*Under Construction*

Game Master goodwicki


Antequethera in Brief:
Antequethera, the City of Gears, Engine of the Commonwealth; aka the Hub, aka the Maw, aka the Grinder. Between the depths of the First Ward slums and the spires of the Axis a mile above, one million people occupy the thriving capital of the Altorian Commonwealth. All the resources of the world flow into it, from the prized pelts of frozen Ingol to the exotic "spices" of gloomy Qurta. Built upon a massive spiraling ramp, it is divided into 13 wards, with the wealth, standard of living, and societal status of its inhabitants increasing the higher up they live. Running vertically through the center of the city is the Axis, a thousand-foot diameter, one mile high cylindrical tower atop which King Byron Altmoth Altorian I holds court and resides.

Beneath the city is a massive array of clockwork mechanisms which continually turn the vast number of gears that can be found worked into its architecture. This ready source of kinetic energy has made clockwork technology the dominant, if not sole, scientific endeavor of the Commonwealth. While this has led to marvels only dreamed of outside of the capital, scant few of them are actually applied to serve the public at large, instead being reserved for the betterment, luxury, and protection of the aristocracy and moneyed classes.

The ancillaries generated by the greatest city in the world spread out around it, including the large warehouses and huddled tenements of the Sprawl which cling to the skirts of the city proper, lining the miles and miles of roads which lead up to it with storeyards and inns, servicing the thousands of travelers who come and go every day. Most of these travelers will only glimpse the city from afar, conducting their business entirely within the Sprawl with intermediaries at satellite locations of the noble houses and corporations.

Other locations of note technically outside of the city proper are the Reservoir, which feeds water into Antequethera, the Floatyards of the great dirigibles, and to the north the Hollow Mountains, from which most of the original materials for the city's construction were mined.


Campaign in Brief:
The initial campaign will take place entirely within the city of Antequethera and it's immediate environs (i.e. the Sprawl, Reservoir, Floatyards, and Hollow Mountains). The campaign will be a variant of E6 (see below spoilers for more details), so please take that into consideration if you plan your character's advancement out ahead of time. The player characters will begin play showing up for an appointment regarding employment, per their chosen Campaign Trait, whereupon they will be recruited into a secret government organisation tasked with discreetly defending the Commonwealth from threats of unusual nature. Think Torchwood, League of Extraordinary Gentlemen (the comic book!), Men In Black (comic & movies), Kingsman (movie, as I haven't read the comic), etc.

The day-to-day campaign world is a low magic, gritty fantasy setting. There are no demi-humans; this is to say that there have never been demi-humans, not that they're all extinct or something like that. The planes don't exist in their traditional forms either, so please make no assumptions in that regard.

The campaign will be styled after a TV season, with each adventure being an episode and a full plot arc being a season. Characters will level at the end of each episode. Currently I plan on each episode having it's own campaign thread.

All the variant rules should be explained below. If you don't see something or need clarification, please PM me and let me know.


A Brief History of the Commonwealth:
"The light of the Commonwealth now shines from the highest peak to the darkest depths; we have become the world." - Antony Maldrake, 87th General of the Commonwealth, upon the successful pacification of the Qurtaan Peninsula, 1011 CW.

The Altorian Commonwealth was founded 1013 years ago by King Alto the Divine, Chosen of Kel, First Architect of Antequethera, Author of the First Accordancies, and First General of the Commonwealth. It was he who envisioned and inscribed the Grand Design of Antequethera, the original architectural plans for the entire city which all subsequent Architects have followed; he who wrote the original set of laws for the Commonwealth, which remain the core of all other legislations; and he who conquered the lands around the site of the city, allying a group of small, bickering clans and would-be kingdoms through his commanding presence and force of arms.

Alto lived well over a hundred years, overseeing the complete construction of Antequethera's foundations: the Subterranea, the Axis, the Turns, and the Towers. It was only through his genius and his command of the divine powers of Kel that such a feat was possible in such a short time.

Over the first 1,000 years of its history the Commonwealth spread slowly but surely, engulfing neighboring states most commonly through a strategy of indebting the bordering state to themselves, then waiting for an economic downturn or natural disaster to befall them; they would then call in their debts, and use their failure to pay as grounds for annexing the state through force. There were, of course, some instances where this method was infeasible, usually due to a region having either a significantly strong economy and developed government in place, such as the case of Harrid or the Kingdom of Nine Isles, or a region being particularly undeveloped and uncivilized, such as the Frostlands of Ingol and the Forests of Unheim.

More recently the Commonwealth conquered the Kingdom of Nine Isles in the year 931 CW. It then turned its eyes to the northeast of the continent, where the mountain city of Matreciel stared down from its misty peak and from it's amazing skyships hidden above the clouds. The people of Matreciel and their ability to fly had long been thought a myth by most of the Commonwealth, but the newly conquered peoples of the Nine Isles knew better, and it was with keen interest and no small amount of worry that an ambassadorial retinue was sent to open official relations between the two states.

What that retinue saw when they arrived will never be known, as shortly after their arrival the city was destroyed by a series of massive explosions and subsequent avalanches. Only a scant thousand or so Cielian citizens survived their home's destruction due to the sheer luck of being abroad at the time, some of them in skyships. King Frederick Altmoth Altorian I decreed that all refugees from Matreciel would be received at Antequethera with open arms, and that a new tower would be constructed outside the city to house them. Most took him up on the offer, and thus the Commonwealth acquired the gratitude, and technology, of the Cielians.

Ten years later Frederick had a fleet of skyships twenty-two strong at his command, and over the next 68 years he, his son, and his grandson used them to conquer the rest of the world by military might. Able to move supplies, men, and engines of war great distances with speed, as well as acquire near flawless reconnaissance of the open field, the remaining regions of the Sunlands, ???, and now the Qurta Peninsula have fallen under the control of the Commonwealth, leaving no known inhabited land bereft of the protection and enlightenment of the Altorian Commonwealth.


Governance of the Commonwealth:
The Altorian Commonwealth is an inherited divine monarchy supported by the monotheistic Church of Kel, the Threefold King. There are four main branches of government that enact the will of the King, three being the Aspects of the church and the fourth a secular organization, as detailed below:

  • The Judiciary. Headed by the Keeper of the Accordancies, the highest-ranking official of the Aspect of Erasmus. Responsible for drafting and interpreting the laws of the Commonwealth, including the judgement and sentencing of criminals.
  • The Institutes. Headed by the current Architect of Antequethera, the highest-ranking official of the Aspect of Kymates. Responsible for the design and construction of all official structures of the Commonwealth, and all permanent structures within Antequethera.
  • The Military. Headed by the current General of the Commonwealth, the highest-ranking official of the Aspect of Laertes. Responsible for the defense of the Commonwealth.
  • The Bureaucracy. Headed by the Chief Assessor. Responsible for all things fiscal, mainly the taxation and census of the citizens of the Commonwealth, including the management of estate and financial records.

