Classes & Feats

Reylan is home to wizards and warriors, soldiers and scribes, priests and pickpockets, huntsmen and hermits. These are the heroes, the villains, the knights and the adventurers of the land. Each one is a budding legend with an epic tale of glory waiting to unfold.

Classes

Player Characters may begin and advance in any of the eleven core classes presented in the Pathfinder RPG Core Rulebook (also presented as part of the Pathfinder Resource Document).

Characters may also advance in any of the prestige classes presented in the Pathfinder RPG Core Rulebook (also presented as part of the Pathfinder Resource Document), provided they meet the prerequisites for the desired class.

New Feats

Ancient Weapon

You have inherited or discovered an exceptional weapon.

Prerequisite: May only be selected at 1st level.

Benefit: You begin play with a masterwork weapon of your choice at no cost. This weapon is an ancient weapon passed down from your character’s ancestors, or one discovered prior to your adventuring career. In either case, you have a special link to the weapon that allows you to awaken its magical properties as you gain experience. The majority of ancient weapons such as these are relics of Thereath which still contain dormant power, though one may also be one of more modern design, with the magic stemming from the spirit of a legendary ancestor.

At any time, you may retreat to a secluded location to spend time in prayer, meditation or experimentation to awaken the latent powers of the weapon. This requires a sacrifice of XP in the amount shown on the table below. You must meet the minimum character level shown on the table, and must spend one day working to awaken the weapon’s magic.

Weapon Bonus
Total Sacrifice Required
Minimum Character Level
+1
40 XP
4th
+2
160 XP**
7th
+3
360 XP**
9th
+4
640 XP**
11th
+5
1,000 XP**
13th
+6*
1,440 XP**
14th
+7*
1,960 XP**
15th
+8*
2,560 XP**
16th
+9*
3,240 XP**
17th
+10*
4,000 XP**
18th

*A weapon can’t actually have a bonus higher than +5. Use these lines to determine the price when special abilities are added in. Example: A character who has a +4 longsword can transform it into a +4 flaming burst longsword with a sacrifice of 800 XP, since flaming burst is a special ability equivalent to a +2 bonus.
**The XP cost presented here assumes that the weapon being imbued does not already have an enhancement bonus. If it does, the cost to imbue it with additional power is reduced. For instance, if a character has a +1 longsword and wants to imbue it with the power to be a +2 longsword, he may do so by paying the difference in XP cost (160 minus 40, or 120 XP).

Until the ancient weapon becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent power does not cause it to be considered a magic weapon until its power is awakened. Once awakened, the weapon’s magic will only function in the hands of a character with this feat (but will otherwise remain a masterwork weapon) and who is bound to it. Regardless of who possesses the weapon, it always makes saves as a magic weapon of its current power.

If the weapon is lost or destroyed, it cannot be replaced. Instead it must be recovered (if lost) or another ancient weapon must be found (and awakened). A character can never be bound to more than one ancient weapon at the same time, and once bonded cannot become unbound unless the weapon is destroyed or remains out of the character’s possession for at least one week. If the owner of an ancient weapon is killed, it continues to be bound for one week. An ancient weapon cannot be bound to more than one person at a time.

Special: If the weapon is a double weapon, only one end of the weapon gains the bonuses from above, but the other half may be enchanted normally. Both ends of a double weapon are still masterwork. Wizards who select this feat (or otherwise become wizards after 1st level) cannot select an object for their Arcane Bond and must select a familiar.

Nobility

You come from one of the traditional noble houses in Reylan.

Prerequisite: Must be selected at 1st level.

Benefit: You are of noble birth, and were raised to rule. You learned the arts of etiquette and diplomacy as soon as you could talk. You receive a +2 bonus on all Diplomacy checks, and an additional 100 gp starting wealth at 1st level (If creating a character at 2nd level or higher, instead increase the character’s starting wealth by 15%). Due to the wealth of your noble family, you receive a monetary boon at each level increase equal to your new level x100 gp (this wealth is usually delivered to the character by courier, though it may instead be saved at an estate where the character may retrieve it at his leisure). In addition, your noble status may (at the GM’s discretion) grant you additional perks under some circumstances, such as being granted audience or favor by other nobles or being given preference for special treatment over non-nobles.

