span, future sight +2|5|26
    14th|+7/+2|+4|+4|+9|Prepared chronoshift|5|28
    15th|+7/+2|+5|+5|+9|-|6|30
    16th|+8/+3|+5|+5|+10|Rushed chronoshift 3/day|6|32
    17th|+8/+3|+5|+5|+10|Extended Life Span, prepared chronoshift|6|34
    18th|+9/+4|+6|+6|+11|-|7|36
    19th|+9/+4|+6|+6|+11|Future sight +3|7|38
    20th|+10/+5|+6|+6|+12|Prepared chronoshift, ultimate chronoshift|7|40[/table]

    Class Features
    All of the following are class features of the chronoshifter.

    Weapon and Armor Proficiency: Chronoshifters are proficient with all simple weapons, but not with any armor or shields.

    Chronoshifting: A chronoshifter's namesake, chronoshifting is the art of manipulating time by force of will and understanding of the monolith. Grabbing the threads of time, the chronoshifter can do amazing things. The process of chronoshifting is risky, however. Reality was not meant to be twisted in the way the chronoshifter so loves to do. Sometimes, time will actively resist the chronoshifter, creating chaotic effects, including possibly destroying sections of time itself. When the chronoshifter uses a chronoshift, he must make a Will save of DC 5 + twice the level of the chronoshift + the number of chronoshifts used within the last minute. Success means nothing, while failure brings some sort of risk, called a "warp," to the chronoshift, as designated in each individual chronoshift. The warp's effects are in addition to whatever effects the chronoshift would have. Any immunity the chronoshifter possesses doesn't affect warps. If a chronoshift allows a saving throw to avoid some or all of its effects, the save DC is equal to 15 + Wis modifier + the number of chronoshifts used within the last minute.

    A chronoshifter can only chronoshift once per round and every chronoshifting ability (hereafter referred to as chronoshifts) requires a standard action to use unless otherwise noted. As well, all chronoshifts are extraordinary in nature unless otherwise noted. Finally, the chronoshifter can use a specific chronoshift only once every two rounds.

    A chronoshifter knows all chronoshifts of every level available to him.

    Shift Points: The chronoshifter is limited in his time-manipulating ways by a number of shift points, as given in the table above. Chronoshifts cost a number of shift points equal to their level. A chronoshifter can recover shift points by spending a minute to focus on the flow of time. The amount recovered is equal to 1/3 the chronoshifter's level (minimum 1).

    Prepared Chronoshift: At 2nd level, a chronoshifter is able to prepare one chronoshift for the day. The cost of a prepared chronoshift is 1 less than normal. This reduction only applies once per day. The chronoshifter can prepare any chronoshift of a level equal to one lower than the highest level available to him.

    At 5th level, and at every third level after (8th, 11th, 14th, 17th, 20th), the chronoshifter can prepare another chronoshift every day or focus more energy into a single chronoshift, further reducing its cost.

    Rushed Chronoshift: At 4th level, the chronoshifter is capable of using a chronoshift as a swift action instead of a standard action, effectively allowing for two chronoshifts to be used in one round. However, there is a 25% chance the rushed chronoshift will automatically subject the chronoshifter to its warp. A rushed chronoshift has no effect on the Will save DC to avoid warps.

    The chronoshifter can rush a chronoshift once per day at 4th level, twice per day at 10th level, and three times per day at 16th level. In addition, at 10th level, the chronoshifter is allowed one risk-free use of a rushed chronoshift. The chronoshifter must still make a Will save to avoid the chronoshift's warp, but there is no percentage chance that he will automatically fail. At 16th level, he is allowed another risk-free rushed chronoshift. These risk-free rushed chronoshifts are in addition to their more risky counterparts gained at the same levels.

    Future Sight (Ex): At 7th level, a chronoshifter can see into the future, if only a few moments, granting a +1 insight bonus to initiative and AC. This bonus improves by 1 at 13th level and again at 19th level.

    In addition, once per day, the chronoshifter can extend his mind's reach into the future, doubling the bonuses for 1 round.

    Timeless Body (Ex): At 11th level, a chronoshifter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the chronoshifter still dies of old age when his time is up.

    Extended Life Span (Ex): At 13th and 17th levels, the chronoshifter gains the Extended Life Span epic feat.

    Ultimate Chronoshift: At the peak of his time-twisting ability, the chronoshifter learns one chronoshifting ability so powerful and so dangerous that time itself is torn asunder. The chronoshifter chooses one ultimate chronoshift to learn at 20th level from the ultimate chronoshift list. All ultimate chronoshifts take longer than normal chronoshifts to use, different Will save DCs to avoid warps, and XP costs (each specified in individual chronoshift entries). As well, an ultimate chronoshift that allows a saving throw has a DC of 20 + Wis modifier + twice the number of chronoshifts used within the last minute. The DC is based on when the chronoshifter starts the ultimate chronoshift, but creatures subject to saving throws don't make the save until after it is completed. While using an ultimate chronoshift, the chronoshifter is in a state of deep meditation, traversing the paths of time with his mind. If he takes damage, he may choose to come out of this state, though it breaks the chronoshift's effects and subjects him to a Will save to avoid its warp. He need not come out of his meditation if he does not will it, however. Ultimate chronoshifts cost 30 shift points.
    Last edited by Milo v3; 2013-02-14 at 01:40 AM.
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  26. - Top - End - #26
    Firbolg in the Playground
     
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    Default Re: The Blades of Keran [Setting]

    [center]Cleric

    Hundreds of people look towards the gods for help. This generally takes the form of a simple prayer in the case of most commoners, but some have the favour of the gods. The gods not only answer these people’s prayers, but allow them to tap into the deific power granting themselves spells.

    They are wise and generally enter leadership roles. But the clerics are varied in kind, each god’s followers acting different and filling alternate niches.

