Bloodmetal Realm; Revolution, War, Magic (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
AdenThornwood

02-12-08, 12:33 AM
I'll be honest; I already a posted a topic on this. However, due to how outdated the material in that topic has become, I decided it'd be best to start a new one.

Bloodmetal Realm

Introduction

http://i9.photobucket.com/albums/a89/DarkChao350/overland_casarei.jpg

The world of Casarei is a dark place. Daemons and monsters haunt the countrysides of towns and evil has tightened its grip across the lands. Only the boldest of adventurers test their will and might within the vast wilds of this world. From the dark forests of Myran to the perilous deserts of The Wastelands, creatures creep around at night to devour the weak.
Casarei is split into many city states. Some are united as one, but most are on their own, either epitomized for its grandeur or ignored for its puny existence. Bloodstains, ashes, and the dead line roads between towns, as they are not safe to travel. The people of Casarei are quite multicultural. All sorts of creatures can be found in a town, most of them working for a few coins or stolen away as slaves. The most playable sentient races that exist on the Prime material plane include demihumans (races originating from Casarei), planetouched (races with outsider bloodlines), and serpenttouched (races with ancient serpentine bloodlines).
The cosmology is based around the seven generations of deities. The creator of all life is believed to be the goddess of life, Gaia; how she made the first life is unknown, but she was very creative nonetheless. Then the evil goddess, Hhelon, created a mighty planar black hole that combined the first of Gaia's planes (called the Material Planes), into the Prime Material plane; which is the one of the only material planes in existence. The outer planes today were created by various gods after the "Great Fracture", and later on, the inner planes were forged by the god Elemain. Life on the planes were given by Lilium and Gaia. Demiplanes were made by different gods demanding control over their own domains. Millions of years after the modern planar universe was created, during the birth of the 5th generation deities, the first civilizations began. Sooner or later, deities passed away and planes evolved. Planes created out of vice became darker, and planes created out of virtue became lighter. Planes created out of animosity became more chaotic, and planes created out of systems became more lawful.


After reading the introduction, you should have a sort of insight on how life must be like in the realm of Bloodmetal. However, there is more to it than what is explained. Casarei, the continent where adventurers spend their days, is under a large renaissance that could possibly change the course of history throughout the world.


Classes

I have added a new class to the core classes as well as 3 new prestige classes. Details on how classes have changed are below.

- Base Classes;

All characters start with the Bandage(Ex) special ability described below.
Bandage(Ex); A character is able to perform a minor heal on themselves or others. When they use this ability, they recover the hit points of themselves or of an ally within 5 feet. The amount of hit points recovered equals 1 + 1/2 the character's Heal skill bonus. The character can recover a minimum of 0 hit points and a maximum of 5 hit points. To successfully use this ability, the character must first succeed a Heal skill check (DC 25).

Notes on class modifications;
What is needed in a party?
- Frontline close combatant (fighter)
- Healing class (cleric)
- Magic casting class (wizard)
- Skill proficiency class (rogue)

Below are classes that are not recommended to play in Bloodmetal;
Paladin, Druid, Ranger, Barbarian, Sorceror, Monk, Bard, Marksman

- Base Classes Exclusive To Bloodmetal;
The Marksman / Specialty In Ranged Combat
Alignment; Any.
Hit Die; d8.
Abilities; Dexterity, Wisdom
Skill Points at 1st Level; (2 + Int modifier) x 4
Skill Points at Each Addition Level; 2 + Int Modifier
Weapon And Armor Proficiency; Marksmen are proficient with all light and medium armor. In addition they are proficient with all simple weapons plus throwing axe, short sword, handaxe, light hammer, longbow, shortbow, composite longbow, composite shortbow.
Class Skills; The marksman's class skills (and the key ability of each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Tumble (Dex), Use Rope (Dex).
Role; The marksman is the primary ranged support and the secondary scout class. He specializes in using his finesse and cunning to overcome obstacles. Unlike the rogue, he does not have a large skill selection but his focus on ranged combat makes him deadly from afar.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Shooting style
2nd +2 +3 +3 +0 Critical shot +1d6
3rd +3 +3 +3 +1 Trap sense +1
4th +4 +4 +4 +1 Augmented weapon
5th +5 +4 +4 +1 Critical shot +2d6
6th +6/+1 +5 +5 +2 Trap sense +2
7th +7/+2 +5 +5 +2 Shooting style
8th +8/+3 +6 +6 +2 Critical shot +3d6
9th +9/+4 +6 +6 +3 Trap sense +3
10th +10/+5 +7 +7 +3 Augmented weapon
11th +11/+6/+1 +7 +7 +3 Critical shot +4d6
12th +12/+7/+2 +8 +8 +4 Trap sense +4
13th +13/+8/+3 +8 +8 +4 Archery mastery
14th +14/+9/+4 +9 +9 +4 Critical shot +5d6
15th +15/+10/+5 +9 +9 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +10 +5 Augmented weapon
17th +17/+12/+7/+2 +10 +10 +5 Critical shot +6d6
18th +18/+13/+8/+3 +11 +11 +6 Archery mastery, Trap sense +5
19th +19/+14/+9/+4 +11 +11 +6 Greater augmented weapon
20th +20/+15/+10/+5 +12 +12 +6 Critical shot +7d6

Critical Shot(Ex); A marksman's accuracy can be very deadly. If the marksman performs a ranged attack on a flat-footed enemy and rolls a natural attack roll of 13 or more, he deals extra damage. At first level, this extra damage is 1d6, and it increases by 1d6 every three levels afterwards. The marksman must actually hit the enemy for this damage to apply. A critical hit is not the same as a critical shot, but they can both be used at the same time.

Shooting Style; Different marksmen have their own styles of using ranged weapons. At first level, a marksman is allowed to choose one of three styles; rapid fire, long shot, or sharpshooting. At 7th level, the marksman is allowed to choose one additional style.
If the marksman chooses the 'rapid fire' style, he counts as having the Rapid Shot feat, despite not having the prerequisites. If the marksman chooses the 'long shot' style, he counts as having the Far Shot feat, despite not having the prerequisites. If the marksman chooses the 'sharpshooting' style, he counts as having the Precise Shot feat, despite not having the prerequisites.

Trap Sense (Ex); At 3rd level, a marksman gains an intuitive sense that alerts hims to danger from traps. giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. The bonuses rise by +1 every three marksman levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Augmented Weapon(Ex); Starting at 4th level, a marksman is allowed to craft his own augmented ammunition/thrown weapons by using one of the substances/items listed in the table below. While this would normally call for a Craft skill check, this is not the case for this ability.
Instead, the marksman uses his Dex ability modifier for making checks to see if he successfully crafts the augmented weapon. The DC for this check equals 10 + 4 (if arrows, sling bullets, crossbow bolts, or thrown weapons are used) or 8 (if any other type of ammo is used) + 4 (for every quantity of 50 ammo/thrown weapons used). The limit to this special ability is that a marksman can only craft one kind of augmented ammunition/thrown weapon. For example, a marksman can only craft arrows with acid, but he cannot craft crossbow bolts with alchemist's fire or arrows with a tanglefoot bag, etc. However, the marksman is allowed the option of crafting one additional augmented ammunition/thrown weapon at his 10th and 15th levels.
The GP cost for crafting a augmented weapon is its DC x 10 and the XP cost for crafting a augmented weapon equals its DC x 50. The marksman must always buy or craft the substances/items used in the specialization of ammo/thrown weapons. He doesn't always have to use the items listed on the table either below. He may also use potions or oils to produce magical effects when his weapon hits a target.

Substance/Item Used Effect
Acid On hit, ammo/thrown weapon produces effects of a thrown acid flask
Alchemist's fire On hit, ammo/thrown weapon produces effects of a thrown alchemist's fire
Holy water On hit, ammo/thrown weapon produces effects of a thrown holy water
Sunrod Ammo/thrown weapon produces effects of a sunrod.
Tanglefoot bag On hit, ammo/thrown weapon produces effects of a thrown tanglefoot bag
Thunderstone On hit, ammo/thrown weapon produces effects of a thrown thunderstone

Greater Augmented Weapon(Ex); At his 19th level, a marksman is allowed to craft one more augmented ammunition/thrown weapon the same as with the Augmented Weapon ability. All checks made to craft this augmented weapon are made at a +5 bonus and the XP cost for crafting it is reduced by the marksman's Wis modifier x 10.

Archery Mastery; At his 13th and 18th levels, the marksman is allowed to select one of the special abilities listed below.

Deflect Arrows; The marksman counts as having the Deflect Arrows feat, despite not having the
prerequisites.

Far Shooter(Ex); The marksman's total range increment for his ranged weapons are increased by
1/2 his Dex modifier (if positive) x 5'. This special ability stacks with the Far Shot feat and other
similar special abilities or feats.

Arrow Of Doom(Su); Once per day the marksman can perform a single ranged attack that casts a
doom-like effect on his target. The caster level for this supernatural ability equals the character's
class levels. The marksman must hit with his ranged attack to cast the doom-like effect.

Shot Precision(Ex); Once per day the marksman may add an additional 1d6 damage to an attack
that has executed his Critical Shot special ability.

Fiery Arrow(Ex); Once per day the marksman may perform a single ranged attack that cannot be
deflected by the Deflect Arrows feat. If this ranged attack hits, it automatically counts as
executing the marksman's Critical Shot special ability, despite the attack not being used in the
appropriate conditions for a Critical Shot.


