Radzyn

Statistics: Crime 3; Danger 2; Economy 6; Law 5; Knowledge 5; Magic 5
Highest Stat is 10, lowest 1

Size: Small Town

Government: Aristocrat

Economic System: Capitalist

Population: 1543 (Diversity: 98% Terran, 1% Dwarf, 1% other )

Radzyn is a well off smaller town on the bank of Stal Lake. It is best known for its river ship building and fishing.

Notable NPC’s:

Lord Garrot IV

Notable Places:

Trout Shack (Tavern)
Wade, Female Dworv

Patrons:
Tomart – Terran, Male, off-duty guard
Wearda – Teran, Female, farmer
Oswulf – Terran, Male, Hunter

Food:
Trout and Bitter Cheese, Ale 1 sp
Salted Pork and Bitter Cheese, Ale 1 sp
Bear Stew and a Pear, Ale 5 sp

 

Rusty Bucket
Egna, Owner, Female Terran
Bill, Cook Terran
Fina, Barkeep, Dwarf

Patrons:
Gery – Male, Terran, Merchant
Baldo – Male, Elfling, Farmer

Food:
Boiled Carrot, Mug of Ale (3 cp)
Boiled Sausage and Dried Lentils, Tankard of Cider (11 cp)
Pottage, Mug of Cider (4 cp)
Barley Bread and Blue Cheese, Mug of Bitter (4 cp)
Turnip Stew and a Beer (3 cp) (secret menu)

 

Behtrot’s Smithy
Jon Behtrotson

The Fallen Yew
Munda – M, Terran, Carpenter

Town guard and jail
Constable Geren – Portly, gruff, fair
Judge Yedda – Xenophobic, older, fair

Cow’s Shoe Cobbler
Ned

Docks

Shipbuilders
Wystan the Shipwright

The shipbuilders are wealthy and carry power.

The Sanctuary
Caretaker Eikan

It is odd that Radzyn doesn’t have a Unelesia church, but it has a small sanctuary of the ancient gods.

Ranger

SagaBorn 1.5 stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a lone who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Sneak Attack (+1d6), Expert Tracker, Track Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 Skill, Evasion, Artful Dodger +1 HD, +1 HP, +1 Skill
3rd +3 Sneak Attack (+2d6), +1 Skill, Favored Enemy, Favored Terrain +1 HD, +1 Skill, 1 Talent
4th +4 +1 Skill , 1 Talent Point, Acrobatics +2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Advanced Skills, Sneak Attack (+3d6), +1 Skill, Improved Evasion +1 HD, +1 Skill
6th +6 +1 Skill , 2nd Favored Enemy, 2nd Favored Terrain +1 HD, +1 Skill, 1 Talent Point
7th +7 Extra Attack, +1 Skill, Sneak Attack (+4d6) +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 Skill , Crippling Strike, Woodland Stride, Swift Tracker +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Sneak Attack: Once per round on a successful hit you can deal extra damage to a target who is Flanked, has lost DEX bonus to AC, or is unaware of your presence. The weapon used must be a Light or Medium Melee Weapon, or a Ranged Weapon.

Expert Tracker: Roll 2d20 when using Awareness or Survival to hunt a target.

Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Track DC

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

 

Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Level 2

Artful Dodger: Once per round use a free action as a move action. Useful to get into position or hide!

Evasion: If a ranger makes a successful Reflex save against an attack that deals half damage, the ranger takes no damage.

Level 3

Favored Enemy:  Always add Sneak Attack dice to damage, every time you hit an enemy target, no limit per round. They can also make skill checks to identify these creatures.

Ranger Favored Enemies:

 

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Elemental Humanoid (Other)
Fey (Athelesian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations. 

Favored Terrain: In favored terrain, a ranger leaves no tracks, ignores difficult ground, and gains +2 to Initiative.

Favored Terrains 

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

 

Level 5

Advanced Skills: The Scout may select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.