  • The Church of Kel:
    The monotheistic Church of Kel has at its head Kel's chosen, the monarch of the Commonwealth. Kel is seen as the Creator of the universe and all things within it, and presents Himself in one of three guises, or Countenances, so as to be comprehensible to mortals as detailed below. He also has several divine servants which assist Him and carry out His will.

    The Countenances of Kel:

  • Kymates the Architect. Lawful Neutral. Portfolio includes Intellect, Mathematics, Engineering, Foresight, Civilization.
  • Erasmus the Judge. Lawful Good. Portfolio includes Laws, Order, Prosperity, Fairness, Compassion.
  • Laertes the Commander. Lawful Evil. Portfolio includes Protection, War, Command, Discipline, Strength, Skill.

    The church is organized into four branches - the Trine, the largest branch, trains all acolytes and administers the faith to the masses; the other three branches, known as Aspects, are each devoted to one of the three Countenances of Kel above. The Aspects are directly involved in the governance of the Commonwealth.

    The Trine
    The main body of the church, it is responsible for keeping the faith with the citizens of the Commonwealth. All clergy start out in the Trine, and while some eventually choose (or are chosen) to serve one of the Aspects, most remain in more direct service to the people as Trinals.

    These fine clergy minister to the spiritual needs of the Commonwealth, whether they be High Ecclesiarchs ministering to Thirteenth Ward worthies, doughty missionaries bringing the light of Kel to the far colonies, or humble parsons preaching to the wretched in the First Ward. Maintaining a vast network of cathedrals, chapels, and shrines throughout the Commonwealth, they are the front line of the faith.

    The Aspect of Kymates

    Also known as the Institutes, this Aspect serves Kel in his guise of Kymates. The order is headed by the Architect of Antequethera, under whom serve the Master of Designs and Master of Constructions. Known generically as architects, the servants of this Aspect are responsible for overseeing the construction and maintenance of all official Commonwealth structures, such as churches, forts, roads, aqueducts, courthouses, bureaucratic offices, etc. They are also responsible for approving the design and construction of all permanent structures within Antequethera.

    The Aspect of Erasmus

    Also known as the Judiciary, this Aspect serves Kel in his guise of Erasmus. The order is headed by the Keeper of the Accordancies, under whom serve the High Legislator and High Judge. Known as Concordants, these priests are responsible for drafting and interpreting the laws of the Commonwealth, as well as judging and sentencing criminals. Old Colony magistrates, who effectively rule their designated regions, are most often noble-born Concordants.

    The Aspect of Laertes

    Also known as the Military, this Aspect serves Kel in his guise of Laertes. The order is headed by the General of the Commonwealth, under whom serve the Grand Marshall of Civil Defense and the Grand Marshall of Foreign Defense. This Aspect is responsible for the enforcement of Commonwealth law and the defense of the Commonwealth as a whole. Unlike the other two Aspects, the vast majority of the Military is not composed of trained clergymen; unsurprising, given the forces necessary to assure the safety and prosperity of the Commonwealth. Instead the clergy serve as Commanders, while the rest of its forces are given a stern but rudimentary parochial education. (The unofficial term for a soldier in service to Civil Defense is a Common, while a soldier of Foreign Defense is a Wealthy.) New Colony magistrates, who effectively rule their designated regions, are most often noble-born Commanders.

    King Byron Altmoth Altorian

    His Royal Majesty Byron Altmoth Altorian, King of the Commonwealth, is the highest authority of the Church of Kel, and the various church heads serve him directly; together they occupy four out of the five seats on his Common Council, the fifth belonging to the secular Bureaucracy's Chief Assessor. The King's will and commands for the state of the Commonwealth are made real by the efforts of these worthies.

  • The Five Vigilants & Seven Scions:
    The Five Vigilants of Kel

    Each of Kel's Countenances has at least one divine servant, or Vigilant, which aids him in his endeavors. These Vigilants are often prayed to in their own right, even having some smaller shrines and churches dedicated to them.

    Alto the Divine, Right Hand of Kel. Lawful Neutral. Serves Kymates. Rather than dying, King Alto I was taken into the heavens by Kel after completing the foundations of Antequethera, there to serve him as an intermediary for communicating Kel's designs to mortals. He is the sole Vigilant who serves Kymates, and is ranked highest amongst his peers. Alto has a dedicated place of worship in each of the 13 wards, and is the patron saint of the royal line, who are descended from him.

    Angal the Accordant. Lawful Neutral. Serves Erasmus, focusing on the accurate application of laws.

    Serfa the Judged. Lawful Good. This servant of Erasmus is depicted bound in chains at the wrists, and inspires humble submission to law.

    Goram the Strict. Lawful Neutral. Lieutenant to Laertes, this Vigilant embodies the execution of duties and adherence to the chain of command.

    Yamet the Shriever. Lawful Evil. Depicted wielding a cat o' nine tails, he is responsible for the punishment of dereliction and the hunting of deserters.

    The Seven Scions of Odmet

    When Kel first laid the plans for the cosmos, he had but a single servant, Odmet. When Kel explained to him his Grand Design, Odmet went mad and attempted to slay his creator. Kel struck Odmet with his sword with such force that he was split into seven parts; these newly separate entities then fled in fear from Kel into the Void. It was then that Kel devised his Countenances, so that none of his future servants would be forced to endure witnessing his undiluted majesty.

    Odmet's seven parts persist to this day, attempting to sabotage the Grand Design by plaguing the servants of Kel with doubt and harm. They are listed below, in rough order from most reviled to least:

    Zdrada. Chaotic Evil. Betrayal, deception, corruption, envy.
    Rewki. Chaotic Neutral. Rebellion, dereliction, irresponsibility.
    Pozar. Chaotic Evil. Wanton rage, destruction. Associated with fire.
    Mursz. Chaotic Evil. Physical decay, rot, disease. Associated with earth.
    Slone. Chaotic Neutral. Madness, illusion, fantasy. Associated with air.
    Ronik. Chaotic Good. Wanton curiosity, recklessness, zealotry. Associated with water.
    Zadza. Chaotic Good. Wanton desires and appetites.


