The Worlds of Eris and Paireh-That-Was

A series of playtests and fleshing out sessions that take place in the world of Eris.

Eris is a developing world, has been invaded by refugees from Paireh-That-Was, which was destroyed at the end of the demonwar.

The Humans, Dwarves, Halflings and Gnomes that fled here have displaced the aboriginal peoples, the Uruk' and the 'Thiel. Wars have been fought, won and lost; against the savage Uruk' and their strange mental powers, against the adaptive 'Thiel who have become man's greatest "ally", and against the invader's own morals.

The world is one of fell, eldritch magics and burgeoning renaissance technology. Where demons fall from the sky, and the old gods are dead.

Tuesday, December 14, 2010

Backgrounds: Warrior

Warriors are professional men-at-arms. City guards, private armies, barbarian hordes and while not common, standing armies are all examples of warriors. The youthful warrior may be apprenticed to the city guard, may be a member of one of the Irtamini phraetries or be the newest inductee in one of the halfling warrior societies, he may even serve as squire to a knight. Raised on fighting and all of the skills that allow a person to survive the maelstrom of combat, these are skilled, if limited experts in their field.

Class Skills: Climb (Str), Craft (Dex), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str)

Skill Ranks per Level: 6 + Int Mod

Class Features

Weapon & Armor Proficiency: Warriors are proficient with all simple and martial weapons except rapier. Warriors are proficient with light, medium and heavy armor and all shields.

Starting Money and Trappings: 20GP However, most of a warrior’s starting money must be spent on gear. Only 5 silver and 10 copper may be retained as cash.

A warrior may begin play with one weapon, one gambeson and one suit of light armor. better weapons and heavier armor may be purchased as normal (using the value of the initial weapon and armor as trade in). more weapons and armor may also be purchased if the warrior can afford it.

Backgrounds: Expert

The expert can be many things; craftsman, merchant, tradesman, politician, criminal. There are two things he is not; Aristocrat and Commoner. While they may ape the behavior and styles of the aristocracy (and indeed even rival them for wealth and power) they can never quite achieve the same prestige. And while they are of common descent, their skill, luck or natural aptitude has allowed them to rise above the hand-to-mouth existence of the peasantry.


Class Skills: Craft (Int), Knowledge: Local (Int), Profession (Wis) and any 7 skills.

Initial Skill Ranks: 8 + Int Mod

Class Features

Weapon & Armor Proficiency: Experts are proficient with all simple weapons except; polearm: bill, scythe, sickle, shot-put and sling. Experts are also proficient with cutlass or rapier or saber. Experts are proficient with light armor and target shields.

At Thy Father’s Knee: Learning the family business from a young age allows the young expert to take in information with every breath. As a result experts gain a bonus equal to their background class level to; any one Craft, Knowledge and Profession skill.

Starting Money and Trappings: 30 GP, However, most of an expert’s starting money must be spent on gear; one Gold, 5 Silver and 10 copper may be retained as cash.

Backgrounds: Commoner

The salt of the earth, the huddled masses, the backbone of the nation; the commoner is that portion of society that labors unceasingly, tilling soil, hauling freight, cutting cane, mining coal. Famers, laborers and gatherers all count as commoners. Much of the war-levies of the known world are drawn from the common masses.

Health Points: 7

Class Skills: Handle Animal (Cha), Knowledge: Local and Nature (Int), Profession (Wis) and any 5 other skills (except Linguistics)

Initial Skill Ranks: 6 + Int Mod

Class Features

Weapon & Armor Proficiency: Commoners are proficient with the following weapons; clubs, crossbow, dagger, dirk, flails, hand axe, longbow, katar, kosh, maces, pole axe, polearm: bill, quarterstaff, sap, scythe, seax, shot-put, sickle, sling, throwing axe. Commoners are proficient with light armor and large shields.

Thrifty: The one advantage to being poor, you learn to make most anything do. While not hereditary craftsmen like the expert, commoners learn to make many of the odds and ends that allow one to keep life running. Much of what others must buy, a commoner is able to make. This allows the get away with paying half price for any goods related to his profession at creation.
Additionally a commoner always wants to haggle over the price of goods. After a while he gets so good at it that the best prices are obvious. A commoner pays 5% less for goods for every level of background class they have.

Starting Money and Trappings: 10 GP, However, most of a commoner’s starting money must be spent on gear. Only 10 copper may be retained as cash.

Backgrounds: Aristocrat

Aristocrats are the ruling elite of the known world. From the peerage of the Kursk Empire to the Theocrats of the Oroxian peninsula, if it’s rich, powerful and haughty it’s an aristocrat.

