Dreadfulness in Dunwich PF1e+

Game Master DeJoker

Bale Keep Map

Dunwich:

Dunwich is a somewhat backwater fishing town situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the south-western coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages and guard towers. Many folks from Dunwich serve as staff and support for the keep and the town tends to travelers between Saltmarsh and Burle.

This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the south-western region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.


Overview:
Dunwich is a somewhat backwater fishing village situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the southern coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages. Many folks from Dunwich serve as staff and support for the keep and the village tends to travelers between Saltmarsh and Burle.

As for Keoland, for several generations it was a formidable military power. Its superior cavalry and bold knights pushed the kingdom's borders outward to the north, west, and east. Each successful campaign increased both the crown's wealth and power, and each one in turn drew the kingdom's attention even farther north. The southern coastal regions of Keoland as a result remained a backwater area.

The crown's benign neglect allowed piracy and banditry to flourish. Dunwich and similar villages kept to fishing, content to maintain a low profile and avoid governmental entanglements. Decades ago, the pirates who prowled the waters of the Monmurg Bay and further a sea grew strong enough to create their own realm, a loose confederacy known as the Hold of Sea Princess. With the rise of that nation came increased raids on Dunwich and the other coastal villages. The Sea Princes' raiding shops pillaged the coast for more slaves to support their growing realm, and Dunwich suffered heavily. The memories of those times loom heavily over the area, the locals' hatred of the Sea Princes runs deep.

In time, Keoland's victories in the north gave way to a string of defeats in which its neighbors pushed the kingdom back to its original boundaries. With the world closing in, King Kimbertos Skotti looked to the south and saw unchecked banditry and a rising pirate nation. The crown struck peace treaties with its former foes to the north, raised a navy, and dealt a sharp check to the ambitions of the Sea Princes – but the conflicts are by no means over.

King Skotti has decreed that the pirates must be put down, the sea lanes secured, and trade cultivated. If Keoland cannot prosper as a military force, it must grow mightier as a center of trade. Thus, Southern Keoland, remote though as it might be from the center of power in Keoland, is entering a new phase of its life as it reacts to the king's plans. The crowns agents want to expand the coastal village ports and make them a prime location for trade with the regions beyond. Perhaps capturing and securing the lands the Sea Princes currently hold. In another recent development, a few bands of Dwarves – bearing decrees from the king himself – have arrived in southern Keoland and set up mining camps in various places to excavate the hills and seaside cliffs the permeate the area. If their work bears fruit as expected, the mines stand to become a major factor to the entire region's prosperity.

Naturally, not all of Southern Keoland’s residents feel the same way about the recent developments in and around their communities, which is the key issue that affects their lives and livelihoods. Although these recent changes stand to bring new prosperity to the area, many locals do not want to see their homeland changed. At the same time, as an undercurrent through all the goings-on, agents of several secretive and mysterious organizations both small and large work to thwart Keoland's ambitions while advancing their own. Thus the politics in the entire region has become rife and has even reached as far south as Dunwich which is experiencing its own local issues that only causes even more strife for its citizens.

The most recent development within Dunwich is the return of the Wheezing Cough an ailment that afflicted the village many years ago and took many lives before it mysteriously ceased to be. What has caused it to return and more importantly what stopped it so many years ago. The adventurers are either members of the village or have relatives or associates in the village that have called upon them to hep a local herbalist who believes she may have discovered a cure for the malady.

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Character Creation:

Character attributes are rolled -- you roll 3d6 and keep 2 and add 6. This gives an 8 to 18 range with an average of 13. However, if after rolling you do not average 13 or higher you may opt to discard that set of rolls and try again but you cannot go back to a previous roll.

Hit Points are done a bit differently. At first level full hit points as normal but subsequent levels are rolled as follows based on the Hit Die your class has.

1d6 > 1d4+2
1d8 > 1d4+4
1d10 > 1d4+6
1d12 > 1d4+8

Traits 2 or 3 if you take a negative Trait

Starting Resources: 3000 gp plus maximum for your 1st-level class but you can only start the game with 10 gp or less in monetary valuables (coin, gems, etc...). Further you cannot spend more than 1,500 gp on any single item. Perishable standard magic items (potions, scrolls, etc...) are all viable while permanent magic items need pre-approval. However, I have a different spin on Masterwork that allows for ease of consuming lots of coinage.

Source Material: Paizo Pathfinder 1e Content for the most part. If you are wanting something from some other source I am not closed off on it but I would want a good reason for it. Keep in mind this is the World of Greyhawk so somethings are not going to be present that might be present elsewhere.

Background Skills: Yes we will be using Background Skills except Artistry is a Craft skill and Lore is not a skill at all it is covered under Knowledge as specialization. If you choose to specialize in a skill for each 1 rank spent it equates to 2 ranks which adds to the base skill's ranks, however you still cannot exceed the normal maximum. Further you must have at least 1 Rank in the base skill for each 4 ranks in specialization.
List of Background Skills
... Animals (aka Handle Animals) ............. Knowledge (Engineer) ......... Craft (<specific>)
... Appraise ................................................. Knowledge (Geography) ..... Perform (<specific>)
... Legerdemain (aka Sleight of Hand) ..... Knowledge (History) ........... Profession (<specific>)
... Linguistics ............................................... Knowledge (Nobility)

Final note if there is something you would like to play and you feel you have to multiclass to do it or you simply cannot per se figure out how to make it. Just ask, as I would greatly prefer that players play a themed class they really want to play from the get go. Further I find that multiclassing breaks the aesthetics of the game since one does not learn the entire basis of a class overnight or even in a few weeks. However, if you have your heart set on playing a reduced multiclassing character rather than a full single themed class you may do so, I will however require you to take that multiclassing as part of your character at creation.

Skill Adjustments:

Some of the tweaks are aesthetic only and others a mechanical.

When gaining a level the maximum Ranks a character can add to a single Skill is 1 plus half their Intelligence modifier (minimum 1). Fractions can be retained but only apply when raising the Skill, they are dropped when calculating the total Skill modifier.

When using a Skill Untrained that can be used Untrained, the best result possible is a 10 or a Common result.

Animals ----------- (instead of Handle Animals)
Fly ------------------- (attribute varies either Str, Con, or Dex based on method/action)
Legerdemain --- (instead of Sleight of Hand)
Spell Craft ------- (attribute Wis instead of Int)
Craft --------------- (attribute Wis instead of Int)
Profession ------- (attribute Int instead of Wis)

Use Magic Device
This skill is needed to activate any Magic Item. Further this is now considered to be a Class Skill for all Arcane Spell Caster and they may add their class level as a bonus to this skill up to the number Ranks that they have in this skill. Divine Spell Casters can use this skill untrained if using a relic (religious magic item) and they can add twice their level to their chance to activate a relic associated with or dedicated to their deity. This in no way effects how passive magic items work.