    Life and Afterlife:
    The Church of Kel teaches that all creatures are born flawed, deviations from Kel's original plan caused by the disruption of the Seven Scions. It is the duty of all of mankind to serve Kel's purpose as best they can, as guided by the Church, based on the holy revelations of Alto the Divine. Deviation from Kel's purpose invites the notice of the capricious Scions and their servants. When one dies their soul returns to Kel - unless it is stolen or destroyed by the Scions, an event made more likely by gaining their attention through a dissolute life. There is some theological debate over what exactly Kel does with the souls of the dead, and the concepts of eternal reward, transformation into a higher form, and reincarnation all have their proponents; in the end, however, it's agreed that the Grand Design cannot be truly known or understood by mortals. It's believed that those unfortunate souls that fall prey to the Scions are tortured and destroyed at their whim in the Void.

    Elementals, Supernaturals, and Monsters:

    All traditional outsiders are classified either as elementals, hierarchs, or anarchs. Terms such as angel, demon, and devil are still used in common parlance, but only as general descriptions for these creatures rather than denoting specific subtypes.

    Elemental creatures are quite uncommon, and treated similarly to animals. Modern theory states the ability of some to speak (after a fashion) is similar to the mimicry of some birds; they are basically believed to be the equivalent of "talking dogs." Creatures with the elemental subtype are similarly viewed, excepting human elementals (ifrit, oreads, sylphs, and undines) who are seen as unfortunate results of prior generations' primitive savagery - basically proof that an ignorant ancestor committed bestiality. Particularly dangerous or intelligent elemental creatures are thought to be cursed or possessed by Anarchs (see below).

    Supernatural creatures serve either Kel or the Scions, the former known as 'Hierarchs' and the latter as 'Anarchs.' Direct interaction with these creatures is quite rare, though religious folk may attribute events to their secret influence, i.e. "guardian hierarchs" or "haunted by anarchs." Humans who display supernatural heritage are even rarer and are collectively known as 'inheritors;' specifically, those with hierarch ancestry are 'celestials' and those with anarch ancestry are 'discordants'. Celestials are generally regarded with awe and respect, while discordants often face fear and suspicion; it's not unusual for either to be courted by the Church to join its ranks, so that they may be best advised on how to purpose their lives.

    Monsters are virtually unknown in the Commonwealth. While traditional tales of various menacing creatures exist - such as the Nine Isles's dragon myths - they're widely regarded as superstition and fancy, or at best based on creatures long since extinct. While remote wildernesses may harbor giant, strange, or unusual animals, vermin, and even the rare ooze, by and large there are no aberrations, constructs, dragons, fey, magical beasts, monstrous humanoids, or undead.

    The Old Colonies:
    These are the colonies founded prior to the Commonwealth's acceptance of the Cielian refugees. Not only have they been under Commonwealth rule for longer, but also took much more time and effort to conquer than the so-called New Colonies; as such, they have been integrated into Altorian culture and society over generations, and largely remain colonies in name only.

    Ingol
    Inspiration: Eskimo & Native American

    The oldest of the Old Colonies, Ingol was originally organized in loose tribal nations across the northern 'Frostlands', and was annexed relatively quickly and peacefully compared to the rest of the Commonwealth (except perhaps for the recent pacification of Qurtaa). When the Commonwealth moved to conquer the Frostlands they met very little resistance, the native Ingols seemingly more than happy to serve under their command; indeed, it is said that the Commonwealth's invading armies only survived the extreme temperatures and weather of the Frostlands due to the assistance of those they were there to conquer. The natives original religion involved bartering with animal and elemental spirits, and remains largely unchanged but for their acknowledgement that Kel is the supreme being and creator who holds dominion over all. This region includes the northwestern coast and many archipelagos which stretch north off the maps, and is dominated by bitter cold even in summer, as well as spending entire seasons of the year in either day or night.

    The colonial seat of Ingol is the town of Frostward; originally a massive fort meant to intimidate the locals, the original battlements have largely fallen to the elements, the cost of repairs and lack of any signs of revolt amongst the population enough to convince the Commonwealth to leave it well enough alone. It now serves as the main trading hub of the region, with the many small two-room buildings built from scavenged masonry of the decrepit keep serving to house any wayfarers who pass through. It is here that native Ingol hunters bring the fine and sometimes exotic pelts of the Frostlands to market, eventually to be bought and sold throughout the Commonwealth.

    The people are generally characterized as pragmatic and resilient, and are known as the finest outdoorsmen in all the Commonwealth. In the conquest of every new region, it has been the Ingols who first scouted the land and mapped routes for the advancement of goods and materials, even after the creation of the Skyfleet; indeed, the Ingols are just as adept at navigating the skies, having proven themselves the equals of the Cielians in their pronounced lack of fear at the prospect of flight. It is not entirely rare for an Ingol to show strong signs of non-human heritage, though those that do are most often undines or sylphs.

    Harrid
    Inspirations: India & Middle East

    Once a small empire itself, the land of Harrid has been part of the Commonwealth for over 300 years. Its religions originally centered around the worship of various holy animals and elemental spirits, and they still idolize the Aspects and the Scions in animal forms. This region has the greatest variety in climate and geography of all the Commonwealth, with snow-topped mountains, lush jungle, dusty deserts, and a prosperous river delta, all within relatively close proximity.

    The colonial seat is Aldenwell, a city second in size only to Antequethera itself; originally known as the City of Pearl, it has many impressive pieces of marble architecture dating from its pre-Commonwealth era, now repurposed as temples to Kel and residences or offices for the local government authorities.

    The people are generally characterized as thoughtful and spiritual, with many great philosophers and theologians having hailed from the region. The region is still home to a variety of elemental spirits; while mistakenly worshipped as deities in ages past, they are now bound and commanded by the priests of Kel to serve his chosen people. Unsurprisingly, those of Harridian descent are most likely to show signs of "mixed breeding" in their lineage, most commonly as either ifrit or oreads.

    Unheim
    Inspirations: Gaul & Scandinavia

    Originally a collection of warring clans and petty kingdoms spread out across a large expanse of hilly forests and rugged coastline, the land of Unheim was slowly annexed over several centuries; the region was officially declared conquered in the year 860 CW with the defeat of King Ulfvik's armies at the Battle of Witchmount. The native barbarous peoples originally worshipped the seasons and cycles of weather, and also had a strong history of using foul witchcraft against their enemies. They now heavily favor the worship of Alto the Divine and Goram the Strict; indeed, their faith in Alto is such that many even say prayers to the current royal family. This region is dominated by deep, thick forests which hide ore-rich hills, while the fjords of the northern coast afford safe harbor and quick transport of resources.