Prestige Classes: Notes on prestige class modifications;
- The following are prestige classes not included in Bloodmetal; Red Wizard Of Thay.

- Prestige Classes Exclusive To Bloodmetal;
God Hunter / An anti-divine warrior who challenges deities and higher extraplanar beings to battle.
Requirements;
- Base Attack Bonus; +7.
- Languages; Celestial, Infernal, Abyssal
- Feats; Power Attack, Endurance, Toughness
- Must have interacted with a deity or higher extraplanar being once in their life.
- Must not have an allegiance toward any deity.
Hit Die; d12.
Skill Points at Level; 2 + Int Modifier
Weapon And Armor Proficiency; The character gains proficiency to all martial and simple weapons and all light armor if they did not have those proficiencies already.
Class Skills; The god hunters class skills include Appraise (Int), Climb (Str), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex) Intimidate (Cha), Jump (Str), Ride (Dex), Spellcraft (Int), Survival (Con).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +2 Damage reduction 1/-
2nd +2 +3 +3 +3 Smite infidel 1/day
3rd +3 +3 +3 +3 Ability boost; +2 Str
4th +4 +4 +4 +4 Damage reduction 3/-
5th +5 +4 +4 +4 Diehard
6th +6 +5 +5 +5 Ability boost; +2 Con
7th +7 +5 +5 +5 Damage reduction 5/-
8th +8 +6 +6 +6 Smite infidel 2/day
9th +9 +6 +6 +6 Ability boost; +2 Cha
10th +10 +7 +7 +7 Damage reduction 7/-

Damage Reduction (Ex); The god hunter's training makes him thick-skinned and resilient. At 1st level, the god hunter gains damage reduction. Subtract 1 from the damage the god hunter takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. At 4th level, and every three god hunter levels thereafter (7th and 10th level), this damage reduction rises by 2 points. If the character is granted damage reduction from a different source (like barbarian levels), the effects stack.

Smite Infidel (Su); At 2nd level, the god hunter may smite a creature of the exact opposite alignment once per day (In the case of nuetral characters, they must choose to be able to smite either lawful good, chaotic evil, lawful evil, or chaotic good creatures). Smiting a creature is done by simply performing a normal melee attack. The god hunter adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a god hunter accidentally smites a creature not of his opposite alignment, the smite has no effect but it is still used up for the day. At his 8th level, the god hunter is allowed to smite infidel one additional time per day.

Diehard; At level 5, the god hunter gains Diehard as a bonus feat.

Ability Boosts; At level 3, 6, and 9, the god hunter earns ability boosts. These bonuses stack and are gained as if through level achievement.

Examples Of God Hunters; Kratos (God Of War), the Jotun (giants of Norse Mythology)



Valkyrie Of Hope / A mortal goddess under the service of the goddess Hope.
Requirements;
- Base Attack Bonus; +10.
- Skills; Knowledge (religion) 5, Diplomacy 10.
- Only available to those with paladin class levels.
- Only available to females.
- Must follow the deity Hope.
Hit Die; d10.
Skill Points at Level; 2 + Int Modifier
Weapon And Armor Proficiency; The valkyrie of hope has no additional weapon or armor proficiencies.
Class Skills; The valkyrie of hope's class skills include Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Overwhelming aura of good, Greater smite evil, Blessing of hope
2nd +2 +3 +0 +3 +1 level of existing divine spellcasting class, Blessing of hope
3rd +3 +3 +1 +3 Greater smite evil, +1 level of existing divine spellcasting class, Blessing of hope
4th +4 +4 +1 +4 +1 level of existing divine spellcasting class, Blessing of hope
5th +5 +4 +1 +4 Greater smite evil, +1 level of existing divine spellcasting class, Blessing of hope


Overwhelming Aura Of Good(Ex); At level 1, valkyrie of hope counts as having an overwhelming aura of good. This replaces any other auras of good a character may have, especially those from paladin class levels.

Blessing Of Hope; When a new valkyrie of hope level is gained, the character gains one of the following special abilities listed below.

Additional Smite Evil (Ex); The valkyrie of hope gains an additional chance to use the smite evil special ability once per day. This ability may be taken multiple times up to a maximum of 3 additional smite evil chances once per day. These are in addition to a paladin's chances to smite evil.

Disease Immunity (Sp); When the valkyrie of hope uses this spell-like ability, one targeted ally gains a +4 temporary bonus vs disease. This bonus lasts 24 hours plus an additional 2 hours for every positive point of the valkyrie of hope's Cha modifier. This ability may be taken only once.

Poison Immunity (Sp); When the valkyrie of hope uses this spell-like ability, one targeted ally gains a +4 temporary bonus vs poisons of any kind. This bonus lasts 24 hours plus an additional 2 hours for every positive point of the valkyrie of hope's Cha modifier. This ability may be taken only once.

Heart Of Steel; The valkyrie of hope gains a +2 bonus to all Fortitude saves. This ability may be taken mulitple times up to a maximum of a +6 bonus to all Fortitude saves.

Will Of The Gods; The valkyrie of hope gains a +2 bonus to all Will saves. This ability may be taken mulitple times up to a maximum of a +6 bonus to all Will saves.

Sword Of Hope (Sp); When the valkyrie of hope uses this spell-like ability, she automatically counts as wielding a magical longsword with +2 bonuses to attack and damage rolls against evil or chaotic creatures. The bonus does not count double for chaotic evil creatures. The character loses this weapon and is allowed to wield their original one after 10 rounds plus 2 rounds per positive point of the valkyrie of hope's Cha modifier. This ability may be taken only once.

Shield Of Hope (Sp); When the valkyrie of hope uses this spell-like ability, she automatically counts as wielding a magical large shield with a +4 AC bonus against evil and/or chaotic creatures. The character loses this weapon and is allowed to wield their original one after 10 rounds plus 2 rounds per positive point of the valkyrie of hope's Cha modifier. This ability may be taken only once.

Evocation Of Valhalla (Sp); When the valkyrie of hope uses this spell-like ability, she automatically deals 4d6+her Cha modifier to one evil or chaotic creature within 60 feet of the character. This damage does not count double for chaotic evil creatures. This ability may be taken only once.

Greater Smite Evil(Ex); At levels 1, 3, and 5, a valkryie of hope gains +1 bonuses to attack rolls and damage rolls when using her smite evil ability. These bonuses stack, for a maximum bonus of +3 to attack and damage bonuses on all uses of smite evil at level 5.

Spells per Day; When a new valkyrie of hope level is gained, the character gains new spells per day as if she had also gained a level in any one divine spellcasting class she belonged to previously. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of valkyrie of hope to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before she became a valkyrie of hope, she must decide to which class she adds each level of valkyrie of hope for the purpose of determining spells per day.



Adventuring Warlord / A mighty leader who leads his allies into battle with great ferocity.
Requirements;
- Base Attack Bonus; +6
- Feats; Leadership, Weapon Focus
Hit Die; d8.
Skill Points at Level; 2 + Int Modifier
Weapon And Armor Proficiency; The warlord of Casarei gains proficiency with all martial weapons if he did not have them before. He gains no additional armor proficiencies.
Class Skills; The adventuring warlord's class skills include Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Battle command, Improved Initiative
2nd +2 +3 +1 +1 Battle command
3rd +3 +3 +1 +1 Battle command
4th +4 +4 +2 +2 Battle command
5th +5 +4 +2 +2 Battle command

Improved Initiative; At level 1, the warlord gains Improved Initiative as a bonus feat.

Battle Commands; At his 1st level and every level afterward, the warlord may choose from one of the following special abilities. A warlord can only use a battle command as long as one isn't already in use. A battle command is deactivated by using a different battle command or by resting. Activating a battle command counts as a free action, but the character must use it at the beginning of their round for it to take effect. A battle command do not affect a character who cannot hear.

Defensive Formation (Ex); All allies gain a +1 dodge bonus to AC as long as they remain within 120
feet of the warlord. This battle command may be taken more than once for an additional +1 dodge
bonus to AC for all allies.

Offensive Formation (Ex); All allies gain a +1 bonus to their melee attack roll as long as they remain
within 120 feet of the warlord. This battle command may be taken more than once for an additional+1
bonus to damage rolls for all allies.

Shooting Formation (Ex); All allies gain a +1 bonus to their ranged attack roll as long as they remain
within 120 feet of the warlord. This battle command may be taken more than once for an additional+1
bonus to their ranged attack roll for all allies.

Charging Formation (Ex); All allies gain an additional +2 bonus to their attack roll on attacks made
during a charge as long as they remain within 120 feet of the warlord.

Flanking Formation (Ex); All allies gain an additional +2 bonus to flanking an enemy as long as they
remain within 120 feet of the warlord.

Holding Formation (Ex); All allies gain +1 to all saving throws as long as they remain within 120 feet
of the warlord.

Rally (Ex); All allies under unfavorable conditions (dazzled, blinded, entangled, etc.) gain a +1 bonus
to their attack roll or their AC, depending on what kind of penalty they have incurred from their
condition. They remain with this bonus until they somehow get rid of their condition.

