Professional Documents
Culture Documents
TABLE OF CONTENTS
Page 1 INTRODUCTION A BRIEF HISTORY First Historical Period Page 2 Second Historical Period Third Historical Period Page 3 CHARACTERS Ability Score Modifiers, by Race RACIAL DESCRIPTIONS Dwarves Elves Page 4 Elves Gnomes Half-Elves Page 20 Page 5 Half-Orcs Humans Page 21 Page 6 VITAL STATISTICS Age Chart Random Starting Ages Height and Weight Birth Rank LANGUAGES of GAILE ESTEGALLES CURRENCY GAILES CALENDAR Page 22 The Calendar The Lunar Calendar CHARACTER CLASSES Core Class Availability, by Culture & Race Core Class Ability Changes Variant Class Availability, by Culture & Race Page 8 NEW FEATS METAMAGIC FEATS THE LANDS of ESTEGALLE Regions of Estegalle Page 23-25 WEAPONS Weapon Categories Weapon Qualities Page 26 COMBAT MODIFIERS Cover Concealment VISION & LIGHT Darkvision Low-Light Vision Page 27-28 RELIGIONS OF ESTEGALLE The High Gathering Page 40 Generic Prestige Classes Page 41 CREATURES OF GAILE Creatures from Sourcebooks OPEN GAME LICENSE 1.0A Page 37 Knight of the Path Page 38 Knight of the Watch Page 39 Master Scout Page 35 Knight of the Crown Page 36 Knight of the Eastern March The Savage Lands Yssgelund Page 34 Hedge Wizard Page 12-13 The Four Kingdoms Mauridia Page 13-14 The Four Kingdoms Suttegarde Page 15-17 The Three Tribes of Vors Carmascia, Sarathia and Voruskai Page 17-18 The Savage Lands Narahim Page 19 The Savage Lands Vinnisklad Page 28 The Enlightened The Order of Geshidra Pagan Faiths Page 29-30 PRESTIGE CLASSES of ESTEGALLE Ankallibec Commander Page 30-31 Arcane Investigator Page 31 Artificer Page 32-33 Chosen of Geshidra Page 33 Elite Footman
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Page 9
Page 9-10 The Four Kingdoms Caerleon Page 11 The Four Kingdoms Kashgar
INTRODUCTION
The World of Gaile is a Campaign Setting for Dungeons and Dragons that I have worked on for several years. This current incarnation is adapted for use with the Dungeons and Dragons 3.5 rules and incorporates supplementary materials I find suited to this setting. In developing this world, I borrowed heavily from the myths and legends of Europe, and from the rich fantasy worlds created by authors such as J.R.R. Tolkien and Fritz Leiber, in order to create a setting that would be familiar, yet intriguing, to my players. Most of the cultures in this world, particularly on the continent of Estegalle, are based upon European, Slavic and nomadic Asian cultures. The technology level of this campaign ranges th th from that of late 11 century among the Tribes of Vors through that of late 15 century Europe in the lands of Caerleon, Kashgar and Mauridia. Reading the descriptions of the Lands of Estegalle, you will notice that humans are the dominant race of Gaile; that their struggles and triumphs now resound th throughout the Lands of Estegalle. At this time, the 575 year of the Gaile Common Year, humans have driven their non-human neighbors into seclusion, to those lands that no man finds hospitable, or into lands shrouded from their eyes.
A BRIEF HISTORY
In the days following Gailes crafting of the world, the children of Jenia and Aluin were overwhelmed with its stark beauty. The great sphere of rock, named after the first daughter of Jenia and Aluin, was fashioned by the Ardillon according to their desires; just as their sires had fashioned the gods celestial dwelling in the days before they were thought into being. This making of the world has not been completed; for its ending will come with the end of all things. The gods shaping of things in time and the passing of events, both glorious and fell, are the stuff of history. Here are some events that make up the known history of Gaile and their estimated dates (Pre-Common Year):
22,000 PCY:
18,000 PCY:
16,000 PCY:
13,500 PCY:
12,000 PCY:
7,500 PCY:
7,500-6,500 PCY:
6,000 PCY:
2,000-1 PCY:
Third Historical Period: The Age of Resurgence (Gaile Common Year 1-575 GCY)
See each lands description for the history of the Third Historical Period. The year 1 marks the year of the first permanent Avadain settlement on Estegalle, the fortress town of Caer Lyon or Lions Fort. 2
CHARACTER RACES
Player characters may choose to be of the following races: dwarf, elf, gnome, half-elf, half-orc, or human. The descriptions for each race are given below, as are campaign specific variations. Human characters should choose a culture that they belong to and region that they hail from in order to add depth to their character background. Regional descriptions, and the characteristics of the humans of these regions, are in found in The Lands of Estegalle section of this campaign setting.
RACIAL DESCRIPTIONS
Dwarves
Dwarves are stocky and broad-shouldered. Their skin tends to be ruddy and their eyes are usually black, grey or blue. They tend to have large noses and feet for their size. Hair coloration is usually shades of brown, with black or reddish blond being rare. Men often wear braided beards. All dwarves tend to have wavy, coarse hair though northern clans tend to have lighter, straighter hair. They favor warm woolen garments in solid colors or tartan patterns, with leather bracers and girdles being common. Deep shades of blue or grey are common colors used, with black and red also used at times. Kilts or hooded cloaks are often the garb of choice. Their homes are usually beneath mountainous or hilly lands, with access to the surface for farming and raising livestock. Not as fertile as humans, they have few children; and less than a third of their people are women, who are guarded jealously within their cavernous halls. Dwarves are a hearty people; lovers of salted or smoked meat (goat being popular), song and stout ale. They are suspicious of outsiders and tend to be pugnacious, possessive, stubborn and moody. Their blood is thick and their oaths are honored until death. Once trusted and befriended, dwarves can be the greatest of allies. Likewise they make fearsome, tenacious enemies whose wars against goblinoids and giantkind are legendary. The dwarves are superior craftsmen who love to mine the earth for precious gems and metals, which they forge into weapons of strength and artifacts of beauty and power. Dwarf merchants and artisans frequently enter human cities to trade, staying briefly above ground before returning to their people. Dwarven trade caravans are well guarded and take well-patrolled, major trade routes whenever possible. Dwarves have nine clanholds beneath the major mountain ranges and hilly regions of Estegalle that are united as a confederacy. The clans elect their king, who acts as High King over all of the clans until his death, at which time a new king is elected. The duergar of the Angreddin clan are not recognized as a legitimate clanhold and are considered vile enemies of the true dwarven people. Dwarves worship the gods of The High Gathering but have a special reverence for Dumador, Lord of the Forge and of Oaths. Clan Name Clan Leader Location Predominant Alignment Baradsrud Denevor Baradsrud Kashgar Lawful Neutral Carroc Dergal mab Carroc Caerleon Lawful Good Greybeard Maglor Greybeard Suttegarde Lawful Good Heimgard Andvar Heimgard Yssgelund Neutral Good Khadzul Broghur Khadzul Kashgar Lawful Good Ironshield Dain Ironshield Suttegarde Lawful Good Morudson Olaf Morudson Yssgelund Lawful Neutral Redbeard Kalec Redbeard Suttegarde Neutral Good Sturlisson Bragi Sturlisson Yssgelund Lawful Good Game Rule Information Dwarves in Estegalle are much like those described in The Players Handbook with the following exceptions. No racial weapons appear in this campaign, so Gaian dwarves do not gain weapon familiarity. Due to their short and stocky builds, dwarves are less nimble but heartier than other races, as reflected above under Ability Score Modifiers, By Race. Automatic Languages: Common and Dwarven. Bonus Languages: Elven, Giant, Gnome, Goblin, Orudan, Terran and regional languages.
Elves
As a race, elves are taller and thinner than most humans. Elven men have no facial hair and elves, on the whole, have less body hair than humans. Their clothing tends to be of light, though well made and durable, material and well tailored, with lovingly detailed needlework being seen in all but the cheapest of elven garb. Elves are fairer and more graceful than Men, having finer features and unmarred skin. At the same time elves are slight of build and frailer than humans. Elves have discerning tastes in foods, favoring light meals of freshly caught fish and game, delicately seasoned and accompanied by well-aged wine or subtly sweet mead. The elven people also enjoy baked goods sweetened and preserved with honey. High Elves High elves (Eldari) are sturdier, paler of skin and darker haired than wood elves, with silky black or dark brown hair, that runs from straight to wavy, and eyes of grey, brown or hazel. Fair hair is very rarely seen among the high elven people. High elves tend to wear deep blue garments, along with silver, gold, black and pale grey. These elves are the builders and craftsmen of the elven folk, most skilled in the crafting of fine metalwork: armor, weapons and beautiful jewelry. Many Eldari are masters of lore and chroniclers of the ages, contributing to the great libraries of the Eldari citadels. At one time elves were great teachers to the race of man and an ally to the dwarves in the western lands of Estegalle. The growing power of man and the waning of magic from the world have caused them to become increasingly isolationist, dealing with neighboring humans and dwarves mostly for the purpose of trade while maintaining relations through perfunctory diplomatic exchanges. Most of Estegalles high elves live in one of three walled, coastal citadels found along the western shore of Caerleon and Suttegarde. These citadels are ruled by Lord Stewards who act in the name, and according to the wishes, of the Eldari queen, Eran Miranduil, who reigns from the great, hidden island of Mir Thanduil or Isle of Resting. This island, situated between the continents of Avandunil and Estegalle, is said to be the final destination of all of Gailes elves and exists on both the Prime Material and Faerie Planes. Smaller communities of Eldari exist upon islands in 3
Gnomes
Gnomes, in Gaile, are small humanoids who reside in idyllic forests away from the noise and bustle of human settlements. Their small size and innately magical nature allows them to hide from larger folk and their mastery of illusions keeps their settlements safe from discovery. Gnomes tend to be round bellied and ruddy cheeked. Their bright eyes are of light brown, hazel, blue, green or violet. Like dwarves, gnomes tend to have large noses and feet for their size. Their straight to slightly wavy hair is usually shades of pale gold and red, with white hair being common among adult gnomes. Men often wear well-groomed beards and women wear their hair in braids. They favor warm woolen garments in solid colors. Pale shades of blue or green are common colors used, with yellow and red also used at times. Vests and conical hats of bright colors often compliment these outfits. They make their homes in warm, dry cave complexes, well appointed and masterfully camouflaged. Gnomish crops are grown among the wildflowers of their forest domains. Fish farms are maintained in the streams and ponds near their homes, with apiaries and foraging supplementing their crops. Gnomish clans have holdings in the lands beneath the forested hills of Caerleon and Suttegarde. An elder or, at times, a council of elders guides these communities. There are over 50 separate clans throughout Estegalle, though none owe fealty to a common sovereign. Despite this, gnomish clans are strongly allied with each other: gnomes view others of their kind as brethren or, at least, distant cousins. Community meetings, like those of the Sylvan Elves, are typical in gnomish clanholds. Occasionally, a particularly ambitious gnome politician "presides" over the community as mayor. Some major gnomish clans include those of: Cyrwith, Grumbel, Vinniskillen, Binkeldorry, Gimbel and Boggleston. Gnomes alignments tend towards neutral good. Gnomes worship the gods of The High Gathering, with shrines to Gerian, goddess of the harvest, and Jenia, Lady of the Hearth and mother-goddess, being most commonly found in gnomish communities. Game Rule Information The gnomes of Gaile gain the racial abilities listed in The Players Handbook but have different ability score modifiers than standard gnomes (see Ability Score Modifiers, By Race above) and have no familiarity with racial weapons, which do not exist in Gaile. Gnomish settlements are found in the forests and vales of Caerleon, Suttegarde and Yssgelund. The following racial abilities are used in place of those listed in The Players Handbook. Automatic Languages: Gnome and Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Sylvan and regional languages.
