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Okay so no full casters
Takes place in the Early Modern Period 15th to 17th Century European like world.
Classes: Barbarian,Bard, Fighter, Monk, Paladin, Ranger, Rogue, Alchemist, Cavalier, Inquisitor, Magus, Gunslinger, Shifter, Bloodrager, Brawler, Skald, Hunter, Slayer, Swashbuckler,Investigator, Warpriest, Summoner**,Medium,Mesmerist, Occultist, Spiritualist,Kineticist,Shifter
Gesalt: Save Kineticist
**no unchained Summoners and No Synrhisist Summoners
Races: Human, Elves, Dwarves, Gnomes, Halflings, Ratfolk
Human Origins: Aasimar, Fetchling, Ifrit,Oread, Slyph, Tiefling,Undine, Changelings, Gillmen, Skinwalkers and Vishkanya
Religions:
The Triumvirate Faith: Worship the Great Mother Goddess and her teo Children The Lord of Light and The Entropic One.
The Order of the Seven Siants: A subsect of the Triumvirate, where tne Seven Saintly Schools of Magic and the living Saint lead rhe church [no Saint of Necromancy is Recognized]
The Green Faith: Nature worship, Ancestral worship and Animism are the cornerstone of this faith
The Way of Whispers: Cult who worships Twisted Alien Beings the Great Old Ones
Cults: Of Demons, Devils, ect. Many but also often small.
The names for Humans are Germanic hailimg from Urliek the Great Empire.
Elves use Welsh, Dwarvesuse Greek, Halflings use Slavic, Gnomes use Jewish,
Have 5 other human nations a Nordic, a French/Spainish, an Italian, a Russian, and One rhat is like Arabic meets German Crusaders.
Will get into more detials
As for chunch.
Ability Scores: 15 point buy
Races and Classes as above
Starting wealth: Normal, but also everyone has Rich Parents Trait.
Gesalt save Kineticists
Level 1
Backgrounds: You are all nobles, minor houses or even landless nobles called By the Reclusive Vosks of Krionbreg to investigate a few things at the Capitol.
Social Intrique and possible War will probably happen.

Djack Nymball |

Wow, 15 point buy. That's gonna make gestalt tight. I can make it work I think.
Dang, that sounds similar a observation I made in a recruitment once :)
Elephant in the Room or any other optional/house rules of note?
Also, thematically... seafaring, mostly land, no spelunking, airships (zeppelins), clockwork? Trying to get a vibe.
EDIT: What does Human Origins mean - are those available races?
EDIT: I don't see books allowed/disallowed, is Slashing Grace (feat) an option?
EDIT: Is Whip any LG or LN patron's favored weapon (for Warpriest)?

Robert Henry |

drbuzzard wrote:Wow, 15 point buy. That's gonna make gestalt tight. I can make it work I think.Its the challenge
Everybody loves a challenge.
The crunchy bits seem clear enough, a question about the fluff. You've listed the flavor of the names, can we assume their culture is somewhat similar to the naming?
Othe questions about the recruitment itself, How long are you keeping it open and how many players are you looking for?
Edit: The two traits, is 'Rich Parents' one of those or is it a third 'free' one? Also, do ratfolk have a 'tradition'?

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@Dr.Bizzer
: No Elephant in the room, just because Im not familiar enough with the tome as a whole
THeme will most be Land Based. No major dailing. At least as a theme. Think Intrigue and War.
Clockworks exist. Early Firearms, Think Holy Roman Empire Meets Victorian Wngland eith a possible War of Roses.
Inspirations are Game of Thrones, WarHammer Fantasy, War of Roses,Witcher, Solomon Kane, and some strange thrown in. So Dadk Sword and Sorcery style.
Yes Human Origins are Races, but are born of Human stock.
Side note on Characters: Elves and Half Elves are Extremely Rare inside the Kingdom. Half Orcs are greatly mistrusted, Dwarves are uncommon, Gnomes are Rare but Halflings are common.
All the Human Origin races are Rare, with Ratfolk common but rarely seen.
If you choose Ratfolk youll be one of the rare recently risen Nobles or the first Noble only generation.
Slashing grace is allpwrd no limits on offical books.
As for Whip and War Priest the Dominant Faiths are The Triumvirate and The Sven Saints[ who are alive and reincarnate to new bodies). Each allow for any weapon of choice. It a personal choice basednoff the Triunes teachings you adhere too