Examples Of Adventuring Warlords; Alexander The Great (historical), King Leonidas ("300"/historical)


Races

According to the introduction, you may have noticed mention of an unheard race, the serpenttouched. This race is exclusive to Bloodmetal. Races from other supplements and books are also playable in the Bloodmetal realm. It really doesn't matter if you decide to play a Warforged Fighter or a Kender Rogue, as long as it's playable.

-Base Races:

Humans: The humans are descendants of nomads, settlers, and the northmen, a barbaric race from the frozen northern wastelands. Humans are ambitious people, and their diversity adheres well to the adventuring lifestyle. No changes to racial traits.

Half-Elfs; Half-elves (called "Drai' Ki", Elven for 'half-breeds', in some societies) have the mixed features of a human and elven parent, inheriting the human's versatility and the elf's affinity for magic. Have the following changes:
- Subraces; Half-Drow (undercommon race).

Half-Orcs; The disturbing offspring of an orc and human union. Shunned by many, some have learned to adapt to the prejudice and accept the general hatred toward their kind. Have the following changes:
- Subraces; Half-Human Orc (half-orcs with mostly orc blood)
- Alignment; Typically chaotic nuetral.

Dwarfs: Commonly known as hill dwarves. Have the following changes:
- Subraces; Duerger (dark-skinned undercommon race),
Grottle dwarves (ragged, short-bearded savage race)
- Alignment; Typically lawful nuetral

Elfs: Commonly known as high elves (or light elves). Have the following changes:
- Subraces; Drow elves (dark-skinned undercommon race),
Wild elves (free-roaming, barbaric savage race)
- Alignment; Typically chaotic nuetral

Halflings: Have the following changes:
- Subraces; Duvering (dwarven halflings), Alfhen (elven halflings)

Gnomes: Commonly known as rock gnomes. Have the following changes:
- Subraces; Forest gnomes (forest dwelling savage race),
Snirvneblin (dark-skinned undercommon race)

Planetouched: Include:
- Aasimar (celestial)
- Tiefling (fiendish)
- Genasi (fire, earth, water, air)

Serpenttouched: Include:
- Ourobori (wise, divine dragon men)
- Nidhoggri (crude, violent dragon men)



-Subraces: Below are all additions to their base race unless noted;

Half-Drow; Undercommon half-elves
- Darkvision 60 ft instead of low-light vision.

Half-Human Orc; Half-orcs with mostly orc blood
- +4 Str, -2 Int, -2 Cha, -2 Wis. These adjustments replace the half-orc's ability score adjustments.
- Light Sensitivity: Penalties in daylight/daylight effects
- Alignment; Typically chaotic evil (replaces half-orc's alignment)

Drow Elf; Undercommon elves, also called dark elves
- +2 Intelligence, +2 Charisma.
- Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
- Spell resistance equal to 11 + class levels.
- +2 racial bonus on Will saves against spells and spell-like abilities.
- Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
- Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
- Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
- Level adjustment +2.

Wild Elf; Savage elves that roam Myran
- +2 Dexterity, -2 Intelligence. These adjustments replace the high elf’s ability score adjustments.
- Favored Class: Sorcerer. This trait replaces the high elf’s favored class.

Duergar; Undercommon dwarves, also called gray dwarves
- -4 Charisma instead of -2.
- Darkvision out to 120 feet.
- Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf’s +2 racial bonus on saving throws against poison.
- +2 racial bonus on saves against spells and spell-like abilities.
- Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
- Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
- +4 racial bonus on Move Silently checks.
- +1 racial bonus on Listen and Spot checks.
- Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf’s automatic and bonus languages.
- Favored Class: Fighter.
- Level adjustment +1
- Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.

Grottle Dwarf; Savage dwarves that roam Nordica
- Illiteracy. Cannot read or write.
- Does not have Weapon Familiarity or Stonecunning.
- +2 racial attack bonus against giants.
- +2 racial attack bonus against humanoids, orcs, and goblinoids.
- Racial skill bonuses; +2 Survival, +2 Intimidate, +2 Search
- Alignment; Typically chaotic nuetral (replaces stone dwarf's alignment)

Duvering (Halfling); Undercommon halflings
- +2 Con, -2 Cha. These adjustments replace the hill dwarf's ability score adjustments.
- Stonecunning: Follows same rules as hill dwarf's Stonecunning
- Darkvision 60 ft: May see in dark out to 60 feet

Alfhen (Halfling); Elven halflings
- +2 Spot, +2 Search. Replaces halfling's racial skill bonuses to Climb, Jump, and Move Silently
- Elf Affinity +2: All social or conversational skill checks involving creatures of the elf subtype are made at a +2 bonus
- Favored Class: Wizard

Forest Gnomes; Savage gnomes that roam Myran.
- Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels.
- Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages.
- +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
- Does not have Weapon Familiarity

Snirvneblin; Undercommon gnomes.
- -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome’s ability score adjustments.
- Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
- Darkvision out to 120 feet and low-light vision.
- Spell resistance equal to 11 + class levels.
- +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome’s racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome’s dodge bonus against giants.
- Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages.
- Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome’s spell-like abilities.
- Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
- +2 racial bonus on Craft (alchemy) and Listen checks.
- +2 racial bonus on Hide checks, which improves to +4 underground.
- Favored Class: Rogue.
- Level adjustment +3.

Ourobori; Divine serpenttouched
- +2 Wisdom, +4 Intelligence, -2 Dexterity.
- Medium size.
- An ourobori’s base land speed is 20 feet.
- Darkvision: Ourobori can see in the dark up to 60 feet.
- Spell-Like Abilities: 1/day - scrying. Caster level equals ourobori's class levels.
- Natural Armor: Ourobori have a +1 natural armor increase.
- Racial Skills: Ourobori have a +2 racial bonus on Spellcraft.
- Dragon Blood: For all effects related to race, an ourobori is considered draconic.
- Spell Immunity: Ourobori have a +2 racial bonus against spells and spell-like effects.
- Automatic Languages: Common, Draconic. Bonus Languages; Any (other than secret languages, such as Druidic).
- Favored Class: Wizard.
- Level Adjustment +1.

Nidhoggri; Cruel, tough serpenttouched
- +2 Dexterity, +2 Strength, -2 Charisma.
- Medium size.
- A nidhoggri’s base land speed is 30 feet.
- Darkvision: Nidhoggri can see in the dark up to 60 feet.
- Spell-Like Abilities: 1/day - cause fear. Caster level equals nidhoggri's class levels.
- Natural Armor: Nidhoggri have a +1 natural armor increase.
- Racial Skills: Nidhoggri have a +2 racial bonus on Intimidate.
- Dragon Blood: For all effects related to race, a nidhoggri is considered draconic.
- Disease Immunity: Nidhoggri have a +2 racial bonus vs disease.
- Automatic Languages: Common, Draconic. Bonus Languages; Ogre, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
- Favored Class: Fighter (or Barbarian).
- Level Adjustment +1.


Deities

The deity pantheon of the Bloodmetal realm is larger than the basic one listed below. Monsters and smaller, religious followings have patron deities. These deities do exist in the realm, but in the forms of lesser deities who are more like powerful beings from other planes than anything. They are not apart of the deity family tree.

Hhelon: Goddess of evil, Creepers.
Weapon; Dagger
Alignment; Neutral Evil
Aliases; The Dark Mother, Hhel
Domains; Evil, Destruction
Worshippers; Evil characters
Power; Greater
1st Generation

Ramlon: God of war, blood, death.
Weapon; Greatclub
Alignment; Chaotic Evil
Aliases; Ares, The War God
Domains; War, Death, Destruction
Worshippers; Giants, barbarians, evil fighters, orcs
Power; Greater
2nd Generation

Panderea: Goddess of healing, wisdom, women.
Weapon; Dagger
Alignment; Neutral
Aliases; The Maiden
Domains; Knowledge, Healing
Worshippers; Women, bards
Power; Lesser
2nd Generation

Elemain: God of dwarves, elements.
Weapon; Warhammer
Alignment; Lawful good
Aliases; The Forger
Domains; Fire, Water, Earth, Air
Worshippers; Dwarfs, genasi, elementals
Power; Greater
2nd Generation

Lilium: Goddess of elves, forest, love, animals.
Weapon; Shortbow
Alignment; Chaotic Good
Aliases; The White Stag, Mother Nature
Domains; Animals, Plant, Healing
Worshippers; Druids, rangers, elves, fey
Power; Greater
2nd Generation

Gorgos: God of barbarity, chaos.
Weapon; Hand axe
Alignment; Chaotic neutral
Aliases; The Savage One
Domains; Chaos, Strength
Worshippers; Goblinoids, barbarians, savage races
Power; Lesser
3rd Generation

Tyrannea: Goddess of tyranny, devils.
Weapon; Light hammer
Alignment; Lawful evil
Aliases; The Tyrant
Domains; Law, Trickery, Evil
Worshippers; Devils, kobolds, dictators, tyrants
Power; Greater
3rd Generation

Jaylef: God of study, law.
Weapon; Unarmed
Alignment; Lawful neutral
Aliases; The Judge
Domains; Knowledge, Law
Worshippers; Diplomats, monks, kings
Power; Lesser
3rd Generation

Tiamat: Goddess of evil dragons.
Weapon; Chromatic dragon breath weapons
Alignment; Chaotic evil
Aliases; The Chromatic One
Domains; Evil, Destruction
Worshippers; Chromatic dragons, evil half-dragons, nidhoggri
Power; Greater
3rd Generation