Improved Evasion: If a ranger fails a save, they only take ½ damage.

Level 7

Extra Attack: You gain an additional attack each round.

Level 8

Crippling Strike:  If a Scout does Sneak Attack damage to a target, the target must make an Acrobatics Save DC 16, on a success the target moves at ½ speed for 1 round, on a failure the target may not take move actions for 1 round.

Woodland Stride: A ranger ignores all difficult ground magical or otherwise.

Swift Tracker: A ranger can continue to Track as a Free Action each round at maximum speed.

SagaBorn 1.0 Stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger may be a scout for a city guard, keeping the outer lands protected for his people. Or he could be a loner, who finds peace by himself, even in the rugged wild lands. No matter their story, a Ranger has certain skills that benefit one who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +1 +2 +2 +0 1st favored enemy, Track 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +2 +3 +3 +0 1 Talent Bonus Hit Point, +1 Skill Point
3rd +3 +3 +3 +1 1st favored terrain All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +4 +4 +4 +1 Hunter’s bond, 1 Ability Point +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +4 +4 +1 2nd favored enemy +1 Deflection Bonus to AC, +1 Skill Point
6th +6/+1 +5 +5 +2 Dazing Strike All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +7/+2 +5 +5 +2 Woodland stride, Stag’s Reflexes Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +6 +6 +2 Swift tracker, 2nd favored terrain,  Ability Point +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Favored Enemy:  A ranger receives a +2 to hit and a +2 to damage vs a favored enemy. They may also make skill checks to identify these creatures.

Ranger Favored Enemies:

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Fey (Uterian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations.

Track: Using the survival skill, a ranger can try to track anything that has passed nearby.

Favored Terrain: A Ranger picks a type of terrain that he has become an expert in. When he is in the favored terrain, he leaves no tracks and gains +2 to initiative and survival skill checks.

Hunter’s Bond: A ranger may choose to receive the Animal Companion Talent, or he may choose to form a pack with his companions. Those who hunt with the Ranger receive his bonus against his favored enemies.

Crippling Strike:  The ranger cripples the opponent with a successful attack. The creature can not move the next round.

Woodland Stride: Dense undergrowth, thorns, briars, etc do not affect the ranger’s movement. Magical or enchanted growth still affects the ranger.

Stag’s Reflexes: Grants +2 enhancement to AC as a dexterity bonus. Ranger must focus for one round. Lasts 30 minutes. Can be used once per day.

Rank

[gamipress_ranks columns=”1″ orderby=”priority” order=”DESC” current_user=”no” title=”yes” link=”yes” thumbnail=”yes” excerpt=”yes” requirements=”yes” toggle=”yes” earners=”no” layout=”left”]

Rapture

Names: Valtazn (elven), Rapture (teran slang) , Spaz (teran slang) 

A drug that stimulates the mind. Users often have stained blue lips.

Type: Smoked

Addiction: Medium

Price: 5sp per dose
Effect: You gain +10 to Awareness.
Damage: – 2 to Wis

Duration: 2d4 hours

Ravager

A magic user who uses his magic to cause violence and destruction to those around them. It gets its energy by ravaging the life force around the mage.

Ravaging

A destructive way to use magic, pulling energy from the creatures and fauna around the mage.

Ravenous Corpse

Ravenous Corpse (Daevar)

A Daevar (the elven name for a Ravenous Corpse) is a long dead corpse possessed by a spirit from the Between. These spirits have spent so long between worlds that their sole desire is to feed when they enter Uteria.

 

Often they inhabit long dead and skeletal bodies, the common feature being a long pointed tongue which seems to grow from whatever rotting flesh is left on the body.

 

They are fast moving, and have an ability to cause the area around them to seem darker, as if ink forms in the air around it. Its claws and bite cause paralysis in most victims, which allows it to begin to feast on the flesh. It is not particular, any living being is a suitable victim to this horrific unnatural hunter.