    Most clerics worship the Divines, but clerics of demons and devils can be found in Sumra. Cultists are also rarely clerics, but most are warlocks.

    Role: Which role a Cleric fills is dependent on which deity he worships. One which worships a healing deity might be strengthening and restoring his allies, a priest devoted to the smithing god might enhance his fellows weaponry, a cultist with a lord of destruction as his patron may fight with his companions as a front-line fighter.

    Alignment: A Cleric can be of any alignment of Clergy Alignments mentioned in his deities entry. If a Deity lacks the Clergy Alignments information, then a cleric's alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis

    Hit Die: d8.

    Starting Gold: 4d4×10 gp.

    Class Skills
    The Cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wisdom), Spellcraft (Int).

    Skill Points at First Level: (4 + Int modifier)

    The Cleric
    {table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|+0|+0|+0|+2|Divine Connection, Domain Power|5|3|—|—|—|—|—|—|—|—

    2nd|+1|+0|+0|+3|Scribe|6|4|—|—|—|—|—|—|—|—

    3rd|+1|+1|+1|+3|Domain Power|6|4|3|—|—|—|—|—|—|—

    4th|+2|+1|+1|+4|Untouchable|6|5|4|—|—|—|—|—|—|—

    5th|+2|+1|+1|+4|Domain Power|6|5|4|3|—|—|—|—|—|—

    6th|+3|+2|+2|+5|Genius|*|5|5|4|—|—|—|—|—|—

    7th|+3|+2|+2|+5|Domain Power|*|6|5|4|3|—|—|—|—|—

    8th|+4|+2|+2|+6|Aura of Conviction|*|6|5|5|4|—|—|—|—|—

    9th|+4|+3|+3|+6|Domain Power|*|6|6|5|4|3|—|—|—|—

    10th|+5|+3|+3|+7|Servants of the Deity|*|6|6|5|5|4|—|—|—|—

    11th|+5|+3|+3|+7|Favored in Death|*|6|6|6|5|4|3|—|—|—

    12th|+6/+1|+4|+4|+8|Improved Genius|*|6|6|6|5|5|4|—|—|—

    13th|+6/+1|+4|+4|+8|Crusader's Blade|*|6|6|6|6|5|4|3|—|—

    14th|+7/+2|+4|+4|+9|Tongue of the Gods|*|6|6|6|6|5|5|4|—|—

    15th|+7/+2|+5|+5|+9|Improved Untouchable|*|6|6|6|6|6|5|4|3|—

    16th|+8/+3|+5|+5|+10|Alter reality|*|6|6|6|6|6|5|5|4|—

    17th|+8/+3|+5|+5|+10|Paragon Symbol|*|6|6|6|6|6|6|5|4|3

    18th|+9/+4|+6|+6|+11|True Genius|*|*|*|6|6|6|6|5|5|4

    19th|+9/+4|+6|+6|+11|Gate to the Outer|*|*|*|6|6|6|6|6|5|5

    20th|+10/+5|+6|+6|+12|Ascended Flesh|*|*|*|6|6|6|6|6|6|6

    [/table]

    Class Features
    All of the following are class features of the cleric.

    Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, plus their deity's favoured weapon (see Divine Connection). They are proficient with light armour, but not with shields.

    Spells: Clerics cast divine spells, which are drawn from their deity's domains (see Divine Connection), as well as the cleric spell list. Their caster level for these spells is equal to their character level, and any save DCs for these spells are equal to 10 + the spell's level + the cleric's Wisdom modifier. Clerics can use their spells a limited number of times before having to pray for more, as indicated on Table: The Cleric. They receive additional spells if they have a high Wisdom score.

    Clerics may cast any spell they know, provided they have a slot of that level or higher to cast it with. They do not need to prepare their spells first.

    In order to receive their spells, the clerc must pray for 1 hour without interruption, in a place free from distractions or noise. At the end of this time, the cleric receives their spell slots. After praying, the cleric cannot pray again until one night has passed.

    Divine Connection: A cleric has a close connection to a particular deity or pantheon. This connection grants the cleric access to four domains associated with the deity or pantheon and one other of the cleric's choice (representing the clerics perception of their deity). All of the spells in those domains are added to the cleric's list of spells known at the same level at which they appear in the domain.

    Domain Power: When a cleric first begins their service, they only have access to a single domain power from among their chosen domains. The DC for a domain power is 10 + half their cleric level + their Wisdom modifier unless otherwise listed. They may select an alternate domain power from among their available domains every time they pray to recover their spells.

    At 3rd, 5th, 7th, and 9th level the cleric's connection to their chosen deity or pantheon grows stronger. At each of these levels the cleric gains access to an additional domain power, so they may have 2 domain powers at 3rd level, 3 at 5th level, and so on. These may also be changed when the cleric prays to recover their spells, providing they do not already have access to all 5 domain powers.

    Scribe: Upon reaching second level, each cleric gains Scribe Scroll as a bonus feat.

    Untouchable (Su): A 4th level clerics can temporarily channel the awe and power of their deity. As a swift action, they can gain the benefit of modified a sanctuary effect for 5 minutes. The save DC for the effect is 10 + 1/2 the cleric's character level + the priest's wisdom modifier. Targets who fail their save may attempt another 1 minute later. If the cleric takes any offensive action while under this effect, the effect is broken only for those who were targeted. Channeling divine power in this way is not without it's cost, however, and the cleric suffers 2 points of Wisdom burn when they use this ability. At the end of the 5 minute duration the cleric becomes fatigued (or exhausted if already fatigued). An exhausted cleric may not use this ability.

    At 15th level their ability to channel their deity's awe improves. While they are untouchable they also benefit from Acid, Cold, Electricity, Fire, and Sonic Resistance of 15.

