D&D 3E/3.5 3E D&D Aurelia setting & houserules material (now with magic items!)

Arkhandus

First Post
Here you'll find a ton of revised and streamlined rules for 3e/3.5e D&D, new material (classes, races, monsters, items, feats, spells, etc.), and occasional setting flavor. Example PCs/NPCs, towns, and such will be added over time as well (I have several that are half-finished...). There should be many things here of use to anyone playing or running 3rd Edition, though updates are sporadic and I have a lot of half-finished material left to complete.

(Note: I recommend using the original black background for viewing this thread, as the bright new EN World color scheme default makes it tough to read some parts.)

I've been examining, revising, DMing with, and playing with the 3e and 3.5 rules a lot since they were released, and own most official 3.0 books and a small handful of 3rd-party and 3.5 D&D books. I've put a lot of work into this project since 2001, and I think the result (as I finally finish tweaking everything and posting it) is generally a better-balanced and more fun 3e D&D that doesn't throw anything away, just smooths out the wrinkles and adds more stuff to play with.

This material is largely geared towards 3.0 D&D, but the majority is still directly useable in 3.5 as well. A few of my feats and prestige classes are even based on 3.5 material to some extent. Over time, I'll have this thread updated with rebalanced versions of many feats, spells, items, classes, monsters, and miscellaneous rules from the majority of official 3.0 D&D books from Wizards of the Coast (and a few things here and there from other publishers). Some Aurelia material is based to some extent on older editions of D&D, as well.


I'd like to hear your opinions, questions, and requests if any. Not everything is finished, most of it is just half-finished and not set in stone, and some of it's still in a revised prototype form. I've got all kinds of stuff I could post, and all kinds of stuff I'm willing to custom-make or finish-up earlier for anyone that's curious about one thing or another.

Aurelia is a setting I've been working on slowly over the past several years, and is a mix of revised stuff from 3.0 D&D and earlier editions, and a fair amount of new stuff. In Aurelia, the planes are closely connected, and interaction between different planes in the cosmology is rather significant, though Outsiders are still very uncommon (maybe not rare, though) on the Material Plane. At each corner of the world is an Elemental Plane, and the Plane of Positive Energy lies above at the edge of the sky, while the Plane of Negative Energy lies below the depths of the earth. Natural portals between planes occur in many places across Aurelia, some stable and others temporary.


I'll be posting my revised versions of the core classes, psionic classes, and oriental classes at random, along with the 3 variants for each class; respectively called basic classes and variant classes (or subclasses). The variants each count as their respective basic class (so a character can't multiclass between the basic Rogue and the Buccaneer variant Rogue, for instance) but have minor or intermediate changes to them, while retaining at least some obvious semblance of their basic class.

Monsters of Aurelia (some very familiar, some very new, some familiar yet quite different) will likely be common posts throughout the life of this thread (except the beginning, apparently, as I got too distracted from monster-work). At some point I'll also post the feats of Aurelia, broken up into several posts (like one for General feats, another for Special feats, another for Psionic feats, etc.), and some spells, psionic powers, items, and other things.

My master list of revised weapon stats and descriptions is nearly complete, so that too will likely be posted in the near future. Before that, I will start posting the races of Aurelia, both new ones and revised ones, in quite random order as noted above for classes.
 
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Arkhandus

First Post
Aurelia Introduction and Master List

[sblock=Intro]"Now, I am sure you know of the many peoples, monsters, and lowly beasts within our township, apprentice Kiro-kun, but I have not yet taught you the lore of all our world's denizens, and I know you prefer to study the wonders of alchemy rather than droll history..... Yes, yes, well have a seat already and we'll begin your lesson for the evening."

"You'll not make a sagely living with just alchemic lore, Kiro. Not unless you wish to move to Gazath-Dreeg in the next township over, and live in that honorless den of half-orcs, ogres, and nezumi! Ah, I see that last one puzzles you. Yes, the nezumi largely live apart from our celestri domains, ragged scavengers that they are. Now if you'll stop giving me that bored look, I'll educate you on the races of our Plane, and maybe then you won't be surprised and murdered by one of them later, when you set out on your own."

"I suppose I'll start with those peoples closest to our own in blood and body.... Humans as you know are quite numerous and can be found living just about anywhere, fighting and politicking and breeding with near anything that moves and looks the least bit like themselves. Yes, yes, a curious race, but at least we know our human ancestors were a different breed, the originals, and only bred with the greater elementalkin that gave rise to our kind. As you know Kiro, we, the celestri, are greatest and noblest among those descendants of the elementalkin and first humans, but far from being the only or most numerous breed. Our ancestors came from the warm, vibrant Plane of Positive Energy, the radiance that shines through the sun, moon, and stars; that is our great heritage, the source of our vitality and charm."

"This you know, of course, but I know we do not often speak of our kindred, the aeragi, aquari, firagi and endari, and of course those vile draegi who pervert the honor our ancestors held so dear, Kiro-kun. You also know of course that the draegi are descendants of the Negative Energy Plane's denizens, the life-leeching scum beneath the depths of Aurelia's soil. Our total opposites if not for the shared bloodlines of our ancient predecessors."

"Then of course there are the other four; the fiery and tribal firagi barbarians, with their silly ideas of honor and passion in everything; our aquari friends among the seas and coasts, with their monasteries and vast patience, but terrible fury when threatened; those flighty aeragi with their heads quite often literally in the clouds, flying their fanciful air-infused skyships and babbling nonsense, probably both born of those twits' psychotic episodes; and the dependably stubborn and plodding endari, building their underground cities and marching on surface towns all the time to spread their rigid thoughts on law and universally-enforced order. At least they can be reasoned with, something I can't very well say about the firagi and aeragi with much confidence, let alone those perverse draegi scoundrels."

"Now, enough about our numerous and less-noble kindred, I'll speak of friendlier folk next. You can generally be at ease around elves, half-elves, gnomes, and halflings, Kiro-kun, but be careful around some of those halflings and half-elves, they can be sneaky gaijin. The elves like to live in trees and their sylvan gods even taught them to bend trees to their will, or at least some of their spellcasters can do so. They are the distant kin of fey and halflings, and most serve the goal of preserving Nature, with a talent for sorcery and beautiful works."

"Half-elves of course share much in common with their elven and human bloodlines, but may actually be human with a little elven blood, or elven with a little human blood. The halflings are short folk with little in common between them and the elves, but still get along well with fey, and halflings are quite resourceful. The gnomes are kindred to dwarves, but less burly and, in fact, more friendly and intellectual, though impractical and overly curious to the point of foolishness. Gnomes are gifted with magic, tinkering, and trickery, but usually good-natured and harmless to decent folk like ourselves. They like to live in caves, and so they fight often with orcs, ogres, and their ilk, lacking our more peaceful disposition."

"And that brings us to dwarves, those quarrelsome little people with their barrel chests and absurd beards; even their females have beards, did you know? A tenacious and irksome lot of soldiers and craftsmen, those dwarves, but quite able with a weapon or tool, and honest enough at least, with a love for hard work and harder sport. I would not likely be far from wrong to say that slaying other, more unsavory sorts of cave-dweller is actually the favored sport amongst dwarvenkind. Dwarves have another kindred, more primitive but noble, the korobokuru, so named by our ancestors, though the korobokuru are hardly worth mention. I believe they actually prefer it that way, too."

"Orcs and half-orcs are as bloodthirsty as dwarves if not moreso, and combat is nothing less than life itself to orcishkind, I think. Only a few orcish communities are anything close to respectable and civilized, not like those thugs in Gazath-Dreeg. Orcs are freakish strong, though, and maybe even as fierce as our firagi kindred. Half-orcs are only slightly less barbaric, due to their partially-human lineage, but at least they're smarter than purebred orcs."

"I will expand on this lesson tomorrow apprentice, so do not forget! And this lesson itself is not yet complete. No groaning! I know you want to travel, and you will not live long as a sage if you do not learn about the creatures to beware on the road and in the cities. I will speak more of this tomorrow. For now, I will continue with the lesson. I mentioned nezumi earlier, and now I will explain a bit more. They are the ratfolk, who live on the fringes of society and scavenge what they can, living simple and primitive lives, always breeding and eating and stealing and sneaking about. Nezumi are swift and keen of nose, usually conspiring with common thieves and bandits, who are generally smarter but not so resilient as the nezumi."

"Other folk resembling animals are the vanara, monkey-like humanoids with unusual wit and insight, much more like ourselves in mind if not in body and habit, and they lack our sense of honor. Vanara climb and jump fairly well, but few care to learn the written word, so don't bother trying to sell them maps or tomes. Also, their language is little more than gibbering and howling, so I wouldn't recommend trying to talk with them either. The hengeyokai are another such unusual race, really just animals who take human form when they please, some manner of spirit-kin though, so their concerns and behavior make little sense to me."

"I would even less recommend trying to interact meaningfully with the insectfolk, calling themselves thri-kreen, hizak-kreen, and aratz-kreen if I recall correctly... Rather primitive hunters, though they seem to have some barbaric sense of honor, not that I could ever understand their crude culture. The shorter hizak-kreen are closest to being civilized, but even they are xenophobic curiosities. The aratz are more burly and savage than their common thri-kreen cousins, though, and all three breeds have some degree of psionic talent, though I can hardly fathom how, what with their primitive minds and near-total lack of culture."

"You'll have similarly hard luck in trying to deal with the various gith races, all descended from an even worse lot of humans than the others that followed after our ancestors. The only thing about them that speaks of a civilized origin is their psionic talent, though at least most of them are less savage than kreen. The githzerai mostly live in the Ethereal Plane, where they've become partially absorbed by the Plane and taken on crystalline aspects; their remnants of culture share some vague similarities to our own honorable ancestors', and thus githzerai are not generally worthy of disdain. The brutal githyanki, however, are largely exiled to the Astral Plane and suffered a fate similar to the githzerai, being partially consumed by their Plane and made somewhat ectoplasmic."

"If you ever chance to happen upon a githrani, you'll be surprised by their alacrity and harshness, but at least they won't do you any harm if you leave them be. Githrani have some kind of partial carapace lined with flickering veins of light, in case you need to know what they look like..... But 'ware the githmarri, Kiro-kun, or those Shadow-dwelling maniacs will literally bite your head off and feed on the vibrance of your life-force.... Little better than vampires, that lot, and their creepy shadow-muscles are stronger and faster than any of us mentari-kin. You might see a firagi stupid-brave enough to butt heads with githmarri, but even an aeragi's not crazy enough to do so. Those draegi mongrels have some sort of mutual understanding with them monsters, but even draegi fear their life-sucking githmarri allies."

"Hmmm, I can smell that Rinnosha's nearly finished preparing the evening meal.... I'll just add a few words more to the lesson before we break for supper. Do not forget to pray thanks to Moturi and Hamanari this time, Kiro-kun, or they're like to spoil your food and drink for waxing lazy with your prayers again! Anyway, a few last words to this lesson: I've mentioned all the common and less common peoples of Aurelia, but there are still a few rare ones left worth mentioning, and a whole lot of worse ones not worth calling 'people', like the goblins and their kin."

"Yes, you've heard the tales of those creatures. Goblins, the eaters of babes and children who wander too far or don't lock their rooms up tight in the evening, those scary little cursed monsters with their claws and venomous drool....yes, even I heard of them when I was young, and the worst thing about them is that darned near every tale told about them is true, Kiro, so you'd best not travel at night and keep strong guards on watch when you camp on the road. Other goblinoids are just as dangerous but at least they have some small sense of culture and bargaining...."

"No, I don't think I'll say anything more of such creatures tonight, but before we're off to eat Rinnosha's cooking, I'll leave off on a less unsavory note with this lesson. Any time you travel near the woods or fields, you may be lucky enough to meet a harrow sprite or unfortunate enough to meet a fallow sprite. Both can be nice enough folk, moreso than many other fey, but the fallow sprites may like to ruin your day with a prank or just steal your coinpouch. They can fly but not for very long, and the harrow sprites don't even have real wings! They fly about all psionic-like, and even have something resembling our monkish traditions, though like anything else fey, it'd be difficult for our kind to understand the ins and outs of. Their ideas of honor and fairness would probably twist our brains into knots just trying to understand the logic behind them, let alone the point of it all to them fey folk."

