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    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default (Pathfinder) Belladonis, the Poisoned World

    Introduction to the world.
    Avatar by Gurgleflep

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    Belladonis Campaign Setting 3.5
    Casting as a Skill

    Learn from your mistakes, 3.5...
    Fill in those dead levels...

    Abrothia's Vision
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    Welcome to the World Serpent Inn!
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    - - - IC - - - OOC - - -


    Extended Signature (90% complete)

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Races of Belladonis

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    Race Ability Bonuses Ability Penalties Average
    Dwarves +2 Constitution -2 Charisma +0
    Elves, Wild +2 Dexterity -2 Charisma +0
    Gnolls +2 Charisma -2 Wisdom +0
    Gnomes +2 Intelligence -2 Strength +0
    Goblin +2 Dexterity -2 Constitution +0
    Halflings +2 Charisma -2 Strength +0
    Half-Elves +2 Any None +2
    Half-Orcs +2 Any None +2
    Humans +2 Any None +2
    Orcs +2 Strength -2 Intelligence +0
    Trox +4 Strength -2 Intelligence, -2 Wisdom +0
    Kasatha +2 Wisdom -2 Dexterity +0


    Dwarves

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    Standard Racial Traits
    Ability Scores: +2 Con, -2 Cha
    Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
    Type: Dwarves are humanoids with the dwarf subtype.
    Base Speed (Slow and Steady): Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
    Favored Class:

    Specific Racial Traits
    1. Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
    2. Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
    3. Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
    4. Mountaineer: Dwarves are skilled at climbing and navigating narrow ledges. Dwarves are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
    5. Rock Stepper: Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
    6. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

    Favored Class Options
    Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, dwarves have the option of choosing from a number of other bonuses, depending upon the character's favored class. The following options are available to all dwarves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Alchemist: Add +1/4 to the alchemist's natural armor bonus when using his mutagen.
    Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
    Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
    Cavalier: Add +1/2 to the cavalier's bonus to damage against targets of his challenge.
    Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
    Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
    Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip.
    Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
    Inquisitor: Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment.
    Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
    Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).
    Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
    Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
    Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
    Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
    Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
    Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
    Witch: Add +1/4 natural armor bonus to the AC of the witch's familiar.
    Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.



    Elves, Wild

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    Standard Racial Traits
    Ability Scores: +2 Dex, -2 Cha
    Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
    Type: Elves are Humanoids with the elf subtype.
    Base Speed: Elves have a base speed of 30 feet.
    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    2. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
    3. Keen Senses: Elves receive a +2 racial bonus on Perception checks.
    4. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
    5. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
    6. Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.

    Favored Class Options
    The following options are available to all wild elves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

    Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
    Barbarian: Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
    Bard: Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
    Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
    Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
    Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
    Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
    Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
    Inquisitor: Add one spell known from the inquisitor's spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
    Magus: The magus gains 1/6 of a new magus arcana.
    Monk: Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
    Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
    Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
    Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
    Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
    Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
    Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
    Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
    Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.



    Gnolls

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    Standard Racial Traits
    Ability Scores: +2 Cha, -2 Wis
    Type: Gnolls are Humanoid creatures with the Gnoll subtype.
    Size: Gnolls are Medium creatures and thus have no bonuses or penalties due to their size.
    Base Speed (Fast): Gnolls have a base speed of 40 feet.
    Languages: Gnolls begin play speaking Common and Gnoll. Half-Gnolls with high Intelligence scores can choose from the following: Orc. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Curiosity: Gnolls are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
    2. Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet.
    3. Lucky: Gnolls gain a +1 racial bonus on all saving throws.
    4. Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
    5. Scavenger: Gnolls gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
    6. Sociable: When Gnolls attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

    Favored Class Options
    The following options are available to all gnolls who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    Aegis: Add 1 to the hit points restored using astral repair.Bard: Add +1/2 to the bard's bardic knowledge bonus.
    Cavalier: Add +1/4 to the cavalier's banner bonus.
    Cryptic: Add +1 to Craft checks for a single Craft skill (alchemy, armor, etc.)
    Druid: Add +1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
    Marksman: Add 1 to the number of times per day the marksman can use the Wind Reader class feature.
    Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
    Psion: Add +1/3 to the psion’s saving throws versus mind-affecting effects.
    Psychic Warrior: Add +1 to the psychic warrior’s CMD when resisting a grapple or trip.
    Ranger: Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
    Rogue: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hands checks to pickpocket.
    Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power.
    Tactician: Add +1/3 to the tactician’s saving throws versus mind-affecting effects.




    Gnomes

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    Standard Racial Traits
    Ability Scores: +2 Int, -2 Str
    Type: Gnomes are Humanoid creatures with the gnome subtype.
    Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
    Base Speed (Slow Speed): Gnomes have a base speed of 20 feet.
    Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
    2. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
    3. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
    4. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
    5. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
    6. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

    Favored Class Options
    The following options are available to all gnomes who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

    Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
    Barbarian: Add a +1/2 bonus to the barbarian's trap sense.
    Bard: Add +1 to the bard's total number of bardic performance rounds per day.
    Cavalier: Add +1 to the cavalier's mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.
    Cleric: Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.
    Druid: The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
    Fighter: Add +1 to the fighter's CMD when resisting a dirty trick or steal attempt.
    Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
    Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells.
    Magus: Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
    Monk: Add +1 to the monk's Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
    Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
    Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
    Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
    Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
    Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
    Summoner: Add +1 hit point to the summoner's eidolon.
    Witch: The witch gains 1/6 of a new witch hex.
    Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.



    Goblin

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    Standard Racial Traits
    Ability Scores: +2 Dex, -2 Con
    Type: Goblins are humanoids with the goblinoid subtype.
    Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
    Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Darkvision: Goblins see perfectly in the dark up to 60 feet.
    2. Eat Anything: Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions.
    3. Over-Sized Ears: While goblins' ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins gain a +4 bonus on Perception checks.
    4. Shrewd: +2 racial bonus on Appraise checks.
    5. Skilled Riders: Goblins gain a +4 racial bonus on Ride checks. Goblins often keep these strange giant rats, known as goblin dogs, which they ride into battle.
    6. Weapon Familiarity: Goblins' traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons.

    Favored Class Options:
    The following options are available to any goblins that have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    Aegis: Add +1 to the aegis’s CMD when resisting a bull rush or grapple.
    Alchemist: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.
    Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
    Bard: Add +1 to the bard's total number of bardic performance rounds per day.
    Cavalier: Add +1 hit points to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
    Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
    Inquisitor: Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment.
    Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
    Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.
    Ranger: Gain a +1/2 bonus on damage dealt to dogs (and doglike creatures) and horses (and horselike creatures).
    Rogue: Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.
    Sorcerer: Add +1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.
    Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
    Witch: Add +1/4 natural armor bonus to the AC of the witch's familiar.



