Tag: Richtar

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  • Season of the Witch

    "The Harvest Moon celebrations occurred without a hitch. People were optimistic about the future. However, since that day, the moon has been constantly red, with a bloody glow and what appear to be dark clouds roiling by it. Villagers trade stories of …

  • Season of the Witch - The Story so Far

    Current date - Septembrie 21st Nearing midnight of the 13th of Septembrie, our heroes participated in the traditional burning of effigies on the Harvest Moon festival. Upon burning these effigies, they found themselves in a strange, unknown forest too …

  • Main Page

    Content is subject to change during testing. Any player affected by a change will be allowed a rebuild of their character. [[House Rules]] (Also includes Feats) [[Luck]] [[Regions]] [[Races]] [[Deities]] [[Campaign Weapons]] [[ …

  • OP Editing Rules

    h3. Welcome to your wiki! This is your wiki Main Page. It serves as a starting point for your wiki. From here you can begin organizing your campaign! To get you started, here are some examples of what you can do with the wiki. To see how these …

  • Countries

    [[East Farrin]] [[West Farrin]] [[FaeSea]] [[Syndrei]] [[Orámata]]

  • 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 …

  • East Farrin

    [[Jōshō]] [[Keystone]] [[Buellswerk]] [[Vlag-Morndin]] [[Gnocrest]]

  • 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

    [[Races of Man]] [[Races of Beast]] [[Races of Fey]] [[Races of Planes]] [[Mythical Creatures]]

  • Races of Planes

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

  • Wispling

    Halflings are renowned travellers and caravanners. Some Halflings, not content with merely travelling the material plane, have developed methods of travelling other planes. As a result of this, some Halflings have their own form of the more commonly known …

  • Races of Beast

    Orc - As PFSRD [[Quaggoth]] [[Karn]] [[Kobold]] [[Goblin]] [[Leonid]] Hobgoblin - As PFSRD Bugbear - As PFSRD [[Ratfolk]] - As PFSRD Merfolk - As PFSRD Changeling - As PFSRD Duregar - As PFSRD [[Kitsune]] - As PFSRD …

  • Karn

    Karn Humanoid (Orc) Age: As Orc Favored Class: As Orc The Karn are Orcs by name and right, but they differ in personality. Karn Orcs generally range from Lawful Neutral to Chaotic Neutral, though exceptions exist. They generally dwell in secluded …

  • 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 …

  • Dwarf

    Dwarves are a highly structured collective of people. While they are spread out in small populations just about everywhere in Valden, their homeland is considered to be Vlag-Morndin. Almost every Dwarf has a claim to live in the capitol, Khaz-Morndin, in …

  • 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 …

  • World Deities

    [[Alma]] [[Arbiter]] [[Cauldwynne]] [[Desmodus]] [[Dorin Highfather]] [[Elderfang]] [[Exeter]] [[Feyn'riel]] [[Hayder]] [[Ilen]] [[Jayna]] [[Krondor]] [[Lennart]] [[Mrazmus]] [[Ouroborus]] [[Primus]] [[Raven …

  • Jōshō Deities

    [[Asura]] [[Fera-Henkō]] [[Nightbrother Concept]] [[Oni Cultist]] [[Tetsuo-Kamakiri]] [[Yuki]] [[Amaterasu]] [[Izanami]] [[Ryūjin]] [[Raijin]]

  • Urlund Deities

    [[All-Father]] [[Bear]] [[Dragon]] [[Frost]] [[Jotun]] [[Owl]] [[Rabbit]] [[Ram]] [[Wolf]]

  • 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: …

  • Bear

    Bear Chaotic Neutral Favored Weapon: Greatsword Domains: Chaos, War, Strength, Sun, Earth Holy Symbol: Bear Common Name: Bear Shamen (divine casters)/ Acolytes (Laypeople) Bear is a powerful and boisterous deity. He is surprisingly patient for a …

  • Dragon

    Dragon Lawful Evil Favored Weapon: Falcata Domains: Law, Evil, War, Magic, Scalykind Holy Symbol: Dragon Common Name: Dragon Cultists Dragon is the first creation of the All-Father and the first to leave his ideals behind. Dragon envies the …

  • 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 …

  • Jotun

    Jotun - The Hordes of Havok Chaotic Evil Favored Weapon: Greataxe Domains: Chaos, Evil, Destruction, Trickery, Madness, Rune Holy Symbol: Jotun Rune Common Name: Jotunites When Frost swept into the realm and began it’s creeping take over, the only …

  • Owl

    Owl Lawful Neutral Favored Weapon: Shortbow Domains: Law, Travel, Air, Darkness, Repose, Glory Holy Symbol: Owl Common Name: Owl Shamen / Acolytes Owl is the god of hunters, the night, and woodland survival. He is a quiet, serene and dignified …

  • Rabbit

    Rabbit Chaotic Good Favored Weapon: Rapier Domains: Chaos, Good, Magic, Charm, Trickery, Liberation Holy Symbol: Rabbit Common Name: Rabbit Shaman / Acolytes In a world as cold and sometimes grim as Urlund, Rabbit is the spirit of wonder, whimsy, …

  • Ram

    Ram Neutral Favored Weapon: Earth Breaker Domains: Earth, Sun, Knowledge, Artifice, Plant Holy Symbol: Ram Follower Name: Ram Shamen / Acolytes Ram is the patron spirit of earth, metal and craft. Ram wanders the mountain peaks, surefooted and …

  • Wolf

    Wolf Neutral Good Favored Weapon: Battleaxe Domains: Community, Good, Sun, Animal, Healing Holy Symbol: Wolf Common Name: Wolf Shamen (Divine casters) / Acolytes (Lay persons) Wolf is a deity of the people, a symbol of the bond between man and …

  • Asura

    *Asura - The Traitor, The Destroyer, The Savior, The Protector* Chaotic Good Favored Weapon: Unarmed Strike Domains: Chaos, Good, Destruction, Glory, War, Strength Holy Symbol: Burning Fist Common Name: Asurans http://img3.wikia.nocookie.net/ …

  • Fera-Henkō

    Fera-Henkō Lawful Neutral Favored Weapon: Longbow Domains: Law, War, Animal, Liberation, Travel, Trickery Holy Symbol: Bow w. three arrows Common Name: Ferans Despite coming from a foreign land, Fera distinguished herself in the Lineage Wars. As a …

  • 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 …

  • Oni Cultist

    Oni Cult Chaotic Evil Favored Weapon: Kanabo Domains: Earth, Evil, Chaos, Rune, Weather Holy Symbol: Demon Face Follower Name: Oni Cultists Fallen from it’s former glory and diverse level of worship, Oni have conglomerated into one larger system …

  • Tetsuo-Kamakiri

    Tetsuo-Kamakiri - The Usurper Lawful Evil Favored Weapon: Katana Domains: Death, Evil, Law, Madness, Void Holy Symbol: Mantis Claw Sword Common Name: Tetsuans http://white-mantis.deviantart.com/art/Blade-Under-Mask-Whispering-Forest-323367322 …

  • Yuki

    Yuki - the Storm Bringer Neutral Favored Weapon: Magic Staff Domains: Water, Magic, Knowledge, Weather, Rune Holy Symbol: Snowflake Common Term: Yukites Yuki is the God of snow, weather, and arcane power. He was once a travelling companion of the …

  • 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, …

  • Halfling

    Halflings are a quaint and curious people. They have no recognized homeland, no written tradition, and no formal racial heritage. A few Halflings live among the human cities, working as attendants, assistants, and "gofers" for mid to high end craftsman …

  • 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 …

  • Quaggoth

    *Quaggoth* Type: Humanoid (Dark Folk) Dark Folk Dark folk are reclusive subterranean humanoids with an aversion to light. Size: Medium Normal Speed [Total 40 Ft. Speed from Fast trait] +2 Strength, +2 Charisma, -2 Intelligence …

  • 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.

  • Elven War Arrow

    Elven War Arrow: Exotic Light (Throwing) Weapon - Elven War Arrow - 1d6, 19x2, P, Finesse, 15 Range. Can be used as arrows for Longbows and Shortbows.

