Races - Classes - Languages - Feats
Obviously, or perhaps not so obviously, Church and State uses Dungeons and Dragons 3rd Edition rules, coupled with concoctions for how to determing objectively the growth of a city over the years (under Systems). What follows, are my additions or changes to base D&D Rules
For the most part, especially at the beginning, characters in this game will be human. Racism runs rampant in Aladagia, spurred on by the fact that the most present enemy to the Council Lands are all non-human. While theoretically Dwarves and Elves are supported by the Council, most have chosen to withdraw and the ones that are still around are in isolated communities and otherwise little more than fairy tales to most humans. Some clans may have some other racial blood in their stock, but not enough to alter traits any from full humans. If you absolutely have to play a character of other-racial stock you can throw me a pitch, but the social stigma will far outweigh the benefits of the race.
The only class I am disallowing at this time is the Monk, since it adds an Eastern feel that is not present in the setting. Other class information follows.
Some, none, or all of the Prestige Classes from the DMG might be used, but rest assured that I'll be hard at work making quite a few others to add here.
It should be noted that though the Council trys to keep a stable language base, linguistics can and do drift. So while speakers of different dialects of Aladagian (common) can understand each other with an Intelligence check, it's much easier to buy the seperate dialects with Intelligence or skill points. Each character starts with his or her dialect rather than simply Common, and the various Dialects are:
Some records still keep Elvish and Dwarvish on the books, but unless two slots are spent into them they sound odd and obviously book-studied. Lastly, most religious texts are kept in Divine and magical writings are in Ritual. Other languages that may be of value in the campaign have included Flind, Orc, Sirine, and Draconic.
These feats are subject to playtesting and all with a requirement of Touched are completely up to story-based approval.
You have been touched by the magic of the world.
Prerequisites: This may only be taken at DM approval.
Benefit: Treat the ability of your choice as one higher than its actual
rating.
Somewhere in your ancestry is one of the wyrms. Unparalleled masters
of Sorcery, you share in some of this sorcerous ability.
Prerequisites: This may only be taken at DM approval.
Benefit: Sorcerer is considered an extra Favored Class.
Additionally, you may apply the effects of any one of the following
metamagic feats to any one of your Arcane spells once per day on casting,
without knowing the metamagic feat or altering the spell's effective level
for preparation: Enlarge Spell, Extend Spell, Silent Spell, or Still
Spell.
Through some draw of fate, you are luckier than normal individuals.
Benefit: As halflings, you gain +1 to all saves.
You are adept at staving off your mishaps until a better time.
Prerequisites: Lucky
Benefit: Whenever you Fumble an attack or check you may choose to
delay the effect of the Fumble up to five rounds after the mishap.
Beyond those around you, the world shields you from its pains.
Prerequisites: Lucky, Touched
Benefit: You may reroll one failed roll per session, or turn a fumble
into a failure.
Fate has something special in store for you.
Prerequisites: Blessed, Lucky, Touched
Benefit: You can add a +6 circumstance bonus to one roll of your choice
per session.
Your senses are improved to the point that you can sometimes detect the arcane
around you.
Prerequisites: Arcane spellcaster or Touched
Benefit: You may make a spot check to determine if something or someone
is touched by Arcane magic, or to detect when such is used in your
vicinity.
You have an uncanny ability to avoid spells and other arcane effects.
Prerequisites: Sense Arcane, Character Level 3rd+
Benefit: You gain +4 to saves against Arcane effects.
Whether they be spell or item, things Arcane are aided by your touch.
Prerequisites: Dodge Arcane, Sense Arcane, Character Level 7th+
Benefit: You gain +1 to any rolls associated with your activation
of Arcane effects.
Your attunement with the Arcane allows you to manefest it randomly.
Prerequisites: Enhance Arcane, Dodge Arcane, Sense Arcane, Character
Level 11th+
Benefit: As a full round action you may take 1d10-1 temporary Constitution
ability damage and manefest a random Arcane spell of the same level that
is to your benefit.
You are in touch with the aura of the gods and may sense their presence in
all things.
Prerequisites: Divine Spellcaster or Touched
Benefit: You may make a spot check to determine if something or someone
is touched by Divine magic, or to detect when such is used in your vicinity,
and may make a Wisdom check to determine if any Gods have manefested
nearby.
You have attuned yourself to divine energies to your benefit.
Prerequisites: Sense Divine, Character Level 3rd+
Benefit: As Lucky.
You may call down divine energy.
Prerequisites: Aided, Sense Divine, Character Level 7th+
Benefit: As Extra Turning, granting the four turns to non-priests
as a cleric of three levels lower than actual character level.
You have trained yourself to become an ideal host for manefesting the divine
on earth.
Prerequisites: Graced, Aided, Sense Divine, Character Level 11th+
Benefit: You serve as an ideal host for whatever diety you favor and
may make a Will save to resist use by any other power.
You have learned to avoid the worst effects of elemental magic.
Prerequisites: Touched or Elementalist in appropriate element or its
oppostion
Benefit: You gain +4 to saves against elemental magic of the appropriate
element.
Special: This may be taken only once, in one type of element that
may not change. The allowable elements are Fire, Water, Earth, Air, Positive,
and Negative.
