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Lights of Orellic (Pathfinder Homebrew Open to All) Goto Page: 1 2 3 ... 4 ... 15 16 17 18 [>] [>>] [»|]

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WhimsicalXellos
Crew

Compassionate Husband

9,300 Points
  • Flatterer 200
  • Object of Affection 150
  • Perfect Attendance 400
PostPosted: Fri Nov 30, 2012 1:06 pm
[ Character Sheets ]

1] Oswald Oubliet, Cartir Human Rogue by Roilvn Whiro
2] William, Myrradite Human Cavalier by Gideon Commando
3] Roslyn Eliandra, Myrradite Human Cavalier by BegrudginglyGood
4] Kalee, Kuskan Human Cleric by SorceressJacklyn
5] Valia Cordelia, Cartir Human Gunslinger by arononkorr
6] Horgretor Swordsteel, Sulli Dwarf Alchemist/Artificer by Feel Good MD
7] Regis, Sulli Orken Cleric by Xun Ira
8] Yokin Mase, Kuskan Human Samurai by BegrudginglyGood
9] Merek Vagravian, ? Human Sorcerer by arononkorr
10] Klax, Merridanian Gremling Artificer by iLL iNTENT
11] Taleth Lukos, Sulli Human Ranger by Wesleyf
12]
or more...!]

[ Dead/Dormant Sheets ]

1] Aalim Nasir, Swarish Human Fighter by Noahr93
2] Vyse Dyne, Sulli Human Witch by Alzzak
3] Lissa Filibert, Cartir Halfling Gunslinger by Callsigncaboose
4] Marian Cossak, Merridanian Human Monk by Callsigncaboose

[ Premise/Foreword ]
xxxI was sorting some files and found one with an obscure title sitting off in an old folder. Within I found a setting concept from 2006 that I don't remember writing, but it seemed very interesting. I've now fleshed it out and added a lot of detail, and these are the fruits of my labor over the past month. Thank you for waiting, those of you who I happened to drop hints to about this. As I was only recently introduced to Pathfinder, the idea for this setting wasn't originally intended for this system, but after reading through what I had written over 6 years ago, it practically screamed for the implementation.

[ Setting Information/Background ]
xxxThis is a homebrew world and demands some homebrew rules. The most obvious of which pertain to race choice and divine magic. The details of these can be found below in their pertinent sections (especially the last one). Additionally, your home region is just as vitally important to your beginning character traits as your race. This importance extends to what languages you may know, what skills or ability bonuses you have, and even influences your favored class options. When choosing your favored class bonus, you may have the option of choosing the bonus provided by your race and/or your region if the overlap exists.
xxxOrellic is an expansive continent comprised of six nations. Myrrade is centrally located and is driven by the ideals they hold toward their single god, Lenniss. It is Lenniss that focuses their ideals toward expansion, advancement, and truth. All the other countries profit from Myrrade, as it is the means for trading with countries that are not bordered with them. Each of them has a Myrrade run city at their borders. As for the borderland countries, Sull is found to the north, Kurokusk dominates the west, Swarin shares a border in the southwest, Merridan is to the southeast, and the islands of Cartrin are a short trip by ship to the east. In as passive a way as possible, the people of Myrrade are slowly taking over the world because everyone generally allows their presence and influence in some form or fashion.

[ Game Introduction/Plot ]
xxxThis game could be run in multiple ways. Depending on how many of you are interested, it could be a traditional party or a sandbox. Essentially, if there's just a few of you, it will be easier on me if you design your characters with the intention of partying together. This will prompt me to design an adventure for the group. If there's a whole bunch, start wherever you want and party with whomever you want, because the world is your playground. If this is the case, please come up with your own goals as they relate to the setting so that I can oblige you with appropriate content. What does this mean to you? It could mean that you'll get a custom storyline for whatever character you end up making. One that caters to your character's quirks. Including characters that usually have it rough in a traditional roleplay. *coughcavaliercough* Just food for thought.
xxxIn a nut shell, for the people who come into this early on, play around with a couple character ideas. Assume you'll be partying with everyone else. If it gets to the point where it looks like this will switch to sandbox mode, I'll make an announcement and you can just do whatever you want. Based on the level of interest I've gotten just by dropping hints that this was in development, I anticipate the announcement pretty early. Keep in mind you can still party up if it does become a sandbox. That's all part of doing whatever you want.
xxxIn any case, we'll be starting on the following concept. You are an up and coming adventurer/professional. You've already had a few exploits, and you're slowly gaining confidence in your abilities. What will you do with this kernel of confidence? Will you forge onward to accomplish your goals, whatever they may be? Will you stay in your hometown, or will you travel, perhaps even to foreign lands? Who will you meet, and how will their goals shape your own? It seems your destiny is open to you... What are you willing to accomplish?

[ Character Creation ]
xxxThere is one of two ways to start with character creation for this setting. The first way is to pick a region to start in, perhaps if you wish to stay in the same zone as someone else, and then see which races you can choose from. Obviously the other way would be to pick a race first, and then see which starting regions are available to you. Keep an eye on the regional and racial favored classes. These give clues as to what classes are most appropriate for your character in terms of setting accuracy, especially the regional classes. This isn't to say you can't be a non-favored class in a specific region, but it's likely you'll almost have to use an archetype of some kind to make it fit better (for example, an Urban Barbarian from Myrrade).

Available Sources: Preferably just Paizo materials. Ask me about 3rd party materials.
Banned Resources: So far, just no psionics.

ECL: Characters begin at level 2, and we'll use the fast XP track.
Wealth: 1,000g.
Races: Only those provided below.
Ability Scores*: 4d6 drop the lowest, 7 times, pick your favorite 6, no rerolls. OR a 20 point purchase.
xxxxxxxxxxx*Pick ONE. If you roll stats, you must do it in this thread. Once you roll stats, you cannot choose point buy.
Hit Points: Max your first two HD, it'll all be rolls from here on out.
Alignments: Whatever you like. Standard consequences apply.
Pantheon: As outlined below and determined by your region.
Backgrounds: Since you are starting at level 2, it is assumed that your characters have some kind of experience. Please come up with something to reflect this. If you need more information about the world to puzzle something out, please feel free to ask. This world is not 100% built, and depending on what kinds of questions you ask, it may influence how I flesh it out.

[ House/Optional Rules ]
1] We will be using Hero Points.
2] Pick up to 2 Character Traits. Here's a nice list: Not sure if it fits the campaign? Ask.
3] If you end up using a class feature, feat, trait, or other such thing that does not fit in with the setting laid out below, I reserve the right to bar its use. More likely, though, I will reflavor said bit so that it will fit. I'm certainly not going to go through every single game feature listed in the SRD to find everything ahead of time, so it makes more sense to find the ones you want to use and then retool them as they come up.  
PostPosted: Fri Nov 30, 2012 1:07 pm
[ The Regions of Orellic ]

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Myrrade
xxxMyrrade is an expansive kingdom of plains, hills, and forests driven by the ideals they hold toward their single god, Lenniss. It is Lenniss that focuses their ideals toward expansion, advancement, and truth. The capital, the free city of Mylenx, is the center for trade for the entire continent. The people of Myrrade are perhaps the most civilized of the cultures, also having the most advanced technology, some of it even steam powered, such as their river boats which are one of the driving forces to their importing and exporting. The kingdom is inhabited entirely by humans and orkens. Myrradites tend to have pale skin tones.
xxxAll the other countries profit from the Myrrade Plains, as it is the means for trading with the countries which do not immediately border them. Each of them have a Myrrade run city at their borders: Yvwel by the frozen north of Sull, Zelasz at the foot of the Kurokusk mountains, Fodrejd near the southern savannah of Swarin, Nurym at a river leading into Merridan, and the port of Bimvolek is the gate to the islands of Cartrin.
xxxWhile the role of Lenniss in greater society is open to debate among his believers, it is generally agreed that he encourages a life full of newness. Trade and the acquisition of knowledge is the best way to do this. Trading with other countries allows for a greater possibility of seeing new things and meeting new people, all of which is beneficial to spreading the truth about Lenniss, in whatever form it may take. Technology is a means to create new things and learn about the world. In as passive a way as possible, the people of Myrrade are slowly taking over the world because everyone generally allows their presence and influence in some form or fashion.
xxxThe politics of Myrrade are largely feudal, though instead of ruling lords, a council of nobles typically makes the decisions for a given territory. Each of these councils sends a trustworthy representative to Mylenx to serve on a Greater Council which makes more widespread decisions for the whole of Myrrade. The Church of Lenniss provides their own representative to act as an intermediary between the various other members of the Greater Council.
Concept] Pseudo-European expansionism.
Myrradite Favored Classes
Alchemist] Add +1/5 to the Intelligence score when determining the bonus spells that can be imbued gained from a high Intelligence.
Artificer] Add +1/6 of a bonus feat from the artificer's bonus feats list.
Bard] Add +1/6 to the number of people the bard can affect with the fascinate bardic performance.
Cavalier] Add +1/6 of a bonus teamwork feat.
Cleric] Add +1/5 to the Wisdom score when determining the bonus spells per day gained from a high Wisdom.
Druid] Add +1/5 to the Wisdom score when determining the bonus spells per day gained from a high Wisdom.
Gunslinger] Add +1/6 of a new deed.
Inquisitor] Add +1/5 to the Wisdom score when determining the bonus spells per day gained from a high Wisdom.
Magus] Add +1/5 to the Intelligence score when determining the bonus spells per day gained from a high Intelligence.
Oracle] Add +1/5 to the Charisma score when determining the bonus spells per day gained from a high Charisma.
Paladin] Add +1/4 to the bonus the paladin grants her allies with her aura of courage and aura of resolve special abilities.
Ranger] Add +1/6 to the number of favored terrains the ranger may select.
Rogue] Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
Summoner] Add +1/5 to the Charisma score when determining the bonus spells per day gained from a high Charisma.
Wizard] Add +1/5 to the Intelligence score when determining the bonus spells per day gained from a high Intelligence.