    Halflings

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    Standard Racial Traits
    Ability Scores: +2 Cha, -2 Str
    Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
    Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
    2. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
    3. Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
    4. Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings gain a +1 bonus on critical confirmation rolls against opponents larger than themselves.
    5. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
    6. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

    Favored Class Options
    The following favored options are available to all halflings who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

    Alchemist: Add one extract formula from the alchemist's list to the alchemist's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
    Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power.
    Bard: Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child.
    Cavalier: Add +1/2 to the cavalier's effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe.
    Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
    Druid: Add a +1/4 luck bonus on the saving throws of the druid's animal companion.
    Fighter: Add +1 to the fighter's CMD when resisting a trip or grapple attempt.
    Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger's dodge deed.
    Inquisitor: Add +1/4 to the number of times per day that an inquisitor can change her most recent teamwork feat.
    Magus: The magus gains 1/6 of a new magus arcana.
    Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
    Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
    Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
    Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger's favored enemies.
    Rogue: Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
    Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
    Summoner: Add +1 skill rank to the summoner's eidolon.
    Witch: Add +1/4 to the witch's caster level when determining the effects of the spells granted to her by her patron.
    Wizard: Add +1/2 to the wizard's effective class level for the purposes of determining his familiar's natural armor adjustment, Intelligence, and special abilities.



    Half-Elves

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    Standard Racial Traits
    Ability Scores: +2 to any one ability score.
    Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
    Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
    Base Speed: Half-elves have a base speed of 30 feet.
    Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
    2. Elf Blood: Half-elves count as both elves and humans for any effect related to race.
    3. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    4. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
    5. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
    6. Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

    Favored Class Options
    The following favored options are available to all half-elves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

    Alchemist: Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
    Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
    Bard: Add +1 to the bard's total number of bardic performance rounds per day.
    Cavalier: Add +1 foot to the cavalier's mount's base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.
    Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
    Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
    Fighter: Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.
    Gunslinger: Add +1/4 to the number of grit points in the gunslinger's grit pool.
    Inquisitor: Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
    Magus: Add +1/4 to the magus's arcane pool.
    Monk: Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
    Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
    Paladin: Add +1 foot to the size of all the paladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
    Ranger: Add +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
    Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
    Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
    Summoner: Add +1/4 to the eidolon's evolution pool.
    Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
    Wizard: When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.



    Half-Orcs

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    Standard Racial Traits
    Ability Scores: +2 to any one ability score.
    Type: Half-orcs are Humanoid creatures with both the human and goblinoid subtypes.
    Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
    Base Speed: Half-orcs have a base speed of 30 feet.
    Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. City-Raised: Half-orcs know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
    2. Darkvision: Half-orcs can see in the dark up to 60 feet.
    3. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
    4. Orc Blood: Half-orcs count as both humans and goblinoids for any effect related to race.
    5. Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.

    Favored Class Options
    The following options are available to all half-orcs who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

    Alchemist: Add +1/2 to the alchemist's bomb damage.
    Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
    Bard: Add +1 to the bard's total number of bardic performance rounds per day.
    Cavalier: Add +1 hit point to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
    Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
    Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
    Fighter: Add a +2 bonus on rolls to stabilize when dying.
    Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.
    Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
    Magus: Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
    Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
    Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
    Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
    Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
    Rogue: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
    Sorcerer: Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
    Summoner: Add +1 hit point to the summoner's eidolon.
    Witch: Add +1 skill rank to the witch's familiar. If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks.
    Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.



    Humans

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    Standard Racial Traits
    Ability Scores: +2 to any one ability score.
    Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
    Base Speed: Humans have a base speed of 30 feet.
    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Bonus Feat: Humans select one extra feat at 1st level.
    2. Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one Ability Scores of the character's choice.
    3. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Favored Class Options
    The following options are available to all humans who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

    Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
    Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
    Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
    Cavalier: Add +1/4 to the cavalier's banner bonus.
    Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
    Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
    Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
    Gunslinger: Add +1/4 point to the gunslinger's grit points.
    Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
    Magus: Add +1/4 point to the magus' arcane pool.
    Monk: Add +1/4 point to the monk's ki pool.
    Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
    Paladin: Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
    Ranger: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
    Rogue: The rogue gains +1/6 of a new rogue talent.
    Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
    Summoner: Add +1 hit point or +1 skill rank to the summoner's eidolon.
    Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
    Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.



    Orcs

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    Standard Racial Traits
    Ability Scores: +2 Str, -2 Int
    Type: Orcs are humanoids with the goblinoid subtype.
    Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
    Base Speed: Orcs have a base speed of 30 feet.
    Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Acute Darkvision: Orcs have exceptionally sharp darkvision, gaining darkvision 90 feet.
    2. Bestial: Orcs manifest particularly prominent features, exacerbating their bestial appearances, but improving their already keen senses. They gain a +2 racial bonus on Perception checks.
    3. Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
    4. Hatred: Orcs gain a +2 racial bonus on attack rolls against humanoid creatures of the dwarven subtype because of their special training against their hated foes.
    5. Squalid: Orcs exist in surroundings so filthy and pestilent that even other races would have difficulty living in them. Orcs gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease.
    6. Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

    Favored Class Options
    The following options are available to all orcs who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    Aegis: Add +1 to the aegis’s CMD when resisting a bull rush or grapple.
    Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
    Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
    Cavalier: Add +1 to the cavalier's CMB when making bull rush or overrun combat maneuvers against a challenged target.
    Cryptic: Add +1 to the cryptic’s CMD when resisting a grapple or trip.
    Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
    Fighter: Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
    Paladin: Add +1/2 to the paladin’s smite evil damage rolls.
    Psychic Warrior: Add +1/2 to the psychic warrior’s manifester level when manifesting a path power.
    Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
    Sorcerer: Add +1/2 to fire spell damage.
    Soulknife: Add +1/2 to the soulknife’s CMB when attempting a sunder or overrun.
    Vitalist: Add +1/2 to the half-giant’s Heal checks.
    Wilder: The wilder gains 1 psionic talent.
    Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.




    Trox

    Standard Racial Traits
    Type: Trox are Monstrous Humanoid, and are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    Size: As a large race, Trox have a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. Trox take up a space that is 10 feet by 10 feet and have a reach of 5 feet.
    Base Speed: Trox have a base speed of 30 feet. Trox also have a burrow speed of 20 feet.
    Languages: Trox begin play speaking Terran. Trox with high Intelligence scores can choose from the following: Dwarven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Darkvision: Trox have darkvision and so can see perfectly in the dark up to 60 feet.
    2. Frenzy: Once per day, whenever a Trox takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
    3. Grabbing Appendages: Trox have a small group of appendages that are useful for little more than to aid in grappling. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.

    Kasatha

    Standard Racial Traits
    Type: Kasatha are humanoids with the Kasatha subtype.
    Size: Kasatha are Medium creatures and thus receive no bonuses or penalties due to their size.
    Base Speed: Kasatha have a base speed of 30 feet.
    Languages: Kasatha begin play speaking only Terran. Kasatha with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages.

