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Dungeons & Dragons Setting - Caldera

Naelwyn

Non sum qualis eram
The following is copied full over from an old club thread of mine. Please, do in fact contact me if you wish to use this setting in a work of fiction or a game for IP reasons - I'd like to keep creative control over the body of work here that is my own.


Well, here goes. Everything is finished, and is going up here in one big burst. Please save any responses until the end of the introduction, which I will blatantly indicate.


It is now seven generations hence, by the reckoning of our order, that the great spire erupted. We still yet lack the cause,
though the common layman places the blame upon the shoulders of those working their crazed magic arts upon the earth.

Perhaps it is so, perhaps not. If it was, then they most certainly paid for it. When the great spire let forth the fires of the
earth, they flew in a cataclysmic rush down the valley to their capital, placed there for ease of trade and power.

It is gone from this earth, now. No trace of it remains upon the lands.

Amongst the wonders lost that day was the Great Library, and with it, all of the traces of why we here in this land, all of the
ancient navigational charts, all burned or destroyed, all lost to time.

It is for that reason that our order was founded, that we may preserve the knowledge of history and let nothing be lost again.



- Garridan, Recordkeeper of the Skalds.


Caldera is a Play By Post game, set in the tropical archipelago now known as Caldera.

It is as well fleshed out as I can make a setting without running people through it, and I will attempt to introduce as much of it within character as possible.

It will last as long as those participating are willing. As a play by post, and it being the only game I will be involved with for a while, I can have as many or as few people playing as they wish. You need not even be in the same party.

It's purpose is twofold. One, I wish to run something interesting and a little bit off of standard. Two, I'd like some practice for the other things I intend to run as part of club involvement.

I hope to be a little more eloquent in my DMing that I otherwise could be in person.

Without anything further for a bit, let the introduction continue.
 

Naelwyn

Non sum qualis eram
Yeah, those dust-covered tomehounds might bemoan the loss of their precious books, but they always neglect to mention
the people in that big ol' story of theirs.

It was not just the fires that changed things. When the mountain died, its death throes flung its last breaths into the air.

The ashes. Whatever living thing they would touch, changed. Some would wither, die off. The same plants, the same people, others
would thrive and feel rejuvinated. All of us, living beneath the shadow of the mountain, all of us were changed by its death.

All the life of these islands is tied together now, is what the elders say.


- Mikhail, Preserver Initiate

[hr]
One of the two major departures from a standard game here is how I chose to make races different.
As opposed to a variance in outright species, the options here are variations in affinity between humans.

An individual's affinity is, aside from PCs, who get to choose, completely random. It typically manifests for an individual around the tail end of puberty. Some persons follow their affinity's traits in a much more pronounced way than others.
[hr]

The observed affinities are as follows:

People of Air tend to be light and thin-framed. They have a base land speed that is 10ft faster than normal.
+2 DEX, -2 CON

People of Light tend to be intense with penetrating gazes. They receive Alertness as a bonus feat and posses Darkvision 60'.
-2STR, +2WIS

People of Fire tend to be risk-takers and are often quick to anger as well as quick to laugh.
They receive the ability to Consume 1/round.
Consume is a Free Action that can be taken at any time, even when it is not the user's turn.
It allows the user to lose HP up to half their Character Level (Minimum 1)
and add that amount as a bonus to any one attack roll, save, or skill check.
+2 DEX, -2 WIS

People of Metal tend to see the world as a series of challenges to be overcome, usually by force.
They do not lose movement speed for wearing Medium or Heavy Metal armor (like the Dwarf racial ability,
but only armor and only if it is Metal).
They are proficient in all Simple and Martial weapons made of Metal, regardless of class.
(Note that weapons like spears, axes, and hammers that have metal strike areas count).
Craft skills dealing with Metal get a +2 racial bonus.
+2 STR, -2 DEX, -2 WIS

People of Earth tend to take a long look at things and often live long enough to see those things through.
They receive Stability (identical to the Dwarf ability).
They also receive Improved Toughness (CW, 101) as a bonus feat and have a +1 Natural Armor Class bonus.
-2 DEX, +2 CON

People of Wood tend to be tall and thin.
They receive Weapon Proficiency and Weapon Focus as bonus feats for the Club, Greatclub, and Quarterstaff, regardless of class,
and have a +1 Natural Armor Bonus.
+2DEX, -2INT

People of Water tend to be in constant flux in their lives; losing and gaining jobs, moving, adventuring, and the like.
They receive a +4 Racial Bonus on Swim checks and can choose to take 5 on a Swim check,
even if distracted or endangered when swimming,
and can use the run action while swimming, provided that they swim in a straight line.
They may hold their breath for twice as long as other elements.
Armor Check penalties to their Swim skill are halved.
+2DEX, -2WIS

People of Ice tend to isolated loaners who do not make friends easily.
They receive Cold Endurance as a bonus feat, and posses Darkvision 30'.
(+2CON, -2CHA

People of Life tend to be social and gregarious as well as being blessed with good health.
They heal at the rate of 1hp per hour, regardless of their level of physical activity.
They are immune to magical diseases, but not non-magical ones.
-2INT, +2CHA

People of Electricity are never the same person twice.
Their personalities tend to be a varied as they are "colorful."
They tend to leave most people angry, laughing, or at least very confused.
Each day, they roll a d6 twice.
Compare those two results to their six ability scores (1=STR, 2=DEX, 3=CON, 4=INT, 5=WIS, 6=CHA).
The two abilities who numbers are rolled get +4 for the day. All others get -2.
If the same number comes up twice, that ability only gets +6, and all others still get -2.
For the purposes of anything that cares about long-term abilities (Specifically, Skill Points), use the un-modified ability score.

They gain Expeditious Dodge (RotW, 150) as a bonus feat.

People of Smoke tend to being wispy and ephemeral.
They can see normally through fog, mist, rain, smoke, and other visual impediments that do not involve light levels,
and recieve Stealthy as a bonus feat.
+2 DEX, -2 CHA


People of Steam tend to being aloof and free of anxiety.
They roll half as many damage dice from falls or falling objects as they would normally recieve,
and recieve Far Shot as a bonus feat.
-2 STR, +2 DEX

People of Mineral tend towards being extroverted and sociable, and often favour flash over substance.
They may choose to add or subtract from any d20 roll they make, a +1 Luck Modifier.
-2 WIS, +2 CHA

[hr]

Each of the affinities can have much more pronounced differences between them. These take the form of Racial feats, which are listed below:

Air

Hollow Bones - Your body weight is reduced by 1/2. This results in a +5 circumstance bonus to Jump checks.
Wings - (Requires Hollow Bones) You grow wings (Cosmetically can look like Bird, Bat, or Dragon). These wings are not powerful enough to fly up with, but you no longer take damage from falling (as per Feather Fall) and may glide 1 foot forward for every foot of descent. Flight class Clumsy.
Flight - (Requires Wings and Hollow Bones) You gain a flight speed equal to your land speed +10' with maneuverability class Poor.
Improved Flight - (Requires Flight) Your maneuverability class while flying improves by one category (Clumsy, Poor, Average, Good, Perfect) and you gain +10' Flying movement. Special: You may take this feat multiple times.

Light

Low Light Vision - In addition to your normal Darkvision, you can also see twice as far as normal for the given light conditions.
Improved Sight - All sight ranges (Normal and Darkvision) increase by 50%. You may take this feat multiple times, but the increase is always 50% of the base sight (unmodified by this feat). Thus, taking the feat three times would result in Vision being increased by 150% (x 2.5)
Oversight - (Requires Improved Sight) You can see through magical darkness with your Darkvision as if it were normal darkness if your character level is at least twice the SPLV of the magical darkness effect.
Farsight - (Requires Improved Sight) Whenever an encounter is determined by a Spot check, you get a +4 on that check. Moreover, if your Spot check is the highest one rolled (your own party included), you may take an extra surprise round before normal surprise rounds are determined.

Fire

Fire Resistance - You gain Fire Resistance of 5. You may take this feat multiple times, increasing the FR by 5 each time.
Hot Blooded - You HP limit for the Consume ability is increased by 3. Thus, a Level Two Fire Element character could Consume up to 4 (rather than the normal limit of 1/2 character level). You may take this feat multiple times.
Fire in the Veins - You may use your Consume ability one extra time per round. Normally you may only use Consume once per round. You may take this feat multiple times. Consume bonuses do not stack.
Explode - (Requires Hot Blooded, Fire Resistance, and Fire in the Veins) You may voluntarily lower your HP to 0 (disabled) in order to manifest a 30' radius Fireball-like effect centered on yourself. It does 1 point of Fire damage for each HP you gave up to manifest this ability to yourself and everyone and everything in the area of effect. Reflex saving throw for half-damage (you automatically fail the save, but still roll to see if you critically miss it with a 1 and possibly destroy some of your own gear). The save DC is 10 + 1/2 Character level + CON mod. Note that unless you are low on HP or high Fire Resistance from multiple applications of the feat or other means, this ability will likely kill the user.

Metal

Armor Mastery - When wearing Metal armor, increase the Max DEX bonus to AC by 1 and decrease the Armor Check Penalty by 2. Consider this armor 10 lbs lighter for purposes of encumbrance by weight.
Magnetic Grasp - Gain Quick Draw when drawing a metal weapon. Moreover, you gain a +10 circumstance bonus to avoid being disarmed.
Savage Cut - When wielding a Slashing weapon (which are all metal), you gain +2 to damage.
Second Skin - (Requires the Endurance feat) The benefits of the Endurance feat extend to sleeping in Heavy armor as well.


Earth

Tremorsense - You can sense any moving creature connected to the same solid surface as you within 20'.
Earthen Dominance - When both you and your opponent are standing on the ground, you gain +1 Att and +1 Dmg on melee attacks against them.
Earthen Toughness - You maximum hitpoints are increased by your Constitution Bonus, and you gain +1 Natural armor.
Earthen Stability - While in contact with solid ground and saving stable footing, you gain an additional +4 stability bonus against effects that would move you, including effects that would knock you prone.

Wood

Treesinger - You may craft wooden items with a Perform check (of identical DC), but with checks made daily instead of weekly (for the same amount of silver, so 7 times faster). Treesinging is the only means of creating Songwood (the campaign world's version of Darkwood).
Forestfold - When in a forest, you gain a +4 competency bonus to your Listen, Spot, Hide and Move Silently checks.
Brachiation - (Requires 5 ranks in the Climb skill). You may move through the tree tops in a forested area by swinging and jumping from tree to tree. Your movement rate is your normal land speed, however, you use the Climb skill rather than the Run skill to move faster. You no longer have to make Climb checks to climb normal trees or to keep from falling out of them (barring exceptional circumstances).
Chlorophoric - You can gain energy from the sun. You still require the normal amount of water and nutrient rich soil (which you eat), but no longer require traditional food (you can, however, still eat it if you want and can still gain nutrition from it). By spending an hour doing nothing else but standing in the sun, you heal 2hp per Hit Dice. You may do this as many times as you want, but only when the sun is up.