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How do dragons feature into the deities? (Thinking the local equivalent of a Paladin of Apsu/Arcane Charisma caster) is one of the Seven Saints a dragon? Could there be a cult grow up around a great wyrm? Etc.
Extraplanar Dragons could be a Cult, but open worship would not be advised.
True dragons are not very previlent, most are Drakes or Wyverns

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Critzible wrote:drbuzzard wrote:Wow, 15 point buy. That's gonna make gestalt tight. I can make it work I think.Its the challengeEverybody loves a challenge.
The crunchy bits seem clear enough, a question about the fluff. You've listed the flavor of the names, can we assume their culture is somewhat similar to the naming?
Othe questions about the recruitment itself, How long are you keeping it open and how many players are you looking for?
Edit: The two traits, is 'Rich Parents' one of those or is it a third 'free' one? Also, do ratfolk have a 'tradition'?
Rich Parents does not count against the 2 starting triats
August something. But the first weekend in august
5 PCs

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Other Kingdoms
Bolvadut Nordur: The Frozen North. Rugged lands conquered by the traitorous cultists of The Whispered Ones. Home to Orcs, Godlinoids, undead, Drow and more the Hirdes are kept back by the man made wall in the Marquet of Venterdeiger which is a mostly a neutral Marquet of Urliek that cares lottle for court and intrigue. The other defense is Urliek and the Nation of Sidasta Vorn combined navy in the Sea of Whispers
Sidasta Vorn: Are ruled by the Thane Volstagg the Rotund. He sits on the Linnorm Throne a wide man with long blomde hair leads the sea faring raiders reknown for thier Bersarks and Drake Riders are powerful warriors who fight tirelessly against Bolvadur Nordurs forces to reclaim the lands of thier fore fathers.
Coedwig-Hyrufol: The Legendary lands of the Elves. Masters of Ancient rites and the creaters of Glassteel and Crystobril. As well as leaf armor and rose armor. The Nature and arcane masters are reclusive sendinf only a few elves far and wide. Many have tried to raid them often with small gains and large losses. Only Esporia seems to have constant good relations.
Esporia: once the powerhouse of war. Masters of Horses with cavaliers and mages raining down on the lowly kingdoms that now rest under the Duchy of Matrose. These arrogant wine drinking Knights still carry the pomp and pagentry of the past age, shunning gunpowder. They are however well reviered for thier wine, magic and line to the Elves. Aside from weird foods Esporians are often seen as backwards to the Urliek people and Soft by the Vorn
Propeta D'Oro: The Large Island kingdom of merchant princes, artists, philosophers, explorers, and more. The Churchs Pope and each of the seven saints reside here. Though not as powerful as Urliek, it is reknown for its architecture, art, literature, fashion and more. It relies heavily on trade and Many nobles of Urliek has connections to the nation.
'Ard Aliead: To the South east across the Dragon Sea is the land of the arid plains and Deserts. The Amnist and Ancestral woeshipping People are known for strange Elemental Magics, Strange foods and customs and clothes. They also have strange ideas wirh Undead having been born from the Survivors of the Ancient Acropolian Empire who made the great Dragon Desert.
Kreuzritter: A crusader Kingdom made up of Urliek, Esporian, Vorn and D'or forces to combat the horrible Povelian mutants and monster forces. It is Now its own state with the leader a Now off shoot branch of The County of Bergermann.
Povelitel' Loshadey: Named after the more benevolent horseclans this land of alien entities, Giants, undead Goblinoids, Orcs and more is twisted by the unfettered touch points Shadow realm, Fey Wilde, Far Realm and even more. Such twosted energies have many places are warped. It is supposedly a huge expanse that hides a unique continent of various humans and humaniods unknown to Urliek.
Batenia: The Great halls of the Dwarves. Allied deeply with Urliek the Dwarves have perfected Gnomes gunpowder and guns. They are industrious and prosperous. Though the hordes of Povel keep them in check. Dwarves Follow the scriptures of the Triumvrate, but also reviere thier ancestors and the earth is self.