  • 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]]

  • Sanctified Mithril

    *Sanctified Mithril* Potent auras of good are laced into this nugget of Mithril. Counts as a good aligned weapon up to DR 5/Good. On a Weapon: 1/day Flame Strike - 5d6 Base - Save DC 10+½ level (Unless you are a divine caster in which it uses your …

  • 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 …

  • Tainted Umbrite

    *Tainted Umbrite* This strange ore sheds no light, and is much heavier than it should be. As strange as it seems, this ore is incredibly smooth, even when freshly mined. One stock of Tainted Umbrite. items made of Tainted Umbrite weigh 1.5x their …

  • Dragonscourge

    *Dragonscourge* This gold hued metal thrums with elemental fury. Dragonscourge is rumored to be the result of treasure destroyed by the breath weapon of a dragon, which later sunk into the earth and was reborn as ore blooms. While this has never been …

  • Eldritch Silver

    *Eldritch Silver* Generally found near powerful magical ley lines, this silver is tinged with crimson patterns that form arcane sigils. One Stock of Eldritch Silver. Eldritch Silver has the same relative strength of steel and the beneficial …

  • Primal Adamantine

    *Primal Adamantine* This chunk of raw adamantine swirls with greenish and blue hues. Primal Adamantine has all the properties of normal adamantine and then some. Special Material - One stock of Primal Adamantine A weapon made of Primal Adamantine can …

  • 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. …

  • Combat Focus Chain (With Minor Changes)

    "Combat Focus":http://kmalloy.cloudapp.net/dndtools.eu/feats/players-handbook-ii--80/combat-focus--396/index.html Note the change to Combat Defense: Benefit: While you maintain your combat focus, your dodge bonus increases by +2. If you have three …

  • 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]] [[ …

  • Asura Style Chain

    *Asura Style:* PreReqs: Unarmed Strike, Toughness, Worshipper of Asura - or Monk 1. When using this style, on a successful unarmed strike or close weapon hit, you may heal hit points equal to 2+ConMod. Each consecutive hit adds +1 hit point to the hit …

  • 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 …

  • Lost Tradition

    *Lost Tradition* You are descended from a group of spellcasters who had very different ways of mastering magic, and you follow in their tradition. Prerequisite: Must be able to cast spells from a spell casting class Benefits: Choose one …

  • Elaboration on Archetype Feats

    "Archetype Feats Link":http://www.dandwiki.com/wiki/3.5e_Archetype_Feats Must be taken at first level. (Except as noted below) May only take one archetype feat. Please note the following exceptions: Anti-Communist Machine: My campaign does not …

  • Invisible Blade

    *Invisible Blade* Pre-Reqs: Greater Feint (and all the Pre-Reqs required of that feat) While wielding only weapons from the Light Blades weapon group, you may feint as a swift action.

  • Improved Invisible Blade

    *Improved Invisible Blade* Pre-Reqs: Invisible Blade and all of pre-reqs of Invisible Blade. While operating under the same circumstances of the Invisible Blade feat, you may feint as a free action. You may only do this once per enemy per round.

  • Versatile Invisible Blade

    *Versatile Invisible Blade* Pre-Reqs: Improved Invisible Blade and all of pre-reqs of Improved Invisible Blade. Choose any two light or one-handed weapons that you are proficient with. You may now utilize them as if they were in the Light Blades …

  • Greater Unarmed Strike

    *Greater Unarmed Strike* Pre-Reqs: BAB +5, Improved Unarmed Strike, you do not posses a class feature that grants you the ability to make unarmed strikes with any part of your body. Your unarmed strike damage increases to 1d6. It improves to 1d8 at …

  • Eldritch Armor

    *Eldritch Armor* Pre-Reqs: Ability to cast arcane spells. When you cast an arcane spell on yourself which provides an armor bonus, you increase the bonus by 1 for every 5 caster levels you posses, to a maximum of 5 additional armor per spell. This …

  • Heavy Armor Optimization

    *Heavy Armor Optimization* You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers. Prerequisite: Armor Proficiency (heavy) , Strength 18, base attack bonus +4. Benefit: When you are wearing heavy …

  • 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. …

  • Deflective Armor

    Your armor shields you from touch attacks as well as regular blows. *Prerequisite:* Heavy Armor Optimization. *Benefit:* When wearing medium or heavy armor, the AC bonus from your armors enhancement bonus applies against touch attacks as well as regular …

  • Improved Gang Up

    *Improved Gang Up* Pre-Reqs: Gang Up and all of Gang Up's Pre-Reqs Even the presence of one ally allows you to exploit enemy weaknesses. At the beginning of your turn, you may select one space within 5 feet of you. You count as occupying this space …

  • Greater Gang Up

    *Greater Gang Up* Pre-Reqs: Int 14, Improved Gang Up and all of Improved Gang Up’s Pre-Reqs Your mastery of battlefield positioning allows you to instruct your allies in the best ways to stab people in the fleshy bits. At the beginning of your turn …

  • Abjuration Expert

    *Abjuration Expert* Pre-reqs: Spell Focus (Abjuration), Greater Spell Focus (Abjuration), Able to cast 3rd level spells. Your abjurations are notoriously hard to remove by lesser arcane casters. If an abjuration spell that you cast is dispelled by …

  • Conjuration Savant

    *Conjuration Savant* Pre-reqs: Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Able to cast 3rd level spells. Your conjurations are more versatile than most spellcasters. When using a summoning spell to call multiple monsters, you may …

  • Expert Evoker

    *Expert Evoker* Pre-reqs: Spell Focus (Evocation), Greater Spell Focus (Evocation), Able to cast 3rd level spells. Your body overflows with raw magical energy, and it is expressed through your potent Evocations. When you cast an Evocation spell …

  • Divine Diviner

    *Divine Diviner* Pre-reqs: Spell Focus (Divination), Greater Spell Focus (Divination), Able to cast 3rd level spells. Your mastery of the divination school allows you expanded knowledge of the subject. Choose three Divination spells from any spell …

  • Charming Enchanter

    *Charming Enchanter* Pre-reqs: Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Able to cast 3rd level spells. None can resist the allure of your feminine wiles or hairy chest, gender depending. If your target successfully saves …

  • Fell Necromancer

    *Fell Necromacer* Pre-reqs: Spell Focus (Evocation), Greater Spell Focus (Evocation), Able to cast 3rd level spells. Your control over undead is like a steel vice. Undead you control with magical means that would normally receive a save have that …

  • Persistent Transmuter

    *Persistent Transmuter* Pre-reqs: Spell Focus (Transmutation), Greater Spell Focus (Transmutation), Able to cast 3rd level spells. Nothing can stop change, especially when you change it. When an enemy fails against a Transmutation spell that you …

  • Destructive Illusionist

    *Destructive Illusionist* Pre-reqs: Spell Focus (Illusion), Greater Spell Focus (Illusion), Able to cast 3rd level spells. Reality is subjective. And painful. When an enemy saves against a non-damaging illusion spell that you have cast, they are …

  • 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 …

  • Goblin

    *Goblin* (Racial stats as PFSRD) The deities created the mortal races in their own image, based on their own skills and aspiration, to advance their causes on the material plane. When Snarl created the Goblins, he created them as food for the other …

  • 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 …

  • Lore

    [[Organizations]] [[Dragons]] [[Fae]] [[Griffons]] [[Vampires]] [[Liches]] [[Runic]] [[Primal Magic]]

  • Dragons

    Dragons are the oldest sentient creatures on the continent of Farrin, perhaps even in the world of Valden. Created in year 5 by the Dragon spirit of Urlund, they were only originally created in chromatic fashion. Not shaped from raw creation, Dragons were …

  • 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 …

  • Order of Arcanamach

    *The Arcanamach and the Mages Academie and Guild* _Farric Organization_ The Order of Arcanamach, founded in the nation of Godwinson in the year 2510, is the formalized mage's guild for Farrin. While formalized arcane magic had been present for quite …

  • 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]] …

  • Lifebound Druid

    All Druids have a connection with the natural world and feel it's growth, death, and rebirth. Some Druids choose to become a literal extension of this aspect of the natural world. They exchange certain abilities in order to attune to the force of life …

  • Grey Magi Magus

    Grey Magi Grey Magi study to harness their arcane power to tap into potent divine powers. They serve as a potent fusion of fighter, wizard and cleric, bringing potent and varied powers to bear in combat. Diminished Spellcasting A Grey Magi may cast …

  • 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. …

  • 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 …

  • Magical Aura

    Magic is rarely inherent in a humanoid creature. Even those with spell like abilities rarely use these with any deliberate action, they are simply something that most members of their races can do, just as some Elves can better decode magic or some …

