Polythesia

The old religion still holds sway over many regions, and most of the bigger cities host a temple to the old deities. While the Unelesia view the followers of this religion as misguided at best or heretics at worst, the Polythesians are content to their own beliefs and rituals.

They have always had a more open minded view of the world around them and the reemergence of magic only strengthens their beliefs. While the Unelesian see the pantheon of deities as servants of the Creator, the Polythesians see the Creator as an absent father and the deities as the ones who watch over and protect those who ask for their favor.

Polythesia

The old religion still holds sway over many regions, and most of the bigger cities host a temple to the old deities. While the Unelesia view the followers of this religion as misguided at best or heretics at worst, the Polythesians are content to their own beliefs and rituals.

They have always had a more open minded view of the world around them and the reemergence of magic only strengthens their beliefs. While the Unelesian see the pantheon of deities as servants of the Creator, the Polythesians see the Creator as an absent father and the deities as the ones who watch over and protect those who ask for their favor.

Protectorate

The Protectorate is a politically unaffiliated group founded on the history of magic in Atheles.  They believe that magic can be used for good or evil.  They exist to protect those that would use it for good and to protect the innocent from those that would use it for evil.  Its members are trained in combat using many different fighting styles, but more prominently in defense.

The Protectorate is led by a High Chancellor that is voted upon after the death of the previous High Chancellor. There are three Chancellors that serve as the High Chancellor’s advisors.  From there the Protectorate consists of many lower ranks of knights and the lowest of which is a servant.  Servants are mainly young children which the Protectorate takes off the streets.  As the child gets older they squire for one of the knights in its chapter until they are of age to be trained for combat.

The Protectorate serves as hidden monitors of the mages in their communities.  They know when mages arrive in their cities and they know when they leave.  They assign knights to assess new arrivals and once assessed, assign further.  Peaceful or “good” mages are assigned a knight to protect them from their surroundings as long as they maintain their alignment.  Dangerous or “evil” mages are assigned watchers to keep an eye and monitor their actions further.  The watchers are instructed to not make their presence known unless absolutely necessary.

When magic left Atheles, the senior leadership disbanded the order with their purpose no more.  At least that is what everyone thought.  The Chancellors spread out and hid copies of their manifests and orders.  As time passed the leadership aged and new guardians were selected for their secrets.  Once the signs of magic’s return showed, the guardians broke the seals on their charge and the Protectorate was given life again.

Every 10 years a new set of recruits are trained, selected in the same way as before.  Their mission is much of the same.  This time they actively seek out groups of magic wielders to “guide” them on the approved uses of magic.

 

In early 5705 the headquarters of the Protectorate, the Grand Hall was destroyed by a terrorist magical attack. Half of the building was destroyed and the ruling council were all killed. The ranking officer alive, Heilman Ricter, lead those surviving to battle and kill the terrorists they found. All signs pointed to the attack originating from Eredar, the Tower of Mages. Ricter was quickly elected to High Chancellor, and he set about planning for retribution against Eredar.

Grand Hall

The Grand Hall once served as the main headquarters of the Protectorate until it was destroyed in 5705. It was located between Dorn and Kowal, a wild area which did not fall under rule of any kingdom or city state.

From Roe (Fiction):

Roe thinks back to what he can remember before speaking.
 
“The inside is cold and lacks color.  It’s not very inviting.  I imagine that was part of our training, no distractions.  We had our living quarters where each initiate had their own bed.  Very little open space. No peronal belongings other than the clothes we wore.  There was a classroom where we were schooled.  I imagine the things most people with that luxury would learn.  Reading, Writing, Arithmatic, History.  Simple layout about 30 desks, again very plain.  There was a small library that housed tomes of history books and other information we rarely referenced.  Perhaps the Elders had greater use of this than us.  There were private dwellers for our Elders.  We were not allowed in the wing of which they lived.
 
The Armory was a grand collection of weapons and armor.  All styles of weapons and armor from different regions.  I remember there were over 10 different styles of long swords alone.  This is where the real equipment was, we did not train with these until we were much older.  Outside, but still within the walls of our keep, were a training yard, a forge and stables.  The stables housed what you would expect, horses.  Other horse related items were there as well.  The stable was fairly large, enough for at least half of our number to have one to our selves.  The Forge was a forge and did forge things.  We were taught to repair and maintain our own equipment there once we earned it.  The training yard is where we spent most of our time growing up.  About a dozen training dummies and plenty of room for at least 25 pairs of initiates to spar.”
 
