(Shark World) Wuha Islands

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Wuha

Wuha is a group of 30 islands the largest being 100 miles by 50 miles while the smallest is 1 mile by 1 mile. It has the largest city still remaining in shark world for it was mostly out of the blast. It is placed on the equator facing the south see and the sea of sea dragons. The city of Dramore is on the biggest island, which is called Yazo, the city is 20 miles and is a Planar metropolis.

Its biggest and most common race is the Cascene a remnant of one of the dead gods experiment. They are ruled by an emperor how keeps the peace between all the races that live on Wuha. He¡¦s more of a referee than a ruler.

The dwarfs take up most of the small islands for they clamed they needed a place to live after their homes got wiped out. They have built big fortresses on there small islands. They own 20 of all the islands of Wuha. All of those islands are very small so now one really cares.

In the remaining parts of Wuha the races very. A small number of islands are known as the ghost islands these 4 islands have small pirate populations that are made up of Water Genasi.

The remaining islands are run by the emperor and have a different type of culture then the other 24 islands there are some classes more common here then other parts of the world.

Six Core Islands
Capital: Dramore
Government: Monarchy
Religion: Spirit, Gildas, Deacor, Philas, Veltras, and Aealshee
Imports: Not known
Exports: Not known
Alignment: LN, LG, N

The race mix of the core 6 islands are 79% Cascene, 9% human, 5% Spirit Folk, 3% Vanara, 2% Halflings, 1% Water Genasi, 1% Dwarves.

The common classes are the Cleric, Samurai, Shaman, Fighter, Wu Jen, Sohei, Sorcerer, Rogue, Ranger, Monk, Bard, Psion, and Psychic Warrior.

City of Dramore Population 100,000, GP Limit 600,000. Emperor Uchoze Otomo 20th level Aristocrat rules the city as well as the country of Wuha. He is careful in what laws he makes for if he makes the wrong one he can mess up the light balance for the country. He is liked by most feared by none.

They all seam to have found some power in the spirits that has allowed them to keep going. The shamans show this power of these spirits in their daily lives.

The large city Dramore is the lit up at night by a number of everburning Torch¡¦s. The samurai try and keep the peace between the people.

Most of the remaining islands (the 6) have the cascene people living on them the rest seam uncommon and few. They some times haft to deal with the shark as they have dubbed him. For his minions want Wuha for their own. The barer to his land is only a 100 miles from the ghost islands.

The weather is nice for its part of the world its full of rain forest. It has lots of wood and lots of land for crops, which they spend a lot of the land farming at least what¡¦s not rain forest. They have a tree that grows extremely fast which they use in their buildings and boats and for other things.

They keep a sizable army, which is usually about 5,000 strong. Their leader Chatetu 5th level Fighter, 6th level Sohei, 5th level Master Samurai. He is one of the emperor¡¦s seven heroes.

The tribes of the cascene usually fill their role in the order of the place. The Bharanda are the spell casters. Corrara are the diplomats and thieves. Ghanukka are the warriors of their race. The Masaluk are the speaker of spirits and show their power to the people. This does not mean they have only one role but they gust usually fill that role. They have not been at war for over 10,000 years but they still keep there strength in that power that they once had even thou things have changed after the fall.

Once a year the people of Wuha show there belief in the spirits by cutting and finding any extra wood they have and set it to the sea for it is there belief that it the spirits of there world. The wood is but in the northern currents for that is where the shaman tells them the spirits want the wood to go.

New Samurai fighting styles

Serpent¡XEmphasize unarmed combat. Feats: Improved Unarmed Strike (Fists of Iron), Improved Grapple (Choke Hold, Earth¡¦s Embrace), Power Attack (Roundabout Kick, Flying Kick), Circle Kick, Lightning Reflexes (Prone Attack), Weapon Focus (Unarmed Strike, Katana).

Lotus¡XTeach Two-weapon fighting with speed and agility. Feats: Exotic Weapon Proficiency (Katana), Ambidexterity, Two-Weapon Fighting (Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Dodge (Mobility, Spring Attack), Improved Initiative, Quick Draw, Weapon Focus (Katana, Wakizashi).

