New Class: Sha'ir
By : LeonDelgado
The
legendary sha’irs were tale-spinners and advisors to desert chieftains. They
were imbued with great wisdom, and boasted the power to communicate with the
desert’s awesome spirits, the genies. But in the resent ages the sha’ir become
powerful adventures and explores that serve to no one except themselves.
Members
of the sha’ir class are often found alone, as free agents, unfettered by social
requirement and position. They may be found in the city as well as the desert,
commanding great power from their dealings with genies. Instead of merely
advising rulers, they may be rulers.
Adventures: Sha’ir
are legendary figures – free agents, unfettered by social requirement and
position they live as theywish. Sha’irs are not at all common in the Land of Fate . These rare and mysterious figures
make their own way in life, a luxury afforded to few.
Good Sha’ir seek to use their gifts to the
betterment of the common folk and deal with the fickle wishes of the genies
whom they summon. Evil Sha’ir are as a desert sand storm. They enslave genies
and pursue their own selfish interests – no matter the cost.
Sha’irs are a precious commodity in the Land of Fate . Their power over genies is
particularly useful in the Land
of Fate . Indeed, even
inexperienced Sha’ir often find themselves sought by powerful merchants and
rulers.
Characteristics: Sha’irs are unique and mysterious figures in the Land of Fate .
Unlike traditional Zakharan spellcasters, their spells do not come from as a
result of years of study. Sha’irs acquire their magicks and enchantments
through the workings of genies.
Accomplished sha’irs have genies at their
very command, and they alone possess the secrets of geniekind. Sha’irs draw
their magicks from the planes themselves, unburdened by such concepts as
provinces and piety.
Religion: Sha’irs are ever wary and watchful of the Gods. Like all Sethrarans
sha’irs accept the existence and superiority of the great gods. Unlike their
fellow Sethrarans, however, sha’ir rarely choose to actively venerate any
particular god. Their dealings with their genie and gen occupy most of their
time and the little contact they do have with the church is almost always
negative. Sha’ir’s free use of divine magic garners them no favor from the
servants of the Gods.
Background: Many Sha’ir are drawn to the art as a result of some past encounter with
genies, drawn to the power and allure that the genies wield. Sha’irs can (and
do) teach their art, and some Sha’ir seek out powerful Sha’ir for guidance and
instruction in the art. Sha’ir take apprentices much less frequently then other
spellcasters, but once basic instruction is completed the Sha’ir requires
little more; they perfect their art as they wish, each to his own.
Races: The
will to command the genies and their kind springs forth in the hearts of nearly
all the enlightened races. The ogre and the half-elf are just as likely to
become sha’irs as humans. The one exception to this is dwarves, who often
resist the allure of the sha’irs power. Although as accomplished at the
profession as any of another race, their natural distaste for the arcane arts
keeps them from embracing the teachings of Jafar al-Samal, first of the sha’ir.
GAME RULE INFORMATION
Sha'ir have the following game statistics.
Abilities: Charisma determines how quickly a sha’irs gen can find a spell, the
chance of the gen locating the spell, and how hard the spell is to resist. The
Difficulty Class of a saving throw against a sha’ir’s spell is 10 + the spell’s
level + the sha’ir charisma modifier. Charisma, Intelligence, and Wisdom are
important for many of the sha’irs class skills.
Alignment: Any (though it must share at least one aspect of the gen familiar’s
alignment).
Vitality Die: d4.
GAME RULE INFORMATION
Sha'ir have the following game statistics.
Abilities: Charisma determines how quickly a sha’irs gen can find a spell, the
chance of the gen locating the spell, and how hard the spell is to resist. The
Difficulty Class of a saving throw against a sha’ir’s spell is 10 + the spell’s
level + the sha’ir charisma modifier. Charisma, Intelligence, and Wisdom are
important for many of the sha’irs class skills.
Alignment: Any (though it must share at least one aspect of the gen familiar’s
alignment).
Hit Dice: d4.
CLASS SKILLS
A 1st level Sha'ir
character get 2 bonus skills from the following list of Class Skills [General] Concentration
(Con), Craft (Int), Heal (Wis), Diplomacy (Cha), [Profession] Knowledge (all skills, taken individually) (Int),
Profession (Wis), Spellcraft (Int). See the Book of Legends Chapter 6: Skills
for skill descriptions.
Trained
Skills at 1st Level: 5 + Int modifier.
Table X-X:
the sha'ir
|
|||||||
Level
|
Base Attack
Bonus
|
Ref Save
|
Will Save
|
Special
|
Magic
Points/
Day
|
Maximum
Spell Level Known
|
|
1st
|
+0
|
+0
|
+0
|
+2
|
Summon Gen familiar
|
4
|
1st
|
2nd
|
+1
|
+0
|
+0
|
+3
|
10
|
1st
|
|
3rd
|
+1
|
+1
|
+1
|
+3
|
Recognize genie works
|
17
|
2nd
|
4th
|
+2
|
+1
|
+1
|
+4
|
21
|
2nd
|
|
5th
|
+2
|
+1
|
+1
|
+4
|
Elemental protection
|
28
|
3rd
|
6th
|
+3
|
+2
|
+2
|
+5
|
35
|
3rd
|
|
7th
|
+3
|
+2
|
+2
|
+5
|
Call Genie 1/day
|
42
|
4th
|
8th
|
+4
|
+2
|
+2
|
+6
|
49
|
4th
|
|
9th
|
+4
|
+3
|
+3
|
+6
|
Elemental travel (1/day)
|
56
|
5th
|
10th
|
+5
|
+3
|
+3
|
+7
|
63
|
5th
|
|
11th
|
+5
|
+3
|
+3
|
+7
|
Greater Call
genie (any genie) 2/day
|
70
|
6th
|
12th
|
+6/+1
|
+4
|
+4
|
+8
|
77
|
6th
|
|
13th
|
+6/+1
|
+4
|
+4
|
+8
|
Craft genie prison
|
84
|
7th
|
14th
|
+7/+2
|
+4
|
+4
|
+9
|
91
|
7th
|
|
15th
|
+7/+2
|
+5
|
+5
|
+9
|
Elemental
travel (2/day), Call Genie 3/day
|
98
|
8th
|
16th
|
+8/+3
|
+5
|
+5
|
+10
|
105
|
8th
|
|
17th
|
+8/+3
|
+5
|
+5
|
+10
|
112
|
9th
|
|
18th
|
+9/+4
|
+6
|
+6
|
+11
|
Elemental
travel (at will)
|
119
|
9th
|
19th
|
+9/+4
|
+6
|
+6
|
+11
|
126
|
9th
|
|
20th
|
+10/+5
|
+6
|
+6
|
+12
|
Call Genie 4/day
|
134
|
9th
|
Class Features
All of the following are class features of the sha'ir.
Training
Bonus to Defense:
The Hakima gets a Basic Training to
his defense.
Weapon and Armor Proficiency: Sha'irs
are proficient with all simple weapons, but not with any type of armor or
shield. Armor of any type interferes with a sha'ir's arcane gestures, which can
cause his spells with somatic components to fail.