Health Points: 9

Class Skills: Diplomacy (Cha), Intimidate (Cha), Knowledge; [Geography] [History] [Local] [Nobility] (Int), Linguistics (Int), Ride (Dex)

Initial Skill Ranks: 8 + Int Mod

Class Features

Weapon & Armor Proficiency: Aristocrats are proficient with the following weapons; battle axe, cavalry weapons (mace, pick, hammer), halberd, morningstar, longsword or scimitar, rapier or saber, stiletto and two-handed sword. Aristocrats are proficient with Padded armor, all medium and heavy armors and all shields.

Lifestyle: An aristocrat never haggles; also whenever an aristocrat makes a purchase, they must spend 50% more than normal to purchase the finest quality equipment possible. Consequently an aristocrat tends to receive better treatment by NPCs than other characters, the choicest of meats, the best wines and the cleanest rooms. Failure to buy the best equipment and services available will result in the loss of such favor and soon to follow, the belief by the common folk that you are worthy of support, and the faith of your fellow aristocrats, believing you to be boorish, oafish and pedestrian.

Starting Money and Trappings: 60 GP
Aristocrats may begin play, free of charge, with; a pony/horse (light) which may be combat trained at their discretion, Saddle (military or riding), tack and harness, bit and bridle, any clothing, one weapon, a gambeson and one other suit of armor (Light or Medium). This suit of armor is outgrown upon completing the aristocrat background class. Any starting money not spent on gear may be retained as cash.

Backgrounds: Adept

Adepts are those characters that can intuitively use arcane magic, or share an intimate connection with the gods, allowing them to channel devine power. These are the future Witches, Sorcerers, Druids and Favored Souls of the world.

Hit Points: 5
Class Skills: Knowledge: Arcana (Int) or Knowledge: Religion (Int), Profession (Wis), Spellcraft (Int), and any 4 other skills.
Initial Skill Ranks: 4 + Int Mod

Class Features

Bloodline (Su): Each adept has a source of power that comes from his ancestry. Somewhere in her heritage is the source of either arcane or deific power that grants them the instinctual use of magic, native skills and additional feats, spells and abilities. At creation an adept must choose which bloodline they have. Once this choice is made, there is no going back.
Regardless of the source, there are some similarities between these disparate influences:

At first level the adept adds the bloodline’s class skill to his list of class skills. The adept also employs the bloodline’s arcana to her spells.


At second level and every six adventuring caster levels afterwards the adept receives one bonus feat, chosen from their bloodline list. The adept must meet the prerequisites for any bonus feats taken.

At third level and every two adventuring caster levels after that the adept gains a spell from their bloodline. These spells are in addition to any gained from regular class advancement, and cannot be exchanged if the adept becomes either a favored soul or sorcerer.


Spells (Su): Adepts with the Celestial, Fey or Infernal bloodlines have access to orisons and deific magic (Druid)in the case of the Fey). All other adept bloodlines have access to cantrips and arcane magics.

Weapon & Armor Proficiency (Ex): Adepts are proficient with all simple weapons. Adepts are not proficient with either armor or shields.

Starting Money and Trappings: 12 GP, However, most of an adept’s starting money must be spent on gear. Only 5 Silver and 10 copper may be retained as cash.

Bloodlines

Aberrant
A terrible and alien taint is in your blood. Your thoughts tend towards the bizarre and you approach problems in odd and unusual ways, angles that would never occur to others. Over time, this taint manifests itself in your physical form.

Profession Prerequisite: Witch

Class Skill: Knowledge: Dungeoneering (Int)

Bonus Spells: Enlarge Person (3rd), See Invisibility (5th), Tongues (7th), Black Tentacles (9th), Feeblemind (11th), Veil (13th), Plane Shift (15th), Mind Blank (17th), Shape Change (19th)

Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge: Dungeoneering)

Bloodline Arcana: Whenever a spell of the polymorph sub-school is cast, increase the duration of the spell by 50% (minimum of 1 round). This bonus does not stack with the increase gained from the extend spell feat.

Bloodline Powers
Aberrant kindred often show increasing signs of their foul and tainted lineage as they increase in level, although these signs are only visible when the powers are used.