Half-Elves
Half-elves are typically the offspring of humans and elves, with few half-elves being born to two half-elven parents. Half-elves tend to exhibit both human and elven traits and physical characteristics, with considerably longer lifespans than humans. The features of half-elves tend to be finer than those of humans and they possess some of the graceful beauty of the elves. Half-elves of high elven blood hail from Caerleon and Suttegarde, while those of sylvan elven blood come from Caerleon, Narahim, Suttegarde and Yssgelund. Most half-elves are raised in human communities and, quite often, are estranged from their elven roots. It is rare for elves to accept humans into their communities, though half-elves are met with more tolerance and, often, with a small degree of sympathy on account of what elves view as half-elves relatively short life spans. Half-elves raised in elven communities tend to revere the deities that elves view as their patrons (see above). Those raised among humans typically worship the gods of The High Gathering, just as the elves, but tend to worship the god most valued by the local people. Game Rule Information Half-elves are played as per The Players Handbook with one exception. Rather than receiving racial bonuses to diplomacy and gather information skill checks half-elves gain a bonus feat at first level, due to their human ancestry. Automatic Languages: Common and one regional language or Elven. Bonus Languages: Dwarven, Elven, Giant, Gnome, Goblin, Sylvan and regional languages.
Humans
Humans are the most diverse of all the races, with skin and hair varying in color from black to the lightest shades. Their men may or may not wear beards and their eyes can be of various hues, tending towards shades of blue or brown. See each the regional descriptions in The Lands of Estegalle and The Players Handbook for more details about human characters. Game Rule Information All humans are played as described in The Players Handbook and gain the racial abilities listed therein. In addition, all humans gain cultural bonuses to skills and/or saves that are based upon their cultural background. Any skill that receives a cultural bonus may be used unskilled by a character of that culture. There are 8 cultural backgrounds for human characters in Estegalle to choose from, though many humans in Caerleon and Suttegarde are of mixed bloodlines and cultural backgrounds. In Caerleon and Suttegarde many humans are of mixed Avadain and Maelnach blood and gain a +1 racial bonus to FORT saves versus natural diseases and a +1 competence bonus to survival rolls. In Suttegarde men of mixed Avadain and Yssgelundian heritage are quite common. Such individuals receive a +1 racial bonus to Will saves versus fear effects and a +1competence bonus to survival checks. For detailed descriptions of each of the regions of Estegalle, and to learn more about each of the cultures listed below, read The Lands of Estegalle section below. There you will find information on the names, physical characteristics, character class notes and preferred weapons for the human inhabitants of each of the 10 regions of Estegalle. Cultural Background Avadain Regions Caerleon, Suttegarde and Mauridia Regional Languages Adanae Cultural Abilities Predominant Alignment
+1 racial bonus to FORT saves versus natural diseases and to Lawful Neutral (good) WILL saves versus fear effects. +1 racial bonus to FORT saves versus natural diseases and +2 Cirhedin Mauridia Adanae Lawful Neutral (evil) competence bonus to knowledge: religion or history checks. +2 competence bonus to appraise checks. +20% to starting Kashgari Kashgar Khalmiri Neutral wealth. Maelnach Suttegarde Elven +1 competence bonus to survival, listen and spot checks. Chaotic Neutral +1 competence bonus to knowledge: nature, listen and spot Narahim Narahim Daegaru Neutral (good) checks. Tribesmen of Sarathia and Voruskai +2 competence bonus to ride checks and +1 competence bonus Neutral or Terrilec Vors or Carmascia to survival checks. Chaotic Neutral (evil)* +2 competence bonus to survival checks. They only suffer a 2 Vinniskur Vinnisklad Terrilec Neutral penalty to balance checks and may move a speed on icy surfaces. +1 competence bonus to climb or swim checks and +1 Yssgelund and competence bonus to survival checks. +1 racial bonus to Will Neutral (chaotic) Yssgelundian Teug Suttegarde saves versus fear effects. *Sarathians and Voruskaiad tribesmen tend towards neutrality while Carmascians lean towards chaotic neutral, with evil tendencies. Yssgelundian mountain clansmen have a +1 competence bonus to climb checks while coastal clansmen gain this bonus to swim checks. Automatic Languages: Common and the regional language shown on the table above. Bonus Languages: Dwarven, Elven, Giant, Gnoll, Gnome, Goblin and other regional languages.
VITAL STATISTICS
Age Chart
Race Dwarves Elves Gnomes Half-Elves Half-Orcs Humans Random Starting Ages Race Dwarves Elves Gnomes Half-Elves Half-Orcs Humans Adulthood 25 years 50 years 30 years 18 years 16 years 15 years Barbarian, Fighter, Rogue, or Sorcerer +3d6 +4d6 +4d6 +1d6 +1d6 +1d4 Bard, Paladin, Ranger, or Swashbuckler +3d6 +6d6 +5d6 +2d6 +2d6 +1d6 Cleric, Druid, Monk, or Wizard +7d6 +10d6 +8d6 +3d6 +3d6 +2d6 Middle-Age 150 years 500 years 200 years 75 years 60 years 40 years Old Age 250 years 750 years 325 years 100 years 80 years 60 years Venerable 350 years 1000 years 450 years 125 years 100 years 80 years Maximum Age +5d20 years +10d20 years +5d20 years +4d20 years +3d20 years +2d20 years
Birth Rank
D20 Roll 1 2-4 5-7 8-10 11-12 Birth Rank D20 Roll Only Child 13-14 st 1 Child 15-16 nd 2 Child 17-18 rd 3 Child 19 th 4 Child 20 * Twins are possible for all races (despite negative modifiers) on a natural roll of 20. Birth Rank th 5 Child th 6 Child th 7 Child th 8 Child Twins (roll again)*
Racial Modifiers to Birth Rank Race Dwarves Elves Gnomes D20 Modifier -4 -8 -8 Race Half-Elves Half-Orcs Humans D20 Modifier -4 -4 -
Number and Gender of Siblings To determine the total number of children, roll Birth Rank a second time and adjust for race. Results less than or equal to the first Birth Rank roll indicate that your character is the last-born. Otherwise, the second number determines the total number of children. For all races, except dwarves, siblings have a 50/50 chance of being either male or female. For dwarves, only 1 in 6 children are females. It is for this reason that non-dwarves seldom see dwarven women. Example: Bragi the Dwarf rolls a d20 and rolls a 12. Then he subtracts 4 from the roll (because he is a dwarf) and winds up with an 8. This indicates that he is the rd rd 3 child. If Bragis second roll (with the negative modifier) yields this result (8) or less he is the 3 of 3 children. Otherwise, the second result gives the total number of children in Bragis immediate family.
* Humans of some cultures tend to be of smaller or larger than typical humans. For Maelnach characters, subtract 5% from the characters height and weight. For Yssgelundian characters add 5% to the characters height and weight. Humans from Kashgar add 5% to their height but do not adjust their weight, as they tend to be tall and willowy.
CHARACTER CLASSES
The following chart shows what core classes are available, and which are preferred, in each region of Estegalle. Class prohibitions by region or race st only effect characters of those regions or races during their 1 character level and have no effect upon later character advancement. Swashbucklers, from Complete Warrior, are the only non-Players Handbook core class allowed in the Estegalle campaign setting.
x x x x x x - Permitted class
x x
x x x Prohibited class
x x x -
x x x x x x x
x x x
x x -
Core Class
Race
Dwarf Elf, High Elf, Sylvan Gnome
x x x - Permitted class
x x
x -
x x x -
x x Prohibited class
x -
x x x
x x x x -
x x x -
- Permitted class
NEW FEATS
EDUCATION [GENERAL]
Some lands hold the pen in higher regard than the sword. In your youth you received the benefit of several years of formal schooling. st Prerequisite: 1 level only. Benefit: All knowledge skills are class skills for you. You get a +1 bonus with any two knowledge skills of your choice.
LINGUIST [GENERAL]
You have a natural talent for learning the tongues of others. This aptitude aids in both the learning of new tongues and in drawing meaning from the written characters of unknown tongues. st Prerequisite: Int 13, literacy, 1 level only. Benefit: Speak language is a class skill for you. You get a +2 competence bonus on decipher script skill checks, provided you have at least 1 rank in that skill.
TRAPFINDING [GENERAL]
Through the study of mechanical traps and magical incantations, you can more effectively search for the presence of traps and wards. Prerequisites: Int 13. Investigator, Skill Focus (Craft: trapmaking), Skill Focus (Knowledge: arcana). Benefit: Your character can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can use the disable device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a traps DC by 10 or more with a disable device check you can study that trap, figure out how it works, and bypass it without disarming it. Normal: Rogues (and only rogues) can use the search skill to locate traps when the task has a Difficulty Class higher than 20 or use disable device to disarm magical traps.
METAMAGIC FEATS
SPONTANEOUS METAMAGIC
With this rule variant, a character who selects a metamagic feat gains three daily uses of that feat that he can opt to use "on the fly" without previous preparation, increased spell level, or extended casting time. The character must decide when casting the spell if he wishes to apply the effect of one of his metamagic feats to the spell. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level he is capable of casting (based on his level and ability scores), minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, the character can't apply the metamagic feat to any of his spells. For instance, a 5th-level wizard is normally capable of casting spells of up to 3rd level. If he chooses to apply his Silent Spell metamagic feat (which uses a spell slot one level higher than normal) to a spell, the maximum level of spell that he can apply it to is equal to 3 minus 1, or 2nd. Thus, he may make any other 0-, 1st-, or 2nd-level spells silent. If he had the Maximize Spell feat, he could apply it only to 0-level spells (since a maximized spell is normally cast as a spell three levels higher, and 3 minus 3 is 0). Quicken Spell would be of no use to this wizard, since he couldn't even apply it to 0level spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together all the spell level adjustments given for the various feats. A 9th-level wizard could enlarge and empower any spell of 2nd level or lower (since his maximum spell level is 5th, and the total spell level adjustment for Empower Spell and Enlarge Spell is 3). If a feat may be applied more than once to the same spell (such as Empower Spell), each application counts as one of the caster's three daily uses. Each time a character selects a metamagic feat, he gains three daily uses of that feat. Multiple selections of the same feat are cumulative. For instance, if a caster selects Empower Spell twice, he may use the feat six times per day rather than three. In this variant system, the Heighten Spell feat functions slightly differently from other metamagic feats. You may use the Heighten Spell feat to increase a spell's effective level (for purposes of such factors as save DCs and so on) up to the maximum spell level you are capable of casting. For instance, a 3rd-level cleric could heighten a 0- or 1st-level spell to 2nd level, while a 17th-level druid could heighten a 0- through 8th-level spell to 9th level. The spell is treated as a spell of that level for purpose of save DC and similar effects, but doesn't require a higher-level spell slot. 8
Type of Government Feudal Republic Plutocratic City-States Theocratic Empire Constitutional Monarchy
Ruler Lord Regent Gueran Dennigal King Tyrtaeus of Triphos Empress Correna Osriel King Geraint Henegar
Predominant Alignment Lawful Neutral (good) Neutral Lawful Neutral (evil) Neutral Good
Ruler Various chieftains Various clan lords High King Grauvulf Aethelhere
Female
Permitted Character Classes Bards Bards function as poets and storytellers, recounting past glories and assuring nobles and commoners alike that the darkest days of their people are behind them. Clerics Priests serve in communities throughout the realm, in a multitude of capacities. In these dark times, as many people look to the church for solace, the ranks of Caerleons priesthood are swelling. More militant orders serve as knights or crusaders for the realm, particularly as Knights of the Scepter: This religious order serves the Regent and acts as protectors of the High Gathering. As a religious order, they serve the Patriarch above all others. Druids Priests of this ancient order are not common in Caerleon. Those who practice druidic rites are usually of Maelnach descent and/or from isolated areas. Fighters The most common character class in Caerleon is the fighter. Many serve as hirelings, militia members, knights in the service of the Lord Regent and professional soldiers, such as infantrymen and archers. The Knights of the Crown are the main knightly order of Caerleon; established by Bael the Fair nearly 500 years ago. The knights of this order are strong proponents of Caerleons monarchy, calling for the coronation of Gueran as King. Regent Gueran has yet to accede to their wishes. Paladins Paladins are typically knightly warriors in the service of The Church of the High Gathering. Rangers Rangers sometimes act as military scouts or knights in frontier areas. Many act as wardens of the woods and protectors of shrines dedicated to nature gods such as Danevar. Rogues Members of this class are usually found in cities or are encountered as highwaymen. Rogues often act as spies, scouts and assassins. Sorcerers These rare individuals are rumored to be the descendents of the Great Sorcerers of the past and are often shunned by those who know of their power. Swashbucklers Swashbucklers are found in the southern, coastal cities of Caerleon. Some serve on as mercenaries or guardsmen, but many come from wealthy families and while away the days drinking, whoring and fighting duels of honor. Wizards Mages are typically eccentric and solitary individuals immersed in the study of arcane lore. In a land where magic is feared by most, wizards often are discreet in their use of magic. Arms and Armor The only Exotic Weapons available in Caerleon are the bastard sword, net and whip. The favored weapons of Caerleon are the dagger, halberd, lance, longbow, mace (heavy), longsword and rapier.