Spells: A sha'ir's spells must be retrieved
from the elemental planes by his familiar, an Spirit called a gen. Once
retrieved, a spell remains set in the sha'ir's memory, like a Cleric's prepared
spell, until a day is past (28 hours). A sha'ir is capable of extraordinarily
versatile spellcasting because he can use arcane spells as well as a limited
selection of divine spells. A sha'ir's familiar can retrieve any spell on the
sorcerer/ wizard spell list, plus any spell from the Air, Chaos, Earth, Fire,
Knowledge, Law, Luck, Sun, and Water domain spell lists. Even though the sha'ir
has access to certain
domain spells, he gains no other benefit of the cleric class, including the
granted powers of those domains.
To learn or cast a spell, a sha'ir must have a Charisma score equal to
at least 10 + the spell level.
The Difficulty Class for a saving throw against a sha'ir's spell is 10 +
spell level + the sha'ir's Cha modifier.
To cast a
spell a sha'ir need to select the spell from
his prepare spells and pay the MP cost appropriated for the spell level; this
cost is described in the chapter 10:
magic if the Book of Heroes.
Casting Limit: When you cast a spell you spend MP,
the maximum number of MP that you can spend in a single spell (including
metamagic feats, see chapter 5: feats of
the Book of Legends) is equal to your caster level +1.
Magic
Points/Day: A sha'ir’s
ability to cast spells is limited by the Magic points he has available. His
base daily allotment of Magic points is given on Table X-X: The sha'ir. In
addition, he receives bonus Magic points per day if he has a high Charisma
score (see chapter 2 of the Book of Legends). His race may also provide bonus
spell points per day, as may certain feats and items.
After a good
night’s sleep a sha'ir regain his spend magic
points.
Prepare
Spells: Sha'ir’s do not
acquire their spells from books or scrolls, nor prepare them through study. A sha'ir decides what spell might be useful and sends out
his familiar to retrieve it from the spirit world. To do this, the sha'ir must
summon his gen and tell it the name of the spell he seeks. The gen immediately
plane shifts to seek the spell in the spirit world. After one hour the gen
reappears within 5 feet
of its master and imparts to him the power to cast the spell.
The Gen can
bestow the power of cast 4 spells of each spell level that the sha'ir can cast to his master, those spells are
selected from the sorcerer/ wizard spell list, plus
any spell from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and
Water domain spell lists.
So a 1st
level Sha'ir can cast four 0 level Sha'ir spells and four 1st level Sha'ir spells, meanwhile a 20 level Sha'ir know 4 spells of each spell level (from 0 to
9th). When a Sha'ir can cast a new level of
spells he can ask his Gen for 4 new spells of that level automatically.
Each day the
Sha'ir can change the list of Spells that his Gen
retrieve from the spirit world, let it him to have a vast option of spells. A Sha'ir can only sent his Gen once at day to the Spirit
world.
Metamagic
Feats: A sha'ir may use metamagic feats he possesses to
modify the spells his gen fetches. The gen simply fetches the spell with the
metamagic feats applied. Unlike the sorcerer, the sha'ir does not need to take
a full-round action to cast such spells.
Bonus
Languages: A sha'ir may substitute Aquan, Auran, Ignan, or
Terran for any of the bonus languages available to his race. Sha'irs are
expected to have a great deal of contact with elemental entities, and
apprentice sha'irs often study the languages that such creatures speak.
Summon Gen
Familiar: A sha'ir must obtain a gen familiar (see Gen
Familiars) at 1st level. A gen familiar is an intelligent outsider that
resembles a small elemental. The creature serves as a companion and servant to
the sha'ir. The sha'ir may choose the elemental type of the gen he summons, and
its alignment matches his own. The summoning takes 12 hours and consumes raw
materials that cost 100 gp.
A gen can retrieve spells for the sha'ir, as indicated
above. As the sha'ir advances in level, the gen increases in power similar to
the manner that a normal familiar gains power. A gen advances as a normal
familiar, gaining all the normal benefits described in the
Familiars section on page 52 of the Player's Handbook,
except that its Intelligence does not increase and it can speak the languages
noted in the gen's description (see below). It retains the outsider type.
If a gen familiar dies or is dismissed by the sha'ir,
the sha'ir must attempt a DC 15 Fortitude saving throw. Failure means he loses
200 experience points per sha'ir level; success reduces the loss to one-half
that amount. However, a sha'ir's experience point total can never go below 0 as
the result of a gen's demise or dismissal. A slain or dismissed gen can be
replaced the following day, but since it is an outsider, it cannot be raised
from the dead.
A sha'ir with more than one class that grants a
familiar may have only one familiar at a time.
Recognize
Genie Works: At 3rd level, a sha'ir can recognize the
craftsmanship of any item or magical effect created by geniekind (Identify
invisible, disguised, or polymorphed genies, recognize items created by genies).
To use this ability, the sha'ir must make a successful DC 20 Knowledge (the
planes) check. The sha'ir receives a bonus on this check equal to his sha'ir
level.
Elemental
Protection: At 5th level, a sha'ir gains resistance to acid 5,
cold 5, electricity 5, and fire 5. He also gains damage reduction 2/— against
attacks made by any creature with the air, earth, fire, or water subtype.
The resistance increases to 10 against the energy type
to which his gen is immune (see below), and the damage reduction increases to
4/— against attacks made by creatures of his gen's elemental subtype. He also
gains a +2 bonus on all saves against acid-, cold-, electricity-, and
fire-based attacks, and this bonus increases to +4 against attacks that deal
the energy damage to which his gen is immune.
Call Genie (Sp): A 7th-level
or higher sha'ir may call a Gennie to aid her. She has two options, the first
is call a Djinni or up to two jannis to aid her once per day in combat during a
short period of time, this function as summon monster IV spell.
The second option is that
the Sha'ir can ask for a longer and more complex favor
from the Djinni or a Janni, this
functions as the lesser planar ally spell except that the Sha'ir can only call a Djinni or
a janni. The sha'ir must pay the spell's XP cost and
bargain with the Djinni or janni as normal. Caster level is equal to the sha'ir's
class level.
Elemental Travel (Sp): At 9th level, a
sha'ir can plane shift
once per day, as the spell, to the spirit
world or from it to the Material Plane. At 15th level, the sha'ir may use this ability twice per day, and at 18th level, the
sha'ir may use this ability at will. Caster level is equal to the sha'ir's
class level.
Greater Call Genie (Sp): An 11th-level or higher sha'ir may call any
type of genie to aid him twice per day. This functions
as the planar ally spell except that the Sha'ir can only call one
dao (see the Manual of the Planes), djinni,
efreeti, or marid (see
the Manual of the Planes), or two jann. The sha'ir must pay the spell's XP cost and bargain with the genie or jann
as normal. Caster level is equal to the sha'ir's class level.
When you use your Call gennie ability you are
considered to have the Augment
Summoning feat for this summoning alone. At Level 15th you can use this ability
3 times per day and finally 4 times at level 20th.