Arcanus: God of arcane magic.
Weapon; All arcane spells (as favored weapon; cleric may
cast as many level 1 arcane spells as equal to (if positive)
1/2 his Int modifier once per day. Caster level equals cleric
class levels.)
Alignment; Neutral
Aliases; The Archmagi
Domains; Magic, Chaos
Worshippers; Wizards, bards, sorcerors
Power; Lesser
3rd Generation

Bahamut: Goddess of good dragons.
Weapon; Metallic dragon breath weapons
Alignment; Nuetral good
Aliases; The Metallic One
Domains; Good, Luck, Sun
Worshippers; Metallic dragons, good half-dragons
Power; Greater
4th Generation

Ouroboros: God of knowledge, ourobori
Weapon; Divination spells (as favored weapon; cleric may
cast as many level 0 and level 1 divination arcane spells as
equal to (if positive) 1/2 his Int modifier once per day.
Caster level equals cleric class levels.)
Alignment; Neutral
Aliases; The Eternal One
Domains; Knowledge, Protection
Worshippers; Wizards, ourobori, bards, scholars
Power; Lesser
4th Generation

Lazareus: God of the dead, underworld.
Weapon; Scythe
Alignment; Lawful Evil
Aliases; The Grim Reaper, Death, Hades
Domains; Death, Destruction
Worshippers; Necromancers, liches
Power; Lesser
5th Generation

Heficksa: Goddess of thunder, storms, snow.
Weapon; Greataxe
Alignment; Lawful good
Aliases; The Stormbringer, Giant Killer
Domains; Travel, Strength
Worshippers; Good fighters, northmen
Power; Lesser
5th Generation

Paletei: Goddess of the undead, evil magic.
Weapon; Staff
Alignment; Chaotic Evil
Aliases; The Pale Woman
Domains; Magic, Evil, Trickery
Worshippers; Evil necromancers, pale mages
Power; Lesser
6th Generation

Daeghus: God of the shadows.
Weapon; Dagger
Alignment; Chaotic neutral
Aliases; The Shadow
Domains; Trickery, Chaos
Worshippers; Rogues
Power; Lesser
6th Generation

Randogo: God of change, waxing moon.
Weapon; All (cleric's choice, may choose only one)
Alignment; Chaotic neutral
Aliases; The Everchanging One
Domains; Chaos, Travel
Worshippers; Halflings, adventurers
Power; Lesser
6th Generation

The Nameless One: God of mysteries, lies, secrets.
Weapon; N/A (cleric's choice, may only choose one)
Alignment; Chaotic Neutral
Aliases; N/A
Domains; Chaos, Trickery, Knowledge
Worshippers; Spies, rogues
Power; Greater
6th Generation

Maeru: Goddess of halflings, harvesting, the Sun.
Weapon; Sickle
Alignment; Neutral
Aliases; The Autumn Lady, Harvest Maiden
Domains; Sun, Healing, Plant
Worshippers; Halflings, farmers
Power; Greater
6th Generation

Lok: God of villainy, pain, demons.
Weapon; Left hand has been replaced with a crude mess of
knifes and daggers (clerics have the same weapon; statistics
for it are below. This weapon is usable by the cleric after the
cleric has gone through a deadly operation done by members
of his/her same deity. After the operation, which takes 2d6
days to recover from, the cleric incurs a permanent -1 Con
ability penalty, but he/she gains a +1 ability bonus to Wis, for
doing a favored deed of his/her deity. This weapon is always attached
the cleric's offhand, and it cannot be disarmed. The only way to
unattach the weapon is by cutting the cleric's hand off, or by
destroying the various knifes on the appendage. A cleric who loses
or breaks his Lok Hand loses his permanent +1 Wis ability bonus
gained by earning them).

Name Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Encumbrance
Lok's Hand - 1d3 1d4 20/x2 - 3 lbs. Exotic(required) Light

Alignment; Chaotic Evil
Aliases; The Tortured One
Domains; Evil, Chaos, Destruction
Worshippers; Evil characters, demons
Power; Greater
7th Generation

Mechaeus: God of order, the future.
Weapon; Flintlock pistol and rifle
Alignment; Lawful Neutral
Aliases; The Engineer, Renaissance Bringer
Domains; Law, Luck
Worshippers; "Mechaenists", inventors
Power; Lesser
7th Generation

Lunas: Goddess of good deeds, full moon.
Weapon; Composite longbow
Alignment; Neutral good
Aliases; The Crescent Moon
Domains; Good, Protection
Worshippers; Rangers, druids, elves
Power; Lesser
7th Generation

Festiveus: God of celebrations, music.
Weapon; Club
Alignment; Neutral Good
Aliases; The Jovial One
Domains; Good, Protection, Healing
Worshippers; Entertainers, dwarfs, halflings
Power; Lesser
7th Generation

Illthaenos: God of the underdark, undercommon races.
Weapon; Scimitar
Alignment; Nuetral evil
Aliases; The Great Beholder
Domains; Evil, Magic, Trickery
Worshippers; Undercommon races, illithid
Power; Greater
7th Generation

Hope: Goddess of heroes, blessing, luck.
Weapon: Longsword
Alignment: Lawful good
Aliases; The Just One, Crusader
Domains; Good, Luck, Travel
Worshippers; Paladins, good characters, celestials
Power; Greater
7th Generation

Every deity has their own domains within different planes across the cosmology. In some cases, like the goddess of evil Hhelon, deities even claim their own planes as domains.

Cosmology

There is a long explanation on how the realm's cosmology works. Every plane is like a planet, and their position according to each other depends on what sort of plane they are. For example, Baator (LE-Aligned plane) would be near other evil-aligned and law-aligned planes and near the Negative energy plane. The cosmology is organized by the "gates" system. The planes included in the realm are below as well as changes to existing planes;

- Transitive planes are not included in the gates system.
- Astral plane is the space outside of the planes.
- Shadow plane is an omnipresent plane connected to all other planes.
- Ethereal plane is an omnipresent plane connected to all other planes.
- All Outer and demi- planes are considered Seperate Planes.
- All Outer and demi- planes have a Self-Contained Shape.
- All Inner planes are Coexistent with each other.
- All Inner planes have a Finite Shape.
- Transitive planes keep all the same traits as written in the DMG.
- Astral plane: Coexistent with all planes
- Shadow and Ethereal planes; Coexistent with Prime Material Plane
- Planes follow same random encounters as counterpart unless written
otherwise.

Modo; Called "Mechaenus" by natives.
- Sentient
- Objective directional gravity
(Based on daily formation)
- Divinely morphic
- Strongly law-aligned
- Impeded magic (All chaos spells)
- Enhanced magic (All law spells)
- No daylight savings time. All time
is calculated exactly.
- Flowing time (1 round = 0.33 hours)

Archoni; Called "Celestia" by natives.
- No gravity
- Normal time
- Divinely morphic
- Minor positive-dominant
- Strongly law-aligned
- Strongly good-aligned
- Impeded magic (All chaos and evil spells)

Guardilan; Called "Elysium" by natives.
- Light gravity
- Divinely Morphic
- Minor positive-dominant
- Strongly good-aligned
- Impeded magic (All evil spells)
- Enhanced magic (All good spells)
- Flowing time (1 round = 5 years)

Rilmatrix; Called "the Outlands" by natives.
- Light gravity
- Normal time
- Divinely Morphic
- Mildly nuetral-aligned
- Maintains all rules and traits related to
the spire for the Outlands in the DMG.

Feuvon; Called "Hades" by natives.
- Heavy gravity
- Timeless
(No hunger, thirst, fatigue, etc.)
- Divinely morphic
- Minor negative-dominant
- Strongly evil-aligned
- Impeded magic (All good spells)
- Enhanced magic (All evil spells)

Eladria; Called "Arborea" by natives.
- Normal gravity
- Divinely morphic
- Minor positive-dominant
- Strongly chaos-aligned
- Strongly good-aligned
- Enhanced magic (All arcane spells)
- Flowing time (1 round = 10 years)

Limbo
- Subjective directional gravity
(Gravity constantly changes)
- Highly morphic
(Constantly changing world)
- Strongly chaos-aligned
- Wild magic
- Erratic time
- Sporadic element dominance
(Constantly changes element
dominance)

Tanar; Called "the Abyss" by natives.
- Normal gravity
- Divinely morphic
- Minor negative-dominant
- Strongly chaos-aligned
- Strongly evil-aligned
- Flowing Time (1 round = 1 second)

Baator
- Normal gravity
- Divinely morphic
- Minor negative-dominant
- Strongly law-aligned
- Strongly evil-aligned
- Flowing Time (1 round = 5 seconds)

Flamora; Controlled by primal element of dry.
- Normal gravity
- Normal time
- Alterable morphic
- Major fire-dominant
- Impeded magic (All water spells)
- Enhanced magic (All fire spells)

Aviun; Controlled by primal element of wind.
- Subjective directional gravity
- Normal time
- Alterable morphic
- Major air-dominant
- Impeded magic (All earth spells)
- Enhanced magic (All air spells)

Aquas; Controlled by primal element of humid.
- Subjective directional gravity
- Normal time
- Alterable morphic
- Major water-dominant
- Impeded magic (All fire spells)
- Enhanced magic (All water spells)

Earthen; Controlled by primal element of dust.
- Heavy gravity
- Normal time
- Alterable morphic
- Major earth-dominant
- Impeded magic (All air spells)
- Enhanced magic (All earth spells)

Radia
- Subjective directional gravity
- Normal time
- Alterable morphic
- Major positive-dominant
- Impeded magic (All negative spells)
- Enhanced magic (All positive spells)

Deuyx
- Subjective directional gravity
- Normal time
- Alterable morphic
- Major positive-dominant
- Impeded magic (All positive spells)
- Enhanced magic (All negative spells)

Tempest
- No gravity
- Normal time
- Alterable morphic
- Major air, fire, water, earth-dominant
- Wild magic

Sissix
- No gravity
- Normal time
- Alterable morphic
- No element dominance
- Impeded magic (All elemental spells)

Eromun
- Normal gravity
- Normal time
- Magically morphic
- Mildly nuetral-aligned
- Normal magic
- Random encounters; Same as Shadow plane.

