0. Introduction

Welcome to the Rise of the Runelords campaign site. The RotRL is a Pathfinder AP, but will be placed in the world of Greyhawk and specifically the County of Urnst. Even more specifically, it will start in the village of Ardrinn on the Nyr Dyv. The year is 594 CY.

The following pages contain information generally available to all characters and include a lot of information on history, geography, politics, and more. This will be used for 'flavor', context and a few new roleplay/game mechanic things I'd like to try. Absorb as much or little of it as you wish.

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0.1 Short History


The County began as an ancient Suloise trade hub at a location that is now the city of Brotton. The rich and fertile lands were eventually annexed by the Oeridians of the Great Kingdom and later by the Kingdom of Nyrond. Centuries later, after the Urnst states regained their independence from Nyrond (450 CY), the County remained a semi-dependent state of the Duchy of Urnst until recently (573 CY) when the late Countess Belissica Gellor secured the County’s independence through skillful diplomacy.

Not all was well, Lord Duncombe of Eastmarch fervently disagreed with the direction the Countess Bellissica and her advisors were taking the County. When the Countess appointed Nimar Gellor as Regent just before she misteriously disappeared, Duncombe began to foster dissent amongst the Houses and fueled small uprisings. These actions culminated in Civil War (also known as the One-Year War, 593-4 CY) that pitted Lord Duncombe against forces loyal to the the Countess under the Command of the Regent Nimar Chrysale Gellor. During the Battle of Radigast City in early 594CY, the capital almost fell. The Lord's Fists, Lord Duncombe's personal house guard entered the city and there was much fighting in the streets. However, forces loyal to the Countess managed to turn back the tide. The Countess reapperaed and sacrificed herself in the battle. In the chaos immediately following, Regent Nimar dissappeared. Contessa Elone Hofre Gellor, who sided with Duncombe ascended to the throne.

Contessa Elone Hofre Gellor is strongly resisting renewed attempts to bring the County back under the control of foreign states. The Lord of Eastmarch, Terard Duncombe, vigorously supports the Contessa and now commands the combined armies of the County placed along the borders with the Nyrond Imperium.

1st day of Planting, 594 (start of campaign).

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0.2 Longer History


-446CY
The main body of the Suloise migrants passed through the gates of the Abbor-Alz Mountains at this time. Three minor noble houses broke off from this body, tired from a years-long trek, formed a new house, the Maure. Following clues found in ancient abandoned dwarven enclaves in the foot-hills of the Abbor-Alz Mountains these new settlers re-discovered the Delagos Caverns, a complex system of natural caves that seemed to promise a limitless supply of valuable gems. Soon after the Maure began constructing a grand castle near the mines and the foundations of civilizations took root. They called their new homeland "Urnst," after a founding Suel Imperium house of great import, both to hearken back to the old empire and to begin their lives anew.
-422CY
The Suel Imperium ceases to exist during the Rain of Colorless Fire.
-217 CY
Founding of the Kingdom of Aerdy.
-110 CY
Great Kingdom established.
124 CY
Great Kingdom attempts to annex Republic of Urnst. (LGG,
pg. 125)
189 CY
Forced to take action the leaders of Urnst and the Senate sell all of the land between the Franz and Artonsamay Rivers. The Urnst nation was divided into a county, to the north, and a duchy, to the south.
300-350 CY
Bandit Kingdoms formed.
359-360CY
Nyrond subjugates the County of Urnst; Topmost level of The Radigast Sewers built by Leopold Gellor
433CY
Year of the Great Rains, major floods occurs throughout the County.
450CY
The Great Council of Rel Mord. Delegates from every Nyrond principality and subject state attended, as did representatives from Almor, the Iron League, the Duchy of Urnst, and even the Free City of Greyhawk. The King of Nyrond, Dunstan the Crafty withdraws Nyrondese troops from the Pale and the County of Urnst
479 CY
Might of Iuz grows, humanoid invasions become common.
498CY
County of Urnst becomes Palatinate under Duchy of Urnst
538 CY
The Year of Rain - Unnatural rains deluge the County
573 CY
Countess Belissica secures the County's independence from the Duchy through tactful diplomacy.
582CY
Under Vatun's direction, the Fists swept into the Duchy of Tenh and conquered it quickly. The Duke and Duchess fled to the County of Urnst for safety.
583CY
Representatives of the County of Urnst, Nyrond, Almor, Onnwal, Idee, Sunndi, the Theocracy of the Pale and Irongate met in Oldred. All but the Pale signed the Eastern Pact of Alliance, a treaty meant to ensure the containment of Ivid's armies. It's already too late for Almor.
584 CY
The Greyhawk Wars end with a Brotherhood-inspired general peace treaty, the Pact of Greyhawk in the month of Harvester.
585 CY
Prince Sewarndt attempts to seize the throne of Nyrond from his father, King Archibold III. The plot is foiled by Sewarndt's brother, Lynwerd.
586 CY
The Great Kingdom comes to an effective end, as it splinters into two major states (The United Kingdom of Ahlissa and the North Kingdom of Aerdy) and numerous minor states; Archibold III of Nyrond abdicates, leaving the throne to his son Lynwerd.
590CY
Zeech Redhand raids High Mardreth and razed much of it.
593-594CY
Civil War rages in the County, forces allied to the Lord of the east face forces loyal to the Countess.
594CY
Battle of Radigast City; Death of Countess Belissica; Contessa Elone Hofre Gellor chosen as successor and ascends to the throne; Duke Ehyeh the Third of Tenh leaves the County for Redspan; Start of Campaign

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0.3 Reputation, Influence and Favors


Every character gains a reputation of one sort or another as his career progresses, expressed as a reputation score. While a character might try to take advantage of his reputation from time to time, usually the character’s reputation precedes him—whether he wants it to or not.

Reputation enhances noncombat interaction between characters by providing bonuses (or penalties) to certain skill checks. Those who recognize a character are more likely to help him or to do what he asks, provided the character’s reputation is a positive influence on the NPC or monster that recognizes him. The determining factor for if the skill checks have bonuses or penalties is whether or not the the characters reputation is positive (famous) or negative (infamous). For example, a character who assisted in destroying a budding thieves' guild will likely receive a positive reaction from the local authorities, but a negative one from the hierarchy of the sponsoring guild.

A characters reputation score is determined by the number of influence points the character has. Influence points are gained in three ways. First, some influence point gains will be received simply by advancing in level. Characters gain their first level-based influence point at 3rd level and gain one additional point every three levels thereafter (6th, 9th, etc to a maximum of +6 at 18th). There is no practical limit to the number of influence points a character can have. There will also be opportunity to gain influence points through 'character maintenance' (see 0.35 Character Maintenance). However, the most likely way for characters to gain influence is through actions taken during play. Actions like rescuing a farmer's son from some goblins or declining a monetary reward offered might result in a point being awarded. Points can be awarded by individuals (a shop owner), a group (the residents of a small village) or even an organization (a clericy).

