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The Grand Realm (Campaign book and Homebrew)

Started by Spirit Hawkfellow, September 20, 2007, 03:48:05 AM

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Hibou

I'll review this more in depth as soon as I have the time. Until then, however, I'll say a few things:

1) I really like the theme and feel that The Grand Realm gives, which is odd considering how similar it is in some respects to Tolkien (I hate anything outside of The Hobbit). The themes of epic adventure and exploration were something I once tried to do with a setting, but could never get right.

2) Your map of Varanguard is kickass.

3) I admire the fact that you do your own art for the setting - I'm in dire need of an artist for my own and have never been that good at the kind of drawing that would be required to do up a setting.

4) The view from space is also kickass.

5) Having the crunch around is really great to help give a different kind of perspective on the setting, although you probably could do without listing so many spells known for The Lyrion.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Xeviat

I'm quite impressed by the scope; I think I will have to look through the Wiki in order to have any chance of digesting this. I don't like to start with negative criticism, but I am having a hard time reading through this thread due to the organization.

I am very impressed by the amount of material presented. Even though I've only spent a few hours reading through it, I get the picture that you do devote much of your time to creating The Grand Realm.

I want to read through it all, but I don't know where to begin. there's so much going on that I am having a hard time getting one image. I do agree with others that there is a distinct Tolkienesque feel, so I'm under the assumption that you are going for high fantasy and epic adventures (scope, not necessarily level).

I would be honored to help you more personally; I work best as a sounding board. Let me know if there's anything in particular you'd like me to look over, otherwise I'll be taking notes on everything I read as I read it.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Spirit Hawkfellow

Grand Realm Prestige Class

The Master Archer
Prestige class
Hit Dice 10
Maximum level 10
Requirements: Base attack +4 ranged, Point blank Shot, Precise shot, weapon focus (bow)
Concentration (+4)
Skill points:2 +intelligence modifier
Class skills: Concentration, search, spot, swim, jump, ride, move silently.
Class Armor and weapon proficiencies: Light and Medium Armor
Simple weapon, martial weapons
Bonus Feat: Rapid Shot
The Master Archer
The Master Archer, at a young age is trained with the Bow and Arrow as his main source of weaponry.  The Master Archer gains respect and love for this weapon through out his days with the weapon, whether it be hunting or in time of war.  The Master Archer will usually receive a small practice bow carved of hewn wood by his master, a tenth level Master Archer usually known as a (Archer Lord).  The Archer Lord prepares the Master Archer in preparing and out fitting his bow and arrow.  By the time he is ready, the Master Archer, undergoes a test flight of the arrow.  This test allows the Archer Lord and ability to gauge if his student is ready.  If the Master Archer passes, he is taken to a grove to find a supple sapling to craft his 100 pound Longbow.  
   Once the Master Archer has acquired his longbow, the Archer Lord usually bestow upon the Master Archer his title, and the Master Archer is allowed to leave his master to forge his own destiny in the world with his faithful long bow at his side.
Level Based Abilities
Arrow Damage Reduction (SA) at first level the Master Archer due to his experience and handling of archery, gains a +2 reduction bonus on any damage done with bow and arrow.
Arrow Deflection (EA) The Master Archer since being trained in the art of Archery can deflect any arrow being shot at him with his own arrow.  To deflect the opposing arrow attack, the archer must roll an opposing attack roll, to deflect the attack.
Point Blank Shot (Feat) at second level the Master Archer gains the Point Blank Shot, if he does not have it already.
Arrow Damage Reduction (SA) at fourth level the Master Archers arrow damage reduction increase so by fourth level he has a +4 reduction bonus against arrow ranged weapons
Bonus Feat (Feat) at fourth level the Master Archer Gains a Bonus feat
Enchant Arrows (SA) the Master Archer and Sixth level can begin to infuse his arrows with magical abilities.
Arrow Damage Reduction (SA) at eight levels the Master Archer is well protected against ranged bow and arrow attacks due to his Arrow Damage Reduction which by eight levels is at +6.
Rain of Arrows (SA) At tenth level the Master Archer can fire several arrows up to his dexterity modifier in one round, resulting a rain of arrow.  The first arrow flies with its normal base attack modifier, but for each additional one, there is a -1 penalty to hit.
                                BA                            FS                        RS                       WS
1   +1   +2   +2   +1
2   +2   +3   +2   +1
3   +3   +3   +3   +2
4   +4   +4   +3   +2
5   +5   +4   +3   +2
6   +6   +5   +4   +3
7   +7   +5   +4   +3
8   +8   +6   +4   +4
9   +9   +6   +5   +4
10   +10   +7   +5   +5
Art By Adrian Garcia And Harry Alverez


Spirit Hawkfellow

QuoteChromatics Dragons

   Dragons of Chalice unique qualities-  
   The dragons of Chalice have no alignments.  Like many races of chalice, they have a choice to either be good or evil.  For the chromatic dragons, even though they have no alignments, they are beholden to their natures, due to birth, as well as their worship of Tiamat the prismatic queen.  Much like the metallic dragons that worship Bahmut follow there nature.

   
   The Chromatic dragons of chalice, reflect the nature of their elemental forces
   The metallic reflect the mineral qualities that they represent.
   Dragon Aura base 3d6-+1 d6 per level.
   Rolling up dragons is set up by level of dragon.
   1-3 young
   4-6 young adult
   7-9 Adult
   10-12 mature adult
   12-14 old
   16-19 very old
   20- ancient.

QuoteRed Dragons
The red dragon is the fiercest of all dragons.  Powerful and grand the red dragon knows no equal.  Birthed with the power and the love of fire and heat, the red dragon is an engine of destruction.

Combat
In combat, the dragon's skin radiates heat, all over its body.  The heat is so hot that can sear skin, and degrade steel.  Its breath weapon is gout of burning fire, which can turn men's bones to jelly, and flesh to liquid.
The red dragon is a cunning warrior, and its massive ego is said to be even larger than any other dragon. It deems itself as king of all dragons, and with it tremendous power, and explosive attacks, it often backs up its boast.

Description
The red dragon is full of fangs and claws.  It scales glow with a burnished heat as if the veins of the beast where filled with fire.  Great horns and bright glowing eyes bring shivers to any foe willing to do battle with the red.  

Loot Preference
Red dragons prefer gold pieces more than any other type of treasure and enjoy the feel of the cold metal underneath their hot scales.  It is the reason a Red Dragon hoard is littered with coinage of this time.
Dragon Aura
The Red Dragon Aura is a blazing field of fire that radiates.  3d10 Points of damage a round in a ten foot radius.  The fort saves halves the damage.  This is an innate ability in which the dragon can turn on and off.

   Sample dragon and level
Feriousterrovon the Red Ravager
   Level 12


 
QuoteBlue Dragons
 If the red is the fiercest, the blue is the juggernaut of the dragons.  In brute strength it is unmatched, and its lightening blast can turn those to cinders in there boots.


Combat
In combat the blue will rush into an attack using it s girth and power muscles.  It has no compunction in destroying it enemy by rolling, upon them, or snatching them into there maw to be fried by electric burst.  The creature will hunker down if its prey is out of reach and unleash a blazing charge of lightening, which incinerates all in it path.  

Description
The blue dragon is all shell, and bulk.  It is the most armored of the dragons; slow moving yet quicker than most would give credit to.  Many have fallen to it claws thinking it is a slow target just there to be hacked upon.  The scales of the dragon are rock like, and the dragon skin color is the blue-gray color of the mountain lair it sleeps in.

Loot Preference
The blue dragons, preferred choice of loot, is armor and weapons, it is a collector of such items, from shields to swords.  In it hoard platinum is the coinage one most finds with in, due to the silver-blue shade of the metal.

Dragon Aura
The Blue Dragon Aura is a simmering cloak of blue lightening that encircles the creature.  3d6 Points of damage a round in a ten foot radius.  The fort saves halves the damage.  This is an innate ability in which the dragon can turn on and off.

   Sample dragon and level
Blarian Bluescale the dominator
   Level 9


QuoteGreen Dragons
The Green Dragon is the ultimate woodland chameleon.  It is a wiry beast that can blend into the elements, like a natural chameleon.  Unaware adventurers fall prey to this master hunter, before they even know they are set upon.  

Description
In its environment, the green dragon can blend into the woodland surroundings due to the bark like scales, and wood land coverings.

Combat
In combat the green dragon favorite technique, is to lie in wait.  It chooses a thick patch of leaves and dirt, to await its foe, or victim, then it springs into action using it poisonous bite, and breath weapons. .  A liquid spray of corrosive acid springs forth from it maw, or a corrosive choking gas, that fill it victim's lungs with blood. After it has defeated its prey it then drags it to its earthen lair to devour it.

Loot Preference

One would not think to find treasure troves of written script within the lair of a green dragon.  The dragon is notorious for hoarding paper of any type.  Adventures will find all types of tomes, and magical works with in the lair of the beast.  The green dragon lusts for copper, loving the burnished brown red of the metal.  

Dragon Aura
The Green's Dragon Aura is a bristling field of woodland vines that shoot out to entangle, and crush its victim in a vise like grip.  This aura is equivalent to the entangle spell.  Crushing force of the vines are 3d8 Points of damage a round in a ten foot radius.  The fort save is the same needed to escape the entangle spell.  This is an innate ability in which the dragon can turn on and off.
   
Sample dragon and level
   Holisticvanthian the Wooddrake.
   Level 13

QuoteBlack Dragons
   The Black Dragon is a master of the darkened paths of the underworld where it makes it home.  It lair is usually deep caverns, in mountain holes, or near villages it can take wing and converge upon it to sack and loot and take treasure it seeks.
   

The Black Dragon is the most solitary of dragons, living deep in mountains cave and the deep earth of Chalice.  This dragon territorial, and will attempt to kill intruders on site then steal, their treasure or items.  It is the most greedy of dragon kind, thus it guards it hoard with it necromantic magic.  The black dragons are known for their necromantic ways, bring forth the dead and other foul creatures to protect it hoard from intruders

Description
   The black dragon shimmers with a cloak of fog that covers it body and flows from it dark obsidian scales.  Look all Chromatics it can grow quite large.  It is distinguished by it unique appearance.  Twin horn flow across its face and a large cobra like hood can be seen about the ridges of its neck.

Combat
   The black dragon sweeps down from the sky, using the mist that flows from it body as a fog like cover.  It is a brash warrior and will engage an enemy directly, clawing and tearing flesh from it opponents.  Those who are enveloped by the fog that come from its body choke upon it.  The black dragon's body aura weapon is a lethal fog of poison that weakens and kills any who inhale it deadly miasma.  It breath weapon is steaming geyser of mist, that burns on contact and does 3d6 points of damage base add  d6 per level.

Loot Preference
The black dragon loves the finery of cloth goods, fine silks, gems and jewels.  It favorite gem is onyx and it hoard is made of opals and jewels of sparkling black.

Dragon Aura
The Black Dragon Aura is a miasma of poisonous fog that chokes the life of any that comes with in its hold.  Those caught in this field of black gray mist are filled with poison that does 4d8 points of damage, and must make a fort check.  If the intended victim makes its sv they take half damage compared if they should make their save.
   
   Sample dragon and level
   Blartokvenarean Shadowscale-
   Level 16

QuoteWhite Dragons
The White dragon is the most savage of dragons, lairing deep underneath the cold waves of the frozen north.  They are natural swimmer and feed off most creatures.  Is it a savage foes and it temperament, is that of arrogance.  They believe themselves to be the kings of the land they inhabit.
               
Description
   The White dragon is come in variety of sizes like most dragons.  At full growth it is the tallest of dragons.  They can reach the length of a hundred feet tall.  There scales resemble small crystal, and within their scale fleck of snow can be seen flowing within.  


Combat
   Before hunters or prey even know death is upon them, the white dragon explodes from the frozen ice pack baring rows of razor sharp crystalline teeth and claws.  The breath weapon, explodes from it maw, with black snow that drains the energy from the victim.  Those caught with in the blast take 4d10 points of damage, from the arctic blast.  As the beast rampages through the land, those caught within it freezing aura, are frozen solid in the snow last embrace.

Dragon Aura
   A swirling aura of permafrost slacks the white dragon crystalline body.  The Swirling mist of snow radiates in a ten foot radius of the beast.  Those caught within the freezing aura, take 3d6 points of frost damage plus it the dragon level.
   
Loot Preference
The White dragon loves crystal of all types, those adventure who live past an encounter with a white, say that the dragons hoard is covered with crystal that gleam, along with other treasure taken from the victims that have encountered the beast.

