Faylia: Dark Days
Character Creation and Leveling Up
Ability Scores: Adventurers are exceptional by default; an average farmer gets killed quickly by things that a second level party rolls over without a second thought. Roll 4d6 six times, re-rolling all ones, drop the lowest, and assign them as you see fit.
Class: Classes in Faylia are fairly straightforward, and most PCs fall into one of the 11 base classes. Few other classes have a tradition of being practiced in this isolated land. Knight is the most common outside of these 11, but check with your DM before making a Samurai. Same goes with prestige classes, although there are a few that go with specific power groups in the region. These include the Knights Apparent (Knight Apparent prestige class; see below), Guildmage (Mages of the Arcane Order), Knight of the Conclave (Knight of the Conclave prestige class; see below), Knights Obfuscent (Shadowdancer, Assassin), Order of Duscarse (Blackguard), Freeriders (Halfling Outrider), and Red Raiders (Ravager). Others may be available at the DM’s discretion. As far as multiclassing is concerned, players get two classes for free, or three if one of the three is the race’s favored class. This allows players to easily prestige without incurring XP penalties. See Class Roles in Faylia below.
Races: Because Faylia is so isolated as well as its unique history, there are a lesser number of races that can be played; some exotic creatures just plain do not exist in the realms. However there are three new races described above that exist in Faylia, so do not hesitate to investigate the Dragontouched, Ilynri and Lorren! The other available races are: Human, Dwarf (Hill, Duergar ( + 1 ECL)), Elf (High, Wild, Faerie ( + 2 Int instead of Dex), Dark ( + 2 ECL)), Gnome (Rock, Forest), Halfling, Planetouched (any, including Genasi) and Half-Elf. Half Orcs are not present in Faylia. All characters must choose an appropriate home region, regardless of race.
Class Features, Skills and Feats: There are a few differences between these items in a Faylian campaign versus a normal D&D campaign. Classes are mostly the same, with the following exceptions: Paladins get Lay on Hands at 1st level instead of 2nd; when a Ranger becomes 11th level, he gains the Combat Style feat for the style he did not choose at level 2. This does not improve beyond this stage; Rogues have two other options for their special ability class feat (see below). Skill points are accrued normally, but cross class skills work differently. These skills still cost 2 points to earn 1 rank, but the max ranks is equal to that of class skills; it may be harder to learn a skill a player is unfamiliar with, but with dedication it can be mastered. For Knowledge: Local a player must pick a specific kingdom in Faylia. In Faylian campaigns, PCs can also engage in feat swapping: After first level, a player can trade four skill points for one feat, and vice versa (this does NOT apply to bonus feats). Feats are acquired at every odd level (1st, 3rd, 5th, etc.) instead of every third level. The following new skills are condensed from listed old: Acrobatics (Balance, Tumble), Athletics (Jump, Swim), Perception (Listen, Search, Spot), Persuasion (Bluff, Diplomacy, Gather Information), Stealth (Hide, Move Silently).
Equipment: All players start with the following equipment at first level, at no charge: Backpack, Bedroll, Flint & Steel, Water skin, Whetstone (if the character uses a bladed weapon).
Hit Points: Hit points are rolled normally, re-rolling any ones and characters start out at max HP at first level. At character creation, roll a d4 for each + of ECL your character has above his or her level. These are bonus hit points, not extra hit die.
Alignment and Religion: Alignment plays a normal role in campaigns set in Faylia, and as is the norm, clerics must be no more than one step away from the alignment of their respective gods and goddesses. Religion is pantheonic, and the worship of a specific deity does not indicate ones belief of that deity in exclusion to others.
Class Roles in Faylia
Barbarians in Faylia come from the less “civilized” races, usually from outside the 11 kingdoms (with the exception of Irlghik, which produces some hobgoblin and bugbear barbarians). They are the most resilient warriors and can hit with great impact. Many are prone to wander, and so take up the mantle of adventurer easily. Humans, wild elves, and Lorren are the most common races to have barbarians, and these warriors are generally accepted throughout the civilized lands…so long as they behave.
Bards are very common throughout the realms, and vary from traveling minstrels to court musicians and jesters. Almost all bards are descended from elven tradition. They ply myriad trades in all realms, although the Talanese and goblin folk have little use for music and dance (outside of ritualized cultural dances in Talan). They are welcome in many high court and noble house, especially in Arien and Marae. They fit in well with the adventuring lifestyle and are accepted as assets to any party, if only grudgingly by the more lawful members.
Clerics are as varied as their deities, and adventure for many different reasons. Some do not adventure at all, and instead organize followers lead temples, or run entire kingdoms (i.e. Orynth). For functions of specific types of clerics, see the entry for each deity.
Druids are common in the less civilized portions of Faylia, as well as on the borders of the human lands and within the forests of the elven nation of Nu’ath. They strive to find balance in nature, and to make sure that civilization does not encroach unnecessarily into the wilds. Many druids are leaders or shamans of nomadic tribes, but just as many wander the lands to combat aberrations and abominations that plague the kingdoms. They are welcome in cities, but tend to be uncomfortable with staying in them for long periods of time.