Also if it helps, we metaphorically simplified the meanings for Int and Wis as follows:
Intelligence --- Knowing WHAT to do
Wisdom -------- Knowing WHEN to do

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Races
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Dwarf :
Type: Humanoid (Dwarf)
Attributes: Con +2, Wis +2, Cha -2
Size: Medium
Speed: 20 ft
Senses: Low-Light Vision
Defensive Training: Gain +4 Dodge Bonus to AC against monsters of Large size or larger.
Dwarf Weapon Training: Gain proficiency with Crossbows (Light, Heavy, and Repeating), Battle Axes, Heavy Picks, and War Hammers if already proficient with Martial Weapons due to 1st-level class gain Weapon Focus with one of these weapons. They treat any weapon with the word Dwarven in its name as a Martial Weapon.
Greed: Gain a +2 Racial Bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Gain a +2 Racial Bonus to Saves versus Poison, Spells, and Spell-like Abilities.
Hatred: If confronted by their racial enemies (Orcs and Goblins) they must focus their efforts to eliminate these foes first above all others or suffer a -2 To Hit and Damage. Further if Orcs or Goblins are present, they must make a Will check DC 15 or immediately attack them.
Non-Bouyant: Due to a Dwarf's density they have a -4 to any Swim Checks in addition to any armor or encumberance they might be carrying.
Slow and Steady: Their speed is never modified by Armor nor Encumbrance
Stability: Gain a +4 Racial Bonus to their Combat Maneuver Defense when resisting Bull Rush or Trip attempts.
Stone Cunning: Gain a +2 Racial Bonus on Perception checks to notice Stonwork traps, hidden doors and they receive this bonus when they merely pass within 10 ft of such things whether they are actively searching or not.
Languages: Begin with Dwarf and Keolan (local human)
Potential Additional Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon
Elf:
Type: Humanoid (Elf)
Attributes: Dex +2, Int +2, Wis -2
Size: Medium
Speed: 30 ft
Senses: Low-Light Vision
Keen Senses: Gain a +2 Racial Bonus to Perception checks.
Elven Immunities: Immune to Sleep and Sleep effects, +2 Racial Bonus to Saves versus Enchantment magic.
Fae Vulnerabilites: Elves take 1d4 points of damage from any Cold Iron weapon and this damage takes twice as long to heal normally or requires thrice as much magical healing.
Elven Magic: Gain a +2 Racial Bonus to Caster Level to overcome Spell Resistance and Spell Craft checks to Identify Magic Item Properties.
Elf Weapon Training: Gain proficiency with Bows (including Short, Short Composite, Long and Long Composite) and Katana (aka Longsword) and Wakisashi (aka Short Sword that does slashing damage) if already proficient with Martial Weapons due to 1st-level class gain Weapon Focus with one of these weapons. Also treat any weapon with the word Elven in its name as a Martial Weapon.
Languages: Begin with Elven and Keolan (local human)
Potential Additional Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, or Sylvan
Elf, Aquatic:
Type: Humanoid (Elf, Aquatic)
Attributes: Dex +2, Int +2, Con -2
Size: Medium
Speed: 30 ft; Swim 30 ft
Senses: Low-Light Vision
Aquatic: They have the Aquatic sub-type
Amphibious: They can breathe both air and water.
Elven Immunities: Immune to Sleep and Sleep effects, +2 Racial Bonus to Saves versus Enchantment magic.
Fae Vulnerabilites: Elves take 1d4 points of damage from any Cold Iron weapon and this damage takes twice as long to heal normally or requires thrice as much magical healing.
Aquatic Elf Weapon Training: Gain proficiency with some Spear-like weapons (Boarding Gaff, Catcher, Ranseur, and Trident) as well as the Estoc and Pata. If already proficient with Martial Weapons due to their 1st-Level class they gain Weapon Focus with one of these non-exotic weapons. Also treat any weapon with the word Elven in its name as a Martial Weapon.
Languages: Begin with Aquan and Common (Keolan)
Potential Additional Languages: Aboleth, Boggard, Celestial, Crabman, Draconic, Elf, Giant, Grippli, Saurian (Lizardfolk), Sylvan

Swim Speed: A creature with a Swim Speed can move through water at their indicated speed without making a Swim check. They also gain a +8 Racial Bonus on any Swim checks to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Further, they can use the "run" action while swimming, provided that they swim in a straight line.

Grippli:
Type: Humanoid (Grippli)
Attributes: Dex +2, Wis +2 Str -2
Size: Small (Size Bonus +1 AC and To Hit, +4 Stealth; Size Penalty -1 CMB and CMD)
Speed: 20 ft
Senses: Low Light Vision
Natural Climber: Gain Climb Speed of 20 ft and a +8 Racial Bonus to Climb checks and may use their Dexterity instead of Strength for Climb checks.
Natural Swimmer: Gain Swim Speed of 20ft and a +8 Racial Bonus to Swim checks
Aquatic Glide: The character may move through any sort of watery impediment (such as kelp fields, marsh grasses, swirling currents, and similar watery terrain) at their normal speed and without taking damage or suffering any other impairment. Areas that have been magically manipulated to impede motion, however, still affect them. Further they leave no trace, scent, nor trail while moving within natural surroundings. Thus tracking them is impossible by nonmagical means, unless they choose to leave a trail. Further they gain a +4 Competence Bonus to any Stealth or Swim checks made while moving through a watery environment.
Hold Breath: The character can hold their breath for a number of rounds equal to 4 times their Constitution score before they risk drowning.
Camouflage: The character receives a +4 Racial Bonus on Stealth checks in Bog/Marsh/Swamps, Forests and other natural terrain that has tall grass or underbrush.
Languages: Begin with Grippli one other language from their list.
Potential Additional Languages: Boggard, Draconic, Elven, Gnome, Goblin, Human (Keolan), Saurian (Lizardfolk), or Sylvan
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Alternate Racial Traits
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Jumper: The character is always considered to have a running start when making Acrobatics checks to Jump and gain a +8 Racial Bonus to Jump checks. This replaces Hold Breath.

Glider: The character is aerodynamically inclined with various skin webbing that enables them to glide 5ft forward where they want for every 5ft of descent, unless they can catch an updraft (GM discretion). Further as long as they can glide the take no falling damage. They cannot use this ability if wearing heavy armor or carrying a heavy load. Further if they are wearing medium armor or carrying a medium load they will drop twice as fast moving 5ft forward for every 10 ft of descent as such they take half the distance fallen in falling damage. Further they gain a +4 Competence Bonus to Fly checks and Fly is a Class Skill and their Climb Speed increases to 40ft. This replaces Aquatic Glide and Natural Swimmer. It also removes Swim from their list of Class Skills.

