Wednesday, January 30, 2013

Silver Standard


"A copper saved is a copper earned"
~ Benjamin Hobbit


Something that always bugged me about D&D was that everything was priced in Gold (GP) from the start. This made SP less interesting as treasure, but somewhat important overall- not worth overlooking at lower levels but not worth the headache of hauling it out of the dungeon later on. CP was just something tacked on to buy stuff at inns and generally not worth the bother of keeping track of. Also, from the beginning, treasure was given out in insane amounts of gold, which meant the party was jaded to SP and CP treasure from level 1.  All this changed when I came across an article about changing the game to an SP standard. (Part 1 & Part 2 can be found here as well as an additional article that gives the reason D&D used the inflated GP system to begin with. To top it off here's a great look back at $ from the earliest editions up to 4e)

The benefits seemed worth the effort...

In the new system CP are worth more (5 CP to 1 SP) and not worth leaving behind at lower levels; SP is always worth taking; and with a few GP, a character can carry great amounts of wealth without having to resort to Bags of Holding. For those traditionalists out there who like the 1 GP = 10 SP = 100 CP exchange rate, add Bronze Pieces (BP) at the lower end for day-to-day trades. (Vote on which system you favor- lower right of Save Splug, near bottom of page)

100 BP = 50 CP = 10 SP = 1 GP


Coin: "Name / Slang"                 Weight (# to 1 lb)

BP: "Common / Scummer"         1/3 oz. (50 to 1 lb)
CP: "Merchant / Plowman"           1/3 oz. (50 to 1 lb)
SP: "Noble / Moonsong"                1/3 oz. (50 to 1 lb)
GP: "Royal / Lobby"                   1/3 oz. (50 to 1 lb)


STEPS: 
  • Convert to SP Standard: Equipment is now priced in SP- read the Equipment Lists as SP NOT GP (includes prices of gems, jewelery, tolls, everything...) 
    •  GP = SP / SP = CP / CP = BP
  • Reduce Coin Treasures: Divide treasure by 10 (Treasure Values per Encounter used for Example 1)
    • Example 1: Party Level 3 / Medium Advancement yields 800 GP (Under the old system this treasure in GP weighs 16 lbs- 50 coins per 1b- and can buy a suit of Half-Plate (600 GP) and a Heavy Horse (200 GP)
      • New System: divide by 10 = 80 GP, which is the same as 800 SP and using the modified Equipment Lists (GP = SP = CP = BP) it buys the same amount, but only weighs 1 1/2 pounds. (Suit of Half Plate = 600 SP; Heavy Horse = 200 SP)


      • Old: 1395 GP (Assorted treasure sold at market) + 78 GP Gems + 77 GP Coins
        •  31 pounds
      • New: 140 GP (Assorted treasure sold at market- rounded) + 8 GP Gems (rounded) + 8 GP (rounded) = 156 GP 
        • 3 pounds
      • Enough to buy a suit of Full Plate Mail (1,500) under either system. 

  • All coins weigh 1/3 oz. (50 coins to 1 pound) Easy to figure out encumbrance. Coins are roughly the same size/weight as 2 quarters stuck together.
  • You can use Historical Pricing: Use the internet and historic websites to price items
    • Pence = same number of CP; Shillings (x3 for SP); Pounds (x6 for GP)
    • Example: 1 sheep = 10 pence = 2 SP (2 SP in Core Rulebook-remember GP now converts to SP); 1 War Horse = 600 pence = 120 SP (110 SP Combat Trained Horse, Light)
  • Main Benefit: PCs can carry more buying power with fewer coins- 5 GP is now a good day at the office buying 50 SP worth of equipment (say a suit of Scale Mail).  Also, the new system is more in line with medieval Europe which D&D sets itself after anyway.  
  • Variant System 1: reintroduce EP (Electrum Pieces) worth 1/2 a GP or 5 SP as a further step between SP and GP. 
    • 100 BP = 50 CP = 10 SP = 2 EP = 1 GP 
  •  Variant System 2: Move EP into the GP slot and make GP worth that much more. 
    •  100 BP = 50 CP = 10 SP = 1 EP
    • 1 GP could be equal to 5 or 10 EP: 1 GP valued at 10 EP would be worth 100 SP, enough to buy a suit of scale mail, a shield, and a sword
  •  Final Variant (I promise): Use the standard system discussed in the main article: 100 BP = 50 CP = 10 SP = 1 GP (all 1/3 an oz; 50 coins to a lb.) but introduce different sized coins to add historic flavor, a lot like the Greyhawk currency system of yore
    • Add coins between SP and GP by doubling the size/worth of a SP for the new coin (2/3 oz; 25 coins to a lb.- roughly the size of a Silver Dollar or a Dollar Coin)
    • Do the same to the GP, doubling the size of the standard coin  
Variant 2


Alternate Names


Saturday, January 26, 2013

Other Worlder Races

Step 1Choose a Core Race / Advanced Race

These races, while not as common as the Core Races, make up 5-10% or so of the other races PCs will encounter in a given game world. Typically crossed with an Outer Worlder and a human or elf, these races are plane-touched and are often ostracized or feared. Ask your GM before creating a PC from one of these races.

 

    Save Splug: Core Races ~ Kindred Races ~ Dragonbron Races ~ Other Worlder Races

    Age: Adulthood / Middle Age / Old / Venerable
    Height: Male / Female; Weight: Male / Female


    CELESTIAL: Divine Outsiders; Thrive on virtue and seek to balance the chaos of the planes

    Aasimar Paladin
    Aasimars: (Advanced Race) ~ RP: 15
    Descendents of Celestials- their ancestry can lay dormant for generations only to flare up decades later.
    • Ability Modifiers:  +2 Cha / +2 Wis
    • Speed: 30' / Vision: Darkvision 60' / Size: Medium
    • Age: 60 / 150 / 200 / 250
    • Height: 5'10" / 5'8" Weight: 150 / 130
    • Racial Traits: Daylight- 1/day / Marked: hair that shines as a precious metal, unusual skin/eye color, glowing halos, or other sign of their celestial blood.
    • Skill Modifiers: +2 Diplomacy & Perception
    • Save Modifiers: Celestial Resistance: Cold, Acid, & Electricity 5
    • Alternate Racial Traits: Celestial Crusader, Deathless Spirit, Exalted Resistance, Halo, Havenborn, Immortal Spark, Incorruptible, Scion of Humanity, & Truespeaker
    • Racial Archetypes: Purifier (Oracle) &Tranquil Guardian (Paladin
    • Languages: Common & Celestial (Draconic, Dwarven, Elven, Gnome, Halfling, & Sylvan)