   Sample dragon and level
Elsevidarian The White Scale-
   Level 20






 

Spirit Hawkfellow

[size=36]THE GRAND WAR IS COMING!!! [/size]


A secrete never told
First born of the Imortalis old
Keepers of the pact most dire
Open to the flames of human Ire
There upon the lands shall come a Grand fire
brought by fist of steel and passion dire,
and the end shall the embers of the Realm raise ever higher.

Kelos Celenbros The Fareseer.  
Taken from the prophecies of tomorrow
The Age of Shadows.

Spirit Hawkfellow

Quote
Lesser Gods
Paladine- God of Knights, guardian of the sacred fires
Alighnment;LG
Portfolio-Loyality, Valor, Honorable service
Domain- Selerine-light of heaven
Favored Weapon- Greats sword, (Vanderin), the blade of the truth.
   
The mortal that was once known as Galen Paladino, dwelled in the greatest nation of Northern Aerbor.  He was a knight of Sol Diadem the God of justice and, in his name he defeated, and destroyed many evils that threatened the nation of Malchior.  

 It was his valor and strength that men looked for, and he was their greatest hero.  When the great city of Machior finally fell at the hands of Daemon lords it had been Galen
Paladino that stood last, until he to fell eventually.  

Galen was not promised death, he had been snatched from it by the Daemon Prince known as Asmalchial, the clover footed liar, to his realm upon the lower hells.  Hundreds of years past, as Asmalchial used the knight as his play thing, torturing hims with fire, and steel, and rehealing the gallant hero so the process could begin anew once again.  

Galen kept to his code, and didn't not loss hope even at the time when he spirits had been down.  He along with another captee plotted revenge.  This other prisoner was known as Cael the Blood Elf.  Together the duo would find away to escape, in the process they would battle their way through hell to the in search of the item known as the Elixir of Immortality.  The elixar was sought by Asmalchial in order for the daemon to ascend into godhood.  
   
All three adversaries met  in the ring of Hell Stone a long forgotten site of a long lost daemon kingdom.  Within the hell stone ring, Palados, Cael, and Asmachial, battled.  Nine days, and nines, the warriors clashed with all the available weapons they could muster.  The hells shook as they warred.  Great was Palados fury for beng trapped with in the hellish lands of hell.  Cael the Blood elf rage was no less, than his human counterpart.  Asmachial could not hope to overcome the being of flesh that contested him for the elixir of immortalilty, and finally Palados's great strength wrested the daemon life away from it.  
   
Exhausted from the contest Palados, knelt to regain his strength; it was then Cael Blood Elf struck, striking Palados with a mortal wound.  The paladin turned, and knew in his death that Blood Elf had waited and bid his time.  He could see the Cale reach for the vial.  The glass container was exquisite in it construction, forged out of he blackest glass, with a stopper crafted of what looked to be a some daemon.  Palados would have his vengence, bringing forth the las of his of fading life, he came forward just as, Cael imbined the drink.  Palados was awe stuck at eh transformation of the Blood Elf, as wings tore from his shoulders, his skin turned black as night and eldritch runes flared to life, about his body.  Upon his head was a crown of shimmering red fire, and fissure of red line erupted about his body.  

Cael the blood elf had been transformed in some nightmare he then stretched his wings and took flight.    Palados slumped upon the ground cursing his life.  It was then he rose his voice to the heavens.  As his body grew cold, his called out for his lord Sol Diadem to call to his aid.  If ever in his life he needed aid it was now, he had never thought of himself nor would he now, he knew that a great evil know walked the world, and as ever Palados knew he would never stop until he purged that evil.  With that Palados died.

   Warmth, Light came to Palados and he opened his eyes.  He did not see Charion the god of death waiting for him upon his barge, what her heard was a soft melody of laughter and song.  Palado could see a young man, to his front and he knew that this was his god, for the young man gleamed with a brightness to great for anything other than a god.  
   The young man said nothing, but outstretched his hand, to Palados.  Confidently, the Palados from his laying position stretched forth.  A roar do fire erupted from the god, surging from the immortals hand into Palado.  It was then the knight felt his divine spark awaken as never before, and his soul was illuminated, as his flesh, and form was changed into something else.  

There he now stood inhis vestments of old, and his trust horn at his side.  It was as if the universae had been laid open to the Palados.
   With his knew found eyes, he could see through the god shell, and see the being beneath.  
   In his head, upon the wind he heard the words.
   'As in life you have Championed me, as in death you championed me, as a God 'Go forth and champion me.  So is the will of Sol Diadem!'
   Palados gazed upon the bright light of his lord and heard the trumpets of the host of heavens, emblazoned with the fires of heaven they came, bringing forth his chariot pulled by steeds of the purest flame.  Palados took to the air and rode the silver skies for ever after.
Order and Societies-
   
QuoteThe Knights of Paladine-
   The Knights came to being 300 hundred anem after the fall of Malchior in honor of that nations greatest warrior.  The order follows his example and hold the truths of his god Sol diadem as their own.  Upon chalice the order is known their valor and loyaltiy, and honorable service.  The order is mostly based upon Northern Aerbor, but it is not unlike to find them as far south as Baelfrost, or the Cathay.  There greatest contribution is the codes of Paladine.  There Are three in all.
1.   Loyality to your self, but to all the people who seek your help, for in your promise to hold their truths they will hold yours.
2.   Valor in the face of great odds and times of trouble, will always inspire goodness from those who are weaker and are in search of strength.  Valor is the light others rally to.
3.   Honorable Service to complete the task to the best of your ability, with distinction and pride for those who see this will wish to perform better, and continue to strive for goodness.

Spirit Hawkfellow






The Prophecy of 'The Fair'

'When Phoenix Death
And lightened Birth
The gods will know the end of earth
For when door of forever open
Thus will the horns blow the winds'¦
Broken gods and the beginning of the shadow begins.

Quatrain 21 of Farseer Chronicles
Kelos the Farseer
Age of Shadows.


The Promethium Titans and The Mu; Lords of the Deep

   
   As the end of the phoenix wars was near, several groups of sorcerers departed, across the four corners of the world in what would become known as the great migration.  One such group was named the Mu, so named after their leader Murian Alvagras 'Spellsender.'  They traveled west, just before the destruction of Kar'Mageus and hysroil.  With ships hoisted by the vary airs of spell the wind-ships traveled across the Oceanus.  After several months, they crested what looked to be a huge land mass, which was a Proto-continent.  They named it Muria after Murian, their leader.  The Mu lived on the island for centuries after, and perfected their craft to higher arts. As the long years continued, the Mu basked in their magical powers, creating a paradise of their land, which dwelled in peace, until the coming of the Promethium Titans.

Great was the upheaval as the Promethium Titans strode from the doors of the forever.  They were the offspring of the Formorii of another world, a world in which they had encountered the gods and destroyed them.  Like there sires they were abominations simply bent on twisting the very foundations of their world, for their own personal needs.

It was early in their days of rule, that they discovered the knowledge of the doors forever, and the alignment of the planets and plans known as the Pinnacle.  With this knowledge they would be bridge the known world and make the universe their domain.  The Promethium Titans spread their chaos along the known worlds.  Each world fell before their might and that of their armies as the Titans burned out each world they fell upon.  

Thus they came to Chalice, the terminus world; as Pinnacle combined the worlds and planes in conjunction.  The Titans took the shape of beautiful beings masking their true unspeakable terror, and insinuated themselves among those who had opened the gate.  The Murian Sorcerers of old called them the Leqenos which in elven meant 'The Fair', for they were the people the Titans came to first.  The Murian race was the first to fall, as 'The Fair' took over their minds and then their souls.  The Murian's would become their agents upon Chalice, and upon their citadel they would begin their take over of the world.  

The Gods had been caught unaware, and were late in their duties, to govern the sphere.  Titans attacked the gods swiftly, and brought death to them.  The world shook as the minions of the Titans swarmed over the nations of Chalice.  

While the titans and the gods struggled in the heavens above, the nations of the Grand Realm warred with the minions of the Titans led by the Murian's and spells, as well as the orcs and minatours that made the bulk of their army.   Of the nations that came together to battle this invasion, the united kingdoms of Malchior, Lyoness, Castillion, and Coradan, brought forth their steel against the blighted army.   Great was the war, and how long it lasted was lost in the mist and antiquity.  In the end, the Imortalis defeated the Titans and shackled them through out the world and the planes, never to be able to regain their power.  
After this great struggle, the god decided to leave the material plane, expending much of their energy to repairing the damage done.  Thus they locked themselves away bringing forth the first age; The Age of Shadows.

The final tally of the war could never be counted since the roll of years had since passed on.  Academics in the age of the Arcannaissance have found, in the final battles the titans were either shackled or destroyed.  Of the nine Titans that existed only a few remained.  

Garm the wolf lord father of worgs and winter wolves as well as father of Lycanthropy was chained deep beneath the lower hells to be the guardian of gates to Mandros.  

Jormunugand the world serpent offspring of Io was chained to the deepest roots of Ysgadal, much like his sire before him.

Arktlas was chained to the pedestal of the world where his six arms held aloft the skies.

Typhon, the accursed and mightiest of the Titans was cast from the heavens and his body impacted upon the Murian Isle.  The devastation was so great it sank the proto-continent deep into the sea-shelf.  This resulting catastrophe created the new continent of the west which would be known as the Meleauger land of heroes.

Galentres was placed deep within the bowls of the earth where her blood would produce the Medusa race, as well as the monstrous Gorgons.

Kalest the bloated ram headed Titan was cast deep into the bowels of the earth which created the burning maw.
Many of the Titans minions most were either slaughtered, or escaped.  The orcs were the loan exception establishing several orc kingdoms during the age of shadows until eventually their kingdoms fell into ruin, from infighting.
 
In the times after, they would become little more than savage brutes, with no semblance of their former glory.

As the Age of shadows which the Titans birthed slowly came to and end, the Shackled Lords would be nothing but whispers to those, dark enough to here their plotting.

With the end of the Promethium titans, many thought it would be the end of the Murian race, as the great titan known as Typhon sundered their proto-continent.  The Murians with their great magic were able to hold of the resulting tidal wave that would wash over their cities.  The greatest of their magic users weaved a powerful spell which, flowed over their homes, keeping a pocket of air, and keeping the water cold embrace from  forever silencing their evil race.  Their great cities fell upon the sea shelves of the Oceanus.  They would call this the Murian shelf.    Here with their great magic they crafted air domes in which they could live, plot, and one day return to the surface.
   
The five great cities  of High Muria are
Claros-The spires of coral
Levnos-The risen throne
Delnos-The sunken seat
Pelanos- The crown of pearls
Veknos- The fiery wave

in the epoch of Discovery, the Murian race is considered a myth, scary tales told to new sailors on their first sailing voyages.  The world does not know that the Murian's still exist, and are plotting to return to the world when the time is ready to strike.  

D.M. Guide- The Murians are very much like that of the Romulian from Star-Trek, they are dangerous, conniving and think of their own best interest.  Even though they are human, their blue skin, marks them as different from most humans.  They make them the perfect foils, if there is a undersea campaign being run.  In many ways the Murians are known as the Lord of the Deep

Spirit Hawkfellow

'Some say there are other worlds, out there to explore.  Gates, doors, corridors that lead to incredible places far beyond the scope of normal men.  It is for the travelers the seekers of fame and adventure that walk these roads.  They are travelers, Adventures and warriors that have searched every tomb, battled every monster, and now seek to test their power against greater forces.  They walk threw the paths to greater fame and riches, and seek the wonders of the Outer Dominions.'

Lesitor Heldron.
Outer Dominion Traveler.
Epoch of Discovery 1440.
   


Traveling the outer Domains.

The Doors of forever- With the destruction of the Temporal Trigger and the resulting backlash that creates the multiverse, that rips across time and space slivers of distorted space time occurs.  These doors are the bridges to other parallel worlds much like Chalice, but slightly different, in variation.  Scholars still debate that even such a occurance happens.  

It is said the doors are never in the same place once.  deciphered from old scrolls and legends, academics still argue about the validity of traveling through the doors.  The thought that the doors are actually silvers in time baffles the mind, and that one can travel to the distant past, or the far flung future is both exciting and horrifying.

The Celestial Stairs- These hidden steps are the roads to the home of the gods the seven heavens, or the domain of the daemon lords of the lower hells.  The steps themselves where created from the moon beams of Celani Althenteh goddess of love.  

The Celestial stair can be reached through various points in Chalice.  Similar to the Doors of Forever, the Celestial stair way in never in the same place twice.  It is through research and questing that they are found if ever.  

The Corridors of the Out Planes-   It is said those who disembark from the celestial stairs find themselves in the multitude of dimensions; realms outside the physical world.  