Water

Weather Sense - You gain a +5 competency bonus on Survival checks made to predict the weather and a +4 bonus on all checks and saves to resist adverse weather effects.
Webbed Feet - Your hands and feet are webbed. This gives you a natural Swim speed equal to your land speed. This means you may take 10 on Swim checks like all natural swimmers.
Gills - (Requires Webbed Feet) You have gills. You can breathe underwater.
Acid Resistance - As Fire's Fire Resistance, but for Acid.

Ice

Energy Resistance - You gain Energy Resistance 2 to Fire, Ice, Electricity, Acid, and Sonic Energy. You may take this feat multiple times.
Ice Mastery - You do not have to make Balance checks to walk on ice, nor can you be overrun, bull-rushed, tripped, or otherwise forced to move while on ice, except by another possessor of this feat.
Hibernate - When you sleep, you may choose to heal 2hp/level per hour, however, you may not voluntarily wake up until you are at maximum hp. While hibernating, you are immune to Cold damage. Voluntary means only taking damage will wake you up.
Vengeful Strike - Whenever a Critical Threat is made against you, you may take an AoO against that opponent (after their damage is dealt to you). This counts against your normal limit of AoOs per round.


Life

Vow of Poverty - (Requires Vow of Charity) By never possessing more than 1000gp per level in physical possessions, you gain a 10% bonus on all XP awards.
Vow of Charity - By giving away 50% of your share of all treasure and income, you gain a 10% bonus on all XP awards.
Vow of Non-Violence - By agreeing never to use manufactured weapons, you gain a 10% bonus on all XP awards. You no longer gain experience for encounters where you are responsible for killing a human (subdual damage is acceptable).
Vow of Chastity - By agreeing to abstain from "inappropriate relations", alcohol, drugs, deciet, slavery, and anything else deemed as morally corruptible (by the most strict members of society, of course), you gain a 10% bonus on all XP awards.

Electricity

Variable Luck - Before rolling for your ability variations for the day, you may choose to roll 1d6 or 3d6 instead of the usual 2d6. If you roll 1d6, that stat gets +6 and all other stats get +2 (as if you rolled doubles with 2d6). If you roll 3d6 and roll 3 different abilities, they each get +2 (and the other three get -2). If all 3 land on the same stat, it gets +6 (and all others get -2). If two land on one and one on another, then the stat with 2 gets +4, the stat with 1 gets +2, and all others get -2.
Storm Resistance - Gain Resistance 3 Against Electric and Sonic damage and a +2 bonus against adverse weather effects. You may take this feat multiple times.
Days of Lucidity - Choose an ability stat. On days when that ability has a positive bonus, you gain a +2 Luck bonus on all Attacks and Saving Throws. This feat may be taken multiple times. Each additional time, choose a different ability score.
Coping with Chaos - Choose an ability stat. On days when that ability has a -2 modifier, you may remove that -2 modifier by giving up a positive bonus in another stat. This feat may be taken multiple times. Each additional time, choose a different ability score.


Smoke
Inured to Smoke - Gain a +8 Bonus on Fortitude saves made against Inhaled Gases, and an Immunity to one Specific Poison, chosen when you take this feat.
Haze : You are constantly surrounded by a heat haze, causing minor visual warping around your body. Gain a +1 Deflection bonus to AC. You may take this feat multiple times.
Fogstalker: You gain the Hide in Plain sight ability when in any level of cloud, fog, mist, smoke, etc.
Cloudbreath (Requires Haze): You gain a breath weapon that can be used every 2d4 rounds. It creates a cloud of fog, smoke, mist, or other vapor of your choice, chosen when you take this feat.
The cloud extends in a 30ft cone from your square.
The cloud obscures all sight, including Darkvision, beyond 5 feet.
A creature within 5 feet has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round.
The cloud is only a 10ft wide cone when used underwater, and instead creates an opaque area which blocks all visibility.
A moderate current disperses the cloud in 6 rounds; a strong current disperses the cloud in 2 rounds.
The cloud otherwise disperses naturally in 1 minute per character level.


Steam
Float : Gain a +6 Bonus to Jump and Swim checks. You may choose, when falling, to not exceed a speed of 30ft.
This ability automatically activates if you are unconscious or rendered helpless.
Gust: You gain a breath weapon that can be used every 1d4 rounds. It creates a Gust of Wind effect within a 40ft cone.
It's save DC is equal to 10 + 1/2 your hit dice + Your Constitution Modifier.
You may choose to include yourself in the effect of Gust if you so desire.
Shear [Requires Float, Gust]: Ranged attacks you make suffer only -1 to hit per range increment. Ranged attacks targeting you suffer an additional -1 to hit per range increment.
Aerate [Requires Gust]: Once per hour, using a full-round action, you can Aerate a 60ft sphere area.
If used above-water, all lingering gases besides pure air are immediately expelled to the edge of the area.
If used underwater, the water in the area will be temporarily breathable for 1 minute per character level, unless dispersed by strong currents.


Mineral
Lucky Find: Treasure rolls are always skewed positively for you. [JC is absoultely prohibited from taking this feat.]
Better Lucky than Good: Once per day, you may treat a roll of a Natural 1 as a Natural 20.
Better Lucky than Dead: Once per day, any effect that would reduce you to –10 hit points or fewer instead reduces you to –9 hit points
and leaves you in a stable condition. Effects that kill you without reducing you to –10 hit points (such as death effects or disintegrate) function normally.
Luck of Chaos: Whenever a character with this feat uses or is subject to a random effect, they may roll twice and choose their preferred result.

[hr]

Skills:
There is no such thing as cross-class skills. All skills are considered in-class for all characters. You may become skilled at whatever you would like to.

Skill Changes, Information and Houserules:

Changes:
Combine the Forgery and Decipher Script skills into 'Espionage'. [I'd like these to be more likely to be taken and to be a little more useful.]

The skill to construct traps is now Disable Device. [More accessible to the party in general. Learning how to take traps apart is now tied to the same skill used to create them.]

The Speak Language skill is now called Linguistics. A point in linguistics allows a character To Speak and Understand a language, or to Read and Write in a language. Characters are NOT literate by default.

[Each element in brackets requires a skill point to learn.]

The following languages are in common use by a large number of people:

Shar [Spoken, Written(Calligraphic)](Used Primarily in the Shar Isles)
Nordic [Spoken, Written(Runic)](Used Primarily in Vanaheim)
Sarl [Spoken, Written(Lettered)](Used Primarily in Sarleon)
Myir [Spoken, Written(Calligraphic)](Used Primarily in Myirce)
Trader's Cant[Spoken] (Used throughout the isles. Language based actions performed in Trader's Cant, including haggling, take a -4 penalty.){Trader's Cant is commonly taken as a second language by most traveling merchants and by those living in port towns.}

The following languages are used by a small number of people and isolated communities:
Sylvan [Spoken](Used as a spoken language on many minor isles as a result of the work of the Preservers)
Unda [Spoken, Written(Calligraphic)](Used as a spoken language on the majority of minor isles.){Unda is a derivative language of "Aquan"}

The following languages are "dead", used and taught only by scholars or single-digit populations.
Elven [Spoken, Written(Calligraphic)]
Sylvan [Written(Calligraphic)]
Dwarven [Spoken, Written(Runic)]
Gnome [Spoken, Written(Runic)]{Gnome survives a part of the Unda language.}
Halfling [Spoken, Written(Lettered)]{Halfling survives in somewhat corrupted form, comprising parts of the Trader's Cant.}
Aquan [Spoken, Written(Calligraphic)]

The following languages exist, but are not known to any living being in the isles.
[REDACTED.]

Information:
The skills Concentration, Ride, Knowledge(Arcana), Knowledge(Religion), Spellcraft, and Use Magic Device are not likely to see as much use as normal.

The skills Balance, Climb, Heal, Knowledge (Engineering), Knowledge(Geography), Profession(Sailor), Profession (Siege Engineer), Survival, and especially Swim are likely to see much more use than normal.

Houserules:
When using the Tumble skill to avoid attacks of opportunity, instead of a flat DC, your tumble check instead replaces your armor class to avoid AoOs. (Mobility Applies.) [Skills increase faster than AC does, so the option remains relevant, but tumble is no longer an automatic avoidance of the AoO rules, Mobility becomes more useful as a feat choice, and there is now some risk involved in tumbling past a large number of foes.]

[hr]

Feats:

The existence of racial feats, and the more limited class structure overall, will result in more feats being very interesting for people to want to take.

As a result, the base rate at which you earn feats has been increased.

Instead of 1 per three levels gained, you receive a feat once every 2 levels beyond 1st. (At 3, 5, 7, 9, 11, 13, 15, 17, 19, and so on.)
 

Naelwyn

Non sum qualis eram
Classes: Classes are the second major departure from standard for this game. As a result of the magic system disappearing, there is a decrease in the overall options available to PCs, and other class differences start popping up.

To that effect, I have done my best to re-balance and rework nearly all of the basic classes.

There are several class options available to all characters. In addition, every affinity has their own unique Base Class, Prestige Class, or Paragon class available to them.

These classes are presented below.
[hr]
Base Classes Available to all PCs and Affinities:
[hr]
The Soldier:

LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+1+2+0+0Fighter Training, Bonus Feat
2+2+3+0+0Bonus Feat, Tactical Awareness
3+3+3+1+1Armor Training
4+4+4+1+1Bonus Feat
5+5+4+1+1Readiness
6+6/+1+5+2+2Bonus Feat
7+7/+2+5+2+2
8+8/+3+6+2+2Bonus Feat
9+9/+4+6+3+3
10+10/+5+7+3+3Bonus Feat, Cooperative Combatant
11+11/+6/+1+7+3+3
12+12/+7/+2+8+4+4Bonus Feat
13+13/+8/+3+8+4+4
14+14/+9/+4+9+4+4Battle Insight
15+15/+10/+5+9+5+5
16+16/+11/+6/+1+10+5+5Bonus Feat
17+17/+12/+7/+2+10+5+5
18+18/+13/+8/+3+11+6+6Bonus Feat
19+19/+14/+9/+4+11+6+6
20+20/+15/+10/+5+12+6+6Bonus Feat, Master Tactician

Hit Dice: d10.
Proficiencies: All Simple and Martial Weapons, Light, Medium, and Heavy Armor, All Shields. [Non-Exotic]
Two Exotic Weapons of Player's Choice, One Exotic Armor or Shield.

Skills: 4 Skill Points per level.


Fighter Training (Ex): A Soldier is considered as a Fighter of their level for the purposes of selecting feats with a Fighter level requirement.


At 1st level, and at every even level thereafter, a soldier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a soldier can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the soldier loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A soldier can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.


Tactical Awareness (Ex)
At 2nd level, a soldier gains a +1 bonus on initiative checks. This bonus increases by +1 for every three levels after 2nd level.

Armor Training (Ex)
Starting at 3rd level, a soldier learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a soldier can also move at his normal speed while wearing medium armor. At 7th level, a soldier can move at his normal speed while wearing heavy armor.


