8/29/2009

Azuran Proficiencies

PROFICIENCY GROUPS:

GENERAL

PROFICIENCY SLOTS ABILITY MODIFIER
Agriculture 1 INT 0
Alertness 1 WIS +1
Animal Handling 1 WIS -1
Animal Training 1 WIS 0
Artistic Ability 1 WIS 0
Blacksmithing 1 STR 0
Boat Piloting 1 INT 0
Brewing 1 INT 0
Carpentry 1 STR 0
Cobbling 1 DEX 0
Cooking 1 INT 0
Dancing 1 DEX 0
Danger Sense 2 WIS +1
Direction Sense 1 WIS +1
Etiquette 1 CHR 0
Fire-Building 1 WIS -1
Fishing 1 WIS -1
Foraging 1 INT -2
Heraldry 1 INT 0
Hiding 2 INT -1
Languages, Modern 1 INT 0
Leatherworking 1 INT 0
Map Making 1 INT -2
Mining 2 WIS -3
Pottery 1 DEX -2
Riding, Airborne 2 WIS -2
Riding, Land-Based 1 WIS +3
Riding, Sea-Based 2 DEX -2
Rope Use 1 DEX 0
Sea Lore 1 INT -1
Seamanship 1 DEX +1
Seamstress/Tailor 1 DEX -1
Shipwright 1 INT -2
Sign-Language 1 DEX 0
Signaling 1 INT 0
Singing 1 CHR 0
Stonemasonry 1 STR -2
Swimming 1 STR 0
Weather Knowledge 1 WIS -1
Weaving 1 INT -1

PRIEST

PROFICIENCY SLOTS ABILITY MODIFIER
Anatomy 1 INT 0
Ancient History 1 INT -1
Bookbinding 1 INT 0
Engineering 2 INT -3
Healing 2 WIS -2
Herbalism 2 INT -2
Languages, Ancient 1 INT 0
Local History 1 CHR 0
Musical Instrument 1 DEX -1
Navigation 1 INT -2
Necrology 1 WIS 0
Papermaking 1 INT 0
Reading/Writing 1 INT +1
Religion 1 WIS 0
Spellcraft 1 INT -2
Venom Handling 1 WIS -2

ROGUE

PROFICIENCY SLOTS ABILITY MODIFIER
Ancient History 1 INT -1
Appraising 1 INT 0
Blind-Fighting 2 NA NA
Disguise 1 CHR -1
Forgery 1 DEX -1
Gaming 1 CHR 0
Gem Cutting 2 DEX -2
Information Gathering 1 INT 0
Intimidation 1 CHR/STR Special
Juggling 1 DEX -1
Jumping 1 STR 0
Local History 1 CHR 0
Looting 1 INT 0
Musical Instrument 1 DEX -1
Reading Lips 2 INT -2
Set Snares 1 DEX -1
Tightrope Walking 1 DEX 0
Tumbling 1 DEX 0
Venom Handling 1 WIS -2
Ventriloquism 1 INT -2

WARRIOR

PROFICIENCY SLOTS ABILITY MODIFIER
Animal Lore 1 INT 0
Armorer 2 INT -2
Armorer, Crude 1 INT -1
Blind-fighting 2 NA NA
Bowyer/Fletcher 1 DEX -1
Bowyer/Fletcher, Crude 1 DEX 0
Endurance 2 CON 0
Gaming 1 CHR 0
Hunting 1 WIS -1
Mountaineering 1 NA NA
Navigation 1 INT -2
Running 1 CON -6
Set Snares 1 DEX -1
Survival 2 INT 0
Tracking 2 WIS 0
Weaponsmithing 3 INT -3
Weaponsmithing, Crude 1 WIS -3

WIZARD

PROFICIENCY SLOTS ABILITY MODIFIER
Ancient History 1 INT -1
Arcanology 1 INT -3
Bookbinding 1 INT 0
Engineering 2 INT -3
Gem Cutting 2 DEX -2
Herbalism 2 INT -2
Languages, Ancient 1 INT 0
Navigation 1 INT -2
Necrology 1 WIS 0
Papermaking 1 INT 0
Reading/Writing 1 INT +1
Religion 1 WIS 0
Research 1 INT 0
Spellcraft 1 INT -2
Thaumaturgy 1 INT -2

8/28/2009

Priesthoods of Azura: Attar

ATTAR

Intermediate Power:
Deity/Priest Alignments: CG/Any Good
Portfolio: Enslaved, Oppressed, Suffering
Requirements: WIS 14, CON 14
Weapons Allowed: All Bludgeoning (Type B)
Armor Allowed: None
Magic Items Allowed: As Priest
Major Spheres: All, Charm, Combat, Creation, Divination, Guardian, Healing, Protection
Minor Spheres: Elemental
Bonus PRO: Endurance, Herbalism, Religion
Required PRO: Heal, Rope Use
Clergy: Priests and Monks
Turn Undead: Yes
Command Undead: No

ATTAR (Aaa-tar)

The Power: Attar is the god of the oppressed and suffering on Azura. Attar is seen as the patron deity of the enslaved and beings who suffer under the control of another often give Attar homage. Although Attar has worshippers of all alignments that placate him, his primary worshippers are those who are oppressed or enslaved unjustly, not merely prisoners…his true worshippers are only of good or neutral alignments, he does not hear the call of evil ones justly (or even unjustly) imprisoned. Attar is very much a god of the common man, rather than a god worshipped by nobles, the rich, or adventurers. However, though he is a god ministering to the suffering, he advocates not complacency but active militarism in rising above and opposing tyranny.
Attar is allied with the gods Nythiir (God of Healing) and Mitra (God of Beauty) whose priests often assist each other, and worshippers of one god often give homage to another of the three. Ironically, Rhone (God of Honor and Loyalty) is a strong ally despite the differing alignments (Rhone is LN) due to the fact that both priesthoods often find themselves on the same side of disputes involving evil. Attar worshippers are strongly opposed to minions of the God Taranthus, and also have antagonistic relations with the priesthoods of Inari, Kos, Bacaris and Savitar. It is often said that Attar and his followers foolishly accumulate more enemies than they can realistically oppose effectively.

The Ethos: Followers hold to the belief that all men should be free, not merely in body but in thought and actions. Any who restrict this freedom are opposed, and this particularly applies to slavers and those who keep slaves, although enemies can vary from an oppressive monarchy to a otherwise well functioning Lawful Evil society that bans many freedoms. Certain laws of society, those that respect the rights and actions of others, should be obeyed…social anarchy is frowned upon. However, even worse is the tyranny of the few over the many. The worst individuals are those that enslave their fellows with chains and whips, whether they be human or demi-human. To a worshipper of Attar, this is the ultimate affront to their god and ethos and must be opposed with every means at every chance. Violent overthrow and combat are not out of the question when dealing with slavers or organizations supporting slavery. Those who practice slavery are denied mercy and may be executed if necessary, to set an example and to prevent those evil ones from ever enslaving others again.

The Clergy: Since adherents to Attar span the entire spectrum of alignments, church organization can vary greatly, and there is no centralized power structure. Churches can be as small as two slaves worshipping in secret or an entire city populated by former slaves. Former slaves, torture victims and those unjustly imprisoned fill out the ranks of the priesthood. It is said that wherever a group of slaves gather, there may be a priest of Attar, because the priesthood is very low-key and has no particular vestments or holy items that stand out and draw attention. Priests of Attar actively recruit former slaves, and entire city-states are made up of Attar worshippers and run by priests and worshippers of Attar. However, because the resources of the church are poor and often stretched thin, worship of Attar is still not considered a mainstream religion and its’ priests are often considered as fanatical in their crusades as the Kazullian priests are in theirs. Attar also sponsors several orders of monks, and at least one order of Paladins.

Specialty Powers:

1st Level:
· The priest can cast Magical Vestment (Pr3) once daily for every three levels of the Priest. The protection lasts one turn for every level of the priest and increases AC by +1 for every three lvls (1st=AC5, 4th=AC4, 7th=AC3, to AC 1 maximum at 13th lvl).
· Priests gain a +4 bonus to saving throws that involve endurance or resisting pain or suffering.



5th Level:
· Spell Immunity (Pr4) once daily for a duration of 24 hrs. This immunity functions even if the priest is magically protected by other means.
· The Priest can cast Knock (W2) once daily. The spell only works on doors, chains, shackles or locks holding slaves or those being held against their will. This includes doors to prisons, torture chambers, secret rooms; chains holding coffles of slaves; and any such structure or device holding the priest himself or his companions against his will.

7th Level:
· A permanent Sanctuary spell (PR1) surrounds the priest.
· The priest is immune to the attack of any whip or scourge, natural or magical. They are also immune to any “whip” priest or mage spells; this includes all Taranthian priest specialty whip spells (Mystic Lash, Whip of Woe, Whip of Pain, Whip of Flame), the Bacarian priest spell Scourge, and the mage spells Whip and Whip of Pain. Whips or scourges used as weapons do not affect the recipient of the spell, and they cannot be entangled by specialty whips such as the Taranthian Bullwhip. The priest can transfer this ability to another individual (preferably a worshipper of Attar or one about to battle a slaver or Taranthian priest) for a duration of one turn per level of the priest. The ability must be used within 24 hours, and the priest cannot access this power until it has been used by the recipient.

Attar’s Specialty Spells:
2nd Level: Free Will
4th Level: Whirlchain
5th Level: Faith Armor
5th Level: Ironguard
6th Level: Tenfold Ironguard


SPECIALTY SPELLS OF ATTAR

2nd Level

Free Will (Abjuration)
Sphere: Protection
Range: Creature touched
Duration: 5 or special
Components: V, S
Casting Time: Instantaneous
Area of Effect: Touch
Saving Throw: None

This spell breaks all enchantments, charms, or psionic effects affecting the will or the mind of the recipient. By means of this spell, the spellcaster immediately ends the effects of all spells such as beguiling, charm, command, confusion, enthrall, fear, hypnosis, suggestion, etc.
If any such spells are cast on a priest who has a memorized free will spell, the priest has the option of immediately using the free will spell, assuming she or he has not yet performed any action during the current round. (The mind-affecting magic cannot be structured to prevent the casting of a free will spell if conditions permit.) The decision whether or not to cast the free will spell is made before saving throws are rolled or magic resistance is checked. Casting a free will spell in this fashion counts as the priest's action for the current round.