Sull
xxxSull is, to anyone but the inhabitants, a frozen wasteland too inhospitable to be livable. It is both a mirror and opposite to the sweltering deserts of Swarin. A majority of it is a frigid extension of the hilly plains of Myrrade, but the western portion is punctuated by the Kurosz Mountains. The people of Sull might be considered diverse if they weren't inclined to group together indiscriminately. The north is far too harsh an environment for infighting to be logical. There is no universally dominant tribe, either. All told, Sull is home to humans, orkens, dwarves, hoblings, and gremlings, and they all tend to get along well enough. Whenever one tribe happens upon another, it usually ends up turning into a short celebration which involves trading of supplies and impromptu betrothals-c**-marriages as a means to diversify the tribal gene pool. Sulli usually have ruddy or grayish skin tones.
xxxHowever, Sull is also home to less savory entities: the undead. For reasons no one really can say for certain, Sull is beset by roaming and restless dead. For sure, each tribe has their own theories on this phenomenon, but the reasons why are less important to them than the ways to deal with it. Considering the Sulli culture is based heavily on hunting and fishing for food, due to the lack of vegetation for most of the year, running into undead during hunting excursions is fairly common. For this reason, a shaman usually travels with the hunting party.
xxxWhen it comes to their interaction with the Myrradites, the Sulli are more than happy to trade whatever they may have of interest for the chance to get a hold of foreign goods. They are always looking for produce, wood, and metal items of any kind, and the Myrradites usually come away with arctic furs and blubber. However, since the Sulli don't usually have any set migration pattern outside of following the indigenous species, their interaction with Myrrade isn't as frequent. Typically, a given tribe will make their way to the Myrrade city of Yvwel on their own to trade a bit before moving along. It's rare that the Myrradites will venture into the dangerous territory to find potential business.
Concept] Similar to ancient Inuit traditions.
Sulli Favored Classes
Barbarian] Reduce the number of rounds the barbarian is fatigued after ending a rage by 1/2 (minimum length of fatigue is 2 rounds).
Cleric] Add +1 to the caster level of any channeling feat used to affect undead.
Fighter] Add a +2 bonus on rolls to stabilize when dying.
Inquisitor] Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgement.
Magus] Add +1/5 to the save DC against spells the magus casts.
Oracle] Add +1/5 to the save DC against spells the oracle casts.
Paladin] Add +1/4 to the paladin's AC against a foe he is targeting with smite evil.
Ranger] Add +1/4 to the ranger's favored terrain bonus if she is in cold terrain.
Rogue] Add a +1/2 bonus on Stealth checks and Perception checks made in cold terrains.
Sorcerer] Add +1/5 to the save DC against spells the sorcerer casts.
Summoner] Add +1/5 to the save DC against spells the summoner casts.
Wizard] Add +1/5 to the save DC against spells the wizard casts.

Kurokusk
xxxKurokusk is a country entirely consisting of forested mountains. It was once inhabited by many tribal societies with varying traditions. Some of the more brutal ones were known for raiding. Raiding each other, raiding across the border, it didn't really matter. Long ago, the tales of Kuskan raiders ravaging the plains of Myrrade were common fare. However, as the trading tradition of Myrrade grew, and their tendency to not trade with those tribes who would regularly invade them began to provide the other tribes with superior goods, eventually the raiding dwindled. The aggressive tribes were less equipped than the tribes who were trading with Myrrade. They couldn't trade with Myrrade to keep up, so the raiders couldn't even effectively raid within the borders of Kurokusk. And if they raided outside of Kurokusk, to complete the circle, it would ensure that Myrrade wouldn't trade with them. They had to reinvent their way of life.
xxxToday, the warrior traditions of Kurokusk have bred several different cultures. In general, the people of Kurokusk have never been particularly tied into any kind of typical religious practices. There are no formal deities recognized by the Kuskans. Rather, their religion promotes self-enlightenment and self-promotion. As an illustration of this point, the Kurosz Mountains are dotted with quite a few monastic temples. The teachings at each temple overlap to some degree, but each one has its own agenda depending on who populates it. Some of these ideologies are racially motivated or tied to a nearby kingdom, but others aren't quite as clear cut. Kurokusk is inhabited by humans, orkens, trolkens, dwarves, and gnomes, all of whom tend to have pale to yellowish skin tones.
xxxOther than the monasteries, there are two major societies within Kurokusk. The first is what became of the tribes that managed to adapt to the changing times. Several major cities mark the capitols of these various kingdoms. The way of the warrior is the way of absolute honor and dignity. The law of the land is restraint in the use of power. Each minor kingdom is ruled by a clan daimyo, and their authority is enforced with martial strength. Neighboring kingdoms still do not necessarily get along completely, but there hasn't been any kind of formal war in several generations. Beneath the royal families, their personal armies, and the royal servants are the common people. While those on the bottom rung of the social ladder may not have much pull in royal affairs, they are still the backbone of the community. Society wouldn't run without them, and so they are not necessarily mistreated. It is usually members of this caste that do business with Myrrade through Zelasz. Kurokusk is still a vastly rich resource of ore and lumber.
xxxFinally, on the fringe of society, and often located in the least hospitable regions of Kurokusk, are the barbarians. These are the small remnants of those tribes who could not adapt to the times. They are made up of mostly humans, orkens, and trolkens, and they tend to have a more animistic approach to spiritualism, but not enough to have any formal gods. The closest they come to that is a form of ancestor worship. The barbarian tribes are scattered, still mostly aggressive toward outsiders, and approaching extinction. However, they would not have lasted even this long if the ones that remained were not the most tenacious examples of their kind.
Concept] Buddhist monasteries, Mongolian warlords, and Far Eastern cultures.
Note] This is the only region where the Samurai alternate class is appropriate. Ninja can be found here, too.
Kuskan Favored Classes
Barbarian] Reduce the AC penalty when raging by 1/5 (maximum reduction of 2).
Bard] Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Cavalier] Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the cavalier is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Cleric] Add +1/3 to the cleric's class level when determining the effect of her aura on creatures of opposite alignment.
Druid] Add +1/3 to wild empathy checks and +1/3 to Handle Animal checks.
Fighter] Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the fighter is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Magus] Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the magus is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Monk] Add +1/2 on Climb checks and Acrobatics checks to cross narrow surfaces.
Paladin] Add +1/3 to the paladin's class level when determining the effect of his aura on creatures of opposite alignment.
Ranger] Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the ranger is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Rogue] Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Sorcerer] Reduce arcane spell failure chance for casting sorcerer spells when wearing light armor by +1%. Once the total reaches 10%, the sorcerer also receives Light Armor Proficiency, if he does not already possess it.
Summoner] Add +5 feet to the range of the summoner's life link ability.
Witch] Reduce arcane spell failure chance for casting witch spells when wearing light armor by +1%. Once the total reaches 10%, the witch also receives Light Armor Proficiency, if he does not already possess it.
Wizard] Reduce arcane spell failure chance for casting wizard spells when wearing light armor by +1%. Once the total reaches 10%, the wizard also receives Light Armor Proficiency, if he does not already possess it.

