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Characters

Location
To many, Vesh is a shining beacon of hope and freedom against the violence of the titanspawn and the tyranny of Calastia. To others (specifically, the titanspawn and the Calastians), the land is a troublesome nuisance.

The realm's history is as tumultuous as that of Ghelspad itself. When the fractured Empire of Lede was forced to abandon its Vasch Province in 2499 OC, a strange meteor storm illuminated Scarn's night sky, an event that many claimed heralded the empire's destruction.

In the wake of the Ledean withdrawal, numerous governments came and went in the region, leading to the common name for the period, the Era of 100 Republics. Eventually, in 2815 OC, King Ardunis of Arcernoth announced himself to be first among equals and the de facto leader of what he called the Golden Kingdoms of Vasch. Despite grumbling, the new arrangement seemed to work, and the region entered a time of unprecedented prosperity.

With the rise of the Charduni Empire, the militaries of the disparate Golden Kingdoms began to cooperate, holding the evil dwarves at bay. Eventually, around 3320 OC, the leaders of the united military formed the United Vesh Movement. The merchant princes and southern kingdoms who had been hard pressed by the charduni backed the idea, but the northern provinces, jealous of their independence and led by the Kingdom of Bregis, opposed it. The situation came close to open warfare on several occasions, but the diplomacy and economic power of the merchants and their allied kingdoms eventually won over the dissenters, and in 3327 OC Bregis' king finally relented, signing the Veshian Accord and forming the new nation.

In 3338 OC, faced with incursions by orcs and other titanspawn, the Marquis of Beltan formed an elite unit of scouts, rangers, and wilderness fighters, naming it the Beltanian Vigil, the first of the bands that are today famous all across Ghelspad. The experiment proved so successful that over the next decade numerous other vigils were formed using the Beltanian model.

Useful Web Sites
Crystal Keep
Invisible Castle Dice Roller
Cannonfire Excellent resource for Greyhawk and getting better everyday
d20srd
Oerth Journal
The Grand OGL Wiki
Pathfinder OGC
Lilith's DM Tools
A PBP General Discussion
Pathfinder Open Game Content
A Guide to RPG Mapping
Photobucket
Paizo Chat Site
Kobold Quarterly
Black Fang Games
Atomic Array

Additional feats:

Spoiler:

Back to the Wall [General]
You are at your best when your situation is at its worst. The minions of evil may overwhelm you, but the gods be damned if you don't take a few of them down with you.
Prerequisite: Base attack bonus +2.
Benefit: You gain a +2 bonus to attack rolls and Armor Class when you are at one quarter or less of your maximum hit points.

Fool’s Gambit [General]
You can sacrifice health to gain an advantage in combat.
Prerequisite: Base attack bonus +6, Iron Will, Power Attack.
Benefit: You may sacrifice a number of hit points, (maximum sacrifice equals your character level), taking them from your current hit point total as if you had lost them to damage. For every two hit points so sacrificed, you gain a +1 bonus on attack and damage rolls for 1 round. Hit points sacrificed in this manner may be regained in the same way that hit points lost to damage can.
Special: Using this feat is a free action, but you may use it only once per round.

Good Manners [General]
You know how to present yourself in a manner that is considered polite.
Prerequisite: Wisdom 12+, Charisma 10+.
Benefit: You gain a +2 bonus to diplomacy, bluff and sense motive checks in any urban environment.

Good Neighbor [General]
You have developed positive relations within your community.
Prerequisite: Charisma 12+.
Benefit: When in your chosen city the initial attitudes of regular members of the community toward you never begin worse than indifferent. You also gain a +4 circumstance bonus to charisma based checks for the purpose of influencing the attitudes of members of the community.
Note: You must specify one city, town or city district in which this feat applies.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new city, town or city district.

Graceful Edge [General]
Choose one type of one-handed slashing melee weapon, such as a scimitar or long-sword, for which you have already selected the Weapon focus feat. You wield this weapon with an almost unnatural grace.
Prerequisite: Weapon finesse, Weapon Focus (any one-handed slashing weapon), Base attack bonus +2.
Benefit: If you do not wield a shield or weapon in your off-hand, you treat your chosen weapon as a light weapon.
If you do not wield a shield or weapon in your off-hand, you also gain a +1 shield bonus to you AC while wielding your chosen weapon. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: A Fighter may select Graceful Edge as one of his Fighter bonus feats.
You can gain this feat more then once---each time that you do it applies to a new one-handed slashing weapon you have weapon focus in.

Line of Credit [General]
Prerequisite: Charisma 12+, Good Neighbor.
Benefit: When purchasing an Item or Service in your chosen city, you can have a line of credit for a number of GP equal to your charisma score X 100 (this value can not be higher than one half the towns GP limit)
Once you have used this ability, you have one month in which to repay the money owed. After you have used this ability for any amount you can not use it again until you repay the outstanding balance.
Note: This feat only applies to the city, town or city district in which you have the Good Neighbor feat.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new city, town or city district, but you must have the Good Neighbor feat for the appropriate community first.

