A Dark Ages steeped in magic. Faeries lurk in the woods, and they aren't interested in tending flowers; the Courts have formed, and are growing, reducing the habitat for mundanes. Maintaining civilization against the constant barbarian uprisings is important enough to get downright uncivilized about it.

Yes
Don't Care
No

Characters

Cultures

Six Kingdoms

Isswedskur

Personality
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Relations
`
Lands
`
Magic & Religion
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Keratua

Personality
`
Relations
`
Lands
`
Magic & Religion
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Nilakhani

Personality
`
Relations
`
Lands
`
Magic & Religion
`

Selvaggi

Personality
`
Relations
`
Lands
`
Magic & Religion
`

Sendezarks

Personality
`
Relations
`
Lands
`
Magic & Religion
`

Torridolu

Personality
`
Relations
`
Lands
`
Magic & Religion
`

Allezay Realms

`

Personality
`
Relations
`
Lands
`
Magic & Religion
`

`

Personality
`
Relations
`
Lands
`
Magic & Religion
`

Barbarian

There are many barbarian cultures. No specific cultures are listed here, but instead each culture is constructed from elements: a food source, an organization, a technology, usually a mating taboo, and sometimes an apical ancestor.

Food Sources

Forager Nomad
Desc
Forager nomads are barbarians who feed themselves by hunting and/or gathering from the wild. They travel in search of fresh foraging grounds, and are usually low-tech barbarians.

Pastoral nomads often have a powerful division of labor, even if it's simple. Often, even non-food-workers are split into hunters and gatherers. In some, gender is independent of sex; they may have a pronoun for hunters, a pronoun for gatherers, and maybe a pronoun for others, but anyone who passes the hunting test enters adulthood as a hunter, and such.

Food Worker Backgrounds
Hunter(50%), Gatherer(50%)
Pastoral Nomad
Desc
Pastoral nomads are barbarians who feed themselves from a herd of livestock, which they follow in search of fresh pasture and water. Each band is tied to a single herd, and the herd's species is an important part of their identity, even if they have a totem. For example, a culture may keep sheep and have Dog as their totem, seeing themselves as like sheepdogs, and respecting their actual sheepdogs all the more.

Pastoral nomads are usually high-tech barbarians, although they may well have a "mere" band organization. Most pastoral nomad cultures have a few hunters and gatherers, who add a little variety to the diet.

Food Worker Backgrounds
Herder(90%), Hunter(5%), Gatherer(5%)
Pastoral Farmer
Desc
Pastoral farmers are barbarians who feed themselves from livestock, which they keep in a fixed ranch. They may have several small herds of different species, or one primary herd whose species is an important part of their identity(as with pastoral nomads).

Pastoral farmers may be low-tech or high-tech barbarians. Most farmer cultures have a few hunters and gatherers, who add a little variety to the diet.

Food Worker Backgrounds
Herder(90%), Hunter(5%), Gatherer(5%)
Arable Farmer
Desc
Arable farmers are barbarians who feed themselves from crops, and thus the culture is centered around agriculture. While they need a variety of crop species, some have a primary crop, which shapes their identity like the primary herd species of pastorals, and may or may not be their totem. For example, they may consider maize corn their primary crop, planting beans supported by the maize and clover shaded by the maize, with Raven as their totem.

Arable farmers may be low-tech or high-tech barbarians. Most farmer cultures have a few hunters and gatherers, who add a little variety to the diet.

Food Worker Backgrounds
Cropper(90%), Hunter(5%), Gatherer(5%)
Mixed Farmer
Desc
Mixed farmers are barbarians who feed themselves from a mix of agricultural crops and ranched herds. It's very rare for a mixed farmer culture to have a primary species, although they may still have a totem. Omnivore totems are common, celebrating the variety of their diet.

Maintaining this complexity means they're almost always high-tech barbarians. Most farmer cultures have a few hunters and gatherers, who add even more variety to the diet.

Food Worker Backgrounds
Cropper(45%), Herder(45%), Hunter(5%), Gatherer(5%)
Personality
`
Relations
`
Lands
`
Magic & Religion
`

Organizations

Band

In a band culture, individuals live in groups of roughly 30. (This is quite rough, though; bands of as many as 100 are seen in lush areas.) Each band must be self-sufficient or die, although luxuries are often traded with other bands. A band will have a few speakers, but most(≈90%) will be food workers. A band culture will almost always be low-tech barbarians.

