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  1. - Top - End - #1
    Orc in the Playground
     
    Neoxenok's Avatar

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    Default Finding your Path in the Forgotten Realms 2: Still Looking

    Introduction from the Author

    So it's been some years since I started my little pathfinder project and despite the fact that I all but abandoned it after my forgotten realms campaign came to an end, I've been getting messages about it and it's apparently #2 on a google search now. I've also been out of gaming for awhile and only letting loose my gaming energies into doing a complete overhaul of the 3.5 edition rules (that's still in the works).

    Nowadays, however, I'm gaming again (as a player) and pathfinder has done... quite a bit of updating. Hybrid classes, the complete intrigue, occult classes, variant rules, and so much more. I'm satisfied with a lot of the material I've made but I feel as though if I were to go back and start working on converting FR to pathfinder, I need to revise a few things and recognize that I tend to bite off more than I can chew sometimes. I got caught up attempting to revise every 3.0 and 3.5e thing that caught my whim, including the warblade, a class and combat mechanics I'm wholly unfamiliar with and issues attempting to determine whether certain conversions work directly (prestige class in 3.5e updates to prestige class in PF) or need conversion through a lense making use of the philosophy of the new system (prestige class to something else thematic - archetype, series of feats, class sub-features) and that takes a bit of a toll.

    So I've decided to set up some ground rules and some clear goals, which should also be easier because I'm not trying to convert ahead of events that occur in my game so I can focus on one or two books at a time (particularly the player's guide to faerun, which itself exists to update FR from 3.0 to 3.5 for the most part). I feel it's important to also make clear what's being converted, what's not being converted, and what in pathfinder works as a substitute for something in Forgotten Realms, such as if pathfinder has a version of a feat that also exists in the forgotten realms material that isn't a clear-cut conversion. For example, the Oread, Ifrit, Slyph, and Undyne can easily replace the elemental genasi of the forgotten realms and as such without any special conversion.

    The goal is to make a one-stop-shop for referencing forgotten realms material for pathfinder.

    Feel free to post anywhere. You won't disrupt what I'm doing.

    If any of you wish to read my thoughts and opinions on the spellplague and the changed done to the realms after the spellplague as well as my general philosophy with regard to how I'll address what to convert and how to convert it, I've written a
    Treatise of the Forgotten Realms

    So... here we go...

    Templates
    No, not the kind you apply to monsters and overpowered PCs, but this will be the place I store all the templates I'll use to save time. I'm sure you understand.

    Spoiler: Race Entry Template
    Show
    Race Name
    Flavor Text
    • Ability Score Bonuses/Penalties
    • Size
    • Speed(s)
    • Trait: Racial Trait
    • Trait: Racial Trait
    • Trait: Racial Trait


    Spoiler: Region Template
    Show
    Region

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source:
    Knowledge (Local-Region (w/Link))

    Campaign Location:
    Shared Regions:

    Lore:

    Region: Region Name
    Recommended Subraces: Race or Races
    Automatic Languages: List of language or languages creature automatically knows, except Common (which is assumed).
    Bonus Languages: List of typically 5+ bonus languages of region and surrounding regions
    Favored Deities: Any number of gods commonly worshipped in the region.
    Regional Traits: Two or more cultural traits exhibited commonly by people of this region.
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Melee Weapon or Masterwork Melee Weapon or Masterwork Melee Weapon; (B) Masterwork Armor and potion or scroll (2nd level).


    Spoiler: Base Class Template
    Show
    Class Name
    Flavor Text
    Role: What does your class do for the party, exactly?
    Alignment: AL
    Hit Dice: d#
    Class Skills: Skill (Abl), Skill (Abl), Skill (Abl), Skill (Abl), Skill (Abl).
    Skill Points Per Level: # + Intelligence Modifier
    Base Attack Bonus: Poor (1/2 Level, round down), Average (3/4 Level, round down), or Good (1/Level)
    Saving Throws: Good Save (2 + 1/2 Level round down), Bad Save (1/3 level round down)
    Class Features:
    • Weapon and Armor Proficiency: List of weapon, armor, and shield proficiencies. Mention the ability to cast in armor or other applicable notes.
    • Spells: Game Rules
    • Ability (Ex): At level X, Game Rules
    • Ability (Su): At level X, Game Rules
    • Ability (Sp): At level X, Game Rules
    • Ability (XX): At level X, Game Rules
    • Sub-Ability (Ex): Game Rules
    • Sub-Ability (Su): Game Rules
    • Sub-Ability (Sp): Game Rules
    • Sub-Ability (XX): Game Rules
    • Sub-Ability Bonus Feat: Feat, Feat, Feat
    • Bonus Feats: At level X, gain Feat, Feat, Feat


    Special Abilities
    1. Ability, Ability
    2. Ability, Ability
    3. Ability
    4. Ability
    5. Ability
    6. Ability
    7. Ability
    8. Ability
    9. Ability
    10. Ability
    11. Ability
    12. Ability
    13. Ability
    14. Ability
    15. Ability
    16. Ability
    17. Ability
    18. Ability
    19. Ability
    20. Ability


    {table=head]Spells Per-Day
    {table=head]Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
    1st | - | - | - | - | - | - | - | - | - |
    2nd | - | - | - | - | - | - | - | - | - |
    3rd | - | - | - | - | - | - | - | - | - |
    4th | - | - | - | - | - | - | - | - | - |
    5th | - | - | - | - | - | - | - | - | - |
    6th | - | - | - | - | - | - | - | - | - |
    7th | - | - | - | - | - | - | - | - | - |
    8th | - | - | - | - | - | - | - | - | - |
    9th | - | - | - | - | - | - | - | - | - |
    10th | - | - | - | - | - | - | - | - | - |
    11th | - | - | - | - | - | - | - | - | - |
    12th | - | - | - | - | - | - | - | - | - |
    13th | - | - | - | - | - | - | - | - | - |
    14th | - | - | - | - | - | - | - | - | - |
    15th | - | - | - | - | - | - | - | - | - |
    16th | - | - | - | - | - | - | - | - | - |
    17th | - | - | - | - | - | - | - | - | - |
    18th | - | - | - | - | - | - | - | - | - |
    19th | - | - | - | - | - | - | - | - | - |
    20th | - | - | - | - | - | - | - | - | - |
    [/table][/table]

    {table=head]Spells Known
    {table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
    1st | - | - | - | - | - | - | - | - | - | - |
    2nd | - | - | - | - | - | - | - | - | - | - |
    3rd | - | - | - | - | - | - | - | - | - | - |
    4th | - | - | - | - | - | - | - | - | - | - |
    5th | - | - | - | - | - | - | - | - | - | - |
    6th | - | - | - | - | - | - | - | - | - | - |
    7th | - | - | - | - | - | - | - | - | - | - |
    8th | - | - | - | - | - | - | - | - | - | - |
    9th | - | - | - | - | - | - | - | - | - | - |
    10th | - | - | - | - | - | - | - | - | - | - |
    11th | - | - | - | - | - | - | - | - | - | - |
    12th | - | - | - | - | - | - | - | - | - | - |
    13th | - | - | - | - | - | - | - | - | - | - |
    14th | - | - | - | - | - | - | - | - | - | - |
    15th | - | - | - | - | - | - | - | - | - | - |
    16th | - | - | - | - | - | - | - | - | - | - |
    17th | - | - | - | - | - | - | - | - | - | - |
    18th | - | - | - | - | - | - | - | - | - | - |
    19th | - | - | - | - | - | - | - | - | - | - |
    20th | - | - | - | - | - | - | - | - | - | - |
    [/table][/table]


    Spoiler: Class Archeotype Template
    Show
    Archeotype Name (Base Class Name)
    Flavor Text
    • New Ability (Ex, Su, or Sp): Level in which the ability is gained and the game rules of the ability or alteration. This entry can include the removal of multiple abilities (such as domain or spellcasting). If this ability replaces another ability directly, it should be mentioned here and usually at the end of the entry.
    • New Ability (Ex, Su, or Sp): Level in which the ability is gained and the game rules of the ability or alteration. This entry can include the removal of multiple abilities (such as domain or spellcasting). If this ability replaces another ability directly, it should be mentioned here and usually at the end of the entry.
    • New Ability (Ex, Su, or Sp): Level in which the ability is gained and the game rules of the ability or alteration. This entry can include the removal of multiple abilities (such as domain or spellcasting). If this ability replaces another ability directly, it should be mentioned here and usually at the end of the entry.


    Spoiler: Sorcerer Bloodline Template
    Show
    Bloodline Name
    Flavor Text
    • Class Skill: Skill (Abl)
    • Bonus Spells: 1st Level Spell (3rd), 2nd Level Spell (5th), 3rd Level Spell (7th), 4th Level Spell (9th), 5th Level Spell (11th), 6th Level Spell (13th), 7th Level Spell (15th), 8th Level Spell (17th), 9th Level Spell (19th)
    • Bonus Feats: Feat, Feat, Feat, Feat, Feat.
    • Bloodline Arcana: Game Rules for the Bloodline Arcana.
    • Bloodline Powers: Flavor Text.
    • Power (Ex, Sp, or Su): At 1st level, (Game Rules).
    • Power (Ex, Sp, or Su): At 3rd level, (Game Rules).
    • Power (Ex, Sp, or Su): At 9th level, (Game Rules).
    • Power (Ex, Sp, or Su): At 15th level, (Game Rules).
    • Power (Ex, Sp, or Su): At 20th level, (Game Rules).


    Spoiler: Creature/NPC Template (Slightly Modified)
    Show
    Creature Name
    What you See
    CR #; XP #; Alignment Type (Subtype); Terrain; Climate
    Init #; Senses Skills, Feats, Spells, Abilities that add or aid senses
    Aura Auras from class, feat, racial, spell, or other abilities and the range/radius
    ========== Defense ==========
    AC #; Touch #; Flat-Footed # (AC bonus breakdown) CMD #
    HP # (Hit Dice + Bonuses) Fast Healing #; Regeneration # (Bypass)
    Fort # Reflex # Will #; Special Save Bonuses
    DR #/Type Immune Listed Immunities from race, spells, other abilities Resist Listed Energy Resistances SR #
    Weaknesses Listed Weaknesses
    Defensive Abilities Any other defensive powers or abilities
    ========== Offense ==========
    Speed #ft, X Speed #ft (Maneuverability)
    Melee Primary Attack +# (#d#+Damage Bonus/#-20x# plus ability), Secondary Attack(s) +# (#d#+Damage Bonus/#-20x# plus ability)
    Ranged Primary Attack +# (#d#+Damage Bonus/#-20x# plus ability)
    Space #ft Reach #ft (#ft with X) CMB #
    Special Attacks Attack (Notes), Attack, Attack (Notes)
    ========== Statistics ==========
    Str #, Dex #, Con #, Int #, Wis #, Cha #; Base Attack #
    Feats Feat, Feat, Feat
    Skills Skill +# (+# Special Circumstance), Skill +#; Racial Modifiers Skill +# (+# Special Circumstance), Skill +#
    Languages Language, Language, Language
    Special Qualities Ability, Ability +#,
    ========== Spells and Spell-Like Abilities ==========
    Constant or Ongoing Effects--Spell, Spell (CL #; Save DC #), Spell
    Spell-Like Abilities (CL #; Concentration +#)
    At Will--Spell, Spell (Save DC #), Spell
    ##/day--Spell, Spell (Save DC #), Spell
    #/day--Spell, Spell (Save DC #), Spell
    Spells Prepared (CL #; Concentration +#)
    At Will--Spell, Spell (Save DC #), Spell
    ##Level--Spell (#), Spell (Save DC #), Spell
    #/Level--Spell, Spell (Save DC #), Spell
    Spontaneous Spells Known (CL #; Concentration +#)
    At Will--Spell, Spell (Save DC #), Spell
    ##Level (#/day)--Spell, Spell (Save DC #), Spell
    #/Level (#/day)--Spell, Spell (Save DC #), Spell
    ========== Ecology ==========
    Environment Environment
    Organization # in which they are typically found
    Treasure Treasure Type
    ========== Special Abilities ==========
    Ability (Ex) - Game Rules
    Ability (Su) - Game Rules

    Description


    Finding the Path in the Forgotten Realms
    This is where the links to the various sections of the work will go, like chapters of a book.
    The above text will be a link when I start completing my conversions.
    I'll create the necessary post when I have more material.

    Currently Being Converted (in the following order)
    Player's Guide to Faerun {Approximately 91% Converted}
    Forgotten Realms Campaign Setting 3.5 Edition {0% Converted}
    Magic of Faerun {0% Converted}
    Races of Faerun {0% Converted}
    Monsters of Faerun {0% Converted}
    ...more books will be converted after this point, but the above will form the core of my conversion.

    What's Being Done Now (Updated 8-29-21)

    Black Blood Hunter - Shifter Archtype [DONE!!]
    Celebrant of Sharess - Bard Archetype [DONE!!]
    Harper Paragon - NG Paladin-Bard Hybrid Class [Current Project]
    Maiden of Pain - Cleric Archetype/Specialty Priest
    Martyred Champion of Ilmater - Monk/Unchained Monk Archetype
    Slime Lord - Prestige Class
    Yathrinshee - ?Prestige Class?

    Exalted and Vile Domains: Not sure if I'll do anything with those. I'll see how I feel once I'm done with the yathrinshee prestige class.

    Man. I'm 80% sure the Harper Paragon is going to be a Pal/Brd hyrbid class, but I'm not sure if that'll be the best idea. I'm thinking Bard with up to 4th level casting w/ paladin spells, full BAB, 6+INT skill points, no idea on saves, d10 HD, paladin-ish abilities, and paladin-ish bardic music.
    Last edited by Neoxenok; 2021-08-29 at 02:25 PM. Reason: Yo man, editing all the time up in heeya.

  2. - Top - End - #2
    Orc in the Playground
     
    Neoxenok's Avatar

    Join Date
    Jul 2011
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    Default Cleric Domains {A - Su}

    The Following Domains are available to Clerics and Warpriests in the Forgotten Realms Campaign Setting.

    Air Domain
    Source: Pathfinder Core Rulebook
    Deities: Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Peryoroyl, Valkur

    Animal Domain
    Source: Pathfinder Core Rulebook
    Deities: Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Sebek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar

    Aquatic Domain (Formerly Ocean)
    Source: Ultimate Magic
    Deities: Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur

    Arctic Domain (Formerly Cold)
    Source: Ultimate Magic
    Deities: Auril, Ulutiu

    Artifice Domain (Formerly Craft)
    Source: Pathfinder Core Rulebook
    Deities: Callarduran Smoothands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glitergold, Geb, Gond, Laduguer, Moradin, Thoth

    Balance Domain
    Source: Player's Guide to Faerun
    Deities: Grumbar, Oghma, Ubtao, Waukeen
    Granted Powers: You have the power of ultimate balance within your mind, body, and soul.
    Armor of the Wise (Sp): Once per day, you may add your Wisdom Modifier as an insight bonus to your AC and combat maneuver defense as an immediate action that lasts until the end of your next turn. You can use this ability an additional time per day at 10th level and again to a maximum of three times per day at 20th level.
    Equalize Injury (Su): At 5th level, you gain the ability to transfer a target's injuries to yourself. You can only transfer hit point damage through this method. You can use this ability a number of times per day equal to 3 + your cleric's charisma modifier and you can transfer as much or as little damage as you wish. At 10th level, you can also transfer ability damage.
    Domain Spells: 1st- Corruption Resistance (APG); 2nd- Calm Emotions; 3rd- Seek Thoughts (APG); 4th- Dismissal; 5th- Cleanse (APG); 6th- Banishment; 7th- Euphoric Tranquility (APG); 8th- Protection from Spells; 9th- Overwhelming Presence (UM)

    Cave (Formerly Cavern)
    Source: Ultimate Magic
    Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Shar

    Cavern Domain (Renamed Cave)

    Chaos Domain
    Source: Pathfinder Core Rulebook
    Deities: Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Beshaba, Corellon Larethian, Cyric, Deep Sashelas, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur, Garagos, Ghaunadaur, Gruumsh, Haela Brightaxe, Hanali Celanil, Kiaransalee, Labelas Enoreth, Lliira, Lolth, Lurue, Malar, Nephthys, Rillifane Rallathil, Sehanine Moonbow, Selune, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Sune, Talona, Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun

    Charm Domain
    Source: Pathfinder Core Rulebook
    Deities: Eilistraee, Finder Wyvernspur, Garagauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune

    Cold Domain (Renamed Arctic)

    Community Domain (Formerly Family)
    Source: Pathfinder Core Rulebook
    Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic, Yondalla

    Craft Domain (Renamed Artiface)

    Darkness Domain
    Source: Pathfinder Core Rulebook
    Deities: Lolth, Mask, Set, Shar, Shargaas

    Death Domain
    Source: Pathfinder Core Rulebook
    Deities: Velsharoon, Yurtrus

    Destruction Domain
    Source: Pathfinder Core Rulebook
    Deities: Bane, Cyric, Garagos, Ilneyal, Istishia, Kossuth, Lolth, Talona, Talos, Umberlee, Yurtrus

    Drow Domain
    Source: Player's Guide to Faerun
    Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun
    Granted Power: The curse that binds all dark elves into a unified force resonates within you.
    Bonus Feat: You gain Lightning Reflexes as a bonus feat.
    Spider Bond (Ex): At 4th level, you gain a familiar as a wizard of 3 levels lower. You can only select a scarlet spider familiar (Pathfinder RPG Bestiary 4).
    Domain Spells: 1st- Vanish (APG); 2nd- Clairvoyance/Clairaudience; 3rd- Suggestion; 4th- Discern Lies; 5th- Pain Strike, Mass (APG); 6th- Dispel Magic, Greater; 7th- Word of Chaos; 8th- Planar Ally, Greater; 9th- Gate