Toxic Skin: As a Swift Action, the character can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, they can smear the poison on its own body as a Standard Action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. They can produce this poison 3 + thier Constitution Modifer (min 1) per day but only once every hour. The character is immune to its own poison and those of its race. This replaces Aquatic Glide and Camouflage. Further, due its bright colorations it suffers a -4 Racial Penalty to Stealth versus visual Perception checks.

Poison: (Skin or Weapon) -- Contact or Injury; Save Fort DC + 1/2 Hit Dice (min 1) plus Con Modifier; Frequency 1/Rnd for 6 Rounds; Effect 1d2 Dexterity damage; Cure 1 Save

Hin:
Type: Humanoid (Hin)
Attributes: Dex +2, Cha +2 Str -2
Size: Small
Speed: 20 ft
Senses: Normal
Keen Senses: Gain a +2 Racial Bonus to Perception checks
Hin Luck: Gain a +1 Racial Bonus on all Saves
Fearless: Gain a +2 Racial Bonus on all Saves vs Fear and to Resist Intimidation this stacks with Hin Luck.
Sure-Footed: Gain a +2 Racial Bonus to Acrobatic and Climb skill checks and can use their Dexterity instead of Strength for Climb checks.
Underfoot: Gain a +1 Dodge Bonus to AC against foes larger than themselves and a +1 Racial Bonus on Reflex Saves to avoid Trample attacks this stacks with Hin Luck.
Hin Weapon Training: Gain Proficiency with Hin Double Sling, Hin Staff Sling, Hin Stitched Sling and gain the Throw Anything Feat. If already proficient with Martial Weapons due to their 1st-level class they gain the Feat Weapon Focus with the Sling or one of these Sling weapons. Further they treat any Thrown Exotic Weapon as a Martial Weapon.
Languages: Begin with Hin and Keolan (local human)
Potential Additional Languages: Dwarven, Elven, Gnome, or Goblin
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Alternate Racial Traits
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Warslinger
Hins are expert at the use of the sling and can reload a sling weapon or one end of a double sling weapon they are proficient with as a Swift Action and/or a Move Action. It still requires two hands and provokes Attacks of Opportunity. This Racial Trait replaces Sure-Footed.
Human:
Type: Humanoid (Human)
Attributes: Attribute of Choice +2 and +1 to 2 other different Size: Medium
Speed: 30 ft
Senses: Normal
Human Versatility: Gain an Extra Feat (total of 2 at 1st level)
Multi-Talented: They can choose two Favored Classes at 1st-level and gain a +1 HP and +1 Skill Point whenever they take level in either class.
Skilled: Gain an 1 Additional Skill Point per Level and the Skill Focus Feat
Languages: Begin with Keolan (local human) and either Elven, Dwarven, Gnome, or Hin
Potential Additional Languages: Any modern non-secret language
Tuath:
Type: Humanoid (Human, Elf) Often called Half-Elves by Humans and rarely Half-human by the rare prejudice Elf
Attributes: Attribute of Choice +2
Size: Medium
Speed: 30 ft
Senses: Low-Light Vision
Keen Senses: Gain a +2 Racial Bonus to Perception checks
Adaptability: Gain Bonus Feat Skill Focus
Elf Blood: They count as both humans and elves for any effect related to race
Elf Immunities: Immune to Sleep and Sleep effects, +2 Racial Bonus to Saves versus Enchantment magic.
Multi-Talented: They can choose two Favored Classes at 1st-level and gain a +1 HP and +1 Skill Point whenever they take level in either class.
Languages: Begin with Elven and Keolan (local human)
Potential Additional Languages: Any modern non-secret language
Uriak:
Type: Humanoid (Human, Ork) Often called Half-Orks by humans and Half-Humans by Orks
Attributes: Str +2, Con +2
Size: Medium
Speed: 30ft
Senses: Low-Light Vision
Keen Senses: Gain a +2 Racial Bonus to Perception checks
Intimidating: Gain +2 Racial Bonus on Intimidation checks
Off-Putting: Receive a -2 Racial Penalty on Diplomacy checks
Orc Blood: They count as both Human and Ork for any effect related to race.
Weapon Familiarity: Gain proficiency with Bow (Short and Long), Great Axe, and Falchion. If already proficient with Martial Weapons due to their 1st-level class they gain the Feat Weapon Focus with one of these weapons. They treat any weapon with the word Orc in its name as a Martial Weapon.
Orc Ferocity: When the character damages a creature with their Melee Attack, they gain a +1 Morale Bonus on their next Attack roll until the end of their next turn.
Languages: Begin with Orc and Keolan (local human language)
Potential Additional Languages: Any modern non-secret language
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Class Notes
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Outri der:
Basically this is an outdoorsy Rogue that incorporates two Archetypes Scout and Pet Trainer with some Features from the Ranger.
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Class Skills (6 Skill Points + Intelligence Modifier per Level)
Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Heal, Intimidate, Perception, Sense Motive, Ride, Stealth, Survival, Swim, Knowledge(Geography, Nature, Underdark), Craft(), and Perform()
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Hit Die: d8
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Proficiency
... Simple Weapons, Light Martial Weapons, Bola, Chakram, Scimitar, Short Bow, Short Composite Bow
... Light Armor, Shields
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Note Weapons that are technically Simple Weapons remain simple weapons. For instance Ammentum, Pilum, and Jolting Dart are still just Simple Weapons as well as others.
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Level ... BAB ........... Fort ... Rflx ... Will
.1st ......... 0 ............... +1 ....... +1 ...... +1
.2nd ....... 1 ............... +2 ....... +2 ...... +2
.3rd ........ 2 ............... +2 ....... +2 ...... +2
.4th ........ 3 ............... +2 ....... +2 ...... +2
.5th ........ 3 ............... +3 ....... +3 ...... +3
.6th ........ 4 .............. +3 ........ +3 ...... +3
.7th ........ 5 .............. +3 ........ +3 ...... +3
.8th ...... 6/1 ............. +4 ....... +4 ...... +4
.9th ...... 6/1 ............. +4 ....... +4 ...... +4
10th ..... 7/2 ............. +4 ....... +4 ...... +4
11th ..... 8/3 ............. +5 ....... +5 ...... +5
12th ..... 9/4 ............. +5 ....... +5 ...... +5
13th ..... 9/4 ............. +5 ....... +5 ...... +5
14th .... 10/5 ............ +6 ....... +6 ...... +6
15th .... 11/6/1 ........ +6 ....... +6 ...... +6
16th .... 12/7/2 ........ +6 ....... +6 ...... +6
17th .... 12/7/2 ........ +7 ....... +7 ...... +7
18th .... 13/8/3 ........ +7 ....... +7 ...... +7
19th .... 14/9/4 ........ +7 ....... +7 ...... +7
20th .... 15/10/5 ...... +8 ....... +8 ...... +8
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Rogue-Ranger Features
..1st - Precise Attack +1d6, Track, Trap Finding
..2nd - Animal Knack, Evasion
..3rd - Danger Sense +1, Endurance, Precise Attack +2d6
..4th - Outrider Companion, Rogue Talent, Scout Charge
..5th - Precise Attack +3d6, Uncanny Dodge
..6th - Danger Sense +2, Rogue Talent
..7th - Attuned Terrain, Precise Attack +4d6
..8th - Rogue Talent, Skirmisher
..9th - Danger Sense +3, Precise Attack +5d6
10th - Advanced Talents, Outrider Fluidity, Rogue Talent
11th - Precise Attack +6d6
12th - Danger Sense +4, Rogue Talent
13th - Precise Attack +7d6
14th - Rogue Talent
15th - Danger Sense +5, Improved Fluidity, Precise Attack +8d6
16th - Rogue Talent
17th - Hide in Plain Sight, Precise Attack +9d6
18th - Danger Sense +6, Rogue Talent
19th - Precise Attack +10d6
20th - Danger Sense +7, Master Talent, Rogue Talent
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Most of the above Features are already explained so all I will do is explain the items not already explained. Oh keep in mind that when taking a Rogue Talent the character can take a Combat Feat which covers the Combat Style acquired by Rangers.
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Animal Knack (Ex)
The character is continuously learning the ways of animals and their Animals skill is equal to this Class Level and is always a Class Skill for the character. Furthermore they can improve the intial attitude of animals through interaction, this functions just like a Diplomacy check to improve the attitude of a person but the character makes an Animals(Cha) check instead. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Outrider Companion (Ex)
The Outrider has formed a close bond with an Animal Companion. They select an Animal Companion from the following list: Antelope, Baboon, Badger, Bird (Eagle/Hawk/Owl), Bustard, Camel, Capybara, Cat, Small (Cheetah, Leopard), Constrictor Snake, Dire Rat, Dog, Elk, Falcon, Hobbe Hound, Horse, Kangaroo, Lizard (Giant Gecko), Marsupial Devil, Pony, Ram, Reindeer, Spitting Cobra, Stag, Trumpeter Swan, Thylacine Marsupial, Venomous Snake, Wolf, Wolfdog, Yak, or Zebra. If the campaign takes place wholly or mostly in an aquatic environment, they may additionally choose from the following list: Armorfish, Dolphin, Reef Snake, Shark, Stingray. An Outrider's Animal Companion shares their Attuned Terrain bonuses once acquired by the Outrider.