Baakra
- Light gravity
- Normal time
- Alterable morphic
- Mildly nuetral-aligned
- Normal magic
- Random encounters; Same as Ethereal plane.

Coprix
- Subjective directional gravity
- Mildly nuetral-aligned
- Enhanced magic (All spells)
- Flowing time (1 round = 0.01 seconds)
- Random encounters; Same as Astral plane.

Lakorak
- Normal gravity
- Normal time
- Alterable morphic
- Mildly law-aligned
- Impeded magic (All chaos spells)

Helix
- Static
- Light gravity
- Mildly law-aligned
- Impeded magic (All chaos spells)
- Flowing time (1 round = 6 minutes)

Telegora
- No gravity
- Normal time
- Alterable morphic
- Mildly good-aligned
- Impeded magic (All evil spells)

Lilius
- Light gravity
- Magically Morphic
(All good or chaos spells can
shift the balance of good and
chaos in Lilius)
- Mildly good-aligned
- Impeded magic (All evil spells)
- Flowing time (1 round = 9 years)

Mavik
- Normal time
- Normal gravity
- Mildly chaos-aligned
- Mildly air-dominant
- Highly morphic
(Giant tornadoes constantly
change the land)

Norlous
- Normal gravity
- Alterable morphic
- Mildly chaos-aligned
- Wild magic
- Impeded magic (All lawful spells)
- Flowing time (1 round = 2 minutes)

Hhel
- Normal gravity
- Divinely morphic
- Minor negative-dominant
- Mildly evil-aligned
- Normal time
- Hhelon's domain (This plane is
under Hhelon's decree, and no
one else's. All actions performed
in this plane are watched by the
deity Hhelon herself)
- Random encounters (EL 15);
Chance Encounter Average EL
1 - 20% x4 Larva,creeper 8
21 - 40% x1 Drone,creeper 10
and x2 Larva,creeper
41 - 50% x2 Drone,creeper 12
51 - 70% Any evil outsider 15
71 - 90% Any chaotic outsider 15
91 - 100% x1 Greater, creeper 15

Yugolothern
- Normal gravity
- Timeless
(No hunger, thirst, fatigue, etc.)
- Alterable morphic
- Mildly evil-aligned
- Secondary transitive (This plane
serves as a sort of "secondary
transitive plane", but only between
Inner planes of evil alignment)

As mentioned, the planes are organized through the gates system, which is listed below.

0; Prime Material Plane

Outer Planes
1; Modo (Lawful nuetral plane)
2; Archoni (Lawful good plane)
3; Guardilan (Nuetral good plane)
4; Rilmatrix (True nuetral plane)
5; Feuvon (Nuetral evil plane)
6; Eladria (Chaotic good plane)
7; Limbo (Chaotic nuetral plane)
8; Tanar (Chaotic evil plane)
9; Baator (Lawful evil plane)

Inner Planes
10; Flamora (Fire plane)
11; Aviun (Air plane)
12; Aquas (Water plane)
13; Earthen (Earth plane)
14; Radia (Positive plane)
15; Dueyx (Negative plane)
16; Tempest (Storm plane)
17; Sissix (Acid plane)

Secondary Material Planes
18; Eromun (Shadow material plane)
19; Baakra (Ethereal material plane)
20; Coprix (Astral material plane)

Known Demiplanes
21; Lakorak (Lawful evil/lawful nuetral demiplane)
22; Helix (Lawful neutral/lawful good demiplane)
23; Telegora (Lawful good/nuetral good demiplane)
24; Lilius (Nuetral good/chaotic good demiplane)
25; Mavik (Chaotic good/chaotic nuetral demiplane)
26; Norlous (Chaotic nuetral/chaotic evil demiplane)
27; Hhel (Chaotic evil/nuetral evil demiplane)
28; Yugolothern (Nuetral evil/lawful evil demiplane)

http://i9.photobucket.com/albums/a89/DarkChao350/planaruniverse.jpg

Geography
Under Construction. More information to be added soon.

Bestiary
Under Construction. More information to be added soon.

History
Under Construction. More information to be added soon.




_________________

There will be more updates in the future. For now, above is the basic game information for the Bloodmetal realm.

EDIT: For more information on the Serpenttouched race, just simply click the link to the corresponding topic in my signature.
EDIT: EDIT: The Serpenttouched rules in my signature are outdated to ones on my computer. New rules will be on this page.
mcwood

02-12-08, 08:45 AM
I'll be honest; I already a posted a topic on this. However, due to how outdated the material in that topic has become, I decided it'd be best to start a new one.

Bloodmetal Realm

Introduction

The world of Casarei is a dark place. Daemons and monsters haunt the countrysides of towns and evil has tightened its grip across the lands. Only the boldest of adventurers test their will and might within the vast wilds of this world. From the dark forests of Myran to the perilous deserts of The Wastelands, creatures creep around at night to devour the weak.
Casarei is split into many city states. Some are united as one, but most are on their own, either epitomized for its grandeur or ignored for its puny existence. Bloodstains, ashes, and the dead line roads between towns, as they are not safe to travel. The people of Casarei are quite multicultural. All sorts of creatures can be found in a town, most of them working for a few coins or stolen away as slaves. The most playable sentient races that exist on the Prime material plane include demihumans (races originating from Casarei), planetouched (races with outsider bloodlines), and serpenttouched (races with ancient serpentine bloodlines).
The cosmology is based around the seven generations of deities. The creator of all life is believed to be the goddess of life, Gaia; how she made the first life is unknown, but she was very creative nonetheless. Then the evil goddess, Hhelon, created a mighty planar black hole that combined the first of Gaia's planes (called the Material Planes), into the Prime Material plane; which is the one of the only material planes in existence. The outer planes today were created by various gods after the "Great Fracture", and later on, the inner planes were forged by the god Elemain. Life on the planes were given by Lilium and Gaia. Demiplanes were made by different gods demanding control over their own domains. Millions of years after the modern planar universe was created, during the birth of the 5th generation deities, the first civilizations began. Sooner or later, deities passed away and planes evolved. Planes created out of vice became darker, and planes created out of virtue became lighter. Planes created out of animosity became more chaotic, and planes created out of systems became more lawful.


After reading the introduction, you should have a sort of insight on how life must be like in the realm of Bloodmetal. However, there is more to it than what is explained. Casarei, the continent where adventurers spend their days, is under a large renaissance that could possibly change the course of history throughout the world.


Classes

I have added a new class to the core classes as well as 3 new prestige classes. Details on how classes have changed are below.

- Base Classes;

All characters start with the Bandage(Ex) special ability described below.
Bandage(Ex); A character is able to perform a minor heal on themselves or others. When they use this ability, they recover the hit points of themselves or of an ally within 5 feet. The amount of hit points recovered equals 1 + 1/2 the character's Heal skill bonus. The character can recover a minimum of 0 hit points and a maximum of 5 hit points. To successfully use this ability, the character must first succeed a Heal skill check (DC 25).

Notes on class modifications;
What is needed in a party?
- Frontline close combatant (fighter)
- Healing class (cleric)
- Magic casting class (wizard)
- Skill proficiency class (rogue)

Below are classes that are not recommended to play in Bloodmetal;
Paladin, Druid, Ranger, Barbarian, Sorceror, Monk, Bard, Marksman

- Base Classes Exclusive To Bloodmetal;
The Marksman / Specialty In Ranged Combat
Alignment; Any.
Hit Die; d8.
Abilities; Dexterity, Wisdom
Skill Points at 1st Level; (2 + Int modifier) x 4
Skill Points at Each Addition Level; 2 + Int Modifier
Weapon And Armor Proficiency; Marksmen are proficient with all light and medium armor. In addition they are proficient with all simple weapons plus throwing axe, short sword, handaxe, light hammer, longbow, shortbow, composite longbow, composite shortbow.
Class Skills; The marksman's class skills (and the key ability of each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Tumble (Dex), Use Rope (Dex).
Role; The marksman is the primary ranged support and the secondary scout class. He specializes in using his finesse and cunning to overcome obstacles. Unlike the rogue, he does not have a large skill selection but his focus on ranged combat makes him deadly from afar.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Shooting style
2nd +2 +3 +3 +0 Critical shot +1d6
3rd +3 +3 +3 +1 Trap sense +1
4th +4 +4 +4 +1 Augmented weapon
5th +5 +4 +4 +1 Critical shot +2d6
6th +6/+1 +5 +5 +2 Trap sense +2
7th +7/+2 +5 +5 +2 Shooting style
8th +8/+3 +6 +6 +2 Critical shot +3d6
9th +9/+4 +6 +6 +3 Trap sense +3
10th +10/+5 +7 +7 +3 Augmented weapon
11th +11/+6/+1 +7 +7 +3 Critical shot +4d6
12th +12/+7/+2 +8 +8 +4 Trap sense +4
13th +13/+8/+3 +8 +8 +4 Archery mastery
14th +14/+9/+4 +9 +9 +4 Critical shot +5d6
15th +15/+10/+5 +9 +9 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +10 +5 Augmented weapon
17th +17/+12/+7/+2 +10 +10 +5 Critical shot +6d6
18th +18/+13/+8/+3 +11 +11 +6 Archery mastery, Trap sense +5
19th +19/+14/+9/+4 +11 +11 +6 Greater augmented weapon
20th +20/+15/+10/+5 +12 +12 +6 Critical shot +7d6

Critical Shot(Ex); A marksman's accuracy can be very deadly. If the marksman performs a ranged attack on a flat-footed enemy and rolls a natural attack roll of 13 or more, he deals extra damage. At first level, this extra damage is 1d6, and it increases by 1d6 every three levels afterwards. The marksman must actually hit the enemy for this damage to apply. A critical hit is not the same as a critical shot, but they can both be used at the same time.