Tribe

A tribe culture is subdivided into bands, but considers its various bands to all be part of the same tribe. Often, one band is chief over the others, and has extra speakers or a specialized nobility(depending on technology).

Nomadic tribe cultures often practice mooting; all bands of the tribe come together every year(or so) in a moot, which has lots of exchanges of culture, goods, and services. If the tribe has a chief band, that one band may be settled, blurring the lines between nomadic and farming cultures.

House

A house culture is centered around a house, like a longhouse or tongkonan, which houses a nobility. The culture also includes hinterlands, outlying areas whose people are commoners, beholden to their house. Often, multiple house cultures will cluster together, building their houses neighboring each other, and developing their hinterlands on their side. Each house then develops a specialty; for example, a pastoral farming house will have an arable farming neighbor, and vice versa.

House cultures basically can't be nomads, and are usually mixed farmers. Often, the house has pastoral farming hinterlands and arable farming hinterlands. Even when not mixed farmers, they're almost always high-tech barbarians.

Technologies

While barbarian cultures have many intricate variations in technology, often based on what materials and species they got from historical accidents, barbarian technology can be roughly divided into two levels: low and high.

Low-tech barbarians generally have simple cultures, with few divisions of labor. When they need to battle, their hunters serve; speakers often serve as generalized storyteller/shaman/leaders; crafts are performed by everybody, but especially gatherers.

High-tech barbarians generally have more complexity. They have individuals specialized as warriors, artisans, leaders, priests, servants, etc.

Barbarian backgrounds list both regular background feats, which apply to both low-tech and high-tech barbarians, and background feats only for high-tech barbarians.

Mating Taboos

Exogamy

The most common mating taboo, exogamy allows mating only outside the group. The benefit of exogamy is obvious: it's really good at preventing incest, to the point of encouraging hybrid vigor. Exogamous cultures typically have a mix of species, which may increase their division of labor — when a low-tech exogamous culture goes to war, its gnolls may serve as warriors even if they aren't hunters, and its meadow-elf hunters may not serve as warriors at all.

Band cultures are almost always exogamous(but rarely have no mating taboo). Nomadic bands meet with other bands several times a year, exchanging horny young barbarians. Settled bands must either exchange mates with nomadic bands, or send their youths forth to mate in another settled band. Sometimes, a few bands settled near each other will traditionally exchange mates with each other, along roads that likely also carry trade and politics.

Exogamous tribe cultures define exogamy relative to the tribe; therefore, nomadic bands must meet bands from other tribes, or with no tribe, in order to exchange mates.

Exogamous tribe cultures define exogamy relative to the house, including its hinterlands. If there's a neighboring house culture, this may form a traditional exchange similar to bands settled near each other.

Endogamy

Endogamy allows mating inside the group. This requires a large culture, but maintains a strong identity; endogamous cultures typically have a single species, and even make up a distinctive race of that species. They may all share a skin color, a hair color, a birthmark or "skunk stripe", etc, and related individuals who don't happen to inherit the trait may be exiled with their parents(or such babies just exposed to death). See the Barbarian Cultures sections of the various species listings for more. Apical ancestors are very common for endogamous cultures, and the distinctive trait will be attributed to that ancestor.

Closer incest taboos still apply under endogamy; thus individuals won't mate with siblings(or sometimes with close cousins).

Endogamous tribe cultures define endogamy relative to the tribe. Thus, they're often "soft" exogamous with respect to bands — mates should be from a different band of the same tribe, but same band is preferred to outside the tribe.

Endogamous house cultures define endogamy relative to the house, including its hinterlands. They likely also have a "soft" endogamy for just the nobles, but there are never enough nobles for a gene pool, so this becomes more a notion that breaking nobility endogamy has a cost to be paid.

Endogamy doesn't work for a band culture. The gene pool would be too small.

No Taboo

The rarest, barbarian cultures may have no group-level mating taboo. Closer incest taboos still apply.

Apical Ancestors

An apical ancestor is a mythic individual who's considered the ancestor of everyone in the culture. A regular apical ancestor is largely confined to endogamous cultures, but surprisingly any culture can have a totem as apical ancestor.

A regular apical ancestor is sort of a culture hero, a person like you and me except awesome, who's considered the metaphorical matriarch or patriarch of the entire culture.