  • Aura Feats

    *Aura rules:* Using an Aura Power is part of your spellcasting action. All decisions on aura powers must be made before the spell is cast. The DC for any save, unless noted otherwise, is the same as the spell you've just cast. The Aura Empowerment …

  • Aura Empowerment

    You have gained a measure of control over your EMP, and can channel it's energy to enhance certain spells. Choose one option from the list below. When casting a spell with that descriptor or subschool, you gain +1 DC and +1 CL, which stacks with any …

  • Bloodied, but Unbowed

    Your magic radiates positive energy and is an ally of life. You may choose one of the following effects when you cast a spell with the Healing descriptor: When you cast a healing spell that cures a variable amount of hit points, you may cure …

  • Enlightened Soul

    Your magic reflects the most profound idea to enter the sentient mind - That life has a meaning and a purpose. When you cast a spell of the good descriptor, you may choose one of the following effects: All evil creatures that can see you must save …

  • School Savant

    Your mastery of one school of magic is so great that you've learned to adapt other spells to your style. PreReqs: Specialist Wizard, Spell Focus (Your chosen school), Greater Spell Focus (The same as spell focus), Spell Mastery (As least one spell of …

  • We Have Reserves

    You are a firm believer in two polarizing concepts - You attempt to conserve resources my making every spell last, but also don't hesitate to continue using only one method of problem solving, even if it doesn't work. But, that's the beauty of Summoning - …

  • Chessmaster

    Battle is more than a struggle for one's life - it's the ultimate game. Everyone knows that the best way to win a game is to control all the pieces. Whenever you cast a spell of the Teleportation subschool, you may choose one of the following …

  • Midnight's Hour

    In the dark of the night, terror will strike your enemies. When you cast a spell of the Darkness subtype, you may choose one of the following as an additional effect. You may extinguish one light source per caster level. To extinguish a light effect …

  • The All-Seeing Eye

    Proper planning prevents party casualties. When you cast a spell of the Scrying subschool, you may choose one of the following as an additional effect. You gain +2 AC against an enemy you have scryed within the past 48 hours. You gain +2 save …

  • I Am The Law

    Your magic is logic and reason, your goal is harmony in order. The unenlightened must be convinced of the purity to be found in service to Law. When you cast a spell with the lawful descriptor, you may choose one of the following effects: You may …

  • 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 …

  • Improved Aura Empowerment

    Pre-Reqs: Aura Empowerment, Caster Level 7 Your mastery of your EMP is so potent you can cause multiple devastating effects to occur at once. Effect: You may cast a spell as a full round action to use two abilities from your magical aura effects.

  • Dual Aura

    Your aura is so potent it allows you to bend the normal boundaries of spells. Pre-Reqs: Aura Empowerment (Any Two), Spellcraft 10, Caster level 10 Effect: Select two subschools or descriptors of which you have the Aura Empowerment feat. In regards …

  • Trancendent Aura

    Your mastery of Aura allows you to transcend the barriers of magic. Pre-Reqs - Aura Empowerment, Caster level 3 Benefit: choose one spell from another class' spell list per level you are able to cast. You add that spell to your spell list. You are …

  • Heart Full of Napalm

    You scoff at the notion that fire is too commonly protected against. You're magic is a fire that burns in your veins, a purifying pyre, an unending hunger, a that searches and destroys. Tonight, your fire shall feast. You may choose one of the …

  • Eye of the Storm

    Your mastery of air is capable of raising creatures beyond their loftiest dreams - or sending them spiraling down to the filth of the earth. You may choose one of the following effects when you cast a spell with the Air subtype: Half of your …

  • 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 …

  • Break Defenses

    Break Defenses (Combat) You know how to better pick apart difficult to breach defenses. Pre-Req: Armiger Benefit: When wielding a weapon you have chosen for your Armiger feat, you ignore DR granted by weapon type based DR that is lower than your …

  • 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 …

  • Expert at Arms

    Your training with weapons is such that you can switch your weapon choice without losing effectiveness. Pre-Reqs: Armiger, BAB 5 Benefit: At the beginning of the adventuring day, you may select a different weapon for use with your Armiger feat, …

  • Master of Tactics

    You are rarely caught off guard when using your favorite weapon. Pre-Reqs: Armiger, BAB 5 Benefit: As a swift action, you may change one of the bonus you gain through use of your Armiger feat. You may only change one ability at a time. This lasts …

  • Hydrochlo-Horrible

    Your magic is a corrosive presence that slowly wears down it's targets defenses. You may choose one of the following effects when you cast a spell with the Acid descriptor: All creatures adjacent to the target of your spell (And the target creature) …

  • Stain the World

    Your magic is serpents, insects, and venomous flora. Your magic is the withering of the living and the blight of all that is pure. Poison runs in your veins, and you need to let it out. You may choose one of the following effects when you cast a spell …

  • Beacon of Ruin

    Your aura has a voice of it's own, one made entirely of baleful maledictions and vile curses. It will only be quieted by bringing utter misery to your opponents, savoring their helplessness before destroying them. You may choose one of the following …

  • 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 …

  • Darker, Emptier, Simpler

    Your aura is a literal shadow, moving as you do, acting as you do, part of you. However, you can command it to lash out and harass your foes. When you cast a spell of the Shadow subschool, you may add one of the following effects. If a spell allows …

  • Crafting

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

  • Cooking

    While traveling, nothing uplifts tired bones and weakened spirits like a nice meal. However, making quality food requires a bit more than some travel rations and mess kits. Any type of higher level cooking requires a "Cooking Kit.":http://www.d20pfsrd. …

  • Griffons

    Most Griffons are as the bestiary presents them, magical beasts that are smart but still bestial. However, subsets of griffons exist that are just as intelligent as humanoids. They retain much of their original nature, but are free to pursue a moral …

  • Exceptional Items

    Legend is full of mighty heroes that make their mark on the face of the world. These being wield legendary arms, armor and accessories to accomplish their goals. But rarely is it asked how these items of power are created, how they are so much more …

  • Voice of the Eternal

    You speak with the voice of the ancients. Creatures cannot help but heed your words. You may choose one of the following effects when you cast a spell with the Calling Subschool: You may create a double of the item called. This has half the hardness …

  • Conservator of Mass

    They say that matter is never created or destroyed, only changed. Your magic politely disagrees with that statement. You may choose one of the following effects when you cast a spell with the Creation Subschool: When you cast your spell, you create …

  • Chronic Tinnitus

    Your magic marches to the beat of it's on drummer, and boy does that drummer drum loud! You may choose one of the following effects when you cast a spell with the Sonic descriptor: When your allies can hear you cast a spell, they are affected by …

  • Einhander Duelist

    Your fighting style includes streamlining your frame, reducing your exposed area, dodging, weaving and jabbing viciously. Pre-Reqs: Armiger, Weapon Finesse Benefit: When wielding a finessable weapon in one hand while having your off-hand free, you …

  • Hammer Slammer

    A smithy uses a hammer to bash at metal until it takes the shape it wants. Fighting with a hammer is not different - except the metal is your enemy, and the shape you want is broken. Pre-Reqs: Armiger, Power Attack, Weapon Focus (Any Hammer) Benefit …

  • Elaborate Two-Weapon Defense

    You are skilled at using your two weapons to deflect danger. Pre-Reqs: Armiger, Two-Weapon Fighting, Two Weapon Defense Benefit: Your two weapon defense feat increases it's shield bonus by 1, with an additional 1 for every 5 BAB you possess.