"You'll have an easier time understanding and dealing with the people called spirit-folk, who come in all kinds of colors and dispositions, from the sweet kindness of the blossom spirit-folk to the utter detachment of the cloud spirit-folk and the frightening pyromania of wildfire spirit-folk..... There's likely a different breed of spirit-folk for every kind of nature spirit even half-willing to breed with humans, and you'll count yourself lucky if you even meet one spirit-folk in your whole life, let alone two of the same kind."

"Ahh, is that Rinnosha calling, apprentice? Your sensei gets to rambling in his old age and hardly hears anything more than his own voice. We'll finish this lesson later, though I know you're already nigh bored to tears with it. Mitenbu the Wisest never told his students that a sage's life was simple, did he? I certainly never did, anyway....."
-----Kizaharu Genjuro-sensei, master sage of Smallest But Most Noble Hill In Three Crows' Sight township, a celestri colony-outpost, as translated from the Mentari tongue[/sblock]

Aurelian Content Master List

Any entries not highlighted are mere placeholders at present, with no posted content for them as of yet.

Basic Houserules & Setting Information
Basic Aurelian Houserules
Class Advancement Preview 1
Class Advancement Preview 2
Class Advancement Preview 3
Monk Martial Arts Talents Preview

Races of Aurelia
Humans - Current incarnation in Aurelia, 4th of their kind, preceded by the now-extinct Mentari, Gith, and a forgotten 3rd Human race. Presently exist with 7 main cultures, those of the Neharon, Urun, Thesskan, Lirenos, Zevach, Basranni, and Mitajji.
Elves - Guardians of nature and friends to fey, they live in trees shaped by sylvan magic, a long-lived race with ancient origins. Talented in sorcery, drawn to druidism, fond of music, skilled fencers, swift of foot, and charming socialites.
Half-Elves - Hybrid offspring of Humans and Elves, with some traits of both races, living amongst either kind or in the few Half-Elven communities. Fond of nature and music, less refined than Elves but more graceful than Humans, regarded just the same as either.
Orcs
Half-Orcs
Dwarves
Korobokuru
Gnomes
Halflings
Aeragi - Erratic, whimsical, excitable folk with a love for celebrations, tricks, and jokes. Distantly descended from Humans of the Mentari culture and natives from the Elemental Plane of Air. Nomadic, roguish, and very swift, but slightly fragile in mind and body.
Aquari
Celestri - Honorable, devout, mostly-peaceful folk who enjoy music, discussion, and freedom within order. Distantly descended Humans of the Mentari culture and natives from the Positive Energy Plane. Slightly meek, but intuitive, charismatic, and magic-resistant.
Draegi - Villainous and wanton people, who are driven by a thirst for control and personal power. Distantly descended Humans of the Mentari culture and natives from the Negative Energy Plane. Burly, conniving, and slightly tough, although barbaric and detested.
Endari
Firagi
Githzerai
Githyanki
Githrani
Githmarri
Vanara
Nezumi
Spirit-Folk
Hengeyokai
Greater Hengeyokai
Fallow Sprites
Harrow Sprites
Thri-Kreen
Aratz-Kreen
Hizak-Kreen

Classes of Aurelia
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Psion
Psychic Warrior
Ranger
Rogue
Samurai
Shaman
Shugenja
Sohei
Sorcerer
Wizard
Wu Jen

Class Variants
Barbarian Variant, Beasthunter
Barbarian Variant, Berserker
Barbarian Variant, Rampager
Bard Variant, Swashbuckler - An agile, skillful, and flashy warrior or corsair, with less bardic music and no spells.
Cleric Variant, Friar
Cleric Variant, Prelate
Cleric Variant, Zealot
Druid Variant, Avenger Druid
Druid Variant, Totemic Druid
Druid Variant, Wild Druid
Fighter Variant, Guardian
Fighter Variant, Skirmisher - A moble fighter with tactical and strategic mastery, great at teamwork, command, or scouting.
Fighter Variant, Slayer - An offensively-focused soldier, bounty hunter, or monster-slayer, with brutal prowess.
Monk Variant, Ascetic
Monk Variant, Kensei
Monk Variant, Pugilist
Paladin Variant, Hospitaler - A protector of pilgrims and religious sites, empowered for healing and defense, but less offense.
Paladin Variant, Justiciar - A harsh enforcer of law and justice, more capable in combat but fewer divine gifts.
Paladin Variant, Templar
Ranger Variant, Archer - A peerless specialist in ranged combat, less trained in melee and possessed of no magic.
Ranger Variant, Scout
Ranger Variant, Seeker

General Prestige Classes
Aeragi Trickster
Ambush Master
Aquari Mystic
Arcane Archer
Arcane Bombardier - A specialist in the Fireball spell and related spells, able to manipulate and improve the spell in various ways.
Assassin
Berserk
Blade Dancer
Dragon Knight - A knight who has sworn service to a dragon and gained draconic traits from the mystical Dragonbond.
(Design Notes For Dragon Knight)
Duelist - An expert fencer and master of single combat, with incredible defensive skills and precision techniques.
(Design Notes For Duelist)
Dwarven Deep-Delver
Dwarven Defender
Eldritch Missileer - A specialist in the Magic Missile spell and related magic, who expertly controls, refines, and improves the spell.
Elemental Warrior
Elven Bladesinger - A warrior-mage who combines swordplay with song, dance with dueling, arcana with acrobatics, and courage with charisma.
(Design Notes For Elven Bladesinger)
Endari Defender
Firagi Champion
Justiciar of Taiia
Lao-Tsen Disciple
Loremaster
Mask of Shadows
Myrmidon
Order of the Bow Initiate
Phantasmal Hunter
Psionic Slayer
Shadowdancer
Shadow Thorn
Soldier of Light
Spellsword
Ulfhednar
Weapon Master

Monstrous and NPC Prestige Classes
Cyclops Deathgazer
Ogre Mage Akukensei

Aurelian Feats & Skills
Aurelian Feat Preview
General Feats List
General Feats, A-C
General Feats, D-F
General Feats, G-J
General Feats, K-O
General Feats, P-R
General Feats, S
General Feats, T-Z
Aurelian Special Feats

Items, Services, & Structures
Master Weapons List mini-preview
Aurelian Magic Items (And Design Notes): Charms, Rods, Staves, Wondrous Items
Aurelian Magic Items: Armor Abilities, Armors, Shield Abilities, Shields
Aurelian Magic Items: Weapon Abilities, Weapons, Garments, Potions
More Aurelian Magic Items: Charms, Rods
More Aurelian Magic Items: Staves, Wondrous Items, Armors, Shields
More Aurelian Magic Items: Weapon Abilities, Weapons, Garments, Potions, Cursed Items

Magic Spells & Psionic Powers
Custom Aurelian Spells, 0-2nd Level
Additional Aurelian Spells, 0-6th Level, List and A-F
---Part 2, G-O
---Part 3, P-SL
---Final Part, SM-Z

Aurelian Creature Templates
*** None posted as of yet

Aurelian Monsters & Monstrous Races
Custom Aurelian Monsters Preview 1
Custom Aurelian Monsters Preview 2

Faiths, Spirits, and Deities of Aurelia
*** None posted as of yet

Notable Aurelian Groups & Individuals
*** None posted as of yet
 
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Arkhandus

First Post
Aurelian Ranger

The Ranger

Rangers are warriors of the wilderness who specialize in hunting game, monsters, and enemy humanoids. They make good scouts, spies, and sentinels as well. Rangers gradually develop a strong enough bond with nature to acquire some animal companions and minor spells similar to a druid's. They are fairly skilled with a few weapons and fighting styles, as well as being able to move quickly and easily through natural terrain.

A ranger is often good at dealing with animals and surviving in harsh wilderness conditions. Many rangers are drawn by a desire for revenge or justice against certain kinds of creature that have hurt the ranger or people close to him or her. However, some rangers are just very comfortable in the wild and prefer nature's company over that of other people, only associating with fey, treants, animals, unicorns, or their ilk.

Races: Rangers are especially common amongst elves, half-elves, hengeyokai, and thri-kreen, and slightly common amongst humans, half-orcs, aeragi, korobokuru, and aratz-kreen. Rangers are well respected amongst elvenkind, generally regarded as champions of nature and elven interests therein, one of the most prominent forces protecting elven lands against incursion, and hunting down defilers of nature. Hengeyokai take naturally to the lifestyle of a ranger, and have no problem being loners or members of a tight-knit 'pack'. Thri-kreen are consummate hunters by their very nature.

Rangers are uncommon among endari and firagi, serving important scouting and sentry roles in those races' military castes. Nezumi, vanara, spiritfolk, and harrow sprites are occasionally rangers. Orcs and halflings have a slightly less-than-rare profusion of rangers amongst them. Amongst the monstrous and less-civilized races, rangers are reasonably common only with gnolls, lizardfolk, sahuagin, merfolk, locathah, and kuo-toa. Few rangers arise amongst the other races.

Other Classes: Rangers are more likely than most other folk to be loners and wanderers, but some rangers do choose to work with other folks regularly. Most prefer just the company of animals and the occasional fellow ranger, as well as enjoying the rare companionship of fey. Of course, not all rangers are nice or decent folk, and rangers are only slightly less common amongst evil folk than they are amongst good folk.

In general, rangers prefer traveling and fighting alongside other rangers, as well as druids, barbarians, and shamans, who all tend to share a closeness with nature and personal concerns, rather than a love for cities or meddling in other people's affairs. Many rangers appreciate the quiet and resolute strength of monks, sohei, and most psions, as well as respecting those individuals' self-reliance. Bards and rogues are more-favorable comrades for the few social rangers, but greatly irritating to solemn rangers.

Rangers usually clash with paladins, clerics, samurai, and shugenja, who grate on the rangers' nerves with their stubborn idealism, arrogance, preaching and harping, or commanding nature. Elven, half-elven, endari, thri-kreen, and aratz-kreen rangers are the only kinds to regularly work in teams with fellow rangers or other folk.


Game Rule Information
Rangers have the following game statistics.
Abilities: Dexterity is important for a ranger because rangers tend to wear light armor and several ranger skills are based on Dexterity. Strength is important for them because rangers frequently get involved in archery or close combat. Several ranger skills are based on Wisdom, and eventually a Wisdom score of 14 or higher is needed if the ranger intends to access the most powerful spells of this class. A Wisdom of 11 or higher is required if the character is to cast any ranger spells at all.
Alignment: Any.
Hit Die: d8.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the ranger.
[sblock]Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light and medium armors, and shields.

Spells: Beginning at 4th-level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell’s level, so a ranger with a Wisdom of 10 or lower cannot cast these spells. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.

When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th-level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the Ranger Spell List and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot spontaneously cast cure or inflict spells), but any divine focus required for their spells is a piece of holly or mistletoe, as per a druid. Through 3rd-level, the ranger has no caster level. Starting at 4th-level, a ranger’s caster level is one-half his class level. Rangers do not count as having any spells from this class until 4th-level.

Chaotic, Evil, Good, and Lawful Spells: A ranger cannot cast spells of an alignment opposed to his own, from this class. For example, a neutral good ranger cannot cast Evil spells. Spells associated with Chaos, Evil, Good, and Law are identified as such next to their school of magic, in the spell description.

Track: The ranger gains Track as a bonus feat at 1st-level.

Favored Enemy: At 1st-level, a ranger may select a type of creature (dragons, giants, goblinoids, undead, etc.), as a favored enemy (a ranger can only select his own race as a favored enemy if he is evil). Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature.

Likewise, he gets the same bonus to attack rolls against creatures of this type, and to Armor Class against attacks by creatures of this type; the bonus to AC counts as a dodge bonus. Lastly, he gets the same bonus to weapon, unarmed, natural weapon, and grapple check damage rolls against creatures of this type. However, the bonus to attack and damage rolls with ranged weapons (and to attack with all ranged attacks) is only effective up to 30 feet, for the ranger cannot strike with deadly enough accuracy beyond that range. The bonus to damage doesn’t apply against creatures who are immune to critical hits.

At 5th-level and at every four levels thereafter (9th, 13th, and 17th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. For example, a 13th-level ranger will have four favored enemies, with bonuses of +4, +3, +2, and +1.

Favored enemies can be chosen from the following: Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Oozes, Outsiders, Plants, Shapechangers, Undead, and Vermin. In the cases of Humanoids and Outsiders, a specific subtype of Humanoid or Outsider must be chosen; for instance, goblinoids, humans, orcs, reptilian humanoids, baatezu, or tanar’ri; thus, Humanoid and Outsider can each be chosen several times, selecting a different type of Humanoid or Outsider each time.