Shooting Style; Different marksmen have their own styles of using ranged weapons. At first level, a marksman is allowed to choose one of three styles; rapid fire, long shot, or sharpshooting. At 7th level, the marksman is allowed to choose one additional style.
If the marksman chooses the 'rapid fire' style, he counts as having the Rapid Shot feat, despite not having the prerequisites. If the marksman chooses the 'long shot' style, he counts as having the Far Shot feat, despite not having the prerequisites. If the marksman chooses the 'sharpshooting' style, he counts as having the Precise Shot feat, despite not having the prerequisites.

Trap Sense (Ex); At 3rd level, a marksman gains an intuitive sense that alerts hims to danger from traps. giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. The bonuses rise by +1 every three marksman levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Augmented Weapon(Ex); Starting at 4th level, a marksman is allowed to craft his own augmented ammunition/thrown weapons by using one of the substances/items listed in the table below. While this would normally call for a Craft skill check, this is not the case for this ability.
Instead, the marksman uses his Dex ability modifier for making checks to see if he successfully crafts the augmented weapon. The DC for this check equals 10 + 4 (if arrows, sling bullets, crossbow bolts, or thrown weapons are used) or 8 (if any other type of ammo is used) + 4 (for every quantity of 50 ammo/thrown weapons used). The limit to this special ability is that a marksman can only craft one kind of augmented ammunition/thrown weapon. For example, a marksman can only craft arrows with acid, but he cannot craft crossbow bolts with alchemist's fire or arrows with a tanglefoot bag, etc. However, the marksman is allowed the option of crafting one additional augmented ammunition/thrown weapon at his 10th and 15th levels.
The GP cost for crafting a augmented weapon is its DC x 10 and the XP cost for crafting a augmented weapon equals its DC x 50. The marksman must always buy or craft the substances/items used in the specialization of ammo/thrown weapons. He doesn't always have to use the items listed on the table either below. He may also use potions or oils to produce magical effects when his weapon hits a target.

Substance/Item Used Effect
Acid On hit, ammo/thrown weapon produces effects of a thrown acid flask
Alchemist's fire On hit, ammo/thrown weapon produces effects of a thrown alchemist's fire
Holy water On hit, ammo/thrown weapon produces effects of a thrown holy water
Sunrod Ammo/thrown weapon produces effects of a sunrod.
Tanglefoot bag On hit, ammo/thrown weapon produces effects of a thrown tanglefoot bag
Thunderstone On hit, ammo/thrown weapon produces effects of a thrown thunderstone

Greater Augmented Weapon(Ex); At his 19th level, a marksman is allowed to craft one more augmented ammunition/thrown weapon the same as with the Augmented Weapon ability. All checks made to craft this augmented weapon are made at a +5 bonus and the XP cost for crafting it is reduced by the marksman's Wis modifier x 10.

Archery Mastery; At his 13th and 18th levels, the marksman is allowed to select one of the special abilities listed below.

Deflect Arrows; The marksman counts as having the Deflect Arrows feat, despite not having the
prerequisites.

Far Shooter(Ex); The marksman's total range increment for his ranged weapons are increased by
1/2 his Dex modifier (if positive) x 5'. This special ability stacks with the Far Shot feat and other
similar special abilities or feats.

Arrow Of Doom(Su); Once per day the marksman can perform a single ranged attack that casts a
doom-like effect on his target. The caster level for this supernatural ability equals the character's
class levels. The marksman must hit with his ranged attack to cast the doom-like effect.

Shot Precision(Ex); Once per day the marksman may add an additional 1d6 damage to an attack
that has executed his Critical Shot special ability.

Fiery Arrow(Ex); Once per day the marksman may perform a single ranged attack that cannot be
deflected by the Deflect Arrows feat. If this ranged attack hits, it automatically counts as
executing the marksman's Critical Shot special ability, despite the attack not being used in the
appropriate conditions for a Critical Shot.


Prestige Classes: Notes on prestige class modifications;
- The following are prestige classes not included in Bloodmetal; Red Wizard Of Thay.

- Prestige Classes Exclusive To Bloodmetal;
God Hunter / An anti-divine warrior who challenges deities and higher extraplanar beings to battle.
Requirements;
- Base Attack Bonus; +7.
- Languages; Celestial, Infernal, Abyssal
- Feats; Power Attack, Endurance, Toughness
- Must have interacted with a deity or higher extraplanar being once in their life.
- Must not have an allegiance toward any deity.
Hit Die; d12.
Skill Points at Level; 2 + Int Modifier
Weapon And Armor Proficiency; The character gains proficiency to all martial and simple weapons and all light armor if they did not have those proficiencies already.
Class Skills; The god hunters class skills include Appraise (Int), Climb (Str), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex) Intimidate (Cha), Jump (Str), Ride (Dex), Spellcraft (Int), Survival (Con).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +2 Damage reduction 1/-
2nd +2 +3 +3 +3 Smite infidel 1/day
3rd +3 +3 +3 +3 Ability boost; +2 Str
4th +4 +4 +4 +4 Damage reduction 3/-
5th +5 +4 +4 +4 Diehard
6th +6 +5 +5 +5 Ability boost; +2 Con
7th +7 +5 +5 +5 Damage reduction 5/-
8th +8 +6 +6 +6 Smite infidel 2/day
9th +9 +6 +6 +6 Ability boost; +2 Cha
10th +10 +7 +7 +7 Damage reduction 7/-

Damage Reduction (Ex); The god hunter's training makes him thick-skinned and resilient. At 1st level, the god hunter gains damage reduction. Subtract 1 from the damage the god hunter takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. At 4th level, and every three god hunter levels thereafter (7th and 10th level), this damage reduction rises by 2 points. If the character is granted damage reduction from a different source (like barbarian levels), the effects stack.

Smite Infidel (Su); At 2nd level, the god hunter may smite a creature of the exact opposite alignment once per day (In the case of nuetral characters, they must choose to be able to smite either lawful good, chaotic evil, lawful evil, or chaotic good creatures). Smiting a creature is done by simply performing a normal melee attack. The god hunter adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a god hunter accidentally smites a creature not of his opposite alignment, the smite has no effect but it is still used up for the day. At his 8th level, the god hunter is allowed to smite infidel one additional time per day.

Diehard; At level 5, the god hunter gains Diehard as a bonus feat.

Ability Boosts; At level 3, 6, and 9, the god hunter earns ability boosts. These bonuses stack and are gained as if through level achievement.

Examples Of God Hunters; Kratos (God Of War), the Jotun (giants of Norse Mythology)



Valkyrie Of Hope / A mortal goddess under the service of the goddess Hope.
Requirements;
- Base Attack Bonus; +10.
- Skills; Knowledge (religion) 5, Diplomacy 10.
- Only available to those with paladin class levels.
- Only available to females.
- Must follow the deity Hope.
Hit Die; d10.
Skill Points at Level; 2 + Int Modifier
Weapon And Armor Proficiency; The valkyrie of hope has no additional weapon or armor proficiencies.
Class Skills; The valkyrie of hope's class skills include Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Overwhelming aura of good, Greater smite evil, Blessing of hope
2nd +2 +3 +0 +3 +1 level of existing divine spellcasting class, Blessing of hope
3rd +3 +3 +1 +3 Greater smite evil, +1 level of existing divine spellcasting class, Blessing of hope
4th +4 +4 +1 +4 +1 level of existing divine spellcasting class, Blessing of hope
5th +5 +4 +1 +4 Greater smite evil, +1 level of existing divine spellcasting class, Blessing of hope


Overwhelming Aura Of Good(Ex); At level 1, valkyrie of hope counts as having an overwhelming aura of good. This replaces any other auras of good a character may have, especially those from paladin class levels.

Blessing Of Hope; When a new valkyrie of hope level is gained, the character gains one of the following special abilities listed below.

Additional Smite Evil (Ex); The valkyrie of hope gains an additional chance to use the smite evil special ability once per day. This ability may be taken multiple times up to a maximum of 3 additional smite evil chances once per day. These are in addition to a paladin's chances to smite evil.