Noble Warrior [General]
You are a skilled military commander from the ranks of the nobility, with an intimate knowledge of war and those who wage it.
Benefit: You gain a +2 competence bonus on knowledge (history) and Knowledge (nobility and royalty) checks
Special: Must be chosen at 1st level

Wild Cohort [General]

You have a special bond with a wild animal, and it is willing to travel and adventure with you.

Benefit: You gain an animal cohort. The animal cohort is generally friendly to you and is willing to follow you and adventure with you. If given proper training, the animal cohort will willingly serve as your mount, guardian, and companion. (See the description of the Handle Animal skill on page 74 of the Player's Handbook for more details on training animals.)

You can use the Handle Animal skill on your animal cohort as a move action rather than as a standard action, and you gain a +2 bonus on all Handle Animal checks made to direct or influence your animal cohort.

Provided the DM gives her approval, at 1st level you can choose from a badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. Like a druid, you can choose more powerful animals as you increase in level. These alternative animal cohorts work like the alternative animal companions available to a druid, but they are available as cohorts later than they are available as animal companions. When selecting an alternative animal cohort, use the list of alternative animal companions on page 36 of the Player's Handbook, but treat yourself as a druid three levels lower than your character level. For example, once you reach 7th level, you can choose an animal cohort off the list of animal companions available to a 4th-level druid.

Special: Druids and rangers who take the wild cohort feat gain an animal cohort in addition to their animal companion. Although the two abilities are similar, they follow different sets of rules and must be tracked separately.

You can only ever have one wild cohort at any given time.

Like a druid's animal companion, your wild cohort improves as you gain experience. Although the animal cohort improves significantly compared to others of its kind, its abilities do not rival those of a druid's animal companion.

Character
Level Bonus
HD Natural
Armor Adj. Str/Dex
Bonus Bonus
Tricks Special
1st-2nd +0 +0 +0 0
3rd-5th +1 +1 +0 1 Evasion
6th-8th +3 +3 +1 2
9th-11th +5 +5 +2 3
12th-14th +7 +7 +3 4 Devotion
15th-17th +9 +9 +4 5
18th-20th +11 +11 +5 6 Improved evasion
Animal Companion Basics: Use the base statistics for a creature of the companion's kind, as given in the Monster Manual, but make the following changes.

Class Level: The character's class levels and racial Hit Dice.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal cohort's base attack and base save bonuses. An animal cohort's base attack bonus is the same as that of a cleric or rogue of a level equal to the animal's HD. An animal cohort has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal cohort gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice (see the Monster Manual). The number listed is the current total of extra HD over and above the base creature's total. For example, a creature that normally has 1 HD but that is a wild cohort for a 6th-level character gains an additional 3 HD for a total of 4 HD.

Natural Armor: The number noted here is an improvement to the animal cohort's existing natural armor bonus. For example, a creature that normally has a natural armor bonus of +2 but that is a wild cohort for a 6th-level character gains an additional +3 bonus for a total natural armor bonus of +5.

Str/Dex Bonus: Add this value to the base creature's Strength and Dexterity scores. For example, a creature that normally has a Strength score of 10 but that is a wild cohort for a 15th-level character gains an additional +4 for a total Strength score of 14.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the character might choose to teach it (see the Handle Animal skill, Player's Handbook page 74). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they can't be changed. For example, a wild cohort that belongs to an 11th-level character has a total of 3 bonus tricks.

Evasion (Ex): If an animal cohort is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal cohort's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal cohort takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Thieve's Cant Lexicon in progress

Spoiler:

AMUSEMENT, a blind, or feint.
ANTIQUATED, an old Rogue, or one who has forgot, or left off his Trade of thieving, is said to be.
ARCH-ROGUE, the Uprightman or Chief of a Gang.
AMBIDEXTER, one that goes snacks in Gaming with both Parties; also a Lawyer that takes Fees of Plaintiff and Defendant at once.
ANGLERS, alias HOOKERS; petty Thieves, who have a Stick with a Hook at the End, wherewith they pluck Things out of Windows, Grates; a Word of Command used by these petty Villains, to get ready the Stick with which they perform their Pranks, and as a Signal of a Prey in Sight. In the Day-time they beg from House to House, to spy best where to plant their Designs, which at Night they put in Execution.
BACON, the Prize, or whatever kind which Robbers make in their Enterprizes. He has saved his Bacon; i.e. He has himself escaped with the Prize, whence it is commonly used for any narrow Escape. 
BOB, a Shop-lifts Comerade, Assistant or Receiver. Bob also signifies Safety.
It is all BOB, i.e. All is Safe.
BLACK-JACK, a leather-Jug to drink in.
CAT, a common Whore or Prostitute. Who shall hang the bell about the Cat's Neck? Who shall begin the Attack first? said of a desperate Undertaking.
A COLD-COOK, an Undertaker of Funerals.
DEAD-MEN, empty Pots or Bottles on a Tavern Table.
ELF, little.
FAT,a rich Fellow.
A FOX, a sharp, cunning Fellow.
A FENCE, is also a Receiver and Securer of Stollen Goods.
FERRET, a Parn-broker, or Tradesman that sells Goods at excessive Rates.
FOXED, Drunk.
GLIMMER, Fire.
KNOT, a Crew or Gang of Villains.