Roe trails off.  “I need to get some sleep

Pseudodragon

Pseudodragon

Challenge Rating: 1

Size: Tiny

Type: Dragon

Initiative: +2

 

Defense

Hit Points: 15 (2 HD)

Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16

Saves: Fort +4 Ref +5 Will +4

Weaknesses: –

 

Offense

Speed: 15ft, fly 60ft

Base Attack: +2

Melee: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)

Special Attacks: Poison

Sanity Effects: –

 

Statistics

Abilities: STR 6, DEX 15, CON 13, INT 10, WIS 12, CHA 10

Skills: Acrobatics +3, Athletics -2,  Awareness +3, Endurance +1, Knowledge +0, Persuasion +0, Spellcraft +2, Survival +2, Thievery +3

Talents: Alertness, Weapon Dexterity

Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision,  telepathy 60 ft.

 

Ecology

Environment: Temperate Forests

Organization: Solitary, pair, or clutch (3-5)

Treasure: none

 

Poison

Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

 

Blindsense

A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

 

Telepathy

Pseudodragons can communicate telepathically with creatures that speak Common or Fey, provided they are within 60 feet.

 

Pyrg

Pyrg

As magic has returned, so have creatures that take normal nuisances of our world and turn them into nightmarish pests. A pyrg is as if a mosquito grew 100 times it size, to about a foot and a half across, and could drain a human dry in a couple of minutes.

Pyrg

Challenge Rating: 1/2

Size: Tiny

Type: Magical Beast

Initiative: +4

 

Defense

Hit Points: 5 (1d10)

Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12

Saves: Fort +2 Ref +6 Will +1

Weakness: —

 

Offense

Speed: 10’, Fly 40’

Base Attack: +1

Melee: Touch +7 melee (attach)

Ranged: None

Special Attacks: Attach, blood drain

Sanity Effects: –

 

Statistics

Abilities: STR 3, DEX 19, CON 10, INT 3, WIS 12, CHA 6

Skills: Acrobatics +4, Athletics -,  Awareness +2, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +4

Talents: Alertness, Weapon Finesse

Special Qualities: Darkvision 60 ft., low-light vision

 

Ecology

Environment: Any Damp

Organization: Single, Pair, Swarm (3-12)

 

Treasure: None

 

Combat

A pyrg attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.

 

Attach

If a pyrg hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached pyrg is effectively grappling its prey. The pyrg loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Pyrgs have a +5 racial bonus on grapple heroic actions.

 

An attached pyrg can be struck with a weapon or grappled itself. To remove an attached pyrg through grappling, the opponent must achieve a pin against the pyrg.

 

Blood Drain

A pyrg drains blood, dealing 1d4 points of damage in any round when it begins its turn attached to a victim. Once it has dealt 10 points of damage, it detaches and flies off to digest the meal. If its victim dies before the pyrg’s appetite has been sated, the pyrg detaches and seeks a new target.

 

Radzyn

Statistics: Crime 3; Danger 2; Economy 6; Law 5; Knowledge 5; Magic 5
Highest Stat is 10, lowest 1

Size: Small Town

Government: Aristocrat

Economic System: Capitalist

Population: 1543 (Diversity: 98% Terran, 1% Dwarf, 1% other )

Radzyn is a well off smaller town on the bank of Stal Lake. It is best known for its river ship building and fishing.

Notable NPC’s:

Lord Garrot IV

Notable Places:

Trout Shack (Tavern)
Wade, Female Dworv

Patrons:
Tomart – Terran, Male, off-duty guard
Wearda – Teran, Female, farmer
Oswulf – Terran, Male, Hunter

Food:
Trout and Bitter Cheese, Ale 1 sp
Salted Pork and Bitter Cheese, Ale 1 sp
Bear Stew and a Pear, Ale 5 sp

 

Rusty Bucket
Egna, Owner, Female Terran
Bill, Cook Terran
Fina, Barkeep, Dwarf

Patrons:
Gery – Male, Terran, Merchant
Baldo – Male, Elfling, Farmer

Food:
Boiled Carrot, Mug of Ale (3 cp)
Boiled Sausage and Dried Lentils, Tankard of Cider (11 cp)
Pottage, Mug of Cider (4 cp)
Barley Bread and Blue Cheese, Mug of Bitter (4 cp)
Turnip Stew and a Beer (3 cp) (secret menu)

 

Behtrot’s Smithy
Jon Behtrotson

The Fallen Yew
Munda – M, Terran, Carpenter

Town guard and jail
Constable Geren – Portly, gruff, fair
Judge Yedda – Xenophobic, older, fair

Cow’s Shoe Cobbler
Ned

Docks

Shipbuilders
Wystan the Shipwright

The shipbuilders are wealthy and carry power.

The Sanctuary
Caretaker Eikan

It is odd that Radzyn doesn’t have a Unelesia church, but it has a small sanctuary of the ancient gods.

