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Ferren

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ClassesInFerren

Core Classes

Barbarians
Bards
Clerics
Druids
Fighters
Paladins
Rangers
Rogues
Sorcerers
Wizards

Non-core Classes

Knights
Marshals
Spirit Shamans
Swashbucklers
Warlocks

Barbarians

In lands civilized as long as Seljuk, Uminum, and Ferren, barbarians are rare indeed. Most barbarians are from the Golanor Wastes or The Wilds, with a few in the forces of the Free Barons. Orcs, Halflings, and Dwarves make up the largest number of barbarians, and Raptorans are often barbarians as well.

Rules Note: No changes.

Bard

In cultures as reverent of their heroes and histories as Ferren, bards are highly valued as heralds, historians, and messengers. Elves are often bards, while dwarves and humans have a strong heraldic tradition as well. Gnomes would rather explore new knowledge than bask in older knowledge, so they have only a loose oral tradition - the details are, as always, left to humans.

Note: No changes.

Cleric

In a world without gods, clerics don't play as large a role in the day-to-day worship of the common people. Instead, they and the bards serve to keep the stories of old alive, so that ancestors and heroes are never forgotten. They are often found tending family graves, while small shrines tend to be built on the sites of great battles and other events. The priests of these shrines talk to the ghosts of the dead and keep them from becoming restless before the time comes for a warrior's essence to return to the primal forces.

Many clerics take a more active role in the creation of legends, joining the military and encouraging their allies to greater heights.

Rules Note: Turn Undead is interchangeable with Rebuke Undead, no matter what your alignment. Similarly, spontaneous casting of both Cure and Inflict spells is allowed. Unlike standard clerics, there are no domain abilities. A cleric's Skill Points have been raised from 2+Int to 4+Int, per level.

Druid

Druids, like barbarians, are rare in the settled lands around Ferren. Raptorans have the largest druidic circles, while the orcish shamans and even some dwarves and gnomes represent the last scattered remnants of undisturbed nature. Occasionally, a human will tire of the civilized life and seek out the raptorans of The Wilds to learn their ways, and the raptorans usually welcome them into their tribes.

Rules note: Druids are rare and are not often seen in Ferren. A druid's animal companion is his link to his spellcasting power. If the animal companion dies, it disappears and cannot re-form for 24 hours. It re-forms within sight of wherever the druid is at that time. While the companion is "dead" the druid's spell caster level is halved.

Fighter

Fighters do not make up the bulk of fighting forces (most soldiers are warriors, yo). Nor do they make up most of the knighthood (the knighthood tends to be aristocrats and paladins). Fighters are often found as mercenaries, personal bodyguards, and trainers.

Rules Note: A fighter's Skill Points have been raised from 2+Int to 4+Int, per level. Fighters add Listen to their class skill list.

Monk

Rules Note: The standard, core-class monk is not available.

Paladin

Paladins are extremely rare in the civilized lands, finding it difficult to find a place in the realities of war and politics. The majority of paladins in Favencia are Seljuk, and they spend much of their time on crusades in the northern continents.

If you intend to play the noble knight archetype, try the Knight class from PHB II, or build up a character to qualify for prestige paladinhood.

Rules Note: The standard, core-class paladin is not available. Paladins use the prestige class variant found in Unearthed Arcana. Check with your DM. A paladin's Skill Points have been raised from 2+Int to 4+Int, per level.

Ranger

There are two distinct breeds of ranger, and both are highly valued. Trackers in the lands of Kyrnheld, Golanor, and The Wilds are masters of their terrain and critical for the survival of a village or tribe. These rangers tend toward scouting, trapping, and hunting. Their skills are in high demand among neighboring countries.

Rangers in the cities are experienced negotiators and investigators extraordinaire. Often, they are employed as sheriffs or judges, helping keep order amongst the people by mediating disputes and finding criminals.

Rules Note: Ranger spellcasting is now tied to their animal companion, similar to the druid's spellcasting.

Rogue

Spies and assassins always have a place in statecraft, and rogues make excellent livings as the eyes, ears, and knives of their lords. The constant strife among the Kunban isles has bred stealth and deception into many of its people, and now that the civil war is over, many of these "specialists" have filtered into the world seeking their fortune as bodyguards, robbers, and all manner of other professions that could use their skills.

Rules note: No change.

Sorcerer

The Seljuk Academy distrusts spontaneous practitioners of magic, as they are considered to be loose cannons at best. When the rare sorcerer appears, be he gnome, halfling, or otherwise, they are quickly tracked down by the Academy and given two choices: submit to Academy training, or perish. While the Academy doesn't offer them much in the way of arcane study, the professors stress carefully controlled use of magic, a lesson they hope to beat into the wild sorcerers.

Rules note: Familiars do not have half the hit points of their master; they gain hit dice equal to their master's caster level (skills and feats advance normally as a result). Familiars still gain special abilities based on their master's class level, as standard. Sorcerers get the Eschew Materials feat as a bonus feat at first level. At creation, sorcerer chooses how he handles expensive components. A sorcerer may choose to pay for expensive components normally, or may take an XP hit equal to 1/25 the gp cost of the component or focus. A sorcerer's Skill Points have been raised from 2+Int to 4+Int, per level.

Wizard

Wizards are, essentially, the nuclear option in politics. Their use is strictly regulated by the Academy, which carefully assures that a balance is kept in each nation's magical might. Most wizards employed by nations are diviners and abjurers, though a century's worth of war in Katun means that there are now more offensively-minded mages active in the world than ever before, a fact which makes the Academy extremely nervous.

The Seljuk Academy tends to train abjurers and diviners amongst its human and halfling students, while the gnomes in their number tend toward evocation and illusion. Dwarves are not often wizards, but those who do feel the arcane calling often find themselves specializing in transmutation and enchantment.

Rules note: Wizards do not gain a familiar or spellbook at level one; instead he receives a wizard's staff. A wizard must have his wizard's staff to cast his spells; otherwise, he takes a -4 caster level penalty. If this would reduce his caster level below zero, he cannot cast spells. Wizards do not require a spellbook to prepare their spells each day. A wizard's Skill Points have been raised from 2+Int to 4+Int, per level.

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Page last modified on August 24, 2007, at 10:17 PM