    Dwarf Domain
    Source: Player's Guide to Faerun
    Deities: Abbathor, Berronar Truesilver, Clangeddin, Deep Durra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain
    Granted Power: The songs and drums of your ancestors and dwarven honor resonates within you.
    Bonus Feat: You gain Endurance as a bonus feat at first level.
    Warrior's Training: At 8th level and again at 16th level, you can select a single combat feat of your choice. You must qualify for the prerequisites of any selected feat. You can also select the craft magic arms and armor instead of a combat feat.
    Domain Spells: 1st- Magic Weapon; 2nd- Bear's Endurance; 3rd- Glyph of Warding; 4th- Magic Weapon, Greater; 5th- Fabricate; 6th- Stone Tell; 7th- Dictim; 8th- Protection from Spells; 9th- Elemental Swarm (Earth Only)

    Earth Domain
    Source: Pathfinder Core Rulebook
    Deities: Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Gond, Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, Urogalan

    Elf Domain
    Source: Player's Guide to Faerun
    Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira
    Granted Power: The grace and elegance of elves aid your ability to strike deadly and true.
    Bonus feat: At first level, you can select either Point Blank Shot or Weapon Finesse as a bonus feat. Once you select your feat, the choice is permanent.
    Elven Armor Training (Ex): At 8th level, the maximum dexterity bonus of any armor you wear is 1 point higher and the armor check penalty of your armor improves by one. These benefits increase by one again at 13th level and again at 18th level.
    Domain Spells: 1st- True Strike; 2nd- Cat's Grace; 3rd- Snare; 4th- Tree Stride; 5th- Commune with Nature; 6th- Find the Path; 7th- Liveoak; 8th- Sunburst; 9th- Antipathy

    Evil Domain
    Source: Pathfinder Core Rulebook
    Deities: Abbathor, Auril, Bahgtru, Bane, Beshaba, Cyric, Deep Durra, Garaguth, Ghaunadaur, Gruumsh, Ilneval, Kiaransalee, Laduguer, Lolth, Loviatar, Luthic, Malar, Mask, Sebek, Selvetarm, Set, Shar, Sargaas, Talona, Talos, Tiamat, Umberlee, Urdlen, Velsharoon, Vhaerun, Yurtrus

    Family Domain (Renamed Community)

    Fate Domain
    Source: Player's Guide to Faerun
    Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras
    Granted Power: The paths taken and the paths not yet taken pull at all directions. The world seems in a constant state of flux and seems to be unable to decide how to proceed forward, but this sight has given you some insight.
    Change of Fate (Su): Starting at first level, you have the chance to change your fate, though doing so can be perilous. Once per day as an immediate action after any d20 roll. Subtract 3 from the result of the d20 roll and then roll 1d6, using the total as your new result, even if it is worse. At 6th level, you can instead subtract 5 and roll 1d10. At 12th level, you can use this ability twice per day. At 18th level, you can use this ability three times per day.
    Uncanny Dodge (Ex): Starting at 4th level, you can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action.
    If you already has uncanny dodge from a different class, you automatically gains improved uncanny dodge instead.
    Domain Spells: 1st- True Strike; 2nd- Augury; 3rd- Bestow Curse; 4th- Divination; 5th- Mark of Justice; 6th- Geas/Quest; 7th- Vision; 8th- Moment of Prescience; 9th- Foresight

    Fire Domain
    Source: Pathfinder Core Rulebook
    Deities: Gond, Kossuth, Talos

    Glory Domain (Formerly Retribution)
    Source: Pathfinder Core Rulebook
    Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar

    Gnome Domain
    Source: Player's Guide to Faerun
    Deities: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen
    Granted Power: The creative drive and restlessness nature of the gnomish people give you strength.
    Creative Spirit (Ex): You gain a bonus to any two skills of the craft, knowledge (engineering), perform, and profession skills equal to half your cleric level (minimum +2). You can also use the selected skills as though they were untrained skills, allowing you to make checks above a DC 10.
    Tenacious Illusions: At 4th level, any spell of the illusion school you cast is uniquely yours and particularly difficult to dispel or identify. Your illusion spells receive a +1 bonus to their dispel DC and the spellcraft DC to identify your illusion spell per four cleric levels you possess to a maximum of +4 at 16th level.
    Domain Spells: 1st- Silent Image; 2nd- Instant Armor (APG); 3rd- Minor Image; 4th- Minor Creation; 5th- Hallucinatory Terrain; 6th- Fool's Forbiddance (APG); 7th- Screen; 8th- Irresistable Dance; 9th- Summon Nature's Ally IX

    Good Domain
    Source: Pathfinder Core Rulebook
    Deities: Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan Wildanderer, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep Sashelas, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Horus-Re, Ilmater, Isis, Labelas Enorath, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selune, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla

    Halfling Domain
    Source: Player's Guide to Faerun
    Deities: Arvoreen, Brandobaris, Crrollalee, Sheela Peryroyl, Urogalan, Yondalla
    Granted Power: The unbridled optimism, curiosity, and luck of halflings fills you with unparalleled determination.
    Courageous Heart (Ex): You gain a +2 bonus to will saving throws against fear effects. This benefit improves by 1 at 3rd level and every three levels after until 9th level, when you gain immunity to fear effects.
    Halfling Athleticism: Starting at 4th level, you add a +2 bonus to all acrobatics to jump and climb checks. This benefit increases by 1 every two levels thereafter to a maximum of +10 at 20th level. You can also use the selected skills as though they were untrained skills, allowing you to make checks above a DC 10.
    Domain Spells: 1st- Magic Stone; 2nd- Cat's Grace; 3rd- Magic Vestment; 4th- Freedom of Movement; 5th- Mage's Faithful Hound; 6th- Move Earth; 7th- Shadow Walk; 8th- Word of Recall; 9th- Foresight

    Hatred Domain
    Source: Player's Guide to Faerun
    Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen
    Granted Power: Your hatred fuels your power and gives you strength. You are thus naturally rather intimidating, gaining a +1 bonus to intimidate.
    Burning Hate (Sp): Once per day as a swift action, you can mark one opponent within short (25ft + 5 feet per two cleric levels) gain a +2 profane bonus against one enemy on attack rolls, saving throws, and armor class until the opponent is dead or the end of the day, whichever comes first. You gain an additional use of this ability at 10th and 20th level. This bonus increases by one point at 5th and 15th level (to a maximum of +4).
    Your Hate gives me Strength (Su): Starting at 6th level, whenever you are being attacked by an opponent that is being attacked by one or more of your allies, including yourself, you gain a +2 profane bonus to attack and damage rolls against that opponent if that opponent attacks you for two consecutive rounds, thus gaining the benefit on the third round and after. Your opponent must have the option of being able to attack your allies but chooses not to do so and can not be forced to do so through magic (such as confusion or suggestion) or by not having any other choice (such as being unable to reach a flying opponent.) Though bluffing, taunting, or otherwise angering your opponent works as well. At 12th level, you also gain damage reduction 2/good and fast healing 2 when this ability is active. At 19th level, you gain immunity to critical hits when this ability is active.
    Domain Spells: 1st- Doom; 2nd- Scare; 3rd- Bestow Curse; 4th- Song of Discord; 5th- Righteous Might; 6th- Forbiddance; 7th- Blasphemy; 8th- Antipathy; 9th- Wail of the Banshee

    Healing Domain
    Source: Pathfinder Core Rulebook
    Deities: Berronar Truesilver, Ilmater, Lurue, Luthic, Sharindlar, Torm

    Illusion Domain
    Source: Player's Guide to Faerun
    Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow
    Granted Power: You are granted power over the perceptions and senses of others.
    Practiced Illusionist: At first level, you gain a +2 bonus to concentration checks to maintain concentration on any illusion spell you cast and to their dispel DC. These bonuses increase by 2 and 1 respectively at 11th level.
    Natural Illusionist (Sp): At 4th level, you gain the ability to cast the minor image spell as a spell-like ability by expending two uses of your channel energy. At 6th level, you can cast major image as a spell-like ability by expending three uses of your channel energy ability. At 8th level, you gain the spell focus (illusion) feat as a free bonus feat. The saving throw DC for these illusions is the same as the saving throw DC for your channel energy ability. The caster level for these effects is equal to your cleric level.
    Domain Spells: 1st- Silent Image; 2nd- Minor Image; 3rd- Displacement; 4th- Phantasmal Killer; 5th- Persistent Image; 6th- Mislead; 7th- Project Image; 8th- Screen; 9th- Wierd

    Knowledge Domain
    Source: Pathfinder Core Rulebook
    Deities: Angharradh, Azuth, Deep Sashelas, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Moonbow, Shar, Siamorphe, Thoth, Tyr, Waukeen

    Law Domain
    Source: Pathfinder Core Rulebook
    Deities: Arvoreen, Azuth, Bane, Berronar Truesilver, Glangeddin, Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Gargauth, Garl Glittergold, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, Laduguer, Loviatar, Moradin, Nobanion, Osiris, Red Knight, Savras, Set, Siamorphe, Tiamat, Torm, Tyr, Ulutiu, Urogalan, Yondalla

    Liberation Domain (Formerly Renewal)
    Source: Pathfinder Core Rulebook
    Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus

    Luck Domain
    Source: Pathfinder Core Rulebook
    Deities: Abbathor, Beshaba, Brandobaris, Erevan Ilesere, Haela Brightaxe, Mask, Oghma, Tymora, Vergadain

    Madness Domain (Formerly Mentalism)
    Source: Pathfinder Core Rulebook
    Deities: Deep Duerra

    Magic Domain
    Source: Pathfinder Core Rulebook
    Deities: Azuth, Corellon Larethian, Hanali Celanil, Isis, Laduguer, Mystra, Savras, Set, Thoth, Velsharoon

    Mentalism (Renamed Madness)

    Metal Domain
    Source: Player's Guide to Faerun
    Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer
    Granted Power: Whether it's gold, steel, or adamantine, metal represents power and progress and you are blessed with skill and power over all metal and metalwork.
    Superior Metalwork: You gain a bonus to all craft skill checks that involve metal equal to +1 per two cleric levels you possess (minimum +2). You also gain proficiency with your choice of a single hammer-type weapon. This can be a exotic, martial, or simple weapon proficiency feat.
    Shape Metal (Sp): At 9th level, you gain the ability to manipulate any sort of metal to swiftly repair, reform, or create an object. This effect is similar to the fabricate spell except that you can only affect metal objects. You must expend one use of your channel energy ability to activate this power.
    Domain Spells: 1st- Magic Weapon; 2nd- Heat Metal; 3rd- Keen Edge; 4th- Rusting Grasp; 5th- Wall of Iron; 6th- Blade Barrier; 7th- Transmute Metal to Wood; 8th- Iron Body; 9th- Repel Metal or Stone

    Moon Domain
    Source: Player's Guide to Faerun
    Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selune, Sharindlar
    Granted Power: The moon has power over us all, unseen during the day and brightly by night.
    Turn Lycanthropes (Su): Use your channel energy ability to cause all creatures with the shapechanger subtype within 30ft of you to flee as though panicked. They recieve a saving throw equal to your channel energy saving throw DC to negate the effect. Those that fail their save flee for one minute but can make a new saving throw each round to end the effect. After 1d6 rounds per 1d6 of your channel energy in rounds, the targets merely become shaken for the remaining duration. If you use channel energy in this way, it can do no other effect (such as heal or harm other creatures in the area.)
    Lowlight Vision (Ex): At 3rd level, you gain the lowlight vision trait, allowing you to see twice as far in moonlight and starlight. If you already possess lowlight vision, the benefit of your lowlight increases by one multiple, so twice becomes three times as far.
    Lunar Flesh (Ex): At 5th level, you gain damage reduction 2/silver. This benefit improves by 1 every five levels thereafter to a maximum of 5/silver at 20th level. At 12th level, anytime you rest overnight, you can recover one additional hit point per cleric level and one additional point of ability damage to all ability scores as long as your rest would normally allow you to recover those things.
    Domain Spells: 1st- Faerie Fire; 2nd- Burning Gaze (APG); 3rd- Moonstruck (APG); 4th- Good Hope; 5th- Life Bubble (APG); 6th- Permanent Image; 7th- Insanity; 8th- Animal Shapes; 9th- Polar Midnight (UM)

    Nobility Domain
    Source: Pathfinder Roleplaying Core Rulebook
    Deities: Horus-Re, Lathander, Melil, Nobanion, Red Knight, Siamorphe

    Ocean Domain (Renamed Aquatic)

    Orc Domain
    Source: Player's Guide to Faerun
    Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus
    Granted Power: Powerful, intimidating, and passionate, the life and lineage of orc-kind empowers your magic. Intimidate is a class skill for you.
    Orc Presence: You gain a bonus to all of your intimidate checks equal to +1 per two cleric levels you possess (minimum +2).
    Orcish Weapon Mastery: At 2nd level, you gain the exotic weapon proficiency feat in a weapon of your choice with the word "orc" in the name. Alternatively, you can gain the weapon focus feat in either greataxes or falchions if you are already proficient with those weapons. At 6th level, you gain the weapon focus feat in your selected exotic weapon or the weapon specialization feat with the greataxe or falchion - whichever weapon you previously gained weapon focus with. At 9th level, you gain the improved critical feat in whichever weapon you selected to gain weapon focus with through this ability, even if you don't otherwise meet the prerequisites.
    Domain Spells: 1st- Cause Fear; 2nd- Produce Flame; 3rd- Prayer; 4th- Divine Power; 5th- Prying Eyes; 6th- Eyebite; 7th- Blasphemy; 8th- Cloak of Chaos; 9th- Power Word Kill

    Planning Domain
    Source: Player's Guide to Faerun
    Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao
    Granted Power: Meticulousness and thorough planning isn't just a good idea, for you, it's divine providence.
    Mental Preparation (Ex): Your constant mental preparedness allows you to gain half your level as a bonus to your initiative modifier (minimum +1).
    Contingency (Sp): You gain the ability to cast the contingency spell once per day as a spell-like ability with a caster level equal to your cleric level at 12th level.
    Domain Spells: 1st- Deathwatch; 2nd- Augury; 3rd- Clairaudience/Clairvoyance; 4th- Imbue with Spell Ability; 5th- Detect Scrying; 6th- Heroes' Feast; 7th- Scrying, Greater; 8th- Discern Location; 9th- Time Stop

    Plant Domain
    Source: Pathfinder Core Rulebook
    Deities: Angharradh, Baervan Wildwanderer, Chauntea, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Thard Harr, Ubtao

    Portal Domain
    Source: Player's Guide to Faerun
    Deities: Eilistraee, Shaundakul
    Granted Power: Power over the portals of Faerun and beyond aren't just valuable, it can mean the survival of you and any companions and friends of yours.
    Detect Portal (Su): You gain the ability to sense magical portals as though they were normal secret doors. You gain a bonus equal to your cleric level to your perception rolls to sense portals of any sort, including spells such as phase door, gate, or similar effects. You can see portals in this manner as though you possessed a continuous see invisibility effect on yourself.
    Analyze Portal (Su): As a standard action, you can look over a portal and gain knowledge of how to operate the portal, whether it is functioning or malfunctioning, and where the portal leads without interfering with the portal itself. A malfunctioning portal may obfuscate how to operate it and it's ultimate destination. You gain a +1 bonus per two cleric levels to any check (minimum +2) to any knowledge check related to portals and can treat that check as though the skill were untrained for the purposes of that check.
    Domain Spells: 1st- Summon Monster 1; 2nd- Rope Trick; 3rd- Dimensional Anchor; 4th- Dimension Door; 5th- Teleport; 6th- Banishment; 7th- Etherealness; 8th- Dimensional Lock; 9th- Gate

    Protection Domain
    Source: Pathfinder Core Rulebook
    Deities: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon Larethian, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Hanali Celanil, Helm, Kelemvor, Laduguer, Lathander, Marthammor Duin, Moradin, Nephthys, Rillifane Rallathil, Selune, Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen, Yondalla

    Renewal Domain (Renamed Liberation)

    Repose Domain
    Source: Pathfinder Core Rulebook
    Deities: Jergal, Kelemvor, Osiris, Urogalan

    Retribution Domain (Renamed Glory)

    Rune Domain
    Source: Pathfinder Core Rulebook
    Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, Thoth

    Scalykind Domain (Renamed Serpent)

    Serpent Domain (Formerly Scalykind)
    Source: Ultimate Magic
    Deities: Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao

    Slime Domain
    Source: Player's Guide to Faerun
    Deities: Ghaundaur
    Granted Power: Ghaundaur's servants are empowered with several advantages of the alien, predatory creatures he is known for.
    Pseudopod (Sp): You can transform a part of your body into a slime-like pseudopod, allowing you to briefly reach out much further than before. You gain 5ft reach when delivering melee touch attacks. In addition, any time you activate this ability, your touch deals 1 point of acid damage at your choosing. You can use this ability a number of times per day equal to 3 + your wisdom modifier. At 8th level, your touch deals 1d4 points of acid damage and at 14th level, your reach becomes venomous, forcing your opponent to make a fortitude saving throw DC 10 + half your cleric level + your wisdom modifier against poison or gain one point of strength damage (initial and secondary) each round for 1 round per three cleric levels (maximum 5). You only need to save once to negate the poison each round.
    Fluid Form (Sp): At 10th level, you gain the ability to use Fluid Form (APG), as the spell for one minute per cleric level (the entire duration need not be used consecutively but can be broken up into one-minute increments). At 20th level, the cleric gains the ability to use this spell-like ability at will.
    Domain Spells: 1st- Grease; 2nd- Acid Arrow; 3rd- Poison; 4th- Touch of Slime (UM); 5th- Black Tentacles; 6th- Conjure Black Pudding (UM); 7th- Destruction; 8th- Power Word Blind; 9th- Implosion