Ranger Talent: Rangers may sometimes learn or develop a minor fighting technique or survival skill by focusing less effort on training to fight their most bitter foes. Thus, at 5th-level or higher in this class, any time the ranger would gain a new Favored Enemy from this class, he may choose to forego that new Favored Enemy and the associated increase in previous Favored Enemy bonuses. Any time the ranger takes this option, he gains instead a special Ranger Talent from amongst the following, but no particular Ranger Talent may be taken more than once:

Aquatic Scavenger: Rangers possessing this talent are skilled at finding things in underwater environments, and at surviving underwater. They receive a +2 bonus on Swim skill checks, and on Search or Wilderness Lore checks for aquatic and marsh environments.

Arboreal Scout: This talent represents skill and experience in tree-climbing and woodland exploration, and provides the ranger with a +2 bonus on Climb skill checks involving ropes, vines, trees, ladders, trellises, and similar plants or objects. In addition, the ranger enjoys a +2 bonus on all Jump checks. He or she gets a +2 bonus on Intuit Direction checks in forest or marsh environments, and may use the skill untrained in such places.

Arrow Dodger: Rangers with this quality are more practiced at evading projectiles, receiving a +1 dodge bonus to Armor Class against ranged attacks. This dodge bonus is lost when the ranger is immobilized or denied a Dexterity bonus to AC.

Beast Wrestler: A ranger possessing this talent has learned to more effectively grapple with creatures that don't possess a humanoid shape. When fighting a creature of non-humanoid shape, the ranger gets a +3 bonus on grapple checks against that creature, and on the melee touch attack roll to grab such a creature for purposes of initiating a grapple.

Deep Diver: The ranger with this talent is well-practiced at making long, deep dives underwater and swimming for extended periods of time. He or she receives a +4 bonus on Constitution checks to hold his or her breath. The ranger also enjoys a +2 bonus on checks to continue swimming, running, or making a hard march, and to resist fatigue from it. The +2 bonus also applies on Fortitude saves to avoid damage from deep-water pressure.

Dual Defense: Rangers with this ability get a +2 bonus on disarm attempts when wielding two weapons or a double weapon. If you are wielding two weapons or a double weapon when an opponent attacks you in melee with a weapon, they provoke an attack of opportunity from you if their attack misses by 1, 2, or 3 points. The normal limits to your number of attacks of opportunity per round and per enemy still apply. If you do take this attack of opportunity, it must be a disarm attempt against the weapon that was used against you.

Dual Wielding: The ranger with this ability gets a +1 bonus on attack rolls when attacking with two weapons or with both ends of a double weapon, and a further +1 bonus on any threat confirmation rolls when attacking in that manner.

Hunter's Guile: A ranger with Hunter's Guile is more clever in the use of certain hunting tactics. He or she gets a +1 bonus on Hide, Move Silently, and Wilderness Lore checks, as well as dealing +1 damage with ranged weapons against foes who are immobilized or denied a Dexterity bonus to AC against the ranger. The bonus damage is multiplied normally if a critical hit is scored, when applicable.

Improved Instincts: Rangers with this quality have slightly sharper instincts, giving them a +2 bonus to Initiative, and a +1 bonus on Reflex saving throws.

Mountain Man: A ranger who gains this talent is quite at home in mountainous regions and other difficult terrain. They gain +1 on Balance and Climb skill checks, and always have the option to take 10 on such skill checks regardless of threats, distractions, or rushing. Balance becomes a ranger class skill for the character at that level onward.

Parting Shot: This Ranger Talent allows the character to make a single ranged attack with a weapon as a free action immediately after completing a run action. The ranger must already have the weapon in hand, and loaded if necessary, before making this attack. This attack is made at the ranger's full Base Attack Bonus, but with a -5 penalty on the attack roll.

Precision Attack: The Precision Attack ability allows the ranger to strike opponents more carefully for greater effect and accuracy. When this ability is gained, however, the ranger must choose a single weapon to apply Precision Attack with. Only manufactured types of weapons may be chosen, such as the trident or the composite shortbow. With the chosen type of weapon, the ranger gets +1 on the attack roll and deals +1d4 damage if successful, when attacking as a standard action or partial action.

Also, if the ranger has a high enough Base Attack Bonus to normally have one or more iterative attacks during a full-attack action, then the ranger may be able to use Precision Attack during that full-attack action. Doing so relinquishes all attacks the ranger would have otherwise received from that full-attack action, except for the first attack, which gets +2 on the attack roll and deals +2d4 points of damage if successful. The bonuses on a full-attack become +3 attack and +3d4 damage instead if the ranger would normally have received four or more attacks from Base Attack Bonus alone.

In any case, Precision Attack only functions against foes within 30 feet, its damage bonus is not multiplied on a critical hit, and the bonus damage is ineffective against any targets that are immune to critical hits. Using the Precision Attack ability is a special standard action attack or a special full-attack action as appropriate, so it may not be useable alongside certain other special attacks.

Ranged Menace: The ranger who possesses this talent is quite skilled at striking vital points from a distance. He or she gains +2 on threat confirmation rolls for ranged attacks.

Resourcefulness: A ranger with this special ability gets a +3 bonus on a saving throw or skill check once per day, declared immediately before attempting the roll. The exception is that Resourcefulness cannot be applied to any Constitution-based, Intelligence-based, or Wisdom-based skill checks.

Rugged Survivalist: A ranger possessing this talent has trained to be especially tough. He or she gains a +1 bonus on Fortitude saving throws and Constitution checks (but not Constitution-based checks), as well as +4 to his or her maximum hit points.

Savvy Spelunker: Rangers who gain this ability are skilled at finding their way underground and surviving there. They receive a +2 bonus on Intuit Direction and Wilderness Lore checks in underground environments, including the Elemental Plane of Earth. These skills may be used untrained in underground environments by the ranger. Furthermore, the ranger gets a +2 bonus on all Climb skill checks.

Shady Seeker: With this talent, the ranger gets a +1 bonus on all checks with the skills Bluff, Gather Information, Intimidate, and Sense Motive. Also, for this level only, the ranger treats those as class skills for the sole purpose of purchasing ranks with skill points, not for maximum rank or other purposes.

Sun Strider: Rangers with this talent are experienced in surviving amid hot, desert terrain and adapting to it. The ranger gains +2 on Wilderness Lore checks in warm desert, warm mountains, warm hills, and temperate desert environments. He or she also receives a +1 bonus on Constitution checks to resist the effects of starvation or dehydration. The ranger also gains Fire Resistance 2 as an extraordinary ability, suffering 2 points less fire damage per round.

Tundra Stalker: This talent provides the ranger with greater skill in surviving amidst arctic and sub-arctic environments, as well as wintry seasons in warmer climes. The ranger gains +2 on Wilderness Lore checks in cold-climate environments and in winter seasons elsewhere. He or she gains Cold Resistance 2 as an extraordinary ability, suffering 2 points less cold damage per round.

Watchful Guardian: Those who possess this Ranger Talent gain +1 on all Listen and Spot skill checks, and also receive a +1 bonus on Will saving throws.

Whirling Dervish: When a ranger with this talent uses the fighting defensively option, he or she suffers only a -1 penalty on attack rolls from that option if he or she is wielding two weapons or a double weapon.[/sblock]
Remainder of the Ranger's stats and details will be in the next post. Maximum post length is apparently too short to fit the entire class.
 
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Arkhandus

First Post
Aurelian Ranger, continued

The Aurelian Ranger, continued
[sblock]Battle Style: The ranger learns a special fighting style at 2nd-level in this class, developing advanced techniques for doing battle in a particular way or situation. They choose their Battle Style from amongst the following options:

Agile Fighting Style: A ranger with this fighting style is excellent at dodging blows and avoiding harm in the thick of combat. They gain a +3 dodge bonus to Armor Class as long as they are in light armor, medium armor, or no armor, and carrying no more than a medium load. This dodge bonus stacks with other dodge bonuses to AC, and it is lost whenever the ranger would be immobilized or denied a Dexterity bonus to AC, even if the ranger's Dexterity modifier isn't positive. Additionally, the ranger may wear a buckler and benefit from its AC bonus without incurring a penalty on attacks, even when wielding a weapon with the same arm the buckler is strapped to, and the ranger retains that buckler's AC bonus even when using the same arm to attack. This benefit even applies when using the Weapon Finesse feat.

Archery Style: Rangers possessing this fighting style are experts at wielding a bow, and can easily best another in contests of archery. The ranger ignores one-third the normal range penalties to attack when firing a bow at targets beyond one range increment, rounded up. So a range penalty of -2 would become -1, while a range penalty of -4 would become -2, and a range penalty of -6 would become -4, etc. He or she also gains a +2 bonus on attack rolls with a bow against targets within one range increment. Archery Style does not apply to crossbows.

Axe Frenzy Style: The rangers with this fighting style are especially capable and furious axe-wielders, often experienced woodsmen. A ranger using this Battle Style deals +1 damage with any axe he or she wields, which is multiplied normally if a critical hit is scored. Also, the ranger may make an extra attack with any full-attack action, if all the attacks made with that action use axes. This extra attack is made at the ranger's highest Base Attack Bonus, but with a -5 penalty on the attack roll and a -3 penalty on the ranger's other attack rolls for the full-attack action. For purposes of this Battle Style, any weapon that has an axe-head qualifies, including glaives and guisarmes, but only when that axe-head is used for the attacks.

Enemy Striker Style: This Battle Style represents a number of different techniques devised to most effectively fight the ranger's favored enemies. With this style, the ranger gains an extra +4 bonus on attack rolls against their favored enemies, and treats his or her weapons, natural weapons, and unarmed strikes as having a total threat range 4 points greater when attacking favored enemies. With ranged weapons, this improved threat range only applies within one range increment. Lastly, once per day per four ranger levels, the ranger may change one of his or her failed threat rolls into a successful critical hit, as long as the target is a favored enemy. This also applies only out to one range increment if using a ranged attack.

Hardy Defender Style: A ranger who has practiced this style of combat has hardened his body against pain and injury, as well as learning to better guard his or her friends, allies, fey, animals, or important sites. The ranger adds +5 to his or her maximum hit points, and an additional +1 for every two levels gained in this class, retroactively and henceforth. Any time the ranger is providing cover for an ally or an object, he or she may choose to provide an additional +2 cover bonus to AC for that ally or object on any given round, as long as the ranger is conscious and not immobilized.

Mounted Fighting Style: The ranger who learns this Battle Style is a master of fighting while mounted, and knows how best to keep in the saddle and fight unhindered. He or she gains a +5 bonus on Ride checks for staying in the saddle, fighting with both hands while mounted, and allowing their mount to attack at the same time they do. The ranger gains a +3 bonus on attack rolls when using a ranged weapon while mounted, and on damage rolls with melee weapons, natural weapons, and unarmed strikes when performing a mounted charge. The damage bonus is multiplied normally on a critical hit.

Spear Hunter Style: A ranger who has learned this Battle Style is especially good at hunting and fighting with spears, making very strong and precise attacks. With this fighting style the ranger gets +1 to attack and damage with any spear he or she wields, and the bonus damage is multiplied normally in the event of a critical hit. Furthermore, once per day per level in the ranger class, he or she may add 4 to the total threat range of a spear when making an attack with it, declared immediately before the attack roll. The increased threat range only applies for that one attack. For purposes of this Battle Style, any weapon that has a spear-head and spear-like shape qualifies, but only when that spear-head is used for the attacks. Javelins, harpoons, lances, and other weapons with unusual spear-heads do not qualify. A dwarven urgrosh qualifies only when using the spear end.

Surprise Attack Style: Rangers skilled in this combat technique are exceptionally capable at surprising foes with opportunistic strikes, and equally deft at reacting to surprise attacks staged against them. The ranger deals +3 damage with weapons, natural weapons, and unarmed strikes against any foe who is immobilized or denied a Dexterity bonus to Armor Class against the ranger's attacks. For ranged attacks, this damage bonus only applies to targets within one range increment. The damage bonus is multiplied normally on a critical hit, but is ineffective against any foes who are immune to critical hits. Furthermore, the ranger's total threat range with weapons, natural weapons, and unarmed strikes is increased by 3 during a surprise round. Also, the ranger retains their own Dexterity bonus to AC, if any, when caught flat-footed or attacked by an invisible threat, including attacks by traps. This allows them to retain any other bonuses that rely on keeping the Dexterity bonus to AC.