    Specific Racial Traits
    1. Defensive training, greater: Kasatha gain a +2 dodge bonus to Armor Class.
    2. Desert Runner: Kasatha receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
    3. Stalker: Perception and Stealth are always class skills for Kasatha.
    4. Jumper: Kasatha are always considered to have a running start when making Acrobatics checks to jump.
    5. Terrain Stride (desert): Kasatha can move through natural difficult terrain at their normal speed while within a desert terrain. Magically altered terrain affects them normally.
    6. Multi-Armed: Kasatha possess four arms. Kasatha can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.
    Last edited by LordErebus12; 2014-09-27 at 04:47 PM.
    Avatar by Gurgleflep

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    Belladonis Campaign Setting 3.5
    Casting as a Skill

    Learn from your mistakes, 3.5...
    Fill in those dead levels...

    Abrothia's Vision
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    Welcome to the World Serpent Inn!
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    - - - IC - - - OOC - - -


    Extended Signature (90% complete)

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Re: (Pathfinder) Belladonis, the Poisoned World

    COSMOLOGY
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    “Each planar layer of the Great Beyond represents a grossly simplified concept. It is used to teach the structure of the cosmos to those without the patience and mental fortitude to understand what is really occurring on a multi-planar scale. Imagine, if you will, an immensely complex and ever-changing spectrum of various energies that collide together to create all that you could experience. Even then you have barely scratched the surface…”

    Planar Layer: The Material Plane
    1) The Dark Tapestry
    2) The Planet of Belladonis

    Planar Layer: The Transitive Planes
    1) Astral Sea
    2) Endless Mindscapes*
    3) Ethereal Plane*
    4) Shadowed Expanse*
    5) The Faewilds*
    * Coexistent with the Material Plane.

    Planar Layer: The Elemental Chaos (The Inner Planes)
    1) Positive Energy Plane
    2) Elemental Plane of Fire
    · Para-Elemental Plane of Radiance
    · Para-Elemental Plane of Steam
    3) Elemental Plane of Air
    · Para-Elemental Plane of Rain
    · Para-Elemental Plane of Ice
    4) Elemental Plane of Water
    · Para-Elemental Plane of Ooze
    · Para-Elemental Plane of Silt
    5) Elemental Plane of Earth
    · Para-Elemental Plane of Metal
    · Para-Elemental Plane of Magma
    6) Negative Energy Plane

    Planar Layer: The Spiritual Nexus (The Outer Planes)
    1. Abaddon
    2. Elysium
    3. Heaven
    4. Hell
    5. Limbo
    6. Nirvana
    7. Purgatory
    8. The Abyss
    9. Utopia



    THE GREAT BEYOND
    In the cosmology of the Pathfinder Roleplaying Game, the planes are collectively known as the Great Beyond, and form a vast, nesting sphere. At the heart of the sphere lie the Material Plane and its twisted reflection, the Shadowed Expanse, bridged by the mists of the Ethereal Plane and the Astral Sea. The Faewild fluctuating alongside the material plane, under the effects of the stars, moons and seasons. The Elemental Chaos surrounds this heart, seeping into it from time to time with mighty bursts of energy. Farther out, beyond the void of the Astral Sea, sits the unimaginably vast Spiritual Nexus, which is itself surrounded and contained by the innumerable layers of the Abyss.

    The planes that make up the Great Beyond are briefly detailed below.


    MATERIAL PLANE
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    The Material Plane is the center of most cosmologies and defines what is considered normal.
    The Material Plane has the following traits, in addition to their specific traits:
    · Normal Time
    · Alterable Morphic
    · No Elemental or Energy Traits: Specific locations may have these traits, however.
    · Mildly Neutral-Aligned: Though it may contain high concentrations of evil or good, law or chaos in places.

    A. The Dark Tapestry
    The Dark Tapestry is the name given to the infinitely expanding void surrounding the planets. The black void of empty space, punctured by distant stars and planets is a sound, if uncomfortable reminder that we are not alone out there. Over these unimaginably vast distances, life exists.
    · No Gravity
    · No Air
    · Extreme Elements: Temperatures range from almost -300 degrees in the dark, up to almost 300 degrees in the light.
    · Enhanced Magic: Spells and spell-like abilities that are of the divination and transmutation schools are enhanced. All abilities/spells that use those schools gain a +2 bonus to the save DC (if any).
    · Impeded Magic: Spells and spell-like abilities that are of the conjuration and evocation schools are impeded.

    B. The Planet of Belladonis
    This is the place most campaigns will occupy.
    · Normal Gravity
    · Normal Magic



    TRANSITIVE PLANES
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    The Faewilds
    The Faewilds is a brilliantly colored, primal dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, but the distances often change. The plane often shifts; Distances cannot be accurately be judged. A journey down a road might take a hour one way and ten hours on the way back. The Faewilds is only coterminous with the material plane. The Faewilds is a world of intense color and energy; all colors appear bold and pronounced, seeming to become somehow more than they once were. While travel in the faewilds is treacherous, the plane empowers the muscles and minds of those within the plane. Life in this world is overwhelming, the very air you breathe is saturated with life.

    The Faewilds has the following traits:

    • Morphic Landscape: Parts of the Faewilds continually flows and shifts around, with distances changing at random. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks. Non-magical technology, such as compasses, do not work while within the Faewilds, as the needle just spins randomly. Since there is no magnetic north, navigation is extremely difficult. Raise all survival checks to navigate while in the Faewilds by 5. This does not apply to tracking creatures, only navigation.
    • Empowered Body: Those within the Faewilds feel well-rested and invigorated all the time. They are immune to fatigue and exhaustion effects. Furthermore, you heal twice as much hit points from a full night of rest.
    • Strongly Neutral-Aligned


    Shadowed Expanse
    The Shadowed Expanse is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Shadowed Expanse to cover great distances quickly. The Shadowed Expanse is also coterminous to other planes. With the right spell, a character can use the Shadowed Expanse to visit other realities. The Shadowed Expanse is a world of black and white; color itself has been bleached from the environment. It otherwise appears similar to the Material Plane. Despite the lack of light sources, various plants, animals, and humanoids call the Shadowed Expanse home.
    The Shadowed Expanse has the following traits:

    • Magically Morphic: Parts of the Shadowed Expanse continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks. In addition, certain spells, such as shadow conjuration and shadow evocation, modify the base material of the Shadowed Expanse. The utility and power of these spells within the Shadowed Expanse make them particularly useful for explorers and natives alike.
    • Mildly Neutral-Aligned
    • Enhanced Magic: Spells with the shadow descriptor are enhanced on the Shadowed Expanse. Furthermore, specific spells become more powerful on the Shadowed Expanse. Shadow conjuration and shadow evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% of the power of the original (not 80%). Despite the dark nature of the Shadowed Expanse, spells that produce, use, or manipulate darkness are unaffected by the plane.
    • Impeded Magic: Spells with the light descriptor or that use or generate light or fire are impeded on the Shadowed Expanse. Spells that produce light are less effective in general, because all light sources have their ranges halved on the Shadowed Expanse.