    Lillend: (Advanced Race) Descendents of human, elves, or half-elves and Lillend Celestials- appear as winged Aasimars from the waist up and snakes from the waist down.
    • Ability Modifiers:  +2 Cha / +2 Con / -2 Wis
    • Speed: 30' / Vision: Low-Light / Size: Large (Medium sized waist up 4' / 6-8' long snake bodies) / Can't be Tripped (CMD)
    • Racial Traits: Feather Fall 3/day- (nonmagical- wings can slow their descent as long as they are only lightly encumbered); Dancing Lights- 1/day / Marked: hair that shines as a precious metal, unusual skin/eye color, glowing halos, or other sign of their celestial blood.
    • Skill Modifiers: +2 Perform Skill (1 instrument only); +2 Knowledge (---)
    • Save Modifiers: Celestial Resistance: Cold, Acid, & Electricity 5
    • Languages: Common & Celestial (Draconic, Dwarven, Elven, Gnome, Halfling, & Sylvan)

    INFERNALS: Daemon Outsiders; Thrive on disaster and ruin; at war with the Celestials


    Elven Changeling (Green Widow)
    Changlings: (Advanced Race) ~ RP: 9
    Female offspring of Hags and other humanoid races left with their foster race until called by their mothers to return to them and become hags themselves. They appear to be dark haired members of their father's race, though taller and slenderer than is normal with mismatched eyes and pale skin. 
    • Ability Modifiers:  +2 Wis / +2 Cha / -2 ---Con
    • Speed: 30' / Vision: Darkvision 60' / Size: Medium
    • Age: 15 / 35 / 53 / 70
    • Height: 5'2" Weight: 135
    • Racial Traits: +1 AC (natural armor); Claws: fingernails long/sharp (2 attacks- 1d4 + Str);  Choose One- 
      • Annis Hag: Hulking Changling +1 melee dmg 
      • Green Widow: Green Hag +2 Bluff vs. males 
      • Sea Lungs: Sea Hag Hold breath = 3x Con before risks drowning
    • Alternate Racial Traits: Mist Child, Object of Desire, Ocean's Daughter
    • Racial Archetypes: Dreamweaver (Witch) 
    • Languages: Common & Foster Language (Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, & Orc)


    Tiefling Rogue
    Tieflings: (Advanced Race) ~ RP: 13
    • Ability Modifiers:  +2 Dex / +2 Int / -2 Cha
    • Speed: 30' / Vision: Darkvision 60' / Size: Medium
    • Age: 60 / 150 / 200 / 250
    • Height: 5'10" / 5'5" Weight: 180 / 145
    • Racial Traits: Darkness- 1/day; Fiendish Sorcerery- treat Cha 2 higher for all sorcerer abilities with Infernal OR Abyssal bloodlines
    • Skill Modifiers: +2 Bluff and Stealth checks
    • Save Modifiers: Fiendish Resistance- Resist Cold, Electricity, & Fire 5
    • Alternate Racial Traits: Beguiling Liar, Fiendish Sprinter, Maw or Claw, Prehensile Tail, Scaled Skin, Sour Seer, & Vestigial Wings
    • Racial Archetypes: Fiend Flayer (Magus) & Fiendish Vessel (Cleric)
    • Languages: Common & Abyssal OR Infernal (Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, & Orc)








    Fetchling Mage
    Fetchlings: (Advanced Race) ~ RP: 17
    Descendents of humans trapped in Shadowfell; they are twisted creatures of darkness, also known as Outsiders.
    • Ability Modifiers:  +2 Dex / +2 Cha / -2 Wis
    • Speed: 30' / Vision: Darkvision 60'; Low-Light / Size: Mediun
    • Age: 20 / 62 / 93 / 125
    • Height: 6'0" / 5'10" Weight: 115 / 105
    • Racial Traits: Shadow Blending- attacks in dim light have a 50% miss chance instead of 20%; Disguise Self- 1/day
    • Skill Modifiers: +2 Knowledge (Planes); +2 Stealth;
    • Save Modifiers: Shadow Resistance: Resist Cold & Electricity 5
    • Alternate Racial Traits: Emissary, Gloom Shimmer, Shadow Magic, Subtle Manipulator, & World Walker
    • Racial Archetypes: Dusk Stalker (Ranger) & Shadow Caller (Summoner)
    • Languages: Common (Aklo, Aquan, Auran, Draconic, D'ziriak (understand not spoken), Ignan, Terran, any regional human tongue)



     ELEMENTALS:  Descendants of Elemental Outerworlders- the Genie

    Suli-Jann Monk
    Suli-Jann: (Advanced Race) ~ RP: 16
    Humans whose descendents are of the weakest of the Genies, the aloof Janni tied to all four of the primal elements.
    • Ability Modifiers:  +2 Str / +2 Cha / -2 Int
    • Speed: 30' / Vision: Low-Light / Size: Medium
    • Age: 15 / 35 / 53 / 70
    • Height: 5'6" / 5'1" Weight: 160 / 125
    • Racial Traits: Elemental Assault- (Swift Action) 1/day Shroud arms in (cold, acid, electricity, or fire) for 1 round/level. Unarmed strikes deal +d6
    • Skill Modifiers: Negotiator- +2 Diplomacy & Sense Motive
    • Save Modifiers: Resist Fire, Cold, Electricity, and Acid 5
    • Alternate Racial Traits: Energy Strike
    • Racial Archetypes: Elemental Knight (Magus)
    • Languages: Common & One (Ignan, Aquan, Auran, OR Terran) 






    Ifrits: (Advanced Race) ~ RP: 6
    Humans whose descendents are of the Elemental Plane of Fire- Efreets
    • Ability Modifiers:  +2 Dex / +2 Cha / -2 Wis
    • Speed: 30' / Vision: Darkvision 60' / Size: Medium
    • Age: 60 / 150 / 200 / 250
    • Height: 5'8" / 5'6" Weight: 140 / 120
    • Racial Traits: Burning Hands- 1/day; Fire Affinity- treat Cha 2 higher for all sorcerer abilities with Elemental Fire bloodlines; +1 Spell Level on all Fire domain powers/spells
    • Save Modifiers: Resist Fire 5
    • Alternate Racial Traits: Desert Mirage, Efreeti MAgic, Fire in the Blood, Fire Insight, Fire-Starter, Forge-Hardened, Hypnotic, & Wildfire Heart
    • Racial Archetypes: Immolator (Inquisitor) & Wishcrafter (Sorcerer)
    • Languages: Common & Ignan (Aquan, Auran, Dwarven, Elven, Gnome, Halfling, & Terran) 



    Oread Ranger
    Oreads: (Advanced Race) ~ RP: 6
    Human descendents of Shaitan Genies of the Elemental Plane of Earth.
    • Ability Modifiers:  +2 Str / +2 Wis / -2 Cha
    • Speed: 20' / Vision: Darkvision 60' / Size: Medium
    • Age: 60 / 150 / 200 / 250
    • Height: 4'6" / 4'3" Weight: 190 / 160
    • Racial Traits: Magic Stone 1/day; Earth Affinity- treat Cha 2 higher for all sorcerer abilities with Elemental Earth bloodlines; +1 Spell Level on all Earth domain powers/spells
    • Save Modifiers: Resist Acid 5
    • Alternate Racial Traits: Crystalline Form, Earth Insight, Ferrous Growth, Fertile Soil, Granite Skin, Mountain-Born, Stone in the Blood, & Treacherous Earth
    • Racial Archetypes: Shaitan Binder (Summoner) & Student of Stone (Monk)
    • Languages: Common & Terran (Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, & Undercommon)