    The colonial seat is Steelhearth; built up and expanded from a frontier fort over several centuries, it is a town-sized maze of fortifications with the imposing Fort Steel rising from its center. It is here that all the region's recruits into the service of Laertes are put through their initial training, and also historically where the Commonwealth's best warsmiths have kept their forges.

    The people are generally characterized as grim and hard-working, with many great soldiers and craftsmen having hailed from the region. Due to the size and density of the forests, as well as the number of waterways, the region remains a haven for smugglers, outlaws, and criminals of all varieties, including heretics. While the number of people native to the region who show signs of inhuman heritage are very few, those that do are almost exclusively aasimars and tieflings.

    The New Goram Isles
    Inspiration: Japan

    Originally the Kingdom of the Nine Isles, it took a brutal decades-long war for the Commonwealth to subdue and absorb this region, which decimated its naval forces and left it weakened throughout its eastern regions. Spread throughout an archipelago, the native culture was even stricter and more caste-driven than the Commonwealth itself, with an advanced navy and highly disciplined fighting men; in the end, it was only through sheer numbers and resources that the Commonwealth was victorious. The old monarchy promoted the worship of serpents and divine "dragons", claiming a divine right to rule through descendance from the latter; indeed, their naval forces were accompanied by monstrously large eel-beasts, though no further evidence of the objects of their fanciful worship were discovered beyond common adders and constrictor-snakes. The people there now split their worship between the Aspects Laertes and Erasmus, with the Vigilant Goram being especially popular. The eponymous islands of this region tend towards rough, mountainous terrain with steep, fertile valleys and high altitude forests of tall, straight trees.

    The colonial seat is the port of New Machina, built on the site of the old kingdom's razed capital. Built in an attempt to emulate the workings of Antequethera itself, the architects of Kymates devised methods to harness the nearby waterfalls to provide torque for a town-wide system of clockwork; though nowhere near as complicated and ubiquitous as that of the City of Gears, it's said that the wealthy there enjoy many of the same amenities as their counterparts in the capital.

    The people are generally characterized as arrogant and law-abiding to a fault, producing many successful members of the Bureaucracy and Judiciary, as well as fine mid-level Military commanders; the old prejudices against them are just now falling away entirely, and it is assumed that over the coming years these organizations will see several high-level positions filled by dedicated New Goramites. New Goram itself now has the best naval forces of the Commonwealth, though they have been overshadowed by the Skyfleet in importance. The few people possessing mixed heritage in this region tend to be undines and sylphs.


    The New Colonies:
    These regions have all been annexed within the past 70 years and conquered by means of the Skyfleet, excepting the inclusion of the Cielian refugees. These regions are still considered to be "wild", and those natives who have made their way into farther regions of the Commonwealth are often met with a degree of intolerance and suspicion.

    The Floatyards
    Inspirations: France & Italy

    Technically known as New Matreciel Tower, the upper levels of this massive structure are home to the manufacture and storage of the Commonwealth's Skyfleet, earning it its more common soubriquet. Famously built in just five years under the direction of King Frederick Altmoth Altorian I to house the Cielian refugees, the Floatyards comes close to matching the Axis itself in height. Since its construction, the Cielians themselves have made a wide array of additions and modifications to their new home, somewhat to the chagrin of the Aspect of Kymates.

    The Floatyards is not a colony per se, but more of an upscale ghetto, though certainly the Cielians division from the rest of the Commonwealth is largely self-imposed. Many refuse to fully admit that they have become part of the Commonwealth, an attitude and opinion not safely held in the Commonwealth at large, while others carry and use technologies considered illegal outside the Floatyards. Outside of formal visits by high-ranking members of Cielian society, or the occasional field researcher out to gather data, the only exposure most have to them is if one is fortunate enough to travel by skyship, which are predominantly crewed by Cielians.

    Cielians are generally characterized as reckless and insular, the former due to the circumstances of their homeland's destruction and their continued pursuit of experiments and technologies widely regarded as dangerously unpredictable. Most outsiders regard their construction and maintenance of the Skyfleet as the price they pay for being a part of the Commonwealth, no greater than the service given by any other assimilated peoples. The tower itself is not technically off-limits to anyone, though the Cielians certainly tend to give the cold shoulder to any visitors, and the Floatyards themselves are considered a Military installation, with visitors restricted to designated observational areas.

    The Sunlands
    Inspiration: Africa

    An island continent of roughly 1/10th the size of the Commonwealth mainland, the Sunlands were originally a collection of warring tribes. It took two decades to effectively conquer the entirety of the continent, a process which refined the Skyfleet into its current efficiency, and the region was officially declared a part of the Commonwealth in 962 CW. The region saw a revolt, however, in 969 CW; known as the Utulu Insurrection, it was led by a highly organized tribe of a distinct ethnic group which the other natives viewed with an almost holy terror. While the insurrectionists appeared to possess no greater technological sophistication than the rest of the natives (indeed, perhaps even less so), they proved to have a surprising tactical acumen and ferocious martial discipline and skill. The southwestern region of the isle was disputed until the insurrectionists' defeat at the Battle of Ruined Peak in 973 CW, so known due to the destruction by avalanche of their mountain stronghold at the hands of the Skyfleet, though not until after a months-long failed siege. Originally the natives practiced ancestor worship, and while they still hold familial ties as holy, by and large they have taken to worshipping the Aspects Erasmus and Laertes, specifically their Vigilants ? and Yamet. The island is dominated by thick jungle in the northeast, mountains and deserts in the southwest, and rolling plains in between.

    The colonial seat is the port of Greenwater, a sprawling town which hugs a large bay in the northeast, occupying the stretch of land between the water and the jungle it's slowly eating its way into. The town's hot, humid clime has kept away most potential settlers from the rest of the Commonwealth, who find the port too uncomfortable to occupy and the more inland regions too far removed from civilization.

    The people are generally characterized as competitive and proud, constantly jockeying amongst themselves to be regarded as the best at whatever skills they value. They also keep an oral history of their lineage that in some rare cases goes back nearly two thousand years, putting the genealogical records of even the royal family to shame; this tradition of memorization has seen a new niche market in recent years for Sunlanders as messengers and heralds. Currently home to the largest standing deployment of Commonwealth troops in the world, the king wishes the Sunlanders to grow accustomed to the peace and predictability that the Commonwealth offers without further revolt; as such, skyships are in constant circulation between the island continent and the mainland.