10
Female
Permitted Character Classes Bards Bards often act as troubadours in wealthy villas or serve as historians, studying within the great Kashgari universities. Clerics Priests are usually oracles or sages; who are sought for wisdom and guidance. They are hard-pressed to find believers in the Old Gods, especially in Kashgari cities, and are rarely part of an organized church. Only the military Order of Lucien remains in Kashgar and has not abandoned their beliefs or shrines. Druids Druids are only found in rural areas, as itinerant preachers or shamans who follow the ancient traditions of their people. Fighters Kashgari warriors are typically professional soldiers that are part of Kashgars army. Other warriors include mercenaries, thugs and bandits. Cavalry units are present, though only in southern Kashgar. Paladins Increasingly rare in Kashgar, paladins still believe in the Gods of Old and often serve the Order of Lucien. Rangers Rangers are rarely found in Kashgar. They typically serve in rural areas as protectors of druids or as military scouts. Rogues Members of this class are usually found in cities, serving as assassins, cutpurses, burglars and spies. Kashgars army employs rogues as scouts. Sorcerers This class often finds employment in the same fields as wizards, though in less exalted positions. Swashbucklers These lightly armored finesse fighters are commonly sailors, mercenaries, rakish youths or gladiatorial fighters seeking glory in the fighting pits of Kashgari cities. Wizards Mages are usually academics, delving into magic as a scientific discipline, focusing upon subtle magic that bring knowledge and wealth to the patrons of Kashgari universities. Mages who cast destructive magic face swift and harsh punishment for their misuse of magic. Mages often serve as counselors, oracles or diplomats with other kingdoms. Arms and Armor The only Exotic Weapons available in Kashgar are the bastard sword, kukri, net and whip. The favored weapons of Kashgar are composite bows, dagger, javelin, lance, mace, short spear, rapier and short sword. 11
Female
12
13
Maelnach
Adalbert, Aelfwald, Aelric, Aethan, Aethelred, Aethelwulf, Albert, Alfred, Arthur, Bard, Bede, Bedwin, Bertram, Brand, Caedmon, Carl, Cnute, Coel, Conrad, Dunstan, Edgar, Edwin, Egbert, Frederick, Geoffred, Gunther, Halbard, Harold, Hereward, Jon, Jude, Lothair, Luke, Luther, Mark, Morkere, Osric, Oswald, Oswine, Oswulf, Rolf, Sigmund, Terence, Theodric, Uther, Walter, William. Aeddan, Aonghus, Branwen, Brian, Cairbren, Cathal, Ceallach, Coeth, Conarn, Conall, Cormac, Dermaid, Guiare, Eoghan, Fearghus, Ian, Liam, Liogach, Loarn, Niall, Oenghus, Oisin, Raeghan, Raon, Seamus, Sean, Tuathal, Ultain Ada, Adelinde, Agnes, Anne, Berta, Brunhilde, Charlene, Eadda, Eaddith, Elspeth, Emma, Erin, Freida, Gerta, Gertrude, Gwenn, Helga, Hildegard, Ida, Idaine, Idelle, Judith, Lorelei, Loren, Margaret, Olga, Una, Ursula, Velda, Winnefred. Aileen, Aillin, Anara, Bragwaine, Brighid, Caer, Cearnait, Caite, Daona, Eadaoin, Eanna, Fiachra, Maire, Nease, Niam, Oona, Rhiannon, Sadhbh, Sinn Aegrim, Berkeham, Brandt, Dennings, Dorset, Godwin, Halliard, Henegar, Hereford, Hildegarde, Kentwick, Maglor, Mercer, Rittenwald, Teudric, Walden Agallamh, Ailech, Cathach, Comhlann, Connacht, Drebhain, Eachlach, Erachlaigh, Gelaidhe, Lochlan, Meath, Ollaibh
Permitted Character Classes Bards Bards function as poets and storytellers for the people of Suttegarde and are viewed with reverence by the Maelnach, whose tales and songs are a link to the Maelnachs former greatness. Clerics Priests serve in communities throughout the realm, in a multitude of capacities. In these dark times, as many people look to the church for solace, the ranks of Suttegardes priesthood are swelling. More militant orders serve as knights or crusaders for the realm. Druids Priests of nature are prevalent in these lands, especially among the Maelnach tribes to the east. In these lands druids are revered as bringers of luck, diviners, and intermediaries for the gods, as well as givers of wisdom and judges of men. Fighters This is the most common character class in Suttegarde. Many serve as hirelings, militia members, knights in the service of the King and men of the Hundreds. Maelnach warriors are usually hunters or oath-sworn retainers who serve their laird in return for lands. Household warriors of lairds, princes or chieftains are usually close kinsmen to their liege lord and called their hand. Thus, the elite warriors of a chieftain name Aonghus would be called Aonghuss Hand. Paladins Paladins are typically knightly warriors in the service of The Church of the High Gathering. Rangers These characters sometimes act as military scouts or knights in frontier areas. They are commonly champions of the Maelnach people. Many act as wardens of the woods and serve as the protectors of the priests and shrines dedicated to nature gods such as Danevar. Rogues This class is usually found in cities as cutthroats, cutpurses or spies, or encountered as highwaymen and brigands along the roadways of Suttegarde. The military forces of Suttegarde use rogues as scouts and as spies. Sorcerers These rare individuals are usually shunned by those who know of their power, for sorcerers are rumored to be the descendents of the Great Sorcerers of the past. Both the Suttegardian and Maelnach people have sorcerers among them. Swashbucklers Most Suttegardian swashbucklers are foreigners from Caerleon or Kashgari, who are found in the coastal cities of western Suttegarde. Native swashbucklers are students of southmen tutors or self-taught finesse fighters, typically sailors, who shun the use of heavier armors. Wizards Wizards are typically eccentric and solitary individuals immersed in the study of arcane lore. In a land where magic is feared by most, wizards often are discreet in their use of magic. The Maelnach are rarely wizards but have had some sorcerers of renown. The only Exotic Weapons available in Suttegarde are the bastard sword, net and whip. The favored weapons of Suttegarde are the crossbow (heavy), flails, lance, longsword and short sword. The favored weapons of the Maelnach are the longbow, long spear, longsword, short bow and short spear. The Maelnach have limited access to Light and Medium Armor other than padded, leather, studded leather and hide armor. Suits of plundered chain armor or breastplates are worth double their usual value.
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15
The Men of the Three Tribes The Carmascians are primarily of mixed Yssgelundian and Kashgari blood, though all races of man have interbred with this western tribe. The Carmascian men are slightly taller than average, with sturdy frames made strong through years of training. Women are trained to fight and ride, though they seldom ride with war bands. Typically women, children and elderly or infirm men protect the temporary homesteads of their people while war parties are on campaigns. Men have wavy to curly brown hair and thick beards that are usually trimmed neatly and worn without mustaches. Their deep-set eyes are usually brown, grey or hazel and they are olive-skinned. Some Carmascians have paler skin and reddish hair, revealing their strong Yssgelundian heritage. Clothes are typically cotton or wool tunics that hang to the knee, worn over coarse, woolen leggings. Animal pelts and heavy cloaks are worn in colder months and are often incorporated into the hide armor of warriors. Most clothing is dyed in shades of red and brown with knotwork adorning the clothes and jewelry of wealthier men and women. Carmascians are grim warriors, stout of heart and quick to anger. Their boots are of soft skins, strapped about the calf, with rounded toes. Carmascians keep herds of horses, cattle and sheep, live in tent-covered wagons and are known for their fine metalwork. Smiths from these lands are renowned for their fine weapons and for their intricate golden items. Jewelry is usually in the form of rings or necklaces (torques). Carmascian artisans make ornate tapestries and other items of art. Carmascian towns are little more than forts and crossroad towns, surrounded by the tents of warriors and merchants. Here warriors indulge their pleasures with slaves and in dens dealing in opiates and other vices. It is said that a Carmascians trust is hard to gain and the oath of a Carmascian to a foreigner is seldom kept. Carmascians enjoy mead and smoke hemp in excess, having voracious appetites for all of lifes pleasures. They worship their dead heroes and are quick to link themselves with fallen leaders of their kind. Their hero-gods are primarily gods of war and nature, with varied names and practices. Clerics are less common than bloodyhanded druidic shamans and their arcane casters are almost always sorcerers. Carmascians bury their dead, both men and women, in hill-mound tombs. Warriors are buried in tombs that reflect their renown, with great warriors often being buried with their horses and wives. Sarathians are of average height and slight of build, with dark hair (usually black) worn long and braided. Both Narahim and Kashgari blood runs strong in these people, accounting for their wavy hair and dark features. Their skin runs from olive to deeply tanned and their almond eyes are black or brown. Their facial features lack the delicacy of their Narahim forebears, and their eyes are said to betray their cunning. Facial hair, when worn, is kept as a neatly trimmed goatee without a mustache. Clothes are of lighter materials than those of their estranged kin, incorporating Mauridian silks and cotton from their lands. Clothing is usually undyed, with men and women of higher status wearing purple or black robes over their white tunics and leggings. Boots are often dyed black, with an up-swept toe and slight heel. In combat, all warriors wear robes of earth tones over hide armor. White silk is worn beneath a warriors armor to protect against imbedded arrows and to facilitate healers in locating and treating wounds. Golden jewelry is common for men and women, with rings, circlets and necklaces being worn. Rings often worn through the nostril and the eyebrow. Unlike the other riders of these lands, the Sarathians consider their females to be almost of equal status, with daughters of noble families riding among (and sometimes leading) Sarathian war hosts. Most Sarathians are still a migratory people, harvesting seasonal crops and following game herds. Sarathian towns have risen along rivers running into the lands of Kashgar and Narahim, and along the borders of these lands. As farming and trade with other lands has become more a part of Sarathian life, they have begun to adopt cultural similarities to their neighbors and the people of Mauridia. Though towns fall under the protection of local princes, town business and law fall under the control of guild councils and their hired soldiers. The religion of Sarathia is, primarily, animism; though younger Sarathians have adopted the civilized ways of Mauridia and scoff at the superstitions of their elders. Many young warriors seek employ in the armies of Mauridia or in the city-states of Kashgar. Likewise, other young Sarathians have left their homes to study in the fabled cities of Mauridia. Garrison-towns grow along the northern and western borders to Sarathias lands, outposts against Voruskai and Carmascian raids. Like the Carmascians, Sarathians build elaborate tombs for their glorious dead, usually burying families in multi-chambered vaults beneath burial mounds that rise from the grassy plains of their homelands. The Voruskai are of average height and are often of broad-shouldered. From their Narahim and Yssgelundian descendants, the Voruskai have straight dark hair that they wear in long braids or, occasionally, shave completely before battle. Those men with Yssgelundian bloodlines sometimes wear beards. They have the almond eyes, of black or grey-blue, and prominent cheekbones of the Narahim. From their years in northern climes, and their interbreeding with the Vinnisklad to their north, the Voruskai have pale golden skin. Clothes are typically cotton or wool tunics that hang to the calf and coarse, woolen leggings. Animal pelts and heavy cloaks are worn in colder months and are often worn over the hide armor of warriors. Most clothing is undyed, with shades of brown and white being preferred. Wealthier persons have intricate embroidery upon their cloaks, capes and tunics; wearing finer furs, such as sable or ermine to show their status. Boots are often dyed black, with an up-swept toe and slight heel. While the Voruskai have remained the largely nomadic, large towns and several cities have grown along rivers, trade routes and along the coastal lands to the north. As with all towns that have developed in these lands, they are primarily mighty fortresses of wood, divided into districts and ruled by nobles or appointed governors. The dead are often cremated atop funeral pyres erected upon the steppe, taking with them great hoards of wealth. Practitioners of ancestor worship, the Voruskai revere their dead and worship the spirits of their lost leaders.