  • Livewire

    Human impulses are run from electricity, it hums in the air waiting to be tapped, it falls from the sky with a furious roar. Your magic is drawn from this presence, furious and unrelenting, arcing and unstoppable. You may choose one of the following …

  • Unstoppable Object

    Your magic is pure, the ultimate extent of destruction. You deny the idea that elements need to be involved in magical power. Force, the purest form of magic, is all you need to crush your adversaries. You may choose one of the following effects when …

  • Chill to the Bone

    Your magic is as cold as ice, and it's willing to sacrifice some of it's magical power to leave your enemies frozen and helpless. You may choose one of the following effects when you cast a spell with the Cold descriptor: Half of your cold damage is …

  • Shieldlord

    All who face your shield shall yield. Pre-Reqs: Armiger, Shield Focus or Improved Shield Bash, Proficiency with the shield used. Benefit: Your skill at uses your shield allows you additional skill in combat. You gain access to one or two stances …

  • Mechanics

    Mechanics are sorted into general categories: Simple, Advanced, and Complex Simple: A simple mechanic is generally something that provides a static bonus in a static situation. Most static items do not have charges and do not provide a scaling bonus. …

  • Reagents

    [[Mortal Flux]] [[Spellgem]] [[Maneuver Stone]] [[Elemental Salt]] [[Essence of Rare Metals]] [[Arcanis Focus]] [[School Charms]] [[Beast Powder]] [[Barrier Pearl]] [[Luck Spirits]] [[Sacred Water]] [[Profane Ash]]

  • Mortal Flux

    Mortal Flux: This reagent allows you to add statistical enhancements to items. Every piece of Mortal Flux is aligned to one stat as part of crafting the item. The boost given depends on the craft check rolled. +2: 25 +4: 35 +6: 45 You do not need to …

  • Spellgem

    Spellgem: This gem allows you to add spell-like abilities onto your item. The spell is decided upon using this item at crafting. A spellgem begins as an empty vessel for magical energy. It must be charged with the spell to be used. If you are incapable …

  • The Weavers

    The weavers are an order of planes-wandering warriors, spellcasters, traders and outsiders who work to pursue a perfect balance of all things in the cosmos.

  • Oath of Arcanamach Paladin

    The Order of Arcanamach, at least in it's stated intention, exists to protect mages as they learn, develop, and practice magic. Some paladins, as part of their oath, vow to adopt wizards as their charges and protect them to the best of their ability. As a …

  • Agent Provocateur

    Your magic is not flashy, it is subtle. However, it is just as destructive as any evocation spell. You may choose one of the following effects when you cast a spell with the Charm descriptor: Targets that are normally immune to mind-effecting …

  • The Puppeteer

    Your magic is a booming command to all who hear: Dance, Puppets, Dance! You may choose one of the following effects when you cast a spell with the Compulsion descriptor: Targets that are normally immune to mind-effecting abilities are not immune to …

  • False Flags

    Your figments are wondrous and potent, and leave your opponents flustered. You may choose one of the following effects when you cast a spell with the Compulsion descriptor: You may create one additional Figment effect of the same type as the spell …

  • Your Eyes Shall Deceive You

    You find reality to be subjective and ultimately very flexible....given the right persuasion. You may choose one of the following effects when you cast a spell with the Glamer descriptor: You gain a 20% miss chance after casting a Glamer spell. This …

  • Third-Party Classes

    More things likely to be added to these classes at a later point in time. [[Warlord]] [[War-Master]] [[Armiger - Class]] [[Witch Hunter]] "Malefactor":www.d20pfsrd.com/classes/3rd-party-classes/total-party-kill-games-classes/malefactor …

  • Warlock

    http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/warlock

  • Warlord

    http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/tos---warlord

  • Knight

    http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/knight

  • Malefactor

    www.d20pfsrd.com/classes/3rd-party-classes/total-party-kill-games-classes/malefactor

  • Witch Hunter

    http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/witch-hunter

  • War-Master

    http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/war-master

  • Armiger - Class

    http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/armiger

  • Nerves of Steel

    Nerves of Steel (Combat) Prereqs: Character level 5, Armiger Your experience with combat has forced you to face your fears. As a result, you've learned you can kill most of them. Benefit: You are immune to mundane fear effects. At 10th level you …

  • The Sons of Agnost

    "We know the Gods exist, but knowing as such does not give us power. Faith - in our causes, in our world, in ourselves, gives us these abilities. Our belief is the source, that which sustains us, we are not fully on the side of any deity - no deity is …

  • Pig Sticker

    Daggers make the best kind of wound - the kind an enemy underestimates. Pre-Reqs: Armiger, Weapon Finesse Benefit: Your attacks made with Light Blades cause a point of bleed damage when they hit. This bleed damage stacks. Additionally, you may …

  • Twist the Knife

    You know how to use a dagger to dig at an already wounded opponent. Pre-Reqs: Armiger, Weapon Finesse, Weapon Focus (Any Light Blade), Pig Sticker Benefit: When attacking an enemy suffering from bleed damage with a light blade you have weapon focus …

  • Bloody Work

    The dagger is often underestimated, seen as a toy relative to larger, clumsier weapons. You're taken it upon yourself to prove your enemy wrong. Pre-Reqs: Armiger, Weapon Finesse, Weapon Focus (Any Light Blade), Pig Sticker, Twist the Knife Benefit: …

  • Named Dagger

    When you set out to kill an enemy, you don't stop until you complete the task. Pre-Reqs: Armiger, Weapon Finesse, Weapon Focus (Any light blade), Pig Sticker, Twist the Knife Benefit: You may mark an enemy as a swift action. If you posses an ability …

  • Craft Magestaff

    You know how to bind wondrous and potent effects to a Magic Staff Pre-reqs: Proficient with Magic Staff, Craft Magic Arms and Armor, and at least one of the following: Craft Staff, Craft Rod, Craft Wand. Benefit: You can use a Magic Staff as the …

  • Battle Stave

    Some warriors do not wear armor, do not bear steel arms. Some war casters proudly stride into battle, wearing robes and clutching deceptively powerful magic staves. Pre-Reqs: Proficient with Magic Staff, Armiger, member of a class capable of spell …

  • Spellfocus Stave

    You are skilled at channeling your spells through your magic staff, improving their potency. Pre-Reqs: Proficient with Magic Staff, Armiger, Battle Stave Benefit: As a full round action, you may cast a spell through your Magic Staff. Make a …

  • Magic Staff Accuracy

    Your skill with your Magic Staff rivals that of an archer with his bow. Pre-Reqs: Proficient with Magic Staff Benefit: You may use your casting stat in place of dexterity for the purpose of qualifying for feats related to ranged combat, such as …

  • Spellblast Stave

    You have learned how to convert your spells into raw magical potential in order to devastate waves of enemies. Pre-Reqs: Proficient with Magic Staff, Armiger, Battle Stave, Spellfocus Stave Benefit: You may sacrifice a spell to create a cone of …

  • Hammer Shatter

    When your booming hammer roars, the earth itself responds to it's call. Pre-Reqs: Armiger, Power Attack, Weapon Focus (Any Hammer), Hammer Slammer, Hammer Smasher Benefit: When you successfully strike a target with a hammer weapon, and both of you …

  • Hammer Smasher

    Just as a hammer can be used to create and mend strong metal, it can also be used to destroy it's weaker kin. Pre-Reqs: Armiger, Power Attack, Weapon Focus (Any Hammer), Hammer Slammer Benefit: When you successfully strike an enemy with more than …

  • Heat of the Forge

    Those that cannot stand the heat should stay away from your hammer. Pre-Reqs: Armiger, Power Attack, Weapon Focus (Any Hammer), Hammer Slammer, Profession Blacksmith (Weapons or Armor) Rank 5 Benefit: You add 1d6 fire damage to any strike you make …

  • 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 …

  • Shieldking's Castle

    Armies do not fear your blade, your truncheon or your gauntleted fist. What they fear is your shield - and this is with very, VERY good reason. Pre-Reqs: Must still qualify for the Shieldlord and Shieldking feats, Greater Shield Specialization or …

  • 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.