Disease Immunity (Sp); When the valkyrie of hope uses this spell-like ability, one targeted ally gains a +4 temporary bonus vs disease. This bonus lasts 24 hours plus an additional 2 hours for every positive point of the valkyrie of hope's Cha modifier. This ability may be taken only once.

Poison Immunity (Sp); When the valkyrie of hope uses this spell-like ability, one targeted ally gains a +4 temporary bonus vs poisons of any kind. This bonus lasts 24 hours plus an additional 2 hours for every positive point of the valkyrie of hope's Cha modifier. This ability may be taken only once.

Heart Of Steel; The valkyrie of hope gains a +2 bonus to all Fortitude saves. This ability may be taken mulitple times up to a maximum of a +6 bonus to all Fortitude saves.

Will Of The Gods; The valkyrie of hope gains a +2 bonus to all Will saves. This ability may be taken mulitple times up to a maximum of a +6 bonus to all Will saves.

Sword Of Hope (Sp); When the valkyrie of hope uses this spell-like ability, she automatically counts as wielding a magical longsword with +2 bonuses to attack and damage rolls against evil or chaotic creatures. The bonus does not count double for chaotic evil creatures. The character loses this weapon and is allowed to wield their original one after 10 rounds plus 2 rounds per positive point of the valkyrie of hope's Cha modifier. This ability may be taken only once.

Shield Of Hope (Sp); When the valkyrie of hope uses this spell-like ability, she automatically counts as wielding a magical large shield with a +4 AC bonus against evil and/or chaotic creatures. The character loses this weapon and is allowed to wield their original one after 10 rounds plus 2 rounds per positive point of the valkyrie of hope's Cha modifier. This ability may be taken only once.

Evocation Of Valhalla (Sp); When the valkyrie of hope uses this spell-like ability, she automatically deals 4d6+her Cha modifier to one evil or chaotic creature within 60 feet of the character. This damage does not count double for chaotic evil creatures. This ability may be taken only once.

Greater Smite Evil(Ex); At levels 1, 3, and 5, a valkryie of hope gains +1 bonuses to attack rolls and damage rolls when using her smite evil ability. These bonuses stack, for a maximum bonus of +3 to attack and damage bonuses on all uses of smite evil at level 5.

Spells per Day; When a new valkyrie of hope level is gained, the character gains new spells per day as if she had also gained a level in any one divine spellcasting class she belonged to previously. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of valkyrie of hope to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before she became a valkyrie of hope, she must decide to which class she adds each level of valkyrie of hope for the purpose of determining spells per day.



Adventuring Warlord / A mighty leader who leads his allies into battle with great ferocity.
Requirements;
- Base Attack Bonus; +6
- Feats; Leadership, Weapon Focus
Hit Die; d8.
Skill Points at Level; 2 + Int Modifier
Weapon And Armor Proficiency; The warlord of Casarei gains proficiency with all martial weapons if he did not have them before. He gains no additional armor proficiencies.
Class Skills; The adventuring warlord's class skills include Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Battle command, Improved Initiative
2nd +2 +3 +1 +1 Battle command
3rd +3 +3 +1 +1 Battle command
4th +4 +4 +2 +2 Battle command
5th +5 +4 +2 +2 Battle command

Improved Initiative; At level 1, the warlord gains Improved Initiative as a bonus feat.

Battle Commands; At his 1st level and every level afterward, the warlord may choose from one of the following special abilities. A warlord can only use a battle command as long as one isn't already in use. A battle command is deactivated by using a different battle command or by resting. Activating a battle command counts as a free action, but the character must use it at the beginning of their round for it to take effect. A battle command do not affect a character who cannot hear.

Defensive Formation (Ex); All allies gain a +1 dodge bonus to AC as long as they remain within 120
feet of the warlord. This battle command may be taken more than once for an additional +1 dodge
bonus to AC for all allies.

Offensive Formation (Ex); All allies gain a +1 bonus to their melee attack roll as long as they remain
within 120 feet of the warlord. This battle command may be taken more than once for an additional+1
bonus to damage rolls for all allies.

Shooting Formation (Ex); All allies gain a +1 bonus to their ranged attack roll as long as they remain
within 120 feet of the warlord. This battle command may be taken more than once for an additional+1
bonus to their ranged attack roll for all allies.

Charging Formation (Ex); All allies gain an additional +2 bonus to their attack roll on attacks made
during a charge as long as they remain within 120 feet of the warlord.

Flanking Formation (Ex); All allies gain an additional +2 bonus to flanking an enemy as long as they
remain within 120 feet of the warlord.

Holding Formation (Ex); All allies gain +1 to all saving throws as long as they remain within 120 feet
of the warlord.

Rally (Ex); All allies under unfavorable conditions (dazzled, blinded, entangled, etc.) gain a +1 bonus
to their attack roll or their AC, depending on what kind of penalty they have incurred from their
condition. They remain with this bonus until they somehow get rid of their condition.

Examples Of Adventuring Warlords; Alexander The Great (historical), King Leonidas ("300"/historical)


Races

According to the introduction, you may have noticed mention of an unheard race, the serpenttouched. This race is exclusive to Bloodmetal. Races from other supplements and books are also playable in the Bloodmetal realm. It really doesn't matter if you decide to play a Warforged Fighter or a Kender Rogue, as long as it's playable.

-Base Races:

Humans: The humans are descendants of nomads, settlers, and the northmen, a barbaric race from the frozen northern wastelands. Humans are ambitious people, and their diversity adheres well to the adventuring lifestyle. No changes to racial traits.

Half-Elfs; Half-elves (called "Drai' Ki", Elven for 'half-breeds', in some societies) have the mixed features of a human and elven parent, inheriting the human's versatility and the elf's affinity for magic. Have the following changes:
- Subraces; Half-Drow (undercommon race).

Half-Orcs; The disturbing offspring of an orc and human union. Shunned by many, some have learned to adapt to the prejudice and accept the general hatred toward their kind. Have the following changes:
- Subraces; Half-Human Orc (half-orcs with mostly orc blood)
- Alignment; Typically chaotic nuetral.

Dwarfs: Commonly known as hill dwarves. Have the following changes:
- Subraces; Duerger (dark-skinned undercommon race),
Grottle dwarves (ragged, short-bearded savage race)
- Alignment; Typically lawful nuetral

Elfs: Commonly known as high elves (or light elves). Have the following changes:
- Subraces; Drow elves (dark-skinned undercommon race),
Wild elves (free-roaming, barbaric savage race)
- Alignment; Typically chaotic nuetral

Halflings: Have the following changes:
- Subraces; Duvering (dwarven halflings), Alfhen (elven halflings)

Gnomes: Commonly known as rock gnomes. Have the following changes:
- Subraces; Forest gnomes (forest dwelling savage race),
Snirvneblin (dark-skinned undercommon race)

Planetouched: Include:
- Aasimar (celestial)
- Tiefling (fiendish)
- Genasi (fire, earth, water, air)

Serpenttouched: Include:
- Ourobori (wise, divine dragon men)
- Nidhoggri (crude, violent dragon men)



-Subraces: Below are all additions to their base race unless noted;

Half-Drow; Undercommon half-elves
- Darkvision 60 ft instead of low-light vision.

Half-Human Orc; Half-orcs with mostly orc blood
- +4 Str, -2 Int, -2 Cha, -2 Wis. These adjustments replace the half-orc's ability score adjustments.
- Light Sensitivity: Penalties in daylight/daylight effects
- Alignment; Typically chaotic evil (replaces half-orc's alignment)

Drow Elf; Undercommon elves, also called dark elves
- +2 Intelligence, +2 Charisma.
- Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
- Spell resistance equal to 11 + class levels.
- +2 racial bonus on Will saves against spells and spell-like abilities.
- Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
- Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
- Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
- Level adjustment +2.

Wild Elf; Savage elves that roam Myran
- +2 Dexterity, -2 Intelligence. These adjustments replace the high elf’s ability score adjustments.
- Favored Class: Sorcerer. This trait replaces the high elf’s favored class.

Duergar; Undercommon dwarves, also called gray dwarves
- -4 Charisma instead of -2.
- Darkvision out to 120 feet.
- Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf’s +2 racial bonus on saving throws against poison.
- +2 racial bonus on saves against spells and spell-like abilities.
- Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
- Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
- +4 racial bonus on Move Silently checks.
- +1 racial bonus on Listen and Spot checks.
- Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf’s automatic and bonus languages.
- Favored Class: Fighter.
- Level adjustment +1
- Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.