    Spell Domain
    Source: Player's Guide to Faerun
    Deities: Azuth, Mystra, Savras, Thoth
    Granted Power: Those that follow the doctrines of the gods of magic find many advantages with the greatest variety of spells.
    Magical Intuition: You gain a bonus to all spellcraft checks and use magic device checks to use scrolls, wands, and staves equal to one half of your cleric level (minimum +2).
    Esoteric Magic (Sp): At 3rd level and every two levels thereafter, you can add a spell from another class' spell list to your own. This spell must be one level lower than the highest spell level you can cast and the selected spell counts as one level higher on your list than the one you derived it from. For example, this allows you to gain magic missile from the wizard/sorcerer list as a 2nd level cleric spell. The spell you gain is otherwise treated and used like a divine spell. Any material or focus components of the new spell is instead replaced with your divine focus.
    Domain Spells: 1st- Mage Armor; 2nd- Silence; 3rd- Arcane Sight; 4th- Mnemonic Enhancer; 5th- Break Enchantment; 6th- Mage's Lucubration; 7th- Limited Wish; 8th- Antimagic Field; 9th- Mage's Disjunction

    Spider Domain
    Source: Player's Guide to Faerun
    Deities: Lolth, Selvetarm
    Granted Power:
    Spider Companion (Ex): Gain a Spider, Giant Vermin Companion (UM). Your cleric level equals your druid level for purposes of determining the power and ability of the vermin companion.
    Command Spiders (Su): You can expend a use of your channel energy ability to affect all spiders and enslave them in a 30ft radius. All spiders caught within the radius must make a will saving throw against the normal DC of your channel energy. Spiders that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead except the target is spiders instead of undead.
    Domain Spells: 1st- Spider Climb; 2nd- Summon Swarm; 3rd- Phantom Steed; 4th- Giant Vermin; 5th- Insect Plague; 6th- Vermin Shape II (UM); 7th- Creeping Doom; 8th- Prying Eyes, Greater; 9th- Symbol of Vulnerability (UM)

    Storm Domain (Renamed Weather)

    Strength Domain
    Source: Pathfinder Core Rulebook
    Deities: Anhur, Bahgtru, Clangeddin, Garagos, Gruumsh, Helm, Ilmater, Lathander, Loviatar, Malar, Tempus, Torm, Uthgar

    Suffering Domain
    Source: Player's Guide to Faerun
    Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus
    Granted Power: There is a thin line between pleasure and pain and those that explore this venue seek to walk that line.
    Pain Ray (Sp): You can create a ray of pure pain that hurts and hinders opponents. As a ranged touch attack out to close range (25ft + 5ft/2 cleric levels) you can deal 1d4 +1/2 cleric levels damage. You can use this ability a number of times per day equal to 3 + your wisdom modifier. At 4th level, this ray causes the sickened condition (Will negates, DC 10 + 1/2 cleric level + wisdom modifier) for one round.
    Sadomasochism (Su): Starting at 6th level, anytime a critical hit is scored, bleed is given, or someone is the subject of a spell that causes pain (such as pain strike or symbol of pain), you gain a +2 morale bonus to all attacks rolls, damage rolls, saving throws, armor class, combat maneuver bonus, and combat maneuver defense for 1d4 rounds as long as the subject was within the cleric's line of sight. These benefits increase to +4 and the duration improves to 1d4+1 rounds if the target or targets receive 50 or more hit points in damage from a single attack or more than 5d6 of ongoing bleed damage. These bonuses do not stack with itself, even if the conditions are met multiple times before the duration expires. This ability can only be used one time per day plus one additional time per day at 9th, 12th, 15th, and 18th levels to a maximum of five times per day and is activated as a free action.
    Domain Spells: 1st- Bane; 2nd- Bear's Endurance; 3rd- Bestow Curse; 4th- Enervation; 5th- Symbol of Pain; 6th- Harm; 7th- Waves of Exhaustion; 8th- Horrid Wilting; 9th- Energy Drain

    Sun Domain
    Source: Pathfinder Core Rulebook
    Deities: Horus-Re, Lathander

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    Default Warpriest Blessings {A - W}

    The Following Blessings are available to Clerics and Warpriests in the Forgotten Realms Campaign Setting.

    Air Blessing
    Source: Advanced Class Guide
    Deities: Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Peryoroyl, Valkur

    Animal Blessing
    Source: Advanced Class Guide
    Deities: Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Sebek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar

    Aquatic Blessing
    Deities: Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur
    Blessing of the Fish (Minor) (Su): At first level, you can touch an ally and grant it this blessing. This blessing grants a +4 bonus to your swim checks and a +1 bonus to attack and damage rolls as long as the blessing's target and the target's opponent are both in water. Also, if the target can't breathe water, it is refreshed, as though it took a breath of fresh air.
    Seaborne (Major) (Su): At 10th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement and a swim speed equal to your base movement until the beginning of your next turn.

    Arctic Blessing
    Deities: Auril, Ulutiu
    Ice Weapon (Minor) (Su): As a swift action, you can create a melee weapon, bolt, arrow, or sling bullet entirely of ice. The melee weapon only lasts until the beginning of your next turn or until you land a successful attack, breaking apart upon the target. On a successful attack, you add 1d6 plus half your warpriest level modifier cold damage (minimum +1) in addition to the weapon's usual damage. On a successful critical hit, you can add 1d10 cold damage + 1d10 per point of the critical modifier above 2. One round after the successful attack, the target again suffers cold damage equal to the above amount. At 6th level, this weapon can penetrate damage reduction as though it were a magical weapon.
    Freezing Armor (Major) (Su): At 10th level, you can bless a target with the power of the deep cold, adding a thin and uninhibiting layer of ice over the target's body for one minute. The target gains cold resistance 10 and damage reduction 1/bludgeoning. At 12th level and again every two levels thereafter, the target's cold resistance increases by 5 and DR by 1 to a maximum of 30 and DR 5/bludgeoning at 18th level. This blessing persists for one minute.

    Artiface Blessing
    Source: Advanced Class Guide
    Deities: Callarduran Smoothands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glitergold, Geb, Gond, Laduguer, Moradin, Thoth

    Balance Blessing
    Deities: Grumbar, Oghma, Ubtao, Waukeen
    Balanced Weapon (Minor): At 1st level, you can bless a single weapon and grant it the ability to deal an extra 1d4 points of damage to any opponent with a non-neutral alignment component per non-neutral alignment component, so a successful attack against a neutral good opponent deals an extra 1d4 points of damage and a strike against a lawful evil opponent deals an extra 2d4 points of damage. During this time, the weapon bypasses all alignment-based damage reduction (chaos, evil, good, and law.) This effect persists for one minute.
    Oneness with Battle (Major): At 10th level, you can close your eyes and enter a deep meditative trance. You are effectively blinded, except that you gain 30ft blindsight and are not penalized for blindness inside of that radius. To those you are able to perceive, you gain a +2 insight bonus to your AC and combat maneuver defense and you cannot be caught flat-footed or surprised. At 15th level, the radius of your blindsight increases to 40ft and your insight bonuses increase to +3. At 20th level, these again improve to 50ft and +4, respectively. This effect persists for one minute.

    Cave Blessing
    Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Shar
    Uncanny Sense (Minor): At first level, you bless a touched creature with a sort of advanced perception, granting them forewarning of impending attacks. For one minute, the target of this effect gains the benefit of the uncanny dodge ability as a rogue equal to your class level -3. This ability grants no benefit to a target if they already possess uncanny dodge.
    Cave Walker (Major): At 10th level, you can bless a single creature with a touch the power to swiftly and efficiently move across the rough terrain and walls of a cavern. The target can ignore difficult terrain and climb with a climb speed of 20ft out to a maximum distance in feet equal to your level x4. After this total distance is crossed or one minute has passed, the effect ends.

    Chaos Blessing
    Source: Advanced Class Guide
    Deities: Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Beshaba, Corellon Larethian, Cyric, Deep Sashelas, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur, Garagos, Ghaunadaur, Gruumsh, Haela Brightaxe, Hanali Celanil, Kiaransalee, Labelas Enoreth, Lliira, Lolth, Lurue, Malar, Nephthys, Rillifane Rallathil, Sehanine Moonbow, Selune, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Sune, Talona, Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun

    Charm Blessing
    Source: Advanced Class Guide
    Deities: Eilistraee, Finder Wyvernspur, Garagauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune

    Community Blessing
    Source: Advanced Class Guide
    Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic, Yondalla

    Darkness Blessing
    Source: Advanced Class Guide
    Deities: Lolth, Mask, Set, Shar, Shargaas

    Death Blessing
    Source: Advanced Class Guide
    Deities: Velsharoon, Yurtrus

    Destruction Blessing
    Source: Advanced Class Guide
    Deities: Bane, Cyric, Garagos, Ilneyal, Istishia, Kossuth, Lolth, Talona, Talos, Umberlee, Yurtrus

    Drow Blessing
    Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun
    Warpriest's Venom (Minor): At first level, you gain the ability to poison an opponent with a touch or apply a dose of poison to a single touched weapon. An affected weapon delivers its poison upon injury and the wielder suffers no risk in poisoning him or herself. A blessed weapon remains potent for one minute or until the weapon successfully injures an opponent. The poison's onset is immediate and the target suffers 1 point of strength damage each round for six rounds unless the target succeeds a fortitude saving throw. One successful saving throw cures the poison.
    Vengeance of the Dark Elves (Major): At tenth level, you gain the ability to bless an ally with the power to punish a creature that attacked her. If a creature attacks the target at least once during any round in which this blessing is active, she can add 1d6 points of damage to any attack against that creature for the remaining duration of the blessing. Each successive round in which the target is attacked by that enemy adds an additional point to the target's damage rolls against that same enemy. This blessing persists for up to one minute.

    Dwarf Blessing
    Deities: Abbathor, Berronar Truesilver, Clangeddin, Deep Durra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain
    Blessing of the Ancestors (Minor): You or a touched creature receive a blessing from your dwarven ancestors, gaining a +1 morale bonus to all attack rolls and a +2 morale bonus to will saving throws against fear. This blessing also grants 1d8 bonus temporary hit points. These benefits persist for one minute.
    Warrior's Blessing (Major): At 10th level, you or a touched creature gains the blessing of your warrior ancestors and gains the benefit of one combat feat you or the touched creature meets the qualifications for. This benefit persists for one minute. Multiple uses of this blessing on one creature doesn't stack as only the newest blessing applies. At 18th level, this blessing grants the benefit of two combat feats.

    Earth Blessing
    Source: Advanced Class Guide
    Deities: Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Gond, Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, Urogalan

    Elf Blessing
    Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira
    Blessing to the Elf Friend (Minor): At 1st level, you can touch an ally and grant an elvish battle blessing. For one minute, the touched ally gains a +1 bonus to all attack rolls and a +2 bonus to all damage rolls with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and any weapon with the word “elven” in its name. The bonus to attack roll bonus increases by 1 at 8th level and the damage rolls increases by 2 at 12th level.
    War Party (Major): At 10th level, you and one ally per two class levels within 30 feet of you gains the coordination and grace of an elven war party. You gain a +2 competence bonus to all initiative, perception, and stealth checks, the ability to silently communicate with one another out to a distance of 100ft from one another with just whispers, and any time you and one ally or any two allies are adjacent to one another, each such ally gains a +2 dodge bonus to AC. In addition, you and all affected allies are not hindered by natural difficult terrain. Affected allies are still hindered by magical or other forms of unnatural terrain. This effect lasts for one minute.

    Evil Blessing
    Source: Advanced Class Guide
    Deities: Abbathor, Auril, Bahgtru, Bane, Beshaba, Cyric, Deep Durra, Garaguth, Ghaunadaur, Gruumsh, Ilneval, Kiaransalee, Laduguer, Lolth, Loviatar, Luthic, Malar, Mask, Sebek, Selvetarm, Set, Shar, Sargaas, Talona, Talos, Tiamat, Umberlee, Urdlen, Velsharoon, Vhaerun, Yurtrus

    Fate Blessing
    Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras
    Fated to Die (Minor): At 1st level, you can touch one weapon and enhance it to inflict a minor curse on the next target it strikes. Any opponent struck by the enhanced weapon suffers 1d6 bleed and must succeed a will saving throw or be unable to heal through the use of magic unless the caster succeeds a caster level check against a DC of 11 + your class level. Failure of this check still stops any bleed effect but fails to cure any hit point damage. This effect persists for one minute.
    Fated to Live (Major): At 10th level, you can touch an ally and grant them a change of fate if they are killed. If they are killed by gaining enough hit point damage to equal or exceed the necessary amount of negative hit points to be dead, they gain the benefit of a breath of life spell at the end of their next turn. If they are killed by gaining negative levels that equal or exceed their total hit dice, they are instead returned to life at the end of their next turn with one fewer negative levels than the number required to kill that character. If the character would be killed by ability score damage or drain, they are instead brought back at the end of their next turn with enough damage or drain to that ability score to be left with a one. Ability damage is lessened first, then drain if there is no ability damage. If the character is killed by any other effect, this blessing fails. This blessing persists for one minute or until it is expended.

    Fire Blessing
    Source: Advanced Class Guide
    Deities: Gond, Kossuth, Talos

    Glory Blessing
    Source: Advanced Class Guide
    Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar

    Gnome Blessing
    Deities: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen
    Enemy of the Gnomes (Minor): You can bless an ally with a +1 divine bonus to all attack rolls against a single target of your choice. This benefit increases to +2 when using any weapon with the word “gnome” in its name. You also gain a bonus 1d4 divine bonus to all damage rolls against humanoids with the giant, goblinoid, and reptilian subtypes as well as aberrations, oozes, and vermin. This benefit persists for one minute.
    Never there to Begin With (Major): At 10th level, you can bless an ally with a touch, rendering that ally invisible. This ability works as the spell invisibility except the ally is replaced seamlessly with a specialized illusion that continues fighting in their place. The created illusion looks like your ally well enough that it would require close examination to notice a difference. It is not intelligent and can't make decisions on it's own outside of attacking and responding to attacks, but it will continue combat against a single opponent in your ally's place. The illusion can mimick any form of attack they're capable of, including casting spells, and it will move to maintain the same position or it will take total defense actions as appropriate. It's AC and combat maneuver defense are the same as your ally's touch AC minus any magical effects from spells or items, adding in any dodge bonuses from total defense if it is taking that action. Any successful attack against the illusion dispels it. If the illusion successfully attacks an opponent, that opponent must succeed a will save to disbelieve the illusion, which dispels it immediately if successful. Only one save is made in any given round even if the illusion successfully hits the opponent multiple times that round. Each successful hit deals 1d6 points of nonlethal damage against the target regardless of the nature of any attack you would ordinarily make. If the attack requires an attack roll, it uses a bonus equal to your level plus your wisdom modifier. This ability persists until it is dispelled, disbelieved, or until one minute passes.

    Good Blessing
    Source: Advanced Class Guide
    Deities: Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan Wildanderer, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep Sashelas, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Horus-Re, Ilmater, Isis, Labelas Enorath, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selune, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla

    Halfling Blessing
    Deities: Arvoreen, Brandobaris, Crrollalee, Sheela Peryroyl, Urogalan, Yondalla
    Lucky Break (Minor): You can bless an ally with a bit of the luck that halflings are famous for. At any point within the minute following the blessing, your ally can reroll any one roll they make. They must accept the second roll, even if it's worse. Once you've made a single reroll or one minute passes, this ability ends. An ally can only benefit from this ability once in any given 24-hour period.
    Halfling Athletics (Major): At 10th level, you can bless an ally with increased mobility and athletic prowress for one minute, gaining a +4 dodge bonus against attacks of opportunity and a competence bonus to all acrobatics, climb, escape artist, and swim checks equal to half your class level (rounded down). This ability lasts for one minute.

    Hatred Blessing
    Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen
    Reckless Fury (Minor): As a swift action, your blessing can work a touched ally up into a barely-contained fury against one target individual, gaining the benefits and drawbacks of the barbarian's rage for one minute. However, during this time, your ally can only attack one individual until the duration of the rage has expired, they have not attacked that opponent for two rounds, or that individual is dead, whichever occurs first. If your ally possesses levels in barbarian or a class that grants rage or a similar ability, your ally can gain the benefits of that ability (including any abilities dependant upon rage, such as the barbarian's rage abilities) and any improved variations when you bless an ally with this ability and using this ability does not count against the duration of any other rage abilities but your blessed ally must still abide by this ability's limitations.
    Body of Spite (Major): At 10th level, you can touch an ally to cause their blood to become highly acidic for one minute. Any time your ally suffers an attack from an opponent, they suffer an additional 2 points of damage with each successful attack. However, each successful attack sprays their blood back at your opponent as long as they're within your reach, dealing 1d6 points of acid damage per each successful attack and each round following an attack, the acid deals 1d6 +1 per successful hit against that ally since the blessing was activated. This acid damage persists for the duration of the blessing. The damage is cumulative as long as the duration hasn't expired.

    Healing Blessing
    Source: Advanced Class Guide
    Deities: Berronar Truesilver, Ilmater, Lurue, Luthic, Sharindlar, Torm

    Illusion Blessing
    Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow
    Reflected Image (Minor): At first level, you can create an illusory double of yourself within your square that looks, feels, sounds, and mimics your actions, similarly to Mirror Image spell, except it only creates one image. At 6th level, this ability also creates an illusory blurring effect as well, obfuscating your exact position within your space and causing all creatures that attempt to attack you with a 20% miss chance. This ability persists for one minute or until the image is destroyed, whichever happens first.
    Disappear (Major): At 10th level, you can bless an ally with invisibility, as the spell greater invisibility for one minute. At any point during this ability's duration, your ally can teleport up to 10 or more feet as a move action. For every 10 feet in which you teleport, the remaining duration of this effect is reduced by one round. You must have line of sight to your point of destination.

