Rules to Live By

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

Races

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.

Classes

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.

Prestige Classes

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.

Languages

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.

New Feats

These feats are subject to playtesting and all with a requirement of Touched are completely up to story-based approval.

Touched [Special]

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.

Dragon Blood [Special]

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.

Lucky [General]

Through some draw of fate, you are luckier than normal individuals.
Benefit: As halflings, you gain +1 to all saves.

Sense Arcane [General]

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.

Sense Divine [General]

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.

[Elemental] Dance [General]

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.

Weapon Focus [General-Revision]

Same as the normal feat of the same name.
Prerequisites: Proficient with weapon
Benefit: Same as the normal feat of the same name.