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Male
Female
Permitted Character Classes Barbarians Only the brutal Carmascians have barbarians among their ranks. Bards Bards are usually storytellers that travel from town to town, spreading the legends of their people. They are rarely found in the military camps of the Voruskai and Sarathian hordes. Carmascian bards are extremely rare. Clerics Priests are usually druids in these lands, but may be warrior-priests who worship the legendary Warlords of the past. Druids Priests of nature gods are found among all Three Tribes; often being called upon for their wisdom and their powers of divination. Fighters This is the most common character class in all of the tribes. Many serve as squad members, mercenaries, or as noble retainers. Paladins Paladins are exceedingly rare upon the Plains of Algur. Those who are encountered among the Voruskai and Sarathians are usually the descendants of a long line of paladins. Rangers These characters exist, typically serving as outriders, scouts, and couriers. They are well suited to the plainsmens battle strategies, particularly when wielding bows from the saddle. Rogues This class is usually found in cities or is encountered as bandits, renegade warriors, military scouts and spies. Sorcerers Sorcerers are valued as advisors and seers, and are shown respect among the Three Tribes. Wizards Wizards are rarely found among the Sarathians, and are usually of Mauridian descent or training. Arms and Armor The only Exotic Weapons available are the bastard sword, kukri, net and whip. The favored weapons of the Plainsmen are the composite bow, lance, scimitar and short spear. Carmascians are fond of axes as well. All Light and Medium armor types are available in the markets of Algur Plain, except that breastplates cost 400gp. All shields are available. Heavy Armor is exceedingly rare, limited to splintmail, as well as captured banded and half-plate armors. Heavy armor, locked gauntlets and armor spikes cost anywhere from 250-400% their usual market value. The favored armor of the tribes is hide, leather or studded leather.
The People of Narahim Narahim men are of average height and athletic build, with deep brown skin, almond eyes of hazel or gold and straight black hair that is worn long. Bodily and facial hair is sparse, and only elderly men keep beards. As a people, the Narahim are comely, with delicate features and graceful movements. Clothing is light tunics or linen or, for the wealthy, silk that hangs just below the knee. Waist sashes hold the tunic in place and natural dyes are used in the clothing of the Narahim. Robes of light material are worn over these tunics and sandals are strapped about the feet and legs of the Narahim. Jewelry of pearl, ivory, agate and turquoise is common, as are elaborate ceremonial headdresses and costumes. The Narahim are a quiet, secretive people who disdain open displays of emotion and value subtlety, grace and calm greatly. Reverence for ones elders and superiors is ingrained from childhood, as is faith in the natural order and in ones ancestors.
Agarok, Aiuban, Aramak, Ardaon, Asgorak, Baridei, Begudin, Bharod, Bregudai, Borudai, Canaeda, Carugen, Ceraben, Chegidai, Chenodan, Coroban, Darigor, Denghai, Ebedei, Ebonigai, Farinbei, Ganebek, Ghedai, Gonamei, Irodin, Kanibei, Khadei, Kerodin, Korucai, Moridak, Morugen, Siudeben Abirie, Ageida, Banika, Biata, Canidei, Coroseu, Deiba, Ebessei, Eniuda, Goreda, Kaseuge, Kirai, Koremineu, Magedareu, Nenieska, Sunibe, Tirondarai Anegorhu, Einugen, Garoben, Gurikaneu, Iriakyu, Rashenei, Ryadan, Sesheuido, Sobegai, Tanudai, Ugremmak
Female
Clan Names
Permitted Character Classes Barbarians Barbarians are found in isolated territories, usually far inland or in the southern reaches of Narahim. They sometimes venture north in search of glory. Bards Bards exist as poets and singers of legendary tales in the courts of overlords and other nobles. Clerics Priests usually serve as sages, healers, diviners and scholars. Others serve in militant orders of warrior-priests. Druids Druids are solitary individuals who avoid the social order of caste systems that most priests rely on. The Order of Geshidra is made up of druids who live in isolated communities. Fighters To the Narahim, fighters are both huntsmen and protectors of the people. Low-level fighters serve more powerful lords and live in the home of their superior. Higher-level fighters are leaders of men, revered by their people and served by numerous serfs. Narahim fighters favor the use of stealth and light armor over face-to-face combat. Monks Narahim is the only land that has orders of martial artist monks. They may freely multiclass as clerics or druids. Paladins Narahim paladins usually belong to ancient, distinguished families and are renowned for their honor and self-sacrifice. They are valued as household warriors, temple guards and military commanders. Rangers Rangers are the elite fighters among the Narahim, serving as scouts, huntsmen and protectors of their lands. Many rangers come from royal lines or serve as the heads of clans. Rogues This class is less common in Narahim than in most regions. Rogues may be bandits, assassins or military scouts. Sorcerers These gifted spellcasters are rare in the lands of Narahim. When encountered, sorcerers often hold positions as advisors or elders. Swashbucklers Narahim swashbucklers are lightly armored finesse fighters who often seek to become kensai through years of training. Wizards Wizards are rare practioners of the arcane arts who often focus on elemental magics. Narahim glaives are similar to naginatas and their bastard swords are much like katanas. The only Exotic Weapons available are the bastard sword, kama, kukri, net and whip. The favored weapons of the Narahim are the glaive, javelin, longbow, spear and bastard sword. All Light and Medium armor types are available in the markets of Narahim. Heavy armors are not available.
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The People of Vinnisklad Vinniskur men are of average height and powerful build, with pale, weathered skin, almond eyes of blue, grey or gold, and straight black hair that is worn long. Bodily and facial hair is sparse. The Vinniskur are a fearless, superstitious people who respect natures fury and bounty. The Vinniskur are a grim, warlike people who value strength, honesty and skill at hunting above all. Reverence for ones elders and superiors is ingrained from childhood, as is faith in the natural order and in ones ancestors.
Aimo, Alliok, Alugin, Alurgod, Andagast, Armod, Bidawar, Frawerod, Garrel, Gast, Glaugir, Godag, Hagirad, Hagustad, Haukoth, Held, Horwulf, Horge, Hothwulf, Idring, Ingad, Janke, Kunimund, Leugar, Kolma, Mattis, Rasmus, Saligast, Thal, Unwod, Widgast, Yaith Agil, Aina, Alimond, Ais, Aluko, Arina, Bera, Bergin, Bran, Erila, Famke, Hara, Iana, Karisto, Mariling, Ran, Ravna, Saral, Tilarid, Tarina, Valisa, Viena
Female
Permitted Character Classes Barbarians Barbaric warriors are common in these brutal lands. They are often found in the service of powerful chieftains or as champions of their clan. Druids The priests of Vinnisklad are nature priests, praying to the sky and sea and all of their bounty. Druids may lead hunting parties and act as warriors. Fighters Vinniskur fighters are almost always hunters for their clan. Elite warriors may serve the clan chieftain. Most Vinniskur fighters are skilled boatmen. Rangers Rangers are found throughout these inhospitable lands and are much valued by their clans. Sorcerers These gifted spellcasters are exceedingly rare in Vinnisklad and viewed with both awe and dread. All Simple Weapons and Martial Weapons are found in these lands, except: Crossbows, maces, punching dagger, sickle, sling and spiked gauntlet Simple Weapons Martial Weapons Falchion, flails, glaives, great sword, guisarme, halberd, lance, longsword, ranseur, rapier, short sword and trident Nets are the only exotic weapons found in Vinniskur. The favored weapons of the Vinniskur are axes, composite bow (short) and spears. Bows are only found in southern Vinnisklad. All non-metal Light armor types and Hide armor are available in Vinnisklad. Shields (steel), tower shields, locked gauntlets and armor spikes are not available. Chain armor is rarely found; its value is quadrupled in Vinniskur markets.