Otherwise, this ability functions like the Druid Animal Companion ability (which is part of their Nature Bond Class Feature), except that the Outrider's effective Druid Level is equal to their Outrider Level – 3.

Attuned Terrain (Ex)
The character may select a type of terrain from the Terrain Types table (see below). They gain a +2 Class Bonus to Initiative, Knowledge(Geography), Knowledge(Nature), Perception, Stealth, and Survival skill checks when they are in this terrain. The character can travel through this Attuned Terrain normally and leave no trail if they so choose, and subsequently cannot be tracked. To maintain their attunement they must either make a successful Survival check with a DC 15 or spend 1gp worth of raw materials at least once every 3 days within that terrain and make a Knowledge(Nature) check with a DC of 10. If they fall out of attunement they can get back into attunement by performing the maintenance rituals successfully over 3 consecutive days.

The character may change their Attuned Terrain after spending a minimum of 3 consecutive days and successfully performing an attunement ritual during each of those 3 consecutive days within the new Terrain to which they wish to Attune themselves to. The character must make a Knowledge(Nature) check with a DC of 20 minus each full consecutive day spent within the new Terrain performing the attunement ritual. The cost of the materials for this attunement ritual is 3gp per day or they may attempt to make a Survival check with a DC 25 to gather those materials.

If a character has spent sufficient time within a Terrain and completed the necessary attunement rituals and has an unapplied Attuned Terrain (or Favored Terrain) available they may apply add that terrain to their Attuned Terrains. If they later choose to Attune to another Terrain they may use any one of their current Attuned Terrains for that or another unapplied Attuned Terrain (or Favored Terrain).

Terrain Types
... Cold Terrain (Ice, Glaciers, Snow and Tundra)
... Desert (Sand and Wastelands)
... Forest (Coniferous and Decidous)
... Jungle
... Mountain (including foot-hills)
... Plains (including hills)
... Planar (pick one, other than Material Plane)
... Swamp/Marsh/Bog
... Underdark (Caves and Dungeons)
... Urban (Buildings, Streets, and Sewers)
... Water (Above and Below the Surface)

Outrider Fluidity
The character acquires the Signature Skill Feat for Acrobatics which grants them the Skill Unlock ability for their Acrobatics skill.

Further when the character has 10 Ranks or more in Acrobatics they move so fluidly that they may move through any Attuned Terrain's undergrowth (such as natural thorns, briars, kelp fields, and similar overgrown terrain) at their normal speed and without taking damage or suffering any other impairment. However, areas that have been magically manipulated to impede motion, still impede the character.

Improved Fluidity
When the character has 15 Ranks or more in Acrobatics, their ability to move so fluidly extends to more than just their Attuned Terrain. They improve their Uncanny Dodge ability such that they can no longer be flanked.

Further if they use Acrobatics instead of using their Reflex Save and exceed the DC by 10 or more they improve their Evasive ability. Allowing them to take no damage on a successful Acrobatics check against such attacks. They however, henceforth take only half damage on even a failed Acrobatics check. If helpless they cannot gain this benefit.

Hide in Plain Sight
When in their Attuned Terrain, the character can use their Stealth skill even while being observed provided they have at least 15 Ranks in Stealth.

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Feats
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Mobil ity::

Prerequisites: Dex 13+, Dodge
Increase the Dodge Bonus to AC by +1 (total +2). Further get an additional +4 Dodge Bonus to AC against Attacks of Opportunity due to moving out of or within a threatened area. Any condition that makes one lose their Dexterity Bonus to AC also makes them lose their Dodge Bonuses.
Unarmed Strike:
First Unarmed Strike is something every character possesses but I am adding a couple of Feats associated with it and as such I am outlining the Basic Skill along with the Feats that build up on that and how those are being implemented. It should be noted that this very minorly tweaks Improved Unarmed Strike.