4th Level

Whirlchain (Invoc/Evoc)
Sphere: Combat
Range: 90 yds
Components: V, S, M
Duration: 1 round
Casting Time: 7
Area of Effect: One Creature
Saving Throw: ½

This spell causes a helix-like length of chain to materialize around a chosen target creature, whip around that being for 4d4+4 points of battering damage, and then vanish. It can affect creatures despite intervening magical barriers, but cannot penetrate magical shields or defenses that block 4th-level spells.
The material component is a length of any sort of metal chain longer than the length of the caster's hand.

5th Level


Faith Armor (Invoc/Evoc)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 5 rounds
Casting Time: 8
Area of Effect: The Caster
Saving Throw: None

This spell brings into being a shadowy, translucent armor around the caster. The aura of this roiling magic can neither be removed nor cast on other beings. Faith armor temporarily makes the caster AC 0 (regardless of encumbrance, Dexterity, and whatever real armor or garb is worn beneath it). Further, it can be set during casting to render the priest immune to the effects of all wizard spells of a particular school or all priest spells of a particular sphere, so that the armored caster is unaffected by such magic.
The material component of a faith armor spell is a handful of powdered obsidian, enough to completely cover both of the caster's palms if it is spread out as thin as dust.

Ironguard (Alteration)
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 round/lvl
Casting Time: 5
Area of Effect: One Creature
Saving Throw: None

By means of this spell, the caster confers upon himself or another creature immunity to metal, including normal metal weapons. Such weapons pass harmlessly through the individual as if he were a phantasm, not solid flesh. The individual can pass through iron bars, gates and other metallic objects. Non-metallic objects still affect the individual and can harm him. Ironguard affects only the individual’s body, not anything he is carrying or is attached to him.
The ironguarded individual is still subject to other attacks, such as heat, cold and poison, even if these are delivered by weapons that would normally pass through him. The individual retains his Armor Class. Magical weapons can strike him, inflicting damage equal to their magical bonus. Enchanted metal is an impassible barrier to an ironguarded individual. Spells using metal in their effects (such as blade barrier) affect the individual normally.
The ironguarded individual can attack armored opponents as if they were unarmored, but only with barehanded or natural weapons. Such opponents would be AC10 if they were wearing all metal armor, modified by any DEX adjustments.
An ironguarded individual who occupies the same place as metal when the spell duration elapses is immediately killed.

6th Level

Tenfold Ironguard (Abj/Alt)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round/lvl
Casting Time: 1 round
Area of Effect: 1-10 creatures
Saving Throw: Special

This spell makes up to 10 beings (the caster may be one of them) touched by the caster immune to the damage of all metal items. Metal blades and bars pass through protected beings as if their bodies did not exist. Willing creatures are automatically affected by a tenfold ironguard spell; hostile creatures are unaffected if they successfully save vs. spell (and the caster must typically make a successful attack roll to touch them, too). The strength of this magic is not altered by how many or few beings are protected by it.
A being under the influence of a tenfold ironguard can pass through metal bars, gates, and the like as if a phantasm, but is brought up short by the presence of nonmetallic items (such as a wooden handle on a metal tool) or by enchanted metal. Heat, cold, and poisons still affect the guarded being, even if delivered by "harmless" metal weapons. Magical metal weapons deal damage equal to their bonuses. (those with no bonus inflict 1 point of damage per strike.) Spells whose effects involve metal (such as blade barrier) deal their normal effects to ironguarded beings. An ironguarded being pierced by or moving through metal when this spell expires is instantly slain.
A tenfold ironguard has one important difference from the 5th-level ironguard spell: Each protected being can designate one metal item (one that they are holding and that the caster can touch during casting) to be unaffected by the spell. Thus a protected being can retain a single weapon, tool, key, or other item. The item can contain other items (a metal chest full of coins, for instance) and still be considered "one item" (though if the coins spill, the guarded being will not be able to pick them up), but cannot extend its exemption from the spell to attached items. (For example, a breastplate made exempt would not extend its status to an adjacent gorget or any other part of the same suit of armor.) Metal pieces "fall through" the body of an individual, but leather straps typically work by hanging tightly from the body, and buckles still hold them together even though the metal in the buckles themselves can now pass through the wearer.
The caster cannot end the ironguard early by any known means-dispel magic and similar spells cannot remove its protection-but the death of the caster ends the magic instantly.
The material components are a handful of iron filings and a drop of aqua regia.

SPELLS OF ATTAR

1ST LEVEL
BLESS/CURSE
BLESSED WATCHFULNESS
COMBINE
COMMAND
CREATE WATER
CURE LIGHT WOUNDS/CAUSE LIGHT WOUNDS
DETECT EVIL/GOOD
DETECT MAGIC
DETECT POISON
ENDURE HEAT/COLD
LIGHT/DARKNESS
MAGIC STONE
ORISON
PROTECTION FROM ENEMIES
PURIFY FOOD AND DRINK
REMOVE FEAR
SACRED GUARDIAN
SANCTUARY
WEATHERTELL

2ND LEVEL
AID
AUGURY
CHANT
CHARM PERSON OR MAMMAL
CREATE HOLY SYMBOL
DETECT CHARM
DUST DEVIL
ENTHRALL
FIND TRAPS
FIRE TRAP
FIST OF FAITH
FLAME BLADE
FREE WILL*
HEAT/CHILL METAL
HOLD PERSON
IRON VIGIL
KNOW ALIGNMENT
PRODUCE FLAME
RESIST ACID/CORROSION
RESIST FIRE/COLD
SANCTIFY
SILENCE ‘15
SLOW POISON
SPEAK WITH ANIMALS
SPIRITUAL HAMMER
WITHDRAW
WYVERN WATCH

3RD LEVEL
BOON OF FORTUNE
CONTINUAL LIGHT
CONVERSE WITH SEA CREATURES
CREATE FOOD & WATER
CURE BLINDNESS/DEAFNESS
CURE DISEASE
DETECT SPIRITS
DISPEL MAGIC
DISPEL SILENCE
EMOTION CONTROL
GLYPH OF WARDING
HOLD POISON
LOCATE OBJECT
MAGICAL VESTMENT
MELD INTO STONE
NEGATIVE PLANE PROTECTION
PRAYER
PROTECTION FROM FIRE
PYROTECHNICS
REMOVE CURSE
REMOVE PARALYSIS
SPEAK WITH DEAD
STONE SHAPE
SWIM
WATER BREATHING
WATER WALK

4TH LEVEL
ABJURE
CLOAK OF BRAVERY
CURE SERIOUS WOUNDS
DETECT LIE
DIMENSIONAL ANCHOR
DIVINATION
FIST OF SUFFERING
FREE ACTION
IMBUE WITH SPELL ABILITY
NEUTRALIZE POISON
OMNISCIENT EYE
PROTECTION FROM ENEMIES ‘10
REPEL INSECTS
SANCTIFIED MARKER
SHELLSKIN
SPELL IMMUNITY
TONGUES
WHIRLCHAIN*

5TH LEVEL
ANTI-PLANT SHELL
ATONEMENT
BLESSED ABUNDANCE
COMMUNE
CURE CRITICAL WOUNDS
DISPEL EVIL
FAITH ARMOR*
FLAME STRIKE
HARP
IMMOBILITY
IMPREGNABLE MIND
IRONGUARD*
MAGIC FONT
PLANE SHIFT
QUEST
RAISE DEAD
RIGHTEOUS WRATH
TRUE SEEING
UNCEASING VIGILANCE

6TH LEVEL
ANIMATE OBJECT
ANTI-ANIMAL SHELL
BLADE BARRIER
COMMAND MONSTER
FIST OF BATTLE
FORBIDDANCE
HEAL
HEROE’S FEAST
SPEAK WITH MONSTERS
STONETELL
TENFOLD IRONGUARD*
WORD OF RECALL

7TH LEVEL
ANTI-MINERAL SHELL
CHARIOT OF SUSTARRE
CONFUSION
EXACTION
HOLY WORD
IMPERVIOUS MIND
REGENERATE
RESTORATION
SANCTIFY SACRED SITE
SUCCOR
SYMBOL

8/24/2009

Azuran Character Kits: Delos

MAGE:
Specialist Mage (Abjurer, Conjuror, Diviner, Enchanter, Illusionist, Invoker, Necromancer)
Water Wizard

PRIEST:
Attar, Kazull, Lusyr, Nythiir, Rhone, Vistna
Beast Cultist
Druid (Faerel)
Elemental Priest (Fire, Air, Earth, Water)
Shaman/Witchdoctor

ROGUE:
Bard (Loremaster, Skald)
Outcast (Bandit)
Pirate (Buccaneer)
Scout (Spy)
Thief Artificer
Street Thief

WARRIOR:
Barbarian (Southern-Islander/Northern-Viking)
Corsair
Paladin (Attar, Lurell, Rhone)
Ranger (Deep Ranger, Explorer, Guardian, Sea Ranger)

WARRIOR KITS:

FIGHTER (STANDARD):
Qualifications: STR 9 (STR & DEX 12+ for Specialization)
Weapon Pro: Any.
Armor Allowed: Any.
Magic Allowed: As Fighter.
Bonus NWP: Any one from the Fighter category.
Gods Worshipped: Fighters of Azura tend to worship Kazull or Rhone
Special Abilities:
· The Fighter is the only character class able to have weapon specialization. Weapon Specialization can only apply to one weapon, the fighter must have a STR and DEX of 12 or more, and the fighter must choose this weapon at 1st level. The effect of weapon specialization causes the non-proficiency penalty for unfamiliar weapons to go from -2 to -3, and the Fighter can initially choose only two weapons of proficiency instead of the usual four weapons at first level, and one must be a missile weapon. Only single-class Fighters may specialize.
· Weapon Specialization means that the character receives a +1 to hit and a +2 to damage for all attack rolls with the specialized weapon. The character also receives added attacks: 3/2 rds for levels 1-6, 2/1 for levels 7-12, and 5/2 rds for levels 13 and above.
· If the Weapon of Specialization is a missile weapon, added attacks are +1 for every six levels. For example, a fighter specialized in the Bow would get 3/2 attacks for levels 1-6, three attacks for levels 7-12, and 7/2 attacks for levels 12 and above. A fighter specialized in the Spear, Javelin or other hand-thrown weapons would get 3/2 throws for levels 1-6, two throws for levels 7-12, and 5/2 throws for levels 12 and as above.
· When a Fighter attains 9th level, he may attract men-at-arms who will follow him in admiration of his fame (or infamy) and with a desire to serve him loyally. In addition the 9th level fighter also attracts a group of elite bodyguards that are higher level and have greater loyalty. The amount of followers attracted will be doubled if the Fighter establishes a stronghold of some sort.