Reach Spell [metamagic]

You can cast touch spells without touching the spell recipient.

Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.

Spontaneous Domains

You may spontaneously cast your domain spells.

Prerequisite: Ability to channel energy.

Benefit: You can spend one use of your channel energy ability as a swift action, allowing you to “lose” any prepared spell that is not an orison or domain spell in order to cast any domain spell of the same level or lower. This ability functions similarly to the cleric’s Spontaneous Casting ability.

Planetouched Feats

Planetouched

One (or more) of your ancestors was an outsider, such as a celestial, fiend or elemental.

Prerequisites: Select an outsider subtype (air, chaotic, earth, evil, fire, good, lawful or water). This becomes your planetouched bloodline and determines which planetouched abilities you may obtain. Your creature type changes to Outsider (native), and you gain darkvision 60 feet. Note you do not gain the same subtype as your planetouched bloodline.

Benefit: Your creature type changes to Outsider (native), and you gain darkvision 60 ft

Aasimar Traits

Your planetouched heritage manifests itself with a spell-like ability and some limited energy resistance.

Prerequisite: Planetouched (good).

Benefit: You may cast daylight once per day as a spell-like ability. The caster level for this ability equals the character’s highest class level in a spellcasting class (minimum 1). You also gain acid resistance 5, cold resistance 5 and electricity resistance 5.

Air Genasi Traits

Your planetouched heritage manifests itself with a spell-like ability and some limited energy resistance.

Prerequisite: Planetouched (air).

Benefit: You may cast gust of wind once per day as a spell-like ability. The caster level for this ability equals the character’s highest class level in a spellcasting class (minimum 1). You also gain cold resistance 5, electricity resistance 5 and fire resistance 5.

Axani Traits

Your planetouched heritage manifests itself with a spell-like ability and some limited energy resistance.

Prerequisite: Planetouched (lawful).

Benefit: You may cast zone of truth once per day as a spell-like ability. The caster level for this ability equals the character’s highest class level in a spellcasting class (minimum 1). You also gain acid resistance 5, cold resistance 5 and fire resistance 5.

Cansin Traits

Your planetouched heritage manifests itself with a spell-like ability and some limited energy resistance.

Prerequisite: Planetouched (chaotic).

Benefit: You may cast alter self once per day as a spell-like ability. The caster level for this ability equals the character’s highest class level in a spellcasting class (minimum 1). You also gain acid resistance 5, electricity resistance 5 and fire resistance 5.

Earth Genasi Traits

Your planetouched heritage manifests itself with a spell-like ability and some limited energy resistance.

Prerequisite: Planetouched (earth).

Benefit: You may cast soften earth and stone once per day as a spell-like ability. The caster level for this ability equals the character’s highest class level in a spellcasting class (minimum 1). You also gain acid resistance 5, cold resistance 5 and fire resistance 5.

Fire Genasi Traits

Your planetouched heritage manifests itself with a spell-like ability and some limited energy resistance.

Prerequisite: Planetouched (fire).

Benefit: You may cast pyrotechnics once per day as a spell-like ability. The caster level for this ability equals the character’s highest class level in a spellcasting class (minimum 1). You also gain acid resistance 5, electricity resistance 5 and fire resistance 5.

Tiefling Traits

Your planetouched heritage manifests itself with a spell-like ability and some limited energy resistance.

Prerequisite: Planetouched (evil)

Benefit: You may cast darkness once per day as a spell-like ability. The caster level for this ability equals the character’s highest class level in a spellcasting class (minimum 1). You also gain cold resistance 5, electricity resistance 5 and fire resistance 5.

Water Genasi Traits

Your planetouched heritage manifests itself with a spell-like ability and some limited energy resistance.

Prerequisite: Planetouched (water).

Benefit: You may cast water breathing once per day as a spell-like ability. The caster level for this ability equals the character’s highest class level in a spellcasting class (minimum 1). You also gain cold resistance 5, electricity resistance 5 and fire resistance 5.

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