Generally speaking, reputation checks will only be made in situations where influence (fame or infamy) may be important. For example, it won't matter when a character has to buy a loaf of bread. A reputation check is equal to a d20 roll + the character's reputation score + the NPC or monsters Int bonus. The standard DC of a reputation check is 20. A 'failed' reputation check means the character is not recognized and no bonus or penalty in applied. A 'successful' reputation check results in a +2 bonus/penalty on social skills (bluff, diplomacy, intimidate, etc.) and a reputation check made by 10 or more results in a +4 bonus/penalty. NPCs will also have reputation scores.

Uses of Influence Points
A character's reputation score can also be thought of as the maximum amount of 'weight of personality' she has in any given year to gain certain benefits. The reputation score is both a reflection of total reputation and a pool of a number of 'favors' that a character can draw on in any given game year.

Influence points used to gain favors like an advantage in a social interaction or securing access to a non-core spell (see below) temporarily diminish the pool of available influence a character has. They are automatically replenished each game year.

Social Interactions
There may be times when it is very important that a character gain an audience with a certain noble, or that a particular ruse not fail. One influence point may be used to gain a one time +6 bonus to a social skill check. For example, a character is having a hard time diplomatically getting past the Mayor's guard and 'spends' one influence point for a +6 bonus to the diplomacy check by saying something like, "Obviously, you don't recognize me. I'm the guy who saved Farmer Brown's son from the goblins."

NPC Spell Casting and Spell Access
In the course of adventuring it is sometimes advantageous and/or necessary to hire NPC spell casters to cast certain spells for you. The standard cost for this is 10gp/spell level x caster level (plus the cost of any special components). Lower level casters are in good supply throughout the County. Higher level casters generally have better things to do with their time than cast spells for other people. To secure the services of these higher level casters, some amount of influence must be used. Fourth level spells and above require the use of n-3 influence points in addition to the standard gp cost. For example, a break enchantment spell cast by a 14th level paladin would cost (an individual or the group) one (1) influence point and 760gp. Or a resurrection spell cast by a 13th level cleric would cost four (4) influence points and 10,910gp. This assumes there is a willing caster to be found.

Influence may also be used by spell casters to gain access to otherwise unavailable non-core spells. No spells higher than 5th level may be chosen. Arcane spellcasters using spellbooks must pay all costs associated with scribing the spell. Non-core spells cost 1 Influence Point per spell level. This only provides access. The arcane caster can still fail to learn the spell.

An Example
Aa 4th level wizard with 3 influence points uses one point to gain an audience with a noble early in the year. Later that year, he advances to 5th level and learns that his mentor knows the 3rd level, non-core chain missile spell. The wizard only has two remaining influence points for the year- not sufficient to learn a 3rd level non-core spell. He will have to wait until the next year and return to his mentor and use all three influence points (assuming he does not gain any others in the meantime) to be able to attempt to learn the chain missile spell.


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0.35 Character Upkeep


Upkeep and Lifestyle
It costs coin to maintain equipment, replenish ammunition, stable animals, secure shelter, etc. To allow a streamlining of that process to some extent the following process is being used.

Characters will have the option of being assessed an upkeep fee periodically during their careers. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.

For example, during an adventure a character has to travel some distance and on the way is in a fight where her magic shield is damaged. Because she has elected to live a 'good' lifestyle, her shield is automatically repaired at a small town with a smithy that she passes through on her way to her final destination. If she had only been living the 'basic' lifestyle she would have had to find the smithy, negotiate a fee and wait for her shield to be repaired.

Destitute (0 gp/month)
The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself. The PC does not gain the benefits of natural healing (including ability damage recovery), even with a full nights rest.

Basic Lifestyle
(10 gp/month)
Poor room and board; replenish rations; mend standard clothing and equipment; refill healing, disguise and other kits, restock normal ammunition. This lifestyle is comfortable enough to afford natural healing healing benefits with a full nights' rest.

Good Lifestyle (50 gp): As basic but with common room and board; mend all clothing and equipment (including magic); restock special material (e.g silvered) ammunition; master work kits; double benefits of natural healing (including ability damage recovery); a +2 bonus on saves to recover negative levels; and a small bonus to the chance to have additional influence awarded

Luxury Lifestyle (100 gp): as high lifestyle but good/private rooms; fine meals and drinks; double natural healing rate; +4 bonus to saves for recovering negative levels; a +2 Circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, Perform, and Profession checks; and a greater chance of gaining additional influence.

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0.4 Land and Places


A quick rundown of the archbaronies, baronies, field baronies, notable places including inns and temples.