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Female
Permitted Character Classes Barbarians The most common character class in the northern lands of Yssgelund, barbarians are found throughout the clans of the Northmen. They are commonly seen as berserkers in the ranks of raiding parties and war bands. They rarely live long enough to serve as huskarls, but make valuable, though unreliable, retainers to those karls who reward them richly and heap great honors upon them. Bards Bards, called skalds by northmen, function as poets, keepers of lore and storytellers. Bards often have noble patrons and some have the additional task of recording the daily transactions of their liege in ledgers. To have your deeds recounted by a great bard is to have them immortalized. Clerics The people of Yssgelund call clerics godsmen. Most priests are either warrior-priests or diviners. They often are valued as judges, soothsayers or clan elders. Some act as advisors to huskarls, karls, jarls or members of the royal family. Godsmen are expected to pray for good luck at sailing, at harvest-time, in battle and whenever fortunes favor is sought. They also act as healers and protectors of their people, bringing curses upon the enemies of their clan. The title of godsmen is passed down through the bloodline. Clerics with the Strength or War domain are expected to fight as warriors for their people. Druids Priests of nature gods are common in these lands, for druids are best able to understand and appease the spirits of nature. Druids are also called godsmen in their communities and little distinction is made between clerics and druids. Fighters Fighters are the most common character class in southern Yssgelund. Most are levy soldiers, obligated to fight for their karls, or professional warriors, hearthwardens, in the employ of a karl, jarl or the High King. Elite warriors often serve on longships, as elite raiders or patrolmen, or as the huskarls to powerful nobles. Paladins Paladins are exceedingly rare in these lands of grim and barbarous warriors. Rangers These characters often leaders of Yssgelundian explorers, hunters who aid in the survival of their people, or slayers of giants and other enemies to the Men of the North. Rogues These characters are be rare in Yssgelund. Such rogues would have limited access to mechanical locks and traps. Sorcerers The northmen views sorcerers with both awe and suspicion. While they are gifted with the knowledge of magic, their power comes not from runes, but from within. As such, they are said to be the descendants of the elves or giants. Wizards Such characters are rare, being blessed with the knowledge of magic by the gods. Spells learned are usually subtle in nature, with divination specialists being most common. Arms and Armor The only Exotic Weapons available are the bastard sword and net. The favored weapons of Yssgelund are axes, spears, the longsword, the short sword and the warhammer. All Light and Medium armor types are available in Yssgelund, except that breastplates cost 400gp. All shields are available. Heavy armor is not available. 20
Languages of Estegalle
Aside from the non-human languages, there are five regional dialects and one trade language in Estegalle. Each dialect counts as a separate language. Regional Languages Native Regions Adanae Caerleon, Suttegarde and Mauridia Common None. Common is spoken in all regions but is not indigenous to any region Daegaru Narahim Khalmiri Kashgar Terillec Voruskai, Carmascia, Sarathia and Vinnisklad Teug Yssgelund and Suttegarde Nonhuman Languages Dwarven Elven Giant Gnoll Gnome Orudan (The Dark Tongue) Ancient Languages Abyssal Aquan Auran Celestial Draconic Etanir Ignan Infernal Sylvan Terran Races Dwarves Elves, goblinoids, half-elves and the Maelnach clans of Suttegarde Giants, ogres and trolls Gnolls Gnomes Trolls, goblinoids and ogres Native Regions, Race, or Order Servants of Maloth, Baloth and Narveg Water-based creatures Air-based creatures The silathae and their servants Dragons and wizards The ancient tongue of the Avadain, before the cataclysm of 6,000 PCY Fire-based creatures Servants of Kharec, Shardan and Ulgren The ancient tongue of the elves, this language is still the primary tongue of fey creatures Earth-based creatures
Estegalles Currency
Each of the Four Kingdoms of Estegalle mints its own coins of the following metals: Copper, Silver, Gold and Platinum. Each Kingdom determines the value of its neighbors coins by weight, with a 10% exchange fee. Conversion rates Equivalent in Type of Coin Copper Silver Gold Platinum
Gailes Calendar
Calendar There are 13 months of 28 days, totaling 364 days in a year. This campaign begins in the Gaile Common Year of 575. The calendar of Mauridia rejects the Avadain use of the Gaile Common Year and bases their year, 1610, upon the foundation of Estelline in 1035 Pre-Common Year. There are four seasons in each year. Each season lasts 91 days. The year begins in Midsummer with a new moon. Each month begins with a new moon and consists of 4, 7-day weeks. Elves, dwarves and gnomes use the month-names of Caerleon and Suttegarde while most evil humanoids and giants use the month-names of Carmascia. The months and their corresponding seasons are: Caerleon, Suttegarde, Elves, Dwarves & Gnomes Haelond Illanond Vitiand Gailond Aluind Thandelond Muercond Gerinond Therond Faendrelond Luciend Danevrond Mirallond Kashgar & Mauridia Highmarket Fruitfall Lateharvest Turnfield Deepnight Barrenearth Hearthward Windswrath Furrowfield Petalsbloom Stormsend Longday Goldensun Narahim, Sarathia & Voruskai Dragon Crane Tiger Mouse Dog Owl Hare Wolf Goose Horse Sheep Rooster Snake Carmascia, Vinnisklad & Yssgelund Squirrel Hawk Raven Boar Elk Salmon Hare Wolf Goose Bear Fox Hart Snake
Seasons Months
Month 1 2 3 4 5 6 7 8 9 10 11 12 13 Days Mid-Summer Late Summer / Early Fall Fall Fall Late Fall / Early Winter Winter Mid-Winter Late Winter Spring Mid-Spring Spring Late Spring / Early Summer Summer
The seven days in each week are: Moonday (Illandi), Earthday (Galidi), Waterday (Naredi), Skyday (Faenedi), Godsday (Hirendi), Starday (Ceruldi) and Sunday (Haeledi) 21
Muercond
Mirallond
Gerinond
Danevrond
Therond
Haelond
Luciend
Illanond
Gailond
Vitiand
Aluind
Date
1 2 3 4 5 6 7 8 9
st nd rd th th th th th th th th th th th th th th th th th st nd rd th th th th th
First Lunar Quarter Second Lunar Quarter Third Lunar Quarter Fourth Lunar Quarter
2 3 4 5 6 7
30 31 32 33 34 35
58 59 60 61 62 63
86 87 88 89 90 91
9 10 11 12 13 14
37 38 39 40 41 42
65 66 67 68 69 70
93 94 95 96 97 98
10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
16 17 18 19 20 21
44 45 46 47 48 49
72 73 74 75 76 77
23 24 25 26 27 28
51 52 53 54 55 56
79 80 81 82 83 84
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WEAPONS
Weapon Categories
Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large). If a character uses a weapon with which the character is not proficient, the character suffers a -4 penalty on attack rolls. Melee and Ranged Weapons Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Apply a character's Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for composite shortbows or longbows with a high Strength rating). Tiny, Small, Medium-Size, and Large Weapons The size of a weapon compared to a character's size determines whether for the character the weapon is light, 1-handed, 2-handed, or too large to use. Light If the weapon's size category is smaller than the character's, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands. One-Handed If the weapon's size category is the same as a character's, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character's Strength bonus to damage (provided the character has a bonus). Thrown weapons can only be thrown one-handed, and a character's Strength bonus is added to the damage. Two-Handed If the weapon's size category is one step larger than a character's, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character's Strength bonus to damage (provided the character has a bonus). Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be twohanded for you due to the character's size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character's Strength bonus to damage. A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a composite shortbow or longbow with a high Strength rating. Too Large to Use If the weapon's size category is two or more steps larger than a character's own, the weapon is too large for the character to use. Unarmed Strikes An unarmed strike is two size categories smaller than the character using it. Simple Weapons-Melee Weapon Unarmed Attacks Gauntlet Strike, Unarmed Tiny Dagger Dagger, punching Gauntlet, spiked Small Mace, light Sickle Medium Club Mace, heavy Morningstar Shortspear Large Longspear Quarterstaff Spear Simple Weapons-Ranged Weapon Small Crossbow, light Bolts, crossbow (10) Dart Sling Bullets, sling (10) Medium Crossbow, heavy Bolts, crossbow (10) Javelin
Cost 2 gp 2 gp 2 gp 5 gp 5 gp 6 gp 12 gp 8 gp 1 gp 5 gp 2 gp
Damage * 1d3S 1d4 1d4 1d4 1d6 1d6 1d6 1d8 1d8 1d6 1d8 1d6/1d6 1d8
Critical * x2 19-20/x2 x3 x2 x2 x2 x2 x2 x2 x2 x3 x2 x3
Reach 5 5 5 5 5 5 5 5 5 5 5 10 5 5
Range Increment 10 10 20 20
Weight 2 lb. 1 lb. 1 lb. 1 lb. 4 lb. 2 lb. 3 lb. 8 lb. 6 lb. 3 lb. 9 lb. 4 lb. 6 lb.
Type Bludgeoning Bludgeoning Piercing or slashing Piercing Piercing Bludgeoning Slashing Bludgeoning Bludgeoning Bludgeoning and piercing Piercing Piercing Bludgeoning Piercing
Cost 35 gp 1 gp 5 sp 1 sp 50 gp 1 gp 1 gp
Reach -
23
Damage 1d6 1d4 1d6 1d4 1d4 1d6S 1d3 1d6 1d4 1d6 1d8 1d8 1d8 1d6 1d6 1d6 1d4 1d6 1d8 1d8 2d4 1d10 1d10 1d12 1d10 2d6 2d4 1d10 1d8 2d4 2d4
Reach 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 10 5 5 5 10 5 10 10 5
Range Increment 10 20 10 -
Weight 2 lb. 2 lb. 3 lb. 2 lb. 3 lb. 2 lb. special special special 2 lb. 6 lb. 5 lb. 4 lb. 6 lb. 3 lb. 4 lb. special special 4 lb. 5 lb. 8 lb. 10 lb. 10 lb. 12 lb. 8 lb. 8 lb. 12 lb. 12 lb. 10 lb. 12 lb. 10 lb.
Type Slashing Bludgeoning Slashing Slashing Piercing Bludgeoning Bludgeoning Piercing Piercing Piercing Slashing Bludgeoning Slashing Piercing Piercing or slashing Slashing Bludgeoning Piercing Piercing Bludgeoning Slashing Bludgeoning Slashing Slashing Bludgeoning Slashing Slashing Piercing or slashing Piercing Piercing Piercing or slashing
Cost 30 gp 1 gp 75 gp 1 gp 75 gp 1 gp 100 gp 1 gp
Critical x3 x3 x3 x3 -
Reach -
Cost 2 gp 2 gp 1 gp 3 gp 35 gp 1 gp
Critical x2 x2 x2 x2 19-20/x2 x2
Reach 5 5 5 5 5 10
Range Increment 10 -
Cost 1 gp 1 gp 1 gp 5 gp
Critical x2 x2 x2
Reach -
Range Increment 10 10 10
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1 lb. to damage, although the Strength bonus does apply when resolving trip attacks.
Weapon Qualities
Cost This is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows. Damage The Damage column gives the damage dealt with a weapon when a hit is scored. If the damage is designated "S", then the weapon deals subdual damage rather than normal damage. If two damage ranges are given, then the weapon is a double weapon, and the full attack full-round action can be used to make one extra attack when using this weapon, as per the two-weapon rules. Use the second damage figure given for the extra attack. Weapon Size and Damage As a weapon gets larger or smaller, the damage it deals changes according to the following progression: One Size Smaller Original Size One Size Larger 1 1d2 1d3 1d2 1d3 1d4 1d3 1d4 1d6 1d4 1d6 1d8 1d6 1d8 2d6 1d8 1d10 2d6 1d10 1d12 2d8 For an even larger version of a weapon that does 2 or more dice of damage, convert each die to the next larger category. For instance, a Large version of a longsword does 2d6 points of damage (up from 1d8) and a Huge version of a longsword does 2d8 points of damage (increasing each d6 to a d8). A weapon reduced in size so that it does less than 1 point of damage is useless. Critical The entry in this column notes how the weapon is used with the rules for critical hits. When a critical hit is scored, roll the damage with all modifiers two, three, or four times, as indicated by its critical multiplier, and add all the results together. Critical Result x2 The weapon deals double damage on a critical hit. x3 The weapon deals triple damage on a critical hit. x4 The weapon deals quadruple damage on a critical hit. The weapon scores a threat on a natural 19 or 20 and deals 19-20/x2 double damage on a critical hit. The weapon scores a threat on a natural 18, 19, or 20 and 18-20/x2 deals double damage on a critical hit. Exception Bonus damage represented as extra dice, such as from a sneak attack or a flaming sword, is not multiplied when a critical hit is scored. Reach Most melee weapons have a reach of 5 feet, allowing them to be employed against a foe in any adjacent square. A melee weapon with reach of 10 feet weapon cannot be used against an adjacent foe (except the whip, which may be employed against foes in adjacent squares and within 10 feet). Range Increment Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty to the attack roll. Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments. Improvised Thrown Weapons Sometimes objects not crafted to be weapons get thrown. Because they are not designed for this use, all characters who use improvised thrown weapons are treated as not proficient with them and suffer a -4 penalty on their attack rolls. Improvised thrown weapons have a range increment of 10 feet. Their size and the damage they deal have to be adjudicated by the DM. Weight This column gives the weapon's weight. Type Weapons are classified according to types: bludgeoning, piercing, and slashing. If a weapon is of two types, a creature would have to be immune to both types of damage to have damage dealt by this weapon be ignored. Special Some weapons have special features, such as reach. See the weapon descriptions.