Unarmed Strike
... Damage: 1d2(S), 1d3(M), 1d4(L)
... Type: B
... Critical: 20/x2
... Range: Melee
... Special: Monk, See Text
... Category: Light Weapon
... Proficiency: Simple Weapons
... Weapon Groups: Close; Monk

Unarmed Strike is considered a Light Weapon, which means that one can use the Weapon Finesse feat to apply their Dexterity Modifier instead of their Strength Modifier to Attack rolls. However, an Unarmed Strike does not count as a Natural Weapon. Further, the damage from an Unarmed Strike is considered Nonlethal Weapon Damage for the purposes of effects that give one a bonus on Weapon Damage rolls. Finally one can only apply half of their Strength Modifier to damage from their Unarmed Strikes (round up).

Improved Unarmed Strike (Feat)
... Prerequisites: None
... Damage: 1d3(S), 1d4(M), 1d6(L)
... Type: B
... Critical: 20/x2
... Range: Melee
... Special: Monk, See Text
... Category: Light Weapon
... Proficiency: Simple Weapons
... Weapon Groups: Close; Monk

The charcter is considered to be Armed, even when unarmed. Therefore they do not provoke Attacks of Opportunity when they Attack foes with Unarmed Strikes. Further their Unarmed Strike damage is increased by 1 step and they can deal Lethal or Nonlethal Damage, at their discretion with no penalty on their Attack roll. Finally one can only apply three-quarters of their Strength Modifier to damage from their Unarmed Strikes (round up).

Note: This Feat is possessed by several Classes as part of their Class whether they meet all the prerequisites or not (for instance Brawler and Monk) and is already incorporated into their Class and as such cannot be taken by those Classes.

Advanced Unarmed Strike

... Prerequisites: Improved Unarmed Strike, Base Attack Bonus +1
... Damage: 1d4(S), 1d6(M), 1d8(L)
... Type: B
... Critical: 20/x2
... Range: Melee
... Special: Monk, See Text
... Category: Light Weapon
... Proficiency: Simple Weapons
... Weapon Groups: Close; Monk

The character may attack with fists, elbows, knees, and feet. This means that a they may make Unarmed Strikes with their hands full. Their Unarmed Strike Damage is increased by 1 step and they can apply their full Strength Modifier on damage rolls with their Unarmed Strikes. They also have the choice to deal Lethal or Nonlethal damage while grappling.

Note: This Feat is possessed by several Classes as part of their Class whether they meet all the prerequisites or not (for instance Brawler and Monk) and is already incorporated into their Class and as such cannot be taken by those Classes.

Superior Unarmed Strike

... Prerequisites: Advanced Unarmed Strike, Base Attack Bonus +8
... Damage: 1d6(S), 1d8(M), 1d10(L)
... Type: B
... Critical: 20/x2
... Range: Melee
... Special: Monk, See Text
... Category: Light Weapon
... Proficiency: Simple Weapons
... Weapon Groups: Close; Monk

Their Unarmed Strike Damage is increased by 1 step and they can apply their full Strength Modifier on damage rolls with their Unarmed Strikes.

Note: This Feat is possessed by several Classes as part of their Class whether they meet all the prerequisites or not (for instance Brawler and Monk) and is already incorporated into their Class and as such cannot be taken by those Classes.

Greater Unarmed Strike

... Prerequisites: Advanced Unarmed Strike, Base Attack Bonus +15
... Damage: 1d8(S), 1d10(M), 2d6(L)
... Type: B
... Critical: 20/x2
... Range: Melee
... Special: Monk, See Text
... Category: Light Weapon
... Proficiency: Simple Weapons
... Weapon Groups: Close; Monk

Their Unarmed Strike Damage is increased by 1 step and they can apply their full Strength Modifier on damage rolls with their Unarmed Strikes.

Note: This Feat is possessed by several Classes as part of their Class whether they meet all the prerequisites or not (for instance Brawler and Monk) and is already incorporated into their Class and as such cannot be taken by those Classes.

Power Shot:
Prerequisite: Proficiency in a Ranged Weapon, Base Attack Bonus +1
Gain a +5 feet to Range Increment per Strength Modifier or increase the Strength Modifier damage by using heavier ammunition with no additional range penalty. Regardless Point Blank range is increased by +5 feet per Strength Modifier.
Superior Arc Slinger:
Prerequisite: Sling Proficiency, Arc Slinger
When using a sling or sling staff, reduce the penalty on Ranged Attack rolls due to range by by an additional 2. Further if one possesses Point-Blank Shot the damage bonus increases by an additional +1 as well.
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Weapons and Armor Notes
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Maste rWork:
This is used to modify a weapon, armor, or gear giving it a feature it does not have, such as making a Scimitar Light. It is also used to add bonuses To Hit or Damage to a weapon, projectile weapons can only gain a bonus To Hit and their Ammo would receive the bonus to damage.

Note a +1 To Hit or a +1 to Damage is 1 Masterwork Level getting both would be 2 Masterwork Levels. For each Masterwork Level added to a weapon, armor, or gear the base cost is multiplied by 5 cumulatively to get its new cost. Thus 1 Masterwork Level is x5, 2 Masterwork Levels is x25, etc...

Projectile weapons can only gain Masterwork Bonuses To Hit.

Ammunition can gain both To Hit and Damage bonuses but like all types of like bonuses, a Masterwork Bonus To Hit with a Projectile does not stack with a Masterwork Bonus To Hit with Ammunition. Further, due to its simplistic nature, Ammunition can only have one type of Masterwork and only ever obtain 3 Tiers of that one kind of Masterwork.

The starting maximum bonus To Hit, Damage, and AC is a +2. Getting a higher grade than a +2 takes finding someone in-game capable of making those rather legendary works. Note finding someone to have made a +2 would have been difficult enough but you have 3 levels of time to have done that with.

Special Materials:

Special materials exist but they increase the base cost of an object before applying MasterWork and that increase may be different thant what is listed normally. So please check if you plan to use any special materials to make anything.

Strength Composite Bow The basic Composite Bow is only slighlty better than its non-Composite counterpart, however, by using special materials one's Strength Modifier can be used to do additional damage this increases the base cost of the Composite Bow by 75gp per +1 Rating and increase the weapons weight by 1 lbs. The downside to using this is that a Strength Composite Bow requires a minimum Strength Modifier to use effectively and anyone that does not have this minimum Strength Modifier suffers a -2 penalty (in addition to any other penalties) to Attack rolls and does not do the increased damage.

Silvered: This affects Shifters, Devils, Night Hags, Wights, and Wraiths by passing resistances and inflicting an additional 1d4 points of non-reducible damage. Only the metal of a weapon can be Silvered and it doubles the base cost of the weapon.