    Knowledge Blessing
    Source: Advanced Class Guide
    Deities: Angharradh, Azuth, Deep Sashelas, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Moonbow, Shar, Siamorphe, Thoth, Tyr, Waukeen

    Law Blessing
    Source: Advanced Class Guide
    Deities: Arvoreen, Azuth, Bane, Berronar Truesilver, Glangeddin, Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Gargauth, Garl Glittergold, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, Laduguer, Loviatar, Moradin, Nobanion, Osiris, Red Knight, Savras, Set, Siamorphe, Tiamat, Torm, Tyr, Ulutiu, Urogalan, Yondalla

    Liberation Blessing
    Source: Advanced Class Guide
    Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus

    Luck Blessing
    Source: Advanced Class Guide
    Deities: Abbathor, Beshaba, Brandobaris, Erevan Ilesere, Haela Brightaxe, Mask, Oghma, Tymora, Vergadain

    Madness Blessing
    Source: Advanced Class Guide
    Deities: Deep Duerra

    Magic Blessing
    Source: Advanced Class Guide
    Deities: Azuth, Corellon Larethian, Hanali Celanil, Isis, Laduguer, Mystra, Savras, Set, Thoth, Velsharoon

    Metal Blessing
    Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer
    Skin of Iron (Minor): You can bless an ally with a touch, creating a shell of steel around their body, granting a +3 armor bonus for one minute. This bonus increases by one for every four class levels you possess. If they are currently wearing metal armor, this power fuses them to that armor, reducing their armor check penalty by one (to a minimum of 0), increasing the armor's maximum dexterity bonus by one, and eliminating any reduction in speed due to the armor's type. These benefits increase by one every four class levels you possess.
    Shatter Metal (Major): At 10th level, you gain the ability to bless an ally, a weapon, or an object with the power to shatter metal. A touched ally or weapon can ignore one point of a metal object's hardness per four class levels you possess. Alternatively, you can affect an object as such that it's hardness is reduced by one point per four class levels you possess. This blessing persists for up to one minute.

    Moon Blessing
    Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selune, Sharindlar
    Dance of Moonlight (Minor): At first level, you can bless a single ally with the power of a Dance of Moonlight. As long as the blessed target moves 10 or more feet per round, they recieve a +1 dodge bonus to AC and combat maneuver defense. In addition, the target can elect to expend a full round action to fascinate one creature within 90 feet as long as that creature can see and hear the target. The distraction of a nearby combat or other dangers prevents the ability from working. The blessed target can affect one additional creature for every three levels you possess. The creature must succeed a will save to negate the effect. A failed save forces the subject of the fascination effect for one round, though the blessed target can continue using this ability to extend the fascination ability for every round the target maintains it. This is a mind-affecting compulsion effect that lasts for one minute. A will saving throw negates the effect. Multiple allies blessed with this ability cannot attempt to fascinate the same creature but it does cancel out another's attempt to fascinate that creature.
    Gaze of the Moon (Major): At 10th level as a full-round action, you can meet the gaze of one opponent within 30 feet. That opponent must succeed a will save or become dazed for one round and slowed for one minute. A successful will save negates both conditions but that opponent is dazzled for one minute instead. This is a mind-affecting effect.

    Nobility Blessing
    Source: Advanced Class Guide
    Deities: Horus-Re, Lathander, Melil, Nobanion, Red Knight, Siamorphe

    Orc Blessing
    Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus
    Orc's Courage (Minor): At first level, you can bless a single ally with fearlessness in battle, granting a +4 morale bonus to saving throws against all fear effects. If a creature attempts and fails to instill fear in the target ally at any point, such as through a fear aura, spell, or intimidation, that ally gains a +2 morale bonus to all damage rolls against that opponent for the duration of this blessing. The benefits of this blessing persist for one minute.
    Will of the Orc (Major): At 10th level, you gain bless a single ally with an orc's ferocity and tenacity, adding your warpriest level to the target's constitution score for the purpose of determining how many negative hit points they can possess before dying. In addition, the target remains concious and can take actions but is still staggered and looses one hit point per round when taking strenuous actions. If the target is an orc or has the orc racial subtype, they can choose to not act staggered for one round but looses one hit point for each strenuous action taken. This benefit persists for one minute.

    Planning Blessing
    Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao
    Prepared for That (Minor): You grant the blessing of advanced preparedness to one touched ally, allowing that ally to have a mundane or non-magical item. For the duration of this ability, the ally can make a check using a modifier equal to the warpriest's caster level plus his wisdom modifier against a DC of 10 plus the target item's value in gold (rounded up). The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this ability, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you cannot benefit from this ability until you have at least a day to resupply and “acquire” new items. You must pay for any items acquired through this ability at the time it is used. This blessing persists for one minute until expended. The item is gained as part of the action used to retrieve it and no action is expended if the check is failed. The check can be attempted once per round and but the blessing is expended upon success.
    Escape Plan (Major): At tenth level, you gain the ability to bless a single touched ally with the benefit of the word of recall spell that is designated to teleport the blessed target to a predetermined sanctuary under conditions defined at the time of casting, simialrly to a contingency spell though the warpriest can also activate the ability with a word (a swift action). The blessing only affects a single target and the benefits persist for only one minute or until the effect is activated, whichever occurs first.

    Plant Blessing
    Source: Advanced Class Guide
    Deities: Angharradh, Baervan Wildwanderer, Chauntea, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Thard Harr, Ubtao

    Portal Blessing
    Deities: Eilistraee, Shaundakul
    Sense Passage (Minor): You gain the ability to sense portals and ways to exit dangerous situations. This ability functions as the detect secret doors spell except you can also sense portals. This blessing also grants a +1 competence bonus to all escape artist checks and perception checks to locate secret doors and portals per two warpriest levels you possess. This benefit persists for one minute.
    Temporary Portal (Major): At 10th level, you can create a temporary portal adjacent to your position (0ft range) and connecting to a location within long range (400 feet + 40 feet per warpriest level you possess) that you designate, similarly to the dimension door spell except that you must be free to move through the portal and do not immediately teleport to the desired location. Instead, the door is free-standing and anyone can pass through while the door. The door persists for one minute or until a number of creatures has passed through the door equal to one per three warpriest levels you possess (maximum 5).

    Protection Blessing
    Source: Advanced Class Guide
    Deities: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon Larethian, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Hanali Celanil, Helm, Kelemvor, Laduguer, Lathander, Marthammor Duin, Moradin, Nephthys, Rillifane Rallathil, Selune, Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen, Yondalla

    Repose Blessing
    Source: Advanced Class Guide
    Deities: Jergal, Kelemvor, Osiris, Urogalan

    Rune Blessing
    Source: Advanced Class Guide
    Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, Thoth

    Serpent Blessing
    Deities: Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao
    Predatory Sense (Minor): You gain the power to sense the heat of nearby creatures, as many snakes are able. You gain a competence bonus to visual perception rolls against targets equal to half your warpriest level (minimum +2) based on the difference between heat signatures. This does not allow you to negate invisibility or stealth but you can search for such creatures as a swift action instead of a move action.
    Venomous Strike (Major): At 10th level, you can perform a single, swift strike and deliver a potent venom if successful. This works similarly to the feat vital strike except that, if the attack is successful, the target must also succeed a fortitude save against poison, suffering 1d3 strength and dexterity damage each round for ten rounds, unless the target succeeds the initial fortitude saving throw or three consecutive saving throws following the initial saving throw. Additional strikes after the first offer no benefit with regards to the poison. Successfully negating the poison renders the target immune for 24 hours. If the warpriest possesses the vital strike, improved vital strike, or greater vital strike, this ability increases the multiplier of damage by one, so a successful greater vital strike deals five times normal damage on a single strike.

    Slime Blessing
    Deities: Ghaundaur
    Devouring Touch (Minor): With a melee touch attack or unarmed strike, you deal 1d6 points of acid damage on a successful attack. The target must also succeed a fortitude saving throw or suffer 1 point of temporary constitution damage but only if the target suffers any acid damage from the attack.
    Greater Devouring Touch (Major): At 10th level, you can bless an ally with the ability to deliver a greater devouring touch once per round for up to one minute. With a melee touch attack or unarmed strike, you deal 1d6 points of acid damage plus 1d6 points of divine damage on a successful attack. The target must also succeed a fortitude saving throw or suffer 1d4 points of temporary constitution damage if the attack is successful. The blessed ally also gains 5ft reach (or increases their reach by five feet) for the duration of this ability.

    Spell Blessing
    Deities: Azuth, Mystra, Savras, Thoth
    Minor Spell Immunity (Minor): You can bless a single ally with the power to more easily resist a spell, gaining spell resistance 11 plus your warpriest level against one hostile first level or lower spell upon blessing that ally. At 6th level, you this benefit increases in power to include any one 2nd level spell or lower. This benefit increases by one spell level every three levels thereafter to a maximum of one 6th level spell or lower at 18th level. This benefit persists for one minute or until it successfully resists one hostile spell.
    Touch of the Weave (Major): At 10th level, you can bless a single ally with vast knowledge of spells and magic, granting that ally a +1 competence bonus per two warpriest levels to all spellcraft checks and use magic device checks to use spell trigger items, such as scrolls and wands. This also allows the blessed target to use those skills untrained, allowing them to succeed checks above DC 10. This benefit persists for one minute.

    Spider Blessing
    Deities: Lolth, Selvetarm
    Spider Sense (Minor): You gain the ability to bless a single ally with a preternatural sense of imminent danger, gaining a +1 dodge bonus to AC and reflex saving throws. This benefit persists for up to one minute.
    Entrap Prey (Major): At 10th level, you gain the ability to swiftly wrap a single creature in dense webbing as a ranged touch attack out to 30 feet. The target must succeed a reflex saving throw or gain the grappled condition. A successful reflex saving throw still causes the target to gain the entangled condition. A second application of this ability can cause the target to become pinned without a saving throw. Escaping the webbing requires an escape artist or combat maneuever check against the DC of the effect (+5 if pinned.) The webbing persists for one minute.

    Strength Blessing
    Source: Advanced Class Guide
    Deities: Anhur, Bahgtru, Clangeddin, Garagos, Gruumsh, Helm, Ilmater, Lathander, Loviatar, Malar, Tempus, Torm, Uthgar

    Suffering Blessing
    Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus
    Strike of Suffering (Minor): You can bless a single weapon or up to 50 ammunition for a ranged weapon with a touch to deliver an attack that, if successful, is extraordinarily painful. A creature struck by the weapon must succeed a fortitude saving throw or gain the sickened and staggered condition. A successful fortitude saving throw negates both conditions. The staggered condition persists for one round and the sickened condition persists for one minute. Attempting to cast a spell while this ability is in effect forces that caster to make a concentration check DC 10 plus the level of the spell to be cast or loose the spell.
    Rejuvination of Suffering (Major): At 10th level, you gain the power to benefit from the suffering of others. Any time a creature you can percieve is affected by the Strike of Suffering ability or other spell or effect that causes pain (such as pain strike or symbol of pain), you can activate this ability and gain fast healing as an immediate action. This benefit persists as long as at least one individual suffers from the effects or one minute, whichever ends sooner and healing a number of hit points each round equal to those affected by the attack that causes pain (maximum 10).

    Sun Blessing
    Source: Advanced Class Guide
    Deities: Horus-Re, Lathander

    Time Blessing
    Deities: Grumbar, Labelas Enoreth
    Forsee Death (Minor): You gain the ability to bless a single willing ally with a brief glimpse of an attack that may kill or maim them and grant them the impending sense of that event's arrival. Any attack that would result in a critical hit or lethal blow against the ally must reroll the critical hit confirmation roll (if the attack was a successful critical hit) or the attack roll (if it was a normal attack that would have otherwise been a mortal wound and reducing the ally's hit points to less than zero hit points). If the attack was a spell that would have dealt a mortal blow, the final relevant or otherwise most relevant roll that determines whether the ally is struck a mortal blow is rerolled. If there is no relevant attack or saving throw roll involved, then this ability is ineffective. While the blessing is in effect, the ally gains a +1 insight bonus to AC and reflex saving throws. This blessing persists for one minute.
    Patient Spell (Major): At 10th level, when you cast a spell of one level lower than the highest spell level you can cast (to a maximum of 5th level) on yourself or a single ally, the spell does not immediately activate. Instead, the spell remains dormant until you or the ally wills the spell to activate as a swift action. Only one such blessed spell can be active on a target at any given time. This blessing persists for one minute with the blessed spell activating at that time. This blessing works similarly to a contingency and cannot be used with other spells that work in the same way.

    Trade Blessing
    Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen
    My Property (Minor): You gain the ability to bless a single ally with greater ability protect the things that is theirs, granting them a +2 divine bonus to combat maneuver defense against the dirty trick, disarm, steal, and sunder combat maneuvers. This benefit increases by 1 when the Warpriest reaches 4th level and an additional +1 to a maximum of +4 when the warpriest reaches 8th level. This benefit persists for one minute.
    Hostility Fine (Major): At 10th level, you gain the ability to bless a single ally with the ability to financially penalize any opponent that successfully attacks that ally for the duration of the blessing as long as that ally takes no hostile actions. Any successful attack by a hostile opponent against within 10 feet of that ally per warpriest level you possess allows the ally to steal an item from that opponent either through the steal combat maneuver or through the sleight of hand, per the choice of the ally and each can be performed despite any distance between the two. The blessed ally gains a +2 divine bonus to any check to steal or use sleight of hand. Any hostile action performed by the ally immediately dismisses the blessing. This blessing persists for one minute.

    Travel Blessing
    Source: Advanced Class Guide
    Deities: Akadi, Baervan Wildanderer, Brandobaris, Fenmarel Mestarine, Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selune, Sharess, Shaundakul, Tymora, Vhaeraun

    Trickery Blessing
    Source: Advanced Class Guide
    Deities: Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Brandobaris, Cyric, Erevan Ilesere, Garagauth, Garl Glittergold, Lolth, Mask, Oghma, Sharess, Shargaas, Vergadain, Vhaeraun

    Tyranny Blessing
    Deities: Bane, Tiamat
    Kneel (Minor): This ability works similarly to the spell Command, immediately causing the target to face you and drop to one knee for one round, forcing the target to take no actions for one round. This does not make the target helpless or otherwise unable to defend themselves. This ability is ineffective against creatures with more hit dice than the Warpriest but lasts for one round per level of the Warpriest to a maximum of one minute. The target receives a will saving throw to resist the effect and recieves a new saving throw each round the target is subject to the effect. This is an enchantment (compulsion) effect.
    Leader's Request (Major): At 10th level, you gain the ability to bless a single ally with tremendous drive to complete a task you designate at the time you grant the blessing. Your ally gains the benefits of greater heroism, but only when actively working to complete the task you designate. You can change this task as an immediate action. This blessing persists for one minute.

    Undeath Blessing
    Deities: Kiaransalee, Velsharoon
    Commandeer Undead (Minor): With a touch, you can force a non-intelligent undead creature to make a will saving throw or fall under your command for one minute. Undead under your control due to this blessing gain a saving throw each following round to dismiss the effect. Other creatures suffer 1d6 negative energy damage or half on a successful will saving throw. This other effect does not heal creatures that normally heal from negative energy.
    Greater Commandeer Undead (Major): At 10th level, you can force any undead creature to make a will saving throw or fall under your command for one minute. Undead under your control due to this blessing gain a saving throw each following round to dismiss the effect. Other creatures suffer 6d6 negative energy damage or half on a successful will saving throw. This other effect does not heal creatures that normally heal from negative energy. Creatures that die from this ability rise as a skeleton or zombie (your choice) under your control for one minute.

    War Blessing
    Source: Advanced Class Guide
    Deities: Anhur, Arvoreen, Clangeddin, Corellon Larethian, Deep Duerra, Gaerdal Ironhand, Garagos, Gorm Gulthyrn, Gruumsh, Haela Brightaxe, Ilneval, Red Knight, Selvetarm, Sheverash, Solonor Thelandira, Tempus, Tyr, Uthgar

    Water Blessing
    Source: Advanced Class Guide
    Deities: Deep Sashelas, Eldath, Isis, Istishia, Sebek, Silvanus, Umberlee

    Weather Blessing
    Source: Advanced Class Guide
    Deities: Aerdrie Fenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee

    Watery Death Blessing
    Deities: Blibdoolpoolp, Umberlee
    Fear the Water (Minor): You gain the ability to touch an opponent to instill a primal fear of the watery depths. An opponent you touch in melee must succeed a will save or become shaken when within the sight of water. At 7th level, if the target is fully immersed in water, the opponent becomes panicked instead of shaken (will save negates) but each round the target of the blessing remains panicked, they receive a new saving throw to reduce the effect to the shaken condition. The effect persists for one minute. This ability does not affect creatures that do not breathe, possess the amphibious, aquatic, or water subtype, or are otherwise native to life in water. This is a mind-affecting and fear effect.
    Drag into the Depths (Major): At 10th level, you or a touched ally gain the ability to drown an opponent during a grapple through the blessing of your deity. Upon a successful grapple, the target must succeed a fortitude saving throw or become unable to breathe, as though suddenly brought underwater. This saving throw must be made each round the grapple is successful and the effect ends if the save is successful. If pinned, the target makes a new saving throw against suffocation but failure means the target also becomes blinded and deafened on a failed fortitude saving throw, seeing only themselves falling deeper and deeper into the cold depths. No further saving throws are made regardless of success or failure. If the target is underwater, the opponent can only hold their breath for one round per two points of their constitution score. This benefit persists for one minute.
    Last edited by Neoxenok; 2021-03-29 at 11:39 AM.

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    Default Regions of Faerun

    The Regions of Faerun
    The regions within the geography of faerun is as much about the local regional cultures as much as the actual geography, so even peoples that have the same actual region can have somewhat different cultures, represented by the regional traits, languages, religions, and common magics in the area.
    Characters of different overall races (and even some sub-races) can even have their own version of the same region, due to being their own cultural identity. Knowledge (Local) grants a character detailed information about a local peoples, cultures, traditions, legends, religions, and other such information.
    Each individual region lists what knowledge (local) skill applies to that particular region. Listed below on this page is the sort of information that can be acquired by a knowledge (local) check about any region in particular.

    Sources: Player's Guide to Faerun, Player's Guide to Faerun Errata
    House Rule: Regardless of a character's starting region, all starting characters that begin play in their home region begin play with a +1 trait bonus to the knowledge (local) skill of their home region. In addition, they always treat that skill as though it were untrained, allowing for knowledge (local) checks in their home region above DC 10. Knowledge (Local) for a character's home region is always a class skill for that character.
    House Rule: When selecting a religion, selecting one of the major religions within your home region grants you a +1 trait bonus to all knowledge (relgion) checks due to the availability of faith-related resources (churches, faith literature, priests, and congregations) and the ubiquitous presence of those of similar faith. You can also make knowledge (religion) checks above DC 10 as though the skill were untrained for you, but only with regards to your chosen faith.