Regional Racial Distributions

Myrrade Human, Orken
Sull Human, Orken, Dwarf, Hobling, Gremling
Kurokusk Human, Orken, Trolken, Dwarf, Gnome
Swarin Human, Orken, Hobling, Halfling
Merridan Human, Orken, Elf, Trolken, Gobling, Gnome, Gremling
Cartrin Human, Orken, Elf, Halfling, Gobling


Swarin
xxxThe harsh desert that dominates most of Swarin makes for a challenging homeland. The peoples of Swarin, while not always entirely friendly with each other, are all too aware of these challenges. Over time, some of which accompanied by great loss, the major tribes have come to a solemn understanding. In a momentous occasion which was initially brought about by the work of a Lennite priest, the six tribes worked out an agreement for truce. This agreement still stands today, even after several generations.
xxxThe agreement was essentially this: since the tribes of Swarin were already nomadic in nature, they would work out a system for organized migration. Each tribe would set up in a specific region. After a set period of time, the tribes would then rotate to a different region. Every couple of years, the details of this organized migration would be renegotiated via honorable combat in a sort of festival setting. The combatants who did more favorably would garner better negotiating rights for their tribe. This essentially negated the need for warfare between tribes. Despite the ability to choose the best lands with this privilege, occasionally a tribe will opt for less favorable areas. The tribes know that too long living in relative luxury could breed weakness, and no tribe is willing to fall too far behind their competitors in prowess. Also, because of the Lennite's role in fostering diplomacy between the tribes, whoever currently has claim to the lands nearest to the Myrrade city of Fodrejd has full rights to trade with the Myrradites. Swarin actually has a wealth of exotic resources, the most attractive of which to the Myrradites being fine silks and precious gemstones.
xxxThe six tribes are still separated largely by race, though some amount of blending has occurred since the negotiation festivals began. Each tribe also has a major deity to which they pay greatest respect. The human Dervish Tribe swears allegiance to Shimdjin, the goddess of wind and guile. The halfling Oasis Tribe reveres Wonden, the goddess of rain and fertility. The orken Inferno Tribe pays respect to Fahrakh, the god of fire and conquest. The hobling Mountain Tribe reveres Dromus, the god of earth and smithing. The Tribe of Day, made up of mostly humans and halflings, holds Sashmor, the sun god of healing, in high regard. Finally, the Tribe of Night is comprised of mostly orkens and hoblings, and they worship Yavash, the goddess of death and darkness. The Swarish people have dark olive and tan skin tones due to their desert upbringing.
Concept] Nomadic Arabian with a dash of medieval knights.
Note] This is one of the only regions where the Ninja alternate class is appropriate.
Swarish Favored Classes
Barbarian] Add +1/3 to the barbarian's class level when determining the minimum rogue level required to flank the barbarian.
Bard] Add +5 feet to the range of one of the bard's bardic performances (max +30 feet to any one performance).
Cavalier] Add +1/6 to the number of times the cavalier may challenge a foe per day.
Cleric] Add +1/2 to concentration checks to cast a spell from one of the cleric's domains.
Fighter] Add a +1/4 bonus to weapon training while mounted. A fighter must be at least 4th level to select this benefit. Or add +1/2 to Ride checks.
Inquisitor] Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
Magus] Add +1/5 to the magus's level for the purpose of determining his effective fighter level for the fighter training feature.
Monk] Add +1/4 bonus on combat maneuver checks made to grapple or trip.
Oracle] Choose electricity or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the oracle.
Ranger] Add +1/4 to the number of opponents the ranger may select when using hunter's bond to grant a bonus to allies. All selected creatures must be of the same type.
Rogue] Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus to Intimidate checks to demoralize enemies.
Sorcerer] Choose electricity or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Summoner] Add +1/4 to the summoner's shield ally bonus (maximum +2).
Witch] Add +1/2 bonus on Stealth checks and Perception checks made by the witch's familiar. If the witch ever replaces her familiar, the new familiar gains these skill bonuses.
Wizard] Choose electricity or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the wizard.

Merridan
xxxMerridan is a chaotic sprawl of thick jungles, winding rivers, and steaming swamps. Quite often these three aspects blend together into one. To go along with this confusion, Merridan is also the most racially diverse region in Orellic, hosting humans, orkens, elves, trolkens, goblings, gnomes, and gremlings. Even the dichotomy between the night and day races can be seen more clearly here, since the day races tend to be incredibly pale, while the night races are usually very dark-skinned. However, much like the tribes of Sull, there's no real division of race for the scattered tribes of Merridan, and despite all this chaos, Merridan is actually one of the best organized of the Borderlander countries. All the various small tribes and their chieftains are not completely disparate communities. They all answer to one person: The Witch King. The Witch King is something of a mystery to the people of Merridan. No one really knows much about him or even how to contact him directly. His edicts are handed out by mystical creatures and a chosen few elite. And if even the Merridanians don't know what his true agenda or capabilities are, he is ever more the mystery to foreigners, including the Myrradites.
xxxWhat Myrrade does know about The Witch King and his Merridanian followers is that he is apparently welcoming of the trade that Myrrade offers through their city of Nurym. This is at least encouraging, since the wet jungles of Merridan are bar none the best source of diverse herbs, both mundane and mystical, oil fields, and hard woods. This does not necessarily lessen the unease that the Myrradites feel around the average Merridanian. The swampy jungles are a very dangerous environment, and they breed equally dangerous people. A Merridanian tends to have a coiled spring mentality. They may seem calm at one moment, but they could just as easily jump to action at the drop of a hat. Their personalities mirror this tendency, as well. At least to the average Myrradite. In truth, the Merridanians are as diverse as any other people. It's their strong mystical tradition that drives them, and a tradition that is based on the savage world they inhabit would understandably alter their perceptions.
xxxThe Myrradites are better off not knowing the extent to which the Merridanians practice their beliefs. While they are fixated on aspects of nature, life, and fertility, they are just as fixated on death and corruption. And as inclined as they are on those natural fronts, they are just as inclined to study advancements in technology. Merridan boasts alchemists and engineers to rival even Myrrade.
Concept] The Amazon meets voodoo traditions.
Merridanian Favored Classes
Alchemist] Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.
Artificer] Add +1/4 to the artificer's caster level when imbuing items with spells of the necromancy school.
Barbarian] Add a +1/4 bonus to the auspicious mark rage power.
Bard] Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.
Cleric] Add +1/5 to the number of times the cleric may channel energy per day.
Druid] Add a +1/2 bonus on concentration checks. This bonus doubles in a jungle or swamp terrain.
Fighter] Add +1/4 to the fighter's Will save bonus from her bravery class feature.
Gunslinger] The gunslinger gains a +1/3 bonus to damage with a firearm with which she has gun training. A gunslinger must be at least 5th level to select this benefit.
Inquisitor] Select one judgement. Add +1/5 to the bonus provided by that judgement.
Magus] Add +1/4 to the magus's caster level when casting spells of the necromancy school.
Oracle] Add +1/4 to the oracle's caster level when casting spells of the necromancy school.
Ranger] Add +1/4 to the favored terrain bonus of jungles or swamps.
Rogue] Add a +1/2 bonus on Perception checks while in a jungle or swamp.
Sorcerer] Add +1/2 point of negative energy damage to spells that deal negative energy damage.
Summoner] The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Witch] Add +1/4 to the witch's caster level when casting spells of the necromancy school.
Wizard] Add +1/4 to the wizard's caster level when casting spells of the necromancy school.

Cartrin
xxxThe islands that make up Cartrin are mostly rocky protrusions seemingly pushed up and out of the ocean surrounding them, which makes much of the inner seas somewhat dangerous to navigate. The larger islands, however, while still emulating this feeling, host thick forests of various trees on their mountainous peaks. Most of the population of Cartrin, which consists of typically olive-skinned humans, orkens, elves, halflings, and goblings, is confined to the shorelines of these larger islands. It is because of this that a small country is made even smaller. This limited space has served to limit Cartrin's growth. If not for this, it's possible that the Cartir would rival the Myrradites in their ingenuity and advances. And one of the things that would fuel such a thing is the deep gold veins laced throughout the mountains.
xxxThe Cartir are a very intellectual and colorful people. If there is anything that they emphasize, it is shipbuilding and arcane magic. Even their deities seem to be focused on these things. In general, the Cartir are more than happy to trade with Myrrade's city of Bimvolek. Their islands lack many things that the mainland can offer, and their gold mines are more than equipped to pay for it.
xxxPolitically, each major island is its own established state ruled by a family of nobles, one of which is always the head. When negotiation between islands is necessary, either one side will visit the other, or a neutral location aboard a ship is arranged. The ocean is always independent of faction. This view of independence is one of the things that makes Cartrin less than perfect neighbors, as Myrrade views it. Piracy is not all that uncommon, and not always unsanctioned. What happens on the deep water has no bearing on a family's prestige on land. The Cartir understand this. It's everyone else who doesn't seem to get it. The balance, to them, is that only a good pirate can get away with it, and the bad pirates are doomed to be prey to the good ones.
Concept] Sinbad style ships, and swashbuckling pirates. Actually, now that I think about it, ever heard of The Pirates of Dark Water? A lot like that.
Cartir Favored Classes
Alchemist] Add +1/4 to the alchemist's natural armor bonus when using his mutagen.
Artificer] Increase the amount of progress made while creating magic items in a distracting environment (such as on a ship) by 2%.
Bard] Add +1/5 to the number of Cantrips known.
Cleric] Add +1/4 to the number of Orisons the cleric may prepare per day.
Fighter] Enhance the benefit from armor training by reducing the check penalty of armor by 1/6 and increasing the maximum Dexterity bonus by 1/6.
Gunslinger] Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
Inquisitor] Add +1/5 to the number of Orisons known.
Magus] Add +1/4 to the number of Cantrips the magus may prepare per day.
Oracle] Add +1/5 to the number of Orisons known.
Ranger] Add +1/4 to the bonus given to allies with the ranger's hunter's bond.
Rogue] Add +1/2 to Acrobatics checks and Climb checks while on a ship.
Sorcerer] Add +1/5 to the number of Cantrips known.
Summoner] Add +1/5 to the number of Cantrips known.
Witch] Add +1/4 to the number of Cantrips the witch may prepare per day.
Wizard] Add +1/4 to the number of Cantrips the wizard may prepare per day.  