    The Qurtaan Peninsula
    Inspirations: Indochina & Central/South America

    A large peninsula making up the southeastern corner of the Commonwealth mainland. Here the forests of Unheim to the northwest transition into thick jungle, and swathes of this territory seem to be heavily wooded swamps and marshlands. Every culture native to the mainland has at least one myth or legend of this region, none of them good – historically, traveling into this region has been universally considered tantamount to suicide. Over the centuries the inscrutable jungles of this land have swallowed pilgrims, explorers, entire armies, all without a trace, and legends of monstrous creatures and magical natives have abounded. After its conquest of the Sunlands, the Commonwealth began building an army of jungle-trained soldiers for the express purpose of invading Qurta, and ten years ago did just that; thousands of soldiers were deployed alongside hundreds of clergyman from all three Aspects, striking at likely population centers as could best be guessed from aerial reconnaissance. What they found were hundreds of villages filled with confused, docile people who gave no resistance to the forces of the Commonwealth.

    It took eight years to explore the peninsula to the satisfaction of the King, relocating the natives to larger town centers to be educated and civilized. While official information is scarce, rumors tell that the Qurtaans were a ruthless theocracy, a small population of priests and priestesses commanding complete obedience from the rest of the population until, several months before the invasion by Commonwealth forces, they all abandoned their civilization and fled into the depths of the jungle. No sign of these rulers has been found save their abandoned temples, massive ziggurats of a complexity at odds with the simplicity of their hunter-gatherer society. The remaining natives appear to be almost totally ignorant of the particulars of their erstwhile religion, not being privy to the “divine truths” which set their leaders apart.


    Languages:

    Human:
    Common, the language of the Altorian Commonwealth.
    Ingol, the native language of the Frostlands.
    Harridic, the native language of Harrid.
    Unnish, the native language of Unheim.
    Islandic, the native language of the New Goram (Nine) Isles
    Cielian, the native language of Matreciel.
    Sunnish, the native language of the Sunlands.
    Qurta, the native language of the Qurtaan Peninsula.

    Elemental:
    Aquan, the language of water elementals.
    Auran, the language of air elementals.
    Ignan, the language of fire elementals.
    Terran, the language of earth elementals.

    Supernatural:
    Codic, the language of lawful-aligned supernatural creatures.
    Entropic, the language of chaotic-aligned supernatural creatures.
    Exemplar, the language of good-aligned supernatural creatures.
    Maleficent, the language of evil-aligned supernatural creatures.

    Character Creation:
    Below are the basic guidelines for character creation.

  • Start at 1st Level.
  • 15 point buy for statistics. Every level characters will gain +1 point buy to spend on statistics or to bank for spending at a later level; this replaces the normal +2 bonus gained at 4th level. These points will continue to be accrued through E7 and beyond.
  • No 3PP. Seriously. I’m passably familiar with most Paizo rules, but I just don’t have the time or inclination to review 3PP stuff. Sorry if that’s a buzzkill, but there you have it.
  • Allowed races are human, celestial*, discordant*, ifrit, oread, sylph, and undine. *Due to their comparative rarity amongst the population, at most I'll be choosing only one party member of each non-human race.*
  • Allowed classes are Core and Base, excluding Summoners and all prepared spellcasters except for Witch and Ranger. *At most I'll be choosing only one character of each class.* Archetypes will be allowed on a case by case basis; if there is a prestige class that you can sell me on (is interesting, does something unattainable through existing classes/archetypes, and most importantly I think it fits the setting,) I am open to creating an archetype version of it, though it will still be limited by E6 leveling, i.e. no normal capstone ability.
  • Max HP at 1st Level.
  • Take 3 traits, one of which must be a Campaign Trait (see spoiler below on this page.) You may take 1 Drawback to gain 1 additional Trait if desired. Note: If you take a drawback, I will make certain it comes up.
  • Starting Gold is the maximum for your Class.
  • Whether a recent arrival or born and bred in the city, all characters will begin play as a resident of Antequethera.
  • Submit a concept for background after reading the various setting sections on this campaign page; we'll then tweak it as necessary.
  • A note on casters: Spellcasters outside the Church are very rare, to the point that most native Antequetherans believe arcane magic to be mere superstition, legerdemain, or an oddity capable only of minor tricks (such as the spell-like abilities of non-human races.) Public displays of powerful magics will most likely be met with suspicion and fear, if not outright violence.
  • A note on multiclassing: Multiclassing will be allowed, but will require that characters find and receive training in-game for any additional class they wish to gain a level in. Some classes are harder to train in than others, reflected in how long the training takes. Intuitive classes may be trained over the course of one episode, so-called Self-Taught classes over two episodes, and Trained classes over the course of three episodes, as designated on the Random Starting Age Table. Once a level in a new class has been achieved, further levels may be gained normally without need for further training. So, if you're dead set from the get-go to have a multiclass character, it may behoove you to choose your first level in the class that would otherwise require the most training.

  • E6 Basics:
    E6 stands for "Epic 6th", which is a rules variant where PCs stop gaining levels normally after reaching 6th level; instead, when they would normally level to 7th and beyond, they gain a bonus feat. The philosophy behind this is that it keeps a campaign within a certain range of powers and abilities which are much more manageable and much more in keeping with a low magic or gritty fantasy setting. For a more detailed explanation, check out this enworld forum thread which I believe dates to E6's conception (I haven't researched whether this is actually from the person who originated the concept.) The link is for 3.5, but I believe the basic idea will hold and be fun in Pathfinder as well.

    I won't be using the feats described in the above link, though some may be very similar; rather than combing through them and comparing them to the differences in prereqs, spell effects, etc. between 3.5 and PF, I'm just coming up with my own here, especially since I'm using several other variant rules as well.

    Notation for characters who have earned epic levels will be 'E' followed by their total levels, i.e. a third level character would be Level 3, while a character who had earned two epic levels past 6 would Level E8. Note that a character is still considered to have 6 total character levels regardless of how many E levels (s)he earns.

    Variant Feat Rules:
    Any feat that normally applies to a single weapon instead applies to all weapons in that weapon group, such as Weapon Focus and Weapon Specialization.

    Combat Expertise, Deadly Aim, and Power Attack no longer exist, and are removed as a prerequisite for any other feats. Instead, the benefits of these feats are combat options open to all characters.