    Human Regions
    Aglarond, Altumbel, Amn, Anauroch, Calimshan, Chessenta, Chult, Cormyr, the Dalelands, Damara, Dambrath, the Dragon Coast, the Golden Water, the Great Dale, the Great Glacier, Halruaa, the Hordelands, Impiltur, the Lake of Steam, Lapaliiya, Lantan, the Moonsea, the Moonshae Isles, Mulhorand, Narfell, the Nelanther Isles, Nimbral, the North, Rashemen, the Ride, Samarach, Sembia, the Shaar, Shadovar, Shou Expatriate, Silverymoon, the Sword Coast, Tashalar, Tehtyr, Tharsult, Thay, Thesk, Thindol, Turmish, Underdark (Old Shanatar), Unther, Uthgardt Tribesfolk, Vaasa, the Vast, the Vilhon Reach, Waterdeep, the Western Heartlands, the Wizard's Reach.

    Dwarf Regions
    Chult, the Galena Mountains, the Great Glacier, the Great Rift, Oldonnar, the Smoking Mountains, the Spine of the World, the Sword Coast, Turmish, Underdark (Darklands), Underdark (Earthroot), Underdark (Northdark), Underdark (Old Shanatar), Waterdeep

    Elf Regions
    the Chondalwood, Cormanthyr Drow, Elven Court, Evereska, Evermeet, the Forest of Lethyr, the High Forest, the Inner Sea, Menzoberranyr, the Outer Sea, Sildeyuir, Silverymoon, Snow Eagle Aerie, Waterdeep, the Wealdath, the Yuirwood

    Gnome Regions
    The Great Dale, Lantan, Thesk, Underdark (Northdark), the Western Heartlands

    Half-Elf Regions
    Aglarond, The Dalelands, Dambrath, the Dragon Coast, the High Forest, Silverymoon, Waterdeep

    Halfling Regions
    Amn, Calimshan, Channath Vale, the Chondalwood, Luiren, the North, the Western Heartlands

    Orc and Half Regions
    Amn, Chessenta, the Hordelands, the Moonsea, the North, Thesk, Underdark (Northdark), Vaasa

    Planetouched Regions
    Calimshan, Chessenta, Impiltur, Mulhorand, the Silver Marches, Thay, Unther, the Western Heartlands

    Regions for Other Races
    Ashane (Spirit Folk), Delimbiyr Vale (Fey'ri), the Earthfast Mountains (Bugbear, Goblin, Hobgoblin), the Far Hills (Kir-lanan), the Forest of Lethyr (Volodni), the High Forest (Centaur), the Icerim Mountains, (Taer), the Plateau of Thay (Centaur, Gnoll), the Shaar (Wemic), Sphur Upra (Gloaming), the Stormhorns (Aarakocra), Surkh (Lizardfolk), Underdark (Deep Imiskar) (Deep Imiskari), Underdark (Fluvenilstra) (Slyth), Underdark (Reeshov) (Grimlock), Underdark (Sloopdilmonpolop) (Kuo-toa), Underdark (Yathchol) (Chitine)

    Knowledge (Local) Checks:
    Whenever you make a knowledge (local) check with regard to a region, you can make a check for general knowledge about the region, about a specific detail, fact, or other bit of lore, and specific information about individual legends, personalities, inhabitants, laws, customs, traditions, governments, cities, and the humanoids and other creatures specific to that area.
    DC 5: You know the name and very general location of the region on a map. You might know a few names of exceptionally famous individuals or rulers from that area, even if you don't necessarily know if they are from a particular region. You are aware that one or more types of humanoids live in the area as perhaps even one or more individual races but not subraces. For example, you might know there are elves in the High Forest, but the kind or kinds of elf escape you. You can also achieve this information with a knowledge (geography) check of the same DC.
    DC 10: Identify the difference between one humanoid subrace from another, such as the difference between a moon elf and a sun elf or a chondath human from a mulan human. You also possess vague knowledge about the most overtly famous aspects of the local culture and the most famous legends, personalities, and rulers of that area. You can also identify cities from this region that are well known outside of the region and vitally important within the region. You are aware of the most common language used in the region. You are aware of the most common religion or religions worshipped in the region. You can identify a particular region on a map. You can also achieve this information with a knowledge (geography) check of the same DC.
    DC 11: You know a few things about the local tradition that is somewhat common knowledge outside of the region. You know a few topical facts about the region with regard to current events and a few highlights of the history of the region but not in great detail.
    DC 12: You can identify prominent landmarks of a region and regions important to travelers and tourists. This is the minimum DC required to know enough about the region's culture to avoid a major kerfuffle with the locals and avoid any penalties to charisma and charisma-based skill checks due to culture shock.
    DC 13: You have some knowledge of the different major cultures and some of the native animals that reside there, especially those of prominence or importance to the local economy. You know enough about the local government to have a very broad idea of how it works and perhaps a few interesting facts about it. You might know a few trivia facts about the region.
    DC 15: You are aware of local rumors and up-to-date information on current events related to the region. You know of the common customs and local traditions that are practiced in that region even if those customs aren't generally well known outside of the region. You know general information about the local personalities and important officials as well as important details about the region's government, culture, and it's peoples. You are aware of the important landmarks and have some knowledge of the most important events of the local history.
    DC 18: You possess detailed, professional-level knowledge of your local region and it's customs, personalities, government, locales, and culture and numerous historical facts about these things. This level of knowledge extends to interesting trivia and details about the goings on within the town that even most locals are unaware of.
    DC 20: You are knowledgeable of details that are unknown even in professional circles, such as hidden rulers, organizations, and locations. This is not necessarily hidden to locals, but your knowledge of facts and details of this region includes things that the locals actively keep hidden from outsiders but not from other locals.
    DC 25:
    DC 30:
    DC 35:
    DC 45:

    Regional Traits
    Last edited by Neoxenok; 2017-05-30 at 12:37 AM.

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    Default Aglarond

    Aglarond

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Aglarond)

    Campaign Location:
    Shared Regions:

    Lore: The Yuirwood is home to the largest population of half-star elves and half-wild elves in Faerun. The half-elves of Aglarond, however, descend from the moon elves that were far more friendly to human contact before the star elves returned to Faerun.

    Region: Aglarond (Half-Elf)
    Recommended Subraces: Half-Moon Elf
    Automatic Languages: Aglarondan, Elven
    Bonus Languages: Chessentan, Damaran, Draconic, Mulhorandi, Orc, Sylvan, Untheric
    Favored Deities: Mielikki, Rillifane, Rallathil, Silvanus
    Regional Traits: Forester, Luck of Heroes, Militia, Treetopper
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Longsword; (B) Masterwork Hide Armor and Masterwork Darkwood Shield.

    Lore: The humans of Aglarond dwell along the northern shores of the peninsula, leaving the green Yuirwood to the elves and half-elves.

    Region: Aglarond (Human)
    Recommended Subraces: Chondathan, Damaran, Rashemi
    Automatic Languages: Aglarondan
    Bonus Languages: Chessentan, Damaran, Draconic, Elven, Mulhorandi, Orc, Sylvan, Untheric
    Favored Deities: Chauntea, Selune, Valkur
    Regional Traits: Discipline, Luck of Heroes, Treetopper
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and 20 Masterwork Arrows; (B) Arcane Scroll containing Protection from Arrows and Web (caster level 3rd).
    Last edited by Neoxenok; 2017-05-23 at 12:26 AM.

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    Default Altumbel

    Altumbel

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Aglarond)

    Campaign Location: The Unapproachable East
    Shared Regions: Aglarond

    Lore: Populated by clannish humans and merchant-pirates, Altumbel lies near the center of the Sea of Fallen Stars.

    Region: Altumbel
    Recommended Subraces: Chondathan, Damaran, Mulan
    Automatic Languages: Aglarondan
    Bonus Languages: Aquan, Chondathan, Chessentan, Rashemi, Serusan, Untheric
    Favored Deities: Chauntea, Selune, Valkur
    Regional Traits: Bullheaded, Militia, Stormheart
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Spear; (B) Masterwork Chain Shirt and Masterwork Lute.
    Last edited by Neoxenok; 2016-06-09 at 12:49 AM.

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    Default Traits of the Forgotten Realms (Regional)

    Regional Traits of the Forgotten Realms
    Regional traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain).

    In order to select a regional trait, your PC must have originated from that region or possess at least one rank in a knowledge (local) skill keyed to that region. You can possess only one regional trait regardless of the number of total allowed traits (typically two).

    Aftersight [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Rashemen (Human)

    Ancestral Spirit [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: the Great Glacier (Human), Uthgardt Tribesfolk (Human)

    Animal Friends [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: the Great Dale (Gnome)

    Arachnid Rider [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Menzoberranyr (Elf), Underdark (Darklands) (Dwarf)

    Arcane Schooling [Regional]
    Source: Player's Guide to Faerun
    In your homeland, magic is prominent and amongst many in your culture and some basic knowledge of the use of arcane magic is available to everyone.
    Prerequisite Regions: Chessenta (Humans, Planetouched), the Golden Water (Human), Halruaa (Human), Lantan (Human), Mulhorand (Human), Nimbral (Human), Underdark (Deep Imaskar) (Deep Imaskari), Unther (Human), Wizards' Reach (Human)
    Benefit: The use magic device skill is a class skill for you and you can make skill checks with use magic device as though it were an untrained skill, allowing for skill checks above DC 10. You gain a +3 trait bonus to activate arcane scrolls and wands.

    Arctic Adaptation [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Damara (Human), Narfell (Human), the North (Human), Vaasa (Human)

    Artist [Regional]
    Source: Player's Guide to Faerun
    Your people cultivated and developed the artistic talents of those with the willingness and drive to express themselves through their artistic talents.
    Prerequisite Regions: Chessenta (Human), the Dalelands (Half-Elf), Sildeyuir (Elf), Snow Eagle Aerie (Elf), Thesk (Gnome), Waterdeep (Human), Western Heartlands (Gnome, Human)
    Benefit: Select one of the following options: 1) You can select any two of the following skills that are craft skills that involves art (such as calligraphy, painting, sculpture, and weaving) or perform skills. Of the two you have selected, you gain those skills as class skills. If those skills are already class skills, you gain a +1 trait bonus to those skills. Bards and Skalds that select this feat additionally gain a bonus round of use of their bardic music or equivalent. Once these choices are made, the choices are permanent.

    Axethrower [Regional]
    Source: Player's Guide to Faerun
    Throwing heavy weapons is a necessity of daily life for hunting, fishing, and even fighting. You've learned to throw far and accurate with various thrown weapons.
    Prerequisite Regions: the Great Glacier (Dwarf, Human), the Moonsea (Orc and Half-Orc), the Moonshae Isles (Human), Surkh (Lizardfolk), the North (Human), Underdark (Northdark) (Orc and Half-Orcs), Vaasa (Human)
    Benefit: The range increment of any throwing weapon you wield is 10ft greater for you. In addition, the range penalty you receive for throwing your weapon beyond the first range increment is lessened by one.

    Azerblood [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Underdark (Old Shanatar) (Dwarf)

    Batrider [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Underdark (Old Shanatar) (Dwarf)

    Battlejump [Regional]
    Source: Unapproachable East
    Will be added when Unapproachable East is converted.
    Prerequisite Regions: the Icerim Mountains (Taer)

    Blooded [Regional]
    Source: Player's Guide to Faerun
    Fighting, combat, and the threat of death wears on anyone and the value of reacting quickly and efficiently to the defense of your home and family means you need to always keep your wits about you.
    Prerequisite Regions: the Chondalwood (Elf), Cormanthyr Drow (Elf), the Dalelands (Human), Delimbiyr Vale (Fey'ri), the Inner Sea (Elf), Menzoberranyr (Elf), the Nelanther Isles (Human), the Outer Sea (Elf), the Plateau of Thay (Centaur, Gnoll), Sildeyuir (Elf), Silverymoon (Human), Tethyr (Human), Underdark (Earthroot), Underdark (Northdark) (Orc and Half-Orcs), Underdark (Reeshov) (Grimlock), Vaasa (Orc and Half-Orc)
    Benefit: You gain a +1 trait bonus to initiative and perception checks as well as will saving throws against fear.

    Bloodline of Fire [Regional]
    Source: Player's Guide to Faerun
    You are descended from the efreet that ruled Calimshan long ago. Your blood retains much of the fire in their spirit.
    Prerequisite Region: Calimshan (Human, Planetouched)
    Benefit: You receive a +1 trait bonus to all saving throws against fire and fire effects. Any supernatural, spell-like abilities, or spells you use with the fire descriptor or the fire type that deals fire damage deals an additional one point of fire damage per damage die used in the effect to a maximum of +5 damage. For example, a level 3 sorcerer that casts burning hands deals 3d4+3 points of fire damage in total on a failed saving throw. The same sorcerer at 8th level that casts fireball deals 8d6+5 points of damage on a failed saving throw.

    Bullheaded [Regional]
    Source: Player's Guide to Faerun
    You've seen a lot during your life and you've been threated by foes both angry and fearsome. It takes quite a bit to shake your resolve.
    Prerequisite Region: Altumbel (Human), Damara (Human), the Great Dale (Human), the Great Rift (Dwarf), the Icerim Mountains (Taer), Rashemen (Human), the Spine of the World (Dwarf), Underdark (Earthroot), Underdark (Northdark) (Dwarf), Western Heartlands (Human)
    Benefit: You gain a +1 trait bonus to all will saving throws. Any time you successfully save against a fear effect that grants a secondary effect upon a successful saving throw, you instead negate the effect. The duration of any such effect is reduced by one round regardless if the saving throw was successful (minimum 0 rounds).

    Caravanner [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Cormyr (Human), the Dalelands (Human), Sembia (Human), Thesk (Human), Western Heartlands (Human)

    Cosmopolitan [Regional]
    Source: Player's Guide to Faerun
    You are very comfortable in your own skin around anyone, regardless of their background or history and you know enough about city life that you know if you're not capable in the lies, doublespeak, and general deceitfulness of the people of the city, then you'll just be another of their victims.
    Prerequisite Region: Amn (Halfling, Human), the Golden Water (Human), the Sword Coast (Human), Waterdeep (Dwarf, Elf, Half-Elf, Human)
    Benefit: You gain a +1 trait bonus to all bluff and sense motive checks as well as diplomacy checks to gather information.

    Dauntless [Regional]
    Source: Player's Guide to Faerun
    You can withstand greater punishment and continue to thrive and push forward.
    Prerequisite Region: Amn (Orc or Half-Orc), Chessenta (Orc or Half-Orc), Damara (Human), the Galena Mountains (Dwarf), the Great Dale (Human), Impiltur (Human), the Moonshae Isles (Human), Surkh (Lizardfolk), Smoking Mountains (Dwarf), Turmish (Dwarf), Underdark (Earthroot), Underdark (Fluvenilstra) (Slyth), Underdark (Old Shalantar) (Dwarf, Human), Vaasa (Orc and Half-Orc)
    Benefit: You gain +2 hit points at first level. At 2nd level, you gain hit points as though you rolled the maximum allowable on your hit die roll. At 3rd level and above, you determine hit points normally.

    Discipline [Regional]
    Source: Player's Guide to Faerun
    Your culture has given you all the tools you need to clear and focus your mind to accomplish any task through sheer willpower and determination. You are difficult to distract even under the duress of combat or magic.
    Prerequisite Region: Aglarond (Human), Cormyr (Human), Evereska (Elf), Luiren (Halfling), Mulhorand (Planetouched), Shadovar (Human), Shou Expatriate (Human), Thay (Human), Underdark (Fluvenilstra) (Slyth), Underdark (Yathchol) (Chitine), Western Heartlands (Gnome), the Yuirwood (Elf)
    Benefit: You gain a +1 trait bonus to all will saving throws and to all concentration checks.

    Disentangler [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Chult (Dwarf)

    Draw from the Land [Regional]
    Source: Unapproachable East
    Will be added when Unapproachable East is converted.
    Prerequisite Regions: Rashemen (Human)

    Dreadful Wrath [Regional]
    Source: Player's Guide to Faerun
    Fear is a potent ally and you've learned to inspire it with your every action.
    Prerequisite Regions: the Far Hills (Kir-Lanan), Impiltur (Planetouched), Rashemen (Human), Silver Marches (Planetouched), Thay (Planetouched), Underdark (Sloopdilmonpolop) (Kuo-Toa), Western Heartlands (Planetouched)
    Benefit: Select one of the following three actions. 1) Perform a charge attack, 2) cast a spell that targets either an enemy or includes an enemy in its area, or 3) make a single attack. With your selected action, you can make an intimidate check to demoralize the targeted opponent as a part of the action performed. However, when making an attack or casting a spell, the time it takes to perform the action increases. If the action is a standard action, then it increases to a full-round action. Spells that require a full-round action instead require a one-round action. Spells with longer casting times or swift and immediate action casting times (such as a quickened spell) cannot be affected by this feat. Charge attacks are performed as normal, except that your AC penalty increases from -2 to -4. Only one enemy can be intimidated by an action through the use of this trait, even if your action damages or targets multiple enemies. Once you have selected an action when taking this trait, that choice is permanent.

    Drow Eyes [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Dambrath (Half-Elf)

    Education [Regional]
    Source: Player's Guide to Faerun
    The availability and importance of education is paramount and formal schooling was given to you from a young age.
    Prerequisite Regions: Chessenta (Human), Evermeet (Elf), Lantan (Gnome, Human), Silverymoon (Elf, Half-Elf, Human), Snow Eagle Aerie (Elf), Waterdeep (Human)
    Benefit: You gain one of the following: 1) A +1 trait bonus to two knowledge skill of your choice. 2) You can select two knowledge skills. These skills are always class skills for you. 3) You can select one knowledge skill. You gain a +1 trait bonus to that skill and that skill is a class skill for you. Once this choice is made, that choice is permanent.

