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  • Orámata

    Orámata - The Lost Isles Alignment: Chaotic Neutral Anthem: Favored Weapon: Spear Demonym: Oramatan (As a whole), Ionian, Spartan, Krimennal Unique Weapons: Dory Spear: Exotic one handed, 1d10, x3, P, Can be used as both a melee and a reach …

  • Jōshō

    *Jōshō - The Phoenix Reborn* Alignment: Lawful Good Anthem: https://www.youtube.com/watch?v=3LNHvyzQbm0 English: http://youtu.be/L7qTg36iGbA?t=59s Favored Weapon: Katana Demonym: Joshoan *Unique Weapons:* _Dotanuki:_ Exotic Two-Handed Weapon - …

  • Vlag-Morndin

    *Vlag-Morndin - Children of the Mountain-Forge* Alignment: Lawful Good Anthem: www.youtube.com/watch?v=ytWz0qVvBZ0 Favored Weapon: Dwarven Waraxe Demonym: Vlag-Morndinite *Unique Weapons:* _Dwarven Greathammer:_ Exotic Two-handed 2d6, 19x3, B. 55 …

  • West Farrin

    [[Urlund]] [[Godwinson]] [[New Syndrei]] [[Zelen]] [[Goblin Coast]] [[Darklands]] [[Maelstrom]]

  • Races of Planes

    [[Wispling]] [[Nephilim]] Aasimar - As PFSRD Tiefling - As PFSRD Fetchling - As PFSRD Ifrit/Oread/Suil/Sylph/Undine - As PFSRD Wayang - As PFSRD

  • Kobold

    *Kobolds* Once a race relegated to the shadows and dregs of humanity, Kobolds are becoming a more prominent face on the world stage. Their break came in the form of the town of Nakatsu. During the Sengoku period, a group of Kobolds took residence in a …

  • Races of Man

    [[Human]] - As PFSRD. Unless otherwise stated Humans are the majority population of any region. [[Dwarf]] [[Halfling]] Half-Elf: As PFSRD Half-Orc: As PFSRD

  • Wild Elf

    Type Humanoid (elf) 0 RP Size Medium 0 RP Base Speed Normal 0 RP Ability Score Modifiers Standard (+2 Dex, +2 Wis, –2 Cha) 0 RP Languages Standard 0 RP Racial Traits: Defense Racial Traits: Natural Armor 1 2 RP Feat and Skill Racial Traits …

  • Deities

    The deities of this world are mysterious, rarely appearing to any mortal in-person. Most scholars agree that there were three over-gods that created the continent of Farrin - but there are claims that there are older beings, and even some mortal beings …

  • All-Father

    *“I am your Father, I am the All-Father. I am the God of axe and sword, of shield and wind and wilds.’* *All-Father: The Hearthfire, the All-Seeing, Wōđanaz, He Who Sits on the Throne of the World* Lawful Good Favored Weapon: Totem-Spear Domains: …

  • Frost

    *Frost - The Invader* Neutral Evil http://i.imgur.com/dtiDAla.jpg Frost is the Urlundic name for [[Mrazmus]]. Legend goes that at one point Urlund was a verdant grassland. However, Frost invaded the land, slowly but surely, and blanketed the land …

  • Nightbrother Concept

    Nightbrother Concept Lawful Good Favored Weapon: Bastard Sword Domains: Law, Good, War, Strength, Knowledge, Protection Holy Symbol: Common Name: Nightbrothers The Nightbrothers are not a formal religion in and of themselves. However, many …

  • Primus

    Primus - God of Creation and Negation Neutral Favored Weapon: Dagger Domains: Artifice, Knowledge, Magic, Void, Weather, Earth Holy Symbol: Multihued Spiral http://pre09.deviantart.net/7c3a/th/pre/f/2011/302/3/9/ …

  • Raven

    Raven - Goddess of the Journey Lawful Good Favored Weapon: Glaive Domains: Law, Good, Healing, Glory, Repose Holy Symbol: Raven Feather Short name for the faithful: Ravens http://i.imgur.com/A7xFvQq.jpg The raven has often been associated with …

  • Shade

    Shade - The Haunted Madman Chaotic Evil Favored Weapon: Tekko-Kagi Domains: Chaos, Evil, Darkness, Madness, Destruction Holy Symbol: The Black Wisp Common name: Shades http://assets.vg247.com/current//2011/04/ …

  • The Vale

    *The Vale - The Shadow Trickster* Chaotic Good Favored Weapon: Scorpion Whip Domains: Chaos, Trickery, Madness, Luck, Good, Protection Holy Symbol: Featureless face with a headband and hood. When depicted in color, the headband is white and the cloak …

  • Wyld

    Wyld - God of Addictions and Temptations Chaotic Evil Favored Weapon: Kukri Domains: Chaos, Evil, Charm, Luck, Trickery Holy Symbol: The Marked Card Common Name: Wylders http://imgur.com/KBcqYSk It cannot be denied that everybody needs to …

  • Alma

    *Alma - The Maiden of Mercy* Neutral Good Favored Weapon: Rapier Domains: Good, Repose, Healing, Community, Liberation Holy Symbol: An open and extended hand Common name: Almite http://thecage.wdfiles.com/local--files/pc:lilliana/Lilliana01.jpg …

  • Arbiter

    *Arbiter - The Highest Authority* Lawful Neutral Favored Weapon: Warhammer Domain: Law, Rune, Protection, Knowledge, Nobility Holy Symbol: Gavel Common Name: Arbiters http://3.bp.blogspot.com/-g0NnJ69zVcU/T_62hXabJ9I/AAAAAAAABN0/HfV7yF0R_gI/s1600/ …

  • Desmodus

    *Desmodus - The Bargainer* Lawful Evil Favored Weapon: Lucerne Hammer Domains: Evil, Death, Law, Travel, Trickery, Charm Holy Symbol: Unfurled Scroll Follower Shorthand: Desmodians Desmodus is the evil aligned god of death, in direct opposition to …

  • Elderfang

    *Rannek the Elderfang - God of the Wild Places* Neutral Favored Weapon: Falchion (Can choose natural weapon) Domains: Animal, Plant, Scalykind, Strength, Earth Holy Symbol: Animal Tooth While there are several deities that claim “living in the …

  • Hayder

    *Hayder - Ruler of Silver and Secrets* Neutral Favored Weapon: Flail Domains: Knowledge, Nobility, Travel, Charm Holy Symbol: Gold coin etched with picture of scroll Common Name: Hayderites The faith of Hayder is one of the strangest dynamics in …

  • Jayna

    *Jayna - Goddess of the Sun and Moon, Change and Renewal* Chaotic Good Favored Weapon: Scimitar Domains: Chaos, Good, Darkness, Sun, Charm, Plant Holy Symbol: Hoop of Steel Common Name: Jaynites http://i.imgur.com/0iYIJxq.jpg Jayna is a …