Wolf¡XEmphasize mounted combat and heavy weapons. Feats: Alertness, Mounted Combat (Trample, Ride-By Attack, Spirited Charge), Exotic Weapon Proficiency (Kau sin ke, Three-section staff), Weapon Focus (Greataxe, Katana, Kau sin ke, Three-section staff).

Prc changes prc that have a race (clan) are open to any one that meats the right criteria. The ones that need a patron can be used the same with spirit worship as well.

Organizations

The Protectors of ships (Major Organization, 100,000 Gp limit, Population 500 people).
Prc used to represent them: The Mantis Mercenary

The Protecters of ships is an organization that was made to help protect ships coming and leaving Wuha as well as to keep the shipping lanes open in times when it will be needed. They can be found all over shark world, for any smart captain of a ship commonly implies them. Their common fee is 100 gp or an equivalent. To become one of them you must pay a fee of 1,000 gp at there head quarters in the city of Dramore in Wuha.

Plot idea: they are always looking for more people to help with what they do.

Wuha Sky Riders (Minor Organization, 25,000 Gp limit, Population 125 people).
Prc used to represent them: Windrider

Not much is known of the Sky Riders for they are hard to find. They seam to come only in times of need at this time they are mostly legend in Wuha. The last one that was seen came from another island some where to the north with a message for the emperor. All that the people know is their bast some where in Wuha. They commonly ride Giant owls as their mounts.

Plot idea: Some of the mounted forces whant to become Ski Riders but they don¡¦t now where to go they will pay very well for some one to help them out.

Wuha Army Ground Forces (Major Organization, 100,000 Gp limit, Population 1,000 people).
Prc¡¦s used to represent them: Shadow Scout, Singh Rager, The Hida Defender, The Daidoji Bodyguard, The Akodo Chapion, Purple Dragon Knight, Master Samurai, Dragon Warrior (Dragon #298), and Order of the bow Initiate.

Being the biggest Organization in Wuha and being the most diverse group in skills and talents. They are the first ones in and the last ones out in a fight. When they go to war for the emperor the opponent must watch what they do for if they do it wrong they have lost all ready. To become one of the many Wuha army ground forces you need to take a months traning and pay a fee of 2 gp. As well as take the same oath the mounted forces take.

Plot idea: They some form of internment for they have had nothing to do for the longest time.

Class changes for Wuha.

Psions now get a bonus feat every five levels as per the Wizard up to level 20.
They can be any Metapsionic, Item Creation, or any from the following list: Body Fuel, Combat Manifestation, Disarm Mind, Greater Power Penetration, Greater Psionic Focus, Improved Psicrystal, Inner Strength, Mental Adversary, Mind Trap, Power Penetration, Psionic Focus, Psychic Bastion, Talented, Trigger Power, Chain Link, Empowered Psicrystal, Extra Power, Greater Psionic Combat Buffer, Inner Fortidtude, Intense Psychic Meditation, Master Discipline, Mind Blind, Psionic Combat Buffer, Psionic Defense, Psychic Assault, Psychic Meditation, Trade-Off, and Upgrade Power


Wuha Alchemy

If there is one thing the people of Wuha are famous for is the alchemy items they make. Hears a list of the common alchemy items they make.

Glitterbright (Dragon #291)
Snortawake (Dragon #291)
Flash-Bang (Dragon #291)
Disapearing Ink (T&B)
Glowpowder (T&B)
Healing salve (T&B)
Phantom ink (All types) (T&B)
Suregrip (T&B)
Alchemical Sleep Gas (FR)
All items out of PHB

Samurai honor point system (Basted from the ideas from Dragon #299).

The honor point system is an optional means by which the players and DM can keep track of their characters¡¦ adherence to there honor. Basically, any time a samurai commits certain acts, that samurai gains or loses honor points based on whether the actions upheld the code of the samurai. This contributes to the character¡¦s honor score, a number that provides a bonus or penalty to certain skill checks.

Honor points are accumulated in six categories of honor: Ancestral weapon, Courage, Courtesy, Defense, Justice, and Loyalty. Samurai can never gain more honor points than their character level in any one category. Therefore, a 10th-level samurai cannot have more than 60 honor points.