WhimsicalXellos
Crew

Compassionate Husband

9,300 Points
  • Flatterer 200
  • Object of Affection 150
  • Perfect Attendance 400

WhimsicalXellos
Crew

Compassionate Husband

9,300 Points
  • Flatterer 200
  • Object of Affection 150
  • Perfect Attendance 400
PostPosted: Fri Nov 30, 2012 1:08 pm
[ The Races of Day ]

Human Racial Traits
+2 to Regional Ability Score] Human characters gain a +2 racial bonus to one ability score which is determined by their homeland. See the Regional Racial Traits chart below.
+2 to Another Ability Score] Human characters also gain a +2 racial bonus to one other ability score of their choice at creation to represent their varied nature. It cannot be the same as their regional bonus.
Medium] Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed] Humans have a base speed of 30 feet.
Bonus Feat] Humans select one extra feat at 1st level.
Skilled] Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Languages] Humans begin play speaking Lenx and their regional language. If these are the same, there is no extra bonus. Humans with high Intelligence scores can choose any languages they want.
Description] Humans are nothing if not tenacious, ambitious, and adaptable. How else could one describe such a people? At least in the case of their adaptability, you could say that the human spirit tends to mold itself to its surroundings. Between cultures, whether the surroundings are predominantly physical due to harsh environment or mental due to social pressures, humanity will find a way to adapt.
xxxAlong those lines, even physical appearance may be affected, and to a greater degree than other races. Myrradites run the average, be it complexion, height, or facial features, but they have a wide range of hair and eye colors. Kuskans and Sulli look fairly similar with their pale skin and dark hair and eyes, but Kuskans tend to be more yellow and taller than average, while Sulli are ruddy and short. They do, however, share the same heavy lidded and slightly slanted eyes. Merridanians are paler even than these. They tend to be even taller than Kuskans, and their hair and eyes are usually fairer colors. Swarish and Cartir are quite difficult to tell apart if dressed the same. They are of average height and usually have tanned skin, rich brown or black hair, and almond shaped eyes. Swarish are usually a bit darker skinned, and they have prominent dark eyes with heavy lashes, while Cartir have a wider range of eye colors.
Human Favored Classes
Alchemist] Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Artificer] Add +1/4 to Use Magic Device checks used on items not created by the artificer.
Barbarian] Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
Bard] Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Cavalier] Add +1/4 to the cavalier's banner bonus.
Cleric] Add +1/4 to damage dealt or damage healed by the cleric's domain spells.
Druid] Add +1/2 to the druid's wild empathy bonus.
Fighter] Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Gunslinger] Add +1/4 point to the gunslinger's grit points.
Inquisitor] Add one spell known from the inquisitor's spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Magus] Add +1/4 point to the magus's arcane pool.
Monk] Add +1/4 point to the monk's ki pool.
Oracle] Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin] Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
Ranger] Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Rogue] The rogue gains +1/6 of a new rogue talent.
Sorcerer] Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Summoner] Add +1 hit point or +1 skill rank to the summoner's eidolon.
Witch] Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard] Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Elf Racial Traits
+2 Dexterity, +2 Intelligence, -2 Constitution] Elves are nimble, both in body and mind, but their form is frail.
Medium] Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed] Elves have a base speed of 30 feet.
Low-Light Vision] Elves can see twice as far as humans in conditions of dim light.
Elven Immunities] Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic] Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses] Elves receive a +2 racial bonus on Perception skill checks.
Regional Skill Training] Elves always count two skills as class skills. These two skills are determined based on their region. See the Regional Racial Traits chart below. If your class already has one or both of these skills, you receive a +1 racial bonus for skill checks with the overlapping skill or skills.
Weapon Familiarity] Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages] Elves begin play speaking Lenx and either Elvish or their regional language. Elves with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart below.
Description] Elves can live for a pretty long time, and because of this, it often takes them longer to open up. They value their privacy and traditions, but once they do make a social connection, those become just as valued. Merridanian elves feel a strong bond with nature and strive to live in harmony with the natural world. Cartir elves prefer instead to indulge in finer arts, with their inborn patience making them particularly suited to magic.
xxxElves are usually much taller than humans and possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. Merridanian elves are particularly pale, and their hair and eyes are usually variations of green, brown, white, and blue, and their clothing often plays off the beauty of the natural world. Cartir elves are more tanned, and their hair and eyes are quite a bit more colorful than their swamp-dwelling cousins, even to the point of the stylish clothing they wear.
Elf Favored Classes
Alchemist] Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
Barbarian] Add +1 to the barbarian's base speed. In combat, this option has no effect unless the barbarian has selected it 5 times (or another increment of 5). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
Bard] Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
Cleric] Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid] Select one cleric domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
Fighter] Add +1 to the fighter's CMD when resisting a disarm or overrun attempt.
Gunslinger] Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Magus] The magus gains 1/6 of a new magus arcana.
Monk] Add +1 to the monk's base speed. In combat, this option has no effect unless the monk has selected it 5 times (or another increment of 5). This bonus stacks with the monk's fast movement feature and applies under the same conditions as that feature.
Ranger] Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Rogue] Add +1 to the number of times per day the rogue can cast a cantrip or 1st level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Sorcerer] Select one bloodline power granted at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner] The summoner adds +1/2 to the number of uses per day of his summon monster ability.
Wizard] Select one arcane school power granted at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Dwarf Racial Traits
+2 Constitution, +2 Wisdom, -2 Dexterity] Dwarves are tough and wise, but their bulk sometimes interferes with their movements.
Medium] Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady] Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision] Dwarves can see in the dark up to 60 feet.
Greed] Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Mountain-Born] Dwarves gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Hardy] Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability] Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecutting] Dwarves gain 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 working.
Regional Skill Training] Dwarves always count two skills as class skills. These two skills are determined based on their region. See the Regional Racial Traits chart below. If their class already has one or both of these skills, they receive a +1 racial bonus for skill checks with the overlapping skill or skills.
Weapon Familiarity] Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages] Dwarves begin play speaking Lenx and either Dwarvish or their regional language. Dwarves with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart below.
Description] Dwarves are a proud, sometimes stern, but always friendly race who carve their cities from the hearts of mountains. They are lovers of history and tradition, and their longer lifespan leads to less in the way of shifts in attitude, style, and trends than other races. If a thing is not broken they do not fix or change it; and if it is broken, they'll usually fix it rather than replace it. Thrifty as a rule, dwarves are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, dwarves' meticulous attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. Taken together, these traits create the impression that dwarves are completely static in character, but nothing could be further from the truth. Dwarves are insightful, imaginative, and willing to experiment.
xxxDwarves are a short and stocky race, and they stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on their long hair, and men often decorate their beards with a variety of clasps and intricate braids. Kuskan dwarves are often tanned with brown, red, and sometimes blond hair. Sulli dwarves tend to have paler, ruddy skin, and their hair is black, white, or gray. All dwarves have eyes with colors similar to precious gemstones.
Dwarf Favored Classes
Artificer] Add +1/5 to the number of times a weird science device may be used reliably per day.
Barbarian] Add +1/6 of a new rage power.
Bard] Add a +1/2 bonus on Knowledge (engineering) checks and Knowledge (geography) checks.
Cleric] Add a +1/2 bonus on caster level checks to overcome the spell resistance of targets with the cleric's opposite alignment (Good vs Evil).
Druid] Add a +1/4 bonus to the saving throws of the druid's animal companion.
Fighter] Add +1 to the fighter's CMD when resisting bull rush or trip attempts.
Monk] Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).
Oracle] Add +1/2 to acid and earth spell or spell-like ability damage.
Ranger] Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
Rogue] Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Sorcerer] Add +1/2 to acid and earth spell or spell-like ability damage.

