Character Creation

Rule 0 Addendums

There is no xp penalty for multi-classing.

Once a skill is a class skill, it is always a class skill.

Given proper justification, the multi-class restrictions on Holy Warrior and Monk can be waived.

The Planar Ally series of spells do not have a cost beyond the exchange of services.

The durations of the Ability-enhancing spells (bull’s strength, cat’s grace, etc) and their improved versions are moved two steps up the time scale (to 1 hour / level).

Clerics have access to cat’s grace (and its improved versions) at the same level as a Wizard.

The duration of fly is moved one step up the time scale (to 10 minutes / level).

The following spells are removed: awaken, gate, plane shift, raise dead, reincarnate, resurrect, shadow walk, time stop, and true resurrect. In most cases, these effects can be achieved with rituals. Spells not in the PHB may also be subject to this restriction. It is safe to assume that any spell/manifestation/etc dealing with planar travel, returning a being to life, or permanently altering a being on a fundamental level (imbuing life, sentience, etc) are removed from the realms of battle magic.

Stat Generation

You have 14 points with which to purchase Stat Modifiers (not the base stat, but the Modifier). The highest modifier which can be purchased is +4, which results in a base stat of 18. All other base stats are assumed to start at the odd number (11 for +0, 13 for +1, etc). You may assign one modifier to be -1 (which results in a base stat of an 8) in return for one additional point to spend on the other modifiers.


As per the SRD

Deshai (Rovers)
The Deshai are a race of nomads that travel in familial groups. These groups are led by a female, usually the eldest, to whom all other members have ties of blood or marriage. They are consummate traders and make their living by moving unusual and/or exceptional goods between markets. The Deshai are also renowned for their ability to perform repairs on common items, and each group usually has one or more individuals who are capable to restoring more intricate pieces, such as jewelry or fine mechanical items. Some groups also provide entertainment, staging shows of manual dexterity, plays, and feats of legerdemain (which may be enhanced with actual magic). Most communities grudgingly welcome a band of Rovers. One the one hand, the Rovers bring exotic goods and often prompt a sort of festive mood in the community. However, Rovers are known to steal and are often accused of cheating their customers. There are even some who claim Rovers kidnap children. Due to these ‘entirely false’ accusations and their inherent wanderlust, Deshai never stay in one place for long. There is no Deshai homeland. Each family has their own wagon, which serves as transportation, storage, and home.

As Humans except:
Deshai gain a racial bonus equal to half their character level to one Craft or Profession skill, Bluff, Stealth, or Sleight of Hand. They gain a +1 racial bonus on Reflex saves, and a +1 dodge bonus to Armor Class. This racial trait replaces the human trait Bonus Feat.
Size: M: 5’5”-5’10” F: 5’3”-5’8”
Weight: M: 150 F: 130
Hair: Black
Eyes: Generally brown
Languages: Gaol, Sí Vran (Tinker Talk)

Riders of Pellar
The Riders of Pellar are semi-nomadic hunter-gatherers who live in the Sea of Grass, across the mountains from the rest of the ‘civilized’ world. The Riders live in groups ranging from a couple dozen to four score. Each group is led by a chief and advised by a shaman. Both roles can be occupied by either sex. At times, several groups might be united under the leadership of a particularly ambitious or charismatic chief, but these larger gatherings rarely last beyond the chief’s death. Horses are central to the Riders’ way of life and many Riders form strong bonds with their steeds. Most groups also husband other livestock – sheep, cattle, and/or goats. The typical group of Riders maintain a small herd of food animals and supplement their diet with hunting the plentiful wild game in the Sea of Grass as well as gathering edible berries, shoots, and tubers. The Riders are perfectly aware of the ‘civilized’ world, but it holds little interest for most. Some groups trade with the easterners as metal is scarce in the Sea of Grass and Rider livestock is highly-regarded in eastern markets.
As Humans except:
Riders gain a racial bonus equal to half their character level to one Craft or Profession skill, Knowledge – Nature, Ride, or Survival. Once per day, they may ignore an effect that causes them to become fatigued or exhausted. This racial trait replaces the human trait Skilled.
Size: M: 5’4 – 5’9" F: 5’0" – 5’6"
Weight: M: 140 F: 110
Hair: Blond
Eyes: Grey
Languages: Gaol, Pellaran

As per SRD
Languages: Gaol and Chogûn (Dwarven

Skosi (Surface Dwarves)
Deep in the recesses of the past, a schism erupted amongst the Dwarves. There are numerous tales regarding the source of the schism and the resulting departure of the people now known as the Surface Dwarves, or Skosi. Some claim the Skosi lost a civil war and were forced out, others suggest the Skosi left for their own reasons and on their own terms. Whatever the truth, in the present day, the Skosi are a separate people, distinct from their Dwarven ancestors. In the time since their departure, they have interbred with other races, primarily humans. This has changed their nature, though they retain some of their Dwarven heritage. The Skosi are garrulous, friendly, and easily fit in to most social situations. They do not have a homeland, but seem to instead prefer to settle for a time then move to a new location. They sometimes form communities in larger cities, but these communities are not static – Skosi come and go as each individual chooses, some remaining longer, others staying for a few months. Skosi have long served as the primary intermediaries between the Dwarven homeland and the rest of the world, facilitating trade and diplomacy between their brethren and other nations. The results of a union between a Skosi and a member of another race are unpredictable. The child can take after either parent. Generally, Skosi parents settle down for the first few years of a child’s life, but most resume an itinerant lifestyle.
Stat Adjustments: +2 Chr, +2 to one other stat
Base Speed is 30 feet.
Low-Light Vision
Curiosity: Skosi are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Eternal Hope: Skosi gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, Skosi may reroll and use the second result.
Stubborn: Skosi gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Skosi fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Skosi has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Dwarven Blood: For all special abilities and effects, a Skosi is considered a Dwarf.
Size: M: 5’2”-5’7” F: 5’0”-5’5”
Weight: M: 175 F: 160
Hair: Any
Eyes: Any
Languages: Gaol and Chogûn (Dwarven)

Ranatar (Elves)
As per SRD except:
Size: M: 6’2”-6’7” F: 6’3”-6’8”
Weight: M: 160 F: 165
Languages: Gaol and Shi-sei (Elven)

Half Elf
As per SRD except:
Size: M: 5’5”-6’2” F: 5’4”-6’1”
Weight: M: 150 F: 130
Hair: Any
Eyes: Any
Languages: Gaol and Shi-sei (Elven)

Languages: Parenthesized entries are the ‘common’ names used by outsiders
Gaol language of Gaoland, effective common tongue throughout most of the north
Delos language of the Kaklund City States, also used for trading, especially in the north
Sestron language of the Kingdom of Sestern, spoken throughout most of the Free States
Ylyss language of Illorica, spoken in some areas of the Free States – mostly in the south
Sí Vran (Tinker Talk) language of the Deshai (Rovers)
Pellaran language of the Riders of Pellar, they don’t have their own name for their language
Lattish a creole of Gaol and Gobish, used extensively in the Unsettled Lands and the Free States
Chogûn (Dwarven) language of the Dwarves, spoken by some Skosi
Shi-sei (Elven) language of the Ranatar, spoken by many Half-elves
Gobish language of the goblinoids, used extensively in the Horde Territory
Othanc (Orcish) language of the orcs

Character Creation

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