Elemental Travel (Sp): At 9th level, a
sha'ir can plane shift
once per day, as the spell, to the spirit
world or from it to the Material Plane. At 15th level, the sha'ir may use this ability twice per day, and at 18th level, the
sha'ir may use this ability at will. Caster level is equal to the sha'ir's
class level.
Craft Genie Prison (Ex): At 13th level, a
sha'ir gains the benefit of
the Craft Wondrous Item feat, except that he can use
it only to create genie prisons. A genie prison is
created in die same way
as an iron flask and functions identically to that
device, except that it
can hold only geniekind.
GEN
FAMILIARS [Sidebar]
A gen is an Spirit similar to a genie, but much
smaller and far less powerful. Like genies, gens are native to the various
elemental planes.
COMBAT
All gens have certain traits in common. They prefer to
avoid combat, a task that is easy for them since they can travel to the
elemental planes at will and survive equally well in any of them.
Elemental
Endurance (Ex): A gen can survive on the Spirit world regions
of elements like a native. On the Elemental region of Fire, a gen is immune to
fire damage. On the Elemental region of Water, a gen can breathe water and has
a swim speed equal to its fly speed (gaining the normal +8 racial bonus on Swim
checks). On the Elemental region of Earth, a gen has a burrow speed equal to
its land speed, leaving no tunnel or sign of its passage as though it has the
earth glide ability of a xorn (see the Monster Manual).
Elemental
Travel (Sp): A gen can plane shift at will to any of the
Elemental Planes or from any elemental plane to the Material Plane. This
ability transports the gen only. It is otherwise identical to the plane shift spell
(caster level 13th).
Fetch Spells
(Ex): A gen can find and deliver spells to a sha'ir from
the elemental planes. See the sha'ir description.
AIR GEN
Tiny Outsider (Air, Spirit, Extraplanar)
HP: 5 hp (1d8+1)
Initiative:
+2
Speed: 20 ft . (4 squares), fly 70 ft . (perfect)
Defense:
15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack:
+1
CMD/ CMB: 13/
-9
Attack:
Slam +5 melee (1d2 plus 1 electric)
Full Attack: 2
slams +5 melee (1d2 plus 1 electric)
Space/Reach:
2-1/2 ft./0 ft.
Special
Attacks: —
Special
Qualities: Air mastery, darkvision 60 ft ., elemental endurance,
fetch spells, immunity to electricity, elemental travel, vulnerability to acid
Saves:
Fort +3, Ref +4, Will +4
Abilities:
Str 7, Dex 14, Con 12, Int 13, Wis
15, Cha 10
Skills (Level
bonus +0): Concentration +5, Knowledge (arcana) +5, Knowledge
(the planes) +5, Stealth +6, Perception +7, Spellcraft +5, Survival +6
Feats:
Combat CastingB, Weapon Finesse
Environment:
Any elemental plane
Organization:
Solitary
Challenge
Rating: 1
Treasure:
Standard
Alignment:
Often chaotic good
Advancement:
2-3 HD (Tiny); 4-6 HD (Small)
Level
Adjustment: —
This creature resembles a pale-skinned humanoid surrounded
by misty vapors.
Air gens often dwell on the Elemental Plane of Air. Thought
to be related to the djinn, they are often found within djinn cities, although
they travel almost constantly.
Air gens speak one regional language and Auran.
COMBAT
Air gens avoid combat whenever possible. When they must
fight, they slam opponents with their fists.
Air Mastery
(Ex): An airborne creature takes a -1 penalty on attack and
damage rolls against an air gen.
EARTH GEN
Tiny Outsider (Earth, Spirit, Extraplanar)
HP: 6
HP (1d8+2)
Initiative:
+1
Speed: 20 ft . (4 squares), fly 60 ft . (perfect)
Defense:
16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15
Base Attack:
+1
CMD/CMB: 14/-8
Attack:
Slam +5 melee (1d2+1)
Full Attack: 2
slams +5 melee (1d2+1)
Space/Reach:
2-1/2 ft./0 ft.
Special
Attacks: —
Special
Qualities: Darkvision 60 ft ., earth mastery, elemental endurance,
fetch spells, immunity to acid, elemental travel, vulnerability to electricity
Saves: Fort+3,Ref+3,Will+4
Abilities:
Str 12, Dex 12, Con 14, Int 13, Wis
15, Cha 10
Skills Level
bonus +0): Concentration +5, Knowledge (arcana) +5, Knowledge
(the planes) +5, Perception +6, Stealth +5, Search +5, Spellcraft +5, Survival
+6
Feats:
Combat Casting, Weapon Finesse
Environment:
Any elemental plane
Organization:
Solitary
Challenge
Rating: 1
Treasure:
Standard
Alignment:
Often chaotic evil
Advancement:
2-3 HD (Tiny); 4-6 HD (Small)
Level
Adjustment: —
This creature resembles a muscular, dusky-skinned humanoid.
Tiny gems stud its skin.
Earth gens usually dwell on the Elemental Plane of
Earth. Thought to be related to the dao, they are often found within dao
cities, although they travel almost constantly.
Earth gens speak one regional language and Terran.
COMBAT
Earth gens avoid combat whenever possible. When they
must fight, they slam opponents with their fists.
Earth Mastery
(Ex): An earth gen gains a +1 bonus on attack and damage
rolls if both it and its foe are touching the ground. If an opponent is
airborne or waterborne, the gen takes a -4 penalty on attack and damage rolls.
(These modifiers are not included in the statistics block.)
FIRE GEN
Tiny
Outsider (Spirit, Extraplanar, Fire)
HP:
5 hp (1d8+1)
Initiative:
+2
Speed:
20 ft .
(4 squares), fly 60 ft .
(perfect)
Defense:
15 (+2 size, +2 Dex, +1 natural), touch 14,
flat-footed 13
Base
Attack/Grapple: +1
CMD/
CMB: 13/-9
Attack:
Slam +5 melee (1d2 plus 1 fire)
Full
Attack: 2 slams +5 melee (1d2 plus 1 fire)
Space/Reach:
2-1/2 ft./0
ft.
Special
Attacks: Heat
Special
Qualities: Darkvision 60 ft ., elemental endurance, fetch spells,
immunity to fire, elemental travel, vulnerability to cold
Saves: Fort+2,Ref+4,Will+4
Abilities:
Str 7, Dex
14, Con 10, Int 13, Wis 15, Cha 10
Skills:
Concentration +4, Knowledge (arcana) +5, Knowledge
(the planes) +5, Perception +5, Stealth +5, Spellcraft +5, Survival +6
Feats:
Combat Casting, Weapon Finesse
Environment:
Any elemental plane
Organization:
Solitary
Challenge
Rating: 1
Treasure:
Standard
Alignment:
Often neutral evil
Advancement:
2-3 HD (Tiny); 4-6 HD (Small)
Level
Adjustment: —
This
creature resembles a ruddy-skinned humanoid with hair like crackling flames.