The samurai¡¦s honor score is equal to his total honor points divided by six. The samurai gains a bonus to Diplomacy, Gather Information, Intimidate, Perform, Profession, and Sense Motive skill checks equal to his honor score. Dishonored samurai, those who slide into negative honor, receive a corresponding penalty to Diplomacy, gather Information, Perform, Profession and sense Motive skill checks, but they gain a bonus to Intimidate skill checks equal to their honor scores. Note that to gain this bonus or penalty, the NPCs in question must know of the samurai¡¦s reputation.

Characters awarded the title of samurai start with 1 honor in each category. The samurai then gains and loses honor for certain actions. Most of these bonuses and penalties require witnesses. This is why bards are valuable to samurai. Honor cannot be awarded if no one is aware of the heroic feat. Conversely, dark deeds might be hidden from the public.

Ancestral weapons: The most powerful of honor the one that has been in your family for generations you ancestral weapons.
You keep this honor in this category at full if you have your ancestral weapons you lose double your level in honor points from this category if you lose any of your Ancestral Weapons.

Courage: Samurai must know when to choose the more difficult path. They must be ready to make sacrifices in order to serve the ideals of a higher order. Courage doesn¡¦t mean stupidity, but it is the primary impetus to spur a samurai into action.
See the dragon mag for this and the other ones that a samurai uses.

Dwarven Islands
Capital: Not Known
Government: Not Known
Religion: Not Known
Imports: Not known
Exports: Not known
Alignment: LG, LN, LE

The race mix for the dwarven islands are 96% Dwarves, 2% human, 1% Water Genasi, 1% other races.

Ghost Islands
Capital: Not Known
Government: Not Known
Religion: Not Known
Imports: Not known
Exports: Not known
Alignment: LE, LN, CE, CN, NN, NE

The race mix for the ghost Islands are 96% Water Genasi, 2% human, 1% Spirit Folk, 1% other races.

Weapons and Armor

They have found seaweed that makes good armor when properly woven and formed. See dragon #298 for silk armor they have the same abilities.

The other common armors are Padded, Leather, Studded leather, Hide, Banded mail, Cord armor, Bone armor, Ashigaru armor, Leather scale, Dhenuka, Brigadine, and Lamellar. All shields plus the following Chahar-aina and Dastana. Samurai armor only Partial Armor and Great armor.

They use an odd weapon known as the Fang.
Fang, Exotic weapon, Size small, cost 70gp, Damage 2d4, Critical x2, Weight 4 lb., Type Slashing and piercing.
Fang: This odd shaped double blade is made to strike two points on the same target, which makes it very powerful and very hard to use.

New materials

Red Jade

This jade is colored red it ways as much as steel. All slashing and piercing weapon made out of the material deal one point of extra damage of the right type. If a piercing and slashing weapon is made out of this material it only gets one bonus point of damage. Bludgeoning weapon get a ¡V1 penalty to there attack a damage. If it has Bludgeoning and piercing both the bonus and the penalty take effect. All items take twice as long as there regular counter parts to make. It has a hardness of 8 and HP 30/inch of thickness.

Market Price Modifier: Weapon +1,000 gp.

New Spells

Fire Dart
Evocation (Fire)
Level: Sor/Wiz 1, Wuj 1-(Fire)
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes

One fire dart shuts from your palm at your target. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 1d4 points of fire damage per caster level (maximum 5d4-fire damage).

Lesser Fireball
Evocation
Level: Sor/Wiz 2, Wuj-(Fire)
Components: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 5-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

As fireball, except that the burst of flame deals 1d4 points of fire damage per caster level (maximum 10d4).

Zap
Level: Sor/Wiz 0, Wuj 0-(Fire)
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You release a small laser like beam colored orange. You must make a ranged touch attack to deal damage to a target. The spell deals 1 point of electricity and 1 point of fire damage.

Champion of Wuha

The toughest, the fastest, and the best of Wuha¡¦s military are Champion¡¦s of Wuha. They have defended and kept Wuha safe for over 10,000 years after the war of the undead. But there main purpose was not to kill and stop undead but to be the best Wuha can throw at those that seek to stop the peace that has come over Wuha.