Spirit Hawkfellow

These are some mock up cards I did for New York City Toyfair O8
 Art By AdrianGarcia and Harry Alvarez




Spirit Hawkfellow

Abyssal Elves: Balsair, Maliath Felor:
Their dark reddish skin as well as their facial tattoos that resemble tiger markings can be recognize by any upon Aerbor.  
Bane Elves are unique, and the markings upon their flesh bear this fact out.  The Abyssal Elves where once kin to the Skyrasidien elves , but the great rift sundered that relationship when they joined with the human mages of Hysoril.  

It was during the Epoch of the Phoenix and the Great War between empires that the Abyssal elves turned on their cousins, capturing many Dawn Elves,  and giving them into the hands of their tormentors, Daemon princes from the lower hells. This betrayal was so great, the Dawn elves gathered arms and went forth, bringing blade and death to their kin.  Few Abyssal Elves escaped with their master the daemons, but those that have, now swore a blood oath against their cousins.  

Abyssal elves may stand at least six feet tall, and are known for their strong but compact frames.  They are expert swordsmen, and many higher themselves out as mercenaries.  Those Abyssal elves that worship gods, worship the evil serpent queen Kali-Ka, and her consort Talronan the ill fated.
 
In terms of magic they are innate masters of the art.  They learn early the wonders of the magic, and the high potential of casting it.  They gain a +4 to all saving throws.
 
Abyssal elf also, can summon a familiar and are known to do so early on in their lives.
They have the ability to create an elemental of blood, and will usually carry a cask of such from a prior victim.  The elemental resembles a fairy that consists of coagulated blood.
Abyssal elf can turn magic, back at his or her attackers, by rolling a percentage of 40% should she roll under the spell rebounds back towards it's source, attack roll not needed.  The person that cast the spell then must make a save against his own spell.

They are suited, to many pursuits, and are as gifted in making enhanced limbs much like the Frohelmian gnomes.  Most elves consider this blasphemy, but many Abyssal elves disagree, and are ready to replace a limb if need be.  Like all elves they have a hate for iron thus there weapons are fashioned out of Abyssal Steel.  A dark alloy named such due to its ebony color.  When merged with Silvaril, Abyssal steel radiates with a purple light and gains a +1 bonus.  It is known that no good aligned person can touch it and cause 2d6 points of damage to any good aligned characters.


Art by Adrian Garcia Aka Spirit Hawkfellow, and Harry Alverez  

Spirit Hawkfellow

New stuff up come have a look.  Dragons are updated in two sections and for all those who think I forgot about the site trust me I haven't just been working on new stuff.  More fluff than crunch, the numbers part always take longer, but I have more stuff coming soon.  Enjoy the updates.  If you have any question feel free to post them, I will get back to everybody just incredible busy.  

Excelsior.

Spirit

Spirit Hawkfellow


Spirit Hawkfellow

CHAPTER ONE
LANDS OF CHALICE
   

 
  'The world Chalice is a large place my friends; A world ripe with adventure, conflict and joy.  At every
corner, may be a blade at your back or a hand holding aloft a flagon of ale while sharing a minstrel's tale
    Chalice a world, like no other where noble heroes and dark villains struggle to determine the fate of the world.  Chalice is a world of vast beauty, and ugliness.  

      It is here you will find deep in the mountains the hum of Dwarven hammers that smack against stone; or the fey songs of the Elves of Florian.
Here you will find twisted mockeries of Tooks long tainted by cruel magic, or goblins granted the intelligence of the race of man, making them a greater threat to all that is good.  
Yes my friends beware, and be joyful for the wonders of Chalice are many, and the rewards great.'  
            Elathaan Belafor, Master Herald Anem 1445, Epoch of discovery

    The lands of the world Chalice   are many, and far-flung.  The world itself is a pearl in the cosmos. A sister to seven all circling a great sun Academics has christened Surter.  
The  Continents, known as Aerbor, and Ifretus, are the home to many of the great kingdoms that now exists to day.  
To the south lay the cold icy reaches known as Baelfrost, a land  cursed with snow and ice.  To the west Pirates circumvent the seas near what many call the Buccaneers Archipelago.  
Eastward lay the pearl kingdoms of Kathay, and northward; lay Bregan Brol, the strong hold of the Oculains.  Upon the seas of sky, are the floating cities of Lupatia and their masters the Quivral and their consortium or flying ships.  

The continent of Aerbor plays host to teeming, forests, and great rolling rivers.  Here many large kingdoms such as Varanguard the loins hold, Brindarmour, Equas, Copperbound, Bregan Brol, and Floral'Lanthus, the greatest of community of Elves that exists.
Ifretus the land of fire boasts equally large kingdoms, with its large deserts, and the one of the eight wonder of Chalice known as the Spears of Obi; huge mountains that seem to stretch to the stars.  
The continent of Ifretus is home to Coradan the Dog soldier Empire, Alakahazan cities of wishes, Cast ill ion land of the five roses, Isle of Mandos where the flames steeds run, and the Steppes of Kwun and its hearty nomads.

The KnownLands

Varanguard
Population: (900,000)
Human, Dwarf, Tooks,
Satyr, Elf, Oculain.
Government:
Representative Monarchy
Major Cities: Diadem, Eneroth, and Greymalkin
 
Varanguard was founded in Anem Y.S. -957 Epoch of Salamaster.  After the fall of the great kingdom of the north Malchior in Anem '"3568, the remnants of warrior and survivors headed south.  
Led by Eldoon Loins blade, knight captain of Aslhern, they fought their way south.       
Through the woods of Aerboriduim, and toward the great Anvilweld mountains the men of Malchior fled.   Tired of being chased and hounded, the warriors gathered themselves, upon the grounds of Varanguard (meaning in old tongue the last guard) and did battle with the forces of the Daemon.  

To this day, the minstrels and bards sing of the Daemons last day.  
Upon the battlefield known as Hawkings down, the host of the enemy and Eldoon Loins blade met.  
In a bone chattering charge the two armies met, and many died on both sides.  It is said upon the snow caps of the greatest mountain Ourmin Theradain (Mountain Thain) That the Daemon and Eldoon, did battle.  The mighty knight-captain hewed his foes, with mighty strikes of his great dwarven war hammer, Foedanner.  
Yet the Daemon traded blows in return, striking with whips of fire and a blade of storm.  From below both sides gazed in rapture at the battle, all stood in awe at the mighty conflict.  
Battered and woozy from his many wounds, Eldoon, lifted his hammer to Helios the foe striker, and raised his voice in song.  Great was the light of his Valor and all men of Malchior shook their awe and slew the monsters that had hounded them for so long.  

The Daemon squealed in hatred and charged forward, his sword slashing down in a brilliant arc of power.  
Eldoon swung his hammer and let fly as the Daemons' blade cut deep into his body hewing him in half.  
The last killing stroke would be Eldoon's', his beloved war-hammer shattered the Daemon's skull to many pieces, killing the creature, and launching it off the mountain and onto the ground below.  
Great was the impact a crater was formed, and to this day many can hear the death wail of the creature.  
Led by the Aurmer Lions blade the son of Eldoon, they collected their king and laid him with the weapons of his enemy upon a briar, and sent his ashes upon the winds.

Varanguard was founded that very year, by Aurmer as  a testament to the power of the men of Malchior.
Current Varanguard is a powerful kingdom that takes up much of the Southern part of Aerbor.  
Erien Lions blade is now the king of Varanguard as well as High King of Aerbor.  Varanguard is a kingdom ruled by both king, and a council of Barons known as The lords of the pride.  Both work to pass laws and protect the kingdom from any harm.  

Varanguard itself stretches from the Anvilweld Mountain in the north to the Shattered Sea to the south.  To the West lay the Shield Wall Mountains, and the frontier, and to the east lay Gilistry and the kingdom of Copperbound, and the Thorn Krags.  
The kingdom is broken up into to seven Baronies known as Lion-holds.  Each hold governs a section of the Varanguard with the King permission and in his name.  
Each Baron, and noble has a say and every Thordal they gather, in a council called the pride.  
Here they take their grievances to the king, and work out the laws of the land with their sire.  Though Varanguard is a monarchy, there is a representative government at work.  

Varanguard has four great cities Caer Eneroth, Greymalken, Diadem, and Leodore.  Every seven years, the king shifts his court in order to survey his kingdom and make sure all is well aboard.  

Story Arcs: as of the Epoch of Discovery, Varanguard has been attacked by foul legions of sworgan and giants.  
Eneroth city has been engulfed in a magical black sphere, which magic cannot penetrate
An unknown force is besieging the dwarves of Anvilweld mansion.  There is a rumor upon the wind that the evil known as the Necromancer has returned to seek vengeance upon the king, for what reason remains a mystery.

Equas:
Population: (320,000). Human, Elf, Dwarf, and Took Government: Monarchy Major Cities: Penticost
   
Equas, kingdom of the Golden plains, is the sister kingdom to both Varanguard, and Brindarmour.
Oceanus the great sea, and the Shield wall mountains border Equas.  
Equas was founded by a fellow warrior of Malchior known as Hadric Men'domin.  
After the battle with the Daemon of Malchior, he and several of warriors left Varanguard and headed westward to the great sea Oceanus; there they founded Equas and Penticost, city by the seas.  
Over the years the power of Equas flourished and its borders increased.  Kaliman Men'domin at present is the ninth lord of Equas and continues the Men'domin line.  
Kaliman, was young to the throne when he attained it, he had just turned his twentieth winter attaining the throne after his father Tyshan died.  Kaliman barely had time to adjust when his thrown was taken away from him by his villainous cousin Godswain the Usurper.  
After five years as a hunted outlaw, Kaliman returned to his   kingdom slew his cousin and took back his thrown.  

Equas, during the time of the Epoch of Discovery, is enjoying great peace and prosperity.  It trades with its neighboring kingdoms such as Sea haven and Brindarmour.

Story Arc: after the defeat and fall of Godswain the Usurper, most of the city has been destroyed. Now under Kaliman's lead the city is being rebuilt.  Even as this commences, several quarters are known being attacked by a plague.  
   
BrindArmour:
Population: (300,000) Human, Dwarf, Elves, Tooks
Government: Monarchy, Merchant
Major City: Illuminum, Valin.
   
Belshan Brindarmour founded Brindarmour the last of the Trinity kingdoms, in the Epoch of Goblins Anem '"845.  Brindarmour was an outpost town known as Valin that had been a guard outpost for Equas, during the days on what was known then as the northern frontier.  
When a large contingent of goblins formed the Goblin Confederation in Anem-800, 45 years later, it would be the small settlement that confronted the goblins.  
It would be years before Valin would win out destroying the goblins with the help of their Leader Belshan.  In honor of this great feat, the king of Equas gave the territory of the north to Belshan's kin and, Brindarmour was born.  
As of the Epoch of Discovery, Gwyneth Brindarmour known as the princess of the blue crystal tower, now rules Brindarmour.  
With Gwyneths vision Brindarmour has risen in admiration and respect for it's flourishing culture, trading, and growing cities of knowledge.
Illuminum, holds several major churches, and libraries as well as plays host every year to the popular Minstrels fair.  
Also Brindarmour fronts several forts that act as warders against raiding parties from the Goblin Confederation.

Story Arc: As of the Epoch of Discovery, Gwyneth with the help of Brindarmour's newest master wizard Etherian Eyestorm have laid low a rebellion by a rival house known as the Miestervares.  Rumor has it that even in defeat the Miestervares are scheming some new plot to bring down her reign.  
The Miestervares family now underground, has hired several Bane elf assassins to kill the queen at the Minstrel fair this coming fall.
   
Gilistry
Kingdom:
Population: (600,000). Human, Elf, Tooks, Oculain, and Satyr
Government: Feudal
Major Cities: Gilistry, Copperbound.
Gilistry was founded shortly after Varanguard, when descendents of Malchior sought a new home to rest, and settle.  
Gilistry is boarded by woodland forest of the Aerboriduim.
 To the north, is an inlet sea known as the Iron Storms, and to the east the Thorn Krags boards Gilistry.  To the south are the dales known as Copperbound.
After the defeat of Daemon and death of Eldoon, Several men of Malchior moved on eastward toward the Thorn Krags, and settled what were to become the Copper lands and later Copperbound.  
Gilistry would be their kingdom, and it has been thus for several years.   The main city shares the name of the country, and from it, King Falcor rules.  His helpful Advisors Elisthan, Duchess Karbala Tiberius and William Claude help him along in ruling Gilistry.  

In recent years the king has had to call upon warriors from time to time due to the many disputes that have arisen from across the Iron Storms, and the Iron Kingdom known as Cadan.  
At one time both cities where apart of Gilistry, yet Cadan ceded, and began a stronghold across the Iron Storms further north.  It was here the young city began plans of conquest.  

