The many Trails of Elrith

Game Master icehawk333


A note before we dive into the description- all of the info here (that isn't charecter creation based), is simply common, public knowladge. Some of it might be only half true, or downright false, depending on public perception.

Player guidelines-
Point buy and special powers are determined by the what type of legend you are.
One way or another, you're a local legend in Erith.
You can have one NPC tie-in to the campaign if you're native to the town, that will eventually end in that NPC being a psudo-cohort. If you choose crusader, this is in addition to, not replacing, your actual cohort.

ledgends:
Legends-

Dragonslayer-
20 point buy, rare, powerful weapon, various feats to help you use the weapon, proficiency in the weapon. (Has a special requirement to Backstory)

Destined-
15 point buy. Destined to transform into something greater, one way or another, usually via curse or by a certain protean. Has physical nods to their eventual fate. Devine protection along the way to their fate. In almost all cases, the destined is immune to any alignment changes brought on by their fate. (This one is the most reliant on collaborating with the DM, in order to sort out how it works. Exceptionally powerful races may consume class levels.)

Crusader-
20 point buy. MA crusader starts the game with the leadership feat.
The crusader treats his level as two higher for all purposes related to the leadership feat.
The crusader either gains either the option of taking a special cohort (non-humanoid), or +5 to his leadership score for the purpose of attracting followers. whatever he chooses, the other option cannot be taken.

Mundane paragon-
30 point buy, +2 skill points and hp per level, any one weapon proficiency (besides Dragonslayer weapons) as a bonus feat, or a skill focus feat. Fighter, monk, rouge only.

The fool-
10 point buy, +5 luck bouns to ac, all untrained checks, and all saves. Can make all skill checks, except knowledge, untrained. The luck bonus to ac and saves is doubled against traps and in surprise rounds. (Basically hard mode)

The Pyromancer-
15 point buy, starts with pyromancy flame.

Dragonslayer weapons (that are currently known to the public):

Dragonslayer weapons-

Greatbow-

3d6 *4 120 ft range, P and B wieght- 20 lb.

The old dragonslayer's most well respected fighters were those that wielded greatbows, weapons fabled to be able to knock dragons out of the sky with a a single arrow.
Treated as a minimum +5 composite bow, the Greatbow is a massive bow, taller then a person, that fires arrows the size of spears. Wielding it requires inhuman strength and dexterity.

Special-
Before being fired, the greatbow must be anchored in place as a swift action using the spike at the bottom of the bow- while anchored, the archer has a +5 bouns to resist anything that would force him to leave his square, and he cannot move from his square without leaving the weapon, until he un-anchors the bow as a swift action.
Using the bow without it being anchored is possible, but the archer takes a -2 to hit when using the bow in such a way.
Drawing the ammunition for the bow, knocking it, and drawing the bow is a move action.
Does full damage to objects, dispite being a ranged weapon.
Firing the bow provokes attacks of opportunity after the shot is resolved, not before.

When using the deadly aim feat, the greatbow user gains +3 damage per point of to-hit lost instead of +2.
When a target no larger then one size category above the archer is hit by the greatbow, they are subject to a bull rush and trip maneuver, with a CMB equal to the damage dealt by the attack. The rolls for these maneuvers are always treated as 10.
When a target two or more size categories above the wielder is hit, if the damage exceeds the CMD of the target, they are staggered.

Feats-
A greatbow using Dragonslayer starts with deadly aim.

Greatarrows are quite expensive, at 5 gp each, and each weighs 3 lb.
however, non-specialty greatarrows can be recovered 90% of the time after shot.

Specialty greatarrows-

Alchemists fire, acid vial, thunderstone, and "liquid ice" greatarrows-
Adds the effect of the associated alchemical item to the greatarrow.
Costs double the price of the alchemical item to buy.

Explosive arrow-
An explosive substance tips the "arrow" instead of the normal spearhead. Deals 2d6 sonic damage and 1d6 Fire in a 5 foot radius. The sonic damage ignores hardness.
Costs 100 gp to buy

The wingcutter-
A cruel arrow, made to lodge in dragon wings and break.
Increases all fly DC's by 10 when used in a sucessful called shot to the wing.
Takes a -2 to hit.
Costs 100 gp to buy.

Agile Greatsword-

2d6 18-20*2 S. Two handed weapon.
6 lb

The old dragonslayers were trained so thoroughly, that when they came out of training, some of them thought that greatswords were supposed to be light weaponry, and forged slightly more sleek versions that they learned to use to deadly effect. The greatsword itself is nothing more then a greatsword in most people's hands, but the dragonslayers that wielded them danced around the battlefield with grace befitting a fencer.