Hit Die: d10

Requirements
To qualify to become a Champion of Wuha, a character must fulfill all the following criteria.

BAB: +6
Region: Wuha
Skills: Knowledge (history) 5 ranks, Knowledge (religion) 5 ranks, Iaijutsu Focus 5 ranks.
Feats: Lightning Reflexes, Great Fortitude, Iron Will, Weapon Focus (Katana), Quickdraw.

Class Skills
The Champion of Wuha¡¦s Class skills (and the key ability for each skill) are Climb (Str), Iaijutsu Focus (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Swim (Str).

Skills per level as fighter

BAB: As fighter
Good Saves: Fort

1st ¡V Strike first
2nd¡X Superior Great Fortitude
3rd¡XDamage reduction 1/-
4th¡X Superior Iron Will
5th¡XDamage reduction 2/-
6th¡XSuperior Lightning Reflexes
7th¡XDamage reduction 3/-
8th¡XQuick-Strike
9th¡XDamage reduction 4/-
10th¡X Don¡¦t think strike

Strike First (Ex): A Champion of Wuha of at least 1st level adds his Intelligence modifier to his initiative checks.

Damage Reduction (Ex): Starting at 3rd level, the Champion of Wuha gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the champion suffers each time he is dealt damage. At 5th level, this damage reduction rises to 2. At 7th, it rises to 3. At 9th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.

Superior Great Fortitude: This ability provides an additional +2 bonus to Fortitude saves. It stacks with the Great Fortitude Feat.

Superior Iron Will: This ability provides an additional +2 bonus to Will saves. It stacks with the Iron Will Feat.

Superior Lightning Reflexes: This ability provides an additional +2 bonus to Reflex saves. It stacks with the Lightning Reflexes Feat.

Quick-Strike: The champion of Wuha gets this feat for free even if he dose not meat the Perquisites.

Don¡¦t think strike (Ex): Champion¡¦s of Wuha add their Wisdom modifier, if positive, to their attack and damage rolls with the katana.

New feats

Adjust Casting [General]
You have learned ways to cast you spells in ways most people have trouble to identify.
Prerequisite: 5 ranks in Knowledge (arcana).
Benefit: Any spell that you cast has the DC +4 for another person to identify.
Special: A character may gain this feat multiple times. Its effects stack thus if it where taken two times the bonus will be +8 insted of +4.

Child of the Earth [General]
The power of the earth has always protectet you.
Prerequisite: Dwarf
Benefit: You gain a luck bonus to all your saving throws. This bonus is equal to your constution modifer.
Special: You may only take this feat as a 1st-level character.

Critical Spell Strike [General]
You have a keen eye for targeting your spells and their effects are hard to resist.
Prerequisite: Spell caster level 1st.
Benefit: When you make a touch attack (normal or ranged) with a spell and score a critical hit, you increase the save DC against that spell by 4.

Deadly Shot [General, Fighter]
You can attempt difficult but more damaging ranged attacks.
Prerequisites: Dex 13+, base attack +3, Point Blank Shot
Benefit: You may subtract from you attack roll with ranged weapons a number up to your base attack to add an equal number to your damage. This only applies within 30¡¦.

Defensive Refocus [General]
You are good at thinking on your feet and reassessing tactics on the fly.
Prerequisites: Dex 13+, Wis 13+
Benefit: You may refocus on the defensive, gaining a +2 dodge bonus to AC.
Special: If you have five or more ranks in tumble this bonus increases to +4.

Encore [General]
You are good at picking up a performance where you left off.
Prerequisites: Bardic music ability
Benefit: When performing bardic music you can stop and then resume a performance within a number of rounds equal to your charisma bonus without it counting as a second use of your bardic music ability. You can use this ability a number of times per day equal to your charisma bonus.

Epic Resilience [Epic]
You are unbelievably resistant to attacks.
Prerequisites: Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Will, Great Fortitude, Iron Will, Resilience, Toughness, and Lightning Reflexes.
Benefit: You gain +2 to all saves and 12 hp.