  • Einhander Tactician

    Your streamlined fighting stance fools your enemies into defending only their center of mass. You know how to take advantage in that lapse. Pre-Reqs: Armiger, Weapon Finesse, Einhander Duelist Benefit: When wielding a finessable weapon in one hand …

  • Einhander Mastermind

    Your showy tactics and beguiling movements cause your enemy to pay great attention to your moves, often to the advantage of your allies. Pre-Reqs: Armiger, Weapon Finesse, Einhander Duelist, Einhander Tactician Benefit: When wielding a finessable …

  • Elaborate Two-Weapon Fighting

    You've developed an expert level of balance with your two weapon fighting style. Pre-Reqs: Armiger, Two Weapon Fighting Benefit: Your penalties for two weapon fighting at each stage are lessened by one step, before applying the bonus provided from …

  • Two-Weapon Reflexes

    Your reflexes are skilled enough that you can swing both of your weapons at a moment's notice. Pre-Reqs: Armiger, Two-Weapon Fighting, Improved Two Weapon Fighting, Elaborate Two-Weapon Fighting Benefit: When making an attack of opportunity, you may …

  • Two-Weapon Agility

    Your blades move as one at all moments, turning even your most simple swings into a steel cyclone. Pre-Reqs: Armiger, Two-Weapon Fighting, Improved Two Weapon Fighting, Greater Two-Weapon Fighting, Elaborate Two-Weapon Fighting, Two-Weapon Reflexes …

  • Enhanced Throws

    You know how to throw weapons in a way that's less terrible. Pre-Reqs: Armiger, Quick Draw, Point Blank Shot, Precise Shot. Benefit: Whenever you make an attack with multiple thrown weapons, you may treat any non magical weapon as a +1 enhancement …

  • Shattershots

    Your skill with throwing weapons allows you to make even the shitty ones useful. Pre-Reqs: Armiger, Quick Draw, Point Blank Shot, Precise Shot, Enhanced Throws Benefit: When you successfully strike a target, choose two squares adjacent to it. These …

  • Trick Throwing

    By targeting specific parts of the body, you may apply different debilitating effects to the creature. Pre-Reqs: Armiger, Quick Draw, Point Blank Shot, Precise Shot, Enhanced Throws, Shattershots Benefit: In place of making an attack roll with your …

  • 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 …

  • Rules Updates, Edits and Additions

    House Rules: 1. A 1 followed by a 20 results in a successful hit on the enemy. As part of this, you roll a third 1d20. If this third roll is a 20, you crit the enemy. 2. A 1 followed by a 1 is a successful hit on yourself. As part of this, you roll …

  • 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/ …

  • The Nightbrothers

    What little lore we know about the Nightbrothers is either ancient or incomplete, in limited doses from ex-members who tend to live very short lives. Most historians agree that the Nightbrothers originated as Elvish warriors using little more than …

  • 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 …

  • Piercing Blows

    Your spear attacks are so fierce they wound multiple enemies. Pre-Reqs: Armiger, Versatile Spearman, Combat Reflexes, Weapon Focus (Any spear weapon), Readied Defender, Phalanx Formation Benefit: Whenever you attack with a spear weapon, you may …

  • 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/ …

  • Snarl

    *Snarl - King of Monsters* Neutral Evil Favored Weapon: Rhoka (Natural weapon can be used if possessed) Domains: Evil, Animal, Destruction, Strength, War Holy Symbol: Broken Tower http://fc04.deviantart.net/fs71/f/2010/216/8/f/ …

  • 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 …

  • Minuet of Mitigation

    Minuet of Mitigation Your performance helps mend the wounds of your comrades. Pre-Reqs: Heal 7 rank, Perform (any) 7 rank, Serenade of Soothing, and Symposia Member, or Serenade of Soothing, Posesses the Bardic Performance (or similar) class feature …

  • 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 Tutored

    Your formal study of magic has allowed you to branch out and learn tricks of another magical profession. Pre-Reqs: Levels in an Arcane Spellcasting class, Intelligence 14, Must spend 30 days studying at an Arcanamach facility. Select one of the …

  • Glyphcrafter

    You are skilled in making scrolls. Pre-Reqs: Artificer, Scribe Scroll, Linguistics 7 Ranks benefit: When scribing a scroll, you may instead choose to create a Recursive Scroll. A Recursive Scroll costs double the amount of gold scribing the spell …

  • Wondermaker

    You are a savant when it comes to making magic items. Pre-Reqs: Artificer, Caster level 10 or Master Craftsman, Spellcraft 10 ranks or Craft 10 ranks, Any two crafting feats except Scribe Scroll. (Scribe Scroll still gains the benefits from this feat) …

  • Mageguard

    The Mageguard is the martial force of the Arcanamach. They serve a dual purpose - to protect Mages and protect people from those mages. The first rank is basically a reserve/mercenary force, but those who impress are almost always promoted. Pre-Reqs: …

  • Mageguard Captain

    You have distinguished yourself in the eyes of the Mageguard. Pre-Reqs: BAB +6, Spellcraft 7 Ranks, Mageguard, Promoted by the Mageguards. Benefits: You gain a +2 bonus to spellcraft checks when identifying spells and magic items. This stacks with …

  • Endure Spell

    You know how to tough through spells as to not be affected by them. Pre-Reqs: Mageguard, Great Fortitude, Spellcraft 5 ranks. Benefit: You may apply your constitution modifier to will and reflex saves made against spells, spell-like abilities and …

  • Bastion of the Mind

    Your knowledge of the nature of magic causes hostile magic to weave around you harmlessly. Pre-Reqs: Arcane Caster level 5, Spellcraft 7, Iron Will Benefit: You may apply your casting stat modifier instead of the usual modifier to saves made against …

  • Mageguard Major

    You are a trusted and esteemed officer of the Mageguard. Pre-Reqs: BAB +10, Spellcraft 10 Ranks, Mageguard, Mageguard Captain, Promoted by the Mageguards. Benefits: You gain a +2 bonus to spellcraft checks when identifying spells and magic items. …

  • Mageguard General

    You are in the highest echelons of leadership of the Mageguard. Pre-Reqs: BAB +12, Spellcraft 15 Ranks, Mageguard, Mageguard Captain, Mageguard Major, Promoted by the Mageguards. Benefits: You gain a +2 bonus to spellcraft checks when identifying …

  • Improved Disruptive

    You do not simply threaten spellcasters, you threaten the very source that fuels their abilities. Pre-Reqs: Mageguard, Disruptive, Spellbreaker. Benefit: The DC to cast spells defensively increases by +2 for all enemies that are within your …

  • Greater Disruptive

    You are a borderline magical null when in combat. Pre-Reqs: Mageguard, Disruptive, Spellbreaker, Improved Disruptive. Benefit: The DC to cast spells defensively increases by +2 for all enemies that are within your threatened area. This stacks with …

  • Arcanamach Chaplain

    You bring a potentially necessary religious component into the Order. Pre-Reqs: Must be able to cast arcane or divine spells, Knowledge (Arcane0 5 ranks, Knowledge (Religion) 5 Ranks. Benefit: You cast any spell which appears on both an Arcane and …

  • Arcanamach Bishop

    You are renowned as an expert practitioner of both arcane magic and religious practice. Pre-Reqs: Mystic Theurge 10, Knowledge (Religion) 15 Ranks, Knowledge (Arcana) 15 Ranks, Arcanamach Chaplain Benefit: You gain 3 levels of an existing Arcane …

  • Spell Research

    You know how to manipulate magic to expand your repertoire of spells. Pre-Reqs: Caster level 10, Spellcraft 10, Knowledge (Arcana), or (Religion) [Class dependent] 10 ranks. Benefit: Select two spells from any other classes spell list. You add these …

  • Improved Magical Lineage

    Your inherited abilities with metamagic spells only improve with training and understanding Pre-Reqs: Magical Lineage Trait, Caster Level 5, Spellcraft 5 ranks Benefit: Choose two additional spells from your spell list. When you apply metamagic …

  • Predict Spell

    You are better able to defend yourself against a spell you see coming. Pre-Reqs: Mageguard, Spellcraft 6 Ranks Benefit: When you are able to identify a spell being cast, you gain a dodge bonus against the spell equal to number of ranks in spellcraft …

  • Artificer

    You are skilled at identifying magical items. Pre-Reqs: Spellcraft 1 rank. Benefit: You gain a +2 bonus on spellcraft checks made to identify magical items. You gain an additional +2 bonus on spellcraft checks to identify items every 5 caster levels …

  • Staffmaster Wizard

    Often seen as the quintessential wizard accessory, most Mages carry a staff in some capacity. However, some choose it as a major focus of their powers and train nearly exclusively in their use. *Bonded Staff* A Staffmaster must choose either a …

  • 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 …

  • Racial Deities

    [[Dorin Highfather]] (Dwarven) [[Feyn'riel]] (Elven) [[GORASH]] THE ETERNAL FLAME (Goblin) [[KRESH]] THE BRINGER OF CHAOS (Goblin) [[Bahamut]] (Draconic) [[Tiamat]] (Draconic) [[Iomatar]] (Draconic)

  • KRESH

    KRESH - BRINGER OF CHAOS Chaotic Evil Favored Weapon: Lizardsmasher (Earthbreaker) Domains: Evil, Chaos, Water, Earth, Madness Holy Symbol: Slug http://bogleech.com/mtg/slug-catacomb.jpg KRESH IS THE LORD OF ALL EVIL GOBLIN-KIND. HE …