A totem is of a different species, and usually a sort of spirit of the entire species. A bear-totem culture doesn't look to a bear, or even the bear, but Bear, the embodiment of all bear-ness. An exogamous culture with a totem will likely have an induction ritual, in which people not descended from the totem can join the bloodline.

Band cultures sometimes have an apical ancestor. Since an endogamous band culture doesn't work, a regular apical ancestor doesn't work, but a band culture may have a totem.

Tribe cultures often have an apical ancestor. An endogamous tribe can have either a totem or a regular apical ancestor; an exogamous tribe, or a tribe with no mating taboo, can only have a totem.

Personality
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Relations
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Lands
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Magic & Religion
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Species

BanikaProudMerchantRace
Meadow ElfCute
GnollProudWarriorRace
God-Haunted
HumanHumansAreBoring
Forest TrollFairy/mystical ProudScholarRace
Crafty/scientific ProudScholarRace
Fallen/GreenSkinnedSpaceBabe

PC Species

Banika
`
(Meadow) Elf
`
Gnoll
`
God-Haunted
`
Human
`
Forest Troll
`

NPC Species

(Dark) Elf
Svartalf; crafty, beautiful, manipulative, often backstabbing. Leading edge of dark age technology, with implications that technological wonders are hidden in their minehalls.
(Faint) Elf
Ljossalf; egotistical, sociopathic, beautiful.
Goblin
`(many sizes)`
Hill Troll
`
Mountain Troll
`
Mokole
`
Salaslith
`

Banika

Seafarers, extremely exotic and unusual to the people of the Six Kingdoms, who travel from the far-off Allezay Realms to trade. My idea is they should be to the people of the core region what the Chinese were to medieval Europeans; mysterious and very different in culture, without being a military threat(due to their homeland being so far away). I'm picturing blue or green skin, possibly with aquatic traits.

`

Appearance
Barrel-chested humanoids, banika stand as tall as humans, but more of that height is leg. Their arms, legs, and tail are long and slender, making it easier for them to swim and wade. They're covered in dense, sleek fur, which ranges from a rich rust color to white, although they have no distinctive head hair. A banika's face is wide, with a low, pointed nose extending forward from their short muzzle.
Habits
Diurnal. Omnivorous, with a fondness for saltwater molluscs and seaweeds. They have difficulty digesting grains(including bread). Banika are from the faraway Allezay Realms, and thus will have an Allezay culture, barring exceptional circumstances(requiring GM permission).
Barbarian Cultures
Unknown in the Six Kingdoms. When Allezay characters speak of the barbarians on their borders, they don't distinguish by species.
Young
Typically 1; 4% chance of twins or more. Birth weight is 6% of mother's weight. Gestation time is 10 months, suckling time is at least 12 months. Females have 2 mammae. Banika are born in water, and don't start breathing air for days — even then, they remain amphibious for months.

(Meadow) Elf

`Small, pretty, friendly, with a hidden potential for sneakiness. They took refuge in the Six Kingdoms due to finding TheFairFolk too much of a DeadlyDecadentCourt.`

Appearance
`
Habits
`urnal. Omnivorous, with a fondness for herbs.
Barbarian Cultures
`
Young
Typically `. Birth weight is `% of mother's weight. Gestation time is ` months, suckling time is at least ` months. Females have ` mammae.

Meadow elves have the traits all elves share:

In addition, they have the traits specific to meadow elves:

Gnoll

`

Appearance
` `striped hyena`
Habits
Nocturnal, ` Carnivorous and capable of eating bones directly, with a fondness for pickled and aged meats.
Barbarian Cultures
`
Young
Typically 3; anywhere from 1 to 4 is common. Birth weight is 4% of mother's weight. Gestation time is 19 months, suckling time is at least 8 months. Females have 6 mammae.

God-Haunted†

`A template that adds distant deific ancestry. Table of domains for an ability, take more abilities of your ancestor's domains as feats. Maybe try to balance it with minor-deity limitations? Probably still an LA.`

Barbarian Cultures
`

Booster: Fledged God-Haunted (+1 LA)

Some time after reaching physical adulthood, god-haunted develop the fullness of their divine blood.

Human

`

Appearance
`
Habits
Diurnal. Omnivorous, with a fondness for `.
Barbarian Cultures
`
Young
Typically `. Birth weight is `% of mother's weight. Gestation time is ` months, suckling time is at least ` months. Females have ` mammae.