Story Arc: as of the Epoch of Discovery 1445, Cadan has launched probing attacks into Gilistry.  
Falcor, sending word through the realm, needs help from the dales of Copperbound. Three heroes have answered the call and have battled the Cadan Forces.
They are known as the three generals, the twin paladins of Saint Elmos, Talin Strongheart, Galin Nightblade and the ranger Krys Darkwood.   With the combined power of the heroes Cadan might finally be stopped from taking over the complete area.
   
Saithanus:
Population:(74,000). Elven.
Government: Democracy
Major Cities: Aledien'Floran
Saithanus is the home of the famous Skyrasdien Elves known as the Shipwrights.  
Saithanusis boarded by the Shieldwall Mountains to the east and Oceanus the great sea to the west.  North of the great kingdom is Brindarmour, and to it's south is the kingdom of Equas, and the city of Penticost.
A ring of course dense trees, which serve as an outer city protects Sea haven.  This outer rim allows the Elven settlement safety to conducts business.  Humans, dwarves and other races are not permitted to see the inner city.   Sea haven is well known for its famous swan ships, which sail the seas of Aerbor, and they are quite known for crafting human ships as well.  The elves are known to keep their secrets safe and hidden.  
As of the Epoch of Discovery, the elves of Sea haven trade openly with many nations.  They have a great friendship with the kingdoms of Equas and Brindarmour and trade with them frequently.

Story arc:  As of the Epoch of discovery, thieves have broken into the treasure stores of Saithanus and stolen a scroll leading to a secrete treasure, some where about the countryside of Equas.  
Felor B'eslos the leader of Sea haven is seeking warrior to find the thieves and missing scroll.
   
Floral'lanthus:
Population: (400,000)
Elven, Satyr, Elf blooded.
Government:
Representative Matriarchy
Major Cities: Celos Floral'than, Celos'felthan, Celos Belanos, and Celos Halathan.
   
 Floral'lanthus is where most of the elves of Aerbor call home.  This land is large and is bordered by the Thorn Krags to the west, and Cast ill ion land of the five roses to the south.  
           To the north beyond the forest of Floral'than, is the frozen waste home to the great wolf tribes, known as winters' heart.  
Those who seek the home of the elves and are not Eliath Felween 'or Elf friend' are stopped before entering the great forest by a great magic known as the Glamour.  This magic is ancient and, protects the Elven home from invaders and outsiders.  
There are four great cities within the forest, Celos Floral'than, Celos'felthan, Celos Belanos, and Celos Halathan.  

All elves populate this great forest, from the Narasidien, Skyrasiden, and Dimmarandien.  
The Narasidien are thought of as the diplomats and legislative body of this large Elven community, and as of the Epoch of Discovery, a Female Star light elf holds the title of Celestian 'King or queen'.

The Skyrasidien are thought of as the might of the elven nation as well as its spirit, many are soldiers or clerics in defense of the elf home.
While the Dimmarandien use their spells to keep out all that would attack the elf-home with magic.
   
Kathay:
Population: (210,000) Human, Elf blooded.
Government: Oligarchy
Major Cities: Wei Po, Sho Lung, Sen Cho pe.
 
It is said that the blade will only break if the spirit of the wielder breaks.  
When it comes to war the Kathian's usually garbed in light fitting armor that is worked to resemble leather.   
The island of Kathay, boasts people who live in system of clans and are ruled by one supreme and powerful warlord.  

The head member of each clan has seats in a Council known as the Sphere of Destiny.
Each report to the khans or chieftains of each clan, and the khan and in turns reports to the warlord who in turn makes the final judgment upon laws, and treaties.  
Even though the warlord is considered all-powerful, he must always be concerned with rival faction within the Sphere of Destiny.  

Only three times before has a Warlord command not been followed and on those occasions, Kathay's orderly society has been pushed war     

Story Arc: As of the Epoch of discovery, the Iron Ming Clan ruled by the a cunning Sorcerer  known and Ming Chu  Shi ho is secretely building a power base and are plotting to usurp the latest Shin warlord.  
   
The Frontier:
Population: (100,000).  Every Race
Government: Anarchy
Major Cities: Wilderglen, Gem Towns, Port Radiance, Baulder Bridge
The Frontier is a large stretch of land that travels from the mountains known as the Shieldwall toward the southern coast of the Shattered Sea.  

As of Anem 1445 Epoch of Discovery, the frontier is now being colonized, and taken back from various powrie bands, and other creatures.  
The first successful merchant town was Wilderglen and the Glitter towns.  As of now there are more than ten settlements and more are springing up every year.  
The frontier is a vibrant land, which consists of many types of creatures, and races.  Beside those groups that have migrated to the frontier, the Vashue Plainsmen are  truly the first to claim the grasslands as their own.  To the settlements they are barbarians, and mostly nomads that prey on merchant caravans.  
The Vashu, are tribes of plainsmen grouped into one great nation.  They are the oldest known humans to travel about the Frontier plains.     

The Vashu are close nit group, each individual offering him into the group unity.  The Vashu are natural leaders as well as excellent hunters.
 They hate those who desecrate and would despoil the land, and often will come into conflict with Sworgan, and various humanoids and brigand bands.
They will stay away from human settlements only trading for food and services.  Beside that they roam and live free off the land.

The coming of men and dwarves to the Frontier opened the door for mercenary bands and hired swords.  They will work, for anything, from scouting out new lands to protecting caravans.  These folk see it as a way to make a name for them and add some coin to their wallet.
The Frontier Starlight elves are of the elven clans that headed west from Floral'lanthus. The elves reside around the borderlines of the Shield Wall Mountains, and have been there since the journey west, over five centuries ago.  

Even though they are fairly new to the region they have lived in the forest known as the Fallows for many years.  

Upon the encroachment of man they have become more reclusive using the shelter of the forest to mask their presence.  The Settlers claim the forest is bewitched by gray phantoms, but it seems that the phantoms are elves just protective of their homeland.

The Frontier Twilight Elves are a community of elves that reside upon the mountains and have carved a considerable kingdom for themselves.  Like most Elves the Dimmerandien are reclusive race that tends to dwell amongst themselves and high above in the mountains to forge great and powerful spell.  
Like humans the Twilight elves thought of colonizing the Frontier.  

This proved to be a mistake, for bloodshed reigned upon the Grey folk.  The lands they sought where hotly contested for by the humans, and this brought about the plains war that lasted two years, during the Epoch of iron, Anem 1011.  In the end the elves where forced to retreat to their mountain homes and never to forget the past wrongs thought done to them.

Dwarves about the Frontier are few and in between with a few dwarves residing on the plains.  Near the Shieldwall mountains though a small contingent of dwarves have come to seek out a missing dwarven hold, known only to their ancestors of the clan of the Shield-Beards.  
The current clan of Shield-Beards has set up camp in the Settlement of Wilderglen.  Here their clan number almost five hundred strong, and are part of the current militia under service of the town.
The Shield-Beards have numerous shops in town and have several winter holds in the mountains where they seek out precious ores and Mythril.

Wilderglen Council: the council of Wilderglen is the prototype of many other Settlements. Merchants and various store owners that dwell within the glen, govern it.  The council sits five members in all.  
A man known as Prospero holds first council position and is a well known caravan merchant, who deals in rare items such as dwarven fire wine, and Sempress crystal wine.  
Various other merchants except for the fifth take the other spots. The last spot is governed by a mysterious figure known as the Stiletto

Anvilweld
Population: (300,000). Dwarves
Government: Matriarchal, clan
Major Cities: Duraduanan, High Ivenclad
The Anvil Mountains, lay host to the greatest Dwarven hall of recent memory.  There have been others that have past into memory.  At this time there is none grander than Anvilweld Hall.  Named after the Dwarven founder Thelgord Anvilweld, after the Iron wars about Anem 1011 Epoch of Iron.  
 
The hero and adventurer noticed during his travels far and wide that war and constant battles were decimating his people.  Thus he decided it was time for the dwarves to settle in a place they would not have to engage in constant warfare.  So like the elves he began to look for a new home for his clan and race.  Thelgord discovered the  site for his future hold, underneath Ourmin Theradain of the AnvilWeld Mountains.

Today the Anvilweld, boost more than 300,000 thousand dwarves, and is considered one of the largest concentrations of dwarves upon Chalice.
Unlike the elves the dwarves have stayed busy foresting trade with both the Kingdom of the five roses, and Varanguard.  They forge both Mythril weapons finely crafted jewels and other good.  Nieblung dwarves can be found from the Anvil Mountains as far as the Frontier.  

There is said to be a clan of dwarves  farther past Coradan and upon the island of Baelfrost.  If this is true it remains to be seen.  

Dwarven society is a society of clans, and there are many.  At the moment the clan Ironfield rules under the leader ship, of Bregala Ironfield eighth mountain queen of the Anvilweld Dwarfs.  Her war chief is known as Belagrin Stonehammer.  

Goods from the dwarves can be found everywhere from as far as Varanguard to Coradan, and they are considered the best.

Story Arc: As of the Epoch of Discovery the entire dwarven realm is in peril as armies of creature threaten to destroy their home.  From deep within the halls of the dwarven keep an ancient terror has been unleashed, which preys on the dwarven folk.  Now Thain Bregala Ironfeld seeks warriors to investigate and dispatch the horror deep beneath the earth.   
   
Coradan:
Population: over (1,000,000) Human, dwarves, Elf, Tooks, Elf Blooded and Oculain.
Government: tribal, oligarchy
Major Cities: Cid'Tekdan Is located on the continent of the Ifretus.  The land of Coradan is bordered Alakahazan, to the east and the Isle of Mandos to the north.
Coradan, known as the Dog Soldier Empire, is perhaps the oldest of the kingdoms and was formed during the Epoch of the Phoenix.   

As of the Epoch of Discovery, Coradan is a decadent and aging empire.  In recent years the empire has made incursions into Varanguard and Equas and has been beaten back.  At present, the Dog Soldier Empire is in the midst of great change and development.  Just recently, Kwun a small principality has split off from the Empire and is embroiled in a civil war of sorts.

Emperor Mir Shada, and Empress Amani Shada rule several clans, the mightiest being Cid'Tekdan.  In the day long gone Cid'Tekdan, had the might that could shatter countries but it has turned from those days of battle and war looking to carve out a future of peace.  The case seems likely with the rule and wisdom, offered by Emperor Shada.  
   
There are other clans that vye for power in what is called 'Bailar Mortos, the dance of death' it is named thus because each dog soldier kingdom looks to win claim over the others with the hopes of someday defeating Cid'Tekdan and ruling Coradan.  

Story arc:  As of the Epoch of Discovery, Coradan is enbroiled in a civil war with its neighbors to the east, known as the Kwun. These mountain nomads make their homes about the steppes of Mount Obi.
 No longer wishing  to be apart of the Dog Soldier kingdoms, they have broken away and now fight a desperate war with a kingdom, bent on their return.

Lupatia
The city of wind:
Population: (90,000)
Government: Republic
Major Cities: Lupatia Aeroterra.
Was founded several years after the destruction of Kar'Mageus, during the  Phoenix war.
As one of the last flying citadels that still exist, Lupatia meaning, 'city on the edge of forever' has stood the test of time and is a testament to magic and knowledge of old.        
It is one of the oldest sources of knowledge in the world and is known by many academic, mages, and theologians alike.  

Lupatia has no king or queen, but a council of three members and a series of individuals that are picked by the populous.  Theses men and women are known as the lords of Commons, while the Council of three is known as Triumvirate lords.
It is this system that has brought peace, commerce and wealth to Lupatia.      

The Feathalis Avian Consortium calls Lupatia home as well and it is their flying ships that have help in making Lupatia a power in its own right.
As of the Epoch of Discovery, Lupatia trades with most, of the Kingdoms of Aerbor, and Ifretus.

Story arc: the Ruling Lords of Lupatia have been waiting for a shipment of flying ore known as Aerocite that seems to have been stolen by sky pirates.  The triumvirate lords are looking for a group of adventures to seek out the missing cargo, and return it to the city.  If they do not do it in a month's time the city will collapse with out the magic ore and be destroyed.  