    Ethran [Regional]
    Source: Player's Guide to Faerun
    You have been initiated into the Wychlaran as a member of the Ethran (the "untrained".)
    Prerequisite Region: Rashemen (Human)
    Benefit: You gain the ability to participate in the circle magic of Hathrans. Knowledge (Local-Rashemen) becomes a class skill for you if it wasn't already and you gain a +1 trait bonus to all Knowledge (Local-Rashemen) checks.

    Fearless [Regional]
    Source: Player's Guide to Faerun
    You have been through far more in a week than many in Faerun have faced in their lifetimes and your courage is unflappable. Where others would cower in fear, you stand strong.
    Prerequisite Region: Anauroch (Human), Channath Vale (Halflings), the Hordelands (Orc and Half-Orc), Elven Court (Elf), Impiltur (Human), Lantan (Gnome), Snow Eagle Aerie (Elf), Sphur Upra (Gloamings), the Stormhorns (Aaracokra), Western Heartlands (Halfling)
    Benefit: You gain a +1 trait bonus to will saving throws against fear and to initiative. Any time you successfully save against a fear effect that grants a secondary effect upon a successful saving throw, you instead negate the effect and the duration of any such effect is reduced by one round regardless if the saving throw was successful (minimum 0 rounds).

    Fleet of Foot [Regional]
    Source: Player's Guide to Faerun
    You know how to make use of your mobility in combat.
    Prerequisite Regions: the Dalelands (Half-Elf), the Forest of Lethyr (Elf), the High Forest (Elf, Half-Elf), the Shaar (Human), Thindol (Human), the Wealdath (Elf)
    Benefit: You gain a +1 dodge bonus to your armor class and combat maneuver defense anytime you move 10 feet or more in a combat round against attacks of opportunity. Any time you perform a run action, your base speed improves by 5 feet. (Therefore, if your normal base speed is 30ft, then when you take a run action for x4 speed, you can move a distance equal to 140 feet or 175 feet if you also possess the run feat and can run at x5 your base speed.

    Foe Hunter [Regional]
    Source: Player's Guide to Faerun
    Your land and way of life is constantly besieged by fierce enemies and raiders. Training and experience in fighting them has taught you a great deal about how to best them.
    Prerequisite Regions: Chult (Human), Cormyr (Human), the Dragon Coast (Half-Elves), the Galena Mountains (Dwarf), Impiltur (Human), the Moonsea (Human), the North (Halfling, Human), Samarach (Human), the Spine of the World (Dwarf), Tashalar (Human), Thindol (Human)
    Benefit: You gain a +1 trait bonus to bluff, sense motive, and survival checks against a particular foe determined by your region (normally listed in parenthesis next to this feat). You also gain a +1 bonus to all weapon, unarmed strike, and natural attack damage rolls against your regional foe.

    Forester [Regional]
    Source: Player's Guide to Faerun
    You have lived your life in one of the many great forests of Faerun and you can make just about any forest your home.
    Prerequisite Region: Aglarond (Half-Elf), the Chondalwood (Elf, Halfling), the Dalelands (Human), the Forest of Lethyr (Elf, Volodni), the High Forest (Elf, Half-Elf, Centaur), the Great Dale (Gnome, Human)
    Benefit: You gain a +1 trait bonus to all perception and stealth checks. When in a forested terrain, these bonuses increase to +2.

    Forgeheart [Regional]
    Source: Player's Guide to Faerun
    Work around the strong heat of the forge fire or the heat-blasted lands of your homeland (or both) has made you inured to extreme heat that would fell lesser creatures.
    Prerequisite Regions: Smoking Mountains (Dwarf), the Sword Coast (Dwarf)
    Benefit: You gain a +5 trait bonus to all fortitude saving throws against heat dangers and a +2 trait bonus to fortitude and reflex saving throws against effects that cause fire damage. These benefits do not stack with one another.

    Furious Charge [Regional]
    Source: Player's Guide to Faerun
    You are no stranger to battle and the value of mobility and he necessity of striking fast, hard, and true.
    Prerequisite Regions: Chessenta (Orc or Half-Orc), Cormyr (Human), the High Forest (Centaur), the Ride (Human), the Shaar (Wemic), the Stormhorns (Aaracokra), Tethyr (Human), Uthgardt Tribesfolk (Human)
    Benefit: Upon a successful attack after a charge attack, you deal +2 points of precision-based damage. Creatures immune to critical hits or sneak attack (or both) is immune to this additional damage.

    Genie Lore [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Calimshan (Human)

    Gift of Tongues [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Evereska (Elf)

    Grim Visage [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Damara (Human)

    Harem Trained [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Calimshan (Human)

    Horse Nomad [Regional]
    Source: Player's Guide to Faerun
    Riding and shooting is a way of life for you and is valued by your culture.
    Prerequisite Regions: the Hordelands (Human, Orc and Half-Orc), the Ride (Human), the Shaar (Human)
    Benefit: You gain proficiency in the shortbow (and the composite shortbow), the light lance, and the scimitar. You also gain a +1 trait bonus to all ride checks and the ride skill is considered a class skill for you.

    Iron Mind [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Underdark (Darklands) (Dwarf)

    Jotunbrud [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Damara (Human), the North (Human)

    Jungle Stamina [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Chult (Dwarf)

    Knifefighter [Regional]
    Source: Player's Guide to Faerun
    You're adept at fighting and using weapons within a grapple.
    Prerequisite Regions: Anauroch (Human), Channath Vale (Halflings), Chessenta (Planetouched), Dambrath (Half-Elf, Human), the Dragon Coast (Half-Elves), Earthfast Mountains (Bugbear, Goblin, Hobgoblin), the Lake of Steam (Human), the Sword Coast (Human), Thesk (Orc and Half-Orc), Underdark (Yathchol) (Chitine)
    Benefit: When attacking with an unarmed strike or light weapon in a grapple, you do not take the -2 penalty to attacks rolls.

    Landwalker [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: the Inner Sea (Elf)

    Long Reach [Regional]
    Source: Unapproachable East
    Will be added when Unapproachable East is converted.
    Prerequisite Regions: the Forest of Lethyr (Volodni), the Plateau of Thay (Centaur, Gnoll)

    Luck of Heroes [Regional]
    Source: Player's Guide to Faerun
    Danger is fraught from every corner in your region and even the ordinary can, even unexpectedly, achieve the extraordinary.
    Prerequisite Region: Aglarond (Half-Elf and Human), Channath Vale (Halflings), the Dalelands (Human), Elven Court (Elf), the Forest of Lethyr (Elf), Sphur Upra (Gloamings), Tethyr (Human), Turmish (Human), the Vast (Human), Western Heartlands (Halfling), the Yuirwood (Elf)
    Benefit: Once per day, as an immediate action, if you were to fail a saving throw or be hit with an attack against your armor class or combat maneuver defense by one or two points, you can instead count your saving throw, armor class, or combat maneuver defense as a success, as though it were one or two points higher.

    Magic in the Blood [Regional]
    Source: Player's Guide to Faerun
    Your ability to naturally manipulate magic is a little greater for you than others.
    Prerequisite Regions: Ashane (Spirit Folk), Calimshan (Planetouched), Delimbiyr Vale (Fey'ri), the Far Hills (Kir-Lanan), the Great Dale (Gnome), Menzoberranyr (Elf), Mulhorand (Planetouched), Oldonnar (Dwarf), Thesk (Gnome), Underdark (Darklands) (Dwarf), Underdark (Northdark) (Gnome), Unther (Planetouched)
    Benefit: You gain two additional uses of any spell-like ability you can cast. This need not be a spell-like ability you gain at 1st level but it must be a 0 level or 1st level spell-like ability. Once your choice is made, it cannot be changed.

    Magical Training [Regional]
    Source: Player's Guide to Faerun
    Learning to use magic in your culture is a part of everyday schooling and in your culture, it seems most people at least know the basics of magic.
    Prerequisite Regions: Evereska (Elf), Evermeet (Elf), Halruaa (Human), Nimbral (Human)
    Benefit: You can select one of the following. Once your choice is made, the benefit is permanent. 1) You gain the ability to use a single arcane cantrip (0-level spell) of your choice once per day as a spell-like ability. The saving throw DC is charisma-based. 2) You gain a bonus spell slot from which to prepare zero-level spells if you prepare spells similarly to a wizard or a witch. 3) You gain a bonus cantrip spell known if you are a arcane spellcasting class that gains spells known similarly to the bard or sorcerer.

    Merchantile Background [Regional]
    Source: Player's Guide to Faerun
    Whether you come from a wealthy family, a family with a deep tradition in the art of the negotiation, trade, or business, or you just have the gift of a salesman's tongue, you have a talent for the art of buying and selling.
    Prerequisite Region: Amn (Halfling, Human), Calimshan (Halfling), Lantan (Gnome, Human), Sembia (Human), Shou Expatriate (Human), the Sword Coast (Human), Tashalar (Human), Tharsult (Human), Thesk (Human), Turmish (Human), Underdark (Darklands) (Dwarf), Underdark (Northdark) (Gnome), the Vast (Human), Waterdeep (Human)
    Benefit: Any item you sell is sold at 55% of its normal market value and any item you purchase is purchased at 95% of it's normal market value. Any time a skill check is required to haggle up or down a price, the character receives a +1 trait bonus to the relevant skill check or skill checks and any end result of a haggle results with a 5% bonus to the character's favor.
    Normal: Items are normally sold at 50% of market value and purchased at 100% of it's market value.

    Metallurgy [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: the Great Rift (Dwarf), the Sword Coast (Dwarf)

    Militia [Regional]
    Source: Player's Guide to Faerun
    You were trained at an early age to fight and have been a part of a well-armed militia in the defense of your home and the lands to which your home is a part. Therefore, you know your way around a few weapons.
    Prerequisite Region: Aglarond (Half-Elf), Altumbel (Human), the Dalelands (Human), Impiltur (Human), Luiren (Halfling), Samarach (Human), Thindol (Human), Turmish (Human)
    Benefit: You gain one of the following benefits: 1) You gain proficiency in one martial weapon of your choice. 2) You gain proficiency in two simple weapons of your choice. 3) Your non-proficiency penalty in all simple and martial weapons is reduced by 2. Once you make your choice, that choice is permanent.

    Mind over Body [Regional]
    Source: Player's Guide to Faerun
    Your mental discipline that you have developed through the teachings from the aesthetics and mystics of your homeland have allowed you to reduce your body's frailties with the power of your mind and thoughts.
    Prerequisite Regions: Ashane (Spirit Folk), Calimshan (Human, Planetouched), Mulhorand (Human), Shou Expatriate (Human), Silverymoon (Elf, Half-Elf, Human), Snow Eagle Aerie (Elf), Thay (Human, Planetouched)
    Benefit: Select the highest ability modifier of your constitution, intelligence, wisdom, and charisma. You can use that modifier instead of your constitution modifier to determine your bonus hit points at first level. If you can cast spells or manifest psionics (not spell-like abilities or supernatural abilities), then you gain +3 additional hit points. At 2nd level and every level thereafter, you determine hit points normally.

    Nobody's Fool [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Luiren (Halfling), Western Heartlands (Halfling)

    Oral History [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: the Great Glacier (Dwarf), the Moonshae Isles (Human), Smoking Mountains (Dwarf), the Spine of the World (Dwarf), Uthgardt Tribesfolk (Human)

    Otherworldly [Regional]
    Source: Player's Guide to Faerun
    Whether due to the favor of your deity or some other mystical influence, you have become something a little more and a little greater than mortal.
    Prerequisite Regions: Ashane (Spirit Folk), Evermeet (Elf), Sildeyuir (Elf), Underdark (Deep Imaskar) (Deep Imaskari)
    Benefit: You gain the outsider type with the native subtype, replacing your normal type and subtype. You gain a +1 trait bonus to all charisma-based skill checks with creatures of your original type and subtype as they see you as something unique and intriguing among others of your kind. In addition, you gain 60ft Darkvision.

    Plague Resistant [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: the Vilhoun Reach (Human)

    Resist Poison [Regional]
    Source: Player's Guide to Faerun
    Whether due to the devices of nature and fate or the purposeful intent of those that wish you harm, you have become inured to poisons to a greater extent than most.
    Prerequisite Regions: Dambrath (Human), Earthfast Mountains (Bugbear, Goblin, Hobgoblin), Lapaliiya (Human), the Moonsea (Orc and Half-Orc), the North (Orc and Half-Orc), Underdark (Northdark) (Dwarf), Underdark (Old Shalantar) (Human), Underdark (Yathchol) (Chitine)
    Benefit: You gain a +1 trait bonus to fortitude saving throws to resist poison. If the poison that afflicts you requires two or more consecutive saving throws to negate the effects of the poison, you need one fewer consecutive successful saving throws to negate the effects of the poison.

    Saddleback [Regional]
    Source: Player's Guide to Faerun
    You've spent endless hours around horses and learning to ride and fight on saddleback.
    Prerequisite Regions: Cormyr (Human), Dambrath (Human), the Hordelands (Human), Narfell (Human), Nimbral (Human), the North (Human), Western Heartlands (Human)
    Benefit: You gain a +1 trait bonus to all ride checks and ride is a class skill for you. If you, the mount you are riding, or both you and your mount is subject to a reflex saving throw, you gain a +1 trait bonus to that saving throw as long as you are mounted.

    Shadow Shield [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Western Heartlands (Human)

    Shadow Song [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Western Heartlands (Human)

    Shadow Walk [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions:

    Silver Palm [Regional]
    Source: Player's Guide to Faerun
    Your culture is based upon haggling and the art of the deal. You're talented at manipulating people and appraising your wares.
    Prerequisite Regions: Amn (Halfling, Human), the Dragon Coast (Human), the Golden Water (Human), the Great Rift (Dwarf), Sembia (Human), Tharsult (Human), Thesk (Human), Turmish (Dwarf), the Vilhoun Reach (Human), Waterdeep (Dwarf, Human)
    Benefit: You gain a +1 trait bonus to all appraise, bluff, diplomacy, and sense motive checks when bargaining. You can select one of these skills and that becomes a class skill for you if one of them isn't already.

    Sky Rider [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: the Great Rift (Dwarf)

    Smooth Talk [Regional]
    Source: Player's Guide to Faerun
    Whether through diplomacy or passionate if misguided argumentation, your culture values settling disputes with words and reason.
    Prerequisite Regions: Silverymoon (Human), Sphur Upra (Gloamings), Thesk (Gnome, Human), Waterdeep (Elf, Half-Elf, Human)
    Benefit: You gain a +1 trait bonus to all diplomacy checks and diplomacy is a class skill for you.

    Snake Blood [Regional]
    Source: Player's Guide to Faerun
    The blood of the yuan-ti taints your blood and grants you a heritage just on the periphery of the human lineage.
    Prerequisite Regions: Chult (Human), the Lake of Steam (Human), Lapaliiya (Human), Samarach (Human), Tashalar (Human), Tharsult (Human), Thindol (Human), the Vilhoun Reach (Human), Western Heartlands (Human)
    Benefit: You gain a +1 trait bonus to reflex saving throws and initiative checks. You also gain a +1 trait bonus to fortitude saving throws against poison.

    Spellwise [Regional]
    Source: Player's Guide to Faerun
    Spells and magic are relatively common in your culture and you can quickly learn to recognize it for what it is.
    Prerequisite Regions: Calimshan (Human), Evermeet (Elf), Halruaa (Human), Nimbral (Human), Shadovar (Human), Wizards' Reach (Human)
    Benefit: You gain a +1 trait bonus to will saves against illusion spells and effects and all spellcraft checks. Spellcraft is a class skill for you.

    Spire Walking [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Western Heartlands (Human)

    Stoneshaper [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: the Galena Mountains (Dwarf), Oldonnar (Dwarf), Turmish (Dwarf)

    Street Smart [Regional]
    Source: Player's Guide to Faerun
    You know how to keep an ear to rumor and maintain an active network to stay knowledgeable about your home and the secrets therein.
    Prerequisite Region: Amn (Halfling, Human), Calimshan (Halfling, Human), the Moonsea (Human), Unther (Human), Western Heartlands (Planetouched), Wizards' Reach (Human)
    Benefit: You gain a +1 trait bonus to diplomacy checks to gather information as well as intimidate and sense motive checks. After spending 24 hours within a city and spending a day talking to people through a DC 15 diplomacy check to gather information, these bonuses increase to +2 within that city for the remaining duration of your stay and for 1d4 days after.

    Stormheart [Regional]
    Source: Player's Guide to Faerun
    Whether you were born with sea legs or you were forced to grow a pair, you are naturally attuned to the waves and the dangers thereof.
    Prerequisite Region: Altumbel, the Dragon Coast (Human), the Lake of Steam (Human), Lapaliiya (Human), the Nelanther Isles (Human), the Sword Coast (Human), Tharsult (Human)
    Benefit: You gain a +1 trait bonus to all acrobatics checks and profession (sailor) checks. You ignore all movement penalties for fighting on pitching or slippery decks.

    Strong Soul [Regional]
    Source: Player's Guide to Faerun
    The supernatural powers and magic that can rip a man's soul right out of his body is well known to you and your people and through either training or natural talent, you can resist even the most horrifying of fates.
    Prerequisite Regions: Channath Vale (Halflings), the Dalelands (Half-Elf), Dambrath (Half-Elf), Elven Court (Elf), Luiren (Halfling), the Moonshae Isles (Human), Oldonnar (Dwarf), Silverymoon (Elf, Half-Elf), Underdark (Northdark) (Gnome), Western Heartlands (Gnome)
    Benefit: You gain a +1 trait bonus to fortitude saving throws and will saving throws against death effects, energy drain, and effects that deal ability drain. If you receive long-term care with a successful heal check while under the effects of energy drain or ability drain, you can recover from one level of negative energy or one point of ability drain instead of recovering from ability damage without needing a saving throw. You can not recover from permanent negative levels in this fashion.