    Genius: When a cleric of 6th level casts level zero spells, it doesn't expend spell slots. At 12th level, this expends to level one spells, and again to level two spells at 18th level.

    Aura of Conviction (Su): At 8th level, a cleric's faith warps the minds of those around them, inspiring their allies to greater acts. Whenever an ally within 25 ft. + 5 ft./2 class levels of the cleric (excluding the cleric themselves) rolls a natural 1 on an attack roll, saving throw, or skill or ability check, they may re-roll it. The second roll stands (even if it's another 1).

    Servants of the Deity (Sp): After 10th level onward, a cleric can call upon outsiders that serve their deity to assist or fight for them. The cleric must spend 1 round communing with their deity and sacrifice a spell slot to summon assistance. A number of creatures with an EL equal to twice the level of the sacrificed spell are summoned, though the total EL gained may not exceed the cleric level -4. A cleric may only have one group of servants summoned at any given time.

    These creatures remain for up to 10 minutes, but may be dismissed by the cleric at any time. The cleric can direct these creatures mentally, and does not need to have a language in common with them to give them instructions. Summoned creatures may not use a spell or spell-like ability with a higher spell level than the spell sacrificed to summon them.

    Favored in Death (Su): The divine power wielded by an 11th level cleric grants them a strong connection with their physical form even after death, one that can be used to make a return to it less difficult. As such the cleric may elect to suffer 2 points of wisdom burn in place of level or attribute loss when raised from the dead.

    Crusaders Blade (Sp): Upon reaching 13th level a cleric can undergo an hour long ritual which converts a weapon into a force of spirituality. After completing this ritual the weapon deals divine damage rather than bludgeon, piercing, or slashing (Other forms of damage remain unchanged). This can only work on the favoured weapon of your patron. The effects of this ritual stop, if it hasn’t been in contact with a cleric who enacted the ritual for 1 day.

    Tongue of the Gods (Ex): At 14th level or higher clerics can speak with and understand any creature, regardless of if it would normally possess a language.

    Alter Reality (Su): At 16th level, the cleric gains some of their deity's power to affect reality, although to a much lesser degree. As a full-round action, the cleric can sacrifice a 8th level or higher spell slot to cast Miracle as a supernatural ability.

    They may not create any effect that would fall outside of their deity's portfolio, however, and they must still spend experience points if the effect would require them from a standard casting. After the cleric has cast the miracle, they become fatigued and suffer 4 points of Wisdom burn. An exhausted cleric may not use this ability. This ability can only be used once per month.

    Paragon Symbol (Ex): Any holy symbol possesed by a Cleric of 17th level gains additional hit points and hardness equal to 1/2 class level + wisdom modifier. After leaving his possession, the symbols retain the improvements for three weeks.

    Gate to the Outer (Sp): At 19th level, a cleric can open a portal between any two locations as a standard action. This is otherwise identical to the gate spell, except that it lasts for 5 rounds (though it may be dismissed earlier), does not require concentration, and can only be used for travel. After the cleric has opened a portal this way, they become fatigued (or exhausted if already fatigued) and suffer 2 points of wisdom burn. An exhausted cleric may not use this ability. This ability has an effective spell level of 9th level.

    The locations available for this ability is as follows: the homeplane of the clerics deity, and places of worship for the deity on Keran.

    Ascended Flesh (Ex): Upon reaching the pinnacle of his power, the cleric becomes part of his patron. A cleric of 20th level gains several benefits:
    • He counts as an Outsider, instead of the cleric’s normal type if it would be beneficial.
    • +30 ft. Bonus to Base Land Speed
    • Immunity to Mind-Affect Effects and Petrification.
    • +5 Bonus on saves against Poison.
    • Spell Resistance 20
    • Acid, Cold, Electricity, and Fire Resistance 10.
    Last edited by Milo v3; 2013-07-22 at 10:17 PM.
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  27. - Top - End - #27
    Firbolg in the Playground
     
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    Default Re: The Blades of Keran [Setting]

    Druid
    "I am one with the Elements. And thus, they commit my whims."

    The flesh of mortals is carved from elemental power, and their organs serve as conduits of these elements. Some individuals are able to manipulate these energies to control the elements and the bodies of some creatures.

    Because of their control over the natural world; they are commonly found in the wilds or rural areas, rarely in cities, and almost never attempt to pass into the outer realms. Groups formed by them are often seen to be primative, as they are based around removing and devouring the organs of animal sacrifices.

    Role: Druids can fill multiple types of roles; some may use shapeshifting to be frontline combatant, others could blast foes at range with elemental power, some druids could use their powers over nature to support their allies.

    Alignment: Druids can come from any alignment, but they often possess neutral perspectives.

    Hit Die: d8.

    Starting Gold: 1d4×10 gp.

    Class Skills
    The Cleric’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

    Skill Points per Level: (4 + Int modifier)