Grottle Dwarf; Savage dwarves that roam Nordica
- Illiteracy. Cannot read or write.
- Does not have Weapon Familiarity or Stonecunning.
- +2 racial attack bonus against giants.
- +2 racial attack bonus against humanoids, orcs, and goblinoids.
- Racial skill bonuses; +2 Survival, +2 Intimidate, +2 Search
- Alignment; Typically chaotic nuetral (replaces stone dwarf's alignment)

Duvering (Halfling); Undercommon halflings
- +2 Con, -2 Cha. These adjustments replace the hill dwarf's ability score adjustments.
- Stonecunning: Follows same rules as hill dwarf's Stonecunning
- Darkvision 60 ft: May see in dark out to 60 feet

Alfhen (Halfling); Elven halflings
- +2 Spot, +2 Search. Replaces halfling's racial skill bonuses to Climb, Jump, and Move Silently
- Elf Affinity +2: All social or conversational skill checks involving creatures of the elf subtype are made at a +2 bonus
- Favored Class: Wizard

Forest Gnomes; Savage gnomes that roam Myran.
- Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels.
- Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages.
- +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
- Does not have Weapon Familiarity

Snirvneblin; Undercommon gnomes.
- -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome’s ability score adjustments.
- Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
- Darkvision out to 120 feet and low-light vision.
- Spell resistance equal to 11 + class levels.
- +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome’s racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome’s dodge bonus against giants.
- Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages.
- Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome’s spell-like abilities.
- Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
- +2 racial bonus on Craft (alchemy) and Listen checks.
- +2 racial bonus on Hide checks, which improves to +4 underground.
- Favored Class: Rogue.
- Level adjustment +3.


Deities

The deity pantheon of the Bloodmetal realm is larger than the basic one listed below. Monsters and smaller, religious followings have patron deities. These deities do exist in the realm, but in the forms of lesser deities who are more like powerful beings from other planes than anything. They are not apart of the deity family tree.

Hhelon: Goddess of evil, Creepers.
Weapon; Dagger
Alignment; Neutral Evil
Aliases; The Dark Mother, Hhel
Domains; Evil, Destruction
Worshippers; Evil characters
Power; Greater
1st Generation

Ramlon: God of war, blood, death.
Weapon; Greatclub
Alignment; Chaotic Evil
Aliases; Ares, The War God
Domains; War, Death, Destruction
Worshippers; Giants, barbarians, evil fighters, orcs
Power; Greater
2nd Generation

Panderea: Goddess of healing, wisdom, women.
Weapon; Dagger
Alignment; Neutral
Aliases; The Maiden
Domains; Knowledge, Healing
Worshippers; Women, bards
Power; Lesser
2nd Generation

Elemain: God of dwarves, elements.
Weapon; Warhammer
Alignment; Lawful good
Aliases; The Forger
Domains; Fire, Water, Earth, Air
Worshippers; Dwarfs, genasi, elementals
Power; Greater
2nd Generation

Lilium: Goddess of elves, forest, love, animals.
Weapon; Shortbow
Alignment; Chaotic Good
Aliases; The White Stag, Mother Nature
Domains; Animals, Plant, Healing
Worshippers; Druids, rangers, elves, fey
Power; Greater
2nd Generation

Gorgos: God of barbarity, chaos.
Weapon; Hand axe
Alignment; Chaotic neutral
Aliases; The Savage One
Domains; Chaos, Strength
Worshippers; Goblinoids, barbarians, savage races
Power; Lesser
3rd Generation

Tyrannea: Goddess of tyranny, devils.
Weapon; Light hammer
Alignment; Lawful evil
Aliases; The Tyrant
Domains; Law, Trickery, Evil
Worshippers; Devils, kobolds, dictators, tyrants
Power; Greater
3rd Generation

Jaylef: God of study, law.
Weapon; Unarmed
Alignment; Lawful neutral
Aliases; The Judge
Domains; Knowledge, Law
Worshippers; Diplomats, monks, kings
Power; Lesser
3rd Generation

Tiamat: Goddess of evil dragons.
Weapon; Chromatic dragon breath weapons
Alignment; Chaotic evil
Aliases; The Chromatic One
Domains; Evil, Destruction
Worshippers; Chromatic dragons, evil half-dragons, nidhoggri
Power; Greater
3rd Generation

Arcanus: God of arcane magic.
Weapon; All arcane spells (as favored weapon; cleric may
cast as many level 1 arcane spells as equal to (if positive)
1/2 his Int modifier once per day. Caster level equals cleric
class levels.)
Alignment; Neutral
Aliases; The Archmagi
Domains; Magic, Chaos
Worshippers; Wizards, bards, sorcerors
Power; Lesser
3rd Generation

Bahamut: Goddess of good dragons.
Weapon; Metallic dragon breath weapons
Alignment; Nuetral good
Aliases; The Metallic One
Domains; Good, Luck, Sun
Worshippers; Metallic dragons, good half-dragons
Power; Greater
4th Generation

Ouroboros: God of knowledge, ourobori
Weapon; Divination spells (as favored weapon; cleric may
cast as many level 0 and level 1 divination arcane spells as
equal to (if positive) 1/2 his Int modifier once per day.
Caster level equals cleric class levels.)
Alignment; Neutral
Aliases; The Eternal One
Domains; Knowledge, Protection
Worshippers; Wizards, ourobori, bards, scholars
Power; Lesser
4th Generation

Lazareus: God of the dead, underworld.
Weapon; Scythe
Alignment; Lawful Evil
Aliases; The Grim Reaper, Death, Hades
Domains; Death, Destruction
Worshippers; Necromancers, liches
Power; Lesser
5th Generation

Heficksa: Goddess of thunder, storms, snow.
Weapon; Greataxe
Alignment; Lawful good
Aliases; The Stormbringer, Giant Killer
Domains; Travel, Strength
Worshippers; Good fighters, northmen
Power; Lesser
5th Generation

Paletei: Goddess of the undead, evil magic.
Weapon; Staff
Alignment; Chaotic Evil
Aliases; The Pale Woman
Domains; Magic, Evil, Trickery
Worshippers; Evil necromancers, pale mages
Power; Lesser
6th Generation

Daeghus: God of the shadows.
Weapon; Dagger
Alignment; Chaotic neutral
Aliases; The Shadow
Domains; Trickery, Chaos
Worshippers; Rogues
Power; Lesser
6th Generation

Randogo: God of change, waxing moon.
Weapon; All (cleric's choice, may choose only one)
Alignment; Chaotic neutral
Aliases; The Everchanging One
Domains; Chaos, Travel
Worshippers; Halflings, adventurers
Power; Lesser
6th Generation

The Nameless One: God of mysteries, lies, secrets.
Weapon; N/A (cleric's choice, may only choose one)
Alignment; Chaotic Neutral
Aliases; N/A
Domains; Chaos, Trickery, Knowledge
Worshippers; Spies, rogues
Power; Greater
6th Generation

Maeru: Goddess of halflings, harvesting, the Sun.
Weapon; Sickle
Alignment; Neutral
Aliases; The Autumn Lady, Harvest Maiden
Domains; Sun, Healing, Plant
Worshippers; Halflings, farmers
Power; Greater
6th Generation

Lok: God of villainy, pain, demons.
Weapon; Left hand has been replaced with a crude mess of
knifes and daggers (clerics have the same weapon; statistics
for it are below. This weapon is usable by the cleric after the
cleric has gone through a deadly operation done by members
of his/her same deity. After the operation, which takes 2d6
days to recover from, the cleric incurs a permanent -1 Con
ability penalty, but he/she gains a +1 ability bonus to Wis, for
doing a favored deed of his/her deity. This weapon is always attached
the cleric's offhand, and it cannot be disarmed. The only way to
unattach the weapon is by cutting the cleric's hand off, or by
destroying the various knifes on the appendage. A cleric who loses
or breaks his Lok Hand loses his permanent +1 Wis ability bonus
gained by earning them).

Name Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Encumbrance
Lok's Hand - 1d3 1d4 20/x2 - 3 lbs. Exotic(required) Light

Alignment; Chaotic Evil
Aliases; The Tortured One
Domains; Evil, Chaos, Destruction
Worshippers; Evil characters, demons
Power; Greater
7th Generation

Mechaeus: God of order, the future.
Weapon; Flintlock pistol and rifle
Alignment; Lawful Neutral
Aliases; The Engineer, Renaissance Bringer
Domains; Law, Luck
Worshippers; "Mechaenists", inventors
Power; Lesser
7th Generation

Lunas: Goddess of good deeds, full moon.
Weapon; Composite longbow
Alignment; Neutral good
Aliases; The Crescent Moon
Domains; Good, Protection
Worshippers; Rangers, druids, elves
Power; Lesser
7th Generation

Festiveus: God of celebrations, music.
Weapon; Club
Alignment; Neutral Good
Aliases; The Jovial One
Domains; Good, Protection, Healing
Worshippers; Entertainers, dwarfs, halflings
Power; Lesser
7th Generation

Illthaenos: God of the underdark, undercommon races.
Weapon; Scimitar
Alignment; Nuetral evil
Aliases; The Great Beholder
Domains; Evil, Magic, Trickery
Worshippers; Undercommon races, illithid
Power; Greater
7th Generation

Hope: Goddess of heroes, blessing, luck.
Weapon: Longsword
Alignment: Lawful good
Aliases; The Just One, Crusader
Domains; Good, Luck, Travel
Worshippers; Paladins, good characters, celestials
Power; Greater
7th Generation

Every deity has their own domains within different planes across the cosmology. In some cases, like the goddess of evil Hhelon, deities even claim their own planes as domains.
_________________

There will be more updates in the future. For now, above is the basic game information for the Bloodmetal realm.

EDIT: For more information on the Serpenttouched race, just simply click the link to the corresponding topic in my signature.


Looks awesome, in depth and everything, makes mine look like toddler world. At least your setting has a name. And yes I quoted you so it would be really big.
AdenThornwood

02-14-08, 07:52 AM
Thank you for the comment mcwood.

I'm going to update some of the material already in there and I'll be adding new material in there as well.