Throwing Weapon Style: A ranger with this fighting style has honed their skill with throwing weapons of all sorts, and has uncanny accuracy with such attacks. Whenever the ranger throws an object, they add +10 feet to its range increment, and gain a +2 bonus on the attack roll. In addition, when throwing an object at any target within two range increments, the ranger gets +4 to damage rolls, which is multiplied normally on a critical hit, but does not apply against any targets that are immune to critical hits. The damage bonus does not apply to splash damage, but it does apply to the damage from a direct impact with a splash weapon. Furthermore, the ranger's total threat range with thrown objects is increased by 2.

Two-Weapon Style: This combat style represents a ranger who is accustomed to wielding two weapons or a double weapon, and it bestows the ranger with further expertise in fighting that way. Thus, the ranger gains a +1 bonus on weapon attack rolls and damage when attacking with multiple weapons or both ends of a double weapon. Multiply the bonus damage on a critical hit, but it does not apply at all against targets that are not subject to critical hits. The ranger also gains a +1 dodge bonus to Armor Class when wielding two weapons or a double weapon, regardless of whether or not they are attacking. Dodge bonuses stack with one another. The ranger loses this dodge bonus whenever they are immobilized or denied a Dexterity bonus to AC, regardless of whether or not their Dexterity modifier is positive. This dodge bonus does not apply against touch attacks. Additionally, a ranger with this fighting style may acquire and use the Ambidexterity feat, the Multidexterity feat, and any feats with Two-Weapon Fighting or Multi-Weapon Fighting in their names, even if he or she does not meet the Dexterity score prerequisites, but he or she does not receive these as bonus feats.


Animal Companion: Rangers of 4th-level or higher may acquire an animal companion, as per the druid class, but only if the ranger has at least 1 spell slot of 1st-level or higher from this class, since it requires the Animal Friendship spell. This spell is only required to obtain the animal companion, not to retain it. Like a druid, the ranger may have more than one animal companion at a time, but since the ranger's caster level is lower than a druid of equal level, the ranger's maximum number of hit dice worth of animal companions is fewer.

Toughness: The ranger gains one free copy of the Toughness feat at 4th-level in this class, as he or she grows tougher from harsh training outdoors.


Speed Style (Ex): Rangers learn to move quickly and skillfully through extensive training and practice, which yields an extraordinary movement ability at 7th-level. The ranger chooses their Speed Style from amongst the following options:

Fast Climb: A ranger with this ability is possessed of great skill at climbing, and has learned to climb quickly, efficiently, and nimbly. They retain their Dexterity bonus to Armor Class, if any, when climbing, and opponents do not receive the usual +2 bonus on attack rolls against the ranger when he or she is climbing. Also, the ranger suffers no penalty on Climb checks for making an accelerated climb. Lastly, the ranger can climb across and between trees, swinging from limb to limb with skill, grace, and power, but this brachiation is only possible when the tree limbs are close together (within the distance he or she could normally jump if they were taking 10 on a Jump check).

Fast Movement: This movement ability grants the ranger superior overland speed through extensive practice and training with constant exercises. The ranger increases their base speed by 15 feet while in light armor, medium armor, or no armor, and only when carrying a medium load or less.

Fast Rider: A ranger learns to coax more speed out of their mounts with this Speed Style. The ranger's mount gains a +2 dodge bonus to Armor Class as long as the ranger is actively riding and guiding it. This dodge bonus is lost whenever the mount or ranger is immobilized or denied a Dexterity bonus to AC. The base movement speeds of the ranger's mount receive a +10 foot increase for 1 minute (10 rounds) if the ranger succeeds at a Handle Animal check. The DC is 20, and it takes a full-round action by the ranger to make the check. Fast Rider's speed bonus is applied at the beginning of the next round. If the ranger's check succeeds by at least 10 points over the DC, then the speed increase for his mount is +20 feet instead. Either way, this ability fails to function if the mount is wearing heavy armor or carrying more than a medium load. Once the speed bonus has ended, the ranger's mount becomes fatigued (-2 Strength, -2 Dexterity, cannot run or charge) for 5 rounds. The mount may attempt a Fortitude save against a DC of 20 to avoid this fatigue. The speed bonus cannot be used again, regardless of the save, until 10 minutes has passed since the speed bonus expired.

Fast Sneak: Rangers with this Speed Style are masterful at stealth, moving about quietly and unseen, always endeavoring to be like a shadow. They can move at their normal speed without suffering a penalty on Hide and Move Silently checks, as a result. They also gain a +1 bonus on Hide and Move Silently checks. Lastly, they can take 10 on Hide and Move Silently checks even when being rushed, threatened, or distracted.

Fast Swim: The ranger is an incredible speed swimmer, and can move swiftly in the water. With a successful Swim check, the ranger may swim half their speed as a move-equivalent action. The ranger also gains a +3 bonus on Swim checks. Further, they can take 10 on Swim checks even when being rushed, threatened, or distracted. If the ranger has a natural swim speed, then Fast Swim simply adds +20 feet to it, instead of all this.

Speed Mastery: Rangers with this ability have developed greater speed in general, moving faster and more nimbly all the time. The ranger increases all of his or her natural movement speeds, and any new movement speeds gained from shapechanging, spells, powers, or special abilities (not magical or psionic items, unless they change the ranger's shape to accomplish it) by 5 feet while carrying no more than a heavy load. This does not change the value of other speed bonuses (such as from Fast Movement).


Improved Critical: A ranger develops some increased skill at executing telling blows with a particular weapon, at 10th-level in the ranger class. At this point the ranger gains one free copy of the Improved Critical feat, as a bonus feat, for any one weapon he or she chooses. As normal, this feat cannot be applied to any particular weapon more than once.

Shield Other (Sp): Rangers are eventually able to take some of an animal companion's pain upon themselves. This works like the Shield Other spell, useable once per day at 11th-level onward, with an effective caster level of half the ranger's character level, and it may only be used on an animal companion of the ranger's. No components are needed.

Rapid Tracking: A 14th-level ranger learns to track foes and prey with more haste, using superior skill and experience. They can move at their normal speed while tracking with Wilderness Lore or Search, and they suffer no penalties for doing so.

Beast Mastery (Su): The ranger eventually learns to use his or her affinity for nature to strengthen the bonds of loyalty between himself or herself and their animal companions. They also learn to draw strength from the aid of these loyal companions. At 15th-level onward, the ranger gains a +2 morale bonus on all Animal Empathy and Handle Animal skill checks. The ranger also receives a +2 morale bonus on Will saving throws, as long as he or she is within 60 feet of at least 4 hit dice worth of his or her conscious animal companions. Lastly, the ranger's conscious animal companions enjoy a +2 morale bonus on attack rolls and a +4 morale bonus on Will saving throws, as long as they are within 120 feet of the ranger. Beast Mastery is a supernatural ability.


Spot Weakness (Ex): Rangers learn to find and take advantage of even the briefest, smallest emergence of a weakpoint in the opponent's defenses. By 19th-level they have perfected this technique, gaining practical use of it for significant personal benefit. Henceforth, they may attempt a special Spot check as a move-equivalent action, opposed by a DC of 15 + the number of hit dice possessed by one target foe within sight. The ranger cannot take 10 on this check. This is an extraordinary ability that does not provoke attacks of opportunity.

If the check succeeds, the ranger's next attack against that target this round ignores half of the target's armor or natural armor bonus to AC, rounded down, whichever AC bonus is higher and valid. The target must be within 100 feet at the time of the Spot check and the attack, or else Spot Weakness fails to have any effect. Armor bonuses that derive only from force effects or other immaterial effects (such as monkish ki abilities) cannot be ignored by Spot Weakness. Note that shield bonuses merely increase an individual's armor bonus to AC.


Wilderness Mastery: A ranger of 20th-level is a true master of the wilds, a survivor and hunter who is steadfast in defense and dauntless in pursuit. The ranger gains a +2 bonus on all Wilderness Lore, Knowledge (nature), and Intuit Direction checks, while gaining an equal bonus on any Hide, Move Silently, Search, Spot, or Listen checks made in the wilderness. The ranger also gains +2 on Fortitude saves or Constitution checks to survive in the wilderness, but this does not include saves or checks merely to hold breath or march long distances. Lastly, any time the ranger gains cover from outdoor, wilderness terrain or obstacles, not underground settings or constructed obstacles, the ranger enjoys an extra +2 cover bonus to AC.[/sblock]
Code:
[B][COLOR=Red][U][I]The Ranger:[/I][/U][/COLOR]
[COLOR=Blue]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/COLOR][/B]
1	+1			+2	+0	+0	Track, Favored Enemy (1st)
2	+2			+3	+0	+0	Battle Style
3	+3			+3	+1	+1
4	+4			+4	+1	+1	Animal Companion, Toughness
5	+5			+4	+1	+1	Favored Enemy (2nd) or Ranger Talent
6	+6/+1			+5	+2	+2
7	+7/+2			+5	+2	+2	Speed Style
8	+8/+3			+6	+2	+2
9	+9/+4			+6	+3	+3	Favored Enemy (3rd) or Ranger Talent
10	+10/+5			+7	+3	+3	Improved Critical
11	+11/+6/+1		+7	+3	+3	[I]Shield Other[/I]
12	+12/+7/+2		+8	+4	+4
13	+13/+8/+3		+8	+4	+4	Favored Enemy (4th) or Ranger Talent
14	+14/+9/+4		+9	+4	+4	Rapid Tracking
15	+15/+10/+5		+9	+5	+5	Beast Mastery
16	+16/+11/+6/+1		+10	+5	+5
17	+17/+12/+7/+2		+10	+5	+5	Favored Enemy (5th) or Ranger Talent
18	+18/+13/+8/+3		+11	+6	+6
19	+19/+14/+9/+4		+11	+6	+6	Spot Weakness
20	+20/+15/+10/+5		+12	+6	+6	Wilderness Mastery
Code:
[B][COLOR=Red][U][I]Ranger Spells Per Day:[/I][/U][/COLOR]
[COLOR=Blue]Class		Spells Per Day By Spell Level
Level		1	2	3	4[/COLOR][/B]
1		-	-	-	-
2		-	-	-	-
3		-	-	-	-
4		0	-	-	-
5		1	-	-	-
6		2	-	-	-
7		2	-	-	-
8		3	0	-	-
9		3	1	-	-
10		3	2	-	-
11		3	2	-	-
12		3	3	0	-
13		3	3	1	-
14		3	3	2	-
15		3	3	2	-
16		3	3	3	0
17		3	3	3	1
18		3	3	3	2
19		3	3	3	2
20		3	3	3	3

Ranger Spell List:
Level 1 - Alarm, Animal Friendship, Animal Trick, Bloodhound, Camouflage, Cure Minor Wounds, Dawn, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Detect Water, Entangle, Expeditious Retreat, Fey Spite*, Hawkeye, Low-Light Vision, Magic Fang, Noxious Ruin*, Pack Mind*, Pass Without Trace, Read Magic, Resist Elements, Sleep, Smoldering Assault*, Soften Earth and Stone, Speak with Animals, Strength of the Herd*, Summon Nature’s Ally II, Wings of the Sea.
Level 2 - Animal Messenger, Bottle of Smoke, Briar Web, Calm Animals, Cleansing Rain*, Creepy Howl*, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Faerie Fire, Filter, Hold Animal, Nature’s Favor, Protection from Elements, Rapid Burrowing, Sand Spear*, Scent, Snare, Speak with Plants, Summon Nature’s Ally III, Tempest Strike*, Tree Shape.
Level 3 - Adamantine Sheen*, Animal Reduction, Barkskin, Control Plants, Cure Moderate Wounds, Detect Favored Enemy, Diminish Plants, Embrace the Wild, Forestfold, Greater Magic Fang, Jagged Tooth, Lesser Restoration, Mass Resist Elements, Neutralize Poison, Plant Growth, Predator’s Frenzy*, Scathing Venom*, Slumber Pollen*, Storm Shield*, Summon Nature’s Ally IV, Water Walk.
Level 4 - Animal Growth, Blood Wind, Cure Serious Wounds, Freedom of Movement, Glacial Axe*, Nondetection, Pack Survival*, Polymorph Self, Quench, Remove Blindness/Deafness, Remove Disease, Spike Stones, Summon Nature’s Ally V, Tree Stride, Water Breathing, Wildfire Wreath*, Wind Wall.