  • Lennart

    *Lennart - God of Guards and Wards* Lawful Neutral Favored Weapon: Longsword Domains: Artifice, Healing, Protection, Community, Law Holy Symbol: Ducal Crown Follower Name: Lennites http://imgur.com/LRbobxa Lennart is the patron of all of those …

  • Syndrei

    *Syndrei - The Ancient Elven Highhome* Alignment: Chaotic Good Anthem: https://www.youtube.com/watch?v=Nrkgdj0bVAo Favored Weapon: Longbow Demonym: Syndrelli *Unique Weapons:* _Elven Thinblade_: Exotic One-Handed Weapon - Elven Thinblade - 1d8, …

  • Elf

    High Elves (The traditional Elf that can be found on the PFSRD) may posses the Humanoid type, but they are creatures of the Fey. Because of the issues that the FaeSea causes for Valden, there is a silent but palpable prejudice against the High Elf people. …

  • Drow

    Drow are incredibly rare on the surface world. They have long since retreated underground, living in the abandoned tunnels and caverns of the ancient Dwarves. Unbeknownst to most of the surface world, their Kingdom is both expansive and fecund. They …

  • New Syndrei

    *New Syndrei - The Children of the Wild* Alignment: Chaotic Good/Chaotic Neutral Anthem: None Favored Weapon: Scimitar Demonym: New Syndrelli *Unique Weapons:* _Bowie Knife:_ Exotic Light (thrown) Weapon - Bowie Knife - 1d6, 18x2, S/P, 15 ft range …

  • House Rules

    [[Character Creation]] [[Optional Rules]] [[Rules Updates, Edits and Additions]] [[Ioun Stone Sickness]] [[Runewords]] [[House Feats]] [[House Class Powers]] [[Magical Aura]] AKA Emanating Magical Persona [[Allowed Non-PF Feats]] …

  • Campaign Weapons

    [[Magic Staff]] [[Magic Cane]] [[Spellglaive]] [[Dotanuki]] [[Yumi Bow]] [[Colichemarde]] [[Great Mace]] [[Tether]] Revolver - As the PFSRD [[Dwarven Greathammer]] [[Dwarven Crossbow]] [[Gnomish War Axe]] [[Gnomish …

  • Dotanuki

    Dotanuki: Exotic Two-Handed Weapon - Dotanuki - 2d6, 18-20x2, P or S, Deadly. 100 GP. 12 pounds. Uncommon but devastating weapons, the Dotanuki is essentially a large katana. It is rumored that it was made to compensate against the Katana's inability …

  • Yumi Bow

    Yumi Bow: Exotic Ranged Weapon - Yumi Bow - 1d12, x3, P, 200 Range. 85 GP. 3 Pounds.

  • Bowie Knife

    *Bowie Knife*: Exotic Light (thrown) Weapon – Bowie Knife – 1d6, 18×2, S/P, 15 ft range. 12 GP, 4 pounds.

  • Bladebow

    Bladebow: Exotic Melee/Ranged Weapon - Bladebow - Can swap between forms as a swift action. Blade - As Short Sword Bow - As Shortbow or Longbow. Delineate as such: Bladebow (Long) or Bladebow (Short) The Bow portion and the Blade portion must be …

  • Recurve Longbow

    Recurve Longbow: Exotic Ranged, 1d8, x3, P, Deadly Aim gives you +3 for every -1 (Similar to a two handed weapon power attack) 95 GP, 4 pounds.

  • Dwarven Greathammer

    *Dwarven Greathammer*: Exotic Two-handed 2d6, 19x3, B. 55 GP, 15 pounds. Essentially a sledgehammer with an incredibly broad head, this weapon is able to deal incredible amounts of concussive force.

  • Dwarven Crossbow

    *Dwarven Crossbow*: Exotic Two handed, Stats identical to a Heavy Repeating Crossbow, except that two bolts can be loaded at once in order to facilitate the Multishot feat. In addition, the clip size is increased to 10. Non-Dwarves take a -2 penalty on …

  • Elven Thinblade

    Elven Thinblade: Exotic One-Handed Weapon - Elven Thinblade - 1d8, 18x2, P, Finesse. 30 GP, 2 Pounds.

  • Dory Spear

    Dory Spear: Exotic one handed, 1d10, x3, P, Can be used as both a melee and a reach weapon. 20 GP, 8 Pounds

  • Xiphos Sword

    Xiphos Sword: Exotic One Handed, 1d8, 19x2, S/P, Fortification steps are treated as one step lesser when crit with a Xiphos. 18 GP, 5 Pounds.

  • Magic Staff

    *Magic Staff* The magic staff (Also called a Cantrip Staff or Orison Staff depending on the user) is a quarterstaff affixed with a compartment at the top. This can be a simple crescent cup, a curved wooden arch, an elaborate sculpted art, a gnarled …

  • Special Materials

    [[Dwarven Heartstone]] [[Primal Adamantine]] [[Eldritch Silver]] [[Dragonscourge]] [[Tainted Umbrite]] [[Jade]] [[Sanctified Mithril]] [[Aufeis]]

  • Jade

    *Jade* In the hands of an expert craftsman, this greenish stone can be turned into effective equipment. One stock of Jade A weapon made of Jade gains a +2 circumstance bonus to attack and damage rolls against evil outsiders. On a successful critical …

  • Dwarven Heartstone

    *Dwarven Heartstone* Also known as Dwarfstone This muddy and dense stone is a piece carved from an ancient Dwarven mine. In the right hands it can be used to make potent weapons and armor. However, it's weight makes it unwieldy to use by a non-Dwarf. …

  • Nephilim

    *Nephilim* The inherent gift of sentient life is the ability to change the shape of the world around them. Settlements are built and grow into mighty empires, soil is tilled into farmlands, iron is forged into mighty weapons and armor for defense and …

  • Regions

    The continent of Farrin: [[East Farrin]] [[West Farrin]] [[FaeSea]] [[Leonar]] [[Mana Veld]] [[Nomads]] The continent of [[Syndrei]] The Islands of [[Orámata]] The continent of [[A'vello]], Land of the Ancients The continent …

  • History

    History of Farrin: Year 0 (Epoch of Creation) - The 3 overdeities (Primus, All-Father, and Phoenix) create the world of Valden. Year 1 - Primus creates the Deitic Court, All-Father creates the spirits, Phoenix shapes the lands of Josho. The spirit …

  • Allowed Non-PF Feats

    [[Combat Focus Chain (With Minor Changes)]] "Signature Weapon":http://www.d20pfsrd.com/feats/3rd-party-feats/tripod-machine/general-feats---3rd-party---tripod-machine/signature-weapon (May only be taken once) "Mystical Healer":http://www.d20pfsrd. …