TheWaskally |

Here is my character submission, Lord Felix Zumstein, human noble gestalt bard/investigator (sleuth).

LandSwordBear |

Batenia: The Great halls of the Dwarves. Allied deeply with Urliek the Dwarves have perfected Gnomes gunpowder and guns. They are industrious and prosperous. Though the hordes of Povel keep them in check. Dwarves Follow the scriptures of the Triumvrate, but also reviere thier ancestors and the earth is self.
Yes! Finally, gnomes that are…useful…and well-liked and…not irritating…or…annoying…or that might have…non-stupid names….or…a general lack of…nonsensical features!

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Urliek Empire Dutchies:
Dutchy of Matrose: North West, The home of the Naval yards and Gateway to the Vorns and Esporia.
Dutchess Gisele Matrose is the ruler, currenrly unmarried after her brothers where killed at sea.
House crest: Aqua Blue and White Slash with three silver sailing ships
Segellelund: North shore.Known as the Fisher lands. The land was giftes to an old Naval Admiral.
Count Segelle Fische rules former Admiral of The Broken Horn, He is an Old salt and really only wants to fish.
Green and blue four block split with a large red fish in the center
Marquet of Venterdeiger: north east Militarized zone. Every part of the empire as well as the Dwarves ans a few other nations sens troops here to fight. All follow the Lord General of Venterberger. Aside from military, mining wool and goat are exports.
Current Lord General is Ekhard Flische. A brutal commoner who rose to prominence in the many campaigns of his youth to now lead at Venter Hall on the Obsidian walls and Towers that guard the southern lands from the Hordes.
The Marquet has its own coat of arms of a Black wall between two towers on a vertical split of one half grey the other white.
Dutchy of Bergemann: Lie on the North East corner of the kingdom. They are the mining Dutchy, that holds most od the metal and mineral rescources. It is the Richest of Dutchys but lacks suitable farm land. Thus is kept in check buy the other provinces.
Duke Hienrich Bergermann rules The Dutchy and is seen as shrewd and miserly. He is also Cunning and cruel.
Coat of arms is a Red and White checkered field with a Gold Lion on it.
[Ppst the middle lands next

eriktd |

I've taken a first pass at my idea for a character, an investigator//shifter. You can find him here: https://paizo.com/people/BryusFurgonov. I'm not sure based on the descriptions which is the "Russia" analogue, but I figure this character was removed from there as a child a la Anastasia, transported to elf-lands and raised in secret.
Something tells me investigators are going to be popular for this one, if TheWaskally and I are good examples.

Ouachitonian |

I’m struggling to come up with a mechanical build, but conceptually, I’m thinking a half-elf from Esporia who’s…questionably legitimate (maybe, maybe not, could come down on either side) and mostly kept away from the family spotlight, which is fine with him because he mostly wants to be left alone to read books and study the blade. None of this dirty new “gunpowder”; he’s prefers more civilized weapons. But sometimes he gets dispatched to troubleshoot things the rest of the family doesn’t want (or can’t be seen) to deal with.
Mechanically he’ll be some sort of skill-heavy, Dex-based martial. I’ve looked at a few paths to get there, Fighter/unRogue, unMonk/Investigator, Slayer/Swashbuckler, haven’t made a decision yet. 15 point buy is a challenge there, since even though I’m not really looking at a caster, all of these builds need at least 1 mental stat. (Advice welcome)

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So, the adventure starts in the Grand City (Krionberg?) What's the weather like? Is it one of those cities where everyone walks, or do the nobility ride horses (or carriages). Or is it Venice, with gondolas and canals everywhere?
Most of the city is land based with man made moats and canals. it is this way to help with river trade. Most come in on Carriages as there are well paved roads. Mostly brick or cobble, though horse trails are dirt, A few who can afford it or come from Matrose or Selgelund often do so by boat.