    Sylph Bard
    Sylphs: (Advanced Race) ~ RP: 6
    Human descendents of Djinn of the Elemental Plane of Air.
    • Ability Modifiers:  +2 Dex / +2 Int / -2 Con
    • Speed: 30' / Vision: Darkvision 60' / Size: Medium
    • Age: 60 / 150 / 200 / 250
    • Height: 5'10" / 5'8" Weight: 150 / 130
    • Racial Traits: Feather Fall 1/day; Air Affinity- treat Cha 2 higher for all sorcerer abilities with Elemental Air bloodlines; +1 Spell Level on all Air domain powers/spells
    • Save Modifiers: Resist Electricity 5
    • Alternate Racial Traits: Air Insight, Breeze-Kissed, Like the Wind, Sky Speaker, Storm in the Blood, Thunderous Resilience, Weather Savvy, & Whispering Wind
    • Racial Archetypes: Sky Druid (Druid) & Wind Listener (Wizard) 
    • Languages: Common & Auran (Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, & Terran)




    Undines (Advanced Race) ~ RP: 7
    Human descendents of Marids of the Elemental Plane of Water
    • Ability Modifiers:  +2 Dex / +2 Wis / -2 Str
    • Speed: 30' / Swim 30' Vision: Darkvision 60' / Size: Medium
    • Age: 60 / 150 / 200 / 250
    • Height: 5'7" / 5'2" Weight: 165 / 130
    • Racial Traits: Hydraulic Push- 1/day; Water Affinity- treat Cha 2 higher for all sorcerer abilities with Elemental Water bloodlines; +1 Spell Level on all Water domain powers/spells
    • Save Modifiers: Resist Cold 5
    • Alternate Racial Traits: Acid Breath, Amphibious, Deepsight, Flesh Chameleon, Hydrated Vitality, Nereid Fascination, Ooze Breath, Terrain Chemeleon, & Water Sense
    • Racial Archetypes: Undine Adept (Druid) & Watersinger (Bard)
    • Languages: Common & Aquan (Auran, Dwarven, Elven, Gnome, Halfling, Ignan, & Terran)

      Kindred Races

      Step 1Choose a Core Race / Advanced Race

      These races, while not as common as the Core Races, make up 10% or so of the other races PCs will encounter in a given game world. They tend to live outside the civilized realms of man, existing along the fringes of society or in the seedy underworlds of city and Underearth. Ask your GM before creating a PC from one of these races.


      Save Splug: Core Races ~ Kindred Races ~ Dragonborn Races ~ Other Worlder Races

      Age: Adulthood / Middle Age / Old / Venerable
      Height: Male / Female; Weight: Male / Female


      ROCK DWELLERS: Proud creatures of their under-mountain homes; Dwarfs: (Core Race)


      Duergar: (Uncommon Race) ~ RP: 8 Dark cousins of the dwarves at constant war with the surface and their dwarven kin

      • Ability Modifiers:  +2 Con / +2 Wis / -4 Cha
      • Speed: 20' / Vision: Darkvision 120' / Size: Medium
      • Age: 40 / 125 / 188 / 250
      • Height: 4'2" / 4'0" Weight: 185 / 160
      • Racial Traits: +4 CMD vs. Bull Rush / Trip; Enlarge Person & Invisibility 1/day; Light Sensitivity: Dazzled in bright light
      • Save Modifiers: +2 vs. Spells & Spell-like abilities; immune to poisons, paralysis, & phantasms 
      • Alternate Racial Traits: Blood Enmity, Daysighted, Deep MAgic, & Dwarf Traits
      • Racial Archetypes: Gray Disciple (Monk)
      • Languages: Common, Undercommon, & Dwarven (Aklo, Draconic, Giant, Goblin, Orc, & Terran)



      Goblins: (Advanced Race) ~ RP: 10
      • Ability Modifiers:  -2 Cha / +4 Dex / -2 Str
      • Speed: 30' / Vision: Darkvision 60' / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
      • Age: 12 / 20 / 30 / 40
      • Height: 3'2" / 3'0" Weight: 35 / 30
      • Racial Traits: Voracious Eaters- eat body weight daily; Illiterate- Writing steals your soul; Pyromania 
      • Skill Modifiers: +4 Stealth checks (Small); +4 Stealth & Ride Checks
      • Weapon Familiarity: Dogslicer & Horsechopper 
        • Dogslicer: 8 sp; 1d4 dmg; 19-20 Crit (x2) 1 lb.; Fragile
        • Horsechopper: 1 ep; 1d8 dmg. (two-handed); x3 Crit; Reach & Trip
      • Alternate Racial Traits: Cave Crawler, City Scavenger, Eat Anything, Hard Head Big Teeth, Over-Sized Ears, & Tree Runner
      • Racial Archetypes: Feral Gnasher (Barbarian) & Fire Bomber (Alchemist)
      • Languages: Goblin (Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, & Orc)


      FEY: Mysterious creatures of the Feywild- an outer realm bound to nature and the wild

      Elves: (Core Race); Gnomes: (Core Race)

      Svirfneblin "Deep Gnome" (Advanced Race) ~ RP: ?? Under-mountain race of Gnomes as serious as their surface cousins are light-hearted.

      • Ability Modifiers:  +2 Dex / +2 Wis / -2 Str / -4 Cha (emotionally distant)
      • Speed: 20' / Vision: Darkvision 120' / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
      • Age: 60 / 100 / 150 / 200
      • Height: 3'8" / 3'6" Weight: 45 / 40
      • Racial Traits: +2 AC dodge bonus to AC; +1 attacks vs. Reptilians & Dwarven foes; Spell Resistance 11 + class level; Svirfneblin Magic: +1 to the DC of illusion spells cast —Nondetection; 1/day—Blindness/deafness, Blur, Disguise Self
      • Skill Modifiers: +4 Stealth (small size); +2 Stealth (+4 underground); +2 Perception; +2 Craft (alchemy); +2 Perception notice stonework, traps, hidden doors within 10' without having to actively look (Stonecunning)
      • Save Modifiers: +2 on ALL saves (Fort, Ref, Will) 
      • Alternate Racial Traits: Healthy & Stoneseer
      • Racial Archetypes: Deep Bomber (Alchemist)
      • Languages: Common, Gnome, & Sylvan (Draconic, Dwarven, Elven, Giant, Goblin, & Orc)



