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<blockquote data-quote="Ghostknight" data-source="post: 1430695" data-attributes="member: 15338"><p><strong>Mechanics/ Character info</strong></p><p></p><p>Feats from FR campaign book (any duplicated in 3.5 follow the PHB rules)</p><p></p><p>Artist (+2 bonus perform checks and to one craft skill of your choice)</p><p>Blooded (+2 initiative, +2 on spot)</p><p>Bloodline of fire (1st level only, +4 bonus on save vs Fire, +2 DC to sorcerer spells with fire descriptor)</p><p>Daylight adaptation (Removes daylight penaties if you are a race with such penalties e.g. Drow)</p><p>Imporved Familiar (see book for details)</p><p>Innate Spell (Pre: Quicken Spell, Silent Spell, Still Spell. Effect: Cast spell as innate ability. Spell is cast once per round as a spell like ability. Uses a slot eight levels above spell level. XP cost per spell paid if necessary, focus not needed, negligble cost material component not needed.)</p><p>Luck of heroes (+1 bonus on all saving throws)</p><p>Magical Artisan (Pre: Any item creation feat. Effect: 75% cost in XP and raw materials for one item creation feat. May be taken multiple times for additional item creation feats.)</p><p>Resist poison (take at 1st level only, +4 Fort save vs poison)</p><p>Signature Spell (Pre: Spell Mastery. Effect: Choose a spell that you have spell mastery. Can convert other spells of that level into that spell as cleric does with cure spells)</p><p>Snake blood (Yuan Ti blood with no visible signs. 1st level only. +2 Fort save vs poison, +1 bonus on reflex saves)</p><p>Stealthy (+2 bonus on hide and move silently checks)</p><p>Strong Soul (+1 bonus on Fort and Will saves and an additional +1 bonus vs energy draining and death effects.)</p><p>Survivor (+1 bonus on fortitude saves and +2 bonus on Wilderness lore checks).</p><p></p><p>As for hit points - take max to third level. Thereafter the die result below plus con modifier i.e for d4 - 3, d6 - 4, d8 - 6, d10 - 8, d12 - 10</p><p></p><p>Druids of Demir</p><p>This order of druids venerates the neutral good aspect of the Earth deity (all druids of Demir MUST be neutral good).</p><p></p><p>They believe in the preservation of the earth. maintaining it in a pristine condition and keeping it pure. Because of this belief in the ultimate purity of the earth they believe that it is best for people to die from natural causes only and thus in healing wounds obtained from violence and torture. For this reason Demir has allowed them to spontaneously cast cure spells as a cleric rather than summon natures ally as druid.</p><p></p><p>The group is divided into two factions, those who believe in protecting the earth and its fruits (plants and animals), and those who believe in keeping it pure (travel extensively, fighting taint and healing wounds), the majority of adventuring druids of this order come from the second group.</p><p></p><p>Druids of Demir have acces to the Earth, Good, Sun and healing domains.</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1430695, member: 15338"] [b]Mechanics/ Character info[/b] Feats from FR campaign book (any duplicated in 3.5 follow the PHB rules) Artist (+2 bonus perform checks and to one craft skill of your choice) Blooded (+2 initiative, +2 on spot) Bloodline of fire (1st level only, +4 bonus on save vs Fire, +2 DC to sorcerer spells with fire descriptor) Daylight adaptation (Removes daylight penaties if you are a race with such penalties e.g. Drow) Imporved Familiar (see book for details) Innate Spell (Pre: Quicken Spell, Silent Spell, Still Spell. Effect: Cast spell as innate ability. Spell is cast once per round as a spell like ability. Uses a slot eight levels above spell level. XP cost per spell paid if necessary, focus not needed, negligble cost material component not needed.) Luck of heroes (+1 bonus on all saving throws) Magical Artisan (Pre: Any item creation feat. Effect: 75% cost in XP and raw materials for one item creation feat. May be taken multiple times for additional item creation feats.) Resist poison (take at 1st level only, +4 Fort save vs poison) Signature Spell (Pre: Spell Mastery. Effect: Choose a spell that you have spell mastery. Can convert other spells of that level into that spell as cleric does with cure spells) Snake blood (Yuan Ti blood with no visible signs. 1st level only. +2 Fort save vs poison, +1 bonus on reflex saves) Stealthy (+2 bonus on hide and move silently checks) Strong Soul (+1 bonus on Fort and Will saves and an additional +1 bonus vs energy draining and death effects.) Survivor (+1 bonus on fortitude saves and +2 bonus on Wilderness lore checks). As for hit points - take max to third level. Thereafter the die result below plus con modifier i.e for d4 - 3, d6 - 4, d8 - 6, d10 - 8, d12 - 10 Druids of Demir This order of druids venerates the neutral good aspect of the Earth deity (all druids of Demir MUST be neutral good). They believe in the preservation of the earth. maintaining it in a pristine condition and keeping it pure. Because of this belief in the ultimate purity of the earth they believe that it is best for people to die from natural causes only and thus in healing wounds obtained from violence and torture. For this reason Demir has allowed them to spontaneously cast cure spells as a cleric rather than summon natures ally as druid. The group is divided into two factions, those who believe in protecting the earth and its fruits (plants and animals), and those who believe in keeping it pure (travel extensively, fighting taint and healing wounds), the majority of adventuring druids of this order come from the second group. Druids of Demir have acces to the Earth, Good, Sun and healing domains. [/QUOTE]
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