Feint and Strike [Standard, Fighter]
When you fight with two weapons you are adept at distracting an enemy with one while striking with the other.
Prerequisites: Base attack +3, Bluff skill, Ambidexterity, Two Weapon Fighting
Benefit: When you are using the full attack action and armed with two weapons you may choose to forfeit all your off-hand attacks and receive a +2 attack bonus with your primary weapon¡¦s first strike. This bonus replaces the normal penalties for fighting with two weapons.

Greater Single Weapon Style [General, Fighter]
You are master in fighting with a weapon in one hand and an empty hand.
Prerequisites: Improved Single Weapon Style, Single Weapon Style, base attack bonus +15 or higher.
Benefit: When using a one-handed weapon and a free hand, you gain a +3 style bonus to AC. This benefit overlaps (does not stack with) the bonus from Improved Single Weapon Style.

Guard Your Flank [General, Fighter]
Your combat training has led to a high awareness of enemy flanking techniques and a good defense against them.
Prerequisites: Base attack +6, Combat Reflexes, Lightning Reflexes
Benefit: Whenever an opponent moves into flanking around you, you immediately gain an attack of opportunity against that opponent.

Hill Fighter [General, Fighter]
You are skilled at attacking from higher ground.
Prerequisites: Base attack +2
Benefit: When fighting from higher ground you get a +2 circumstance bonus to hit with melee attacks and a +1 with ranged attacks.
Normal: You gain only a +1 circumstance bonus to melee attacks with a melee weapon for higher ground.

Improved Shield Use [General, Fighter]
You are especially adept with your shield.
Prerequisites: Shield proficiency
Benefit: When you use a small or large shield in combat, its armor bonus increases by +1 as long as you are not flatfooted.

Improved Single Weapon Style [General, Fighter]
You are an expert in fighting with a weapon in one hand and an empty hand.
Prerequisites: Single Weapon Style, base attack bonus +9 or higher.
Benefit: When using a one-handed weapon and a free hand, you gain a +2 style bonus to AC. This benefit overlaps (does not stack with) the bonus from Single Weapon Style.

Legacy [General]
The blood of heros runs through your veins.
Prerequisite: Iron Will
Benefit: You are treated as 2 levels higher for your ability to resist spells dependent on level (such as sleep and cloud kill).

Lullaby [Bardic]
You can lull animals and many monsters to sleep with your gentle songs.
Prerequisites: Bardic Music ability, perform (6 ranks)
Benefit: You can use your bardic music to lull to sleep most creatures. This is a mind-affecting sonic ability, and it will not affect oozes, deaf creatures, creatures without intelligence scores, or creatures that are deeply distracted.
You choose one target, which receives a Will save (DC 13+ cha bonus) to avoid the effect. Lullaby counts as one use of your bardic music for the day. You target must hear you sing for a full round; if it fails its saving throw it falls into a deep sleep for as long as you keep singing the lullaby and for 1 round/bard level thereafter. A creature that saves is immune to your Lullaby for 24 hours.

Masterful Performance [Bardic]
You can pour your heart and soul into a performance.
Prerequisites: Bardic Music ability, perform (4 ranks)
Benefit: You can use one bardic music use to gain a +4 bonus on your perform check.

Meditate [General]
Your character draws upon insight and intuition for vital attacks.
Prerequisite: Wis 13+
Benefit: You may use the meditate action (Full round, provokes attack of opprtunity) to gain a +4 insight bonus on your next melee attack after ward. The attack must take place within one minute of the meditation or you lose the bonus.

Merciful Blow [General]
Your great knowledge of a specific weapon allows you to use it non-lethally.
Prerequisites: Weapon Focus
Benefit: Choose one weapon you have Weapon Focus in. You may strike for subdual damage without penalty with this weapon.
Normal: You suffer a -4 attack penalty when you strike to subdue.
Special: You may take this feat more than once, each time in a different weapon.

Mighty Blow [General, Fighter]
Your blows can knock your foes off balance.
Prerequisites: Str 13+, base attack +4, Power Attack
Benefit: Whenever you deal at least 10 hp of weapon damage with a single melee attack, the victim suffers a -1 penalty to AC for one round. (Multiple blows don¡¦t stack.)