]Region of Origin

Varanguard:  
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, Blade-dancer, Justice Warrior, and Free Marshall.
Skills: Ride, Spot, Search, and Diplomacy
Feats: Light of Valor, Power attack, Cleave, and Arcane Swordsmanship
Weapons: Longsword, greatsword, war ax, and longbow
Armor: Chain mail, Brigadine  Full Plate

Equas:  
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, , Knight of the Journey, Blade-dancer, Justice warrior, Arcane Explorer, Free Marshall, and lancer  .
Skills: Ride, Animal Empathy, Spot, Search, and Survival.
Feats: Galloping Strike, Talent: Mounts Grace, and Ride by Attack  
Armor: Padded, studded leather, full mail breastplate, and full plate

Brindarmour:  
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, Blade-dancer, Justice Warrior.
Skills: Ride, Spot, Search, and Diplomacy, knowledge (survival)
Appraise,
Feats: power attack, toughness, two handed fighting, die hard.
Armor: padded, studded leather, breast plate, full-mail, plate-mail and full plate.

Gilistry Kingdom:  
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Knight of the journey, Blade-dancer.
Skills: Ride, Spot, Search, and Diplomacy
Feats: powerful ally, talent, and animal friend
Armor: breastplate, full-mail, banded mail

Saithanus:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes Knight of the journey, Blade-dancer, Arcane Explorer.
Skills: appraise craft any, diplomacy, sense motive.
Feat:  Arcane Swordsmanship, spell mastery, point blank shot
Armor: elven chain, padded, studded leather, elven chain.

Floral'lanthus:  
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric, and Ranger.
Prestige classes: Knight of the journey, Blade-dance.
Skills: move silently, hide, and knowledge (survival)
Feats: Point blank shot, improved initiative, dodge.
Armor: studded, padded, leather, chain mail, elven chain.

Kathay:  
Classes: Fighter, Ranger, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Spear masters, Knight of the journey,
Skills: Ride, Spot, Search, and
Feats:  Power attack, Cleave,

The Frontier  
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, of Blade-dancer, Justice Warrior.
Skills: Ride, Spot, Search, and Diplomacy
Feats: combat reflexes exotic weapon proficiency, scent the spoor.
Armor: padded, studded leather, chain-mail, breastplate, plate and mail

Anvilweld:  
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Justice Warrior.
Skills: Appraise, craft, alchemy, Feats: craft magic arms and armor, great fortitude, improved bull rush,
Armor: padded, studded leather, chain-mail, breastplate, plate and mail

Coradan:  
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, Blade-dancer, Justice Warrior.
Skills: Ride, Spot, Search, and Diplomacy
Feats: Light of Valor, Power attack, Cleave, Arcane Swordsmanship

Lupatia  city of wind Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, Blade-dancer, Justice warrior .
Skills: Ride, Spot, Search,  and Diplomacy
Feats: Light of  Valor, Power attack, Cleave, Arcane Swordsmanship

Spirit Hawkfellow

CHAPTER TWO
CHARACTERS AND PRESTIGE CLASSES





'Any Man can wield of a sword, bow, or ax; but it is the true warrior that can master, and go beyond the
limits that have been set and begin a new.  It is these unique individuals that transcend the way of class.'
Shia Wai Lin,

36 chambered

 Monk, of Wi' Pa

Fighter: is the same as the player handbook.  The fighter is the consummate warrior and can be found in any part of Aerbor from supplying mercenary work to defending the keeps and lands against  the creature that threaten civilization.  The fighter lives by the skill of his use of his blade and the instincts of his gut.

Ranger: is the same as the player handbook. The forest never had a greater friend than the ranger whom protects it's borders from creature willing to threaten it.  (Dm note; the ranger can pick from several starting terrain areas, and gains a +2 to that terrain, and every other four levels gain a additional +2
A. Urban. +2 to Perform, disguise, and gather information move silently.

B. Wilderness: +2 to animal empathy, survival, and knowledge (nature)
Classes. Mountain: +2 use rope, knowledge (mountaineering), and climb.

D. Water: +2 to swim, survival and spot
Druid: is the same as the player handbook. Unlike the ranger who protects the wood, the druid is one with it helping to nature and expand  it borders. The druid is much alike a mother willing to lay down his or her life to see the forest grow under his  watch.

Cleric is the same as the player handbook.  The gods agents upon the world of Aerbor, clerics voice the agenda of their gods , influencing man for good or evil.  

Mages: same as the player handbook. These are the practitioners of the Craft known as Magic.  With their command of the craft they can call forth the very elements themselves to command.

Sorcerers: same as the player handbook. While a mage must study his spells a Sorcerer simply call forth the magic from the essence within and controls the craft like an artist would a canvas

Monk: same as the player handbook.  Trained in the discipline, of both spirit and martial energies the monk is at home in prayer or in the throws of combat using his or her hands as deadly weapon directed by a calm and resolute spirit.

Bard is the same as the player handbook A Story of old a legend worth singing, the bard is the master of word, song, blade and magic , a jack of all trade and owner of none the bard is the consummate adventurer.
Rouge is the same as player handbook.  Form skulking the hidden city corners  to scouting out a goblin group for a army commander the rouge is in his element when dealing with stealth, shadow, and the procurement of  important goods.
 
Note, we have add a variant of the bard for play



Grand Realms        
Minstrel
Minstrel have the following game statistics.
Alignment: Any non-lawful.
Hit Die: D6
Class Skills

The Minstrel class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills taken individually, Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha, exclusive skill).

Skill Points at 1st Level:
 (5 + Int modifier) X. 4
Skill Points at each
Additional level: 5 +
 Int modifier.

Class Features
 The following are
Features of the Minstrel.
Weapon and Armor Proficiency: A Minstrel is proficient with all simple weapons.  Additionally they are proficient with one of the following weapons: Longbow, Composite Longbow, Long sword, Rapier, Sap, Short bow, Composite Short bow, Short sword, Whip, Light Flail, Hand Crossbow, and the Kukri.  At 7th and 14th levels they can pick an additional weapon from the above list.  Bards are proficient with light armor and Medium armor, but not shields.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Also, Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried.  Like any other arcane spellcaster, a bard can cast spells while wearing armor or using a shield but suffers a chance or arcane spell failure if the spell has a somatic component.

Spells: The Minstrel casts arcane spells from the bard spell list and the Sorcerer/ Wizard spell list.  While they have a greater source of spells to choose from, they are more limited in the schools in which they can cast, as they focus on entertainment and are by definition 'more showy'.  
They begin with the Enchantment and Illusion schools to start and can know an additional number of schools equal to their Intelligence or Charisma modifier, whichever is higher.  Once these schools are chosen they cannot be changed, nor can they cast or learn spells from those schools they did not chose.  They are effectively 'specialist wizards' in this regard, but do not gain the benefits of Wizard spell Specialization.
All Minstrel spells have a verbal component; usually this is singing, reciting, or music.  Like a Wizard they must prepare their spells beforehand from their spellbooks.   Minstrels receive bonus spells for high Charisma.  To cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell (Cha 10 for 0 level spells, Cha 11 for 1st level spells, etc).  The Difficulty class for a saving throw against a Bards spell is 10 + the spells level + the Minstrel Charisma modifier.
A Minstrel begins play with a spellbook containing all 0 level Minstrel and Sorcerer/ Wizard spells which they are capable of casting (in keeping with the bards limitations). Each time the Minstrel gains a new level they gain a spell of any level that they can cast (according to their new level).  They can also of course, find, buy, or barter for new spells during the course of their travels.
Spell Mastery: The Minstrel can also take the Spell Mastery feat.  The difference is that the bard can only take this feat once, and the number of spells they choose is equal to their Intelligence or Charisma modifier, whichever is higher.  In other respects it is the same as the Wizards Spell Mastery feat.
Minstrel Music: Once per day per level, a Minstrel can use his song or poetics to produce magical effects on those around him/her.  Depending on the ranks he has in the Perform skill, he can inspire courage in allies, sing a counter song to protect those around him from sound-based magic, fascinate a creature, make a magical suggestion to a fascinated creature, help others perform skills better, or inspire greatness.  While these abilities fall under the category of Minstrel music, they can include reciting poetry, chanting, singing, lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.  As with casting a spell with a verbal component, a deaf Minstrel suffers 20% chance to fail with their bardic music.  If they fail the attempt still counts toward their daily limit.
Inspire courage: A Minstrel with 3 or more ranks in Perform can use song or poetics to inspire courage in their allies, bolstering them against fear and improving their combat abilities.  To be affected, an ally must hear the Minstrel song for a full round.  The effect lasts as long as the Minstrel sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard).  While singing, the bard can fight but cannot cast spells, activate magical items by spell completion (such as scrolls), or activate magic items by magic word (like wands).  Affected allies receive +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.  Inspire courage is a supernatural, mind-affecting ability.

Counter song: A Minstrel with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components).  As with Inspire Courage, a Minstrel may sing, play, or recite a counter song while taking other mundane actions, but not magical actions.  Each round of the counter song, he makes a perform check.  Any creature within 30ft of the bard (including the Minstrel him/herself) who is affected by a sonic or language-dependant magical attack (like sound burst or command) may use the bard Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better.  The bard can keep up the counter song for 10 rounds.  Counter song is a supernatural ability.

Fascinate: A Minstrel with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become fascinated with them.  The creature to be fascinated must be able to see and hear the Minstrel and must be within 90 feet.  The Minstrel must also see the creature the creature must be able to pay attention to the Minstrel, the distraction of combat nearby or other dangers prevents the ability from working.  The Minstrel makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the

Minstrels check result.  If the saving throw succeeds, the bard can't attempt to fascinate the creature again for another 24 hours.  If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard.  While fascinated, the targets Spot and Listen checks suffer a -4 penalty.  Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result.  Any obvious threat such as casting a spell, drawing a sword or aiming, breaks the effect automatically.  While fascinating or attempting to fascinate a creature, the Minstrel must concentrate, as if casting or maintaining a spell.  Fascinate is a spell-like, mind-affecting charm ability.

Inspire Competence: A Minstrel with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task.  The ally must be able to see and hear the Minstrel and must be within 30 feet. The Minstrel must also see the creature.  Depending on the task the ally has at hand, the Minstrel may use his Minstrel music to lift the ally's spirits, to help the ally focus mentally, or in some other way.  The ally gets a +2 competence bonus his skill checks with a particular skill as long as she continues to hear the Minstrel music.  The DM may rule that certain uses of this ability are infeasible '" chanting to make a Rogue move more quietly for example, is self-defeating.  The Minstrel can maintain the effect for 2 minutes (Long enough for the ally to take 20).  Inspire competence is a supernatural, mind-affecting ability.

Song of Discord: A bard with 6 or more ranks can bring about subtle mood changes in a crowd or select group of people.  Those affected undergo subtle changes to their character as their morale and inner being has been somehow 'tampered with'.  

It is basically the reverse of the Inspire Competence ability above, but it can be more selective and lasts for a longer period of time (Until they've decided to use the appropriate skill).  Those affected by this song are also more prone to fits of depression should they fail their save (DC 13 + the Minstrels Charisma modifier).

 Those so affected act appropriately (common tasks take twice as long to do, they 'put off' doing certain things, sleep longer then normal, etc.). This depression lasts for 1 hour per the Minstrels total Perform ranks).  Song of Discord is a supernatural, mind-affecting ability.

Suggestion: A Minstrel with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he's already fascinated (see above).  The suggestion doesn't count against the Minstrels daily limit on bardic music performances (one per day per level), but the fascination does.  A Will saving throw (DC 13 + the Minstrels Charisma modifier) negates the effect.  Suggestion is a spell-like, mind-affecting ability.

Inspire Greatness: A Minstrel with 12 or more ranks in Perform can use song or poetics to inspire greatness in another creature, granting extra fighting capacity.  For every 3 levels the bard attains beyond 9th, the Minstrels can inspire greatness in one additional creature.  To inspire greatness, the Minstrel must sing and the creature must hear the Minstrel sing for a full round, as with inspire courage.  The creature must be within 30ft.  A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as s/he hears the bard continue to sing and for 5 rounds thereafter (all these bonuses are competence bonuses).  The target gains the following boosts:
+2 Hit Dice (d10s that grant temporary hit points).
+2 competence bonus on attacks.
+1 competence bonus on Fortitude saves.

Apply the targets Constitution modifier, if any, to each bonus Hit Die.  These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell.  Inspire greatness is a supernatural, mind-affecting enchantment ability.

Minstrel Knowledge: A Minstrel picks up a lot of stray knowledge while wandering the land and learning stories from other Minstrels.  A Minstrel may make a special knowledge checks with a bonus equal to his level + his Intelligence modifier to see whether they know relevant information about local notable people, legendary items, or noteworthy places.  This check will not reveal the powers of a magic item but may give a hint as to its general function.

The Minstrel; May not take 10 or 20 on this check; this sort of knowledge is essentially random.  The DM will determine the DC of the check by referring to the table below.
Types of Knowledge
DC
10: Common, known by at least a substantial minority of the population

20: Uncommon but available, known by only a few people in the area.
Obscure, known by few, hard to come by.