Robert Henry |

Of the inspirations you named, I really love Solomon Kane and I just rewatched the 'Three Musketeers' with my great nieces and nephews. (you know the Disney version where Porthos was a ton of fun) So trying to figure out how to mesh those two characters into a lesser nobleman from a german like country.
It also helps to see what other folks are doing, so here's that list, as much for my own information as you all's.
Asked questions: Since the recruitment description post
drbuzzard
Djack Nymball
Robert Henry
trawets71
LandSwordBear
Posted an idea
pinvendor: Summoner
ElbowtotheFace: Human Barbarian|Hunter idea,
Ouachitonian: half-elf skill-heavy, Dex-based martial
Posted a character
TheWaskally: Lord Felix Zumstein Human Bard/Investigator (sleuth)
eriktd: Bryus Furgonov human Investigator/shifter
pad300: Maxim von Mekkhan Tiefling U-rogue(Guerilla)/Magus(Spire Defender)
If I've missed anyone or gotten something wrong, please let me know and I will correct it on my next posting.

pad300 |
Maxim von Mekkhan
Maxim is a son of the von Mekkhan lineage in the Marquet of Venterdeiger. No one quite knows what caused him to be born a tiefling; but his mother and father both served in wars against Bolvadut Nordur. The devil may know what evil magiks they were exposed to...
It is something of a surprise that the Tiefling babe was not discreetly disposed of by the von Mekkhan’s, but the child was handed to trusted comrades from the wars (Ogie Krumpenfizz, half-orc rogue and his lady, Arianna Monahan (eldritch knight)), to be raised away from the rest of the family (and public eye). He learned a variety of skills that a nobles upbringing would not have taught him.
Although not a major public part of the house, Maxim has made himself and his unique skills useful as a discreet troubleshooter. He has been seconded to house Vosk of Krionbreg to investigate some odd happenings in the capitol....
Think the man in the Iron Mask. You never see his skin; gloves, long sleeves and full collars, and a full face mask...
Thin (169 lbs), tall-ish (6’1), long, spindly limbs. His hair is black and wiry (and seems almost metallic). His teeth are pointed, and he has small claws rather than fingernails. His skin is fine coat of supple blue-tinted scales (individual scales are slightly smaller than a penny). His eyes are a disturbing, cat like and yellow.
Maxim von Mekkhan
CG Male Tiefling
U-rogue(Guerilla)/Magus(Spire Defender) Gestalt 1
Init +3 = +3
Speed 30 ft
Darkvision 60 ft
Defense
AC : 19 = 10 + 4 (armor) + 3 Dex +1 Natural Armor + 1 Dodge
HP 11 = 8 + 2 Con +1 fcb
Fort +4 =+2 Magus +2 Con
Ref +5 =+2 U-Rogue +3 Dex
Will +3 =+2 Magus+1 Wis
CMD : 13= 10 +0 bab+3 dex
Fire Resistance 5
Offense (typical buffing)
Rapier, Throwing Knives, whip
BAB : +0
CMB : +0 = +0 bab
Magus Spells Prepared
L0 (3) DC 13, Daze, Prestigidation, Ray of Frost
L1 (1+1) DC 14, Color Spray X2
Stats
Str 10 = 10 (0 pts)
Dex 16 =14 (5 pts) +2 racial
Con 14 =14 (5 pts)
Int 16 = 14 (5 pts)+2 Racial
Wis 10 = 12 (2 pts)
Cha 6 = 8 (-2 pts) -2 racial
Feats: Enforcer (1st), Weapon Finesse (U-Rogue 1), Combat Expertise (Spire Defender 1), Dodge (Spire Defender 1)
Traits: Bruising Wordplay (Social), Adopted >> Unbreakable Hate (Race, 1/2 orc), Rich Parents (Bonus)
FCB: +1 HP
Skills (8+ 3 (int) ) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 1 ranks +3 trained +1 wis
Sense Motive 1 ranks +3 trained +1 wis
Stealth 1 ranks +3 trained + 3 Dex+2 racial
Disable Device 1 ranks +3 trained +3 dex
Spellcraft 1 ranks +3 trained +3 int
Acrobatics 1 ranks +3 trained +3 dex
K Arcana 1 ranks +3 trained +3 int
Intimidate 1 ranks +3 trained +3 int (Bruising Wordplay)
Ride 1 rank +3 trained +3 dex
Bluff 1 ranks +3 trained -2 cha +2 racial+Skilled Liar (+1)
K Local 1 ranks +3 trained +3 int
Background Skills (2/lvl)
Linguistics 1 ranks +3 trained +3 int
Sleight of Hand 1 ranks +3 Dex +3 trained
Languages : Common/German, Infernal, Draconic (Int), Elven/Welsh (int), Dwarven/Greek (int), Gnome/Jewish (linguistics),
[spoiler=Class Abilities]
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
A spire defender is proficient with all light and one-handed simple and martial weapons, as well as one exotic light or one-handed melee weapon that has the disarm or trip special feature (whip). This replaces the magus’s normal weapon proficiencies. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Skilled Liar (Ex): Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.
This ability replaces trapfinding.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.
Arcane Pool (3 pts) (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Bonus Feats (Ex): At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not proficient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes proficient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes prof icient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes prof icient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure. This replaces the magus’s normal armor prof iciencies.
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Armor (210)
Masterwork Leather Lamellar Armor (210 gp)
Weapons (86 gp)
Rapier (20 gp), Dueling Dagger (12 gp), Whip (1 gp), Sap (1 gp),
(available but not normally carried) Heavy Crossbow (50 gp), 20 bolts (2 gp)
Equipment (346.51 gp)
Spell book, Explorer’s outfit, Plain full face mask (1gp), long gloves (15 gp) heavy cloak (1 sp), wide brim hat (2 sp), MW backpack (50 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), , belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Wandermeal 10 days (10 cp), MW Thieves Tools (100 gp) Noble’s Outfit (75 gp), Signet Ring and Jewelry (100 gp)
Alchemy ( 40 gp)
Liquid Ice (Focus component) (40 gp)
Animals (136 gp)
Light Horse (Combat Trained) 110 gp, Bit and Bridle (2gp), Military Saddle (20 gp), Saddle bags (4 gp)
Money: 181 gp 4 sp 9 cp
Cantrips: All
1st: Frostbite, Shocking Grasp, Color Spray, Grease, Vanish, Unseen Servant