    Ethereal Plane
    The Ethereal Plane is coexistent with the Material Plane and often other planes as well. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct; colors blur into each other and edges are fuzzy.
    While it is possible to see into the Material Plane from the Ethereal Plane, the latter is usually invisible to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa. A traveler on the Ethereal Plane is invisible, insubstantial, and utterly silent to someone on the Material Plane.
    The Ethereal Plane has the following traits:

    • No Gravity
    • Alterable Morphic: The plane contains little to alter, however.
    • Mildly Neutral-Aligned
    • Normal Magic: Spells function normally on the Ethereal Plane, though they do not cross into the Material Plane. The only exceptions are spells and spell-like abilities that have the force descriptor and abjuration spells that affect ethereal beings; these can cross from the Material Plane to the Ethereal Plane. Spellcasters on the Material Plane must have some way to detect foes on the Ethereal Plane before targeting them with force-based spells. While it's possible to hit ethereal enemies with a force spell cast on the Material Plane, the reverse isn't possible. No magical attacks cross from the Ethereal Plane to the Material Plane, including force attacks.


    Astral Sea
    The Astral Sea is the space between the Inner and Outer Planes, and coterminous with all of the planes. When a character moves through a portal or projects her spirit to a different plane of existence, she travels through the Astral Sea. Even spells that allow instantaneous movement across a plane briefly touch the Astral Sea. The Astral Sea is a great, endless expanse of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Sea is an endless, open domain.
    The Astral Sea has the following traits:

    • Subjective Directional Gravity
    • Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Astral Sea, though they resume functioning when the traveler leaves the Astral Sea.
    • Mildly Neutral-Aligned
    • Enhanced Magic: All spells and spell-like abilities used within the Astral Sea may be employed as if they were improved by the Quicken Spell or Quicken Spell-Like Ability feats. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell or spell-like ability can be cast per round.


    Endless Mindscapes
    The Endless Mindscapes can only be opened to travel by using psionic powers or psi-like abilities. Since the planar landscape is based off of the manifester’s perceptions and esthetics, the landscape is often extremely morphic and will take on truly strange or dangerous terrains to benefit the manifester. The Endless Mindscapes is both coexistent and separate from the Material Plane and often other planes as well. Whenever the manifester leaves the Endless Mindscapes, all those that entered with them are forced to leave as well.
    The Ethereal Plane has the following traits:

    • Subjective Directional Gravity and Normal Gravity: On the few islands of stability within the Endless Mindscapes, gravity is more likely to be normal (down is toward the center of mass). Everywhere else, gravity is subjective directional.
    • Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Endless Mindscape, though they resume functioning when the traveler leaves the Endless Mindscape.
    • Highly Morphic: A creature who manifested the Endless Mindscape can make a concentration check (DC 20+ manifester’s ML) to alter a 10 foot cube of material into difficult terrain, normal terrain or any material, and shape within those size specifications.
    • No Elemental or Energy Traits: Specific locations may have these traits, however.
    • Mildly Neutral-Aligned: Though it may contain high concentrations of evil or good, law or chaos in places.
    • Enhanced Psionics: powers and psi-like abilities are enhanced, gaining a +2 bonus to the save DC to resist the power/psi-like ability. Furthermore, reduce the power point cost by 2, applying this after level limitations are applied.




    ELEMENTAL CHAOS (THE INNER PLANES)
    The Elemental Chaos is a vast expanse of elemental energies in its purest form. While they are all referred to as separate elemental planes, they are in fact part of a single whole, each attempting to become more dominate over the other elemental planes.
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    Negative Energy Plane
    To an observer, there's little to see on the Negative Energy Plane. It is a dark, empty place, an eternal pit where a traveler can fall until the plane itself steals away all light and life. The Negative Energy Plane is the most hostile of the Inner Planes, the most uncaring and intolerant of life. Only creatures immune to its life-draining energies can survive there.
    The Negative Energy Plane has the following traits:

    • Subjective Directional Gravity
    • Major Negative-Dominant: Some areas within the plane have only the minor negative-dominant trait, and these islands tend to be inhabited.
    • Enhanced Magic: Spells and spell-like abilities that use negative energy are enhanced. Class abilities that use negative energy, such as channel negative energy, gain a +4 bonus to the save DC to resist the ability.
    • Impeded Magic: Spells and spell-like abilities that use positive energy (including cure spells) are impeded. Characters on this plane take a –10 penalty on saving throws made to remove negative levels bestowed by an energy drain attack.


    Positive Energy Plane
    The Positive Energy Plane has no surface and is akin to the Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is forced upon her. Then, because her mortal frame is unable to contain that power, she is immolated, like a mote of dust caught at the edge of a supernova. Visits to the Positive Energy Plane are brief, and even then travelers must be heavily protected.
    The Positive Energy Plane has the following traits:

    • Subjective Directional Gravity
    • Major Positive-Dominant: Some regions of the plane have the minor positive-dominant trait instead, and those islands tend to be inhabited.
    • Enhanced Magic: Spells and spell-like abilities that use positive energy are enhanced. Class abilities that use positive energy, such as channel positive energy, gain a +4 bonus to the save DC to resist the ability.
    • Impeded Magic: Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.


    Plane of Air
    The Plane of Air is an empty plane, consisting of sky above and sky below. It is the most comfortable and survivable of the Inner Planes and is the home of all manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While travelers without flight can survive easily here, they are at a disadvantage.
    The Plane of Air has the following traits:

    • Subjective Directional Gravity: Inhabitants of the plane determine their own “down” direction. Objects not under the motive force of others do not move.
    • Air-Dominant
    • Enhanced Magic: Spells and spell-like abilities with the air descriptor or that use, manipulate, or create air (including those of the Air domain and the elemental [air] bloodline) are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the earth descriptor or that use or create earth (including those of the Earth domain, spell-like abilities of the elemental [earth] bloodline, and spells that summon earth elementals or outsiders with the earth subtype) are impeded.