Fighters are the specialized soldiers of the realms, and can be found within any society in any martial role. Many are ex-soldiers or mercenaries, and some lead armies for their respective factions. They tend to be more diverse than their regular warrior cousins.
Monks are always disciples of Marod, or learned the trade from a devotee of Marod; there are no other hand-to-hand combat traditions in Faylia. Despite this, monks can be any race, although dwarven, elven and gnomish homebodies are unlikely to become monks, as Marodites do not set up monasteries outside of Zabrek. They are a welcome addition to most adventuring groups, striving to prove their mastery of themselves with deeds rather than contemplation.
Paladins of the realms usually serve the church of Vahale, although there are a few isolated paladins who follow Aurir or some other beneficent deity. The vast majority are human or half-elven, and come from Orynth, where the church of Vahale is second only to that of Aurir herself. Even paladins abroad are typically Orynthian, and are welcomed by good and honorable people everywhere. They tend to look down upon the less scrupulous classes, but only shun the outright evil.
Rangers are found throughout the frontiers of the realms, including dwarven, elven and goblin lands (but typically not Talan). Some can be found within the barbarian clans that do not reside in the kingdoms, and wood elves especially favor this class. They are excellent guides for adventuring groups, and take up adventuring themselves, especially if doing so allows them to hunt their favored enemies.
Rogues, like fighters, run the gamut from streetwise thugs to pickpockets, thieves, burglars, bandits and dungeon delving trap experts. They can likewise be found in any race or country, although in some nations they are forced to take a lower profile, depending on how easily they can bribe the local authorities. They easily fit into the adventuring role, as few other classes can handle traps, locks and tight spaces as well as a rogue.
Sorcerers of Faylia are unique in that they tend to be powerful casters that are not directly controlled by the Mages of the Arcane Order in Hallius. Many sorcerers are Dragontouched or of elven lineage, where they are more accepted. While arcane magic is not regulated by law in any nation except Hallius, many sorcerers risk abduction or persecution from wizards if they are not careful with their spells. Adventuring is a lucrative lure for them, as it is one of the most acceptable professions in which they can practice their arts with little scrutiny. Sorcerers are welcome additions to most adventuring parties, although they are still not as versatile as wizards.
Wizards in Faylia are all trained by the Arcane Order of Hallius, in various compounds and academies around the realms. Unlike paladins, who tend to come from Orynth only, wizards can come from any society. Some hedge wizards are taught by older local wizards, but these have been touched by the Guildmages at some point (usually the older wizards were trained by the Order). Even dwarves have a small but striving magical tradition, while gnomes and elves are more readily known for their arcane prowess. Wizards are encouraged to explore Faylia, so long as they give at least a cursory report to be filed with the archivists in Quilit.
Augment Critical [Fighter, General]
You can strike with a melee or ranged weapon for greater damage when it counts.
Prerequisites: Base attack bonus +8, Weapon Focus with weapon
Benefit: When you take this feat, you choose a weapon you know intimately. The critical multiplier goes up by one step for that weapon. For instance, a longsword would deal x3 damage on a 19-20 threat while a greataxe would deal x4 damage on a natural 20 threat.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take it, you apply it to a different weapon. Unlike the improved critical feat, Augment Critical stacks with any other effect that increases critical multipliers for weapons, such as charging with a lance or the spirited charge feat.
Close Quarters Master [Fighter, General]
You can strike opponents that are adjacent to you with a reach weapon that would not normally allow you to do so.
Prerequisites: Base attack bonus +4, proficiency with pole arms
Benefit: When in melee combat and wielding a reach weapon, you may attack adjacent foes as well as those on whom you have reach. All attacks made in a round after (and including) any attack on an adjacent foe incur a -2 penalty (non-cumulative). You may also use a reach weapon as a double weapon with the off hand attack using the statistics of a quarterstaff (1d6 damage, x2 critical) but you incur all the normal penalties for fighting with a two-handed weapon.
Enforce Spell [Metamagic]
With great concentration, you can make your spells very hard to resist.
Prerequisites: Heighten Spell, Spell Focus (any)
Benefit: You may cast a spell that allows a saving throw only to a few. When you use this feat to enhance a spell, only creatures that have hit dice or levels equal to or more than your caster level gain the benefits of a saving throw, and the DC of the saving throw is increased by three (but does not increase for the spell being a higher level like the heighten spell). Also, the effects of evasion, if applicable, are reduced by one step so that opponents who have evasion do not gain its benefit and those who have improved evasion are treated as having evasion. This feat does not affect spell resistance. Spells cast with Enforce spell function two levels higher than the original spell.
Rogue Special Abilities
You may strike undead using a partial sneak attack bonus.
Benefit: When attacking a corporeal undead creature, such as a ghoul or vampire, you may add half your sneak attack damage to your attack damage (round down) when you would normally be granted a sneak attack, even if the target does not lose its bonus to dexterity. This extra damage is considered holy damage, although your weapon is not considered holy or any other type of magical on account of this ability.
Special: This “feat” may only be taken by rogues through the “special ability” class feature.