Archbarony of Auberfranz: Seat of Power - Heanor (breeding center for the famous Unrnstian Horses)
  • Field Barony of Trigol (an old, important city and a relay for trade to Nyrond and the Duchy. In recent years, it has been overrun with refugees from many lands (Tenh and the Nyrond Imperium mostly).
Archbarony of Brotton: Seat of Power - Brotton (founded by Suel settlers long ago, it now serves as the County's granaries. Brotton is effectively ruled by its merchant guilds, with its 12 members. The Archbaron cast the deciding vote in times of need.
  • Field Barony of Dreerwode (no permanent settements, the barony stops at the edge of the forest. The Dreerwode is a dark, old oak and elm forest set on rolling hills.)
Archbarony of Dyvarna: Seat of Power - Radigast City (The borders of Dyvarna are disputed by Vinewind, including the limits of Bampton and the Mysty Isles)
  • Field Barony of Dominion (also known as "The Free Lands". Known as ‘the ever-guard of Radigast,’ the fortified town of Dominion is perched on a high cliff that overlooks much of the Artonsamay delta and the wicked town of Trallant)
  • Field Barony of Mysty Isles
  • Field Barony of Radigast (located on the Artonsamay River Delta and serves as a port for the Nyr Dyv Fleet. It is one of the world’s largest and most cosmopolitan cities, and through it goes a tremendous amount of ideas, trade, money, and politics)
Archbarony of Eastmarch: Seat of Power - Charn (a haven for mercenary bands and are known to be rockier than the rest of the County)
  • Lord Barony of Dosselford (New Dosselford is on the Franz River and has a population of 10% Halflings. It is also the site of the County's prison. The original town of Dosselford is in ruins.)
  • Lord Barony of Dryburgh
  • Lord Barony of Jedbridge (home of the Citadel, produces highly trained and knowledgeable officers, and leadership qualified soldiers for the County of Urnst and all Knigths of the Swan and Emerald Guard)
  • Lord Barony of North Charn
  • Lord Barony of Pikemaster (base for the Eastern Strike Force. It is a crumbling castle-town ruled by a deranged old human and inhabited by peasants of strong, but debased Suloise heritage)
  • Lord Barony of Rothberry
  • Lord Barony of South Charn
  • Loard Barony of Starkwall
  • Lord Barony of Ventnor (The City of Ventnor used to be the seat of power but now lies in ruins after the destruction of 593. Lord Underley's estates now serves as the seat of power.)
Archbarony of Fennelmore: Seat of Power - Stone Battle (located north of the Fennelmore Swamp. The Castle oversees the swamp. Lord Agnard is loved by his subjects)
  • Field Barony of Garalenn
  • Field Barony of High Mardreth (the base for the Western Strike Force and the Nyr Dyv Fleet)
Archbarony of Markham: Seat of Power - Count's Markham
  • Field Barony of Grey Hills (poulation of the Grey Hills is 95% Dwarven)
Archbarony of Vinewind: Seat of Power - Didieln (Vinewind and Dyvarna have a dispute about their border. Including the limits of Bampton and the Mysty Isles)
  • Field Baronly of Didieln (base for the Northern Strike Force)
  • Field Barony of Bampton
  • Field baronly of Hardwyn (Hardwyn is famed for its vivid red cobblestone streets and beautiful stone-wooden buildings. The town of Hardwyn is led by an elected major, currently Geldar Duncombe. Following the Greyhawk Wars, a wooden palissade was erected around the village. Orc and goblinoid attacks forced the erection of the wall.
Notable Places
  • Aelinvudd Forest: located mostly in the barony of Dosselford in Eastmarch. It is a dark forest.
  • Applebee: a small halfling community next to the Honeypot Woods in the barony of Markham.
  • Bluesky Market: Open-air market located in the middle of the Southtown district in Radigast where most anything can be purchased if you know who to ask.
  • The Citadel: The Citadel is a deeply entrenched military academy set outside the city of Jedbridge. Known as the Grey Citadel to some, or just Citadel to others.
  • The College of the Divine: Located in the central plaza of Trigol, the college was created to allow a place in the County where all acceptable faiths can discuss philosophy and holy dictates. All the faiths listed below have some sort of presence at the College of the Divine.
  • Crysal Springs: a hilly area of blue-veined crystal in the southeastern County, right on the Nyrondese border. The waters of the Franz River flow from its crystalline hills. Rumors have flown since as far back as anyone can remember about the origin of this area, its inhabitants and the powers that the crystals may have.
  • Fennelmore Swamp: in the south of the archbarony of Fennelmore. The Floating Road connects Stone Battle and Nesserport on the Nesser River.
  • Floating Road: Of unequaled build, the Road is a vital for strategic operations in the Fennelmore Swamp and to keep Nesserport supplied. The Floating Road is a mixture of bridges made of wood or stone, planked over boats or rafts and marsh islands passages. It is dangerous, to cross and is used mostly by the County military and heavily-armed caravans.
  • Markham Academy of Music and the Associated Arts: one of the biggest in the County and many alumni have joined the Silver Swans.
Notable Temples (head temple listed first)
  • Boccob - No nead temple; Radigast City
  • Celestian - Radigast City
  • Farlanghn - Radigast City; Ardrinn
  • Halfling Pantheon - Applbee; Stone Battle
  • Heironeous - Count's Markham; Brotton, Starkwall, Stone Battle
  • Lydia - Radigast City; Markham Academy of Music and Associated Arts (Count's Markham)
  • Mayaheine - Dominion
  • Merikka - No head temple; Ardrinn
  • Myriss - No head temple; Ardrinn
  • Oerid Nature Gods (Atroa, Sotillion, Telchur, Velnius, Wenta) - Radigast City
  • Olidamarra - Radigast City; Pikemaster
  • Norebo - Radigast City; Jedbridge, Pikemaster
  • Pholtus - Starkwall; Radigast City, Pikemaster, Rothberry
  • Phyton - Hardwyn; Stone Battle
  • Pelor - Radigast City; Ardrinn
  • Procan - Rhyndmarsh; Ardrinn
  • Ralishaz - Radigast City
  • St. Cuthbert - No head temple; Radigast City, Bampton, Stone Battle
  • Tritherion - Radigast City; Stone Battle
  • Xerbo - High Mardreth; Radigast City, Ryndmere, Bampton, Thornbay
  • Zilchus - Radigast City; Pikemaster, Stone Battle, Ardrinn
Notable Inns
  • Elk's Head Tankard - Brotton: a great place to find adventurers and mercenaries
  • The Hawk and Hound - Trigol: serves foreign and exotic drinks. The prices are a little high because all orders are brought to the table in flagons with mugs
  • Old Cellar - Pikemaster: serves as the local Temple of Olidammara

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0.5 Politics and Organizations


Below you will find a short synopsis the of the major Family Houses in the County, a few other notable lesser Houses and several of the more well known organizations throughout the County. There is of course much more to be known and character backgrounds will be considered.

County of Urnst
Ruler: Contessa Elone Hofre Gellor
Government: Feudal Hereditary Monarchy
Capitol: Radigast City (pop. 54,000)
Major Towns: Brotton (34,000), Didielin (6,000), Heanor (6,000), Hogh Mardreth (13,000), Jedbridge (8,000), Muddich (12,000), Stone Battle (4,000), Trigol (14,000)
Provinces: Six archbaronies, nine lord baronies, and eleven field baronies
Resources: Foodstuff, gold, warhaorses and war dogs, fine wines and liquors, and cloth
Population: Human 67%, Halfling 11%, Elf 11%, Dwarf 5%, Gnome 4%, Half-elf 3%, half-orc 3%
Religion: Primarily Oerid and Flan; Other popular deities include: Boccob, Lydia, Norebo, Phyton, Ralishaz, St. Cuthbert, Trithereon, and Xerbo
Allies: Duchy of Urnst, City of Greyhawk, Flinty Hills, Furyondy, Tenh
Enemies: Iuz, Bandit Kingdoms, Bone March, Theocracy of the Pale

Major Family Houses
House Dane (Seat:Brotton; other locations: Radigast City)
The predominantly Suloise house was a pioneer to the Urnstlands. It held the region that comprises Urnst prior to the Oeridian incursions and was heavily supported when the Duchy was forced to sell the County to the Great Kingdom. House Dane is considered by other Suel Houses of the County to be submissive, having surrendered before the overwhelming number of migrating Oeridians. Since that time, the Danes have maintained a strong if not decisive role within Urnst. The House is without a doubt the most powerful of the Suel houses in the County of Urnst.

In recent years, they have been forced to dilute their strong Suloise bloodlines in order to keep their holdings, and this is a source of contention among many of the older family members. The Danes are the most independent house in the County, and are known for ignoring Royal directives when it suits them. Unlike most rulers of free cities, the Lord Mayor of Brotton is a hereditary one, and not appointed by the Count - thus they retain "Baron" as part of their title. Before the Civil War, Lord Mayor Baron Artin Delar Dane refused to pay taxes to the Countess and spoke openly of revolt. The administrators on his staff largely ignore him, knowing him mad, and have sent their taxes along without his knowledge. His madness is one of the reasons that the family has been broadening the bloodlines of late.