* Custom Aurelian spell.
 
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Arkhandus

First Post
Aurelian Archer, Variant Ranger

The Archer, Variant Ranger

Archers are much like the more-common basic ranger, but they lack the strong affinity for wilderness and nature's critters. Thus, archers lack the minor blessings of nature that other rangers possess, but archers tend to be more personally-able in combat. Skirmishing, sniping, bounty hunting, and mobile archery are the chief strengths of an archer, and no one can match an experienced archer at these activities. Archers also develop keen eyesight and ranged defenses.

As their name implies, archers are the preeminant ranged combatants of Aurelia, dedicating themselves to thorough and absolute mastery of the bow, crossbow, tomahawk, dart, javelin, throwing dagger, or similar weapons. Most archers, of course, specialize in wielding the bow, with crossbows and javelins close behind in popularity amongst archers. The archer is only mildly skilled in melee combat, but develops a few tricks for hand-to-hand combat just in case.

Races: Archers are most common amongst elven rangers and aeragi rangers, but also somewhat common in the ranks of firagi rangers, halfling rangers, and orc rangers. Other races only have a small number of true archers amongst their rangers.

Other Classes: Archers are much more likely than other rangers to work in teams, usually with fellow archers, and occasionally with other warriors of some sort. Archers tend to have less of the loner mindset of other ranger types, though some who specialize in sniping tend to become rather detached and antisocial.


Game Rule Information
Archers have the following game statistics.
Abilities: Dexterity is important for an archer because they tend to wear light armor and because several class skills are based on Dexterity, and it’s even more important for them because it boosts their ranged attack bonus. Strength is somewhat important for them because archers frequently get involved in combat, but usually ranged combat, and most good ranged weapons don’t receive any benefits from a high Strength. Several archer skills are based on Wisdom.
Alignment: Any.
Hit Die: d8.

Class Skills
The archer’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the archer.
[sblock]Weapon and Armor Proficiency: An archer is proficient with all simple weapons, one light martial melee weapon of choice, all martial ranged weapons, light armors, and medium armors.

Special Ranged Attack Bonus: The archer is better at ranged combat than at melee combat, so he has a special bonus on ranged attack rolls. The archer adds their Special Ranged Attack Bonus to all of their ranged attack rolls, and this stacks with Base Attack Bonus for the sole purpose of determining how many ranged attacks per round the archer may make, and at what bonuses. The Special Ranged Attack Bonus is equal to one-half the character's archer level, rounded up. It does not count towards any Base Attack Bonus prerequisites.

Bonus Feats: The archer gains a bonus feat at 1st-level, and another at 4th-level and every eight levels thereafter. These bonus feats must be chosen from the following list:

Ace Javelineer, Adept Musketeer, Alertness, Bone-Shattering Slinger, Expert Arbalestier, Far Shot, Focused Archer, High Marksman, Improved Critical*, Improved Initiative, Manyshot, Mounted Archery, Point Blank Shot, Power Critical*, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Sharp-Shooting, Shot on the Run, Siegemaster, Skill Focus (must choose Listen, Spot, or Wilderness Lore), Stinging Bombardier, Throw Anything, Weapon Focus*, Whiplasher, and Zen Archery.

The archer must still meet the prerequisites for these feats before he can gain them as bonus feats, but as a special benefit, the archer may choose Ace Javelineer, Adept Musketeer, Bone-Shattering Slinger, Expert Arbalestier, Focused Archer, High Marksman, Improved Critical, Power Critical, Stinging Bombardier, Weapon Focus, or Whiplasher as bonus feats from this class as though his Special Ranged Attack Bonus counted towards Base Attack Bonus. These are the only exceptions. The feats Improved Critical, Power Critical, and Weapon Focus, when gained as bonus feats from this class, must be applied to ranged weapons or throwing weapons. Any feat marked with an asterisk (*) may be gained more than once, but a different weapon must be chosen each time.


Track: The archer gains Track as an extra bonus feat at 1st-level in addition to any others.

Range Boost: Archers are skilled at using ranged weapons of all sorts effectively, and at 1st-level in this class, they add +10 feet to the range increment of any projectile weapons they use and +5 feet to the range increment of any throwing weapon they use. This is factored in after any other alterations to range, except for environmental effects upon the range.

Aim: The significant focus of an archer on training for mastery of ranged combat lends a greater degree of progress, when training heavily in a particular ranged weapon. At 2nd-level onward the archer gains an extra +1 bonus on attack rolls for any ranged weapons that he or she has gained Weapon Focus with. This applies even when the archer gains Weapon Focus in a ranged weapon later. Aim only functions with ranged weapons, not other ranged attacks. The bonus granted by Aim improves to +2 at 10th-level, then to +3 at 19th-level.

Favored Enemy: At 2nd-level, an archer may select a type of creature (dragons, giants, goblinoids, undead, etc.), as a favored enemy (an archer can only select his own race as a favored enemy if he is evil). Due to his extensive study of his foes and training in the proper techniques for combating them, the archer gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature.

Likewise, he gets the same bonus to attack rolls against creatures of this type, and to Armor Class against attacks by creatures of this type; the bonus to AC counts as a dodge bonus. Lastly, he gets the same bonus to weapon, unarmed, natural weapon, and grapple check damage rolls against creatures of this type. However, the bonus to attack and damage rolls with ranged weapons (and to attack with all ranged attacks) is only effective up to 30 feet, for the archer cannot strike with deadly enough accuracy beyond that range. The bonus to damage doesn’t apply against creatures who are immune to critical hits.

Every eight levels thereafter (10th and 18th level), the archer may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. For example, an 18th-level archer will have three favored enemies, with bonuses of +3, +2, and +1.

Favored enemies can be chosen from the following: Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Oozes, Outsiders, Plants, Shapechangers, Undead, and Vermin. In the cases of Humanoids and Outsiders, a specific type of Humanoid or Outsider must be chosen; for instance, goblinoids, humans, orcs, reptilian humanoids, baatezu, or tanar’ri; thus, Humanoid and Outsider can each be chosen several times, selecting a different type of Humanoid or Outsider each time.


Close-Quarters Defense: Archers quickly learn to wield their bows, crossbows, javelins, whips, darts, and other ranged weapons in melee combat, although not with much skill. When wielding a ranged weapon they are proficient with, the archer of 3rd-level or higher threatens the area within arm's reach as though the ranged weapon were instead a melee weapon, so the archer may perform attacks of opportunity with such weapons. The character may also use these weapons in regular melee combat with the same reach as their unarmed attacks.

These melee attacks and attacks of opportunity cannot be used to disarm, trip, grapple, strike an object, or perform special functions the ranged weapons may normally be capable of when used in actual ranged combat. This class ability also works with bolts and arrows, but not with slings or bullets. This ability does not grant proficiency in the weapons used. The character suffers a -2 penalty on attack rolls with these weapons when used in melee, instead of the usual -4 nonproficiency penalty for using a weapon in melee that is not designed for such purposes.

Since the weapons affected by this ability are not designed for use in melee combat, the archer does not benefit from any feats or other effects that specifically only grant an attack or damage bonus with the weapons in ranged combat, nor those which otherwise give an unnamed bonus to attack or damage with the weapons. For purposes of this ability, consider a bow or crossbow to deal damage as per a club of one size smaller.


Sniper Shot: The archer of 5th-level or higher is capable of great precision and stealth when taking the time to study a target. When the archer spends at least 1 minute (10 rounds) staying in one position and studying a target, they gain a +2 bonus on ranged attack rolls and ranged touch attack rolls against that target for 1 round, as long as they remain in position and make their attack within 1 minute of their observation.

If the archer observes for at least 5 minutes and makes a successful Sense Motive check (DC 20), they gain a further +2 attack and also a +4 on damage, though the damage bonus is not multiplied on a critical hit and yet is only effective against targets which are subject to critical hits, similar to sneak attack damage.

Additionally, any time that the archer spends at least 1 full round taking aim at a target with less than full cover, then firing on any subsequent round while still aiming at them, the archer may treat a target as though having up to two degrees less cover. When the archer makes a ranged attack against a foe while hiding, if the archer tries to hide again immediately afterward without revealing their position, they suffer only half the usual penalty to their Hide check.


Farsight (Ex): An archer of 6th-level or higher has keen eyesight and is good at sighting things at a distance. They gain a +1 competence bonus on all Spot checks, and they reduce any range penalties to attack by 1 point. These effects are doubled after reaching 8th-level, tripled instead after gaining 14th-level, and instead quadrupled at 16th-level in this class. Farsight is an extraordinary ability.

Deflect Arrows: At 7th-level the archer gains the Deflect Arrows feat as a bonus feat, regardless of prerequisites. Since using ranged weapons often means having one hand free for loading between shots, most archers get to use the feat often.

Snappy Attack (Ex): By the time they reach 7th-level, an archer has honed their reflexes pretty well for battle, and has even picked up a trick or two for applying their snappy reflexes. When the archer makes a single weapon, natural weapon, or unarmed attack with a standard action, whether melee or ranged, he or she adds their Dexterity modifier as a competence bonus to the damage roll. This only applies if his or her Dexterity modifier is positive, and it does not apply to grapple check damage. The bonus damage from Snappy Attack is multiplied normally on a critical hit. This is an extraordinary ability.


Mounted Archery Focus: Archers of 9th-level or higher have some talent in mounted combat with ranged weapons, thus reducing the penalty on ranged attack rolls while mounted by 4 points. This is factored in after any other reductions, such as from Mounted Archery if they have that feat.

Long Shot (Ex): Once an archer has reached 11th-level, he or she has acquired the skill and experience needed to attack accurately at even great distances. He ignores one-quarter of the total range penalty on attack rolls for attacking beyond one range increment, rounded down. This is factored in before the archer's Farsight ability.

The archer also gains the capacity to throw or shoot further than normal. If they spend a move-equivalent action just steadying themselves and taking careful aim, followed immediately by a standard action attack with a ranged weapon, the archer gains +2 to attack and damage as well as increasing the weapon's total range increment by +10 feet. This particular use of Long Shot requires the weapon to be held before the move-equivalent action is taken, and requires the weapon to have already been loaded before then as well (if applicable). However, using Long Shot in this way may stress a bowstring or crossbow string, so there is a 10% chance that the string may snap immediately before the attack (wasting the attack action).

Replacing a ruined string is a move-equivalent action, if the new string is easily accessible, otherwise it must first be retrieved from a container as normal. Long Shot is an extraordinary ability.


Opportunistic Shot: An archer who has achieved 13th-level in this class has learned how to exploit openings in the enemy's defense even when that enemy is at a distance. They also know how to get off a quick shot when an enemy exposes himself up-close. The archer may now threaten the area within their natural reach using a ranged weapon, but only for one attack of opportunity per round. This does not change how many attacks of opportunity they are allowed each round.

The archer cannot perform any other attacks of opportunity for the round, and cannot use Opportunistic Shot if they have already made an attack of opportunity that round. This use of Opportunistic Shot is only available if the archer is wielding a ranged weapon that he or she can reload (or draw, if thrown) as a free action, or a ranged weapon that is already loaded (or held, if thrown), and either way it only functions if that weapon could normally have been fired with a standard attack action.

Opportunistic Shot has another use, however. When not using the aforementioned function of this ability, the archer may instead perform attacks of opportunity from any distance beyond their melee reach and no further than one range increment with their weapon. These attacks of opportunity are limited to being used when an opponent provokes attacks of opportunity from one or more of the archer's allies, and the archer must be able to see the opponent in order to perform these attacks of opportunity.

They must use a ranged weapon for this, and as above, the archer must be able to reload (or draw, if thrown) the weapon as a free action or must already have it loaded (or held, if thrown) beforehand. If the ranged weapon takes longer than a free action to reload (or draw, if thrown), it cannot be used more than once per round for such attacks of opportunity.


Rapid Tracking: A 14th-level archer learns to track foes and prey with more haste, using superior skill and experience. They can move at their normal speed while tracking with Wilderness Lore or Search, and they suffer no penalties for doing so.