Readiness (Ex)
You are skilled at keeping a team organized and ready for danger. All allies within 60 feet who can see you share your Tactical Awareness bonus.

Cooperative Combatant (Ex)
At 10th level, when a soldier uses the aid another special action, he may affect one additional ally per point of Intelligence bonus. For each ally that a soldier aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses.

Battle Insight (Ex)
At 15th level, as a swift action, a soldier can grant his Intelligence modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the soldier. That ally gains the bonus until the end of the soldier's next turn. The soldier can use this ability a number of times per day equal to 3 + his Intelligence modifier.


Master Tactician (Ex)

At 20th level, a soldier may, as a full-round action, grant any two Combat feats he knows to all allies within 60 feet who can see and hear him.
Allies retain the use of these bonus feats for 3 rounds plus 1 round for every two levels the soldier possesses.
Allies do not need to meet the prerequisites of these bonus feats.
The soldier can use this ability 5 times per day, plus one additional time for every 5 levels thereafter.
Multiple successive uses of this ability stack while their durations last.
[hr]
The Mariner:


LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+0+0+2+0Able Deckhand, Sneak Attack
2+1+0+3+0Weapon Finesse
3+2+1+3+1Danger Sense +1
4+3+1+4+1Evasion
5+3+1+4+1Acrobatic Charge
6+4+2+5+2Danger Sense +2
7+5+2+5+2Steady Stance
8+6/+1+2+6+2Fast Acrobatics
9+6/+1+3+6+3Danger Sense +3
10+7/+2+3+7+3Uncanny Dodge
11+8/+3+3+7+3Able Navigator
12+9/+4+4+8+4Danger Sense +4
13+9/+4+4+8+4Bleeding Critical
14+10/+5+4+9+4Improved Evasion
15+11/+6/+1+5+9+5Danger Sense +5
16+12/+7/+2+5+10+5Skill Mastery
17+12/+7/+2+5+10+5Improved Uncanny Dodge
18+13/+8/+3+6+11+6Danger Sense +6
19+14/+9/+4+6+11+6Visions of the Deep
20+15/+10/+5+6+12+6Devastating Critical

Hit Dice: d8.
Proficiencies: All Simple and Martial Weapons, Light Armor and Bucklers.
One Exotic Weapon of Player's Choice.

Skills: 8 Skill Points per level.


Able Deckhand (Ex): The Mariner adds 1/2 their class level rounded up to all Balance and Climb checks made on an ship,
as well as all Profession(Sailor) and Swim checks.
At 11th level, this ability improves, and allows the Mariner to apply this bonus on Knowledge(Geography) and Survival
checks made to navigate through hazards and Knowledge(Nature) and Survival checks made to predict the weather.

Sneak Attack (Ex): If a Mariner can catch an opponent when they are unable to defend thenselves effectively from the Mariner's attack, they can strike a vital spot for extra damage.
The Mariner’s attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Mariner flanks their target.
This extra damage is +1 at 1st level, and it increases by 1 every Mariner level thereafter.
Should the Mariner score a critical hit with a sneak attack, this extra damage is multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack), truncheon, jitte, or an unarmed strike, a Mariner can make a sneak attack that deals nonlethal damage instead of lethal damage.
A Mariner cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Mariner can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
Any creature that is immune to critical hits is not vulnerable to sneak attacks.
The Mariner must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
A Mariner cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Weapon Finesse (Ex): The Mariner gains Weapon Finesse as a bonus feat even if they do not meet the prerequisites.

Danger Sense (Ex): Through regular experience with life-threatening surprises, the Mariner develops a keen awareness of danger.
At 3rd level, the Mariner recieves a +1 reflex bonus to Saves and AC against traps as well as attacks and effects that they are not aware of.
This improves by +1 every three levels. (At 6, 9, and so on.)

Evasion (Ex): At 4th level and higher, a Mariner can avoid even magical and unusual attacks with great agility.
If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save,
they instead takes no damage.
Evasion can be used only if the Mariner is wearing light armor or no armor.
A helpless Mariner does not gain the benefit of evasion.


Acrobatic Charge (Ex): A Mariner of 5th level or higher can charge over difficult terrain that normally
slows movement or through the squares occupied by allies blocking his path.
This ability enables him to charge across a cluttered ship’s deck, leap down from a higher deck,
or swing between two adjacent ships to get to his target. Depending on the circumstances, he might still
need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over
the terrain.

Steady Stance (Ex): At 4th level and higher, a Mariner remains stable on his feet when others have difficulty standing.
They are not considered flat-footed while balancing or climbing, and they add 1/2 their class level as a bonus on Balance or Climb checks to remain balancing or climbing when they take damage.

Fast Acrobatics (Ex): A Mariner can avoid the normal penalties for accelerated movement while using their acrobatic talents.
They ignore the normal –5 penalty when making a Balance check while moving at their full normal speed.
They can climb at half their speed as a move action without taking a –5 penalty on their Climb check.
Finally, the Mariner can tumble at their full speed without taking the normal –10 penalty on their Tumble check.




Uncanny Dodge (Ex): Starting at 10th level, a Mariner can react to danger before their senses would normally allow them to do so.
They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker.
However, they still lose their Dexterity bonus to AC if immobilized.

If a Mariner already has uncanny dodge from a different class they automatically gain improved uncanny dodge (see below) instead.

Bleeding Critical (Ex): A Mariner of 13th level or higher that scores a critical hit against a creature may choose
to inflict 1/4 of their sneak attack bonus damage as a bleed effect.
(A creature with a bleed effect continues to take bleeding damage until the wound is staunched, with a DC 15 Heal check
or at least one point of magical healing.)


Improved Evasion (Ex): This ability works like evasion,
except that while the Mariner still takes no damage on a successful Reflex saving throw against attacks,
the Mariner now takes only half damage on a failed save.
A helpless Mariner does not gain the benefit of improved evasion.


Skill Mastery (Ex): At 16th level, a Mariner has become so confident in the use of certain skills that they
can use them reliably even under adverse conditions.
When making a Balance, Climb, Jump, or Tumble check, they can take 10 even if stress and distractions would
normally prevent her from doing so.

Improved Uncanny Dodge (Ex): A Mariner of 17th level or higher can no longer be flanked.
This defense denies another Mariner the ability to sneak attack the character by flanking them,
unless the attacker has at least four more Mariner levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead,
and the levels from the classes that grant uncanny dodge stack to determine the minimum Mariner level required to flank the character.


Visions of the Deep (Ex): The surface of the water is no longer a barrier to sight.
The Mariner can see as far through the water as they can through the air.
Note that available light, ink clouds, cover, and the like all still apply. This ability works while underwater.

Devastating Critical (Ex): As long as the Mariner is using a weapon with which they are proficient, increase the weapons
base critical range by one, and its critical damage multiplier by one.
[hr]
The Leader:

As Marshal (Miniatures Handbook, Page 12), with the following changes:

BAB improves to Fighter level.
Major Aura now improves at 4th level and every 4 levels afterwards.
At 10th level, the Leader can grant allies the use of a Standard action instead of a movement action.
At 20th level, the Leader can grant allies the use of a Standard action and a Move action. [Not a Full-Round action.]

Hit Dice: d8.
Proficiencies: All Simple and Martial Weapons, Light, Medium, and Heavy Armor, All Shields. [Non-Exotic]
One Exotic Weapon of Player's Choice, One Exotic Armor or Shield.

Skills: 6 Skill Points per level.

The following Auras are available to the leader:

Minor: All Marshal Minor auras excepting Determined Caster.
Major: All Marshal Major auras excepting Hardy Soldiers. PHB2 Draconic Auras: Presence, Senses. Dragon Magic Draconic Auras: Insight, Resolve, Stamina, Swiftness.
 
Last edited:

Naelwyn

Non sum qualis eram
Prestige Classes Available to all PCs and Affinities:
[hr]
SRD:

Duelist. All of the Duelists special Abilities now work in Light Armor. The duelist gains the Swashbuckler's Insightful Strike instead of Grace.

Horizon Walker: Planar Terrain Masteries are not available.

Stormwrack:
Legendary Captain: As Written.
Leviathan Hunter: Favored Enemy Entry Prerequisite Waived.
Scarlet Corsair: Sneak Attack Entry Prerequisite Waived.

[hr]
Paragon Classes Available to all PC's and affinities:

Human Paragon. Base Attack Bonus is now Fighter Level. Replace Adaptive Learning ability with a Bonus feat. No spellcasting progression.
 

Naelwyn

Non sum qualis eram
Affinity Special Classes:
[hr]
Air Affinity Base Class:
The Tempest:
LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+1+2+2+0Two-Weapon Fighting, Fighter Training
2+2+3+3+0Two-Weapon Defense (+1)
3+3+3+3+1Combat Expertise
4+4+4+4+1Flurry, TW Defense (+2)
5+5+4+4+1
6+6/+1+5+5+2Improved Two-Weapon Fighting
7+7/+2+5+5+2
8+8/+3+6+6+2TW Defense (+3)
9+9/+4+6+6+3Double Hit
10+10/+5+7+7+3Efficient Flurry, Ambidexterity (-3/-1)
11+11/+6/+1+7+7+3Greater Two-Weapon Fighting
12+12/+7/+2+8+8+4TW Defense (+4)
13+13/+8/+3+8+8+4
14+14/+9/+4+9+9+4
15+15/+10/+5+9+9+5
16+16/+11/+6/+1+10+10+5Perfect TW Fighting, TW Defense (+5)
17+17/+12/+7/+2+10+10+5
18+18/+13/+8/+3+11+11+6
19+19/+14/+9/+4+11+11+6Perfect Flurry
20+20/+15/+10/+5+12+12+6TW Defense (+6), Ambidexterity (-2/+0)

Hit Dice: d8.
Proficiencies: All Simple and Martial Weapons, Light and Medium Armor.
Two Exotic Slashing Weapons of Player's Choice

Skills: 4 Skill Points per level.

Fighter Training (Ex): A Tempest is considered as a Fighter of their Tempest level -4 for the purposes of selecting feats with a Fighter level requirement.

Bonus Feats (Ex):
Two-Weapon Fighting, Combat Expertise, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Perfect Two-Weapon Fighting:
At the appropriate level, the Tempest receives these feats as bonus feats, even if they do not meet the prerequisites normally.

Two-Weapon Defense (Ex):
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), the Tempest gains the indicated shield bonus to AC.
When the Tempest fights defensively, uses Combat Expertise, or uses the total defense action, this shield bonus increases by +2.

Flurry (Ex): As a Full-Round action, the Tempest may make a full attack with an additional attack with each hand at their highest base attack bonus.
All attacks made until the Tempest's next turn suffer a -2 penalty.
At 10th level, this penalty drops to 1. At 19th level, this penalty drops to zero.

Double Hit (Ex): Whenever the Tempest would get the opportunity to only attack a single time, such as when using a standard action to attack,
on an Attack of Opportunity, or on a spring attack, for example, they may choose to attack once with each of two weapons.