In 588CY, he granted to the Lord Ranger Omin Far-Raven sovereignty over the Dreerwode (the woods surrounding Brotton), a move that enraged most the rest of his house. Omin Far-Raven is a hero of the war, and personally saved Brotton from a horde of Iuz's minions that gated into the Dreerwode. House Dane also controls much of the trade of the famous Urnstian horses; creatures rumored to have been brought here from the Imperium of a millennia ago.

House Duncombe (Seat: Eastmarch; other locations: Radigast City)
The House of Duncombe is also one of the oldest houses in Urnst. Since before the days of Iuz's imprisonment, the House of Duncombe has stood guard on the Artonsamay River and kept watch over the evil that lurks beyond. The racial origins of the House are lost to history, and the source of their flashing green eyes is a mystery. They are a predominantly of Oeridian heritage, but have been wise in marrying their blood into more Suloise and Flannish holdings. Who can really say what the founding fathers of the House considered themselves to be.

One of the two most powerful Houses in all of the County (second only to House Gellor), they have received the brunt of the burden imposed by the recent wars, and the loss of the allied Gellor Duchy of the Artonsamay, north of the River has many in this house afraid of Iuz's demonic power. Most of the mercenaries are marshaled on Duncombe land and most border raids ravage Duncombe land as well. This has lead to a strong disdain for those of other houses (particularly House Whittenbock) whom the Duncombe's view to be "soft" and not holding their end of the feudal obligation. Like those of House Torquann, the Duncombes are extremely insular, and many family members spend years planning marriages to keep their bloodlines strong.

Archbaron Terard Duncombe II, Lord of the East is second only to the Count in overall power. As Lord General during the Greyhawk Wars, he gained massive popularity, and his fief covers the entire eastern half of the County.

During the Civil War of 593-594CY, forces loyal to Lord Duncombe led the fight against the weak regent Nimar Chrysale Gellor. Only Radigast, High Mardreth and Brotton didn't fall to his armies.

House Gellor (Seat: Dyvarna; other locations: Fennelmore, Trigol, Jedbridge)
The Royal House of the County of Urnst, the House of Gellor was headed by the Countess Belissica. During her tenure, the House of Gellor has survived continuing attempts to unseat it and many attempts to take advantage of the young lady on the throne. The House itself is predominantly Oeridian heritage from Aerdi and Nyrondal occupations and is now dwindling in number, and is currently largely comprised of distant cousins. The House is somewhat cursed by its lack of children and the Countess' reluctance to marry has contributed to this problem.

The Duke of Urnst has long tried to make a match between his sons and the Countess to solidify the bonds of blood, thus eventually reuniting the two kingdoms. Most who hold blood of this House hold it in dilution and no incontestable lineage is known to exist. Without a change of some kind, it is likely there will be a dynastic change in the County upon the Countesses' passing. Though some hold that the Duke will press his suit for the throne, few believe his claim to be strong enough to hold sway.

Following the death of Countess Belissica, Contessa Elone took command of the family.
This house lost ground after Iuz decimated the Gellor-controlled Duchy of the Artonsamay, in the Bandit Kingdoms, just north of the Charn castles.

House Torquam (Seat: Vinewind; other locations: Radigast City, Jedbridge)
This mixed house has settled deep into the north central provinces, and has largely seperated its ties with House Torquann in the Aerdi lands to the distant Great Kingdom(s).

Traditionally aloof in national politics, this house has a long, long history of dour, hard, repressive rulers whose lands suffer heavy taxation and relatively repressive laws. Many of their blood spend their lives in the pursuit of the perfection of agriculture and Urnstian Brandy. Secrets are held tightly by this insular house, and they are loathe to share information with anyone. They tend to be controlling, stingy, and very wise with their assets and income. They control the port of Bampton, from which they export their products.

The Torquann are the controlling interest in the Urnstian Wine Cartel and are rumored to carefully hoard tremendous amounts of gold. As a tradition to reflect their devotion to vintenry, the head of the house is known as the Lord Vintner (an Archbaron title). The current head of the House is Lord Vintner Deremett Torquann. Lord Torquann is a very close ally and friend to Lord Duncombe.

House Underley (Seat: High Madreth; other locations: Radigast City)
The eccentric House of Underley holds little land though its influence is great. However, this House has always held significant influence with the ruler of Urnst through it's dealings with delvings in odd and sometimes dangerous brands of magic.

Currently, the Lord Mage of Urnst is the head of this household. Lord Mage Jacobis Underley (predominantly Oeridian) was adopted by Derrik Underley, the prior head of House. This adoption short-shifted Lord Anasil Underley, Derrik's nephew. Jacobis spends most of his time in Radigast City. The House is currently administered from the Underley Estate north of the Copperwood.

Other Houses of Note
House Wittenbock (Seat: Hardyn; other locations: Radigast City)
This family ruled the land before the Gellors took over. It is a very old family and is well established. To smooth many relations and land ties over this family has married into or had married into it many people. Nearly forty years ago Baron Harth Torquann in an effort to smooth relations within the Vinewind area married his sister off to Lord Felard Whittenbock. They had a peaceful marriage until Lady Whittenbock was killed during the Battle of Radigast City.

Their lands are expansive being the third largest land owner in the region and edge into the forests just south of Hardwyn, along the river Artonsamay. They are best known for their white wines that are crisp and fruity but do not have the aging abilities of the other growers who almost exclusively grown red wines. It is well known that Lord Felard Whittenbock has many dealings with the Renee bargemen sending wines both Northeast and Southwest. He has two sons, one that stays in Radigast as their lead merchant and another that spends his time managing the shipments that leave the County to the East.

House Doublehammer (Seat: Grey Hills; other locations: Rothberry)
This minor dwarven house is based in Rothberry. The house includes a number of minor families. The Hillguard family, led by Baron Drurik Hillguard of the GreyHills belongs to this family. The family's main source of income comes from its smiths who produce some of the best weapons and armor in the County.

House Yarne (Seat: North Charn; other locations: Didielin, Hardwyn)
House Yarne is a powerful merchant house of Flannish origin. The House is based around Caporna. Its main sources of income include its famous vineyards and foodstuffs.

Organizations
Brotton Banshees
The Banshees are the elite house guard of House Dane. The Banshees are composed exclusively of female soldiers.

Clan Blacknose
The Blacknose clan is one of many tribe of humanoid that roam the eastern county, in particular the baronies of Dosselford, Dryburgh, Jedbridge, Pikemaster and Rothberry. Not particularly powerful, the tribe nevertheless has been a thorn in the side of many smaller communities of Eastmarch for years.

Clan Mithraldeath
The Duergar of Clan Mithraldeath are a rather recent arrival on the scene of County politics. They're first major action was against a garrison in the Grey Hills.

College of the Divine
Located on the central plaza of Trigol, the College of the Divine is one of its most important structures. The College was created to allow all acceptable faiths in the County to have a place where philosophies and holy dictates may be discussed.

Dreerwode Druids
As the breadbasket of the Flanaess, the County has many druids. With primarilty animal and plant foci, the Druids of Urnst do what they can to protect both the wilds from civilization and civilization from the wilds. They are found in several of the County's forests, especially the Dreerwode Forest. The Lord Ranger Omin Far-Raven, archdruid of the Dreerwode leads them.