  • House Feats

    Looking for feats and traits tied to affiliations with a specific organization? Check the [[Organizations]] page. Looking for feats and traits related to races? Check the page for that creature in [[Races]]. [[Elaboration on Archetype Feats]] [[ …

  • Quirks

    Every player can take one quirk. A quirk indicates something about your character that is slightly out of the ordinary and distinguishes them. A quirk provides a mechanical benefit but also a mechanical penalty. Character quirks can be suggested to me and …

  • Greater Heavy Armor Optimization

    *Greater Heavy Armor Optimization* You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it. Prerequisite: Heavy Armor Optimization , Armor Proficiency (heavy) , Strength 20, Base attack bonus +8. …

  • Vampires

    Vampires are a prolific race that have indirectly changed the entire fate of Valden. Created themselves directly from the essence of the deity Desmodus, Vampires are the supposed creators of the Human race - at least as they exist in Farrin. This act in …

  • Urlund

    Urlund - The Unbroken Alignment: Neutral Good Anthem: https://www.youtube.com/watch?v=M-YCtdu7gAM Favored Weapon: Spear Demonym: Urlundic Unique Weapons: Bearded Axe: Exotic One handed, 1d12, x3, S, Trip, Disarm. 40 GP, 10 Pounds. Recurve Longbow …

  • Darklands

    *The Darklands - Hidden in Plain Sight* Alignment: Varied Favored Weapon: Natural Attacks Demonym: Darklander _Unique Weapons:_ Clawed Gauntlet: Exotic light one handed weapon - 1d6 Slashing damage. If the user has claw attacks, it instead adds an …

  • Organizations

    [[The Nightbrothers]] [[The Order of the Sightless Eye]] [[FaeWakers]] [[The Sons of Agnost]] [[Order of Arcanamach]] [[The Allied Coven of Witches]] [[Iron Hounds]] [[Monks of the Lonely Mountain]] [[Alliance of the Inter-Faith …

  • Campaign Classes and Archetypes

    [[Lifebound Druid]] [[Leafsinger Druid]] [[Elemental Sage Druid]] [[Grey Magi Magus]] [[Burning Witch]] [[Oath of Arcanamach Paladin]] [[Staffmaster Wizard]] [[Factotum Rogue]] [[Weapon Ace Fighter]] [[Sacred Delver Cleric]] …

  • Burning Witch

    *Burning Witch* Some witches live in constant fear of the common man and their superstitions. They know that one strange gesture or spell, while completely benign to them, could end with them burned at the stake. Burning Witches do not have this fear. …

  • A'vello

    *A'vello - Land of the Ancients* Demonym: A'vellan _Unique Weapons:_ Broadglaive: Exotic double trip weapon - 1d12/1d12 x3. This massive weapon is designed to be wielded like a double bladed sword. However, it can also be used as a single reach …

  • A Single Candle In the Darkness

    No matter how deep the darkness, all it takes is one light to pierce the veil. Whenever you cast a spell of the light subtype, you may choose one of the following effects: All enemies that can see you are dazzled for 1d6 rounds. No save. All …

  • Armiger feat line

    Note: All Armiger feats must be used with the weapon specified in it's description, unless modified by additional feats. Only weapons of that type count for effects. [[Armiger]] [[Nerves of Steel]] [[Overcompensating Weapon]] [[Expert at Arms …

  • Armiger

    Armiger (Combat) Most adventurers have a favored weapon, and are especially trained in their usage. Pre-Reqs: Proficiency in weapon chosen. Choose one weapon, you gain special benefits when wielding this weapon. If you have the Weapon Training …

  • Tried In Combat

    Tried in Combat (Combat) Pre-Reqs: Armiger, Character level 5 When adventuring, everyone is a Fighter. Benefit: You may qualify for feats as if you were a fighter of your level -4. If you have an ability that allows you to count character levels …

  • Epidemic

    Your magic is patient, waiting for it's time to strike. Some view your powers as mundane, unimpressive, or slow. But, in the end, none scoff at the power of disease. You may choose one of the following effects when you cast a spell with the Disease …

  • Crafting

    [[Homebrew Weapon and Armor Properties]] [[Exceptional Items]] (Work In Progress) [[Cooking]]

  • Shieldking

    Your mastery of the shield is rivaled by very few, making you a titan on the battlefield. Pre-Reqs: You must still qualify for the Shieldlord feat, either Shield Specialization or Shield Slam Blockade Stance and Battering Stance from the Shieldlord …

  • Overcompensating Weapon

    It's not the size of the dog in the fight, it's the size of the weapon that dog brings to the fight. Pre-reqs: Small sized creature, Armiger Benefit: You may wield weapons sized for a medium creature as if you were a medium sized creature.

  • Keystone

    *Keystone - The Center of East Farrin* Alignment: Lawful Neutral Anthem: Favored Weapon: Heavy Mace Demonym: Keystonian Unique Weapons: Colichemarde: Exotic one handed finessable weapon. 1d10 S/P damage, 19x3. Disarming weapon, +2 against …

  • Godwinson

    *Godwinson - The Shining Pride of Humanity* Alignment: Any Lawful Anthem: Favored Weapon: Longsword Demonym: Godwinian _Unique Weapons:_ Broadsword: Exotic One Handed Weapon - 1d12, x4, Slashing/Bludgeoning. 80 GP, 9 Pounds. Crownsbow: Exotic …

  • Dorin Highfather

    Dorin Highfather - God of the Dwarves Lawful Good Favored Weapon: Dwarven Waraxe Domains: Artifice, Law, Good, Earth, Protection, Community Holy Symbol: Crossed Axe and Hammer http://imgur.com/jgy60e5 Dorin Highfather is the God of …

  • Cauldwynne

    *Cauldwynne - God of Crusades, God of Righteous Might* Lawful Good Favored Weapon: Bastard Sword Domains: Good, Law, War, Glory, Strength Holy Symbol: A (Greek) cross set onto a shield http://i.imgur.com/g11vYGn.jpg It is fair to say that while …

  • Ilen

    *Ilen - The Endless Archivist* Neutral Favored Weapon: Magic Staff Domain: Knowledge, Magic, Rune, Protection Holy Symbol: An open book http://imgur.com/wQL3eBM Hidden amongst the planes there floats a secluded planetoid holding a grand library. …

  • Mrazmus

    *Mrazmus - The Creeping Frost, the Frozen Dead* Neutral Evil Favored Weapon: Short Spear Domains: Evil, Water, Death, Air, Weather Holy Symbol: Icy Mountain Common name: Mrazmans http://i.imgur.com/dtiDAla.jpg Mrazmus is the god of encroaching …

  • Character Creation

    25 Point buy Standard wealth by level Max HP at first level - Every following level you receive a minimum of half your HP dice+1. (Ex: or a fighter you would roll 1d10r6) 2 traits - standard rules May take a "drawback":http://www.d20pfsrd.com/traits/ …