Special-
The agile greatsword, when wielded by someone proficient in it, allows the wielder an extra 5 foot step every round, and grants a +20 to acrobatics checks. However, without proper dexterity, results are underwhelming- the user takes a -2 to hit if thier dex is below 14.

If the user is wearing light or no armor, they gain a +2 to hit and a +2 dodge bonus to ac.

The user of the agile greatsword also has access to several acrobatic maneuvers in combat-

Acrobatic slam-
As a standard action, the dragonslayer can jump up to their movement speed, and Attack a target- this counts as a charge. This deals the greatsword's normal damage. A target hit by this attack is knocked prone if on the ground, and loses 10 feet of altitude if flying, falling prone if this causes it to hit the ground.

Twirling strike-
In one fast, fluid motion, the dragonslayer can strike twice in one standard action.
The dragonslayer selects one creature adjacent to him, and makes two attack rolls- the first is made as normal, and does the greatsword's full damage, while the second is made at a -10, and does damage as if the greatsword was a one handed weapon. The second attack also targets every square around the dragon slayer.if a creature occupies multiple slices of this attack, the second attack does 50% more damage per extra space occupied.

Thrust-
The greatsword can be used as a piercing weapon as a standard action, and attacks both the targeted creature and the square behind it when used as such.

Contort-
The greatsword wielder often moves in unnatural ways, and is very fluid- the wielder gains a +10 to CMD and agaisnt AOO's.

Feats-
Power attack, wind stance.

Greatshield-

2d6 *2, B, two handed.
30 lb

While most dragonslayers were eager to bring about the end of dragons, others just wanted to protect thier brethren- these dragonslayers took up massive stone shields, carved from an ancient monolith- each one is almost supernatural in how well it guards it's user.

Special-
A greatshield functions almost exactly like a tower shield, save that it can be bashed with when held in two hands- when bashing with the shield, the wilder takes a -2 to hit. The shield is so massively unwieldy and heavy, it has the same penalty to movement speed as stoneplate.

When held in two hands, the wielder can designate a direction to gain total cover against as a standard action, or as part of a bash against a creature- however, when bashing a creature, the direction of full cover gained must be in the direction of that creature.
The action to designate a direction can be readied against a creature's attacks.

Magic treats the shield as an impassable wall- if the caster of a spell or supernatural ability could not target you through the cover, the AOE hits the shield and is forced away, creating a "safe zone" where the AOE doesn't hit for the wielder and any one ally (of the same or smaller size) within 5 feet.

pyromancy flame:

"Pyromancy is the ultimate fantasy. We are born into the dark, and warmed by fire, but never this fire shall we touch. Pyromancers, however, in retaining their obsession with fire, learn to hold it in their own hand."

You gain the ability to cast pyromanices-

Pyromanices are spells that Manipluate fire, and can be cast by anyone who has cultivated a flame of their own- to do so, one must have sustained the first fire they ever touched for five years- after those five years, the flame has become the Pyromancer's own.

At level 6, a pyromancer has one first level, second level, and third level fire spell known.

The first level spell can be cast three times a day, second level can be cast twice a day, and the third level spell can be cast once a day.

At 7th level, and every two levels thereafter, they learn a spell one spell level higher, and gain another casting of every spell level below it.

Save DC is 10 + spell level + 1/2 your level.

Fire spell options of each level-
(Options marked with * are new spells)
1st-
Burning hands, firebelly

2nd-
Pyrotechnics, resist energy (fire only).

3rd-
Fireball, fire trail, fire stream

4th-
Great combustion (intensified, empowered burning hands), immolate, firestorm (fire damage variant of call lightning- erupts from the ground, instead of coming from the sky. Always deals 3d10 instead of 3d6.)

5th-
Fire snake, quickened burning hands.

6th-
Great fireball (intensified, empowered fireball), Fire tempest (functions as per firestorm, save calling another pillar of fire is a non-action that happens once per turn)

7th-
Delayed blast fireball, maximized flamestrike.

8th level-
Wall of lava, incindiary cloud.

9th level-
Fiery body.

Immolate-
4th level evocation

Casting time- 1 standard action.

Duration- 1 minute

Target- self

Sets the caster on fire, sacrificing life essence for the sake of yet more fire.