    Surefooted [Regional]
    Source: Player's Guide to Faerun
    You are adapted to living and fighting on steep slopes and treacherous surfaces.
    Prerequisite Regions: Amn (Orc or Half-Orc), the Great Glacier (Human), the Moonsea (Orc and Half-Orc), Underdark (Reeshov) (Grimlock), Uthgardt Tribesfolk (Human), Vaasa (Orc and Half-Orc)
    Benefit: You gain a +1 trait bonus to all acrobatics checks and climb checks. Your speed and movement is not reduced nor do you need to make skill checks or reflex saving throws from steep slopes and icy conditions, though your speed is halved with both icy conditions on a steep slope.

    Survivor [Regional]
    Source: Player's Guide to Faerun
    You have long adapted to particularly harsh and dangerous places.
    Prerequisite Regions: Anauroch (Human), the Chondalwood (Elf), Chult (Dwarf, Human), the Great Glacier (Dwarf, Human), the Icerim Mountains (Taer), Narfell (Human), the Outer Sea (Elf), the Shaar (Human), Underdark (Fluvenilstra) (Slyth), Underdark (Sloopdilmonpolop) (Kuo-Toa)
    Benefit: You gain a +1 trait bonus to fortitude saving throws and all survival checks. Survival is a class skill for you.

    Swift and Silent [Regional]
    Source: Player's Guide to Faerun
    Not being seen is a way of life for you. Your life is that of controlling what your enemies see and hear.
    Prerequisite Regions: the Chondalwood (Elf), Cormanthyr Drow (Elf), Earthfast Mountains (Bugbear, Goblin, Hobgoblin), the North (Halfling, Orc and Half-Orc), the Shaar (Wemic), Underdark (Old Shalantar) (Human), Uthgardt Tribesfolk (Human), the Wealdath (Elf)
    Benefit: You gain the ability to use your stealth skill while running, gaining a -20 penalty to your stealth check. You still can not use the skill when charging or attacking.

    Tattoo Focus [Regional]
    Source: Player's Guide to Faerun
    Your tattoo not only grants you a measure of additional control over your arcane magic, but it marks you as someone trained by a Thayan Red Wizard.
    Prerequisite Regions: Thay (Human, Planetouched)
    Benefit: Your tattoo acts as a focus component for all of your arcane spells that require a focus component of less than 1 gold piece in value. You must still provide any focus components if the value of the component is 1 gold piece or greater. This trait also allows you to participate in Red Wizard circle magic.

    Theocrat [Regional]
    Source: Races of Faerun
    Will be added when Races of Faerun is converted.
    Prerequisite Regions: Mulhorand (Human, Planetouched), Unther (Human, Planetouched)

    Thug [Regional]
    Source: Player's Guide to Faerun
    You are quick to act and confrontational because more often than not, you know it works.
    Prerequisite Regions: Amn (Orc or Half-Orc), the Dragon Coast (Human), Impiltur (Planetouched), the Moonsea (Human), the Nelanther Isles (Human), the Plateau of Thay (Centaur, Gnoll), Silver Marches (Planetouched), Thesk (Orc and Half-Orc), Underdark (Northdark) (Dwarf, Orc and Half-Orc), Underdark (Reeshov) (Grimlock), Unther (Human, Planetouched), the Vast (Human), the Vilhoun Reach (Human), Waterdeep (Dwarf), Western Heartlands (Planetouched)
    Benefit: You gain a +1 trait bonus to initiative, appraise, and intimidate checks.

    Thunder Twin [Regional]
    Source: Player's Guide to Faerun
    You were born as one of the generation of dwarves blessed by Moradin's Thunder Twin Blessing in the Year of Thunder.
    Prerequisite Regions: the Galena Mountains (Dwarf), the Great Rift (Dwarf), Smoking Mountains (Dwarf), the Spine of the World (Dwarf), the Sword Coast (Dwarf), Turmish (Dwarf), Underdark (Old Shanatar) (Dwarf), Waterdeep (Dwarf)
    Benefit: You have a fraternal or identical twin and as long as your fraternal or identical twin is alive, you can make a DC 12 wisdom check to determine your twin's direction and approximate distance as a move action that does not provoke an attack of opportunity. When your twin is within 30 ft of your location, you can also sense if your twin is injured, dying, or dead. You gain a +5 trait bonus to any heal or sense motive check with regard to your twin.
    In addition, you gain a +1 trait bonus to all diplomacy and intimidate checks.

    Tireless [Regional]
    Source: Player's Guide to Faerun
    Your culture values the sort of dogged persistence and relentlessness that pushes you to your limit.
    Prerequisite Region: the Galena Mountains (Dwarf), the Hordelands (Human, Orc and Half-Orc), the Ride (Human), the Shaar (Wemic), Surkh (Lizardfolk), the Sword Coast (Dwarf), Thindol (Human), Underdark (Old Shanatar) (Dwarf), Vaasa (Human)
    Benefit: You gain a +1 trait bonus to fortitude saving throws against fatigue and exhaustion. Your constitution is considered to be two points higher for the purpose of determining the duration of any activity that requires endurance for effects keyed off of your constitution score (such as holding your breath or long-distance running).

    Treetopper [Regional]
    Source: Player's Guide to Faerun
    You are at home amongst the dense foliage, tall trees, and high places.
    Prerequisite Region: Aglarond (Half-Elf, Human), the Chondalwood (Elf, Halfling), the High Forest (Elf, Half-Elf), the Yuirwood (Elf)
    Benefit: You gain a +1 trait bonus to acrobatics and climb. While climbing, attackers do not gain a bonus to hit you, although you are still considered flat-footed.

    Twin Sword Style [Regional]
    Source: Player's Guide to Faerun
    You have mastered the art of twin swordplay, allowing your weapons to fight as one.
    Prerequisite Regions: Menzoberranyr (Elf), Sembia (Human), Waterdeep (Elf, Half-Elf, Human)
    Benefit: As long as you wield two weapons of the same type and weight, such as two steel scimitars or one steel mace and one adamantine mace but not a steel longsword and a mythril longsword, you can treat the weapon in your off-hand as though it were a light weapon for the purpose of determining your penalties for two-weapon fighting. If your weapons are already light, such as daggers, then you take no penalties for two-weapon fighting.

    Vremyonni Training [Regional]
    Source: Unapproachable East
    Will be added when Unapproachable East is converted.
    Prerequisite Regions: Rashemen (Human)

    Woodwise [Regional]
    Source: Unapproachable East
    Will be added when Unapproachable East is converted.
    Prerequisite Regions: Elven Court (Elf), the Forest of Lethyr (Volodni), Sildeyuir (Elf), the Wealdath (Elf)

    Religion Traits of the Forgotten Realms
    Last edited by Neoxenok; 2021-07-11 at 11:26 AM. Reason: Updating, Adding new traits, the works

  8. - Top - End - #8
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    Default Amn

    Amn

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
    Knowledge (Local-Amn)

    Campaign Location:
    Shared Regions:

    Lore: The Halfling realm of Mieritin once stood on the eastern shore of the Lake Esmel. Many lightfoot halflings still inhabit the region.

    Region: Amn (Halfling)
    Recommended Subraces: Lightfoot Halfling
    Automatic Languages: Chondathan, Halfling
    Bonus Languages: Alzhedo, Draconic, Giant, Illuskan, Orc
    Favored Deities: Halfling Pantheon
    Regional Traits: Cosmopolitan, Mercantile Background, Silver Palm, Street Smart
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Crossbow or Masterwork Dagger; (B) Masterwork Studded Leather Armor and Three Potions of Cure Light Wounds.

    Lore: The northernmost realm of the Lands of Intrigue, Amn is a populous and powerful merchantile country that is currently dealing with an infestation of monsters.

    Region: Amn (Human)
    Recommended Subraces: Calishine*, Tethyrian
    Automatic Languages: Chondathan
    Bonus Languages: Alzhedo, Elven, Giant, Goblin, Nexalan, Orc, Shaaran
    Favored Deities: Bane, Chauntea, Cyric, Selune, Shar, Sune, Waukeen
    Regional Traits: Cosmopolitan, Mercantile Background, Silver Palm, Street Smart
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Thieves' Tools, Hand Crossbow, and 10 Masterwork Bolts; (B) Masterwork Longsword or Masterwork Short Sword.

    *Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

    Lore: Amn has been plagued by humanoid raiders who lair in the mountain ranges surrounding the country.

    Region: Amn (Orc and Half-Orc)
    Recommended Subraces: Half-Orc
    Automatic Languages: Chondathan, Orc
    Bonus Languages: Alzhedo, Draconic, Giant, Gnoll, Halfling
    Favored Deities: Bane, Cyric, Tempus, Tyr, Waukeen
    Regional Traits: Dauntless, Surefooted, Thug
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe or Masterwork Orc Double Axe; (B) Chain Shirt and Masterwork Heavy Steel Shield.
    Last edited by Neoxenok; 2016-07-03 at 11:38 AM.

  9. - Top - End - #9
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    Anauroch

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Anauroch)

    Campaign Location:
    Shared Regions:

    Lore: The great desert Anauroch is home ot the wild nomads known as the Bedine.

    Region: Anauroch
    Recommended Subraces: Bedine
    Automatic Languages: Midani
    Bonus Languages: Chondathan, Damaran, Draconic, Gnoll, Netherese, Orc
    Favored Deities: Beshaba, Kelemvor, Selune, Talos
    Regional Traits: Fearless, Knifefighter, Survivor
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar or Masterwork Dagger; (B) Composite Shortbow (Strength +2) and 10 Masterwork Arrows.
    Last edited by Neoxenok; 2016-06-07 at 01:15 AM.

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    Pixie in the Playground
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    Default Re: Finding your Path in the Forgotten Realms 2: Trying Again

    Looking good so far. I liked the region of origin material when I first saw it in the Forgotten Realms, and I like what I see of it that you've brought over so far.

  11. - Top - End - #11
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    Calimshan

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
    Knowledge (Local-Calimshan)

    Campaign Location:
    Shared Regions:

    Lore: Lightfoot halflings were brought into Calimshan millennia ago as slaves of the djinn and many still inhabit the region.

    Region: Calimshan (Halfling)
    Recommended Subraces: Lightfoot Halfling, Strongheart Halfling
    Automatic Languages: Alzhedo, Halfling
    Bonus Languages: Auran, Chondathan, Draconic, Ignan, Shaaran
    Favored Deities: Brandobaris
    Regional Traits: Mercantile Background, Street Smart
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Scimitar; (B) Potion of Levitate and Three Thunderstones.

    Lore: One of the Oldest and most heavily populated human kingdoms, Calimshan is a land of mighty wizards and humans with djinni bloodlines.

    Region: Calimshan (Human)
    Recommended Subraces: Calishine*, Tethyrian
    Automatic Languages: Alzhedo
    Bonus Languages: Auran, Chondathan, Chultan, Draconic, Ignan, Shaaran, Talshalan
    Favored Deities: Azuth, Ilmater, Shar, Sharess, Siamorphe, Talos, Tyr
    Regional Traits: Bloodline of Fire, Genie Lore, Harem Trained, Mind over Body, Street Smart, Spellwise
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Wand of Magic Missile (Caster Level 1; 20 Charges); (B) Masterwork Chain Shirt and Potion of Cure Light Wounds.

    *Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

    Lore: The bloodlines of the djinn and the efereet run strong in the deserts of Calimshan.

    Region: Calimshan (Planetouched)
    Recommended Subraces: Air Genasi, Fire Genasi
    Automatic Languages: Alzhedo
    Bonus Languages: Auran, Chondathan, Goblin, Ignan, Shaaran, Talshalan
    Favored Deities: Ilmater, Shar, Sharess, Talos, Tyr
    Regional Traits: Bloodline of Fire, Magic in the Blood, Mind over Body
    Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar or Masterwork Falchion; (B) Wand of Magic Missile (Caster Level 1; 20 Charges).
    Last edited by Neoxenok; 2016-07-03 at 11:37 AM.

  12. - Top - End - #12
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    Chessenta

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    Source: Player's Guide to Faerun
    Knowledge (Local-Chessenta)

    Campaign Location:
    Shared Regions:

    Lore: Westernmost of the Old Empires, Chessenta is a divided land of feuding city-states.

    Region: Chessenta (Human)
    Recommended Subraces: Mulan, Turami
    Automatic Languages: Chessentan
    Bonus Languages: Aglarondan, Chondathan, Draconic, Mulhorandi, Turmic, Untheric
    Favored Deities: Anhur, Azuth, Hoar, Lathander, Red Knight, Tiamat, Waukeen
    Regional Traits: Arcane Schooling, Artist, Education, Street Smart
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Short Sword or Masterwork Longspear; (B) Scroll of Blur and Levitate.

    Lore: The cities of Airspur and Reth, as well as the nearby mountains, are home to many orc tribes that have warred and traded with the humans of Chessenta for centuries.

    Region: Chessenta (Orc and Half-Orc)
    Recommended Subraces: Half-Orc, Mountain Orc
    Automatic Languages: Chessentan, Orc
    Bonus Languages: Chondathan, Draconic, Giant, Turmic
    Favored Deities: Hoar, Tiamat, Tempus, Tyr
    Regional Traits: Dauntless, Furious Charge
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Falchion; (B) Masterwork Breastplate.

    Lore: Long contested between Chessenta and Unther, the lonely coasts of Threskel are home to many water genasi.

    Region: Chessenta (Planetouched)
    Recommended Subraces: Aasimar, Water Genasi
    Automatic Languages: Chessentan
    Bonus Languages: Aglarondan, Chondathan, Draconic, Mulhorandi, Turmic, Untheric
    Favored Deities: Anhur, Azuth, Hoar, Lathander, Red Knight, Tiamat
    Regional Traits: Arcane Schooling, Knifefighter, Street Smart
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Short Sword or Masterwork Spear; (B) Masterwork Breastplate.
    Last edited by Neoxenok; 2016-06-07 at 09:13 AM.

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    Default Chult

    Chult

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    Source: Player's Guide to Faerun
    Knowledge (Local-Chult)

    Campaign Location:
    Shared Regions:

    Lore: The wild dwarves reside in the jungles of Chult, as well as in the nearby Mhair Jungle.

    Region: Chult (Dwarf)
    Recommended Subraces: Wild Dwarf
    Automatic Languages: Chultan, Dwarven
    Bonus Languages: Draconic, Goblin, Ignan, Shaaran, Tashalan
    Favored Deities: Thard Harr
    Regional Traits: Disentangler, Jungle Stamina, Survivor
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Handaxe or Masterwork Shortspear; (B) Three doses of Black Adder Venom.

    Lore: The folk of the Chult inhabit the trackless and treacherous jungles of southern Faerun.

    Region: Chult (Human)
    Recommended Subraces: Chultan, Tashalan
    Automatic Languages: Chultan
    Bonus Languages: Alzhedo, Draconic, Dwarven, Goblin, Shaaran, Sylvan, Tashalan
    Favored Deities: Shar, Thard Harr, Ubtao
    Regional Traits: Foe Hunter (Goblinoid), Snake Blood, Survivor
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Kukri or Masterwork Shortspear; (B) Two doses of Large Scorpion Venom.
    Last edited by Neoxenok; 2016-06-07 at 07:56 PM.

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    Default Cormyr

    Cormyr

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    Source: Player's Guide to Faerun
    Knowledge (Local-Cormyr)

    Campaign Location:
    Shared Regions:

    Lore: Also known as the Forest Kingdom, Cormyr is a strongland of noble knights and great lords.

    Region: Cormyr (Human)
    Recommended Subraces: Chondathan, Tethyrian
    Automatic Languages: Chondathan
    Bonus Languages: Damaran, Elven, Gnome, Goblin, Halfling, Orc, Turmic
    Favored Deities: Chauntea, Deneir, Helm, Lathander, Lliira, Milil, Selune, Silvanus, Tempus, Tymora, Tyr, Waukeen
    Regional Traits: Caravanner, Discipline, Foe Hunter (Goblinoid), Furious Charge, Saddleback
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Heavy Mace; (B) Masterwork Banded Mail.
    Last edited by Neoxenok; 2016-06-28 at 04:43 PM.

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    Default The Dalelands

    The Dalelands

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    Source: Player's Guide to Faerun
    Knowledge (Local-Dalelands)

    Campaign Location:
    Shared Regions: Cormanthor Drow, the Elven Court

    Lore: While half-elves are common in many of the Dales, the land of Deepingdale is home to more half-moon elves and half-wood elves than any other place for hundreds of miles around.

    Region: the Dalelands (Half-Elf)
    Recommended Subraces: Half-Drow Elf, Half-Moon Elf
    Automatic Languages: Chondathan, Elven
    Bonus Languages: Dwarven, Giant, Goblin, Sylvan, Undercommon
    Favored Deities: Eilistraee, Mielikki, Silvanus, Sune
    Regional Traits: Artist, Fleet of Foot, Strong Soul
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Spear; (B) Composite Longbow (Strength +2).

    Lore: Scattered beneath the branches of th eancient forest of Cormanthor, the Dales are a series of small cantons with a tradition of fierce independence.

    Region: the Dalelands (Human)
    Recommended Subraces: Chondathan, Vaasan
    Automatic Languages: Chondathan
    Bonus Languages: Damaran, Elven, Giant, Gnome, Orc, Sylvan
    Favored Deities: Chauntea, Lathander, Mielikki, Oghma, Shaundakul, Silvanus, Tempus, Torm, Tyr
    Regional Traits: Blooded, Caravanner, Forester, Luck of Heroes, Militia
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Composite Longbow (Strength +2); (B) Masterwork Longbow, Masterwork Spear, or Masterwork Quarterstaff.
    Last edited by Neoxenok; 2016-06-08 at 04:03 AM.

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    Default Damara

    Damara

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    Source: Player's Guide to Faerun
    Knowledge (Local-Damara)

    Campaign Location:
    Shared Regions: the Galena Mountains

    Lore: North of Impiltur is the young and prosperous kingdom of Damara after a decades long war with the Witch-King of Vaasa.