BARBARIAN (SOUTHERN)
Qualifications: STR 15, DEX 15, CON 12
Weapon Pro: Any, start with blowgun, club, dagger, javelin, knife, short bow, sling, or spear (all slots). Beginning weapons will be made from natural material such as bone, wood, stone, shell or coral.
Armor Allowed: The Southern Barbarian can wear any armor up to Hide with no penalty; anything heavier up to Chainmail can be worn, but will interfere with his special abilities of Climb Walls, Enhanced Movement, and Enhanced AC.
Magic Allowed: Potions, Jewelry of natural made materials (bone, stone, wood, etc), Gems, Clothing that is normally worn (boots, bracers, etc.), Weapons constructed of natural material or benign in their effect (no flaming swords or talking daggers), Armor of natural materials only.
Bonus NWP: Any five of the following: Alertness, Animal Lore (Homeland), Boat Piloting, Bowyer/Fletcher (Crude), Danger Sense, Endurance, Fire-Building, Fishing, Hiding (Homeland), Hunting, Jumping, Running, Survival (Homeland), Swimming, and Tracking (Homeland).
Gods Worshipped: Southern barbarians on Azura tend to worship Axea, Elemental Gods or a Beast (Beast Cultist)
Special Benefits:
· Barbarians have a base MV rate of ’15.
· Barbarians can climb surfaces much like a thief. The ability starts at 60%, goes up 5% per level to a 95% maximum, and is affected by DEX and racial bonuses. This ability is more effective in natural surroundings; in a civilized environment (large city, castle, etc) the ability is halved.
· Enhanced Natural AC: Barbarians have a natural AC of 9 instead of 10.
· Experience point bonuses are given for destroying magic items used against the Barbarian in conflict, or posing a deadly danger to the Barbarian or his friends.
· Magic Detection: Barbarians are very uneasy around magic or magic users, are thus are able to detect concentrations of magical power. This ability to Detect Magic only extends 10 feet, and does not give any general information except for where the magical item or individual is. The percentage chance starts at 50% and goes up 5% a level beyond 1st (55% at 2nd lvl, etc). Note that for every magical item worn or used by the Barbarian (Magic ring, sword, armor, potion, etc) the chance goes DOWN 10%. Thus, an 8th lvl Barbarian has a base 90% chance to Detect Magic, but if wearing a Ring of Fire Resistance, Leather Armor +1 and Boots of Speed while using a +1 Two Handed sword his chance would go down to 50%. This ability can never rise above 95%.
· Magic Resistance: Barbarians are highly anti-magical in nature, and are especially resistant to any mind-controlling magic. Barbarians have a +1 save vs spells, and if they are aware that a mind-controlling attempt is being made upon them they have a 5% chance per level of successfully resisting the Enchantment/Charm spell. Even if they fail this save, they are allowed an additional save every hour to throw off the Enchantment/Charm spell.
· Weaponless Combat: When attacking with bare hands, the Barbarian inflicts 1-3 pts of damage plus any damage bonus (if applicable) each round.
· Become Enraged: The Barbarian can work himself into a fighting frenzy. If the Barbarian spends a round building himself into a frenzy and makes a save vs death magic, he becomes enraged for a number of rounds equal to his constitution. If he refrains from attack for two consecutive rounds, he loses his rage. An enraged Barbarian has the following benefits: He gains +2 on attack and damage rolls, gains -2 to AC (maximum of AC0), suffers -1 to all damage rolls and gains +2 on saves vs charms/mental attacks. The downside to this is that the Barbarian must make another save vs death magic at the end of his rage. If the save fails, he immediately either becomes exhausted and cannot become enraged until he rests a full hour, or continues fighting even if all opponents are downed for 1 extra round (attacking whoever is nearby, even allies)---there is a 50% chance of either occurring. He also suffers -2 to attack during this time. The Barbarian may become enraged once daily for each three levels (Once at 1st level, twice at fourth level, thrice at seventh level, etc.)
· At 9th level, the Barbarian may attract a few followers who will be either fighters, rangers or barbarians also.

BARBARIAN (NORTHERN)
Qualifications: STR 15, DEX 9, CON 15
Weapon Pro: Any, must start with battle axe, hand axe, club, knife, spear or war hammer (all slots). Missile weapons except for the spear, hand axe, knife and war hammer are frowned upon in Barbarian society, but can be selected after 1st level.
Armor Allowed: Wearing heavy armor is considered cowardly. Although they may use a shield, the Barbarian normally shuns metal armor and only uses Hide or worse armor on himself.
Magic Allowed: Potions, Jewelry of natural made materials (bone, stone, wood, etc), Gems, Clothing that is normally worn (boots, bracers, etc.), Weapons constructed of natural material or benign in their effect (no flaming swords or talking daggers), Armor of natural materials only.
Bonus NWP: Any five of the following: Alertness, Animal Lore (Homeland), Boat Piloting, Danger Sense, Endurance, Fire-Building, Fishing, Hiding, Hunting, Jumping, Mountaineering, Running, Survival (Homeland), Tracking (Homeland) and Weaponsmithing (Crude).
Gods Worshipped: Northern barbarians in Azura tend to worship Rurik, Elemental Gods or a Beast (Beast Cultist)
Special Benefits:
· Barbarians have a base MV rate of ’15.
· Enhanced Natural AC: The Barbarian has a natural AC of 9 instead of 10.
· Barbarians can climb surfaces much like a thief. The ability starts at 60%, goes up 5% per level to a 95% maximum, and is affected by DEX, armor and racial bonuses. This ability is more effective in natural surroundings; in a civilized environment (large city, castle, etc) the ability is halved.
· Experience point bonus is given for destroying magic items used against the Barbarian in conflict, or posing a deadly danger to the Barbarian or his friends.
· Magic Detection: Barbarians are very uneasy around magic or magic users, are thus are able to detect concentrations of magical power. This ability to Detect Magic only extends 10 feet, and does not give any general information except for where the magical item or individual is. The percentage chance starts at 10% and goes up 5% a level beyond 1st (15% at 2nd lvl, etc). Note that for every magical item worn or used by the Barbarian (Magic ring, sword, armor, potion, etc) the chance goes DOWN 5%. Thus, an 8th lvl Barbarian has a base 45% chance to Detect Magic, but if wearing a Ring of Fire Resistance, Leather Armor +1 and Boots of Speed while using a +1 Two Handed sword his chance would go down to 25%. This ability can never rise above 95%.
· Magic Resistance: Barbarians are highly anti-magical in nature, and are especially resistant to any mind-controlling magic. Barbarians have a +1 save vs spells, and if they are aware that a mind-controlling attempt is being made upon them they have a 5% chance per level of successfully resisting the Enchantment/Charm spell. Even if they fail this save, they are allowed an additional save every hour to throw off the Enchantment/Charm spell.
· Weaponless Combat: When attacking with bare hands, the Barbarian inflicts 1-3 pts of damage plus any damage bonus (if applicable) each round.
· Become Enraged: The Barbarian can work himself into a fighting frenzy. If the Barbarian spends a round building himself into a frenzy and makes a save vs death magic, he becomes enraged for a number of rounds equal to his constitution. If he refrains from attack for two consecutive rounds, he loses his rage. An enraged Barbarian has the following benefits: He gains +2 on attack and damage rolls, gains -2 to AC (maximum of AC0), suffers -1 to all damage rolls and gains +2 on saves vs charms/mental attacks. The downside to this is that the Barbarian must make another save vs death magic at the end of his rage. If the save fails, he immediately either becomes exhausted and cannot become enraged until he rests a full hour, or continues fighting even if all opponents are downed for 1 extra round (attacking whoever is nearby, even allies)---there is a 50% chance of either occurring. He also suffers -2 to attack during this time. The Barbarian may become enraged once daily for each three levels (Once at 1st level, twice at fourth level, thrice at seventh level, etc.)
· At 9th level, the Barbarian may attract a few followers who will be either fighters, rangers or barbarians also.

CORSAIR:
Qualifications: DEX 14, CON 10
Weapon Pro: Any. Corsairs must take the cutlass or short sword as an initial weapon.
Armor Allowed: Any. Corsairs prefer Studded Leather or less while aboard ship. Any armor better than AC7 negates their special benefits.
Magic Allowed: As Fighter.
Bonus NWP: Any three of the following: Navigation, Rope Use, Seamanship, Survival (Ocean), Swimming, Tightrope Walking, Weather Sense.
God Worshipped: Corsairs of Azura tend to worship Savitar, Zot or Vizanya
Special Benefit:
· A Corsair can attack with two weapons without penalty (similar to the Ranger class). All other restrictions for two-weapon attacks apply.
· A Corsair never gets sea-sick or ill because of the effect of stormy seas. Also, the Corsair need never make DEX checks for shipboard actions in stormy weather, treating it as calm weather instead.
· Corsairs are more experienced than other fighter types in ship-board battle. They get a +1 to attack and damage rolls when in combat aboard a ship (at sea or docked). They also receive a +1 to saving throws from spells where dodging, climbing or jumping overboard might benefit the Corsair (for example, a Lightning Bolt). This does not apply to spells that are not physical in nature (for example, Charm Person).
· While aboard ship, Corsairs may climb rigging and masts as a thief of the same level (with modifiers for DEX or worn armor).
· A Corsair may also take Rogue proficiencies without spending an extra slot.
· At 9th level, the Corsair may attract his own crew if he captains a ship. This group of special followers may consist of both Corsairs and Buccaneers and will be enough to man the particular ship the Corsair commands.