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COMBAT MODIFIERS
Cover and Concealment
Depending on the situation, a character may gain bonuses or suffer penalties due to cover. The DM judges what bonuses and penalties apply. Cover Cover provides a bonus to a character's AC. The more cover a character has, the bigger the bonus. Degree of Cover Cover AC Bonus Cover Reflex Save Bonus 1/4 +2 +1 1/2 +4 +2 3/4 +7 +3 9/10 +10 +4* Total *Half damage if save is failed; no damage if successful. Cover and Attacks of Opportunity An attacker can't execute an attack of opportunity against a character with one-half or better cover. Cover and Reach Weapons If a character is using a reach weapon, another character standing between the attacker and the target provides cover to the target. Generally, if both of the other characters are the same size, the one furthest from the attacker has one-half cover (+4 AC). Degree of Cover Cover is assessed in subjective measurements of how much protection it offers a character. The DM determines the value of cover. Cover Reflex Save Bonus Add this bonus to Reflex saves against attacks that affect an area. For nine-tenths cover, a character also effectively has improved evasion. These bonuses, however, only apply to attacks that originate or spread out from a point on the other side of the cover. Concealment Concealment includes all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker's accuracy. Concealment Example Miss Chance 1/4 Light fog or light foliage 10% 1/2 Dense fog at 5ft; shadowy illumination 20% 3/4 Dense foliage 30% 9/10 Near total darkness 40% Total Attacker blind; target invisible; total darkness; dense fog at 10 ft. 50% Concealment is subjectively measured as to how well concealed the defender is. Concealment always depends on the point of view of the attacker. Concealment Miss Chance Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. When multiple concealment conditions apply to a defender, use the one that would produce the highest miss chance. Do not add the miss chances together.
Darkvision
Characters (dwarves or half-orcs) and other creatures with darkvision can see 30 into natural, total darkness as if it were brightly lit. A creature cant hide within 30 feet of a character with darkvision unless it is invisible or has cover. From 30 to 60 a character with darkvision sees into the darkness as if shadowy illumination existed. From 60 to 90 the character sees as if near darkness existed. Bright light within 30 of a character with darkvision prevents the use of darkvision.
Low-Light Vision
Characters (elves, gnomes or half-elves) and other creatures with low-light vision can see further off into the prevailing darkness than those without the benefits of enhanced sight, so long as a light source is at hand. When determining the distance that such a character can see, increase the effective radius of bright light, shadowy illumination and near total darkness by 50% for the given light source. As such, an elf carrying a torch into darkness can see as if bright light existed to 30 rather than the usual 20, as if shadowy illumination existed to 60 rather than the usual 40 and as if near total darkness existed from 90 instead of the usual 60. Furthermore, in areas of non-magically induced shadowy illumination, such as beneath a moonlit sky or in a dimly lit tavern, a character with low-light vision can see as well as if bright lighting conditions existed. In the deeper shadows of the night or in other conditions of near total darkness a character with low-light vision can see up to 30 away as if shadowy illumination existed. In total darkness a character with low-light vision cannot see.
Normal Vision
Humans and others with normal vision cannot see in total darkness without a light source. With a light source such characters can see as if bright light were present to the listed radius of illumination (20 for torches), as if shadowy illumination were present until up to double the listed radius of illumination (40 for torches) and as if near total darkness were present at up to three times the listed radius of illumination (60 for torches). 26
They are called brother, sister or attendant and are responsible for clerical duties and menial labor throughout the church. They also assist servitors working in the community. 60 percent of a parishs clerics are acolytes. They are called servitors. Their duties include serving the community through guidance and labor. Servitors assist in many capacities; as farmers, carpenters, physicians, teachers, counselors and protectors. In smaller communities initiates perform masses and administer the blessings of Aluin to newborns, the newly married and upon the dead. 30 percent of a parishs priests are initiates. They are called father, mother, or minister and have authority over lower clergy members. They perform all religious services in most parishes and have the power to ordain new acolytes into the clergy. Additionally, adepts provide religious counseling and act as the political body of the church. The often act as emissaries with government officials and other church branches. Only 8 percent of the church body consists of adepts.
Prelates th th 13 through 20 level clerics. They are called highfather or mother, or overseer and have authority over a group of parishes in a kingdom. Each duchy or county has 1 or 2 prelates assigned to it. Their role is that of regional organizer and overseer to the areas adepts. They ordain adepts and elect the Kingdoms patriarch or matriarch. Two percent of the clergy are prelates. Patriarchs or Matriarchs th 17 level clerics and higher. The high priest of Caerleon and Suttegarde holds the post of patriarch or matriarch. In Suttegarde and Caerleon, one patriarch rules the priesthood throughout each realm and has the final say in all religious matters. Furthermore, the patriarch of each Kingdom has the duty of blessing the new king or queen upon their ascension to the throne. These th leaders, to effectively rule, must meet with the approval of the patriarch. Those priests of 17 level and higher who are not elected patriarch remain prelates.
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The Enlightened
Worshippers of this faith, the state religion of Mauridia, have come to worship their first ruler as their savior. The worship of Shardan and the acceptance of his teachings has lead the Mauridian people to demonize the gods of the High Gathering as the Enemies of Man and as Bringers of the Apocalypse. Despite their revulsion to the High Gathering, the Hierarchy of The Enlightened mirrors that of the High Gathering exactly, except that the familial titles, such as brother, father and patriarch, are never used. Within the lands of Mauridia, each district has 2 prelates assigned to it, while the lord stewards assigned to each of the three provinces of Mauridia are actually equivalent to patriarchs. Members of the Sarnhedin are usually adepts, though major cities often have a prelate within the council. The clerics of Shardan use the following guidelines: Favored Name Gender Alignment Symbol Domains Portfolio: Rank of Divine Power Weapon Shardan Male Lawful Evil Pheonix Scimitar Domination, Magic, Trickery Deception, Sorcery: 10 Due to deceptive nature of Shardan, lawful good clerics and members of the paladin class may worship him. These characters will be closely watched by their superiors and will, eventually, be brought to the Wisdom of Shardan, led toward damnation or death. Paladins who worship Shardan find that they are unable to detect evil at will. Instead, their ability manifests when enemies of Shardan, usually of good alignment, are nearby. Because Shardan grants this power, it is his to manipulate. Likewise, paladins smite evil abilities are corrupted to work only against good-aligned creatures. The Enlightened, in reality, are servants to The Sleeping Gods and their agents (mind flayers, aboleths and beholders) in Gaile.
Pagan Faiths
Animistic faiths are typical in the lands of Yssgelund, Carmascia, Voruskai, Sarathia, Vinnisklad and among the Maelnach of Suttegarde. Druidic and shamanistic (cleric) practitioners among these groups hold that the gods of The High Gathering are merely the powerful progenitors of the Avadain and Cirhedin people. As such, pagans see the religious practices of The High Gathering as nothing more than glorified ancestor worship. 28
Ankallibec Commander
The Ankallibec Commanders are the elite warrior-priests of Shardans hell-spawned faith. As with all of Mauridias priests, Ankallibec members are commonly clerics who serve their diabolical Empress with unswerving devotion and zeal. They are commonly employed as secret police, spies and assassins. The guardians of Estellines Inner City and bodyguards of The Sarnhedin are nearly always Ankallibec Commanders or Blackguards. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Resolute Aura Aura of Courage Wisdoms Lesson I Fear Aura Wisdoms Lesson II Voice of Doom Wisdoms Lesson III Dark Enlightenment Spells Per Day +1 level +1 level +1 level +1 level +1 level
As leaders of the warrior-priests of Shardan, Ankallibec Commanders are usually gifted with great Strength and Wisdom. Charisma and Constitution are also highly valued attributes. Lawful evil d8
Requirements Race Base Attack Bonus Knowledge (arcana) Knowledge (religion) Knowledge (the planes) Spot Feats Spells Special
Human (Cirhedin blood) +4 6 ranks 6 ranks 4 ranks 4 ranks Iron Will rd Ability to cast divine spells of 3 level or higher The character must be a follower of Shardan and be in good standing with The Enlightened. Before rising to the rank of Commander, a member of the Ankallibec must undertake a geas or quest on behalf of the church and succeed. The Ankallibec Commanders class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. All of the following are class features of the Ankallibec Commander prestige class. Ankallibec Commanders gain the feat of martial weapon: scimitar and are proficient with all simple weapons, all types of armor and all shields. Note that armor check penalties for armor heavier than leather apply to the skills balance, climb, escape artist, hide, jump, move silently, sleight of hands and tumble. Ankallibec Commanders may continue to advance in spellcasting ability. At every even-numbered class level the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (feats, hit points), except for an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming an Ankallibec Commander, he must decide to which class he adds the new level for purposes of determining spells per day. Ankallibec Commanders are a fearsome lot whose dark allegiances taint their very being. Others tend to fear and obey them; allowing Commanders to add their class level to all intimidate checks. nd Beginning at 2 level Ankallibec Commanders gain the extraordinary ability of immunity to fear (magical or otherwise). Furthermore, allies within 10 feet of them gain a +4 morale bonus on saving throws against fear effects. The granting of a morale bonus to allies is a supernatural ability. Once per day Ankallibec Commanders can project an aura of fear to a radius of 20 feet for 1 round per prestige class level. Foes must make a Will save (DC 10+class level+Cha bonus) or be affected as if by a fear spell. The Ankallibec Commanders servitude to their dark master, Shardan the Wise, has imparted upon them rd knowledge beyond the ken of mortal men. At 3 level the character gains speak language (Infernal) and one of the following abilities: 29
Class Skills
Arcane Investigator
Arcane investigators are the preeminent sleuths, bringing their keen senses, powers of deduction and divinations to bear in solving cases or thwarting the plans of villains. As such, they are often sought for their talents and charged with the unraveling of mysterious occurrences and the finding of lost items or people. Most arcane investigators are wizards, particularly diviners, with sorcerers and bards sometimes taking up the mantle of the arcane investigator. Rogue/wizards are particularly effective arcane investigators, combining their magical and mundane skills to delve into the unknown. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Trapfinding Resist Illusion Uncanny Dodge Trap Sense +1 Leap of Logic 1/week Unveil Trap Sense +2 Leap of Logic 2/week Discern Lies Trap Sense +3, True Seeing Spells Per Day +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level
Alignment Hit Die Requirements Craft (Trapmaking) Gather Information Search Sense Motive Feats Spells Class Skills
Intelligence, Wisdom, and Charisma are important due to the skills that rely upon these stats. Depending on what type of spellcaster the arcane investigator is, one of the three aforementioned attributes would be more highly valued than the others. Dexterity is important because arcane investigators tend to wear light or no armor. Any. d4 4 ranks 4 ranks 6 ranks 4 ranks Investigator, Skill Focus (Craft: trapmaking) rd Ability to cast Divination spells of 3 level or higher The arcane investigators class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis). Skill Points at Each Level: 4 + Int modifier. All of the following are class features of the arcane investigator prestige class. Arcane investigators gain no additional proficiency in any weapon or armor. When an arcane investigator level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (feats, hit points), except for an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming an arcane investigator, he must decide to which class he adds the new level when determining spells per day. Arcane Investigators may use the search skill to locate traps as a per the rogue ability. nd Arcane investigators of 2 level or higher gain a +2 insight bonus to all saves versus illusions. rd At 3 level, the arcane investigator retains his dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attacker. If he had uncanny dodge from a previous class, he automatically gains improved uncanny dodge instead. This ability functions exactly as the rogue ability of the same name and stacks with other Trap Sense bonuses. th At 5 level, an arcane investigator may use their powers of deductive and inductive reasoning to glean important information from seemingly insignificant or unrelated clues and events. By succeeding at a gather 30
Unveil (Su)
Artificer
Artificers are magical craftsmen of unparalleled skill and knowledge. They are found among all of Estegalles civilized races, who value these artisans and the treasures their arts create. Both arcane and divine spellcasters are found amongst the ranks of artificers, with wizards and clerics most often taking this prestige class. Bards, with their uncanny knowledge of lore and their knowledge of arcane magic, are well suited for this class as well. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Gift of Artifice I Bonus Feat Avoid Curse Gift of Artifice II Bonus Feat Shared Burden Gift of Artifice III Bonus Feat Legend Lore Gift of Artifice IV Spells Per Day +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level
Game Rule Information Abilities Alignment Hit Die Requirements Knowledge (Arcana) Craft (Any) Feats Spells Class Skills
Intelligence is the most important ability, as it is crafts key ability. Any d4 10 ranks 10 ranks, which may be in any number of different craft skills Any two item creation feats and skill focus: craft (any) rd To become an artificer, the character must be able to cast 3 level spells. The Artificers class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (each skill, taken separately) (Int), Profession (Wis), Spellcraft (Int) and Use Magical Device (Cha). Skill Points at Each Level: 2 + Int modifier. All of the following are class features of the Artificer prestige class. Artificers gain no additional weapon or armor proficiencies. When an artificer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (feats, hit points), except for an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming an artificer, he must decide to which class he adds the new level for purposes of determining spells per day. The artificers level stacks with his spellcaster level for the purpose of meeting level prerequisites for item creation feats. If the character had more than one spellcasting class before becoming an artificer, he must decide which class his artificer levels stack with. When determining the cost, in raw materials and creation time, for an items creation, subtract 5% per level of Gift of Artifice from the total cost and time required. Thus, a character with Gift of Artifice IV subtracts 20% from the cost and time required to create a magic item. The artificer gains bonus item creation feats as he progresses in level. The artificer is well versed in the arts of crafting and analyzing magical items. If an artificer handles a cursed item, he may make a WILL save in order to immediately discard the item. The DC for this save is 10+the level of the items creator. This ability does not remove the curse from the item. When commissioned to craft a magic item, the artificer may ask that items future owner to share the XP burden of that items creation, with each person paying 50% of the items XP cost. This decision cannot be made under duress or under the influence of mind-controlling spells the XP donor must voluntarily do so. th At 9 level, the artificer may cast legend lore, once per day, on any magical item or device. Use of the ability requires the artificer to examine the item for 1d4x10 minutes.