Halfling Racial Traits
+2 Dexterity, +2 Charisma, -2 Strength] Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small] Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast] Halflings are fast for their size and have a base speed of 30 feet.
Fearless] Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck] Halflings receive a +1 racial bonus on all saving throws.
Keen Senses] Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed] Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Regional Skill Training] Halflings always count two skills as class skills. These two skills are determined based on their region. See the Regional Racial Traits chart below. If their class already has one or both of these skills, they receive a +1 racial bonus for skill checks with the overlapping skill or skills.
Weapon Familiarity] Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages] Halflings begin play speaking Lenx and either Halfling or their regional language. Halflings with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart below.
Description] Optimistic and cheerful by nature and blessed with uncanny luck, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity. They are not usually prone to violent and emotional outbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor. Halflings are also inveterate opportunists and know when to bend with the wind or hide away when the going gets rough.
xxxHalflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color, and their hair toward light shades of brown. A halfling's ears are pointed, but proportionately not much larger than those of a human.
Halfling Favored Classes
Alchemist] Add +10 minutes to the duration of the alchemist's mutagens.
Barbarian] Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power.
Bard] Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven or human child.
Cavalier] Add +1/2 to the cavalier's effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe.
Cleric] After a halfling who worships a neutral deity has chosen whether to channel positive or negative energy, she may channel the opposite type of energy 1/6 times per day.
Fighter] Add +1 to the fighter's CMD when resisting a trip or grapple attempt.
Gunslinger] Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger's dodge deed.
Inquisitor] A neutral halfling who has chosen sacred or profane judgements may judge using the opposite method 1/6 times per day.
Oracle] Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
Ranger] Add a +1/4 dodge bonus to AC against the ranger's favored enemies.
Rogue] Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Sorcerer] Add a +1/4 bonus to the sorcerer's Aquatic, Stormborn, or Verdant bloodline arcana.
Summoner] Add +1/4 to the summoner's effective class level for the purpose of determining his eidolon's natural armor adjustment, skills, and special abilities.
Witch] Add +1/4 to the witch's caster level when determining the effects of the spells granted to her by her patron.
Wizard] Add +1/2 to the wizard's effective class level for the purpose of determining his familiar's natural armor adjustment, Intelligence, and special abilities.

Gnome Racial Traits
+2 Constitution, +2 Charisma, -2 Strength] Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small] Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed] Gnomes have a base speed of 20 feet.
Low-Light Vision] Gnomes can see twice as far as humans in conditions of dim light.
Gnome Magic] Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance] Gnomes receive a +2 racial saving throw bonus against illusion spells or effects.
Swarming] Gnomes are used to living and fighting communally, and they are adept at swarming foes for their own gain and their foes' detriment. Up to two gnomes can share the same square at the same time. If two gnomes in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Iron Constitution] Gnomes receive a +2 racial saving throw bonus against disease, ingested poisons, and becoming nauseated or sickened.
Keen Senses] Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive] Gnomes receive a +2 racial bonus on a Craft of Profession skill of their choice.
Regional Skill Training] Gnomes always count two skills as class skills. These two skills are determined based on their region. See the Regional Racial Traits chart below. If their class already has one or both of these skills, they receive a +1 racial bonus for skill checks with the overlapping skill or skills.
Weapon Familiarity] Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages] Gnomes begin play speaking Lenx and either Gnome or their regional language. Gnomes with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart below.
Description] Gnomes are perhaps the strangest of the day races. They can often have the same concerns and motivations as members of other races, but they just as often are driven by passions and desires that non-gnomes see as eccentric at best, and nonsensical at worst. While these tendencies are not universal among gnomes, they're common enough to have earned the entire race a reputation for being impetuous and perhaps a little mad, but in an oddly endearing way. They are especially fond of the attentions of other gnomes, and it's a rare sight to see one separated from a group, but sometimes they manage to bond with someone of another race to stave off their "gnome-sickness."
xxxGnomes generally stand just over 3 feet in height. Despite their small frames, however, gnomes are extremely resilient and not as weak as many would assume. The coloration of gnomes varies so widely that many assume that they use dyes and illusions to change their skin and hair. While gnomes are certainly not above cosmetic enhancement (and may wish to change their appearance just to see how outlandish they can look), their natural hues truly range over a rainbow of coloration. Their hair and eyes tend toward vibrant colors. Kuskan skin tones are usually darker and earthier, while Merridanian gnomes usually range in the pastels.
Gnome Favored Classes
Alchemist] Add +1/2 to the number of bombs per day the alchemist can create.
Artificer] Add a +1/2 bonus on checks made to craft magic items.
Barbarian] When raging, add +1/4 to the barbarian's swarming trait's flanking bonus on attack rolls.
Bard] Add +1/2 to the bard's bardic knowledge bonus.
Cleric] Add a +1/2 bonus on checks made to craft magic items.
Druid] The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
Gunslinger] The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
Inquisitor] Add a +1 bonus on concentration checks when casting inquisitor spells.
Magus] Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
Monk] Add +1 to the monk's Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
Oracle] Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Ranger] Add DR1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Rogue] The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
Sorcerer] Add +1/2 point of damage to any illusion spells cast by the sorcerer.
Summoner] Add a +1 bonus on saving throws against poison made by the summoner's eidolon.
Witch] The witch gains 1/6 of a new witch hex.
Wizard] Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.  
PostPosted: Fri Nov 30, 2012 1:09 pm
[ Racial Information Charts ]

xxx"Borderlander" is a catch-all term used by the Myrradites to refer to anyone who isn't a Myrradite. It also has a deeper connotation as referring to any non-human/orken, as well. This deeper meaning likely arises from the fact that, even though there are humans and orkens living in all of the border countries, there are no other races besides humans and orkens that call Myrrade home, which serves to make those races even more foreign-seeming.

Regional Racial Traits

Human/Orken Borderlander
Myrrade +2 Charisma
Sull +2 Constitution Skill Training: Acrobatics and Stealth
Kurokusk +2 Strength Skill Training: Acrobatics and Climb
Swarin +2 Wisdom Skill Training: Perception and Stealth
Merridan +2 Dexterity Skill Training: Perception and Swim
Cartrin +2 Intelligence Skill Training: Climb and Swim


Regional Languages

Myrrade Orken, Trolken, Gremling, Sulli, Kuskan, Swarish, Merridanian, Cartir
Sull Sulli, Orken, Dwarvish, Lingo, Gremling, Trolken, Kuskan, Gnome
Kurokusk Kuskan, Orken, Trolken, Gnome, Dwarvish, Sulli, Swarish, Lingo, Halfling
Swarin Swarish, Orken, Lingo, Halfling, Kuskan, Merridanian, Gnome, Trolken, Dwarvish
Merridan Merridanian, Orken, Elvish, Trolken, Gnome, Gremling, Lingo, Swarish, Cartir, Halfling
Cartrin Cartir, Orken, Elvish, Halfling, Lingo, Merridanian, Sulli, Gremling, Trolken, Dwarvish, Gnome


Racial Homelands

Human Myrrade, Sull, Kurokusk, Swarin, Merridan, Cartrin
Orken Myrrade, Sull, Kurokusk, Swarin, Merridan, Cartrin
Elf Merridan, Cartrin
Trolken Kurokusk, Merridan
Dwarf Sull, Kurokusk
Hobling Sull, Swarin
Halfling Swarin, Cartrin
Gobling Merridan, Cartrin
Gnome Kurokusk, Merridan
Gremling Sull, Merridan


And for those who just can't do without the randomization, these are just for you.

Random Starting Ages

Adulthood Intuitive Self-Taught Trained
Human 15 y +1d4 +1d6 +2d6
Orken 15 y +1d4 +1d6 +2d6
Elf 25 y +1d6 +2d4 +3d6
Trolken 20 y +2d4 +2d6 +3d6
Dwarf 20 y +1d6 +2d4 +3d6
Hobling 20 y +1d6 +2d4 +3d6
Halfling 17 y +2d4 +2d6 +4d6
Gobling 17 y +2d4 +2d6 +4d6
Gnome 20 y +1d6 +2d4 +4d4
Gremling 22 y +1d4 +1d6 +2d6
"Intuitive" includes barbarians, oracles, rogues, and sorcerers.
"Self-Taught" includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
"Trained" includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.


Add a year, because you're starting at level 2. Also, aging may actually come into play with this game, especially if you plan on doing a lot of traveling. Travel time is fairly lengthy depending on the distance.

Aging Effects

Middle Age Old Age Venerable Age Maximum Age
Human 35 y 53 y 70 y 70+2d20 y
Orken 35 y 53 y 70 y 70+2d20 y
Elf 60 y 90 y 120 y 120+3d20 y
Trolken 55 y 73 y 110 y 110+3d20 y
Dwarf 50 y 75 y 100 y 100+3d20 y
Hobling 50 y 75 y 100 y 100+3d20 y
Halfling 40 y 60 y 80 y 80+2d20 y
Gobling 40 y 60 y 80 y 80+2d20 y
Gnome 45 y 68 y 90 y 90+2d20 y
Gremling 45 y 68 y 90 y 90+2d12 y
At middle age, -1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
At old age, -2 to Str, Dex, and Con, and +1 to Int, Wis, and Cha.
At venerable age, -3 to Str, Dex, and Con, and +1 to Int, Wis, and Cha.