Cold Iron: This affects Fae, Fiends, and Undead by passing resistances and inflicting an additional 1d4 points of non-reducible damage. Only the metal of a weapon can be made of Cold Iron and it doubles the base cost of the weapon.

Note: A weapon cannot be both Silvered and Cold Iron

Ammunition:
First it should be noted that for regular ammunition the group has decided on the simple tracking system. You buy a unit of ammo and when you roll a Natural 1 when using a projectile weapon you either run out of ammo or the weapon breaks with running out of ammo being the most likely occurence. One can buy additional units of ammo as backup but they have additional weight and take up additional space.

Next due to the fact that Pathfinder is extremely off in their weights for ammunition (based on historical data) and to make things simple here are the counts for normal ammunition that weighs 1 lb note these weights are still a bit on the heavy side but they are a whole lot closer to the actual weights.
... 20 Arrows
... 20 Bolts
... 40 Bullets (cost 5sp)

If there is any other specific normal ammo that is missing that you want let me know and I will add it in.

Masterwork Ammo:
Arrow Ammunition
... Accuracy Arrow ... Cost x5 per +1 To Hit
... Damage Arrow ..... Cost x5 per +1 Damage
Bolt Ammunition
... Accuracy Bolt ... Cost x5 per +1 To Hit
... Damage Bolt ..... Cost x5 per +1 Damage
Bullet Ammunition
... Accuracy Bullet ... Cost x5 per +1 To Hit
... Damage Bullet ..... Cost x5 per +1 Damage
... Groaning Bullet ... Cost x5 .. Ranged -20ft .. Effect: Cause Shaken for 1 Round DC 10 + (Attack Bonus/2)(round down) to all creatures of 4HD or less within 10 feet of the flight path.
Additional Gear:

Below is a list of additional gear not approved for this game. This list is not currently exhaustive so if you are interested in something that is not listed below ask about it. This list also to help you how Masterwork might be applied to other things other than weapons and armor.

Alchemical Recipe: The common alchemical recipes can be purchased for 50gp per recipe. Note however, if you have taken Craft[Alchemy] and Profession[Alchemy] then you may attempt to create your own recipes which may or may not cost as much depending on how well you roll.

Backpack, Masterwork: This extremely well-made backpack has a capacity of 50 lbs instead of the standard 30 lbs of a normal backpack. Cost: 10gp Weight: 5 lbs

Potion Belt: This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a Bonus Action or as part of a Move Action once per round. Cost: 1gp Weight: 1 lbs

Potion Belt, Masterwork: This extremely well-made potion belt holds ten potions. Retrieving a potion from a masterwork potion belt is a Free Action once per round. Cost: 5gp Weight: 1 lbs

Divine Focus: This takes the form of an Amulet, Medallion and the like. Cost 5 gp Weight 1 lb

Reliquary: This is a masterwork Divine Focus and takes the form of a small statue or quarterstaff. It grants the Feat: Eschew Materials for all divine spells. Cost 25 gp Weight 4 lbs

Emblem: This is a Divine Focus that is applied as an emboss upon a Light or Heavy shield. Cost: x2 Weight +1 lb

Emblem Masterwork: This is a finely and intricately crafted Divine Focus embossed upon a Light or Heave sheild. It grants the Feat: Eschew Materials for all divine spells. Cost x10 Weight +4 lbs

Basic Arcane Focus: This takes the form of a Wand and grants the Feat: Eschew Materials but only a single school as each wand must be made of the appropriate materials for each school of magic. Cost: 10 gp Weight ½ lb

Advanced Arcane Focus: This takes the form of an Masterwork Amulet with a large central gem associated with the school of focus and 5 smaller satelite gems for the non-opposed schools. A generalist has 9 smaller satelite gems. It grants the Feat: Eschew Materials for all the schools it represents. Cost 50 gp Weight: 2 lbs

Full Arcane Focus: This takes the form of a Masterwork Quarterstaff. It grants the Feat: Eschew Materials for all schools and can be used as a weapon. Cost 50 gp Weight: 4 lbs

Component Pouch: This takes the form of a double sized double Masterworked Pouch and allows the storage of spell components allowing for quick access. Retrieving a spell component from a Component Pouch is a Swift Action. Cost 25 gp Weight: 2 lbs

Note: Retrieving Spell Component normally will be considered a Move Action per the Retrieve Stored Item action.

Brass Knuckles:
Statistics
----------------------------------------------------------------------
Cost: 1 gp
Weight: 0.5 lbs
Damage: 1d3(S), 1d4(M), 1d6(L)
Type: B
Critical: 19-20/x2
Range: Melee
Special: Monk, See Text
Category: Light Weapon
Proficiency: Simple Weapon
Weapon Groups: Close; Monk

Description
----------------------------------------------------------------------
These weapons fit snugly around the second knuckles and take a Move Action to equip. Once equipped they cannot be Disarmed nor Sundered. While wearing Brass Knuckles, the character is considered armed and their unarmed attacks deal lethal damage. They may hold, but not wield, a weapon or other object in a hand wearing Brass Knuckles. They may cast a spell with a Somatic Component while wearing Brass Knuckles but they must make a successful Concentration check (DC 10 + the Level of the spell being cast). Monks are considered proficient with Brass Knuckles. Lastly the constriction of the knuckles gives a -2 penalty on all precision-based tasks involving that hand (such as opening locks or grappling).

Those with Advanced Training in unarmed combat (aka those whose unarmed strikes do an increased damage die) instead can add a +1 to their Unarmed Strike Damage, gain the increased Critical Threat Range.

Cestus:
Statistics
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Cost: 5 gp
Weight: 1 lbs
Damage: 1d3(S), 1d4(M), 1d6(L)
Type: B(P)
Critical: 19-20/x2
Range: Melee
Special: Monk, See Text
Category: Light Weapon
Proficiency: Simple Weapons
Weapon Groups: Close; Monk

Adjustment Notes: Removing the Spikes removes the possibility of doing Pierce damage but also reduces the Base Cost by 1gp and the Weight by 0.5 lbs. Removing the Metal Bars removes the Spikes and causes the wielder to no longer be considered armed, they no longer deal lethal damage, they longer have an Increased Critical Threat, and they no longer do Weapon Damage (going back to normal fist damage). They, however, still retain the pentaly to precisioned-based tasks and the object cannot be Disarmed nor Sundered. The Base Cost is reduced by an additional 2gp (total 3gp) and the Weight by an additional 1 lbs (total 1.5 lbs). Further those with advanced training in unarmed combat lose the Bonus to Damage but still gain the potential Shield Bonus and the Critical Threat but its range is reduced to 20/x2.