    Plane of Earth
    The Plane of Earth is a solid place made of soil and stone. An unwary traveler might find himself entombed within this vast solidity of material and crushed into nothingness, with his powdered remains left as a warning to any foolish enough to follow. Despite its solid, unyielding nature, the Plane of Earth is varied in its consistency, ranging from soft soil to veins of heavier and more valuable metal.
    The Plane of Earth has the following traits:

    • Earth-Dominant
    • Enhanced Magic: Spells and spell-like abilities with the earth descriptor or that use, manipulate, or create earth or stone (including those of the Earth domain and the elemental [earth] bloodline) are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the air descriptor or that use or create air (including those of the Air domain, spell-like abilities of the elemental [air] bloodline, and spells that summon air elementals or outsiders with the air subtype) are impeded.


    Plane of Fire
    Everything is alight on the Plane of Fire. The ground is nothing more than great, ever-shifting plates of compressed flame. The air ripples with the heat of continual firestorms and the most common liquid is magma. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without needing fuel or air, but flammables brought onto the plane are consumed readily.
    The Plane of Fire has the following traits:

    • Fire-Dominant
    • Enhanced Magic: Spells and spell-like abilities with the fire descriptor or that use, manipulate, or create fire (including those of the Fire domain or the elemental [fire] bloodline) are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the water descriptor or that use or create water (including spells of the Water domain, spell-like abilities of the elemental [water] bloodline, and spells that summon water elementals or outsiders with the water subtype) are impeded.


    Plane of Water
    The Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium.
    The eternal oceans of this plane vary between ice cold and boiling hot, and between saline and fresh. They are perpetually in motion, wracked by currents and tides. The plane's permanent settlements form around bits of flotsam suspended within this endless liquid, drifting on the tides.
    The Plane of Water has the following traits:

    • Subjective Directional Gravity: The gravity here works similarly to that of the Plane of Air, but sinking or rising on the Plane of Water is slower (and less dangerous) than on the Plane of Air.
    • Water-Dominant
    • Enhanced Magic: Spells and spell-like abilities with the water descriptor or that use or create water (including those of the Water domain or the elemental [water] bloodline) are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the fire descriptor or that use or create fire (including spells of the Fire domain, spell-like abilities of the elemental [fire] bloodline, and spells that summon fire elementals or outsiders with the fire subtype) are impeded.


    Para-Elemental Plane of Ice
    This generally subterranean world is entirely made of ice; vast sections of it extend thousands of miles below the surface. On the surface, mountains of diamond hard ice shards slowly grow from the ground. The sky constantly snows and the surface is covered in waterfalls, lakes and oceans of icy water. Icy cold winds ravage the surface, polishing the landscapes into smooth curves.
    · Normal Gravity

    • Air-Dominant and Water-Dominant
    • Enhanced Magic: Spells and spell-like abilities with the water or air descriptor or that use or create air, water or rain (including spells of the water/air domains, spell-like abilities of the elemental [water/air] bloodline, and spells that summon water/air/ice elementals or outsiders with the air or water subtype) are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the fire or earth descriptor or that use or create lava, fire and earth (including those of the earth/fire domains or the elemental [earth/fire] bloodline, and spells that summon fire/magma/earth elementals or outsiders with the fire or earth subtype) are impeded.


    Para-Elemental Plane of Magma
    The Para-Elemental Plane of Magma is an endless landscape of oceans of lava that are perpetually in motion, wracked by currents and tides. With a surface world porous and floating on an entirely fluid environment of magma, constant eruptions occur on the surface. The ground is crusted over with hardened rock and soil, and the air is filled with dust and poisonous gases. It is one of the more inhospitable of the Inner Planes, creatures immune to both poison and fire can generally withstand this plane and its fury.
    Throughout the surface landscapes, permanent settlements are carved from the volcanic rock.
    The Plane of Magma has the following traits:
    · Extreme Cold: The air is only rarely above freezing and can dip far below that in areas.
    · Normal Gravity

    • Earth-Dominant and Fire-Dominant
    • Enhanced Magic: Spells and spell-like abilities with the fire or earth descriptor or that use or create lava, fire and earth (including those of the earth and fire domains or the elemental [earth/fire] bloodline, and spells that summon fire/earth/magma elementals or outsiders with the fire or earth subtype) are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the water or air descriptor or that use or create air, water or rain (including spells of the water and air domains, spell-like abilities of the elemental [water/air] bloodline, and spells that summon water and air elementals or outsiders with the air or water subtype) are impeded.


    Para-Elemental Plane of Metal
    Para-Elemental Plane of Ooze
    Para-Elemental Plane of Radiance
    Para-Elemental Plane of Rain
    Para-Elemental Plane of Silt
    Para-Elemental Plane of Steam


    SPIRITUAL NEXUS (THE OUTER PLANES)
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    Abaddon (Neutral Evil)
    A realm of vast wastelands under a rotten sky, Abaddon is perpetually cloaked in a cloying black mist and the oppressive twilight of an endless solar eclipse. The poisoned River Styx has its source in Abaddon, before it meanders like a twisted serpent onto other planes. Abaddon may be the most hostile of the Outer Planes; it is the home of the daemons, fiends of pure evil untouched by the struggle between law and chaos, who personify oblivion and destruction. Daemons, which are ruled by four godlike archdaemons, are feared throughout the Great Beyond as devourers of souls.
    Abaddon has the following traits:

    • Divinely Morphic: Deities with domains in Abaddon can alter the plane at will.
    • Strongly Evil-Aligned
    • Enhanced Magic: Spells and spell-like abilities with the evil descriptor are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the good descriptor are impeded.


    The Abyss (Chaotic Evil)
    Surrounding the Outer Sphere like the impossibly deep skin of an onion, the layered plane of the Abyss begins as gargantuan canyons and yawning chasms in the fabric of the other Outer Planes, bordered by the foul waters of the River Styx. Coterminous with all of the Outer Planes, the infinite layers of the Abyss connect to one another in constantly shifting pathways. There are no rules in the Abyss, nor laws, order, or hope. The Abyss is a perversion of freedom, a nightmare realm of unmitigated horror where desire and suffering are given demonic form, for the Abyss is the spawning ground of the innumerable races of demons, among the oldest beings in all the Great Beyond.
    The Abyss has the following traits:

    • Divinely Morphic and Sentient: Deities with domains in the Abyss can alter the plane at will, as can the Abyss itself.
    • Strongly Chaos-Aligned and Strongly Evil-Aligned
    • Enhanced Magic: Spells and spell-like abilities with the chaotic or evil descriptor are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the lawful or good descriptor are impeded.


    Elysium (Chaotic Good)
    A vast land of untamed wilderness and wild passions, Elysium is the plane of benevolent chaos. Freedom and self-sufficiency abound here, personified in the azatas native to the plane. In Elysium, selfless cooperation and fierce competition clash with the violence of a raging thunderstorm, but such conflicts never overshadow the lofty concepts of bravery, creativity, and good unhindered by rules or laws.
    Elysium has the following traits:

    • Divinely Morphic: Deities with domains in Elysium can alter the plane at will.
    • Strongly Chaos-Aligned and Strongly Good-Aligned
    • Enhanced Magic: Spells and spell-like abilities with the chaotic or good descriptor are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the lawful or evil descriptor are impeded.