    Point Blank Shot no longer exists; any feat which lists it as a prereq now requires Precise Shot instead (except, obviously, for Precise Shot itself.)

    Weapon Finesse is no longer a feat; instead, all weapons the feat would normally apply to gain the 'finesse' quality, which allows a wielder to use their Dex bonus to hit if they so choose.

    Agile Maneuvers no longer exists; instead, one adds their Dex bonus to their CMB when using a finesse weapon and applying their Dex bonus to hit, and their Str bonus on all other weapons.

    Dodge now gives the benefits of both the Dodge and Mobility feats; as such, Mobility is no longer a separate feat.

    Deft Maneuvers (new!) replaces the Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, and Improved Steal feats, granting the normal benefits of all of these feats and becoming the prereq for the relevant Greater combat maneuver feats.

    Powerful Maneuvers (new!) replaces the Improved Bull Rush, Improved Drag, Improved Overrun, and Improved Sunder feats and functions in a similar manner to Deft Maneuvers above.

    Campaign Traits:

    Each campaign trait may be possessed by only one character; this won’t rule anyone out of character selection, I may just ask that some tweak their background and choose a new unclaimed trait.

    Student of Anthropology. Overhearing a conversation on the street, you casually assisted a stranger with some piece of esoteric colonial lore; while but a passing trifle of trivia to you, you were later surprised and a bit flattered to receive a letter thanking you for your service and offering you permanent employment within Antequethera should you ever seek it. Strange, though, is that you don't actually remember ever mentioning your name... Benefit: You receive a +2 trait bonus to all Knowledge Local checks.

    A Friend in Low Places. While in the depths of the First Ward you assisted a stranger who had become disoriented and lost within the morass of noise, stench, and darkness that typifies the ward. The stranger was amazed when you pointed out the relevant signage and landmarks you used to navigate your way out of the ward, and praising your powers of observation, offered you permanent employment in the Seventh Ward should you ever desire it. Benefit: You ignore the penalty to Perception checks (from -1 to -5) normally applied in the Lower Wards.

    On the Payroll. Several years ago you were hired by a man to perform some duty relevant to your area of expertise. Your performance and discretion captured his attention, and he hired you several more times, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. You haven't heard from him for almost a year, but recently he offered you a permanent position of employment. Benefit: Your previous hard work paid off, giving you an additional 150gp of starting wealth.

    Lesser Scion. You belong to one of Antequethera's noble families, but your family's fortunes have been in decline, leaving you little after your elder siblings' entitlements. Whilst drunkenly lamenting your fate in an Upper Ward bar, a stranger paid your tab and informed you that he could offer permanent employment to a person of your breeding, if you ever so desired. Benefit: Your birthright is evident to those who share it; you ignore the penalty to Diplomacy checks made to Gather Information in the Upper Wards (-1 to -5); furthermore, you gain a +1 trait bonus to Knowledge Nobility checks and it is considered a class skill for you.

    Auspicious Birth. You were born during a very rare stellar alignment, a fact which you may or may not be aware of; regardless, the state wasn't aware until after a recent erroneous tax assessment due to your official birth record being inaccurate. Two weeks after you had the matter corrected, you received a letter offering you permanent employment in Antequethera, if you should desire it. Benefit: You carry the blessing of Kel; choose either evil or chaotic alignments; you receive a +2 bonus on saving throws against effects with this alignment's descriptor or generated by creatures of this alignment.

    Chance Savior. You happened upon two strangers engaged in a potentially lethal alleyway fight - one, a respectably dressed man from the Middle Wards, the other, a naked man wearing a wooden mask carved with spirals and wielding a rusty cleaver; strangely, a number of people nearby were simply standing and staring at the events unfolding. You sprung to the defense of the clothed fellow and together you fought off the lunatic. The man seemed quite surprised at your assistance, and offered you permanent employment, if you ever desired it. Benefit: Your resolve grants you a +2 trait bonus to saves against mind-affecting effects.

    Cielian Enthusiast. You have a passion for the fringe science behind dirigibles and other Cielian artifacts, and are a familiar sight at the Floatyards; a few months ago you expounded upon your knowledge to a fellow curious onlooker, who was more than happy to hear all you had to say. Two weeks ago you received a letter mentioning the incident, and offering you permanent employment, if you ever desired it. Benefit: You have gleaned much information through your regular visits to the Floatyards and chatting up the Cielians there; you gain a +2 bonus to Knowledge Engineering and Local checks in matters regarding the Cielian people and their technology.


    Alternate Human Racial Traits:

    If human, you may choose from any of the standard alternate racial traits, as well as from those below based on your character's origin or that of their ancestors. Also included are suggestions for standard alternate racial traits for each colony.

    ***ANTEQUETHERA***

    Gearhead. Living in the City of Gears has given some a natural affinity for clockwork devices and their workings.

  • Choose two of the following skills: Craft Clockwork, Disable Device, or Knowledge Engineering; you gain a +2 racial bonus to the chosen skills and they are considered class skills for you. This trait replaces Skilled.

    Sprawl-born. Born and raised in the Sprawl, you've been exposed to the sights, sounds, and filth of people from all corners of the Commonwealth.

  • You gain a +4 racial bonus on saving throws vs disease, and a +4 racial bonus on Linguistics checks to identify unknown languages; furthermore, whenever you put a rank in Linguistics, you learn two languages instead of one. This trait replaces Skilled.

    Vertical Living. Antequethera's architecture is more vertical than horizontal, and some have mastered moving in both axes for quicker egress throughout the wards.

  • You gain a Climb Speed of 20, and gain a +8 racial bonus on all Climb checks. This trait replaces the bonus feat.

    ***FLOATYARDS***

    Alchemical Heritage. Cielians have a long history of alchemical experimentation, and some families have developed natural defenses against "mishaps."

  • You gain a +4 racial bonus on saving throws vs poisons, and have fire and acid resistance equal to 1/2 your character level with a minimum of 1. This trait replaces the bonus feat.

    Risk-Taker. The Cielians believe that nothing great is achieved without taking an equally great risk.

  • You gain a +4 racial bonus on saving throws against fear effects, and once per day may re-roll a failed saving throw, keeping the second result. This trait replaces the bonus feat.

    Skyborn. Some Cielians spend most of their lives embarked on skyships and learn the ways of the open sky.