Ambidexterity (Ex): For a tempest of 10th level or higher,
their attack penalties for fighting with two weapons are lessened by 1 (from –4 to –3, or from –2 to –1 if the off-hand weapon is a light weapon).
At 20th level, the attack penalties are lessened by another 1
(from –3 to –2, or to +0 if the off-hand weapon is a light weapon).
The character loses this ability when fighting in medium or heavy armor.
See Table 8–10: Two-Weapon Fighting Penalties, page 160 of the Player’s Handbook.
[hr]
Fire affinity Base Class:
The Trailblazer:

As Ranger, with the following changes:

Lose:
Spellcasting, Animal Companion, Favoured Enemy, Wild Empathy.

Gain:

A Trailblazer recieves a +1 competence bonus per two levels on Survival, Knowledge (Geography), Balance, Climb, Jump, Swim, and Use Rope checks.

A Trailblazer has Skirmish, as a Scout(CA 12).

A Trailblazer replaces Woodland Stride with the scout's Flawless stride, but gains it at the normal Ranger Level.

At 10th level, the Trailblazer can share the benefit of Flawless Stride with all allies within 30ft that follow behind the Trailblazer.
A Trailblazer cannot use any ability that would allow them to not leave tracks when using this ability, and the DC to track the Trailblazer decreases by 5.

A Trailblazer gains Uncanny Dodge, Fast Movement, and Free Movement as a Scout.

Hit Dice: d8.
Proficiencies: All Simple and Martial Weapons, Light Armor, All Shields. [Non-Exotic]
One Exotic Weapons of Player's Choice

Skills: 8 Skill Points per level.
[hr]
Earth affinity Base Class:
The Stalwart:

As Knight, with the following changes:

Replace the bonus Mounted Combat feat and the bonus feats gained at 5th, 10th, and 15th level.

Add:

5th: Uncanny Dodge, 1/Day Defensive Stance (As Dwarven Defender)
10th: 3/Day Defensive Stance, Mobile Defense (As Dwarven Defender)
15th: Improved Uncanny Dodge, 4/Day Defensive Stance
20th: Mettle, 5/Day Defensive Stance

Hit Dice: d12.
Proficiencies: All Simple and Martial Weapons, Light, Medium, and Heavy Armor, All Shields. [Non-Exotic]
Two Exotic Armors or Shields.

Skills: 2 Skill Points per level.
[hr]
Water Affinity Prestige Class:
The Alchemist:

Prerequisites:

Skills: Craft (Alchemy) 8 or Profession (Brewer) 8


LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+0+2+2+0Master of Mixture, Poison Use, Bomb
2+1+3+3+0Concoct
3+2+3+3+1Efficient Alchemy
4+3+4+4+1Poison Resistance, Ambrosia
5+3+4+4+1Libation

Hit Dice: d6.
Proficiencies: Thrown Splash Weapons, Bottles, Vials.
Skills: 8 Skill Points per level.



Master of Mixture (Ex): Libationists recieve a +2 Bonus per class level on Craft(Alchemy) and Profession (Brewer) checks.

Poison Use (Ex): The Libationist's skill with brewing and handling dangerous substances means that you never risk
accidentally poisoning yourself when using poison.

Bomb (Ex):
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.
Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored.
In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch.
Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity.
Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack.
Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.
On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier.
The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit).
Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage).
Those caught in the splash damage can attempt a Reflex save for half damage.
The DC of this save is equal to 10 + the alchemist’s level + the alchemist’s Intelligence modifier.

Concoct (Ex): The Libationist can create potions, oils, salves, brews, and other alchemical items as if they possessed the Brew Potion Feat.
This creation can make a single potion per day or 1000gp of the market price of part of a potion per day.
It requires no expenditure of experiance, but requires expenditure of gold equal to the potions market price.
Brewing items in this fashion requires a Craft(Alchemy) check of DC 20 + CL

Efficient Alchemy (Ex):

You can manufacture alchemical items much more quickly than a typical alchemist.
You make as much progress when creating an item with Craft (alchemy) in a day as a normal
character would make in a week (check result × DC in sp), and as much progress in an hour as a normal
character would make in a day (check result × DC in cp).

Beginning at 4th level, your rapid alchemy talents extend to brewing potions.
You can brew up to two potions in a single day (rather than only one), as long as their combined market price does not exceed 1,000 gp.
At 5th level, you can brew up to three potions per day, with the same total market price limitation.

Poison Resistance (Ex): The Alchemist gains a +4 bonus on saving throws against poison and alchemical effects.

Ambrosia (Ex): Beverages the Alchemist brews are legendary. Any creature that drinks a beverage brewed by the alchemist in sufficient quantity to quench their thirst recieves a +1 Morale bonus on attack rolls and Will saves for the next 12 Hours.

Libation (Su): Once per day, with one hour of work and no other cost, an Alchemist can create a special potion or oil called a Libation.
The Libation can be any potion or oil with a value of 1500 gp or less. Its creation causes one point of constitution damage to the Alchemist.
Only the Alchemist can benefit from Imbibing or using the Libation, and can benefit from only one usage per day.
Creating more than one Libation destroys the first.
 

Naelwyn

Non sum qualis eram
Affinity Special Classes, Continued:
[hr]
Smoke affinity Base Class:
The Ninja:
LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+0+0+2+0Sneak Attack, Insightful Defense
2+1+0+3+0Weapon Finesse
3+2+1+3+1Poison Use
4+3+1+4+1Evasion
5+3+1+4+1Great Leap
6+4+2+5+2Acrobatics
7+5+2+5+2Speed Climb
8+6/+1+2+6+2Uncanny Dodge
9+6/+1+3+6+3Conservation of Ninjutsu
10+7/+2+3+7+3Incomparable Speed
11+8/+3+3+7+3
12+9/+4+4+8+4Improved Evasion
13+9/+4+4+8+4
14+10/+5+4+9+4
15+11/+6/+1+5+9+5Death Attack
16+12/+7/+2+5+10+5Improved Uncanny Dodge
17+12/+7/+2+5+10+5
18+13/+8/+3+6+11+6
19+14/+9/+4+6+11+6
20+15/+10/+5+6+12+6Incomparable Speed


Hit Dice: d6.
Proficiencies: All Simple Weapons, Light Armor.
5 Exotic Weapons of Player's Choice.

Skills: 8 Skill Points per level.


Sneak Attack (Ex): If a Ninja can catch an opponent when they are unable to defend themselves effectively from the Ninja's attack, they can strike a vital spot for extra damage.
The Ninja's attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Ninja flanks their target. This extra damage is +1 at 1st level, and it increases by 1 every Ninja level thereafter. Should the Ninja score a critical hit with a sneak attack, this extra damage is multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack), truncheon, jitte, or an unarmed strike, a Ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. A Ninja cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Ninja can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
Any creature that is immune to critical hits is not vulnerable to sneak attacks.
The Ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
A Ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Insightful Defense (Ex) A Ninja is highly trained at dodging blows, and is capable to the extent of predicting blows.
When unarmored or in light armor and unencumbered, a ninja adds their Intelligence bonus (if any) to their Armor Class.

In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when a ninja is flat-footed.
The character loses these bonuses when they are immobilized or helpless, when they wear any armor heavier than light,
when they carry a shield, or when they carry a medium or heavy load.

Weapon Finesse (Ex): A 2nd level Ninja gains Weapon Finesse as a bonus feat even if they do not meet the prerequisites.

Poison Use (Ex): Ninja are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.
A Ninja may apply one dose of any poison he is carrying to any weapon that he is holding as an Immediate Action.
If he chooses, as part of this action he may attempt a Sleight of Hand check (opposed by the enemies' Spot check) to conceal that he is doing this.

In addition, as a full round action that provokes and attack of opportunity, a Ninja may extract one use of poison from a dead creature that normally produces poison in life. The creature must have been killed in the last 24 hours, and the extraction process may only be done once per dead creature. This poison has the same effects as it did for the creature it was extracted from.

Evasion (Ex): As per the Rogue ability. If the Ninja has or later gains Evasion from another class or prestige class (but not a magic item), they instead gain Improved Evasion.

Great Leap (Ex): At 5th level and higher, a ninja always makes Jump checks as if they were running and had the Run feat,
enabling them to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if they are wearing light or no armor and are carrying no more than a light load.

Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks.
This bonus increases to +4 at 12th level and +6 at 18th level.

Speed Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed.
They can climb at their speed as a move action with no penalty;
however, they must begin and end the round on a horizontal surface (such as the ground or a rooftop).
If they do not end their movement on a horizontal surface, they fall, taking falling damage as appropriate for their distance above the ground. A ninja needs only one free hand to use this ability.
This ability can be used only if a ninja is wearing light or no armor and is carrying no more than a light load.

Uncanny Dodge (Ex): As per the Rogue ability. If the Ninja has or later gains Uncanny Dodge from another class or prestige class (but not a magic item), they instead gain Improved Uncanny Dodge, and their levels of Ninja stack to determine the effectiveness of the ability.

Conservation of Ninjutsu (Ex): In any fight with a highly skilled Ninja, it seems as if there is only a finite amount of martial ability available to each side in a given encounter. As a result, one Ninja is a deadly threat, but an army of them are cannon fodder. At the start of each round count the total number of enemies that the Ninja is fighting, and then divide it by the total number of allies that the Ninja currently has fighting with him (including the Ninja themselves). If the result, rounded down, is greater than 1, the ninja gains it as a Dodge bonus to his Armor Class until the end of the round, up to a maximum bonus of his Ninja class level. Dodge bonuses do not apply when the Ninja is denied their Dexterity bonus. Enemies which are not directly fighting against the Ninja's party (such as enemy combatants on another part of the battlefield, or enemies who are watching or are otherwise in close proximity but not acting against the Ninja or his party) do not count in this calculation.

Incomparable Speed (Ex): At 10th level, The Ninja gains one additional Immediate or Swift Action each round (for a total of 2 such actions).
At 20th level, the Ninja gains one additional Move action each round, that can only be used for moving.

Death Attack: If a Ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Ninja's choice). While studying the victim, the Ninja can undertake other actions so long as their attention stays focused on the target and the target does not detect the Ninja or recognize the Ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 the Ninja's class level + the Ninja's Int modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per 2 levels of the ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Ninja has completed the 3 rounds of study, they must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes their save) or if the Ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before they can attempt another death attack.

Improved Uncanny Dodge (Ex): As per the the Rogue ability.

Improved Evasion (Ex): As per the Rogue ability.
[hr]
Metal Affinity Prestige Class:
The Forgemaster:

Requirements:

Craft (Armorsmithing) 8, Craft (Weaponsmithing) 8, and Craft (Metalsmithing) 8 or Profession (Smelter) 8.

LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+1+2+0+0Secrets of the Forged Steel
2+2+3+0+0Secrets of the Balanced Hand
3+3+3+1+1Secrets of the Great Rampart
4+4+4+1+1Secrets of the Stone's Embrace
5+5+4+1+1Secrets of the Molten Earth

Hit Dice: d10.
Proficiencies: Gain proficiency in any one item per class level.
Skills: 6 Skill Points per level.