Improved Deflection (Ex): By 15th-level, the archer is exceptionally adept at intercepting projectiles, so they may use their Deflect Arrows feat any number of times per round. They also gain a +2 bonus on their Reflex save to use the Deflect Arrows feat. Improved Deflection is an extraordinary ability.

Piercing Eye (Ex): Archers develop a special technique for focusing their vision when trying to strike at a foe behind cover or obscured by concealment. This Piercing Eye technique is an extraordinary ability that channels some of the archer's innate power to help see through cover and concealment in order to place and time his attacks just right. Thus, at 16th-level onward, the archer may treat any target as having a 30% lower concealment miss chance when attacking that target, or may instead treat the target's cover as though it were two degrees less effective. Piercing Eye does not help against targets who have full cover, and cannot reduce concealment miss chances to less than 0%.

Speed Shot (Ex): Archers of 17th-level have such incredible skill at ranged combat that they can launch a devastating barrage. With any standard attack action or the equivalent, if the archer is attacking from range, he or she may make one or two additional attacks. If making one, they use their combined Base Attack Bonus and Special Ranged Attack Bonus for it, while making two additional attacks instead results in both being at half this combined attack bonus, rounded up.

With any full-attack action or the equivalent, if the archer is attacking from range, he or she may make one additional attack at their full, combined bonus as noted above, along with a second additional attack at half that bonus, rounded up. Alternatively, with any full-attack action or the equivalent, if the archer is attacking from range, he or she may make three additional attacks at half the combined attack bonus noted above, rounded up. Speed Shot is an extraordinary ability.


Threat Bonus: An archer of 19th-level is better at scoring critical hits with ranged weapons, so they gain a +4 bonus on any threat rolls to confirm critical hits with ranged attacks.

Mighty Shot (Ex): At 20th-level onward, the archer is able to focus greater striking power into his ranged weapon attacks, at the expense of accuracy. This extraordinary ability allows the archer to choose at the beginning of his or her turn to take a penalty on all ranged weapon attack rolls until his next turn, in exchange for an equal bonus on ranged weapon damage. The attack roll penalty taken may be any amount equal to or less than the archer's total Base Attack Bonus. The bonus damage is multiplied normally if a critical hit is scored, and the bonus damage applies normally against targets that are not subject to critical hits.[/sblock]
Code:
[B][COLOR=Red][I][U]The Archer:[/U][/I][/COLOR]
[COLOR=Blue]Class	Base	Ranged	Effective Ranged	Fort.	Ref.	Will
Level	Attack	Attack	Base Attack		Save	Save	Save	Special[/COLOR][/B]
1	+0	+1	+1			+0	+2	+0	Track, Bonus Feat, Range Boost
2	+1	+1	+2			+0	+3	+0	Aim +1, Favored Enemy (1st)
3	+1	+2	+3			+1	+3	+1	Close-Quarters Defense
4	+2	+2	+4			+1	+4	+1	Bonus Feat
5	+2	+3	+5			+1	+4	+1	Sniper Shot
6	+3	+3	+6/+1			+2	+5	+2	Farsight I
7	+3	+4	+7/+2			+2	+5	+2	Deflect Arrows, Snappy Attack
8	+4	+4	+8/+3			+2	+6	+2	Farsight II
9	+4	+5	+9/+4			+3	+6	+3	Mounted Archery Focus
10	+5	+5	+10/+5			+3	+7	+3	Aim +2, Favored Enemy (2nd)
11	+5	+6	+11/+6/+1		+3	+7	+3	Long Shot
12	+6/+1	+6	+12/+7/+2		+4	+8	+4	Bonus Feat
13	+6/+1	+7	+13/+8/+3		+4	+8	+4	Opportunistic Shot
14	+7/+2	+7	+14/+9/+4		+4	+9	+4	Farsight III, Rapid Tracking
15	+7/+2	+8	+15/+10/+5		+5	+9	+5	Improved Deflection
16	+8/+3	+8	+16/+11/+6/+1		+5	+10	+5	Farsight IV, Piercing Eye
17	+8/+3	+9	+17/+12/+7/+2		+5	+10	+5	Speed Shot
18	+9/+4	+9	+18/+13/+8/+3		+6	+11	+6	Favored Enemy (3rd)
19	+9/+4	+10	+19/+14/+9/+4		+6	+11	+6	Aim +3, Threat Bonus
20	+10/+5	+10	+20/+15/+10/+5		+6	+12	+6	Bonus Feat, Mighty Shot
 
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Arkhandus

First Post
Aurelian Scout, Variant Ranger

The Scout, Variant Ranger

Temporary placeholder for my Scout variant of the Ranger class.
 
Last edited:

Arkhandus

First Post
Aurelian Seeker, Variant Ranger

Temporary placeholder for my Seeker variant of the Ranger class.

The preview of my Master Weapon List has been moved here for now, to make room further up the page. I'm kind of close to finishing the list, so maybe I'll get the whole thing posted in the near future. When I do, this preview will be removed as the full list goes up in another post (or more likely, over a couple of posts).

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Format:
SIMPLE / MARTIAL / EXOTIC - MELEE / RANGED
Size
Name................................Cost.....Weight...AC.......Hardness.....HP.....Break DC
.....Damage.........................................Threat/Critical............Range Increment
.....*Alternate names, special features, and special use descriptions.
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RANGED PROJECTILE AMMUNITION

Tiny

Sheaf Arrows (quiver of 20)..3 gp.....4 lbs....AC 7.....Hardness 5...HP 1...Break DC 8
.....----------------..............................----------------............(Ammunition)
.....*Designed for use as ammunition with Medium-sized shortbows and composite
.....shortbows, as well as Large-sized longbows and composite longbows.
.....*Shortbows and composite shortbows which fire a sheaf arrow deal 1d10
.....damage instead of their usual 1d6, while longbows and composite longbows
.....firing a sheaf arrow deal 1d12 damage instead of their usual 1d8. Sheaf arrows
.....are heavier and have superior arrowheads. However, this also results in such
.....attacks having a range increment that is only half that of a normal attack with
.....the bow, rounded down to the nearest 5 feet.
.....*If used on its own as a melee weapon, counts as a Tiny weapon that deals
.....1d4 piercing damage, with a threat range of 20 and a critical multiplier of x2. A
.....wielder's Strength bonus to damage does not apply to arrows in melee. As it is
.....not designed for melee combat, an arrow used in melee is considered an
.....improvised weapon, so the wielder suffers a -4 non-proficiency penalty on the
.....attack roll. An arrow used in melee does not threaten an area.
.....*A launched arrow has a 50% chance of being lost or broken if it misses the
.....target. An arrow used in melee breaks automatically if it misses because of
.....the target's armor or natural armor. Any arrow that successfully hits a target
.....is damaged to the point of being unusable.

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SIMPLE WEAPONS - MELEE

Diminutive

Dagger, Stiletto...............7 sp.....0.5 lbs...AC 9.....Hardness 5...HP 1...Break DC 15
.....1d3 (Piercing) or 1d3 (Slashing).....T/C 20/x2 (20/x2)..........5 feet (Throwing)
.....*Stilettos are too minute and lightweight to confer any Strength bonus to
.....damage.
.....*Also represents the shiv, throwing needle, and aiguchi.

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MARTIAL WEAPONS - RANGED

Small

Blade Boomerang, Greater...9 gp.....2 lbs...AC 6.....Hardness 5...HP 3...Break DC 17
.....1d6 (Slashing)............................T/C 19-20/x2...............30 feet (Throwing)
.....*This is an aerodynamic, one-way-flight, wooden boomerang, with a
.....sharpened steel edge.
.....*Also represents the throwing disk or quoit, but the quoit deals bludgeoning
.....damage instead of slashing.
.....*Also represents the three-point, four-point, or five-point throwing pinwheel,
.....but the pinwheel deals piercing damage instead of slashing.

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EXOTIC WEAPONS - MELEE

Medium

Bastard Sword.....35 gp.....4.5 lbs...AC 5.....Hardness 10....HP 6...Break DC 20
.....1d10 (Slashing) or 1d10 (Piercing)...T/C 19-20/x2 (19-20/x2)...----------------
.....*Also represents the hand-and-a-half sword, wo dao, or daito.

Elven Leafblade.....45 gp.....2.5 lbs...AC 5.....Hardness 10...HP 5...Break DC 17
.....1d6 (Slashing) or 1d6 (Piercing).....T/C 19-20/x3 (19-20/x3)...----------------
.....*The many-curved, two-pronged hilt of this weapon, combined with its
.....fencing-oriented handguard, grants the wielder a +2 bonus on opposed attack
.....rolls to make or resist a disarm attempt with the leafblade.
.....*The Weapon Finesse feat may be applied to the leafblade, if the wielder is the
.....same size category or larger than the leafblade and takes the Weapon Finesse
.....feat for the leafblade specifically.

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EXOTIC WEAPONS - RANGED

Tiny

Shuriken....................1 gp.....0.1 lbs...AC 7.....Hardness 10...HP 1...Break DC 17
.....1d2 (Piercing)............................T/C 19-20/x2...............10 feet (Throwing)
.....*Shuriken are too minute and lightweight to confer any Strength bonus to
.....damage.
.....*Shuriken may be drawn from any simple sheathe or easily-accessible part of
.....the wielder's clothes without spending an action, so the wielder may perform
.....their usual rate of attacks per round.
.....*May throw up to three of these with a single attack, but each uses a different
.....attack roll, and each shuriken must target either the same foe as the previous
.....shuriken thrown with that attack, or must target a foe within 5 feet of the first
.....target. Any special abilities, powers, or spells that would apply only to your
.....first attack will only apply with the first shuriken when doing this.
.....*Wielder may strike with up to three shuriken in melee as though unarmed, but
.....without drawing attacks of opportunity and without threatening an area.
.....Shuriken used in melee are considered improvised weapons, so the wielder
.....suffers a -4 non-proficiency penalty on the attack roll. This counts as one
.....attack and uses a single attack roll, dealing damage with each of the shuriken
.....held. The shuriken used in that way become lodged in the target if the attack
.....roll hits, and cannot be retrieved until the target is dead or in a helpless state,
.....at which time it requires a full-round action to pull the shuriken out and back
.....into your hand.
.....*Shuriken receive enhancements, special qualities, and special material
.....adjustments as per ammunition.

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Last edited:

Arkhandus

First Post
Humans Of Aurelia

Aurelian Humans

[sblock]Appearance: Aurelian Humans stand tall, between 5 feet 6 inches and 7 feet 2 inches, and generally weigh between 90 and 290 pounds, from emaciated to overweight, averaging about 6 feet tall and 130 pounds. Humans can vary widely in coloration, from the dark brownish-skinned folk common in the southeast to the pale caucasian-skinned folk of the northwest. The southwestern humans tend towards a bronze skintone, while those of the northeast are generally more of an olive shade.

However, the Humans travel widely and intermingle, so Humans of any shade can be found the world over. Those of darker skintones tend to have hair of black most of the time, while folk of lighter skintones tend to have blonde, red, or brown hair more often. Eventually, all Humans develop gray or white hair, some younger than others, but generally around old age. Humans usually have eyes of black or brown, though many folk of light skintone have blue, green, or amber eyes.

Personality: Humans have widely varying personalities and mindsets, but generally tend to be more inventive, curious, and adaptable than other humanoids. They are more likely to accept other peoples and work with them, even if their allies are seen by other races as repugnant, irritating, despicable, or obnoxious. This also means that one can never know who or what a Human truly holds allegiance to, or what sort of company they keep. This makes other races wary of Humans, and they tend to be leery of trusting a Human until they've had time to figure him or her out.

Background: The Humans of Aurelia are actually a fourth generation of the species, after the previous three Human incarnations were wiped out by divine wrath or mass war. Each of the previous three Human races had angered the gods through their arrogance, impiety, and enterprising nature, or had agitated so many other humanoids and monsters that they were wiped out in great wars. Many old ruins remain from previous Human cultures.

The current Humans have avoided such grievances so far and have been tolerated for the past few millenia, being much more fractious and individualistic. Each Human nation has befriended various races and made enemies of others, but has had similar relations with fellow Human nations and organizations. Humanity is uniquely balanced in elemental composition and affinities, lending them a broad degree of compatibility with other races. Humans inhabit many different territories across Aurelia and even many of the Inner Planes, amongst others, but are spread quite thinly in population, having only limited interaction with each other and mostly just dealing with nearby humanoid societies.