Fire
gens can usually be found on the Spirit world, in the Elemental region of Fire.
Thought to be related to the efreet, they are often found within efreeti
cities, although they travel almost constantly.
Fire
gens speak one regional language and Ignan.
COMBAT
Fire
gens avoid combat whenever possible. When they must fight, they slam opponents
with their fists.
Heat
(Ex): A fire gen's red-hot body deals 1 point of extra fire
damage whenever it hits in melee, or in each round that it maintains a hold
while grappling.
WATER GEN
Tiny Outsider (Spirit, Aquatic, Extraplanar, Water)
HP:
5 hp (1d8+1)
Initiative:
+1
Speed: 20 ft . (4 squares), fly 60 ft . (perfect), swim 20 ft .
Defense:
14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13
Base Attack:
+1
CMD/ CMB: 14/-9
Attack:
Slam +5 melee (1d2 plus 1 ice)
Full
Attack: 2 slams +5 melee (1d2 plus 1 ice)
Space/Reach:
2-1/2 ft./0 ft.
Special
Attacks: —
Special
Qualities: Amphibious, darkvision 60 ft ., elemental endurance,
fetch spells, immunity to cold, elemental travel, vulnerability to fire
Saves:
Fort +4, Ref +3, Will +4
Abilities:
Str 7, Dex 12, Con 14, Int 13, Wis
15, Cha 10
Skills:
Concentration +6, Knowledge (arcana) +5, Knowledge (the planes) +5, Perception +5,
Stealth +5, Spellcraft +5, Survival +6, Swim +6
Feats:
Combat CastingB, Weapon Finesse
Environment:
Any elemental plane
Organization:
Solitary
Challenge
Rating: 1/2
Treasure:
Standard
Alignment:
Often chaotic neutral
Advancement:
2-3 HD (Tiny); 4-6 HD (Small)
Level
Adjustment: —
This creature resembles a blue-skinned humanoid with hair
like waving seaweed.
Water gens often dwell on the spirit world in the
Elemental regions of Water. Thought to be related to the marids, they are often
found within marid cities, although they travel almost constantly.
Water gens speak one regional language and Aquan.
COMBAT
Water gens avoid combat whenever possible. When they
must fight, they slam opponents with their fists.
Amphibious
(Ex): Although water gens are aquatic, they can survive
indefinitely on land.
Quick Rules fix: Training Bonus, Armor and skills
By : LeonDelgadoThis is An Amend to the Rules presented in the book, this will be soon fix in the PDF in a close future.
Training Bonus to Defense: As part of
their adventure life characters learn how to avoid to be hit, this is the
reason all classes grant a Training bonus to Defense. This section details
which kind of training bonus the character gets to his defense. There are four
types of Defense: Basic training, Low training, Medium training, and Heavy
training.
Some classes have a bigger enfasis on the practice to avoid attacks than
others, this is reflected on the type of Defense bonus that the class grant to
the character. To improve a character defense, this can take one or more levels
in another class, because a character always use the best Training between of
all his classes. If a character takes levels in another class with a better
defense (like a rouge that take one level of fighter) he select the better
defense between his classes.
Table: Training
Bonus
|
|
Type
|
Bonus
|
Basic
|
+1
|
Low
|
+2
|
Medium
|
+3
|
Heavy
|
+4
|
Armor Table
Missing: The Ligth Domain
Here is the missing Domain from the book.
Missing: The Ligth Domain
Here is the missing Domain from the book.
Ligth
DOMAIN
Deities: Artigol
Granted Power: Whenever you release
Bright energy with your Divine blast ability to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their turn
resistance to their saves when you channel positive energy.
Power of Command (Su): You can command
any Outsider of the Archon Subtype.
Light Domain Spells
1 Color Spray: Knocks unconscious, blinds,
and/or stuns weak creatures.
2 Hypnotic Pattern: Fascinates (2d4
+ level) HD of creatures.
3 Searing Light: Ray deals 3d8 damage, more against undead.
4 Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
5 Mirage Arcana: As hallucinatory
terrain, plus structures.
6 Mislead: Turns you invisible and
creates illusory double.
7 Prismatic Spray: Rays
hit subjects with variety of effects.
8 Prismatic Wall: Wall’s colors
have array of effects.
9 Prismatic Sphere: As prismatic
wall, but surrounds on all sides.
New skill rule (in testing)
Class Skills: This section of a
class description gives the class’s list of class skills and the number of
trained skills the character starts with at 1st level. You can select to train
any skill that you want to your character, if you select to train an that skill
get a training bonus of +4.
For example, Valeera is a
half-elf druid, so she gets 4 trained skills at first level plus his Int bonus.
She has a +1 Intelligence modifier, so that goes up to 5 trained skills plus 2
skills from the Druid list of Class skills. At 1st level, she selects four
skills knowledge Nature, Concentration, Sense motive, Survival, Perception and
she get 2 additional skills from her list of Class skills, she selects
Diplomacy and Spellcraft.
She later take a level on Cleric, as such she
can add one of the 2 bonus skills from cleric to her list of trained skills, if
she later take a second level she can add the second (and last) skill from the
list of bonus skills of the cleric.
Class
Skills [Barbarian]
A 1st
level barbarian character get 2 bonus skills from the following list of Class
Skills: [General Skills] Climb (Str),
Craft (Int), Intimidate (Cha), Jump (Str), Perception (Wis), Ride (Dex),
Survival (Wis), Swim (Str) and [Advance Skills] Handle Animal (Cha). See
Chapter 6: Skills for skill descriptions.
Trained
Skills at 1st Level:
4 + Int modifier.
Class
Skills [Cleric]
A 1st
level Cleric character get 2 bonus skills from the following list of Class
Skills: [General Skills] Concentration
(Con), Craft (Int), Diplomacy (Cha), Heal (Wis), and [Advance Skills] Knowledge
(arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int),
Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). See
Chapter 6: Skills for skill descriptions.
Domains
and Class Skills: A cleric who chooses the Animal or Plant domain adds
Knowledge (nature) (Int) to the cleric options of class skills listed above. A
cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the
list. A cleric who chooses the Travel domain adds Survival (Wis ) to the list. A cleric who chooses the
Trickery domain adds Bluff (Cha), Disguise (Cha), and Stealth (Dex) to the
list. See Deity, Domains, and Domain Spells, below, for more information.
Trained
Skills at 1st Level:
4 + Int modifier.
Class Skills [druid]
A 1st level Druid character get 2 bonus skills from the following list
of Class Skills: [General Skills]
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Perception
(Wis), Ride (Dex), Survival (Wis), Swim (Str), and [Advance Skills] Handle Animal
(Cha), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int). See
Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 4 + Int modifier
Class Skills [figther]
A 1st level Fighter character get 2 bonus skills from the following list
of Class Skills: [General Skills] Climb (Str), Craft (Int), Intimidate (Cha),
Jump (Str), Ride (Dex), Swim (Str), and [Advance Skills] Handle Animal (Cha).
