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: 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.

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