      Drow: "Deep Elves" (Advanced Race) ~ RP: 14 Undermountain elves, cruel, cunning, and vicious they are considered legend by most as they rarely show themselves above ground.
      • Ability Modifiers:  +2 Dex / +2 Cha / -2 Con
      • Speed: 30' / Vision: Darkvision 120' / Size: Medium
      • Age: 110 / 175 / 263 / 350
      • Height: 6'0" / 6'2" Weight: 115 / 130
      • Racial Traits: Racial Spells (1/day)- Dancing Lights; Darkness; & Faerie Fire; Light Blindness: abrupt bright light blinds drow for 1 round, dazzled each round thereafter
      • Skill Modifiers: Keen Senses: +2 Perception; Poison Use: never accidentally poison self
      • Save Modifiers: Immune to magic sleep effects; +2 vs. Enchantment spells/effects; Spell Resistance: 6+ class level
      • Weapon Familiarity: Hand Crossbow, Rapier, & Short Sword 
      • Alternate Racial Traits: Ambitious Schemer, Ancestral Grudge, Blasphemous Covenant, Darklands Stalker, Seducer, & Surface Infiltrator
      • Racial Archetypes: Cavern Sniper (Fighter) & Demonic Apostle (Cleric)
      • Languages: Elven & Undercommon (Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign, Gnome, & Goblin)

      SYLVAN FEY

      Centaur: (Advanced Race)
      • Ability Modifiers:  +2 Str  / +2 Con /  -2 Dex (Large)
      • Speed: 50' / 35' (armor) / Vision: Darkvision 60' / Size: Large (-1 AC; attack rolls; +1 CM)
      • Age: 15 / 30 / 45 / 60
      • Height: 7'2" / 7'0" Weight: 1,950 / 1,800
      • Racial Traits: Bonus Feat: Run; Hooves: d6 + Str; +1 AC natural armor; Quadruped (+4 CMD vs. Trip maneuvers)
      • Skill Modifiers: +2 Survival, +2 Perception; -4 Stealth (Large)
      • Save Modifiers: +1 Fortitude
      • Weapon Familiarity: Short/long bows; spears; longswords 
      • Languages: Common, Elven, & Sylvan (Draconic, Dwarven, Gnome, Giant, Goblin, & Orc)






      Satyr: (Advanced Race)
      • Ability Modifiers:  +2 Dex / +2 Cha / -2 Int
      • Speed: 40' / Vision: Low-Light / Size: Medium
      • Age: 15 / 35 / 50 / 70
      • Height: 5'7" / 5'2" Weight: 145 / 130
      • Racial Traits: Fey Magic (CHA 11+): Dancing Lights, Ghost Sound, & Suggestion 1/day; Head Butt: 1d4 + Str
      • Skill Modifiers: Keen Senses: +2 Perception; Skill Focus- Music Instrument; +2 Stealth & Survival checks
      • Weapon Familiarity: Shortbow & Shortsword
      • Languages: Common & Sylvan (Draconic, Dwarven, Elven, Giant, Goblin, Gnome, & Orc)


      HUMAN KIN: The dominate race of most game worlds- Humans have mingled their bloodlines creating half-species across the planes.

      Humans: (Core Race); Half-Elves: (Core Race); Half-Orcs: (Core Race); Halflings: (Core Race)
       

      HYBRIDS- Human Kin

      Catfolk: (Advanced Race) ~ RP: 9
      Tribal and nomadic; seldom seen in the more civilized areas of the world.
      • Ability Modifiers:  +2 Dex / +2 Cha / -2 Wis
      • Speed: 30' / Vision: Low-Light / Size: Medium
      • Age: 15 / 35 / 53 / 70
      • Height: 5'6" / 5'1" Weight: 160 / 120
      • Racial Traits: Cat's Luck- 1/day roll Reflex Saves 2x and take better roll, must decide to use before rolling; Sprinter- +10' bonus to speed when charging, running, or withdrawing
      • Skill Modifiers: Natural Hunter- +2 Stealth, Perception, and Survival
      • Alternate Racial Traits: ...
      • Racial Subtypes: Cat's Claws, Clever Cat, Climber, Curiosity, Nimble Faller, & Scent
      • Racial Archetypes: Cat Burglar (Rogue) & Nimble Guardian (Monk)
      • Languages: Common & Catfolk (Elven, Gnoll, Goblin, Halfling, Orc, & Sylvan) 



      Kitsune: (Advanced Race) ~ RP: 10
      Fox Folk- Shapeshifters who revel in trickery, games, and all things beautiful. They possess two forms: that of an attractive human and a mixed human-fox form
      • Ability Modifiers:  +2 Dex / +2 Cha / -2 Str
      • Speed: 30' / Vision: Low-Light / Size: Medium
      • Age: 15 / 32 / 50 / 65
      • Height: 5'7" / 5'2" Weight: 145 / 130
      • Racial Traits: Change Shape- (Standard Action) alter form between their human and fox aspect- +10 Disguise Checks to appear human in human form; Innate Magic- +1 DC ro saves vs. enchantment spells they cast. Cha 11+ gain Dancing Lights 3/day; Fox Form- BITE d4 + Str
      • Skill Modifiers: Agile- +2 Acrobatics
      • Alternate Racial Traits: Fast Shifter & Gregarious
      • Racial Archetypes: Kitsune Trickster (Rogue)
      • Languages: Common & Sylvan (Akli, Celestial, Elven, Gnome, & Tengu)




      Merfolk: (Uncommon Race)
      • Ability Modifiers:  +2 Dex / +2 Con / +2 Cha
      • Speed: 5'/50' water / Vision: Low-Light / Size: Medium
      • Age: 15 / 35 / 53 / 70
      • Height: 6'2" / 6'0" Weight: 165 / 155
      • Racial Traits: +2 AC (tough skin); Aquatic- breathe water; amphibious; Change Shape- (Standard Action) alter form between their human and mer aspect; Water Dependence- must rest at least 6 hours in water or suffer -1 Con and d4 nonleathal damage per day (double in dry environments)
      • Alternate Racial Traits: Darkvision, Seasinger, & Strongtail
      • Racial Archetypes: Wave Warden (Ranger)
      • Languages: Common & Aquan (Aboleth, Aklo, Draconic, Elvan, Sahuagin, & Sylvan)



      Nagaji: (Advanced Race) hybrid race of reptilian humans: forked tongues, lidless eyes, and scaled skin. 25% are snakes from the waist down.
      • Ability Modifiers:  +2 Str / +2 Cha / -2 Int
      • Speed: 30' / Vision: Low-Light / Size: Medium
      • Age: 20 / 60 / 90 / 120
      • Height: 6'2" / 6'0" Weight: 215 / 200
      • Racial Traits: +1 natural AC;
      • Skill Modifiers: +2 Handle Animal checks vs. reptiles; +2 Perception
      • Save Modifiers: +2 vs. poison & mind affecting effects
      • Alternate Racial Traits: Hypnotic Gaze
      • Racial Archetypes: Naga Aspirant (Druid)
      • Languages: Common & Draconic (Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, & Sylvan)


      Ratfolk Plague Bringer
      Ratfolk: (Advanced Race) ~ RP: 9
      Nomadic traders; tinkers and hoarders of tales and trinkets
      • Ability Modifiers:  +2 Dex / +2 Int / -2 Str
      • Speed: 20' / Vision: Darkvision 60' / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
      • Age: 12 / 20 / 30 / 40
      • Height: 4'2" / 4'0" Weight: 85 / 75
      • Racial Traits: Swarming- up to 2 ratfolk can share the same square and are considered to flank foes adjacent to them
      • Skill Modifiers: Ratfolk Empathy- +4 Handle Animal (influence rodents); Tinker- +2 Craft (alchemy); +2 Perception; +2 Use Magic Device
      • Alternate Racial Traits: ...
      • Racial Subtypes: Cornered Fury, Scent, Skulk, & Unnatural
      • Racial Archetypes: Gulch Gunner (Gunslinger) & Plague Bringer (Alchemist) 
      • Languages: Common (Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, & Undercommon) 