30: Extremely obscure, known by very few, possibly forgotten by most whom once knew it, possibly known only by those who don't understand the significance of the knowledge.

Examples:
A local mayor's reputation
For drinking.  
Common legends about a
powerful place of mystery.
A local priest shady past; legends about a powerful magical item.
A knight's family history; legends about a minor place of mystery or magic item.
A mighty wizards childhood
nickname; the history of a petty
magic item.

Ex-Minstrel
A Minstrel who becomes lawful in alignment cannot progress in levels as a Minstrel, though he retains all his bard abilities.

Card Master
 Master of the newly fashioned art developed in the lands of Cast ill ion, which seeks to replace the old ways of endowing objects with magic.  With the creation of magical cards, combat with the cards can be a death sentence.  Being such a demanding skill makes Card Masters rather inept at using anything else, but does that really matter when one can Summon creatures or launch a fireball from something as innocent looking as an 'ordinary' gaming deck
They fashion their own cards starting at 4th level, usually relying on their 'masters' cards beforehand.

Hit Die: d4
Requirements
 To qualify to become a Card Master, a character must fulfill the following criteria.
Bluff: 9 ranks
Knowledge Arcana: 6 ranks
Move Silently: 7 ranks
Feats: Any Metamagic or Item Creation
Special: The Card Master must already be a caster from a previous class (Arcane or Divine).

Class Skills: Appraise (Int), Bluff (Cha),
Climb (Str), Concentration (Con), Knowledge-gaming (Int), Knowledge-history: Chalice (Int), Move Silently (Dex), Use Magic Device (Int, exclusive).

Skill Points at each Level: 4+ Int modifier

Class Features
  All the following are features of the Card Master prestige class.
Weapon and Armor Proficiency
 Card Masters gain no proficiency in any weapon or armor.  Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Carrying heavy gear imposes Swim check penalties.

Spells per Day: The Card Master continues to train in magic, but their focus changes as they now cast their spells through a focus, namely their cards.  When a Card Master gains a level they act as if they gained a level from the previous spell casting class they belonged to, but they must cast this magic through their connection with their magic cards.  They don't however gain any other benefit a character of that class would have gained.  

Component Research: Starting at 1st level they do learn about fashioning components for their cards, for it is these components that actually give the cards their power.  They must make an Appraise check (to see the pureness of the component) as well as a possible Craft or Profession skill to see how and in what manner the component can be used.  However they can't use/merge these components effectively into their own cards until 4th level.
 
Below is a small list of specific components & their corresponding special abilities:

Component: White Crystal
Power: Throwing cards, 1d4 damage each, can be upgraded every other level.

Component: Lavender marble
Power: Illusion (on 1 individual)

Component: Quartz crystal
Power: Deflection Bonus +1 to AC and 10 temporary HP. Lasts 1 round per level or negated.

Component: Diamond
Power:  Deflection bonus +2 to AC and 20 temporary HP.  Lasts 1 round per level or negated

Component:  Green Jade
Power: Holding and/or summoning.

Component: Onyx/jade
Power: Conditional holding and/or summoning

Component: Amber Crystal
Power: History recording.  Can disguise itself magically in any object of equal size

Component: Ruby Shard
Guardian Soldier.  Summons 1 warrior.

Card Creation: At 4th level the Card Master can begin melding/merging some of the component effects above into their deck of magical cards.  They can merge 2 components into their cards & learn how to merge an additional 2 components at every even numbered level (6th, 8th, 10th).

At 4th level they learn how to merge the Ruby Shard & Amber crystal into their cards.  At 6th level they learn how to merge the Quartz crystal and White Crystal.  

At 8th they learn to merge the Diamond and onyx Crystals.  
Lastly, at 10th level they learn to merge the Green Jade and Lavender marble.

Free Marshall
Founded during the trinity treaty between Equas, Brindarmour, and Varanguard.  This treaty set the standard for a system of reliable procurement of prisoners and escapees, as well as those who threatened the continuity of this treaty.  The marshals usually act independently, much in a manner that a ranger does, but serve to keep the peace in civilized areas as opposed to the rangers' tenant of keeping the peace with nature.  Unlike bounty hunters, Free Marshals are sanctioned by all three nations.  Free Marshals number over 1,000 and are spread through out Northern Aerbor.  Most are members of the Fighter and Ranger class, but it is not unheard of for they're to be Clerics, Mages, and Scouts.
 
His star-badge is a marking of a Free Marshall; it must be worn as worded within this treaty.  The Badge itself is triangle shaped with three different gems at each point: one of red, blue, and white.

Hit Die: d8
Requirements  
 
To qualify to become a Free Marshall, a character must fulfill the following criteria.
Alignment: Any good.  Cannot be evil, if so their status as Marshall is revoked.  Desperados are the reverse of Free Marshals.
Diplomacy: 4 ranks
Ride: 6 ranks
Search: 4 ranks
Class Skills: Appraise (Int), Bluff (Int), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Knowledge - Law (Int), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis)
Skill Points at each Level: 3 + Int modifier

Class features  
  All the following are features of the Free Marshall Prestige class.
Weapon and Armor Proficiency
  The Free Marshall is proficient with all simple and martial weapons, light armor, medium armor, but not heavy armor or shields.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
Star Badge: Once one becomes a Free Marshal they acquire this item.  It is both a symbol of their station as well as a formidable magical item.  It is said that each 'Star Badge' is attuned to the Marshall who wields it, but whether this is fact or fiction is unknown.  
 
 At 1st level treat the Star Badge as a +1 weapon.  This weapon will always appear and the one in which the Free Marshall is most comfortable with.
 
As the Free Marshall grows so too does the power of the Star Badge, at 3rd level the Star badge retains it's +1 weapon status when used as a weapon, but it also grants the Marshall a +1 deflection bonus to AC.
 
At 6th level the Star badge again undergoes a sort of evolution, it is now considered a +2 item, acting as a +2 weapon when needed and now granting the Marshall a +2 Deflection Bonus to AC.  This second ability is constant and passive so long as the Free Marshall wears it.  These abilities supersede (don't add to) the ones previously received.
 
At 9th level the Star Badge again undergoes a transformation.  It is now considered a +3 item and can now grant the Free Marshall the haste ability (as the spell) as many times per day as the Free Marshals Constitution or Wisdom modifier (whichever is higher).  The effect lasts for as many rounds as the Free

Marshall has levels.
Damage Reduction: During the Free Marshall travels and quests he must learn to 'tough out' many situations.  As such he's learned to 'shrug off' some of the blows put on them by the many foes they go up against.  At 5th level they get a DR of 1, this increases to a DR of 2 at 7th level, and DR 3 at 9th.  These scores can stack with any other previous scores.

Improved Grapple: Starting at 2nd level and every even numbered level afterward (4th, 6th, 8th, 10th), the Free Marshall gains a cumulative +1 bonus on their grapple checks.  The Free Marshals description is such that they routinely deal with possible escapees.

Arcane Explorer
The Arcane explorer is one who seeks out the lost riches and lore of the world of Chalice. Most Arcane Explorers are philosophers, sages, or archeologists, in search of long lost history and memory. The Arcane Explorer is equally at home in the dusty remnants of a Library as well as the deep perilous holes of a dungeon. If the item or knowledge he seeks is magical, they will stop at almost nothing to find it and improve their lore.

Hit Die: d6
Requirements
 To qualify to become an Arcane Explorer, a character must fulfill the following criteria.
Concentration: 6 ranks
Gather Information: 6 ranks
Knowledge:  8 ranks
Feats: Scribe Scroll and Spell Focus: Enchantment
Special: An arcane explorer must have at least one level from some other arcane class (Bard, Sorcerer/ Wizard, etc).
Class Skills: Appraise (Int), Concentration (Con), Decipher Script (Int), Disable Device (Int, exclusive), Escape Artist (Dex), Gather Information (Cha), Intuit Direction (Wis), Knowledge, Any (Int), Search (Int), Spellcraft (Int), Use Magic Device (Cha, exclusive)
Skill Points at each Level: 3 + Int modifier

Class Features
All the following are features of the Arcane Explorer prestige class.
Weapon and Armor proficiency

The Arcane Explorers main concern is movement as well as the ability to be able to carry all that they can for further study. They are proficient with all simple weapons and know all the medium weapon proficiency of the Rogue. They are proficient with light armor, but not shields. Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes swim check penalties.
Spells per Day: The Arcane Explorer continues to train in magic, however their focus is on lore and understanding. They cast as Wizards in terms of their Spells DC levels and saves, but have the following limitations on what they can actually cast. They can cast from the Divination and Enchantment schools to start, plus an additional number of schools equal to their Intelligence modifier (players choice of which schools). Once these schools are chosen they cannot be changed, nor can the Arcane Explorer cast spells from the schools that they did not choose. They are effectively considered Specialist Wizards in this regard, but without the bonuses. In other respects when the Arcane Explorer gains a level they act as if they gained a level from the previous spell casting class they belonged to before they added the prestige class. They don't, however, get any other benefit a character of that class would have gained. This basically means that Arcane Explorer adds their level to the level of the other spell casting class, and then they determine the

spells per day and caster level accordingly.
Bonus Feat:  At first level the Arcane Explorer gains a bonus feat, however this feat differs from the Fighter in that Arcane Explorers concentrate more on the gathering of knowledge. They Effectively gain the Skill Focus Feat free for this purpose, but can only use this 'free feat' on one of the following skills: Appraise, Decipher Script, Gather Information, or Any Knowledge skill.
Circumstance bonus to Knowledge (Skill bonus): Starting at 3rd level the Arcane Explorer gains a +1 circumstance bonus to the skills Appraise, Decipher Script, Gather Information, as well as any Knowledge skill which he has spent ranks on. These bonuses stack with any other bonuses due to Skill Focus or similar.
At 6th level this circumstance bonus increases to +2 for the skills listed above.
Scribe Scroll Reduction: At 4th level the Arcane Explorer is beginning learn how to 'Work with less' as far as making magical items is concerned. They are able to reduce the time as well as the cost in experience and materials when they scribe a spell onto a scroll. The cost in XP, materials, and time is reduced by 20% when scribing a spell onto a scroll.

Knowledge of the Will: At 5th level the Arcane Explorer receives a +1 vs. Enchantment spells and Spell-like effects as well as a +1 competence bonus to Wisdom-based skills. These bonuses stack with any other bonuses.
Knowledge of Life:  At 6th level the Arcane Explorer gains a +1 vs. Necromantic spells and spell-like effects as well as a +1 vs. Poisons.

Depth of Knowledge: At 7th level the Arcane Explorer does not suffer from fatigue effects when studying an item. They also have the equivalent of the Bardic Knowledge skill (if they didn't already have it), however it only applies to the checking of rare items and they can add Knowledge ranks (appropriate to the item in question) to said skill in order to gain a more intuit knowledge of the item in question.
Craft Wondrous Item: At 8th level Arcane Explorers gain the Craft Wondrous Item feat if they did not already have it. If they did have it then the cost to create these items is reduced by 20% all around (time, materials, and experience point cost).

Bonus Language:  At 9th and 10th levels the Arcane Explorer gains a bonus language of choice from the Players Handbook or the languages contained in this book.

Wyr Bonder
Where Rangers want a Balance with nature and Druids seek an 'oneness' with the natural world, Wyr Bonders are able to actually become an aspect of nature. They are able to meld with animals, taking on their traits. In this manner they know just 'how much' a species needs to survive, and how badly the trappings of civilization disrupt their habitat.

Hit Die: d8
Requirements
To qualify to become Wyr Bonder, a character must fulfill the following criteria.
Handle Animal: 4 ranks
Hide: 6 ranks
Move Silently: 6 ranks
Wilderness Lore: 4 ranks
Feats: Tracking, Scent the Spoor
Class Skills: Animal Empathy (Cha, exclusive), Climb (Str), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Knowledge- Nature (Int), Move Silently (Dex), Wilderness Lore (Wis)
Skill Points at each Level: 5 + Int modifier.

Class Features
All the following are features of the Wyr Bonder prestige class.
Weapon and Armor Proficiency

The Wyr Bonder can use all Simple and Martial weapons. They are proficient in Leather and Studded Leather armor and with wooden shields, and can be proficient in two other armors of choice (light or medium). Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying Heavy gear imposes Swim check penalties.
Wyr Bond: At 1st level he bonds with an animal much like a Wizard or Sorcerer does. They typically bond with beasts such as dogs, horses, cats, and Hawks.

At 3rd level the bond between man and animals increases to such a degree that they develop the ability animal mind.  Their bond is such that by this stage they are already sensing each other's thoughts across distances.  They also begin taking some of the traits of the other. They can also exchange Hit points, but only a maximum of 25% from one another at this point.