They tend to favor rule by monarchy or similar systems, each nation taking up different names for its rulers and social castes. Generally, the Humans of the southeast are ruled by nobles called emirs, sultans, viziers, sheiks, and caliphs, while those of the southwest typically serve under a bey, shah, pasha, padisha, rajah, or maharajah. Humans of the northeast are usually ruled by a huang ti, khan, sakhan, kakhan, voivode, tsar, hetman, or reeve, while those of the northwest are ruled by various kings, dukes, archdukes, grand dukes, regents, earls, barons, counts, viscounts, stewards, princes, marquis, comtes, vicomtes, herzogs, grafs, landgrafs, burgrafs, markgrafs, altgrafs, and kaisers.

Classes: Humans pursue a great many different careers and lifepaths, and are among the most adventurous of peoples. They cover the full spectrum of classes, but there are relatively few Druids, Monks, Samurai, Shamans, Shugenja, and Sohei, who are usually only found near or amongst the Aeragi, Aquari, Celestri, Draegi, Endari, and Firagi races, who teach their ancient traditions to some of the newer Human generation. Humans are especially likely to become Bards, Fighters, Rogues, and Wizards, adventuring careers in which they tend to excel. Paladins, Rangers, and Wu Jen are a little more common amongst Humans than other races.

Humans of the northeast are generally more likely than their kin to follow the paths of the Barbarian, Ranger, Shaman, Shugenja, or Wu Jen. Those of the southwest are more likely than other Humans to become Monks, Psions, Psychic Warriors, Samurai, or Sohei. Likewise, Humans living in the northwest are more often Bards, Clerics, Fighters, or Paladins than other Humans. Lastly, Humans of the southeast are the most likely of their kind to become Druids, Rogues, Sorcerers, or Wizards.

Relations: Aurelian Humans are quite diverse and have many different associations, so each Human kingdom, tribe, empire, clan, freehold, city-state, and so on has its own allies and rivals, making it difficult for anyone to determine a particular Human's allegiances and fealty. Many Humans do battle with the Orcs, Half-Orcs, Firagi, Goblins, Hobgoblins, Bugbears, Gnolls, and other such evil or chaotic humanoids with great frequency, yet a few groups of Humans have actually allied with such creatures.

Humans generally get along well with Celestri, Aquari, Elves, Halflings, and Dwarves, but there are several amongst them who don't care for these races. Humans of the northeast and southwest are the most frequent allies of evil humanoids, but only somewhat more often than other Humans. Those of the northwest and southeast are more likely to bargain and trade with good humanoids, and are more likely to come to the aid of their allies when needed.

Miscellaneous Details: Humans of Aurelia reach adulthood at 15 years of age, then attain middle age at 30 years, old age at 50 years, and venerable age at 65 years. Their maximum age is reached 2d20 years after becoming venerable.

Human names vary widely since there is a diverse multitude of cultures, languages, and nations amongst Humankind, moreso than any other race in Aurelia. Generally, though, certain naming trends are seen more commonly than others, and a few languages are dominant amongst Human lands. There are seven main languages amongst Humans, but four are just derivatives of other Human languages and two are derivatives of other races' languages.

The Basranni language, common in the southeast, is a derivative of elemental languages but melded with a lost Human tongue, while the Mitajji dialect of the southwest is a derivative of Basranni. Humans of the northeast typically speak either Neharon, which is a loose derivative of Mentari, or the distinctly harsh Human tongue of Urun. The northwestern Humans have three major languages between them, those of Thesskan, Lirenos, and Zevach. Lirenos is a more musical and refined derivative of Thesskan, based as much on the Elven tongue as it is on Thesskan, while Zevach is a simple, refined mix of Thesskan and Urun. The ancient Mentari and Gith languages are also Human dialects, but from previous incarnations of Humanity, so they are mostly-dead languages.

In the northeastern lands, Humans possess a given name and a family name, with the family name coming from a distant ancestor, and they place family names before given names.

Male names from that region, amongst Neharon-speakers, include Yitaan, Chagan, Haazu, Genki, Rohenku, Shahan, and Nanchu; male names in Neharon never begin with a vowel, but are otherwise varied. Female names in Neharon include Odanu, Imaru, Usaka, Ashenki, Osani, Enku, and Ayaka; they always begin and end with a vowel, but never have any prolonged vowel sound. Some common family names in the Neharon tongue include Yamushu, Ritaru, Isensu, Chakar, Onnusha, Gisaku, Esuki, Shon, Nomoru, Deyakon, and Ankiru.

The northeastern Urun-speakers have the same tradition of placing family names before given names, but their language is different and less strict with names. Common male names in Urun are Ross, Ivan, Davich, Zaebok, Milovich, Eli, Tannen, Piotr, Nikolas, Daven, Karlov, Arkturus, Surik, Rikoff, Ulf, Shane, Yuri, Martov, Staniv, and Yohan. Some female names in Urun are Anastasia, Vanna, Rihanna, Karen, Lonna, Daneira, Zoe, Saebin, Irassa, Katarina, Uli, Shannon, Natalia, Yvette, and Jan. Urun family names are simply the given names of respected or famous ancestors, whose names are generally no longer used as given names within that particular family.

In the northwest, Human names are mostly along the lines of Thesskan naming conventions, with the individual's given name followed by a middle name and then a family name. Some Thesskan and Lirenos family names are combinations, and amongst Lirenos-speakers there is no middle name but sometimes a combined first name.

Thesskan male names include Anthony, Robert, Aaron, Huebert, Jonathan, David, Martin, Steven, Fenwick, Thomas, Otto, Fenton, Barry, Lorenzo, Caleb, Ben, Marcus, Kent, Christopher, Eric, Grant, Bo, Richard, and Paul. Female Thesskan names include Jennifer, Daena, Sally, Octavia, Dorothy, Melanie, Rita, Susanna, Pennie, Gina, Lauren, Eva, Sophie, Gwen, and Tia. Family names among Thesskan-speakers typically refer to notable ancestors, parents, family professions, or hometowns, so they might include Thomson, Haroldson, Lassiter, Brandon-Jolie, Anne-Mallory, Brunswick, Thistleton, Blackford, Highwall, Statton, Tailor, Bernier, Steward, Falconer, Weaver, Miller, Smith, Wright, Chandler, Ostler, Castellan, Brewer, or Shepherd.

The Lirenos tongue uses names mostly derived from Thesskan, but altered to seem more Elven-like or beautiful. A few Lirenos male names are Jean, Davios, Remy, Falco-Garibaldi, Claude, Louis, Quinn, Antoine-Duvalle, Robeir, Stefan, Jonas, Beau, Picarde, Ethan, Gerard, and Vassielle. Female Lirenos names include Dianne-Liette, Sophia, Genevieve, Annette, Elle, Josephina, Tanya, Olette-Calle, Lisa, and Bennet. Lirenos family names are always the name of an ancestor with de' placed before it, such as de'Claudia, de'Sabien, de'Larouche, de'Veaux, de'Bartolemeou, de'Paris, or de'Gracie.

Zevach names are generally simple, and don't always include a middle name. Males may be named Hugh, Magnus, Brock, Zane, Marko, Darius, Niko, Anton, Jim, Linus, Saul, Kain, Elrik, Ren, Leon, or Dane, among other things, in Zevach. Females might carry the name Annie, Vala, Sammie, Edea, Gretchen, Ida, Meryl, Lina, Tammie, Donna, Pat, Kellie, Mina, Zola, or Emma in Zevach. Family names for Zevach-speakers are some modified version of a Zevach noun or pronoun, generally, such as Kriegen, Alkarine, Panzena, Festun, Grimmnach, Volsurron, Yggda, Grannswick, Reinholdt, Kennar, Roscha, or Bolshenke.

In the southeast, humans mostly speak the Basranni language and have both a given name and a House name, which is the name of an ancestral family that was present at the founding of the first Basranni nation.

Male names in Basranni are quite varied, but include Hassal, Daru, Ruahim, Araqui, Sumassa, Farasq, Garusaabi, Qemal, Zahib, Parhu, Umaaj, Tiram, Mahaabi, Qinnoq, and Salir. Basranni female names include Alhara, Jidarr, Sahimi, Qalahi, Roqui, Tashiraa, Sumata, Luira, Garaha, and Parhazirad. Houses of the Basranni-speaking peoples number one-hundred and three, but a sampling of them includes Qurammu, Havashtu, Puraaji, and Rohamuradii. However, each person has a small appelation at the beginning of their family name denoting that person's status, such as Daru al-Havashtu being a male adult in good standing with his House, whereas Garaha sa-Puraaji would be a female adult in good standing with her House.

Names amongst the Mitajji-speaking cultures of the southwest are similar to their Basranni roots, but rather more complicated and extensive.

Humans of the Mitajji cultures have a short, compound, given name at front, followed by a longer but unbroken middle name, which is then followed by the father's given name, followed by the father's Clan name with ben- appended to it, and then the mother's given name, followed of course by the mother's Clan name with sar- appended to it, further extended by the addition of zul- and the individual's own Clan name. The appellation zul- is only used if the individual is an adult, however. If the individual is married, he or she adds dal- and the Clan name of their spouse to the end of his or her own name. Worse yet, since Mitajji practice polygamy, a married Mitajji Human further extends their name by adding the Clan name of each additional spouse to the end, in the order they were married, with qet- appended to each.

For obvious reasons, most people refer to Mitajji-speakers simply by their given name and personal Clan name, such as Pell Miqir Niv zul-Juraddi, which miffs some of the traditional or proud Mitajji-speakers.

Clan names are similar in length to middle names, but carry a different meaning. While middle names denote the individual's birthright, such as firstborn or secondborn, and their male or female birthright, such as first son, second son, first daughter, or second daughter, a Clan name simply denotes something important or memorable about the Clan's origins and early history. Mitajji Clans are loosely-related groups of families that owe allegience first and foremost to the Clan, lead by the eldest patriarch amongst those families. Mitajji given names have no particular gender-based differences or trends, so one's name only denotes gender by way of the middle name describing them as a son, aqui, or a daughter, aya.

A few example Mitajji names are Shireq Zal Pir Nat Hasanmitaqui Vol Meq Riji ben-Zarda Dirai Zeb Qehal Oma sar-Hijamiray zul-Parhaadi dal-Viren qet-Kalaq qet-Mibi qet-Zabariqirhi, and Qem Jiriqui Ne Mihanseshaya Apu Hariq ben-Gara Ta Hi Imalla Subashi sar-Fasamu zul-Larenhameshet dal-Jimaji qet-Veshar, and Jiramu Taan Virushtamiaqui Sala Un Lamar ben-Fimmbara Tumaj Enali Za sar-Nareshtti Panariyu.[/sblock]


Humanoid: Humans are, of course, Humanoids of the Human subtype.

Size: Humans are Medium-size creatures.

Speed: Humans have a base speed of 30 feet.

+3 Racial Bonus on Checks with One Skill of Choice: A Human chooses one specific skill at 1st-level, such as Balance, Craft (woodworking), Knowledge (geography), Perform (chant), Profession (miner), or Ride (horses). They have a natural talent with the chosen skill. Speak Language cannot be chosen.

Bonus Feats: At 1st-level, a Human gains a bonus feat, and they also acquire another bonus feat at every ninth level gained beyond first, such as at 10th-level and 19th-level.

Extra Skill Points: At 1st-level, a Human gains 4 additional skill points; these bonus points are not multiplied like base skill points gained at 1st-level. Also, at each additional level, a Human gains 1 additional skill point. The extra skill points are not modified by Intelligence.

Automatic Language: Any single regional language.

Bonus Languages: Humans may choose any non-restricted languages as bonus languages for a high Intelligence score; thus, they could learn Draconic or Gnomish, but not Druidic.

Favored Class: Humans have no specific favored class. Instead, at any given time, treat the Human’s highest-level class as his favored class for purposes of multi-classing benefits and penalties.
 