Secrets of the Forged Steel (Ex): A Forgemaster receives a +1 bonus per class level on all Appraise, Craft, and Profession checks regarding metal and metallic items.

A Forgemaster can improve metallic items beyond their normal capacity. This process creates a Mastercraft item from a Masterwork item.

Secrets of the Balanced Hand (Ex):
The 2nd level Forgemaster can create Mastercraft weapons.
Secrets of the Great Rampart (Ex):
The 3rd level Forgemaster can create Mastercraft shields.
Secrets of the Stone's Embrace (Ex):
The 4th level Forgemaster can create Mastercraft armor.

Secrets of the Molten Earth (Su): A Forgemaster of 5th level can literally work magic with their craft.

The Forgemaster gains the ability to add special abilities to armor and weapons as if they had the Craft Magical Arms and Armor feat.
Their caster level for this purpose is equal to 20.
The use of this ability does not require any of the standard expenditures of the feat's normal usage, and instead requires
an appropriate Craft check with a DC of 15 + Caster Level.
The use of this ability does not require the item to first posses a +1 bonus, but does require it to be masterwork.

This ability does not confer any spellcasting ability of any kind to the Forgemaster. All special abilities require some form of spellcasting. The successful usage of this ability is left as an exercise to the reader.
[hr]
Wood Affinity Prestige Class:
The Skald:

Prestige Class

Requirements:

Skills:
Perform (Oratory) 8 or Perform (Poetry) 8 or Perform (Sing) 8
Knowledge History 8
12 Ranks in Any other combination of Knowledges
Must speak and read at least two languages.

LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+1+0+0+2Bardic Music, Skald's Oath
2+1+0+0+3Lore
3+2+1+1+3Demoralize
4+3+1+1+4Marcher's Chant
5+3+1+1+4Words of Rage
6+4+2+2+5Worldly Knowledge
7+5+2+2+5Words of Fear
8+6+2+2+6Applicable Knowledge
9+6+3+3+6Words of Panic
10+7+3+3+7Skald's Fury

Hit Dice: d6.
Proficiencies: None Extra.
Skills: 8 Skill Points per level.

Skald's Oath:
The Skald serve the world as the foremost record keepers and historians.
A Skald cannot knowingly damage a book of lore, or by gross inaction allow one to be damaged, unless doing so would put them at risk of greivous injury.
A Skald must, if called to, relay any story or information they know to their asker.
A Skald must meet with a record-keeper of the order every two years, to relay to them the knowledge they have learned in their travels.
A Skald cannot lie while reciting lore.

Unintentional, accidental, or compulsed violations of the Skald's oath cause them to lose one use of bardic music for the day per violation. If they are out of music, they instead take 1 point of Wisdom damage.
Intentional violations of this oath cause the Skald to lose all bardic music abilities until they perform a suitable penance as assigned to them by a superior of their order.



Bardic Music: At 1st level, the Skald gains the bardic music ability. All the bardic music effects become available to them immediately, subject to their usual Perform skill requirements.
Additionally, all the bardic music effects, including countersong, are produced with oratory, poetry, or singing instead of music.
Each bardic music effect except suggestion requires one daily use of the bardic music ability.
Suggestion does not require any uses, but the subject must first be fascinated.
The Skald can use these abilities a number of times per day equal to their Skald level plus their Charisma bonus.

Lore (Ex): At 2nd level, a Skald gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge.
The Skald adds their level and their Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Words of Rejuvination: A 2nd level Skald can inspire their allies so they shake off the effects of fatigue.
Fatigued allies who hear the Skald speak for a minute are no longer fatigued, and exhaused characters are only fatigued.
The Skald can use this ability only one per hour.
It is a language-dependent ability that counts as one daily use of bardic music.

Demoralize: At 3rd level, the Skald's words can hurt enemy morale. Once they've heard the Skald's oration for a full round,
opponents within 30 feet must succeed on a Will Save, (DC 10 + Skald Level + Cha bonus) or be shaken as long as the Skald continues to recite and for 5 rounds thereafter.
This is a mind-affecting, language-dependent ability that counts as one daily use of bardic music.

Marcher's Chant: At 4th level, the Skald gains the ability to encourage those engaged in dull, repetitive action, such as marching or rowing.
When traveling overland or engaged in a similar long-term physical effort, those who hear the Skald's exhortations find they can exert themselves for longer.
Those within earshot of the Skald can march or exert themselves 50% longer before making Constitution checks.
(See Forced March in chapter 9 of the Player's Handbook.)
The Skald need not chant throughout the entire march but must be chanting at least half the time.

Words of Rage: A 5th level Skald can enrage their allies. This ability functions exactly like the Barbarian's Rage ability on all willing allies within 30 feet.
It lasts as long as the Skald continues their performance.
Words of Rage requires one use of bardic music per round it is maintained.
It is a language-dependant, mind-affecting ability.

Worldly Knowledge (Ex): The Skald's travels in search of knowledge expose them to a wide number of languages.
A 6th level Skald selects two languages, in which they gain the ability to read and write.

Words of Fear: A 7th level Skald's oratory becomes frightful to those who hear and understand it.
Once they've heard the Skald for a Full round, opponents within 30 feet must succeed on a Will save DC 10 + Skald level + Cha bonus or be Frightened as long as the Skald continues to recite and for 5 rounds thereafter.
This is a mind-affecting, language-dependant ability that counts as two uses of bardic music.

Applicable Knowledge (Ex): The Skald also learns practical knowledge in their travels. The 8th level Skald may gain any one feat that they would normally qualify for.

Words of Panic: A 9th level Skald's oratory is so frightening that few can withstand it.
Once they've heard the Skald for a full round, opponents within 30 feet must succeed on a Will save DC 10 + Skald level + Cha bonus or be Panicked as long as the skald continues to recite and for 5 rounds thereafter.
This is a mind-affecting, language-dependant ability that counts as three uses of bardic music.

Skald's Fury (Su): The unbridled force of the Skald's voice is a terror to behold.
At the cost of three uses of bardic music, a 10th level Skald can emit an ear-splitting yell that deafens and damages creatures in its path.
Any creature within a 40ft cone projected from the Skald is stunned for one round, deafened for 2d6 rounds, and takes 5d6 points of sonic damage.
A successful save against a DC 10 + Skald level + Cha mod negates the stun and halves the damage and duration of deafness.
Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per Skald level.
An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
[hr]
Ice Affinity, Base Class:

The Eremite:

As Ranger, with the following changes:

Lose:

Spellcasting, Animal Companion

Gain:

An Eremite receives a +1 competence bonus per level on Survival and Knowledge (Geography) checks.

Druid's Trackless Step, Venom Immunity, Timeless body.
Barbarian's Fast Movement.
Monk's AC Bonus that functions in Light Armor.

And the bonus feats Cold Endurance (Frostburn p 47)[Which stacks with the racial bonus feat] and Heat Endurance (Sandstorm p 50) at level 4.

Hit Dice: d8.
Proficiencies: All Simple and Martial Weapons, Light Armor, All Shields. [Non-Exotic]
One Exotic Weapon of Player's Choice

Skills: 8 Skill Points per level.
 

Naelwyn

Non sum qualis eram
Affinity Special Classes, Continued:
[hr]
Lightning Affinity Base Class:
Barbarian, Exactly As SRD.
[hr]
Light Affinity Paragon Class:
The Illuminator:

Prerequisites:

Skills: Spot 8, Listen 8
Feats: Improved Sight


LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+1+0+0+2Radiance
2+2+0+0+3Truthseeing
3+3+1+1+3Expose

Hit Dice: d8.
Proficiencies: None Extra.
Skills: 6 Skill Points per level.

Radiance (Su): As a supernatural ability that can be suppressed at will with a free action, your body radiates bright light in a 10' per class level sphere surrounding you.

Truthseeing (Su): An Illuminator receives a +2 insight bonus per class level on Spot checks, Listen Checks, Sense Motive Checks,
and Saves against Illusions and Enchantments

Expose (Ex): A 3rd level Illuminator that notices or saves against a concealment or deception can proclaim its falsehood.
Allies that initially failed to notice receive new saves or checks with the Illuminator's Truthseeing bonus added. Foes must succeed in an opposed roll against the Illuminator to continue their deceptive action against others, if present and acting. [For example, A Lie requires an opposed Bluff vs Sense Motive, Hiding v Spot, Move Silent v Listen]
[hr]
Mineral Affinity Paragon Class:
The Prospector:

Paragon Prestige Class.

Prerequisites:

Skills: Knowledge(Geography) 8, Profession (Miner) 8
Feats: Lucky Find

LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+0+2+2+2Unearth
2+1+3+3+3Prospector's Insight
3+2+3+3+3Blessed with Success

Hit Dice: d8.
Proficiencies: None Extra.
Skills: 8 Skill Points per level.

Unearth (Ex): Prospectors receive a +2 bonus per class level on any kind of check made in the process of digging or excavation.

Prospector's Insight (Su): Prospectors have an innate sense that directs them to lost or secreted things.
A Prospector receives an automatic Search check whenever they pass within 30ft of any secret door, trap, cache, ore vein, underground water or magma source, or other hidden thing of interest.

Blessed with Success (Su): The Prospector's Racial luck modifier improves to +2.
[hr]
Steam Affinity Base Class:
The Sharpshooter:
LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+1+2+0+0Fighter Training, Bonus Ranged Feat
2+2+3+0+0Mighty Perception, Bonus Ranged Feat
3+3+3+1+1
4+4+4+1+1Bonus Ranged Feat
5+5+4+1+1Pinpoint Shot
6+6/+1+5+2+2
7+7/+2+5+2+2
8+8/+3+6+2+2Bonus Ranged Feat
9+9/+4+6+3+3
10+10/+5+7+3+3Close Combat Shot, Skilled Recovery
11+11/+6/+1+7+3+3
12+12/+7/+2+8+4+4Bonus Ranged Feat
13+13/+8/+3+8+4+4
14+14/+9/+4+9+4+4
15+15/+10/+5+9+5+5Focused Shot
16+16/+11/+6/+1+10+5+5Bonus Ranged Feat
17+17/+12/+7/+2+10+5+5
18+18/+13/+8/+3+11+6+6
19+19/+14/+9/+4+11+6+6
20+20/+15/+10/+5+12+6+6Fusillade, Bonus Ranged Feat

Hit Dice: d8.
Proficiencies: All Simple and Martial Weapons, Light Armor, Bucklers
Three Exotic Ranged Weapons of Player's Choice.

Skills: 4 Skill Points per level.


Fighter Training (Ex): A Sharpshooter counts as a Fighter of their Sharpshooter level -2 for the purposes of acquiring feats with a fighter level prerequisite.

Bonus Ranged Feat (Ex): A Sharpshooter gains a bonus ranged combat feat of their choice. They must meet all prerequisites.