  • You gain a +2 racial bonus on Survival checks to determine direction or weather, on Acrobatics checks involving walking narrow ledges or falling, and on Knowledge checks regarding flying animals and creatures of the air subtype. You can always tell how many feet above the ground you are. This trait replaces Skilled.

    ***HARRID***

    Conversant with Spirits. While the nature of their relationship has changed, for countless generations the people of Harrid have coexisted with elemental spirits, and their language permeates the colony's culture.

  • You gain fluency in the languages Aquan, Auran, Ignan, and Terran, and may make untrained Knowledge Planes checks to identify creatures of the elemental type without the usual limit of DC 10. This trait replaces Skilled.

    Heart of the South. The land of your people has left it's mark; the unblinking gaze of the sun has inured them to lesser heats.

  • You have fire resistance equal to 1/2 your character level, to a minimum of 1. This trait replaces Skilled.

    Lost Knowledge. The City of Pearl once housed the oldest libraries and universities of the world; in the face of defeat at the hands of the Commonwealth, the knowledge stored there was disseminated among the populace so as not to be lost to the invaders.

  • You gain a +2 racial bonus to any two Knowledge skills of your choice, and these are considered class skills for you. This trait replaces Skilled.

    Suggestions: Awareness, Comprehensive Education, Eye for Talent, Focused Study, Silver Tongued, Social Ties.

    ***INGOL***

    Heart of the North. The land of your people has left it's mark; the breath of the North Wind has inured them to lesser colds.

  • You have cold resistance equal to your character level. This trait replaces Skilled.

    Moral Flexibility. The old ways of your people hold that no principle is too important to never be broken, save one: survival.

  • Whenever subjected to an alignment-based effect, your alignment is considered to be the most beneficial for determining the results of the effect. This trait replaces the bonus feat.

    Trailblazer. You have extraordinarily keen senses and a knack for exploration.

  • You gain a +2 racial bonus on Survival and Perception checks, and your movement is not hampered by natural snow and undergrowth. You also gain low-light vision. This trait replaces the bonus feat.

    Suggestions: Dimdweller, Heart of the Snows, Heart of the Wilderness, Practiced Hunter, Silver Tongued, Wayfarer.

    ***NEW GORAM ISLES***

    Blood of the Serpent. Your ancestors were priests in the serpent cults of old, and your family has continued some of their more secular traditions.

  • You gain a +4 racial bonus against poisons, and do not risk poisoning yourself when applying poison to a weapon. This trait replaces Skilled.

    Naval Lineage. Naval service is a family tradition of yours, with skills passed down for generations.

  • You gain a +4 racial bonus on Profession: Sailor and Swim checks, as well as weather-related Survival checks. This trait replaces Skilled.

    Thick-skinned. Over a thousand years of ritualized sword combat has led to some descended from the old warrior caste developing preternaturally thick skin.

  • You gain DR 5/piercing or bludgeoning. This trait replaces the bonus feat.

    Suggestions: Awareness, Heart of the Mountains, Heart of the Sea, Industrious, Institutional Memory, Military Tradition, Poison Minion.

    ***SUNLANDS***

    Far-Runner. Some tribes of the Sunlands are nomadic, ranging across the vast interior savannah with the herds and keeping pace with them.

  • You gain Endurance and Run as bonus feats. This trait replaces both Skilled and the bonus feat.

    Keeper of the Lore. You have trained since youth to keep the names and deeds of your people alive through their telling.

  • With some effort you may memorize and recall the spoken word with perfect clarity. The character must spend 1 hour of memorization for every 1 minute of speech, to a minimum of 1 hour; during this time the character can't engage in any other activity, and if interrupted, must begin the hour over again. Multiple hours of memorization need not be consecutive, but must be spent in 1 hour increments. The character may also recall any words they have heard within the past hour in a language they are fluent in on a DC 15 Intelligence check; if in a language they don't understand, the DC is 20. In addition, choose one of the following skills: Knowledge History, Knowledge Local, or Knowledge Nobility; you gain a +1 trait bonus to that skill and it is considered a class skill. This trait replaces Skilled.

    Utulu Lineage. One of your ancestors was of the Utulu, a fearsome tribe thought all but extinct after their failed insurrection against the Commonwealth.

  • Characters with the Utulu Lineage racial trait gain a +1 racial bonus to three ability scores of their choice at creation. This racial trait replaces the +2 bonus to any one ability score and the bonus feat.

    Sunlands General Suggestions: Dual Talent, Heart of the Sun, Heart of the Wilderness, Practiced Hunter, Self-Made Fate, Tribalistic (bonus languages are Common and any elemental).

    Sunlands Utulu Suggestions: Comprehensive Education, Heart of the Mountains, Tribalistic (bonus languages are Common and any elemental).

    ***UNHEIM***

    Heart of Steel. For untold generations the people of Unheim have defined themselves through the metals they forge and wield, a tradition continued to this day.

  • You gain a +2 racial bonus on all Craft and Appraise checks related to metals; furthermore, when wielding a metal weapon of your own creation you gain a +1 insight bonus to hit and damage, and when wearing metal armor of your creation you count it's armor check penalty as 2 better. This trait replaces Skilled.

    Witch Hunter Lineage. With the advent of the Commonwealth the Church of Kel instituted thorough pogroms against the supernatural forces infesting Unheim; however, some natives took it upon themselves to rid their lands of this taint, and for several centuries the profession of witch hunter was, for some, a family trade.

  • You gain a +2 racial bonus on saving throws versus magic. Also, choose one of the following enemies: aberrations, constructs, fey, magical beasts, monstrous humanoids, outsiders (air, chaotic, earth, evil, fire, native, OR water), or undead; you gain a +1 racial bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type, as well as on weapon attack and damage rolls against them. Your character gains a +1 racial bonus on checks with the Knowledge skill associated with their enemy, and said skill is considered a class skill. This trait replaces the bonus feat.

    Unheim Suggestions: Fey Magic, Focused Study, Heart of the Fields, Heart of the Wilderness, Industrious, Military Tradition, Shadowhunter.


  • New Player Race - Celestials:

    Celestials *6*

    Universal Celestial Racial Traits:

    Type: outsider (celestial) *3*
    Size: medium
    Base Speed: 30
    Ability Score Modifier: +2 Int, +2 to one other ability score based on ancestry *2*
    Language: Common, plus one another based on ancestry. Celestials with extra languages from high Intelligence scores may choose any language. *1*
    Sensen: low-light vision
    Celestial Racial Traits by Ancestry:

    Accordant

    Accordant celestials are descended from a servant of Angal, and are characterized as astute and decisive.