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|+0|+2|+0|+2|Animal Companion, Nature Sense, Shapeshifting (Predator Form), Wild Empathy|3|1|—|—|—|—|—|—|—|—
    2nd|+1|+3|+0|+3|Woodland Stride|4|2|—|—|—|—|—|—|—|—
    3rd|+2|+3|+1|+3|Speak with Animals|4|2|1|—|—|—|—|—|—|—
    4th|+3|+4|+1|+4| |5|3|2|—|—|—|—|—|—|—
    5th|+3|+4|+1|+4|Aerial Form|5|3|2|1|—|—|—|—|—|—
    6th|+4|+5|+2|+5|Resist Nature’s Lure|5|3|3|2|—|—|—|—|—|—
    7th|+5|+5|+2|+5| |6|4|3|2|1|—|—|—|—|—
    8th|+6/+1|+6|+2|+6|Ferocious Slayer Form|6|4|3|3|2|—|—|—|—|—
    9th|+6/+1|+6|+3|+6|Natures Ritual|6|4|4|3|2|1|—|—|—|—
    10th|+7/+2|+7|+3|+7| |6|4|4|3|3|2|—|—|—|—
    11th|+8/+3|+7|+3|+7|Command of Self|6|5|4|4|3|2|1|—|—|—
    12th|+9/+4|+8|+4|+8|Wild Avenger Form|6|5|4|4|3|3|2|—|—|—
    13th|+9/+4|+8|+4|+8|A Thousand Faces|6|5|5|4|4|3|2|1|—|—
    14th|+10/+5|+9|+4|+9| |6|5|5|4|4|3|3|2|—|—
    15th|+11/+6/+1|+9|+5|+9|Timeless Body|6|5|5|5|4|4|3|2|1|—
    16th|+12/+7/+2|+10|+5|+10|Elemental Fury Form|6|5|5|5|4|4|3|3|2|—
    17th|+12/+7/+2|+10|+5|+10| |6|5|5|5|5|4|4|3|2|1
    18th|+13/+8/+3|+11|+6|+11| |6|5|5|5|5|4|4|3|3|2
    19th|+14/+9/+4|+11|+6|+11|Natural Casting|6|5|5|5|5|5|4|4|3|3
    20th|+15/+10/+5|+12|+6|+12|Avatar of the Wild|6|5|5|5|5|5|4|4|4|4[/table]

    Weapon and Armor Proficiency: Druids are proficient with all simple weapons, along with three martial weapons of his choice. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with shapeshift.

    Druids are proficient with light and medium armor but their shapeshifting is limited while in medium or heavy armour; changing the action to a standard action (for medium armour), and Full-Round action (for heavy armour). Druids are proficient with shields (except tower shields).

    Spells: A druid casts arcane spells, which are drawn from the druid spell list. A druid can cast any spell he knows without preparing it ahead of time, the way a wizard must.

    To learn or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

    A druid’s selection of spells is extremely limited. A druid begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new druid level, she gains one or more new spells, as indicated on the table below. These new spells can be common spells chosen from the druid spell list, or they can be unusual spells that the druid has gained some understanding of by study. The druid can’t use this method of spell acquisition to learn spells at a faster rate, however.

    Upon reaching 4th level, and at every even-numbered druid level after that (6th, 8th, and so on), a druid can choose to learn a new spell in place of one she already knows. In effect, the druid "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level druid spell the druid can cast. A druid may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Druid Spells Known
    {table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|4|2|— |— |— |— |— |— |— |—
    2nd|5|3|— |— |— |— |— |— |— |—
    3rd|6|4|2|— |— |— |— |— |— |—
    4th|7|5|3|— |— |— |— |— |— |—
    5th|8|6|4|2|— |— |— |— |— |—
    6th|9|6|5|3|— |— |— |— |— |—
    7th|10|6|6|4|2|— |— |— |— |—
    8th|10|6|6|5|3|— |— |— |— |—
    9th|10|6|6|6|4|2|— |— |— |—
    10th|10|6|6|6|5|3|— |— |— |—
    11th|10|6|6|6|6|4|2|— |— |—
    12th|10|6|6|6|6|5|3|— |— |—
    13th|10|6|6|6|6|6|4|2|— |—
    14th|10|6|6|6|6|6|5|3|— |—
    15th|10|6|6|6|6|6|6|4|2|—
    16th|10|6|6|6|6|6|6|5|3|—
    17th|10|6|6|6|6|6|6|6|4|2
    18th|10|6|6|6|6|6|6|6|5|3
    19th|10|6|6|6|6|6|6|6|6|3
    20th|10|6|6|6|6|6|6|6|6|4[/table]

    Animal Companion (Ex): A druid begin play with an animal companion selected from the following list: Badger, Bat, Camel, Cassowary, Dire Ant Worker, Dire Centipede, Dire Frog, Dire Scorpion, Eagle, Elk, Estikarn Riding Lizard, Horse, Manta Ray, Octopus, Shark, Squid, or Wolf. This animal is a loyal companion that accompanies the druid on his adventures as appropriate for its kind.

    A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases his companion from service, he may create a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

    A druid of 4th level or higher may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, he can’t have that animal as a companion.)

    Nature Sense (Ex): A druid gains a bonus on Knowledge (Nature) and Survival checks equal to half his Druid level. He may also use his Wisdom modifier in place of his Intelligence modifier when making Knowledge (Nature) checks.

    Shapeshifting (Ex): You can shapeshift at will into powerful animal or elemental-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes.

    It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There’s no limit to the number of times per day that you can change form, nor to the amount of time you can spend in a shapeshifted form.

    You retain your normal Hit Dice, hit points, base attack bonuses, base save bonuses, skill ranks, and ability scores regardless of your form, although most forms provide some sort of ability boost. You also retain all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. Unless otherwise noted, you retain your size and space when you assume a new form. You always retain your type and subtype, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities while shapeshifted except as noted below.

    All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your natural form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can’t cast spells or activate magic items while in Shapeshifted form.

    You can take feats such as Improved Natural Attack or Wingover that you could only qualify for in shapeshifted form, although you only gain the benefits of said feat while in a form that qualifies for it.

    If knocked unconscious or slain in shapeshifted form, you revert to your own form.

    Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Wisdom modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A druid can also use this ability to influence an elemental with an Intelligence score of 1 or 2.

    Woodland Stride (Ex): Starting at 2nd level, by subtly reshaping the elemental energy in nearby plants a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. He may also walk through thorns, briars, or overgrown areas that have been magically affected to impede movement (such as by an entangle spell), provided that his druid level is higher than that of whoever cast the effect.