      Strix: (Advanced Race) Dwindling race of winged humans
      • Ability Modifiers:  +2 Dex / -2 Cha
      • Speed: 30'; Flight 60' / Vision: Low-Light Vision / Darkvision 60' / Size: Medium 
      • Age: 12 / 20 / 30 / 40
      • Height: 5'2" / 5'0" Weight: 125 / 115
      • Racial Traits: Suspicious- +2 saves vs illusion spells/effects; Hatred- +1 attack vs. humans
      • Skill Modifiers: Nocturnal- +2 Perception & Stealth in dim light or darkness
      • Alternate Racial Traits: Dayguard, Frightening, Nimble, Tough, & Wing-Clipped
      • Racial Archetypes: Airborne Ambusher (Fighter)
      • Languages: Strix (Auran, Common, Draconic, Giant, Gnome, Goblin, Infernal)



      Tengus: (Advanced Race) ~ RP: 13
      Crowlike scavengers, thieves, and tricksters- seen as pests, barely tolerated
      • Ability Modifiers:  +2 Dex / +2 Wis / -2 Con
      • Speed: 30' / Vision: Low-Light / Size: Medium
      • Age: 15 / 35 / 53 / 70
      • Height: 4'6" / 4'4" Weight: 80 / 70
      • Racial Traits: Bite: 1d3 + Str
      • Skill Modifiers: Sneaky- +2 Stealth & Perception; Gifted Linguist- +4 Linguistics checks; +2 Languages each time they earn a rank in Linguistics.
      • Weapon Familiarity: Swordtrained- proficient with all swordlike weapons 
      • Alternate Racial Traits: Carrion Sense, Claw Attack, Exotic Weapon Training,  Glide
      • Racial Archetypes: Shigenjo (Oracle) & Swordmaster (Rogue)
      • Languages: Common & Tengu (Any Language except secret ones)

      Core Races

      Step 1Choose a Core Race


      Considered the most populous races on any game world, these races make up the bulk, 85% or more, of the surface races PCs will encounter in their day-to-day life. These races generally tolerate each other and frequently trade and form alliances. (Advanced Race Guide)

      Save Splug: Core Races ~ Kindred Races ~ Dragonborn Races ~ Other Worlder Races

      Age: Adulthood / Middle Age / Old / Venerable
      Height: Male / Female; Weight: Male / Female

       

      Dwarf Fighter
      ROCK DWELLERS: Proud creatures of their undermountain homes, they maintain that they are the elder race of the world, as old as the mountains and far older than the forests, and therefore elves, that grow in their shadows.


      Dwarfs: (Core Race) ~ RP: 11
      • Ability Modifiers:  +2 Con / +2 Wis / -2 Cha
      • Speed: 20' / Vision: Darkvision 60' / Size: Medium
      • Age: 40 / 125 / 188 / 250
      • Height: 4'2" / 4'0" Weight: 185 / 155
      • Racial Traits: +4 AC vs. Giants (Defensive Training); +1 Attacks vs. Goblins/Orcs (Hatred); +4 CMD vs. Bull Rush/Trip (Stability)
      • Skill Modifiers: +2 Appraise nonmagic items with gems (Greed); +2 Perception notice stonework, traps, hidden doors within 10' without having to actively look (Stonecunning)
      • Save Modifiers: +2 vs. Poison, Spells, Spell-like Abilities (Hardy)
      • Weapon Familiarity: Battleaxes, Heavy Picks, & Warhammers
      • Alternate Racial Traits: Ancient Enmity, Craftsman, Deep Warrior, Giant Hunter, Lorekeeper, Magic Resistant, Minesight, Mountaineer, Relentless, Rock Stepper, Saltbeard, Sky Sentinel, Stonesinger, Stunnorn, Surface Survivalist, Xenophobic, & Wyrmscourger
      • Racial Subtypes: Deep Delver, Elder Dwarf, Exiled Dwarf, & Mountain Dwarf
      • Racial Archetypes: Exarch (Inquisitor), Foehammer (Fighter), Forgemaster (Cleric), & Stonelord (Paladin)
      • Languages: Common & Dwarven (Giant, Gnome, Goblin, Orc, Terran, Undercommon)




      Elven Ranger
      FEY: Mysterious creatures of the Feywild- an outer realm bound to nature and the wild. Equally proud, theirs is an elder race. Long lived, Elves adapt to change slowly, preferring to take a handle on any given situation. This does not mean that they are not rash or judgmental.   Often an elf behaving in such a manner is said to be “acting the human”. Because of this, they tend to mistrust the hasty judgments of the shorter-lived races.

      Elves: (Core Race) ~ RP: 10
      • Ability Modifiers:  +2 Dex / +2 Int / -2 Str
      • Speed: 30' / Vision: Low-Light / Size: Medium
      • Age: 110 / 175 / 263 / 350
      • Height: 6'2" / 6'0" Weight: 130 / 120
      • Racial Traits: Elven Magic +2 on caster level checks to overcome spell resistance (Elven Magic)
      • Skill Modifiers: +2 Spellcraft to ID magic items; Keen Senses: +2 Perception
      • Save Modifiers:  Immune to magic sleep effects; +2 vs. Enchantment spells/effects (Elven Immunities)
      • Weapon Familiarity: Longbows, Longswords, Rapiers, & Short Bows 
      • Alternate Racial TraitsArcane Focus, Darkvision, Desert Runner, Dreamspeaker, Elemental Resistance, Envoy, Eternal Grudge, Fleet-Footed, Lightbringer, Silent Hunter, Spriit of the Waters, Urbanite, & Woodcraft
      • Racial Subtypes: Artic Elf, Dusk Elf, Savage Elf, & Tower Elf
      • Racial Archetypes: Ancient Lorekeeper (Oracle), Spell Dancer (Magus), Spellbinder (Wizard), & Treesinger (Druid)
      • Languages: Common & Elven (Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, & Sylvan) 





      Gnome Tinker; Mage

      Gnomes: (Core Race) ~ RP: 10
      • Ability Modifiers:  +2 Con / +2 Cha / -2 Str
      • Speed: 20' / Vision: Low-Light / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
      • Age: 40 / 100 / 150 / 200
      • Height: 3'8" / 3'6" Weight: 45 / 40
      • Racial Traits: +4 AC vs. Giants (Defensive Training); +1 attacks vs. Reptilians & Goblins (Hatred); Gnome Magic: +1 DC saves vs. Illusions cast; Gnome Magic (CHA 11+): Dancing Lights, Ghost Sound, Pestidigitation, & Speak with Aninals 1/day
      • Skill Modifiers: +4 Stealth Checks; Keen Senses: +2 Perception; +2 on 1 Craft or Profession (Obsessive)
      • Save Modifiers: +2 vs. Illusions (Illusion Resistance)
      • Alternate Racial Traits: Academician, Bond to the Land, Darkvision, Eternal Hope, Explorer, Fell Magic, Gift of Tongues, Knack with Poison, MAgical Linguist, Master Tinker, Pyromaniac, & Warden of Nature
      • Racial Subtypes: Dread Gnomes, Gear Gnomes, Lava Gnomes, & Traveler Gnomes
      • Racial Archetypes: Experimental Gunsmith (Gunslinger), Prankster (Bard), & Saboteur (Alchemist)
      • Languages: Common, Gnome, & Sylvan (Draconic, Dwarven, Elven, Giant, Goblin, & Orc)






      Human Cleric
      HUMAN KIN: The dominate race of most game worlds- Humans have mingled their bloodlines creating half-species across the planes. Controllers of might empires, this short lived race adapts to change quickly and takes advantage of the situation sometimes before they know the full scope of the problem.

