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 Shadowfey 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, Iblic, 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)
  • Dhampir (Wraith-born) - those touched by the hunger of the Underworld and born of the union of a spirit of death and a living mortal.
  • 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 by the Iblis, 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
  • Skinwalker - natural lycanthropes
  • Sylphs (Theren Elemental Dragon Air Bloodline) - descendants of the Dragon-Blooded shock troops of the Exalted, theirs is a dying legacy
  • Tiefling (Iblis) - 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 Iblis (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




When you channel you choose to call on your diety for a boon or a bane. Either effect is a 30' burst as normal. Positive energy as a boon heals the living, as a bane it harms the undead. Negative energy as a boon heals the undead, and as a bane harms the living. Using the variants it is possible to channel energy other than positive/negative (such as elemental energies)

Clerics not of the Light must use the variant-channeling negative rules (banes) (effectively trading half their harm for an effect). As a bonus, they receive the positive effect (boon) for free.

When a positive channeler applies a boon, he gets full healing on appropriate targets plus the heal effect on all living targets. When applying a bane


Clerics of the Light may not take any organic spells (such as create water or food), unless via a domain.



Wizards trained in Furyundy must use the standard specialization rules to represent the Eight Colleges of Magic:

Wizards trained in the other Seven Kingdoms may use any of the specialization rules, especially the elemental schools.


Untrained checks

Assuming the GM allows it (and he should, unless it is obviously not applicable), an untrained check is made using a low-ended d20 roll.

Skill Challenges

Per -5 a character accepts to skill check results in a +1 degree of success or reduction in time (full -> standard -> move -> swift -> free -> immediate) (as per Iron Heroes

Skill List


As a full round action a character may attempt an Acrobatics roll to stand without provoking attacks of opportunity (vs CMD)


This skill uses the 3.5 edition rules which lower the DC's and make the skill more varied. Also, to make the skill have some utility, it is used as the base value of re-selling loot: use double the result as the percentage of value paid (or use graded results as 5% each to a base of 20%).


This is the Use Magic Device skill renamed. It allows the operation of any item based on operating principles the character does not understand/have the prerequisites for.


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.

  • Andu spoken by the ancient tribal forefathers of the Anuire poeple (corrupted Auran + Khellek)
  • Anuirean - spoken in the Seven Kingdoms (Anuire) (Andu roots)
  • Azlanti - "Low Realm" the Second Empire of Man (dead) (corrupted form of High Realm)
  • Basarji - spoken in Basarji lands (Nehekara, Lantara, Mashanda, Deshat, Narhanha, Amalanth, and Nomal) (Ignan + Khellek roots)
  • Common Realm (dead) language of the Scavenger Tribes of the Second Age (corrupted form of Low Realm)
  • Easteron - spoken along the Black Coast and by the Brechtur (Common Realm + Auran + Aquan roots)
  • Ivanian - spoken by Ivanians and used as a trade tongue (polygot) (Dor-Khelleck roots)
  • Khellek - spoken by the Dor-khelleck and Khellek peoples (corrupted form of Common Realm)
  • Korvish - spoken by the Vos (Khelleck roots)
  • Midani - spoken in Zakhara and along the Sun Coast (Basarji & Elven roots)
  • Rokugani - spoken in the Emerald Empire (Rokugan) (alien language + Common Realm + Sylvan)
  • Shiv'asti - spoken in the Ivory Kingdoms (Majahrastrim) (Sylvan + Common Realm roots)
  • Theren - spoken by the Therens (Low Realm roots)

Other Languages

  • Aboleth - "The Masters" (alien language)
  • Abyssal - spoken in the Abyss (corrupted form of High Realm)
  • Aklo - "Slaver's Tongue", spoken by Unseelie fae and aberrations (Far Realm)
  • Aquan - "Tongue of the Sea" spoken by the locathahs & Masetians (corrupted form of Low Realm)
  • Auran - ancient tongue of the Wind Dukes (Arkosians), spoken by many air creatures who remember the old allegiances (corrupted form of Low Realm)
  • Boggard (alien language)
  • Celestial - "Ancient Realm", spoken by the Spirits of Heaven and the nobles of Fae) (corrupted form of Primordial) (those able to understand Primordial use Celestial to speak to any creature (hence the telepathy of many powerful creatures))
  • Cyclops - "Fomorian", (corrupted form of Primordial), spoken by the titans, the Fomorians, the cyclops
  • Dark Folk - (corrupted form of Aklo)
  • Draconic - "High Realm", spoken by terrestrial spirits ("fey", elementals, and dragons), Fae, Daemons, and the First Empire of Man (corrupted form of Ancient Realm)
  • Drow Sign Language - secret
  • Druidic - secret (corrupted Sylvan)
  • Dwarven - (corrupted High Realm + Common Realm)
  • D'ziriak (alien language)
  • Elven - spoken by the Seelie fae (corrupted High Realm + Common Realm & Sylvan)
  • Giant (corrupted Cyclops)
  • Gnoll (alien language)
  • Gnome - spoken by most Pech (corrupted Low Realm + Sylvan)
  • Goblin (alien language)
  • Grippli
  • Halfing - (Gnomish roots)
  • Ignan -ancient tongue of the Fire Lords (Basarji) and their servants (corrupted Low Realm)
  • Infernal - from after the Fall, spoken in Hell, exists to trick and twist contracts (corrupted Ancient Realm)
  • Necril - polygot language of the Underworld (corrupted High Realm plus countless other languages)
  • Orc (Goblin roots)
  • Primordial - "secret" the Language of Creation (Words of Power), only Celestial spirits can understand this and Primordials speak it, others may only learn bits of it.
  • Sylvan "Fey Tongue" ancient language of the Shiv'asti and their servants (corrupted Low Realm).
  • Tengu
  • Terran "Iblic", Tongue of the Earth, ancient language of the Iblis and their servants (corrupted Low Realm mixed with Abyssal & Infernal)
  • Treant
  • Undercommon spoken in the Feydark (where the Shadowfell overlaps the Feywild) (corruption of Elven)


