Arcallis Masterfinder

Getting Started

Player Appreciation Points

Are used to buy traits/advantages priced as per Reign

Point Buy System (level based on the campaign)

Races

Common Species

These races are common enough to require no explanation and fit in almost everywhere.

  • Dwarf - an ancient race of male only Fae who gave up their immortality and mutable nature to gain the power to work Cold Iron and live in Creation unhindered by their mad brethren. The god Moradin helped them achieve this goal and they have been loyal worshipers since; as an odd effect of their stable Fae heritage, other Fae/Spirit races find it considerably easier to mate with dwarves; female children of these couplings are always of the mother's race, while males are invariably dwarves
  • Elf - long-lived, true breeding, Fae-Blooded (descended from Fae/Mortal pairings); considered native outsiders; their immortal Fae ancestors are often still alive and expect the Elves to be their servants, spies, and emissaries to the other Creation-born; Elves suffer from Banality (functions as per Golarion Gnomes Bleaching); they exist as several nations as well as small bands/tribes at varying levels of culture & technology; usually have strong connections to extra-planar ancestors (Fae Courts) which they either celebrate and serve, or abhor and rebel against
  • Gnome (Quickfinger Pech) - considered native outsiders, they are refugee Fae who were trapped in the Shadowfell by the Fomorians, many gnomes remain trapped
  • Half-Elf - this includes a true-breeding race, Fae-blooded individuals born of recent (weak) couplings, and the random resurgence of an ancient Fae ancestry; they exist amid Elves and humans as well as several nations of true half-elves (with unique racial identities)
  • Halfling (Pech) - this includes several races: Farstride, Lightfoot, Quickfinger (gnomes); few nations exist, with the exception of the barbarian tribes of the thunder-lizard infested Screaming Jungle; usually they exist as small enclaves within human societies and are often not given much respect; little is actually known about the origins of the race
  • Human - Many cultures and races of humans exist, some of the more common ones: Anuirean, Ivanian, Vos, Zakharan, Khinasai, Eastron, Masetian, Theren, Khellik, Rokuganese, Majarastan, Basarji, Mwanji; all are descended from the Five Tribes of Azlant, the Scavenger Tribes, or some combination of them.

Unusual Species

If you want to play one of these races it needs to be discussed beforehand as it can cause problems, though they can often exist as PCs, though more commonly in some areas than others.

  • Aasimar (God-blooded) - descendent of a pairing between a spirit (god) and a mortal
  • Changeling (Fey-blooded) - descendent of a pairing between a hag (fey) and a mortal (different from a Fae-Blooded, but similar)
  • Drow - either the civilized, spider-worshiping, underground kind or the surface dwelling, barbarian, scorpion worshiping kind
  • Duergar (Iron Dwarves) - dwarves corrupted by the rule of the Gorgon
  • Fetchling (Shadar-kai/Ghost-blooded) - a mortal resident of the Shadowfell (but not a Darkland) or the descendant of a pairing between a Ghost and a mortal
  • Goblin - a ubiquitous race, descended from ancient breeding experiments of the hobgoblins gone so, so terribly wrong; often accepted into general society, they are typically lumped together with Pechs in the social hierarchy, much to most Pech's chagrin. Several Goblin nations exist as well as small tribes/hordes that prey on neighboring kingdoms
  • Hobgoblin - summoned to this world in ages past as shock troops for the Archaereans their penchant for breeding programs led to the offshoot races of Goblins and Orcs; several nations exist but typically far from human lands
  • Ifrit (Theren Elemental Dragon Fire Bloodline) - descendants of the Dragon-Blooded shock troops of the Exalted, theirs is a dying legacy
  • Kitsune - native outsiders (small gods)
  • Orc (Bugbears) (Blackblade/Western Horde) - destructive and uncivilized, often mutated by the exposure to taint of their lands
  • Half-Orc (Orc) (Eastern/Northern/Southern Horde) - true orcs (human/orc hybrids do not exist, but the stats are used for orc)
  • Oreads (Theren Elemental Dragon Earth Bloodline) - descendants of the Dragon-Blooded shock troops of the Exalted, theirs is a dying legacy
  • Samsarans (Theren Elemental Dragon Wood Bloodline) - descendants of the Dragon-Blooded shock troops of the Exalted, theirs is a dying legacy
  • Sylphs (Theren Elemental Dragon Air Bloodline) - descendants of the Dragon-Blooded shock troops of the Exalted, theirs is a dying legacy
  • Tiefling (Archaereans) - matriarchal society (race passes only through females); several nations exist, as well as small bands of gypsy-like nomads, all remnants of the once powerful empire of the Archaereans (Infernal/Abyssal-blooded); those who show mutations are often hunted in lands where the Light holds sway.
  • Undines (Theren Elemental Dragon Water Bloodline) - descendants of the Dragon-Blooded shock troops of the Exalted, theirs is a dying legacy

Orc/Goblins

  • Blackblade = bugbear/orc
  • Cave Goblin = standard
  • Eastern Horde = Civilized (Western)
  • Great Horde = Goblin Nations
  • Northern Horde = Night Goblin, Ghaash'kala Orc (Ghost Guardians), Shadowlands Hobgoblin
  • Southern Horde = Sea of Stars Nations
  • Western Horde = Scorcher Tribes Orc, Kal Kalathor Goblin

Classes

Career Level

  • All needed exp is multiplied by 10.
  • Combat and story awards remain the same.
  • Roleplay awards are based on individual character level and award 6.25% (1/16th) of character level EL per point.
  • Adventure rewards are per module and are equal to x10 the reward of a CR of the level of the module

Hero Points

  • PC's receive 3 per session and may earn more including Feats to start with more per session (Luck, Great Luck, etc)
  • Draw 1 per day after an extended rest if below the starting session amount
  • Earn 1 draw per 5 RP points earned
  • Draws earned above 3 go to the pot and when a token is put in the pot, and there are tokens at least equal to the number of players, everyone below three chips may draw at the cost of one token per draw.

Clerics

Clerics may use the variant-channeling rules (effectively trading half their healing/harm for an effect).

Skills

Skill List

Faith

Linguistics

Major Human Languages

These languages are spoken by large numbers of people over vast areas. Many regional dialects exist as well as other localized languages spoken by smaller enclaves of people.

  • Anuirean - spoken in Anuire
  • Basarji - spoken in Basarji lands (Nehekara, Lantara, Mashanda, Deshat, Narhanha, Amalanth, and Nomal)
  • Easteron - spoken along the Black Coast and by the Brechtur
  • Ivanian - spoken by Ivanians and used as a trade tongue (polygot)
  • Korvish - spoken by the Vos
  • Midani - spoken in Zakhara and along the Sun Coast
  • Rokugani - spoken in the Emerald Empire
  • Shiv'asti - spoken in the Ivory Kingdoms
  • Theren - spoken by the Therens

Feats

Equipment

Special Materials

Meteoric Iron (Black Iron)

Concentrated mostly on the Sea of Stars region, this heavy black metal functions as adamantine when crafting armor, and cold iron for weapons, though it is difficult to work without the proper techniques (which both the orcs of the region and the dwarves know). Items made of black iron weight 10% more.

Additional Rules

Combat

Magic

All casters require the equivalent of an arcane bonded object or they must pass a DC 20+spell level to cast a spell. For divine casters this is their holy symbol. Other casters may use any of the allowed items or a familiar. Bards may use their instrument. Familiars must be within 30'.

Spells

Prestige Classes

Gamemastering

Environment

NPCs

Magic Items

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