    Speak with Animals (Su): Starting at 3rd level, a druid may communicate with all animals as though they shared a language.

    Resist Nature’s Lure (Ex): Starting at 6th level, a druid gains an Insight bonus on saving throws against the extraordinary, supernatural and spell-like abilities of animals, elementals, fey and plants equal to his Wisdom modifier.

    Nature Ritual (Sp): At 9th level, a druid's connection with nature is such that he can channel its power through potent ritual magic. A nature ritual emulates any one spell from the Druid list; it need not be one that the druid personally knows, but it must be of a level he would normally be able to cast. Rituals have a casting time of ten minutes per level of the spell being emulated, plus the spell's normal casting time, and require the druid to spend an amount of experience points equal to one hundred times the level of the spell being emulated. If the spell being emulated has material or experience costs, they must be paid in addition to the usual ritual cost. The druid may pay an additional 25 experience/spell level to increase the duration of the spell being emulated by one step (rounds/level -> minutes/level -> hours/level -> days/level -> weeks/level). The druid may apply any metamagic feat he knows to the spell being emulated, taking the increased time and paying the increased cost for a spell of the adjusted level.

    Command of Self (Ex): At 11th level, a druid has incredible control over his own form. He gains a bonus to saves against transmutation spells equal to his Wisdom modifier. This bonus stacks with Resist Nature's Lure.

    A Thousand Faces (Su): At 13th level, a druid gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the druid’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell. Doing so gives him a +10 bonus to Disguise checks, as though she was under the effects of a disguise self spell.

    Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when his time is up.

    Natural Casting (Ex): Beginning at 19th level, a druid learns techniques for working magic in animal form. A number of times per day equal to his Wisdom bonus, he may take a standard action to cast a spell while shapeshifted. The spell may be up to two levels lower than the highest level spell he can cast, have a casting time of no longer than one standard action, and must come from the Druid list.

    Avatar of the Wild: By 20th level, a druid has transcend humanity to become one with the natural world. He gains the elemental type, DR 10/—, resistance 20 to all elemental energy types, and a +2 untyped bonus to all physical abilities.
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    Default Re: The Blades of Keran [Setting]

    Druid Forms
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    Predator Form
    At 1st level, you gain the ability to shift into a wolf, panther, or similar creature. You gain a primary bite attack that deals d8 points of damage. You have the reach of a long creature of your size. You gain a +4 inherent bonus to strength, your natural armor bonus improves by 4, and your base land speed becomes 50 ft.

    At 4th level, you gain Great Cleave or Spring Attack as a bonus feat in predator form, even if you don’t meet the prerequisites. Which feat you gain is choosen each time you enter Predator Form.

    Aerial Form
    At 5th level, you can shapeshift into a flying creature, such as an eagle or bat. While in Aerial form, you gain a primary talon attack that deals d6 points of damage. You gain a +2 inherent bonus to Strength, Dexterity Reflex Saves, and natural armor. You also gain a fly speed of 60ft. (good maneuverability). Also when you enter Aerial Form, you may choose to decrease a size category (to a minimum of Dimunitive) for the duration of the shapeshift.

    At 7th level, you gain Flyby Attack or Wingover as a bonus feat while you are in aerial form. Which feat you gain is choosen each time you enter Aerial Form.

    Ferocious Slayer Form
    At 8th level, you can shapeshift into a large and fierce predatory form, such as a bear. Your size increases by one category (to a maximum of colossal) and you have the reach of a long creature of your size. You gain a primary bite attack dealing 2d6 damage and two secondary claw attacks dealing d8 damage. You gain a +8 inherent bonus to Strength, a +4 inherent bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.

    At 10th level, you gain Improved Critical (Bite) and Improved Critical (Claw) as bonus feats while in ferocious slayer form.

    Wild Avenger Form
    At 12th level, by embracing the elemental of wood you can take the form of a massive plantlike creature, similar to a shambling mound or treebound elemental.

    When in wild avenger form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by one category (to a maximum of colossal) and you have the reach of a tall creature of your size (5 feet for medium, 10 feet for large). You gain a +12 inherent bonus to Strength and natural armor and a +4 inherent bonus on Fortitude and Will saves. Your base land speed becomes 20 feet. You gain DR 5/slashing while in wild avenger form, and your type becomes plant, granting you critical hits, sleep effects, paralysis, and stunning. However, you remain vulnerable to mind-affecting effects and polymorph.

    At 14th level, you gain Improved Overrun and Plant Control as bonus feats while in wild avenger form.

    Elemental Fury Form
    At 16th level, you can shapeshift into a giant form of air, earth, fire, or water. Your size increases by two categories, and you have the reach of a tall creature of your size. You gain a pair of primary slam attacks that deal 3d6 damage each, +1d6 damage of a type corresponding to the type of elemental you become. In addition, you gain a +16 inherent bonus to Strength and natural armor, and a +4 inherent bonus to all saves. Your base land speed doesn’t change, but you gain immunity to critical hits and energy damage corresponding to the type of elemental you become. You don’t need to breathe while in elemental fury form.

    At 18th level, you gain Great Cleave and Improved Initiative as bonus feats while in elemental fury form, even if you don’t meet the normal prerequisites.
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    Default Re: The Blades of Keran [Setting]

    The Fighter

    Any man with a weapon can fight. Any man who can fight can be a warrior. Only the the most skilled warriors will ever be Fighters. Fighters are true masters of combat, being able to adapt and survive any threat. Fighters are manifestations of battle skill, becoming legends on par with ancient heroes that once walked the land.

    Role: Fighters study the warriors of old, mastering their techniques and blending their styles into a unique and practical martial art. Though lacking the disciplines of Martial Adepts, Fighters support their party with an adaptable fighting style and superlative combat skill.

    Alignment: A fighter can arise from any alignment.