Read the Air(Ex): A Sharpshooter gains a +2 Bonus on Spot and Listen checks. This bonus improves every 2 levels by +1. (+3 at 4, +4 at 6, and so on.)

Pinpoint Shot (Ex):
A Sharpshooter can sacrifice accuracy by aiming at a smaller, more vulnerable part of their target. They can reduce their to-hit bonus by any amount up to their base attack bonus for all ranged attacks they make until the beginning of their next turn. Any ranged attacks made in this time frame deal bonus damage on hit equal to the to-hit bonus lost.

Close Combat Shot (Ex): The Sharpshooter no longer provokes attacks of opportunity by firing ranged weapons.

Skilled Recovery (Ex): The Sharpshooter is substantially better at recovering spent ammunition. If the Sharpshooter can physically reach the area where their projectiles land, they can:
Recover 100% of missed mundane ammunition.
Recover 50% of mundane ammunition that hits.
Recover 50% of missed magical ammunition.

Focused Shot (Ex): As a full-round action, a Sharpshooter of 15th level can make a single ranged attack. For this attack, the Sharpshooter's Base attack bonus doubles, and their weapon's base critical range increases by one and the weapon's critical multiplier increases by one.

Fusillade (Ex): In lieu of their regular attacks, as a Full-Round action, a Sharpshooter of 20th level and higher can fire a projectile at each and every target within range, to a maximum of one target per Sharpshooter level, so long as all targets are within 5*Sharpshooter Level/2 feet of one another. Each attack uses the Sharpshooter's primary attack bonus, and each enemy may only be targeted by a single projectile.
[hr]
Life Affinity Base Class:
The Preserver:

As Monk, with the following changes:

Lose:

Flurry of Blows
1st, 2nd, and 6th level bonus feats.
Quivering Palm
Wholeness of Body
Empty Body

Gain:

Full BAB
1st-Level Bonus Feat: Improved Grapple.
2nd-Level Bonus Feat: Combat Expertise.
6th-Level Bonus Feat: Improved Disarm.
6th-Level Bonus Ability: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts.

Touch of Life (Su) At 7th level, the Preserver can now heal wounds with a touch. The Preserver's touch causes life to thrive, and damaged living things to repair themselves and grow whole.

Each day, they can heal a total number of hit points of damage equal to (Preserver level) x Wisdom bonus. A preserver may choose to divide their healing among multiple recipients, and they do not have to use it all at once. Using Touch of Life is a standard action.

Remove Disease (Sp): At 6th level, a preserver can produce a remove disease effect, as the spell, once per week. The Preserver can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Hit Dice: d8.
Proficiencies: Club, Quarterstaff, Truncheon, Sai, Jitte, Sling, Light Armor.
Three Exotic Weapons that can be used to trip or disarm of Players choice, One Exotic Armor/Shield of Player's Choice.

Skills: 6 Skill Points per level.
 

Naelwyn

Non sum qualis eram
Oh, I can so tell you about all the islands. None of us are scared of the biggun, and all of us have walked on its shores.

The central island, from all our maps, new and old is maybe a million, that's right, a million square miles across.
None of us have seen even the remotest depths from the shore. And don't let anyone tell you otherwise, but this isn't some
curs'd backlot. The place is just teeming with life. The trees are massive. Birds everywhere.

Which brings me back to why even we tend to stay away, really. More than just big birds. It's the seas. Big wide open blue.
Everything's, y'know, a little, lighter, in the water. Things can get bigger. They oughtn't.

They oughtn't. Just... Just take my advice. Always have some'n looking down.


- Tanyc, Trailblazer
[hr]

The Caldera Archipelago has a very large central island. Its massive central volcano, called the Great Spire, rises high, and is visible extremely far away.

The central island is very approximately, about 1/3 the size of Australia. It is roughly circular in shape, or would be if not for the gigantic bay on the south side of the Spire, which begins as a narrow gouge and grows to a harsh, great wedge by the time it reaches the sea.
[hr]
Between the central island and the rest of the archipelago rests the Inner Sea, a body of water close to 1500 miles in radius.
The Inner Sea is tropically warm, fairly calm, and a light cyan.



Crossing the inner sea is far from without its risks however, as the sea is dominated by the great beasts of the sea, the krakens, sea serpents, leviathans and other lesser known titans.



Only the very brave and very foolish attempt to cross it.
[hr]
Past the Inner Sea lies the first ring of the archipelago proper.
There are more than 200 islands in a great ellipse around the central island. Most of the islands are between 5 and 15 miles across and are sparsely, if at all, inhabited. It is an average of 50 miles between islands in the first ring, though a very fit and skilled swimmer could possibly swim between some.

There are some 15 larger and more heavily populated islands, which I will cover in the next post.
[hr]
Between the First and Second rings lies the Outer Sea. The outer sea is smaller than the inner sea, roughly 800 miles across. It is much less frequented by the great beasts, but is also much rougher.
Great storms batter the ships that cross the Outer Sea, and great waves churn the blue waters.




Most ships that cross the Outer sea are large, sometimes even armored, merchant vessels, plying their trade between the islands across the Outer Seas in search of admittedly large profits, as few others frequently cross the rings.
[hr]

The second ring of the archipelago has around as many islands as the first ring, and is more circular in their distribution. Due to the overall radius, however, there is an average of 100 miles between the islands.

The islands themselves range from 15-25 miles across, barring 5 major exceptions. Most are uninhabited, as only islands that are large and fertile enough to mostly support a self-sufficient lifestyle will find occupants.

[hr]

Further out, past the Second Circle, lies the Great Ocean. It has none of the Inner Sea's calm, and none of the Outer Sea's peace. The waters are a deep, dark indigo that barely conceals the outright malevolence of the depths.

There are no records of any successful voyages lasting more than 3 days in the Great Ocean, and with no known lands beyond it, there are few, if any, that venture into it.


 

Naelwyn

Non sum qualis eram
The Southwestern Isles of the Inner Circle:

The Shar Isles:


The Southwestern isles are dominated by a large island cluster, SWS of the central island.

The cluster consists of 8 smaller, unnamed islands, awash in tropical rainforest and wetlands, and a larger, almost rhombus shaped island, awash in... well, it's called the Desert of Ash.

Collectively, the islands and the nation-state they comprise are known as the Shar Isles.

The Shar isles are the most recently founded nation, founded by various merchant guilds in 173 AE after extensive mineral, gem, and gold deposits were found in the Desert of Ash.

The power structure is that of an oligarchy, with 5 major houses controlling the political and economic scene and numerous lesser houses scheming for their own place.

The architecture is mostly Moorish with moderate eastern influences. The most prominent building material would be kiln-fired clay brick and Adobe, with sandstone taking a trailing second.



Economics: The chief exports of the Shar Isles are Spices, Fruits, and Precious Minerals.
They typically import from other nations substantial quantities of vegetables, grains, Building Materials, and Metals, and are self-sufficient with regards to meats via fishing.

As a direct result of what they export, the primary vessels of the Shar Isles are the Caravel and Pinnace, fast and capable of crossing the outer sea without much hindrance.
The majority of the shipping and trade for the Western half of both circles is done by the merchants of the Shar Isles.

Names: Male Names have a Given Name, followed by a patronymic and the individual's house.
Female names have a Given Name, followed by a matronymic and the individual's house.

The higher up in a major house the individual, the more accurate their family tree.
Typically the more important individuals will trace back parentage to a significant degree and have multiple patronymics and matronymics before their house.

For expediency of conveying this importance, most all of the Shar houses important personages create detailed glyphic signatures and typically set them in signet rings.
The heads of major houses can have extremely beautiful and elaborate calligraphic seals.

Forgery and Theft of these signatures and seals is punishable by death, typically by assassination.


Characters from Shar have the following special options:

1st level Flaw: Houseless - Taking this flaw marks the player character as a houseless member of the Shar isles. Having no house places the PC on roughly the same social level as a medieval serf.
Pretty much anyone in the Shar Isles would try desperately to get into any house by any means, as having any house at all grants substantial legal protections and is typically required for most decent employment.
This Feat essentially marks the PC as either an unclaimed orphan/child of convicted felon, an outlaw themselves, or a member of a deposed house.

1st level Feat: Major House - [Antirequisite:Houseless] - The exact opposite feat, this marks the PC as a member of one of the 5 major houses of the Shar isles.
This feat puts you on roughly the same level as a lesser noble or courtier of other societies, and has general all-round benefits while within the Shar Isles. [Substantial RP benefits and lower DCs with the below feat.]

Any level Feat:
FAVORED IN HOUSE [GENERAL]
You are a member of one of the mercantile houses and wield some influence in that house.
Prerequisite: Member of appropriate homeland and house.

Benefit: Your family is influential and powerful, and you have the ability to call in favors from other members of your family and their extensive contacts.
By making a favor check (see below), you can call upon contacts to gain important information without going through the time and trouble of a Gather Information check.
Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
To call in a favor, you make a favor check.
Roll a d20 and add a bonus based on your character level:
+1 at 1st–2nd level,
+2 at 3rd–6th level,
+3 at 7th–11th level,
+4 at 12th–15th level,
or +5 at 16th level or higher.
The DM sets the DC based on the scope of the favor being requested;
it can range from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors.
You can’t take 10 or take 20 on this check, nor can you retry the check for the same (or virtually the same) favor.
Favors should help advance the plot of an adventure.
A favor that would enable you to circumvent an adventure will always be unavailable to you, regardless of the result of a favor check.
You can try to call in a favor a number of times per week equal to one-quarter your character level, rounded down (minimum one).
You can never ask for more than one favor from any one contact in a given week.
For instance, at 8th level you can try to call in a favor twice per week, but each attempt must involve a different contact from among those associated with your mercantile house.
The DM will carefully monitor your use of favors to ensure that you don’t abuse this ability.
The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills.
The DM may disallow any favor he or she deems disruptive to the campaign.

Special Equipment available in Shar [And to Characters from Shar]:

Weapons:
Collapsing Cresent Fan, Fingerblade, Manople, Great Scimitar, Khopesh, Crescent Scythe, Great Falchion, Boomerang.
(Sandstorm)
Armor:
Silk Swathes, Finned Armor
(Sandstorm)
Misc:
Adventuring Gear, Clothing (Sandstorm, Same Section)
 

Naelwyn

Non sum qualis eram
The Southeastern Isles of the Outer Circle:

The Isles of Myirce

Collectively, the Southeastern Isles of the Outer Circle belong to the nation of Myrice.

Myrice consists of 23 smaller islands, grouped close enough together that most have bridges between them.

There is no known founding date for Myrice. Estimates would put it some time between AE 50 and AE 100.

The political structure is that of a true meritocracy.
Basic Education is free to every citizen of Myrice. Entrance to higher education is free, but determined by competitive examinations, practicals, and performance records.
Every major governmental position is likewise determined by specific trials. To get anywhere, in politics, hopefuls must first pass trials in order to become simple clerks, and then their performance and aptitudes are measured and they are appropriately advanced.