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Working on a Human Barbarian|Hunter idea, is there more information on Sidasta Vorn?
Sidasta Vorn: Is a kingdom of Sea Raiders and Merchants. They once held the lands of Bolvadur Nordur, They tame drakes and Wyverns to aid them against the combined forces of the Hordes. they are more savage and Brutal having lingering hints of nature/Ancestral Worship mixed with the Triumvrate. They tend to be tall and broad. They use a runic alphabet, bury the dead at sea, raise a variety of goats and dire chickens. As for other pets they have Drakes, Wyverns and Pseudodragons. They also tend to wear the hides of the various beasts they kill. The mountians and oceans about The Lands of the Vorn teem with things like Dragon Turtles, Linnorm, Drakes, Manticore, Hydra, Chimeria and even the Cockatrice.
Aside from a few goats and chickens, they have unique peppers, flowers, gourds, potatoes, onions, radishes, beets and other root vegetables. They eat a variety of spicy dishes often over potato. They make bread of Potatoes and have a lot of goats milk and goat cheeses. Add in a variety of fish and other sea food they have a unique food culture that centers around mostly Goats and Potatoes.
As for Alcohol they make and perfect mead witha variety of infusions and flavors. This is due to the lack of diverse grain.
The Vorn Men and Women have a strong warrior culture. They train regularly with spears, polearms, Bows, crossbows and axes. Swords are rewards for heroic or legendary actions. They also believe you keep what you kill. Should you raid or fight an individual you claim whatever they possessed. They do believe in slavery, but usually as spoils of war.
Criminals are often allowed for trail by combat, but also a triune court with the local Thane, the Priest and the Elder. These dictate the moral, legal and social ramifacations of the acts. Judgements are swift and brutal, though often many ask for trial by combat.
As for nobility its often earned through combat. As one clan can challenge another. Only those Thanes who slew a legendary Linnorm can not be challenged unless the challenger slew a Linnorm of equal strength. A few who married other nobility are often left alone as the Vorn know they need other Kingdoms aid in fighting the hordes.