The Native Races Of: Introduction

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The Native Races Of: Introduction The Native Races of: Introduction The planes are a vast and wondrous expans full of incredible sights and sounds that make the material plane seem banal and dull by extension. Though few are lucky enough to be able to leave their world behind and explore the incredible and fantastic locations offered by other planes of existence, the handful that are are forever changed by the experience. We want to bring some of that magic to your gaming table, and bring the planes alive, one plane at a time. For now, we’ve decided to begin with the elemental plane of fire. There are a variety of reasons, including the fact that it is the home of the iconic City of Brass, the fact that it hasn’t been explored with as much depth as many other planes, and the fact that it is home to numerable human-like (if not exactly humanoid) races. But mostly, we chose the elemental plane of fire because we felt that it had great potential not only as a beautiful backdrop for games, but also for a setting unto itself, with its own movers and shakers, and its own concerns and problems, separate from the material plane. This short piece provides a sample of some of the game mechanics for The Traveler’s Guide to the Elemental Plane of Fire. It provides racial traits for the four main native races on the plane (azer, efreeti, fire elementals, and salamanders), as well as the first five levels of each race’s associated class, which is designed to allow players access to the various abilities and powers that are often associated with such exotic entities, through a means that allows for high degrees of flexibility and customizability. Also included are a small sample of the many feats which make up the bulk of this customization, and allow players access to a wide range of fire-themed powers. The contents of this brief sample are just that: a sample. In the full book, each of these classes will be a full 20 levels, and there will be over 50 feats, instead of the 7 included here. We hope that you will enjoy reading about our vision of this fiery place as much as we enjoyed writing about it, and even if you choose not to pick up a copy of the full book, we invite you to take the ideas you find here and use them in your own forays to the elemental plane of fire, or adapt them for use in your game in other ways and places. Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc) dialogue, plot, storylines, location, characters and trade dress. Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, or is used with the express permission of the creator, or is the property of Can Stock Photo, Inc. Necromancers of the Northwest, LLC claims no special rights or privileges to any art presented herein. Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form without written permission. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. The Four Races cold damage as they otherwise would). The four main races that will be featured in The No Resurrection: If slain, an azer cannot be Traveler’s Guide to the Elemental Plane of Fire (azer, efreeti, restored to life by raise dead, reincarnate, resurrection, or fire elementals, and salamanders) consist of both a standard similar magic. It requires a limited wish, wish, miracle, or true race, much like those found in the Pathfinder Roleplaying resurrection spell to restore a slain azer to life. Game Core Rulebook, and a full twenty-level base class that is designed to allow players to unlock the full potential of those Slow and Steady: An azer character’s speed is never races through a combination of class features that highlight modifier by armor or encumbrance. the unique flavor of the race, and a number of bonus feats that can be spent on a variety of appropriate fire- and racially- Weapon and Armor Familiarity: Azer are themed feats. proficient with all types of hammers, as well as with light and medium armor. The following section presents the racial traits for each of the four races, as well as the first five levels of Work Ethic: Azer gain a +3 racial bonus on all Craft each race’s corresponding class. Note that only members of and Profession skill checks, due to their hard work and the race in question can take levels in a given race’s class: dedication. humans, efreeti, and other creatures are unable to take levels in azer paragon, for example: only an azer character can do Azer Paragon that. While an azer player character can advance in any class, the azer paragon class represents azer who choose Azer to delve into their racial heritage, mastering the ancient The azer are few, but they are regarded throughout secrets of their wise ancestors. Azer paragons are tough the plane of fire as wise keepers of great and ancient secrets, and passionate warriors with the ability to produce truly and master artisans of the highest caliber. Most azer are more incredible magic items. than happy to live their lives in the confines of one of their isolated strongholds, but some azer decide to venture outside Hit Dice: d10 their homes and see the rest of the fiery world around them. Class Skills The azer paragon’s class skills are Climb (Str), Craft (Int), Azer Racial Traits Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Sense Ability Scores: Like dwarves, their distant cousins Motive (Wis), and Use Magic Device (Cha). on the material plane, azer are a hardy people with a quick wit, but they typically do not get along well with others. They Skill Ranks per Level: 2 + Int modifier. gain +2 Constitution, +2 Intelligence, and -2 Charisma. Size: Azer are Medium creatures and thus receive no Class Features bonuses or penalties due to their size. The following are the class features of the azer Type: Azer are outsiders with the fire subtype, paragon. and are not subject to spells or abilities that only apply to humanoid creatures (such as charm person). However, while Weapon and Armor Proficiencies:An azer azer are technically outsiders, they do not necessarily gain all paragon is proficient with all simple and martial weapons and benefits normally associated with the outsider creature type. with all armor (heavy, light, and medium) as well as with all They gain only the benefits listed here. Azer eat, breathe, and shields (except tower shields). sleep. Dedicated Craftsman (Ex): At 1st level, and Base Speed: Azer have a base speed of 20 ft. each azer paragon level thereafter, an azer paragon gains two additional skill points, which must be spent on Craft Languages: Azer begin play speaking Common and skills. Additionally, an azer paragon may use her ranks in Ignan. Azer with a high Intelligence score can choose from an appropriate Craft skill instead of a caster level in order the following languages: Aquan, Auran, Draconic, Terran, or to qualify for magic item creation feats. The Craft skill Undercommon. associated with each magic item creation feat is listed on Table 1-2: Dedicated Craftsman. When creating magic items Darkvision: Azer can see perfectly in the dark up to with a feat gained in this fashion, the azer paragon must use 60 ft. the Craft skill associated with the magic item creation feat instead of the normal skill check to create the item, but the Armor Expertise: An azer character gains a +1 DC to create the item is not increased for any necessary spell competence bonus to AC as long as she is wearing medium or requirements. See the Pathfinder Roleplaying Game Core heavy armor. Rulebook for more information on the normal magic item creation process. Fire Immunity: Azer are immune to fire damage, but are vulnerable to cold damage (they take 150% as much 3 Table 1‐1: The Azer Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +2 Dedicated craftsman, hammer focus 2nd +2 +3 +0 +3 Bonus feat 3rd +3 +3 +1 +3 Hot iron 3/day 4th +4 +4 +1 +4 Bronze skin, hammer expert 5th +5 +4 +1 +4 Bonus feat Table 1‐2: Dedicated Craftsman Efreeti Magic Item Type Craft Skill A proud people with an ancient heritage, efreeti rule Brew Potion Alchemy the plane of fire, and their empire stretches from one end Craft Construct Sculptures of the plane to another. It is said that the Great Sultan is the Craft Magic Arms and Armor Armor or Weapons owner of each and every flame throughout the multiverse, Craft Rod Jewelry and that all fires dance to his whims.
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