Random Heights and Weights

Base Height Base Weight Modifier Weight Multiplier
Myrradite, human, male 4'10" 120 lbs. 2d10 x5 lbs.
Myrradite, human, female 4'5" 85 lbs. 2d10 x5 lbs
Myrradite, orken, male 5'2" 140 lbs. 2d10 x5 lbs.
Myrradite, orken, female 5'0" 120 lbs. 2d10 x5 lbs.
Sulli, human, male 4'4" 100 lbs. 2d10 x5 lbs.
Sulli, human, female 4'1" 80 lbs. 2d10 x5 lbs.
Sulli, orken, male 4'8" 120 lbs. 2d10 x5 lbs.
Sulli, orken, female 4'5" 100 lbs. 2d10 x5 lbs.
Kuskan, human, male 5'0" 130 lbs. 2d10 x5 lbs.
Kuskan, human, female 4'9" 105 lbs. 2d10 x5 lbs.
Kuskan, orken, male 5'5" 160 lbs. 2d10 x5 lbs.
Kuskan, orken, female 5'2" 130 lbs. 2d10 x5 lbs.
Swarish, human, male 4'9" 105 lbs. 2d10 x5 lbs.
Swarish, human, female 4'5" 80 lbs. 2d10 x5 lbs.
Swarish, orken, male 5'2" 130 lbs. 2d10 x5 lbs.
Swarish, orken, female 4'11" 110 lbs. 2d10 x5 lbs.
Merridanian, human, male 5'4" 140 lbs. 2d10 x5 lbs.
Merridanian, human, female 5'2" 125 lbs. 2d10 x5 lbs.
Merridanian, orken, male 5'7" 165 lbs. 2d10 x5 lbs.
Merridanian, orken, female 5'4" 135 lbs. 2d10 x5 lbs.
Cartir, human, male 4'10" 120 lbs. 2d10 x5 lbs.
Cartir, human, female 4'5" 90 lbs. 2d10 x5 lbs.
Cartir, orken, male 5'2" 140 lbs. 2d10 x5 lbs.
Cartir, orken, female 4'10" 110 lbs. 2d10 x5 lbs.
Elf, male 5'6" 120 lbs. 2d8 x3 lbs.
Elf, female 5'6" 110 lbs. 2d6 x3 lbs.
Trolken, male 5'4" 140 lbs. 2d6 x4 lbs.
Trolken, female 5'4" 135 lbs. 2d8 x4 lbs.
Dwarf, male 3'9" 150 lbs. 2d4 x7 lbs.
Dwarf, female 3'7" 120 lbs. 2d4 x7 lbs.
Hobling, male 3'9" 140 lbs. 2d4 x6 lbs.
Hobling, female 3'7" 110 lbs. 2d4 x6 lbs.
Halfling, male 2'8" 30 lbs. 2d4 x1 lb.
Halfling, female 2'8" 30 lbs. 2d4 x1 lb.
Gobling, male 2'8" 30 lbs. 2d4 x1 lb.
Gobling, female 2'5" 25 lbs. 2d4 x1 lb.
Gnome, male 3'0" 35 lbs. 2d4 x1 lb.
Gnome, female 2'10" 30 lbs. 2d4 x1 lb.
Gremling, male 2'10" 30 lbs. 2d4 x1 lb.
Gremling, female 3'0" 35 lbs. 2d4 x1 lb.


xxxOne of the contributing factors to the Myrrade religious belief in a god whose facets are determined by aspects of night and day are the very races found in Orellic. There are five such races, but each one is split into two subgroups. One is associated with the day, and the other the night. Because of these distinctions, it was true that historically there was tension and conflict between the night and day races, but with the spread of the church of Lenniss, diversity came into a more positive light. Now it is such that all the races are treated more or less equally, and this attitude has pervaded even into Borderlander societies so that conflict is very rarely a result of racial influences. Which leads us to the next section:  

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PostPosted: Fri Nov 30, 2012 1:10 pm
[ The Races of Night ]

Orken Racial Traits
+2 to Regional Ability Score] Orken characters gain a +2 racial bonus to one ability score which is determined by their homeland. See the Regional Racial Traits chart above.
+2 to Another Ability Score] Orken characters also gain a +2 racial bonus to one other ability score of their choice at creation to represent their varied nature. It cannot be the same as their regional bonus.
Medium] Orkens are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed] Orkens have a base speed of 30 feet.
Darkvision] Orkens can see in the dark up to 60 feet.
Light Sensitivity] Orkens are dazzled in areas of bright light.
Bonus Feat] Orkens select one extra feat at 1st level.
Skilled] Orkens gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Languages] Orkens begin play speaking Lenx and either Orken or their regional language. Orkens with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart above.
Description] Much like their day race cousins, orkens are prone to adapt to their surroundings. They are known for perhaps being more abrupt or impetuous, but never let it be said that an orken cannot overcome even the most difficult of challenges.
xxxOrkens tend to be a bit taller than humans, and their appearance runs very similar to the regional differences that humans display, aside from Merridanian orkens, whose skin and hair are incredibly dark. However, orken skin usually has a greenish or grayish cast as compared to humans. Their canines also grow long enough to protrude a bit from their mouths, and their ears are slightly pointed.
Orken Favored Classes
Alchemist] Add +1/2 to the alchemist's bomb damage.
Artificer] Add +1/4 to Use Magic Device checks used on items that were created by the artificer.
Barbarian] Add +1 to the barbarian's total number of rage rounds per day.
Bard] Add +1 to the bard's total number of bardic performance rounds per day.
Cavalier] Add +1 hit point to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Cleric] Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Druid] Add +1/3 to the druid's natural armor bonus when using wild shape.
Fighter] Add a +2 bonus on rolls to stabilize when dying.
Gunslinger] Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Inquisitor] Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Magus] Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Monk] Add +1 to the monk's CMD when resisting a grapple and a +1/2 to the number of stunning attacks he can attempt per day.
Oracle] Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Paladin] Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Ranger] Choose one favored enemy. Add +1/2 on critical hit confirmation rolls made against those enemies (maximum bonus of +5). This bonus does not stack with Critical Focus.
Rogue] Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
Sorcerer] Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Summoner] Add +1/4 to the eidolon's evolution pool.
Witch] Add +1 skill rank to the witch's familiar. If the witch ever replaces her familiar, the new familiar gains these bonus skill ranks.
Wizard] Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.

Trolken Racial Traits
+2 Strength, +2 Wisdom, -2 Charisma] Trolkens are strong and observant, but tend to have short tempers.
Medium] Trolkens are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed] Trolkens have a base speed of 30 feet.
Darkvision] Trolkens can see in the dark up to 60 feet.
Light Sensitivity] Trolkens are dazzled in areas of bright light.
Armored] Trolkens have a +2 natural armor bonus from their thick, bristly skin.
Quick Healing] Trolkens receive a +2 racial bonus to character level when determining how much hit points they receive when naturally healing.
Survivors] Trolkens receive a +2 racial bonus on Survival skill checks.
Regional Skill Training] Trolkens always count two skills as class skills. These two skills are determined based on their region. See the Regional Racial Traits chart above. If their class already has one or both of these skills, they receive a +1 racial bonus for skill checks with the overlapping skill or skills.
Bestial] Trolkens have powerful claws and sharp tusks. They receive a bite attack which is a primary natural attack that deals 1d3 damage. They also gain two claw attacks as primary natural attacks that deal 1d4 damage.
Languages] Trolkens begin play speaking Lenx and either Trolken or their regional language. Trolkens with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart above.
Description] Trolken are quite different from their day race cousins the elves. Even though they live almost as long as elves, they are not nearly as patient. Traditions are eschewed for whatever seems to be most beneficial to whatever community they're affiliated with. Because if trolken have at least one admirable feature, it is their outgoing and social behavior. Granted, they tend to have very short tempers and most non-trolken would find they "play too rough."
xxxA trolken's tall body is powerfully built. While not quite as tall as elves, they make up for it with their bulk. Females are actually a bit taller than the males. Their hands and feet are oversized and sport thick claws, and their elongated faces hold almost too many sharp teeth, including a pair of large tusks which jut from the lower jaw. Their hair grows like fur from the tops of their heads behind their long pointed ears and down their backs and shoulders. Kuskan trolkens have green or brown hair that they like to braid and crimp similar to how dwarves style their beards, and their skin is usually gray, green, or brown. Merridanian trolkens are black as pitch, but their hair is much lighter, being shades of gray or dull purple. These trolkens like to spike the hair on their head upward like some goblings do.
Trolken Favored Classes
Barbarian] Add +1/2 on critical hit confirmation rolls for attacks made with either unarmed strikes or natural weapons (maximum bonus +4). This bonus does not stack with Critical Focus.
Cavalier] Add +1/4 to the cavalier's bonus on damage against targets of his challenge.
Druid] Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Fighter] Add a +1/3 bonus to weapon training for natural weapons. A fighter must be at least 5th level to select this benefit.
Oracle] Add +1/5 to the oracle's level for the purposes of determining the effects of her mystery spells.
Paladin] Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Ranger] Add +1 to an animal companion's CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Sorcerer] Add +1/5 to the sorcerer's level for the purposes of determining his bloodline powers.
Witch] Add +1 to the amount of damage the witch heals with spells or spell-like abilities, but only when the witch uses those abilities on himself.