Description
----------------------------------------------------------------------
The Cestus is a glove of leather or thick cloth, that covers the wielders mid-forearm to mid-finger. This close combat weapon is sometimes reinforced with metal plates over the fingers, the back of the hands, and forearms. They also sometimes have wicked spikes attached to those metal plates. While wearing a cestus, the character is considered armed and their unarmed attacks deal lethal damage. If they are proficient with a Cestus, they can have their unarmed strikes deal Bash or Pierce damage. When wearing a Cestus, one's fingers are mostly exposed, allowing one to wield or carry items in that hand, but the constriction of the weapon at the knuckles gives a -2 penalty on all precision-based tasks involving that hand (such as opening locks or grappling). A Cestus cannot be Disarmed nor Sundered.

Those with advanced training in unarmed combat (those whose unarmed strikes do an increased damage die) instead can add a +1 to their Unarmed Strike Damage, gain the increased Critical Threat Range, and they can also use this weapon to fight defensively, gaining a +1 Shield Bonus to AC. If used paired, then one can be used defensively while the other used to attack just like fighting with a sword and shield with no penalty for duel wielding.

Chakram:
Statistics
----------------------------------------------------------------------
Cost: 16 gp
Weight 2 lbs
Damage: 1d4(s), 1d6(m)
Type: S
Critical: 19/x2
Range: 30 ft
Special:
Category: Ranged
Proficiency: Martial Weapons
Weapon Groups Light Blades, Thrown; Heavy Blades

Description
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The Chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. When thrown it is considered to be a Light Weapon (aka Light Blade, Thrown). Now the Chakram can also be wielded as a melee weapon where it functions as a One-Handed Weapon (aka Heavy Blade). However, it is not designed for such use; and one takes a –1 penalty on their Attack roll with the weapon. and must succeed at a DC 15 Reflex Save or cut themself on the blade (doing half damage with no Strength Modifier). One does not need to make this Save if wearing Heavy Armor or a metal Gauntlet.

Note: Using a Chakram as a melee weapon also either requires proficiency with Martial Weapons or proficiency with Chakram as an Exotic Weapon. If acquired by a Class Proficiency it just means you are proficient with the weapon as a Thrown Light Weapon.

Combatwraps:
Statistics
----------------------------------------------------------------------
Cost: 1 sp per wrap
Weight: --
Damage: --
Type: --
Critical: --
Range: Melee
Special: See Text
Category: Light Weapon
Proficiency: Simple Weapons
Weapon Groups: Close; Monk

Description
----------------------------------------------------------------------
Some unarmed fighters and martial artists wrap their hands and/or feet in cloth to minimize injuries to their fists and feet. Some also weave small coins or metal bars into these wraps, adding special material effects as well. A Combatwrap does not alter the damage a character's unarmed strikes deal nor can a Combatwrap be improved by Masterworking due to its extremely simplistic design. However, they can be enchanted like a normal weapon, providing their benefits on unarmed strikes that the character makes with their hands and/or feet. A character cannot benefit from a Combatwrap and other items that provide Enhancement Bonuses or Weapon Special Abilities (such as an Amulet of Mighty Fists) on the same attack.

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Knowledge Skills (Int)
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Arcan a:

Ancient Mysteries
Arcane Spells
Arcane Symbols
Constructs
Dragons
Magic Traditions
Magical Beasts
Magical Items
Engineer:

Aqueducts
Bridges
Buildings
Fortifications
Mechanical Devices
Siege Engines
Geography:

Astronomy
Climate
Migrations
Lands
Populations
Terrain
History:

Colonies
Founding of Cities
Historical Events
Kingdoms
Strategy
War
Local:

Craft/Trades
Cultures
Customs
Inhabitants
Humanoids
Laws
Legends
Personalities
Rumors
Traditions
Nature:

Animals
Fae
Monstrous Humanoids
Plants/Herbs
Natural Seasons/Cycles
Vermin
Weather
Nobility:

Court Etticate and Rituals
Heraldry
Lineages
Personalities
Royalty
Planar:

Astral Plane
Ethereal Plane
Inner Planes
Outer Planes
Outsiders
Planar Magic
Religion:

Deities
Clerical Traditions
Cults and Cult Practices
Holy Symbols
Prayers
Mythic History
Religous Hierarchies
Rites
Undead
Underdark:

Aberrations
Caverns
Caves
Molds
Mushrooms
Ooozes
Slimes
Spelunking
Underdark Humanoids
Profession (specific):

Basically Profession is a knowledge skill about a specific profession which covers all crafts and trades. For while, Craft[Alchemy] lets you make alchemical things you have recipes for Profession[Alchemist] gives you the knowledge about the industry, how to make money, and how to create new recipes.
Using Knowledge Skills:

When making a Knowledge Check (Int) use the following guideline for what information that is known:

DC 10 for common knowledge, known by at least a substantial minority of the local population

DC 15 for uncommon knowledge, known by only a some people within the area

DC 20 for rare knowledge, known by a only a few people within the area, basically hard to come by.

DC 25 for obscure knowledge, known by only a select few period, extremely hard to come by.

DC 30+ for extremely obscure knowledge, known perhaps by one or two very knowledgable folks or possibly forgotten by most who once knew about it or possible known only by those who do not understand the significane of that knowledge.

In many cases, one can use their Knowledge skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows the character to remember a bit of useful information about that monster. For every full 3 points the required check exceeds the DC, the character recalls another peice of useful information.

Note: A non-proficient Knowledge check is simply just an Intelligence check but without proficiency, the maximum result of the check (regardless of what was rolled) is 10 or basically common knowledge.

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Combat Notes
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Flanking:
To make this easy I do away with the standard Flanking guidelines in favor of something that better reflects the chaos of battle and that is as follows: One is considered flanking when there are more than one attacker attacking them. Further for each additional attacker beyond 1, all the attackers gain a +1 Circumstance Bonus per attacker on their attacks up to a maximum of a +4 To Hit, as they are considered to be constantly trying to out maneuver their target and this reflects that advantage.
Multiple Opponents:
A creature with multiple opponents must make a random roll using a die equal to the number of attackers for each attack they make to see which opponent presented the best target for that attack.

However, one can also choose to focus on I single target forgoing all others but all the ignored attackers would gain a +4 Circumstance Bonus to hit with their next attack(s) until the beginning of that character's next turn. However, they lose their Flanking Bonus since it no longer applies. Note: This can be combined with Fighting Defensively if one chooses.

Under certain circumstances (at GM discretion) the target die can be weight some towards a target. Such as if the attacker particularly hates one of their targets they could acquire a extra chance to hit that target since they would be specifically looking to do so.