Acidic Ray (Sp): Starting at first level the aberrant kindred can emit an acidic ray with a range of 30’as a ranged touch attack. The ray deals 1D6 points of acid damage +1 for every 2 caster levels you possess. This ability may be used a number of times per day equal to 3 + your charisma modifier.
Long Limbs (Ex): By 3rd level, the aberrant kindred will have begun to manifest signs of her foul taint. When making a melee touch attack your range increases by five feet. This ability does not otherwise increase your threatened area. At eleventh level this range increases by another five feet, to 10’ of range. At seventeenth level, this bonus increases another five feet, to a total of 15’ range.
Unusual Anatomy (Ex): At ninth level your anatomy begins to shift, giving you a 25% immunity to critical hits and sneak attacks scored against you. This immunity increases to 50% at 13th level.
Alien Resistances (Su): Beginning at 15th level the aberrant kindred gains spell resistance equal to her caster level + 10.
Aberrant Form (Ex): By twentieth level, the aberrant kindred’s body has become truly unnatural. She is immune to all critical hits and sneak attacks. Additionally the aberrant kindred gains blindsight with a range of 60’ and DR 5/-


Abyssal
At some point, a demon spread it’s filth into your family tree. While the taint does not manifest in every member of your family, often skipping generations, it crops up from time to time, and in you the taint is severe. While your alignment is up to you, there will always be that niggling impulse to sew chaos and evil in your wake.

Profession Prerequisite: Witch

Class Skill: Knowledge: Planes (Int)

Bonus Spells: Cause Fear (3rd), Bull’s Strength (5th), Rage (7th), Stoneskin (9th), Dismissal (11th), Transformation (13th), Greater Teleport (15th), Unholy Aura (17th), Summon Monster IX (19th)

Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge: Planes)

Bloodline Arcana: Whenever a spell of the summoning sub-school is cast, the summoned creatures gain DR equal to ½ your caster level. This bonus does not stack with any DR the creatures already have.

Bloodline Powers
Demonkin are often believed to be possessed, showing the marks of their filthy heritage when their powers are used. But you know the truth.

Claws (Su): Starting at first level the demonkin adept can grow vicious claws (natural weapons) as a free action, that inflict 1D4 damage (1D3 if small) plus strength modifier, allowing the adept to make two attacks as a full attack action using your full BAB. At fifth level these claws are considered magic weapons for the purposes of defeating DR. Once the adept is seventh level his claws inflict 1D6 damage (1D4 if small). Finally, the claws become flaming weapons upon the demonkin’s achievement of eleventh level, and inflict an additional 1D6 fire damage, on a hit. This is a supernatural ability. This ability may be used a number of times per day equal to 3 + your charisma modifier.
Demon resistances (Su): At third level you gain resistance to electricity 5 and a +2 bonus on saves made against poison. At ninth level, your resistance to electricity increases to 10 and your poison save increases to +4.
Strength of the Abyss (Su): At ninth level you gain a +2 inherent bonus to your strength. This bonus increases to +4 at thirteenth level and +6 at 17th level.
Added Summonings (Su): Beginning at 15th level the demonkin who summons a creature with the demon subtype or fiendish template using a summon monster spell summons an additional creature of that same type.
Demonic Might (Su): By twentieth level, the demonkin’s connection with the Abyss has become very powerful indeed. He gains immunity to electricity and poison. He also gains resistance to acid, cold and fire 10 and develops telepathy with a range of 60’, allowing communication with any language using creature.

Arcane
Your family has long been associated with fell magics. Whether some exposure to magical energy has caused this eldritch affinity is uncertain. What is certain is that you and yours, more often than not are accomplished, intuitive spellworkers.

Profession Prerequisite: Sorcerer

Class Skill: Knowledge: Any one (Int)

Bonus Spells: Identify (3rd), Invisibility (5th), Dispel Magic (7th), Dimension Door (9th), Overland Flight (11th), True Seeing (13th), Greater Teleport (15th), Power Word Stun (17th) and Wish (19th)

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge: [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Whenever the arcanist applies a metamagic feat to a spell that increases the slot used by at least one level, increase that spell’s DC by one. This bonus does not stack with itself and does not apply to spells modified by the heighten spell feat.

Bloodline Powers
For an arcanist, magic comes easy, sometimes too easy. As you increase in power take care that the eldritch flame in you doesn’t become the immolating fire of your own destruction.