See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 3 + Int modifier
Class Skills [Mechanic]
A 1st level Mechanic character get 2 bonus skills from the following
list of Class Skills: [General Skills]
Appraise (Int), Concentration (Con), Craft (technological device) (Int), Craft
(Firearms) (Int), Craft (Arms & Armour), Search (Int), Perception (Int) and
[Advance Skills] Disable Device (Int), Knowledge (Architecture and engineering)
(Int), Knowledge (Dungeoneering) (Int), Knowledge (Firearms) (Int), Knowledge
(Mechanical Clockworks & Engines) (Int), Profession (Engineer) (Wis), Use
Technological Device (Int). See Chapter 6: Skills for skill descriptions.
Skill Known at 1st level: 6 + Int
modifier.
Class Skills [Minstrel]
A 1st level Minstrel character get 2 bonus skills from the following
list of Class Skills: Acrobatics (Dex),
Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information
(Cha), Stealth (Dex), Jump (Str), Knowledge (all skills, taken individually)
(Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis),
Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). See Chapter 4: Skills
for skill descriptions.
Trained Skills at 1st Level: 6 + Int modifier.
Class Skills [Paladin]
1st level Paladin character get 2 bonus skills from the following list
of Class Skills: Concentration (Con), Craft (Int), Handle
Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride
(Dex), and Sense Motive (Wis).
Trained Skills at 1st Level: 3 + Int modifier.
Class Skills [psion]
1st level Psion character get 2 bonus skills from the following list of
Class Skills: [General Skills]
Concentration (Con), Craft (Int), and [Advance Skills] Knowledge (all skills,
taken individually) (Int), Profession (Wis ),
Psicraft (Int). See Chapter 6: Skills for skill descriptions. In addition, a
psion gains access to additional class skills based on his discipline, see
discipline class feature below.
Trained Skills at 1st Level: 4 + Int modifier.
Class Skills [Psychic warrior]
1st level Pychic warrior character get 2 bonus skills from the following
list of Class Skills: [General Skills]
Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str),
Ride (Dex), Search (Int), Swim (Str), and [Advance Skills] Knowledge (psionics)
(Int), Profession (Wis). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st level: 3 + Int modifier.
Class Skills [Ranger]
1st level Ranger character get 2 bonus skills from the following list of
Class Skills: [General Skills] Climb
(Str), Concentration (Con), Craft (Int), Heal (Wis), Search (int), Stealth
(Dex), Jump (Str), Perception (Wis), Ride (Dex), Search (Int), Survival (Wis),
Swim (Str), and [Advance Skills] Handle Animal (Cha), Knowledge (dungeoneering)
(Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Profession (Wis).
See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 6 + Int modifier
Class Skills [rogue]
1st level Rogue character get 2 bonus skills from the following list of
Class Skills: [General Skills] Acrobatics (Dex), Appraise (Int), Bluff (Cha),
Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information
(Cha), Intimidate (Cha), Jump (Str), Perception (Wis), Search (Int), Sense
Motive (Wis), Stealth (Dex), Swim (Str), and [Advance Skills] Decipher Script
(Int), Demolitions* (Int), Disable Device (Int), Forgery (Int), Knowledge
(local) (Int), Perform (Cha), Profession (Wis), Use Magic Device (Cha). See
Chapter 6: Skills for skill descriptions.
*the demolitions skills is only available in the countries of Sparta , Drimad or in
places where a character has access to gunpowder, this is a discretion of the
Storyteller.
Trained Skills at 1st Level: 8 + Int modifier
Class Skills [Sorcerer]
1st level Sorcerer character get 2 bonus skills from the following list
of Class Skills: [General Skills] Bluff (Cha), Concentration (Con), Craft
(Int), and [Advance Skills] Knowledge (arcana) (Int), Profession (Wis ), Spellcraft (Int).
See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 3 + Int modifier
Class Skills [wilder]
1st level Wilder character get 2 bonus skills from the following list of
Class Skills: [General Skills] Acrobatic
(Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft
(Int), Intimidate (Cha), Jump (Str), Perception (Wis), Sense Motive (Wis),
Stealth (Dex) Swim (Str), and [Advance Skills] Knowledge (psionics) (Int),
Psicraft (Int), Profession (Wis). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st level: 3 + Int modifier.
Class Skills [wizard]
1st level Wizard character get 2 bonus skills from the following list of
Class Skills: [General Skills]
Concentration (Con), Craft (Int), and [Profession Skills] Decipher Script
(Int), Knowledge (all skills, taken individually) (Int), Profession (Wis ), Spellcraft (Int).
See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st level: 6 + Int modifier.
Legacy of Fire (02): Battle on the fields and Death on the river
By : LeonDelgado
The Heroes started to keep a watch of the town, soon they
view a group of Pugwampis marching from the temple of Ra
with offerings for the gods (the Gnolls). This creatures marched through the
abandoned field around the town in the middle of the night.
The group follow them, ignoring that the fields were the
hunting grounds of a Dust digger, a large aberrant monster, who try to eat
them. This started a fast and tense battle where Ariadna (the Gnomeran Oracle)
was almost kill.
The sound of the battle bring a group of Gnolls guide by a
harpy to the fields, and the heroes use the night to make and ambush, soon the
sky was set a fire by the spells of Aurora as she and Trellian battled the
harpy and in the ground Alav, Lucio, Tempercraft and Ariadna defeated the
Gnolls.
After this the group retreated and set a camp crossing the
river, hoping to have time to fight the Gnolls in the coming days.
Whoever, the next morning, the caravan was wake up by the
powerful calls of a group of Gnolls guide by a Janni, this was the leader of
pack that held control of the ruins of the town, his name: Kardswann.
The group challenge Kardswann to battle and he agreed. This
was a climatic battle where Ariadna sacrifice her life and Alav the Mamluc
almost die (he has to burn destiny to survive), but finally the group kill the
powerful Janni, and the Gnolls flee in fear leaving the town to the heroes.
Legacy of Fire (01): Fire in the caravan
By : LeonDelgado
After
several days travelling to the city of Kelmarane
the caravan stops when a fire start. Unexpected the chariot of the caravan sage
is engulf in flames and the caravan members try to save the occupant and avoid
the flames to scatter to other chariots.
The heroes
run to help, as Trellian fly and drop sand into the flames, Aurora send her fire janni to rescue the Sage
and the rest help with water to control the fire. Soon the fire is over and the
Caravan is grateful with the heroes as they not just save the life of the Sage
but prevented more damages.
After this
many people, including Almah, started to try find out how the fire started and
who may be the responsible. For many the clear target of the blame was the
suspicious Dashiki, the person hired by Almah as a Gnoll expert. This man,
whoever clamed that he was innocent and the fire was probably started by a
creature indigenous of this region: a Pugwampi.
The group
started the investigation and looked like in fact the shady Dashiki was right,
and soon found the trail of a Pugwampi who not just started the fire but also
stole a goat from the caravan.
Following the trail the group find the creature near a
mountain, and after capturing it (and escaping a giant vulture who lived there)
they returned to the caravan, where Aurora (who speak Gnoll) interrogated the
creature, learning that the Pugwampis in the region live near the town of
Kelmarane, in an abandoned temple of Ra, where they worshiped the Gnolls as
living gods.