The caster takes 1d6 damage every round, that bypasses all resistances, and the caster gains the fire subtype until the spell wears off.
Everything that touches the caster that was not on his person when the spell was cast takes 2d6 fire damage and catches on fire (no more then once a round).
Metal melee weapons used against the caster are subject to the heat metal spell, and wooden ones catch on fire.

the planet, Otune:
the planet of Otune has no moon, and an orbiting ring of dust and debris around it. The planet orbits close to a white dwarf, witch causes issues for any form of radio communication, as some of the travelers are quite suprized to find out.

proteans and devils:

A war has been raging for a millennium, between proteans and Devils, and those that support them. The Devils are often despratly trying to gain headway, in the chaotic mess that is the surface of the world- but thier armies, once they do exist, are ridged, skilled, and have no sense of honor in combat. The proteans, on the other hand, are skattered across the planet, and while they rarely interact with settlements aligned with them, they sometimes do, and when they leave, the locals are never the same as when they came. The people are often assumed to be used to this, or even enjoy it, in some odd fashion.

Hell:

Asmodeus stepped down from his position as ruler of Hell roughly when the war started, leaving a new archdevil in charge- who has quite the different plan for how to run the place. Devils thst have returned from Hell after having sold their soul seem to have retuned thier mortal memories, and describe Hell as a mostly unpleasant workplace- but nothing like the usual "fire, brimstone, and eternal suffering" Hell that people assume. Some people who sell their souls return as imps within ten years, people who are good at kissing up to athority, even faster.

dragons:
dragons have been long extinct, killed off by the dragonslayers roughly two melennia ago. Dragons are seen as foul creatures, inheritly evil and dangerous- sadly, this predudice extends to still living dragonkin, such as kobolds, pseudodrsgons, fairie dragons, and other such creatures. All magic that makes one into a chromatic or matallic drsgon seems to have stopped working,

primal mosnters:
terrifying creatures born from chaos energy, the primal monsters have only two things consistent about them- they're massive, and they have insane amounts of durability- capable of taking so much of a beating it's basically required that they be macerated before they actually die.

the ethereal marketplace:
the etherial marketplace is a location in the center of the town of Erith, around the strange, nameless centerpiece. No-one knows exactly why, but the marketplace seems to attract strange types, from what they often claim to be other universes, or even timelines. People of all sorts trade here, and have their own various ways they get here, and ways they get back home- but the natives of the plane can never leave with them, for some odd reason. Regardless, there are good peddled here from endless timelines and universes- due to the sheer number of merchants buying and selling, all with diffrent values and wants, one can sell or buy almsot anything here, given enough patience- though, some things seem to be rarer among the timelines, and require a lot more effort, patience, and stubbornness to find someone who will sell them.

Erith:

A township atop a large hill- only about a mile wide, there are only a few hundred permanent citizens of the town, most of thier commerce coming from the etherial marketplace. The town is the only place of note that is completely nuteral in the war, and both sides want control of it.

the locals of Erith:

The locals of elrith are accpting of almost anything, for the most part- they see all types traversing the marketplace, and even a few decide to stay. They're hardy and strong, tested by constant attacks by both sides of the war and by primal monsters. However, there's still no love for dragonkin, much like the rest of the planet.

the centerpiece:

There's a large centerpiece in the center of Erith. It's a stone slab, with a complex, decorative carving on it.

the dragonslayers:

The dragonslayers were an ancient order of heroes that slew the evil dragons. They wielded massive weapons, and were generally the best of the best. They were very selective in who they took in, and anyone worthy of the mantle was certianly impressive even before they had it. Thier most common members were Paladins, and inquisitors

locations in town:

The great gardens-
A massive area of town is consumed by an extensive garden, with numerous types of plants, native and otherwise, maintained by a few resident Druids. Rumor has it there's soemthing of great beauty and worth to be found there, if one looks long enough.

"Doc's" inn-
An inn, bar, and potion shop, all in one, run by the bartender, "doc".

The barracks-
One in each section of the town, attached to the wall. Not much to say about them- they house the wall guards.

The smithy-
Erith is home to one of the greatest smiths around, and he's working aorund the clock to keep everyone armed. If you Cna find a moment he's not busy, you can Probobly commission something.

The library-
The library tower, run by Larry. A repurposed mage's tower, now filled to the brim with books.

The graveyard-
A place to moarn the dead.

notable NPC's:

Ayda- the capitan of the guard. Known locally as a brash, headstrong, dangerous person, who doesn't take any degree of disrespect. Also, she's a kobold- all around, just avoid her.

Larry- a strange creature that resides in the library. Showed up one day via the ethereal marketplace and asserted itself, building the library.

Roland- the local blacksmith. Regarded as the strongest person in town, and is rumored to Lift boulders for practice in his free time.