Arcane Bond (Su): Starting at first level the arcanist forms an arcane bond as a wizard of the same level. Your arcane caster levels stack with any wizard levels for determining the powers of your focus item.
Metamagic Adept (Ex): At third level you are able to apply any one metamagic feat you know to any spell you know without increasing the casting time. You still expend a higher spell slot than normal. This ability may be used once per day plus one additional use for every four sorcerer levels you possess. This ability is replaced by Arcane Apotheosis at twentieth level.
New Arcana (Ex): At ninth level you can add any one spell from the Sorcerer/wizard spell list to your list of spells known. It must be of a level you can cast. You may also add one additional spell at thirteenth level and again at seventeenth level.
School Power (Ex): At 15th level the Arcanist may select one school of magic. To the DC of all spells from this school she adds a +2 bonus. This bonus stacks with the bonus from Spell Focus.
Arcane Apotheosis (Su): At twentieth level, the arcanist’s body ripples with eldritch power. She may add any metamagic feats she knows to any of her spells without increasing the casting time. You still expend a higher spell slot than normal. Whenever you use a magic item that requires charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

Celestial
Your bloodline has been blessed by a celestial union, somewhere in your family tree is a celestial ancestor. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Profession Prerequisite: Favored Soul

Class Skill: Heal

Bonus Spells: Bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), f lame strike (11th), Greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell of the summoning sub-school, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers
Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your Caster level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).

Draconic
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power f lows through your veins.

Profession Prerequisite: Sorcerer

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), f ly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), Form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell,
Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Bloodline Powers
The power of dragons f lows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.

Dragon - Energy Type, Breath Shape
Black - Acid, 60-foot line
Blue - Electricity, 60-foot line
Green - Acid, 30-foot cone
Red - Fire, 30-foot cone
White - Cold, 30-foot cone
Brass - Fire, 60-foot line
Bronze - Electricity, 60-foot line
Copper - Acid, 60-foot line
Gold - Fire, 30-foot cone
Silver - Cold, 30-foot cone

Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Fey
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Profession Prerequisite: Druid

Class Skill: Knowledge: Nature.

Bonus Spells: Entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Ref lexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge: Nature).

Bloodline Arcana: Whenever you cast a spell of the compulsion sub-school, increase the spell’s DC by +2.

Bloodline Powers
You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Animal Companion (Su): At 3rd level, the Feykin gains an animal companion that joins him on his travels. This companion provides the Feykin with certain bonuses, while the Feykin bolsters the companion’s survivability. The two are symbiotic friends, not master and servant. See the Animal Companion Rules for more information.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.

Infernal
Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit.

Class Skill: Diplomacy.

Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).

Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Bloodline Arcana: Whenever you cast a spell of the charm sub-school, increase the spell’s DC by +2. although you must be wary of its corrupting influence. Such power does not come without a price.

Bloodline Powers
You can draw upon the power of Hell, although you must be wary of its corrupting inf luence. Such power does not come without a price.

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken (see page 568) as a melee touch attack. This effect persists for a number of rounds equal to ½ your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + ½ your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.

Monday, December 13, 2010

Wara’thiel

The Wara’thiel (or Common Elf as humans are wont to call them) are the most recent permutation of the ‘Thiel bloodline. Meant to allow the ‘Thiel to minimize their triggering of the human’s xenophobia, the Wara’thiel have become humanity’s best friend. They act as councilors and record keepers, for the often short sighted and forgetful human rulers. They often move in les reputable circles in their youth, learning the ways of humans “from the ground up” so to speak.

Physical Description
Wara’thiel average between five and six feet tall, but are lighter in build than humans of a comparable height. Their hair and skin colorations come in the standard human spectrums for their place of birth, but always at the dark end of the spectrum for their range. Like all ‘Thiel the Wara’thiel have pointed ears, though these are not as prominent as that of other ‘Thiel. The most outstanding feature of the Wara’thiel are their eyes; almond shaped, too large for the face and mostly iris. Humans sometimes describe them as “unblinking” though this is patently untrue.

Psychological Description
Wara’thiel may have any alignment.

Society
Wara’thiel society is a oligarchal meritocracy. Most of the Wara’thiel have no concern more than the variances of day to day survival, but if one were to choose to be of service, then she would be upon the path to power. As tasks were assigned, note would be kept of your success, and as your reputation grew, more responsibility and authority would be allocated to you.

Relations
The Wara’thiel have good relations with all civilized, surface dwelling races. However relations are somewhat strained with both the Oroxian Theocracy, and the Kurskan Empire, because of the ‘Thiel refusal to convert to either the church of Aton or the church of Phaiogh.

Religion
All ‘Thiel worship Eris-Tull.

Backgrounds
Wara’thiel only have three backgrounds; Adept (01-34%), Expert (35-66%) and Warrior (67-100%).

Racial Traits
Nimble in Word and Deed (Ex): +2 Dexterity, +2 Charisma, –2 Constitution: Wara’thiel are dexterous, both with their swords and with their tongues.