  • GORASH

    Gorash - The Eternal Flame Lawful Neutral Favored Weapon: Longbow Domains: Fire, Good, Plant, Protection, Weather Holy Symbol: Dragon (pajamas) https://s-media-cache-ak0.pinimg.com/736x/96/5c/c4/965cc48db4118dae6205da0c8f124fba.jpg …

  • Double Blade of Eternity

    You are capable of splitting the power of your blade in half to for two weapons. Pre-Reqs: Nephilim, Blade of Eternity, Two Weapon Fighting, BAB +6 Benefit: When allocating your forms for tour Blade of Eternity, you may instead create two identical …

  • Weapon inspiration (Factotum Feat)

    You're study of martial skill allows you to use unfamiliar weapons at a moment's notice. Pre-Reqs: inspiration class feature Benefit: You may spend two points of inspiration to grant yourself proficiency with any one weapon for a number of minutes …

  • 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, …

  • Luck

    At certain points in which a player would do so well, so poorly or simply be completely lost on what to do, a luck roll can be utilized. Luck represents rolling so well you effortlessly succeed or blindly stumbling into a solution. A luck roll is …

  • 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 …

  • Amaterasu

    Amaterasu - The First Divine Empress Lawful Good Favored Weapon: Katana Domains: Law, Good, Sun, Community, Nobility, Fire Holy Symbol: Magatama Common Name: Amaterans The first empress, wife of the overdeity Phoenix, was born of a mortal man. …

  • Izanami

    Izanami - The Fallen Scion Neutral Evil Favored Weapon: Nine Section Whip Domains: Evil, Darkness, Death, Earth, Rune Holy Symbol: Discarded Bones Common Name: Izanamans The first empress, wife of the overdeity Phoenix, was born of a mortal man. …

  • Ryūjin

    Ryūjin – Scholar of the Waves Lawful Neutral Favored Weapon: Bo Staff Domains: Law, Knowledge, Healing, Magic, Travel, Water Holy Symbol: Quill Common Name: Ryūjans The first empress, wife of the overdeity Phoenix, was born of a mortal man. While …

  • 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 …

  • Lucky

    You are considered to be naturally lucky. Benefit: You gain a +2 bonus on luck rolls.

  • Super Lucky

    You are extraordinarily lucky. Pre-Reqs: Lucky Benefit: You gain a +3 bonus on luck rolls. This stacks with the bonus from Lucky. You also gain a +1 luck bonus to AC.

  • MotherLucker

    Your luck is the stuff of legends. Pre-Reqs: Lucky, Super Lucky Benefit: Anytime you make a luck roll, you roll twice and take the better result. You also gain a +1 luck bonus to all saves.

  • Sacred Delver Cleric

    Some Clerics are called to a more clandestine service. While their brothers bring the light to cities, these clerics travel to ancient dungeons, perilous tombs, crumbling ruins and into houses of deceit. Class Skills: The Sacred Delver gains Disable …

  • 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, …

  • The Way of the Mystic Blood

    Nestled deep within isolated parts of the world, the Way of the Mystic Blood is a monastic organization devoted to blending magic and mysticism. Surging with power, their members blend the skill and ferocity of a monk with the overwhelming power of arcane …

  • The Path of the Mystic Blood

    Feat (General) Choose one class - add half of this class' levels to determining your sorcerer levels relating to spellcasting ability and bloodline power progression. Choose one class - add half of this class' levels to determining your sorcerer …

  • The Way of Sanguine Enlightenment

    Feat (General) Pre-Reqs: Membership in the Way of the Mystic Blood Add half of your Ki-using levels when determining your sorcerer level relating to spellcasting ability and bloodline power progression. Add half of your sorcerer levels to ki- …

  • The Way of Ki Arcana

    Feat (General) Pre-Reqs: [[The Way of Sanguine Enlightenment]] benefit: By spending 1 Ki point along with casting a spell, the DC of that spell is increased by 2.

  • Ki-Attuned

    Feat (General) Pre-Reqs: Must be taken at level 1 OR Must be taught my a member of the Way of the Mystic Blood Choose one of the following when taking this feat: You may replace all instances where sorcerer abilities and class features call for " …

  • The Way of the Two-World Punch

    Feat (Combat) Pre-Reqs: Good standing in the Way of the Mystic Blood, The Way of Sanguine Enlightenment, Ki-Attuned Benefit: By expending a spell or spell slot of at least level two, you may cast Magic Fang on yourself as a caster of your character …

  • The Way of the Ensorceled Strike

    Feat (Combat) Pre-Reqs: Good standing in the Way of the Mystic Blood, The Way of Sanguine Enlightenment, Ki-Attuned Benefit: By expending a spell or spell slot of at least level two, you may cast Magic Fang on yourself as a caster of your character …

  • Snakeskin Armor

    Snakeskin Armor Feat (Combat) The members of the church of Ouroborus train to be as dexterous as possible in their chosen armor. Pre-Reqs: Worshiper and member in good standing of the Church of Ouroborus Benefit: Any armor you wear has it's …

  • Mercy's Blessing

    Mercy's Blessing Feat (General) The followers of the maiden of mercy seek out the sick and wounded in order to cure their affictions. Pre-Reqs: Must be a worshiper and member in good standing of the church of Alma. Benefit: When curing hit …

  • Dirty Rotten Motherlucker

    Seriously, it's stupid how lucky you are. Pre-Reqs: Lucky, Super Lucky, Motherlucker Benefit: You have a reservoir of luck equal to 1+your total luck roll modifier. (This includes bonuses from feats but not items) As a free action you may expend …

  • Improved Guided Hand

    Your deity properly blesses any strike you make with that deity’s favored weapon. Prerequisite: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon, Weapon Focus with your deity's favored weapon, Guided Hand …

  • Out of Luck

    You know how to take advantage of an unlucky situation on the part of your enemy. Feat (Combat) Pre-Reqs: Combat Reflexes, luck modifier 4 Benefit: When an enemy that attacks you rolls a 1, you may take an attack of opportunity against them.

  • Up Luck's Creek Without a Paddle

    When the enemy messes up, you hurt them real bad. Feat (Combat) Pre-Reqs: Combat Reflexes, luck modifier 6, Out of Luck Benefit: When you hit an enemy with an attack of opportunit caused by the Out Of Luck feat, you may immediately take another …

  • Survivor Fighter

    The survivor focuses on enduring whatever his adventurers can throw at him and living to tell the tale. Bonus Feats: The Survivor Fighter may select the following as bonus feats in addition to his normal feat selection: Toughness, Endurance, Diehard, …

  • 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 Deities

    [[Dernov Fatherlund]] [[Viktor Pivotez]] [[Kartoz the Bear]] [[Mother Myshkina]]

  • Katruskan Dwarf

    Katruskan Dwarves are the essence of Dwarven pride personified, filtering out the traits other races romanticize - such as honor, bravery, joviality and masterful craftsmanship. Katruskan Dwarves still forge weapons and build structures, but there is no …

  • 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 …

  • Dernov Fatherlund

    Dernov Fatherlund – God of the Katruskans Lawful Evil Favored Weapon: Warhammer Domains: Artifice, Law, Evil, Earth, Community Holy Symbol: Warhammer with a sickle at the end of the handle --------------------------------------- Dernov …

  • Viktor Pivotez

    Viktor Pivotez – God of Liquor and Drunkeness Chaotic Neutral Favored Weapon: Morningstar Domains: Chaos, Destruction, Madness, Charm, Trickery Holy Symbol: Half filled bottle Viktor Pivotez is the Katruskan God of Drunkeness. He blesses …

  • Kartoz the Bear

    Kartoz the Bear - Literally a Bear True Neutral Favored Weapon: Unarmed Strike or Claws Domains: Animal, Luck, Strength, Sun, Nobility Holy Symbol: A Bear's Paw http://galeon.hispavista.com/fivenationelregreso/img/89997.jpg During the …

  • Mother Myshkina

    Mother Myshkina – The Light in the Snow Neutral Good Favored Weapon: Shortspear Domains: Good, Healing, Liberation, Protection, Travel Holy Symbol: Lantern Mother Myshkina has unusual origins that cannot be determined. The accepted theory …

  • Optional Rules

    [[Reserves]] [[Quirks]] [[Vocation]] [[Skill Training]] [[Gestalt]]

  • Reserves

    Heroic (or villainous) characters are distinguished by their ability to go above and beyond the limits of a normal creature. They have reserves. When you rest, any excess healing gained through sleep is kept as Reserves. Reserves can be used to return …

  • Vocation

    Classes define what an adventurer is, but skills can better define what a character might know how to do. These are skills developed in life before class levels, if these led the character to their class or give them a surprise edge is up to the player. …

  • Wartime Healer

    PreReq: Warpriest with the Channel Energy class feature Benefit: Using Channel Energy only costs one point of fervor.

