Heroes of the Dawn - Doombringer

Caster Feats

Subjugated Casting Combine lower level spell slots into higher level spells. Prerequisite: 6th level wizard. Con 13. Benefit: This feat allows a wizard to combine spells of a lower level into a higher level of up to 2 levels higher. For example, a wizard can replace 3 1st level spells into a single 3rd level spell, or 2 2nd level spells into a single 4th level spell. Additional spell levels which don’t divide into the higher level spell are simply lost (e.g., two 3rd level spells into a single 5th level spell). Normal: Without this feat, a wizard can normally combine spells of a single level lower into a higher level slot. That is, 2 1st level spells can be substituted for one 2nd level spell, or 2 4th level spells can be substituted for 1 5th level spell, etc.

Improved Subjugated Casting Combine lower level spell slots into higher level spells. Prerequisite: Subjugated Casting; Con 15. Benefit: This feat allows a wizard to combine spells of a lower level into a higher level of up to 3 levels higher. For example, a wizard can replace 4 1st level spells into a single 4th level spell, or 3 2nd level spells into a single 5th level spell. As always, additional spells levels are lost when trading up.

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Races of Man

Humanity is the dominant race of the Tellurian continent. Several distinct ethnic and cultural groups exist. Regardless of cultural, ethnic, or political differences humans remain essentially the same in terms of lifespan, capability and potential.

• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. • Human base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Automatic Language: racial or regional language. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. • Favored Class: Any. When determining whether a multi-class human takes an experience point penalty, his or her highest-level class does not count.

Domani – Indigenous to the south coastal and temperate regions of Terrene the Domani are fair skinned, dark haired people, tending towards medium height. Hair and eye colors span the breadth of human range, but tend towards earthier shades. The Domani are credited with great scholarly works and gifts of language. Optional: Domani may choose at character creation one knowledge skill as a preferred skill, which will be a class skill hence. If the knowledge chosen is already a class skill it will receive a one time +2 miscellaneous bonus.

Szvagany – The Szvagany are a nomadic people who travel the breadth of Terrene and Ca’mael. They are slender, and dark skinned, with exotic features and seductive mannerisms. The Szvagany are known throughout the nations as peddlers and performers and are hated and feared by many, though loved by the far flung communities that rely on them for news and exotic goods. Szvagany are clannish, strongly protective of their kin, though often apathetic to those who are not. Optional: Szvagany may choose one craft or performance skill as a class skill, and remain one hence. If the skill chosen is already a class skill it will receive a one time +2 miscellaneous bonus.

Eisenhar – The Eisenhar are a proud people, tall and fair skinned, with eyes the colors of gems. The Eisenhar are indigeonous to the northern reaches of Haarvarast, in lands now lost to Man, consumed by an ancient and elemental evil. Now the Eisenhar congregate mostly in the regions of Rosevale, the mountains of Liram Nuir and Dartmouth, though they may be found throughout the lands of Terrene. Eisenhar are noted for their stoic natures and courage, as well as their battle prowress. Optional: At first level Eisenhar receive a +2 bonus to will saves due to their strong cultural need to preserver.

Optional: Small humans – humans of lesser stature may choose to represent themselves mechanically in one of two ways. They may choose to use the standard human skill package and add the following template, or they may choose to use the Little Folk racial profile below.

Small Characters - A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character. A Small character generally moves about two-thirds as fast as a Medium character. A Small character must use smaller weapons than a Medium character.

Little Folk – The little folk are of Man, and while families and even clans of the folk exist, they are not bound to one culture or region. The Little Folk are as wide and varied as any man. Due to their often overlooked or ridiculed place in society many, but hardly all Little Folk that make their way into the world do so as entertainers, criminals or spies.

• +2 Dexterity, –2 Strength. • Small: As a Small creature, little folk gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. • Halfling base land speed is 20 feet. • +2 racial bonus on Climb, Jump, and Move Silently, Listen and Bluff skills • +2 Will save • Automatic Languages: Common and Halfling. Bonus Languages: Gutterspeak, szvagany, shiercant. • Favored Class: Rogue. A multiclass little folk’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Optional: Little Folk may choose to avail themselves of their cultural bonuses, just as any other regional group.

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Castle Grief
Ancient walls house ancient secrets, longing to be known

Storm broken walls of ancient lime encrusted stone stand in mute anguish over the tragedies that have transpired in its walls. Once it was called Airchen, the seat of power of a noble and wise house. Now it is called simply Grief, and it’s halls are home to both untold reservoirs of power, and a haunting of immense power.

The castle is situated on the western mountain range bordering the lands of the Wyck, and is nestled atop a high crag overlooking a barren plain. Its walls are still strong after all the years of abandonment, and many of the chambers within remain intact, unnaturally so.

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The first adventure

Entry Backdated to Time of XP log. Xp Gained 450 per character.

Karl Rosehelm, ward of lord Cadwallader waits at the Forlorn Quay on the southernmost coast of Cardohan. It is a lonesome place, set into the chalky cliffs there. The quay itself is far older than the near by townships, carved from white smooth stone and cunningly designed in curving wondrous shapes that are complimented by the sea. Along side him, only to sate her curiosity is Iskadi, a fey blooded sorceress under the protection of Cadwallader.

Sasha arrives in Ceasiarn, the guest of Lord Cadwallader who is interested in his daughter learning more of the Empire and its ways. They are ambushed by Pwn Awn, brutal barbarous killers who revere the untamed predators of the forest. This is unusual due to their isolation and that over the last few decades their numbers have dwindled due to war and disease. The heroes beat them back and protect their new friend. The pwn awn have among them a spell caster of some sort, who use blood and the earth itself as their enemies.

Sasha is introduced to the small stronghold of Caer Dwyllon, as such things go it is unimpressive. The walls are wooden, the paths muddy, the castle little more than a country fort. But its people are happy, competent, well fed, and craft beautiful things of cloth, clay and woven things.

The characters are introduced the Eurwen, the daughter of Lord Cadwallader, and in his absence head of his household.

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