The Eagle Guard
The Eagle guard is a Military Unit that serves as the House Guard for House Veltuer. They are based in Bampton. Most of the soldier are equipped with breastplates.

Emerald Guard
The Count herself has direct command over the Emerald Guard, a brigade size Strike Force of Medium Cavalry.The Emerald Guards are initially trained at The Citadel outside of Jedbridge, and then go into elite cavalry training at the Gellor Estates just north of High Mardreth. Skilled in any form of combat, the Emerald Guards specialize in mounted warfare, with a minor emphasis in peacekeeping.
Known largely throughout the County of Urnst as the legal authority representing the Count, they gain respect and cooperation with all but the corrupt.The Emerald Guard is headquartered in High Mardreth, with garrisons in: Radigast, Brotton, Jedbridge, Trigol, and each of the Charn castles.

Knights of the Swan
Headed by Sir Karl Whittenbock, Knight Exemplar of the Knights of the Swan, they may be found at many levels of the military of the County of Urnst, the halls of some of the finest families in the County and even an occasional adventuring group. Their desire is to promote the security of the county, both the land and the individuals that live here. It should be noted that regardless of the position they hold, each Knight has personally sworn fealty to the Count.

Knights of the Pale
Though not a County-based order of knights, the Knights of the Pale maintain a small garrison of Knight at the Temple of Pholtus in Radigast. Like most Pholtans, they have a near-blind obedience towards law and good.

The Lord's Fists
The Lord's Fists is the name of the Lord of the East's house guard. The Lord's Fist is an elite product of The Citadel. Lord Terard Duncombe himself, an alumni from the Citadel, chose to utilize its talent in creating a house guard for himself and his lands during the Greyhawk Wars.

The Obsidian Conclave
With the establishment of the Cygnet University of Arcane Arts in Radigast City, Dennen Astralstaff—Head of the Radigast City Wizard’s Guild, presiding Dean Magus of the Cygnet University, and Dean of the former College of Wizardry—gathered a group of well-known mages from throughout the County into an unprecedented coalition committed to advancing the pursuit of knowledge, especially knowledge arcane, within the County’s borders.
The Obsidian Conclave has been established as the County of Urnst’s first widespread society of wizards that pools together resources from all the major cities across the County. Each Chapter House is headed by a Master Magus and focuses on a specific school of magic, though all schools are served in a general way at each Chapter House. The major goal of the Obsidian Conclave is to identify the best and brightest students and to assist and guide them in focusing their talents. The Chapter Houses themselves are committed to improving the lives of the hosting town’s citizens and providing a breeding ground for some of Oerth’s most powerful teachings.
Upon joining, members are presented with a masterwork Obsidian Dagger adorned with the appropriate hilt gem signifying the chosen school of study. This dagger bear’s the appropriate school’s First (Second and Third, as appropriate) Tier Arcane mark as well as the member’s. Because it is a sign of membership in the Conclave, it may not be sold or traded.

The Screaming Manticores
The most famous mercenary group, this unit operates mostly in and around Dominion, protecting the County's Northern Border from Iuzian raids. This unit was raised by Ros Earlis. The Manticores identify themselves with a sewn-on patch.

The Shadow Network
Every society has a dark side. Some say the brighter the flame of civilization the dark the shadows are cast. The County of Urnst, a beacon of civilization in the Flanaess, casts very dark shadows. The shadow network is a collective of thieves' guilds from the various cities and areas of the County. The vendettas and blood feuds of the past have been laid to rest as the guilds realized they only weakened themselves and cut the profit margins, the latter being most important.

The Silver Swans
The goals of the organization are to identify and cultivate the best performing artists in the County, develop and promote performance art forms that are distinct to the County, and to promote the County as the cultural center of the Flanaess. Performance arts refers to stage arts such as musical performance and composition, acting, play writing, direction, set design, etc. The long term goal is to create one blanket organization for all the arts serving and influencing the culture of the entire Flanaess.
On a more subtle note, it is recognized that performing artist can and do give insight into the pulse of the people of the County. Time and money spent represent periods of advanced teaching, study and creativity. Scholarships are available for the deserving and talented. Members are identified by a metallic pin: the masks of tragedy and comedy on an open-mouthed swan's breast. The Silver Swan "leadership" operates out of the Opera House in Radigast.

Warders of the Wilds
The Warders of the Wild is an organization that sees itself as the guardian of the Flanaess. The protection the natural world against unnatural forces (primarily undead and evil outsiders) is their primary focus. Through the power of nature, they are the eyes, ears and arms of the natural world. Usually a warder will "guard" a specific location watching, listening and reacting to unnatural forces. Most Warder of the Wild are rangers, but many Druids, Barbarians and anyone else who knows their way around the natural world are welcomed.
The Warders is a new organization, formed after the Civil War regrouping members of the Feathers of the Swan, the Wild Lords and the Warders.

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0.6 Campaign Start

Based on character concepts provided, each player has been provided with a more detailed background. Each ends with:

You arrive in Ardrinn late on the last day of Growfest after pushing your mounts and are barely able to get rooms. The next morning you see all sorts of decorations throughout the village. People are out early to see the new cathedral.
Several hogs have been roasted and the drink flows liberally (figuratively and literally). The speeches begin at noon with a release of doves. You even notice a large wagon near the docks that looks like it's all set up for fireworks later that evening. It's quite a day, until....

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0.7 Village of Ardrinn



The village on Ardrinn is a small town (pop. 1,240) on the northern edge of the Field Barony of High Madreth. It's population has grown in the recent years with the influx of some Greyhawk Wars refugees from the Shield Lands and Tehn. This has caused tension but not to the point of anger. By in large, the refugees are hard workers and are employed at the mills, shipyards, and merchant houses. The small port is busy for its size becuase many shippers use it to avoid the higher taxes in High Madreth.

The town is ruled by an elected Mayor, Kenrda Deverin, and order is maintained by Sherriff Belor Hemlock. He oversees about a dozen fulltime watchmen. There are also three very prominent families in town with considerable influence. They are led by: Titus Dane, Ephram Underley, and Lonjiku Farvaren.