  • Unusual Training

    During your formative training, you picked up a slightly unusual skill set. Benefit: Remove one class skill from your class' list, you may select any skill to replace it.

  • Arcanamach Priest

    Pre-Reqs: Must be able to cast arcane and divine spells, Knowledge (Arcana) 5 ranks, Knowledge (Religion) 5 Ranks, Mystic Theurge 1 Benefit: Choose one class. Your levels in Mystic Theurge stack with the Channel Energy in that class.

  • Ioun Stone Sickness

    Ioun Stones draw latent magical energy from the user. While one or two Ioun stones can be harmless, multiple stones can be dangerous. A character can use a number of Ioun stones equal to their 1+constitution modifier. (Min 1) Any number of Ioun stones …

  • Natural Born Goblin Leader

    Some Goblins are natural born leaders of their people, but tend to be a little hard headed. A goblin with this trait takes a racial stat penalty to intelligence instead of charisma. This alters a goblins usual racial stat modifiers and replaces Fast …

  • Faith's Might

    Prerequisite: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon, Weapon Focus with your deity’s favored weapon, Guided Hand, Improved Guided Hand, BAB 5 Benefit: When wielding your deities favored weapon one of …

  • Iron Hounds

    The Iron Hounds are a well-known but fairly ground level mercenary group. They do not have a long history, or a list of noble patrons behind them. They are not a private army, almost being something more of an adventurers guild, albeit a large one. They …

  • Planarbond Witch

    Some witches, when bonding to their patron, do not receive extra spells or a familiar creature as a boon. Some receive a potent extra planar guide to assist them. Eidolon: A Planarbond Witch begins play with the ability to summon to their side a …

  • The Allied Coven of Witches

    Despite a myriad of magical traditions on Valden, there still exists a deep, inherent fear of witchcraft. Some fear the idea that they could blend in without notice, the supernatural power they draw from, or the superstition that a witch could ruin their …

  • Hexing Warlock

    Hexing Warlock Prerequisite: "Warlock":http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/warlock/ Benefit: You may select one witch hex in the place of a school ability. This hex follows the class rules around school abilities. …

  • Master Hexing Warlock

    Master Hexing Warlock Prerequisites: "Warlock":http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/warlock/ 12, Hexing Warlock Benefit: In place of a school ability, you may select a major witch hex.

  • White Witch Maiden

    Prerequsites: Able to cast first level witch spells Benefit: You may spontaneously convert spells to Cure spells, as a cleric of your level.

  • White Witch Matron

    Prerequsites: Able to cast 4th level witch spells, White Witch Maiden Benefits: You may heal wounds with a touch. Each day you can use this ability a number of times equal to your intelligence modifier. With one use of this ability, you can heal 1d6 …

  • White Witch Crone

    Prereqs: Able to cast 7th level witch spells, White Witch Maiden, White Witch Matron Benefits: You gain the Healing domain as a cleric of your level. You can choose to select a subdomain as well.

  • Black Witch Maiden

    Prerequsites: Able to cast first level witch spells Benefit: You may spontaneously convert spells to Inflict spells, as a cleric of your level.

  • Black Witch Matron

    Prerequsites: Able to cast 4th level witch spells, Black Witch Maiden Benefits: You may cause wounds with a touch. Each day you can use this ability a number of times equal to your intelligence modifier. With one use of this ability, you can deal 1d6 …

  • Black Witch Crone

    Prerequsites: Able to cast 7th level witch spells, Black Witch Maiden. Black Witch Matron Benefit: All creatures roll twice against your curse effects and take the lower result. When a creature that you have cursed dies, you gain a number of temporary …

  • Schooled Witch

    PreRequistes: Hex Class feature In place of a hex, you may select one School Ability from the "warlock":http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/warlock/ class. You may replace Charisma with Intelligence if you choose, …

  • Red Witch Maiden

    Prerequisites: Able to cast 1st level witch spells Benefits: A Red Witch Maiden can channel stored spell energy into summoning spells they haven't prepared ahead of time. They can “lose” a prepared spell in order to cast any summon nature’s ally spell …

  • Red Witch Matron

    Prerequisites: Able to cast 4th level witch spells, Red Witch Maiden Benefit: You may now use your summoning ability with spells up to sixth level.

  • Red Witch Crone

    Prerequisites: Able to cast 7th level witch spells, Red Witch Maiden, Red Witch Crone. Benefit: You may now use your summoning ability with spells of any level.

  • The Way of Mystic Might

    Pre-Reqs: Membership in the Way of the Mystic Blood, Ki Attuned, Way of the Sanguine Enlightenment Benefit: Choose 1 arcane casting class with a 1/2 BAB, Your BAB for this classes increases by 1 step.

  • Farric Pantheon

    [[Alma]] [[Arbiter]] [[Cauldwynne]] [[Desmodus]] [[Dorin Highfather]] [[Elderfang]] [[Exeter]] [[Feyn'riel]] [[Hayder]] [[Ilen]] [[Jayna]] [[Krondor]] [[Lennart]] [[Mrazmus]] [[Ouroborus]] [[Primus]] [[Raven …

  • Jōshōan Pantheon

    [[Asura]] [[Fera-Henkō]] [[Nightbrother Concept]] [[Oni Cultist]] [[Tetsuo-Kamakiri]] [[Yuki]] [[Amaterasu]] [[Izanami]] [[Ryūjin]] [[Raijin]]

  • Urlundic Pantheon

    [[All-Father]] [[Bear]] [[Dragon]] [[Frost]] [[Jotun]] [[Owl]] [[Rabbit]] [[Ram]] [[Wolf]]

  • Katruskan Pantheon

    [[Dernov Fatherlund]] [[Viktor Pivotez]] [[Kartoz the Bear]] [[Mother Myshkina]]

  • A'vellan Pantheon

    While they can grant spells and domains, the A'vellan Pantheon are not born Gods. Instead, these individuals are raised up after death to mythical status. Most A'vellans honor these god-heroes but tend to worship concepts and make offerings to the spirits …

  • Arawn

    *Arawn - God of the End* Alignment: Lawful Evil Favored Weapon: Flail Domains: Darkness, Death, Healing, Evil, Law, Void Holy Symbol: Black Star Arawn is the A'vellan lord of the dead, and dwells in the Otherworld of A'vello. The Otherworld of A' …

  • Aengus

    *Aengus - The One Without Flaw* Alignment: Chaotic Good Favored Weapon: Short Sword Domains: Chaos, Charm, Glory, Good, Strength, Liberation Holy Symbol: Three golden Torcs, Linked. Aengus, The One Without Flaw, is a god of beauty and perfection of …

  • Karnonos

    *Karnonos - the Horned God of Animals and the Hunt* Alignment: Neutral Favored Weapon: Spear Domains: Animal, Earth, Knowledge, Plant, Protection, Luck Holy Symbol: Stag Horn https://celticawitch.files.wordpress.com/2012/09/cernunnos.jpg …

  • Belenus

    *Belenus - God of Sun and Harvest* Alignment: Neutral Good Favored Weapon: Scythe Domains: Community, Good, Law, Plant, Sun, Weather Holy Symbol: Sun behind standing stone Belenus is the god of the sun and of the harvest. He raises the sun during …

  • Dian Cécht

    *Dian Cécht - God of Medicine and Healing* Alignment: Lawful Good Favored Weapon: Morningstar Domains: Good, Healing, Knowledge, Nobility, Repose Holy Symbol: Crossed boughs of holly and mistletoe

  • Goibniu

    *Goibniu - God of Craft* Alignment: Neutral Favored Weapon: Warhammer Domains: Artifice, Earth, Fire, Rune, War Holy Symbol: Giant Mallet over sword https://s-media-cache-ak0.pinimg.com/564x/2d/76/53/2d7653abf66904c3774c2a6471a2d9de.jpg Goibhniu …