    Region: Damara (Human)
    Recommended Subraces: Damaran, Chondathan
    Automatic Languages: Damaran
    Bonus Languages: Chondathan, Dwarven, Giant, Goblin, Orc, Uluik
    Favored Deities: Ilmater, Silvanus, Tempus
    Regional Traits: Arctic Adaptation, Bullheaded, Dauntless, Grim Visage, Jotnbrud
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Battle Axe; (B) Two Scrolls of Cure Moderate Wounds.
    Last edited by Neoxenok; 2016-06-08 at 11:08 PM.

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    Default Dambrath

    Dambrath

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    Source: Player's Guide to Faerun
    Knowledge (Local-Dambrath)

    Campaign Location:
    Shared Regions:

    Lore: A human nation conquered by drow centuries ago, Dambrath is now home to a large number of half-drow.

    Region: Dambrath (Half-Elf)
    Recommended Subraces: Half-Drow
    Automatic Languages: Dambrathan, Elven
    Bonus Languages: Draconic, Gnoll, Halfling, Halruaan, Shaaran, Undercommon
    Favored Deities: Lolth, Loviatar
    Regional Traits: Drow Eyes, Knifefighter, Strong Soul
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Chain Shirt and one dose of Drow Poison; (B) Masterwork Spiked Chain or Masterwork Scourge.

    Lore: Settled centuries ago by Nars and a small number of Illuskans who wandered through portals in the Council Hills, Dambrath fell under the rule of the drow city of T'lindhet and the cult of Loviatar. Humans with no drow blood are considered servants at best.

    Region: Dambrath (Human)
    Recommended Subraces: Illuskan, Shaaran
    Automatic Languages: Dambrathan
    Bonus Languages: Dwarven, Elven, Halfling, Halruaan, Gnoll, Illuskan, Shaaran, Undercommon
    Favored Deities: Loviatar, Tempus
    Regional Traits: Knifefighter, Resist Poison, Saddleback
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Crossbow or Masterwork Rapier; (B) Three doses of Drow Poison.
    Last edited by Neoxenok; 2016-06-08 at 11:07 PM.

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    Default The Dragon Coast

    The Dragon Coast

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    Source: Player's Guide to Faerun
    Knowledge (Local-Dragon Coast)

    Campaign Location:
    Shared Regions:

    Lore: Small numbers of half-aquatic elves can be found in almost any of the lands around the Sea of the Fallen Stars, but more of them dwell off the shore lands of Cormyr, the Dragon Coast, and Sembia than elsewhere.

    Region: the Dragon Coast (Half-Elves)
    Recommended Subraces: Half-Aquatic Elf
    Automatic Languages: Elven, Serusan
    Bonus Languages: Aquan, Chondathan, Giant, Goblin, Turmic
    Favored Deities: Deep Sashelas
    Regional Traits: Foe Hunter (Dragon), Knifefighter
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Trident or Masterwork Shortspear; (B) Five 50gp Pearls.

    Lore: Home to a handful of wealthy and sophisticated city-states, such as Starmantle and Westgate, the Dragon Coast is the crossroads of Faerun.

    Region: the Dragon Coast (Human)
    Recommended Subraces: Chondathan, Tethyrian
    Automatic Languages: Chondathan
    Bonus Languages: Aglarondan, Chessentan, Damaran, Goblin, Halfling, Orc, Turmic
    Favored Deities: Helm, Mask, Nobanion, Sune, Tempus, Tymora, Umberlee
    Regional Traits: Silver Palm, Stormheart, Thug
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Rapier or Masterwork Light Crossbow; (B) Potion of Blur or Potion of Levitate.
    Last edited by Neoxenok; 2016-06-09 at 12:50 AM.

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    Default The Golden Water

    The Golden Water

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    Source: Player's Guide to Faerun
    Knowledge (Local-The Golden Water)

    Campaign Location:
    Shared Regions:

    Lore: The eastern lands of Estagund, Durpar, Var the Golden, and Ulgrath lie on the shores of the Golden Water, far to the south.

    Region: the Golden Water (Human)
    Recommended Subraces: Durpari
    Automatic Languages: Durpari
    Bonus Languages: Draconic, Dwarven, Giant, Halruaan, Halfling, Mulhorandi, Shaaran
    Favored Deities: Gond, Selune, Torm, Waukeen
    Regional Traits: Arcane Schooling, Cosmopolitan, Silver Palm
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar, Masterwork Kukri, or Masterwork Falchion; (B) Wand of Cure Light Wounds (Caster Level 1st, 20 Charges).
    Last edited by Neoxenok; 2016-06-08 at 11:13 PM.

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    Default The Great Dale

    The Great Dale

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    Source: Player's Guide to Faerun
    Knowledge (Local-the Great Dale)

    Campaign Location:
    Shared Regions:

    Lore: Forest gnomes and rock gnomes are common in the Unapproachable East.

    Region: the Great Dale (Gnome)
    Recommended Subraces: Forest Gnome, Rock Gnome
    Automatic Languages: Damaran, Gnome
    Bonus Languages: Draconic, Elven, Gnoll, Goblin, Orc, Sylvan
    Favored Deities: Baervan Wildwanderer
    Regional Traits: Animal Friends, Forester, Magic in the Blood
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Mace or Masterwork Shortspear; (B) Wand of Cure Light Wounds (Caster Level 1st; 20 Charges).

    Lore: Stretching for hundreds of miles between the Forest of Lethyr and the Rawlinswood, the Great Dale is home to reclusive clanfolk and mighty druids.

    Region: the Great Dale (Human)
    Recommended Subraces: Chondathan, Damaran, Nar
    Automatic Languages: Damaran
    Bonus Languages: Giant, Goblin, Mulhorandi, Rashemi, Sylvan
    Favored Deities: Shaundakul, Silvanus, Talona
    Regional Traits: Bullheaded, Dauntless, Forester
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Shortbow; (B) Healer's Kit, Two Antitoxins, and Twenty Masterwork Arrows.
    Last edited by Neoxenok; 2016-06-09 at 12:50 AM.

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    Default The Great Glacier

    The Great Glacier

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    Source: Player's Guide to Faerun
    Knowledge (Local-the Great Glacier)

    Campaign Location:
    Shared Regions:

    Lore: The fabled Inugaakalikurit, or arctic dwarves, dwell in the icebound mountain ranges of the Great Glacier.

    Region: the Great Glacier (Dwarf)
    Recommended Subraces: Arctic Dwarf, Shield Dwarf
    Automatic Languages: Dwarven, Uluik
    Bonus Languages: Aquan, Auran, Damaran, Draconic, Giant
    Favored Deities: Talos, Ulutiu
    Regional Traits: Axethrower, Oral History, Survivor
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Pick or Masterwork Shortspear; (B) Masterwork Hide Armor and Riding Dog.

    Lore: This fierce land is the home of the Ulutiuns, skillful hunters and nomads who survive where few others can. To the east lies the isolated nation of Sossal, home to the cold-loving Sossrim.

    Region: the Great Glacier (Human)
    Recommended Subraces: Sossrim, Ulutiun
    Automatic Languages: Uluik
    Bonus Languages: Auran, Damaran, Dwarven, Elven, Giant
    Favored Deities: Auril, Ulutiu
    Regional Traits: Ancestral Spirit, Axethrower, Surefooted, Survivor
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Javelin or Masterwork Spear; (B) Masterwork Hide Armor and Potion of Cure Moderate Wounds.
    Last edited by Neoxenok; 2016-06-09 at 01:08 AM.

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    Default Halruaa

    Halruaa

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    Source: Player's Guide to Faerun
    Knowledge (Local-Halruaa)

    Campaign Location:
    Shared Regions:

    Lore: Halruaa lies on the southern coast of Faerun, a land where the arcane and magical arts and knowledge is steeped in everyday culture.

    Region: Halruaa (Human)
    Recommended Subraces: Halruaan, Shaaran, Tashalan
    Automatic Languages: Halruaan
    Bonus Languages: Dambrathan, Elven, Goblin, Halfling, Shaaran, Tashalan
    Favored Deities: Azuth, Mystra, Shar
    Regional Traits: Arcane Schooling, Magical Training, Spellwise
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Scroll of Web (Caster Level 3rd) and Six 1st Level Arcane Spells of Your Choice (Caster Level 1st); (B) Wand of Sleep (Caster Level 1st; 20 Charges)
    Last edited by Neoxenok; 2016-06-28 at 05:15 PM.

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    Default The Hordelands

    The Hordelands

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    Source: Player's Guide to Faerun
    Knowledge (Local-Hordelands)

    Campaign Location:
    Shared Regions:

    Lore: Also known as the Endless Wastes, the Hordelands are home to the fierce Tuigan tribes.

    Region: the Hordelands (Human)
    Recommended Subraces: Rashemi, Tuigan
    Automatic Languages: Tuigan
    Bonus Languages: Damaran, Goblin, Mulhorandi, Rashemi, Shou Expatriate
    Favored Deities: Akadi, Grumbar, Malar, Selune
    Regional Traits: Horse Nomad, Saddleback, Tireless
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Shortbow or Composite (Strength +2) Shortbow; (B) Light Horse (Combat Trained), Bit and Bridle, Military Saddle, and Barding Studded Leather.

    Lore: The gray orcs of the east can be found in roving bands from the Great Glacier to the borderlands of Murghom.

    Region: the Hordelands (Orc and Half-Orc)
    Recommended Subraces: Half-Orc, Gray Orc
    Automatic Languages: Orc, Rashemi
    Bonus Languages: Damaran, Gnoll, Mulhorandi, Tuigan
    Favored Deities: Orc Pantheon
    Regional Traits: Fearless, Tireless
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Spear or Masterwork Greataxe; (B) Masterwork Studded Leather Armor and Potion of Bull's Strength.

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    Default Impiltur

    Impiltur

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    Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
    Knowledge (Local-Impiltur)

    Campaign Location:
    Shared Regions:

    Lore: A prosperous kingdom of the northern short of the Inner Sea, Impiltur has a history of conflict with the warlike humanoids of the nearby mountains and the forgotten demons of ancient empires.

    Region: Impiltur (Human)
    Recommended Subraces: Chondathan, Damaran
    Automatic Languages: Damaran
    Bonus Languages: Aglarondan, Chessentan, Chondathan, Dwarven, Giant, Goblin, Mulhorandi, Turmic
    Favored Deities: Ilmater, Selune, Tymora, Valkur, Waukeen
    Regional Traits: Dauntless, Fearless, Foe Hunter (Demon), Militia
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Morningstar; (B) Masterwork Thieves' Tools and Masterwork Studded Leather Armor.

    Lore: Nar demonbinders brought many demons to the Easting Reach, and the tiefling, progeny of these visitors can now be found in the hinterlands of the Impiltur.

    Region: Impiltur (Planetouched)
    Recommended Subraces: Tiefling
    Automatic Languages: Damaran
    Bonus Languages: Abyssal, Aglarondan, Chessentan, Chondathan, Dwarven, Goblin, Turmic
    Favored Deities: Bane, Cyric, Ilmater, Tymora, Waukeen
    Regional Traits: Dreadful Wrath, Thug
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Morningstar; (B) Masterwork Thieves' Tools and Masterwork Studded Leather Armor.
    Last edited by Neoxenok; 2016-07-03 at 12:26 PM.

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    Default The Lake of Steam

    The Lake of Steam

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    Source: Player's Guide to Faerun
    Knowledge (Local-Lake of Steam)

    Campaign Location:
    Shared Regions:

    Lore: The bustling city-states of the Lake of Steam are wealthy and strong, but the shadow of evil gods lies over them.

    Region: the Lake of Steam (Human)
    Recommended Subraces: Calishine*, Shaaran
    Automatic Languages: Shaaran
    Bonus Languages: Alzhedo, Chondathan, Dwarven, Goblin, Tashalan
    Favored Deities: Bane Chauntea, Cyric, Lathander, Sune, Tyr, Waukeen
    Regional Traits: Knifefighter, Snake Blood, Stormheart
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar, Masterwork Falchion, or Masterwork Glaive; (B) Potion of Darkvision or Potion of Invisibility.

    *Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).
    Last edited by Neoxenok; 2016-10-29 at 07:16 PM.

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    Default Lapaliiya

    Lapaliiya

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Lapaliiya)

    Campaign Location:
    Shared Regions:

    Lore: The inhabitants of the Lapal League dwell along the southeastern short of the Shining Sea between Sammaresh and Ormpur. Their territory reaches as far inland as the Mhair Jungles, Bandit Wastes, and the Dun Hills.

    Region: Lapaliiya (Human)
    Recommended Subraces: Shaaran, Tashalan
    Automatic Languages: Tashalan
    Bonus Languages: Alzhedo, Chultan, Gnoll, Halruaan, Shaaran, Yuan-ti
    Favored Deities: Ilmater, Kelemvor, Selune, Talos, Waukeen
    Regional Traits: Resist Poison, Snake Blood, Stormheart
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar or Masterwork Javelin; (B) Masterwork Studded Leather Armor and Potion of Invisibility.

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    Default Lantan

    Lantan

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Pathfinder RPG Ultimate Combat, Player's Guide to Faerun
    Knowledge (Local-Lantan)

    Campaign Location:
    Shared Regions:

    Lore: Home to the largest population of gnomes in Faerun, Lantan is an island nation of wonderous invention and bustling commerce that lies north of the Chultan peninsula.

    Region: Lantan (Gnome)
    Recommended Subraces: Rock Gnome
    Automatic Languages: Gnome, Lantanese
    Bonus Languages: Alzhedo, Chondathan, Draconic, Dwarven, Ignan, Illuskan
    Favored Deities: Gond
    Regional Traits: Education, Fearless, Mercantile Background
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Pistol, Powderhorn, and Ten Masterwork Bullets; (B) Masterwork Heavy Crossbow.

    Lore: Fabled as a land of mechanical wonders, Lantan lies north of the Chultan peninsula.

    Region: Lantan (Human)
    Recommended Subraces: Lantanna
    Automatic Languages: Lantanese
    Bonus Languages: Alzhedo, Chondathan, Dwarven, Gnome, Ignan, Illuskan, Shaaran
    Favored Deities: Azuth, Gond
    Regional Traits: Arcane Schooling, Education, Mercantile Background
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Pistol, Powderhorn, and Ten Masterwork Bullets; (B) Masterwork Heavy Crossbow.
    Last edited by Neoxenok; 2016-10-29 at 07:17 PM.

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    Default The Moonsea

    The Moonsea

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-the Moonsea)

    Campaign Location:
    Shared Regions:

    Lore: A grim land of smelters, foundries, and mining camps, the Moonsea is home to the sinister cities of Zhentil Keep and Mulmaster.

    Region: the Moonsea (Human)
    Recommended Subraces: Chondathan, Damaran, Vaasan
    Automatic Languages: Damaran
    Bonus Languages: Chessentan, Chondathan, Draconic, Giant, Goblin, Orc
    Favored Deities: Bane, Cyric, Loviatar, Mask, Talona, Talos, Tyr
    Regional Traits: Foe Hunter (Orc), Street Smart, Thug
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Short Sword or Masterwork/Normal Two-Bladed Sword; (B) Hand Crossbow and Two Doses of Greenblood Oil.

    Lore: The Great Grey Land of Thar, north of the Moonsea is well known for its population of fierce mountain orc tribes.

    Region: the Moonsea (Orc and Half-Orc)
    Recommended Subraces: Half-Orc, Mountain Orc, Orog
    Automatic Languages: Damaran, Orc
    Bonus Languages: Chondathan, Draconic, Dwarven, Giant
    Favored Deities: Bane, Cyric, Orc Pantheon, Talona, Talos
    Regional Traits: Axethrower, Resist Poison, Surefooted
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Greataxe or Masterwork/Normal Orc Double Axe; (B) Chain Shirt and Masterwork Heavy Steel Shield.
    Last edited by Neoxenok; 2016-06-11 at 03:42 AM.

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    Default The Moonshae Isles

    The Moonshae Isles

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-the Moonshae Isles)

    Campaign Location:
    Shared Regions:

    Lore: West of Faerun lie the Moonshae Isles, whose population is divided between the native Ffolk and the invading Illuskans.

    Region: the Moonshae Isles (Human)
    Recommended Subraces: Ffolk, Illuskan
    Automatic Languages: Illuskan
    Bonus Languages: Aquan, Chondathan, Elven, Giant, Orc, Sylvan
    Favored Deities: Chauntea, Tempus
    Regional Traits: Axethrower, Dauntless, Oral History, Strong Soul
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and Twenty Masterwork Arrows; (B) Masterwork Handaxe, Masterwork Battleaxe, or Masterwork Greataxe.

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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Mulhorand

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Mulhorand)

    Campaign Location:
    Shared Regions:
    Regional Archetypes: The Eye of Horus-Re (Cleric of Horus-Re Archetype)

    Lore: This ancient land lies at the eastern end of the Sea of Fallen Stars. For many centuries, undying god-kings have ruled as pharaohs here.

    Region: Mulhorand (Human)
    Recommended Subraces: Durpari, Mulani
    Automatic Languages: Mulhorandi
    Bonus Languages: Aglarondan, Chessentan, Draconic, Durpari, Goblin, Tuigan, Untheric
    Favored Deities: Mask, Mulhorandi Pantheon, Mystra, Red Knight
    Regional Traits: Arcane Schooling, Mind over Body, Theocrat
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Falchion, Masterwork Khopesh, or Masterwork Sickle; (B) Two 2nd Level Divine Spell Scrolls (Caster Level 3rd) of your choice. You cannot select spells that possess an expensive material component.

    Lore: Ruled by incarnations of their deities for thousands of years, many of the folk of Mulhorand have a trace of the divine in their heritage.

    Region: Mulhorand (Planetouched)
    Recommended Subraces: Aasimar, Earth Genasi, Tiefling
    Automatic Languages: Mulhorandi
    Bonus Languages: Aglarondan, Celestial, Rashemi, Shaaran, Untheric
    Favored Deities: Mulhorandi Patheon
    Regional Traits: Discipline, Magic in the Blood, Theocrat
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Falchion or Masterwork Khopesh; (B) Scroll of Lesser Restoration and Spiritual Weapon.
    Last edited by Neoxenok; 2017-11-05 at 03:22 AM.

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