Location Key:
3. (Inn) The White Deer
37. (Inn) The Rusty Dragon
17. (Goods - Alchemy) Bottled Solutions
44. (Goods - Alchemy and Magic) The Feathered Serpent
12. (Goods - Arms & Armor) Savah’s Armory
15. (Goods – Arms & Armor) Red Dog Smithy
21. (Goods - Bakery) Sandpoint Savories
39. (Goods - Brewery) Two Knight Brewery
36. (Goods - Butcher) Sandpoint Meat Market
22. (Goods - Books) The Curious Goblin
30. (Goods - Clothing) Vernah’s Fine Clothing
34. (Goods – Fish Market) Underley Fishmarket
16. (Goods – General) The Pillbug’s Pantry
26. (Goods - General) General Store
29. (Goods - General) Grocer’s Hall
41. (Goods – Imported, Arms) Sandpoint Boutique
5. (Goods & Service - Jeweler) Kesk’s Jewels
14. (Goods - Leather) Rovanky Tannery
9. (Goods & Service - Locksmith) Steel Lock
4. (Goods - Maps and Charts) The Way North
35. (Goods - Produce) Sandpoint Market
31. (Goods & Service - Wheelwright) Wheen’s Wagons
43. (Service - Brothel) The Pixie’s Kitten
28. (Service - Fortune Teller) Madame Mvashti’s House
45. (Service – Lay Healer) Hannah’s
8. (Service - Sage) The Dusty Tome
38. (Service - Stables) Goblin Squash Stables
13. (Tavern) Risa’s Place
18. (Tavern) Cracktooth’s Tavern
33. (Tavern) The Hagfish
42. (Tavern) Fatman’s Feedbag
1. Ardrinn Cathedral
2. Ardrinn Boneyard
10. Ardrinn Garrison
40. Ardrinn Mercantile League (Guild Hall)
46. Ardrinn Shipyard
11. Ardrinn Town Hall
24. Carpenter’s Guild
50. Deverin Manor
7. Gorvi’s Shack
19. House of Blue Stones (Monestary)
6. Junker’s Edge
49. Farvaren Manor
20. Sandpoint Glassworks
25. Sandpoint Lumber Mill
48. Dane Manor
32. Dane Mill (Grain Mill)
23. Sandpoint Theater
27. Turandarok Academy (School/Orphanage)
47. Underley Manor

1. Ability Scores


Character Ability Scores will be determined using a 25 point buy system. All attributes have a starting value of ten (10). You can increase these scores by spending points. You can also gain additional points by lowering the values of attributes. No score can be lowered below 8 or raised above 18. Racial modifiers are applied after all points have been spent.

Score // Points
8 // -1
9 // -0.5
10 // 0
11 // 1
12 // 2
13 // 3
14 // 5
15 // 7
16 // 10
17 // 13
18 // 17

Ability scores can not be lowered merely as a means to gaining another point or two for some other score. Any lowering must be accompanied by a 'justification' in the character's background. (e.g I have an 8 Dex becuase I have a club foot.)

Dump Scores
Some ability scores become dump scores. Meaning scores that won't matter for a class because even with negative modifiers, there is little downside in gameplay. Charisma and Intelligence are the greatest 'offenders'. Low scores in these abilities has little immediate impact on gameplay, especially combat. While other scores can become dump scores for some classes (why's a wizard need STR?), low scores in these abilities have more immediate downsides in game and will still need 'justification' but will not have additional effects. [Think about it this way, if you had to have either an 8 CON or 8 CHA, which would you choose and why?]

A character with a negative CHA modifier will find interactions with NPC's more difficult to manage. When a PC meets/interacts with an NPC, the DM assigns that NPC an attitiude in a range from hostile to helpful depending on circumstances. A character with a negative CHA score will find that the initial attitudes will be 'lower' on that scale. (e.g. A PC with an 8 CHA goes into a store. He would expect at least an indifferent attitude from the shop keeper. However, he will be treated as unfriendly. He will be watched suspiciously, treated poorly, and maybe even asked to leave.) This affect will apply to interactions between groups when the character is present and may even rub off on other party members merely through association with the low CHA fellow.

A low INT score will have perhaps more subtle but possibly greater reaching effects. Characters with a negative INT modifier will have a penalty to all skill rolls equal to their ability modifier. Characters with an INT of 7 or less must make a DC 10 Ability Check to change actions when a choice is involved. (e.g. An INT 6 figher is attacking a bugbear and the party wizard is ambushed by some goblins. The fighter must make a DC 10 INT check to leave the bugbear to help the wizard.)

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2. Races


The following are modifications and additions to the race descriptions found in the 3.5 players Handbook:

Dwarves
Greed: Dwarves treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.

Favored Class: The favored class of dwarves is cleric or fighter. This choice must be made at 1st level and cannot be changed.

Elves
Keen Senses: Elves receive a +2 bonus on Listen and Spot checks. They can make a Search check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.

Favored Class: The favored class of elves is ranger or wizard. This choice must be made at 1st level and cannot be changed.

Gnomes
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Favored Class: The favored class of gnomes is bard or sorcerer. This choice must be made at 1st level and cannot be changed.

Half Elves
Adaptability: Half-elves receive Skill Focus, as a bonus feat, at 1st level.

Favored Class: Half-elves can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Half Orcs
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Favored Class: The favored class of half-orcs is barbarian or druid. This choice must be made at 1st level and cannot be changed.

Halflings
Favored Class: The favored class of half lings is bard or rogue. This choice must be made at 1st level and cannot be changed.

Humans
Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.

Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

3. Classes


I would like to go a bit more 'old school' and focus on the core classes from the PH. I am open to other classes. However there are a few that are going to take more convincing: Warlock, Dragon Shaman, Marshall, and others that have abilities that can/need to be changed every round. That just slows things down too much. Prestige classes are welcomed, just check in first. As with base classes, any prestige class that is going to overly slow game play is going to take some convincing. (Can you say War Weaver? - not that War Weaver is in and of itself game slowing, but if the player is ever absent, then everyone needs to be up to speed on all the abilities.)

Generally speaking, the alternate class features found in the Players Handbook II are acceptable. Please check in before assuming although. [The Players Handbook II can be found at D&D Central - link to the left - or here. I'm sure there are other places you can find it online.]

Retraining
The optional retraining rules found in the Players Handbook II (pp.192 +) will be used in this AP with two exceptions: Spells and Substitution Levels can not be retrained. The time costs will be used but not the coin expense. Character rebuilding will not be allowed. For those that do not have access to the PHII, the following briefly explains what characters can retrain and how much game time they will miss:

Class Feature (e.g Ranger's Combat Style): 1 week/2 levels
Feat: 2 weeks
Skill: 1 week

Please review the following changes to character classes (links to D&D Central):

Barbarian
Slight modification to skills, new rage description affecting how many times per day and for how long the barbarian can rage, and addition of 'rage powers.'

Bard
Slight modification to skills available; new bardic music description affecting how many times per day and for how long the ability can be used; and the addition of some 'songs' and abilities.

Cleric
Slight modification to skills available; new definition of favored weapon proficiency; and three additional bonus feats granted.

Druid
Slight modification to available skills and a significant change to Animal Companions (now Nature's Bond) and changes to Wild Shape. (see section 7.2 Form of ... )

Fighter
Slight modification to skills available and addition of Armor and Weapon Training / Mastery.

Monk
Slight modification to skills available; new stunning fist description (base mechanic does not change); a change in the bonus feats, and addition of a couple abilities.

Paladin
Modification of available skills a significant change to Special Mount (now Divine Bond); and the addition of several 'cure/remove' type abilities.