  • Buellswerk

    *Buellswerk - The Makers* Alignment: All (and none) Anthem: Favored Weapon: Firearms Demonym: Buellswerkan _Unique Weapons:_ Tether: Exotic light one handed weapon. 1d8 P/B damage. Up to 15 ft. reach. Can be used as a garotte. This strange, …

  • Malestrom

    *The Maelstrom* Alignment: Chaotic Anthem: Favored Weapon: Pickaxe Unique Weapons: Elemental Gauntlets: Exotic weapon. As regular gauntlets. However, these gauntlets are designed to allow elemental crystals (The one used for magic staves) to be …

  • Zelen

    *Zelen - The Grand Desert* Alignment: Chaotic Neutral Anthem: Favored Weapon: Scimitar Demonym: Zelish *Unique Weapons:* Shamshir: Exotic one handed weapon. 2d4 S damage, 18x2. 25 GP, 7 Pounds Zelish Linebow: Exotic Ranged Weapon. 1d8, x3, …

  • Exeter

    *Exeter - The Elemental Maelstrom* Neutral Favored Weapon: Tonfa Domains: Air, Earth, Fire, Water, Void Holy Symbol: Star, when colored each point is painted to match its element. (Or made out of a colored metal) Common name: Exite http://i.imgur. …

  • Krondor

    *Krondor - God of Sea and Sky* Neutral Favored Weapon: Shortspear Domains: Air, Sun, Water, Weather, Darkness Holy Symbol: Storm Cloud http://i.imgur.com/79OAuHN.jpg Krondor is the god of the Seas and the Skies. He controls the sunrise, the …

  • Feyn'riel

    *Feyn’Riel - God of the Elves* Chaotic Good Favored Weapon: Elven Curve Blade Domains: Chaos, Good, War, Magic, Travel Holy Symbol: Laurel Wreath http://imgur.com/m7hxnAC Feyn’Riel is the god of the High Elves. He created Elves in his image to …

  • Gnocrest

    *Gnocrest - The Safe Haven* Alignment: Chaotic, mostly good Anthem: Favored Weapon: Gnome Hooked Hammer Demonym: Gnocrestan Unique Weapons: Gnomish War Axe: Exotic Light - 1d8 19x3 S (When Medium) - Finessable (one or two handed) - Thrown 15 ft. …

  • Goblin Coast

    *Goblin Coast - The Monstrous Shores* Alignment: Mostly Evil Demonym: Coaster The Goblin Coast, named for it's high population of Goblins, is actually inhabited by many creatures. Monstrous races of all stripes live here, scheming or just fighting …

  • Zaod

    *Zaod - King of Battles and Revels* Chaotic Neutral Favored Weapon: Greataxe Domains: War, Strength, Chaos, Destruction, Luck Holy Symbol: A spiked greathelm All humanoids feel the tug of survival. They are wired to have the same basic instincts - …

  • Zhal

    *Zhal - The Desert Dervish* Lawful Neutral Favored Weapon: Unarmed Strike Domains: Glory, Fire, Sun, Earth, Law Holy Symbol: Ankh Zhal, known as the Desert Dervish, as supposedly composed of the fire and stone of the planet. Known as the god of …

  • Tether

    *Tether*: Exotic light one handed weapon. 1d8 P/b damage. Up to 15 ft. reach. Can be used as a garotte. 30 GP. 4 Pounds. This strange, exotic weapon is little more than a handle with a small, serrated disc on it. The handle contains a line that can be …

  • Clawed Gauntlet

    *Clawed Gauntlet*: Exotic light one handed weapon - 1d6 Slashing damage. If the user has claw attacks, it instead adds an additional 1d6 damage to the strike. 10 GP, 4 Pounds. This weapon is a gauntlet, except instead of solid plate, the fingers are …

  • Gnomish War Axe

    *Gnomish War Axe*: Exotic Light - 1d8 19x3 S (When Medium) - Finessable (one or two handed) - Thrown 15 ft. Can be used as a standard Battle Axe as a martial weapon. 13 GP, 5 pounds. (When medium) This Axe has D shaped holes on the blades to allow for …

  • Gnomish Bulletbow

    *Gnomish Bulletbow*: Exotic Ranged - 1d8 x4 B/P (When Medium) 60 GP, 5 Pounds. (When medium) Shoots bullets instead of bolts and has a higher critmod. Stones can be used but the stats revert to those of a typical Light Crossbow.

  • Arming Sword

    *Arming Sword*: Exotic one handed finessable weapon. 1d10 S/P damage, 19x3. Disarming weapon, +2 against disarm attempts. A compromise between the longsword and rapier, and an experiment on defeating both chain and plate. It’s thick frame can be used …

  • Crownsbow

    *Crownsbow*: Exotic Ranged Weapon. 2d6, x4, range as longbow. 80 GP, 5 Pounds. Must have at least a 14 strength to use, taking the nonproficiency penalty if you do not. When making a composite version of this bow, it must be at least composite 14. This …

  • Great Mace

    *Great Mace*: Exotic Two-Handed 1d12, x3, B, Can be used as nonlethal without penalty. 20 GP. 8 pounds. A wielder that is not proficient with the Great Mace can use it. It is treated as a greatclub. This heavy, two handed mace is always made with thick …

  • Elemental Gauntlets

    *Elemental Gauntlets*: Exotic weapon. As regular gauntlets. However, these gauntlets are designed to allow elemental crystals (The one used for magic staves) to be placed in the palm. When applied, the Elemental Gauntlet will deal 1d6 additional damage of …

  • Shamshir

    *Shamshir*: Exotic one handed weapon. 2d4 S damage, 18x2. 25 GP, 7 Pounds

  • Zelish Linebow

    *Zelish Linebow*: Exotic Ranged Weapon. 1d8, x3, range as shortbow. When firing this bow, you gain a shield bonus to your AC equal to the number of allies adjacent to you. (Max 4) 80 GP, 6 Pounds.

  • Aufeis

    *Aufeis* Aufeis is less of a metal and more of a rare occurrence. On rare occasions in the spring, iron blooms come into contact with mountain streams on the Throne of the World. The streams slowly breaks down the Iron ore in uneven patches, and then …

  • Versatile Spearman

    You are skilled at using spears at any range. Pre-Reqs: Armiger, Phalanx Formation Benefit: You may treat any weapon from the Spears weapon group as if it were a reach weapon. You may use a spear weapon with the reach ability to attack a creature …

  • Readied Defender

    You are always ready to introduce a foe to the business end of your weapon. Pre-Reqs: Armiger, Versatile Spearman, Combat Reflexes, Weapon Focus (Any spear weapon), Phalanx Formation Benefit: Any creature charging you while you wield a spear weapon …

  • Charging Vital Strike

    Your charge attacks are ruinous. Pre-Reqs: Armiger, Vital Strike, Devastating Strike Benefit: You can Vital Strike when making a charge attack.