    Hit Die: d10

    Starting Gold: As Fighter.

    Class Skills
    The Fighter’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
    Skill Points per Level: (4 + Intelligence Modifier)

    Fighter
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Strike
    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Bonus Feat, True Toughness|-
    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Fighting Tradition, Strike|1d6
    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Combat Mastery 1, Weapons Training|1d6
    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Bonus Feat|1d6
    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Armoured Mobility, Fighting Tradition|2d6
    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Bonus Feat|2d6
    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Combat Mastery 2, Rushed Step|2d6
    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Bonus Feat, Fighting Tradition|3d6
    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Preternatural Warrior|3d6
    10th|
    +10/+5/
    |
    +7
    |
    +7
    |
    +3
    |Bonus Feat, Combat Mobility|3d6
    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Combat Mastery 3, Fighting Tradition|4d6
    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Bonus Feat, Tide of Battle|4d6
    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Style Mastery|4d6
    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Bonus Feat, Fighting Tradition|5d6
    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Combat Mastery 4, Preternatural Defence|5d6
    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Bonus Feat|5d6
    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Fighting Tradition, Rushed Action|6d6
    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Bonus Feat, Evershifting Style|6d6
    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Combat Mastery 5|6d6
    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Bonus Feat, Fighting Tradition, Legendary Hero|7d6[/table]

    Weapon and Armour Proficiencies: A fighter is proficient with all simple and martial weapons and with all armour (heavy, medium, and light) and shields (including tower shields).

    Bonus Feat: At 1st level, a fighter gets a bonus feat in addition to the feat that any 1st-level character gets. The fighter gains an additional bonus feat at 4th level and every two fighter levels thereafter (6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats can't be drawn from the feats noted as Item Crafting or Metamagic bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

    These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

    True Toughness (Ex): Fighters are some of the worlds toughest, and add their Constitution bonus to their Saving Throws. If you lack a Constitution score, then instead apply your Charisma bonus. The bonus applied from this ability cannot be higher than half your Fighter level (minimum 1).

    Fighting Traditions (Ex): The heroes of legend were more than simple warriors, they were icons who embodied the myriad aspects of war. Some were cunning tricksters who defeated their enemies with guile and treachery; others were mystic warriors who blended arcane power with mastery of blade and bow; still others were paragons of knightly renown, matchless fighters and deadly duellists.

    Through intense study, the Fighter has learned to master the techniques of these skilled warriors, developing a heroic fighting style that grants great power. At 2nd level and every 3 levels thereafter, the Fighter learns one of the following fighting traditions (also called styles). Each tradition grants a host of abilities, which are described below.


    Strike (Ex): Fighter’s are masters of combat, and have perfected how to inflict more power to each strike. A Fighter of second level possesses a pool of d6 he can allocate to successful attacks each round, how many dice he possesses is shown on the above table. On a successful attack, the fighter may add any or all of his Strike dice to the damage inflicted by his attack. Once Strike dice are added to an attack, they are lost until the beginning of your next turn.

    Combat Mastery (Ex): A fighter of 3rd level has an in depth understanding of his bodies capabilities, and how to utilise them. As such he can perform manoeuvres with skill surpassing other devoted combatants. When you attempt or attempt to resist a Bull Rush, Disarm, Feint, Grapple, or Trip you gain a +1 bonus to your roll. This bonus increases by 1 at 7th level and every 4 levels thereafter.
    Additionally, owing to your long experience using armour, you reduce the armour check penalty of any armour you wear by your combat mastery bonus.

    Weapons Training: Fighters are natural warriors, and with training they can learn to use any weapon. Upon reaching 3rd level; the Fighter can expend 100 xp, and spend 1d8 days learning how to use a weapon he lacks proficiency with. After this training he gains proficiency with the selected weapon.

    In addition he can also expend 500 xp, and spend 1d8 days practicing how to use a weapon he has proficiency with. After this training he gains the Weapon Focus feat for the selected weapon.

    Armoured Mobility (Ex): After surviving innumerous battles in armour, you have learnt how to move in armour with more finesse. At 5th level, the Maximum Dexterity bonus of any armour you don is increased by +1 per five fighter levels you possess.

    Rushed Step (Ex): After attaining 7th level, a Fighter can expend an immediate or swift action to make a 5 ft. step. Any checks you would have to make as a result of the 5 ft. step (such as an acrobatics check), suffer a -2 circumstance penalty. This ability can only be used once per encounter plus an additional use for every 4 fighter levels you possess.

    Preternatural Warrior (Ex): The skill of some warriors is known to be seen as supernatural. In some cases such as Arcane Knights and Martial Adepts it may be true supernatural power. But once a fighter has reached 9th level, any weapon he uses gain a +1 enhancement bonus per six levels of fighter, this enhancement bonus stacks with any the weapon already possesses (Maximum +10).

    In addition a Fighter can expend a move-action to exchange one or more of the enhancement bonuses from his Preternatural Warrior ability, for Magical Weapon qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

    As this is an extraordinary ability, your weapon retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the weapon's appearances isn't modified by any enchantments this grants.

    Combat Mobility (Ex): Over time the fighter while mastered the timing of his strikes, and the ability to deal out several attacks in amazingly short periods. Upon reaching 10th level, the Fighter can make Full-Attacks as a standard action. This also allows him to make a full-attack with a charge.

    In addition, the Fighter no longer suffers a penalty to base land speed for moving in medium or heavy armour, or through difficult terrain.

    Tide of Battle (Ex): To survive in the world, one must be adaptable. A fighter of 12th level can react to changing circumstances swiftly, adopting exactly the right mind-set to defeat his foe. A number of times per day equal to half of his fighter level, a fighter can abandon one tradition and gain the benefits of any other tradition he knows as a swift action.