With this information the group reached soon the valley
where Kelmarane is set, next to the river Khelmar. Soon they realised that near
was the temple of
Ra , as the Pugwampi told
them, and the Gnolls were set in the ruins of the town.
Legacy of Fire: Prologe, the metting at Altaruk
By : LeonDelgado
The small caravan of the High elve sorcerer Kaldrass had
traveled for three weeks across the sands of the region of Masir, moving
towards the small city port
of Altaruk . For this
travel Kaldrass have hired the services of five mercenaries:
- Trellian, an Aquilar rouge (Mark)
- Aurora, an Avalar elve Shair - master of Gennies (Vanessa)
-Tempercraft, a Gnomeran mechanic (Steve)
- Ala'i (ah-LAH-wee) a human Mamluk warrior (class Samurai) (Louie)
- Lucio, a Half Derme necromancer (Levi).
The story started in the last nigth of the travel, when the
caravan is close to the city and prepare to sleep. The mercenaries were tasked
with the night guard, always in company of some of the personal guards of
Kaldrass.
During the first watch the players shared some moments with
the caravan members, but during the second watch some of the players notice an stranger
coming by the old road.
Trellian when to his encounter and noticing that was apparently
a menace he invite it to share some food and salt at the camp. The traveller
name himself as Gaffar, and explained that he was travelling to the city of
Altaruk after attending the burry of his cousin in a distant city, and he was thankful
with all for the welcoming, sharing some food and departing early in the
morning.
The next day the caravan arrived at midday to the city.
Going stray to the town marked and getting ready to sell the products in the
afternoon rush of costumers.
This was the moment that the players expected to get pay by Kaldrass,
but the Neidar elf had other plans.
When the players when to reclaim their money, Kaldrass
mercenaries surrounded them and deman their surrendering, as the Neidar never
planned to pay then, instead he wanted to sell them as slaves in the marked
that same day. The mercenaries wont allow this and a vicious fight started right
in that moment, and was only stoped when the city guard arrived.
Kaldrass claimed that the mercenaries were slaves that were trying
to escape, and those clamed that was a lie from Kaldrass. The captain of the watch
decided that this was better to be clarified by a Quadip (judge) and bring all
to the city court.
There for the good forture of the group a familiar face
where the Judge: Gaffar. The Quadip recognise the people that give him hospitality
and set them free, and punish Kaldrass with 5 years of slavery as punish for
his crime. The Quadip also granted the Rasalan (a gigantic mount/tent) of
Kaldrass to the group as payment for the money that this elf owe to them.
With this the group of mercenaries were free, and going out
of the palace of justice meet a new face: Garavel. This person were looking for
brave warriors to help his matron, and invite the mercenaries to a meeting in
the city bath house to discuss a business. Everybody accede to meet and discuss
there and departure.
Later that day everybody meet at the bath house and there
they meet Almah, a beautiful woman that under the command of the Packlords is
leading a group to the city of Kelmarane, that is now under Gnoll control, to
clear the city of bandits in order to make it a prosper town.
With some payment in advance the players agree to work with
her and depart to the city of Kelmarane .
The region of Masir, introduction to the campaign Legacy of Fire
By : LeonDelgado
Were Sethra as bleak and barren as tales of its trackless
plains and vast deserts suggest, there would be little opportunity for
adventurous spirits to take up arms and seek fame amid such merciless wilds. As
any Solku guardsman or Sethra trader can relate, such is not the case. Gnolls,
rocs, and beasts of legend from the Brazen
Peaks prey upon the
unwitting residents of the central veldt, and in the cities stalk beings from
ancient lore and countless strange lands. Sethra is a land of mystery and
menace, yet there is no end to the number of brave souls who rise to confront
such dangers.
The Region of Masir is one of the eastern region of Sethra,
close to the frontier with the kingdom
of Elsmore and next to the Baridatan Sea .
The central of commerce and culture of Masir is the cityt of
Katapesh - the bronze city, that in the old legendary times were the capital of
all the region. In the present many cities in Masir are independent states, but
the bronze city remains as the biggest city, under the control of the mysterious
Packlords, after those take control of the city from the Dragon caliph Hurzett.
- Disclaimer-
This is the adaptation of the Pathfinder Adventure Path: Legacy
of Fire, that I plan to run in the following months, this amazing adventure is
being adapted here or "localize" to the world of Arcadia, so some
changes and names will be made but I will try to keep the original spirit
intact and at the same time make this campaing my "own".
L. Delgado.
The People of Sethra
The Land
of Fate is a true melting
pot, peopled by men in all shapes, sizes, and colors (and both genders, too).
Here the generalized “men” refers not only to humans—the most common race—but
also to elves, half-elves, dwarves, Visgan, Gnomeran, Mutawas, and even ogres.
For the most part, Sethra lacks the racial prejudice and segregation of less
civilized realms. For instance, the concept of a separate “elven” society is
foreign here. While there are indeed a few areas where elves outnumber humans,
the elves don’t consider themselves a separate nation or people. Nor do humans
view the elves that way. Not even ogres are shunned in Sethra. Although some
ogres are brutes, as surly and crude as their foreign counterparts, Sethrans do
not allow the rough-tempered minority to color their opinions of the entire
group.
Lifestyle—not race—tends to separate Sethrans. In the Land of Fate , people fall into one of two broad
groups: those who are nomads and those who are not. The nomads, or Al-Badia (ahl-BAH-dee-ya),
dwell in the most hostile areas of Sethra, where men are as near to the gods as
they are to death. They are driven by
the search for simple necessities: water, food, and grazing land to sustain
their herds. As a result, the nomads are a sinewy breed with keen senses. Sloth
and obesity are virtually unknown to them; many subsist on a little more than
few dates and a flask of sour milk each day. With so little food, and only a
goat’s-hair tent to provide shelter, the Al-Badia are more impoverished than
many can imagine. Yet they consider themselves to be the richest of all Sethrans.
Their wealth lies not in possessions. Nomads do not value gaudy clothing, a warm
house, or a mass of personal fortune. They value their independence.
Although nomadic life is fairly insular, the necessity of
trade brings the Al-Badia into contact with the “other half”, of Sethra’s
culture: the Al-Hadhar (ahl- HAH-dar), whose lifestyles are stationary.
Artisans, merchants, craftsmen—all are Al-Hadhar. Even the wandering tinker
belongs to this group, because his life is inexorably linked to the village or
city bazaar, and therefore to the trappings of settled men.
Virtually all Al-Hadhar know more creature comforts than the
nomads. Only a few, however, are truly flush with silver, belonging to the
Al-Hadhar’s upper class. Such wealthy men and women usually dwell in cities,
though many own land in far-flung towns. The sweat and labor of the lower
classes makes their existence possible.