Myirce is governed by a council, currently consisting of 13 members, who each specialize in a given area, that meet as a group mainly to pass major resolutions and deal with foreign policy.


Architecture and Culture: Achitecture of Myirce closely resembles the widely varied architecture of southeast asia.
Building materials vary significantly. Rammed earth, stonework, timber, bamboo, brick, and ceramics all see usage.



Economics:

Myirce has exceptional resources in timber and freshwater. As a result of the generally small islands, temperature, and water reserves, rice is the overwhelming staple food, and is produced in substantial abundance.
Myirce also has substantial production and export of textiles, especially silks and dyes.
Myirce imports moderate amounts of fruits and vegetables, spices, stone, precious minerals, and metals.

Favored ships of Myirce are the Dromond, Junk, and Dhow.

Names: Overwhelmingly of the structure of Family, House, or Clan name, followed by Personal Name.

Characters from Myirce have the following special options:

Feats:

Educated [Any Level]: You have recieved and completed higher education in Myirce. All skill points invested in knowledge skills after you acquire this feat bestow two ranks instead of one. The maximum ranks you can have in Knowledge skills still remains the same.


Equipment:

Weapons: Everything listed in Oriental Adventures, page 72.
Armor: Everything listed in OA, page 76, excepting Dhenuka and Kappa Shell armor.

Also see the notes on adventuring gear for the purposes of character descriptions.

[The special items are NOT commonly available. Sorry, Grenade fans. You want it, you've got to figure out how to make it.]
 

Naelwyn

Non sum qualis eram
The Northwestern Isles of the Outer Circle:

The Isles of Vanaheim

Collectively, the Northwestern Isles of the Outer Circle belong to the nation of Vanaheim.

Vanaheim is primarily composed of two large islands called Niflheim and Muspelheim.

The islands of the far north of the outer circle are both actually rather far north, and they interest a very cold current from the Great Ocean.
As such, temperatures there range from temperate to arctic, usually surprising those from the South.

Niflheim, the more southern island, is snow-covered for around 1/3 of the year.
Muspelheim, the northern island, rarely has snow stay unmelted for more than a week, due to volcanism in the form of geysers and hot springs, it is fairly warmer.



There has been a population in these islands long before the eruption, but they were principally raiders and looters.
After the eruption, due to a combination of sheer economic infeasibility and digust in themselves at raiding people whom now had substantially less than they, the culture of the island had a fairly radical change.

The natives of Vanaheim started and continue to practise an elaborate system of honour, that ironically has left them as the most "moral" of the nations. Those that didn't change their ways were driven out.

The political structure is that of a duumvirate. Each isle has its own king and lesser lords.
Leadership of the realm and of the lesser states is decided every 10 years or after a major event by a moot between all lesser lords and a great competition between all citizens of the isle.


Architecture and Culture: Achitecture of Vanaheim is decidedly Nordic.
Building materials include timber, stone, hide, and volcanic glass.



Economics:

Vanaheim has exhorbitant amounts of timber and especially metals.
The isles are mostly self-sufficient, and thus traders are rare. Most of Vanaheim's trade is done locally, with foreign merchants showing up with exotic goods and trading for raw materials.
One of the major items sought by foreign merchants are the oils, fats, and bones that the few Vanaheim traders bring from Triglav.
Vanaheim is especially fond of gold and spices from Shar, Rice wine from Myirce, and Cheese from Sarleon, and such goods fetch high prices in the ports.

Vanaheim overwhelmingly favours the Longship.

Names: Vanaheim natives choose a single given name at adulthood. Before adulthood they are usually appelated 'first-son', 'second-daughter' and so forth.
All other extensions to an individual's name are honour-titles, and can only be bestowed upon them by others.
The longer-lived and more honourable the individual, the longer their name becomes.
Typically, people from Vanaheim do not mind being referred to by their Primary name, but ignoring a person's full title in formal situations in Vanaheim proper is considered a dire insult.


Characters from Vanaheim have the following special options:

Feats:

SEA LEGS [GENERAL]
You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage.

Benefit: As long as you are on board a ship, you get a +2 bonus on all Balance and Tumble checks, and a +1 bonus on Initiative checks, and a +1 Morale bonus on attack rolls and armor class when boarding another ship.


Equipment:

Weapons: Ice Axe, Iuak, Goad, Bone Bow, Glot. (Frostburn, 76)
Gear: All Adventuring Gear on Frostburn, 78.

Also see the notes on adventuring gear for the purposes of character descriptions.
 

Naelwyn

Non sum qualis eram
The Northeast Isles of the Inner Circle:

The Rock of Sarleon:

The nation of the Northeast Inner Circle is known as Sarleon.


The Rock of Sarleon consists of two islands, one roughly the size of iceland and one the rough size of the vactican city, connected by a narrow land bridge.

The smaller island, and most of the large island, are plateaus with shear cliffs, dropping more than 100 feet to the ocean below.



There were people in Sarleon pre-eruption, but the island only held host to an exploratory mission until around 67 AE, after the gain in population from refugees was substantial enough for them to declare themselves a nation proper.

The political structure is that of a constitutional monarchy, with the constitution mainly covering responsibilities of the king and nobility to each other, but also explicitly subjecting the nobility to the laws and putting in methods for the legitamate forced resignation of a king that oversteps their bounds.


Architecture and Culture: Achitecture of Sarleon is primarily Brick Gothic mixed with lesser amounts of architectural work resembling ancient Greek or Roman design.
Building materials are a rough mix between Wood, Granite and Basalt, and Sand-Lime-Ash, bright red brickwork.




Economics:

Sarleon has by far the largest plains and savannahs of the civilizations of the isles.
It primarily has an abundance of vegetable and grain farming, and readily exports more. There is extremely little pasture for animals, but it does exist. Sarleon is the only country where dairy products are available at all, and only particularly durable cheeses are readily exported.
Sarleon also has the best rock quarries, and exports most kinds of non-precious mineral wealth, nearly only by full, bulk shipload.

Sarleon does not have as much secondary and tertiary industry. It imports textiles, metals, precious minerals, and spices.

Favored ships of Sarleon are the Greatship, Galley, Cog, and Launch.

Names: Essentially anything goes for Naming conventions in Sarleon, but typically you have a Given Name and a Family or Trade name.
Names are mildly tilted towards Western European, but there is great variation.

Characters from Sarleon have the following special options:

Feats:

Privaleged Access [1st Level]: Your family is nobility or very influential or wealthy craftspersons or merchants, and as such, you have access to the Second City, that rests upon the highest plateau of the Rock of Sarleon.
Without this feat, access is simply barred to you. The Second City is one of the only two locations that count as a proper Metropolis for the purposes of purchases, and as such is one of the only places that one can buy or sell extremely expensive items.

Equipment:

Sarleon is the only place where a PC can obtain Heavy Armor of any kind, and the only place where a PC can buy livestock or mounts.

Weapons: Mercurial Longsword, Mercurial Greatsword, Double Mace, Fullblade, Lucerne Hammer, Great Crossbow, Spinning Javelin. (Arms and Equipment Guide.)
Armor: Brigandine, Lamellar, Ring (Arms and Equipment Guide.)
 

Naelwyn

Non sum qualis eram
Other Islands of Importance:



Triglav:



Triglav is a loose iceburg, floating around 15 miles away from Muspelheim, on the border of the Great Sea.

It measures roughly 50 square miles, and is sparsely inhabited by the Ice Eremites.

The Eremites, who espise the virtues of isloation, carved out their own niche in the great glacier around 70 years ago.

The Eremites only allow those of the Ice affinity to live on the iceburg. Others may visit to trade, but are very unwelcome to stay for long periods of time.
Those born of other elements, when they come of age at 21, are typically shunned and sent off on the next merchant vessel to Muspelheim.
Outsiders of the Ice element are only welcome in the community if they join in a sucessful hunt.

Roughly twice a year, the Eremites of Triglav hunt the creatures of the deep. They take their great, plated ships and harpoons and first hunt a whale for use as bait.
They then drag their bait into the great ocean and wait for a leviathan of some sort to go for a meal, and then attack it in perfect unison.

The leviathan typically feeds those on the island for an entire 6 month period. Its bones are fashioned into weapons and armor, it's fatty tissues rendered into exceptional oil.
Traders from Vanaheim arrive in 6 month intervals to trade for a part of these spoils, and bring with them all the supplies that the Eremites need.


Triglav is a common source of adventurers on the high seas, as those born there are trained from birth in the island's ways, but are often rejected and sent into the wide world.

Characters from Triglav have the same characteristics as those from Vanaheim, with the following additions:

Weapons: Harpoon, Icechucker (Frostburn 76)
Armor: Bone, Shell (Arms and Equipment Guide, 15)
 

Naelwyn

Non sum qualis eram
This post reserved for Character Creation rules and information and any other rules, for that matter.
[hr]
Rules: The most important particular I can mention here is dice rolls.
I intend to run this game on the club forums, in part to try and have more of a draw here and to have more things to do on it, in part for practice.

As of yet, there is no dice roller.

The end result of this is twofold.
One: I will attempt to run this game in such a manner as to require as few dice rolls as possible.
Two: In the event that dice rolls need to be made, for the sake of expediting play, I will make them and inform you of the results. Most of these dice rolls would be ones that the DM is "Supposed" to make in secret anyways, such as Spot checks, Disguise checks, etc. As I will not actually be rolling dice in front of you, these will regain some semblance of surprise and secrecy.

Combat Speed, Initiative and Actions: The second-most important thing to bring up is initiative. Because combat takes much longer to go through, anything to speed it up will substantially affect our game.
As a result, there are a few changes.
1) All foes will act on the same initiative. This will be a rough average of their totals. This causes every combat to end up as:

PCs that Beat Foes' Initiative take turns.
Foes take turns.
All PCs take their next turn.
Fores take their next turn. Repeat.

2) Combat is Hectic. Planning and back and forth chat take seconds in tabletop games but possible DAYS in PbP. As such:
i) Players shall declare their actions and have them executed SIMULTANEOUSLY. In the event of an explicit conflict and only in the event of an explicit conflict [Such as, for example, two PCs declaring
that they fire a cannon at the same time], see rule 4.
ii) As a direct consequence of i), Players may issue contingent actions. "If everything is clear, I charge the pirate. If not, I try firing my bow at whoever looks the most distracted."
Properly using these will really, really speed things up.
iii) As a result of the combat system, and, because I can set things up this way, crosstalk and party planning will need to take place in the round BEFORE the plan is to be executed, and, for a touch of added realism, to communicate, you must communicate in character.
iv) "Who Dares, Wins." In the event of a play conflict or plan execution, whoever POSTS first within an initiative bracket will have their actions executed first. In the event that one player's actions obsolete another player's, the second player will have one [Decided Upon Post Rate] to post a new turn. Try to avoid this via contingent actions.

An example of a perfect set of these and how they can really, really speed things up when you might get only a post per day follows:

DM:

Two tall men, with leather hoods pulled low over their faces and gleaming knives in their right hands, step out from the sides of the alleyway and bar your path.