    Heaven (Lawful Good)
    The soaring mountain of Heaven towers high above the Outer Sphere. This ordered realm of honor and compassion is divided into seven layers. Heaven's slopes are filled with planned, orderly cities and tidy, cultivated gardens and orchards. Though they began their existences as mortals, Heaven's native archons see law and good as indivisible halves of the same exalted concept, and array themselves against the cosmic perversions of chaos and evil.
    Heaven has the following traits:

    • Divinely Morphic: Deities with domains in Heaven can alter the plane at will.
    • Strongly Law-Aligned and Strongly Good-Aligned
    • Enhanced Magic: Spells and spell-like abilities with the lawful or good descriptor are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the chaotic or evil descriptor are impeded.


    Hell (Lawful Evil)
    The nine layers of Hell form a structured labyrinth of calculated evil where torment goes hand in hand with purification. A plane of iron cities, burning wastelands, frozen glaciers, and endless volcanic peaks, Hell is divided into nine nesting layers, each under the malevolent rule of an archdevil. Torture, anguish, and agony are inevitable in Hell, but they are methodical, not spiteful or capricious, and serve a deliberate master plan under the watchful eyes of the disciplined ranks of Hells' lesser devils. The nine layers of Hell, from first to last, are Avernus, Dis, Erebus, Phlegethon, Stygia, Malebolge, Cocytus, Caina, and Nessus.
    Hell has the following traits:

    • Divinely Morphic: Deities with domains in Hell can alter the plane at will.
    • Strongly Law-Aligned and Strongly Evil-Aligned
    • Enhanced Magic: Spells and spell-like abilities with the lawful or evil descriptor are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the chaotic or good descriptor are impeded.


    Limbo (Chaotic Neutral)
    A vast ocean of unrestrained chaos and untapped potential surrounds and is coterminous with each of the Outer Planes. This is Limbo—beautiful, deadly, and truly endless. From its unplumbed depths were born all the other planes, and to its anarchic deeps will all creation eventually return. Where the formless sea of Limbo laps against the shores of other planes, its substance takes on some measure of stability, and it is within these borderlands that travel is safest, though it is still fraught with danger from Limbo's chaos-warped inhabitants. Deeper into the plane, Limbo's native proteans cavort in the Primal Chaos, creating and destroying the raw stuff of chaos with unfathomable abandon.
    Limbo has the following traits:

    • Subjective Directional Gravity and Normal Gravity: On the few islands of stability within Limbo, gravity is more likely to be normal (down is toward the center of mass). Everywhere else, gravity is subjective directional.
    • Erratic Time
    • Highly Morphic
    • Strongly Chaos-Aligned
    • Wild Magic and Normal Magic: On the few islands of stability within Limbo, magic is more likely to be normal. Magic is wild everywhere else.


    Nirvana (Neutral Good)
    Nirvana is an unbiased paradise existing between the two extremes of Elysium and Heaven. Its stunning mountains, rolling hills, and deep forests all match a visitor's expectations of a pastoral paradise, but Nirvana also contains mysteries that lead to enlightenment. Nirvana is a sanctuary and a place of respite for all who seek redemption or illumination. Nirvana's native agathions have willingly postponed their own transcendence to guard Nirvana's enigmas, while celestial beings fight the forces of evil across the planes.
    Nirvana has the following traits:

    • Divinely Morphic: Deities with domains in Nirvana can alter the plane at will.
    • Strongly Good-Aligned
    • Enhanced Magic: Spells and spell-like abilities with the good descriptor are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the evil descriptor are impeded.


    Purgatory (Neutral)
    Every soul passes through Purgatory to be judged before being sent on to its final destination in the Great Beyond. Vast graveyards and wastelands fill its gloomy expanses, along with dusty, echoing courts for the judgment of the dead. Purgatory is home to the aeons, a race who embody the dualistic nature of existence and who are constantly both at war and at peace with each other and themselves.
    Purgatory has the following traits:

    • Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in Purgatory, though they resume functioning when the traveler leaves Purgatory.
    • Divinely Morphic: Deities with domains in Purgatory can alter the plane at will.
    • Strongly Neutral-Aligned
    • Enhanced Magic: Spells and spell-like abilities with the death descriptor, or from the Death or Repose domains, are enhanced.


    Utopia (Lawful Neutral)
    Utopia is a bastion of order against the chaos of Limbo and the countless demonic hordes of the Abyss. A great city of eternal perfection, Utopia's streets and buildings are paragons of architecture and aesthetics; everything is ordered and nothing happens by chance. While no one race rules Utopia, axiomites and inevitables make their homes here, forever striving to expand their perfect city.
    Utopia has the following traits:

    • Finite Shape
    • Divinely Morphic: Deities with domains in Utopia can alter the plane at will.
    • Strongly Law-Aligned
    • Enhanced Magic: Spells and spell-like abilities with the lawful descriptor are enhanced.
    • Impeded Magic: Spells and spell-like abilities with the chaotic descriptor are impeded.



    HISTORY AND THE AGES
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    "The eight ages of Belladonis are quite familiar to the warforged. Our lore masters have compiled hundreds of thousands of years of history in our previous travels through time, although we will not reveal future events from our vaults, much of what is the past is freely available to visitors to Rift."

    ~Teacher, Warforged Lore Master~


    1: Age of Tyranny (21,000 BAI ~ 6,000 BAI)
    The first age to be recorded by the people of Belladonis, spanning some fifteen thousand years. Very few pieces of written lore exist from that time, as the years turned much of it into dust and sand. What remains of a once all-expansive empire are extremely remote, taking the form of grotesque ruined cities built in nauseating and cyclopean styles. Since the Age of Tyranny, most of these ruins have been buried in earthquakes, worn away by erosion or sunk beneath the waves, although a few could potentially have remained intact over the millennia.

    The Deep Tyrants, a collection of near immortal aberrations and magical beasts, dominated the oceans and much of the coast lands. Worshiped as gods by their slaves, the Deep Tyrants ruled over a global empire. Life was brutal and short lived as a rule, but those slaves who were devout enough and hardworking could potentially become an immortal Deep Tyrant (via cerebromorphosis) if chosen. Writing was outlawed by slaves, as was reading. This made arcane magic extremely rare and basically illegal to slaves. Divine magic, granted by the three oldest and most powerful Deep Tyrants, was the main source of all magic known to the slave races.

    The races that were enslaved are: Human, Halfling, Dwarf, Kobold, Lizardfolk, Sahuagin, Orc, and Goblin.