Hobling Racial Traits
+2 Constitution, +2 Wisdom, -2 Charisma] Hoblings are hardy and observant, but stoic.
Medium] Hoblings are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady] Hoblings have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision] Hoblings can see in the dark up to 60 feet.
Light Sensitivity] Hoblings are dazzled in areas of bright light.
Ferocity] Hoblings can remain conscious and continue fighting even if their hit points fall below 0. Hoblings are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Hardy] Hoblings gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability] Hoblings gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Regional Skill Training] Hoblings always count two skills as class skills. These two skills are determined based on their region. See the Regional Racial Traits chart above. If their class already has one or both of these skills, they receive a +1 racial bonus for skill checks with the overlapping skill or skills.
Weapon Familiarity] Hoblings are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Languages] Hoblings begin play speaking Lenx and either Lingo or their regional language. Hoblings with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart above.
Description] Hoblings are industrious and practical, but they're very stoic, to the point where most races who aren't used to them write them off as being dour and humorless. Rather than that, hoblings are merely restrained. A hobling must practice great self control to keep their inner fires from spilling out, for a hobling who is not in control will often explode into a frenzy of violent rage or enthusiastic glee. These displays are entirely unacceptable to hoblings except in very specific circumstances. So instead, they try to remain mostly emotionless at all times. To do this, they try to stay focused on personal tasks, such as building or creating things, perhaps even taking greater pains to pay attention to details than their day race cousins the dwarves.
xxxHoblings are the same height as dwarves, but they are much less bulky. Female hoblings will often grow their hair out like dwarves do, and male hoblings also take great pride in their beards, but the males will often shave their heads to make sure the focus is not taken off of their facial hair. Hoblings have long pointed ears similar to goblings, and their eyes are always vibrant fiery hues. Sulli hoblings are a pale flat gray with white, black, or brown hair. Swarish hoblings are much darker skinned shades of brown or grayish green, and their hair is almost always reddish brown or black.
Hobling Favored Classes
Artificer] Reduce by 1/3 the DC for the Use Magic Device check required for someone who is not an artificer to activate a weird science device (minimum DC 10).
Barbarian] Add +1/6 to the barbarian's DR.
Cavalier] Add a +1/2 bonus on Intimidate checks and Ride checks.
Cleric] Add +1/2 to negative energy spell damage, including inflict spells.
Fighter] Add a +1/4 bonus to weapon training for greataxes, falchions, or any weapon with the word "orc" in its name. A fighter must be at least 4th level to select this benefit.
Magus] Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Monk] Add +1/3 to the monk's AC bonus class ability.
Oracle] Add 1/6 of a new revelation.
Paladin] Add +1/6 to the morale bonus on saving throws provided by the paladin's auras.
Ranger] Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
Rogue] Add +1 to the rogue's CMD when resisting a grapple or reposition attempt.
Sorcerer] Add a +1/4 bonus to the sorcerer's Boreal or Deep Earth bloodline arcana.
Wizard] Select one arcane school power from the earth, fire, or metal elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/2 higher (to a maximum of +3) when determining the effects of that power.

Gobling Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength, -2 Charisma] Goblings are fast and perceptive, but weak and unpleasant to be around.
Small] Goblings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast] Goblings are fast for their size and have a base speed of 30 feet.
Darkvision] Goblings can see in the dark up to 60 feet.
Light Sensitivity] Goblings are dazzled in areas of bright light.
Gobling Luck] Goblings receive a +1 racial bonus on all saving throws.
Sneaky] Goblings receive a +4 racial bonus on Stealth skill checks.
Regional Skill Training] Goblings always count two skills as class skills. These two skills are determined based on their region. See the Regional Racial Traits chart above. If their class already has one or both of these skills, they receive a +1 racial bonus for skill checks with the overlapping skill or skills.
Languages] Goblings begin play speaking Lenx and either Lingo or their regional language. Goblings with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart above.
Description] Goblings are not quite as optimistic as halflings, but they are just as enthusiastic. They have an odd luck, though some think it has more to do with decreasing the luck of others. Due to their excitable nature, they are sometimes prone to emotional episodes. Anything is potentially important to a gobling, and anything could send one into a panic. Despite this, they also try to keep an eye open for the next big opportunity. A gobling that sets its sights on a goal is a gobling that will quite often reach it. Unless they find a new goal on the way, of course.
xxxGoblings are barely 3 feet tall. Their scrawny bodies are topped with large heads with beady red or yellow eyes and large pointed ears. While they often have only a tuft of brown fur on the tops of their heads, some of them will grow it out in bristly ruffs which they delight in styling up or outward, especially the females. Merridanian goblings have very dark skin, usually black or dark grayish blue. Cartir goblings are much lighter skinned, and they range between green, gray, and brown.
Gobling Favored Classes
Alchemist] The alchemist gains energy resistance 1 against acid or fire. Each time the alchemist selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
Artificer] Reduce the time required to build a weird science device by 10 minutes per spell level (minimum 2 hours per spell level).
Barbarian] Add a +1/3 bonus to the energy resistance rage power if the chosen energy is acid or fire.
Bard] Choose one bardic performance. Treat the bard as +1/2 level higher when determining the effects of that performance.
Druid] Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Fighter] Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter's choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Gunslinger] Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.
Oracle] Add +1 on concentration checks made when casting spells with the acid or fire descriptor.
Ranger] Add +1/4 to the ranger's tracking ability.
Rogue] Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.
Sorcerer] Add +1 on concentration checks made when casting spells with the acid or fire descriptor.
Summoner] Add +1/4 evolution point to the eidolon's evolution pool. These bonus evolution points must be spent on evolutions that deal acid or fire damage or protect the eidolon from acid or fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).
Witch] The witch's familiar gains energy resistance 1 against acid or fire. Each time the witch selects this reward, increase her familiar's resistance to one of these energy types by +1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.

Gremling Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength, -2 Charisma] Gremlings are dexterous and creative, but their small size makes them weak, and their demeanor is oddly unsettling.
Small] Gremlings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed] Gremlings have a base speed of 20 feet.
Darkvision] Gremlings can see in the dark up to 60 feet.
Light Sensitivity] Gremlings are dazzled in areas of bright light.
Armored] Gremlings have a +1 natural armor bonus from their thick, bristly skin.
Swarming] Gremlings are used to living and fighting communally, and they are adept at swarming foes for their own gain and their foes' detriment. Up to two gremlings can share the same square at the same time. If two gremlings in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Bestial] Gremlings have sharp claws and nasty fangs. They receive a bite attack which is a primary natural attack that deals 1d3 damage. They also gain two claw attacks as primary natural attacks that deal 1d3 damage.
Destructive] Gremlings receive a +2 racial bonus on Disable Device skill checks.
Regional Skill Training] Gremlings always count two skills as class skills. These two skills are determined based on their region. See the Regional Racial Traits chart above. If their class already has one or both of these skills, they receive a +1 racial bonus for skill checks with the overlapping skill or skills.
Languages] Gremlings begin play speaking Lenx and either Gremling or their regional language. Gremlings with high Intelligence scores can choose from languages as determined by their region. See the Regional Languages chart above.
Description] If gnomes are strange, gremlings are stranger. A gremling is always moving, seeming like little bottles of pent up nervousness. If you were to pick one up and shake her, you would almost expect her to explode. In actuality, this movement is their way of exhausting themselves so that they may rest when it's time for bed. They are absolutely filled with energy. Another way they combat this abundance of energy is by keeping busy. Gremlings love to keep their hands busy; building things, deconstructing things, it doesn't particularly matter, but they are incredibly creative. Anything that they think is worth keeping may survive once built, but they are notoriously picky, and most of their inventions don't survive past the first few minutes of admiration. Much like gnomes, they are intensely social with those of their kind, and it's rare to ever see one without another nearby.
xxxGremlings are the same size as gnomes at a bit over 3 feet, but the females are usually larger than the males. Their small size is offset by their thick, furry skin. They have small pointed ears and incredibly large mouths when compared with their heads which are packed with needle sharp teeth that are similar to the razor sharp claws on their thin, dexterous hands. Their eyes are tiny black orbs set deep in the face. Sulli gremlings are pale gray with white, light blue, or lavender fur. Merridanian gremlings are dark brown, and their fur is black, grayish midnight blue, or dull burgundy.
Gremling Favored Classes
Alchemist] The alchemist gains 1/6 of a new discovery.
Artificer] Add +1/4 to the DC of enchantment spells imbued into magic items and weird science devices.
Cleric] Add a +1/2 bonus on Knowledge (religion) checks relating to gods/goddesses and undead.
Druid] Add a +1/2 bonus on Knowledge (nature) checks relating to plants and vermin.
Fighter] Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Gunslinger] Add a +1/2 bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.
Inquisitor] Add +1/2 on Intimidate and Sense Motive checks made against "races of the day."
Magus] Add a +1/2 bonus on concentration checks made to cast defensively.
Ranger] Add +1/4 to the natural armor bonus of the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Rogue] Add a +1/2 bonus on Escape Artist checks.
Sorcerer] Add +1/4 to the DC of enchantment spells.
Summoner] Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
Witch] Add +5 feet to the range of one hex with a range other than "touch."
Wizard] Add +1/4 to the DC of enchantment spells.  
PostPosted: Fri Nov 30, 2012 1:11 pm
[ The Religions of Orellic ]