Forest Troll

`

Appearance
`
Habits
Nocturnal. Omnivorous, with a fondness for fresh meat.
Barbarian Cultures
`
Young
Typically `. Birth weight is `% of mother's weight. Gestation time is ` months, suckling time is at least ` months. Females have ` mammae.

Backgrounds

See MonsterHunters.xt1 for backgrounds.

Selection By Culture

Civilized CulturesLow-Tech Barbarian CulturesHigh-Tech Barbarian Cultures
1D100Background
Six Kingdoms
1%Aesthete
Artisan
`Clergy`("Religious")
`Creative`
`Criminal`
Cropper
`Doctor`
Domestic
4%Gatherer
Herder
4%Hunter
Impoverished
Laborer
1%Merchant Princeling
1%Noble
`Soldier`("Military")
1%Teacher
Allezay Realms*
1%Bureaucrat
Artisan
Domestic
2%Merchant Princeling
5%Teacher

* This list, and the chances for each, are for individuals who've come from the Allezay Realms to the Six Kingdoms. There are other backgrounds, and different distributions, for those who haven't come over.

1D100Background
Forager Nomad
1-10Exile
11-50Hunter
51-90Gatherer
91-95Speaker
96-100Shaman*
Pastoral Nomad/Farmer
1-10Exile
11-90Herder
91-95Speaker
96-100Shaman*
Arable Farmer
1-10Exile
11-90Cropper
91-95Speaker
96-100Shaman*
Mixed Farmer
1-10Exile
11-50Cropper
51-90Herder
91-95Speaker
96-100Shaman*

* A shaman starts with the Speaker background, and then transitions to the Shaman background.

1D100Background
`
`
`
`

Hunter, Gatherer, Herder, Cropper, Speaker, Shaman, `Warrior`("Squire"), House Noble(Speaker?), House Priest, House Artisan, House Trader, House Servant, Impoverished, Exile(Impoverished? `Outcast`?)

Aesthete

Desc
Aesthetes are young nobles with education and taste, an attitude of beauty over practicality, and the money to live accordingly. Respectable people find them scandalous, but they enjoy making life more beautiful.
Required
Wealthy Class
Knowledge Skill Focus
History, Local, Nobility & Royalty
Other Skill Focus
Bluff, Climb, Diplomacy, Disguise, Gather Information, Listen, Ride, Sense Motive
Other Feat
Creative, Educated, Leadership, Renown

Artisan

Desc
Artisans are trained to create or fix items. This includes carpenters, jewelry makers, potters, cobblers, blacksmiths, plumbers, and anyone else who works making or repairing specific types of items or machinery.
Craft Skill Focus
<any>
Knowledge Skill Focus
Architecture & Engineering
Other Skill Focus
Disable Device, Heal
Other Feat
Builder

Bureaucrat

Desc
The equivalent of nobles in the foreign civilization of the Allezay Realms, bureaucrats are professional navigators of the rules and regulations of byzantine organizations. They're expected to keep the organization's wheels turning, but corruption is rampant, and sometimes their job consists entirely of demanding "grease".
Knowledge Skill Focus
History, Local*, Nobility & Royalty
Other Skill Focus
Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Speak Language
Other Feat
Educated, Leadership, Renown*, Wealthy Class

* `rare far from home`

Domestic

Desc
Domestics include maids, butlers, nannies, coachmen, cooks, waiters, valets, gardeners, and anyone else who makes a living by performing routine household tasks for someone else.
Knowledge Skill Focus
Local, Nobility & Royalty
Other Skill Focus
Bluff, Concentration, Diplomacy, Gather Information, Handle Animal, Hide, Intimidate, Listen, Move Silently, Ride, Search, Sense Motive, Spot

Impoverished

Desc
Impoverished character comes from a background of utter destitution. This occupation covers orphans, hobos, and drunks - not the most glamorous people, but frequent heroes of fiction.
Other Skill Focus
Bluff, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Move Silently, Sleight Of Hand
Other Feat
`Brawl`, Simple Weapons Proficiency

Laborer

Desc
Laborers occupations work in construction, food service jobs, service industry jobs, postal workers, and other jobs that are usually not considered to be desk jobs.
Craft Skill Focus
Basketweaving, Bookbinding, Bowmaking, Carpentry, Cobbling, Locksmithing, Pottery, Stonemasonry, Weaving
Other Skill Focus
Climb, Handle Animal, Intimidate, Repair, Ride