For the most part, the Al-Hadhar are poor. Their homes are
small and simple, made of mud brick or thatch, huddled around an oasis or a
single well. Some are laborers. Others are farmers, residing on land that
belongs to another, tending dates, wheat, and other paltry crops in exchange
for a small share of the harvest. Their plots are small. In comparison to the
farmers of other realms, most are little more than gardeners. But from a tiny
patch of desert, they can create a paradise.
The Al-Badia and the Al-Hadhar tend to view one another with
pity if not with a touch of disdain. Even the poorest villagers believe
themselves to be more culture and more civilized than the nomads. Through the
eyes of the Al-Hadhar, the nomads “madly” choose an austere existence, while
the Al-Hadhar dwell in luxury. (Certainly most villagers can boast a roof over
their heads, fresh water, and a full stomach, as well as a regular bath.)
Further, the Al-Hadhar worship their gods in impressive mosques, with the
benefit of “educated” priests to guide them. Hence, the settled Sethrans
believe themselves to be more pious than the Al-Badia, and therefore closer to
the gods.
The nomads, of course, maintain the opposite opinion. After
all, what could be holier than living beneath the expanse of the heavens and
placing oneself directly at the mercy of the gods? The Al-Badia pity the
Al-Hadhar for their softness, which results from their ardent pursuit of
material comforts. Moreover, the nomads pity the Al-Hadhar for their lack of
freedom and their inequality.
The nomads bow down to no one but the gods, while the
Al-Hadhar, say the nomads, must kneel to other men. All nomads believe
themselves equal before the gods and before Fate. The same cannot be said for
the Al-Hadhar. Though some disparities in nomadic wealth exist, they are small
compared to that of city dwellers, and a sheikh who is not generous with his
tribe does not retain his position.
Nomadic women also know greater freedom than their settled
counterparts. The family cannot survive without every nomad’s work; in turn,
the women share equally in the rewards. In contrast, many city-dwelling women
live like prisoners or slaves. The fact that they are “pampered” slaves only
brings further pity or disdain from the nomads.
Despite these differences in lifestyle, the Al-Badia and
Al-Hadhar coexist in peace. Ultimately, both the nomads and the city dwellers
believe that a man and a woman should be judged on their own merit—not by the construction
of their house. At least in principle, a person’s ability and strength of
character outweigh any other distinction.
Races
One of Sethra’s greatest wonders is the size and exotic nature
of its incredible markets. Yet for all of the treasures up for sale, it’s the
diversity of people and merging of cultures from across Arcadia that make the
cities of Sethra and the lands beyond true wonders.
Traditional Standard races of Arcadia (those found in the Legend of Arcadia
book) are present all over Sethra, being the humans one of the most common.
Classes
With demand comes opportunity, drawing peoples of all walks
to the wild frontiers and bustling cities of Sethra. Whether as sojourners
seeking to tame the rugged wilds, or as opportunists chasing fame and fortune,
in this land of riches and wonders, anyone with skill and tenacity might become
a legend.
Barbarians
For all of Sethra’s endless markets and gold-lined streets, many
of the country’s natives still live their lives simply, adhering to ancient
traditions and the whims of nature. Sethrans nomads travel the country’s
central deserts and plains, journeying from oasis to oasis, ever on the
defensive against the deadly creatures of those bleak wilds. For centuries the
nomads have defended their territories against interlopers and each other—the
varied clans holding tightly to an elaborate hierarchy of grudges and
alliances— becoming skilled in the art of battle. Several tribes claim fertile
lands and bountiful oases as theirs, and woe to the unwary who would
unwittingly steal from these proud people. Aside from the nomads of Sethra’s
interior, the gnolls of the Brazen
Peaks and wild elves from
the Mwangi Expanse both occasionally wander among the country’s more civilized
peoples, bringing with them skills and savagery unknown to everyday guards and
mercenaries.
Minstrels (Bards)
Sethra has a long tradition of skilled entertainers. From incredible
storytellers capable of bringing ancient fantasies to life, to the veiled
dancers of incense-filled courts, the exotic and entrancing ways of the Sethrans
marvel audiences the world over.. Storytelling holds a vaunted place among the
region’s art forms, with accomplished tale tellers winning respect and great
honor, especially among the country’s native peoples. Lords, sailors, and wide-eyed
wanderers venture into steamy dens to watch the silk-shrouded gyrations of
ecdysiasts and listen to the philosophizing orators. Musicians hone their
craft, mastering age-old melodies on stringed ouds, recorderlike zurnas, finely
decorated qanuns, or simple zills. Entertainers of all types find high demand
throughout the country, with the best enjoying incredible luxuries among the
entourages of wealthy nobles and merchant lords. The most exceptional of these
are the elven minstrels who abilities are almost magical, and are blessed by
the goddess Atma.
Clerics
Few can ignore the priests of Mitra as they move through the
crowded streets, their robes like woven silver and their turbans adorned with
gems. Easily the most spread religion in the east, the Mitrans work to assure
that trade continues smoothly and fairly, while their Silver-domed temple-banks
attract hordes of adherents and merchants on a daily basis. In the east, Ra’s
following holds greater sway, all natives knowing to fear and respect the power
of the scorching sun. The Sethrans view the Supreme king as a more demanding god
than most, praying for her mercy and aid, yet wisely not expecting her
intervention. From Solku, the church
of Heres attracts the faith of those who
face the dangers of the Brazen
Peaks and other wilds.
Faira and Anubis find significant followings throughout the country, as
worshipers seek to unlock secrets of both the mind and body through ancient art
forms and drugenhanced meditations.
Druids
Although arid deserts and featureless veldts typify the nation’s
interior, Sethra is far from a barren land. From the rugged coasts to the sheer
mountains, the cracked uplands to verdant desert oases, strange beasts and
exotic plants form a harshly beautiful ecology, one stoically guarded by the
nation’s few druids. Committed to protecting their homelands, members of Sethra’s
nomadic tribes occasionally leave their people to “stare the lion in the eyes,”
a journey into the wilderness that proves both literal and figurative as the traveller
confronts the region’s deadliest beasts. Those who survive often form bonds
with the animals of the land, claiming whole territories or prides of beasts as
being under their protection. Water druids hold the respect of those in Sethra’s
most parched environs, valued for their skill in sustaining those creatures and
respectful peoples who struggle to make the deserts their home.
Fighters
Capable warriors never lack for work in Sethra. In the
cities, wary merchants hire trustworthy watchmen while fearful nobles employ
mercenary armies to serve as their personal guards. Bands of thieves and
brigands take on muscle for all manner of capers, and in the dens below the
bustle of city streets, pit fighters and brawlers of all sorts spar in brutal
blood sports. Outside of Sethra’s city walls, the nomads of the barrens hone
lethal skills, whirling scimitars with deadly expertise, while on the trade
roads caravans place their fortunes in the hands of guards who are often more
daring than skilled. Farther east, the rural communities and frontier villages
endlessly want for skilled hunters, soldiers, and protectors to fend off the
hordes of gnolls and even deadlier beasts.