These Hit points are taken off first in battle, and those points lost can be recovered normally. If the one who gave the hit points dies during this time then the Hit Points in the recipients possession are automatically lost. Like wise if the recipient should be incapacitated or killed during the time that they have these temporary bonus Hit Points, the Companion must have a Fortitude save (DC 20 + the damage taken) or go unconscious from the shock to their system.

At 5th level the Wyr bond is such that the 'hit point exchange' is at 50%. Limitations are as written above.

At 6th level the Wyr Bonder gains a bonus feat. The character can choose to either have a +2 to any two skills below or a +3 (Skill focus) to any one skill below. The Skills are: Animal Empathy, Balance, Handle Animal, Knowledge- Nature, Swim, and Wilderness Lore.

At 10th level the Wyr Bonder is 'one with the animal', his thoughts and those of the creature he has bonded with is so strong that it is impossible to tell them apart fro one another. In game terms this means that the Wyr Bonder has a high level of resistance to Scrying effects, as well as a resistance to telepathy and empathy effects. They receive a +4 vs. scrying effects and a +3 vs any other form of mind effect. At this point their 'hit point exchange' is raised to 75% of their total. Limitations are as written above.

Animal Mind:  This special ability dates back ages upon ages, as men first hunted in the wilds of Chalice and took to taking animal companions along on the hunt. Both animal and those bonded too said animal could read the others thoughts through the Wyr Bond, and gain the strengths (and arguably the weaknesses of one another). This bond is especially strong, and it is said that when one dies, the other does also. When one of the bonded does pass away, the one that lives usually do not take on another bonded.
In game terms they are able to exchange a certain percentage of their Hit Points to their partner. The exchange lasts for the Characters total level plus their Constitution modifier in rounds.      

Spear Master


Masters of the exotic Spear Flag weapon, they are warriors who train with ranged weapons that can be used in close quarters combat.

Hit Die: d10
Requirements
To qualify to become a Spear master, a character must fulfill the following criteria.    
Spot: 5 ranks
Feats: Power Attack, Point Blank Shot, Far Shot

Class Skills: Climb (Str), Gather Information (Cha), Jump (Str), Move Silently (Dex), Ride (Dex), Search (Int), Swim (Str)
Skill points at each level: 4 + Int modifier
Class Features
All the following are features of the Spearman prestige class.
Weapon and Armor proficiency

The Spear master is proficient with all simple and martial weapons, all types of armor, but not shields. Note that armor check penalties for armor heavier than Leather Apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.

Spear Flag: At 1st level the Spear master gains the Exotic Weapon known as the Spear Flag.  He also gains proficiency in this weapon.  This weapon, much as a polearm or longspear is usable in both melee and distance range.  In the hands of any other class the Spear Flag has the same statistics as a Longspear.  In the Hands of a Spear master however the Spear Flag has the following statistics: Damage 1d10, critical x2 19-20, and a range of 80ft.

Block the Sunshine:  At 2nd level the Spear master gains the ability to deceive enemies by unfurling the flag and waving it around.  When waving the Spear Flag around in this manner the character gains a +2 deflection bonus to his armor class.  This stacks with any other bonuses they may have.

Create the Wind:  At 4th level the spearman gains this ability.  When waving his Spear Flag in a defensive motion he has a chance of deflecting any projectile weapon being fired at them. This ability is the same as the Deflect Arrows feat, the difference being that the Spear Man uses his weapon to deflect the projectiles.
Battle Tactics:  At 4th level the Spear master gains the Battle Tactics feat, if they already had it they do not receive any other bonus.

Grapple the Earth: At 6th level they gain the ability to grapple/ entangle opponents as a standard action. This ability does not provoke attacks of opportunity.
Swirling Blades: at 7th level the Spear master gains this ability. They are able to make an attack similar to the Whirlwind feat. This attack however only goes in a 180-degree arc as opposed to the Whirlwind attack, which is a full 360 degrees.

Arrows Flight:  at level 10 the Spear master can make a ranged attack roll against a target. If the target is hit, the Spear Flag punches through their armor, hitting vital areas and inflicting an extra 1d10 damage.
To do this the Spear master must concentrate for one round, and can not engage in melee combat for that time, as they are focusing their energy into that throw. Creatures, which are immune to critical hits, are also immune to the extra damage from the Arrows Flight ability.

Bonus Feat: At 10th level the Spear master gains a Fighter bonus feat (see Fighter bonus feats for further details.

Axe Master   
As the Spear master devotes themselves to the Spear Flag weapon so too does the Axe master devote himself or herself to a particular weapon.  But it goes beyond a simple 'warrior and weapon' focus, it is a way of the mind and spirit, they know how to inflict the most damage with these weapons and in return know how to 'shrug off' excessive amounts of damage made against them by these same type of weapons.  Dwarves tend to migrate to this class as it fits perfectly with their adoration of these weapons; Axe master dwarves are both feared and highly sought after, particularly by their brethren, for their skill with the axe

Hit Die: d10
Requirements
To qualify to become an Axe master, a character must fulfill the following criteria.
Feats: Power Attack, Cleave, Improved Initiative, Battle tactics
Class Skills: Climb (Str), Jump (Str), Intimidate (Cha), Listen (Wis), Ride (Dex), Search (Int)
Weapon and Armor Proficiency

The Axe master can use all simple and martial Weapons, however their area of concentration is an axe, regardless of their exoticness. They are proficient with all types of axes, including the more exotic breeds such as the Dwarven Waraxe. They are proficient with all types of armor and shields. Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
Weapon Focus:  Axe type.  At second level the Axe master gains the Weapon Focus Feat for a particular Axe Type, which he is proficient in. At 4th level they can choose another 'axe type' weapon to Focus with.
Weapon Specialization: At 4th level they become specialized in the Axe, which they have chosen their initial version of Weapon Focus with.  If already specialized it increases to greater Weapon Specialization.
Damage Reduction: Axe masters have the ability to 'shrug off' a certain amount of damage from slashing weapons, specifically of the Axe type.  As they know the strengths and weaknesses inherent in the Axe type weapon, they know just how to twist and turn to avoid certain amounts of damage from that weapon.  Ultimately they become effectively immune to the damage inflicted by regular axes, only being hurt by those with magical properties.

At 2nd level they have a DR vs. axe type weapons of 2. At 4th level this Damage reduction increases to 4.

At 6th level they are immune to critical hits from Axe type weapons.
By 8th level they have trained so much and come 'so far' in wielding Axe weapons that they are immune to damage from all normal axe type weapons (i.e.: the axe weapons must be a +1 or better to damage the Axe master, the other properties listed above still apply however).
These abilities stack with any other abilities due to class or level.
 
Power Strike: At 5th level the Axe master gains this extraordinary ability. Once per round per level of the character, the Axe Master can choose to spend 1 Hit point to inflict full damage with any axe type weapon they may be wielding.  This damage can stack with bonuses from feats and abilities such as Power Attack, extraordinary abilities of the weapon itself, etc.  

The Axe master does not roll damage as they inflict the full axe damage with possible bonuses, however the Axe Master must hit in order to do the damage. If the Axe master misses they still lose that one hit point and it still counts toward the number of times per day that they can use the Power Strike.
Hand axe expertise: At 4th level they effectively gain the expertise feat with small axe type weapons such as the hand axe or throwing axe.
      
Arclighter
Hit Die: D6
Requirements:  To qualify to become an Arclighter, a character must fulfill the following criteria.
Special: The Arclighter must already be a caster from a previous class (Arcane or Divine).
Alignment: Any, but they tend to lean towards the 'extremes'.
Feats: Spell Focus (Illusion), Extend Spell
Spellcraft: 8 ranks
Knowledge Arcana: 4 ranks Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Hide (Dex), Innuendo (Wis), Knowledge- Any (Int), Profession- Any (Wis), Scry (Int), Spellcraft (Int).
 Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are features of the Arclighter prestige class.
Weapon and Armor Proficiency
Arclighters are proficient with all Simple Weapons and Light Armor, but with no others. Note that armor check penalties apply for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Sense Positive and Negative Energy creatures: Just as a Paladin can sense evil, an Arclighter can sense positive energy creatures (such as Ravids) and negative energy creatures (such as Undead). It does not determine if they are good or evil, just if they are positive or negative energy creatures. The Range is 60ft. This is a 1st level ability.
Specialists of light and dark: Beginning at 2nd level and every 2 levels afterward (4th, 6th, 8th, 10th) the Arclighter becomes more familiar with their specialty.

At 2nd level that Arclighter isn't as affected in extremes of light or darkness. Half reduces penalties from such assaults/situations and the character effectively has low light vision (if they didn't already have it).

At 4th level the Arclighter can see in all spectrums of light, including Darkvision, infrared, ultraviolet, and nightvision; Line of sight range.

At 6th level the character, during the night of the full moon as well as during a solar eclipse has the range and duration of all his Light and Dark based spells are increased by 50% and has a +1 on Initiative.

At 8th level the character, during the night of the full moon as well as during a solar eclipse has the range and duration of all their Negative and Positive based spells increased by 50% and a +1 on their attacks.).

At 10th level the character has the ability to travel between shadows as if by means of the Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The Arclighter can move a distance of 20 feet plus their Concentration skill total per day. The amount can be split up but cannot exceed the total of the 20 plus their Concentration.
Spells Per day: The Arclighter continues training in magic as well as their `field. When an Arclighter gains a new level they also get new spells per day as if they also had gained a level in the spellcasting class they belonged to before they added the prestige class. They don't, however, get any other benefit a character of that class would have gained. This basically means that Arclighters add their level to the level of the other spell casting class, then determines spells per day and caster level accordingly.

The Arclighters spell concentration tends to be in the area of illusion however, specifically those dealing with Shadow & Negative and Positive energy. These spell types will always be at the top of their list of 'got to get them

Justice Warrior

The Justice warrior sprang forth from the old days of ancient Malchior.  They were the guardians of the fabled kingdom, and fought to protect the white citadel to the very coast of their lives.  
When Malchior fell so did the order of the Justice Warrior.  It was during the Coradani War, when the nations of Varanguard and Coradan, clashed that these noble warrior were needed.  
Since then there band has grown to include over more than a thousand men and women through out the continent of Aerbor.  

The Justice warriors are a loose knit fraternity of sorts dedicated to performing what is right. It is more than the chivalric codes that paladins and knights tend to live by.  
In fact justice warriors tend to view their codes as a waste of time at best, and a hindrance at worst.
'Live' to seek out evil in its home ground and destroy it. A typical motif among the Justice Warrior is 'never leave a enemy behind.  Otherwise it will come back and leap back at your throat.'
This common attitude often brings them at odds with paladins and cavaliers to the cause of justice that they sometimes witnessed doing unusual things in order to achieve that 'Justified' end.  
If the law is helpful, fine, often these elite loners see it as a hindrance.
Good deeds, aiding the helpless and destroying the injustice are the meat and drink of this warrior class.  They are almost obsessed with the protection of innocent life.  Rarely traveling in groups, they instead disperse and oppose injustice, and evil in all forms.
It is only by order of the king of Varanguard do they ever come together as a band.  There methods are usually considered extreme more then from rumor than from fact.  But one cannot argue the results.  
It is rumored that the fraternity of the justice warrior stemmed, from the organization named the order of the Silver Star.  To where that order may be, or even if it exists at all has yet to be found.
Being said to have been founded by great and noble warriors who grew disillusioned with the old ways and the bureaucracy that went with it They formed a legion that would teach the beliefs to successors by example not by the note. Justice Warrior, do have a code of sorts.  But it is a very loose one so as to be flexible, and rarely hindered.

1. Have the Courage to do what is right and accept the consequences

2. Grant justice to all beings

3. Remain alert and ever vigilant to danger and injustice

4. Avoid using torture to bring justice

5. Avenge the wronged

6. Live for freedom, justice and all that is right and good.

7. Protect the innocent

8. Defend your beliefs unto death

9. Teach by example when possible, not by note
1
0. Live by common sense not by common law.

Hit Die: d10
Requirements  
To qualify to become a Justice Warrior, a character must fulfill the following criteria.
Alignment: Neutral Good or Chaotic Good.
Base Attack Bonus: +6
Feats: Ambidexterity, Two-Weapon fighting, Dodge
Move Silently: 6 ranks
Gather Information: 4 ranks
Class Skills: Climb (Str), Craft (Int), Heal (Int), Hide (Int), Innuendo (Wis), Intuit Direction (Int), Jump (Int), Knowledge: Law (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are features of the Justice Warrior prestige class.
Weapon and Armor Proficiency

A Justice Warrior is proficient with all simple and martial weapons, light armor, medium armor, but not heavy armor or shields. Note that armor check penalties for armor heavier then leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble and that carrying heavy gear imposes Swim check penalties.