RANGER (STANDARD):
Qualifications: STR 13, DEX 13, CON 14, WIS 14
Weapon Pro: Any.
Armor Allowed: Any. Any armor heavier than studded leather affects his special abilities.
Magic Allowed: As Fighter.
Bonus NWP: Animal Lore, Animal Handling, Survival (primary terrain), Tracking (improves +1 for every three levels of the Ranger).
Gods Worshipped: Rangers of Azura tend to worship Sybaris or Faerel
Special Abilities:
· The Ranger can use two weapons simultaneously without the standard penalties when wearing studded leather or lighter armor.
· The Ranger can Hide in Shadows and Move Silently when he is in a natural setting, provided he is wearing studded leather or lighter armor.
· The Ranger can chooses species enemies anytime after the 2nd level of experience. Battling these enemies allows the Ranger to receive a +4 bonus to attack. The Ranger suffers a -4 penalty to all encounter reactions with his species enemies. The Ranger also has more than a passing knowledge of his chosen foes…he may attempt a WIS check when facing a species enemy; a successful roll means the Ranger is aware of all immunities, powers and possible strategies of the particular species enemy.
· The Ranger has a limited degree of animal empathy. He can modify a natural animal’s reactions when he approaches the animal carefully. The animal makes a saving throw vs R/S/W at -1 for every three levels of the Ranger. An unsuccessful save means the animal will not attack the Ranger and if communication can be achieved the animal will be friendly to the Ranger’s designs.
· The Ranger can cast Priest spells from the Animal and Plant spheres starting at 8th level.
· The Ranger can build a stronghold if they wish anytime after 9th level.
· The Ranger attracts animal followers starting at 8th level. He receives one follower for every two CHR pts, rounded up (up to 9 maximum). These followers will generally be appropriate to the terrain inhabited by the Ranger, although there can be exceptions. Any animal befriended by a Ranger has a chance to become a follower, up to the Ranger’s limit. At 10th level, any unfilled slots will be filled by human or demi-human followers who will come to the Ranger in admiration of his or her fame.
· Rangers tend to be loners and are usually always on the move. They cannot have henchmen or hirelings until 8th level, and they cannot have more treasure than they can carry until they set up a stronghold.
· Species Enemies: The Azuran Ranger can choose from the following categories:
1. Common Humanoids: Goblins, Hobgoblins, Ogrillons, Orcs, Half-Orcs, Orogs.
2. Large Humanoids: Cyclops, Ettins, Gnolls, Ogres, Half-Ogres, Trolls.
3. Giant Humanoids: Giants (All).
4. Common Undead: Bone Bats, Crawling Claws, Skeletons (all), Zombies (all), Ghouls/Lacedon , Ghasts.
5. Aquatic Humanoids: Kapoacinth, Koalinth (Sea Goblins), Merrow, Sea Devils, Scrag.
6. Aquatic Creatures: Giant Crabs, Crabmen, Devil Rays, Eels, Fish (Barracuda, Sharks, etc.), Octopus/Giant Octopus, Sea Lions, Seawolves, Giant Turtles.
7. Scaly Folk: Crocodiles, Lizards/Giant Lizards, Hydras, Lizardmen, Naga, Snakemen, Snakes/Giant Snakes, Yuan-Ti.
8. Slimy Folk: Giant Frogs/Toads, Frogmen, Kuo-toan, Muckdwellers, Troglodytes.
9. Underdark Humanoids: Bugbears, Derro, Duergar, Grimlocks, Kobolds.
10. Plant/Fungus Creatures: Evil/Dangerous Plants, Ochre Jelly, Kelpie, Oozes, Puddings, Shambling Mounds, Slimes.
11. Avian Creatures: Bats, Birds, Flying Lizards, Gargoyles, Griffons, Harpies, Hippogriffs, Margoyles, Perytons, Stirges, Wyverns.
12. Insectoids: Ankheg, Ants (Giant), Aspis, Beetle (Giant), Centipedes, Thri-Kreen,
13. Natural Animals: Bears, Wild Boars, Cats (Great), Dogs,
14. Shapechangers: Dopplegangers, Jackalwere, Lycanthropes, Wolfweres,

RANGER (EXPLORER):
Qualifications: STR 13, DEX 13, INT 12, CON 14, WIS 14
Weapon Pro: Boomerang, Bola, Hand Axe, Short Bow, Light Crossbow, Hand Crossbow, Club, Dagger, Dart, Javelin, Knife, Sling, Broad Sword, Long Sword, Short Sword.
Armor Allowed: Any. Explorers prefer lighter armor and no shields.
Magic Allowed: As Fighter.
Bonus NWP: As Ranger, and any two of the following: Alertness, Cartography, Direction Sense, Endurance, Reading/Writing, Trail Signs, Trail Marking, Weather Knowledge.
Special Benefits:
· An Explorer can learn a number of languages allowed by his INT score in addition to any proficiencies. For example, an Explorer with a 12 INT could learn three languages, in addition to using the three proficiency slots for other languages or proficiencies.
· Find the Path: The Explorer can use this ability to sense the correct direction that will eventually lead to a desired geographical locale, which must be in an outdoor setting. The Explorer must have some clue, map, information, or body of research about the locale in order to use this ability. It can be used once per week, providing a day's worth of guidance (hence it is of greatest use on an expedition of weeks or months duration).
· Culture Sense: This ability allows the Explorer to acquire general knowledge about the laws and customs of a tribe, village, or settlement. Once per week, the Explorer may attempt to use this ability by studying or communicating with a member of the tribe or village. The villager must have the knowledge the Explorer wishes to gain; for instance, the villager can't be an infant or mentally deficient. The Explorer must make an INT check after a week of study or communication. If the throw succeeds, the Explorer acquires an instant understanding of the villager's laws and customs, including those applicable to related clans or tribes (such as the social etiquette pertaining to all aarakocra in the region, not just this particular group). Information learned through this ability might include local laws (no one is allowed on the village streets after dark without written permission), accepted courtesies (strangers bow to all children), and cultural taboos (hats and other head coverings are considered offensive). Successful use of this ability also gives the Explorer a +1 reaction adjustment when encountering any other members of the tribe, village, or settlement.
· Recognize Trail Hazard. By observing subtle changes in the terrain, the Explorer is able to recognize natural hazards, enabling him and his companions to avoid them. Typical hazards include quicksand, sinkholes, slippery slopes, and thin ice. A Explorer has no special ability to recognize man-made hazards, such as pit traps or dangerous bridges, nor does he have any special talent for anticipating encounters with hostile natives or animals. An Explorer’s chance to recognize a hazard is 10% per level to a maximum chance of 90%.
· Few Followers: The Explorer travels lightly, unencumbered by followers that require his attention. Thus, he will have no more than two followers at the same time. If he already has two followers, a new follower won't arrive until one of his current followers is dismissed, lost, or killed.
· No Fortifications: An Explorer typically has little interest in the responsibilities associated with property ownership. He will never build a castle or any other fortification. However, an Explorer may create a small homestead or steading in the wilderness, far from civilization.


RANGER (GUARDIAN):
Qualifications: STR 13, DEX 13, CON 14, WIS 14
Weapon Pro: Bow or Crossbow, Club, Dagger, Javelin, Knife, Quarterstaff, Broad Sword, Short Sword, Sling, Spear, Staff Sling.
Armor Allowed: Any.
Magic Allowed: As Fighter.
Bonus NWP: Bowyer/Fletcher, Fire-Building, Fishing, Hunting, Set Snares.
Special Benefits:
· The Guardian has minor access to the Protection Sphere in addition to the other Spheres available to the Ranger class.
· The Guardian is allowed to cast certain spells within the boundaries of his domain. These are Bless, Commune With Nature and Detect Evil (Once daily).
· Within his domain, the Guardian has the added proficiencies of Alertness, Animal Lore, Danger Sense, Herbalism, Survival, and Weather Sense at no extra cost.
· The Guardian acquires one human or demi-human follower at 5th level. This follower is considered the caretaker of the Guardian’s domain if he ever has to leave it for a length of time. Should a Guardian leave his domain for a period of more than a week per level, the Guardian loses all special Ranger benefits until the domain is once again reached.

RANGER (SEA RANGER):
Qualifications: STR 13, DEX 13, INT 12, CON 14, WIS 14
Weapon Pro: Short or Long Bow, Club, Cutlass, Dagger, Knife, Harpoon, Sword (Any), Trident.
Armor Allowed: Any, but most Sea Rangers prefer Studded Leather or less.
Magic Allowed: As Fighter.
Bonus NWP: Boating, Fishing, Seamanship, Swimming.
Special Benefits:
· The Sea Ranger can track waterborne craft and aquatic creatures using the Tracking proficiency. Once daily, the Sea Ranger can become “one with the sea” and attempt to track the ocean going vessel or creature.
· When at sea, the Sea Ranger can detect the presence of land within 30 miles. The base chance is 10% per lvl with a maximum of 90%. The Sea Ranger also has the benefits of the Direction Sense PRO when aboard ship or in the water.
· The Sea Ranger has a fine sense of balance, and is considered to have the abilities of the Sea Legs spell at all time aboard ship. All saving throws or DEX checks aboard ship are made at a +2 bonus.
· The Sea Ranger suffers no penalties to his attack rolls when in the water and has the abilities of Free Action when underwater.
· When the Sea Ranger reaches 9th level, he is able to communicate with aquatic creatures (fishes, dolphins, sharks, whales, etc) as the spell Speak with Aquatic Animals. This ability can be used once daily.
· When in a non-aquatic environment, his ability to track is halved. Also, the Sea Ranger does not get the abilities of Move Silently or Hide in Shadows when not aboard ship or underwater.