Paladins
To combat the decadence of a country steeped in vices, the
holy warriors of numerous faiths maintain dutiful vigil over their deities’
interests in Sethra. As the patron of cities and trade, Mitra sends Silver-armored
soldiers to Sethra to guard his temple-banks, encourage commerce, and weed out
corruption. Ra supports an especially active knighthood in the region, though
her warriors are more altruistic, seeking to aid those who settle in dangerous
lands and keeping the roads safe from ravening beasts. Of special note are the
crusaders of Solku’s Dawn Vigil, who serve the God Ra in fighting back bands of
gnolls and other deadly creatures on Sethra’s western frontiers. Perhaps most
famous are Here’s paladins, who in recent years turned back the gnoll siege of
Solku at the Battle of Red Hail, and remain heroes throughout the realm.
Psion and Psionic Warriors
Masters of the mind, for most creatures on Sethra, becoming
a psion is not a destiny, but a discovery. Some psions, it is true, showed
their first signs of mental powers from the age of a few years old, and a
greater number began to manifest their psionic powers in puberty. But many
psions, if not most, lack the time, inclination, tutelage, or will to develop
their latent power. Most first-level psions do not consider themselves
psionicists at all, but bearers of a freak psionic “gift” or “knack” that may
come in handy, but is hardly the focus of their lives.
When Psion develop their powers become powerful rulers and
conquerors, sometime being also advisors of great Sultans or traveler
adventurers. Many Wizards learn how to face this estrange
"spellcasters" in the cities of Sethra.
Some Psion develop a more physical power, where their mind
bend their bodies and realities, learning how to fight and survive, this being
a common in the Psion's that live in the poor streets of Sethra and never find
a tutor that help them to develop their powers in a more structure way, thus
becoming Psionic warriors or in some cases Wilders.
Mechanics
Mechanics thrive in Sethra, their machines are well
appreciated by the people of the cities and in some cases the caravans of
merchants that could use better transportations means on the hard desert.
Only one guild of Mechanics exist in Sethra and that is the
Copper hats on the city of Katapesh ,
but some mechanics learn their trade from tutors or family members.
Rangers
Hunters of beasts and men find easy work in Sethra. In the
west, the deadly monsters and savage humanoids of the Brazen Peaks
place skilled rangers in high demand, and some travel from village to village
selling their abilities and the fabulous pelts of their more exotic kills. In
the east, within the city of Katapesh and its ever-changing crowds, those able
to track people and find lost souls command high prices, freeing kidnapped
slaves, hunting thieves, and dealing with creatures like undead and vermin that
infest populous communities. There are also those distrustful of Sethra’s more
exotic visitors, remembering tales of fiery wars and fiendish incursions; such
hunters stand ready to defend their country from outsiders and elementals.
Rogues
Those with deft tongues, light fingers, and quick feet find
endless opportunities in the cities of Sethra and beyond. Whether as solo
pickpockets and confidence men or among organized guilds of thieves, the
criminals of the city of Katapesh
are legion, and in some markets—like the Nightstalls—there’s little difference
between the merchants and the crooks. Yet not all sharp-witted Katapeshi are
criminals. Wealthy newcomers to the city pay high prices for the talents of guides
who know the local ins and outs, and even lifelong residents hire personal
buyers and bargainers who know where to procure anything. Outside the city,
skilled spies and scouts keep tabs on dangerous savages and search for new
opportunities in the metal-rich mountains and plains fertile enough to raise
pesh or other valuable crops.
Sorcerers
Although rare, genies and their power over the elements feature
prominently in the legends and folklore of Sethra. Thus, it is no surprise that
many sorcerers claim to have genie blood. Where in many countries such
assertions would sound like foolish boasting, in Sethra there’s a chance it’s
true. While sorcerers might be found throughout the country, native sorcerers
usually rise from the west, typically among rural communities and nomads—many
of whom claim to be ancestors of great heroes from magical lands. Traders from
far and wide bring their own arcane heritages to the cities, from fiend-blooded
tieflings to the naga-kin of Vudra and the sea-speakers of the distant south.
Sorcery is pervasive in Sethra, but never common.
Wizards
The magic of Sethra borrows much from the arcane traditions
of its neighbors. Mystical scholars delve deep into the cultic lore of ancient Celestial empire , attempting to tap into secrets lost to
the deserts long ago. The arcane societies of the south influence the studies
of native wizards, with bombastic Elsmore transmuters and stoic Ditian
necromancers trading their secrets for veiled arcana. Sethra -born wizards have
their own traditions, with control over weather, taming of the elements, and
creation of supplies especially vaunted. The greatest Sethra wizards are the
genie-binders—summoners possessing their nation’s talent for haggling—who
ensnare powerful genies and can remake the world through the wishes of their
elemental slaves.
Characters from the Campaing: "The Fracture of a Kingdom"
By : LeonDelgado
Regalis
(Player Jay)
Born
in the Mitrellas house as a Half-dragon from a Silmar mother, Regalis was shun
down from birth. Only Allowed to live as this was his mother choice. His father
Gadiel Thodenhir (his real dragon name was Deomyr) lived for two millennia in
the region of Gyrilenth hiding the fact that he was a Blue Dragon. He
participated and helped the house of Mitrellas for all this time, falling in
love with the beautiful Anuel, the granddaughter of Nestarion.
Anuel
was a famous Mistrel, and a follower of Atma, and is said that she had the most
beautiful voice, and her sing could heal wounds, call for the summer in the
middle of the winter and raise the dead. She was invited to the halls of Faira
once to sing for her, and Veles give her as reward power over the dead.
They
both married and lived in a secluded place, hiding the birth of their son
Regalis, until one day when Anuel returned to the city of Sidryon (the capital of Gyrilenth) with his
young son Regalis, his father vanished and their house was destroyed. She
refuse to reveal what happened, and remained in silence, only communicating
with her eyes and gestures, becoming silent since then.
Only
her eyes convice Nestarion to let live Regalis, and raise him as one of the
Mitrellas house. The joung half dragon whoever had a hard life, only finding
peace on the workshops of Seliun Germael, one of the best mechanics of the
House. Over time Seliun move to the small city of Arandur , and Regalis march with him.
In
Arandur meet the joung Blethzuu and both forge a friendship.
Recently,
a mission bring him back to Sidryon, and to face his past.
Blethzuu (Player Laurence)
Born in the Mitrellas house,
Blethzuu is a Silvari elf between two worlds. His father Itgran Darthnall was a
Silvari exile that found a place within the Mitrellas house.
Called the Troll slayer,
Itgran was a fierce warrior, with a great hatred for the Trolls and many fey
creatures. He found some peace when he married Alenty, a lady of the house.
When his son was born he taught him all about the spirit walk and how to reach
the spirit world, but for some reason he always avoided going into it.
Since a young age Blethzuu
show great affinity for the elements, and Seliun Germael, one of the best
mechanics of the House Mitrellas accept him as one of this pupils.
Over the years Blethzuu
become an orphan as her mother died of a mysterious disease, followed by his
father, who was killed in a mission over the north wall when he served the
house Kaylanden.