      Humans: (Core Race) ~ RP: 9
      • Ability Modifiers:  +2 (1 ability of player's choice)
      • Speed: 30' / Vision: Normal / Size: Medium
      • Age: 15 / 35 / 53 / 70
      • Height: 5'8" / 5'5" Weight: 170 / 145
      • Racial Traits: +1 Bonus Feat at Level 1
      • Skill Modifiers: +1Skill Rank at level 1 and every level thereafter (Skilled)
      • Alternate Racial Traits: Adoptive Parentage, Dual Talent, Eye for Talent, Focused Study, Heart of the--Fields, Mountains, Sea, Slums, Snows, Streets, Sun or Wilderness; Heroic, Mixed Heritage, & Silver Tongued
      • Racial Subtypes: Cosmopolitan, Country Folk, Gutter Rat, Imperious Human, Trailblazer, & Versatile Human 
      • Racial Archetypes: Buccaneer (Gunslinger), Feral Child (Druid), Imperious Bloodline (Sorcerer), & Wanderer (Monk)
      • Languages: Common (Any Language except Druidic) 
      Human Ethnicity

      AVISTAN
        Gwen- Ulfen Ranger
        • Azlanti: (Presumed Extinct) Ancient, near mythic race of first humans- claimed as the progenitors of the Human Race
          • Chelaxians: (Descendents of Azlanti refugees/mixed with Ulfen Raiders) A once great empire, now in decline- they can still be found in all their former colonie
          • Taldans: (Descendents of Azlanti refugees) One of the oldest surviving empires, it at one time it controlled Cheliax and the surrounding lands, now in decline.
        • Kellids: (Northern Barbarians of the Tusk Mountains) Fierce warriors of the North, Kellids seldom venture far enough to mingle with their other Humankin
        • Shoanti: (Nomadic Barbarians of the Near-North) Descendents of the Kellids, Varisians, and Ulfen- they are the remenants of a warrior caste of the ancient Runelords.
        • Ulfen: (Nomadic Sea Raiders and Traders of the North) Their blood has mingled with other humankin in the not distant past giving rise to the Chelaxians and Varisians
        • Varisians: (Wanderers & Nomads) Traders who form vast caravans along century old trade routes 
      CASMARON

        Ameiko Kaijitsu, a Tian-Min living in Varisia.
        • Keleshites: (Desert Dwellers of the Far-East) Claim to have introduced agriculture and civilization to the world with the help of the genie races and/or blue dragons
        • Vudrani: (Ancient civilization) Claim a doubtful heritage over 50,000 years old, known for their love of a well spun story and physical perfection in dance and martial arts
      GARUND-
        • Garundi: (Clan-based society of the Southlands) Contemporaries of the Azlanti- among the oldest of Human civilizations 
        • Mwangi: (Tribal Humans of an ancient civilization) Mwangi exist in the jungles of the south and are just as rare a sight as the Kellids to the north
       TIAN XIA-
        • Tian: (The Peoples of the far off continent of Tian Xia) Sea traders on the far-side of the world, these people place family honor above all



      Half-Elves: (Core Race) ~ RP: 10
      • Ability Modifiers:  +2 (1 ability of player's choice)
      • Speed: 30' / Vision: Low-Light / Size: Medium
      • Age: 20 / 62 / 93 / 125
      • Height: 5'10" / 5'8" Weight: 150 / 130
      • Racial Traits: Adaptability- Skill Focus Feat (+3 1 skill); Choose 2 Favored classes at 1st Level- gain +1 HP or Skill Rank whenever take level in either class (Multi-talented)
      • Skill Modifiers: Keen Senses: +2 Perception;
      • Save Modifiers: Immune to magic sleep effects; +2 Save vs. Enchantment spells/effects (Elven Immunities)
      • Alternate Racial Traits: Ancestral Arms, Arcane Training, Drow-Blooded, Drow Magic, Dual Minded, Integrated, Sociable, Wary, & Water Child
      • Racial Subtypes: Drow-Descended, Elf-Raised, & Human-Raised
      • Racial Archetypes: Bonded Witch (Witch), Bramble Brewer (Alchemist), Wild Caller (Summoner), & Wild Shadow (Ranger)
      • Languages: Common & Elven (Any Language except Druidic)







      Half-Orc Barbarian
      Half-Orcs: (Core Race) ~ RP: 8
      • Ability Modifiers:  +2 (1 ability of player's choice)
      • Speed: 30' / Vision: Darkvision 60' / Size: Medium
      • Age: 14 / 30 / 45 / 60
      • Height: 6'2" / 5'10" Weight: 250 / 230
      • Skill Modifiers: +2 Intimidate Skill (Intimidating); Orc Ferocity: 1/day when brought below 0 HP can fight 1 more round as if disabled then falls unconscious unless brought above 0 HP before then.
      • Weapon Familiarity: Greataxes & Falchions 
      • Alternate Racial Traits: Acute Darkvision, Beastmaster, Bestial, Cavewigfht, Chain Fighter, City-Raised, Forest Walker, Gatecrasher, Rock CLimber, Sacred Tattoo, Scavenger, Shaman's Apprentice, Skilled, & Toothy
      • Racial Subtypes: Arena-Bred, Deep Kin, Feral, Mountain Clan, & Mystic
      • Racial Archetypes: Blood God Disciple (Summoner), Hateful Rager (Barbarian), Redeemer (Paladin), & Skulking Slayer (Rogue)
      • Languages: Common & Orc (Abyssal, Draconic, Giant, Gnoll, & Goblin)