Perfect Single Weapon Style [Epic, Fighter]
You are a grandmaster in fighting with a weapon in one hand and an empty hand.
Prerequisites: Dex 25, Improved Single Weapon Style, Greater Single Weapon Style, Single Weapon Style.
Benefit: When using a one-handed weapon and a free hand, you gain a +4 style bonus to AC. This benefit overlaps (does not stack with) the bonus from Greater Single Weapon Style.

Quick-Strike [General, Fighter]
You know how to initiate battle with astonishing speed.
Prerequisites: Improved Initiative, Quickdraw
Benefit: In the first round of combat your initiative is treated just as if you had rolled a 20. Roll normally the second round.

Resilience [General]
You are extremely resistant to attacks.
Prerequisites: Great Fortitude, Iron Will, Lightning Reflexes, and Toughness
Benefit: You gain +1 to all saves and 6 hp.

Single Weapon Style [General, Fighter]
You are trained to fight with a weapon in one hand and an empty hand.
Benefit: When using a one-handed weapon and a free hand, you gain a +1 style bonus to AC.

Spell Dodge [General]
You character is adept at avoiding magical rays and similar effects.
Benefit: Your character gains a +2 dodge bonus to armor class against ranged touch attacks.

Stone Bones [General]
Your characters sturdy frame makes him harder to damage than others.
Prerequisite: Dwarf
Benefit: You gain a +1 natural armor bonus to armor class.
Special: You can only take this feat as a 1st-level character.

Strengthen Spell [Metamagic]
You can cast your spells with a power that is normally beyond you.
Prerequisites: Int 18+, Spellcraft 10 ranks, Heighten Spell.
Benefit: You can cast a spell two caster levels above normal, affecting all level-variable effects, including range, dispel difficulty, and level-dependant damage. Preparing a spell in this way requires a spell slot one level higher than normal.

Tactical Initiative [General]
You react with your mind, not your body.
Prerequisites: Int 13+
Benefit: You may use your int modifier to initiative.
Normal: You use your dex modifier for initiative.

Vital Strike [General, Fighter]
Your strikes are uncannily accurate, causing great damage.
Prerequisites: Base attack +2, Weapon Finesse
Benefit: When attacking with a finessed weapon you may add your dex bonus to damage in place of your strength bonus.
Normal: You always use your strength bonus to damage.

New Magic items

Rings

Ring of charm resistance
This ring negates all Enchantment spells of 4th level or lower cast at the character. In addition, the ring provides a +2 lick bonus to all saving throws against Enchantment spells of 5th level and above.
Caster Level: 7th; Prerequisites: Forge Ring, spell immunity, resistance; Market Price: 26,200 gp; Cost to Create: 13,100 gp + 1,048 XP.

Ring of defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, from +1 to +5. Caster Level: 7th; Prerequisites: Forge Ring; shield of faith, resistance, caster level must be three times that of the ring¡¦s bonus. Market Price: 4,000 gp (+1); 16,000 gp (+2); 36,000 gp (+3); 64,000 gp (+4); 100,000 gp (+5); Cost to Create: 2,000 gp + 160 XP (+1); 8,000 gp + 640 XP (+2); 18,000 gp + 1,440 XP (+3); 32,000 gp + 2,560 XP (+4); 50,000 gp + 4,00 XP.

Epic Ring of defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, of +6 or higher. Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, Shield of faith, resistance, creator¡¦s caster level must be three times the ring¡¦s bonus. Market Price: 1,440,000 gp (+6); 1,960,000 gp (+7); 2,560,000 gp (+8); 3,240,000 gp (+9); 4,000,000 gp (+10).

Staffs

Wu Jen Staff of Fire: This wood staff colored red with copper ends has flames etched into it, this staff allows the use of the following spells:
„h Fire Shuriken (1 Charge)
„h Fire Ball (10d6, DC 14) (2 Charges)
„h Wall of Fire (2 Charges, DC 16)

Caster level: 10th; Prerequisites: Craft Staff, Fire Shuriken, Fire Ball, Wall of Fire; Market Price: 30,000 gp.