Smite Evil: Like a paladin, a Justice Warrior can Smite Evil once per day. See Paladin PHB page 42. For the Justice Warrior however, its more of an inner focus rather then a divine one.
Improved two Weapon fighting: At 2nd level the Justice Warrior gains the Improved Two-Weapon fighting feat (if they don't already have it). The Justice Warrior must be wearing no armor, light or medium armor in order for this benefit.

Force bolt: Starting at 3rd level and every 3 levels afterward (6th, 9th) can make a short-range distance attack once per day (twice per day at 6th, three per day at 9th). Their inner focus is such that they can concentrate and release it to both harm and distract their foes.
The Force bolts damage is 1d6 with a range of 25ft +5 ft every 2 levels, but is treated as a Magic Missile for all other extents and purposes, unlike Magic Missile however it cannot be spread (I.E. with each Force Bolt the Justice Warrior would use up an action).

Uncanny Dodge: At 5th level the Justice Warriors combat senses are such that they gain the extraordinary ability to react to danger before their senses would allow them to be aware of it. At 5th level and above they retain their Dexterity Bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker (they still lose it if immobilized).

At 8th level, the Justice Warrior can no longer be flanked, since they react to opponents on opposite sides of them as easily as they react to a single attacker. This defense denies rogues the ability to sneak attack the Justice Warrior. The exception to this is if the opposing character (in this case a Rogue) is at least 4 levels higher, in which case they can flank (and thus sneak attack) them.

    
Knight  of the Journey

A Knight of the Journey, or Wandering Warrior as they're also called go across the land looking for something to quest for, some sarcastically say that they go looking for fights.  The 'Journey Knights' are well traveled, and are welcome additions to exploration parties, search parties, escorts/bodyguards and similar.  They live off the land more then just about anyone else, save for Rangers, Druids, & more experienced mercenaries.  This is not to say that there are 'bad seeds' among them, as there are some who look for the opportunities to leave their charge in the middle of nowhere and then rob and/or kill them and no one would be the wiser.  

Hit Die: d10
Requirements
  To qualify to become a knight of the journey, a character must fulfill the following criteria.
Base Attack Bonus: +5
Feats: Endurance, Toughness.
Intuit Direction: 5 ranks
Wilderness Lore: 4 ranks
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intuit Direction (Wis), Jump (Str), Knowledge: Geography (Int), Ride (Dex), Swim (Str), Wilderness Lore (Wis)
Skill Points at each Level: 2 + Int modifier
Class Features:
  All the following are features of the Knight of the Journey prestige class.
Weapon and Armor proficiency:

The Knight of the Journey is proficient with all simple and martial weapons, all types of armor, and shields.  Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Carrying heavy gear imposes Swim check penalties.

Vigil: At 1st level the Knight of the Journey can, when in an unfamiliar setting or a situation in which s/he feels that s/he and/or his companions are in danger, they can 'push' themselves and keep watch over them in a vigil.  The amount of time they can keep this vigil is 1 plus their Con modifier in days (I.E. a Knight of the Journey with a +2 Con modifier could keep a vigil for 3 days).  
During this vigil the Knight suffers none of the effects from lack of rest or fatigue (not to say they don't feel them but can 'shrug' them off; they still suffer from magical effects, if any).  However once this period of time is over the Journey Knight must rest for an entire day otherwise they'll suffer from the usual fatigue effects (and thus minuses to combat) and must make a Will save equal to their Con score plus the time they kept the vigil or go unconscious from the exhaustion.

Lay of the Land: Beginning at 2nd level and every 2 levels afterward (4th, 6th, 8th, 10th) the Knight of the Journey, during his travels learns 'just enough' about the land around him. (Nearby Cultures, edible food, seasonal weather patterns) They learn how to make use of their surroundings to make their travels all the more enjoyable and survivable.
     
At 2nd level the Knight of Journey may choose a language to speak and read that they don't already know.  There are limitations to this however; the language must be a native/natural language & can not be a special language such as the Druid language, Celestial, Infernal, or some other language which is not commonly or regionally spoken.  If a Knight of the Journey doesn't know a language but is within sight and earshot of someone who is speaking a foreign tongue they may also make an Innuendo check to get the 'gist' of what that individual may be saying.  

The DC depending both on how foreign the tongue is and whether the individual is trying to deceive the Journey Knight.  However that is not an exact approach and many has misinterpreted what these foreign speaking peoples have said to their detriment (sometimes at the cost of their lives).
     
At 4th and 6th levels the Knight of the Journey has adapted themselves to a particular kind of terrain, they know how and when to gather food and how to make them self-comfortable in this kind of land.  
For all extents a purposes this is considered a Skill focus for a particular type of land and are considered to have the Skill Focus bonuses for the skills Wilderness Lore and Intuit Direction while in these lands.  They also have a +1 morale bonus to all saves while in these 'favored lands'.
The Journey Knight must choose a different one each time (Temperate land, Woodland, Cold land, Dry/Desert, Marsh/Swamp, Mountainous, Underground).
     
At 8th level the Knight has traveled so much and so far that it's nearly impossible for them to get lost.  Their 'inner compass' allows them to make certain of the course they're traveling.  In game terms this means that the Knight of the Journey can make Intuit Direction skill checks more then once per day.  The number of Intuit Direction checks they can make per day is equal to 1 + their Wisdom modifier.  If their Wisdom modifier is 0, then they can make Intuit Direction checks twice per day (once at midday, the other in the evening).
     
At 10th level the Knight of the Journey can use the lands s/he is most familiar with to their advantage. In these 'favored lands' (which they picked at 4th and 6th levels) the knight has the following benefits. They gain a +1 to hit and on initiative as well as a Charisma (or Wisdom, whichever is higher) modifier bonus to all their saves.  These save bonuses supersede (don't add to) the ones received at 4th and 6th levels.  Further the Knight of the Journey ignores the armor check and movement penalties in these terrains (any negatives due to bulk, poison, & magical effects still apply however).
     
Bonus Feats: at 5th and 9th levels, a Knight of the Journey can choose a Fighter bonus feat (see Fighter Bonus feats in PHB), their travels are such that they must adapt to different combat


The Lancer

Hit Die: d10
Requirements
To qualify to become a Lancer, a character must fulfill the following Criteria.
Race: Human, Half-Elf, Elf, or Half-Sworgs
Base Attack Bonus: +6
Feats: Weapon Focus (Any Polearm), Dodge, and Mobility
Class Skills: Climb (Str), Craft (Int), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex).  See Chapter skills in the Players Handbook for skill descriptions.
 Skill Points at Each Level: 2 + Int modifier.
Class Features:
  All the following are features of the Lancer prestige class.
Weapon and Armor Proficiency:
     The Lancer is proficient with all simple and martial weapons, all types of armor, but not shields (as the polearms require both hands).  Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
     
Weapon Focus With Polearms: At 1st level the Lancer has is considered to have a Weapon focus with a Polearm, if they already have Weapon Focus with this weapon they are specialized with the Polearm.  For every 3 levels of this prestige class (3rd, 6th, 9th), the character can choose another Polearm to be focused on, as above if they already have Weapon Focus on this weapon then it is 'upgraded' to Weapon Specialization with that Polearm/Weapon.
     
Disarm Resistance: As the character grows in his experience with his particular style of combat, s/he almost has an intuitive sense with the polearm in terms of its usage & defense.  At 4th level the Lancer gets a +1 bonus against disarm attempts made at them when using a polearm weapon, this bonus increases by +1 at every even    level afterward (+2 at 6th, +3 at 8th, +4 at 10th).  This is in addition to any other bonuses they may have.
 
Flexibility: The characters movements and gracefulness are such that, by 5th level the character can ignore his armors max speed & run at his/her normal speed.  At 10th level this ability is 'upgraded' to the character effectively having the run feat, if they don't already have it.


Knight of the Shattered Skull


Hit dice: d10
Class: fighter
Race: Human only
Alignment: Lawful Evil.
Required Class skills: Ride+6, climb+4, spot+4, concentration+4, and Gather information+2.
Class Skills: ride, swim, concentration, knowledge (war), intimidate,  survival (or wilderness lore), search and spot.
Base attack should be +4
Feats: power attack, and improved initiative, and battle tactics
Favored Weapon: Longsword +2 dark steel.
Knight of the Shattered Skull came into being during the Epoch of the Divine Fall; they were formed by Saladin and were his principle army before he ascended to godhood.  Since then they have grown in to a large group, which delves in all type of evil endeavours, such as theft, murder, and as high priced guards and warriors.  Their sect can be seen all about Northern Aerbor and Castill ion.
The knights are expert riders and tacticians.  The knights also have the following special abilities.

At 1st first level a Shattered Skull knight, gains the ability to detect good, the same way a paladin would when he detects evil.  This ability is in a 30ft radius.  

At 3rd level, the Shattered Skull knight, has the ability to Smite Good, much like a black guard would.  

At 5th  level a knight gains the ability to cast bane as a cleric of equal level

At 8 level they gain the ability to cause disease by there very presence those who are the recipient of this must make a fortitude save or come down with a disease. The disease is called the living death.  The victim once catching it begins to feel his body burn as if on fire.  Every day exposed the victims constitution, intelligence drops by +3, until the disease eventually burns through their system killing them.  a cure disease is the only thing that can fully cure it.  

At 10th level he gains the use of the magical spell unhallowed ground as if a cleric.
                             
Blade Dancer

Hit Die: d6
Requirements
  To qualify to become a Bladedancer, a character must fulfill the following criteria.
Feats: Weapon Focus or Weapon Finesse, Expertise
Perform - Dance: 6 ranks
Balance: 5 ranks
Special: '¯The weapon that the Bladedancer uses in their performance must be of Masterwork quality.
Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Innuendo (Wis), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform-Dance (Cha), Read Lips (Int, exclusive), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha, exclusive)
 Skill points at each Level: 4 + Int modifier.
Class Features:
  All the following are features of the Bladedancer prestige class.
Weapon and Armor proficiency:
  The Bladedancer's weapon training focuses on elegance and grace as well as stealth.  As such they are proficient with Crossbows (hand or light), daggers, darts, light mace, Longswords, sap, shortbow (normal and composite), Rapiers, short swords, quarterstaffs.  They are proficient with light armor but not shields.  Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Carrying heavy gear imposes Swim check penalties.  
 
Weapon Performance: At 1st level the Bladedancer must choose a weapon with which s/he devotes their time to.
 Typically this is the weapon that the Bladedancer has Weapon Focus (or Weapon Finesse) in as well as that weapon being of Masterwork quality.  This weapon (and this weapon only) gains an additional +1 to all attack rolls; this stacks with previous Weapon Focus or Weapon Finesse bonuses.
     
At 3rd level the character begins to attune themselves with the weapons strengths and weaknesses.  Their training is such that they start to be able to 'push' the weapon beyond its normal capabilities. They increase the critical multiplier of that weapon by +1.

By 6th level the Bladedancers focus with this weapon is so great that they know how to recover in the event of an accidental 'slip', or if someone should strike at them with a similar weapon.  In game terms the Bladedancer has a Damage Reduction of +1 vs this type of weapon.  The DR increases by +1 every other level after this (+2 at 8th, +3 at 10th).

At 8th level they are so graceful with their chosen weapon that they gain an additional +2 competence bonus to all Reflex saving throws.
  Dancing Defense: The Bladedancers unique form of combat let's them sway, twist and turn.  This 'dancing combat style' often leaves opponents off guard.  Bladedancers gain a +2 Dodge bonus to AC against any one opponent during that turn.  This supersedes the Dodge feat, but functions like it in all other ways.

Spells Per Day: The Bladedancer has access to a limited number of arcane spells.  Like a Bard, Bladedancers receive bonus Spells for high Charisma.  To cast a spell they must have a Charisma score of 10 + the level of the spell.  
However their list is focused on spells, which will aid them in their performance or subterfuge areas.  Bladedancers typically enjoy using these spells during their performances (or just before), where they'll have the greatest effect.
Bladedancer Spell list
  Bladedancers choose their spells from the following list
  0 Level '" Any from Bard spell list
  1st Level: Alarm, Charm Person, Detect Secret Doors, Expeditious Retreat, Feather Fall, Hypnotism, Magic Weapon, Sleep, And Unseen Servant
 2nd Level: Blur, Cat's Grace, Darkness, Detect Thoughts, Enthrall, Glitterdust, Hypnotic Pattern, Magic Mouth, Mirror Image, Misdirection, Obscure Object, Suggestion, Tashas Hideous Laughter, Undetectable Alignment.