    2: Age of Psionics (6,000 BAI ~ 4,000 BAI)

    In this age, the Deep Tyrants become less in control, becoming less focused on controlling all aspects of society. The enslaved races begin mastering psionics at higher rates, with some Deep Tyrants actually assisting the races in learning psionics, although this was surely a rare practice. Over time, as the slave races grew and spread out, they began to rebel against their masters. Several substantial battles occurred in this age between the slave races and their Deep Tyrant masters, as did several assassinations of high clerics of the masters. Writing became more widely spread, although it was still considered a crime among the Deep Tyrants. Arcane and Psionic magics prosper, becoming as wide spread as writing was growing to be. Eventually, war and revolution between slave and master became inevitable.

    The Deep Tyrants were slowly pushed back into the depths of the oceans as their numbers began to decline. In a final act of rebellion, a combination of arcane and psionic magic was devised to put the eldest Deep Tyrant (known as the Devouring Mother) in a permanent sleep, imprisoned her inside the planet's core for all of time. As the years went by, fewer cities were being ruled and much of the surface world became free lands, with free people. The last few Deep Tyrants begin vanishing from the world, hiding deep within the oceans or even on other planes.

    The races that were freed and rose to providence are: Human, Halfling, Dwarf, Kobold, Lizardfolk, Sahuagin, Orc, and Goblin.


    3: Age of Migration (4,000 BAI ~ 1,000 BAI)

    The third age was marked by several mass migrations of various races, in addition to several new races. With the Deep Tyrants gone, people were free to travel and experiment. The adopted a new pantheon of deities. Once they had no need to worship the Deep Tyrants, they quickly acquired their own. Divine magic returned to the world and all magic (both arcane and divine) and psionics become very prevalent throughout all races, with advancements coming daily.

    In what would eventually culminate in permanent magical gateways that allow travel between the moons and planet, a combination of Teleportation spells and astronomy (dealing with lunar cycles and viewing of the lunar surfaces) leads to the first few travels to the two moons. Wild Elves, Gnomes and Grippli come from the smaller green moon. Kasatha, Trox and Thri-Kreen come from the larger brown moon.


    4: Age of Darkness (1,001 BAI ~ 1 BAI)

    The Deep Tyrants, gone for nearly six thousand years, return with revenge in their twisted minds... First the largest Hurricane ever created tore in from the ocean, producing a storm that drowned cities. The magical storm from the Deep Tyrants was followed with hundreds of thousands of a newly created species of creature. These creatures lost their original racial name by the end of the Age of Darkness —only the most erudite and wise of their kind remember that they were once known as the ulat-kini. Most identify themselves with the racial epithet applied to them by surface-dwellers—“Skum.”
    Within weeks the remaining surface cities burned as tens of thousands are slaughtered by the Skum. Many of the races attempt to escape to distant locations, heading far inland to avoid the incoming storm and hordes of Skum.

    As the Deep Tyrants learn of their former slave's worship of other deities, their revenge takes on genocidal levels. They use their combined magic to destroy the brown moon, creating massive meteors that rained down on the world. Entire nations were wiped out, despite most of the larger pieces falling in the central ocean. The Deep Tyrants went nearly extinct, crippled by this final act, they all either fell into eternal slumber or were converted to stone. The Skum were set adrift on their own, most clustering together around broken cities and wept in terror as their whole culture and gods vanished.

    On the surface, half of the world was destroyed along side of the entire brown moon. The three races on the brown moon had already colonized sections of the planet and were generally spared from outright extinction, despite losing half of their population and their ancestral moon home. Furthermore, Halflings would have gone extinct if not for the large group of Halflings that had traveled to the green moon to colonize it. Their nation was one of the first to be eliminated by the Skum.

    Populations of races were divided from each other from this devastation. The portals leading to the moons became extremely unstable and malfunction from the changes to the planet and its moons. Wild elves on the planet became isolated from their people on the green moon. Two populations emerge, the planet wild elves (which later become dark elves) and the wild elves on the green moon.

    Then set in a thousand year period in which the sun was blocked by ash knocked into the atmosphere by the impacts. As populations died out, the world became quite isolated. Dwarves, humans and gnomes went underground. Orcs and goblins fled into the forests between the Stoneshield mountains, becoming the first to encounter the infection.


    5: Age of Infection (0 AI ~ 1102 AI)

    The fallen shards of the brown moon are extremely radioactive, causing a surprising number of effects on those exposed to it. First, the radiation seems to have a strong effect on emotions; especially those that make the blood run hot. Anger, passion, and jealously are among the emotions most strongly affected. Second, birth rates of those exposed sky rocket, with a massive increase in the number of twins and triplets. Finally, exposure to extreme amounts of radiation over a longer duration causes paranoia, aggression, confusion and even death.

    Towards the end of 1090 AI, something far more terrible arose... held dormant within the brown moon's shards until their accidental release, mutating spores... The brown moon had been a barren world, almost devoid of organic matter and acted like a prison to the spores. Released in the northern continent, which is rich in organic life, the spores began to devour all organic matter until it found an intelligent host. These spores take over the minds of its host, allowing it to spread across the northern continent like a wildfire.

    Within twelve short years the spores had consumed almost 10% of the jungle landscape. The dead mutating spores became a rich compost for thousands of newly developed mushrooms and other fungi. Generally these secondary fungi are harmless to others, although several species are extremely dangerous. Furthermore, numerous types of creatures began appearing within the region. aberrations, oozes, and plants began to take over a new ecosystem, while the edges of the growing fungal jungle expanded. Eventually its spread encountered the goblinoids and began infecting them. Those that fled into the southern regions met with the allied races at the walls of the dwarven fortress-metropolis of Hammerhold. The meeting marked the end of the Age.


    6: Age of Madness (1103 AI ~ 1366):
    A: The Initial Meeting:
    As the meeting began the goblinoids were nervous, surrounded by the quarter-mile high walls of the dwarves, they realized that they were as close to their racial enemies as they've ever been. Led by High Shaman Goluud Breska, the goblinoids kept loose ranks and a close eye on the forest to the north, their only escape route. The goblinoids were met by one representative from each of the allied races: Dwarves (King Hammerhold XXVI, plus his advisers), Humans (Lord Mercella Brell), Gnomes (Burbee Flintwhistle), Gnolls (Lady Jasmine Heckleholt), Timeforged (Queen), and Wild Elves (Arch-Druid Ellik Winterhair).


    As the Goblinoids plead their case to the council, the room was tense... The Goblinoids were tired of running from and fighting the plague-carriers that attempted to spread the spores to their people. Their people suffered from the effects of the radiation, were wounded in battle and were starving. They spoke of their own people sowing their fields with salt, killing their own healers who attempted to help them, their terrible open sores that appeared from exposure. Those present were unaffected from the worst of it, but they were not far behind, unable to travel at the pace the leader could. They asked for small rations of food, healing and passage through the dwarven lands to safety.