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Arkhandus

First Post
Aeragi, Planetouched Humans Of Elemental Air

Aeragi

[sblock]Appearance: Aeragi average a height of 6-1/2 feet and weight of 120 pounds, with only minor variation in build, as they generally possess a thin and lithe body, with lean muscles and cool skin. Their skin is usually streaked with simple patterns of slightly-varying colors. The skin tone is always pale, either blue-white, or dim yellow-white, or blue-grey, whereas an Aeragi's hair can be virtually any color imaginable and is often wild and resistant to grooming, in some cases even stirred by a constant personal breeze. Their hair is often a pale color, though. Aeragi males nearly always have facial hair of some sort. Aeragi eyes always have irises of a deep, vivid, piercing color, either forest green, sapphire blue, violet, crimson, orange, or gold, slightly more often being forest green or orange. An Aeragi's voice is sibilant and slightly higher-pitched than that of most Humans.

Personality: Aeragi are a very chaotic people for the most part, as whimsical and unpredictable as the wind and the weather. Their moods tend to be mercurial, changing at the slightest influence and yet sometimes being very stubbornly set in a particular mood for several hours or even days. Some are spiteful and egocentric, never forgetting a slight against them, while others will forgive nearly anything with ease, but either way their wrath can be terrible indeed, however long or brief. They wear the latest fashions usually, but sometimes wear just whatever random clothes they first lay eyes on in the morning, or they dress up in gaudy outfits of outrageous design just at a whim, and at other times they may run around in scarcely anything at all just because of a random impulse to feel the wind across their flesh.

Aeragi are also prone to various mental disorders from mild to severe intensity, many possessing obsessive compulsive, manic, or schitzophrenic disorders, leaving their emotions and whims very unpredictable indeed. Though excitable, Aeragi do not often lash out in violence, as they are more prone to insults and pranks. Very few Aeragi ever become lawful in alignment. They have no racial tendencies towards good or evil, and an Aeragi is just as likely to be one, the other, or neither.

Aeragi, like others descended from the ancient Mentari humans, hold themselves to certain concepts of honor, but to wildly varying degrees. Each Aeragi has their own personal honor code, some elaborate and some simple, but each unique. However, unlike many other Mentari descendants, the Aeragi often forget or break their honor codes and do not consider it a big deal, but do try to adhere to them most of the time. Most Aeragi are at least a little self-centered, usually thinking about themselves and what they might get out of a deal or endeavor. Few take this to the extreme however, and Aeragi at least feel strong ties to their immediate family and friends. Aeragi love festivities and song.

Background: Descended from the first generation of the Human species, the Mentari, and various air elemental creatures which allied with them. Most of the Mentari race was destroyed by the gods long ago and replaced with newer, more refined Humans, but even those were eventually replaced once or twice. However, the Mentari who had bonded with elemental creatures or outsiders were spared, for they were relatively few in number and were changing, becoming less of a threat or nuisance to the gods. The Mentari tribes who befriended air creatures eventually left the other Mentari nations and settled near the Elemental Plane of Air, eventually producing half-elemental offspring from the good relations with those air creatures.

Over time, as fewer air elementals joined these Mentari tribes, that part of the race became what it is now, the Aeragi, altered Humans with distant air elemental ancestry. A small majority live in the northeast, in the borderlands between the Material Plane and the Elemental Plane of Air, while many others live abroad in small communities or, more frequently, in the towns and cities of other races. The Aeragi have very little in the way of a common culture or society, instead living amongst other races and involving themselves in those cultures. Many are just wanderers who never stay long in any one place.

The few Aeragi communities in existance are small hamlets with simple laws and a loose freehold government. The smartest, wisest, strongest, or most enterprising Aeragi command the village and handle the few matters of governance, while most Aeragi in the community do as they please, serving the community only as long and as far as is convenient. Such communities are generally filled with artists, poets, performers, brewers, toymakers, and similar folk, while the Aeragi trade their masterpieces to other races for foodstuffs, as few Aeragi can manage to be content as farmers or hunters.

Aeragi living in the Elemental Plane of Air, or the borderlands alongside it, occasionally trade in a special crystalline ore that a few of their people know how to produce, called levantine, through secret means that no other race has yet discovered, perhaps means which only the Aeragi's blend of elemental air and mortal flesh make possible. Levantine is used to make flying devices, and it rises into the air when heated. It takes a substantial amount of levantine to make a flying craft capable of carrying multiple passengers, and only a few folks know the properties and applications of levantine. A few Aeragi even build skyships that resemble fanciful seagoing vessels, flying about and exploring or raiding at will. However, levantine does not provide any propulsion itself, only upward lift, so great propellors are built to move these aerial galleons.

Classes: Aeragi are strongly individualistic, and their preferences or goals in life can vary drastically from one sibling to the next. Due to their usually self-serving and flamboyant natures, Aeragi are Rogues, Bards, or Sorcerers generally more often than other professions. Some become Wu Jens, Rangers, Druids, or Shamans, as Aeragi have a natural affinity for magic through their elemental blood, and even some who do not possess spiritual powers still believe they 'see' spirits and mystical forces in action occasionally, taking them as omens, even though they are likely just minor delusions. This inclines them to follow mystical pursuits and aid spirits, even those that are mere figments of their fragile minds. They also enjoy traveling through places of natural beauty, and may act to protect such locales.

Aeragi rarely have a tolerance for stuffy restrictions, oaths, and covenants, so they don't often become Clerics unless their patron deity is chaotic and enforces only stringent demands upon them, and they hardly ever possess the consistent integrity and solidarity to be Paladins. It is almost as rare for them to be Samurai or Sohei, for similar reasons. An Aeragi's natural agility makes them capable Monks in the rare cases where they possess enough discipline.

They do occasionally become Wizards, Psions, or Shugenja, frequently dedicated to the air element as Shugenja or using similar focus for their spells or powers as Wizards and Psions. Those who wield magic prefer spells that can provide amusement, such as spells of trickery, alteration, illusion, misdirection, and confusion. Few Aeragi have the violent or martial inclination to become Fighters, Psychic Warriors, or Barbarians, but those who do can be surprising in their tempestuous fury.

Relations: Aeragi are fickle individuals and don't have any widespread alliances or feuds. In general, Aeragi tend to get along well with Elves, Half-Elves, Firagi, Gnomes, and Halflings, who are usually informal enough and relaxed enough to go along with the jests and quibbles of an Aeragi. On the other hand, Aeragi usually have difficulty with Dwarves, Endari, Aquari, Draegi, Orcs, Half-Orcs, and other humanoids with tendencies towards order, law, proper behavior, seriousness, conflict, violence, or aggression.

Miscellaneous Details: Aeragi, like Humans, reach adulthood at 15 years of age, then attain middle age at 30 years, old age at 50 years, and venerable age at 65 years. Their maximum age is reached 2d20 years after becoming venerable. Similar to Humans, Aeragi become more pale and wrinkled with age, but their eyes retain the same vivid color.

The names of Aeragi are quite varied and random, as Aeragi parents may name their children after anything or anyone they like, rather than sticking with any particular naming conventions. Thus, some Aeragi have ridiculously long and convoluted names, while others may have a simple monosyllabic name or a traditional two-part name. Aeragi often like to give themselves titles, while some may abandon their birth name and choose their own name at a whim. However, due to these practices, the Aeragi have lost track of any real family names they may have once used long, long ago, so any surname they may choose is generally likely to be the name of their town or their nomadic band, if not entirely random. Nomadic Aeragi bands use all kinds of colorful, exciting, and just plain nonsensical names for their groups.

A small majority of Aeragi tend to choose traditional Mentari names or, almost as often, Auran names. A few masculine Mentari names used by Aeragi include Koromaru, Giru, Shen, Rin, Pao, Orumashi, Jigen, Aansakii, and Udon. A few feminine Mentari names used by Aeragi include Yomiko, Kasha, Lihan, Saaru, Gidara, Rishi, Yua, Pochu, Junatta, Fuu, and Ahinara. A few Auran names used by Aeragi include Sssinaai, Uuruumao, Shhhihaa, Tzzanaaaora, and Orishhht. Most folks not native to the Elemental Plane of Air or its Material Plane borderlands tend to dislike, or just laugh at, Auran names.[/sblock]


Outsider: Aeragi are Outsiders (with the Planetouched subtype) instead of Humanoids, and are thus unaffected by spells and effects that function against Humanoids and not Outsiders, such as Charm Person, but are instead affected by spells and effects that function against Outsiders, such as Protection from Chaos. As Outsiders, Aeragi cannot be returned to life by Raise Dead, Reincarnation, or Resurrection, but they may be returned to life by Reclaim Spirit, True Resurrection, True Reincarnation, Wish, or Miracle. Aeragi are native Outsiders, meaning that Aurelia is their home plane, and thus while in Aurelia are unaffected by effects that would return them to their home plane. They are mortal and need to eat, drink, and rest like Humans do, aging at the same rate too. Aeragi do not have Darkvision like other Outsiders do. Aeragi have the Air subtype.

Sky Soul: An Aeragi cannot use, prepare, cast, manifest, or activate any effect with the Earth or Acid descriptors. Aeragi also cannot possess, gain, or be affected by any templates, spells, powers, or effects which would grant them the Earth or Acid subtypes or descriptors. Aeragi that belong to any class with a set of spells, powers, or abilities specifically described as being linked to earth or sand or metal or stone, cannot learn, utilize, or specialize in such effects from the earth, sand, metal, or stone elements. Aeragi cannot acquire the Artifice, Earth, Metal, or Stone domains.

Size: Aeragi are Medium-size creatures.

Speed: Aeragi have a base speed of 60 feet.

+4 Dexterity, -2 Constitution, -2 Wisdom: Aeragi are swift, graceful, and dexterous, but are also thin, frail, and flighty, with short attention spans and little common sense.

Breathless: As they are descended from air elementals, Aeragi need no air to survive, since they are infused with the very essence of air. Subsequently, they simply don’t breathe, and have no lungs whatsoever. Thus, Aeragi can survive indefinitely underwater, in a vacuum, or anywhere else where there is no air to breathe. Additionally, since they don’t breathe and lack lungs, they are immune to all inhaled toxins, poisons, diseases, and attacks. They also have no sense of smell, and are thus immune to all attacks that would offend their sense of smell, such as a Stinking Cloud spell. However, this also means that they cannot smell any other scents, and thus cannot detect anything that is only noticeable by smell.

They are virtually immune to most gas attacks, with the exception of those that merely affect creatures by contact, such as an Incendiary Cloud, Cloudkill, or Acid Fog spell. Aeragi can still feel the effects on their skin, they simply don’t (and indeed cannot) inhale or smell the vapors. This lack of smell does not affect the Aeragi's sense of taste. If an Aeragi is polymorphed into a different creature, they gain lungs and a sense of smell in that form if appropriate, and thus become vulnerable to powerful scents and inhalations, but their Breathless ability still gives them an infinite supply of air, even underwater or in a vacuum.

Feather Fall: Aeragi are constantly affected as though by a Feather Fall spell, since they are infused with the power of elemental air and can float gracefully down to the ground. This is a supernatural ability, and automatically resumes immediately after passing through an anti-magic zone or similar area, or one round later if dispelled. The Aeragi may suppress this ability when desired, which takes no actions itself, and may resume this ability at any time as well.

+4 Racial Bonus on Jump and Listen Checks: The Aeragi are capable jumpers, bolstered by an air elemental heritage, and they are also keenly aware of the comforting whisper of every breeze.

-2 Racial Penalty on Will Saves and Intimidate Checks: Being thin, lightweight, less violent, and more silly than many other races, the Aeragi aren't often taken seriously when trying to threaten someone, and they're really just not very good at it, as they dislike the sound of pain. Also, their whimsical, unstable, and imaginitive minds are not as difficult to break or manipulate as those of more disciplined races.

Air Affinity: Aeragi gain a +3 racial bonus on saving throws versus electricity and all attacks or effects with the Air or Electricity descriptors. They suffer only half damage from such effects, when applicable. Furthermore, Aeragi add +1 to the DC of saving throws against any Air or Electricity spell, power, spell-like ability, or supernatural ability they use, and Aeragi also add +1 to their effective caster level or manifester level for purposes of resolving such effects.

Earth Vulnerability: Aeragi suffer a -3 racial penalty on saving throws versus acid and all attacks or effects with the Earth or Acid descriptors. They suffer double damage from such effects, when applicable.

Automatic Languages: Auran and Mentari.

Bonus Languages: Aeragi may choose Abyssal, Aquan, Celestial, Draconic, Ignan, Infernal, or Terran as bonus languages from a high Intelligence score.

Favored Class: An Aeragi’s favored class is Rogue for purposes of multi-classing benefits and penalties.
 
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