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Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Concentration Knowledge (nature) Feats Special Class Skills
Wisdom and Dexterity are important due the Chosens use of divine magic and reliance on martial arts skills in combat. Dexterity is important because Geshidras Chosen may not wear armor. Lawful neutral d8 +4 6 ranks 8 ranks Improved Unarmed Strike Must have access to stone shape as a divine spell The Chosen of Geshidras class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animals (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Knowledge (religion), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Survival (Wis) and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier. All of the following are class features of The Chosen of Geshidra. The Chosen of Geshidra gain no additional proficiency in any weapon or armor. They may not wear armor or wield weapons. Those who violate this holy order lose all of their class abilities for 24 hours. When Chosen of Geshidra levels 2, 3, 5, 6, 8 and 9 are gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit that a character of that class would have gained (feats, hit points), except for an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Chosen of Geshidra, he must decide to which class he adds the new level for purposes of determining spells per day. The Chosen of Geshidra may use the druidic wild shape ability. Levels as a Chosen stack with druid levels when determining if Chosen may use the wild shape ability and what forms the Chosen may adopt and how th nd many times per day the ability may be used. Thus, a 5 level druid/2 level Chosen of Geshidra would have th the wild shape ability of a 7 level druid. When the Chosen of Geshidra gains the ability to assume elemental forms, he is limited to the form of an earth elemental. The Chosen gradually begins to transcend his mortal form on the path toward becoming a minor earth st elemental. At 1 level the character gains the ability to speak Terran, a +1 natural armor bonus and acid resistance 5. Additionally, the character becomes immune to magical sleep effects. The natural armor bonus increases to +2 and the acid resistance increases to 10 at level 4, when the character also gains immunity to paralysis, darkvision 60 and the ability to firmly root himself to the ground as a standard action. This ability prevents the character from moving and effectively increases the characters size category by one for the purpose of resisting grapple, overrun and trip attacks. At level 7 the natural armor bonus increases to +3, acid resistance increases to 15 and the character becomes immune to stunning attacks. Chosen levels stack with monk levels when determining his unarmed damage and ability to overcome opponents damage reduction. If he doesnt have monk levels prior to becoming a Chosen of Geshidra, treat him as a monk of the same class level as his Chosen class level for determining his unarmed damage and ability to overcome opponents damage reduction. nd At 2 level, the Chosen may move over the surface of muddy bogs, quicksand, and loose earth as if it were solid earth. Areas enchanted to hinder movement still effect The Chosen normally. rd At 3 level the Chosen gains an enhancement bonus to his speed with unarmored and no more than lightly encumbered. th At 10 level, the Chosen of Geshidra becomes an elemental creature of earth. Spells that specifically target humanoids no longer effect the character, he is immune to acid, poison and paralysis, and is no longer subject to critical hits or flanking. The Chosen gains the earth elementals special attacks of earth mastery and push that stack with his strength of stone abilities. Upon achieving this state, the character undergoes minor physical changes that reflect his transcendence. Due to these marks of transcendence, the character receives a +2 32
Elite Footman
Among the ranks of Caerleon, Kashgar, and Mauridias mighty legions are hardened veterans who have learned that soldiery is as much about group morale and coordination as it is about the tactical acumen of a general or the prowess at arms of ones forces. These veterans often rise quickly through the ranks to lead masses of men in battle, where they meet great and terrible fates. Some, however, choose to remain with the brothersin-arms that they fought beside for months or years, content to lead their small squad of men rather than seek glory through a higher command position. The elite footman represents this brand of warrior. Class Level st 1 nd 2 rd 3 th 4 th 5 Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Knowledge (war) Profession (soldier) Feats Special Class Skills Base Attack Bonus +1 +2 +3 +4 +5 Fort Save +2 +3 +3 +4 +4 Ref Save +0 +0 +1 +1 +1 Will Save +0 +0 +1 +1 +1 Special Phalanx Fighting Diehard Rally Inspire Mantle of Glory
Strength and Constitution are key for these warriors. Elite footmen should strive for a high Charisma as well, as several of their abilities are based on this ability score. Any lawful d10 +5 4 ranks 4 ranks Combat Reflexes, Endurance The elite footman must have served as part of an infantry unit for at least one year. The elite footmans class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animals (Cha), Heal (Wis), Jump (Str), Knowledge (history) (Int), Knowledge (war) (Int), Profession (Wis), Ride (Dex) and Swim (Str). Skill Points at Each Level: 2 + Int modifier. All of the following are class features of the elite footman prestige class. Elite footmen are skilled in the use of all simple and martial weapons, and in the use of all armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills balance, climb, escape artist, hide, jump, move silently, sleight of hands and tumble. st At 1 level the elite footman gains this feat. nd At 2 level the elite footman gains this feat. An elite footman who is not suffering from a fear effect can rally his allies as a full-round action. Allies within 60 who are suffering from any fear effects and who can hear the elite footman are allowed an immediate Will save against the DC of the effect, with a +1 morale bonus per class level of the elite footman. th At 4 level, the elite footmans drive and presence are enough to inspire the footman and his allies to push themselves to their limits. The elite footman and all allies within 10 gain a +4 morale bonus versus fear effects and to Constitution checks required for extended exertion. The benefits of this ability end if the elite footman is held, knocked unconscious or otherwise rendered helpless. th At 5 level, the renown of the elite footman is so great that his presence on the battlefield can turn the tide of battle. When this ability is used all enemies and allies within 60 are affected as if under the effect of a prayer spell. Should the elite footman perish the effects of this prayer are reversed, granting bonuses to the footmans enemies and penalties to his former allies. All opponents, as well as the allies of a fallen footman, gain a Will save (DC of 15 + Charisma bonus) against this effect. This ability may be used once per day and lasts for 1 minute plus a number of rounds equal to the characters Charisma bonus x 5.
Inspire (Su)
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Hedge Wizard
Wizards learn magic through years of formal and intensive training, under the tutelage of a mentor. For sorcerers magic is an innate ability gained through their blessed (some would say cursed) bloodline. To the hedge wizard, a deeper knowledge of nature and of its inner workings helps to reveal the mystic link between all things. By tapping into this magical stream the hedge wizard learns both of arcane lore and natures blessings. Class Level st 1 nd 2 rd 3 th 4 th 5 th 6 th 7 th 8 th 9 th 10 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Summon Familiar Brew Potion Woodland Stride Trackless Step Venom Immunity Timeless Body Spells Per Day +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level
Game Rule Information Abilities Alignment Hit Die Requirements Knowledge (arcana) Knowledge (nature) Profession (herbalist) Feats Spells Special
Wisdom and Charisma or Intelligence are important to a hedge wizard due to the spell abilities they gain from their core classes. Dexterity is important, as hedge wizards tend to be unarmored. Any d4 8 8 6 Eschew Masterials nd st Must be able to cast 2 level arcane and 1 level divine spells. Must have the nature sense ability. Hedge wizards class skills (and the key ability for each) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str). Skill Points at Each Level: 4+INT modifier Hedge wizards gain no proficiencies in armor or weapons. At each level, the Hedge Wizard gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit that a character of that class would have gained (feats, hit points), except for an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Hedge Wizard, he must decide to which class he adds the new level for purposes of determining spells per day. A hedge wizard may summon a familiar, just as a wizard or sorcerer does. All levels in classes that can have a familiar stack with hedge wizard levels when determining the familiars abilities. nd At 2 level the hedge wizard gains the brew potion feat if he does not already have it. th At 4 level the hedge wizard may move through natural thorns, briars, overgrown areas and similar terrain at his normal speed and without suffering damage or other impairment. th At 6 level the hedge wizard leaves no trail in natural surroundings and cannot be tracked. th At 8 level the hedge wizard gains immunity to all natural poisons. th At 10 level, the hedge wizard no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties he may already have suffered remain in place. Bonuses still accrue and the hedge wizard still dies of old age when his time is up.
Class Skills
Summon Familiar Brew Potion Woodland Stride (Ex) Trackless Step (Su) Venom Immunity (Ex) Timeless Body (Ex)
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Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Diplomacy Knowledge (nobility) Ride Feats Special
Strength and Constitution are key for members of this order of knights. A high Charisma is also desirable due to the etiquette skills required by, and political aspirations of, this orders knights. Lawful neutral and lawful good d10 +6 6 ranks 4 ranks 6 ranks Leadership, Mounted Combat, Weapon Focus (lance) Must pledge loyalty to the order and support it in its call for the return of Caerleons monarchy. Cohorts and followers gained through the Knight of the Crowns Leadership feat must swear their allegiance and obedience to the Order and may be ordered by the Orders Knight Commander to perform tasks on behalf of the Order. The Knights of the Crowns class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Chr), Handle Animal (Cha), Intimidate (Chr), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis) and Ride (Dex). Skill Points at Each Level: 2 + Int modifier All of the following are class features of The Knights of the Crown. The Knights of the Crown are skilled in the use of all simple and martial weapons, and in the use of all armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills balance, climb, escape artist, hide, jump, move silently, sleight of hands and tumble. Knights of the Crown add their class level to Knowledge (nobility and royalty) checks as a competence bonus. The Knight gains the listed competence bonus to any ride checks he makes. Knights of this esteemed order are paragons of virtue and a reminder of Caerleons past glory. As such, all allies of these knights gain a +4 morale bonus on saves versus fear effects when they stand within 10 feet of the Knight. If the Knight is held, unconscious, or otherwise rendered helpless, his allies lose this bonus. nd At 2 level Knights of the Crown gain this feat. rd At 3 level Knights of the Crown may invoke the name of Caerleons last king, Bael the Elder, to aid in their defense. For one round per Knight of the Crown level, the characters heavy shield grants a +2 cover bonus to armor class and +1 cover bonus to reflex saves in addition to its usual shield bonus to armor class. The Knight may use this ability once per day. Use of this ability requires a standard action. This ability does not work with a buckler, light or tower shield. rd At 3 level a Knight of the Crown gains a +1 bonus to their leadership score (DMG, pg106), enabling them to attract more powerful cohorts and followers when they use the leadership feat upon gaining a new level. This th th th ability improves at 5 , 7 , and 9 levels. th The Knight of the Crown gains this feat at 6 level. Once per day, as a standard action, the character can call draw upon the glory of Bael the Fair, founder of the Knights of the Crown. A knight bathed in glory gains the effects of a blur spell for one round per Knight of the Crown level. Additionally, the brilliant light of glory acts as a daylight spell while Baels Radiance is in effect.