"O, we's hear you jingling, eh. Give us some of tha' there shiny and we won' have to cut yeh," says one.

PC 1:
Edric quickly shouts, "Take the one on the right!"

Edric then quick-draws his longsword and tries to slash the thug on the left's chin in one smooth motion, and follows up by slashing downwards.
If he manages to drop the first man, he five foot steps forwards and attacks the second thug from the side.

PC 2:

Hearing Edric's shout, I try and Headbutt the man on the right. If he is still standing, I follow through with a trip attack. If not, I take a move action and tumble behind the other man and try and give Edric the flank.

DM:

The ugly squelch of breaking bone rings out in the alley, as Gregor's head smashes critically into the thug. He falls down to the ground with a flat thud, blood streaming from his crushed nose. Edric draws his sword and the other thug barely misses getting his throat cut. Gregor dives along the side of the alleyway and behind the man, and as Edric sees the thug take his eyes off him, slashes downwards and into the man's shoulder. The cold steel bites into the thug, blood flies out of the wound, and the second man goes down.

[hr]
Character Generation Specifics:

32 Point Buy.
Characters begin play with 1500 experience points and 1500 gold pieces, at ECL 2.

There is no Multi-classing penalty.

Feats within the SRD are approved. Please use rational judgement on these, as not all feats suit the campaign, and I'm not giving a specific list because it'll just be a bit too long. For example, Wild Talent is straight out.

Feats from other sources require DM approval before usage, and may require you to do work in character to be able to acquire them.

Equipment within the SRD is all clear, subject to the restrictions and bonuses on the first page in each area listing. Again, caution is advised. Heavy Armor is very likely to kill you unless you explicitly plan for it. Cold Weather insulation gear is a very unlikely purchase for a Shar native. Etc.

Everything in A&E Table 2-1 and 2-6 is available unless it seems overtly magical. I would highly, highly recommend the Navigator's kit and Swimmer's Kit.

Everything in Table 2-2 and 2-3 is available if you wish to further customize your character's clothing.

Table 2-4 [Excepting the Unique Alcohols.] and Table 2-9 represent the trade goods available. This supplants the commodities section of the SRD.


Equipment from some other source requires DM approval. If it is balanced and would logically be available in that location, it is extremely likely to be approved.


If any general rules are missing here, please just ask.

[hr]
Carrying Capacity:

Solids:
ItemCost in GPEmpty Weight (Lbs)Holds (In Cubic Feet)Holds (In Pounds)Holds (In Gallons)
Backpack22160-
Barrel2301065075
Basket0.41120-
Bucket0.521657
Chest2252200-
Pouch(Belt)10.51/510-
Sack0.11/2160-
Saddlebags (Large Creature, Set)485250-

Liquids:
ItemMaterialCost in GPEmpty Weight (Lbs)Holds (In Pounds)Holds (In Gallons/Pints)
Bottle, WineGlass2-1.51.5 pints
FlaskClay0.03-11 pint
JugClay0.03181 gallon
Mug/TankardClay0.02-11 pint
PitcherClay0.0214.5 gallon
PotIron0.5281 gallon
VialGlass1--1 oz
WaterskinLeather1-1.5 gallon
BucketWood0.52657 gallons
BarrelWood23065075 gallons

[hr]

Coinage:

The most familiar currency to typical D&D are the coins of the Shar Isles, who use precious metals for coinage.

Shar:
1 Gold coin is equivalent to 1gp. It weighs 1/50 of a pound.
The Shar Isles also mint a silver coin. It weighs 2/50 of a pound. 20 of these Silver coins are worth one Gold Coin.
The Shar Isles do not coin a copper coin. The typical practice of the merchants was to break the greater coins, which have a much better value-to-weight, into smaller pieces. As such, the coins are now specially minted such that a precise strike with a chisel or wedge will split the coin evenly and cleanly into up to 4 pieces.


Sarleon: Sarleon, rich in rock resources, chose to mint its coinage from Quartz. The Sarleonic currency is still fairly durable, but extremely challenging to make and thereby, forge.

Clear Quartz Coin, 1/50 lb, Value 5cp.
Milk Quartz Coin, 1/50 lb, Value 1sp.
Smoky Quartz Coin, 1/50 lb, Value 1gp.
Rose Quartz Coin, 1/50 lb, Value 5gp.

The more valuable the coin, the more complex the manufacture. Typically the Clear Quartz coins are worked by apprentices, and are worth the bare minimum value of their time, and are not as stringently inspected.

Myirce:
Myirce uses a very simple paper currency, issued by the government. It can be issued in a variety of denominations. The Credit paper can be redeemed at a number of government offices for it's equivalent value in gold. As such, it is a very light and very readily used trade constant within Myirce, but it's value falls sharply elsewhere.

Myirce credits uniformly weigh 1/500 of a pound. They typically come in denominations of 1cp, 1sp, 1gp, and 1pp.


Vanaheim: Vanaheim does not use a standardized currency, instead using the barter system and letters of credit. The large port towns typically accept the currency of the Shar Isles and of Sarleon, as they are frequently visited by merchants of these places and can exchange the currency later for other goods.
[hr]
Identifying false currency or creating it are clever applications of the forgery skill (especially in pre-renaissance cultures where the lack of general literacy or economic cost of paper limits the usefulness of the other uses for that skill).

Elimination and decreasing are jobs of the local government. Generally, if the coin is not of the nation where it is being spent, I put it's value at 80% (representing it being worth only what the metal used to make it is). Money-traders are usually linked with metal mongers or coin minters, and so offer exchange at 90% (hoping to catch you for 10% coming into and leaving the country). Minting in older days was often done by individual contractors for the government (closely monitored for honesty, but doing it for a profit).

Expect any act of counter-fitting to be serious crime. Governments might overlook the murder of a beggar (you did them a favor), but stealing money from them is something they always take seriously.[hr]

Rules for Called Shots, Injury, Facing/Flanking, and Critical Hits:[hr]

Hitpoints: Hitpoints represent not just your physical durability, but your "ability to resist death". A skilled Soldier can parry blows longer, and can resist being struck in a vital area much better than a lesser one, but eventually, a number of attacks that get through their guard will bring them down. [This is done to allow general description of a fight with high level characters to not devolve into multiple successive disembowelments before death.]

As such, the description of an attack will first give an assessment of how easily it did or did not break through an opponent's guard (AC or Save), and subsequently describe how much damage it does, which will be roughly proportional to how much of their hitpoints the attack has taken away.
[hr]
Facing/Flanking: As there is no grid, the ability to flank someone comes down entirely to how PCs manage to co-ordinate their actions in combat. As such, apply the following to all Characters:
All characters can change direction whenever they do anything else. All characters will try and orient themselves in such a fashion as they are exposed to as few directions of attack as possible, unless otherwise specified [By me or by controlling PC]. Any character can automatically follow and counter the exposing motion of a single other creature. If more than one opponent is attempting some kind of exposing motion, the defender must choose which to pay less attention to. All attackers receive the distraction aka flanking bonus. If the ignored attackers can complete their actions in such a fashion as to get behind, above, or in some other fashion outside the focus of the defender, they may treat the defender as flat-footed.
The Improved Uncanny Dodge ability protects from these actions by allowing the Defender to follow and react to any number of opposing creatures.
[hr]
Called Shots:

PCs can call both offensive and defensive actions to specific sections. I've tried to simplify and generalize this such that you can aim at pretty much anything.

Offensive Called Shots: You can aim at anything on anything and suffer no specific penalties or bonuses, except for the possibility of gaining +1 To-Hit for an exceptional description for your attack.
Targeting something specific modifies only the situation for Defensive Called Shots and Critical Hits.

Defensive Called Shots: Whenever you do something that increases your AC temporarily, [Ex: Fight Defensively, Total Defense, Combat Expertise, Dodge or Mobility Feat, etc], you can choose to better defend only a specific part of yourself. Find out the rough percentage of your character that this would cover. [Top Half, Right Half, for example, are 50%. An Arm would be 10%, A leg 20%, Torso 40%, Head 10%. A specific organ would be 1%.{I rounded up the rule of 9 to make this easier.}].

Find the Reciprocal of the Decimal Value of this percent. (1/0.xx).
Multiply the normal bonus to AC by this value, but only for attacks targeting that area. For attacks to any other area, you instead receive no bonus. You may divide up an AC bonus to affect multiple areas.

Examples: A Soldier with the Dodge feat is facing down a Sharpshooter known for headshots. The Soldier chooses to focus the entire benefit of his dodge feat towards a bonus to the AC of his head. If the Sharpshooter aims at the soldier's head, it's AC is increased by 10. If the Sharpshooter aims anywhere else, or simply tries to shoot the Soldier 'anywhere', he instead receives no bonus.

A Duelist is fighting another Duelist in a bar fight. She is standing on top of a table, and has a height advantage. She uses Combat Expertise for two points, and applies that to the lower half of her body, as her assailant is unlikely to be able to land a blow to her head. She gains +4 AC to attacks from below, but no bonus to attacks from elsewhere.
[hr]
Critical Failures, Successes, and Critical Hits.

There is no such thing as a Critical Fail or Success in this game. Instead, I will treat the die as having rolled a -5 or a 25.

Critical Hits: Critical Hits are nasty. I've got a table for a very wide area of called shot areas. However, I'd rather like to not instant-kill a PC with one. As such, I'm using Nygil's rule.
Crits leave scars and if one would kill someone they instead reduce them to -9 and stable... but leave a penalty imposing wound... like a lost finger, or eye. (This rule is for PC's only.)

[hr]
 

Naelwyn

Non sum qualis eram
This post reserved for miscellanea and for answers to any questions asked that are not covered elsewhere.
[hr]There are a few important things to say about the nature of this game. I intend for this to feel much like the older versions of the game felt. As such, I am using and converting several older adventure modules and gamebooks in order to get the feel closer. As a direct consequence of this, there are a great deal more problems that cannot be solved by dice rolls and must instead be puzzled through or picked apart by careful observation. I will do my absolute best to convey the kind of flavor I thought worked particularly well in the older games that I miss.


- All PCs also have the standard human traits of [One Bonus Feat at First Level, Increased Skill Points], regardless of affinity.
 

K9

Triangles are my favourite shape
Crafter
Retired Staff
K9_Diarmuid
K9_Diarmuid
Crafter
Oh lawdy. So is this being a thing?

A bare skim through it and I already love it.

-K9
 

Suiko

Lord of Altera
I'm interested..

Question: Is the Light Affinity class the barbarian but with extra abilities? Or was Lightning referring to electricity and not Light?
 
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Naelwyn

Non sum qualis eram
I'm interested..

Question: Is the Light Affinity class the barbarian but with extra abilities? Or was Lightning referring to electricity and not Light?
Lightning == Electricity, the second one.

Light affinity class is the monk-alike.
 

Suiko

Lord of Altera
Another question: Can a Person of a Certain Element become the prestige class of something other than their element's prestige class? For example, a Fire elemental that chose the Electricity affinity class?

Also, when does it start? :S
 
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