{{Rather than delay the launch for this game by waiting to finish this section, if you would like to play a character that needs to know about divine casting or specific deities, I will periodically update this section based on character need. It will still get finished, but your input will tell me what to focus on first.}}

Myrrade]
xxxThe Myrradite people choose to interpret their god in one of three distinct ways, but the center of their faith is the Temple of Light, Kashalenx, which is located on the eastern coast of Myrrade to be closer to where both the sun and moon rise. Some think that Lenniss is better represented by the sun for his illuminating gaze that searches for truth and traverses the sky to discover and claim new lands. Others liken him to the moon with many changing manifestations that ever serve to hide his true nature from man, making him a more mysterious creator. Depending on which of these is the deciding preference, the Myrradites will always be wearing some sort of talisman that they use to interact with Lenniss, usually a golden disk or a silver representation of the moon. However, every now and again, there will be those who carry both. They see Lenniss as an incomprehensible being at least worthy of recognition as the creator of the world. His motivations are his own business, and it's the job of man to live as interesting a life as possible to serve him as a form of entertainment.
Domains Mysteries
Lenniss as sun: LG Community, Glory, Good, Knowledge, Heavens, Life, Lore
Law, Nobility, Sun, Travel

Lenniss as moon: CG Chaos, Charm, Good, Healing, Heavens, Life, Lore
Knowledge, Luck, Repose, Travel

Lenniss as both: CN Chaos, Darkness, Knowledge, Luck, Heavens, Lore, Time
Magic, Sun, Travel


Swarin]
xxxShimdjin is the patron goddess of the mostly human Dervish Tribe. She is believed to be in charge of the winds of Swarin, a sometimes deadly element. She is at once abrupt and abrasive, but sometimes gentle and embracing. The wind is constant companion in the desert, and it can produce unexpected occurrences. No one truly knows what motivates the wind, but it's important to have her on your side. One thing the Dervish are certain of is Shimdjin's feisty nature. She is the most capricious of the gods, and she delights in using arcane tricks on her fellow deities. Her followers are eager to emulate her, be it her swiftness, her guile, or her talent for magic.
Domains Mysteries
Shimdjin: CN Air, Chaos, Magic, Trickery Heavens, Lore, Wind

Fahrakh: LN Fire, Law, Nobility, Battle, Flame
Travel, War

Dromus: N Artifice, Earth, Protection, Strength Metal, Stone

Wonden: CG Chaos, Good, Luck, Plant, Nature, Waves, Wood
Water, Weather

Sashmor: NG Community, Glory, Good, Flame, Heavens, Life, Time
Healing, Sun

Yavash: LE Charm, Darkness, Death, Ancestor, Bones, Dark Tapestry
Evil, Law


Cartrin]
xxxYvora is the goddess of water. She is the ocean. The rivers, lakes, and seas are extensions of her body. To sail is to be borne upon her bosom. In fact, she encourages sailing as a form of worship. Shipwrights are beloved in her eyes, for they allow the landbound to worship her. Yvora represents all that is open and right and majestic. While they are not her domains, all that is life and nature could not exist without her.
xxxSangdin is the god of ocean life. All the fish, plankton, and sea monsters; the big and the small; are his charge. All life, really, originally came from the ocean, but Sangdin is the god who cannot bring himself to leave. He is forever alongside and within the waters that gave him life, and in return, he brings life to the waters.
xxxIlden is the somber north wind. As all the winds are the brethren to Yvora, Ilden is oldest of the brothers. His frigid breath brings winter. As the cycle of life seemingly ends with winter, so too does Ilden bring death. His powerful winds are not just a calm end to life, however. They are also a cold and uncaring death, without even the guarantee of rest.
xxxHinred is the youngest brother, the south wind. His hot and sometimes furious breath brings summer and the threat of violent storms. Hinred is the patron of violent methods and violent reprisal. When war is on the horizon, he will surely be there to bless it.
Domains Mysteries
Yvora: NG Artifice, Glory, Good, Nobility, Waves
Magic, Water

Sangdin: NG Animal, Good, Healing, Water Life, Nature

Ilden: NE Air, Death, Evil, Bones, Wind
Strength, Water

Hinred: CN Air, Chaos, Destruction, Battle, Wind
War, Weather

Genuli: CN Air, Chaos, Luck, Time, Wind
Travel, Trickery

Atani: NG Air, Good, Healing, Liberation, Heavens, Life, Wind
Magic, Plant

Altris: LG Good, Healing, Law, Plant Life, Wood

Therun: N Fire, Knowledge, Magic, Rune Flame, Lore

Berl: LG Animal, Community, Good, Healing, Ancestor, Heavens, Life, Nature
Law, Luck, Protection, Sun

Rynah: CG Chaos, Charm, Good, Liberation Nature

Dynhon: CG Chaos, Charm, Good, Liberation, Lore, Spellscar
Luck, Magic, Travel

Sond: LN Darkness, Earth, Knowledge, Ancestor, Lore, Metal, Stone
Law, Repose, Strength

Bandekar: CE Chaos, Death, Destruction, Evil, Battle, Bones, Dark Tapestry,
Madness, Void, War Juju, Outer Rifts
 

WhimsicalXellos
Crew

Compassionate Husband

9,300 Points
  • Flatterer 200
  • Object of Affection 150
  • Perfect Attendance 400

WhimsicalXellos
Crew

Compassionate Husband

9,300 Points
  • Flatterer 200
  • Object of Affection 150
  • Perfect Attendance 400
PostPosted: Fri Nov 30, 2012 1:13 pm
[ How Orellic is Different from Pathfinder ]

{{To be finished as it becomes relevant. This section will likely be filled in before the part about religions.}}

1] There are no half breeds. The races are not genetically compatible. Which isn't to say they can't have sex, just that children will never be the result. Except in the case of the races which are just day/night versions of each other. Human/Orken, Elf/Trolken, Dwarf/Hobling, Halfling/Gobling, and Gnome/Gremling are the pairs. However, when this union occurs, the children will always be the same race as the mother. So again, no half breeds.

2] There are no other sentient humanoid races aside from the ten listed above. None. So obviously you cannot be a race which isn't listed in the race sections. This leads to another difference...

3] There are no planes. Orellic is it. There are larger implications to this which follow.

  • When you die, you can't come back. There is a 2 hour period where your spirit lingers before disappearing. Afterward, all forms of resurrection are ineffectual.
  • The Knowledge (planes) skill is extraneous. If you have a class feature or feat of some kind which uses Knowledge (planes), let me know, and I will fix it for you.
  • No planes means no elemental planes. There are no Outsiders. Magical energy is drawn from the natural surroundings and your inner reserve of mystical power. If you have a class feature or feat that relates to Outsiders of any kind, let me know, and I will fix it for you.
  • No planes means there are no godly realms. This is part of why resurrection has a time limit. This also means that there are no gods. Divine magic works because of the power of your faith in the relevant deity and your personal ideals and convictions, not because you are getting the power from outside sources. That is why the regional pantheons have some overlap and why Kurokusk, which is mostly atheist, can have divine casters.
 
PostPosted: Fri Nov 30, 2012 2:51 pm
I wanted to, but it'd be the same as me kicking over a sand castle; I appreciated the effort.  

Lord of the Vine

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PostPosted: Fri Nov 30, 2012 2:52 pm
Dion Necurat
I wanted to, but it'd be the same as me kicking over a sand castle; I appreciated the effort.

LOL, yeah, I saw you on, and I could almost feel you eyeing it.  
PostPosted: Fri Nov 30, 2012 4:40 pm
Missed opportunity, thanks sleep.

XD  

BegrudginglyGood


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PostPosted: Sat Dec 01, 2012 12:03 am
Game is up! And haha, I saw that troll. Was that you, Rain? Nice.  
SorceressJacklyn rolled 16 6-sided dice: 5, 2, 3, 6, 3, 2, 1, 4, 4, 6, 5, 1, 6, 2, 6, 6 Total: 62 (16-96)
PostPosted: Sat Dec 01, 2012 6:23 am
set 1/2, first 4 rolls  

SorceressJacklyn

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PostPosted: Sat Dec 01, 2012 6:24 am
5, 2, 3, 6
3, 2, 1, 4
4, 6, 5, 1
6, 2, 6, 6  
SorceressJacklyn rolled 12 6-sided dice: 6, 3, 4, 4, 4, 4, 5, 6, 5, 5, 5, 3 Total: 54 (12-72)
PostPosted: Sat Dec 01, 2012 6:26 am
set 2/2, last 3 rolls  

SorceressJacklyn

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SorceressJacklyn

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PostPosted: Sat Dec 01, 2012 6:27 am
5, 2, 3, 6 -> 14
3, 2, 1, 4 -> 9
4, 6, 5, 1 -> 15
6, 2, 6, 6 -> 18
6, 3, 4, 4 -> 14
4, 4, 5, 6 -> 15
5, 5, 5, 3 -> 15

Final scores

18
15
15
15
14
14  
Reply
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