    Style Mastery (Ex): At 13th level, the fighter chooses one Tradition he knows – this Tradition is always active and the fighter may have one additional Tradition active at any time.

    If the selected tradition is an advanced tradition, the cost is permanently removed.

    Preternatural Defence (Ex): The hardiness of some warriors is said to be supernatural. Once a fighter has reached 15th level, any armour he dons gain a +1 enhancement bonus per eight levels of fighter, this enhancement bonus stacks with any the armour already possesses (Maximum +10).

    In addition a Fighter can expend a move-action to exchange one or more of the enhancement bonuses from his Preternatural Defence ability, for Magical Armour qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

    As this is an extraordinary ability, your armour retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the armour's appearances isn't modified by any enchantments this grants (this means that Glamoured isn't an option for this ability).

    Rushed Action (Ex): Once the Fighter has reached 17th level, any turn in which he successfully hits an opponent with an attack, he gains an additional standard action. Any checks you would have to make as a result of the extra standard action (such as an attack roll), suffer a -2 circumstance penalty. Regardless of the number of attacks which hit, you only can gain one additional standard action per turn with this ability.

    Evershifting Style (Ex): Upon reaching 18th level, can react to changing circumstances with ridiculus speed, adopting exactly the right mind-set to defeat his foe. Once per encounter, fighter can abandon one tradition and gain the benefits of any other tradition he knows as a free action.

    Legendary Hero (Ex): A fighter of 20th level has ceased to emulate the heroes of legend – instead becoming one himself. The fighter becomes a hero of legend, his exploits attached to the school he ties herself to. As a living myth, the fighter seems larger than life, gaining a +2 bonus to all ability scores and no longer suffers all aging penalties.

    In addition, he may select another Tradition to be always active and the fighter may have another additional Tradition active at any time. If the selected tradition is an advanced tradition, the cost is permanently removed.
    Last edited by Milo v3; 2013-03-18 at 08:13 PM.
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    Default Re: The Blades of Keran [Setting]

    Gramarist
    This is my world, it follows my rules.
    -- The True Mind, god of the Koumarn

    In a world as arcane and frightening as keran, knowledge is a valuable commodity. Many marvels seem eldritch to the uneducated, but some know that all phenomena must follow certain rules and laws, even if we don't quite understand them. The mechanisation of the magical is collectively known as gramarie, and thus one who learns the skills to use and control it is a gramarist.

    In order to take even a single level of Gramarist, you must possess the Alter Subtype.

    Role: Gramarists can fill any combat role utilising amazingly powerful devices, but their true calling is a non-combat one. By using gramarie, people are able to commit amazing acts of magic for nearly any purpose.

    Alignment: Gramarists can be of any alignment.

    Hit Die: d6.

    Starting Gold: As Rogue.

    Class Skills
    The Gramarist's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all, taken individually) (Int), Perception (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha).
    Skill Points per level: (6 + Int modifier)

    The Gramarist
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Principles Known

    1st|+0|+0|+0|+2|Baccalaureate principles, eldritch wick, specialization|
    1

    2nd|+1|+0|+0|+3|Eldritch blast +1d6|
    2

    3rd|+1|+1|+1|+3|Spectroconstruction|
    3

    4th|+2|+1|+1|+4|Bonus feat, eldritch blast +2d6|
    3

    5th|+2|+1|+1|+4|Spectroconstruction (2/day)|
    4

    6th|+3|+2|+2|+5|Eldritch blast +3d6|
    5

    7th|+3|+2|+2|+5|Spectroconstruction (3/day), magisterial principles|
    6

    8th|+4|+2|+2|+6|Bonus feat, eldritch blast +4d6|
    6

    9th|+4|+3|+3|+6|Spectroconstruction (4/day)|
    7

    10th|+5|+3|+3|+7|Eldritch blast +5d6|
    8

    11th|+5|+3|+3|+7|Spectroconstruction (5/day)|
    9

    12th|+6/+1|+4|+4|+8|Bonus feat, eldritch blast +6d6|
    9

    13th|+6/+1|+4|+4|+8|Spectroconstruction (6/day)|
    10

    14th|+7/+2|+4|+4|+9|Doctorate principles, eldritch blast +7d6|
    11

    15th|+7/+2|+5|+5|+9|Spectroconstruction (7/day)|
    12

    16th|+8/+3|+5|+5|+10|Bonus feat, eldritch blast +8d6|
    12

    17th|+8/+3|+5|+5|+10|Spectroconstruction (8/day)|
    13

    18th|+9/+4|+6|+6|+11|Eldritch blast +9d6|
    14

    19th|+9/+4|+6|+6|+11|Spectroconstruction (9/day)|
    15

    20th|+10/+5|+6|+6|+12|Bonus feat, eldritch blast +10d6, the architect|
    15

    [/table]

    All of the following are class features of the gramarist.

    Weapon and Armour Proficiencies: As a gramarist you are proficient in all simple weapons and light armour. You are not proficient in shields of any kind.

    Eldritch Wick (Sp): The study of gramarie is very closely related to the study of pure magic. Arcane energy is one of the purest forms of puissance, and as you learn about the principles that govern the flow of magic, you also learn to generate that energy yourself. At 1st level you gain an eldritch wick, which is a touch attack that deals 1 point of damage. This ability can be used at will, and is treated like as a spell-like ability whose caster level is equal to your Hit Dice. Your eldritch wick is the equivalent of a 0th level spell.

    Your caster level for your eldritch wick (and, later, your eldritch blast) qualifies you to take feats, prestige classes, and other such venues which require a generic caster level. It does not count as arcane, divine, or anything else more specific than a caster level.