Wu Jen Staff of Water: This wood staff colored blue with silver ends has waves etched into it, this staff allows the use of the following spells:
„h Ice Blast (10d6, DC 13) (1 Charge)
„h Steam Breath (10d6, DC 14) (2 Charges)
„h Wall of Ice (2 Charges)

Caster level: 10th; Prerequisites: Craft Staff, Ice Blast, Steam Breath, Wall of Ice; Market Price: 30,000 gp.

Wu Jen Staff of Earth: This wood staff colored brown with copper ends has Mountains etched into it, this staff allows the use of the following spells:
„h Endurance (1 Charge)
„h Earthbolt (10d6, DC 14) (2 Charges)
„h Stoneskin (2 Charges)

Caster level: 10th; Prerequisites: Craft Staff, Endurance, Earthbolt, Stoneskin; Market Price: 30,000 gp.

Wu Jen Staff of Metal: This iron staff with silver lines and copper ends, this staff allows the use of the following spells:
„h Protection from Arrows (1 Charge)
„h Magnetism (2 Charges)
„h Poison Needles (5d4, DC 16) (2 Charges)

Caster level: 10th; Prerequisites: Craft Staff, Protection from Arrows, Magnetism, Poison Needles; Market Price: 30,000 gp.

Wu Jen Staff of Wood: This wood staff colored green with a vine design on the staff, this staff allows the use of the following spells:
„h Warp Wood (1 Charge)
„h Thornskin (2 Charges)
„h Antiplant Shell (2 Charges)

Caster level: 10th; Prerequisites: Craft Staff, Warp Wood, Thornskin, Antiplant Shell; Market Price: 30,000 gp.

Wondrous Items

Bracers of Reaping
These wristbands look like normal protective wear. The bracers empower the wearer to use any sickle or scythe as if she were proficient in its use. If she already has proficiency with sickles or scythes, she gains a +2 competence bonus to attack rolls and a +1 competence bonus to damage dealt whenever using s sickle or scythe. Both bracers must be worn for the magic to be effective.
Caster Level: 4th; Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor; Market Price: 5,100 gp; Weight: 1 lb.

Charm of Perfection
This ornate strip of paper gives its holder a +2 competence bonus to a skill described on the charm. The paper is inked carefully with the Craft (calligraphy) skill, usually with a short poem of fable that deals with the skill in question. The charm must be carried to provide any benefit.
Caster Level: 5th; Prerequisites; Craft Wondrous Item. Craft (calligraphy) 5 ranks, skill to be scribed 5 ranks; Market Price: 160 gp; Weight: -.

Bracers of Wands
Arcane spellcasters typically rely on magic items like bracers of armor to increase their ability to resist attacks. The invention of the bracer of wands has changed that.
Bracers of wands are magic leather armbands that extend from wrist to elbow. On the undersides, leather belts bind them onto the wearer¡¦s arm, while the back of each bracer holds three thin leather tubes, each just big enough to hold a standard magic wand.
Bracers of wands can be ¡§attuned¡¨ to different wands. Immediately after being placed in one of the slots of the bracers, a charge is harmlessly drained from the wand. The wand is then attuned to the slot and remains so until removed. Wands in a bracer slot can be used without the need to draw them and without the need to hold the wand in a hand.
Wands can be removed and replaced from their slots in bracers of wands but each time a wand is attuned to a slot on a bracer it loses another charge. Both bracers must be worn for the bracers of wands to function.
Wands in the bracers of wands can be attacked and broken, and characters using the bracers can be disarmed of wands. In such cases, treat the wands as though they were held by the wearer.
The bracers of wands do not grant a character the ability to use a wand if the character is not normally able to do so. Rogues attempting to use a wand in bracers of wands with their Use Magic Device skill must make a skill check to use the bracers (DC 20) and then make a second check to use the wand.
Caster Level: 12th; Prerequisites: Craft Wand, Craft Wondrous Item; Market Price: 60,000 gp; Cost to Create: 30,000 gp + 2,400 XP; Weight: 1 lb.