Prerequisites: [Elemental] Dance in appropriate or opposition
element
Benefit: You add +2 to all rolls concerning elemental magic (spell
or item) of the appropriate element.
Prerequisites: [Elemental] Focus in appropriate or opposition
element
Benefit: You take half effect of harmful effects and double beneficial
effects of the appropriate element.
You are even better at a skill.
Prerequisite: Skill focus in appropriate skill.
Benefit: Additional +4 bonus in improved skill (+6 total)
Special: This may be taken multiple times for different skills.
You are the unconscious master of a skill.
Prerequisite: Skill focus and Savant in appropriate skill.
Benefit: Additional +6 bonus in improved skill (+12 total)
Special: This may be taken multiple times for different skills.
Same as the normal feat of the same name.
Prerequisites: Proficient with weapon
Benefit: Same as the normal feat of the same name.
As the Fighter feat of the same name.
Prerequisites: Weapon Focus in weapon, +4 Attack Bonus
Benefit: As the Fighter feat of the same name.
You have trained yourself to be an expert in your weapon
Prerequisites: Weapon Specialization in weapon, Fighter level 6+
Benefit: +2 additional Attack with weapon, treat weapon as one plus
higher for bypassing damage reduction, +4 resistance to disarm attempts.
You are among the foremost masters of your weapon in the lands.
Prerequisites: Weapon Excellence in weapon, Fighter level 9+
Benefit: +2 additional Damage with weapon (+4 total), +1 to critical
range (added last, after Keen and Improved Critical) or +1 to critical multiplier
for weapon (added last, after any other increases)(character's choice), may
call shots to temporarily wound body areas.
You've learned to compensate for your lack of shield when wielding a two-handed
weapon by dodging and using the weapon to parry stray blows.
Prerequisite: Weapon focus in any two-handed weapon.
Benefit: +1 Dodge bonus to AC when wielding a two-handed weapon.
You are even better at fighting with both hands full of weapon. You
move your body to aid the recovery from your weapon swings, being back on
guard nearly instantly.
Prerequisite: Two-handed Excellence.
Benefit: Additional +2 Dodge bonus to AC (+3 total) when using a
two-handed weapon, and a +1 to initiative score when using a two-handed melee
weapon.
You have trained yourself to handle the weight of matched dual-wielded weapons
in order to fight more effectively with two weapons of your own size.
Prerequisite: Ambidexterity, Two-Weapon Fighting, BaB +6 or better
Benefit: When two-weapon fighting with weapons of the same type and
the same weight, you may treat your off-hand weapon as small even if it is
not (as long as it is still small enough for you to use it one-handed) for
the purposes of attack penalties. The weapons must be of the same type
(e.g. longsword, battle axe, heavy mace, etc.) and the same weight (e.g.
no matched mithril and adamantine blades).
You have mastered the art of two-weapons, allowing you to fight unpenalized
in most circumstances.
Prerequisite: Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon
Fighting, BaB 10+
Benefit: When fighting with two weapons you gain an additional +2/+2
to offset two-hand penalties (to a maximum of -0). As such, you should
suffer no penalty when using a small or Weapon Balance appropriate off-hand
weapon.
You are a master of spinning death, able to use your off-hand weapon just
as quickly as your primary weapon.
Prerequisite: Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon
Fighting, BaB 11+
Benefit: When fighting with two weapons you may make as many iterative
attacks with your off-hand weapon as your BaB allows you to your primary
weapon. For example, a character with a +11 BaB gains +11/+6/+1
attacks (plus modifiers) with his primary weapon and the same (plus a different
set of modifiers) with his off hand weapon. If that character were
to reach +16 BaB he would gain four attacks with each weapon.
You are capable of using your shield to brace against an attacker's opportunistic
strikes.
Prerequisite: Shield Proficiency, BaB 4+
Benefit: As a free action at any time during your turn you may designate
a single opponent, much like with the Dodge feat, to protect against Attacks
of Opportunities. That opponent cannot target you with Attacks of Opportunity
until you cease using Shield Rush or are incapacitated. Until you declare
that you are no longer guarding against that opponent specifically you lose
your shield's AC bonus against all other attackers. This requires a Large
or Tower shield for full effectiveness. If using a Small shield, AoO's are
still prevented, but shield AC is also lost against the target. This will
not work at all with a buckler.
You are capable of using your shield to make up for the lack of balance suffered
from charging.
Prerequisite: Shield Proficiency, BaB 5+
Benefit: If using a shield of size greater than a buckler you may
use the Charge action without incurring the normal -2 AC penalty as you use
the balance and cover of the shield to compensate for inertia.
You are capable of using your shield to avoid the worst of area effect attacks
by hiding underneath it.
Prerequisite: Shield Proficiency, Character Level 5+
Benefit: You gain access to the benefits of the Evasion special ability
when using a shield, and to the Improved Evasion feat when using a Tower
shield. However, if you choose to gain these benefit of this feat on a particular
effect, you end the effect prone (having fallen under your shield). You must
have a solid floor underneath you to use this feat, and must be able to fall
under your shield (e.g. not prone, immobalized, grappled, etc.). Shield
enhancement bonuses add to your Reflex save when using this feat.