    Specialization: All initiates of gramarie tend to gravitate towards one discipline or another; at 1st level you must pick one discipline to specialize in. You gain a competence bonus of half your class level on the key skill of your chosen discipline, and can select principles from that discipline which are marked with the [Specialist] tag. A specialist cannot select any doctorate-level principles from other fields of study than their specialization.

    You can choose "general studies" as your specialization, in which case you have chosen to major in "the universe". These gramarists are known as universalists, and while their guidance counselors might say they lack direction, they actually know exactly what they're doing. A universalist can select magisterial-level (200-level) specialist principles from any discipline as doctorate-level principles, but can never select doctorate-level specialist principles. They can, however, learn any non-specialist doctorate-level principle once they gain access to that tier. If you are a universalist, you also never qualify for prestige classes or other venues that require specialization.

    A universalist adds this competence bonus to Knowledge (architecture and engineering) checks.

    Principles of Gramarie: As a student of gramarie, you have many avenues of learning available to you. At 1st level, and again whenever indicated on your class table, you learn a new principle. Principles are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Principles come in three grades: Baccalaureate, Magisterial, and Doctorate. You gain access to these higher grade principles as shown on your class table. Once you achieve the Doctorate level (at your 14th class level) you may refer to yourself as a doctor of your that discipline. You cannot put off learning a principle; if you do not qualify for one when you would otherwise receive it, it's lost. If a principle is marked [Specialist], it can only be learned by a specialist in that discipline.

    A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document.

    If a principle requires materials, you need extra materials every time you prepare it. You can also improve a principle later on my adding more materials to it (if applicable) and by spending more time on it. This also forces you to make a new skill check on it. Speaking of skill checks, you can always choose to use Knowledge (architecture and engineering) as the skill to prepare a principle instead of the discipline key skill, but you take a -10 penalty on the check. In the same vein, you can take 20 on key skill checks made to prepare a principle, but you can never take 10 on them. Bear in mind that taking 20 means taking 20 times as long as you normally would, which for gramarie can be very long indeed. To prepare a principle you must be within range of touch of the structure or object or location on which you are setting the principle for the duration of the preparation.

    If multiple gramarists know the same principle, they can work simultaneously on the same project. For example, two gramarists could prepare the same principle at the same time, and the principle would count as having been prepared twice. Later a third gramarist who also knows that principle could show up and prepare it again, and the principle would then have been prepared three times. A gramarist can choose to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a key skill check (based on the discipline) which beats the principle's current skill check by 5 or more.

    Eldritch Blast (Sp): Once you move beyond a simple cursory understanding of arcana, you can learn to project your power in the same way as those whose magic is in their blood. At 2nd level your eldritch wick becomes an eldritch blast, which is a ranged touch attack that must be made within 60ft. Your eldritch blast deals 1 damage, plus 1d6 damage for every two class levels as shown on your class table. Aside from the small difference in damage, this blast is interchangeable with that gained from other classes, and additional eldritch blast damage from other sources adds to this eldritch blast. Your eldritch blast has an equivalent spell level of half your Hit Dice, and the caster level of the effect is equal to your Hit Dice.

    Spectroconstruction (Su): Building super awesome architecture would take a while if you had to do it all yourself. Luckily you have at your beck and call an army of spectral labourers willing to take one for the team. Starting at 3rd level, every day you can cause an effect equivalent to a lyre of building (building effect) for 30 minutes. You gain an extra daily use of this ability at 5th level and every 2 levels thereafter. You can use this effect on its own merits, or as part of a project, as you see fit.

    No Perform check is required to initiate this effect, but instead you must make a DC 18 Knowledge (architecture and engineering) check every time you activate it (+3 to the DC for every additional time per day you activate it). Failure indicates the daily use is wasted. You cannot split up individual uses of this ability; if you do not use all 7,200 man-hours during the activation period, they're lost.

    Spoiler
    Show
    It's not always entirely clear how useful a man-hour is, because it's not always clear how to quantify labour. The lyre of building is an ambiguous wondrous item at best, so while it's the only reference that exists in this case, it's not exactly helpful in the strictest sense. So for your convenience here is a small list of commonly manufactured items and an estimate of the number of man-hours required to build them in the real world. This should provide a decent starting point for you to determine how many man-hours you'll need for a given project.

    {table=head]Man-hours|Project
    20|A well-made cart
    50|One 5ft. cube of a tunnel
    300|A gypsy's carriage
    5,000|A nice house
    7,200|Maximum labour from one spectroconstruction
    44,000|A small boat
    200,000|A large building
    300,000|Industrial factory
    600,000|A viking ship
    1,000,000|The Colossus at Rhodes
    2,000,000|A fortified castle
    7,000,000|The Empire State Building
    15,000,000|The Titanic
    650,000,000|The Great Pyramid of Giza[/table]

    It should also be prominently mentioned that the work from this effect is akin to unskilled labour. You can use it to build, essentially, anything that doesn't require a Craft check of any kind.


    Bonus Feat: As a student, you inevitably pick up a few lessons along the way which aren't necessarily taught in a classroom. At 4th level, as well as every four levels thereafter, you gain a bonus feat you qualify for. A universalist can instead choose a principle which they qualify for in place of a feat.

    The Architect (Ex): An amateur could do something right; a professional never does it wrong. At 20th level, you're far beyond being a master of magical engineering. Every Knowledge (architecture and engineering) check you make is maximised (treated as a natural 20), as well as the rolls for your specialization's key skill.

    The true revelation at this level, however, is the perfect understanding you have achieved of the connection between magic rules and the convential laws of physics. Knowing how these principles of weird science interact allows you to transcend the normal preconceptions of what is and what is not 'possible'. All of your principles are now extraordinary in nature, and for all intents and purposes any machine or structure you build out of them is considered nonmagical in every way.
    Last edited by Milo v3; 2013-02-18 at 08:43 PM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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