Gods of Wuha (and shark world)

Gildas, goddess of seas, storms, waters, and life.
Domains: From PHB: Chaos, Good, Healing, Water, Knowledge; From FR: Family, Ocean, Storm, Fate.
Divine Rank= 19 (Greater)
Favortite weapon: Trident

Deacor, god of sea travel, trading, and crossing boundaries.
Domains: From PHB: Chaos, Luck, Travel; From FR: Ocean, Planning, Portal, Trade.
Divine Rank= 18 (Greater)
Favortite weapon: Crossbow (any)

Philas, goddess of fire and combat.
Domains: From PHB: Air, Fire, Law, Strength, Sun, War; From FR: Craft, Metal, Renewal, Retribution.
Divine Rank= 16 (Greater)
Favortite weapon: Bastard Sword and/or Dwarven War Axe

Veltras, god of treachery, betrayal, and death.
Domains: From PHB: Chaos, Death, Destruction, Evil, Trickery; From FR: Darkness, Illusion, Suffering, Tyranny.
Divine Rank= 15 (Intermediate)
Favortite weapon: Barbed Net and/or Spiked Chain

Aealshee (Ae aal shee), elven goddes of Earth, Nature, Water, Magic, and the Moon.
Domains: From PHB: Animal, Earth, Good, Magic, Water; From FR Elf, Illusion, Moon, Rune.
Divine Rank: 17 (Greater)
Favortite weapon: Bow (Any)

Races

Cascene
Being an offshoot of humans they spent time on the road for over 100 years, they have recently came to settle again. Being that their origins is still in question. Some writers think they have some long forgotten creatures blood in them, some thing they where bred to be heroes of the people, and some don¡¦t know where they came from but they cant say they aren¡¦t here.
Personality: Being like their human body parts there personality can very from where they are to how they are.
Physical Description: They appear almost human except their eyes have a cat like look to them they have hair that grows down there neck to there shoulders there skin has stripes similar to a tiger but its is the same color as there hair which varies in shades of green. They use all the human age and weight categories.
Relations: They get along as there cousins do they can be nice or be as mean as they feel they haft to be.
Alignment: The tend more to the chaotic alignments but they all have there own out look on life.
Cascene Lands: They seem to be where their kin appear. They don¡¦t seem to have any of there own lands but know one really knows.
Religion: They are like there kin they seem like full blood human here.
Language: They seem to speak the same languages as there human kin.
Names: Their names are as there human kin.
Male Names: Avra, Bela, Bhanar, Hhanji, Grigori, Kamal, Karol, Nicu, Nanak, Thotin Vasile.
Female Names: Abisa Ana, Chiha, Eliza, Fari, Lela, Khoti, Mira, Natasza, Papuza, Prani, Vuma.
Adventurers: The go on adventures for the same resin as there kin.

Cascene Racial Traits
- -2 Strength, +2 Intelligence, +2 Wisdom, -2 Charisma. In there time on the rode they have learn a lot but have become more self centered.
- Medium-Size: As Medium-size creatures, cascene have no special bonuses or penalties.
- Cascene base speed is 30 feet.
- Low-light Vision: Cascene can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
- Tribal Heritage: A character must select a tribe from the following list at the time of creation, reflecting her branch of the race.
Bharanda: +2 racial bonus on Spell craft checks. +2 racial bonus on the DCs of all spells cast.
Favored Class: Wu Jen.
Corrara: +2 racial bonus on Open Lock, Sense Motive, Hide and Move Silently checks.
Favored Class: Rogue
Ghanukka: +2 natural armor and +2 to initiative racial bonus of.
Favored Class: Fighter
Masaluk: +2 racial bonus on Intuit Direction, Knowledge (nature), Heal and Profession (herbaism) checks.
Favored Class: Shaman
 
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las said:
So it fits then. I put it out of the way. Thats why there different.

I think all the land dweallars are pretty much out of the way of each other. But different is good. It shows that many different cultures survived, just barely.
 

Yuo might want to put the divine shark's territoty near there as well. This would create a "no fly zone" for the ships of the Wu-ha islands. It would also give the Emeperor something to constantly worry about.
 




Its there see = The races on the 6 main islands are Human, Cascene, Spirit Folk, Vanara, and Halflings. Most of the other races were wiped from the planet or went into hiding after the fall.
 


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