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Falcon's Run

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Maps of Golarion: An Unofficial Google Map of the Inner Sea. Andoran - PathfinderWiki. Andoran (pronounced ann-DOHR-ann)[1] is a nation of the people, governed by the principals of Common Rule which grants every man a voice. Andoran holds the reins of its own destiny in the strong hands of its people. It is the birthplace of freedom. History Edit See also: Timeline of Andoran What is now the nation of Andoran was founded approximately in 1707 AR following the successful campaign of General Khastalus of Corentyn. In the year 4081 AR, Andoran cut its ties with the Taldan empire. People's Revolt Edit Andoran prospered as a part of the empire of Cheliax until 4606 AR.

House Thrune, a noble line dedicated to the service of infernal powers, demanded strict obedience and servitude from the citizens of the empire. One of the heroes of the People's Revolt was Aylsande Benedict, later nicknamed Lady Liberty. Geography Andoran is located on the northern coast of the Inner Sea. Andoran's interior is dominated by plains and hills, and the remnants of Arthfell Forest. Government Economy. Almas - PathfinderWiki. Almas (pronounced AHL-mehs)[1] is the capital of the free nation of Andoran, and one of the largest and most influential cities on the Inner Sea.

In many ways the city's egalitarianism and multi-culturalism typify the assumptions and prejudices that are held about Andoran society in general.[2][3] Geography Edit Almas is located on Andoran's southern coast, where the mouth of the Andoshen River meets the Inner Sea. The spiritual center of the city of Almas is the Field of Concord. Districts of Almas Edit Government Almas is home of the People's Council, the elected rulers of Andoran. Economy Almas is a center of trade on the Inner Sea. References [show/hide] PC Sheets. Suli Tattooed Sorceror. Description Personality Character Traits One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or twoand you have inherited a fragment of this greatness.

Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spells final adjusted level. Precocious Spellcaster Fan Content This is fan-created content or a fan conversion. See here for more details. Character Flaws Contacts / Friends Enemies. Cryssy's Bard. Dhampir. 1 This category includes barbarians, oracles, rogues, and sorcerers.2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards. The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir's conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth.

Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of elves. Relations: As dhampirs are scions of evil, few races view them favorably. Senses Racial Traits. Bard. Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger.

Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.

Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. Alignment: Any Hit Die: d8 Class Skills Class Features Spells. Weapon Finesse (Combat) Bard Spells. Nike's Fighter. Humans. Random Starting Ages 1 This category includes barbarians, oracles, rogues, and sorcerers.2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Height and Weight Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Human society is a strange amalgam of nostalgia and futurism, being enamored of past glories and wistfully remembered “golden ages,” yet at the same time quick to discard tradition and history and strike off into new ventures.

Of course, well-meaning, blundering ignorance and numerical superiority are not the only things that make other races suspicious of humans. Fighter. Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons.

Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. Alignment: Any. Hit Die: d10. Starting Wealth: 5d6 x 10 gp (average 175gp.) Class Skills Skill Ranks Per Level: 2 + Int modifier. Class Features Yes. Power Attack (Combat) You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.

This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Cleave (Combat) You can strike two adjacent foes with a single swing.

Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. FAQ/Errata No. Editor's Note Can I take a 5-foot step in the middle of my attempt to use the Cleave feat, to bring another foe within reach? No. [Source] Jessicka's Grenadier. Elves. Random Starting Ages 1 This category includes barbarians, oracles, rogues, and sorcerers.2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Height and Weight The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them. Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves' long lifespans, which in turn gives them long-ranging outlooks. Society: Many elves feel a bond with nature and strive to live in harmony with the natural world.

Alchemist. Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic. Role: The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock.

Alignment: Any. Hit Die: d8. Class Skills. Discoveries. Stink Bomb. Smoke Bomb. Grenadier. Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so. A grenadier has the following class features. Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

This ability replaces Brew Potion. Alchemical Weapon (Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. Dervish Dance (Combat)