Fighting Defensively:
Per normal Guidelines one can choose to fight defensively. However to bring this in line with the Combat Expertise Feat, the following change is made. The Attack penalty and AC Bonus is based on the Attacker Base Attack Bonus (not the total) as follows:
... BAB: 3 or less ... -2 Atk .. +1 AC
... BAB: ..4 to 7 ...... -4 Atk .. +2 AC
... BAB: ..8 to 7 ...... -6 Atk .. +3 AC
... BAB: 12 to 15 .... -7 Atk .. +4 AC
... BAB: 16 to 19 .... -9 Atk .. +5 AC
... BAB: .... 20 ....... -11 Atk .. +6 AC

Note as you can see this makes the Combat Expertise (-1/+1 per +4 BAB) better at higher levels than at lower levels which kind of reflects its concept in that a higher level character is more apt to be a combat expert.

Intimidate:
Intimidation is a Fear affect which means targets immune to Fear are immune to Intimidation. However, it is not a mind-affecting effect therefore it can still be used to effect mindless creatures (such as skeletons).

Next while it states it causes the Sickened affect this is no longer the case. Simply put an Intimidated creature simply has a -2 Penalty to Attack and Damage rolls for the duration of the Intimidation. This means if a target is immune to being Sickened they can still be Intimidated.

This seemed initially counter intuitive but then I did some reading and it occurred to me that Intimidate is more of a Force of Spirit than it is how it is most often conveyed. In fact it is believed that Samurai would Intimidate an oppoent by just standing perfectly still and just facing their enemy. So yes it will effect targets that are mindless and have no real senses either (sight, hearing, etc..), however, if the target is spiritless (like some constructs) then they cannot be Intimidated.

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Spell Notes
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Cantr ips/Orisons:
Cantrips
The character can cast Cantrips. These spells are cast like any other spell, but they are not expended when cast and can be cast again. Cantrips cannot benefit from being cast at higher levels and as such cannot benefit from Meta Magics. The character initially memorizes a number of Cantrips equal to their Level or their Intelligence Modifier whichever is higher. They then gain one additional Cantrip per level thereafter. The maximum number of Cantrips that any character can eventually know is equal to their Intelligence plus 5, regardless of how they acquired that Cantrip.

Orisons
The character can cast Orisons. These spells are cast like any other spell, but they are not expended when cast and can be cast again. Orisons cannot benefit from being cast at higher levels and as such cannot benefit from Meta Magics. The character initially memorizes a number of Orisons equal to their Level or their Wisdom Modifier whichever is higher. They then gain one additional Orison per level thereafter. The maximum number of Orisons that any character can eventually know is equal to their Wisdom plus 5, regardless of how they acquired that Orison.

1st-Level Spells
Bless Water:

School: Necromantic-Positive 1st-Level
----------------------------------------------------------------------
Casting
----------------------------------------------------------------------
Casting Time: 1 Minute
Ritual Time: 10 Minutes (no spell slot needed)
Components: V, S, M/F (see text)
----------------------------------------------------------------------
Effect
----------------------------------------------------------------------
Range: Touch
Area: Gallon of Water
Duration: Instantaneous
Save: None
Spell Resistance: No
----------------------------------------------------------------------
Description
----------------------------------------------------------------------
Material Focus: A 1 gallon Blessed Silver Basin worth at least 200gp
. . . . . . . . . . . . . . A Blessed Silver Ladel worth at least 50gp
. . . . . . . . . . . . . . 4 Blessed Flasks worth 4gp
Material Components: 1 gallon of distilled or conjured water
. . . . . . . . . . . . . . . . . . . . 2 lbs of powdered silver worth 20gp

The Silver Basin and Silver Ladel can be borrowed from one's church or a churched allied with one's deity for a small donation such as half of the Holy Water that is created.

The caster fills the Silver Basin with the appropriate water and then while chanting a prayer of blessing to their diety, slowly sprinkles in the powdered silver. When finished the Silver Basin holds 4 pints (flasks) worth of Holy Water.

To craft a Silver Basin and Silver Ladel requires 5 pounds of silver and the crafting process equates to creating masterwork versions. Thus the base silver costs 50gp and the crafting process increases that base worth to a value of 250gp. Of course, the necessary crafting rolls must be made which dictates the time it takes to complete the objects.

Detect Evil/Chaos/Good/Law:

Detect Evil/Chaos/Good/Law
School: Divination 1st-Level
----------------------------------------------------------------------
Casting
----------------------------------------------------------------------
Casting Time: 1 Standard Action
Components: V, S, DF
----------------------------------------------------------------------
Effect
----------------------------------------------------------------------
Range: 60ft
Area: Cone-Shaped Emanation
Duration: Concentration, up to 10 min/level (D)
Save: None
Spell Resistance: No
----------------------------------------------------------------------
Description
----------------------------------------------------------------------
The caster can sense the presence of the alignment. The amount of information revealed depends on how long they study a particular area or subject.

1st Round: Presence or absence of the alignment.

2nd Round: Number of specified alignement auras (creatures, objects, or spells) in the area and the power of the most potent alignment aura present.

If the caster is opposed to the alignment, and the strongest alignment aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice their character level, they are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside their Line of Sight, then they discern its direction but not its exact location.

Aligned Creature/Object . . . . . None . . . . . . . Faint . . . . . Moderate . . . . Strong . . . Powerful . . . Overwhelming
Creature (HD) . . . . . . . . . . . . . 9 or less . . . . 10 to 19 . . . . . 20 to 25 . . . . 26 to 35 . . . 36 to 50 . . . . 51 or more
Undead (HD) . . . . . . . . . . . . . . . . *** . . . . . . . 2 or less . . . .. 3 to 8 . . . . . . 9 to 14 . . . 15 to 20 . . . .. 21 or more
Outsider (HD) . . . . . . . . . . . . . . . *** . . . . . . . 1 or less . . . .. 2 to 5 . . . . . . 6 to 10 . . .. 11 to 15 . . . . 16 or more
Divine Caster (Level) . . . . . . . . . *** . . . . . . . 1 or less . . . . . 2 to 5 . . . . . . 6 to 15 . . .. 11 to 15 . . . . 16 or more
Magic Object . . . . . . . . . . . . . . 4 or less . . . . . 5 to 8 . . . . . .. 9 to 12 . . . . 13 to 16 . . .. 17 to 20 . . . . 21 or more
. . . (Caster Level)

2nd-Level Spells
3rd-Level Spells
4th-Level Spells
5th-Level Spells
6th-Level Spells
7th-Level Spells
8th-Level Spells
9th-Level Spells
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