Merchant Princeling

Desc
Merchant princelings are the children of merchants wealthy enough to rival the nobility. While the merchant princes dare not leave their empires unattended, their children often entertain themselves in the ports they visit, and occasionally choose to stay. They make their way in the world, generally trying to build up an empire like that of their parents.
Knowledge Skill Focus
History, Local*, Nobility & Royalty
Other Skill Focus
Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Speak Language
Other Feat
Educated, Engaging, Leadership, Renown*, Wealthy Class

* `rare far from home`

Noble

Desc
Nobles are born to navigate the social subtleties of polite society. They make deals that shift money, goods, power, and more ephemeral things they'd never be crass enough to put a monetary value on. They're also needed to command commoners, lest the inability of the people to see the big picture ruin the domain of their control.

The Noble background doesn't necessarily indicate inheriting a title; the noble may well be a younger child, who must nevertheless make their way in the world.

Required
Wealthy Class
Knowledge Skill Focus
History, Local, Nobility & Royalty
Other Skill Focus
Bluff, Diplomacy, Gather Information, Intimidate, Listen, Ride, Sense Motive, Speak Language
Other Feat
Educated, Leadership, Renown, `Trustworthy`

Teacher

Desc
In the Courts and Six Kingdoms, teachers are rare, pretty much limited to tutors hired by the nobility. In the Allezay Realms, teachers are respected and common; some teach groups of town children, some teach bureaucrats-to-be, and some are tutors as in more familiar lands.
Knowledge Skill Focus
<any>
Other Skill Focus
Bluff, Diplomacy
Knowledge
Local, Religion, The Planes high-tech barbarians only
Craft Skill Focus
Armorsmithing, Blacksmithing, Bookbinding, Calligraphy, Cobbling
Knowledge
History, Nobility & Royalty,
Other Feat
Martial Weapons Proficiency

Stats

Attributes

There are seven attributes, each often abbreviated to its first letter: Agility, Dexterity, Health, Intelligence, Savvy, Toughness, Will.

Agility
Full-body coordination, how fast they can move, and skills like melee and most sports.
Dexterity
Fine coordination; precision crafts, to-hit with ranged weapons, and skills like platformer games. Hands give a big lead here.
Health
Soundness and vigor of the body; used to resist disease, poison, the side effects of weapons like flash/bangs, and physical powers. Also governs stamina and longevity.
Intelligence
Abstract intelligence; creativity, reason, and technical or theoretical mental skills. Intelligent beings, obviously, have good I in general.
Savvy
Concrete or applied intelligence; intuition, alertness, empathy, memory, and skills related to such things. Unintelligent species — especially predators or social species — often have good S, even if they don't have much brainpower. It's more about what you do with it.
Toughness
A combination of strength and durability; correlates well with size.
Will
General mental resistance; used to stonewall skills like Influence, resist pain/distractions/fear, and resist mental powers. It's also used to force conscious control over mostly-unconscious things.

Pools

Each of these is a pool of points. They thus have two numbers, the size of the pool(max) and how much is in the pool. A character with 72 max HP and 7 HP is badly wounded. A character with 51 max FP and 5 FP is tired out. A character with 64 max MP and 6 MP is almost out of spells. A character can't have more points in a pool than the pool can hold; normally, the overflow is lost.

Hit Points(HP)

Most PC species have 6 HD; they therefore start with a pool of [6×T] HP. However, "start" doesn't mean when they enter play — it means when they were young and untrained. Even a young man will be considerably hardier if he's trained as a soldier. HP are depleted by suffering injuries. HP are recovered by natural healing, at [T] HP per day, if you get proper sleep and such.

Vigor Points(VP)

These are based on HD just like HP are, starting at [6×H] VP. Similarly, a courier will have much more endurance. VP are depleted by exertion, including fighting, running, and hard labor. VP are recovered by rest, at [H] VP per half-hour of rest.

Mana Points(MP)

Most characters don't have MP. A few have no base MP, but a small pool aquired from here or there. And true spellcasters have a base MP pool, based on HD, starting at [6×S] MP and going up with magical training. Those who do have max MP equal to their max FP. MP are depleted by magic, mainly spells. MP are recovered by feats or by turning FP into MP, which is not an action; even if you're unconscious, overflow FP recovered will get turned into MP instead. (Although once your MP pool fills, they'll go back to being lost as FP.)