Ranger
Skill availability changes; change in Animal Companion (now Hunter's Bond); changes to Combat Styles; and a couple new abilities.

Rogue
Skill availability changes and addition of Rogue Talents.

Sorcerer
Modification to available skills; bonus skill at 1st level and addition of bonus feats.

Wizard
Modification to available skills, specialist wizards gain a 'school power' and generalists gain two powers.

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4. Skills & Traits


Skills
As advance notice, I will be working hard to include moments in the AP for all skills to 'shine.' For example, Appraise to know if that merchant is ripping you off. Or, Balance to be able to get across that creaky plank. Or, Heal to diagnose a new affliction affecting some rural families. You get the idea. Consider this when allocating skill points.

There will be an addition of one extra skill. See below.

Knowledge Forbidden Lore (None); Always considered a cross-class skill
You know That Which Should Not Be Known. You have had supernatural experiences, read forbidden tomes, and/or overheard conversations you shouldn't have. This has given you insights to truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill—only how much exposure to these dark secrets themselves you have experienced.
Check: Answering a question about the horrible deities and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike in other fields of study, there are almost no really easy questions associated with this dark knowledge.
Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.
Try Again: No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

Traits
Character traits are generally more roleplaying guides than an actual game mechanic. For example, Paladins are (generally played as) honest and never knowingly choose to lie. Unearthed Arcana includes a mechanic for traits that generally affects skill checks. As an option, characters can choose one trait (list found here) at 1st level and gain the associated benefit/drawback. However, in doing so, you are committing your character to that trait. You will be expected to roleplay that trait. For example, the Paladin, being honest, may also feel others act as honestly (or at least not dishonestly) and therfore will need cause to think that she is being decieved. (and not simply run around rolling sense motive checks). In other words, the "roleplaying ideas' included in the trait descriptions are more than mere 'ideas.'

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5.0 Feats & Flaws


Feats
The Feats included in the 3.5 Players Handbook will be the core feats for the AP. Some of the feats have been modified (Section 5.1) slightly to give them a better value (particularly those that yield bonuses to skill rolls) or to make them consistent with the Combat Modifier Bonus mechanic or to address some imbalance. There are also numerous new feats from the Pathfinder rule set (section 5.2) available to characters. Lastly, many feats from other sources will be allowable (section 5.3) after a review.

An up to date feat tree list will be maintained (as best as possible) at D&D Central (link to left). Or click here for a direct link.

Regional Feats
Players will be informed of possible regional feats available to their characters after a character background is completed.

Flaws
From the character's point of view, adventuring is about amassing power, wealth, notoriety, knowledge, or some combination of those things. If a character didn't want that, he would set up shop and become a basket weaver (and maybe even become the best basket weaver in the world). Characters are supposed to be 'heroic;' not necessarily perfect, but heroic nonetheless. Therefore, character flaws (Unearthed Arcana) will be allowed, but characters will only be able to select one flaw at 1st level. This is strictly optional.

Use this link for the section on Flaws from Unearthed Arcana. If you would like to design a flaw not listed, please consult with me.


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5.1 Modified Feats


The following Feats found in the 3.5 Player's Handbook are slightly modified. The changes are highlighted.

Acrobatic, Agile, Alertness, Athletic and any other feat that provides bonuses to skill rolls
Benefit: You get a +2 bonus on the associated skill checks. If you have 13 or more ranks in one of the associated skills the bonus increase to +4 for that skill(s).

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to AC. This number may not exceed 1/4 your base attack bonus (round down, minimum 1). The penalty on attacks and bonus to AC apply until your next turn.

Dodge (Combat)
You have mastered a defensive stance that allows to you easily react to your opponents.
Prerequisite: Dex 13
Benefit: As a swift action, you gain a +1 dodge bonus to your AC until your next turn. If you have 13 or more ranks in Tumble, the dodge bonus increases to +2. This feat can not be used in heavy armor or when carrying a heavy load.

Far Shot (Combat)
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.

Improved Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip (Combat)
Prerequisite: Unchanged
Benefit: You do not provoke an attack of opportunity when performing the combat maneuver. In addition, you receive a +2 bonus on checks made for the combat maneuver. In addition, increase the DC of the combat maneuver performed against you by +2.
Normal: You provoke an attack of opportunity when performing the combat maneuver.

Power Attack [General]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed 1/2 your base attack bonus (round down, minimum 1). The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Power Attack as one of his fighter bonus feats.


Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving that skill. If you have 13 or more ranks in the chosen skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move both before and after an attack.

Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: You can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. You can’t use this feat if you are wearing heavy armor.
Normal: You cannot move both before and after an attack.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain +1 hit point.

Tower Shield Proficiency [Fighter]
You are trained in how to properly use a tower shield.
Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character using a shield with which he is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

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5.2 New Feats


The following feats from the Pathfinder rules will be used in the Rise of the Rune Lords Campaign. Some have been house-ruled as indicated in blue:

Agile Maneuvers (Combat)
Your learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your combat maneuver bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your combat maneuver bonus.

Caught Off-Guard (Combat)
Foes are surprised by your use of unorthodox weapons.
Prerequisites: Base attack bonus +4.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are f lat-footed to any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
[Note: Improvised weapons are not designed to be weapons and will break with use.]

Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a target’s weak spot, at the expense of making the attack less likely to succeed.
Prerequisite: Dex 13, base attack bonus +1.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed 1/2 your base attack bonus (round down, minimum 1). The penalty on attacks and bonus on damage apply until your next turn.

Defensive Combat Training (Combat)
You have been trained to defend yourself from a variety of combat maneuvers.
Benefit: Add +4 to the DC of performing combat maneuvers against you, such as bull rush, grapple, and trip.

Double Slice (Combat)
When wielding two weapons, your off-hand weapon can be used with great effectiveness
Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add half your Strength modifier to damage rolls made with your off-hand weapon.

Gorgon’s Fist (Combat)
With one well-placed blow, you can leave your target reeling.
Prerequisites: Improved Unarmed Strike, Scorpion Style, base attack bonus +6.
Benefit: As a standard action, make a single unarmed melee attack. If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.

Improved Shield Bash (Combat)
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn.

Intimidating Prowess (Combat)
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Medusa’s Wrath (Combat)
You can take advantage of your opponent’s confusion, delivering multiple blows.
Prerequisites: Improved Unarmed Strike, Gorgon’s Fist, Scorpion Style, base attack bonus +11.
Benefit: As a full-attack action, make two additional unarmed strikes at your highest base attack bonus. All of your unarmed strikes must be made against a dazed, flatfooted, paralyzed, staggered, stunned, or unconscious foe.

Pinpoint Targeting (Combat)
You can target the weak points in your opponent’s armor.
Prerequisites: Dex 19, Improved Precise Shot, Point Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.

Scorpion Style (Combat)
You can perform an unarmed strike that greatly hampers your target’s movement.
Prerequisite: Improved Unarmed Strike.
Benefit: Make a single unarmed attack as a standard action. If the attack hits, you deal damage normally and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Shield Master (Combat)
Your mastery of the shield allows you to fight with it without hindrance.
Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s shield bonus to attacks and damage rolls made with the shield as if it was an enhancement bonus.