      Halflings: (Core Race) ~ RP: 9

      Also known as- Hobbits (LoR), Warrows (The Iron Tower), Kender (Dragonlance), Kithkin (Magic the Gathering)
      • Ability Modifiers:  +2 Dex / +2 Cha / -2 Str
      • Speed: 20' / Vision: Normal / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
      • Age: 20 / 50 / 75 / 100
      • Height: 3'8" / 3'6" Weight: 40 / 35
      • Skill Modifiers: +4 Stealth Skill; Keen Senses: +2 Perception; Sure-Footed: +2 Acrobatics & Climb
      • Save Modifiers: +2 vs. Fear (Fearless); Halfling Luck: +1 ALL saves
      • Weapon Familiarity: Slings 
      • Alternate Racial Traits: Adaptable Luck, Craven, Fleet of Foot, Ingratiating, Low Blow, Outrider, Polygot, Practicality, Shiftless, Swift as Shadows, Underfoot, Wanderlust, & Warslinger
      • Racial Subtypes: Avenging, Nomabic, & Slave Born
      • Racial Archetypes: Community Guardian (Oracle), Filcher (Rogue), Order of the Paw (Cavalier), & Underfoot Adept (Monk)
      • Languages: Common & Halfling (Dwarven, Elven, Gnome, & Goblin)

      Saturday, January 19, 2013

      Martial Classes

      Human Fighter

      Pathfinder 3.75e Character Classes

       

      MARTIAL CLASSES-

      Driven by combat their physical abilities often define them. Clad in armor, wielding sword and shield they are the first through the door and at the front lines of most battles, or skulking ahead in shadow or lingering behind your back they wait for the right moment to strike. Martial classes can be divided into two types- Defenders (front line fighters who hold the line) and Strikers (scouts and rear guards whose dexterity gets them where there are most needed).











      Ulfen Sea Reaver
        Barbarian: (Core Class) Defender/Striker

      • Primary Ability: Str / Secondary: Con
        • BAB: +1
        • Skills: 4+ Int
        • Saves: +2 Fort 
        • HP: d12
        • Starting Wealth: 3d6x10 (105 SP) 
        • Start Age: Intuitive +d4
      • Weapons: Simple, Martial / Armor: Light & Medium + Shields (except tower)
      • Class: Rage (4+ Con Modifier rounds/day) +4 Str & Con; +2 Will Saves; -2 AC; Can't use Cha, Dex, or Int skills except (Acrobatics, Intimidate, and Ride); Fatigued when Rage ends 2x number of rounds in Rage / Rage Powers added at 2nd level
        • Fast Movement: +10 Speed
      • Archetypes: Armored Hulk
      • Iconic PC: Amiri- Human Barbarian 
      • Roleplaying: Fears & Phobias
        
      Halfling of the Shield
      Cavalier: (Advanced Class) Defender/Leader
      •  Primary Ability: Str / Secondary: Cha
        • BAB: +1
        • Skills: 4+ Int
        • Saves: +2 Fort 
        • HP: d10
        • Starting Wealth: 5d6x10 (175 SP)  
        • Start Age: Self-Taught +d6 
      • Weapons: Simple, Martial / Armor: All armor and shields (except tower) 
      • Class: Challenge (-2 AC except challenged foe; +1dmg/level +Order Powers)
        • Mount- Animal Companion; no armor check penalty on Ride checks- gain new mount after 1 week if 1st mount dies (Alternate Ideas)
        • Tactician: Teamwork Feat-  30' range; 3 rounds +1/two levels once/day
      •  Order- Code of Conduct for Cavaliers; Grants skills and class abilities
        • Order of the Blue Rose-Guard against needless violence; protect people/lands from wars; prevent them from starting; shed as little blood as possible; give quarter to those who ask it and protect them
          • +1 attack vs. challenged foe who was offered chance to surrender; Skill: Knowledge (history & nobility) +1/2 lvl on Diplomacy checks that seek to mend conflict
        • Order of the Cockatrice- Keep own interests/aims above others; self above all- seek to raise legacy, prestige, & power
          • +1 dmg vs challenged foe if only one next to him; Skill: Appraise & Perform; add Cha & Wis modifier to DC of those trying to Intimidate him
        • Order of the Dragon- Remain loyal to allies; further goals of group; defend/protect their honor
        • Éowyn- Shieldmaiden of Rohan
          • +1 attack vs challenged foe when threatening target; Skill: Perception & Survival +1/2 lvl on Survival rolls for party (food, shelter, water, weather)
        • Order of the Lion- Protect lands/life of sovereign; obey commands without question; expand realm/prestige of ruler
          • +1 dodge to AC vs challenged foe; Skill: Knowledge (local & nobility) +1/2 lvl on realm/ruler
        • Order of the Seal-Charged with protecting specific object, person, place, or secret; must guard charge with all he has: health, honor, and life
          • Free Bull Rush or Trip onwhen he takes a full round action vs. challenged foe; Skill: Disable Device & Linguistics; +1/2 lvl to Bluff to to conceal info about charge
        • Order of the Shield- Protect the commoner from exploitation and harm; charity and aid when needed; cannot harm those who can't defend self
          • +1 attack vs challenged foe if foe attacks others (1 minute); Skill: Heal & Knowledge (local); +1/2 lvl Heal others
        • Order of the Star- Protect the faith and those who teach it; Select 1 religion to serve; Promote cause and serve the church
          • +1 saves when challenging foe; Skill: Heal & Knowledge (religion) +1/2 lvl to skill on rolls within own faith
        • Order of the Sword- Chivalry, swear service to lord/lady; courage in battle; mercy to those who wronged him; charity to poor; honor above all
          • Challenge: +1 attack bonus; Skill: Knowledge (nobility); Sense Motive to oppose Bluff +1/2 lvl to roll.
        • Order of the Tome-Protect written knowledge at all costs; pass wisdom down through the ages; conversely destroy texts too dangerous for man to know
          • +2 saves vs spells/spell-like abilities vs challenged foe and +2 Bluff & Sense Motive rolls vs. challenged foe; Skill: Knowledge (arcana & religion) & use Linguistics untrained +1/2 lvl to check.
      • Archetypes: 
      Human Archer

      Fighter: (Core Class)  Defender
      •  Primary Ability: Str / Secondary: Con
        • BAB: +1
        • Skills: 2+ Int
        • Saves: +2 Fort 
        • HP: d10
        • Starting Wealth: 5d6x10 (175 SP)  
        • Start Age: Self-Taught +d6
         

      Human Gunslinger
      Gunslinger: (Ultimate Combat Class) Striker
      • Primary Ability: Dex / Secondary: Wis
        • BAB: +1
        • Skills: 4+ Int
        • Saves: +2 Fort; +2 Reflex
        • HP: d10
        • Starting Wealth: 5d6x10 (175 SP)  
        • Start Age: Self-Taught +d6
      •  Weapons: Simple, Martial, all firearms / Armor: Light
      • Class: Gunsmith (Choose 1: Blunderbuss, Musket, or Pistol)
        • Blunderbuss- d8 dmg; Crit x2; Misfire- 1-2 (10'); Weight 8 lbs. Range: 15' cone; Capacity: 1
        • Musket- d12 dmg; Crit x4; Misfire: 1-2 (5'); Weight: 9 lbs.; Range: 40';
          Capacity: 1
        • Pistol- d8 dmg; Crit x4; Misfire: 1 (5'); Weight: 4 lbs.; Range: 20';
          Capacity: 1
        • Grit (= Wis Modifier/day; spend 1 grit point to preform a daring deed)
          • Regain Grit: Critical Hit with firearm +1 vs. challenging foe; Reduce foe below 0 HP in heat of combat +1 
        • Deeds (Deadeye; Gunslinger's Dodge; Quick Clear) 
          • Deadeye: resolve attack using target's touch AC instead of normal AC
            •  Cost: 1 Grit/range increment (-2 per range increment beyond 1)
          • Gunslinger's Dodge: Ranged attacks; spend 1 Grit to move 5' & +2 AC vs. attack (movement provokes attacks of opportunity) OR Drop prone for +4 AC vs. attack
          • Quick Clear: clear gun jams caused by misfire; remove broken condition from gun caused by misfire (Standard Action); costs 1 Grit
      •  Feats: Gunsmithing bonus feat 
      • Archetypes:  
        • Gun Tank (Armor & Shield Proficient; Swap 2 Deeds: Gun Tank's Resolve & Resilience)
        • Musket Master (Swap 2 Deeds: Steady Aim & Fast Musket)
        • Mysterious Stranger (Cha for Grit; Swap 2 Deeds: Focused Aim & Clipping Shot)
        • Pistolero (Swap 3 Deeds: Up Close & Deadly; Deadeye; Twin Shot Knockdown)