Attacks & Defenses

Athletic Attack(A)
`
Con Attack(S)
`
Drive Attack(W)
`
Power Attack(T)
`
Precision Attack(D)
`
Dodge Defense(A)
`
Durability Defense(T)
`
Fortitude Defense(H)
`
Logic Defense(I)
`
Poise Defense(S)
`
Resolve Defense(W)
`

Classes

In general, each class gets spells related to its idiom. Exceptions are the "wild" classes(which all get shamanic spells), and the generalist spellcaster, which only gets spells, but gets all spells.

Perhaps something reminiscent of FF13, done with feat trees/chains?

"Arcane" casters have their limited mana pool, and maybe something like Rites from In Nomine. "Divine" casters pay fealty, but get a mana pool boost for it.

Blade-Dancer

flanker warrior

Rhinohide

blocker warrior

`

generalist spellcaster

`

skill monkey

`

sneak

Hunter

(Wild)

Gatherer

(Wild)

Speaker

(Wild)

Skills

Feats

Attractive «Expert»

Benefit
You have a +4 bonus on Savvy-based checks when appearance is paramount, or a +2 when appearance is relevant but not paramount.

Bloodline Awakening <Levelled> «Mystic»

Desc
You have at least one distant ancestor who was an inherently-magical creature, and you've gotten in touch with the magical potential in your veins.
Benefit
You have a base MP pool.
Benefit
You recover [S×Level] MP each day, over the course the day.

Builder <Split> «Expert»

Split
Choose two Craft skills.
Benefit
You gain a +2 untyped bonus on all checks with the chosen skills.

Client Devotee <Levelled> «Mystic»

Desc
You're so favored by your patron deity that they'll sometimes answer your prayers with minor miracles.
Special
Choose a deity.
Prereq
the chosen deity is your patron, you're a favorite of the chosen deity
Benefit
If you take a full-round action to pray for a miracle(as a spell in your chosen deity's domains), roll 1D20; on a roll greater than [Level], that round of prayer is in vain. Otherwise, make a DC: [20 + Spell Level] Savvy check to confirm. If confirmed, you gain 1 favor. A cantrip requires 1 favor, a 1st-level spell 2 favor, a 2nd-level spell 4 favor, a 3rd-level spell 8 favor, etc. Once you've accumulated the favor required for the miracle, it occurs.

Out of combat time, you can pray for a miracle, gaining [Level] chances to confirm per 2 minutes of prayer.

Special
A character starting play with this feat is normally assumed to already meet the prereqs, but events in play can change such things.

Educated <Split> «Expert»

Split
Choose two Knowledge skills.
Benefit
You gain a +2 untyped bonus on all checks with the chosen skills.

Engaging <Split> «Expert»

Split
Choose two Perform skills.
Benefit
You gain a +2 untyped bonus on all checks with the chosen skills.

Holy Awakening <Levelled> «Civilized» «Mystic»

Special
Choose a deity or a pantheon.
Prereq(if you chose a deity)
the chosen deity is your patron, you're in the chosen deity's good graces
Prereq(if you chose a pantheon)
you don't have a patron deity, you're in the good graces of the chosen pantheon as a whole
Benefit
You have a base MP pool.
Benefit
You recover [S × Level] MP each day, at a time determined by your deity.
Benefit
You can learn spells in the domains of your chosen deity by consuming scrolls of them.

Ley Awakening <Levelled> «Mystic»

Benefit
You have a base MP pool.
Benefit
You recover [S × Level] MP each round you spend on a ley line.

Renown <Levelled> «Expert»

Benefit
NPCs's checks to recognize you are at +[5 × Level].
Normal
NPCs make Knowledge checks to recognize adventurers vs a DC of [25 - Adventurer's ECL].

Skin-Turner <Su> «Wild»

Special
Choose wolf or Large viper.
Benefit
You can use a special garment(alchemically prepared from a skin of the chosen creature) to turn into the chosen creature, replacing your species. The garment costs 10 000cp, although you can prepare it yourself with a suitable skin and the Craft: Alchemy skill.

Skin-Turner II <Su> «Wild»

Prereq
Skin-Turner
Benefit
You can use a special garment to turn into a bear(if you chose wolf for Skin-Turner) or Huge viper(if you chose Large viper for Skin-Turner). Other than the species, this is the same as Skin-Turner.