  • Deflective Blade

    You know how to use your weapon to fend off attacks. Pre-Reqs: Armiger Benefits: You gain a +2 shield bonus while wielding a two-handed sword or axe weapon against creatures up to one size category higher than you. This stacks with other feats that …

  • Crushing Fury

    Your know how to use your large weapons to crush your enemies. Pre-Reqs: Armiger, Power Attack, Deflective Blade, BAB +5 Benefit: When wielding a two handed sword or axe, it acts as a bludgeoning type weapon as well as it's original type. …

  • Wild Swings

    The size of your weapon makes you a threat, even to creatures you are not actively attacking. Pre-Reqs: Armiger, Power Attack, Furious Focus, Deflective Blade, Crushing Fury, BAB +5 Benefit: When you Power Attack with a two-handed sword or axe and …

  • Gain Momentum

    You know how to spot openings in an enemy's armor after they fail to attack you. Pre-Reqs: Armiger, Shield Focus Benefit: When an attack misses you, but would have hit you if you did not have your shield bonus, you gain a +2 bonus on attack rolls …

  • Return Strike

    You enemy cannot attack you without risking being attacked in return. Pre-Reqs: Armiger, Gain Momentum, Shield Focus, Combat Reflexes, BAB +5 Benefit: When an attack misses you, but would have hit you if you did not have your shield bonus, you may …

  • Turn the Blade

    Enemies that are stopped by your shield end up doing more harm to themselves. Even when they strike true, they cannot be certain to deal lasting harm. Pre-Reqs: Armiger, Gain Momentum, Return Strike, Shield Focus, Greater Shield Focus, Combat Reflexes, …

  • Predator

    Your natural weapons are the most dangerous part about your form. Pre-Reqs: Armiger, have one natural attack or have/will gain Wild Shape ability. (or similar) Benefit: You gain a +1 enhancement bonus with all primary natural attacks you possess. …

  • Feeding Frenzy

    The sound of battle might as well be the sound of the dinner bell. Pre-Reqs: Armiger, have at least one natural attack or have/will gain Wild Shape ability. (or similar), Predator, at least 1 feat relating to natural attacks or the wild shape ability. …

  • Perfection of Form

    Your natural weapons rival that of the world's apex predators. Pre-Reqs: Armiger, have at least one natural attack or have/will gain Wild Shape ability (or similar), Predator, Feeding Frenzy, at least 3 feats relating to natural attacks or the wild …

  • Knuckleduster

    Your punches rival the strongest of monks and brawlers. Pre-Reqs: Armiger Benefit: You may treat a close weapon in your main hand as if it were being wielded with two hands when it is advantageous to you. If you possess the Improved Unarmed …

  • Concussive Blow

    Your punches throw enemies off their balance and disrupt their attacks. Pre-Reqs: Armiger, Power Attack, Weapon Focus (Any close) OR Improved Unarmed Strike Benefit: When you strike an enemy with a close weapon or unarmed strike (If you have the …

  • Sucker Punch

    When you strike someone, you are always able to sneak a quick hit in at the end. Pre-Reqs: Armiger, Knuckleduster, Concussive Blow, Power Attack, Weapon Focus (Any close) OR Improved Unarmed Strike, BAB +10 OR Monk 10 Benefit: Whenever you …

  • Ouroborus

    *Ouroborus - Lord of the Blight* Neutral Evil Favored Weapon: Scythe Domains: Evil, Destruction, Scalykind, Plant, Earth Holy Symbol: Ouroborus Faithful Name: Ouroborans https://40.media.tumblr.com/06f6685e765ab1c484a5ff43ce5107b0/ …

  • Auramancer Wizard Archetype

    An Auramancer does not belong to one school of magic. Instead, they specialize in one subset of spells. These mages are unrivaled in the casting of their specialized types of spells and use them to potent and versatile effect. Potent Aura: You gain …

  • Forest of the Fey

    One of the most dangerous regions in Farrin is the FaeSea. When the Elves were working to master teleportation magic, they accidentally bought the continent to the attention of the Fey creatures. Eventually, these enigmatic creatures moved in and took …

  • Sanctum

    Carved into the middle of the FaeSea, surrounded by walls of cold iron reinforced by adamantine on both sides, sits the fortress state of Sanctum. Sanctum is independently ruled by a collection of humanoids from all corners of the continent. It is …

  • Allowed Prestige Classes

    Let me know if you are interested in these classes so that we can arrange equivalences for PreReqs and Class Skills as needed: "Abjurant Champion":http://dndtools.pw/classes/abjurant-champion/ "Ultimate Magus":http://dndtools.pw/classes/ultimate- …

  • Riddle Wrapped in Enigma

    Your patterns have the potential to confuse, mystify, and mislead. You may choose one of the following effects when you cast a spell with the Pattern Subschool: An enemy affected by one of your pattern spells must make a second will save or be …

  • Flowing and Crashing

    Your spells are born of the seas, rivers and rainfall. You may choose one of the following effects when you cast a spell with the Water descriptor: Your water spells deal (additional) nonlethal damage equal to your caster level. When an enemy …

  • Haunting Malevolence

    Your magic draws much from the realm of the subconscious mind. When you cast a spell of the Phantasm subschool, you may add one of the following effects: Targets who fail a save against your phantasm spells are fatigued for one minute. Further …

  • Master of Shapes and Forms

    Magic is change, and the source of your power stems from the very heart of this mutable energy. When you cast a spell of the Phantasm subschool, you may add one of the following effects: When casting a polymorph spell, you can increase or decrease …

  • Why So Serious

    Your magic is revelry and freedom, the essence of chaos. You are convinced that the only way to live is without rules - even if this can be a very dangerous notion. When you cast a spell with the Chaotic descriptor, you may choose one of the following …

  • Open the Black Grimoire

    It is said that the Black Grimoire is the source of all necromantic powers. You may draw on this source, you may not. However, it cannot be denied that your spells are wondrous and deadly. When you cast a spell of the Death subtype, you may choose one …

  • The Mountain Shall Not Bow

    Your magic is drawn form the stone and the soil, as steadfast and sturdy as the ground you stand on. When you cast a spell of the Earth subtype, you may choose one of the following as an additional effect. After casting a Death spell, you gain DR 5/ …

  • Tug the Heartstrings

    Your magic flows through your soul and touches a very primal part of the world - The power of emotion. You may choose one of the following effects when you cast a spell with the Emotion subtype: Enemies lose immunity to mind-affecting spells. They …

  • Sympathy For the Sinner

    Your magic makes people reconsider their moral stances. After all, maybe they are getting their due for being so self-righteous. When you cast a spell of the evil descriptor, you may choose one of the following effects: All good creatures that can …