PALADIN (STANDARD; ATTAR, LURELL, RHONE):
Qualifications: STR 12, CON 9, WIS 13, CHR 17
Weapon Pro: Any. Paladins of Attar must have one Bludgeoning weapon to begin with, usually the chain or weighted whip.
Armor Allowed: Any.
Magic Allowed: Any. Paladins of Attar tend to give excess magic items (that is, anything they cannot carry with them) to worthy individuals or the church. Paladins of Lurell can also use any Priest items that affect undead or create light; and will donate excess magical items to the church. Paladins of Rhone tend to collect magical weaponry and are allowed to horde magical weapons or distribute them among friends and followers as they see fit.
Bonus NWP: Paladins of Attar: Endurance; Paladins of Lurell: Necrology; Paladins of Rhone: Weaponsmithing.
Special Benefits:
· A Paladin can Detect Evil up to 60 feet away by concentrating. The Paladin can use this ability as often as desired, but each attempt takes one round. It detects monsters, characters of evil intent and areas of great evil.
· A Paladin receives a +2 bonus to all saving throws.
· A Paladin is immune to all forms of disease, including Lycanthropy.
· A Paladin can heal by laying on hands. Once per day he can heal himself or someone else of 2 pts of damage per level of experience.
· A Paladin can cure diseases of all sorts. This can be done once per week per each five levels of experience.
· A Paladin is surrounded by an aura of protection. This functions exactly as the Protection from Enemies spell, except it only affects creatures of evil alignment or intent.
· A Paladin can turn undead or fiends when he reaches 3rd level as a 1st level priest.
· A Paladin can cast priest spells when he reaches 9th level. The Paladin is given the extra spells for the wisdom bonus.
Special Benefits (per priesthood):
· Paladins of Attar have the ability to ignore pain and suffering upon themselves. They gain a +2 to saving throws to resist pain (all damage inducing saves), and a +2 to any ability checks involving CON (Endurance or Running) or involving the ability to survive (Survival, Swimming, etc). They are able to go without food or water for a number of days equal to their level with no ill effects. They are also able to remove fear or other baneful emotions caused by spells in themselves or others once daily by touch.
· Paladins of Lurell are able to detect illusions, invisibility and lies with a successful WIS check while concentrating. The paladin can do nothing but concentrate while using this ability. This takes a full round, and only works when within 10 ft of a illusion, invisible creature/item or lying individual. Paladins of Lurell are also able to detect undead within a 60 ft radius if they are allowed to concentrate for a full round in absolute silence.
· Paladins of Rhone are clear of mind and aware of purpose; thus, Enchantment/Charm spells are saved at with a +2 bonus, and any INT checks vs mind controlling magics are made as if the paladin had an 18 INT. If the effect of the mind-controlling magic would cause the paladin to break a solemn oath or promise, the paladin is allowed a +4 to the save, and if the paladin fails this save he can attempt to break the spell effect each turn with a successful saving throw.

PRIEST KITS:
Lusyr: God of Magic specialty priest
Nythiir: God of Healing specialty priest
Vistna: God of Knowledge specialty priest
Rhone: God of Warriors specialty priest
Kazull: God of War specialty priest
Attar: God of Oppressed specialty priest
Elemental priests: Air, Water, Fire, Earth
Faerel: God of Nature (druid)

SHAMAN:
Qualifications: WIS 9, CON 12
Weapon Pro: Any Priest, plus tribal weapons
Armor Allowed: As Mage.
Magic Allowed: As Priest, except for written items (unless the Shaman has the Reading/Writing proficiency).
Bonus NWP: Healing, Herbalism, Local History.
Special Benefits:
· At 9th level, Shamans can cast Reincarnation as a 5th Level spell in place of Raise Dead.
· Shamans can only choose spells from up to three different spell spheres. These spheres must be ones that the god he worships can choose from, and one must always be “All”.
· Shamans can turn or control undead as a Priest three levels lower (but never lower than 1st level).
· Shamans can summon a Minor Spirit at 1st lvl, a Major Spirit at 5th lvl, and a Great Spirit at 9th lvl, once weekly Each spirit will be a Spirit of the Dead, Animal Spirit, or Nature Spirit depending on the sphere of the God worshiped. Each Spirit has powers that it can grant the Shaman, with a base chance of 10% per character lvl plus 10% for each turn the character chants up to 90% maximum chance. The spirit stays for 1 round per character lvl, and can be asked one question per round or grant one power per round as applicable. Any granted power lasts for up to 24 hrs or until cast by the shaman. Spirits take one day of prayer and fasting to summon, and can be lost due to shaman actions or whims of the spirit. The spirit summoning ability is cumulative; at 9th level, the Shaman can summon a Minor, Major and Great Spirit each once a week.
· Shamans use a d6 for hit points.

Spirits and Powers

Spirits of the Dead:
Minor: Augury, Feign Death, or Speak With Dead
Major: Divination, Commune or Find the Path/Lose the Path
Great: Raise Dead/Slay Living, Forbiddance, or Astral Spell

Spirits of Animals (Beast Cultists):
Minor: Animal Friendship, Speak With Animals, or Animal Summoning I, allow a shaman to see and hear through the eyes and ears of the chosen totem animal, prevent shaman from being attacked by animals of the species chosen.
Major: Animal Summoning II, grants speed or movement powers of the totem animal, change into totem animal’s form once daily
Great: Animal Summoning III, Heal/Harm, become tangible and aid the shaman in a form resembling the totem animal

Spirits of Nature (Elementalists):
Minor Earth: Pass w/o Trace, Dust Devil
Major Earth: Meld Into Stone, Snare, Commune With Nature
Great Earth: Stone Tell, Animate Rock

Minor Water: Wall of Fog, Fog Cloud
Major Water: Water Breathing, Water Walk, Lower Water, Solid Fog, Reflecting Pool, Commune with Nature
Great Water: Part Water, Improved Create Water

Minor Air: Obscurement
Major Air: Call Lightning, Gust of Wind, Wind Wall, Commune With Nature, Air Walk, Control Winds
Great Air: Weather Summoning, Control Weather/Uncontrolled Weather, Wind Walk



WITCHDOCTOR:
Qualifications: INT 9, WIS 9, CON 12
Weapon Pro: Any Mage, plus tribal weapons.
Armor Allowed: As Mage.
Magic Allowed: As Mage.
Bonus NWP: Healing, Herbalism, Local History.
Special Benefits or Restrictions:
· Witchdoctors are limited to a single school of magic, although they have no bonuses or penalties of specialist wizards.
· Witchdoctors cast spells as Mages half their level rounded up. Thus, a 1st & 2nd level Witchdoctor casts spells as a 1st lvl Mage, a 3rd & 4th level WD casts spells as a 2nd lvl mage, a 5th & 6th level WD casts spells as a 3rd lvl mage, etc.
· Witchdoctors also have all the powers and benefits of Shamans.

MAGE KITS:

WIZARD (STANDARD):
Qualifications: INT 9
Weapon Pro: Club, Dagger, Dart, Knife, Sling, Staff.
Armor Allowed: None.
Magic Allowed: As Mage.
Bonus NWP: Reading/Writing, Spellcraft
Gods Worshipped: Mages of Azura tend to worship Lusyr or Kos
Special Benefits or Restrictions:
· Cantrips: A Wizard is able to use the most simple form of magic spells as many times daily as he has levels. These minor spells (cantrips) do not have to be memorized, although the caster does have to know the particular cantrip before casting it. These cantrips are in addition to any other spells the wizard may or may not have memorized. In general, the wizard can cast one cantrip daily per level, plus one per each INT point over 15.
· Upon beginning as a Wizard, each character knows the spells Read Magic, Detect Magic and Wizard Mark as part of his spell repertoire.
· Once the Wizard reaches 9th level, he can pen magical scrolls and brew magical potions. This requires time, money, and a special area (a specially stocked lab or study) from which to work.
· Once the Wizard reaches 12th level, he can create or recharge certain magical items. At this level he can also begin creating his own spells.
· Because being a Wizard means constant study and research, after attaining each level the Wizard may choose any “Common” spell to immediately become part of his repertoire of spells without a knowledge roll, even if this was a previously un-learnable spell. These spells can only come from spell levels the character is already able to cast.
· Familiar: Upon reaching 2nd level or higher, a wizard may if he chooses perform a special ceremony that bestows a familiar upon him. The small creature is typically 1 HD or less, although magical in nature, and adds its abilities to the wizard. Like the spell Find Familiar (which does not exist in Azura) the process of the procedure involves a ceremony typically costing 1000 gp that lasts 8 hours and debilitates the caster for 30 days minus the caster’s CON pts. The caster can only have one familiar at a time, and can only cast the spell once a year. The creature chosen starts with maximum hit points for its type, as well as being AC 7. The creature will gain 1 HP per caster level as the caster grows in power.
It is important to remember that the familiar is a magical creature, not a normal creature, and thus will be exceptional in all instances. It has an empathic link with the caster, and the caster can communicate up to one mile with the creature and can see through it’s eyes if the caster is immobile and does nothing else but concentrate. The creature will obey all caster commands and treats the caster as a trusted friend. The creature will not age normally and generally will live as long as the caster. If the caster ever dies, the familiar falls into a sleep-like coma and will lose 1 HP a day until death or until the caster is raised or resurrected. If the creature dies, the wizard immediately loses as many HPs as the creature, and must make a system shock roll or fall unconscious for a turn.
When the wizard becomes 9th level, he may choose to either summon an exceptional familiar or choose his own beloved familiar to morph into a more powerful being. If the wizard chooses to do so, the ceremony costs 1000 GP per caster level, and takes a full day, after which the wizard must rest for 30 days minus his CON. The new creature is generally one compatible with the wizard’s alignment, although highly magical in nature (for example, Imps, Quasits, Brownies, and Pseudo Dragons are types of special familiars that can be summoned). The new creature (or new form of the old creature) is a bit more intelligent than the regular familiar, and will often have its own opinions and can generally make intelligent decisions concerning types of actions to take in certain situations.
In general familiars are treated as magical creatures for the purpose of Protection from Enemies spells or similar spells, although Dispel Magic has no effect on them. They have the same saving throws as their master when within 10 feet of him, and take no damage on successful saves and only half on failed saves (when within 10 ft). In all cases the familiar acts as an animal of the type it resembles, and will not be suicidal or foolhardy in its actions no matter what his master’s orders.

Specialist Wizard
Qualifications: As Mage, plus special for each field
Weapon Pro: Any Mage.
Armor Allowed: As Mage.
Magic Allowed: As Mage.
Bonus NWP: Reading/Writing, Spellcraft
Special Benefits:
· Specialists gain one additional spell per spell level taken from their specific school.
· Specialists receive a +1 bonus to saving throws against spells from their school when cast by another mage; likewise, other characters have a -1 penalty to saving throws cast by a Specialist in his particular school.
· Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools.
· Whenever a Specialist reaches a new spell level, he automatically gains one spell of his school to add to his spell books. This spell must come from the “Common” lists of spells for that level in his specialty.

CONJURERS:
· A Conjurer has a chance of influencing the type of creature summoned from a spell such as Monster Summoning. The chance is +5% per level, - 5% per level of the spell. For example, a 10th level Conjurer has a 35% chance of choosing what monsters he summons from a Monster Summoning I, or a 25% chance from a Monster Summoning III.
· A Conjurer is able to maintain better control over summoned creatures; all chances for summoned creatures to turn on their creator are halved (rounded up).