A reactive perception check is granted to a character as they are about to activate a trap with a visible trigger. As with stealth, moving faster than a Move action incurs a -5, and no check is granted while running, charging, or attacking. Characters with Trap-spotter are allowed an unmodified perception check no matter what they are doing when coming withing 10' of a trap and receive the additional chance to spot a trap reactively if they fail their Trapspotter check and are about to set off a trap with a visible trigger.


Encounter Distances & Combat

The chance to detect an opposing force is 20 + lowest stealth + mods. If both parties fail, both parties try again at 1/2 the initial encounter distance, using 10 + lowest stealth + mods. If everyone fails this, both parties wander past each other, oblivious. Combat always begins in the surprise round. If only one side succeeds they can attempt to use a stealth check to set up an ambush using the normal rules.

Sneaking Up on Someone

Determine max encounter distance based on terrain (opponent gets the normal chance to spot the initial encounter). Divide the distance by Move (or Move x2 at -5 stealth), make that many stealth checks, modified by distance, to approach undetected. Whether you are detected or not, combat starts in the surprise round.

Disadvantaged Opponents

If your targets are lax, asleep, not expecting trouble, distracted in some way, or at a perception disadvantage, they roll 2d20 and take the lowest.


Actions in Combat


In addition to choosing to Fight Defensively (called Defensive Attack now), a combatant may use any (or all) the following options (which add directly to the vales, do not re-figure):

  • All-out Attack: +2 hit/-4 AC
  • Cautious Attack: +2 AC/-4 DMG
  • Committed Attack: +2 DMG/-4 AC
  • Defensive Attack: +2 AC/-4 hit
  • Precise Attack: +2 hit/-4 DMG
  • Wild Attack: +2 DMG/-4 hit


This takes 1 round (the way certain spells do), being resolved just before the characters next round of actions


Natural Healing

The healing rules function as normal for classes with 1d6 HD. 1d8 & 1d10 HD classes gain +1 HP, while 1d12 HD classes gain +2.


Awarding Experience

RP & Appreciation Points

Each of these is worth 1/100 the exp reward of a creature of CR = to character level. The following table shows the exp value per point.

Level Reward Level Reward Level Reward Level Reward
1 4 6 24 11 128 16 768
2 6 7 32 12 192 17 1,024
3 8 8 48 13 256 18 1,536
4 12 9 64 14 384 18 1,536
5 16 10 96 15 512 20 3,072

Cost of Living

May be paid with Capital. Bonus listed are used on appropriate skills checks and may be spilt up as desired and combined with other Capital spent (max +5). Pets list non-familiar or animal companions (such as mounts or pets) the character can take care of (1 large=2 medium, etc)

Lifestyle daily tenday monthly Notes
Wretched "free" exhausted; check disease per tenday; 1 piece of gear broken per tenday (can be destroyed); 1 Small common pet only (fatigued)
Squalid 1sp 1gp 3gp fatigued; check disease monthly; 1 piece of gear broken per month (can be destroyed); 1 Medium common pet only (fatigued)
Poor 2sp 2gp 6gp 50% 1 piece of gear is broken per month (cannot be destroyed); 1 Large common pet (fatigued)
Modest 1gp 10gp 30gp 1 Large common pet; +1/month
Comfortable 2gp 20gp 60gp 2 Large common, or 1 Medium exotic pet; +1/tenday
Wealthy 4gp 40gp 120gp 1 Large exotic; +2/tenday
Aristocratic 10gp 100gp 300gp 1 Huge exotic; +5/tenday


Check daily or per tenday, DC 10 Survival. Success = Poor; failure = Squalid, failure 5+ means Wretched. If rolling daily, 6+ Poor results in a tenday = Poor for that tenday, less than 3 successes = Wretched for that tenday; anything else = Squalid. Per +5 DC increase the level to a maximum of Comfortable.

Fumble & Critical Cards

I use the Pathfinder decks for these.


When you roll a one on an attack check, roll your CMB/attack/Concentration against the CMD of your target to see if you actually fumble. Any one combatant can only fumble once per combat, though they can make multiple checks until they actually do fumble. All saving throws are 10+CR of the combat (instead of the listed amount)


All confirmed criticals do their normal critical damage and gain additional weapon dice per the card (like Vital Strike); i.e., a double damage card is +1 weapon die of damage in addition to normal critical damage,.

Ultimate Campaign

Kingdoms & War


As my hexes are 12.5 miles, the area is bigger. To account for this, base population numbers are 375 rather than 250.

Terrain Improvements

  • Farms no longer are considered to have an asterisk.
  • Footnote 4 on Table 4-6 applies only to desert hexes.
  • Improvements without an asterisk are mutually exclusive, but you may have asterisked improvements in that hex as well
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