  • Penance Stare

    Your magic is potent and ominous. It is perfectly suited for inspiring fear in your enemies. Enemies lose immunity to mind-affecting spells. They gain a +8 bonus if they had immunity and half the normal bonus if they had a static bonus. Enemies lose …

  • Scream For Me

    You draw your magic from pure pain - the most raw and primal of power sources. All creatures may not understand your magic, but pain is universal. When you cast a spell with the Pain descriptor, you may choose one of the following effects: You can …

  • The Bardic Symposia

    The Bardic Symposia is part university, part trade guild, part mercenary company, with a sprinkle of everything else. The Symposia serves to entertain and educate the masses, weaving tales and songs for the benefit of all people. Many hopefuls flock to …

  • Silversails

    The Silversails are a bizarre entry among those who trawl the seas. Misunderstood my many, they sail their own course despite the opposition they take from both sides. The Silversails travel the ocean praying on ships to plunder their wealth. However, …

  • Knight Templars

    The Knights Templar are a primarily mobile coalition of Arbiter, Lennart, and Hayder worshippers, trained in traversing the wilderness, roads and dangerous places of the world. They serve a holy mission of escorting travelers and caravans across the …

  • The Order of the Sightless Eye

    The Order of the Sightless Eye represents one of the oldest Monasteries in Farrin. Once living in virtual isolation, they were nearly destroyed by the Oni forces of the False Emperor. After the fact, they rebuilt as a peacekeeping order, dedicated to …

  • Bardic Symposia Feats

    General: *Symposia Member* _You're a member in good standing of the Bardic Symposia._ *PreReqs*: 1 rank in any Perform Skil, Skill Focus (Any Perform) or Posesses the Bardic Performance (or similar) class feature. Membership in the Bardic Symposia …

  • War Chant

    Even when not performing, you keep a War Chant going among your allies, helping them coordinate their attacks and tactics. Pre-Reqs: Perform 5 ranks, Profession Soldier 5 ranks, Symposia Member, OR Perform 3 ranks, and Posesses the Bardic Performance ( …

  • Rallying Cry

    Your commanding presence allows your allies to effectively position themselves and stay focused on the fight. Pre-Reqs: Perform 7 ranks, Profession Soldier 7 ranks, Symposia Member and War Chant OR Perform 5 ranks and Posesses the Bardic Performance ( …

  • Conductor of the War-chestra

    You have the trappings of a performer, but your true stage is the battlefield. The music of combat is your ally and will overwhelm your enemies. Pre-Reqs: Perform 12 ranks, Profession Soldier 12 ranks, Symposia Member, War Chant and Rallying Cry OR …

  • Serenade of Soothing

    Serenade of Soothing Your performances tap into the life force of the world, and can be used to soothe wounds. Pre-Reqs: Heal 1 rank, Perform (any) 1 rank, and Symposia Member, or Posesses the Bardic Performance (or similar) class feature. All …

  • Canticle of Channeling

    Canticle of Channeling Your performances are potent enough to mend the most drastic of wounds. Pre-Reqs: Heal 10 ranks, Perform (any) 10 ranks, Character Level 11, Symposia Member, Serenade of Soothing, and Minute of Mitigation or Serenade of …

  • Knowledge Is Power

    Knowledge is Power They say that those who can't do, teach. Some teachers take offense to this, proving their detractors wrong at weapon point. Pre-Reqs: Symposia Member, Perform (Oratory) 1 rank, Skill Focus (Any Knowledge), or Bard level 3, ) …

  • Tactics Revealed

    Tactics Revealed You've seen just about every battle strategy in the field, and teach your allies how to better avoid these tricks. Pre-Reqs: Pre-Reqs: Symposia Member, Perform (Oratory) 7 ranks, Skill Focus (Any Knowledge), Knowledge Is Power, or …

  • Lost Lore

    Lost Lore Your studies have revealed to you the underlying principles of magic and how it can be manipulated in the field. Pre-Reqs: Pre-Reqs: Symposia Member, Perform (Oratory) 10 ranks, Spellcraft 5 Ranks, Skill Focus (Any Knowledge), Knowledge Is …

  • Overture

    Overture Every good performer knows that a show that starts well often succeeds beyond your expectations. Pre-Reqs: Symposia Member, Perform (Sing) 5 ranks or Bard 3, Perform (Sing) 1 rank. Must be a member in good standing of the Bardic Symposia. …

  • Intermission

    Intermission The intermission of the show is rarely a break for the performers, instead being a time to refocus and prepare for the next act. Pre-Reqs: Symposia Member, Perform (Sing) 7 ranks, Overture or Bard 7, Perform (Sing) 5 ranks, Overture. …

  • The Show Must Go On

    The Show Must Go On No matter how long the show, the performers must be at the top of their game at all times. Conserving your energy for crucial moments is key to success. Pre-Reqs: Symposia Member, Perform (Sing) 11 ranks, Overture, Intermission …

  • Sightless Eye Style

    The monks of the Sightless Eye train to perfect the art of viewing the world as a whole, instead of the narrow sight their eyes allow them. Pre-Reqs: Wis 14, BAB +5, Blind Fight, Perception 1 rank OR Monk 3, Blind Fight, perception 1 rank Benefit: …

  • Sightless Eye Savant

    Sightless Eye Savant You can use your mastery of the Sightless Eye to remove the same potential from your opponents. You exchange some of your own vision to obscure that of others. Pre-Reqs: Wis 16, BAB +7, Blind Fight, Sightless Eye Style, …

  • Sightless Eye Master

    Sightless Eye Master Your mastery of the Sightless Eye allows you a greater connection with your perfect ethereal form. Your mind, body and soul meld as one and afford you even greater protection. Pre-Reqs: Pre-Reqs: Wis 20, BAB +11, Blind Fight, …

  • Mana Veld

    "Theme":https://www.youtube.com/watch?v=45C81eidtek No scholar, spellcaster, priest or politician alive quite knows what the Mana Veld is. It's only static entrance comes and goes just as swiftly as the tide - without the predictability. Few who …

  • Fallen Lords and Heavenly Hosts

    One step down from the Gods and Goddesses of the Deific Court sit the Heavenly Hosts and the Demon Lords. Said to be the first creations of the Deific Court - they are known by many by the more common term angels. They live in the Celestial Realms, living …

  • Fallen Lords

    "*Ilena, the Matron of Deepest Pleasures*":http://matija5850.deviantart.com/art/Dogs-502941574 Portfolio: Lust Domains: Evil, Charm, Darkness Favored Weapon: Whip "*Thoul the Decadent*":http://i.imgur.com/u70Cops.png Portfolio: Gluttony Domains: …

  • Heavenly Hosts

    "*Yahime The Pure*":http://i.imgur.com/BdVoemI.jpg Portfolio: Abstinence Domains: Good, Glory, Sun Favored Weapon: Longspear "*Savek, The Fasting Master*":http://i.imgur.com/pKmqaBf.jpg Portfolio: Temperance Domains: Good, Knowledge, Rune Favored …

  • Order of Arcanamach Feats

    _Note: All feats below are considered to have the Prerequsite of "Must be a member in good standing of the Order of Arcanamach" Being in the Mageguard counts as a member in good standing of the order. The initial feat "Mageguard" does not require this._ …

  • Arcane Armor Expertise

    Pre-Reqs: Arcane Armor Training, Arcane Armor Mastery, Medium Armor Proficiency, Combat Casting, Caster level 9 Benefit: You always reduce your arcane spell failure chance from armor by 25%.