Shield Slam (Combat)
In the right position, your shield can be used to send opponents flying.
Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see the Combat chapter). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance.

Two-Weapon Rend (Combat)
Striking with both your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

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5.3 Additional Feats


Additional feats from other D&D sources (e.g. the 'Complete' series, Dragon, etc.) are generally accepted but will be reviewed on a case by case basis and posted here when approved.

Improved (Domain) Power [General]
Prerequisite: access to a domain
Receive an additional Domain power for the indicated Domain. You may take this feat multiple times, each with a different Domain. Numerous improved domain powers can be found on p.32 of this document (pdf). This is the only way to receive additional domain powers.

Turning/Rebuking Undead Feats [General]
There are numerous feats with at least a requirement of being able to turn or rebuke undead found in several primary sources. A quite complete list can be found at the Crystalkeep web site (link to the left). Turning/Rebuking Undead feats found on pp. 71-4 of the 'Feats' document are approved for the AP if they are from the following primary sources:
  • Complete Divine (CDiv)
  • Complete Warrior (CWar)
  • Libris Mortus (LM)
  • Player's handbook 2 (PH2)

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6. Combat


Possibly the change with the greatest impact is the implementation of the Combat Maneuver roll. The below is from the Pathfinder Rules.

During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success.

Combat Maneuver Bonus
Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:

CMB = Base attack bonus + Strength modifier + special size modifier

Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.

Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Combat Maneuver Defense
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier

The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.

Bull Rush
You can make a bull rush as a standard action or as part of a charge. You can only bull rush an opponent who is one size category larger than you or smaller. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver. If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds the DC you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.

Disarm
You can attempt to disarm your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack. If your attack is successful, your target drops one item it is carrying (of your choice). If your attack exceeds the DC of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you automatically pick up the item dropped.

Grapple
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, improved grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Glossary chapter). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). If you successfully grapple an opponent, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions.

Move: You can move both you and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inflict damage to your target equal to your unarmed damage. This damage can be either lethal or nonlethal.

Pin: You can give your opponent the pinned condition. Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC 15 + opponent’s CMB, this does not provoke an attack of opportunity) or Escape Artist check (DC 10 + opponent’s CMB). If you succeed, you break the grapple and can act normally.

If you have your target pinned or otherwise restrained, or unconscious, you can use rope to tie them up. This works like a pin effect, but with a + 5 circumstance bonus to determine the DC to escape the bonds (making the DC equal to 20 + your CMB). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty.

Overrun
As a standard action taken during your move, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is one size category larger than you or smaller. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver attack roll as normal. If your attack is successful, you move through the target’s space. If your attack exceeds the DC by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

Sunder
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

You must be wielding a weapon to attempt a sunder. If your attack is successful, you deal damage to the item normally. If the damage you deal exceeds the object’s hardness, the object gains the broken condition (see the Glossary chapter). If the damage you deal exceeds the object’s hardness and hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point.

Trip
You can attempt to trip an opponent as a melee attack. You can only trip an opponent who is one size category larger than you or smaller. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures, such as oozes without legs and f lying creatures, cannot be tripped.

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7. Spells & Metamagic Components


Spells

The following is mainly dedicated to the new lines of spells that replace the polymorph spell. Access to non-core spells is being limited. And one spell is being removed from the game altogether.

Removed Spell
Find the Path (Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6)

Non-Core Spells
Use of non-core spells is being limited for two reasons. First, even though most of these spells have been gathered from their myriad original sources and are available at several websites it still requires some time to sort through them to find the spells you might be interested in having. This action itself is a form of min/maxing and benefits the player who takes the time over the one who doesn't. Second, some of these spells are unbalanced, which can create playability issues. We are all guilty to some extent of min/maxing our characters, but I would rather not include such a large incentive to do it.

Access to non-core spells can be gained in two ways. The first is during play. (e.g. The party finds a non-core spell in a captured spellbook.) The second is through roleplay and the use of favor and influence points the characters may have gained. See the section of Favors and Influence.

No matter how the spells are gained, characters may never have more levels of non-core spells at their disposal than their character level + bonus from the applicable ability (Int, Wis, or Cha).

Polymorph Problem
From the Pathfinder Rules:
Of all the spells in the 3.5 rules set, none has caused more arguments or been more abused than polymorph. Such problems stem from two sources. First, the spell has never been very clearly worded. What abilities you gain and lose are always subject to question. For example, do you lose your human bonus feat when you take on another form? Second, the spell relies upon the balance of monster abilities to function. When you consider the fact that there are thousands of monsters to choose from, and some are more powerful than others of an equal Hit Dice, this problem becomes apparent.
To alleviate this problem, we have broken the spell down into a host of other spells that allow you to take on the form of creatures of a specific type. The spells themselves grant you bonuses to your ability scores and special abilities. This means that we can balance the spells against each other, rather than against all of the monsters ever printed. So while your abilities won’t exactly match those of the form you take, you will look like the creature and be able to do a number of the things the creature can do.
Metamagic Components
To add yet a little more variety to spell casting beyond the normal metamagic feats, the use of metamagic components will be implemented. You can find all you need to know here. In short, by using an additional component, a caster can apply a metamagic feat to a spell without increasing its spell level.

There are two change(s) from description found in Unearthed Arcana. First, the metamagic components are in addition to any normally required material component. Second, the caster must have the relavent metamagic feat in order to be able to use any metamagic component.

7.1 Alter Self / Polymorph


Alter Self
School transmutation (polymorph); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
Description
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: swim 30 feet, darkvision 60 feet, low-light vision, and scent. Small creature: If the form you take is that of a Small humanoid, you gain a +2 enhancement bonus to your Dexterity. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 enhancement bonus to your Strength.

Baleful Polymorph
School transmutation (polymorph); Level druid 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent
Saving Throw: Fortitude negates, Will partial, see text; Spell
Resistance: yes
Description
As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Polymorph
School transmutation (polymorph); Level wizard/sorcerer 5
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you choose)
Range touch
Target living creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
This spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures. If you use this spell to cause the target to take on the form of an animal or magical beast, it functions as beast shape II. If the form is that of an elemental, the spell functions as elemental body I. If the form is that of a humanoid, the spell functions as alter self. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.

Polymorph, Greater
School transmutation (polymorph); Level wizard/sorcerer 7
Description
This spell functions as polymorph except that it allows the creature to take on the form of a dragon or plant creature. If you use this spell to cause the target to take on the form of an animal or magical beast, it functions as beast shape IV. If the form is that of an elemental, the spell functions as elemental body III. If the form is that of a humanoid, the spell functions as alter self. If the form is that of a plant, the spell functions as plant shape II. If the form is that of a dragon, the spell functions as form of the dragon I. The subject may choose to resume its normal form as a full-round action; doing so ends the spell.

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