  • Manannan

    *Manannan - God of the Seas* Alignment: Chaotic Good Favored Weapon: Longsword Domains: Air, Chaos, Good, Travel, Trickery, Water Holy Symbol: Wave of water on green disc Manannan is the god of the sea. Manannan himself is not an aquatic deity, but …

  • Lugh

    *Lugh - The First King* Alignment: Lawful Neutral Favored Weapon: Spear-sling Domains: Community, Law, Nobility, Strength, Travel, War Holy Symbol: Pair of open hands Lugh is known as the first king of A'vello, the one to clear the wilds, repel the …

  • Morrigan

    Morrigan - The Threefold Goddess Alignment: Chaotic Evil Favored Weapon: Longspear Domains: Chaos, Charm, Destruction, Evil, Magic, Trickery, War Holy Symbol: Two crossed spears Morrigann, is the goddess of war and destruction - the "Crow of Battle …

  • Skill Training

    Skill Training Instead of learning multiple varied skills, some choose to focus more on excellence in a few things. Benefit: You may reduce your skill point by 3 per level. In exchange you get Skill Focus as a bonus feat. This must be a class skill. …

  • Potioneer

    Experts at making both curatives and catalysts, Potioneers expertly combine the skills of an alchemist with the magic of witch-kind. Requirements: Hex Class feature, Ability to cast level 2 witch or shaman spells, Brew Potion OR Cauldron Hex, Ability …

  • Gestalt

    Gestalt characters are highly skilled individuals that undertake campaigns of great importance, reach or lack of allied party members. They are gifted with the ability to gain skills about and beyond even what other adventurers can accomplish. Gestalt …

  • Grey Guard

    The ultimate option of last resort for any faith, the Grey Guard is the ultimate defender of the faith from threats Internal and External. Blessed with holy powers and sacred guile, Grey Guards relentless pursue threats to their church and what they …

  • Hexguard

    Magical warriors blessed by the patrons, the Hexguard are elite warriors dedicated to the protection and advancement of Witches and their agendas. These agendas can be varied and wide-reaching, and the Hexguard are the elite option when it comes to …

  • Dark Templar

    While they have a dark reputation, many witches are not criminals. Some witches do choose to supplement their magic with trickery, and some rogues stumble upon the power of a patron. With some training, these individuals can become a dangerous mix of …

  • Ritualist

    Wizards are rare in the wilds and sorcerers are usually ill-prepared to provide all the arcane needs for the outlands. Witches have purview to fill in the need. With the influence of witchcraft, some Barbarians embrace the patrons and become furious, …

  • Green Guardian

    Some Witches live on the hedges and fringes of society, even by a Witch's standard. These outcasts sometimes take up the call of protecting nature, or simply learn from it's guardians. Requirements: Wild Shape Class Feature, Hex class feature, Natural …

  • Elemental Sage Druid

    Some Druids can shift their focus from calling upon the worlds beasts and instead call upon one of it's elemental powers. Elemental Sage: The Druid selects one of the following options from the Elemental Arcane Schools: Air, Earth, Fire, Water, Wood. …

  • Improved Keen

    Improved Keen Price +3 bonus Aura moderate transmutation; CL 10th; Weight — DESCRIPTION This ability doubles the threat range of a weapon, then doubles it again. (A 20 threshold weapon would become an 18-20, while a 19-20 weapon would become a 17- …

  • Greater Keen

    Greater Keen Price +5 bonus Aura moderate transmutation; CL 10th; Weight — DESCRIPTION This ability sets the critical threat range of a weapon to 15-20. (Weapons cannot exceed 15-20 critical range through weapon enhancement) This benefit doesn’t …

  • Improved Returning

    Improved Returning Price 5,000 GP Aura moderate transmutation; CL 7th; Weight — DESCRIPTION This special ability can only be placed on a weapon that can be thrown. A returning weapon teleports back to the creature that threw it. It returns to the …

  • Reincarnation

    Like it or not, your "character" is tied to this mission. But the fates are fickle and ever-changing, so your character might not always remain the same. The campaign utilizes a special mechanic called "Reincarnation". Upon death, the character may …

  • Leonid

    A close relative to catfolk, the Leonid are bipedal humanoids that closely resemble lions. Powerful, prideful and strong willed, their origins are something of a mystety. They are pack creatures that tend to be ruled by an alpha male, but are also adept …

  • Reformation's Gift

    Feat: Reformation's Gift Pre-Reqs: Nephilim Benefit: It does not take extra time to return you from the dead, and you no longer have the weakness to Raise Dead. Additionally, you gain a +4 bonus on saves against death effects and negative energy …

  • 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, [[ …

  • Fortune-Spinner

    While much of the rumor is hyperbolic, Witches can in fact manipulate probability. Some witches become experts in this field, stringing up fate and controlling it like a puppet. Requirements: Hex Class feature, Able to cast 1st level Witch Spells, …

  • Grand Hexes

    Grand Healing: This hex acts as Heals, using the witch’s caster level. Once a creature has benefited from the Grand Healing hex, it cannot benefit from it again for 24 hours.

  • Major Hexes

    Detonate Hex: You target one creature currently suffering from at least one Hex you have cast on them. You dispel your Hex from the creature, causing it to suffer magical damage equal to a number of d6 dice equal to your Witch level. They receive a reflex …

  • Hexes

    Hex Bolt: You can fire a bolt of potent Hex energy at an enemy. This is a ranged touch attack that deals 1d4+Intelligence modifier damage. You increase the damage by an additional 1d4 at 3rd level of Witch and every odd level of Witch after. You may use …

  • Totem of Bloodshed

    Totem of Bloodshed: PreReqs: BAB 4 Choose one combat feat. While raging, you are considered to have this feat. You may count your Barbarian levels as Fighter levels when selecting this feat.

  • Warlord's Totem of Bloodshed

    Warlord's Totem of Bloodshed: PreReqs: BAB 8, Totem of Bloodshed Choose one combat feat. While raging, you are considered to have this feat. You may choose a feat that requires the feat that you selected from Tome of Bloodshed as a prerequsite. You …

  • Warmaster's Totem of Bloodshed

    Warmasters Totem of Bloodshed: PreReqs: BAB 12, Totem of Bloodshed, Warlord's Totem of Bloodshed Choose one combat feat. While raging, you are considered to have this feat. You may choose a feat that requires the feat that you selected from Tome of …

  • Basic Rogue Talents

    Slayer Talent: You may choose one of the following Slayer Talents in Place of a Rogue Talent: Deadly Range, Foil Scrutiny, Poison Use, Ranger Combat Style, Trapfinding. You may take this trait multiple times, selecting a different trait each time.

  • 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 …

  • Calendar

    The Farric Calendar (Originally known as the Godwin Calendar before adoption by the continent) is a 12 month, 30 day calendar that is more concerned with tracking the seasons than anything else. The new year is considered to be the first day of the Spring …

  • Holidays

    These are the most common holidays celebrated by all civilized humanoids: First of the Year - Martie 1st Primarily a holiday for adults, children are told that by going to bed early the night before, they will grow healthy and strong for the rest of …

  • 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 …

  • Baldur Østergård

    *Backstory*
    Baldur was born to poor fisherman in the port town of Torik’s Launch located in Urlund. With is family barely able to scrape a living from the seas of Urlund, and with the extra mouth to feed eventually becoming too much for …

  • Rava

    Bow of the Third Eye This wood had a purple tinge and an eye motif in the middle. +1 Celtic Bow While maintaining Psionic focus, you add an additional +1 damage bonus on rolls. Alternatively, you may in the same situation create ammunition for your …

  • Miyamoto Akio

    *Description* I am a tall yet slender man, standing at six-foot-four, and weighing in at one-hundred-and-twenty-five pounds. Like most Joshoan's I have pale skin, but that is where the similarities stop, for I have the blood of the …

  • Kodaav

    *Biography* Kodaav lived in the goblin coasts underworld, roaming the large open caves with his great bear family. He was the shield of the family, protecting them from all harm, stopping the lesser beasts of the darklands, and …

  • Tristania

    Tristania: Witchmark of the Warrior Level 1: While wearing any armor in which you could cast Bard spells with no failure chance, you may also cast Witch spells in that armor with no failure chance. Bonus: Patronmark of the Ancestors: You are proficient …

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