      Sajan- Human Monk
      Monk: (Core Class) Striker
      •  Primary Ability: Dex / Secondary: Wis
        • BAB: +0
        • Skills: 4+ Int
        • Saves: +2 Fort; +2 Reflex; +2 Will
        • HP: d8 
        • Starting Wealth: 1d6x10 (35 SP) 
        • Start Age: Trained +2d6 
      • Weapons: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear
      • Class: Flurry of Blows (full attack); Unarmed Strike (d6); Bonus Feat; Stunning Fist
        • AC Bonus: Unarmored/unencumbered- add Wis modifier to AC and CMD; apply to Touch AC and Flat-Footed AC; loses bonus AC when helpless, carries a shield or wears armor
        • Flury of Blows: (Full-round action) +1 attack/round (BAB = Monk's level); -4 Primary attack; -4 Secondary weapon (-2 for light weapons) 
        • Unarmed Strike: d6 dmg; apply full Str to unarmed strikes; can deal nonlethal damage at no penalty
        • Stunning Fist: Fort Save (DC 10 + 1/2 level +Wis modifier) or stunned for 1 round; drops objects, can't take actions, loses Dex to AC, -2 AC; 1/day per Monk Level
      • Archetypes:  
      • Iconic PC: Sajan- Human Monk 
         
      Half-Elf Ranger
      Ranger: (Core Class) Striker
      •  Primary Ability: Dex / Secondary: Wis (spells/class abilities)
        • BAB: +1
        • Skills: 6+ Int
        • Saves: +2 Fort; +2 Reflex
        • HP: d10
        • Starting Wealth: 5d6x10 (175 SP)  
        • Start Age: Self-Taught +d6 
      • Weapons: Simple, Martial / Armor: Light & Medium +Shields (except tower)
      • Class: Favored Enemy (+2 dmg/att / Bluff, Knowledge, Perception, Sense Motive, and Survival vs. Favored Enemy)
        • Track (+1/2 level to Survival Checks to track others)
        • Wild Empathy (Diplomacy vs. Animals) + Ranger level to roll + Cha to Diplomacy to improve attitude of animals (Wild animals start as unfriendly; Domestic as indifferent); 30' range and takes 1 minute; -4 vs magical animals (Int 1-2)
      • Combat Styles: Crossbow; Mounted Combat; Natural Weapon; Two-Handed Weapon; Weapon & Shield (Choose 1 at level 2)
      • Animal Companions (level 4+)
      • Archetypes:
        • Guide: (Replace Favored Foe with Ranger's Focus) 
        • Horse Lord: (Mounted Combat Master)
        • Infiltrator: 3rd level- copy abilities of prey (Favored Enemy) for 10 minutes/day per ranger level
        • Shapeshifter: 3rd level assume the shape of one favored animal for number of rounds = to ranger level + Wis
        • Skirmisher: Don't gain spells at 5th level; add Hunter Trick's every 2/lvl
        • Urban Ranger: Defender of a specific community
        • Deep Walker: (Dungeoneering Ranger)
        • Falconer: (Gain bird of prey at level 1; teach tricks)
        • Trophy Hunter: (gunslinger ranger- tracker of large game animals)
        • Warden: (Select Favored Terrain instead of Favored Enemy)
      •  Iconic PC: Harsk- Dwarf Ranger 
         
      Halfling Rogue- now that's original!
      Rogue: (Core Class) Striker
      •  Primary Ability: Dex / Secondary: Cha
        • BAB: +0
        • Skills: 8+ Int
        • Saves: +2 Reflex
        • HP: d8 
        • Starting Wealth: 4d6x10 (140 SP)  
        • Start Age: Intuitive +d4 
      • Weapons: Simple +hand crossbow, rapier, sap, shortbow, & short sword / Light Armor
      • Class: Sneak Attack (+d6 dmg Flanking or Surprise) when target is flat-footed; +1d6 dmg every 2 levels; 30' range to attacks



      • Archetypes:
        • Acrobat- +2 Acrobatics when unarmored; no armor check penalties in in Light Armor to Acrobatics, Climb, Sleight of Hand, or Stealth (replaces Trap Sense) 
        • Cutpurse: Measure of the Mark- Mark makes Perception check before Sleight of Hand roll and thief knows the result and can decide to proceed- Bluff check to prevent mark from noticing the attempt. (replaces Trapfinding)
        • Investigator: Follow up- Roll 2x on Diplomacy to gather info- receives info from BOTH rolls; takes same time as 1 check (Replaces Trapfinding)
        • Rake: Bravado's Blade- swap d6 sneak attack damage with an Intimidate check to demoralize foe (Replaces Trapfinding)
        • Sniper: Accuracy- halves range increment penlities with bows/crossbows (replaces Trapfinding)
        • Spy: +1/2 lvl on Bluff checks to deceive (replaces Trapfinding)
        • Swashbuckler: Martial Training- Select 1 martial weapon; may take Combat Trick 2 times
        • Thug: (Rusher) Frightening- Intimidate to demoralize duration increased +1 roundIf foe shaken for 4+ rounds Thug can make target frightened for 1 round (replaces Trapsense)
        • Chameleon: Misdirection- gain stealth points = ranks in Bluff +feat bonuses; before making Stealth roll add points to roll; replenish at start of new day (replaces Trapfinding)
        • Charlatan: Natural Born Liar- Mark receives -2 on Sense Motive checks vs. Bluff if they are deceived the first time (replaces Trapfinding)
        • Knife Master: Hidden Blade= +1/2 lvl on Sleight of Hand to conceal a light blade (replaces Trapfinding)
        • Pirate: Gain Sea Legs as a bonus feat (Replaces Trapfinding)
        • Roof Runner: Move at full speed on rooftops; no penalty to Dex skills or reflex saves as a result of roof running; Light Armor only (replaces Trapfinding)
        • Survivalist: Hardy- 2 number day without water; 3x without food before feeling effects (replaces Trapfinding)
      • Iconic PC: Merisiel- Elf Rogue