    Ability Score Modifier: +2 Wis
    Language: Axiomatic.
    Skill Traits: Discerning - accordants gain a +1 bonus to Perception and Sense Motive. *2*
    Spell-like Abilities: Testimony - accordants may use zone of truth once a day. *2*

    Supplicant

    Supplicants are descended from servants of Serfa, and are characterized as humble and compassionate.

    Ability Score Modifier: +2 Con
    Language: Celestial.
    Skill Traits: supplicants gain +2 to Diplomacy.
    Spell-like Abilities: Submission - supplicants may use sanctuary three times per day.

    Deferent

    Deferents are descended from servants of Goram, and are characterized as reliable and resolute.

    Ability Score: +2 Str
    Language: Axiomatic.
    Skill Traits: - deferents gain a +? Bonus to ?.
    Spell-like Abilities: - deferents can use bestow weapon proficiency once a day.

    Chastener

    Chasteners are descended from servants of Yamet, and are characterized as suspicious and merciless.

    Ability Score:[b] +2 Dex
    [b]Language:
    Maleficent.
    Skill Traits: - chasteners gain a +2 bonus to Survival.
    Spell-like Abilities: - chasteners can use deadeye’s lore 3 times a day.

    New Player Race - Discordants:

    With otherworldly blood and traits to match, discordants are often shunned and despised out of reactionary fear. Most discordants never know their anarchic ancestor, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their monstrous appearance and supernatural origins, discordants have a human’s capacity of choosing their fate. While many embrace their dark heritage and side with chaotic powers, others reject their darker predilections. Though the power of their blood calls nearly every discordant to fury, deceit, and rebellion, even the spawn of Rewki can become a saint and that of Zdrada an unsuspecting hero.

    Physical Description: No two discordants look alike; the anarchic blood running through their veins manifests inconsistently, granting them an array of strange traits. One discordant might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of anarch that spawned the discordants bloodline, but even then the admixture of human and anarchic blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in discordants is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.

    Society: Discordants are not numerous enough to have settlements or holdings of their own; instead, they most often live on the fringes of the land where they were born or choose to settle. Most view their very existence as blasphemous, though if found when young enough the Church will often adopt discordants, raising them to believe they must spend their lives in service to make up for the sin of their birth.

    Relations: Discordants face a significant amount of prejudice, most often shunned or marginalized. The widespread assumption that they are innately evil—ill-founded though it may be—prevents many from easily fitting into most of society.

    Universal Discordant Race Traits

    Type: Outsider (native)
    Size: Medium
    Base Speed: 30
    Ability Score Modifier: +2 Cha, -2 Wis, and an additional +2 modifier based on ancestry (below).
    Language: Common, plus one or more additional languages based on ancestry (below).
    Senses: Darkvision 60
    Weaknesses: Unsettling - Most members of other humanoid races and animals begin with an attitude of unfriendly towards discordants.

    Zdrada
    Descended from the servants of Zdrada, X are characterized as enthralling and duplicitous.

    Ability Score Modifier: Additional +2 Cha (for a total of +4).
    Language: Maleficent
    Skill Traits: X gain a +2 bonus to Bluff.
    Special: Liar's Soul - As a standard action, an X may change what alignment is revealed to divinations that may target them; this alignment stays set until they change it again. Further, Xs can't be magically compelled to speak the truth; whenever subject to an effect that normally does so, they may choose to remain silent.

    Rewki
    Descended from the servants of , X are characterized as

    Ability Score Modifier: +2
    Language: Entropic
    Rewki. Chaotic Neutral. Rebellion, dereliction, irresponsibility.

    Pozar
    Descended from the servants of , X are characterized as

    Ability Score Modifier: +2 Str
    Language: Maleficent
    Pozar. Chaotic Evil. Wanton rage, destruction. Associated with fire.

    Mursz
    Descended from the servants of , X are characterized as

    Ability Score Modifier: +2 Con
    Language: Maleficent
    Mursz. Chaotic Evil. Physical decay, rot, disease. Associated with earth.

    Slone
    Descended from the servants of , X are characterized as

    Ability Score Modifier: +2 Int
    Language: Entropic
    Slone. Chaotic Neutral. Madness, illusion, fantasy. Associated with air.

    Ronik
    Descended from the servants of , X are characterized as

    Ability Score Modifier: +2 Dex
    Language:
    Ronik. Chaotic Good. Wanton curiosity, recklessness, zealotry. Associated with water.

    Zadza
    Descended from the servants of , X are characterized as

    Ability Score Modifier: +2 Con
    Language: Exemplar
    Zadza. Chaotic Good. Wanton desires and appetites.

    Sample E6 Feats:

    Unless otherwise stated, all of the following feats require that you be level E7. Feats marked with an * are capstone feats, and require that you possess 6 levels in a single class.

    *Animal Mastery. You are considered a level 6 Druid for determining the benefits of your animal companion. Prereqs: 6 levels in a single class which grants the animal companion ability.

    *Barbarous Resilience. Add 1 to your DR/-. Prereqs: Barbarian level 6.

    *Domain Mastery. Treat your class level as 8 for the purposes of determining the abilities granted by one of your domains; this feat may be taken multiple times, each time applying to a different domain. Preqreqs: 6 levels in a single class that grants one or more Domains.

    Epic Martial Prowess. Your BAB is considered +8 for the purpose of qualifying for feats. Prereqs: +6 BAB.

    Epic Skill Focus. Choose a Skill Focus feat you possess; you are considered to have 10 ranks in the applicable skill for the purposes of the benefits of that feat. This feat may be taken multiple times; each time it must be applied to a different Skill Focus feat. Prereqs: Skill Focus.

    Epic Sneak Attack. Add +1d6 to your Sneak Attack damage. Prereqs: Sneak Attack class feature.

    Epic Toughness. Gain additional max hit points as if you had gained a level in a class you already possess. Prereqs: Toughness.

    Epic Training. You gain skill points and max skill ranks as if you had leveled in a class you already possess.

    *Extra Judgment. Judgment increases to 3/day. Prereqs: Inquisitor level 6.

    *Master Alchemist. Choose one of the following Alchemist class features: Bomb, Poison Resistance, or Mutagen; treat your Alchemist level as 8 for determining the effects of that feature. This feat may be taken multiple times, each time it is applied to a different Alchemist class feature. Prereqs: Alchemist level 6

    *Master Inheritor.You gain the 9th level bloodline[/b][/b]