Wealthy Class <Heritage>

Benefit
You start with wealth one ECL higher, and you get preferential treatment from merchants and others in the wealthy class; you generally maintain wealth one ECL higher. However, you refuse to share this wealth with those not of the wealthy class — a commoner with a fat sack of gold is wealthy, but not in the wealthy class, and you have no intention of stooping to their level.
Special
An adventurer can lose this feat by behaving below their station too often, or by being disowned. They don't immediately lose their wealth, but they lose their class, and will likely lose their wealth over time. An adventurer who loses their wealth, but is still in the wealthy class, will likely be brought out of poverty(i.e. wealth appropriate to their ECL) over time by thankful nobles.

Description

Religion

Each deity is the undisputed master of all things related to their portfolio.

Most lay believers are considered to devote to a pantheon. They pray to the relevant deity of the pantheon for the matter at hand; to a goddess of travel before setting out on a journey, to a god of death at a funeral, to a goddess of love as part of preparing to woo someone.

Some lay believers have a patron deity, who they devote to in preference to others. They still pray to a deity who's obviously more relevant, but their lives are part of the portfolio of their patron deity. For example, if there's no deity of the arts, two actors may pray for good performances to the goddesses of love and victory, their respective patrons. This also extends to respecting the patron deities of others — for example, at the funeral of a soldier devoted to a god of war, mourners may offer prayers both to a god of death and to the deceased's patron. A mourner who has a goddess of travel as their patron deity may also offer prayers to their own patron.

Most clerics have a patron deity, and prefer to avoid praying to any other deity. They devote specifically to their patron, and their patron is the one who grants them magic.

Some clerics devote to a pantheon as a whole, and gain magic from it. These often form a sort of diplomatic society for mediating interactions between the clergies of the pantheon's deities.

Some divine casters prefer to strike deals with lesser beings, and accumulate spells from a wide variety of princely fiends, elemental lords, and such. These are effectively lay believers, and most devote to a pantheon. While actual shamans follow this path in the wild, those who deal with devils take the same class.

` Pantheon

`This pantheon ended up weirdly full of Chaotic deities. A little would make an acceptable contrast to Allezay deities, but back it off some.`

Denitei

Farina/Demeter/Dennari/"dying corn goddess"

Titles
The Gift-Giver, `
Keys
Fertility, Tree
Portfolio
earth, fields, food, motherhood
Alignment
NN
Manifestations
Usually a female of any species, middle-aged, wide-hipped, with dark skin and flowing black hair, in a green or golden dress.
Clergy
Always positive. Earth, Good, Plant.
Mystery Cult
`
Heka
Titles
`
Keys
Health
Portfolio
health, sickness, suffering
Alignment
CE
Manifestations
`
Clergy
CE, CN, NG, choice of positive or negative
Lashkylin/Ehlonna
Titles
The Huntress, Mistress Of The Hunt(female aspect, positing Master Of The Hunt as a male aspect)
Keys
Hunting, The Big/Bright Moon, Nature
Portfolio
`
Alignment
CG
Manifestations
A pure white unicorn, gnoll, elf, or somewhere in between, usually female.
Clergy
CG, CN, NG, always positive
Mellara
Titles
`
Keys
Night (sky), Death
Portfolio
`
Alignment
NG
Manifestations
`
Clergy
*G, always positive
Tarriden/Lyra
Titles
The Laughing Rogue, `
Keys
Thresholds, The Small/Dark Moon, Love/Lust
Portfolio
`
Alignment
CN
Manifestations
`
Clergy
C*, always positive
Vivic
Titles
The Bard Of Storms, `
Keys
Thunder, (daylit) Sky, Wind, Knowledge
Portfolio
storms, thunder, song, the arts
Alignment
CN
Manifestations
`
Clergy
C*, choice of positive or negative. Air, Chaos, Cold, Wind.
Tarna
Titles
`
Keys
War, The Sun
Portfolio
`
Alignment
LG
Manifestations
`
Clergy
LG, LN, NG, always positive
Narrus
Titles
`
Keys
Water, Rain
Portfolio
`
Alignment
CN
Manifestations
Typically a weathered old merrow, more often male. Sometimes various sea life, usually in bright colors.
Clergy
C*, choice of positive or negative. Chaos, Protection, Water.

` Pantheon

`This is very much shaping up to be a pantheon whose gods are beyond male and female. Run with it.`

` Pantheon

Vurahn The Bargainer
Wealth, `