Medium (Ex): Wara’thiel are Medium creatures and have no bonuses or penalties due to their size. Wara’thiel have a base speed of 30 feet.

Low-Light Vision (Ex): Wara’thiel can see twice as far as humans in conditions of dim light.

Natural Immunities(Ex): Wara’thiel are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Native Magic (Su): Wara’thiel receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Wara’thiel receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses (Ex): Wara’thiel receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity (Ex): Wara’thiel are proficient with longbows and shortbows (including composite bows), rapiers, sabers and treat any weapon with the word “’Thiel” in its name as a martial weapon.

Languages: Wara’thiel begin play speaking Wara’thiel and the human language of their nationality. Wara’thiel with high Intelligence scores can choose from the following: Any Human, Hemngar, Gnoll, Neblin, any Uruk’, and Sylvan.

Sunday, December 12, 2010

Humans

Humans in the known world are as varied as the colors of the rainbow. From thedark-skinned tribesmen of the south to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. here are some general descriptions by nation.

Al-Sharuni
The men of the Al-Sharun caliphate tend towards the tall end of the human spectrum averaging six feet tall. Narrow of hip and jaw, the Al-Sharouni male tends to the aquiline, with swarthy shin and flashing eye and smile. Eyes can be anywhere from grey to brown to black, while the hair is universally dark brown or black, the only variation is the level of kink in their locks, some being frizzy and poufy, while others are smooth and straight.
The desert women on the other hand, run to the voulouptous and are considerably smaller than their mates. Averaging only five and a half feet tall, the Al-Sharouni female is also 20% heavier than her counterparts in other areas of the world. With pronounced feminine attributes, it is the rare woman that can pass as a man.

Hrothyrviki
The men and women of the island nation of Hrothyrvik are like a matched set; tall like the elm, sturdy like the oak and lithe like the ash. Hrothyrvik are universally fair, almost to point of albinism, with a smattering of other hair colors. Their eyes are almost always blue, running the gamut from an almost white pale blue to the piercing blue of sapphires. The men wear beards as a sign of manhood, and the women are just as active as their menfolk.

Irtamini
The Irtamin republic is a melting pot of humanity and other species. While there are examples of the true Irtamini; dark curly hair, slightly swarthy with plenty of body hair and dark eyes, almost any combination of human and demi-human features is possible. Besides, it is considered egalitarian to be of mixed heritage.

Isleman
The people of the far off Isle-of-Mists are tallish, between five and a half and six and a half feet tall, ususally on the thin side and dark of hair and eye, but with very fair complexions. The women are typically just as tall as their menfolk.

Kethyk
The peoples of sub-sharuni Kethyk are dark of skin and eye with variations from café-au-lait to just shy of midnight. Their hair is tightly curled against their heads and can only be straightened by means of mechanical or alchemical intervention. While not quite as tall as their Al-Sharuni neighbors; Kethyk males are broader and heavier, while the women are taller, if more svelte.

Kurskan
Kurskan peoples tend towards the mellow end of the spectrum of humanity. Averaging between five and a half and six feet tall and of all builds; the blondes tend to the yellow, the redheads to the soft and muted and the brunettes to the light brown. The men sometimes wear beards or moustaches, the women tend to be slightly shorter and slightly lighter.

Oroxian
Oroxians are actually three different peoples, which have very slowly intermingled. In the eastern portion of the country, the people are dark of hair, fair of skin and dark of eye, they tend to be a bit tall, averaging just above six feet and a bit on the thin side. In the western portion of the country they are short, rarely reaching six feet and are slight for their size. In the west they are dark of hair and with a coppery or brownish tone to the skin but fair of eye (blues and greens). Along the northern border of the Oroxian theocracy live the third group; these people are as tall as easterners, built like westerners and fair as a summer day, typically with blue eyes. The females of all three groups are significantly shorter and lighter than their male counterparts.

Human Racial Traits
Wondrous Variety (Ex):
Human characters get to add two +1 bonuses to their ability scores. If desired both bonuses may be added to the same ability score.

Medium (Ex): Humans are Medium creatures and have no bonuses or penalties due to their size. Humans have a base speed of 30 feet.

Bonus Feat (Ex): Humans may select an extra bonus feat at 1st level. This feat may not be taken as additional hit points.

Breadth of Knowledge (Ex): Humans gain four (4) additional skill ranks at first level and one (1) additional rank whenever they gain a level.

Languages: Humans begin play speaking their national language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).