Water Wizard:
Qualifications: INT 9, STR 10, CON 13
Weapon Pro: Any Mage, Dagger required.
Armor Allowed: As Mage.
Magic Allowed: As Mage.
Bonus NWP: Seamanship, Survival (Ocean), Swimming, any one of the following: Direction Sense, Fishing, Herbalism, Navigation, Weather Sense.
Special Benefits:
· All Water Wizards are worshippers of the Elemental God of Water, Vizanya. Because of this, they are able to cast certain water-based mage spells available only to their class. Such spells are non-standard and cannot be learned by other mages; they appear as unreadable and unlearnable to any non-Water Wizard character. These specialty spells vary from mage to mage and become available during worship to Vizanya…typically, at each spell level gained, a spell of the level gained will be randomly learned from a servant of Vizanya after the appropriate ceremony, although Water Wizard characters are allowed to learn other water based spells they locate during research or adventuring.
· The Water Wizard gains a bonus of +15% when trying to learn spells related to water or +10% when learning spells related to air.
· Water Wizards may memorize one extra water-related spell for each level daily. They may also choose a “free” water-related spell each level in addition to the automatic spell received for going up a level.
· Water Wizards receive a +1 bonus when making saving throws against water related spells cast at them. Other creatures receive a -1 penalty when making a saving throw against the caster’s water related spells.
· Water Wizards are able to cast spells underwater as if they had the benefit of a Free Action spell.
· At 10th level, a Water Wizard need not concentrate in order to summon a Water Elemental.
· At 12th level, there is no chance of a water elemental turning on the Water Wizard.
· The Water Wizard gains a +2 bonus on all PRO checks relating to the ocean or water. Conversely, on land a Water Wizard receives a -2 penalty on all PRO checks that do not involve the ocean or water in some way.
· The Water Wizard receives a -25% modifier to learn all spells dealing with Earth or Fire.

ROGUE KITS:

THIEF (STANDARD):
Qualifications: DEX 9
Weapon Pro: Any Rogue.
Armor Allowed: As Rogue.
Magic Allowed: As Rogue.
Bonus NWP: None.
Gods Worshipped: Thieves of Azura tend to worship Ravana
Special Benefit:
· On Azura, the standard Thief ability of Read Magical scrolls is not available to a regular thief.
· All regular thief abilities work as noted, except for the additional abilities of Escape and Sneak Attack (given below).
· The Backstab ability is the same, except that it does work on larger than normal humanoids…a stab to a giant’s ankle tendon is just as debilitating as a stab to the back. However, the creature still must have a definable “backside” that can be stabbed, thus the ability cannot be used on Beholders, Oozes, Shambling Mounds, etc.
· The top percentage any thieving skill can reach under normal conditions is 95%. However, upon reaching this total, the thief character can continue to raise his thieving skills to 99% upon reaching 9th level. Only single class thieves can attain this level of mastery.
· Escape: Starting at 1st lvl, the thief has a base chance of 25% to escape either manacles, thongs, chains, ropes or any other method used to restrain him. The thief adds +5% for each DEX pt over 14 to his final roll. Each restraining device requires a successful roll, so if a thief was both chained to a wall and had his wrists tied, this would require two rolls. Each attempt requires 1-6 rds to use. A failure means the thief cannot attempt to once again break out of that restraint until 1-10 days have passed.
· Sneak Attack: At 3rd lvl, when successfully surprising an opponent with an attack from behind (Backstab) which hits, the thief can choose to Sneak Attack the opponent. A Sneak Attack represents an unusually precise attack that hits a vital area. For every three levels of the thief, an additional 1d6 pts of damage is added on to the initial backstab damage (2d6 at 6th, 3d6 at 9th, 4d6 at 12th, etc). This attack can only happen if stated before the backstab damage is rolled, and can only be attempted once daily for every three levels of the thief (once at third level, twice at 6th level, three times at 9th level, etc). In addition, if the total damage from the backstab/sneak attack is over half the opponents current total, he must save vs death magic or be stunned for 1-4 rounds due to the precise placement of the damaging blow. As in the case of the backstab, this attack can only be used against a living creature with a discernable back…undead, constructs, oozes, plants and non-corporeal beings are excluded.
· At 10th level, a thief’s reputation is such that he may begin to attract followers if he so chooses. This number depends on whether the thief settles in a large city or continues to ply his trade in the outdoors or on the sea…as such, the number varies from 4-24 followers depending on location.

BARD (STANDARD):
Qualifications: DEX 12, INT 13, CHR 15
Weapon Pro: Any
Armor Allowed: Any up to chainmail, no shield
Magic Allowed: As Bard.
Bonus NWP: Local History, Reading/Writing, any one instrument.
God Worshipped: Bards of Azura tend to worship Kaerelle or Mitra
Special Benefit:
· Bards begin with expertise in any musical instrument they wish. For every NWP slot used, the Bard can learn two additional instruments.
· The Bard learns and uses spells like a Mage upon gaining 2nd level; that is, they must first learn Read Magic for use in reading and memorizing spells. Bards in Azura are allowed to use written magical scrolls at any level with only a 15% chance the item is read incorrectly. Upon reaching 10th level the chance is the same as a Mage.
· A Bard can influence reactions of NPC’s by performing before a group that is not attacking. The group must save vs Paralyzation with a -1 for every three experience levels of the Bard. A success or failure shifts the reaction result to one end or the other on the scale.
· The music, poetry and stories of the Bard can inspire friends and allies before or during battle. A +1 to attacks and saving throws and a +2 to morale can affect allies within 10 ft per experience level of the Bard if he begins the recitation at least 3 rounds before battle. This effect lasts one round per level of the Bard.
· Bards are able to counter the effects of songs used as magical attacks. Characters within 30 feet of the Bard are immune to the attack as long as the Bard can counter the magical action with songs or stories. The Bard must make a saving throw vs spell, success means the attack has been blocked.
· Bards have a 5% chance per level of identifying the general purpose, function or history of a unique magical item (not a common +1 sword or Healing potion, for example).
· Each time the Bard gains a level, he must compose an original work (musical, poetic, written) that has a unique title. These ballads may come from historical sources or from actual events that the Bard participated in. For each level of the Bard, there is a 5% cumulative chance (plus the Bard’s reaction adjustment) that the ballad will gain the Bard lasting fame. If the roll is made, the work will begin to be associated with the particular Bard and he will begin to attract admirers who wish to see the work performed. For every ballad that succeeds, the Bard may attract a lower level Bard that seeks to study at the feet of the master.
· At 9th level, a Bard may attract followers who come in admiration of his talent and fame. From 10-60 0-Level followers will begin to serve the Bard when he settles down to build a performing hall or stronghold. For each unique work created by the Bard, an additional lower level Bard of 1st level is also attracted to his service. These bards are extremely loyal to the Master Bard and act as his personal bodyguards.

BARD (LOREMASTER):
Qualifications: DEX 12, INT 14, WIS 14, CHR 15
Weapon Pro: Blowgun, Dagger, Dart, Hand Crossbow, Knife, Staff, and Sling only.
Armor Allowed: Leather only.
Magic Allowed: As Bard.
Bonus NWP: Ancient History, Ancient Languages, Navigation, Reading/Writing, any one General proficiency.
Special Benefit:
· Legend Lore: With this ability the Loremaster can discover a specific ability of the item being examined, one ability per item. The chance is automatic; however, further knowledge of the item must be gathered through another means (Identify or the like).
· Arcane Lore: With a successful WIS check, the Loremaster can successfully use a magic item they haven’t yet identified. They also cast spells as a Bard of one level higher than their actual level, getting to use spells at first level unlike a True Bard.
· Persuasion: Using persuasion takes at least 1-10 rounds. All who listen and can understand the Loremaster must roll a saving throw vs paralyzation with a -1 penalty for every three levels of the Loremaster. Those who fail have their reactions adjusted one level up or down as desired by the Loremaster.
· Etymology: Loremasters can attempt read languages twice if the language in question is an ancient one. They can also use their read languages ability to decipher runes, glyphs, pictograms, ideograms, or any other form of ancient visual communication. If the Loremaster makes his Ancient Languages check with a language, he understands the basics of the language and can write or communicate at one-tenth the normal rate.
· Loremasters do not necessarily begin with expertise in any musical instrument…they often demonstrate their bardic powers through oration or recitation.
· Like a regular bard, the music, poetry and stories of the Loremaster can inspire friends and allies before (but not during) battle. A +1 to attacks and saving throws and a +2 to morale can affect allies within 10 ft per experience level of the Loremaster if he begins the recitation at least 3 rounds before battle. This effect lasts one round per level of the Loremaster.

BARD (SKALD):
Qualifications: STR 12, DEX 12, INT 13, CHR 15
Weapon Pro: Any one-handed Sword, Hand Axe, Battle Axe, or Spear to start, then any.
Armor Allowed: As Bard, plus a shield.
Magic Allowed: As Bard.
Bonus NWP: Ancient History, Local History, Singing, plus any one of the following: Armorer, Blacksmithing, Blind-Fighting, Bowyer/Fletcher, Etiquette, Hunting, Leatherworking, Musical Instrument, or Weaponsmithing.
Special Benefit:
· War Chant: By chanting a war song, a Skald can inspire allies as they go into combat. The Skald must begin chanting at least three rounds before combat begins. Chanting has an effective range of ten feet per level of the Skald. The effects end as soon as the Skald receives his first wound or a number of rounds equal to the Skald’s level.
At 1st level, the Skald can choose one effect per battle, plus one extra effect
at levels 3, 6 and 9th. The effects are:
Bonus hit pts equal to the Skald’s level
Morale bonus of +1 for every five levels of the Skald
A +1 to either Attack, Damage, Saving Throws.
A -1 to Armor class
Note that this ability replaces the similar ability of a regular Bard.
· Influence Reactions: If a Skald spends 1-10 rounds singing ballads, he can attempt to improve the reactions of an audience. Everyone able to hear and understand the Skald must roll a saving throw vs paralyzation with -1 penalty per three levels of the Skald. Those that fail have their reactions to the Skald improved by one level.
· Battle Chant: The Skald fights with a +1 attack bonus any time he is singing or chanting during combat, even a soft chant under his breath. In addition, a Skald gains a +1 damage bonus when using a sword, axe, or spear (providing the Skald is proficient with the weapon). After one turn of continuous battle, the Skald must make a saving throw vs Paralyzation every additional combat round, failure means the Skald is out of breath and can no longer sing or chant. A rest of just one round (no combat or actions) starts the entire process over.
· Legend Lore Restriction: Skalds can perform Legend Lore only upon magic items having to do with war or combat.
· Skalds do not necessarily begin with expertise in any musical instrument…their abilities lie in the power of their voices. They learn the use of musical instruments normally if they choose the proficiency.
· Skalds do not have the counter song ability of regular bards…they do, however, gain a +2 to saves involving sound or song based magical attacks as long as they are engaged in combat.
· Skalds do not have to compose original works after each level gained as regular Bards, although they can if they desire.
· The Skald cannot take the Reading/Writing Proficiency, acquire the Read Languages ability, or use spells until they come into contact with a non-barbarian culture. Skalds do not gain the use of any written magical item ability at 10th level.