    When the high shaman finished, silence filled the room. The dwarven king sat tense, his knuckles white on the arm of the chair and jaw clenched. As Queen spoke first, the dwarven king cut her off with a growl... The dwarven king declared it would mean treason and war for anyone aiding the goblinoids through their land, making it clear that such attempts would be met with fire and steel. The advisers echoed the king's decision, voicing that the people would not stand by as their people became infected and the countryside turned barren. The other members of the alliance races were shocked by this outburst. They attempted for the better part of the hour, but in the end they could not persuade the dwarves. It became so tense that the timeforged queen rose and turned to leave. When he reached the door, she turned and told the council that her people would have no part in such an alliance led by those who were maddened by fear.

    Arch-Druid Ellik Winterhair, the elven representative, offers the goblinoids their full support, declaring that they will aid them in all ways if the dwarves allow them to pass through. However, the dwarven king would not hear of it. The dwarves would not look beyond their racial hatred and fears of what the plague might do to their people if the refugees, nearly two million in total, passed through their lands. As the meeting went even more sour and ended, the goblinoids left to explain what had happened there to their people, the dwarves began readying their walls for siege. The dwarven king assumed that they would be overrun when their enemies learned that they would be forced to deal with their fate in the expanding wastes in the north.

    B: The Secret Meetings and Plan:
    The wild elves, however, decided to meet secretly with the goblinoid leader. They informed High Shaman Goluud Breska that they could not cure the plague or fight a war to help the people through the dwarven lands, but they could find another solution... They would build a perimeter around the refugees and begin helping the wounded, but would keep the sick from infecting others with their madness and plague. Those who were sick would be left behind for last, for their was no cure that worked so far, not even miracles cast invoking the god's power worked. They would then open gates between the elven lands and the refugee camps for short periods, allowing some to pass through in bursts, assuming they were not plagued.

    Within the month, the camp was fortified with high walls and other defenses, under the guise of protecting those that stayed there while a cure could be found. They began opening gates and letting the uninfected through and things were going smoothly. They managed to get several thousand through, when dwarven spies discovered the plot.

    C: The Goblinoid Genocide:
    Infuriated beyond reason, they launched a full scale invasion on the encampment. As their most powerful casters, led by thousands of soldiers, breached the walls, the genocide of a people began. Those remaining, nearly a million and a half in total, were met with fire and steel. Those elves that remained in the camp were encased alive in stone to die.
    The dwarves then sent messengers to the elves declaring war on them, and to the alliance declaring that any other races aiding the 'traitor elves' would also provoke the dwarves to war.


    D: The Gate Wars:
    As the realization of what had occurred set in, the allied races broke away from the dwarves and wild elves. Only the gnomes remaining with the dwarves, their racial ties spanning many centuries. On the opposite end was the wild elves. Already quite removed from the rest of the allied races, the wild elves accepted their similar situation with little response. They had too much to deal with, considering they had to aid the goblinoid refugees in settling into their new homes and help them deal with the loss of most of their race.


    7: Age of the Skale (1367 AI ~ 2654 AI)
    As the northern continent battled against the infected hordes, a new threat loomed to the east. A new union between the lizardfolk, kobold, and sahuagin races and the dragons led to the founding of the Skale Empire. Dragons of Belladonis are embodiment of calamity and destruction, and they soon lead massive campaigns to dominate most of the known world. The dragons demanded hundreds of bloody sacrifices daily. Millions of captured slaves were used as sacrifices. The capital of the empire was soaked in blood at all times. Many of the treaties still in place today were signed to meet against this growing threat. Most of the free races joined together to stop this war. for almost the last hundred years of the age, the dragons reigned destruction down on the world.


    8: Age of Technology (2655 AI ~ Present Day)
    This last age marked the turn. The dragons were routed and most were exterminated or otherwise driven into hiding. The warforged were discovered in their untimely prison. The ability to harness electricity to be used as power for lighting and other uses became more prevalent. Wooden ships gave way to hydro-electric and alchemical powered ships. While still experimental and temperamental, technology is catching up with magic in some ways. Alchemical devices, such as flamethrowers and more advanced firearms began to be created.


    The present day is Mid-Summer 2680 AI
    Last edited by LordErebus12; 2014-09-11 at 09:51 PM.
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    Belladonis Campaign Setting 3.5
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  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Re: (Pathfinder) Belladonis, the Poisoned World



    The Jungle Expanse
    G

    The Kingdom of Urgmar
    Urgmar

    Grall, the Town of the Dying Lands
    The small town of Grall is built on a large hundred foot high plateau, overlooking the blasted wastelands to three sides, as well as the sulfuric river and lake to the South. The city is known for being closed to travelers at night, as it retracts its bridges and rope ladders to keep the undead scourge from climbing into the small town after dusk. Its uncertain what has been causing this infestation, but every night they rise from the sulfuric lake and attempt to attack the city from the South. The town streets at night are filled with the low and soft moaning from thousands of mindless undead attempting to climb higher below, but are unable to find a way up further.

    Name: Grall
    Alignment and Type: CN Small Town
    Corruption -1; Crime -1; Economy -1; Lore +3; Society -3; Danger +10
    Qualities cursed, notorious (violent), racially intolerant (dwarves, gnomes)
    Government: Magical (Druidic)
    Population: 1,000 adults, plus 300 children/elderly (Goblins 35%, Orcs 35%, Half-Orcs 15%, Humans 10%, Other 5%)

    Notable NPCs
    Goluud Breska, Orc Male, Arch-Druid and Town Leader of Grall (Druid 10th)
    Juhanni Breska, Half-Orc Female, Necromancer and daughter of Goluud Breska (Summoner 6th)
    Tick, Goblin Male, Alchemist (Alchemist 7th)

    Marketplace
    Base Value: 600 gp; Purchase Limit: 3,750 gp; Spellcasting: 5th;
    Minor Items: 2d6; Medium Items: 1d4 ; Major Items: —

    Cursed: Its citizens are plagued by an infestation of undead, which attacks each night after the sun sets below the mountains.
    Notorious: The townsfolk have a reputation for practicing dark magic, voodoo and necromancy. Necromancers, Druids and Shamans are much more common here.
    Racially Intolerant (Dwarves and Gnomes): Members of the unwelcome races must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence.


    The Eastern Tribes
    Rysk

    Wrek

    The Dwarven Kingdoms
    Hammerhold

    The Blood Fields
    The dry, rocky landscape of this mountain pass is original

    Silverpass

    Pern

    Brom

    Heartforge

    Underpeak
    Last edited by LordErebus12; 2014-09-28 at 07:05 PM.
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    Belladonis Campaign Setting 3.5
    Casting as a Skill

    Learn from your mistakes, 3.5...
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