 

Ravenous Corpse

Challenge Rating: 2

Size: M

Type: Undead

Initiative: +2

 

Defense

Hit Points: 16 (2HD)

Armor Class: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

Saves: Fort +2 Ref +2 Will +5

Weaknesses: Silver, amarnium

 

Offense

Speed: 45

Base Attack: +1

Melee: 2 claws +3 (1d6+1), tongue +1 (1d6 plus disease and paralysis.)

Ranged: –

Special Attacks: Disease, paralysis

Sanity Effects: First Encounter 0/1d2

 

Statistics

Abilities: STR 13, DEX 15, CON 0, INT 13, WIS 14, CHA 9

Skills: Acrobatics +2, Athletics +1,  Awareness +5, Endurance 0, Knowledge -, Persuasion -, Spellcraft -, Survival 0, Thievery +3

Talents: Alertness

Special Qualities: DR 1 silver/amarnium; darkness

 

Ecology

Environment: Any

Organization: Single, pair, or gathering (4-7)

 

Treasure: Standard

 

Disease

Fever: Bite-injury; save Fort DC 13; onset 1/day; frequency 1 day; effect 1d3 CON and 1d3 STR damage; cure 2 consecutive saves.

 

Darkness

The ravenous corpse can extend the shadows around them once per day. This acts as a Darkness spell.

 

Paralysis

Those hit by a ravenous corpse’s tongue attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds.

 

Reaver

Reaver (Baak Mor)

A large cloaked creature drifts from the night sky, its leathery wings so thin the moonlight passes through it. A head that resembled a vulture stares out from under the tattered hood. Its skin is marked with runes or tattoos, and its blank white eyes glow with a pallid life. Long fingered hands hang low to the ground, its talons lazily scrapping symbols in the ground as it watches you.

 

Created by Daigon(maybe) the creator. He was the dreadlord who loved to try and create. He twisted many different creatures into the Reavers.

 

Reaver

Challenge Rating: 7

Size: Medium

Type: Fey

Initiative: +3

 

Defense

Hit Points: 59 (7d10+21) regeneration 5/round

Armor Class: 18, touch 18, flat-footed 14 (+5 natural AC, +3 DEX)

Saves: Fort 6 Ref 12 Will 11

 

Offense

Speed: 30’ (Fly 50’)

Base Attack: +7

Melee: (2) Claws +12 (1d8+2)

Ranged: –

Special Attacks: Mage Fire, Fear

Mana: 30

Sanity Effects: First Encounter 1/1d8, Fear

 

Statistics

Abilities: STR 15, DEX 16, CON 16, INT 17, WIS 12, CHA 8

Skills: Acrobatics +4 , Athletics +2 , Awareness +5, Endurance +2 , Knowledge +4 , Persuasion +1, Spellcraft +3 , Survival +1 , Thievery +3

Talents: 5 points or recommended: Advantage, Cleave, Enlarge Spell, Stunning Strike

Special Qualities:  Darkvision 60’, Fly,

Mana: 35

 

Ecology

Environment: Any

Organization: Single, or Council

 

Treasure: Standard

 

Spell-Like abilities

Mage Fire

Once per round the Reaver can cast Mage Fire and a green blast of flames erupts from their hands doing 2d8+4 fire damage to those within the cone of flame. DC 14 save to take half damage.

 

Fear

Any within 30’ of the Reaver are struck as if with the Fear spell. DC 17 Will save to resist.

 

Standard Spells

0 – Arcane Mark, Detect Magic, Open/Close

1 – Alarm, Comprehend Languages, Doom, Summon Creature

3 – Darkness, Hold Creature, Whispering Wind

5 – Glyph of Warding, Haste, Lightning Bolt

7 – Dreamwalk

 

Rebellion

The Rebellion is a rather new group of mages who oppose the rule of the Emperor and the Wizards of Ish. They are hunted mercilessly throughout the Empire, but as magic has reawakened, they have grown in numbers and in power.

Secret is their strongest advantage, so very little is known of them.