Class Skills
Leadership Bonus
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Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Ride Survival Feats Weapon Proficiencies Class Skills
Dexterity, Strength, and Constitution are key for members of this order of knights. Lawful good, lawful neutral, neutral good and neutral d10 +6 8 ranks 4 ranks Mounted Archery, Mounted Combat, Weapon Focus (Composite Longbow) Composite Longbow and Lance The Knights of the Eastern Marchs class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Chr), Jump (Str), Knowledge (local), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. All of the following are class features of The Knights of the Eastern March. The Knights of the Eastern March are skilled in the use of all simple and martial weapons, and in the use of all armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills balance, climb, escape artist, hide, jump, move silently, sleight of hands, and tumble. The knight gains the listed competence bonus to any ride checks he makes. When using the indicated weapon in mounted combat, the character gains the listed competence bonus to his attack rolls. th At 5 level Knights of the Eastern March reduce their ranged weapon penalties by half when firing from horseback: -1 instead of -2 if his mount is taking a double move, and -2 instead of -4 if his mount is running. When running or charging on his Special Mount, the Knight of the Eastern March may make a single direction change of 90 degrees or less, as long as the mount is not carrying a heavy load or wearing medium or heavy barding. th At 6 level the Knight of the Eastern March may take a full-attack action when his mount moves more than 5 feet (assuming an opponent exists to be attacked). th At 9 level, the Knight of the Eastern March suffers no penalties with ranged weapons when firing from horseback, whether the mount is taking a double move or running.
Ride Bonus Mounted Weapon Bonus (Ex) Improved Mounted Archery Double Back (Ex)
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Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Diplomacy Knowledge (geography) Knowledge (local) Ride Survival Feats Special Class Skills
Strength and Constitution are key for members of this order of knights. Many also have a high Charisma score, which is the key ability for many of this orders class skills. Neutral good, neutral and chaotic neutral d10 +4 4 ranks 4 ranks 4 ranks 4 ranks 4 ranks Mounted Combat Must pledge loyalty to the order and must pay homage to Xandemoc or Mircueran. The Knights of the Paths class skills (and the key ability for each skill) are Bluff (Chr), Craft (Int), Diplomacy (Chr), Gather Information (Cha), Intimidate (Chr), Knowledge (geography) (Int), Perform (Chr), Profession (Wis), Ride (Dex) and Survival (Wis). Skill Points at Each Level: 4 + Int modifier. All of the following are class features of The Knights of the Path. The Knights of the Path are skilled in the use of all simple and martial weapons, and in the use of all armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills balance, climb, escape artist, hide, jump, move silently, sleight of hands and tumble. The Knights of the Path rely as much upon their reputation and rapport with the people of their lands as they do their skill at arms. All knights of this order are well traveled and well versed in the stories of their countrymen and realize the value in sharing, and learning from, this store of knowledge. To reflect this, Knights of the Path gain the bardic knowledge ability, as detailed in The Players Handbook. Bard and Knight of the Path levels stack when determining the level bonus for bardic knowledge checks. Knights of the Path know their way about the many towns of their lands and interact with people from all walks of life. This has imparted upon them the ability to deal with strangers and glean information from all manner of men. As such, Knights of the Path add their prestige class level as a competence bonus to gather information and knowledge: local checks. The knight gains the listed competence bonus to any ride checks he makes. nd At 2 level the Knight of the Path may choose one of the following feats as a bonus feat, provided they meet the feats pre-requisites: Agile, Alertness, Blind-fight, Combat Expertise (and related feats), Combat Reflexes, Dodge (and related feats), Leadership, Lightning Reflexes, Mounted Archery, Negotiator, Persuasive, Ride-by Attack, Quick Draw, Track, Trample, Weapon Finesse or Weapon Focus. The Knights of the Path are accustomed to traveling the lands in search of adventure and gainful employ. In their travels they have learned how to best make their way from one town to the next. The length of any overland journey is reduced by their Direct Route percentage. Anyone traveling with a knight of this order can benefit from this ability, provided their mounts are able to match the pace and stamina of the knights mount. Furthermore, Knights of the Path gain a cumulative +2 competence bonus to survival rolls made to determine direction at levels 2 and 4. Knights of the Path have a knack for getting themselves into tight spots. Fortunately they are also blessed with exceptional luck by the gods of luck, travel and adventure. This ability allows the Knight to reroll one roll that he has just made. He must take the result of the reroll, even if its worse than the original roll. This ability is usable once per day and stacks with the Luck domains granted power. th At 5 level, the Knight of the Paths reputation grants him a +4 competence bonus on diplomacy checks. This bonus only applies when he is openly interacting with others who know of his reputation and who are not initially hostile or unfriendly to the knight. Furthermore, this legendary status counts as great prestige for purposes of acquiring cohorts and followers with the leadership feat.
Streetwise
Legend (Su)
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Game Rule Information Abilities Alignment Hit Die Requirements Base Attack Bonus Listen Ride Spot Survival Feats Class Skills
Strength, Constitution, and Dexterity are all vital to these warriors. Lawful good and lawful neutral d10 +6 4 ranks 4 ranks 4 ranks 4 ranks Endurance and Iron Will The class skills (and the key ability for each) for members of The Order of The Watch are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str) and Survival (Wis). Skill Points at Each Level: 2+INT modifier All of the following are class features of The Knights of the Watch. Members of The Order of The Watch are proficient with all armor and shields, and with all simple and martial weapons. st The Knights of The Watch gain the Alertness feat at 1 level. nd At 2 level members of The Order of The Watch gain immunity to all fear spells and effects. rd At 3 level the Knights of The Watch gain the diehard feat. th Starting at 4 level Knights of The Watch have the ability to shrug off some amount of injury from each blow or attack. Subtract the damage reduction number from the damage the knight takes each time he is dealt damage. th At 5 level Knights of The Watch gain the ability to make extra attacks of opportunity. The knight may make a number of extra attacks equal to the number of the bonus and use the knights full attack bonus. th By 7 level, knights of The Watch are so battle-hardened that they may continue fighting without penalty even when disabled or dying. The character still dies at 10 hit points.
Class Features Weapon and Armor Proficiencies Alertness (Ex) Immune to Fear (Ex) Diehard Damage Reduction (Ex)
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Alignment Hit Die Requirements Base Attack Bonus Hide Move Silently Spot Survival Feats Class Skills
Dexterity is important to a master scout because master scouts tend to wear light armor and rely on Dexterityrelated skills. Intelligence and Wisdom are important due to their reliance on skills based upon these stats. Finally, Strength is important for melee combat and a few of their class skills. Any d8 +4 6 ranks 6 ranks 6 ranks 4 ranks Alertness, Run and Track The master scouts class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (geography), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex). Skill Points at Each Level: 6+INT modifier All of the following are class features of master scouts. Master scouts gain all simple and martial, light armor & shield proficiencies. Master scouts may use the search skill to locate traps as a per the rogue ability. nd At 2 level the master scout retains his dexterity bonus to armor class (if any) regardless of being caught flatfooted or struck by an invisible attacker. If he had uncanny dodge from a previous class, he automatically gains improved uncanny dodge instead. rd At 3 level the master scout gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus th on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by these traps. At 6 th level this bonus increases to +2 and at 9 level this bonus increases to +3. Trap sense bonuses gained from multiple classes stack. th At 4 level the master scout can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he takes no damage instead. th At 5 level the master scout no longer suffers a 5 penalty on survival checks for tracking while moving at normal speed. He only takes a 10 penalty when moving up to twice his normal speed. th A master scout of 7 level or higher can no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking him, unless the attacking rogue has at least four more rogue levels than the targets class level. If the master scout has uncanny dodge from a second class, the class levels in these classes stack when determining the minimum rogue level required to sneak attack the master scout. The master scout can move silently and balance at his normal speed without suffering penalties to those skills. This ability works like evasion, except that while the master scout still takes no damage on a successful Reflex saving throw, he now takes only half damage on a failed save. th At 10 level the master scout can use the hide skill in any sort of natural terrain, even if the terrain does not normally grant cover or concealment.
Class Features Weapon and Armor Proficiencies Trapfinding (Ex) Uncanny Dodge (Ex)
Evasion (Ex)
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CREATURES OF ESTEGALLE
The following table notes changes Coast Creature Name Angels, All Bugbear Celestial Creatures, All Demons, All Devils, All Doppelganger Dragon, Green Dragon, Red Dwarf Dwarf, Duergar Elf, Dark High Sylvan Giant, Storm Gnoll Gnome Goblin Hobgoblin Kobold Lamia Orc Yugoloth or background information pertaining to creatures from the various monster manuals published by Wizards of the Notes These creatures are servants of the gods of The High Gathering. Bugbears are the largest and most feared of the goblinoid races. They are sometimes called high orcs. These creatures are servants of the gods of The High Gathering. Lesser demons are servants of the Silath Falgur, in most instances. The Balor are direct servants of Moloth, while Mariliths serve Baloth and other Silath Falgur. Lesser devils are servants to the lawfully aligned gods of the Silath Falgur. Pit Fiends are the servants of Ulgren and Kharec. Doppelgangers are said to be agents of Mauridias Empress. Most dragons are red dragons, though their color may range from red to brown or grey. Some are not winged and are called heath snakes in Yssgelund. The dwarves of Gaile are similar to mountain dwarves. Duergar worship Kharec and Ulgren, the Lords of Vengeance and Punishment. Duergar look almost exactly like other dwarves but tend to be thinner and sallow-skinned. High and sylvan elves are much like standard high elves, with the exceptions noted on page 3-4. The dark elves are corrupted eldari that serve Kharec and Narveg. Their appearance is much like the eldari, though they appear exceedingly frail with pale skin. Their eyes reveal their malevolent nature. They are played as drow, excepting their appearance and the fact that they are usually chaotic evil and worship Narveg, god of lies, in place of Lolth. Chaotic evil storm giants are found in the northern seas of Estegalle, particularly near Nordheim. Gnolls have been nearly wiped-out by the Three Tribes of Vors but still are found in good number within the land of the Carmascians. Gnomes in Estegalle have slight changes to their racial abilities, as noted on page 4. Goblins are commonly referred to as lesser orcs. Hobgoblins are usually called orcs and are use in place of orcs in all instances. Kobolds are the weakest of goblinoid creatures. As goblinoid creatures they speak Goblin rather than Draconic and are goblinoid in appearance. All lamia are female. Orcs are synonymous with hobgoblins in this campaign setting. Use hobgoblins in place of orcs in all encounters. Yugoloths are the servants of Illichor, god of avarice. See Monster Manual II and Fiend Folio.
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