  • Dispelling Smite

    Your Smite has the ability to wipe away magic. Pre-Reqs: Mageguard, Smite class feature, character level 7 Benefit: When you successfully smite an enemy, they are subject to a Dispel Magic. You use your total level of the class which grants the …

  • Spellglaive

    *Spellglaive* Exotic two-handed weapon - versatile 1d10 x3 S&P/1d6 x2 Reach/Range increment 60 ft. 11 pounds - 75 GP "Spellglaive Sample Image":http://vignette3.wikia.nocookie.net/dragonage/images/1/14/Staff_of_Parthalan_icon.png/revision/latest?cb …

  • FaeWakers

    The FaeWalkers are responsible for governing the city, and are it’s elite defense force. They command garrisons of other soldiers and train the future crop of Walkers. They are also expert woodsmen and survivalist, needing to go into Fey territory without …

  • Nomads

    *Nomadic Lifestyle (Alternate Heritage)* Nomads are not uncommon in Farrin. Between wandering packs of Elves living in forest camps, caravans (Halfling or otherwise), desert dwellers, or displaced refugees, this style of living can be tolerable and …

  • Leonar

    *Leonar - Nature’s Splendor* Alignment: Neutral Anthem: Favored Weapon: Scimitar/Natural Weapon Demonym: Leonaran Leonar is the ancient and borderline mythical homeland of the Druids. Withdrawn deep into the FaeSea, the Druids use magic to travel …

  • Jinxing

    Jinxing On a critical hit you may choose to forgo additional damage to enact Bestow Curse on the target. Will save DC 12+Enhancement Bonus+2 for each level of critical modifier the weapon possesses. Cost: +3 enhancement.

  • Lightsurge

    *Lightsurge* +2d6 holy damage, DC 20 fort blind on critical for 1 minute, Can Dispel Darkness 1/day. Cost: +3 Bonus

  • Magic Cane

    Made to be a more compact version of the Magic Staff, the Magic Cane is designed to be a one handed weapon - trading off power for convenience. The magic crystal is loaded into the head of the cane, which is generally an orb or gem shaped piece of wood, …

  • Justicar Prestige Class

    *Justicar* Justiciars embody law and civilization wherever they go, from the most corrupt depths of a city slum to the wildest frontier lands. They arbitrate disputes, deal with criminals, and establish law where there is none. In pleasant times they …

  • Racial Combat Training

    You have learned weapon techniques from your parent race. Pre-Reqs: Nephilim Benefit: You gain Weapon Familiarity as appropriate for whatever race you selected for your Racial Heritage feat.

  • Material World Inheritance

    Though you are not what you seem, you strongly embody some of the features of your parent race. Pre-Reqs: Nephilim Benefit: Gain a single racial trait from whatever race you selected for your Racial Heritage. You cannot use this feat to take a …

  • Timeless Vigor

    Your semi-immortality allows you to shrug off effects that would lay true mortals low. Pre-Reqs: Knight Nephilim, Con 16, Endurance Benefit: You are immune to the fatigued condition through mundane means. You also gain a +2 bonus on saving throws …

  • Flashback

    You have vague memories of events in your past, and can call upon that to aid your current conflicts. Pre-Reqs: Nephilim, Wisdom 16 Benefit: You may reroll any skill check or attack roll as an immediate action. This uses all the same exact modifiers …

  • Improved Flashback

    Your memories flow hazily through your mind during tense situations, and you can subtly manipulate events so that they become favorable to you - emulating victories of old. Pre-Reqs: Nephilim, Wisdom 18, Flashback. Benefit: You gain 2 additional …

  • Fugue State

    You can manipulate your inherited powers in order to shield your mind against powerful mental effects. You lose some connection to your own power, but this protection may very well save you and your allies from worse. Pre-Reqs: Sage Nephilim, able to …

  • Spiritual State

    When you enter a fugue state, you become an ethereal manifestation of your inherited ancestry. Pre-Reqs: Sage Nephilim, able to cast spells (not spell like abilities), Fugue State, Character Level 10. Benefit: When you use Fugue State, you are …

  • Time Flux

    Your connection to ancient forces allows you to manipulate time more effectively. Pre-Reqs: Nephilim, Spell Focus (Transmutation), Caster Level 5 Benefit: The duration of any Haste or Slow (Or similar) spell you cast are automatically extended. This …

  • Time Slip

    Due to the presence of your old soul, You are able to manipulate a unique gift that few creatures can even comprehend - The very essence of time. Pre-Reqs: Nephilim, Character Level 5 Benefit: As an immediate action, you may move up to your movement …

  • Improved Time Slip

    As you grow in power, you also grow in comprehension of the mysterious forces of time and space. Pre-Reqs: Nephilim, Character level 10, Time Slip Benefit: You have the inherent abilities of a Ring of Return, as if you possessed it as a slotless …

  • Esoteric Calling

    Your connection to the mysteries of the fabric of creation allows you to imbue summoned creatures with additional protection. Pre-Reqs: Nephilim, Spell Focus (Conjuration), Augment Summoning, Not True Neutral. Benefit: Creatures you summon using …

  • Blade of Eternity

    When conflict arises, your forebears provide with not only spiritual assistance, but practical reinforcement. You are able to call a powerful weapon from the mists of time into your service - A Blade of Eternity. Pre-Reqs: Nephilim Benefit: You may …

  • Staff of Eternity

    Your called weapon is based upon your magical power instead of martial prowess. Pre-Reqs: Nephilim, Blade of Eternity Benefit: You may choose to use your caster level in place of your base attack bonus for the purposes of the Blade of Eternity feat …

  • Improved Blade of Eternity

    Through experience, you have gained improved mutability and duration with your Blade of Eternity. Pre_Req: Nephilim, Character Level 8, Blade of Eternity Benefit: You may chose two additional weapon forms in which you can manifest your Blade of …

  • Ancestral Blade of Eternity

    You have reached the pinnacle of mastery with your Blade of Eternity. Pre-Reqs: Nephilim, Character level 14, Blade of Eternity, Improved Blade of Eternity Benefit: Your Blade of Eternity duration is increased to hours per level, and it’s maximum …