OUTCAST (BANDIT):
Qualifications: DEX 9, CON 10
Weapon Pro: Any Thief, plus Special (See Below)
Armor Allowed: As Thief.
Magic Allowed: As Thief.
Race Allowed: Any
Bonus NWP: Survival (Any), plus any two of the following: Alertness, Animal Handling, Fire Building, Intimidation, Looting, Riding (Land Based), Rope Use, Set Snares, or Swimming.
Special Benefits:
· The Bandit character gets a free Weapon proficiency with a minor blunt or non-lethal weapon (Blowgun, Bola, Net, Lasso, Sap, Whip, etc) without having to use a slot, thus giving him three weapons of proficiency at first level.
· The Bandit has excellent Night Vision, allowing him to operate in darkness with reduced penalties. With this ability, the Thief suffers no penalties in moonlight conditions. In starlight or similar lighting, the Thief suffers a -1 to saving throws, -1 to attack rolls, and -1 to his Armor Class. Under conditions near total darkness, the Thief suffers only -2 penalties to saving throws, combat rolls, and Armor Class. Although this ability has similarities to Blind-fighting, Night Vision applies to both combat and non-combat situations. Blind-fighting allows a character to "sense" where an opponent is, while Night Vision allows him to actually see where the enemy is. Night Vision provides benefits only in outdoor, wilderness conditions.
· Bandits can halve the time necessary to set a man-trap (under the Set Snares PRO) down to 1-4 hours if only natural materials are used.
· Bandits are intimate with poisons; most Bandits will know which flora or fauna can be used for reliable poisons. Bandits add +2 to their Venom Handling or Herbalism Proficiencies if they have either of these.
· Ability Adjustments: PP -25%, F/R Traps +10%, HS +5%, CW -25%, RL -25%, Wilderness Only: MS +10%, DN +10%.

PIRATE (BUCCANEER):
Qualifications: STR 10, DEX 9, CON 10
Weapon Pro: Any Thief, plus Cutlass.
Armor Allowed: As Thief.
Magic Allowed: As Thief.
Race Allowed: Human, Elf, Half-Elf, Halfling, Orc, Half-Orc, Half-Ogre
Bonus NWP: Any three of the following: Alertness, Boating, Looting, Rope Use, Seamanship, Survival (Ocean), Swimming, Tightrope Walking.
Special Benefits:
· Pirates gain a +5% Climbing advantage when on ropes, +10% if it’s on a ship’s rigging or mast.
· A Pirate never gets sea-sick or ill because of the effect of stormy seas. Also, the Pirate need never make DEX checks for shipboard actions in stormy weather, treating it as calm weather instead.
· Pirates are more experienced than other thief types in ship-board battle. They get a +1 to attack rolls and a +2 to attacks from behind when in combat aboard a ship (at sea or docked). They also receive a +1 to saving throws from spells where dodging, climbing or jumping overboard might benefit the Pirate (for example, a Lightning Bolt). This does not apply to spells that are not physical in nature (for example, Charm Person). They also receive a +5% on thief abilities when used upon a ship, if applicable (for example, Move Silently or Hide in Shadow).
· Ability Adjustments: PP-25%, RL –25%, OL –15% Shipboard Only: F/R Traps +5%, MS +5%, HS +5%, DN +5%, CW +5%/+10% (ropes or mast only).

SCOUT (SPY):
Qualifications: STR 12, DEX 13, CON 13, WIS 12
Weapon Pro: As Thief.
Armor Allowed: As Thief.
Magic Allowed: As Thief.
Race Allowed: Human, Elf, Half-Elf, Gnome, Halfling
Bonus NWP: Alertness, Direction Sense, Set Snares, Survival, any one of the following: Animal Lore, Boating, Fishing, Hunting, Mountaineering, Riding (Land Based), Tracking or Weather Sense.
Special Benefits:
· Scouts are thieves that operate best in the wilderness, so most of their thief skills are +10% when used away from civilization. Wilderness settings include any uninhabited, outdoors environment: On board a ship, inside a dungeon or under the sea do not constitute “wilderness” for this situation. In the city, their skills suffer a -5% penalty.
· Scouts gain a bonus on any attempt to surprise in a wilderness setting, including +1 to attack from behind. They are also as harder to surprise while in wilderness settings (Alertness PRO +1).
· The Scout can halve the time necessary to set a man-trap (under the Set Snares PRO) down to 1-4 hours if only natural materials are used.
· Ability Adjustments: PP-25%, OL -25%, RL –10%, -5% any in City. Wilderness Only: F/R Traps +10%, MS +10%, HS +10%, DN +10%, CW +10%.

STREET THIEF:
Qualifications: INT 13, DEX 12, CHR 13
Weapon Pro: Any Thief.
Armor Allowed: As Thief.
Magic Allowed: As Thief.
Race Allowed: Human, Elf, Half-Elf, Gnome, Halfling, Orc, Half-Orc, Half-Ogre
Bonus NWP: Appraising, Fast Talking, Information Gathering, Observation, any one of the following: Begging, Disguise, Fortune Telling, Gaming, Intimidation, Local History, Trailing, Locksmithing.
Special Benefits:
· Choose Targets: The Street Thief can ascertain the nature of a prospective target or victim by sizing he or she up. By making a successful INT check, the Street Thief can guess the class and level of the chosen target. The check is made secretly by the DM; a failed check yields a false conclusion, while a successful check accurately predicts the true class and level. A target in disguise can still be found out with a –5% PRO check.
· A Street Thief functions best in city conditions; any locale considered less than a city (even a village or hamlet), or any outdoors setting, causes his thief abilities to suffer a –10% adjustment.
· Contacts: For every level of the Street Thief spent working and living inside a city, the thief generates one “contact” or source of information that can come in handy in the future by giving aid, rumors, money or companionship. These contacts can be any character type the player or DM desires, but typically are NPCs that interact with the Street Thief on a daily basis. Not all contacts have to be considered helpful on all occasions, and pressing a contact for more help than they are willing or able to give can cause the contact to break off relations with the Street Thief (this should be a 5% to 25% chance per action that is above and beyond simple tasks or friendship). Any contact thus lost cannot be regained until another level is reached. Typical contacts in a city setting include fences, shopkeepers, prostitutes, other thieves, innkeepers, beggars, and sometimes even law enforcement officials.
· Ability Adjustments: PP +10%, OL +10%, F/R Traps +5%, HS +5%, MS+5%, DN +5%, CW +5%; Wilderness Only: -10% to all abilities.

Races of Azura: Elves

Elves

Elves of Azura are divided into five sub-races of Dark, Gold, Sea, Silver and Wood elves each with their own distinct physical characteristics and cultures. In addition, each elven sub-race has their own language. Dark, Gold and Wood elves have a life span of 150-200 years while Sea and Silver elves can live as long as 250 years. Elves of one sub-race who mate with another have a 75% chance of the child born being the same elven race as that of the mother. The silver elf is the only exception to this rule.
Azuran elves have the standard AD&D elven resistance to sleep and charm, and the standard bonus to surprise and finding secret doors. Elven infravision allows them to see 60 feet in darkness. An Azuran elf initially can speak High and Low Elven, and at least one or more of the Elven languages (Dark Elves, Wood Elves and Sea Elves have their own dialects distinctive from the Gold and Silver elves). On Azura, all elves can become druids, however elven druids cannot be multi-classed.
The Elven race has been involved in a centuries long battle with the northern barbarians, and their race is dying out as the barbarians have been slowly winning this war by attrition (humans breed far faster than the elves). As a result, elves are resigned to extinction, and have a very depressing outlook on life (both theirs and others)…their observations and comments are fatalistic in the extreme. They are also extremely warlike, and very few elves live beyond middle age as it is considered their birthright to die in battle against barbarian hordes, taking as many of the hated humans as possible with them. All their great achievements are not in art, poetry, or music….but the art of war, and their blades, bows and especially warships are considered the best in the world. Their one advantage in the war, magic, has even taken this branch as they have developed many new combat spells for use in the battles. Art, music and poetry are looked at as frivolous and useless….unless it can be used in the war, all other abilities are considered superfluous. Every elf at sometime in his life is expected to serve in the elven military for at least one “season”; failure to answer the call of his “house” will cause a elf to become outcast…not only to be shunned by his people, but killed on sight if his status is known!

Dark Elf:
Dark elves are a sub-race who prefer to live in subterranean caves both deep underground and near the surface, or in dark tree-choked forests. Their communities are scattered across the Azuran world but are most common in caverns beneath Saerelia and in caves along the mountainsides of the Kasian islands.
Azuran dark elves are not as susceptible to sunlight as dark elves in other worlds. While they suffer a -1 to hit if exposed to direct sunlight, light or continual light spells, dark elves can walk freely on the surface at night and during twilight hours. A heavy forest canopy can also provide enough protection from sunlight during the daytime.
Ordinary Dark elves are also not as magically inclined as some similar elves on other worlds. All Azuran dark elves are able to cast faerie fire, dancing lights and darkness once each day; however they have no other innate magical powers beyond those which all elves have and have no magic resistance beyond the initial 50%. Only those Dark Elves that worship malign powers are able to have such powers as increased magic resistance and natural spell ability.
Most dark elves are chaotic evil; however, some clans of neutral and good alignments are known to exist. Evil dark elves are called “Drow” and they have made a bad reputation for other dark elves, often raiding forests and other communities to capture prisoners, which are then transported and sold as slaves in the underworld. Non-evil dark elves try to distance themselves from their drow brethren by serving as reliable merchants between surface dwellers and those of the underworld.
Dark elves receive a +1 to hit whenever they fire any crossbow.