You may strike constructs and elementals using a partial sneak attack bonus.
Benefit: When attacking a construct or elemental (but not oozes or anything with fortification armor) you may add half your sneak attack damage to your attack damage (round down) when you would normally be granted a sneak attack, even if the target does not lose its bonus to dexterity. This extra damage is considered physical damage, and your weapon is not considered magical on account of this ability.
Special: This “feat” may only be taken by rogues through the “special ability” class feature.
Deities: Benkhe, Menlil Inri
Granted Powers: Every time a cleric with the artifice domain gains a level, she receives an extra skill point to spend on a craft skill of her choice (and +4 at first level). This does not increase the maximum ranks per level that the cleric can attain.
1. Magic Weapon: Weapon gains a +1 bonus.
2. Make Whole: Repairs an object.
3. Stone Shape: Sculpts stone into any shape.
4. Minor Creation: Creates one cloth or wood object.
5. Major Creation: As minor creation, plus stone and metal.
6. Animate Objects: Objects attack your foes.
7. Move Earth: Digs trenches and builds hills.
8. Mordenkainen’s Magnificent Mansion: Door leads to extradimensional mansion.
9. Miracle: Requests a deity’s intercession.
Granted Power: Clerics with the shadowed domain can see in any darkness, including magical darkness, with their normal vision up to 3/day. Activate this spell-like ability as a standard action.
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2. Darkness: 20-ft radius of supernatural shadow.
3. Deeper Darkness: Object sheds supernatural shadow in 60-ft radius.
4. Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
5. Nightmare: Sends vision dealing 1d10 damage, fatigue.
6. Shadowbolt*: Ranged attack deals negative energy damage plus Strength damage.
7. Shadow Walk: Step into shadow to travel quickly.
8. Pandaema’s Shadow*: You cast huge-sized shadow which blinds opponents, causes fear, deals damage.
9. Shadow Swarm*: Summons 2d6 shadows or 1d6 greater shadows with maximum HD.
*see description below.
Undeath (from the Libris Mortis)
Granted Power: You gain extra turning as a bonus feat.
1. Detect Undead: Reveals undead within 60 ft.
2. Desecrate: Fills area with negative energy, making undead stronger.
3. Animate Dead: Creates undead skeletons and zombies.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Circle of Death: Kills 1d4/level HD of creatures.
6. Create Undead: Creates ghouls, ghasts, mummies or mohrgs.
7. Control Undead: Undead don’t attack you while under your command.
8. Create Greater Undead: Create shadows, wraiths, specters or devourers.
9. Energy Drain: Subject gains 2d4 negative levels.
New Spell Descriptions
Necromancy [Evil, Fear, Mind Affecting]
Level: Shadowed 8
Components: V, S, DF
Casting Time: 1 standard action
Effect: A shadow of huge size, attached to you.
Duration: 1 round/level (D)
Saving Throw: Fortitude, Will partial [see text]
Spell Resistance: Yes
Using the dark influence of Pandaema you create a shadow of huge size that affects your opponents three-fold. Treat the shadow as an area ten feet wide by twenty feet long, starting at your feet and projecting in a direction that you chose upon casting the spell. All creatures within the area of the shadow take 1d6 unholy damage per two caster levels (maximum 10d6). All creatures of non-evil alignment then must make a will saving throw or be affected by a fear effect; those who fail are paralyzed. Lastly, all creatures within the shadow must make a fortitude save or be permanently blinded, as the spell. The fortitude save does not negate any of the damage, although spell resistance applies normally. You may reassign the direction the shadow faces as a free action at the beginning of your turn, although you need not concentrate to maintain the spell.
Note: Only the ‘fear’ part of the spell is mind affecting and fear; therefore, creatures that are immune to mind influencing affects and fear or gain bonuses on saving throws on such effects only gain immunity or the bonus for the will save. They are affected normally by the rest of the spell. Undead are completely immune to this spell.
Level: Clr 6, Shadowed 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft plus 5ft/2 levels)
Saving Throw: Fortitude partial
Spell Resistance: Yes
Using your divine influence over the negative energy plane, you project an intangible ray of darkness at a single opponent. You must succeed on a ranged touch attack to strike your target. A creature struck by the ray takes 1d4/level negative energy damage (maximum 15d4) as well as 4 points of temporary strength damage. A fortitude save halves the normal damage taken and negates the strength damage. When used on undead, this ray heals them the same amount as the damage dealt as well as granting them a temporary +4 bonus to their strength. This bonus lasts a number of rounds equal to your caster level.
Level: Shadowed 9
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft plus 10ft/level)
Effect: Two or more shadows or one or more greater shadows, no two of which can be more than 30 ft apart.
Duration: 3 days/level or 3 weeks/level
Saving Throw: None
Spell Resistance: No
This spell functions like the shambler spell except as noted above. The shadows have maximum hit points but are otherwise normal for their type. They can also be summoned for guard duty, and if so cannot move outside the spell’s range. They use the second listed duration. You can either summon 2d6 normal shadows or 1d6 greater shadows.