Ranger

SagaBorn 1.5 stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a lone who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Sneak Attack (+1d6), Expert Tracker, Track Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 Skill, Evasion, Artful Dodger +1 HD, +1 HP, +1 Skill
3rd +3 Sneak Attack (+2d6), +1 Skill, Favored Enemy, Favored Terrain +1 HD, +1 Skill, 1 Talent
4th +4 +1 Skill , 1 Talent Point, Acrobatics +2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Advanced Skills, Sneak Attack (+3d6), +1 Skill, Improved Evasion +1 HD, +1 Skill
6th +6 +1 Skill , 2nd Favored Enemy, 2nd Favored Terrain +1 HD, +1 Skill, 1 Talent Point
7th +7 Extra Attack, +1 Skill, Sneak Attack (+4d6) +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 Skill , Crippling Strike, Woodland Stride, Swift Tracker +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Sneak Attack: Once per round on a successful hit you can deal extra damage to a target who is Flanked, has lost DEX bonus to AC, or is unaware of your presence. The weapon used must be a Light or Medium Melee Weapon, or a Ranged Weapon.

Expert Tracker: Roll 2d20 when using Awareness or Survival to hunt a target.

Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Track DC

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

 

Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Level 2

Artful Dodger: Once per round use a free action as a move action. Useful to get into position or hide!

Evasion: If a ranger makes a successful Reflex save against an attack that deals half damage, the ranger takes no damage.

Level 3

Favored Enemy:  Always add Sneak Attack dice to damage, every time you hit an enemy target, no limit per round. They can also make skill checks to identify these creatures.

Ranger Favored Enemies:

 

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Elemental Humanoid (Other)
Fey (Athelesian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations. 

Favored Terrain: In favored terrain, a ranger leaves no tracks, ignores difficult ground, and gains +2 to Initiative.

Favored Terrains 

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

 

Level 5

Advanced Skills: The Scout may select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.

Improved Evasion: If a ranger fails a save, they only take ½ damage.

Level 7

Extra Attack: You gain an additional attack each round.

Level 8

Crippling Strike:  If a Scout does Sneak Attack damage to a target, the target must make an Acrobatics Save DC 16, on a success the target moves at ½ speed for 1 round, on a failure the target may not take move actions for 1 round.

Woodland Stride: A ranger ignores all difficult ground magical or otherwise.

Swift Tracker: A ranger can continue to Track as a Free Action each round at maximum speed.

SagaBorn 1.0 Stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger may be a scout for a city guard, keeping the outer lands protected for his people. Or he could be a loner, who finds peace by himself, even in the rugged wild lands. No matter their story, a Ranger has certain skills that benefit one who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +1 +2 +2 +0 1st favored enemy, Track 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +2 +3 +3 +0 1 Talent Bonus Hit Point, +1 Skill Point
3rd +3 +3 +3 +1 1st favored terrain All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +4 +4 +4 +1 Hunter’s bond, 1 Ability Point +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +4 +4 +1 2nd favored enemy +1 Deflection Bonus to AC, +1 Skill Point
6th +6/+1 +5 +5 +2 Dazing Strike All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +7/+2 +5 +5 +2 Woodland stride, Stag’s Reflexes Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +6 +6 +2 Swift tracker, 2nd favored terrain,  Ability Point +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Favored Enemy:  A ranger receives a +2 to hit and a +2 to damage vs a favored enemy. They may also make skill checks to identify these creatures.

Ranger Favored Enemies:

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Fey (Uterian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations.

Track: Using the survival skill, a ranger can try to track anything that has passed nearby.

Favored Terrain: A Ranger picks a type of terrain that he has become an expert in. When he is in the favored terrain, he leaves no tracks and gains +2 to initiative and survival skill checks.

Hunter’s Bond: A ranger may choose to receive the Animal Companion Talent, or he may choose to form a pack with his companions. Those who hunt with the Ranger receive his bonus against his favored enemies.

Crippling Strike:  The ranger cripples the opponent with a successful attack. The creature can not move the next round.

Woodland Stride: Dense undergrowth, thorns, briars, etc do not affect the ranger’s movement. Magical or enchanted growth still affects the ranger.

Stag’s Reflexes: Grants +2 enhancement to AC as a dexterity bonus. Ranger must focus for one round. Lasts 30 minutes. Can be used once per day.

Rank

[gamipress_ranks columns=”1″ orderby=”priority” order=”DESC” current_user=”no” title=”yes” link=”yes” thumbnail=”yes” excerpt=”yes” requirements=”yes” toggle=”yes” earners=”no” layout=”left”]

Rapture

Names: Valtazn (elven), Rapture (teran slang) , Spaz (teran slang) 

A drug that stimulates the mind. Users often have stained blue lips.

Type: Smoked

Addiction: Medium

Price: 5sp per dose
Effect: You gain +10 to Awareness.
Damage: – 2 to Wis

Duration: 2d4 hours

Ravager

A magic user who uses his magic to cause violence and destruction to those around them. It gets its energy by ravaging the life force around the mage.