Gold Elf:
Gold elves are common throughout Azura with the largest communities located on the western islands of Azura. The large island of Saerelia and its great forest is considered the spiritual homeland of all gold elves although their communities can be found as far away as Azeria and the Kasian islands. The Telarian island chain is also heavily populated by gold elves with several large cities in the area founded by their clans.
Virtually all Saerelian and Telarian elves are members of one of the many houses of elves led by a noble family of silver elves. These elves are referred to as ‘bound’ elves which denotes their blood ties and responsibility to their particular house. Above all else, bound elves owe their allegiance and loyalty to the nobles and other family members of their house. They are also equally responsible for the defense and care of their house’s woodland domain.
Gold elves who are not bound to a particular house are called ‘free’ elves and are common in other parts of Azura where elven houses led by silver elf families do not exist. Free elves on the Telarian islands are treated as outcasts by bound elves who view freedom from a house’s rule as neglect of elven responsibilities. Saerelian elves are more tolerant of free elves who visit the great forest but will engage in only casual relations with them.
Most gold elf communities have strong relationships with humans and demi-humans. Often times gold elves will engage in trade, join military alliances and even worship the gods of humans. Relationships with sea elves are also very close particularly among the Saerelian elves. Gold elves often trade forged weapons and other surface items with sea elves in return for valuable waterwood from the underwater Blue Forest which they then use to build their ships.
All gold elves have distinctive gold colored eyes which distinguishes them from other elven sub-races. Apart from their differences in eye color, elves of Saerelia are almost physically identical to wood elves of Memeyria. However, gold elves have a lighter shade of skin and hair the further north they live. Elves of the Telarian islands are very pale with almost blonde-yellow colored hair.
Gold elves receive a +1 to hit whenever they fire a bow or use a longsword.

Sea Elf: Sea elves can be found in any temperate or tropical body of salt water on Azura. The largest civilization of sea elves inhabit the Blue Forest which covers a large part of the ocean floor west, south and southeast of Saerelia.
Sea elves have some contact with land elves, trading with them sea treasures and waterwood in exchange for forged weapons and tools from above, however they generally do not engage in relationships with other land creatures such as humans. Sea elves even choose to isolate themselves from other aquatic races except for those naturally found within their underwater forests. They are constantly warring with nearby sauhagin kingdoms in the Shards and smaller malenti communities throughout the Southern Isles.
Sea elves cannot become mages although many do become a special kind of underwater druid. These druids along with their sea elf followers serve as guardians of the underwater forests and the creatures who live in them.
Sea elves receive a +1 to hit when using a trident or a spear in combat.

Silver Elf: Silver elves of modern Azura are believed to be the descendants of the last Lyrian elven king and his noble family. They are the most rare of the elven sub-races and can be found in small numbers living amongst the gold elf clans of western Azura. A silver elf can only be born of two silver elf parents meaning that any pairing between a silver elf and another elven sub-race (or any other race) invariably results in the child being of the other race. Due to the purity of their bloodline, silver elves are often referred to as ‘pure elves’.
Every Telarian and Saerelian gold elf clan (House) gives their allegiance to a family of silver elves who serve as their house’s nobility. Silver elves serve as spiritual as well as political heads of each elven house. They marry amongst themselves to continue their noble bloodlines or they marry gold elves within their house to further tie them to the people they rule. All gold elves within a house are blood related to the family of silver elves to whom they give their loyalty.
In the bloodwar vs the barbarian hordes of the north, Silver elves rarely enter battle themselves, as their lives are seen as too precious to waste. When they do participate it is as a general directing troops, or as a high level mage casting spells, or a priest healing troops far away from the battlefront.
Silver elves are very rare outside of the Telarian and Saerelian elven houses of western Azura. As there are no known independent communities of silver elves on Azura, every silver elf can trace their lineage back to a noble house of the elven homelands in west.
As spiritual leaders of their houses, silver elves worship only gods from the silver elf pantheon but allow gold elves of their houses to worship whatever gods they choose, even human ones. Silver elves are usually pale like Telarian gold elves and always have silver hair and amber colored eyes.
Silver elves receive a +1 to hit whenever they fire a bow or use a longsword.

Wood Elf: Most wood elf clans inhabit the tropical and temperate regions of Azura which is why they are also known as southern elves. The heart of their society is considered to be in the land of Memeyria, where their sacred forest covers the southern third of the Saerelian island. Wood elves also heavily populate many of the islands south and southeast of Saerelia and have many large communities throughout the Southern Isles as well. To lessen the burden on the land, wood elf settlements are usually never larger than a village or small town.
Wood elves believe they have been charged by their gods to nurture and protect the woodlands in which they live and their society has been shaped to best accommodate this responsibility. They strictly forbid the worship of gods outside the wood elf pantheon (even other elven gods) and shun any sort of contact with outside races and cultures. Any wood elf found guilty of consorting with outsiders or not fulfilling their duty to their gods or clan can be ostracized, enslaved or exiled and in the most serious cases they can even be executed.
Wood elves believe their myriad of customs and restrictive mores help to maintain their focus on their duty to their gods and allow them to become more attuned to the natural world around them. Although outsiders regard their culture as rigid and intolerant, wood elves enjoy living in harmony with their forests and the woodland creatures who inhabit them. As a result of their devotion to the forest and its well being, they have also developed unusually close relationships with a wide variety of magical woodland creatures such as treants, dryads, centaurs, pixies, and brownies among others. Wood elven druids are common and are considered to be some of the most powerful of their class on Azura.
Wood elves believe that their elven bloodline is the most pure of their race and consider the gold, silver and dark elven sub-races to be degenerate offshoots of their own. For this reason relationships between wood elves and their cousins have greatly deteriorated over the past centuries and sometimes border on outright hostility. Wood elves remain on good terms with sea elves who they see as faithful caretakers of the underwater forests much like they are for the surface forests.
Relationships with humans and other races are usually strained when they exist at all. Often times humans are viewed as no less a threat to the wood elves forests and way of life as other humanoids and monsters they have to contend with. However the further east from Memeyria a wood elf community is located the more likely it will be tolerant and attempt to coexist with nearby human settlements.
Wood elves have a darker complexion than their gold or silver elven cousins, their hair color ranges from yellow to coppery-red, and they have a wide variety of eye colors including different shades of brown, green and hazel.
Wood elves receive a +1 to hit whenever they fire a bow.

Classes:
Silver and Gold Elves may be Fighters (Standard, Corsair, Paladin, or Ranger); Priests of Elven Gods (or Druids), Mages (Standard, or specialized as Enchanters or Water Wizards only); or a Thief (Standard, Outcast, Scout, or Thief Artificer). Elves may dual class as a Ftr/Mage, Ftr/Thief, or Mage/Thief.
Wood Elves may be Fighters (Standard or Ranger); Guardian or Sea Rangers; Priests (of Wood Elf Pantheon only) or Druids, Mages (Standard only), or a Thief (Outcast or Scout only). Wood Elves can dual class as Ftr/Mage, Ftr/Thief or Mage/Thief.
Sea Elves may be Fighters or Rangers (Sea Rangers only), Priests (of Sea Elf Gods only) or Druids. Sea elves may not dual class.
Drow Elves may be Fighters (Standard or Deep Ranger); Priests (of Dark Elven Gods only), Mages (Standard or Enchanters), or a Thief (Standard, Outcast, Scout or Thief Artificer). Drow may dual class as Ftr/Mage, Ftr/Thief, Mage/Thief or Mage/Priest.

Half-Elves

Half-elves in Azura can only be the result of a human and elven pairing. The children of two half-elves will always be human and the children of a half-elf and an elf will always be elven. Due to this genetic reality, half-elves cannot have their own societies but instead share (or endure) the human or elven culture to which they are born. The life span of all half-elves is between 100-125 years.

Dark Half-Elf: Half-elves descended from dark elves have all the same basic abilities and restrictions as other half-elves. Dark half-elves are very rare due to the lack of social contact between humans. Depleting their numbers even more, many dark half-elves are slain at birth along with their mother if they are born in a drow community. Those who are born to humans or non-evil dark-elves must endure a life of discrimination and ostracism. Due to the disdain most humans and demi-humans express towards them, dark half-elves tend to shun human and elven society altogether.

Gold Half-Elf: Half-elves of gold elf stock are by far the most common sort found throughout Azura. More than any other sub-race of elf, gold elves have the closest relationship with humans sometimes sharing religious beliefs, commercial interests and military alliances. Therefore it is only natural that some humans and gold elves would engage in close social relationships resulting in many gold half-elven offspring wherever these two societies meet. Gold half-elves always possess the characteristic gold eye color of their elven parent.

Sea Half-Elf: Sea half-elves are typically born either able to breathe air or water, only very rarely both. As a result, many sea half-elves die at birth either drowning deep in the ocean unable to breath water or suffocating on the surface unable to breathe air. The high mortality of sea half-elf infants combined with the lack of contact between sea elves and humans make the sea half-elf very rare.
Water breathing half-elves are accepted freely by other sea elves, although the same can not be said of air-breathing half-elves who are viewed by sea elves in the same light as other humans. Water-breathing half-elves can even achieve positions of power in sea elf communities since, unlike sea elves, they are able to become magic-users.

Silver Half-Elf:
The genetic traits of silver half-elves are so dominated by their human traits that a half-elf of this type can often be indistinguishable from other humans. While many silver half-elves possess some of the physical features inherited from their elven parent they can often pass for pure humans rather than as a half-elf. The only clue of a Silver elf parent is the eye color, which tends towards a amber-grey color and can be quite striking.

Wood Half-Elf: Half-elves descended from a wood elven parent are rare and live almost exclusively in human societies. Wood elves severely punish those of their clans who develop social relationships with humans and most wood elven clans sacrifice their half-elven offspring immediately after birth as penance to their gods. Other clans will raise the half-elf as a virtual slave who is ostracized from normal elven society until he is old enough to be exiled. Wood half-elves born in human society do not suffer the same discrimination but are still uncommon due to the lack of social contact between wood elves and humans. Wood half-elves often have the coppery red hair of their elven parents.

About Me

"Badmike" is a DM of 30 years experience and a frequent poster on The Acaeum.