  • Planar Discordance

    You are better trained in fighting outsider creatures. Pre-Reqs: Nephilim, Knowledge (Planes) 5 ranks. Benefit: All attacks you make with a natural or manufactured weapon deal an additional 2d6 points of damage to non-native outsiders, as long as …

  • Rift Tear

    Your knowledge of the planes combined with your Nephilim ancestry allow you to weaponize the power of the Mana Veld to devastating effect. Pre-Reqs: Nephilim, Caster Level 4, Skill Focus: Knowledge Planes, Knowledge (Planes) 4 ranks. Benefit: You …

  • Improved Rift Tear

    Your training allows to conjure wider, more stable rifts. Pre-Reqs: Nephilim, Caster Level 8, Skill Focus: Knowledge Planes, Knowledge (Planes) 8 ranks, Rift Tear Benefit: Your rift tears now affect a 10 foot burst. You may select a number of …

  • Greater Rift Tear

    Your Rift Tears cause your targets to become weary. Pre-Reqs: Nephilim, Caster Level 12, Skill Focus: Knowledge Planes, Knowledge (Planes) 12 ranks, Rift Tear, Improved Rift Tear Benefit: Your rift tears now cause anyone who fails their save to be …

  • Connection Lost

    In order to protect itself, in times of great need the inherited soul of a Nephilim can retreat back into the Mana Veld.......for a time. Pre-Reqs: Nephilim Benefit: As an immediate mental action, you may choose to have your Nephilim abilities be …

  • Eternity Knight

    Eternity Knights embrace the full lineage of their Nephilim powers. They forsake traditional advancement in their chosen profession in order to supplement their racial abilities. Eternity Knights wield their inherited weapons with pride. Though their …

  • Factotum Rogue

    Within the ranks of so called Rogues, it would be inaccurate to call them all thieves. Many Rogues are simply skilled individuals who have a lot of talent and the daring drive to use them for adventuring. Class Skills: A Factotum considers all skills …

  • Colichemarde

    *Colichemarde*: Exotic one handed finessable weapon. 1d10 S/P damage, x3. Disarming weapon, +2 against disarm attempts. 25 GP, 3 pounds. Is considered to be a Dueling Sword in regards to feats and other abilities. An evolution of the longsword and …

  • Broadsword

    *Broadsword*: Exotic One Handed Weapon – 1d12, x4, Slashing/Bludgeoning. 80 GP, 9 Pounds.

  • Broad Glaive

    *Broadglaive*: Exotic double trip weapon - 1d12/1d12 x3. This massive weapon is designed to be wielded like a double bladed sword. However, it can also be used as a single reach weapon, using the statistics of a Glaive. This weapon cannot be used as a …

  • Celtic Bow

    *Celtic Bow*: Exotic Ranged Weapon. As Longbow, except the critical threaten range becomes 18x2. The celtic bow uses unusual wood in it's construction. It cannot achieve the massive pull of a typical bow, but the material helps stabilize the weapon, …

  • Weapon Ace Fighter

    A seasoned man-at-arms or just a skilled improviser, the Weapon Ace is able to adapt to a weapon at a moment's notice. They train for the specific purpose of dealing death with any weapon, at any range, whenever is necessary. *Weapons Expert:* Weapon …

  • Devour Item

    You may fuse your Blade of Eternity with the power of another item. Pre-Reqs: Improved Blade of Eternity (And all of it's pre-reqs) Benefit: You may bind a magical or exceptional weapon to your blade of eternity. Your blade gains all the abilities …

  • Raijin

    Raijin – The King of the Storm Chaotic Neutral Favored Weapon: Dan Bong Domains: Chaos, Air, Liberation, Plant, Trickery, Weather Holy Symbol: Taito Drum Common Name: Raijins The first empress, wife of the overdeity Phoenix, was born of a mortal …

  • Maelstrom

    *The Maelstrom* Alignment: Chaotic Anthem: Favored Weapon: Pickaxe Demonym: Maelstromite Unique Weapons: Elemental Gauntlets: Exotic weapon. As regular gauntlets. However, these gauntlets are designed to allow elemental crystals (The one used for …

  • Red Ridge Pass

    In between the deserts of Zelen and the plains of Godwinson sits the Red Ridge Pass. A winding chain of cleared passes dotted with flat mesas leads to a complex existence. The region is arid but possessed of rich soil - the inhabitants grow corn, beans, …

  • Katruska

    Katruska can trace it's origins to the continent wide war of Farrin, fought between Dwarves, Elves, and the monstrous races. A collection of Dwarves from mixed houses decided the war was keeping them from their true goal of production and craft and took …

  • Katruskan Elf

    Once proud High Elven voyagers looking to colonize new lands, these Elves did not expect to run into Dwarves in Katruska. However, these Dwarves had no ability to be reasoned with and were highly xenophobic. The Elves were quickly ground beneath the heel …

  • Sacrament Witch

    More in touch with the lighter side of their abilities, Sacrament Witches focus on healing the sick and uplifting the downtrodden. Requirements: Ability to cast second level Witch spells, Hex Class feature, Healing Hex, Channel Energy Class Feature, [[ …

  • Salem

    Posted at the borders and multiple, accessible points in the town Salem, is a missive about the "laws" of Salem. __Live and Let Live Fairly Take and Fairly Give Mind the threefold Law Harm ye none, do what ye will__ There is further text appended …

  • Blood Elf

    Type Humanoid (elf) 0 RP Size Medium 0 RP Base Speed Normal 0 RP Ability Score Modifiers Standard (+2 Dex, +2 Cha, –2 Int) 0 RP Languages Standard 0 RP Racial Traits: Defense Racial Traits: Natural Armor 1 (2 RP) Desert Runner (2 RP) …

  • Weapon Expertise (Drow)

    Weapon Expertise You use your intellect to supplement your fighting prowess PreReqs: Proficiency with selected weapon, Weapon Focus with selected weapon, Drow Benefit: Select one melee weapon that meets the qualifications above. You may add your …

  • Vicious Expertise (Drow)

    Vicious Expertise You use your intellect to supplement your fighting prowess PreReqs: Proficiency with selected weapon, Weapon Focus with selected weapon, Combat Expertise, Weapon Expertise with the selected weapon, BAB+6, Drow Benefit: Select …

  • Cloister Elf

    Type Humanoid (elf) 0 RP Size Medium 0 RP Base Speed Normal 0 RP Ability Score Modifiers +2 Int, +2 Wis, –2 Con - 1 RP (Specialized) Languages Linguist (Common, Elven) 1 RP Racial Traits: Defense Racial Traits: Elven Immunities (2 RP) …

  • Human

    Humans are an enigma. Vampires claim to have "Created" humanity to use as a livestock race. However, it's been proven that humans have existed on other continents well before this time, and they have no record of travelling to other continents. Some …

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